UPDATED! A New Book and a New Website Attempt to Cover the Rapidly-Expanding VR/AR/XR Collaborative Marketplace

May I invite you to join the RyanSchultz.com Discord server, the world’s first cross-worlds discussion forum? Over 400 people from around the world, representing many different social VR platforms and virtual worlds, meet daily to chat, discuss, debate, and argue about the ever-evolving metaverse, and the companies building it. We’d love to have you join us!


(Yes, I know, I KNOW, I am officially on vacation from the blog…but I had another pernicious bout of insomnia, and I’ve been up since 2:00 a.m., sooo…)


I wanted to alert my readers to two new resources I have only just discovered in the past couple of days. Both are different approaches to attempt to organize information about what I like to collectively call YARTVRA: an acronym which I am still, dearly hoping against hope, will eventually catch on in this nascent industry, which stands for Yet Another Remote Teamwork Virtual Reality App. (You can see all my blogposts tagged YARTVRA, including this one, here.)

A Rallying Cry: YARTVRA!

First, Charlie Fink, who writes about virtual and augmented reality for Forbes, is publishing an electronic book called Remote Collaboration & Virtual Conferences: The Future of Work. It’s not out yet, but it will be released on June 16th, 2020 (you can pre-order it on Amazon). According to the description of the book on Amazon:

Join Professor Charlie Fink and his Chapman University VRAR340 “XR Landscape” students who, in the Spring of 2020, explored the ascendancy of the video call during the Coronavirus crisis. Ultimately, they reviewed 120 companies, exploring options for conferences, training, education, and remote team collaboration. They made a profile for each platform, creating a comprehensive directory for these online applications. The resulting book, Remote Collaboration, Virtual Conferences, The Future of Work, shows how new tools, including VR and AR, can solve the problem of being together when we have to stay apart.

Now, the problem with a book (even an electronic book) is that it only provides a snapshot of a rapidly-moving and evolving industry, and as such, it will very quickly become out of date.

A website is much easier to keep up-to-date, which is the idea behind a brand new website which I first learned about from the Educators in VR Facebook group, called XR Collaboration: A Global Resource Guide.

Image from the XR Collaboration Website

According to the website’s About page:

The Global Resource Guide to XR Collaboration is an interactive and comprehensive online tool that helps companies utilize XR collaboration and remote work tools for businesses.  The resource guide will serve as a central repository of detailed information about XR collaboration products and platforms and include an easy-to-use interactive tool for matching to specific business needs, a feature that will be available by the end of this month. All of this will be free to use and free to share.

A key feature of the XR Collaboration website is an interactive directory, where you can filter a listing of 64 YARTVRA platforms by:

  • the number of collaborators the platform supports (2 to 50+);
  • the VR/AR hardware brand names the platform supports;
  • the type of collaboration the platform supports (this is similar to my Venn diagram, Social VR Platforms Organized by Primary Purpose);
  • the operating systems the platform supports (e.g. Android, iOS, PC/Windows, Steam, WebXR, etc.);
  • the platform’s features (e.g. desktop sharing, avatars, etc.);
  • the industries the platform is intended to serve (which I think would overlap a bit with the type of collaboration, above).

Now, I must caution you that this is very much still a directory under construction! Clicking on any of the logos takes you to an undefined URL, at least so far. (UPDATE June 19th: Apparently, I was mistaken. This does work; I was just confused by the URLs that appeared at the bottom of my Chrome browser when I hovered over the links in this directory.)

Also, just a quick, cursory spot check of some of the websites for some of these XR collaboration companies pulls up a few errors (for example, Project Chimera by Pagoni VR is listed here as serving the arts and entertainment industry, when it really should be categorized under education). But it is still early days, and I assume these sorts of errors will be corrected as the directory is fleshed out. (By the way, there is a form for companies to fill out to request consideration for entry into this directory. I do see a number of platforms missing. And, if you’re going to include arts and entertainment platforms in this directory, you may as well throw Sansar on there…but I suspect that they want to focus more on the corporate market.)

Hmmm, I wonder if the team of VR/AR/AR experts behind this intriguing project needs a social-VR-obsessed librarian to help keep things organized? This would be a dream job for me, even if it were volunteer! I mean, this is essentially what I have already been doing informally on this blog for the past 2-3/4 years, even though my comprehensive list of social VR platforms and virtual worlds needs a serious reorganization and recategorization as it has grown to over 150 entries (hence my “Herding Cats” series of blogposts).

There’s also an introductory PDF guide to XR collaboration tools available if you provide your name, email address, and primary industry (all the better to create a mailing list, my dear! as the Big Bad Wolf used to say to Little Red Riding Hood).

Anyway, I think this website has the potential to be a very valuable resource, and I wanted to let people know about it (even if I am officially on a vacation from the blog!). If you want to follow the XR Collaboration project on social media, here are the links: Facebook, Twitter, and LinkedIn.


O.K. now I am going to go back to bed and try to get some much-needed sleep…

Image by Wokandapix from Pixabay

Spatial, Originally a Social Augmented Reality Platform, Expands to Virtual Reality and Offers a Free Version During the Pandemic

When I first wrote about Spatial back in October of 2018, it was a social augmented reality (AR) platform which only ran on the first generation of AR headsets available for purchase by consumers: the much-hyped Magic Leap and Microsoft’s HoloLens.

(By the way, if you are looking for definitions of terms such as augmented reality, I have compiled a handy list of definitions for my blog readers.)

Since I wrote that first blogpost, Magic Leap has struggled, laying off about half its employees in April 2020, and choosing to focus on enterprise users instead of chasing the consumer market. (It is interesting to compare the recent troubles of Magic Leap with that of Sansar and High Fidelity. In all three cases, the lack of the previously-confidently-predicted massive consumer uptake of VR/AR/MR/XR headsets led directly to their downsizing and restructuring.)

Well, VentureBeat reported on May 13th, 2020 that the company is making Spatial available for free during the pandemic, and they are now supporting the Oculus Quest standalone VR headset:

First, the company is offering multiple months of free access to its premium-level Spatial Pro enterprise service, including support for users without full-fledged AR or VR devices. Businesses will be able to share any Spatial room with team members using just a web link, enabling desktop, laptop, and small device users to join meetings with a web browser, no download or headset required. Spatial’s headset UI has been carried over to the web, enabling 2D screen users to easily observe the 3D spaces.

Second, Spatial is making an Oculus Quest app generally available today, including a “much improved experience” compared with the prior private beta. Although Facebook hasn’t announced sales figures for the hybrid standalone and PC-tethered headset, Spatial characterizes the repeatedly sold-out Quest as “the most widely available XR device today” and says it has refined its user interface to make the experience easier for new users.

Here’s a screencap of Spatial’s pricing page, reflecting this change:

Spatial is free during the coronavirus pandemic!
Spatial is now available on the Oculus Quest, Microsoft HoloLens 1 and 2,
Magic Leap One, and Via Desktop/Flatscreen Web and Mobile Devices

Now, choosing to expand to include the popular Oculus Quest wireless VR headset is a smart move. Facebook does not disclose sales figures for the Quest, but some have estimated (based on game sales) that the company has sold approximately 425,000 Quests in 2019. Contrast this with the poor sales reported of the Magic Leap One:

The Information‘s Alex Heath is reporting that Magic Leap managed to sell just 6,000 units of its $2,300 Magic Leap One headset in its first six months on sale, a figure made worse by CEO Rony Abovitz’s internal claims that he wanted the startup to sell at least one million units of the device in the first year, a goal the report states he was later convinced to rethink — Abovitz later projected the company would sell 100,000 units in the first year.

Of course, such sluggish sales were one of the reasons that Magic Leap essentially gave up on trying to sell to the consumer market, and focused squarely on the corporate market. (Microsoft is a little more forthcoming with its HoloLens sales figures, but at roughly 50,000 units reported sold in 2018, they also are dwarfed by Quest sales.) It only makes sense for the company to add a headset which beings more potential customers—and, hopefully, enterprise sales—to the table. Spatial already boasts Ford, Mattel, T Mobile, Purina and Pfizer among its corporate clients.

Here’s an 11-minute YouTube video demonstrating how Spatial works on the HoloLens 2 AR headset, from 2019:


I happen to own an Oculus Quest, and normally I would leap on an opportunity to test-drive Spatial, except for one small problem: the large space I cleared in my bedroom for my Oculus Quest is now piled high with my pandemic stockpile of non-perishable food, Lysol disinfectant wipes, and toilet paper! So obviously, that’s not going to happen. So I am going to have to rely on second-hand reports on how well Spatial works with the Quest (I am rather curious to know what differences would appear in someone using Spatial in virtual reality as opposed to augmented reality.)

In a separate VentureBeat article, reporter Jeremy Horwitz waxes rhapsodic about his experience using Spatial on his Oculus Quest:

I’m not often at a loss for words, but as I re-entered the real world after my second holographic media briefing this month, I realized that I was struggling to speak or type. Mentally, the sensation was awe — my sincere belief that I had just experienced the future of remote work and meetings…

The breakthrough here is Spatial, a collaborative workspace app that just became available for the popular Oculus Quest VR headset. It’s not hyperbole to say that Spatial has unilaterally reignited my enthusiasm for the Quest, which has recently gathered dust on my desk, as the potent pairing enables me to quickly participate in 3D group meetings filled with multiple realistic participants. Instead of using cartoony avatars or floating video tiles, Spatial users appear as “holograms” with real faces, motion-sensed head and hand movements, and even lip motions keyed to their live voices.

The text under the three smaller pictures along the bottom of this image, which is a bit hard to read here, says:

– Create your 3D-realistic avatar from a single selfie in second
– Your avatar comes to life as you talk, move and interact
– Shake hands and high-five each other

So, if anybody out there wants to try the free version of Spatial on their Oculus Quest, and write up a review, I would be happy to provide the blogpost for a guest review! Thanks! I hope somebody takes me up on my offer.

If you want to learn more about Spatial, you can visit their web page, or follow them on social media: Facebook, Twitter, and Instagram.

The Immersive Learning Research Network Partners with Educators in VR to Host the iLRN Conference in Virtual Reality, June 21st to 25th, 2020: How You Can Attend for Free!

I’m not sure how I missed it, but the Immersive Learning Research Network is among the many organizations that have decided to completely move their real-world conference this year into virtual reality (here’s the press release):

In light of the COVID-19 outbreak, the Immersive Learning Research Network (iLRN) has made the decision to host its IEEE technically co-sponsored annual conference for 2020 fully online and in virtual reality (VR), supported by a number of other software platforms. iLRN will offer this conference, now in its sixth year, in conjunction with Educators in VR, the organizers of the highly successful Educators in VR International Summit that was held in VR in February of this year, which included over 170 speakers and attracted over 6,000 event attendees.

The iLRN Annual Conference is the premier scholarly event focusing on advances in the use of VR as well as augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning—from K-12 through higher education to work-based, informal, and lifelong learning contexts. iLRN 2020 had been slated to take place at the California Polytechnic State University (Cal Poly) in San Luis Obispo, California, USA from June 21 to 25. The conference dates remain the same despite the shift to the virtual format, though the deadline has been extended for work-in-progress academic papers as well as for practitioner presentations, workshops, panels, and special sessions to April 19, 2020.

And, as Educators in VR reminds us in this tweet, early-bird registration for students, faculty, teachers, and educational administrators is free! But you have to register by April 19th, 2020. Here’s the form to get your free tickets via EventBrite (please note that you must use an email address associated with your educational institution to take advantage of this offer).

Immersivt Issues an Updated English List of Social VR/AR Products for Virtual Meetings

Niclas Johansson of the Swedish company Immersivt (whom I have written about before) has just published an updated, English version of his report titled The Ultimate Guide to Virtual Meetings with VR/AR.

Niclas and I have one thing in common: we both are absolutely ruthless in hunting down social VR and AR products for our respective lists! In his updated list, I notice he mentions the following products, which I have not heard of before:

  • SculptrVR
  • Masterpiece
  • ARCall
  • IrisVR Prospect
  • Agority/Spinview
  • Flowtropolis
  • Alloverse

So, this means I get to do some more exploring and reporting! Watch for new blogposts about these products over the next little while. The marketplace for social VR/AR/MR/XR is indeed getting crowded!


Thanks to Vytek for the heads-up!