Schlagwort: Vive Enterprise

  • Hand Tracking on HTC VIVE Focus 3 Gets Performance, Stability, and Accuracy Improvements

    Hand Tracking on HTC VIVE Focus 3 Gets Performance, Stability, and Accuracy Improvements

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    Website: LINK

  • VIVE Pro 2 Named Honoree in the CES® 2022 Innovation Awards

    VIVE Pro 2 Named Honoree in the CES® 2022 Innovation Awards

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    Today, we are proud to share that the VIVE Pro 2 was named a CES® 2022 Innovation Awards Honoree in the Virtual & Augmented Reality category.

    The CES Innovation Awards program, owned and produced by the Consumer Technology Association (CTA)®, is an annual competition honoring outstanding design and engineering in 27 consumer technology product categories. Those with the highest rating receive the “Best of Innovation” distinction. An elite panel of industry expert judges, including members of the media, designers, engineers and more, reviewed submissions based on innovation, engineering and functionality, aesthetic, and design.

    “We’re thrilled that the VIVE Pro 2 was named a top-scoring product in the CES Innovation Awards. VIVE Pro 2 pushes the boundaries of PC VR, advancing how we experience and create immersive worlds. Whether you are creating the impossible or a high-end gamer, the VIVE Pro 2 takes precision and clarity to the next level to deliver the ultimate VR experience,” said Daniel O’Brien, General Manager, HTC Americas.

    VIVE Pro 2 delivers crystal clear, smooth animations that transport you to virtual worlds in a stunning 5K resolution display and fluid 120 Hz refresh rate – which is significantly higher than the standard 90 Hz found on most VR headsets. VIVE Pro 2’s fast-switching panel has real RGB sub-pixels, and a custom-made, dual stacked-lens design that increases the field of view from 110-degrees to 120-degrees over the original VIVE Pro. These advances effectively eliminate both motion blur and the screen door effect, providing users with a more natural and immersive experience, which is critical in design and training scenarios.

    HTC VIVE worked closely with NVIDIA and AMD to implement Display Stream Compression on VIVE Pro 2, marking the first use of this technology in a VR headset. Display Stream Compression ensures maximum visual quality and backwards compatibility with DisplayPort 1.2, so graphics cards that supported the original VIVE Pro can also be used with VIVE Pro 2.

    VIVE Pro 2 has a fine-adjustable inter-pupillary distance (IPD) range, meaning users can adjust the distance between the lenses of the headset to their personal “sweet spot” for clearer viewing and reduced eye strain. The headset also offers an evenly distributed weight balance, an adjustable head strap, and a quick-adjusting sizing dial – perfect for fine-tuning your personal preferences for a better, more comfortable experience, particularly handy for those using the headset for long periods of time. VIVE Pro 2 also boasts 3D spatial sound with Hi-Res Audio Certified headphones, while also supporting third-party headphones, for a truly immersive experience.

    The winners of the CES® 2022 Innovation Awards will be revealed at CES 2022, the world’s most influential technology event taking place January 5-8, 2022 in Las Vegas, NV and digitally.

    Learn more about the VIVE Pro 2 for Consumers and Business.

    Website: LINK

  • Introducing New Features for VIVE Focus 3

    Introducing New Features for VIVE Focus 3

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    Today, we’re rolling out new features specifically designed for customers using location-based applications. We’re excited to offer this set of features on VIVE Focus 3, our all-in-one wireless headset with outstanding visuals and next level inside-out tracking. VIVE Focus 3 was thoughtfully designed to provide capabilities that were not yet supported at launch, and we’re excited to be the first to deliver all of these features in one headset.

    WiFi 6E

    Traditional WiFi 4, 5, and 6 have operated in the 2.4 GHz and 5 GHz frequencies. WiFi 6E is a new standard of that operates at the 6 GHz frequency range and brings a wide range of benefits. It’s not only extremely low latency and high bandwidth (perfect for VR streaming), using the new frequency range drastically minimizes the usual WiFi interference that exists. With up to 1.2 GHz frequency range, it is also able to accommodate more than double the number of devices with their own dedicated channels* – for a numbers comparison, going from WiFi 6 (5GHz) to WiFi 6E is going from 25 to 59 separate 20MHz channels or 2 to 7 separate 160 MHz channels.

    VIVE Focus 3 will soon be certified to use WiFi 6E, thus unlocking extremely low latency, high bandwidth VR streaming capability. VIVE Focus 3 has had all the hardware needed for WiFi 6E since the beginning, so there’s no added cost to the headset owner to leverage this functionality. With WiFi 6E, users will experience a smoother, more immersive, and overall better customer experience. We will be enabling WiFi 6E in the coming months through over-the-air software updates.*

    *As WiFi 6E is still a new standard, availability and channels will be dependent on local legislation in your country

    LBE (Location Based Entertainment) Mode

    VIVE Focus 3 is now able to support tracking across a much larger play area, allowing businesses to leverage very large spaces and deliver a truly free-roaming experience. VIVE Focus 3 launched with the ability to track up to a 15m × 15m space, for comparison that’s between the area of a singles and doubles tennis court.

    Today we’re happy to announce that VIVE Focus 3 will be able to support up to 33m x 30m (or 1,000m2) with smooth and seamless 6DoF tracking, providing greater flexibility to deliver immersive and compelling user experiences. Back to the tennis court comparison, this is the size of four tennis courts.

    With LBE Mode, you can create a boundary in any shape you want — polygon, L-shape or any other custom shape. Once the map is set up, the experience will be ready for users to dive into. There is no need to set up the map multiple times. Automatic creation of a new boundary is disabled in LBE mode, so the HMD (head mounted device) will constantly re-localize in the known play area.

    After the set up, the player can always relocate back to any point of the play area – even in spaces that are bigger than a basketball court.

    LBE Mode enables customers to create large spaces for VR arcade, arena experiences or large training areas for their users, so the experience is even more realistic.

    Map Sharing

    VIVE Focus 3 now offers Map Sharing, a hugely requested feature, especially among our LBE customers. It allows multiple users to operate accurate co-location tracking in a shared space, without having to individually setup or calibrate each HMD. VIVE Focus 3 is the only headset that supports inside-out tracking – making it faster and easier for customers to customize the user experience.

    Most other multiplayer free-roaming experiences use an outside-in tracking system, requiring users to carry a PCVR backpack and play in a limited space with the Lighthouse system. With Map Sharing and LBE Mode, users can finally run around in the field, provide cover for each other in shooting games or share their different perspectives in escape games. These two features also make it easier to scale large, multi-person visual exhibitions like VR art galleries or professional training areas.

    To enable Map Sharing, just set up a map with one VIVE Focus 3, and the map can then easily be shared with multiple HMDs at the same time. Map Sharing also allows for:

    • Duplicate single boundary/direction/center of map/floor height to all headsets.
    • All headsets can work in a single ground truth for localization and tracking without extra calibration required.

    VO (Visual Odometry) Mode

    Visual Odometry (VO) mode enables users to skip the 5-minute environment set-up and begin to immediately go into the 6DoF experience right after they put on the HMD.

    When you are running a multi-person experience that rotates people in and out, it takes a lot of time when each user needs to recalibrate the headset and start in a specific location in order to start the VR experience.

    Now, VIVE Focus 3 makes the environment recalibration process faster and easier for users, with 6DoF tracking is available immediately right after the user puts on the VIVE Focus 3. Both the Direction of View and Center of Coordination is set as soon as the user dons the VIVE Focus 3.

    In VO mode, there is no map saved on the headset. However, no map doesn’t mean you can’t set boundaries. VO mode can still set up boundaries in VRS settings for the HMD during suspend/resume.

    VO mode is great for large multi-person experiences like VR exhibitions where you focus on the viewing experience, single player arcade games (where you stand in a static place to play the game), and athlete training (a group of team mates can take turns practicing their skills in an extremely immersive VR environment for the next big game).

    LBE Hybrid Mode

    The LBE Hybrid Mode enables customers to leverage both VO and LBE mode for large-space 6DoF tracking.

    From seeing how our headsets are used by our LBE partners, we found around 90% of attendees of LBE social multiplayer experiences require guidance on adjusting the HMD fit, which typically takes place in a prep area. This is where VIVE Focus 3 will be in VO mode, so all they need to do is adjust the HMD.

    Then, when the group of players moves to the “play area,” VIVE Focus 3 goes into LBE mode and the user can immediately start using 6DoF tracking without needing to recalibrate or start in a specific spot in the room.

    This is ideal when there is a lot of group turnover using the headset, such as for VR arenas or a large VR exhibition where you may have groups rotating to see a work of art.

    Additional Customization Options

    Space Calibrator

    Based on the open sourced OpenXR Space Calibrator, we’ll be releasing a Focus 3 optimised version which enables even more possibilities for immersive experiences with VIVE Focus 3 by enabling support for other tracking systems. Space Calibrator extends the tracked objects beyond the Focus 3 controllers, so now accessories like a tennis racket or any similar accessories can be more accurately tracked.

    The setup is simple. As an example, here’s how you could set up an environment for Focus 3 (with PCVR streaming) working with a VIVE Tracker.

    Customers can affix a VIVE Tracker to a VIVE Focus 3 controller, as the picture shows. By using our version of the OpenVR calibration tool, you can use its SteamVR overlay to initiate the alignment process. Hold the Focus 3 Controller and VIVE Tracker combo, and wave them in the shape of a rotated figure of 8 or an infinity sign. When you’re done, the VIVE Tracker will be accurately aligned in the same space as the VIVE Focus 3 tracking system.

    Disabling pop-up messages

    Ability to disable warning notifications such as “no boundary set up,” “no controller connected,” and other related messages that could interrupt a user.

    No floor detection

    Enterprise users can manually define the floor height to what they need.

    Map number customization

    We will also be enabling support for multiple maps to be stored on VIVE Focus 3, up to three per headset.

    If you are interested in learning more, reach out to the VIVE sales team or your developer relations contact.

    Website: LINK

  • VIVE XR Suite Now Available in Four New Markets

    VIVE XR Suite Now Available in Four New Markets

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    HTC VIVE’s XR Suite, the enterprise-focused integrated VR software bundle, today expanding to additional markets for the enterprise. The solution which enables users to stay productive and collaborate even when physically apart via VR headsets, PCs, laptops, tablets, and smartphones, is now available to purchase in EMEA, Australia, New Zealand and Taiwan.

    [youtube https://www.youtube.com/watch?v=rwVFlv-3Gkw?feature=oembed&wmode=opaque&w=730&h=411]

    First launched in China last year, VIVE XR Suite was created in partnership with leading VR software companies. The bundle is comprised of five apps (VIVE Sync, VIVE Sessions, VIVE Campus, VIVE Social [provided by VRChat], and VIVE Museum) and is designed to meet the challenges of working, learning, and living remotely.

    The integrated bundle uses the latest spatial computing to provide users with enhanced and engaging shared social experiences with others in a virtual space. Promoting a new era of business networking, creativity, and productivity, the VIVE XR Suite removes physical distances while increasing collaboration.

    The apps included in the VIVE XR Suite can be purchased as a bundle or standalone depending on your business needs. The VIVE XR Suite includes:

    VIVE Sync

    VIVE Sync is the all-in-one meeting and collaboration solution for VR. A secure and intuitive VR tool, Vive Sync allows teams and partners to connect and collaborate in a shared virtual space. With Vive Sync, it’s easy to customize your avatar, create a private meeting room, and begin working face-to-face with colleagues around the world.

    VIVE Sessions (powered by Engage)

    VIVE Sessions is the leading VR platform for large-scale conferences, exhibitions and educational events. Users can easily customize a VR presentation with thousands of 3D models, special effects, audio effects, and a wide selection of virtual locations.

    VIVE Campus (powered by Virbela)

    VIVE Campus provides virtual offices, learning environments and event spaces that mimic the real world to enhance natural communication and collaboration. Users have a private, always-on virtual workspace to do real work with their remote teams. Powerful communication features including spatialized voice, text and emotes enable seamless collaboration for teams both big and small. Vive Campus is powered by Virbela, part of eXp World Holdings (Nasdaq: EXPI).

    VIVE Social (provided by VRChat) 

    In VIVE Social, users can experience an ever-expanding virtual universe powered by a passionate community who create and share virtual worlds, avatars, and interactive experiences. The platform has grown to millions of users and features a community of creators who have published tens of millions of unique pieces of content. This open-ended creativity and the dynamics of sharing in an active social environment have led to a never-ending fountain of entertaining, surprising and wonderful experiences.

    VIVE Museum (powered by Museum of Other Realities)

    VIVE Museum provides a new opportunity for artists to create, showcase, and share their work with the world. It offers exquisite venues, large-scale multi-person communication, and effortless navigation.

    To add an additional layer of security and convenience, all apps included in the XR Suite bundle can be accessed with a single sign-on account. To cater to businesses of all sizes, the XR Suite includes various license purchase options and deployment tools to enable remote user management.

    Visit the XR Suite website to find out more about how the solution is sold in your country: http://www.vive.com/xrsuite 

    For additional information on the VIVE XR Suite, watch the October launch event here: https://youtu.be/bbPgzj4_jME 

    Website: LINK

  • Ready to scale your company’s VR? Here are the tools to take it to the next level.

    Ready to scale your company’s VR? Here are the tools to take it to the next level.

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    Website: LINK

  • Which VR Headset is Best for Your Business?

    Which VR Headset is Best for Your Business?

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    You may be familiar with what VR can do in terms of gaming and immersive entertainment experiences. But, in addition to traveling to new worlds, battling zombies, and learning about other cultures, virtual reality has been an invaluable resource for the business community for many years. From engineering to research, to workplace training, and even customer experience, VR has helped to significantly evolve how businesses operate today. According to a poll commissioned by Grid Raster, nearly 91% of businesses surveyed have or plan to implement AR or VR technology. VR has made headway in nearly every industry, and it’s quite possible VR may have influenced your favorite product or service.

    So, how does one even get started when evaluating VR opportunities for one’s business? Given the limitless opportunities and solutions VR offers, it can seem like a daunting challenge to find the best solution for your business. Well, the solution really depends on your needs. But, the best place to start may be with the headset, arguably the most important tool in the virtual reality arsenal.

    HTC VIVE Pro Eye (PCVR) and VIVE Focus Plus (All-In-One) are terrific VR headsets for your business.

    Both HTC VIVE Pro Eye and VIVE Focus Plus are terrific VR headsets for your business.

    Not all headsets are built the same, and they can serve very different purposes. Two of the most popular and versatile types of headsets are the PC-based headset (PCVR) and the all-in-one headset. Essentially, PC-based VR headsets are attached to computers via cable (or wirelessly connected via wireless accessory), while standalone or all-in-one (AIO) headsets have all the necessary components housed within the body of the headset. Let’s give you the lowdown on each and how they may work for your business.

    PCVR: A VR Headset with Top-End Specs, Precision Tracking, Connected VR

    PCVR continues to be a popular choice due to its technical specs. Since the headset is connected to a PC, much of the effort is done by the various parts of the computer; the CPU for speed, the GPU for visual fidelity, and the power supply unit for power. So, in essence, the VR headset taps into the full capabilities of whatever computer it’s connected to offering the best visual fidelity, refresh rate, and rendering quality while enabling the headset to run the most immersive content.

    The HTC VIVE Pro Eye is PC-based VR Headset designed to work with external computers to provide the best VR experience for your business.

    PCVR headsets, like the VIVE Pro Eye connect with computers to produce the clearest visual fidelity, fast refresh rate, and the most precise tracking

    But, what’s outside the PCVR headset is another feature that sets it apart from AIO headsets. PCVR leverages outside-in tracking, meaning the headset and controllers get their room spatial awareness by communicating with base stations that are attached to walls or ceilings. The base stations then help map the room and constantly communicate with the headset to offer the most precise tracking (but don’t worry, all data is stored locally and never shared). This is incredibly important when the VR experience requires precise design elements or multi-user training.

    Given PCVR is tethered to a PC, and requires set up of base stations, it is best employed for longer-term solutions or in fixed places. Although, there are many businesses that have found transportable PCVR solutions for events, education, and trade shows.

    All-In-One VR Headset: Portable, Versatile, Contained VR

    The main differentiation with AIO headsets is the absence of any cables or external processing assistance, like a computer. Where PCVR is the host to the computer’s specs, AIO has a dedicated CPU, GPU, and power supply all tightly packed underneath its shell, and usually runs off a processor designed specifically for mobile VR. AIO also uses what’s called inside-out tracking, where the headset actually plays the role of the base stations, using the sensors and cameras on its face to understand its position relative to the boundaries the user has established during setup. (Note, some PCVR headsets like our VIVE Cosmos also support inside-out tracking).

    AIO headsets also tend to be wi-fi enabled, providing a seamless experience to download new apps, browse the internet, or even broadcast what’s happening in the headset to a tablet or other mobile device.

    The HTC VIVE Focus Plus is an advanced all-in-one (AIO) VR headset that is completely wireless, offering portability and versatility.

    The HTC VIVE Focus Plus is an advanced all-in-one (AIO) VR headset that is completely wireless, offering portability and versatility.

    The key benefit of the AIO headset is that it is completely wireless and portable, making it perfect for training, remote collaboration, rehabilitation at healthcare facilities, a unique presentation tool on the road, as well as many other valuable uses. Kiosk mode on the VIVE Focus Plus all-in-one VR headset enables businesses to limit access to apps and navigation and turn the Focus into a portable, powerful fixed-purpose device. With this user-friendly feature, trainees and clients can focus on only your enterprise apps.

    VR Headsets Built to Suit Your Needs

    As you can see VR is completely adaptable to just about any business need. At HTC VIVE, we understand the unique challenges businesses have, and in addition to offering both best-in-class PCVR and AIO VR headsets, we also offer complete business VR solutions with software and warranty services. If you are thinking now may be a good time to employ VR for your business, visit https://www.enterprise.VIVE.com to learn more and to speak with a business sales associate.

    Website: LINK

  • The Art of Creating Buy-in

    The Art of Creating Buy-in

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    By: Mike Orndorff, Founder and Managing Partner, Foundry 45

    We’ve heard from various developers in our latest Q&A series offering their best advice in securing funding for new VR projects, a common challenge facing the developer community. Today, Mike Orndorff, Founder and Managing Partner at Foundry 45, a developer company that specializes in creating enterprise-level VR training experiences for Fortune 500 companies, shares insights and best practices to help developers more effectively communicate the ROI of their solutions and create buy-in for their projects.


    A common setback that VR developers continue to face is convincing others of the ROI potential of their solutions. You believe your application is the way to go, but trying to win over others with your project and generate new business is no easy feat and can quickly ruin your enthusiasm.

    How do developers increase their powers of persuasion to earn more enterprise clients? Here are five steps to gaining buy-in for your solution – and the sale you’re seeking.

    Start small and grow fast. VR solutions typically cut across many departments and can garner a lot of excitement in different directions. If you suggest an initial foray that’s too broad in scope, it greatly increases the chance that multiple internal client groups, in their excitement, will try to steer things in opposing directions before a project is even started. This can result in a project that is unfocused, late, over budget, and with deliverables that don’t meet anyone’s needs.

    By identifying the smallest use case that can deliver value and building consensus around it, you can leverage the results from that initial project to build wider consensus and branch out into larger endeavors. This approach not only reduces risk, speeds up development, and requires a smaller initial budget, but also allows you to build support and demonstrate ROI for future projects.

    Create a Proof of Concept (PoC). When it comes to VR, there is no substitute for putting on a headset and experiencing it first-hand. To educate potential stakeholders, it’s important to develop a PoC to help demonstrate the impact of a proposed VR solution. In addition to increasing buy-in, a PoC can also limit expectation gaps throughout a project and ensure stakeholders understand exactly what they’re buying at scale. A good PoC can make the difference between a successful project and one that runs into roadblocks or, worse, fails because the stakeholders didn’t understand what they were getting.

    Identify key stakeholders. In working with a potential client, you may already be talking with one, or several, stakeholders. Though you may have a primary contact, it’s important to identify and involve other key stakeholders that can approve, or obstruct, your project. This includes subject matter experts, the group(s) using and benefiting from the solution, IT, or an executive champion.

    More importantly, you need to understand that these stakeholders may have independent motivations, needs, and requirements. Ask yourself, “how does the proposed VR application benefit their interests?” The higher up the food chain, the more likely their interest will be financial and broad, such as cost-savings and ROI across the organization, whereas direct stakeholders may have more personal and immediate needs that can be addressed by your solution.

    Paint a clear picture of the solution. Once you understand why stakeholders would be interested in your solution, describe in concrete terms its value to them and to the organization. What is VR going to make easier/faster/better? How will projects go more smoothly with VR collaboration?

    Define success through metrics. Discuss your client’s goals ahead of time to align on their definition of success. Knowing how your client is going to evaluate the results of your solution is critical to ensuring that you’re headed in the right direction and focused on the right things. It also allows you to interweave those goals into your proposal and promote agreement across involved stakeholders. Potential measurements to show the value of your solution include:

    • Engagement: do employees use and enjoy the solution?
    • Comprehension: how well do new employees understand new concepts presented in a training module?
    • Speed to competency: how quickly can new employees put concepts into use?

    These goals can vary, particularly with the C-suite, who may focus on outcome metrics that can be more readily translated into ROI and look at factors such as productivity, savings, efficiency, and retention.

    As is true with many new concepts, introducing VR into an enterprise can be daunting. Whether concerns are centered on the feasibility, efficacy, rollout, or budget for the solution, one thing is certain: the organization’s stakeholders and executives will have questions. Thorough consideration of your approach to them can help smooth the road to acceptance and, ultimately, implementation of your solution.

    Website: LINK

  • HTC Vive and ARVI VR Partner to Expand Global VR Arcade Presence

    HTC Vive and ARVI VR Partner to Expand Global VR Arcade Presence

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    Exclusive VR escaperoom content to be deployed across hundreds of location-based entertainment (LBE) sites. 

    HTC VIVE®, the leader in premium virtual reality (VR) and arcade solutions, today announced a collaboration with ARVI VR to extend their presence to a greater number of location-based entertainment (LBE) VR sites across the globe. The first wave will open this year in China, India, Taiwan, and Gulf Cooperation Council countries, allowing a greater number of customers to experience interactive VR content. Through this partnership, HTC Vive and ARVI VR are planning to deploy arcade content and escape room games to hundreds of sites over the next three years.  

    Currently, ARVI VR’s highly-rated escape room content such as Sanctum, Christmas, Mission Sigma, Cyberpunk, Prison are the most popular games at VIVELAND™, HTC’s flagship VR park. With this partnership, HTC Vive and ARVI will work to deploy ARVI’s escape room content across more than 300 LBE venues worldwide over the next several years, allowing customers to take advantage of innovative VR technologies and exclusive content provided by the two companies. After the first wave of openings, the deployment will extend at a later time to Egypt, Hong-Kong, Indonesia, Macau, Malaysia, Philippines, Qatar, Saudi Arabia, South Africa, Singapore, Thailand, Turkey, UAE, Vietnam, and Kuwait.  

    “Since 2019, HTC Vive has worked closely with ARVI VR to implement their popular escape room content for our customers at Viveland,” said Plutarch Lee, Associate Vice PresidentVR Enterprise Solutions at HTC Vive. “We’re excited to leverage their escape room content in even more arcades globally and look forward to adding more great multiplayer content later this year”. 

    HTC Vive works with LBE venues around the globe to leverage Vive’s VR technology for opportunities to showcase immersive experiences and gain new revenue streams. By partnering with ARVI VR to offer escape room content tailored specifically for VR, arcades, and LBEs can showcase new and innovative games to customers that would be impossible to create in a real-life escape room.  

    “Were thrilled to work with HTC VIVE to bring our exciting and adventurous content to new audiences around the world,” said Michael Dementii, CEO of ARVI VR. “At present, we view our this as a long-term and fruitful partnership with the possibility of broadening cooperation opportunities in the LBE industry”. 

    ARVI VR’s escape room content features various game-based experiences where multiple players must work together to find their way out by solving diverse puzzles and unraveling versatile mysteries. Escape room content in VR goes beyond typical live escape rooms as the technology allows players to fully immerse in unique and exciting atmospheres that they otherwise would not experience, such as the abandoned monasteries of Sanctum or futuristic data stacks of Cyberpunk. 

    Website: LINK

  • REAL™ Immersive System with HTC VIVE Wins Design Award

    REAL™ Immersive System with HTC VIVE Wins Design Award

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    There’s never a shortage of challenges facing the world and we want to be part of solutions. That’s why we are taking a moment today to congratulate our partners at Penumbra for winning the Core77 Design Award for Health & Wellness.

    As we shared in March, The REAL™ System is an immersive, wireless virtual reality system using the VIVE FOCUS headset. It’s built for brain injury rehabilitation following a stroke that provides therapy by a clinician at the patient’s bedside, in a rehab center, or a mobile health location. The systems is entirely self-contained, wireless, and portable for ease and accessibility for clinicians and patients.

    Beyond accessibility, the design is also optimized for comfort. Wireless body sensors in soft neoprene bands capture the patient’s movements during sessions and securely record data to a tablet used by the clinician. The Vive Focus headset is light and comfortable, with attachment straps designed specifically for patients with limited grip strength and mobility. All of these things help make the physical rehabilitation needed to recover from a brain injury a little easier.

    But in addition to the physical challenges faced by those who suffered a brain injury, there are also mental and emotional barriers to overcome. The loss of a fully-functioning arm, leg, or other physical ability due to brain injury can be devastating and lead to depression. Progress is slow and therapy sessions can feel monotonous, which can cause patients to become bored and frustrated – sometimes quitting the treatment altogether.

    To keep patients engaged, encouraged, and entertained, the team took elements of gaming and incorporated therapeutic motions like shoulder flexion, trunk stability, and functional reach. In the virtual environment “Happy Valley,” patients grow food for villagers, fly balloons over mountaintops, put birds in nests, build houses, and do other activities where they can see their avatar (processed by the brain as an extension of the body) being productive and helpful. Achievement awards and progressive levels make it feel even more like playing a game, with motivation and incentive to keep going.

    Please join us in congratulating the teams at Delve, Penumbra, Sixense, and HTC VIVE for designing a solution that uses VR technology to improve stroke rehabilitation.

    The Community Choice award is still open for votes through July 7 and you can cast your vote for the REAL Immersive System here.

    To learn more about the REAL Immersive System go here.

    Website: LINK

  • VIVE Sync Feature Updates: June 2020

    VIVE Sync Feature Updates: June 2020

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    Months into working remotely and feeling the effects of “Zoom fatigue”, we are all trying to find new ways to connect with coworkers and partners. What is the best way to continue to foster workplace community, culture and collaboration remotely? At VIVE, we’ve been using our own internal tool, VIVE Sync, to reestablish our relationships now that we don’t see our teammates every day.

    And we aren’t the only ones using the remote workforce collaboration app. Since launching Vive Sync in open beta at the end of April, there have been over 1,400 meetings held in Sync. We’ve solicited feedback from these early advocates and are building our future roadmap with your needs in mind.

    Today we’re sharing the first major updates to Vive Sync driven by feedback from the community.

    Major Updates:

    Non-VR PC Participation

    Sometimes, you can’t take a meeting in headset. With this new feature, meeting members are now able to attend and participate in sessions even without a VR device. Non-VR participants can communicate via voice, take screenshots, and record all from their PC.

    Want to know who is joining via PC? A display board will be added to meeting rooms to show the names of non-VR participants in the session to keep everyone aware of all attendees. By adding the non-VR PC viewing feature, Sync meetings are now accessible to more participants and removes any friction when members can’t easily get into VR.

    *Please note that a VR compatible computer is still required to join a Sync meeting as a non-VR PC viewer.

    Casual Outfits

    To better reflect the way you dress at the office, we’ve introduced new casual outfit options for your customizable avatar. Choose from new jeans and tops to express your personal style.

    Optimized Speed

    We added a network speed check, just to make sure you’re setup for optimal performance. We also reduced loading times to get you into meetings faster!

    Desktop Login

     You can now login to a meeting through your desktop, eliminating the need to memorize meeting IDs and passwords while trying to enter a meeting with your headset on.

    Additional Updates:
    • Left-hand support for all meeting tools

    • Improved voice-to-text performance on PC

    • Improved avatar rotation when using joystick controllers

    • Automatically show a person’s name card for 10 seconds when they enter the meeting room

    Stay tuned for more feature updates as we continue to improve VIVE Sync based on your feedback. If you have any feedback on tools or features that would make your team more productive, please reach out to us at sync_support@htc.com.

    Vive Sync currently supports all VIVE headsets and is available to download at https://enterprise.vive.com/us/solutions/vive-sync/.

    Website: LINK

  • Case Study: CannonDesign boosts efficiency with VIVE and NVIDIA remote collaboration platform

    Case Study: CannonDesign boosts efficiency with VIVE and NVIDIA remote collaboration platform

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  • Manufacturers Benefit From Simplified 3D Design Processes in VR Thanks to Dassault Systèmes and HTC VIVE

    Manufacturers Benefit From Simplified 3D Design Processes in VR Thanks to Dassault Systèmes and HTC VIVE

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    With the goal of fundamentally changing how design concepts go from the mind’s eye to reality, HTC VIVE Pro teamed up with Dassault Systèmes. That objective is becoming even more important within complex technology and engineering verticals—as agility, responsiveness, and speed to market continually shift.

    Over the last four decades Dassault Systèmes has led the world in the application of 3D technology in design and engineering. From its origins in aerospace, it now supports a myriad of manufacturing disciplines. 3D design is central to Dassault Systèmes’ philosophy and a primary feature of its entire software portfolio. This focus has made them a natural partner for the HTC VIVE Pro. By using its CATIA Natural Sketch platform Dassault Systèmes is upending traditional processes of design, manufacturing, and testing—improving collaboration and reducing time to market.

    Design workflows are typically linear. They begin with sketches, then design, followed by computer-aided design (CAD), industrialization, and eventually full production. By the time the product assumes its first 3D existence, the original concept on which it was based might be lost in multiple iterations. Meanwhile, in the time it takes for the design to reach its first physical form, consumers’ evolving tastes—as well as competitors’ offerings—may have moved on. Additionally, the conventional sketched concept approach does not lend itself easily to collaboration. It also limits output to the creative and technical abilities of a single designer. With the help of the HTC VIVE Pro, these conventions and their limitations are being challenged by Dassault Systèmes—reinventing how complex design and engineering concepts are brought to life.

    By utilizing the HTC VIVE Pro’s sophisticated VR capability, CATIA Natural Sketch enables designers quickly to sketch in 3DS and render their ideas as fully-visualized 3D designs at the conceptualization stage. This allows designers and engineers to realistically form compelling ideas and translate their creative vision directly into the design and engineering, invigorating the process. Automotive designer and CEO Takumi Yamamoto commented: “For automotive design it’s important to do a full-size scale model. When I tried it for the first time I was into the virtual world, and I almost forgot about the real world.”

    The HTC VIVE Pro headset enables CATIA users to create, style, modify, and validate complex, innovative shapes. This can also greatly increase the speed and efficiency with which organizations can evaluate requests for product changes. A benefit like this offers multiple uses across a breadth of diverse sectors—such as aerospace, shipbuilding, energy, and architecture. It also enables the formulation, design, and manufacturing of electrical systems—spanning the complete process from conceptual design through production.

    “We are moving into the age of experience,” claims Xavier Melkonian, Director of the CATIA Design Portfolio. “For us, the experience is critical. The ability to experience your design in a more immersive and natural way is key, and to make it accessible directly from the Design authoring Application CATIA is essential. For creative designers and engineers, there are many use cases where the immersive experience is very powerful all along their Design innovation process.”

    With the help of the HTC VIVE Pro, CATIA is revolutionizing the speed ideas can travel from the depths of a designer’s imagination to the hands of the consumer. Organizations working with complex technology and engineering can now quickly explore hypotheticals at a lower cost, allowing designers and manufacturers to test hypotheses in order to gather answers faster than before. Designers also noticed using the tool provided immediate results and helped stimulate creative thinking, as well as innovation, to a far greater extent than conventional 2D sketching.

    For decades the process of converting conceptual thoughts into prototyped design has been cumbersome, costly, and wasteful. Thanks to HTC VIVE Pro and CATIA Natural Sketch, a more dynamic, flexible, and collaborative process is now available—not only by allowing ideas and products to be conceived, but to be optimized in real-time, too.

    Website: LINK

  • Case Study: Firefighters get better training for real-world dangers through VR

    Case Study: Firefighters get better training for real-world dangers through VR

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  • Technology – and VR – Evolves to be More Accessible and Collaborative

    Technology – and VR – Evolves to be More Accessible and Collaborative

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    Over the years, technology has evolved to become more intuitive and easier to use. As companies today are quickly adjusting to the new norm of remote workforces, technology offers new ways to address the changing face of work, keeping teams and employees engaged, collaborative and productive. Right now, we’re witnessing how relatively simple innovations make technology not only accessible to more people, but more adaptive to our needs.

    VR content is becoming more varied, allowing a greater number of people and industries to benefit, and the selection of applications has broadened beyond gaming and entertainment to include new ways to work, train, and collaborate (such as our recently-announced Vive Sync beta for team meetings in virtual reality). Companies in the automotive, aerospace, and architecture industries, for example, are already tapping into the benefits of VR to drive efficiencies among remote product and design teams.

    [youtube https://www.youtube.com/watch?v=Vh0bU6RE9AY?feature=oembed&wmode=opaque&w=730&h=411]

    For that reason, Logitech has been looking at experiences across the VR/AR ecosystem and finding new ways to improve them for many years. They solved the problem of text entry in VR by letting you see and input via keyboards inside virtual environments. More recently, Logitech introduced VR Ink, a more ergonomic and intuitive way to interact and design within virtual worlds, reducing learning curves often associated with traditional VR controllers.

    VR is traditionally thought of as being primarily a visual experience, however our tactile senses need to also be considered as a channel of communication and immersion. With controls built right into the pen, it can be squeezed as a form of input and its built-in haptics allow for pressure-sensitive writing against physical surfaces.

    The VR industry has made big strides over the years, and continues to mature as it makes its way further into education and workplace environments, enabling deeper levels of engagement and collaboration. If we’re unable to team up and design together in the real world, VR is the next best thing and its adaptability will only continue to increase the usefulness it can provide in our every day work lives.

    Stay tuned for more as we explore new input paradigms in VR.

    Website: LINK

  • Virtual Reality and the Science of Rehabilitation

    Virtual Reality and the Science of Rehabilitation

    Reading Time: 7 minutes

    By Dan O’Brien, Global Head of Enterprise, HTC Vive

    *This conversation was originally scheduled as a talk at HIMMS. Due to the conference’s cancellation, we’ve converted the talk to a blog post.

    When you think of common applications for virtual reality (VR), several general topics and industries come to mind for most people – video games, entertainment, even fitness. It makes sense, since VR really got started in gaming. But where we’re really excited to see momentum is in the enterprise space – including in healthcare and medicine.

    Breakthroughs in VR now come in the form of student doctors training in medical schools, or medical professionals educating and treating patients, or even surgeons halfway around the world learning to prepare for emergency situations.

    According to new research from Research and Markets, the global market for AR/VR in the healthcare industry is estimated to reach over $165 billion USD by 2026, indicating the major potential for AR/VR technologies to transform this sector.

    And we foresee that VR will hit this benchmark, as VR use cases and applications in the medical and healthcare field are already abundant.

    Recently, I sat down with Jennifer Wong of Penumbra to talk about how they are using virtual reality to rehabilitate patients with neurological injuries such as strokes.

    Dan: First off, could you tell us a little bit about Penumbra?

    Jennifer: Penumbra is a global healthcare company that focuses on innovative therapies. We design, develop, manufacture and market medical devices and have a broad portfolio of products that addresses challenging medical conditions in markets with significant unmet need.  Since our founding in 2004, we have developed a product portfolio that includes 7 product families within our major markets. Our product families fall under Neuro and Vascular. Under Neuro, we have Thrombectomy, Embolization, Access, Neurosurgical Tools, and Rehabilitation Tools. Under Vascular, we have Thrombectomy and Embolization.  We distribute our products in countries around the world.

    Dan: And one of those innovative therapies is the REAL™ System?

    Jennifer: Yes. The REAL™ System is an immersive, full-presence virtual reality system designed for rehabilitation under the supervision of a medical professional. It is one simple, portable rehab tool that can easily be brought to the patient at the bedside, in a rehab center, or mobile health location. The REAL System consists of the VIVE FOCUS Headset, body sensors, and therapist tablet with our proprietary TherapyView™ that allows the clinician to administer and monitor the therapy session. It is entirely self-contained, wireless, and mobile. No additional hardware or tethering is required. The wireless body sensors capture the patient’s movements during sessions to allow for objective data capture and patient progress tracking.

    Dan: Why did Penumbra venture down the path with immersive technologies for rehabilitation?

    Jennifer: Using our knowledge of stroke and the deficiencies that can occur after a stroke, we developed a set of propriety activities that are targeted for upper body rehab. Penumbra combined forces with Sixense Enterprises, a tech company in Silicon Valley that specializes in motion tracking technology to develop virtual reality technology for healthcare using the Vive Focus. We wanted to focus on the continuation of care for the patient post-procedure. Following a stroke incident, patients are often depressed, cognitively impaired, and unmotivated due to their new disability. With VR, the rehabilitation environment can be safe, encouraging, efficient, and supportive. Penumbra’s REAL System has been designed by engineers with decades of experience in electronics, medical device design, software development, 3D art, and game development. Built using evidence-based therapies, the motor and cognitive activities in the REAL System are both fun and engaging.

    Dan: Tell me more about the science behind this kind of rehabilitation for patients with neurological injuries?

    Jennifer: Extensive academic research shows that neurorehabilitation technology can dramatically enhance neuroplasticity and drive the relearning of skills. Neuroplasticity is the term for physical changes that the brain undergoes when learning new things. Virtual Reality is a hardware and software technology that can induce neuroplastic change. With VR, the rehabilitation environment can be safe, encouraging, efficient, and supportive. Interactions can be tailored to the patient’s individual needs, therefore enhancing the potential improvement within a given session. With accurate body-position tracking in real time, a new bio-feedback loop can be established using intuitive auditory and visual cues to allow the patient to self-correct their posture and limb movements for maximum exercise efficiently. Progress can be documented movement-to-movement, session-to-session and week-to-week to expose tangible improvement to the patient and caregiver, supporting ongoing rehabilitation when the patient has not yet plateaued.

    Research shows that VR can provide links to drive neuroplasticity, which may be more challenging to achieve in the actual world. There is a tremendous amount of literature on using VR for rehabilitation, but current products are not designed specifically for the healthcare setting. That’s where the REAL System has a role.

    Dan: How does the REAL System compare to commercial gaming systems?

    Jennifer: The REAL System is different from consumer gaming devices in several ways, namely that it was purpose-built for rehabilitation. The activities specifically designed to meet the needs of patients needing upper body rehabilitation are aimed at working on exercising specific upper body functional movement patterns. It is completely customizable by the therapist to meet their patient’s needs. It is also the only FDA-cleared rehabilitation tool that uses virtual reality that is immersive and full-presence.

    Dan: How much time does it take to get up and running with the REAL System?

    Jennifer: The REAL System is intended to be used seated in a clinical environment and prescribed and supervised by a medical professional trained in rehabilitation therapy. The system requires setting up local internet connection via WiFi the first time it is used. The therapist powers up the headset and helps the patient put the headset on. Once the headset is on, the patient can immediately begin interacting in the new environment, while the therapist puts on the sensors. The patient will experience almost zero set-up time. For the therapist, it will take about 2 minutes to put the sensor bands and body sensors on the patient and power up the tablet. That’s one of the unique qualities of our system. It’s a quick and easy set up and you can roll it right to the bedside or gym location for any patient.

    Dan: With the severity of injuries varying, can you expand on how the REAL System addresses each patient’s unique needs?

    Jennifer: The REAL System can be used for a variety of deficits within its indication for seated, upper body neurorehabilitation. For a focus on proximal upper extremity, we have activities that address shoulder ROM and flexion that encourage strengthening and endurance. For a focus on distal upper extremity, we have activities that strengthen wrist and forearm range of motion. We also have activities that focus on core strengthening and movement, cervical range of motion and visual scanning, postural control and stability, and cognition.  The activities come with adjustable parameters on the tablet’s TherapyView that the therapist can use to adjust difficulty settings and customize for the patient.

    The REAL System is a powerful tool in the clinician’s toolbox that can be adapted to each patient per their session goals.

    Dan: What if the patient is concerned about motion sickness from being in VR during treatment?

    Jennifer: Motion sickness occurs due to a difference between actual and expected motion. The REAL System minimizes the potential for vestibular motion sickness with technology that optimizes what the patient sees in the VIVE headset with the patient’s actual movements. Our technology uses very high frame rate, very low latency, and 6-degrees of freedom for translational movement, all enabled by the Vive Focus’s inside-out tracking and Sixense’s proprietary technology.

    Dan: What kind of feedback/response have you received from the medical community and patients about the REAL System?

    Jennifer: Cooper University Health Care in New Jersey recently became the first hospital to use the REAL System for patient rehabilitation following a stroke. In a recent press release, Dr. Tudor Jovin said, “While Virtual Reality has been around a long time, its application in rehabilitation of stroke and other neurological disorders is cutting edge and a new concept.” They are using the system to aid and augment their patients’ recovery after stroke.

    In a release issued by Cooper University, a Physical Medicine and Rehabilitation physician, Dr. Rohini Kumar, said, “With the help of Penumbra and the REAL System, we will be able to augment the patient’s recovery from bedside to our outpatient clinics. We are excited to see the potential of VR in our stroke patients and other neurologic conditions.”

    One of our first patients to try the REAL System, Deb, has been using VR for rehabilitation for 2 years. She did undergo physical therapy without the REAL System, and she said compared to the REAL System it’s like night and day. She said, “When you’re in the REAL System, you’re just thrust into something so wonderful that I think the mind forgets I had a stroke.”

    Dan: Does any hospital currently use the REAL System for their course of rehabilitation?

    Jennifer: Cooper University Health Care, in New Jersey, recently became the first hospital in the world to use REAL. The team of physicians and therapists at the Cooper Neurological Institute worked closely with Penumbra in refining the technology for patient use. We are currently taking orders for the REAL System.

    Dan: Are there other areas of rehabilitation you’re looking at, or you think would be a good fit for VR?

    Jennifer: Yes, absolutely. We think the possibilities with VR for rehabilitation are extensive.  We currently carry an FDA indication for upper extremity rehabilitation and are working on new indications to bring the promise of VR to even more patients. The REAL System hardware and software provide a powerful platform for us to innovate and introduce new therapeutic activities to address new diseases.

    For more information on the REAL System, or to order a REAL System, visit www.realsystem.com. To learn more about Vive Enterprise Solutions, go to https://enterprise.vive.com/us/. Vive Studios, HTC’s content services division, also contributed to the content development of the therapy application. Learn more about Vive Studios here: https://developer.vive.com/us/vive-studios/.

    Website: LINK

  • Case Study: Virtual Home Tours are Changing the Way Buyers Shop for Real Estate

    Case Study: Virtual Home Tours are Changing the Way Buyers Shop for Real Estate

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  • When Spectators Become the Players: VR for the Tech-Lovers and Tech-Less

    When Spectators Become the Players: VR for the Tech-Lovers and Tech-Less

    Reading Time: 3 minutes

    By Brent Bushnell and Eric Gradman, Two Bit Circus Co-Founders

    Two Bit Circus describes the role of VIVE and elbow-to-elbow play in creating a more universal VR experience — even for those who aren’t the ones in the headsets.

    The future of fun is often thought of as something years or even decades away. But, with new forms of experiential entertainment and virtual reality driving immersive experiences at a growing rate, the opportunities for meaningful and engaging fun are boundless — today.

    When we launched Two Bit Circus Micro-Amusement Park in Downtown LA in September 2018 our goal was to fuse the latest interactive technology with the wonder and spectacle of classic circus and carnival, bringing people together to play elbow-to-elbow. At the core of these experiences has been our VR attractions, which make up around a third of our revenue. We use VR in everything from our story rooms (our take on the classic escape room) to immersive arena experiences and special events such as Esports tournaments. 

    Virtual reality is a solid component of our park’s success. As we continue to grow as a location-based entertainment venue, we needed a supplier that understood our desire to get people to play, elbow-to-elbow, and who could provide players with opportunities for diverse play as well as mobility and immersion — even in a typically-tethered arena.

    This is where our collaboration with VIVE came into play. As our park has developed, they’ve provided ongoing support for LBE solutions and — as a group of [mad] inventors constantly creating – offered us a sense of security through the service plan they tailored to our industry. Over the past year, nearly all of our VR attractions — whether third party or developed in house — are now driven by HTC products. From free roam games such as The Raft and the Asterion Maze, to multiplayer games like Hologate and our newly-added Hyperdeck, they’re some of our most popular attractions throughout the entire park.

    What’s the special ingredient for this success? Spectator-friendly VR gaming.

    As a company focused on the future of fun, we want our experiences to be memorable and repeatable. For us, this means not only appealing to the folks who are already invested in VR but also those who might be hesitant to give it a try. Being able to actively participate in a VR experience, even if you’re not the one in the headset, is a key way to draw in new customers and create a more universal experience for players.

    We’ve seen that with Hyperdeck in particular. The VIVE headsets look really sleek and integrate well with the custom shooting turrets. Players are lit up and spectators not only view the action on external screens, they use tablets to throw power-ups to the VR players. The shared motion platform immerses the players while drawing  in the crowd who’s cheering them on. Just like a roller coaster at a traditional theme park, this is an adrenaline rush for the tech era. And those in line are growing increasingly eager to strap into the virtual world too.

    When companies prioritize spectators just as much as players in new games and experiences, it opens up a window of opportunity for elbow-to-elbow play. The future of fun is here, and it’s aiming to be immersive and accessible to all. So whether you’re a VR evangelist or have never put on a headset, we encourage you to give it a shot and find new ways of experiencing this evolving form of entertainment. From two guys who’ve spent their whole lives creating and diving into tech, trust us when we say: it really is out of this world fun.

    Website: LINK

  • Case Study: adidas Revolutionizes Internal Workflow with Virtual Reality

    Case Study: adidas Revolutionizes Internal Workflow with Virtual Reality

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  • Case Study: Intel Enhances Training With VR, Sees 5-Year ROI of 300%

    Case Study: Intel Enhances Training With VR, Sees 5-Year ROI of 300%

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    Learn all about how the tech juggernaut deployed a scalable, effective VR training solution with the help of VIVE Enterprise & Advantage.

    Intel Virtual Electrical Safety Recertification Course, Powered by VIVE

    A look at Intel’s Virtual Electric Recertification Course. Why virtualize this course? Electrical accidents are considered one of the deadliest workplace accidents—only 1/10 of an amp is all it takes to stop a human heart. Between 2015-2017, there were 24 electrical incidents at Intel with just as many near-misses. This translated to over one million dollars in cost, making it an ideal test case for virtual training.

    What kind of return on investment can you expect with VR? Ask Intel. With VIVE’s Enterprise’s help, the tech juggernaut launched a virtual Electrical Safety Recertification course estimated to have a 300% ROI over five years in one of the strongest business cases to date for the emerging technology.

    Website: LINK

  • Case Study: Hard Rock International Leverages VIVE VR For $1.5 Billion AEC Project

    Case Study: Hard Rock International Leverages VIVE VR For $1.5 Billion AEC Project

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  • Case Study: VIVE Solves VR For Theme Parks With Busch Gardens Project

    Case Study: VIVE Solves VR For Theme Parks With Busch Gardens Project

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  • Case Study: Ovation Expands Features & Analytics With VIVE Pro Eye

    Case Study: Ovation Expands Features & Analytics With VIVE Pro Eye

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