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Industry | Virtual reality, augmented reality |
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Founded | 1999 |
Headquarters | |
Area served | Worldwide |
Products |
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Website | www |
EON Reality is a multinational virtual reality and augmented reality software developer headquartered in Irvine, California. [1] [2] [3] The company was founded by Dan Lejerskar, Mikael Jacobsson and Mats W. Johansson in 1999. [4] [5] Its clients include Boeing, Microsoft, Lexus and Cornell University.
The company has subsidiaries in Gothenburg (Sweden), Singapore, Italy (Bologna), China and Dominican Republic. [6] [7] [8] [9] [10]
In 1999, Dan Lejerskar, Mikael Jacobsson and Mats W. Johansson founded EON Reality. [4]
The firm supplied its products for training and development at a technology center in Brazil owned by Senai, a Brazilian industrial apprenticeship service, in September 2010. [11] In March 2013, the firm opened an interactive research and development center in Manchester, England. [1] [8] The company opened its Entrepreneur Coding School to teach coding, 3D modeling, design and development. [12]
In December 2016, EON Reality launched Eon Reality Norway AS and opened locations in Hamar and Elverum in the country. [13]
On 2 July 2020, EON Reality announced that it had entered a strategic relationship with Dell to promote AR and VR products. [14]
In November 2014, the company partnered with Duncanville, Texas to establish a virtual reality school. [15] In September 2016, it announced a partnership with Eastern Iowa Community Colleges in which it built an educational training center in Davenport, Iowa. The company's Innovation Academy began offering augmented reality design classes in January 2017. [16] [17] The firm reached a partnership with Lehman College in December 2016 to build an Interactive Digital Centre on one of Lehman's satellite campus in the Bronx. [18] [19]
In July 2017, Eastern Iowa Community Colleges was awarded a $748,218 grant to develop a water/wastewater, agriculture technology, and conservation curriculum in partnership with EON Reality. [20]
EON Reality licensed Microsoft's Touchlight technology through Microsoft's IP Ventures Program in 2006. [21] The company partnered with the Saudi Commission for Tourism and Antiquities to pioneer turnkey solutions for 3D, virtual reality and augmented reality for Bait Nassief, a UNESCO World Heritage site in April 2015. [22] The following month, ExxonMobil awarded a global commercial license for Immersive 3D Operator Training Simulator technology to EON Reality. [23] In March 2017, EON Reality partnered with the lighting company Tridonic to create an augmented reality interface for the company's IoT industrial lighting technology. [24] That same month, the company's software was used by Epson for a partnership with SO Sofitel Singapore that created an Augmented Reality experience within the hotel. [25]
EON Sports, an athletic Virtual Reality training software company, was founded as a subdivision of EON Reality in 2013. [26] EON Sports launched a virtual reality training program for football players in February 2014. [26] [27] UCLA, Ole Miss, Syracuse University, the University of Kansas and 100 high schools are using the software. [28] The Tampa Bay Buccaneers announced that they were using EON Reality's Sidekiq football simulator software for their training camp in July 2015. [29] The New England Patriots, San Francisco 49ers and Dallas Cowboys also invested in the technology. [30]
In November 2015, it was announced that EON Sports partnered with Jason Giambi and created Project OPS, a baseball training solution. [31] [32] The Tampa Bay Rays announced that they will use the EON Sports technology for training. [33] The company's VR tools have also been used as a recruitment tool by college football teams. [34]
In August 2016, it was announced that EON Sports VR would collaborate with the University of Miami to create a virtual reality channel for fans of the university's athletic teams. [35] [36] TAlso in 2016, reached a similar agreement with Pennsylvania State University l. [37] [38] In March 2017, it partnered with the creative agency Twelfthman, Raycom Sports and the ACC men's basketball tournament to present the tournament and related content in virtual reality. [39] That month, it also partnered with Nippon Professional Baseball's Yokohama DeNA BayStars. [40]
In 2020, EON Reality and its IDCs have 150 employees worldwide. [41] The company develops Virtual Reality (VR) and Augmented Reality (AR) products aimed to improve knowledge transfer. The firm sells its software to corporations, universities, governments and the entertainment industry. [3]
In 2016, it released a free Augmented and Virtual Reality (XR) learning app for Android and iOS called, EON Creator AVR. The app also allows teachers and other users to create learning experiences from the company's library. To date, the library has more than 830,000 assets and lessons. [42] [43] [44] The company released the EON AR Knowledge Injection in April 2017, the update to its AVR platform relies on artificial intelligence, the Internet of Things (IoT), and geolocation to create augmented reality annotations tied to objects in the real world. [45]
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. As such, it is one of the key technologies in the reality-virtuality continuum.
Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.
In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
Tony Parisi, one of the early pioneers in virtual reality and the metaverse, is an entrepreneur, inventor and developer of 3D computer software. The co-creator of Virtual Reality Modeling Language (VRML), he has written books and papers on the future of technology. He works on WebGL and WebVR and has written two books on the former, and an introductory book on virtual reality programming. He is the chief strategy officer at Lamina1. Parisi is also a musician, composer and producer working on multiple projects.
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.
Sketchfab is a 3D asset website used to publish, share, discover, buy and sell 3D, VR and AR content. It provides a viewer based on the WebGL and WebXR technologies that allows users to display 3D models on the web, to be viewed on any mobile browser, desktop browser or Virtual Reality headset.
zSpace is a technology firm based in San Jose, California that combines elements of virtual and augmented reality in a computer. zSpace mostly provides AR/VR technology to the education market. It allows teachers and learners to interact with simulated objects in virtual environments.
Tango was an augmented reality computing platform, developed and authored by the Advanced Technology and Projects (ATAP), a skunkworks division of Google. It used computer vision to enable mobile devices, such as smartphones and tablets, to detect their position relative to the world around them without using GPS or other external signals. This allowed application developers to create user experiences that include indoor navigation, 3D mapping, physical space measurement, environmental recognition, augmented reality, and windows into a virtual world.
castAR was a Palo Alto–based technology startup company founded in March 2013 by Jeri Ellsworth and Rick Johnson. Its first product was to be the castAR, a pair of augmented reality and virtual reality glasses. castAR was a founding member of the nonprofit Immersive Technology Alliance.
Magic Leap, Inc. is an American technology company that released a head-mounted augmented reality display, called Magic Leap One, which superimposes 3D computer-generated imagery over real world objects. It is attempting to construct a light-field chip using silicon photonics.
Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted displays.
Microsoft HoloLens is an augmented reality (AR)/mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform under the Windows 10 operating system. Some of the positional tracking technology used in HoloLens can trace its lineage to the Microsoft Kinect, an accessory for Microsoft's Xbox 360 and Xbox One game consoles that was introduced in 2010.
uSens, Inc. is a Silicon Valley startup founded in 2014 in San Jose, California. The company builds interactive computer-vision tracking solutions. The uSens team has extensive experience in artificial intelligence (AI), computer vision, 3D Human–computer interaction (HCI) technology and augmented reality and virtual reality. uSens has been applying computer vision and AI technologies in AR/VR, Automotive and smartphones.
Kubity is a cloud-based 3D communication tool that works on desktop computers, the web, smartphones, tablets, augmented reality gear, and virtual reality glasses. Kubity is powered by several proprietary 3D processing engines including "Paragone" and "Etna" that prepare the 3D file for transfer over mobile devices.
Gestigon is a software development company founded in September 2011, to develop software for gesture control and body tracking based on 3D depth data.
A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world. AR headsets are similar to VR headsets, but AR headsets enable the user to see and interact with the outside world. Examples of AR headsets include the Apple Vision Pro and Meta Quest 3.
OpenXR is an open-source, royalty-free standard for access to virtual reality and augmented reality platforms and devices. It is developed by a working group managed by the Khronos Group consortium. OpenXR was announced by the Khronos Group on February 27, 2017, during GDC 2017. A provisional version of the standard was released on March 18, 2019, to enable developers and implementers to provide feedback on it. On July 29, 2019, OpenXR 1.0 was released to the public by Khronos Group at SIGGRAPH 2019 and on April 15, 2024, OpenXR 1.1 was released by Khronos.
DEVAR Entertainment LLC is an American technology company headquartered in Marlton, New Jersey, that specializes in the development of augmented reality content and products. The company was founded in 2011 and has branches in Cyprus, United States and Eastern Europe.
Vergence-accommodation conflict (VAC), also known as accommodation-vergence conflict, is a visual phenomenon that occurs when the brain receives mismatching cues between vergence and accommodation of the eye. This commonly occurs in virtual reality devices, augmented reality devices, 3D movies, and other types of stereoscopic displays and autostereoscopic displays. The effect can be unpleasant and cause eye strain.