Exploring the Virtual Worlds of Maryland: A Recap of Last Weekend’s Baltimore and DC Virtual Reality Meetup in Annapolis




Most of the subjects that I write about on this blog originate from Hollywood, which is on the opposite end of the country from me. On the other hand, plenty of exciting things are happening in the area of immersive, interactive 3D media—augmented reality (AR) and virtual reality (VR)—at companies that are located in my figurative backyard. Thus, when I heard that there was going to be an informal gathering of AR/VR enthusiasts at Annapolis, Maryland last weekend, I jumped at the chance to see what these technical wizards are working on to bring virtual content to the public through a variety of venues and applications. Read on ...

Last weekend’s event was organized through Meetup.com by two groups: Bmore VR and DC Virtual Reality (DCVR). As their respective names suggest, these groups consist of AR/VR professionals from Baltimore and Washington DC. The Annapolis event was the first meeting that involved both groups, and the event’s location was chosen as the midway point between both cities. Held in the Maryland Hall Center for the Creative Arts, the event had a relaxed “science fair” layout (which was appropriate, since the Center itself used to be a high school) with representatives from each group on hand to discuss their projects and answer questions. In light of the many different projects that were on display, a variety of VR platforms were also represented: exhibitors used HTC Vive, Oculus Rift, Samsung HMD Odyssey, and other headset systems to demonstrate their work.

Here are the projects that I had the chance to experience, and I’ve included links to their respective companies in each description:

The first group I met was HighRock Studios, which was exhibiting a selection of simulations that it has put together for clients as a means of visualizing ideas before creating them in the real world. One of the simulations was that of a yacht, which allows users to explore the many levels and amenities of a luxurious virtual boat. The other simulation was for a medical cannabis dispensary that is scheduled for construction in western Maryland. To make the dispensary simulation as welcoming as possible, HighRock utilized the Unreal Engine, which is normally used for gaming, to provide real-time rendering.


Got yacht? HighRock Studios' Hatteras Yacht Virtual Tour.


I was told by HighRock representatives that this simulation was intended to portray a more cultured approach to cannabis-based medical care; as a result, every detail of the dispensary simulation (shadows, reflections, sunlight, etc.) contributed to an overall impression of warmth and competency—attributes that go a long way towards promoting acceptance of a drug that has long been associated with illegal use.

The next exhibitor I visited was Digital History Studios, which specializes in using computer visualization to recreate historical artifacts and events for educational purposes. I watched this company’s 360-degree demo reel using an Oculus Go headset. You can watch the same reel on the official site, but you’re missing the full experience if you’re not using a VR headset. From the Colosseum of ancient Rome to various battles of the World Wars of the 20th century, the immersive recreations provided by Digital History Studios were absolutely breathtaking.

Quantum Technology, Inc. was the only exhibitor that used mixed reality (MR) at the event. While wearing the Microsoft HoloLens headset, users were walked through an interactive 3D model of the human eye, a model that responded to hand movements without needing additional motion controls. Although the example provided at the event was educational in nature, Quantum Technology sees the endless potential of applying portable, interactive MR media to urgent, site-specific problems.

On the more interpersonal end of VR, High Fidelity gave attendees first-hand experiences with its social media applications. The spiritual successor to Second Life, High Fidelity is an open-source VR platform that is capable of handling large crowds of up to 250+ people. When William Gibson envisioned social interactions via computerized media in his cyberpunk novels, he set the bar for which High Fidelity is currently clearing. Of course, High Fidelity users don’t need a VR headset to access the platform, but where would be the fun in that?


One of High Fidelity's many virtual spaces.


Balti Virtual provided a portfolio of its many AR products, many of which have been used as part of advertisements. I’ve already blogged about Balti Virtual’s Holotats, and company representatives were handing out free Holotat packs to event attendees. Of the AR products that I saw, the two highlights for me were a print ad for Liberty Tax Service that involved a talking President Ulysses S. Grant (as seen on the $50 bill) and Balti Virtual’s selection of Marvel superhero wall decals. Landing a client as big as Marvel was a major accomplishment for Balti Virtual, so I’m wondering what else this Baltimore-based company plans for the future.


The Balti Virtual exhibit table at the Annapolis event. Notice the Spider-Man decal display,
which came to web-slinging life whenever an app-enabled device looked at it.


The only game that I got to play at this event was VR Party Club, which is being produced for the Rift and Vive platforms by a group called callenshaw indiegames. VR Party Club is collection of 3D minigames, much like Nintendo games such as Mario Party and Wii Party. Players use the motion controllers to roll virtual dice to move their pieces around a game board, and then play minigames to score points. The minigame I played was a salad samurai challenge, where I used a pair of katana swords to slice apart heads of lettuce that were launched at me. You can learn more about this game on its official site here.

InContext Solutions brought along its ShopperMX product, which is marketed as “an enterprise collaboration and decision-support platform”. Business jargon aside, what I experienced was a virtual supermarket that I could explore and edit however I saw fit. ShopperMX allows users to rearrange store layouts through VR motion controls so they can see how arrangements of displays, freezers and shelves look before investing the time and money to assemble them in the real work. It was almost like playing Minecraft but with practical applications. Who knew that retail planning in VR could be such a blast?


InContext Solution's ShopperMX platform in action.


Of course, what would VR be without the construction of spaces that are extensions of real world locations, or of spaces that are never meant to exist in the real world at all? I got to see both of these through displays provided by Capitol Interactive and the Chameleon Art Gallery. As part of a recent STEM conference, Capitol Interactive worked with the US Postal Service to create a virtual stamp gallery exhibit for kids where each stamp becomes a window into environments that provide information about exotic animals from around the world. Referring to the project as “edutainment”, the company representative that spoke to described how combining of a hall of still pictures with a selection of immersive, 3D locations encourage a sense of discovery and personal involvement with the exhibit.


Capitol Interactive's Virtual Stamp Gallery.


The Chameleon Art Gallery combines VR technology with contemporary art, which in turn allows for exhibits and experiences that no physical gallery could provide. The exhibit provided at the Annapolis event was called The Isles: Postlude, which is based on the work of sculptor Cristal Tadeo. You can learn more about this exhibit on the gallery’s site, which includes downloadable files for Mac, Windows, and HTC Vive. For as impressive as the exhibit is, I was simply amazed by the possibility that an entire art exhibit could be made portable through a laptop computer and a VR headset.

I’ve written about AR and VR on this blog before, but those previous posts were written from an outsider’s perspective. Last weekend gave me the chance to see AR and VR through the eyes of those who are passionate to usher these mediums into mainstream culture, and I was extremely impressed with what I experienced. It’s an exciting time for immersive 3D media, and I look forward to seeing what the virtual pioneers in Maryland come up with next.


The unofficial canine mascot of the Annapolis AV/VR event.
(Note: This is a real dog, not a virtual one.)



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