Friday, October 2, 2009

New Blog Address

EON RealityBlog has got a New address.
Take me there

Friday, September 25, 2009

How large is the Virtual Reality Market Size ?


 










We get often the question, " How large is EON Reality's Market market size? "
There is not an easy answer to this question as Interactive 3D technology represent an emerging innovative market that is at the crossroads of several different growth areas. However this document may be useful as a market indicator for the following market areas; 3D Customer Interaction Management,  Interactive 3D Virtual Meeting , Simulation Based Learning 
and Immersive 3D solutions.

3D Customer Interaction Management has a larger potential number of end users than the traditional design oriented CAD market as there are significantly more people in sales & training, MRO and support vs. design. Still the 3D Customer Interaction Management market segment is in an emerging stage and the adoption rate will take some time.  The total CAD market is estimated to reach $8.2B by 2012. (Jon Peddie Research)
We estimated, based on our experience of conversion rate from existing customers, that the 3D Customer Interaction Management market will be 10% of the CAD market by 2012, approximately $800 M.

Interactive 3D Virtual Meeting is a subset to the traditional online meeting market.  According to Wainhouse Researchers  project, the online Web presentation sessions and various video meetings logged their first $1 billion quarter in 2007. They predict that in North America alone, revenue from audio, video, and Web collaboration services will reach $4.4 billion by 2011. Karen Keeter, marketing specialist at IBM research, believes that,  "at this point, no single platform is the magic bullet for all 3D virtual business demands".  This technology is currently in high demand - as no other solution merges video, voice, virtual world and interactive 3D functionality into one single environment. EON Coliseum, EON's Interactive 3D Virtual Meeting solution is addressing these areas and adding unique competitive advantages.

Simulation Based Learning  - As an extension of e-learning solutions and changing learning environments the market is rapidly expanding in education for more advanced, simulation based 3D learning experiences. Simulation Based Learning  environments allow learners to be activity engaged in the learning experience moving them from isolated, high-end, yet static tech centers to engaging, scalable, Internet connected networks. The video game industry is fueling and setting the expectations for Simulation Based Learning with interactive experiences through new technologies like Nintendo Wii, PlayStation 3, and Xbox 360.
If we look at the market for both corporate and education, another term often used when referencing SBL is Serious Games.  The Serious Games market in 2007 was estimated to be around $400 million per year - just in the US (mostly educational and military) The same demand applies to health care providers, which will  bring the overall figure for the serious games to a projection of $ 1.5 billion by 2012.

Immersive 3D solutions - EON's software tools are seamlessly integrated with a wide range of immersive and stereoscopic display systems. From portable tablet PCs and glass free stereo displays to curved-screen and immersive rooms consisting of multi-channel projection walls. These new technologies are allowing people to move away from purely physical communication to "augmented/mixed" reality communication and interaction. Enhanced visualization will become ubiquitous, as it will provide added contextual information to functions like communication, product development and R&D, and medical imaging. Augmented Tele-Presence is one of these technologies - where real-time display of 3D information and images assists and enhances collaboration and interaction.

Mobile Immersion Market - In the longer perspective we see the Mobile Immersion market rising significantly. New Ultra mobile devices with virtual glass displays overlaying and augmenting the real world to provide real time guidance and explanation. Augmented reality is the capability to link the virtual world with the physical world through for example a "superman vision" where a video image is superimposed with a 3D model of the same environment and adding hidden information accessible from sensors like RFID. Target use:
  • Assisting difficult tasks
  • Installation & support
  • Medical visualizations
  • Education/Tourism, location based information & cultural heritage,
  • Construction and infrastructure
This adoption of Ultra Mobile devices may take some time but is reasonable to expect that it will be a multimillion market within the next 5 years.

http://blog.futurelab.net/2008/0/reconciling_serious_games_mark.html , http://blog.futurelab.net/2008/04/reconciling_serious_games_mark.htm , http://www.futurelab.net/blogs/marketing-strategy-innovation/2008/04/reconci ling_serious_games_mark.html , http://www.futurelab.net/blogs/marketing-strategy-innovation/2007/12, http://www.futurelab.net/blogs/marketing-strategy-innovation/2007/12/9_bi_microsofts_conservative_e.html

Thursday, September 24, 2009

The Icube at University of Louisiana Lafayette

The Mechanical Enginering Faculty conducted by professor Dr. Suren Dwivedi, Mechanical Engineering and director of the Virtual and Product Realization Laboratory at University of Louisiana Lafayette, has implemented a 4 wall immersive environment, the EON ICube (Cave) as a part of their R&D facility.

3D Training for Emergency Response at St. Clair County Community College

The students at St. Clair County Community College, Michigan learn about emergency response using interactive 3D visualizations, on an EON ICatcher projector. This system, based on virtual reality technology, allows learning objects to pop out in the middle of the room and is responsive to the user's actions. Steven L. Fosgard, Associate Dean of Instruction Department has conducted the development of the emergency response presentation that has been used for teaching aids in the classroom to visualize ways of handling hazardous materials in case of a chemical plastic disaster. "With 3D technology users view a person, place or thing as it would appear in real life, says Marly Bergerud, education expert at EON Reality, virtual reality and interactive provider based in Irvine, Calif. "This allows students to learn by having real-world experiences in the comfort of a classroom."

Wednesday, September 23, 2009

The HIVE, 3D for Education

 Milwaukee Area Technical College (MATC) and Discovery World Museum (DWM) teamed up to develop Wisconsin's most progressive center for research and education in multimedia and other emerging interactive technologies. The HIVE (Hybrid Interactive Virtual Education), located at DWM features a cluster of futuristic pods that provides teaching space for MATC and an attraction for Discovery World visitors. The HIVE is an enclosed chamber that uses computers, projectors, screens, 3-D technology plus motion tracking and uses EON Reality's software to create about 30 simulated virtual environments to run in the HIVE, such as the solar system and a Portuguese landscape. Museum experts and MATC faculty and students are designing other simulations.







The HIVE didn't just convey a few astronomy facts to the students. It also got them interested in learning more about the topic back in class. That impulse to keep learning after leaving Discovery World is what the museum is all about," said Discovery World CEO Joel Brennan. “We want the public to take advantage of this technology. It's a unique learning opportunity, and it's pretty amazing."

Tuesday, September 15, 2009

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This tech demo shows the new real-time fluid simulation and rendering feature in EON 7.0, which will allow you to visualize oil and other fluids with varying viscosity in a realistic way.

Tuesday, September 8, 2009

The $1.5 billion Simulation Based Learning Market

Simulation-Based Learning (SBL) represents the next evolutionary stage of e-Learning where learning is conducted with a computer or mobile device with the added benefit of the interactivity available in an online environment. While e-Learning has depended on visualization in 2D, SBL creates interactivity, not only for 2D but for 3D visualization applications for educational experiences, that dramatically enhances learning and knowledge transfer. SBL is being integrated not only into e-Learning programs but into classrooms and new immersive environments, as well.  Programs utilizing SBL range from biology, engineering, and astronomy to such disciplines as automotive, allied health, manufacturing, energy and mining, to name a few.

The video game industry has not only fueled the market for SBL but has set the expectations of today’s learners for Simulation-Based Learning as a result of their use of interactive experiences through technologies like Nintendo Wii, PlayStation 3, and Xbox 360. As a result, the education market is rapidly expanding and incorporating more advanced, simulation-based 3D learning experiences, enhanced e-Learning solutions and immersive learning environments.  Interactive SBL environments allow learners to be activity engaged in the learning experience moving them from isolated, high-end, yet static tech centers to engaging, scalable, internet connected networks.

SBL Market Size
If we look at the market for both corporate and education, another term often used when referencing SBL is Serious Games.
 - The Serious Games market in 2007 was estimated to be around $400 million per year - just in the US (mostly Educational and Military)
 - The same demand applies to Healthcare providers which will bring the overall figure for the Serious Games to a projection of $1.5 billion by 2012  
-   Additionally, Serious Games are gaining solid traction in Europe and the video game industry is finding more and more business outside the entertainment sector – both indicators of a growing demand for interactive experiences from the consumer to the learner to the corporate environment
The interactive, game-like education and training environments significantly increase the engagement of today's learner compared to traditional training methods, thereby motivating students to become instantly engaged.

Interactive learning offers a more effective and visual communication, collaboration and accelerates knowledge transfer. Educational institutions and organizations who have adopted EON's SBL technology solutions include: the Kentucky Community and Technical College System, the Southeastern Institute of Manufacturing and Technology, Texas State Technical College Waco and Honolulu Community College, to name a few.

Tuesday, September 1, 2009

EON Reality and the City of Clermont-Ferrand Establish the First Interactive Digital Center in France

The launch of the first Interactive Digital Center (IDC) in France has been announced. IDC France aims at becoming the leading institute for developing simulation-based learning applications for the industrial and educational domains. Although the grand opening ceremony is scheduled in October, the IDC is now fully operating and engineers are already working on the first projects. IDC France is located in Clermont-Ferrand, right in the center of France, with air, train and motorway connections to all main cities in France. Clermont-Ferrand hosts various competitive clusters, including biotechnologies, information technologies, mechanical industries and medical research, which will all be heavy users of the IDC resources.
“This Interactive Digital Center based on a public-private partnership is a unique opportunity to provide our local economic system with a state-of-the-art interactive 3D platform. It will benefit not only our industries but also our educational institutions, at the regional and national levels.” said Pierre-Charles Romond, Vice President of Clermont-Ferrand University.
http://www.individual.com/story.php?story=106141328 

Virtual Reality will become A Main Stream Technology by 2014

 












Picture your self walking or driving down the street, with augmented reality displays which look much like a normal pair of glasses, informative graphics will appear in your field of view, and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head.

For years, virtual reality has been associated with head mounted displays, gloves and bleeding edge technology. Many companies have come and gone – failing to create a sustainable business model that can help customers increase their sales or reduce their costs. Some venture capitalists have given up on pursuing such companies or business models. This VR path follows the well known Gartner curve where in the beginning many overestimated the potential and under estimated the challenges of the new technologies which led to a peak and then a crash of the VR market. This has been experienced by virtual reality companies in the mid 90s to early 2000s and then development the VR market was suppressed again – after the dot.com bust. However, EON Reality has since taken the lead in business focused virtual reality and is becoming the market leader in a niche that is now rapidly growing. 

Why is this happening right now and why will Virtual Reality become one of the most important disruptive technologies over the next ten years? 
Simply put, bulky and cumbersome computers, as we know them today will shortly cease to exist. The future is already here consisting of portable mobile devices such as the new ultra mobile devices being by Intel, Samsung and Sony.
These portable mobile devices are:
· 
  • Wirelessly connected

  • Have graphic power that is increasingly fast 

  • Provide context relevant information GPS and have built in tracking systems – six degrees of freedom


Why are portable mobile devices important?
 
 Because such devices are helping us in our daily mobile lives and Virtual Reality is the best way to interact in the new Internet and mobile environments as such environments depend on context relevant intuitive input.  We soon will always be carrying our “computer” with us and getting information when we need it - as we need it – on demand! The question then becomes – what kind of software provides the best interaction method or capabilities – given this new world of portable mobile devices? The level of abstraction with computer software has continued to simplify – this began with very old text based user interfaces in the 1970s and then advanced to primitive graphical user interface systems in the 80s and 90s, and, now, the 2D interface. This trend of technological advancement will continue until the computer interface virtually mimics or mirrors the real world, meaning a 3D interactive environment that blends with our physical reality - the dream many have talked about in the past – augmented reality.
 

These technology solutions are not science fiction any longer
EON Reality’s contributions in today’s technology marketplace will take virtual reality from a geeky niche to one of the world’s most important computer interaction and knowledge transfer technologies (See example).  At EON we have initially focused on things that provide Integrated Product Content Management (3D Customer Interaction Management) which helps companies increase their sales and lower their maintenance and training costs. Also the blending of video, tele presence communication with 3D is integrated as a component part of EON’s launch of Augmented Tele Presence devices. Furthermore, the aspect of using interactive 3D worlds online is probably the largest application area where Internet is converted from a 2D world to a fully interactive 3D world and that of Rich Media Publishing. Additionally, Location Based Entertainment assists in spreading the technology to the volume masses. Our prediction is that by 2014 virtual reality will be one of the key interaction modality for computer communication and thus finally become a main stream technology for business and education. See reference: http://www.cyberedge.com/mkt_r_vr.html

Monday, August 31, 2009

Entertainment Focused Interactive Digital Center Opens in Asia’s Entertainment Mecca

















Asia’s Entertainment Mecca; Busan makes Korea a Tech Pioneer Again
Joint collaboration forms Interactive Digital Center to further strengthen Pusan as the leading Asian entertainment mecca. EON Reality Inc, Busan Metropolitan City, Dong-eui University, Youngsan University and VR Korea today announced an agreement to create an Interactive Digital Center (IDC) in Centum Venture Town in U 2-dong, Haeundae-gu, Busan, South Korea. Busan, the second largest city in Korea with approximately 3.7 million residents, has a very strong presence with the movie industry and the focus of the IDC will be in the application for entertainment. It will also be a research center for Virtual Reality. Busan Metropolitan City will provide the administrative support for the establishment and EON Reality, Dong-eui University, Youngsan University, and VR Korea will establish and run the IDC.  The center will hire over 50 employees from Busan Metropolitan City within 5 years of its establishment to nurture local VR experts and create new jobs. The total investment of the IDC is $2.5 million. “We are honored to be selected by Busan Metropolitan City, Dong-eui University, Youngsan University, and VR Korea to develop an IDC,” said Dan Lejerskar, chairman of EON Reality. “Our software tools and applications provide the ability to create realistic and authentic experiences based on 3D visualization technology, and we are confident the IDC will give the region additional advantage within the entertainment industry.” The Center will strengthen Busan as the leading entertainment capital of Asia. Pusan hosts the most significant film festival in Asia, the annual Pusan International Film Festival (PIFF) and they will, upon completion, host it in the new Busan Cinema Complex, the world’s largest outdoor curved movie screen. The new building concept will be a new intersection between public space, cultural programs, technology and architecture to create identifiable landmarks within the urban landscape.


Sunday, August 30, 2009

Prototype-driven management

 What does successful corporate and governmental management have to do with the design of Boeing’s 787 “Dreamliner" ?
 It all has to do with modeling and prototypes. Paul Schimpf at Washington State University and Hesheng Liu, Martinos Biomedical Imaging Center, describes prototypes as the key to understanding all creativity and innovation. "Virtually every significant marketplace innovation of this century is the direct result of extensive prototyping and simulation" . "Consider, the airplane, the animated motion picture, the transistor, the microprocessor, the personal computer, the software spreadsheet, recombinant DNA biotechnology, the Internet and its World Wide Web, financial derivatives, and synthetic securities, and index funds and yield management."
The engines that drive innovation and performance
Why do models make the difference? Wherever you look for the fundamental dynamics driving innovation, you find innovators managing models - and the essential means is massively integrated computer modeling. By shifting from physical clay to virtual clay, every major automobile company has radically reengineered its design and production process. Boeing’s breakthrough 777 jet was built around the breakthrough digital prototypes. Walt Disney can’t produce feature-length animations without storyboards. Microsoft could not enjoy the market share and margins it does without its strategic deployment of beta-version software.
How the world’s best companies are creating value through advanced prototyping
Today, the Boeing Dreamliner example demonstrates that organizations create value best through visionary planning that, like the brain itself, places prototyping right up front. Boeing 787’s predecessor, the Boeing 777 was the first commercial aircraft to be designed entirely on computer. All design drawings were created on a 3D CAD software system known as CATIA, sourced from Dassault Systemes and IBM. This allowed a virtual 777 to be assembled, in simulation, to check for interferences and to verify proper fit of the many thousands of parts, thus reducing costly rework. Boeing was initially not convinced of the program's abilities and built a physical mock-up of the nose section to verify the results. The test was so successful that all further mock-ups were canceled. The rapidly evolving prototype of the 777 “floating” inside the interactive 3D world of CATIA, was arguably the most widely and completely shared mental space of all time— it was a great worldwide, digitally mediated “mind-meld” involving thousands of 777 stakeholders—the ultimate in innovative means strategies. According to Massachusetts Institute of Technology’s Michael Schrage, prototype-driven management provide governmental bodies and companies with socially shared mental spaces that guide and amplify the efforts of their innovation. As world competition becomes tighter and tighter both governments and companies are being forced to operate in accordance with progressively higher and higher levels of human capacities for organizing and planning. "Prototypes and Ends policies are the key to success Michael Schrage says. "First in the creation of ideas and then in turning those ideas into value- producing products" Extracts from the article "Sky-High Innovation in the Boardroom"  The Public Sector Innovation Journal, Volume 11(2), article 5 by Larry Vandervert  Researcher in psychology and the neurosciences.

To help design the 787 Dreamliner Boeing used a fully immersive mixed-reality studio. The tools needed for this work include technology developed by companies such as EON Reality. EON Reality is at the forefront of developing visualisation systems that allow data from real and virtual objects to be combined, creating virtual prototypes in ‘immersive’ studios with a high degree of detail. With these systems, firms and their customers can experience products and services before they are produced in reality. 
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Friday, August 28, 2009

3D Learning - A smarter way for education















Kentucky Community Technical College System (KCTCS) is leading the way in 3D education by providing real-world experiences in the comfort of the classroom.
Coal miners go through underground safety inspections while others learn to size and install solar panels on a residential structure. Potential nurses perform IV maintenance, or adjust surgical tables with the wave of a wand. "With 3D technology users view a person, place or thing as it would appear in real life, says Marly Bergerud, vice president of education development at EON Reality, virtual reality and interactive provider based in Irvine, Calif. "This opens the door to a world, where students can learn about science anatomy, geography, architecture and astronomy by interacting with the content rather than reading about it in a textbook". " The students today grew up with gaming technology," said Bergerud, also a former educator. "Now in the classroom, they're looking at the talking head and saying 'I have to dummy down to go to school.'"
After the coal mining tragedies in 2006 in West Virginia, we decided a project could be built to provide instruction on the self-contained self-rescuers that miners use to improve training and increase safety," said Jamie Justice, director of visualized learning and innovation at KCTCS. "This simulation-based training application takes miners through daily inspection, has them go through parts and demonstrates how the breathing process works in addition to the actual donning process." Training simulations can be viewed on a laptop, a 3D stereo projection, which allows learning objects to pop out in the middle of the room, or in a 4 wall space called the CAVE. "Advances in technology and public awareness has bolstered these breakthroughs, Justice said, which will enable more colleges to integrate and use this technology in classrooms and programs".  From the article "Welcome to 3-D Learning" by Russell Nichols Convergemag.com
















Table of Contents
EON Textbook Flash Preview
Interactive 3D Application Development: Using EON Professional for Creating 3D Visualizations will guide you through the application development process using EON Studio or EON Professional. This book contains interactive hands-on tutorials that will allow you to practice as you learn to use this very powerful software application. The content in the book is arranged in modules and developed in such a way that it enables you to choose specific topics to study on an as-needed basis which makes this book an indispensible tool for developing simplistic interactive objects to very high-end visualization applications.

Increasing influence of computer vizualisation software and virtual reality technology on cabin design


Computer visualisation software and virtual reality technology are impacting VIP and bizjet cabins as never before – but what are the implications of such change now and in the future, and what are the potential pitfalls with this avalanche of new data? The way EON Reality’s business development director Pierre- Julien Barraud tells it, only adecade or so ago he knew of an aircraft manufacturer that would make up to 30 physical models before its flying machine would be deemed ready for manufacture. How things have changed – in an age when computer software systems are now so advanced that whole aircraft interiors can be sketched in 2D programmes, designed, engineered and analysed for safety in 3D and marketed to the client in an immersive virtual reality environment before a single part ever gets made, the time consuming and costly old way of making things seems nothing short of antiquated.
So what does all this advanced technology mean for the customer?
In simple terms it allows them to see what they’re buying much more clearly. “What’s changed is that you can now get from a design that looks quite simple to something that is very realistic, says Son Tran, senior designer at product design expert Priestman Goode. "Especially in terms of material use and lighting, and spin it round to look at all the angles in minutes. In the old days you’d press the render button have to wait a week and it would still not be right".
One step further on from photo realistic designs and animations are interactive virtual reality (VR) environments where the customer can use VR goggles and ‘step inside’ their future business jet. EON Reality manufactures and sells the software tools that provide the ability to convert CAD data into an interactive 3D stereo model. It can also be configured in real time and viewed on the internet or via a display as big as a 3D stereo theater. Current biz jet clients include Bombardier and EON is also involved. This article is picked up from "Digital dreams" September 2009 Business Jet Interiors International.com 
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Why The Oil and Gas industry likes to Play


 

 

 

 

 

 

 

 

The Oil and Gas industry knows how to turn play into serious business. When big companies like Aramco are looking to improve their training and retention of drilling procedures they use advanced 3D game technology from EON Reality, The company has been leading the advancements in industrial gaming providing big fortune 500 companies like Exxon and Boeing with interactive training and virtual reality solutions. "Simulation based training is not only a cost effective way of learning in real-time processes but it can also save lives and improve environment" says Dan Lejerskar, CEO and virtual reality expert at EON Reality.

 


Wednesday, August 26, 2009

Upcoming Event 2009 EON Reality Keynote
International Conference 
on Integrated Operations in the Petroleum Industry 
September 29-30 2009 
Trondheim, Norway

Join EON Reality Chairman Dan Lejerskar, for the key note at the 5th International Conference on Integrated Operations in the Petroleum Industry 29-30 September 2009.  In his speech Dan Lejerskar will address the applications of novel VR technology focusing on safety and environment aspects.
IO 09 is an international meeting place where  players from oil companies, suppliers, research laboratories and universities around the world presents the latest trends and opportunities for research and business in integrated operations. 
 Highlithed Topics and Session:
  • IO solutions for improved safety and environment
  • Smarter oil and gas world – experiences and solutions
  • Industrial gaming applications for IO in the oil and gas industry
There will also be a  “SME Innovation Forum” (SME IF09) on Thursday 1st October.

Monday, August 24, 2009

What is required for the next generation of Virtual Collaboration?

• Easy creation of realistic virtual environments
• Crystal clear Voice-over-IP (peer-to-peer/conference)
• Real-time streaming video
• Virtual Presentation Surface that allows users to present information (PDF, PPT) in a 3D environment
• Datalink that connects to external software via TCP/UDP
• Multi-user capability for collaborative work in remote, interactive virtual environments
• Support communication of complex concepts in a clear manner without the need to switch between many applications
• Proprietary network management technology that supports optimized and scalable multiplexed communication for large numbers of concurrents

Enhancing on line communication

    
•   Not just sound, but real-time voice communication
•    Not just localized simulation but modularized remote simulation
•    Not just static visual information but dynamic updates
•    Not just localized content but shared virtual worlds
•    Not just video but live feeds

Saturday, August 22, 2009

EON 7.0 - New Realism, Interaction, Avatars and Shared Virtual Worlds

A technical preview of the next generation EON 7.0 family, a true game changer in interactive 3D software, was presented at Siggraph 2009 in New Orleans, August 4-6, 2009.  EON 7.0 allows you to create ultra realistic interactive 3D content with real-time physics in minutes and communicate your content in a shared multilayer environment.

New EON 7.0’s features: 
Improved Visuals, Physics and Avatars with Faster Online Experience
•  Photo realistic shader based light and an easy to use light editor. Completely rewritten lighting system which uses the programmable pipeline in the graphics card to give you more lights than what can be handled by the standard OpenGL light system. It also allows you to create more sophisticated shader-based materials and visual effects.
Real Avatars, capturing humans in 3D,  full body integrated with 4D View Solutions’ real-time scanning technology.
• Brand new physics engine and much faster downloading. A new Rigid body Dynamics and Fluids system based on the Nvidia PhysX engine has been introduced, that replaces the old Dynamics nodes in EON Professional.  Currently the fundamentals with manager, rigid body and collision geometry types are implemented and ready for testing in this technical preview.
• Smaller EON Viewer for faster online experience. In EON 7.0 we have reduced the size of the free web down loadable viewer with over 70% to 5MB to improve the web based experience.
• New features for EON Coliseum, EON‘s pioneering multi-modal communication tool, includes real scanned 3D Humans, additional interaction features, easier session management, live video streaming etc. "The EON 7.0 release marks a new chapter in EON's software history by offering the user the possibility to install and use many different versions of EON on the same computer at the same time, side by side. This means we can progressively remove the support of old, seldom used functionality and introduce fundamental changes without jeopardizing the stability of the existing EON applications"















Real People in Virtual 3D Meetings

For a long time humans have dreamed to virtually teleport people from one location to another in a realistic way as an alternative to today’s computer generated avatars. By combining EON Coliseum’s  online interactive 3D meeting and EON Icube multi-sided immersive environment technology with 4D View Solutions’ unique capability of 3D capturing people in real-time with its 4DV Interactive platform, this solution has now become a reality.
EON Icube Presenter™ fully 3D captured presenter “appears” in a immersive environment 
For the first time ever users are able to participate in virtual meetings as full photo realistic 3D video images of themselves. Participants can view their counterparts in real-time 3D video as if they were in the same room and interact with them as real human beings. Virtual meeting communication has become meaningful as users are able to express not only words and graphics but also facial expressions, gestures and physical reactions. With 4D Views’s 3D capture technology virtual meeting users can finally “beam themselves” in 3D Video to remote meetings to get business done without paying the cost of traveling.

 

New Realism in 3D Training
Presenter in a 3D Video Capture stream appears” in a Interactive 3D Virtual Meeting. 
 Brain Training Curriculum video based on EON Coliseum,
developed by Kentucky Community and Technical College System (KCTCS)

EON Reality and 4D View Solutions are also revolutionizing 3D simulation-based training environments with 3D Capture technology. Virtual environment trainees have real 3-dimensional people guiding them through their learning objectives, instead of stale and emotionless avatars. During the sessions 3D images of the trainees themselves can be inserted in real-time into the virtual training sequence. Trainees have real-time 3D video body positioning and movement feedback. Other trainees are able to watch the simulation in full 3D and replay key segments after the fact during post-session analysis. The new 3D video capture technology  is improving training simulations, making them about real people achieving real results.
For the full News Release.

EON at Angelbeat 10th annual 2009 tour

Visit Us At Angelbeat August 11 th 2009 
Sheraton Mission Valley, San Diego and 
August 12th 2009 at USC Davidson Executive Conference Center in Los Angeles.
Angelbeat is the largest IT event company in North America based on its 56-city geographic coverage. Content is updated annually and focus on the related areas of security/compliance, virtualization/storage/infrastructure/data center and networking/wireless/voip.
About EON Reality 
EON Reality, Inc. is the world's leading interactive 3D visual content management and virtual reality software provider. Industry leaders, including Atlas Copco, Bechtel, Boeing, Bombardier, Hon, Intel, Lexus, Lufthansa –Teknik, Peterbilt, Samsung, Siemens Medical, Suzuki, Toyota and Whirlpool, use EON solutions to enhance the interactive user experience to effectively increase sales, better communicate product functionality and decrease the cost of service, training and technical support.

Education - Teleport people from one Location to the Other

 A dream has been for a long time to be able to teleport people from one location to another or at least scan persons in real time and transmit them in 3D. By combining EON Coliseum technology along with EON’s software and 4D Views unique capability of scanning people, this solution has now become a reality.
Consequently, users can not only experience the training and communication with an immersive environment, but can also in different locations have a full 360 communication or tele immersion with people in other locations, thus being able to train and present combining virtual reality and real time solutions.

About EON Reality 
 EON Reality, Inc. is the world's leading interactive 3D visual content management and virtual reality software provider. Industry leaders, including Atlas Copco, Bechtel, Boeing, Bombardier, Hon, Intel, Lexus, Lufthansa –Teknik, Peterbilt, Samsung, Siemens Medical, Suzuki, Toyota and Whirlpool, use EON solutions to enhance the interactive user experience to effectively increase sales, better communicate product functionality and decrease the cost of service, training and technical support.

Simulation Based Training for Oil and Gas














Aramco is improving safety and training with VR

EON Reality and Aramco has worked closely on the development of realistic and detailed environment for demonstrating and interactive 3D training on how to create a Vertical Seismic Profile Acquisition and Rock Outcrop Simulation. The Virtual Reality Training System (VRTS) visually simulates the processes with real-time feedback in a scalable 3D environment. It is used to improve the training and retention of drilling procedures as well as safety while reducing the associated costs.

A Working Lab for New Technology

Depot Maintenance of the Future (DMOF)
EON has just completed the installation of an Interactive Communication facility for defense to Tobyhanna Army Depot in Pennsylvania. The highlight of this facility is EON's comprehensive solution to utilize the integrated interactive 3D Stereo virtual environment as a Customer Experience Center as well as a portal to the US based location abroad for design and engineering collaboration. As a production work tool, the center has the ability to share complex ideas and engineering concepts in a virtual environment with business partners and customers throughout the world at a fraction of the time and costs associated with the work done in the real world environment. Visitors at the DMOF will experience the many uses of three dimensional holographic projection systems, such as The Power Wall, (I Cube) the Holographic staging and the Touch Light Displays, and be able to interact with 3D models of Tobyhanna-support equipment.

EON Brings New Boeing Design To Life

EON is continuing to provide Boeing with a significant product differentiation through interactive photo and realistic mixed reality solutions.   From Dreams to Reality.


EON Coliseum - Pioneering Multi-Modal Communication in Virtual Reality

While the Internet has significantly reduced communication barriers across geographical boundaries, effective communication remains a challenge when there is a lack of consistent, scalable and illustrative environment. EON Coliseum™ fills this gap by providing a platform where people can present their ideas, communicate complex concepts and collaborate using rich media objects such as web pages, presentation slides, video, live feeds and interactive 3D content. Leveraging on EON Reality’s core rendering technology, EON Coliseum™virtual classrooms to key boardroom meetings, presentations come alive with EON Coliseum™ smart networking engine that cleverly optimizes quality of multi-modal communication on different systems so that connected parties can enjoy a seamless experience in every session. Users can select from a wide range of multi-media options which EON Coliseum™ offers to realize the most demanding presentations in efficacy and style. empowers the individual with the full freedom to create virtual environments that packs powerful communication capabilities. From
EON Coliseum is a technology platform that provides communication capabilities for virtual environments developed in EON Reality's suite of products. It is built on EON Reality’s flagship product, EON Studio, through several new nodes and auxiliary tools. Using EON Coliseum, developers enjoys a broader scope of interactive virtual reality application designs that goes beyond traditional visualization. 
Gabriyel Wong, Technical Director EON Realit
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EON Coliseum Technical demo

 EON Coliseum, Interactive 3 D virtual meeting.
Immersive environment with avatars, Live video streaming, Voice-over-IP, Data connectivity to other software, Virtual presentation surface (VPS), Scalable to immersive solutions such as Icube, (The Cave)

EON Reality, Inc. is the world's leading interactive 3D visual content management and virtual reality software provider. Industry leaders, including Atlas Copco, Bechtel, Boeing, Bombardier, Hon, Intel, Lexus, Lufthansa –Teknik, Peterbilt, Samsung, Siemens Medical, Suzuki, Toyota and Whirlpool, use EON solutions to enhance the interactive user experience to effectively increase sales, better communicate product functionality and decrease the cost of service, training and technical support.