“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.
Have you ever taken a closer look at the images portrayed by a digital projector and see the tiny fine lines in between the pixels? What you can see with the naked eye are the pixel line spacing that lies within each unique pixel. It is a type of fixed-patten noice that is usually called by the tech community a “screen-door effect” simply because it resembles the mesh screen you commonly find on screen doors.
The screen door is nothing new — it has appeared on LCD TV displays for years, and the older the monitor is you look at the more prominent the effect is. If you ever sat too close to the TV when you were younger you would have definitely noticed. With the advent of ULED and the newer TV’s no longer have this effect due to upgraded technology and calibration, however the phenomenon has reoccured with the emergence of Virtual Reality headsets.
Why Does Screen-Door Effect Happen
The screen door effect happens when the digital images are scaled so big that you can see the space in between the LEDs. Whether that is caused by the lens or from being too close to the display. If you have ever looked at your phones screen or computer monitor through a magnifying glass you would be able to see a tiny grid of light-emitting diodes (LEDs), whether its an OLED or AMOLED display.
In order to see the screen-door effect in your VR headset you need to actively focus your eyes straight forward at the display screen itself. You then simply need to move your head around and the head-tracking technology will adjust the image to where you are looking while the LEDs remain stationary. This emits a grid of LEDs you are staring at all the more noticeable. You can notice it much more if you are actively trying to notice it. Some people will be more sensitive to the screen-door effect than others and cant help but find it distracting.
The screen-door effect should not be mistaken for anti-aliasing effects, which relates to game graphics specifically as they render smooth curves with square pixels. As mentioned previously, the VR screen-door effect occurs due to a combination of the headset lenses that are used to refract images as well as it being in such a close proximity to your eyes.
Essentially you are dealing with a much smaller screen, magnified.
So this begs the question, should you be concerned about the screen-door effect having a negative impact on your VR experience? In our opinion it shouldn’t matter too much. Most concerns about the screen-door effect have been raised over the past few years based on experience with early stage headsets like the Oculus Rift DK1/DK2. During this time it was much more noticeable and distracting for the end consumer, but as the HTC Vive and Oculus Rift improved they have made it much less noticeable. And now with the HTC Vive Pro it has become almost a non-issue as it is almost completely unnoticed to the naked eye.
Even though it has been greatly improved, it is still there the same way it is still there on TVs and smartphones screens, its just a little bit more noticeable because your eyes are so close to the screen. Fortunately it is not so distracting when you’re in the head of the action slashing boxes in Beat Saber or shooting down aliens in Space Pirate Trainer.
Like anything with VR you are dealing with a much smaller screen and its magnified via lenses and positioned mere inches from your face. As screen technology for Virtual Reality headsets improves we will see this dissipate more and more as advances and 4K resolutions become mainstay.