Paracosma is an augmented and virtual reality solutions provider that offers custom AR and VR application development and 3D content creation services. The company aims to make virtual realities better than reality by creating experiences that are indistinguishable from or go beyond what is possible in real life. Some of Paracosma's solutions that differentiate it include creating photorealistic 3D models and virtual worlds for events, training, and entertainment. The company's founder and CEO believes AR/VR technologies will disrupt many industries by facilitating remote and virtual alternatives to in-person activities that were accelerated during the pandemic. Paracosma plans to expand by bundling its expertise into off-the-shelf products and services and growing its talent globally.
World's top 05 arvr solution providers 2021 ( final file )(1) compressed
1. VOL 07 I ISSUE 06 I 2021
PARACOSMA
Problem-solving Technology
The World is Interesting
With AR/VR
World's Top 05 AR/VR Solution Providers, 2021
Embracing Virtual Reality to Create More Beautiful Reality
2.
3.
4. Innovating Business
Models and
Facilitating
Productive Virtual
Platform with
AR/VR
hereās no doubt in how technology plays the most
Tvital role in the lives of everyone. The value it
brings in various industries is absolutely
praiseworthy. Technologies like Augmented Reality (AR)
and Virtual Reality (VR) have been proven to be valuable in
making their mark in shaping the diļ¬erent industries. These
technologies make a signiļ¬cant diļ¬erence by transforming
various sectors like education, banking, businesses, etc.
The recent developments in AR and VR technologies are
game-changing, especially in the education sector. By
superimposing an image generated by a computer on a
userās view of the real world, AR technology provides a
composite image view. In comparison, VR technology
provides a virtual environment that is experienced through
inputs provided by a computer. These technologies make
study more interesting, as they provide students with real-
world experience in their learning. With such technologies
studying is no mundane or boring for students. AR/VR
Technology is a blessing for the education sector and should
be used diligently to facilitate eļ¬ective learning with
quality digital content.
The human brain easily remembers the visuals it sees, and
therefore, these technologies are more helpful to students.
These technologies also allow students to learn at their own
pace and wherever they want and whatever time they want
by using the internet platform. With AR/VR technologies, it
is possible to make virtual realities better than the actual
reality, and thus, students can enjoy the learning. These
technologies can beneļ¬t them to thrive academically,
personally, and professionally, making education more
lively and a great learning experience for students.
Editorās Desk
5. The advantages AR/VR technologies oļ¬er are enormous.
Constant advancements in them are bringing change to the
digital and technological landscape. These technologies are
becoming new drivers for businesses and companies in
creative ļ¬elds to innovate their business models. They are
also helping businesses in knowing the changes that are
happening in the industry and help them make smarter and
high-value decisions.
AR/VR technology makes it possible to go beyond all the
experiences one could have in real life today. With AR/VR
technology, it is possible to create AR/VR objects, scenes,
and experiences indistinguishable from real life. It is also
possible to create experiences that have happened in the
past or that could possibly be occurred in the future by
anticipating the events and using forces of creative
imagination. Pandemic has accelerated the shift from in-
person activities to remote, virtual activities. And with
AR/VR technologies, it is possible to experience the real-
world scenario virtually. These technologies facilitate
enjoyable and productive virtual platforms and beneļ¬t
businesses, students, and many sectors, in unconventional
ways.
In this edition of āWorldās Top 05 AR/VR Solution
Providers, 2021ā, we have enlisted companies that are
helping businesses experience better virtual reality,
innovate their business models, and facilitate a great
learning platform for students.
Letās have a look at the contribution of these AR/VR
solution providers in various sectors!
sharad@insightssuccess.com
Sharad Chitalkar
7. Making Visual Communication
More Approachable
Snaappy
CXO
How the Trust Criteria are Set by
the Software Review Platforms?
Leader's Viewpoint
24
Article
Problem-solving
Technology
16
28
An Incredible Way to
Make Study Come Alive
CleverBooks
18
The World is Interesting With AR/VR
9. Brief
Company Name
Edis Galvonas
CEO
BITSENS
bitsens.com
BITSENS is a creative digital agency with a large team of
professionals ready to meet your needs and develop your ideas.
Paracosma
Paracosma.com
Ken Ehrhart
Founder & CEO
Paracosma Inc is Augmented and Virtual Reality design,
consulting and systems integration company that provides
solutions and skills to both small and large customers.
CleverBooks
cleverbooks.eu
Darya Yegorina
Founder
CleverBooks provides STEM-oriented global curriculum-based
teaching and learning solutions for primary education.
East City Films
eastcityļ¬lms.com
Ashley Cowan
Co-founder and CEO
East City Films is a production company, making TV, ļ¬lm and
digital content for broadcasters and brands including Channel
4, MTV, Columbia Records, River Island, Honda, Smirnoļ¬ and
Sony.
Snaappy
snaappy.com
Snaappy is the most emotional Augmented Reality app in the
world.
Gal Shvebish
Co-founder & CEO
Featured Person
World's Top
Solution Providers
2021
AR/VR
11. PARACOSMA
INC Embracing Virtual Reality to
Create More Beautiful Reality
Paracosma offers
custom Augmented
and Virtual Reality
Application
Development and 3D
Content Creation.
COVER STORY
12. The constant advancements in emerging technologies
are bringing change to the digital and technological
landscape. Technologies such as augmented reality
(AR) and virtual reality (VR) are becoming new drivers for
businesses and companies which are in creative ļ¬elds
utilizing AR/VR technologies to innovate their business
models. These technologies are also helping businesses in
recognizing the changes that are taking place in the industry
and will assist them to make smarter and more creative
decisions.
Paracosma is an Augmented and Virtual Reality Solutions
Provider. It oļ¬ers custom AR and VR Application
Development and 3D Content Creation Services, including
photorealistic models, Digital Twins and 360 video
production and distribution services. The company was
founded at the start of 2016, just when VR headsets became
commercially available from Oculus and HTC. The next
year, Apple and Google launched their AR platforms. Since
then, it has continually expanded capabilities around all
aspects of 3D computing, as it came to understand there is a
broader transition from 2D to 3D computing that extends
well beyond VR and AR. āWe have been very fortunate to
surf the wave ahead of AR/VR adoption,ā says Ken
Ehrhart, Founder & CEO of Paracosma.
Below are the highlights of the interview conducted
between Insights Success and Ken Ehrhart:
Take our readers through your journey being at the
helm of Paracosma.
Each year since our founding, we have grown dramatically.
We have outpacing the broader AR/VR Markets, eļ¬ectively
growing our market share. We now have 75 employees
across our US headquarters, Japan sales and technology
oļ¬ce, and Nepal development center. Even last year, during
the worst of the pandemic, we celebrated record high
revenues each quarter and for the year overall. After
implementing a policy to not layoļ¬ any employees during
the lockdowns, we even increased our headcount over the
course of last year.
Kindly elaborate the companyās vision āto make Virtual
Realities better than Realityā.
As we consider the goals and potential for AR and VR, the
most basic goal is to make Augmented and Virtual Reality
as Good as Reality. The basic goal is to create AR/VR
objects and scenes and experiences that are
indistinguishable from real life. Yet, that does not bring the
greatest beneļ¬t. The greatest beneļ¬t of AR/VR is in
creating Virtual Worlds that are better than Reality. In this
case, better might mean too expensive, impractical,
dangerous, unethical, rare, or even impossible in real life. A
good example is our VR surgery training. It is unethical to
practice surgery on patients who do not need the surgery.
However, we can practice surgery on virtual patients to
improve real-world outcomes. Similarly, for industrial
training we can recreate dangerous scenarios and train how
to respond to those scenarios without creating real world
ļ¬res, toxic spills, or explosions. We can also bring students
to space or let them walk through an active volcano. In
Nepal, we began capturing 360 video and creating VR
models of Buddhaās birthplace and Hindu temples. But we
quickly realized that in addition to showing remote visitors
what these places look like today we can take VR users
back to visit at the time of Buddhaās birth. This means that
the opportunities for AR/VR experiences go beyond all the
experiences you could possibly have in real life today, to all
experiences that have happened in the past, or that could
possibly be imagined.
Please list the popular AR/VR solutions that make your
company standout from the competition.
One of our biggest clients is replacing studio photography
with rendered images of scenes of photorealistic 3D models
that our artists create by hand. These models are too
complex to even be viewed in AR or VR. But they provide
an example of the broader transition from 2D to 3D
computing. We have also begun capturing synthetic images
of environments and scenarios we create in virtual worlds
inside simulation engines. These images are produced by
the tens of thousands to be used as training data for
machine-vision AI systems. Creating virtual worlds is really
a core specialty of ours. With the pandemic, a growing part
of our business is producing virtual events and virtual
worlds for entertainment and business. We produced The
Tokushima Movie Festival, a 3-day, 3-venue ļ¬lm festival in
Japan, where we streamed ļ¬lms, seminars and an esports
competition into VR. We have created virtual oļ¬ces,
including our own, for meetings; auditoriums for company
meetings; also, conferences, receptions, afterparties, and
Our is to
VISION
make VIRTUAL
REALITIES better
than .
REALITY
13.
14.
15. more. This is one of our fastest growing businesses. For
th
training, in addition to VR surgery, we just entered the 4
year of working with one of the worldās largest HR and
talent management companies. For their executive training
events, we created a āLeader Libraryā in AR and VR as
well as mobile and website apps, used to access over two
hours of video holograms of 18 company leaders intimately
discussing company culture, resolving challenges, reļ¬ecting
on achievements. For AARP, we have created in VR more
than 60 brain training games, as well as board games and
other experiences.
What are the factors that aļ¬ect the availability of
Virtual Reality (VR) technology to the audience? And
how can the gap between the audience and the VR
Technology be reduced?
With the release of Oculusā Quest 2 VR headset in the
second half of 2020, we saw a real breakthrough, in terms
of price, ease of use, comfort, performance and content. The
Quest 2 was a big holiday hit and did not suļ¬er from the
supply chain issues we saw at the outset of the pandemic.
This will be a breakthrough device for business users as
well. For a small fraction of the cost of sending an
employee to a tradeshow, conference or company oļ¬site
meeting, companies can send employees a VR headset that
allows them to easily join company and industry events
remotely and safely from home. Remote collaboration in
VR and AR is poised to become a third option alongside
teleconferencing and an eventual return to in-person oļ¬ces.
How can AR/VR enhance Design, Production, and
Training?
AR/VR allow you to experience 3D objects and 3D worlds
in the same way we experience the real world. They allow
you to easily view and understand information that might
be hard to relate to on a piece of paper or 2D monitor. For
example, one of our clients displays IoT (Internet of
Things) data from throughout their customersā facilities on
3D Digital Twin models of those facilities. Users see alerts
and sensor data on the storage tank or machine triggering
the alert. Similarly, one of our manufacturing clients, is
replacing clipboards of paper checklists, with an AR
application that can guide an engineer around a complex
machine, guiding them with way-ļ¬nder arrows and
highlights, to inspection points or maintenance tasks. The
user can photograph issues to send to the safety or
maintenance head, or instantly start a 2-way video
conference for support. This is really the adoption of what
is known as Industry 4.0 or the fourth industrial revolution,
facilitated by AR/VR.
According to you, which industries will be disrupted by
AR/VR technology in the future?
I cannot image an industry which will not be disrupted by
AR/VR technology. In many cases this is being accelerated
by the pandemic. We have seen a huge shift from in-person
activities to remote, virtual activities. As most workers and
companies applaud the beneļ¬ts of this new normal, we have
seen an out-migration from city centers to suburbs, mid-
sized cities and even across the country. Headquarter
campuses have been sold, oļ¬ces stand vacant. We have
seen real estate patterns change. Catering, lunch-dining, dry
cleaning, commuting, all have seen huge impacts. The
entire business travel, tradeshow and conference industries
have been completely altered. Just as adopting ācasual
Fridayā impacted the clothing industry, how we dress is
changing, at least from the waist down. Most of these are
pandemic driven changes, but if you consider that VR will
facilitate more eļ¬ective, productive, realistic, immersive,
and enjoyable alternatives to in-person meetings, then VR
will facilitate and extend all these changes.
Can Virtual Reality be a Substitute for Real Life
Experiences?
Yes. Many people will be able to experience things in VR
that they would never have the chance to experience in real
life. Others will try something for the ļ¬rst time virtually
that they will then seek out in real life. Even with real life
experiences, not everyone participates to the same degree.
Some go to climb the rock walls in Yosemite, others to
watch the climbers. Similarly, some people enjoy going to
concerts or sporting events, while others enjoy concert
videos or highlight reels. As VR improves, it will
increasingly oļ¬er a middle ground between current media
representations of real life and actual real-life experiences.
Eventually, it will oļ¬er experiences beyond what is possible
in real life. That is what we can already provide with VR
training. We can provide training experiences in a
repeatable, safe, way that would otherwise be impossible in
real life.
What have you envisioned for your companyās future, in
terms of expansion, introduction of new services, and
talent acquisition?
To date, Paracosma has often played an invisible role
behind the scenes. We are developing custom applications,
new technologies and innovations, as well as 3D content,
that then become part of our clientās products. Similarly,
much of our sales are through channel partners, not direct.
Increasingly we are bundling our accumulated expertise
into āoļ¬ the shelfā products and services. This will make
our capabilities more accessible, more scalable and lower
cost. We are building out our US executive team, for
marketing, sales, business development, and partnering.
And, we have accelerated hiring of talent to expand our
teams.
16.
17. kimberly Khoury
Paving her Way in Sustainability Development
&
&
The
20
BUSINESSWOMEN
to Watch, 2020
SUCCESSFUL
Most
19. Afew years ago, who would have thought that we
can get to experience a virtual world of education,
research, gaming, social media, movies, and
various other ļ¬elds. Many of us imagine traveling our
favorite places and experience things that would be, of
course, a dream in real life. Things like walking in space,
traveling freely anywhere, anytime, and many things to
many people. It is all possible today because of AR/VR
technology. Creating a virtual reality world, AR/VR seeks
to oļ¬er such experience beyond the possibilities in real life.
The introduction of AR/VR tools has brought everything at
one place by connecting us to the virtual world.
The Curios Beginning
The journey of AR/VR started when people gradually
thought that they could build technology capable of giving
the same experience as the real world. Gradually the
technology improved, and within few years, the AR/VR
landscape entered entertainment, gaming, and even social
landscapes. But how serious do we need to get about
AR/VR by investing our resources into these advanced
technologies is required to be answered.
Well then, letās look at some of the points below, which can
head us in the right direction.
The Cost-Factor
If we analyze the AR/VR industry, we ļ¬nd that companies
are not very much inclined towards adopting these into their
business processes. It is because users might ļ¬nd the
technology attractive initially, but customers do not
consider rebuying the products, mainly because of the costs.
But except for this, the beneļ¬ts AR/VR brings are
enormous.
Realizing the Beneļ¬ts
AR/VR builds a robust ICT infrastructure for schools and
students with updated teaching methods. Looking at the
current necessity of the educational sector, students need to
be taught with new and advanced learning methods and
technologies like AR/VR. Since we are already in the
digital revolution, by using AR/VR standards in education,
the future of the academic world looks promising.
The world around us is full of innovation, and industries
today want to align their oļ¬erings with advanced
technology like AR that makes their products more
eļ¬cient. AR is making a big diļ¬erence in the industry as it
holds the power to personalize the visuals for us. The main
challenge will be to focus entirely on integrating and
making it resourceful for the people.
Reduce Time and Stress
The way content is delivered today, a personalized touch
through seeing, doing, using imagination to assess and
judge the right product, saves a lot of time for you. It allows
you to understand the unknown and the complex world,
which might be hard to relate in reality. Like trying diļ¬erent
frames and ļ¬nding the perfect ļ¬t for you right from your
mobile screens. Even in the medical ļ¬eld, students can use
it for virtual surgeries as a part of their surgical training. It
can also be used for training the industry workers by
recreating scenarios that show the exact working of
diļ¬erent machines and systems. For students and people
interested in space, AR/VR can walk them through the
virtual world of space, having the best experience.
Appreciate the Experience it Brings
The eļ¬ective growth of AR/VR in the market shows the
impact it has had on the industry. The simple goal is to
create an environment for the users to experience the thrill
similar to real life. And, there are cases where things may
not be possible to experience even in reality, and we must
appreciate that AR makes that possible for us. This only
means that the opportunities AR/VR brings into the market
could go beyond all our expectations in real life.
Additionally, with the pandemic aļ¬ecting the business, it
seems fair to utilize the best virtual world with virtual
oļ¬ces, meetings, conferences, and more.
The Future Possibility
AR/VR has become a signiļ¬cant breakthrough and one of
the fastest-growing businesses today, allowing us to
experience the best of the 3D world. There is no industry
where AR/VR has not been disrupted, as we have seen a
huge shift of industries into appreciating its beneļ¬ts. We
can say it is costly, but the role AR/VR plays in the business
is crucial. AR/VR applications, new technologies, and
innovations have become a part of our lives now. The future
will be more accessible with AR/VR by making everything
possible and expanding the business signiļ¬cantly.
17
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July 2021
www.insightssuccess.com
21. CleverBooks
An Incredible Way to Make Study Come Alive
In the era of rapid digital advancement, schools are now
struggling to maintain relevancy in their classes.
Thanks to the rapid changes in the job market. Schools
are obliged to innovate in order to sustain their
development by building a strong ICT infrastructure to
st-
accommodate 21 century learning demands for students.
However, it is not enough to simply add technology to
existing teaching methods.
Technology must be used strategically to beneļ¬t students
with quality digital content with strong academic relevance
in order to provide eļ¬ective learning. Thanks to the smart
way of CleverBooks STEM subjects, which help to
develop 21st-century skills and to teach kids how to think
instead of what to think.
An interview between Insights Success and Dr. Darya
Yegorina, the Founder of CleverBooks, bridges the gap
between digital natives and digital immigrants.
Below are the highlights of the interview:
What led to the inception of the CleverBooks?
CleverBooks was created by Dr. Darya Yegorina and Dr.
Inna Armstrong. Both founders are moms, and they have
noticed that their kids were not happy with the teaching &
learning at schools because of the lack of technology. How
can a kid be excited about learning if the school keeps on
teaching the same way as it was 20, 30 years ago? Kids
need to adapt to the technological world and have
innovative solutions at the primary stage to boost their
creativity and develop digital skills for future jobs. At this
moment, CleverBooks was born, to serve the gap between
digital natives and digital immigrants. Additionally, it is
very important to invest in the education quality at the early
stage. The students at the desks today will be leading the
society of the future.
Describe your company and its cutting-edge VR/AR
services which address all the needs of your customers.
CleverBooks provides STEM-oriented global curriculum-
based teaching and learning solutions for primary
education.
Empowering Kids Learning in the acquisition of necessary
for the 21st Century skills by utilizing the most innovative
AR technology tools is our main goal.
In 2020, CleverBooks had focus on developing a one stop
digital ecosystem to serve the needs of digital education of
tomorrow with Augmented Reality and Artiļ¬cial
intelligence. Augmented Classroom (www.augmented-
classroom.com) is a comprehensive SaaS solution that helps
schools around the world to teach and learn in class and
remotely. The platform supports STEM curriculum with
Augmented Reality and provides opportunities for
implementing new pedagogical practices of collaborative
learning via cutting edge technology.
Could you throw some light on your mission and vision
statement?
CleverBooksā Mission
CleverBooks delivers the most innovative educative
products based on Augmented Reality technology and
traditional education aids for kids around the world. We
strive to empower a new generation of progressive and
creative children by delivering the most innovative
solutions at the most aļ¬ordable prices because everyone has
the right to access technology for eļ¬cient and progressive
education. By doing this, we drive the digital revolution in
every classroom around the world. We are deļ¬ning
standards for using Augmented Reality in the education
sector and the future of education.
World's Top 05 AR/VR Solution Providers,2021
19
|
www.insightssuccess.com July 2021
22. CleverBooksā Vision
We believe that we are in this world to make great products
with a focus on innovation. We believe that our solutions
are here to change the way kids are educated today. The
solutions should be simple and not complicated. We say no
to the application of Augmented Reality to hundreds of
industries because we believe that all the products we make
are to have one single purpose ā to change the education
landscape. This is truly important and meaningful for us.
We strive for excellence and high quality because kids
deserve to have the best. These values are embedded in
every single product we make and come from our hearts.
How are your AR/VR services unique from the other
companiesā oļ¬erings?
CleverBooks sets the standards in Augmented Reality to
help kids improve test-score by up to 33% and increases
retention rate by up to 100% with the latest STEM-oriented
Augmented Reality (AR) technology that supports studentsā
individual learning styles. Our products made with high-
quality curriculum-based content created by educators with
diļ¬erent curriculum experiences. We make the products that
we use ourselves and put our hearts and soul in them.
Augmented Classroom is an example of the state of art
product that incorporate emerging technologies
(Augmented Reality and Artiļ¬cial Intelligence), digital
pedagogical frameworks for collaborative simultaneous
practices and new teaching and learning available anywhere
on any device.
Give a detailed description of the featured personās
inļ¬uence over the company and the industry.
Darya Yegorina is a top inļ¬uential global speaker (rated by
Thinkers 360 multiple times) on the topic of AR in
Education, the winner of Digital Female Leaders Award in
the category of Entrepreneurship in 2018, named as
Innovator by Irish Times in 2018, awarded Young Irish
Entrepreneur in 2016, Women in IT 2019, Young European
Leader in 2020 (#EYL40), featured in Inc.com, Forbes,
CBS, and other global media as a promoter and facilitator
of education technology for the best future of the kids in the
world.
20 | www.insightssuccess.com
July 2021
23. How is AR/VR technology disrupting the education
industry?
AR is making a big diļ¬erence in the education sector. As
visual technology, it has a massive power to make
education interesting, though-provoking, and personalized
when applied correctly to suitable subjects & school grades.
What technologies are you leveraging to make your
services resourceful?
Our company is working with Augmented Reality
technology. It has a big spectrum of application and our
main focus is to fully apply, integrate, and make it
resourceful for the educational sector. The reason for this is
the ease of use and integration in teaching and learning
processes at any school and any country regardless of the
technical level of teaching staļ¬.
What are your companyās future aspirations? What
strategies are you undertaking to achieve those goals?
We change the way the educational content is delivered and
the way the education is personalized through seeing,
doing, using imagination, enabling students and teachers to
merge the realities right in the classroom or at home.
CleverBooks aims to set standards for using Augmented
Reality in the educational sector by leading bypass
disruption.
We help
students to
See, Hear and
Touch the
Knowledge
ā
ā
21
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www.insightssuccess.com July 2021
24.
25.
26. HOW THE
TRUST CRITERIA
ARE SET BY THE SOFTWARE
REVIEW PLATFORMS?
Dan Stefan
CEO
Awardo
24 | www.insightssuccess.com
July 2021
27. Lately, the crisis of trust has led software directories
to be prospected by potential customers more often
than before. Buyers no longer just look for high
ranking software on the major search engines, but rather
also prefer to check the experience and other details on
specialized platforms.
Why do software review platforms become popular?
The ļ¬rst reason is the large number of solutions available
for each category. Today, we have hundreds of thousands of
solutions ready, from SaaS to desktop, mobile to IoT, for
various purposes: internal operations, automatization,
marketing and many more.
Each solution comes with various features that may or may
not meet the needs of companies therefore, manual search
for the right solution started to become cumbersome. In the
past the ļ¬rst and only option was to hire an IT consultant to
help in selecting the right solution.
Now, software directories can list the solutions by using
speciļ¬c ļ¬lters and algorithms that will help the buyer
reduce drastically the search range.
Buyers want to check customer reviews, what experience
theyāve had with the company and if it is trustworthy. A
software review platform validates customer reviews and
provides a rating score. Reviews are a major player in
earning trust among potential buyers.
Most software review platforms have comparison tools,
buyers are able to compare one software with another,
according to some initially established criteria. Everything
is done with a few clicks.
Software review platforms often publish diļ¬erent charts,
trends, insights and reports for diļ¬erent software categories;
Unfortunately, some of these reports are also inļ¬uenced by
sponsorship therefore we do recommend being careful
when reading these articles and from what sources.
How are software solutions ranked on these platforms?
Most of the time, when a software is submitted to a
directory, such as a software review platform, a manual
evaluation is performed by one of their employees prior
approval. Manual evaluation usually refers to checking the
details of the submission, such as: the website, verifying the
contact details, and some platforms check their visibility on
the internet if they are not already a well-known brand.
Being an approved software in a software directory,
especially the most important ones, such as: Awardo,
Capterra, Crozdesk, G2, Software Advice, TrustRadius, etc.
by default it raises a sort of level of trust or initial rank that
also are well received by search engines. Depending on the
platform from which you publish the software, the approval
rate may be higher or lower, depending on their conditions.
The most important part from which a software will be
ranked higher on a directory is the review part. Quality
reviews are ahead of quantity, but both are indirectly
connected by an algorithm to provide an accurate score.
The score will dictate the position of the software on a
certain category and the position where it will be displayed
will dictate the number of impressions. Therefore, the
visibility of the software on a directory is strongly
connected with the earned review score. Unfortunately,
there are situations on some platforms where the position of
a solution is inļ¬uenced by sponsorship, but major platforms
mention this to buyers and they can always ļ¬lter by
removing sponsorship/featured listings.
Another complementary criteria on the basis of which a
software can be well ranked is the completion of as many
details as possible in the software proļ¬le. With no doubt a
complete proļ¬le is better than a partial one with important
details missing (s.a. Pricing, Support details, etc.).
As a buyer, what is the best review platform to look for
software?
After providing the above information, the questions arise
which platform is best to start looking for the right
software. In my opinion, there is no ābestā software review
platform out there on the internet, the most appropriate way
of searching for a software is to go on all major ones
mentioned above in this article. Try searching the internet
for other software review platforms and use their search and
comparison tools to see what you get. Exploring all major
platforms will help you ļ¬nd a more accurate and shorter list
of the right software.
By - Dan Stefan, CEO, Awardo
Leader's Viewpoint
25
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www.insightssuccess.com July 2021
31. Making Visual Communication More Approachable
S
cience has narrowed the line between reality and
virtual.ā AR and VR two leading agile technologies
are an excellent example for this statement which are
transforming view of digital world as we have never
imagined before. Using VR gadgets as a bridge between
reality and virtual world consumerās experience has
increased exceptionally, on the other side AR is merging
reality and virtual world and opening new dimensions in
research, education, gaming, social media and various other
sectors. Making AR a new way of communication and
sharing emotions, Snaappy, an Augmented Reality
company, is creating 3D animated characters which help to
express emotions when words are not enough.
Below are highlights of the interview conducted between
Insights Success and Snaappy:
What led to the inception of the Snaappy?
Snaappy was founded about 4 years ago as a totally
diļ¬erent company than it is today. We started as a
messenger for younger audience with many sophisticated
visual and artiļ¬cial intelligence features. Although, we had
experienced an organic user growth, it didnāt quite meat our
initial expectations. Two years ago, we decided to use our
3D visual characters and broader our vision to a full blonde
social network based on proprietary Augmented Reality
technology.
Describe your company and its cutting-edge VR/AR
services which address all the needs of your customers.
Our company is B2C AR ļ¬rst, which means we are
providing tools to end consumers so they could create, and
ā
World's Top 05 AR/VR Solution Providers,2021
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32. share unique AR content such as videos, messages,
location-based content etc. These days we are launching our
ļ¬rst B2B AR services, allowing brands to take advantage of
our AR content creation tools to launch innovative AR
marketing video campaigns on diļ¬erent social platforms
created by their own audience and their own 3D AR assets.
The ļ¬rst few marketing campaigns will be launched in
China in a few weeks.
Could you throw some light on your mission and vision
statement?
Our vision is to build an eco-system of consumer products
based on AR technology. We have started our journey with
an AR social network at ļ¬rst and gradually we are adding
more products. Now we are working on our second product
as well which is a full AR game that is connected to the
social platform. We hope that within a few years we could
lead the AR landscape for social, entertainment and gaming,
whether it is on mobile or on wearables.
How are your AR/VR services unique from the other
companiesā oļ¬erings?
Our AR services are very diļ¬erent in vision and tech than
any other AR services currently provided. I would like to
focus on just 2 main points which I think are the most
relevant ones:
AR angle ā we are building AR features based on a SLAM
engine which are being used only through the back camera.
Most of the famous, successful services that are decorating
themselves as AR (like Snapchat, Facebook, Instagram etc.)
are built on face detection technologies which are utilizing
the front camera. If one should look ahead to the near
future, one would see that mobile AR is only a temporary
phase towards the real wearable AR vison.
We take AR very seriously and we try to look at it as a
serious content creation tool and not merely a gimmick.
When we analyzed the worldwide AR market, we found
that most companies are investing their resources in
creating a small amount of astonishing AR experiences that
users might adore in a ļ¬rst glance but will never repeat it
twice. We are looking at it from a totally diļ¬erent angle, we
prefer to have far more AR experiences (we have more than
60M at the moment and counting) so every user who will
launch our app could use it to tell their own story using the
AR props they need and not tell the story that our product
engineers want them to tell like on any other AR platform
out there. In that case users understand they have much
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33. more freedom in Snaappy than on any other AR competitor
(even at small quality cost).
Give a detailed description of the featured personās
inļ¬uence over the company and the industry.
As Snaappyās CEO, Gal is leading the vision, product,
business development and marketing eļ¬orts. Gal is highly
involved with the day to day activities, creating the AR
philosophy and making sure the company will align with it.
Furthermore, Gal is an experienced AR speaker, mobile
speaker as well as an opinion leader who is lecturing all
over the globe in front of diļ¬erent audiences about the
present and future of AR.
What technologies are you leveraging to make your
services resourceful?
We are working with many diļ¬erent technologies. The main
ones are AR, AI, location and 5G. Most of the tech is being
developed in house, except of the 5G that is being
developed alongside selected telecom partners.
What are your companyās future aspirations? What
strategies are you undertaking to achieve those goals?
We want to become a world leader in the consumer AR
space within a few years, speciļ¬cally in the AR software
apace (social, entertainment and gaming). Our strategy is to
enhance short videos creation process to introduce AR use
cases, beneļ¬ts and best practices to the mass consumer
market.
Our mission is
to connect
users with a
smile on their
faces.
ā
ā
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