by email@example.com | Jan 6, 2023 | News
January 6, 2023 — Indianapolis-based immersive experience company VisionThree (V3) is celebrating 20 years in business today.
VisionThree was founded on January 6, 2003, as a Massachusetts Avenue creative agency focused on catering to the needs of small businesses and organizations. The business started out as many such agencies did in that era – creating websites and building content for CD-ROMs and DVDs.
Company founders Jeff Hopler and Eric Davis made the perfect team to start such an art-meets-tech endeavor, each bringing significant skill to the table, and as the name suggests, then bringing that vision to life. “For us—and our clients—it has always been about the content and storytelling first and foremost,” Hopler says. “We then choose the right technology to tell the story best.” Both Hopler and Davis continue to be active in the company’s leadership and day-to-day operations.
The early-stage company grew at a measured pace heading into 2008 when Eli Lilly & Company asked V3 to venture into new territory with a groundbreaking touch interactive trade show display. This project brought many more clients interested in taking their trade shows to the next level, including Delta Faucet and Rolls-Royce.
Lead developer Greg Foxworthy, who joined the firm in 2006, is proud to share the work their team did for many such clients in the years since. “We were pushing the envelope on the convergence of technology and 3D art even then, always looking to innovate and improve the customer experience from start to finish.”
In fact, over the past two decades, V3 has created nearly 500 unique interactive experiences for a wide range of blue-chip clients. 2016 saw a move to add virtual reality to the product offerings, with one of the earliest projects being created for Rolls-Royce. As projects have advanced, V3 has gone on to craft VR experiences in training and sales for Corteva, Siemens, OPEX, and more, which led to the release and subsequent expansion of their powerful V3CORE platform.
The company moved from its location on Mass. Ave. to its current home in Lockerbie in 2006, after a complete and painstaking historical building renovation. Great care was taken to preserve the former home of the Frederick Simon Grocery, which was built originally around 1860 and had seen many tenants come and go before founders Jeff Hopler and Eric Davis transformed it into the showpiece facility it is today.
While the company still calls Indianapolis home, the pandemic was the catalyst for V3’s expansion to become a nationwide, remote-first company, with employees now spanning from coast to coast. This eye toward growth got the V3 leadership team thinking even more boldly about the bigger impact the company could make, which led to the early 2021 announcement of the V3CONNECT initiative.
“I’m honored to be part of ushering in this new V3CONNECT era, where our years of experience in cutting-edge immersive product design can now make a difference in the lives of people across the country,” says Lead Engineer Nate Logan, who has been with the company for over a decade.
V3CONNECT is an immersive program that reimagines talent pipeline development and career pathway exposure through a scalable, accessible network of fixed and mobile VR Career Exploration Labs and career, college, and community-focused content. The program’s full launch begins in 2023, following a busy year in 2022 of building, testing, and iterating through the pilot phase at dozens of schools, colleges, and community locations.
“It’s inspiring to see our years of hard work lead to this moment,” says Creative Director Jason Morris, a 15-year veteran of the company. “While the technology has changed significantly over time, our core mission of storytelling through the combination of art and tech remains the same, and I’m excited to see all that’s in store as we charge full-steam into our third decade.”
A year of celebration is planned, starting with V3’s “20 Weeks for 20 Years” campaign on social media, which will feature insightful stories from V3’s seasoned and new team members alike. A V3 birthday bash will be scheduled for later this year.
“We hope the greater Indianapolis community will raise a glass in celebration with us on this landmark occasion,” says V3 CEO, Heather Jackson, who has been with the company for over 3 years. “This is a team that has weathered many storms and persevered through thick and thin to get to where we are today. I can’t wait to see what the years ahead will bring!”
For more information, please contact us.
VisionThree (V3) is a pioneer in immersive experience technology and has been building B2B immersive experiences for business for 20 years, with a primary focus to help companies recruit better, sell better, and train better.
In early 2022, V3 began developing a Virtual Reality (VR) talent pipeline ecosystem of VR career labs and immersive career pathway content called V3CONNECT. The mission of V3CONNECT is to build a comprehensive national career exploration ecosystem, removing geographic and socioeconomic barriers to opportunities, empowering and inspiring multi-generational audiences through immersive exposure to career pathways.
by firstname.lastname@example.org | Dec 13, 2022 | News
This lab will be the first of its kind in the U.S., paving the way for other communities seeking solutions to connect the next generation of the workforce with jobs and degree programs in their hometowns and beyond through the power of the metaverse.
The lab will consist of 24 customized VR kiosks, complete with a VR headset, charging station, and touchscreen tablet. Branded fabric backdrops and an interactive touch screen will transform an area within Fusion 54 into a virtual world of career opportunities.
As a part of the launch, the City of Crawfordsville will also share its “V3 Main Street™” story, in which the V3 team will build a virtual city tour, showcasing the programs, benefits, and opportunities available in Crawfordsville.
Joining the City in building out the virtual talent pipeline ecosystem will be a range of local industry and business content partners, whose day-in-the-life stories will reach not only lab users in Crawfordsville, but in every lab site launched across the state and beyond.
Crawfordsville Mayor Todd Barton says, “This is a groundbreaking moment, not just for Crawfordsville as a city, but for the state of Indiana as a whole. We are proud to be leading the way in solving challenges for both talent pipeline development and the brain drain.”
Also aligning to bring degree program stories to V3CONNECT™ are partners at Ivy Tech Lafayette, featuring day-in-the-life experiences of students and alumni in key degree programs. For all content partners, V3CONNECT™ offers the ability to share immersive experiences at tradeshows, recruiting fairs, and beyond, expanding the reach of these opportunities to meet students where they are.
“We very much appreciate our partnership with Mayor Barton and the city of Crawfordsville,” says the Ivy Tech Lafayette Chancellor, Dr. Aaron Baute. “Virtual reality is an awesome and interactive technology that can help support workforce development and industry attraction. Initiatives like this one are why Ivy Tech has expanded its offerings in the community bringing Early Childhood, Cybersecurity, and Certified Nursing Assistant to Montgomery County. We look forward to adding additional programs in partnership with the community.”
Students from area high schools, colleges, and anyone else in the community interested in experiencing the technology, will have ample opportunities through scheduled visits and community events.
“It is exciting to have access to technology that links a student’s interests to employment in Montgomery County! The V3CONNECT™ virtual reality platform will certainly appeal to the students,” shares Dr. Colleen Moran, Superintendent – North Montgomery School Corporation.
The Fusion 54 lab site will launch in late January 2023, with associated content partner experiences being built in parallel. These experiences will be available not only in Crawfordsville, but in every lab site launched anywhere in the state of Indiana and beyond.
“As the V3CONNECT™ program continues to gain momentum and visibility, Crawfordsville will be seen nationwide not just talking the talk, but walking the walk,” says VisionThree CEO Heather Jackson. “We’re thrilled to be partnering with the Mayor and his team to officially launch the program.”
For more information on VisionThree and to learn about how your community, company, or institution can get involved with V3CONNECT™, please contact VisionThree.
About the City of Crawfordsville: Crawfordsville is home to more than 16,000 residents and is the county seat in Montgomery County, Indiana. About an hour west of Indianapolis, the growing city is known for its state and nationally-recognized Mobile Integrated Health program, extensive outdoor recreational opportunities at Shades State Park and along Sugar Creek, and is home to the Ironman Lucas Oil AMA Pro Motocross Championships and Wabash College.
About VisionThree: VisionThree (V3) is a pioneer in immersive experience technology and has been building B2B immersive experiences for business for 20 years, with a primary focus to help companies recruit better, sell better, and train better through their V3REALITY and V3TOUCH platforms.
In early 2022, V3 began developing a Virtual Reality (VR) talent pipeline ecosystem of VR career labs and immersive career pathway content called V3CONNECT. The V3CONNECT program's mission is to build and expand a comprehensive national talent pipeline ecosystem, removing geographic and socioeconomic barriers to opportunities, empowering and inspiring the next generation of the workforce through immersive experiences.
With the support of community, corporate, and education partners in areas like Crawfordsville, VR career labs will be placed in schools, colleges, universities, and at a wide range of additional community locations across the U.S., offering direct access to the latest available immersive career pathway content.
by email@example.com | Oct 21, 2022 | News
October 18, 2022 — The first Friday in October is Manufacturing (MFG) Day, a day created to “empower manufacturers to come together to address their collective challenges so they can help their communities and future generations thrive.”
Last week, the V3CONNECT Roadshow team ventured to Columbus, Indiana, by invitation of Ivy Tech Columbus, to participate in their MFG Day celebration.
Skilled manufacturers are currently in incredibly high demand. Deloitte’s 2022 Manufacturing Industry Outlook predicts a shortage of 2.1 million skilled manufacturers by 2030. This is a figure we are actively working to change, starting in the state of Indiana.
With the launch of V3CONNECT, our team has created a solution to the workforce shortage through Virtual Reality (VR). Our $80M initiative seeks to place VR Career Labs in every high school, community college and university in Indiana by 2025, followed by plans for national program expansion.
With this level of access, students across the nation will gain actionable insight into the manufacturing industry, experience first-hand what a day in the life is like at top manufacturing companies, and engage with educational programs that can help them excel toward a future in manufacturing
Students from Ivy Tech Columbus, Center Grove High School and Bartholomew County Schools were invited to test out the V3CONNECT experience during the MFG Day celebration.
“That’s dope,” one Center Grove student said, which was music to our ears!
We were among great company throughout the MFG Day event with a variety of sponsors and employers onsite, including Toyota, Forvia, Cummins, Purdue PolyTechnic, ServiceMyRestaurant, Lindal, and more.
We’ll be back in Columbus later this month (Oct. 25) for Tech Tuesday! Stop by and see us on the Ivy Tech Columbus campus to demo V3CONNECT for yourself.
by firstname.lastname@example.org | Jun 25, 2022 | Development, Ideas, News, Research, Technology
As Virtual Reality (VR) continues to gain momentum toward wide-scale adoption both for individuals, and in the enterprise setting, one blemish remains constantly alongside it. That is the concept of people feeling the effects of motion sickness or vertigo while viewing VR content. And to be clear, we’re not talking about the feeling of Keanu Reeves “Whoa!” right after a VR headset is put on – that fades away almost immediately. We’re referring to the longer-lasting symptoms people refer to as motion sickness or vertigo.
Feelings of motion sickness in VR is one of those things where a little knowledge beforehand can be quite powerful. And with the right content executed in the right way can be minimized if not totally avoided by most, if not all, who put on a headset.
We’ve all seen the TikTok of Grandma wearing a VR headset and taking her first VR Roller Coaster ride. She’s screaming her head off while other family members gather around her in a state of paralysis brought on by acute belly-laughter. Sure, it’s all in good fun. And rest assured no Grandmas were harmed in the filming of said video. But this principal is key to understanding the first of three critical factors for those who may be susceptible to feelings of motion sickness while in VR.
FACTOR #1 : OUR BRAINS
The first reason people may experience it has to do with the VR content specifically and how the perception of that content is interpreted by our bodies – most importantly our brains. As is widely known our inner ear is responsible for our sense of balance, or if you prefer the 15-cent word-equilibrium. Aside from taking care of the all the automatic functions to keep us alive – you know like breathing – our brain does another pretty amazing trick. It takes the input from what our eyes see, and combines that with data from the inner ear.
These two things (and probably a bunch of other things) tell us that we’re moving or not and hence when to feel motion or not. So one of the main instances of motion sickness in VR is the Roller Coaster ride. Sure, this was once the low-hanging fruit for all the content producers to showcase VR as a medium. The simple fact that VR is so convincing visually plays into people’s negative reactions to situations like the roller coaster. It’s as simple as the eyes reporting they’re seeing movement to the brain. The brain then checks with the inner ear who reports there is no movement, and (insert John Madden BOOM) that discrepancy is what makes us feel woozy. So, if you’re a VR content creator and you’re producing content that creates this vestibular variance, just STOP! Don’t make me tell Grandma on you!
FACTOR #2 : FRAMES PER SECOND (FPS)
The second area where motion sickness may be noticed by some also falls directly at the feet of content creators once again. That is the notion of Frames Per Second or FPS. Remember those little flipbooks we used to sketch of the little stickman running? It’s sort of like that. Think of each of those little pages as a frame. Our TVs, computer monitors, and yes even VR hardware displays content much like a flipbook – in frames. VR hardware has limits for performance. And sure, it’s the content makers’ responsibility to find those and push against them. The trouble is that some content producers tend to play a little fast and loose with the issue of frame rate – oftentimes at the cost of the user. At times certain content may require more processing power than a device can muster. At that point the device or app has no choice but to drop a frame (i.e. show less little pages) at times OR simply crash which no one wants. The feeling of frame droppage can sometimes cause a person to feel wobbly or a little dizzy. Again, back to that pesky brain and our eyes’ need to constantly make sure we’re seeing everything correctly. When a frame or two is missing, whether we’re conscious of it or not, our brains notice. And it’s the brain’s need to fill in that gap that causes the negative feeling. On devices like the Meta Quest 2 for instance, a frame rate should never drop below 70 fps at an absolute minimum. Desirably, the lowest frame rate should really be 90 fps to be super safe.
FACTOR #3 : VR HARDWARE
The third reason motion sickness could be experienced by some is very simple and mechanical as it relates directly to the VR hardware itself. And that is tracking. Tracking is the term that corresponds to how the headset (and controllers) maintain their orientation in the virtual environment based on their location in real life. This is done in various ways. The HTC Vive Pro for instance uses external infrared emitting devices called “base stations” to create an IR field whereby the actual hardware uses its dimpled design to reflect the IR light and broadcast where the headset and controllers are. This is called outside-in tracking.
The Meta Quest 2 uses (4) cameras mounted in the headset to track that hardware. This is called inside-out tracking. Tracking has made a lot of advancement over the years but remains incredibly important to creating a good experience. If tracking is lost or interrupted, the image in the headset will stutter and/or freeze in such a way as to possibly create dizziness or disorientation. The good news about this is that it’s a very simple issue to address. First, don’t purchase or use a device with notorious for having tracking issues (not pointing fingers or mentioning names here). Second, know the ins and outs of what creates a positive tracking environment. So, if you’re using a Vive, make sure there’s no objects in the way of the base stations and they’re facing each other adequately. Or if you’re on Quest 2, make sure there’s plenty of light so the cameras can see. These best practices should eliminate about 90% of tracking issue-causing motion sickness while in VR.
BUT WAIT, THERE'S MORE…
The last issue to discuss is less a cause of potential motion sickness in VR and more of a reality. It’s really about the people that are out there using VR. For whatever reason it would seem the older a person is, the more often it is they could experience these feelings. Data has shown during the aging process, people may fall prey to a condition like vertigo. Surprisingly it doesn’t have to do with the fluid in the ear solidifying over time as many have thought. Instead, it is brought on by circulatory changes in the very small blood vessels in the ear. This explains why your 10-year old nephew can spend about 6.5 hours playing Gorilla Tag without a break. But if you’re a person that is affect by actual vertigo, you’re going to know that and subsequently VR may not be a good fit. Second, there is a certain portion of the population that just can’t do VR comfortably. Period. It’s just that simple. These are people that for varying reasons simply cannot participate without having these negative feelings. Now, is this a large segment of the population? Absolutely not. It’s certainly not a large enough segment to deter the exciting technology from widespread adoption. It’s closer to SCUBA diving. There is a certain percentage of people who simply are not able to equalize their ears versus the water pressure (I know! Ears again right?!). But hey, maybe they could SCUBA in VR! Whoa, that’s Meta concept! (See what I did there?)