<![CDATA[XR-OM]]>https://www.xrom.in/xrnewsRSS for NodeThu, 01 Oct 2020 19:13:14 GMT<![CDATA[Oculus Quest 2 Leaks before the Facebook Connect Event]]>https://www.xrom.in/post/oculus-quest-2-leaks-before-the-facebook-connect-event5f5f5a17a9c1df001701df03Mon, 14 Sep 2020 14:06:38 GMTXROM

It's a mystery why brands leak out details before the launch dates, i am sure there has got to be a marketing angle to it, today Facebook leaked the New Oculus Quest 2 promotional videos to a marketing hub run by parent company Facebook before the Facebook Connect Event which is to be held on September 16th 2020.


The leaked videos suggest thats the new headset is powered by Qualcomm’s Snapdragon XR2 platform, which is the world’s first XR platform to unite 5G and AI. Built to enable unrivaled extended reality experiences, the Snapdragon XR2 5G Platform enables users to explore every angle of their virtual world in 360° spherical view that captures the scene in vivid detail. And with rich 3D audio, users can experience high-fidelity sound in all directions

One of the leaked video suggest that the Quest 2 has an “almost 4K display,” which it says translates to “nearly 2K per eye,” which a second video says is 50 percent more pixels than the original Quest. The headset also has 6GB of RAM (up from 4GB) and up to 256GB of storage (up from a maximum of 128GB), as well as 3D positional audio, and the return of controller-free hand tracking & it's white colour scheme looks amazing.


The videos also mention a new soft-touch strap which they say make the headset easier to slip on and off as well as a pair of updated controllers with “new ergonomics” that Oculus claims should make them more comfortable to use. Oculus Link support also returns for the Quest 2, allowing you to use a USB-C cable to connect the headset to a PC and use it to play PC-based VR games.

No price or release date has not been listed but it is rumoured to be in the 300$ bracket, JIO Glass is rumoured to be in the 200$ bracket, price of these HMD’s are dropping drastically and this is the only way to democratise a new technology which has potent to transform & disrupt all industry verticals.

<![CDATA[XR BAZAAR- AR/VR Marketplace & Virtual Consulting ]]>https://www.xrom.in/post/xr-bazaar-ar-vr-marketplace-virtual-consulting5f4b7fa83961cd00180f3affSun, 30 Aug 2020 10:37:43 GMTXROM India like any other nation has been terribly impacted by COVID, will exponential technologies such as AR/VR & MR play a role in reversing the social, cultural & economical impact of COVID.

Before the pandemic Digital transformation might have been on the wishlist for companies, today if you are not digital you will be left behind.

Education institutes, healthcare, enterprise , entertainment as well as the travel & tourism industry is now actively leveraging augmented reality, virtual reality for business continuity. remote work, remote education , remote healthcare, training, tourism can all be made possible as if you are physically present at those remote locations without moving from the comfort of your home.

Now is the best time to leverage immersive tech if you are an enterprise because the coming computing evolution “Spatial computing” is going to be underpinned by AR/VR/MR.

Slow adoption of XR in India has been due to lack of awareness, accessibility of hardware ,high price plus the lack of localised content.

we have been tirelessly working to raise awareness, educate and build an ecosystem through our ventures such as Immersion VR Fest, XROM & XROM-Podcast with a singular vision to create a sustainable & thriving AR/VR industry.

we are delighted to announce the launch of our new venture XR- BAZAAR



XR-BAZAAR is an AR/VR focused B2B , E-commerce platform that also offers Virtual XR Consulting for Enterprise.


We have tied up with prominent Indian & Global XR Brands Such as Ajnalens , FotonVR For Education , CoronaOven , XTAL 8k HMD’s. Pimax VR, Mantis Vision, DRV Z1 - 3D Digital Display plus are the unofficial re-seller/stockists of Insta 360 Pro2 , Oculus Quest & HTC Vive.

Our Vision is to Democratize Virtual Reality and that is why our platform is open for all , besides us you too can list your products and Sell or Rent on XR BAZAAR, Our integrated payment gateway ,logistics as well as a marketing model provides a convenient & hassle free shopping experience so that you can concentrate on building great XR products.

If you are an XR Hardware/software startup keen to explore India’s growing market opportunity & sell your products- get in touch.

If you are an XR Service/Solution Provider- get in touch.

If you want to rent your products to enterprise & consumers- get in touch.


For Enterprise we have a team of Indian & global experts that provide Virtual XR Consulting. We handhold our enterprise customers by not only offering the best product fit but also services & solutions that can transform their business, cut costs and help them thrive in the post COVID world.

If you are from academia, enterprise, healthcare, governance, defence or the entertainment industry seeking expert guidance/ consultancy- get in touch.

Last but not the least XR Consulting is a collaborative/open consultancy model. If you are an AR/VR expert/ consultant that would like to be part of XR Consultancy, we would be happy to welcome you as an XR Consultant.

<![CDATA[Facebook AR/VR Changes to "Facebook Reality labs".]]>https://www.xrom.in/post/facebook-ar-vr-changes-to-facebook-reality-labs5f4641280b6c1e0017d590e6Wed, 26 Aug 2020 11:03:04 GMTXROM Oculus, Spark AR plus f8 thier neural interface research division is being renamed & rebranded as Facebook Reality labs.

Mark Zuckerberg posted earlier quoting his belief in Augmented Reality, Virtual Reality being the next computing platform & the need to unify oculus, Spark into a single entity

Every element of the social networking giant’s efforts in these fields, from consumer Oculus headsets to its SparkAR smartphone offerings and beyond will continue on under Chief Scientist Michael Abrash but with the new moniker Facebook Reality Labs .

A Facebook spokesperson confirmed that the company will still retain and use the Oculus branding, so expect future hardware like the heavily-rumored new Oculus Quest to still carry that label. Whats more, the company confirmed there have been no leadership or executive changes made in the transition.

In a blog post announcing the news — along with a date for the newly-named Facebook Connect developer event — Facebook VP of VR and AR Andrew Bosworth reasoned that the company had previously “lacked a unified brand identity from which to tell the story of how we’re building the future of VR and AR.”

“This is our seventh year hosting our annual AR/VR conference, and over the years, Connect has grown to include so much more than Oculus, with research updates and product news from Spark AR and more,” Bosworth wrote. “Moving forward, our annual AR/VR event will be called Facebook Connect to better reflect its broader scope, and we look forward to sharing even more news that represents the work happening across the entire Facebook Reality Labs team.”

The news comes a week after Facebook announced that, from October 2020, all first-time sign-ins to Oculus headsets will require a Facebook account. Existing Oculus accounts will be supported up until 2023, when users will lose access to unspecified features, a move which has not gone down well with developers, content creators and which could play a pivotal role in a startup that understands the mood of consumers and builds an open XR platform rather than these walled gardens built by these tech giants.

Facebook Connect takes place on September 16, and the company says it will share more on its new name and plans for the future during the show.

<![CDATA[Epic challenges Apple's 30% App store Comission]]>https://www.xrom.in/post/epic-challenges-apple-s-30-app-store-comission5f394c93faa55700174978b4Sun, 16 Aug 2020 15:27:27 GMTXROM Fortnite maker Epic Games made a big announcement to the game’s hundreds of millions of users: It was dropping the price on V-bucks, Fortnite’s in-game currency, by 20 percent. The “Fortnite Mega Drop,” as Epic called the promotion, took effect immediately on every platform on which the wildly popular battle royale game is available — with one caveat. On iOS and Android mobile devices, you had to choose a new payment method, called “Epic direct payment,” rather than pay through the App Store or Google Play Store, in order to get the discount.

First Apple, then Google, booted Fortnite from their app stores on Thursday, just hours after the game started offering users the promotion. The move does not prevent the game’s existing users from continuing to play on those platforms, for now. But it means no one else can download Fortnite, and Epic can’t update it.

Epic, Match group & Spotify joined in protest against Apple's App Store commission, following which the EU opened two antitrust investigations against Apple, one of which intends to look into Apple’s practice taking a 30 percent cut of revenue from in-app purchases made through the App Store. Spotify claims Apple uses its App Store to stifle innovation and limit consumer choice in favor of its own Apple Music service. Rakuten, which also pushed for the investigation, alleges that it’s anti-competitive for Apple to take a 30 percent commission on ebooks sold through the App Store while promoting its own Apple Books service.

Smaller app developers have also expressed their concerns over Apple’s practices. David Heinemeier Hansson, the CTO of Basecamp and the new Hey email service, called Apple “gangsters” because it rejected a bug fix update and asked the company in a phone call to commit to adding an in-app subscription to prevent it from being removed.

Will this Epic Vs apple Battle bring about a much needed change how these tech behemoths function.

<![CDATA[XR Nation’s population grows to 22 member companies in a few months]]>https://www.xrom.in/post/xr-nation-finnish-extended-reality-community5f366d89e42bc5001834df84Fri, 14 Aug 2020 10:58:34 GMTXROM Officially founded in March 2020, XR Nation’s Extended Reality community has rapidly expanded to 22 companies and 1 cluster in the Nordic and Baltic regions. The swift growth has established XR Nation as a serious operator on the AR & VR scene.

XR Nation was born when founders Joh Orengo and Teemu Ollilainen observed that brands have a great deal of interest in XR technology, but might not know how to utilize it to their advantage. Even if brands do know what they are looking for, they often have difficulties identifying suitable creative partners – a dilemma compounded by the prevalence of small XR companies.

XR Nation’s business ecosystem is two-fold: it helps educate brands and connects them with XR companies, while orchestrating an internal market where high-quality products and services can flow faster, cheaper, and smoother amongst a community of XR (and related) companies. According to PwC Global’s “Seeing is believing” study, AR and VR will add $7.8 billion to Finland’s GDP and enhance 32,462 jobs by 2030. While helping its members to reap the fruit of this growth, XR Nation wants to be a positive force in improving the local and international market – for the benefit of creators and customers alike. Says XR Nation CEO Joh Orengo: “We have a chance to create a hub like no other, where not just companies but entire ecosystems of related technologies meet. And we can do it together.” ----------- XR Nation (XRN) is a virtual territory that facilitates free movement of products and services for its community members.

XR Nation is also a space where brands can meet with XR companies. If you’re a brand looking for XR services or a company interested in joining the ecosystem, visit www.xrnation.com or contact info@xrnation.com

<![CDATA[Jio Tesseract]]>https://www.xrom.in/post/jio-tesseract5f113ea20ce99d0017f954edFri, 17 Jul 2020 06:33:28 GMTXROM

Mumbai, Maharashtra – Jio Tesseract, India's biggest mixed reality platform is launching its latest innovation in the augmented and virtual reality space. It's called the


Since the RIL AGM in 2019, we’ve revolutionized and improved our form-factor, design,

XR optics, audio features, and library of mixed reality applications.

JioGlass is a 75-gram lightweight mixed reality headset that comes in a compact sunglasses-based form factor. We have the best-in-class visual clarity that allows you to consume digital media on a large screen at the comfort of your home as if you were sitting in a personal 3D theatre. JioGlass works with a smartphone or a separate compute unit by simply plugging in a convenient USB-C cable that allows your 2D mobile applications to be played in a 3D augmented world. On the audio front, we've pioneered the world's first personal, spatial, and directional XR sound system that runs all audio formats without any wired attachments.

JioGlass has the power to enhance the way you communicate, watch movies, shop,

play, and learn.

Despite the onset of the COVID-19 pandemic, we’ve not only designed and innovated on a mixed reality device with cutting-edge technology from India but also built 25 MR

applications across entertainment, learning, gaming, shopping, and productivity. We’re now making mixed reality accessible and affordable for everyone.

COVID-19 has completely changed the concept of the workspace and prompted exponential growth of digital collaboration. The new way of working can now be reimagined in the mixed reality space.

With JioGlass you can now join a meeting in your office with colleagues in 3D from any location. To enhance productivity, you can do a holographic video call in which you can share, discuss, and deliberate on projects and presentations on a large screen.

Not just that, you can also carry out these virtual interactions with your custom 3D

avatar as well as in 2D video call formats with the JioMeet Mixed Reality Platform.

The COVID-19 pandemic has also prompted one of the most important applications in the education sector that is bound to make learning more impactful. Jio Glass is making teachers and students come together in 3D virtual classrooms and conduct holographic sessions through the Jio Mixed Reality Cloud in real-time. To give you an example, with the help of JioGlass, learning history and geography will be transformed where you can travel to the by-lanes of Agra and immerse yourself in the wonderful architecture of the Taj Mahal. It could even be The Pyramids of Giza in

Egypt, The Colosseum in Rome, or the Christ the Redeemer in Brazil.

Our solutions can be implemented at scale within organizations and businesses that

want to bring meaningful solutions to their employees, colleagues, partners, and

customers by making digital collaboration smooth across devices and platforms to

ensure they stay connected, no matter where they are.

With JioGlass, we're reinventing the way we communicate with not just fellow humans

but also computers and digital content. And we're ready to bring AR/VR and the future

of computing to India with technologically advanced devices

and transformative experiences that will change your relationship with technology in

a very meaningful way.

#JioGlass #Tesseract #JioTesseract #DemocratizingMR #MadeinIndia

AGM Video Link



About Tesseract

Tesseract is a public subsidiary of Reliance Industries Limited and an MIT Media Lab

spin-off operating out of India creating products in the mixed reality (AR/VR) space.

At Tesseract, we began our journey with a humble ambition of democratizing the use of

mixed reality (augmented + virtual reality), considering its immense potential to

transform the way people learn, work and play.


Our team consists of MIT Media Lab alumni's, with a combined experience in

augmented reality, virtual reality, computer vision, product/industrial design, artificial

intelligence and machine learning.

Recognitions & Awards

Forbes 30 Under 30: https://www.forbesindia.com/article/30-under-30-2018/kshitij


NassComm Emerge League of 10 2018:





Design4India A Nasscom Initiative (Design Awards 2018):



Asia Hardware Battle (Tech Crunch/technode):



MIT Innovators Under 35: https://www.innovatorsunder35.com/the-list/kshitij-marwah/

About Jio Platforms Limited

Jio Platforms Limited (“Jio”), a majority-owned subsidiary of Reliance Industries

Limited, has built a world-class all-IP data strong future proof network with the latest

4G LTE technology (through its wholly-owned subsidiary, Reliance

Jio Infocomm Limited). It is the only network conceived and born as a Mobile VideoNetwork from the ground up and supporting Voice over LTE technology. It is future

ready and can be easily upgraded to support even more data, as technologies advance

on to 5G, 6G, and beyond. Jio will bring transformational changes in the Indian digital

services space to enable the vision of Digital India for 1.3 billion Indians and propel

India into global leadership in the digital economy. It has created an eco-system

comprising of network, devices, applications and content, platforms, service

experience, and affordable tariffs for everyone to live the Jio Digital Life. As part of its

customer offers, Jio has revolutionized the Indian telecom landscape by making voice

calls for Jio customers absolutely free, across India, to any network, and always. Jio

makes India the highest quality, most affordable data market in the world.

About Reliance Industries Limited (RIL)

RIL is India’s largest private sector company, with a consolidated turnover of $87.1

billion, a cash profit of $9.4 billion, and a net profit of $5.3 billion for the year ended

March 31, 2020. RIL’s activities span hydrocarbon exploration and production,

petroleum refining and marketing, petrochemicals, retail and digital services. RIL is the

top-most ranked company from India to feature in Fortune’s Global 500 list of ‘World’s

Largest Corporations’ – currently ranking 106th in terms of both revenues and profits.

The company stands 71st in the ‘Forbes Global 2000’ rankings for 2019 – top-most

among Indian companies. It ranks 10th among LinkedIn’s ‘The Best Companies to

Work For In India’ (2019).


Website: https://tesseract.in/ , https://developer.tesseract.in/

For more information and scheduling interviews, get in touch with Ishika Gupta,

ishika@tesseract.in, +91 9319117648

<![CDATA[WalkinVR - Press release]]>https://www.xrom.in/post/walkinvr5ee0d61b7e91a9001735b59aWed, 10 Jun 2020 13:02:26 GMTXROM May 2020

Virtual reality becomes even more accessible

In the second half of June the WalkinVR software

will have its premiere on Steam platform.

Virtual reality obviously has huge potential. Never before experiencing the digital world was that real. Nonetheless, even as the environment is virtual, it still requires a real, physical interaction. Thus, despite the apparent lack of limits in the VR world, there are still many people with considerable problems with accessing it. Because when one can’t move freely, has a limited range of hand movements, or uses a wheelchair and is not able to lean or turn around, these problems remain present in VR.

Can’t move freely in real-world = Can’t freely play VR

It is with such persons in mind that the WalkinVR software was created, available from June the 14th on Steam platform. This software finally removes all barriers and makes the VR truly limitless.

Making VR accessible for everyone

How to make the VR accessible for everyone

The first version launched in 2017 made possible virtual movement in games for the wheelchair-bound persons. The software was received with applause, motivating the authors to undertake further development. WalkinVR in its current form seeks to open the VR for the as wide public as possible, especially for those experiencing motor disorders in their lives.

  • Premiere 2.0 version features among others:
  • Virtual movement, turning, leaning, crouching
  • enhancing movement range of the hands (little real range vs. big VR range) - increasing dynamic of the hand's movement (slow real moves vs. fast VR moves)
  • The option of VR assistance through a pad (when independent use of buttons on the controllers is not possible).
  • Tracking hands without controllers (with Kinect or Azure) in case of weak hands or spastics.

Adjusting the VR environment to individual needs is easy and intuitive with the simple interface of the application, further enhanced in the 2.0 version. To put it simply, the software allows for such adapting of the VR (thus all existing games and applications), that all physical barriers cease to exist. According to the WalkinVR authors, this is an important step towards the creation of a universally accessible world. WalkinVR works with all games and applications available on the SteamVR platform. On an opening day two versions of the app will be available, including one free (retaining unlimited functionality).

Make a workout more varied

WalkinVR is not a game. It is a software to enhance a person’s movement and adapt them to play existing Virtual Reality games. In addition to the entertainment function, WalkinVR can help you conduct effective training in VR. By using sports, skill or role-playing games while having fun, you can provide a large dose of movement

Make a workout more varied

This is especially important for people with disabilities, who often do not have the opportunity to engage in sports apart from standard rehabilitation. You can create a game room for VR and with the assistance of a mentor benefit from training that will give joy and real physical activity.

Do you have more questions?

Write us an email at contact@walkinvrdriver.com

More details:

Website www.walkinvrdriver.com

Youtube account: https://www.youtube.com/channel/UCUTLdxZpqUAIbYDjU7b9WNg/videos

Suggested videos:

<![CDATA[MAD Gaze AR Glasses Closes $18.6M in Series A Funding]]>https://www.xrom.in/post/mad-gaze-ar-glasses-closes-18-6m-in-series-a-funding5ed9ebe0b448980017c6e245Fri, 05 Jun 2020 07:05:13 GMTXROM MAD Gaze, the augmented reality (AR) smart glasses company closes USD 18.6 million in Series A funding in January 2020, after receiving USD 12 million in Pre-A round funding last year. The new round of financing will be used in research and development of new generation smart glasses, new optical technology, AR technology and algorithms, smartwatches, and market expansion.

MAD Gaze, a top-notch AR smart glasses brand founded in 2013. It is also the first smart glasses company in China that integrates hardware, software, optics, algorithms, developer community, APPs online mall, and industry application solutions. MAD Gaze AR smart glasses has launched 7 AR glasses including Ares, X5, X5S, X5P, Vader, GLOW, GLOW Plus, and a smartwatch, MAD Gaze Watch. The latest binocular MR smart glasses GLOW weigh only 75g. It has successfully raised over USD 650k on the overseas crowdfunding platform Indiegogo and has engaged more than 3,000 developers in the community. The mass production of GLOW has been well completed in January and delivered to 45 countries. MAD Gaze is the bestseller among AR glasses in China. Its high-tech and trendy products are highly recognized by the consumer market.

The Latest AR financing will be focused on technology and hardware

According to media analysis reports, the amount of China’s domestic financial funding in the VR/AR industry has been doubled. It indicates that the domestic investment market in 2019 is more confident compared to 2018, which also leads to an increase in the single investment amount. In which, the VR sector accounts for 40% of the funding which amounts to USD 760 million, while the AR sector accounts for 37%, and the financing amount reaches USD 1.84 billion, far exceeding VR.

Apart from the financing amount, the distribution of the investing field also focuses on technology-related companies, especially in optical technology and AR hardware companies. The capital mainly invests in B2B use cases.

MAD Gaze has accomplished Series A funding at the beginning of 2020. Founder and CEO Jordan Cheng stated, “MAD Gaze has always been leading innovation in technologies. Our effort in firmware research and development has won more than 40 professional awards. Our self-developed optical technology makes us one of the rare AR field leaders in China. The four types of optical technology include a prism, free-form surface, Birdbath, and waveguide, with two interactive technology algorithms.”

MAD Gaze has established a unique and complete AR ecosystem that allows users to access a high degree of utility and entertainment. The ecosystem is including an independent online app marketplace - MAD Store, an automatic AR app generation platform - AR Cloud, a developer platform - Developer Console, and a remote solution platform - ME Support. MAD Gaze has successfully promoted the applications of smart glasses to various fields including education, medical, security, industry, etc., and cooperated with more than 400 international corporates such as Nespresso, Decathlon, Cathay Pacific, IBM, Microsoft, Oracle, OPPO, Sony, Carl Zeiss, and SAP, etc. MAD Gaze has marketed in more than 40 countries which is far ahead in the global smart glasses industry.

The consumer AR market is well poised with the deployment of 5G

With the deployment of the commercial 5G era in China, the consumer AR market will be gradually expanded. According to the forecast brought by Digi-Capital, the installed base of AR mobile and AR smart glasses will exceed 2.5 billion by 2023, with a revenue of 70 billion to 75 billion US dollars. The expansion of China’s AR market is believed to be the most conspicuous among the global AR industry. IDC Worldwide Augmentation and Virtual Reality Guide predicts that China's AR/VR market expenditure will reach 65.21 billion US dollars by 2023. The dawn of 5G has risen the enormous potential of AR technology.

Regarding the consumer market, Jordan Cheng declared, “The previous generations of MAD Gaze smart glasses are biased towards the business usage, yet the fourth-generation MR smart glasses GLOW is specialized for the consumer market. It is lightweight and trendy as sunglasses which is portable and easy for daily use. Simply plugging into the smartphone, it streams the mobile screen onto the glasses. It is more personal and easily integrated with the consumer’s everyday life.”

In addition, MAD Gaze has newly launched its bone conduction smartwatch at the Las Vegas CES 2020 in January. By pairing it to the MR smart glasses, it simplifies the control on smart glasses and become a trending gadget for the latest 5G network. “MAD Gaze, with a stylish brand image and unique insight of user experience, is aiming to achieve differentiated marketing strategies among the fast-expanded AR consumer market. Currently, MAD Gaze has already implemented different sales channels.” Jordan Cheng said.

The investors of MAD Gaze

The investor DNS is a quasi-listed company of domestic and international markets. It is a technology company specializing in R&D, manufacturing and marketing of mobile phone accessories and electronic products. DNS CEO Mr. Chan stated, “MAD Gaze has contributed in the AR field for 7 years. Their team has well-rounded effort with an outstanding innovative spirit. Their products are well-developed with their comprehensive and mature AR technology and the interactive algorithm. It is believed that MAD Gaze retains unlimited potential as a global leader. DNS feels optimistic to the development of AR industry under 5G network. He expected that MAD Gaze will exert its expertise in the AR field, seize the opportunity, and maintain its leading position in the market.

thThe second investor Black30 Venture is a well-known high-tech venture capital in Hong Kong. It specializes at futuristic technology field. The CEO of Black30 Venture Mr. Leung indicated, “MAD Gaze is the only AR company in China that has mass-produced 8 products and sold more than 10,000 units. Also, it has mastered the most critical core technology in the AR field.It is definitely a practical enterprise that delves R&D for the market. The team is young, creative and highly innovative. We will continue to support MAD Gaze in the future financial funding, I hope they will become a unicorn in e AR industry.”

<![CDATA[LIVE ANIMATIONS - UKRAINE STARTUP BUILDING HI QUALITY AR/VR CONTENT]]>https://www.xrom.in/post/live-animations-ukraine-startup-building-hi-quality-ar-vr-content5e5dedc98a556b0017b974f6Tue, 03 Mar 2020 05:47:49 GMTXROM Live Animations is an Augmented Reality Startup Founded by Andrei Tymoshenko Based out Ukraine with offices in US & Germany, Live Animations have been building Immersive AR Experiences for Reputed Brands as well as Educational Content for Children they help businesses achieve ambitious goals with out-of-the-box AR solutions, the quality of work is unbeatable & the expertise is backed-up with years of success.

The team boasts of building close to 220 hours of AR/VR experiential content, that has led to increased customer engagement and business growth for their partners, they pride in ensuring customer satisfaction and have built a strong loyal base of Enterprise customers who vouch for the quality & professionalism.

The company’s portfolio includes over 30 AR/VR projects for companies from around the Globe & have been voted the TOP 10 best companies in the world in the field of AR / VR


What makes them stand out is the quality of their development, they implement world-class technology, creativity, and content with maximum effectiveness, they recently partnered with Disney’s Licensee "The Little Hippo" and have been responsible for bringing static books such as Winnie the Pooh come alive with Augmented Reality.


Traditional Education system is up for disruption and technology such as AR/VR converging with AI will redefine the current education system, Immersive Education will have a huge role to play in the coming future, Data Suggests AR/VR learning aids in retention and engagement.

Founder - Andrei Tymoshenko

Live Animation also builds AR Gaming Experiences and AR for E-commerce by enabling customers to see, interact, and feel products in real-time whenever and wherever they want to stimulate their buying intent.

<![CDATA[XTAL - High-Resolution Virtual Reality Headset For Enterprise]]>https://www.xrom.in/post/xtal-high-resolution-virtual-reality-headset-for-enterprise5e4cf01d26850f0017b4061fWed, 19 Feb 2020 08:38:22 GMTXROM VRgineers is a company based out of Prague and was incepted by Entrepreneur Marek Polčák and his vision to build a transformational VR Headset that does justice to the promise & true potential of Virtual Reality.

XTAL is an enterprise-level virtual reality headset, This high-end piece of equipment is the ideal tool for prototyping and training in the automotive, aerospace, architecture and manufacturing sectors.


VRgineers launched the new generation of XTAL with unbeatable 8K resolution at the recently concluded CES 2020, it has 4K display per eye (8K horizontal in total), foveate rendering, High-density LCDs with unbeatable resolution 8K, Improved lenses with 180º FOV, Eye-tracking capable to run up to 210 fps, Embedded Ultraleap hand-tracking, a VirtualLink cable to carry the display signal from the GPU to the headset, the USB-C single-cable standard for future VR headsets, Autoeye- worlds 1st automatic IPD System, XTAL detects your eyes and automatically adjusts the lenses for optimal image quality and VR experience

plus a Version with helmet mount for simulations at the price of $7890 which includes business-grade support.


It is built for the needs of professional designers, engineers, pilots, doctors & trainers who require superior image quality and accuracy, wide field-of-view, easy integration, and data security.

Whether users want to virtually design, create, prototype, teach or train, XTAL offers the visual quality needed for even the most demanding tasks.

VRgineers is working with the US Navy to develop next-generation simulator, as well as “major national aircraft simulators and leading global automobile manufacturers”.

XTAL is an Enterprise ready HMD which is Secure, durable, and ready to be deployed in any corporate IT environment. Works seamlessly with a growing number of professional software tools. Easily integrates with proprietary systems.

VRgineers plan a software upgrade, which will push capabilities of XTAL far beyond any other device:

New warping algorithm with precise depth and size perception

Eye-tracking SDK

Foveated rendering SDK

The release is planned in the second half of Q1 2020.

<![CDATA[LYNX-R1 A See-Through Headset For Medical,Military and Industry on the Cutting Edge of Mixed Reality]]>https://www.xrom.in/post/lynx-r1-a-see-through-headset-for-medical-military-and-industry-on-the-cutting-edge-of-mixed-reality5e40fbe38e3db40017400acbMon, 10 Feb 2020 07:01:16 GMTXROM LYNX Technologies, a French startup based in Paris started by Stan larraoque with the help of General Guillaume Gelee, an ex-4 stars general in the French.

Stan has been working on augmented and virtual reality hardware and software for the past 3 years, they raised 2 millions euros in August 2019 and built the Lynx headset with their team of

talented engineers.

LYNX R1 is an untethered Video See-Through Headset for Mixed Reality. Surgeons, engineers, researchers and developers will now benefit from the video see-through technology for Mixed Reality without the constraint of being tethered to a powerful workstation. Professionals users can now improve their workflows and efficiency by taking advantage of this alternate approach of Mixed Reality providing a large field of view, natural colors and perfect object occlusion, while allowing a total freedom of movement.

Powered by the Qualcomm® Snapdragon™ XR2 Platform, LYNX Technologies has designed a compact Video See-Through headset, with a unique human-centric approach, featuring high-quality displays, incredible optics, and an unprecedented computational power.

LYNX-R1 embeds 6 cameras for LYNX-R1 is compact, lightweight,

(1) real-world perception in real time, and untethered.   All the processing

(2) inside-out tracking - 6DoF, is done on the headset, so no PC is required.

(3) hand-tracking, and

(4) eye-tracking.

The 4-fold catadioptric freeform prism (lens) in LYNX-R1

LYNX is a game-changer. This headset will literally transform the way surgeons work. It achieved an unparalleled level of immersion and realism on preparatory training based on virtual organs built from patient imagery. Live-collaboration between peers on critical tasks is made convenient, and recording gestures for educational purpose and knowledge transfer has never been that easy.”  said Pr. Nataf, Heart Surgeon at Paris-Bichat Hospital.

Shipping LYNX-R1 to professionals is expected in the summer of 2020. Pre-orders are available immediately.

The product is priced at 1499$.

<![CDATA[PORTL Hologram Launches HOLOPORTL™️, The First Single Passenger Holoportation Machine]]>https://www.xrom.in/post/portl-hologram-launches-holoportl-the-first-single-passenger-holoportation-machine5e37ae541af3230017243e0cMon, 03 Feb 2020 05:28:36 GMTXROM The safest and fastest form of travel ever created, the company’s first product allows people to “beam” anywhere and interact in lifesize, 4K resolution; It’s a powerful, affordable, vehicle for production and playback of any hologram content.

PORTL Hologram Company announced the launch of its first product today. The HOLOPORTL™️ is the world’s first one-person


holoportation machine, allowing the user to “beam” from anywhere to anywhere and interact with people live in 4K resolution. The Holoportl uses PORTL’s proprietary technology, developed by CEO David Nussabum. PORTL is a tech and entertainment company working in holograms, virtual reality and augmented reality.

In addition to holoportation, or interactive telepresence, Holoportl can film, edit and playback original hologram content of all kinds. The affordable unit is only about 7’ tall and 5’ wide, made to be easily installed and transportable--an easy fit for home or office. It’s perfect for public spaces of all kinds from museums to airports to political rallies. Holoportl works in direct sunlight or total darkness and motion activation allows a hologram character to interact with visitors anytime. 

David Nussbaum, who has worked on holograms for the Jimmy Kimmel Live, the Ronald Reagan Library, and Sony’s Ghostbusters premiere, founded PORTL when he noticed all the hologram companies were going after the same prize, the flashy arena-sized stage show.

“I thought, if they’re all going bigger and bigger, I’ll go the other way,” says David Nussbaum, founder and CEO of Portl Hologram Company. “I’ve produced hologram arena shows and it’s thrilling. But I’m here to make hologram stages that are smaller, and more affordable. By making the medium of holograms easier for companies and individuals to get involved with, I know we’ll accelerate innovation and excitement about new forms of content. PORTL is already making first-ever, history-making entertainment events happen.”

Every Holoportl is capable of presenting interactive telepresence or prerecorded playback. They can beam in real people from around the world or be used for fantasy projections, like cartoon animations or digital resurrections. Holoportls can even be networked together to beam a CEO, politician, or entertainer into 100’s of machines around the globe simultaneously. 

“It’s the safest and fastest way to travel!” Nussbaum says. “Others do live via satellite. I do live via hologram.” 

The Holoportl had its first public demonstration at The Saturn Awards, where Japanese anime influencer Rin Asobe’s avatar was beamed in live from Tokyo to the Avalon Theater in Hollywood. The second demonstration begins October 11 at L.A. ComicCon at Legion M’s booth where anime characters and live musicians and comedians will be beamed in. Visitors will even be able to transform themselves into holograms. 

PORTL is also announcing a partnership with Scott Broock’s Totem Networks and  Emmy-winner Mark DeCarlo (Adventures of Jimmy Neutron, Family Guy) for Who’s Voice is it Anyway, hosted by a cartoon hologram named Boffo the Bear. In a historic first, Boffo will interview celebrities on the mainstage of L.A. ComiCon on opening night. 

PORTL’s global manufacturing partner is 41 Sets, a fully equipped movie set design and production facility located in North Hollywood, CA. Portl’s technology is not based on Pepper’s Ghost. 

Nussbaum has worked in the entertainment industry for 20 years and the hologram space for the last 6 years, most of those years as the EVP of Hologram USA. An award-winning content creator, writer, and producer, he is regarded as one of the foremost experts on hologram entertainment technology. David’s hologram highlights include the Juan Gabriel and Jenni Rivera digital resurrection memorial concerts, the live HoloPortation events with Jimmy Kimmel, The Country Music Association Awards, Julian Assange, and Jack Black, as well as special event partnerships with Sony Pictures, Universal Studios, NBC's The Voice, The Ronald Reagan Presidential Library, Christian Dior, America’s Got Talent, and The National Comedy Center among others. Since beginning his work in the hologram field, David has appeared on Good Morning America, CNN, NBC, FOX, CBS, and heard on NPR and The Howard Stern Show.

<![CDATA[CHANGE TRANSFORM INDIA]]>https://www.xrom.in/post/change-transform-india5e2eb2e3538ef50017cf3f2dMon, 27 Jan 2020 10:11:27 GMTXROM Written by - Eddie Avil

Happy 71st Republic Day & a Happy Chinese New year to the two Giant Nations that have catapulted into the forefront

Two of the Worlds Biggest Tech behemoths have Indian CEO’s and I suspect it won’t be long before we see an Indian Global Tech Company.

We are at the cusp of the 4th Industrial Revolution and the growth of exponential technology stands to disrupt all industry verticals, those not ready for tomorrow stand to become Irrelevant.

Exponential Technologies is Arming everyone with the intent + desire to Educate themselves an opportunity to Leverage & build businesses that can impact billions or play a role in building the future, the choice we make today will define our tomorrow.

Malcolm X rightfully said “Education is the passport to the future, for tomorrow belongs to those who prepare for it today”

Artificial Intelligence, Synthetic Biology, Blockchain, NanoTech, Augmented Reality, Virtual Reality & Mixed Reality is probing what we once termed Impossible

Age Reversal, Organ Regeneration, Colonizing Mars & Carbon Capture is now in the realm of possibilities.

CHANGE TRANSFORM INDIA is our new IP/Event/Movement starting with a Podcast aptly titled “CHANGE I M POSSIBLE”.

Change I M Possible podcast is our humble effort to educate, create awareness and mitigate the impact of Industry 4.0, we will endeavour to bring twice a week conversations with exponential tech leaders, disruptors, engineers, change, policy-makers, entrepreneurs and impact investors from India and around the Globe.

CHANGE TRANSFORM INDIA is proud to share the 1 st Episode of CHANGE I M POSSIBLE Podcast with

Shailesh Kumar- Chief Data Scientist/CoE, Artificial Intelligence/Machine Learning at Reliance JIO



Subscribe like Share & Join us in shaping a Future Ready-India

<![CDATA[Shin Software an AR/VR Interactive 3D company from Italy]]>https://www.xrom.in/post/shin-software-an-ar-vr-interactive-3d-company-from-italy5e282cdc2369650017906755Mon, 27 Jan 2020 10:11:47 GMTXROM

Written by - Eddie Avil

we humans Experience our world in 3 Dimensions and our reality is perceived & enhanced by Sound, touch, smell, and taste

However the digital world has been restricted by 2D medium for the longest times, the arrival of 3D technology was not much of a mover as all of our Digital/Viewing Devices were still 2D.

Immersive Technologies such as Augmented/Virtual & Mixed Reality are however changing that paradigm and some of the top tech behemoths promise that spatial computing or the next generation of computing will be 3D plus interactive and the technology enabling this revolutionary leap would be AR/VR/MR.

Shin Software an Interactive cloud-based 3D Design & Consultancy Company realizing this shift has been building interesting Augmented Reality/Virtual Reality Services & Solutions, It is amongst the 19 companies in the world to achieve AWS Industrial Software Competency status.

SHOWin3D is their premier application that simplifies, enables & gives the control in the hand of the user to design & develop interactive 3D content without coding skills. SHOWin3D is a multi-language, highly customizable tool that works on multiple devices with effortless integrations from the web to VR.


Shin Software is an Enterprise Focused Startup Based out of Italy with Developers across Ukraine, Canada, China & India.

Their services include cataloging products in 3D, Fair Solutions, E-learning & Virtual Tours

<![CDATA[3D Movies on the rise but 3D TVs are dead : Solution – VR Goggles ]]>https://www.xrom.in/post/3d-movies-on-the-rise-but-3d-tvs-are-dead-solution-vr-goggles5e21aaf38673690017d62bf2Fri, 17 Jan 2020 12:47:51 GMTXROM written by - Manoj Dawarwadikar

Last 10 years have seen around 30-70 3D movies released every year – average one movie per week. Most of them are big budget and big grossers. Especially animation movies are released only in the 3D format in some cases. Though 3D movie production is still centered in Hollywood, India and China have grown substantially in the last few years as consumer markets. China has around 25000 3D screens, and India is growing its 3D screens every year, which stands at about 2000 for now. The special effects in 3D are driving moviegoers to 3D cinemas. But unlike 2D movies, the content is not coming to their home – either on their TV sets or smartphones. 3D TVs are actively sold for last 10 years but never became mainstream alternate to 3D movie experience of multiplexes despite having so much content available. The content creation-distribution-consumption chain for 3D TVs is broken. 3D movies were produced with stereoscopic 3D and TVs supported them with 3D goggles. But distribution channels such as set-top boxes or IPTV infra never upgraded. So, 3D TVs always remained a fancy gadget without much of a use. The usual 3D TV makers such as Samsung and LG are also moving their focus on 8K or Smart features instead of pushing 3D as a feature in TVs. CES 2020 had almost no buzz about 3D TVs There is a stark contrast where 3D movies are on the rise, but they are restricted only to multiplexes low shelf-life. OTT players like Netflix and Amazon Prime are bringing the latest movies as well as old-is-gold content to consumers on TV as well as smartphones. But now such avenue for 3D movies.

Virtual Reality can solve this. Virtual Reality rings a bell in the ears of most people as - complicated technology - that requires a huge headgear - to play some interactive games - which might make you vomit. Though VR has been around for 5 years now, there is a lot of variety in the usage of VR, and that makes it difficult to understand and use VR. There is a broad range of VR hardware available from Inexpensive google cardboard viewers with smartphones to high-cost Oculus Rift headset. And the first generation of those headsets is already dead. Google Cardboard, Google Daydream and Samsung Gear VR headsets were officially stopped in 2019. Primary reason? People were not sure what to expect from these headsets. Those who were looking for high-end games could not get the experience they wanted from these headsets. People looking for simple experiences like watching YoutubeVR of NatGeoVR videos found them too expensive for the usage. And one problem everyone faced was limited time usage of these headsets due to its weight and design. Imagine watching a 2 hr movie with a half a kilo goggle sitting on your nose. So, stopping these headsets marks a new era of use-cases and a new approach to design for new use-cases. Oculus declared that most used app on Oculus platforms in 2019 was “YouTube VR”. VR users spent the highest amount of time on non-interactive apps such as Netflix VR or BigScreen VR. The primary reason for this trend is, watching movies in VR headset, especially 3D movies, is a great experience. It combines the best of both worlds – grand picture/sound effects and personalized viewing. VR headsets offer what 3D TVs can’t. They support stereoscopic 3D, and the distribution of 3D content is simplified over the internet. Especially when 5G becomes mainstream, it’ll even further be simplified. VR headsets are well-positioned to push the 3D movie watching at home once the weight and design problems are solved. We see several steps in that direction. Panasonic has announced VR goggles in CES 2020 mainly targeting these use-cases. They look like regular goggles and designed for longer usage time. Of course, they do not support a lot of interactivity that is required by games. Still, the most common user will not need a lot of interactivity. Bose [most popular speaker company] has also launched Augmented reality glasses, which offer audio effects based on the direction of your head and ear. It is very similar to the surround sound that we experience in multiplexes. All these developments will push users to watch their favorite 3D movies in multiplex like setting, sitting at the comfort of their couch.

So, 3D TVs are dead and probably never going to come back unless reinvented but 3D movies are on the rise, and there’ll be new ways to consume them through VR goggles. Specialized VR goggles offer the special effects, convenience and personalization that users are looking for. The moment the weight and cost challenges are solved [which are actively being solved], we might see the explosion of 3D content targeted towards VR users. Before we know, there’ll be a Netflix original or Amazon Original series in 3D made only for VR users.

<![CDATA[THE POWER OF SOCIAL INTERACTION IN VIRTUAL REALITY]]>https://www.xrom.in/post/the-power-of-social-interaction-in-virtual-reality5dad4c274a9e9b0017055ae3Mon, 21 Oct 2019 06:16:53 GMTXROM Written by - Manisha Misra

Being a VR enthusiast I am always looking for opportunities to try VR experiences wherever possible. Meeting and socializing with new people in the Virtual worlds is an activity that I enjoy a lot. This aspect of virtual reality is very exciting for me because here I get an opportunity to meet people from all over the world, in-person. Though we are in our avatars in the virtual environments we can talk to the people(other avatars) in our own voice.

It reminds me of the early days of the Internet, back in 1998, when I had made friends from all over the world using one of the popular chat interfaces of that time - ICQ and few other chat platforms. But meeting with people in VR social platforms has been a totally different experience.

VR social platforms allow us to meet people in various VR environments designed specifically to certain activity, location, game or an event. For example in the image here, you can see the list of social events that I have received from AltspaceVR - one of the well known VR social Platforms that I am registered with.

My initial, one-of experiences on these social platforms have also been very interesting though.

Once I was in an environment called Times Square of a social platform VRChat. There I met a boy from the UK who helped me explore the place since I was totally clueless about the possible activities in that environment. We went to the top of the building together, in an elevator and jumped from there to the ground without getting hurt. It was a short acquaintance but it was fun. Eventually, we drifted apart as we got busy exploring different areas of that experience and never met each other again.

So these VR interfaces, unlike the chat interfaces, are open to all. No one has to take your permission to participate in any activity and anyone can walk in these environments and explore. It is like you enter a space where everyone is busy in that event, you can also join, observe or introduce yourself to other participants and start talking to them. The other person might respond or just walk away without answering!

Every social platform has so many choices of different VR rooms that most of the time I end up hopping from one experience to another just exploring the activities. But I have seen a group of friends talking to each other sometimes. It looks like they have planned to meet in that virtual environment.

Some of the best and well-known VR Social platforms are - Facebook Spaces, VRChat, AltspaceVR, time, and Bigscreen.

I have not been visiting these social platforms regularly but I am sure if I would get regular here, I will meet many like-minded people and maybe make good friends across the globe.

<![CDATA[Introducing Mind-Controlled VR ]]>https://www.xrom.in/post/introducing-mind-controlled-vr5da856cc0bd85a00173e8d42Thu, 07 Nov 2019 05:20:34 GMTXROM Courtesy Facebook & Co.

Written by - Prachi Shah

Believe it or not, Virtual Reality that can be controlled by your mind is a former idea of science fiction that is within reach today. In other words, a Star Wars fan can make happen to be a Jedi and move objects at will - at least in the virtual world. This is a possibility because Facebook is investing it’s research dollars to come up with tech that will decipher our brain’s neuronic signals and translate them into words.

This fascinating technology with its limitless possibilities - will initially be put to use in helping patients of paralysis to communicate with the world around them. Introducing the technology with such a tremendously benevolent start will help catapult its idea into popularity among the public. In the United States alone - over 5.4 million people are living with paralysis.

Facebook has its eyes and goals set on a far-reaching and wide-spanning goal - and that is to be able to give us humans the ability to control all digital equipment. From simple things like the keyboard to future tech like high-end AR glasses that can possibly feed you content at the speed of thought. This will free up a whole lot of time shaved off in mundane tasks. This could enable a high level of qualitative and economic impact - both at micro as well as macro level.

The success of this tech will largely depend on being able to acquire large volumes and a variety of brain data. This is expected to be received with mixed feelings - especially to the people for who it could mean a serious invasion of privacy. This is also true because the tech can possibly infiltrate more data - than what the tech is being used for.

As the research is carrying on in the University of California - San Francisco - the research team has released a result report from their initial study noting that they are able to decipher brain activity to text on a computer screen in real-time. Although the corresponding vocabulary pool is limited - this is a promising start for some.

Scientists, Military and companies like Paradromics and Kernel are also working in this neurotech space. Elon Musk’s Neuralink is coming up with ‘flexible threads’ that once implanted in the brain can control computers, smartphones, and another similar tech just with human thoughts. The expectation is to begin testing on humans by the end of 2020. Just think what this would mean if combined with Artificial Intelligence. Elon Musk’s eventual aim is exactly that - achieve perfect sync between neuro-tech and AI.

Like everything has the ‘other’ side - there are wide-ranging ethical implications of this tech and these possibilities. Some of these are:

Existential Alienation - bringing the purpose and physics-chemistry of the human body and our social structure under a serious microscope. With so much mind-control and mind-controlled at play - what will, after all, be the purpose of our body and it’s aspects.

A New Normal? - If what once seemed like an impossibility becomes a close arriving reality - what will become of the now normal? Will there be a new normal? Are the human race and human mind ready for the side effects such as these and more? These questions are fast moving out of the realms of a riveting novel and entering the realms of ‘Real’ in the coming times.

Accountability and Law - Who will be responsible for the consequences of the tech’s unfolding - both directly and indirectly or consequentially? There can be a substantial domino effect of such technology going unsupervised - especially with the possibility of Brain Computing, AR and VR teaming up with Artificial Intelligence.

Authoritarian Lapse - The speed at which this tech will play out may not be slow enough for lawmakers to make rules governing the playout or even make incremental changes to the rules if already in place. This will bring about serious operational challenges while speaking of law and order.

Privacy - Last but not least - the most obvious implication will be that on an individual, organizational and even national privacy.

To sum it up, no matter how this turns out - the tech is fast approaching towards us all and is most likely coming to stay and metamorphosis. You may love it or hate it - but I am sure of one thing - you will not be able to ignore this avalanche of possibilities coming your way.

<![CDATA[From Candy Crush Saga to Resolution Games ]]>https://www.xrom.in/post/from-candy-crush-saga-to-resolution-games5da85355e565e90017a10d7cThu, 17 Oct 2019 12:58:47 GMTXROM

Written by- Prachi Shah

Going mobile with Virtual Reality

After crushing it with Candy Crush Saga, it’s creator Tommy Palm decided that he wanted to do more with his life. This led him to co-found Resolution Games in 2015. The company’s journey began with the fishing game Bait - a VR game for mobile Virtual Reality.

Contemporary companies dealing with VR kept blending into the ‘crowd’ of attempters and VR/AR enthusiasts - but Resolution Games began to stand out by folding in AR into the mix. The company went on to raise a significant amount of capital and comprised of many teams with nearly 58 people. They brought many VR/AR games to the foray. Some highlights of the many games they have brought to the world include: Pigs, Wonderglade, Angry Birds for Magic Leap One, Narrows, Angry Birds VR, Acron: Attack of the Squirrels, of course, Bait! and many more!

Tommy Palm finds the VR industry’s pick up a bit slower than expected - but he continues to have faith because of the relatively blazing track record of Oculus Quest. He rides on this confidence with his company’s latest presentation - Acron: Attack of the Squirrels. The games involve let us say one player being a tree in the game defending the acorns against angry squirrels (who are other players in the game). This way everyone has a role to play. While this can be a solid game for online play - the way to get the most out of it would be to play as and with a group of friends.

The game is a substantiated experience for it’s ‘experiencers’ with better character definitions - including unique powers and abilities to each character. This enables interesting layers of teamwork with each player carrying out different tasks - making the game, not just fascinating but an awesome bedrock for teamwork.

Speaking of his idea of going mobile with VR - he justifies the decision by pointing out a distinctly different experience of playing freedom with going mobile. No doubt, that to begin with - there had to be a simpler version of the initially intended game expanse to successfully execute the mobile VR version.

Palm is very excited at the possibility of USB-C available for use to play XR games from one’s PC. This is hugely a possibility because of the new Oculus Quest. The device has been such a fertile ground for many game makers and gamers out there. The possibilities are endless with XR. The next big mini disruption within the industry is expected to come from eye-tracking and foveated rendering which will literally be game-changing for both the makers and the users.

Currently, the thing holding the fort for the XR industry is the Oculus Quest with superb retention rates. With such an encouraging piece of hardware in the picture, the onus is now in the hands of AR/VR software developers who have to pull up their socks so that they can push Quest’s boundaries - until the next big thing comes by.

However, given the current availabilities and scenarios - productivity building, training and on the other end of the spectrum, things like multiplayer games a.k.a. Social VR has a strong potential for value-addition to both users and providers.

On the note of Social VR - Facebook’s Horizon is an amazing participant to look out for. All said and done, the AR and VR industries are here to stay and grow like hell. The choice is only each of ours - as to where in the story do we write ourselves in. While you think about it - do join us on XROM for more exciting updates, podcasts, videocasts, audiocasts and other exciting content.

<![CDATA[Brand Suicide in Virtual Reality — What Ad Agencies need to know about VR - Part II ]]>https://www.xrom.in/post/brand-suicide-in-virtual-reality-what-ad-agencies-need-to-know-about-vr-part-ii5d7f29cea146160017a97d4cWed, 02 Oct 2019 07:26:46 GMTXROM Written by - Clyde D'souza

Above, is the second slide from a deck I’ve been using to introduce Cinematic VR filmmaking to Cinematographers, indie filmmakers and Creative Heads of some of the bigger AD agency networks, thanks to ongoing initiatives by Google MENA, and at film festivals in Asia via the Think in 360, masterclasses.

The video example used here, is for critique and learning purposes only and is from a “VR for PR” experience (a growing trend in Hollywood) to promote tent-pole blockbuster films. The video can be watched on SamsungVR.com, or embedded below

So, what’s wrong with this 360 (or technically, VR video)? Everything looks just fine, until somewhere around the 2minute 30 second mark, a creative decision is made to teleport you into the body of Harley Quinn. That’s when things start to go wrong… in my opinion, as the camera swerves from side to side, supposedly expecting you, the headset wearer to look in the direction the VR “Director” is choosing. This causes one of those cardinal sins in VR, that’s puts the mortal body and vesibular system into VR purgatory — and motion sickness ensues. The un-curated stereoscopic anomalies when looking over Harley’s shoulders don’t help either.

Now, while this is a VR experience of a mainstream Hollywood feature film, in essence it is an advert. This is one of the reasons AD Agency creative departments need to know a thing or two about this new medium of visual communication called Virtual Reality. They can avoid causing damage to a Brand, and more importantly, avoid causing physical harm to audiences.

The trend today is to outsource to VR production houses. But the thing is, these production houses do not necessarily have VR experience. And, how could they? Consider this: VR in it’s current flavor is about a couple of years old, and the heat is on in every marketing department to create a VR film, because: Brand engagement is the new mantra.

There are a few more reasons why Ad Agencies should know about VR. For instance, when setting aside multi-million dollar budgets to allow audiences to experience the insides of a Penthouse suite, the spaciousness of a high end sedan or the luxurious living room size of a first class cabin, but a contracted production studio delivers flat 2D 360 video, labels it “VR,” and the scale is off. This results in instant “de-immersion” because furniture and fittings tower over the audience, and where seat ends and floor begins is left to guess work… but that is the topic of another post, or, we can discuss it at the next “Think in 360” masterclass.

<![CDATA[Cinematic VR for PR needs to ‘up’ it’s game ]]>https://www.xrom.in/post/cinematic-vr-for-pr-needs-to-up-it-s-game5d8ca02c5c22d3001763bf42Wed, 02 Oct 2019 07:26:02 GMTXROM Written by - Clyde D'souza

Better, Faster, Cheaper…

..pick two, the saying goes. The fact is, you can actually pick all three for VR. Yet, you’d think VR hasn’t matured enough going by what’s being done in recent VR for PR pieces in Hollywood.

Almost all of the tentpole movies are doing purely CG VR ‘experiences’ to promote a film, in association with high profile sponsors donating GPUs, domain expertise, software and hard currency.

The VFX teams are of a high pedigree, doing work on today’s blockbuster films. But, at least two recent VR for PR pieces, have fallen short of expectations — according to me.

Before I get into critique, a standard disclaimer: This is a technical critique, and if you can’t stomach it (see what I did there) stop reading.

Let’s get on with it.

“I believe directors of the caliber of Ridley Scott are the ones who will deliver on Cinematic VR. It’s up to the ProdCos. and consultants involved to keep up and deliver on the vision.”

I’d recently reviewed Ghost in the Shell’s VR for PR offering, on Linkedin.

The review was of the GITS app version released on the GearVR, not the subsequent video rendered version that was uploaded to the Oculus video player. Some things noticed were:

The framerate was below acceptable standards for the GearVR and yet somehow it passed Oculus QC and was allowed on. There was the telltale black rectangular border that signalled low frame rate( Samsung S7, latest android OS)

The characters, especially the main character — Major — was low polygon and hardly an effort befitting a big budget VR production. See the video above and form your own opinion.

Now, we have Alien Covenant: In Utero, which quite frankly to me, is equally underwhelming and could have been much more.

As a reminder, from a technical point of view — I’m looking at anomalies and shortcomings that contribute toward breaking immersion, such as the alien’s hand floating through what looks like an umbilical cord (put your 3D glasses on and see the image). The still frame doesn’t do justice to when seen in the video.

But, it’s no sense critiquing if you can’t offer solutions (or so I’ve been told by those who love free lunches), so:

In a VR experience, Realism is relative:

In VR, the more you can offer realism — in context — the better the immersion. That phrase, ‘in context’ is key. It means that if the VR world is say, the world of a hedgehog in the beautifully done piece, Henry by ex-Oculus Studio… then stylized content and CG like rendering would befit the world, as done in Henry. There’s no immersion breaking experience there, in fact you’re immersed in a fantasy world.

Now, in Alien Covenant: In Utero, these claims are made about the Alien Covenant VR project in a blog post on Technicolor’s site:

“VR crews were sent on location to take scans of the props and sets to create an authentic and high-quality VR experience.” and

“We had a lot of conversations at the very beginning about what it would take to create a high-image quality VR experience. It definitely had to be a step above any experience that has been created before…”

“The two minute VR experience would have taken a single processor 50 years to render, but the task was completed in a few days by using thousands of processors in MPC’s cloud-based rendering farm.” (!?)

When I say Realism is relative, then, if the real world is being re-created in VR, the representation should have realism as near to the real-world as possible.

However, in my viewing of the VR video on the GearVR via the Oculus video app, it seems hardly any of the claims made in the blog post made it to the video VR experience.

The quality (rendered finish) of the “assets” looked like any standard Sci-fi room asset available on CG trading sites, and dare I say, some assets on the Unity asset-store look of a higher render quality when rendered in realtime via the Unity Engine. I’ll qualify this statement with a video clip later in this review.

The blood/placenta looked more like crude oil spill puddles than the organic retch inducing triggers that VR is capable of eliciting in a viewer.

If it’s not already an interactive version, then there’s no excuse for it not being — both, for the Oculus Rift and the GearVR. Yes, the GearVR too. The video version is just not good enough as a VR for PR piece.

I’d recommend textures created with Substance Designer be used if there is a true VR version in the works. Why? because the blood and gore can be animated — tendrils dripping blood placenta etc.. with little to no over head, depending on play-out platform. More realism if people have their face so low to the carpeted floor (we have the alien’s pov after all)

I can’t imagine those were real scans of props and the set as used in the film — but I’d expect them to have been, and then baked for realtime rendering.

That’s a tall claim I made there, saying it should be an interactive experience even on the GearVR… or is it?

The video above is from a VR for PR piece I’m planning for an upcoming narrative VR film. It’s a direct video capture from the GearVR, running the scene in real-time, under the Unity Game Engine. Let me break that down:

It’s not pre-rendered video from a game engine — The video above is output captured by a Samsung S7, while simultaneously rendering the scene in real time on the same phone, in stereoscopic 360 via the Unity Game Engine.

This is the level of experience I’d have expected from Ghost in the Shell and Alien Covenant: In Utero.

As you look through the video notice the subtleties that add to realism (it’s at least twice as better in the realtime version) — The metallic feel of the floor, the bumps on the glass covers of the pods.

This is running at the full recommended 60fps on a GearVR.

If the above experience was built by one person (myself) using high quality assets from the Unity Asset Store, it fails me to understand why big budget productions such as GITS and Alien Covenant are such underwhelming VR for PR experiences, and contain poor stereo composition — depth, scale and overall scene blocking for VR.

Credit where due: BahuBhali — Good VR for PR

If a purely CG version of a VR for PR experience is being planned for tentpole films, then take a leaf from what the (South)Indian film Baahubali did for their blockbuster.

Baahubali the VR experience is what interactive VR for PR in films can be… and then some.

What I’d like to see from Hollywood VR for PR campaigns is in fact far better; Hybrid worlds, combining movie assets, green screened (if relevant) actors in the VR re-creation, and giving the audience some level of “agency” within the world. Not these seemingly fast and dirty VR experiences.

..pick two, the saying goes. The fact is, you can actually pick all three for VR. Yet, you’d think VR hasn’t matured enough going by what’s being done in recent VR for PR pieces in llywood.