The Virtual Raccoon Lab Project (TVRLP) S.L. is a new Spanish start-up based in Albacete / Castilla La
Mancha, created as a result of a year and a half of effort and tenacity by its founders and partners. Dedicated to the development of customised software, and adapted for companies in environments of Immersive Reality, on 12th May 2017, The Virtual Raccoon Lab launches the first Spanish platform dedicated to the digital distribution and commercialisation of software, exclusively for Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) on PC with international reach: www.virtualraccoon.com.
Over the period of the next 36 months, the number of users who will enjoy this technology will exceed 160 million, with a turnover of more than 30 billion dollars.
Virtual Raccoon is a sure bet for independent developers, with built in functionality to accommodate software designed for all available hardware, and hardware released in the future. TVRLP intends to become a reference for the users of this technology worldwide, allowing forces to be joined and to make this technology more accessible, and not only available to the few.
The platform has been built from the ground up with growth in mind, using the latest technologies and horizontal scaling available from cloud platforms it allows for continuous and uninterrupted growth as the number of concurrent users rise.
The Virtual Raccoon Lab Project S.L. was born in November 2016, and although its main headquarters are situated in Albacete, Spain, composed of a team of seven professionals from different countries, it also has another extensive team of sixteen engineers spread out in different parts of the world.
Engaging with the new technologies at hand has allowed TVRLP to create bespoke projects for businesses who want to utilise these important and interesting technologies to further their customer engagement. Currently, an Augmented Reality project is under development for one of the most important wineries in Spain.
The Virtual Raccoon Lab Project (TVRLP)
The Virtual Raccoon Lab project (TVRLP) Ltd, was founded in November 2016, and although its headquarters are situated in Albacete, Spain, the team is comprised of seven professionals from different countries. TVRLP also has another extensive team of sixteen engineers distributed in different parts of the world. Engaging with the new technologies at hand has allowed TVRLP to create bespoke projects for businesses who want to utilize these important and interesting technologies to further their Customer engagement. Currently, an Immersive Reality project is under development for one of the most important wineries in Spain.
The Virtual Raccoon Lab Project (TVRLP) contains the integration of both sides of the Immersive Reality market in a single company. On the one hand, TVRLP is dedicated to the development and standardization of Virtual and Augmented Reality, as well as Mixed Reality environments. These developments range from sectors as diverse as education, medical training, or military training, creating standard protocols that can be later applied to other companies or organizations in the same sector.
On the other hand, TVRLP is launching www.virtualraccoon.com, the first platform solely dedicated to the digital distribution of immersive reality software, open primarily to users of Virtual Reality under a PC environment, which contains content created by developers around the world.
Virtual Reality (VR) is a simulated environment created using computer hardware and software technologies that can be explored interactively by the user. Unlike older interfaces, VR allows users to experience the content from inside the virtual environment by simulating as many senses as possible from sight and sound to touch and even in some cases smell.
VR can be used to allow people to participate in situations and experiences that would usually be unavailable to them and otherwise not possible. This is done by bringing the experience to them, the same way we do when we read a book or watch a film. By suspending disbelief, an artificial reality can be created to benefit all kinds of situations; social and scenario based learning, workplace training and more. With VR, we can create environments and simulations to fit any industry, any scenario, and any budget.
With VR, the only limitations to what can be created are time and computing power. Below, we have listed some examples of where the technology could be used:
- Increased motivation. Gamification of learning can be more motivating because it is fun.
- VR can help to tackle new challenges and can provide a new approach to reap rewards.
- VR breaks the boundaries of traditional education and offers new tools for inspiring creative learning.
- Allow students to recreate scenarios from basic first aid to surgical procedures.
- VR can be used in recovery and treatment phases for various medical issues, for example, treating dementia.
- Recreating accurate and realistic simulations in a controlled environment.
- On-site health and safety lessons without risk.
- Train large numbers of people simultaneously within a virtual setting (i.e. remotely) to reduce the cost.
- Tactics and planning scenario creation; wargames and battle simulations.
- Vehicle and situational training recreations.
- Incident reaction and situational training.
ENGINEERING & CONSTRUCTION:
- Build, test and verify designs.
- Prototyping, design for maintenance and assembly.
- Create interactive walk-throughs for a sense of how a finished project will work.
What is Augmented Reality?
Augmented Reality (AR) overlays digital information onto the real world through different kinds of displays. Examples include head mounted displays (Google Glass, Microsoft Hololens, a fighter pilot's helmet), through a handheld device like tablet or smartphone and through the use of projected graphics onto fixed surfaces.
AR is a particularly versatile technology that Offers a way to augment day-to-day tasks and business operations whilst maximising efficiency. AR focuses on providing immediate and accessible data in relation to real world scenarios. For example, an engineer could have an electric circuit diagram overlaid onto real world cables to save them having to refer to a static book or phone display.
Uses for AR
AR is already used for a number of high-end applications such as fighter pilots seeing flight info on their helmet visor as opposed to on a dial in the cockpit. However, with the creation of cheaper AR technology, more and more uses have become viable. Below are some examples:
TRAINING & EDUCATION:
- Safety and Rescue Operations. AR allow workers to see relevant, actionable data when and where they need it.
- Work environments. Overlaying augmented work instructions to show workers how something should be fixed or assembled in real time.
- In military use, soldiers can see information tagged onto objects in the real world. Friendly soldiers, orders distance markers etc…
- Product displays. Show customers how their products would look before they purchase. For example; overlay a new sofa into a home through their mobile phone.
- Remote collaboration. Communication with customers and other people within the company.
- Shopping experiences. Scanning a product could easily display information and other visuals on packaged or physical items.
TVRLP has built Virtual Raccoon on the following foundations:
- A strong development plan. A marketing plan strategically engineered for the virtualraccoon.com product and market-based objectives, with a large investment in SEM (Digital Marketing).
- Global reach. The main markets that TVRLP want to reach are in Europe, North America and Asia.
- Sustainable growth. According to the industry statistics, starting from 2017, the impact of immersive reality on the IT market will be important, and in 2018 will be a continuous take-off in the daily consumption of software for Virtual Reality environments. Being implanted in the market at the beginning in 2017 will directly affect the rates of acceptance and consumption by the users.
Forecasts estimate that over a period of 36 months, the number of users who will utilize this technology will exceed the 160 million mark, with a turnover of more than 30 billion US dollars.
From 2018, levels will take off in terms of consumption of Virtual Reality Software. According to the data, the cost drop of hardware acquisition will directly influence consumption of VR Software. Although the increase in 2016-2017 was significant, the period of 2017-2018 is expected to be approximately four times higher.
Up to March 2017, PlayStation VR had sold 91 5,000 units, HTC Vive had sold 420,000 and Oculus Rift had sold 243,000 units, each of which were worldwide. Makers, Lenovo and Microsoft, are also working on their own devices, expected to launch throughout 2017.