AiSolve to launch new WePlayVR game and showcase latest multiplayer platform at VR World 2018

VR World 2018 will be returning to Olympia, London on the 22nd and 23rd May. The event, which will see over 2,500 attendees discuss Virtual, Augmented and Mixed reality and its impact on business, has also attracted a large number of sponsors. Gold sponsor, AiSolve will be attending, speaking and exhibiting over the two days and took some time to complete a sponsors Q&A session:

Please tell us a bit about the work you are doing in the VR/MR/AR space?

At AiSolve we develop artificial intelligence-powered VR and MR applications. We’ve been working in this space for nine years and are driving two cutting-edge products: WePlayVR and VRSims both powered by our proprietary GAIA (Global Artificial Intelligence Application) platform.

WePlayVR is our location-based VR gaming experience and is being rolled out globally as either a 3x3m or 4x4m arena. It is suitable for single- and multi-player gaming across a range of proprietary titles including Mayan Adventure, Alien Invasion and Clock Tower. The use of a haptic (motion) floor and props make it totally immersive and a huge step forward for immersive entertainment, while remaining a relatively small footprint which makes it ideal for any location.

VRSims is our interactive training and skills division. It brings the immersive and realistic features of VR to simulation training, offering adaptive training that is personalised and more engaging. A prime example of VRSims is the work we did in conjunction with Facebook, Oculus and doctors at Children’s Hospital Los Angeles. We developed virtual first-line care scenarios of emergency situations in a real, natural learning methodology that is superior to the inanimate mannequins previously used. We turned real world trauma scenarios into an immersive, realistic medical environment where med students and residents diagnose and treat actual traumas and where their actions have consequences. The Children’s Hospital Los Angeles project is designed, quite literally, to save lives.

Underpinning much of our work is our time-tested intellectual property, GAIA,that supports the development of our products within entertainment and training sectors. It’s an application development platform packed with AI enabled tools and methodology that’s currently available for our internal purposes but will soon be commercially rolled out for other developers and enterprises to take advantage of these cutting-edge tools to support their VR and MR applications.

Do you think enterprise is ready to take full advantage of immersive technologies? Why/ why not?

Yes, absolutely enterprise is ready, but it’s vital that the VR industry works with companies to understand what they need and how best that is delivered. For example, at Children’s Hospital Los Angeles we worked hand-in-hand with the experienced medical team at the facility and it was those doctors who came up with the scenarios that we realised in virtual reality. So this was about an industry-led, VR- and AI-enabled solution.

That’s how we work, because the client is the expert in what they need to accomplish and we are the experts in finding engaging, new and scalable VR and MR software to achieve that. Too often we see the technology industry attempt to impose solutions upon enterprise and that, in our view, is absolutely the wrong way to go.

The amazing thing about VR is that it works for both highly specialised and critical applications, such as saving lives in a children’s hospital, and is also perfectly tailored for mass-training of a large workforces for simpler tasks. So it saves a lot of time and money and can ensure that training is delivered to the same high quality wherever the user is based.

On top of all that, there are major cost savings to be made by scaling this learning. It’s important to note that even in the specialist case of Children’s Hospital Los Angeles, not only did the facility get massively improved training but also saved significantly on the cost of delivering that training. So they got something that was much better for much less.

Which industry do you think will be most impacted by VR/AR/MR technologies?

We at AiSolve believe that these technologies will always hold a firm position within in-home and out-of-home entertainment and gaming. Given the immersive engagement that these technologies offer, we are starting to see some meaningful applications within retail and marketing. Having said that, at AiSolve we really do believe that these technologies have a lot to offer within training and education and are suitable across a very wide range of industry and enterprise use cases with no inherent limitations. The important thing, always, is to work with the industry or enterprise in question to understand what it is they need , what their problems are, and then, in the vast majority of cases, it’s possible to bring in a layer of technology that delivers far superior results.

The mainstream take-up of VR/AR/MR is really just beginning and we’re on the edge of something huge, which will bring the best of real-life, real-time training and technology together in ways we haven’t yet seen.

How can we boost content creation for VR applications?

As an industry, those of us that are pioneers and dedicated to high quality have to keep getting the message out there that content is king. Where VR has disappointed, it is inevitably where companies have promised high and delivered low. We have never advocated that approach and at AiSolve we have only ever delivered what we believe are best-in-class options, whether that be gaming, learning or enhanced edutainment.

It’s also why GAIA is so important, because that provides developers with a platform to develop their own content, providing enterprise and entertainment locations with more choice and a broader offer for clients and the public, all from a reliable and robust platform.

How are partnerships contributing to growth in the immersive technology market?

Partnerships with industry and enterprise experts are absolutely vital. Taking the example of Children’s Hospital Los Angeles again, we worked with Oculus, medical specialist Bioflight and the medical team at the hospital to deliver the simulation. It was by harnessing those complementary skills that we are able to deliver a project that we continue to be invited to speak about at healthcare events globally.

We could say exactly the same about WePlayVR. We had exhaustive talks to understand what family entertainment centres, leisure parks and malls wanted from a VR gaming offer ahead of its debut and, with the product now established in the market, we went back out to our clients to discuss the next generation of WePlayVR. That’s why we now have a multi-player offer, a bigger arena option, motion seats that can be attached and a leaderboard to build excitement. All those additions came because our clients told us what they needed and wanted, especially on throughput to make sure more people could enjoy the games, and by listening to them we are able to respond.

Are there any projects or applications of VR/AR/MR that you’ve seen that are particularly impressive and why?

What we want to see is VR/AR/MR being delivered to the maximum quality and with deep and considered thought. Anything that meets those criteria excites us because we believe it is important for the top players in the industry to be showcasing to enterprise and entertainment just what can be achieved. Every badly constructed or badly thought out installation undermines that.

Recent improvements in technology have really made very high-end applications possible but we see far too many clients who have been let down by so-called specialists and that – however unfairly - impacts the reputation of the whole industry.

What are the key ethical issues that arise from the use of immersive technologies and how are these being addressed?

We live in a world where privacy issues are paramount and at AiSolve we have been meticulous in ensuring that while our offers provide plenty of real-time data and analytics for clients, they do not infringe of the privacy of the individual. That’s something we will continue to be highly sensitive to and we would urge others to take it equally as seriously.

Where do you see immersive technologies in the next 18 months?

We have already seen a huge jump forward in terms of what’s possible, from enhanced visualisations and the potential of machine learning to the development of backpacks that allow players to be untethered. The results of these giant leaps forward are really only just coming to market and we can see for ourselves how much has become possible from the launch of our first game, Mayan Adventure, to our latest, Clock Tower.

At AiSolve, where we really see immersive technologies going is in the subtle blending of the real and the virtual. WePlayVR is one example. It is an out-of-home experience that can’t be replicated without going to a location, experiencing it both physically and virtually, and also by being in a physical place. That encourages social interaction, challenging other players and being part of a community, whether that be of gamers or of the local community in the location. We expect this aspect to become increasingly important over the next 18 months.

What are the key challenges to mass market implementation of VR/AR/MR and how do you see these being overcome?

As we have said, one of the key challenges is that there are too many companies claiming to be experts and then actually delivering very disappointing experiences. In terms of wider implementation, this remains quite a young industry and clients understandably become cautious if they have invested in great expectation, only to be let down. AiSolve is all about cutting-edge content and technology, married with simplicity and robustness, and it is only through adopting those principles that VR/AR/MR can fulfil its potential.

About VR World

Now in its 3rd year, VR World 2018 is a 2 day conference and exhibition focused on Augmented, Mixed and Virtual Reality and its impact beyond gaming.

With 4 in-depth event tracks and over 150 leading speakers, no other European event covers the market in as much detail.

Amid unparalleled networking opportunities, attendees will have access to visionary speakers and case-study led content. Hear from inspirational keynotes and thought-provoking panel discussions from key players redefining the boundaries for technology.

Register now to reserve your place for THE VR, AR and MR event of the year.


For more information please call Georgia Deery on +44 (0) 330 335 3900 or email This email address is being protected from spambots. You need JavaScript enabled to view it.