“Our mission is not to simply make world class experiential solutions easy & accessible but to prepare organizations for the future. The path to digital innovation is ever evolving. This is why we place a focus on the journey before the destination.”-Roni Cerga
A passionate business leader and innovator. His vision has helped shape world class offerings by utilizing cutting edge cross functional growth strategies. He maintains strong fundamentals by investing in a diverse organizational culture & people, streamlined process and the very best in product quality. He is a strong believer that the foundation to sustaining exponential growth is the result of empowering & offering a sense of ownership to everyone in the organization and beyond to our clients.
“As we continue to capitalize on the tremendous technological opportunities ahead we must always respect the competitive advantages that form the cornerstone of our brand – our people and our culture.”
Lorne Fade oversees all aspects of VR Vision’s application development, event activations, hardware deployment and 360 videography. He is responsible for guiding the company’s overall direction and strategic priorities by utilizing his digital marketing background to drive business development forward as well as driving sales for VR Vision through creative marketing campaigns and targeted advertising methods.
An experienced Creative Director and Developer, David specializes in creating immersive digital virtual experiences and interactive entertainment on both small and large scale. He has worked on over 20 successful projects with over 15 million users worldwide for both the mobile and enterprise training platforms.
At VR Vision, David oversees all productions from concept to completion to ensure all application development meets a gold standard of being completely turn-key and high quality. He has led successful projects for VR Vision with enterprise clients like Toyota, Tennis Canada, University of Toronto & Alchemy Systems.
Alex has a passion for creating digital content and using multimedia to help businesses achieve their goals. The new wave of virtual reality and 360° content brings endless possibilities for business solutions and marketing material and Alex is dedicated to being at the forefront of this innovation.
He manages the 360° department of VR Vision, directing a variety of 360° content, such as 360° video and virtual tours. Alex has a keen eye to use these mediums as practical business applications to help businesses excel in the age of technology.
Dedicated Nurse and technology expert with over 10 years providing client care and technology consulting in Canada and internationally. Joannah is driven to transform the way we view & approach client care. As an expert in both VR and Nursing Joannah’s goal is to greatly improve the quality of life for all.
Responsible for overseeing the development, testing, monitoring and implementation of Virtual Reality technologies. Joannah flawlessly combines science, business, and technology to make possible for life changing deployments.
She is also the CEO, Founder of Reality Well (A VR Vision Group Company). Reality Well is a Virtual Reality Platform for Senior Living. [www.realitywell.com]
With an appetite for learning and advancing in new technologies Liz has what it takes to anticipate trends and collaborate with her peers. An experienced National Accounts Manager with a demonstrated history of working in the marketing and advertising industries for well over decade. Skilled in Contact Centers, Management, Customer Service, Account Management, and Sales. Extensive experience working with high tech executives and CEO’s producing high volume sales results advancing new business development.
An experienced and accomplished business development and management executive committed to driving exceptional sales results for organizations, while exceeding all expectations for customers. Possesses a keen ability to motivate and inspire staff and colleagues to achieve success, both personally and professionally. Experienced in transforming laggard sales teams into highly focused and disciplined peak performers.
Specialties: Sales Strategy, Corporate & Business Development, Sales Management, Leadership, Coaching and Motivation, Market Planning, Energy, Legal and Tech industry.
Karan Sharma is a 3D Artist with a passion for creating 3D assets and Environments for game development. He has an understanding of 3D Modeling, Texturing and Digital Sculpting and passion for Game Art along with constantly learning and advancing techniques while staying updated with industry standards.
He also has a solid understanding of composition, lighting, colour, form and structure and the ability to apply this knowledge in a 3D interactive world. Karan also has a hobby for photography and travelling.
Wei is a young and talented Unity developer, with passion for anything involving creative design. But what good is something if it doesn’t do anything? With that in mind, Wei is highly interested in creating function as well, he loves to architect large yet pristine systems of code. With experience working as an Asset Developer, Wei’s game assets are downloaded by thousands of other Unity developers.
As a generalist developer, he is competent in both art and programming fields, and highly involved in the entire development cycle. Quickly building applications and making improvements where possible, Wei pushes the envelope of what VR can achieve.
I am a game developer who is passionate about exploring the new upcoming and emerging technologies and developing software for them. Aside from programming, I have a variety of different skills like 3D modelling, 3D animation, 2D animation and Video/Audio editing.
At the World Conference on VR Industry, HTC just announced that it would be bringing hand and finger tracking to the Vive Pro.
For a while now, we’ve been thinking that the Vive could do more with its cameras. These cameras allow the headset to better understand the space around it and to prevent accidental collisions with walls and furniture as a result. But beyond that, they haven’t been used for much.
Now, the company intends on bringing greater fidelity to its interactive component by allowing users to pick up, prod, and punch objects in the game world using their actual fingers. This will work ‘natively’, meaning that no additional peripheral (such as a Leap Motion) would need to be in any way added or attached to the device.
This is possible thanks to the use of two camera modules, spaced apart so as to provide depth information in a similar manner to human eyes. Coincidentally, this is also how mobile phones with dual lens set-ups are able to provide ‘bokeh effects’ by separating background and foreground elements and applying a subtle blur effect to the former.
A demonstration shown at the conference saw a user moving their hands in and out, and then moving their fingers independently while each was recreated in wireframe on a screen located just behind them.
For now, users need to use the included controllers, which can simulate grasping and other actions, and which could also be used to simulate a gun, a fishing rod, a sword, or a range of other implements.
Prior to this unveiling, the only way to accurately track hand and finger movement like this was through the use of a Leap motion. This worked by using an infrared sensor, which could measure the distance from individual fingers. The Leap Motion could be used with a laptop to allow for air gesture inputs, or even taped to the front of a HTC Vive or Oculus Rift. Its limitations however lay with the fact that one finger could ‘occlude’ another – blocking its position from the Leap’s sight.
The same issue could also be present for the HTC Vive, and in the demo, the user was only seen holding their hands up directly in front of their face. If this were a limit for the technology, then it would seriously reduce the number of potential applications – though this is not to say that it wouldn’t have some interesting uses even then.
It’s also worth noting that if this technology is only available for the Vive Pro, then it would create some division between users and what they could expect to experience.
What kinds of applications could we see with finger tracking? Obvious options include things such as inputs – where users could type words out on a keyboard, or even play musical instruments. Likewise, games could allow for much more precise interaction; users could engage in tasks require significantly greater dexterity, such as picking up chopsticks. This could have fun gameplay opportunities, while also making interactions more intuitive and immersive.
It would also be interesting to see how Oculus might react. The two headset manufacturers have been embroiled in something of an arms race, with Oculus racing to catch up to the Vive’s room-scale tracking, and HTC struggling to offer its hardware at a competitive price.
Until now, the Rift had the edge with its ‘Touch controllers’. This could very well change the game all over again.
Good news for us – as its this kind of competition that drives competition and ultimately leads to better experiences for users.