[CES 2025] Pimax Crystal Super VR Headset : a VR evolution

Unveiled at CES 2025, the virtual reality headset Pimax Crystal Super  marks a major breakthrough in the world of VR headsets. As the successor to the Pimax Crystal QLED, this new model offers significant improvements in display quality, performance, and ergonomics. With a resolution  even higher, a wider field of view, and optimized optics, Pimax once again asserts its ambition: to deliver a no-compromise VR experience.

Resolution and Display Quality

The Crystal Super is equipped with QLED panels featuring a resolution of 3840×3840 pixels per eye, surpassing the 2880×2880 pixels of the Crystal QLED. This increase in pixel density provides exceptional visual clarity, reaching 57 pixels per degree (PPD). Additionally, the headset incorporates aspheric glass lenses, enhancing sharpness and reducing distortions.

Field of View and Brightness

The Crystal Super’s horizontal field of view is expanded to over 120°, providing enhanced immersion compared to previous models. The brightness reaches 280 nits, ensuring vivid and detailed images even in bright environments.

Advanced Features

Among the new features, the Crystal Super includes eye tracking, enabling automatic IPD (interpupillary distance) adjustment and optimizing foveal rendering for improved graphic performance. The headset also offers inside-out tracking, eliminating the need for external sensors, and is compatible with a wide range of VR applications and games.

Design and Comfort

The design of the Crystal Super has been refined to provide better comfort during extended use. While the weight is similar to that of the Crystal QLED, the improved weight distribution and high-quality materials contribute to a more pleasant user experience.

Availability and Outlook

Pimax plans to release the Crystal Super in the first quarter of 2025, with pre-orders already open. This advancement marks an important step in Pimax’s commitment to delivering high-quality virtual reality experiences that cater to the needs of professional users and VR enthusiasts.

Key Takeaways: Pimax Crystal Super vs. Pimax Crystal QLED

Features
Pimax Crystal Super
Pimax Crystal QLED
Resolution per Eye
3840×3840 pixels
2880×2880 pixels
Pixels per Degree (PPD)
57
42
Field of view
120°+
110°
Luminosity
280 nits
200 nits
Lense type
Glass Lenses
Plastic Lenses
Eye Tracking
Yes
No
Inside-Out Tracking
Yes
No (Base stations required)
Release Date
T1 2025
Available

In summary, the Pimax Crystal Super represents a significant advancement in the field of virtual reality, offering substantial improvements in resolution, field of view, and advanced features, thus solidifying Pimax’s position as an innovative leader in the VR headset market.

[CES 2025] Roto VR Explorer: A Haptic Chair

Image : Roto

The world of virtual reality is rapidly expanding, and the newly unveiled Roto VR Explorer is the new star of VR accessories. This innovative chair, designed in partnership with Meta, provides users with an unparalleled level of immersion through advanced technology, exceptional comfort, and an extraordinary sensory experience.

A Revolutionary Technology: "Look & Turn"

The Roto VR Explorer stands out primarily due to its patented “Look & Turn” technology. This feature allows the chair to track the user’s gaze and automatically adjust the seat’s rotation accordingly. This dynamic synchronization between the gaze and the chair’s position creates a smooth and natural experience, ideal for users seeking 360° immersion in VR. The biggest advantage? It significantly reduces the effect of “cybersickness,” the discomfort often experienced by some users during long virtual reality sessions.

Vidéo : Roto

Haptic Feedback for Total Immersion

In addition to automatic rotation, the Roto VR Explorer is equipped with a haptic feedback system that provides vibrations synchronized with actions and sounds in virtual reality. This full-body tactile feedback adds a new dimension to the experience, whether it’s feeling the vibrations of an explosion, the jolts of rough terrain, or the movement of vehicles. The immersion is taken to the next level, with every sensory detail enhancing the simulation.

Comfort and Ergonomics Enhancing the Experience

The Roto VR Explorer is not only a technological marvel but also designed to offer optimal comfort during VR sessions. Its ergonomic design, featuring high-quality leather seating, an adjustable backrest, and a footrest, ensures a pleasant experience even during long gaming hours. The seat is perfectly suited for extended sessions, allowing the user to fully focus on their virtual experience.

Extended Compatibility

Designed specifically for use with Meta Quest headsets, the Roto VR Explorer is fully compatible with over 400 games and applications available on the Meta Quest Store. This chair is the perfect tool for Meta Quest users looking to add a new dimension to their experience, whether it’s for gaming, simulations, or immersive applications.

Cable Management and Convenient Charging

The Roto VR Explorer also includes practical solutions for smooth cable management and easy charging. You no longer have to worry about tangled wires or the headset’s battery. Everything is designed to streamline the immersive experience.

A Competitive Price for Advanced Technology

Available for pre-order at £799 (approximately €930), the Roto VR Explorer is positioned as a high-quality VR chair at a competitive price compared to its competitors.

Key Takeaways

The Roto VR Explorer stands out for several key features:

  • Look & Turn Technology: This patented technology automatically adjusts the seat’s rotation based on the user’s gaze, eliminating issues with 360º vision and motion sickness.
  • Built-in Vibration Pack: It provides full-body haptic feedback, enhancing immersion.
  • Meta Quest Compatible: Optimized for Meta Quest headsets, it offers compatibility with over 400 VR games and applications.
  • Comfort and Quality: Its ergonomic design, made with high-quality leather, featuring a back support and footrest, ensures maximum comfort.
  • Cable Management and Convenient Charging: Clever solutions for a seamless experience.
  • Modular Design: It is compatible with various accessories, allowing for a customized gaming experience.

[CES 2025] Sony unveils XYN™

Image : Sony

At CES 2025, Sony unveiled XYN™, its new hardware and software platform designed to simplify the creation of 3D computer-generated imagery (CG). Aimed at professionals in film, video games, animation, and industrial design, XYN™ captures and accurately reproduces real-world objects, movements, and backgrounds to seamlessly integrate them into virtual environments.

This all-in-one solution features three key components:

  • XYN™ Motion Studio, a motion capture software compatible with 12 mocopi® sensors, integrating advanced algorithms to enhance motion interpolation and editing.
  • A spatial capture solution (currently still in prototype) that will allow photos taken with hybrid cameras to be transformed into photorealistic 3D models, simplifying the creation of assets for the metaverse, video games, and virtual production.
  • Finally, the XYN™ Headset (also in prototype form), which we mentioned last year. This immersive device with 4K OLED screens and a transparency mode is designed for the intuitive modeling of characters and 3D environments.

With XYN™, Sony aims to provide creators with a flexible and accessible workflow, reducing the costs and complexity of 3D production.

[CES 2025] Shiftall MeganeX Superlight VR Headset

Image : Shiftall

CES 2025 provided the opportunity for Shiftall, a subsidiary of Panasonic, to unveil the MeganeX Superlight, an upgraded and even lighter version of its compact VR headset. Designed for virtual reality enthusiasts seeking performance and comfort, this model pushes the boundaries of miniaturization even further while offering exceptional visual quality.

An ultra-lightweight and high-performance VR headset

The MeganeX Superlight stands out primarily for its featherweight of 200 grams, making it one of the lightest headsets on the market. This feature is a major advantage for long VR sessions, significantly reducing fatigue and enhancing user comfort.

In terms of display, it features a 1.3-inch OLED screen with a resolution of 2560×2560 per eye, ensuring exceptional image clarity. Its 120Hz refresh rate guarantees optimal smoothness, essential for a seamless and immersive experience without stuttering.

A Design Optimized for Comfort and Performance

With its minimalist design and high-performance optics, the MeganeX Superlight offers a no-compromise VR experience. Its ultra-compact form makes it an ideal solution for those looking for a headset that is easy to transport and use on a daily basis.

Additionally, it benefits from the latest advancements in motion tracking and compatibility with existing VR ecosystems, including SteamVR, providing users with great flexibility.

Key Takeaways

  • Ultra-lightweight headset: only 200 grams, perfect for extended wear.
  • 1.3-inch OLED display: superior image quality with a resolution of 2560×2560 per eye.
  • 120Hz refresh rate: optimal smoothness for a seamless, immersive experience without latency.
  • Compact and ergonomic design: crafted for comfortable and extended use.

With the MeganeX Superlight, Shiftall establishes itself as a key player in the next generation of VR, focusing on lightweight design, performance, and comfort. A product that could very well redefine the standards for portable VR headsets.

New AR Glasses: Towards a Discreet and Omnipresent Augmented Reality

Crédit Photo : Meta

The XR (or extended reality) market is experiencing unprecedented growth, driven by spectacular technological advances and massive investments. As evidence, mixed reality (MR) — which combines virtual reality (VR) and augmented reality (AR) — is developing exponentially, with expected growth of over 45% in the coming years.

To materialize this trend, tech giants are actively working on lightweight, compact, and powerful models of augmented reality and mixed reality glasses, ready to replace our smartphone screens by enhancing our view of the real world with digital information, graphics, and interactive tools. These increasingly discreet and stylish glasses are designed as true extensions of our daily lives, providing access to advanced features seamlessly. So, ready to disrupt your habits and those of your colleagues?

In this article, Audace invites you to take stock of the latest innovations in XR glasses. We will introduce you to the key models on the market and their potential applications in the professional world.

Miniaturization of Equipment: A Turning Point for XR

Rapid technological advancements have significantly miniaturized electronic components, making it possible to create XR glasses almost as thin and lightweight as regular sunglasses. These now blend seamlessly into our daily lives, providing a high-quality immersive experience without sacrificing comfort.

Improvement in Portability and Ergonomics

Miniaturization makes XR devices lighter, more compact, and therefore more comfortable to use. Historically, VR and AR headsets were often bulky and cumbersome, limiting their use to short and often static sessions. Today, smaller and lighter equipment makes prolonged use easier, facilitating their applications in various sectors and environments, such as education, training, and industry.

Increased Performance in Compact Formats

Miniaturization goes hand in hand with improved embedded computing capabilities. More powerful processors and more precise motion tracking systems can be integrated into increasingly smaller devices. Despite their discreet and lightweight design, the new XR glasses deliver high performance with advanced sensors, enhancing the quality of the user experience.

New Use Cases in Professional Environments

Thanks to this miniaturization, it is now possible to integrate XR devices into mobile work environments, such as construction sites or factories. In the context of training, this enables more realistic and smoother immersive simulations. In industry, there is a growing adoption of XR for predictive maintenance, warehouse inventory management, and remote collaboration.

Augmented Reality: Key Market Players and News to Watch

Several companies are at the forefront of research and development in the field of XR glasses. Here are some key examples.

Technology and Productivity: With Vuzix, High-Performance AR Solutions for Healthcare, Industry, and Logistics

Vuzix is an American company specializing in the design and manufacture of smart glasses and augmented reality devices. Founded in 1997, it initially focused on enhanced vision solutions for the military industry before shifting to the commercial market, developing products for various sectors such as logistics, healthcare, industry, and entertainment. The company currently offers several models of augmented reality glasses, divided into three ranges and designed to improve productivity and employee safety:

  • Vuzix Blade 2: Designed for both consumers and professionals, this AR glasses model is primarily intended for everyday use. Its sleek and compact design allows for discreet use, with a transparent augmented reality display that projects information directly into the user’s field of view. It is ideal for applications such as navigation, translation, gaming, as well as simple professional tasks. These augmented reality glasses are priced around €800 to €1,000.

Vuzix Blade 2 Glasses - ©Vuzix
  • Vuzix M-Series (Vuzix M400 et Vuzix M4000) :Designed for professionals, the M series is characterized by a rugged design, extended battery life, and a wide field of view. With their dedicated XR1 platform and an 8-core AR processor, these durable and waterproof smart glasses are intended for performing complex tasks such as logistics, industrial production, and maintenance. Equipped with voice control and compatible with medical equipment, these glasses are particularly valued in the healthcare sector. They allow professionals to access patient information in real-time during procedures, stream and share surgical videos for live training, and collaborate with remote experts for immediate assessment. Additionally, they comply with HIPAA regulations, ensuring the protection of medical data.
Vuzix M400 Glasses - ©Vuzix
Vuzix M400 Glasses - ©Vuzix
  • The Vuzix Z100 glasses are a specific and lesser-known model from the brand, primarily designed for professional uses that require advanced graphical performance and high resolution. These glasses stand out for their ability to project high-definition images and their expanded field of view, providing enhanced immersion in augmented reality. The Z100 model was designed for specialized applications, often in sectors such as engineering, 3D design, and industrial environments requiring precise visualizations. The Vuzix Z100 offers a powerful alternative for those seeking smart glasses suited for complex tasks, but they are less geared toward everyday use and more tailored for specific deployments, requiring a robust computing infrastructure to operate effectively.
Vuzix Z100 Glasses - ©Vuzix
  • Vuzix Shield®: This range is geared towards industry, with extremely durable glasses designed for the most demanding environments. The Shield model is specifically created for industrial applications requiring enhanced protection. They offer features such as: access to instructions or live remote guidance, the ability to scan codes with an advanced reader, or stream videos from the field, all activated by voice or touch.

Vuzix Shield Glasses - ©Vuzix

Whether for training, maintenance, surgery, or warehouse management, its models stand out by:
  • A bright and discreet display  with an expanded field of view.
  • An ergonomic design  focused on user comfort for extended wear.
  • Modular mounting options  tailored to different professional preferences.
  • Real-time collaboration  via video streaming, with integration into videoconferencing platforms like Zoom and WebEx.

Vuzix glasses are already well-established in the market, used across various sectors such as industry, healthcare, and customer service. Their price varies depending on features and the range: for entry-level models like the Vuzix Blade, the price starts around €800 to €1,000, while more advanced professional and industrial models like the M series or Vuzix Shield can reach up to €3,000, depending on the selected options.  

Meta: The Revolution of AR Glasses... and Our Daily Lives?

For several years, Meta has been heavily investing in the development of augmented and virtual reality. The company aims to create a complete ecosystem around its products, ranging from headsets to smart glasses, as well as smartwatches. With its now-famous “Meta Quest” virtual reality headsets… , the social media giant currently offers a range of high-performance and attractive headsets aimed at professionals. Models like the… The Meta Quest 3 already integrates mixed reality features. But Meta’s ambitions don’t stop there!

At the same time, Mark Zuckerberg’s company continues to expand its augmented reality offering with the development of consumer AR glasses that are expected to soon become an essential tool in our daily lives. For example, the Ray-Ban Meta glasses… is currently entering the market. Who among us could tell it apart from a classic pair of eyeglasses? Let’s admit it, the result is impressive.

This next-generation glasses are positioned as a true personal assistant, capable of making daily life easier for its users through the “Meta AI” (currently unavailable in the European Union).

Ray-Ban Meta Glasses

If they live up to their promises, these glasses could revolutionize our daily lives with numerous features such as voice interaction, personal assistance (memory aid, real-time conversation translation, etc.), sending messages or making phone calls, and the ability to listen to audio content (music, podcasts, etc.). The cherry on top: they even aim to assist visually impaired people in real-time, thanks to a partnership with Be My Eyes. This fall, a new version of the Ray-Ban Stories will be available, followed in 2025 by the third generation of this device.

Crédit Photo : Meta
Meta Orion Glasses - ©Meta

But that’s not all! The company is planning a major breakthrough in 2027 with its flagship (and most ambitious) project: the Orion glasses. Lightweight, ultra-powerful, and equipped with cutting-edge technology, the Orion glasses promise an extraordinary immersive experience, intuitively combining augmented reality and artificial intelligence in an unprecedented format:

  • Ergonomics and Comfort: Ultra-compact and lightweight (only 98 g!), these AR glasses will be capable of projecting high-quality holograms. The secret to this lightness? A small device connected to the glasses and fitting into a pocket: the “Compute puck.” This will provide a connection to a customized Wi-Fi 6 and help extend the glasses’ battery life (estimated at 3 hours). This device will also handle graphic processing and app management. In short, you put the device in your pocket, and you’re ready for a smooth experience with the lightweight glasses!
  • Eye and Gesture Tracking: To enhance immersion, sensors integrated into the glasses will track the user’s eye movements. This way, the display can adapt based on what the user is looking at, making the experience more intuitive. Additionally, hand gestures, detected by cameras, will facilitate interaction with virtual elements, offering a natural and smooth manipulation of augmented reality objects.
  • Neural Bracelet: One of the innovative aspects of the Orion glasses is their neural bracelet., which will allow users to control certain functions of the glasses through thought. This bracelet will detect the electrical signals emitted by the brain and translate them into commands for the glasses. This technology will pave the way for an even more immersive interaction, where users can interact with their virtual environment without the need for physical actions.
  • Integration with the Real World: The cameras integrated into the glasses are equipped with RGB and depth sensors., which will allow the glasses to capture not only the color image of the environment but also information about distance and depth. This will enable the glasses to create an accurate 3D representation of the environment, essential for realistic overlay of virtual elements. The visual data will be processed by algorithms for object recognition and 3D mapping, enabling seamless integration of virtual objects with the real world.

Our developers' opinion on the Meta Orion glasses: 

The Meta Orion glasses promise to be a turning point for immersive learning. Their lightweight design (98 g) and natural interaction, made possible by eye tracking and the neural bracelet, promise more intuitive training. Without controllers or complex gestures, the immersion becomes smoother than ever. Aimed at the professional sector, with 1,000 units currently in testing, they are not yet available to the general public. At this moment, their limited battery life of three hours and high price ($10,000) would hinder widespread adoption. However, these glasses foreshadow a future where more accessible immersive training could radically change corporate learning.

Breaking Language Barriers:
A closer look at Google's and Solos' instant universal translation glasses.

Google Connected Glasses Prototype - © Google

In 2022, 10 years after the failure of Google Glass, Google unveiled a prototype (still in development) of connected glasses for instant universal translation. This technology literally eliminates the language barrier, and its ease of use makes it accessible to everyone. Instant translation has long been a priority for Google, which has already developed several products in this field, such as the Pixel Buds or the Pixel 6 and 6 Pro smartphones. This new prototype of glasses could go even further, facilitating communication between people who speak different languages, while also making this advancement accessible to the deaf and hard of hearing, through visual transcription.

Enhanced with AI, these glasses will be able to capture a conversation, translate the speaker’s sentences in real-time, and display the result as subtitles on the lens of the glasses. The prototype resembles regular glasses, but it integrates advanced technologies to “listen,” “translate,” and “transcribe.” When someone speaks a foreign language, the glasses will translate their words in real-time and display the translation on the lenses, like movie subtitles. The two speakers, despite speaking different languages, will be able to converse naturally.

Solos Airgo 3 - © Solos

But Google is not alone in the instant translation market. The year 2024 saw the arrival of augmented reality glasses from Solos :the Solos AirGo 3.

These new glasses rely on two key technologies from OpenAI: ChatGPT and Whisper, the voice recognition system capable of handling 99 languages. This enables audio exchanges with artificial intelligence. This way, t he microphones capture the speaker’s words, which are automatically translated and delivered to the user through the speakers, in an experience that Solos ensures is discreet.

The glasses also feature a mode specifically designed for groups, allowing conversations between multiple participants to be translated, with each person able to listen to the exchange in their native language. To join a conversation, all you need to do is scan a QR code or access a URL, similar to what you would do for a video conference call. Additionally, the glasses can translate text through the Solos companion app.

The Solos glasses, focused on translation and communication, are priced around 600 to 800 €.

Towards the democratization of immersive learning?

Once considered expensive and complex, immersive technologies are becoming more accessible thanks to advancements by tech giants, eager to disrupt our habits by providing us with increasingly ergonomic and accessible equipment. While current models are still primarily reserved for research and development, costs are expected to decrease in the coming years with the optimization of production processes. If these developments come to fruition, immersive learning, facilitated by the widespread use of these devices, could become a standard in corporate training in France within the next five years.

VR and LMS/LRS: what compatibilities?

For several years, virtual reality (VR) has been revolutionizing many sectors, and training is no exception. By offering immersive and interactive experiences, VR allows learners to immerse themselves in simulated environments, thus promoting a better understanding of concepts and increased retention.  However, the rise of virtual reality in the field of training raises new questions. How can we track and assess learners’ progress in virtual reality? How can we collect and analyze the data generated by their interactions?  This article aims to identify the current concepts, tools, and best practices to meet the specific needs of tracking training in virtual reality.

LMS, SCORM: Definitions and Limitations

Before diving into the analysis of the state of the art on tools and methods for tracking learning in virtual reality, it is worth recalling a few concepts.

An LMS (Learning Management System) is a platform that allows the creation, management, and tracking of online training programs: e-learning modules, quizzes, video capsules, virtual classes… LMSs notably allow:

  • to create users (learner, administrator, tutor, etc.),
  • to upload training content (learning units) into courses or programs
  • to assign them to learners.

Most LMSs allow the recording and analysis of basic feedback sent by training content using the SCORM (Sharable Content Object Reference Model) communication standard. A reference model for shareable learning objects, SCORM encompasses a set of technical standards that enable training content to communicate with the LMS in a standardized manner.

The main existing learning management tools (LMS) are primarily designed for traditional online training: these LMSs do not allow hosting virtual reality content and, therefore, do not collect primary training data (score achieved, time spent, number of attempts, etc.).

SCORM vs. xAPI: What are the differences?

Although it has been a reference standard for many years, SCORM has certain limitations compared to new learning technologies such as virtual reality:

  • Firstly, SCORM is strongly tied to the LMS environment. Its use in other contexts, such as immersive training or VR simulators, is therefore not possible.
  • Moreover, when used for any other type of learning, SCORM primarily focuses on final results (score reporting, pass/fail), without providing a detailed (granular) view of the learner’s journey or their interactions with the content.

In response to the limitations of SCORM and the need for greater precision (or granularity) in data collection, particularly in immersive learning environments, xAPI (Experience API) emerged.

Unlike SCORM, xAPI allows capturing all interactions of a learner with content, whether it is a click, an answer to a question, or an action in a virtual environment.

Then comes the LRS...

The LRS (Learning Record Store) plays a central role in the xAPI ecosystem.

Unlike the LMS, which primarily manages online courses, the LRS is designed to store all data related to learning experiences, in the form of xAPI statements.

A true “logbook” of learners, it collects and analyzes in-depth their interactions with the training content. Whether it’s movements, gestures, facial expressions, or even eye tracking, the LRS records a multitude of data. It can track both formal experiences (such as e-learning modules) and informal ones (such as browsing websites, attending events, reading books, etc.). Few activities escape this tracking capability, allowing for a personalized and detailed analysis of each learner’s journey.

This information is called “learning traces”, “xAPI traces”, or “xAPI statements”.

The challenges of data reporting for immersive VR training

The integration of virtual reality into training programs opens new perspectives for learning but also raises challenges in terms of tracking and assessment. Collecting and analyzing the data generated by learners’ interactions in VR is a major challenge.

By enabling a better understanding of learners’ interactions, this data offers new perspectives for personalizing training paths, improving content effectiveness, and developing new teaching methods tailored to the immersive environment.

  • Engagement measurement: by measuring the time learners spend on each task or module, it is possible to identify the most engaging content.
  • Identification of difficulties: By analyzing learners’ actions, it is possible to identify the areas where they encounter difficulties. Analyzing the mistakes made highlights misunderstood concepts and allows for adjustments in explanations.
  • Personalization of learning: Based on the data collected, it is possible to personalize each learner’s training path by offering activities tailored to their profile and needs.
  • Evaluation of content effectiveness: Data analysis allows for the assessment of the effectiveness of different contents and improvements to be made accordingly.

Current limitations of LMS in the face of VR challenges.

LMS were originally designed to meet the needs of traditional online training (i.e., through a computer interface). Although they are powerful tools, almost all LMS do not allow hosting or creating content that can be played through a virtual reality headset.

A partial solution exists and involves using the LMS platform’s web service. When available and configured, it allows an external application to communicate with the platform to exchange information (user authentication and SCORM data transmission).

The implementation of this web service is rarely included in the installation and configuration services of the platform and generally requires additional services. Moreover, integrating the communication component with the web service into VR content requires web development skills in addition to VR application development expertise, which represents an extra cost for each new VR content.

LMS, LRS: Market trends.

Faced with the limitations of traditional LMS, the market is rapidly evolving to meet the specific needs of virtual reality training. Several trends are emerging:

Emergence of VR-specialized LMS platforms.

New LMS platforms are emerging, specifically designed to manage VR training. These solutions can natively integrate game engines (Unity, Unreal Engine) and offer advanced features for the creation, deployment, and tracking of immersive experiences.

Unfortunately, these commercial platforms are mostly proprietary solutions that inevitably add to the cost of traditional LMS platforms. This results in a doubling of the subscription cost for training platform services. Moreover, these solutions may raise legal issues regarding personal data protection (SaaS mode with cloud storage).

On the side of open-source LMS...

In open-source LMS platforms like Moodle, the lack of native support for xAPI learning traces represents a major limitation, especially for immersive training (VR, AR, and XR). This means that, without the addition of specific features or plugins, these platforms cannot record and analyze in detail the complex interactions of users in immersive environments, such as movements, gestures, or specific actions performed in a virtual space. This gap significantly reduces the ability to track progress in rich and interactive learning experiences, which are crucial for immersive training.

However, with the rapid evolution of technologies and standards like xAPI, opportunities are emerging to overcome these limitations. Recent developments allow for smoother integration of immersive content into LMS platforms like Moodle, particularly through plugins or gateways to external LRS (Learning Record Stores). These LRS, interconnected with Moodle, can collect and store data generated by immersive environments, enabling detailed and comprehensive tracking of learners’ interactions in virtual, augmented, or mixed reality (XR).

Thanks to these advancements, it is now possible to better integrate immersive training within learning paths managed by open-source LMS, thus paving the way for more engaging learning experiences and a more precise assessment of skills developed in immersive contexts.

From LMS to a specialized tool ecosystem: Xlearning (Experience Learning Platform).

The combination of open-source and specialized tools, connected by standard xAPI protocols, allows for the creation of a customized learning environment that is more flexible and tailored to specific needs. The choice of the most suitable solution will often be based on the combined and specific use of specialized tools to create a true “learning experience ecosystem.” This involves the specialization of tools, such as:

  • The LMS, which will be used solely to manage learner authentication, host modules, and assign learning paths.
  • The “launcher”: installed on the immersive device, it will link the connected user to the list of VR modules they can access by communicating with the LMS. This component will automatically download and install the VR module on the headset (if it’s not already installed).
  • The LRS will be solely dedicated to storing xAPI learning traces, including those generated outside the LMS.

The learning trace data from the LRS will be leveraged by a data analysis solution (Data Learning Analytics) to generate customized reports with key performance indicators (KPIs) relevant for managing your training programs.

The LMS market for VR is undergoing rapid transformation. As a result, organizations must adopt a pragmatic and tailored approach to selecting the right combination of solutions. Supported by strong technical expertise, you will be able to create immersive and effective learning experiences.

Conclusion

To fully leverage the potential of VR training, it is recommended to adopt a modular and flexible approach:

  • Prioritize open and modular solutions: Open-source solutions offer greater customization and better integration with other tools.
  • Define a data collection and analysis strategy: It is essential to clearly specify the data to be collected and the key indicators to monitor in order to select the appropriate analysis tools.
  • Focus on interoperability: Choose tools compatible with xAPI standards to facilitate data exchange between the different components of the ecosystem.
  • Collaborate with experts: Engage specialists in pedagogy, technology, and data to support you in designing and implementing a solution tailored to the specific needs of your organization.

The market for VR learning tracking tools is constantly evolving. We can therefore expect the emergence of new, increasingly advanced and specialized solutions.  Artificial intelligence is also expected to play an increasingly significant role, particularly in data analysis and the personalization of learning paths. Open standards like xAPI will continue to evolve, promoting interoperability between various tools.

A third place 4.0 serving the industrial attractiveness of Grand Est Touraine.

The French industry, particularly in the Grand Est Touraine region, is facing several challenges, including the adoption of new technologies and the attractiveness of jobs to young people, women, and job seekers. To address these issues, the UIMM Loiret-Touraine has launched an ambitious project to create a third place: an innovative and educational space designed to become a technological showcase and a lever for competitiveness for local businesses.

This project, titled “La Fabrique A Venir” and located at the heart of the UIMM Training Center in Amboise, aims to develop educational pathways for various audiences, while contributing to the digital transformation of the local industry.

The UIMM Loiret-Touraine enlisted the expertise of Audace to assist in defining the educational project and adapting it to the expectations of local stakeholders. After conducting a thorough audit, Audace worked on the layout of the space, from the structuring of the areas to the design of the mediation equipment.

A third place to accelerate digital transition
and reveal the talents of tomorrow.

To ensure that the third place meets the expectations and needs of the region, AUDACE conducted an audit phase with local stakeholders. This approach helped gather testimonials and suggestions from businesses, institutions, trainers, apprentices, as well as training and employment managers. Several objectives were then highlighted.

Support industrial companies in their digital transformation.

The first objective raised during the audit work focuses on supporting companies, particularly SMEs, in adopting digital technologies. Indeed, during the interviews conducted by Audace, local stakeholders emphasized the need for a dedicated space to showcase Industry 4.0, where technological advancements could be presented and demonstrated, highlighting their impact on productivity and quality of life at work. By deploying innovative educational tools, this third place will allow local companies to understand and adopt the opportunities offered by Industry 4.0 and enhance their competitiveness in the market.

Facilitating the training of tomorrow’s operators.

The second challenge in creating such a space concerns the training of future professionals currently studying in technological fields of industry. Indeed, these future employees must be ready to join industrial companies undergoing digital transformation. It is therefore crucial to train them in emerging technologies such as collaborative robotics, augmented and virtual reality, and Internet of Things (IoT) sensors. This third place serves as a demonstration space for these technologies, allowing learners to access modern and practical tools.

On the business side, the audit also highlighted the importance of making this third place a space for networking and collaboration. Local businesses expressed the need to pool their communication and recruitment efforts in an environment conducive to showcasing their expertise—a central point for co-design among industry stakeholders.

From attractiveness to inclusion: improving the image of industrial jobs in a changing sector

In parallel, the audit revealed a lack of information and appeal regarding industrial jobs, particularly among young people and their families. The industry still suffers from an outdated image, associated with difficult working conditions, while in reality, it is undergoing a technological transformation and offering many exciting opportunities. It is therefore crucial to change these perceptions to attract new talent. By highlighting the sector’s modernity and the accessibility of industrial careers, the goal is to attract new talent to careers that are often unknown or misunderstood. The creation of such a space is an excellent way to present these professions in a concrete and innovative way.

Several initiatives are also being considered to attract young people and those undergoing career transitions. First, collaborations with educational institutions and the organization of events (contests, hackathons, etc.) will help raise awareness among middle and high school students about the modernity of the industry. Some  discovery sessions of industrial jobs will also be offered to individuals in career transition through  partnerships with professional training organizations.

One of the challenges of the third place will also be to highlight the diversity of careers available in industry and to demonstrate that they are accessible to everyone, including women, who are still underrepresented in this sector. By showcasing concrete examples of women succeeding in industry, the third place hopes to inspire more female candidates to consider careers in this field.

Proposing a flexible and inspiring space dedicated to Industry 4.0.

Located in the heart of the UIMM Training Center in Amboise, this third place benefits from a strategic location that allows it to leverage the existing human and technical resources on-site.

This third place is structured around two spaces and three educational pathways designed by Audace:

  • A “Youth” pathway (maximum 2h15) has been designed to attract a young audience and show them that industry is synonymous with new technologies.
  • A “Job Seekers” pathway (maximum 2h10) aims to attract job seekers by showcasing that the industry is a dynamic sector, open to all, and constantly in search of qualified personnel.
  • A “Business Leaders” pathway will demonstrate the benefits of modernizing industries and convince business owners that integrating new technologies is within reach for everyone.
The scenography of the space was designed by Audace with the key concept of modularity. The flexibility of the space and the mobile equipment ensure optimized use for all stakeholders, whether they are apprentices, trainers, or industry professionals.

Demonstrations and hands-on activities will be offered to raise awareness and train the public in Industry 4.0. Among the technologies available, there will be collaborative robots (cobots), augmented and virtual reality, 3D scanners, composite 3D printers, IoT sensors, and ergonomic exoskeletons.

A multiplex room, equipped for meetings and demonstrations, will also allow these innovations to be presented in a dynamic and interactive way.

The 4.0 industrial third-place supported by UIMM Loiret-Touraine is shaping up to be a key facility for the development of the industry in Grand Est Touraine. By offering an innovative technological and educational space, it aims to address the challenges of attractiveness and digital transformation for local businesses, while training future talent and promoting industrial careers to young people and those in career transition. A forward-thinking project that, in the long run, should contribute to enhancing the competitiveness and appeal of the region. The success in terms of both the number and quality of visitors during its inauguration on September 16th is a strong indicator of the momentum this space is generating within its ecosystem.

UIMM – Electric Vehicle Gigafactory Simulation

The rise of battery gigafactories in France is creating a growing demand for highly qualified profiles in various technical fields. To address this need and highlight the opportunities in the sector, the UIMM  (The Union of Industries and Metallurgical Trades) turned to Audace to develop an immersive virtual reality experience. This innovative tool aims to attract new talent and spark interest, particularly during trade shows. Designed with the OpenXR standard, the application is compatible with the leading VR headsets on the market and combines playful learning and innovation to unveil the future of the automotive industry.

DEVICE

The VR simulation developed by Audace consists of two complementary applications:

  • Sector Discovery: The first application offers users an immersion into the world of automotive through virtual tours of factories, workshops, and assembly lines, enhanced with employee testimonials to provide an overview of the sector’s professions.
  • Serious Game: The second application invites participants to embody a character in a futuristic industrial environment, reminiscent of a hero like Batman. In a secret underground base, users must complete professional missions, handle objects, use personal protective equipment (PPE), and solve technical problems.

The missions take place in a central emblematic location, the Cell Center, where users can choose between a “linear story” mode or free exploration. Among the activities offered: managing an Electromobile 4.0 and conducting risk inspections in a workshop. The technical challenges and mini-games are designed to reflect the realities of work in a gigafactory, immersing users in the heart of the production processes.

Technology

Developed using Unity and compatible with the Meta Quest 3, these applications use the OpenXR standard to ensure compatibility with other VR headsets, thereby enhancing their accessibility.

OBJECTIVE

The goal of this project is to allow a wide audience to discover the professions in the automotive industry, particularly those in battery gigafactories, in order to spark vocations in a sector undergoing significant transformation.

TARGET

The system is aimed at the general public, especially employees on standby or undergoing career transitions, as well as job seekers, during professional trade shows organized by the UIMM.

DISCOVER THE PROJECT IN PICTURES

Naval Group – Serious game VR “Cybersecurity”

As the European leader in defense naval, Naval Group is a prime target for cyberattacks. After developing internal awareness tools, the company decided to create a fun and immersive application. This virtual reality serious game highlights cybersecurity management while attracting young talent to the cyber defense department.

Device

This serious game is based on an analogy between a cyberattack and a naval attack. The player, wearing a virtual reality headset, finds themselves aboard a defense vessel when a threat arises: malicious marine drones are approaching rapidly, ready to strike. Time is running out.

The player must react by implementing rapid countermeasures. An intrusion into the radar’s automatic identification system compromises security, and they must use a “cyber cannon” to neutralize the false ships detected. At the same time, an attack on the GPS system throws the ship into confusion. To succeed, the learner must apply their cybersecurity knowledge to protect the ship and restore order before it’s too late.

Pedagogical objectives

  • Explain the cybersecurity challenges in the naval sector in a fun and immersive way to a non-expert audience.
  • Attract attention at trade shows and inspire vocations within Naval Group’s cyber defense teams.

Target

This serious game is aimed at the general public and potential future employees visiting Naval Group’s booth at trade shows.

Discover the project in a video.

Workshop PICO: The 2024 Innovations in VR and Mixed Reality.

On September 18th, Emile, one of our lead developers, had the opportunity to participate in a workshop organized by MATTS DIGITAL, focused on the latest innovations from PICO, a key player in the virtual reality (VR) headset market. This day allowed us to explore PICO’s ambitions for 2024 and the products that will shape the industry.

PICO, an expanding player

Since its arrival on the European market in 2017 with the PICO Neo and Goblin models, PICO has continuously innovated, launching seven models in just six years, including the Neo 2 (2019) and Neo 3 Pro (2021). Today, the brand has established itself as one of the three leading VR headset manufacturers in the world, with particular expertise in standalone headsets.

PICO primarily targets the B2B market, particularly in the sectors of education, industry, and healthcare. With headsets offering both 3DoF (three degrees of freedom) and 6DoF (six degrees of freedom) experiences, the brand caters to users seeking more immersive interactions in virtual environments. The 6DoF, for example, allows for full movement in space, while the 3DoF restricts interaction to head rotation.

One of PICO’s strategic ambitions is to move from the proof of concept (POC) stage to large-scale deployments. This includes managing fleets of headsets for businesses, a crucial aspect for organizations looking to integrate VR into their processes on a large scale. Among PICO’s competitive advantages are the absence of personal data collection, the ability to use headsets without needing to create a user account, and the option to customize headsets on demand.

PICO 4 Ultra: performance at its peak.

During the workshop, PICO unveiled its latest model, the PICO 4 Ultra, designed to compete directly with Meta’s Quest 3. Equipped with a Qualcomm Snapdragon XR2 processor, 12 GB of RAM, and 256 GB of storage, this headset boasts impressive technical specifications. It is compatible with OpenXR, a standard that facilitates the development of cross-headset applications, and supports Wi-Fi 7 for ultra-fast connectivity. With integrated mixed reality features (access to the front camera, hand tracking, etc.), the PICO 4 Ultra provides a high-quality immersive experience.

Compared to the Quest 3, the PICO 4 Ultra stands out with greater memory, a better front camera, a larger screen, and extended battery life. Although its price is higher (€695 compared to €450 for the Quest 3), it includes all the necessary features without additional costs, making it a turnkey solution for businesses and minimizing barriers to adoption.

PICO 4 Tracker: innovation in motion

Among the other new features unveiled, the PICO 4 Tracker particularly caught attention. This motion sensor, weighing only 14g, is compatible with all PICO headsets. With a battery life of 25 hours and calibration in under 10 seconds, it offers superior performance compared to its direct competitor, the HTC Ultimate Tracker. Priced competitively at €89 per pair (compared to €239 for the HTC model), this tracker could quickly establish itself in the market.

Software solutions tailored to the needs of businesses.

In addition to hardware, PICO provides software solutions designed to optimize the use of its headsets. One of these solutions allows users to scan and share environments in mixed reality for multiplayer applications (LBE – Location Based Entertainment). Although this feature requires a server or cable for sharing, it opens up numerous possibilities for businesses looking to create immersive collaborative experiences.

The PICO Business Suite offers comprehensive tools for managing a fleet of headsets locally. Content synchronization, kiosk mode, remote communication: everything is designed to simplify the management of multiple headsets in professional contexts such as training or presentations. PICO also announced the upcoming launch at the end of the year of the Business Device Manager, a solution similar to ArborXR, allowing for remote management of headset updates and commands.

The PICO 4: a major asset for VR and mixed reality.

The PICO 4 stands out in both virtual reality and mixed reality. In VR, it delivers superior performance thanks to its Qualcomm Snapdragon XR2 processor and 128 GB of memory. These features make it an ideal tool for intensive applications such as training, simulation, and virtual collaboration. The comfort and ergonomics of the headset, with optimized weight distribution, allow for long immersive sessions without discomfort.

In mixed reality, the high-resolution front camera of the PICO 4 enables seamless integration of virtual elements into the real world. This feature is particularly suited for sectors like architecture, where 3D plans can be overlaid on real environments, or maintenance, where technicians can follow instructions in real-time. Thanks to the OpenXR standard, applications developed for the PICO 4 are compatible with a wide range of headsets, making this model particularly attractive for businesses.

Conclusion

This workshop confirmed that PICO continues to establish itself as a leader in the virtual reality market, with a strong B2B focus. Their solutions, both hardware and software, meet the specific needs of companies looking to deploy VR and mixed reality on a large scale. With products like the PICO 4 Ultra and the PICO 4 Tracker, the brand is positioning itself as a key player to watch in the coming years.