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  • The RESPECT Project

    re·spect /rəˈspekt/ - verb - admire (someone or something) deeply, as a result of their abilities, qualities, or achievements. Launched on the UN's Zero Discrimination Day, the Gallery “RESPECT” features stories of people of color through history and on a global scale. The gallery is an open, free of charge initiative organized by Evenness as a social project. The goal is to educate people and give them a platform to learn about history, hurdles, learnings and achievements via the stories of inspiring black innovators, scientists, politicians, poets, artists, civil activists, peace makers, sportsmen, journalists, and creatives. "We believe Black History Month shouldn't be just a one month campaign-- knowledge that becomes present during the month should always be accessible," - says Eve Logunova Parker, Founder & CEO of Evenness. "We would like people to learn the most powerful voices in history that come from around the globe. Further, we would like people to learn the importance of respect among people." Respect means that you accept somebody for who they are, even when they're different from you or you don't agree with them. Respect in your relationships builds feelings of trust, safety, and wellbeing. Unfortunately, our history shows that respect doesn't come naturally. And up to this day, we are still challenged to accept one another, stop discrimination and misjudgment, and create equal opportunities. The Gallery is hosted in Extended Reality accessible via a web browser or smart phone. For the best experience, we recommend accessing this virtual space via your browser on a computer as you would need your phone for scanning QR codes to view video content. From March till the end of November 2022 we will  also be hosting monthly meet-ups to feature the stories of inspiring people of color and share the knowledge across various domains and countries. Stay tuned for the announcement & Subscribe to our Newsletter to receive the updates first hand. => Glossary of Terms: Everything to know about the Immersive Reality Re-imagine your world. Interactive 3D & immersive experiences in a web browser - turn any remote place into a learning & collaboration space. Book a meeting today - Evenness.

  • Congratulations with the International Day of Women & Girls in Science/STEM!

    Today, on the International Women’s and Girl’s Day in Science/STEM, we celebrate every female innovator who dares to take the next step in their career by taking on an innovative challenge. In this blog post, we would like to share with you the stories of 3 women, rising talent in STEM - Emma Ke, Madison Kim, and Talia Boehm. "Evenness strives to support young talent, helping college undergraduate students develop their professional aptitude, strengthen personal character, and provide a greater door to hands-on opportunities," - says Ramona M. Parker, Founder & Chief Innovation Officer at Evenness. "After all, our goal at Evenness is to share our knowledge on XR and the Metaverse and enable people for the remote and immersive future of work." As an all-female, innovation-driven, and tech-savvy team, Evenness has recruited three undergraduate college students to join the company, all having different backgrounds and experiences to contribute something further to the organization. "We wanted to work with these women because of their knowledge and skills, and passion, so they could help us grow our business and bring our vision for the future to life," - says Eve Logunova-Parker, Founder & CEO at Evenness. Emma Ke, Madison Kim, and Talia Boehm have joined the team as of December 2021. Two months into being invited to the team, the undergraduate students have applied much of the skills they already know as well as learned new skills related to the Metaverse industry (such as utilizing features in the VR/Metaverse platforms) and emerging technology as a whole. Emma, Madison, and Talia share their experiences of working with Evenness thus far. EMMA KE Emma is a second-year student at UCLA. She is the team’s MarComms & Growth Hacking Lead, specializing in the communications, marketing, and brand visibility for the company. She uses techniques such as search engine optimization and performance marketing to increase engagement across social media platforms. Emma says, “I was a little nervous joining the team since I did not have any experience with using the Metaverse, Virtual Reality, etc. At the time, I would not have been able to tell you what any of the terms meant. However, being at Evenness, I have been pushed out of my comfort zone to learn more about this industry, which has now become one of my interests. Learning about the emerging technology trends and how Evenness plans to adapt them into creating tangible, helpful solutions has been intriguing and I am honored to be a part of this process. From conducting online research about these technological facets to implementing growth hacking and marketing strategies to improve Evenness’ engagement across multiple platforms has taught me a lot. Not only have I gained more general knowledge about this field, but I have also been able to enhance my technical skills, such as search engine optimization, social media, and performance marketing. I am thankful for Eve and the rest of the Evenness team for welcoming me and allowing me to take this next step to challenge myself with these new concepts. Seeing the digital solutions that the team has put together using webXR technology has been truly inspiring.” MADISON KIM Madison is a third-year student at Georgia Tech. She is the User Experience Designer for Evenness, creating Web 3.0 website designs and wireframes from scratch. She uses her passion for UI/UX to create various designs across multiple platforms, and by doing so, she creates a seamless user experience and increases the engagement on the website. Madison says, “Working with Evenness makes me realize that maybe, the biggest skill of the future is really being willing to learn and adapt. As the team works through our product’s challenges, I find myself taking time to dig into practices and processes that are logical and ethical. The Evenness team is so collaborative, diverse, and insightful — I’ve already learned so much from the short time I’ve been here.” TALIA BOEHM Talia is a second-year student at Cornell. She is Evenness’ Software Developer, using her knowledge of programming and User Research to develop a Web 3.0 Progressive Application. Talia says, “I joined the Evenness team in Fall 2021 during my sophomore year at Cornell University. I am an Information Science major who is passionate about helping others by bridging the gap between users and technology. As a female with zero programming experience prior to arriving at Cornell, I never thought that by nineteen, I would already be making a difference for women in tech. Over the past 3 months alone at Evenness, I have explored my interests in software development, UX research, and data analytics while developing technical products that promote inclusivity and growth for all underrepresented people. The completely-female team at Evenness provides a supportive environment where I have had continuous opportunities to learn and grow. I can't express the amount of confidence that I have gained working with such empowering women, and I can't wait to see what we accomplish together!” Together at Evenness, Madison and Talia are using their programming and design skills to launch an innovative solution that Evenness plans to bring to the market this year. Emma focuses on the marketing and helps with preparing the product to go to the market. “Evenness ambitiously focuses on improving the state of diversity and inclusion by bringing emerging technology into the spotlight for remote collaboration, learning, events, and building the culture of belonging. As well as, emerging talent," – says Eve Logunova-Parker. "Technology is meant to unite people, give them opportunities in life, and make the world better for all. To build that inclusive tech solution, you need people who understand the importance of not only teaching others how to use Tech but also showing an example - example of treating people with respect, treating them as equals no matter the background or identity, or age." "Our team has been extremely lucky finding Emma, Madison and Talia who showed their curiosity to learn about AR, VR & the Metaverse; their 'get-things-done' approach; and the superior dedication to create a positive impact for people of all walks of life...people who are to follow them in their footsteps. " - adds Ramona M Parker. "We are incredibly grateful for having these 3 talented ladies on our team, and to ChooseApprentice.com - for introducing us to Talia, Madison, and Emma!” => Delivering keynotes & presentations in the Metaverse Re-imagine your world. Interactive VR & 3D immersive experiences in a web browser - turn any remote place into a collaboration space. Book a meeting with us today to establish your brand's presence in the Metaverse - Evenness.

  • Delivering keynotes & presentations in the Metaverse

    As most people are not yet accustomed to the full online experience in the Metaverse, Evenness trains and prepares people to utilize this environment. On January 25th, 2022, Evenness organized a workshop regarding how to deliver keynotes and presentations in Extended Reality. This workshop encompassed practical training for understanding the virtual space, avatar movements, and preparing for future workshops (as we are working in a new dimension rather than in the physical world). To further add, to receive the most out of the immersive experience, participants learned how to utilize their avatars and share their webcams and desktop applications. This will equip them to professionally present materials to an audience in the future. "In this workshop, you'll do a Metaverse talk in front of a virtual crowd. It's awkward of course, but at the same time, you can feel that these virtual worlds will evolve into environments with a plethora of new, creative ways to interact with a global audience. It is essential to study and experiment with them now!" - Jeroen van der Most, globally recognized AI-Artist at www.jeroenvandermost.com, Art Trends Commentator on BNR Nieuwsradio Evenness shares the principles of success in delivering a presentation in the Metaverse. These being, navigating how to use an avatar, becoming adjusted to the environment you are presenting in (to present comfortably and confidently), working around technical issues (i.e. microphone/webcam fails to work, wifi), knowing and growing from your own limitations, and engaging with and involving the audience through a virtual reality. "The workshop was a great way to experience the metaverse, and even step on the virtual stage and learn what it feels like to have your avatar present to an audience of other avatars,” - Koen Sienaert, Digital Experience Design Lead at DSM. Becoming familiar with the features of the Metaverse, such as the avatar’s ability to clap and interact one-on-one with other avatars, as well as utilizing the virtual space by exploring and seeing all of the different workshop areas will allow you to gain a broader perspective on effectively using the Metaverse. Especially because the shift to technology is occurring, with more and more virtual spaces appearing, knowing how to use the Metaverse space when organizing meetups and events will set you ahead. The future is digital. “The opportunity to experience giving a keynote and network with others in the Metaverse gave me a taste of future collaboration and events. This will be the next stage for global thought leadership and idea-spreading and I’m thrilled to invite you to learn this future skill!” - Jessika Lynch, speaker coach and director of Revolve for Impact. => Glossary of Terms: Everything to know about the Immersive Reality Re-imagine your world. Interactive 3D & immersive experiences in a web browser - turn any remote place into a collaboration space. Book a meeting with us today - Evenness.

  • Glossary of Terms: Everything to know about the Immersive Reality

    As the Metaverse is the “next chapter” for the Internet, it is important to understand the tools that make technology innovative. Thus, Evenness provides you with a glossary of the terms that are becoming increasingly relevant in the online environment. Metaverse - a digital network of virtual, augmented, and extended reality that bridges the gap between online interactions and real life. It combines components of social media, virtual and augmented realities, online gaming, artificial intelligence, edge computing, blockchain, and cryptocurrencies to create an immersive and interactive online experience. In this shared virtual reality space, users can interact, collaborate, work and learn with people from different locations. Cryptocurrency: also known as crypto, a digital asset and form of currency that is virtual, decentralized, and encrypted. It is built on blockchain technology and secured with cryptography. Online cryptocurrency payments allow for secure transactions without the control of central authorities, which are securely stored in a digital ledger. Blockchain: a type of shared database that records and stores digital information in a secure, transparent, and immutable way. These features of encryption and immutability guarantee security, creating trust in the blockchain system. Data is stored in blocks which is independently verified. Decentralization: the shifting of control from a central authority to a distributed network. This distributed network allows for peer-to-peer transaction of digital assets, coupled with irreversible tracking of the information and history of transactions and ownership of these assets. Advantages include transparency and fidelity by spreading records across many nodes in the computer network. Augmented Reality (AR): enhanced version of the real physical world by combining simulated digital imagery with the real world on a screen. Examples include the IKEA Mobile App, where you can see how IKEA furniture looks in your real house, and Nintendo's Pokémon Go App, you can see Pokemon by looking on your phone at the real world around you, but with enhanced images. Virtual Reality (VR): an immersive experience based on computer-generated simulations where when the user puts on a VR headset, their 360 degree view is entirely contained within the 3D digital world. Using headsets, users can realistically explore and interact with the virtual environment with the VR system accurately translating users’ movements into VR, so they feel truly present. Mixed Reality (MR): combines elements of both Augmented Reality (AR) and Virtual Reality (VR) to create a blend of the physical and virtual world, where real-world and digital objects interact in real-time. Mixed reality can be experienced with the help of devices like VR headsets and Hololens. MR can be taken to the next level by creating holographic representations of people. Extended Reality (XR): refers to the set of immersive technologies that combine the experiences and environments of the real and virtual worlds; including Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). XR technology allows users to experience different immersive experiences altogether across the metaverse space. The application of XR can be seen across various devices and industries. For example, in training medical staff, conducting field trips, or in architecture and design. Artificial Intelligence (AI): a field that combines computer science and robust datasets to enable problem-solving via automation. It consists of AI algorithms which create expert systems using machine learning and deep learning to perform tasks that normally require human intelligence, like visual perception, speech recognition, decision making, and translation between languages. Web 3.0: the new third-generation of internet services for websites and applications that is built on the open, decentralized blockchain technology. Web 3.0 allows users to have ownership stakes in applications and platforms. This framework contrasts the current Web 2.0, where vast amounts of data and content are centralized within a central authority. Web 3.0 encompasses AI-based semantics, AR/VR-based immersive-ness, and blockchain-based decentralisation to process information in human-like ways and create transparent and open internet experiences. WebXR: an interface that enables applications to interact with Augmented Reality (AR) and Virtual Reality (VR) devices in a web browser. In technical terms, WebXR is an API for web content and apps that is integrated with augmented reality features. It provides users a way to access the immersive content online, via a link, without installing a dedicated application or using a mounted display. Also, enabling businesses to integrate their immersive environments and solutions into a landing page. Non-Fungible Tokens (NFTs): blockchain-based certificates of authentication for digital objects, which allow proof of ownership of goods in the Metaverse. Each NFT is one-of-a-kind, meaning that an object cannot be replaced with an identical item and is thus not mutually interchangeable. Assets like cryptocurrencies (e.g. Bitcoin) are considered fungible, where an original art piece on the blockchain is deemed non-fungible. Avatar: your digital persona in a virtual world. Your avatar may look like you, resemble a cartoon, or appear fantastical. The word “avatar” [Sanskrit: avatāra (“descent”)], refers to the incarnation of a deity in human or animal form. Examples of avatars can be seen in games such as “Assassins’ Creed”, “Returnal” or “Horizon”, and in the movies such as “Ready Player One”, “Avatar”, and “Free Guy”. => Learn about the Trends for 2022: Remote everything via immersive technology Re-imagine your world. Interactive VR & 3D immersive experiences in a web browser - turn any remote place into a collaboration space. Book a meeting with us today - Evenness.

  • Trends for 2022: Remote everything via immersive technology

    When we look at where we stand amongst the estranged COVID-19 pandemic, the next phase of emerging technology and the internet become clear. The role of technology is increasingly becoming more important as people search for new ways to interconnect and businesses search for ways to accelerate in using digital solutions. They need to make decisions faster regarding testing and implementing new innovative technology, shifting away from legacy systems. Those who don’t undergo digital transformation and bring tools for remote collaboration, learning and online commerce will cease to exist. Every industry and workplace has been adapting to the remote working and learning environment: shifting from a flat video, such as Zoom, to a more engaging, more collaborative space with the help of webXR. WebXR Augmented and virtual reality open up possibilities for how we interact with the world. WebXR combines AR (Augmented Reality) and VR (Virtual Reality) with an “extended reality” to include other immersive technologies. The evolution of WebXR has taken advantage of the power of the web along with these realities to facilitate the creation of virtual environments and interactive tools, leading to a so-called “creator economy”. This is the first step to reshaping the online learning environment, remote collaboration, and social interaction as a whole. * Source: Some of the Evenness worlds, such as Spatial, Frame, Virbela, MootUp, and pax.world The Metaverse Hype Web 3.0 internet evolution facilitates the growth of the metaverse – decentralized platforms that are made more lifelike by using AR, VR and AI. Users can access the metaverse through different devices and platforms, using an avatar to walk around and interact with others. The promise of the metaverse is to allow a greater overlap of our digital and physical lives by effectively scaling 3D virtual worlds with a sense of presence. * Source: A 6 weeks learning program in the Metaverse - InnoHUB - initiated by Evenness and conducted in partnership with Women in AI While the metaverse is emerging, many key components have started to take shape, bringing change to industries, such as e-commerce, entertainment, finance and even education. It is estimated to be a $1T+ revenue opportunity across digital events, sponsored content, social commerce, hardware, and the various forms of developer monetization. *Global Metaverse Potential Total Addressable Market. Source: Grayscale Investments. Because of the abilities that the metaverse encompasses, it has become the next natural progression for the way people interact digitally. The positive feedback surrounding the metaverse leads to even more innovations sparking in 2022. * Global all-time total value spent on Web 3.0 Metaverse item sales such as virtual land, goods, and services has reached $207 million in June 2021, according to Grayscale Investments. Web 3.0 - the rise of the Semantic web Web 3.0, originally referred to as the Semantic Web, is the newest form of the internet. It aims to build a more decentralized and democratic version of the internet that will put more control over web content in the hands of its users. The expansion of the metaverse is tied to the development of Web 3.0, which is envisioned to become the next chapter of the internet's existence. When combined with virtual reality, it creates an immersive version of the internet. Additionally, to replace traditional databases to fully make Web 3.0 decentralized, blockchain will use Peer-to-Peer (P2P) technology principles to merge cryptography and consensus algorithms. Blockchain - decentralized by the people, for the people…yet, in great need of the people With an acceleration in Blockchain standardization and interoperability, the year 2022 will see a greater demand for blockchain, decentralized applications, and crypto skills. In the midst of the "Great Resignation" and the "Upskilling Revolution", blockchain professionals are a rare find. Therefore, we see a spin off in the Blockchain trend - Blockchain as a Service (BAAS) - a third party creation and management of cloud-based networks for companies that need blockchain applications. * Image Source: Blockgeeks Non-fungible tokens (NFT) and tokenization of real-world assets In the future of the decentralized Web 3.0, non-fungible tokens– the digital collectible transacted with cryptocurrency– will be monetized. Because they verify the authenticity of non-fungible assets, NFTs are the future. The guaranteed ownership and authenticity of digital content ensures that data is immutable and non-interchangeable. This becomes crucial in the overall future as digital assets in VR worlds are owned through NFTs. * Source: Crypto Unicorns White Paper Inclusion & accessibility by design Designing accessible and inclusive technology has been a hot topic of discussion for a while now. By moving to the Metaverse, it provides an opportunity to finally figure it all out and build environments of respect and acceptance. Easier said than done, yet - the creators and developers are trying to build their apps together with the virtual ‘parallel universe’ where people can ‘come as they are’ in the form of an avatar. * Source: a collection of the avatars from the various virtual worlds of Evenness The word “avatar” [Sanskrit: avatāra (“descent”)], refers to the incarnation of a deity in human or animal form. This shouldn’t stop the user's imagination, as the forms of robots, aliens, centaurs, and many other possible creatures (avatar diversity) are available as well with the avatar customization tools. The most important achievement is that many platforms have already started offering avatar makers that are adaptable to skin color, gender, hairstyles, facial features, heights, complexities, and attributes representing various ethnicities, identities, and unique body features. One can scroll through the avatar wardrobe to find a suitable clothing item as well as accessories to complete the look. For gender-neutral identities, some platforms offer possibilities to access both gender avatar assets and mix them up. Accessibility in design refers to the features of the platform, e.g. in-person experiences, subtitles / “speech-to-text” or zoom in/zoom out. Also, accessibility of the platform across various devices - desktop, laptop, tablet, mobile, and a VR headset. It means that the metaverse enables equal access to opportunities such as quality education and jobs. It serves as a virtual hub for everyone as it removes geographical barriers and costs associated with travelling or relocation. It makes opportunities available to people who would otherwise be unable to access them. With multi-user AR/VR experiences, inclusion can be achieved not only via new, immersive possibilities for bias training. As it removes boundaries or limitations, otherwise isolated users now can form or join communities; employers - find talent faster; people with disabilities - gain mobility and in this way, freedom; and all of the individual industry players - join in global efforts to strengthen their ecosystem and find solutions to the most urgent problems. Evenness: What does the year 2022 hold? Going forward, Evenness plans to draw on societal trends and known technological challenges as an opportunity to innovate. We currently recognize that more than one billion people need to be educated and (re)skilled to meet the demand of employers’ for Tech-centered jobs. Thus, we have been working on bringing to life a new, highly valuable solution - a social learning marketplace that is integrated with the Metaverse. Are you interested in being among the first to experience it? Please take this short survey and subscribe here. Are you an investor whose passion lies with EdTech, Web 3.0, Blockchain, Tokenization, the Metaverse, and the Future of Work? Our all-female, innovation-driven and tech-savvy team would love to hear from you. We start the Seed round in February 2022. Join our unique 2 hour masterclass to future-proof your public speaking skills.

  • Evenness announces senior leadership changes to launch the new phase of its strategic growth

    Amsterdam, December 29, 2021 -- Evenness, a global provider of Extended Reality (XR) solutions, announces today changes in its senior leadership team to implement and accelerate the execution of its new strategic plan, Vision 2030. The new strategic direction is built on the 2021 growth and business results, and is strongly aligned with Sustainable Development Goals. “Since its official launch in January 2021, Evenness has been steadily growing and implementing various XR solutions for its clients and community. Our 2021 results, ongoing research, and the executed initiatives have shown the extensive benefits of the webXR, AR & VR technologies. In particular, through the Covid-19 pandemic as well as the rise of decentralized workforce. Now, we're starting a pivot to sharpen our strategic focus - to support people and businesses in becoming future-ready - and develop new innovative products,” said Eve Logunova-Parker, Founder & Managing Director at Evenness. Senior leadership changes Gaby K. Slezak, Head of XR & Partner, has left the company to join one of the strategic XR platform partners of Evenness - metameet (formerly known as Fruss AG). During her tenure at Evenness, Gaby was responsible for building and managing the portfolio of XR partners and played a principal role in the establishment and development of the business to further position Evenness as best in its class. In her new role at metameet, she will continue to support Evenness growth and will be involved in the joint Evenness & metameet projects. “Working together with Eve on launching Evenness as one of the first companies helping you enter the Metaverse way before it went mainstream, was the most exciting and rewarding time. I am proud of our achievements in educating people and creating the shift to a new and more efficient way for remote collaboration, socialization, and learning. I look forward to many joint projects to come through Evenness and metameet value-based partnership,” said Gaby K. Slezak. "I would like to warmly thank Gaby for the outstanding job she has done, in particular helping us lay the foundation to Evenness’ future growth. I wish her the best in her new role and I look forward to continuing working with her and metameet on creating new XR concepts and solutions,” - said Logunova-Parker. Ramona M. Parker, 3D & XR Projects Lead at Evenness, is appointed as Chief Innovation Officer effective immediately. She succeeds Gaby K. Slezak as Head of XR and in addition, takes over the overall “Innovation at Scale” strategy, including Blockchain, Smart Contracts & Tokenization. In her new role, Parker will lead innovation strategies for Evenness' growing client portfolio, innovation solutions developed internally, as well as the incubation of ideas and products in support of the Vision 2030 plan. “Innovation helps businesses and people to not only gain a competitive edge in the market but also become resilient and future-proof. Evenness’ growth forward includes the development of innovative products and solutions for a more efficient collaboration at work, upskilling of people, and socialization of communities. During the past 3 months our team has been experimenting with Blockchain, NFTs, Tokenization, and Smart Contracts in addition to XR. I’m looking forward to building out our “Innovation at Scale” integrated offerings for many businesses and people to benefit from,” said Parker. “In her previous role, Ramona has proven herself as a dedicated leader who has a sharp understanding of both technology and innovations," said Eve Logunova-Parker. "I am thrilled that she has agreed to come on board as our first Chief Innovation Officer and support Evenness in achieving its Vision 2030 through applied innovation. ” 2021 Year in Review & Holiday wishes => Follow Evenness on LinkedIn About Evenness Evenness is a global provider of Extended Reality solutions for interactive events, remote team collaboration, virtual learning, and upskilling. We are platform-agnostic, working with the selected webXR & VR platform providers to create an ideal, inclusive and accessible solutions for business and people's needs. Our mission is to enable organizations and people across the planet to establish human connections and work together no matter the distance or time zone. Learn more: Evenness For Media enquiries, please contact: media@evenness.rocks

  • 'Tis the VRtuous season!

    On December 15, 2021, Evenness hosted its last event of the year, “'Tis the VRtuous Season”. The event was hosted by Eve Logunova-Parker, Founder of Evenness, Gaby K Slezak, Head of XR at Evenness, along with Keynote Speaker Debbie Botha, Chief Partnerships Officer from Women in AI. To kick off this interactive, virtual-reality event, Gaby Slezak introduced the principles for avatar navigation and functions of the Metaverse environment, such as the realism which includes spatial space and real environmental sounds. Thus meaning, the VR environment acts as a real-life simulation: the farther you are from people, the quieter the sounds are. Though you can deliver messages across the entire island to all of the participants, you can likewise meet with participants one-on-one in a private setting. Like how there are sounds in nature, there are sounds in this virtual environment. The event allowed participants to practice using some of the environment’s features, such as moving around, speaking to one another, and accessing presentations. Eve Logunova-Parker also introduced the idea of Teleportation to other worlds, the Megaphone, and Flying. The event also had special guests from the Women of AI appear, along with an opportunity for all attendees to meet and network with one another. Debbie Botha, Chief Partnerships Officer at Women in AI, spoke about the mission of this community organization and why it is important to bridge the gender gap in AI & Emerging Tech. Also, she presented the Women@Work research that the organization is conducting in partnership with AI Sweden. Evenness is thrilled for its next event in January, where we hope to see you all there to experience the Metaverse and learn how to present in a virtual environment. => Follow Evenness on LinkedIn Re-imagine your world. Interactive VR & 3D immersive experiences in a web browser - turn any remote place into an XR-powered collaboration space. Book a meeting with us today - Evenness.

  • The Meta paradox

    In a bold show of ambition, Facebook CEO Mark Zuckerberg introduced Meta at Connect 2021. This new company brand brings together various apps and technologies built or acquired by Facebook. If the word “meta” is used to centralize operations and product lines of Facebook, does it come then as just a “make-over” of their social media brand? In this blog, we explore I) the Facebook way toward becoming a Meta-company and II) what is really meant by the Metaverse, not Facebook's Metaverse. ==> Fast forward to Chapter II I. Facebook goes Meta Facebook has been making big moves in the AR & VR space for a while now and it looks like they're ready to take things further. By acquiring many gaming & VR businesses, investing into Oculus 2 & Facebook Horizon, as well as optimizing their infrastructure and algorithms – they’ve been creating a foundation and pivoting toward the Metaverse. Earlier this year, Facebook launched a product team within its hardware division, Facebook Reality Labs, which will be responsible for AR and VR efforts focused on the Metaverse. Facebook's products, used by over 3 billion people on platforms such as Facebook, Instagram, and WhatsApp, are now referred to as "meta". “Meta’s focus will be to bring the metaverse to life and help people connect, find communities and grow businesses,”- mentions Facebook's press-release. “Meta is moving beyond 2D screens toward immersive experiences like augmented and virtual reality to help build the next evolution in social technology.” Meta also seems to be “the light at the end of Facebook’s tunnel” that makes their audience forget about Facebook's user data privacy issues and all endless investigations… At this point in time, the Metaverse - that next big thing that's going to revolutionize our lives – is understood differently by many. II. Learn about the Metaverse and what it means for you and your business Join our Evenness virtual walk-in at 5pm CET on Wednesday, November 10, to ask your questions and learn about the Metaverse – what it means and the business trends toward bringing it to life. The walk-in is free of charge and will be hosted in the Metaverse space (no headsets are required but can be used to boost your experience in webVR). 5pm – 5:25pm – A fireside chat about the Metaverse with the co-founders of Evenness - Gaby K Slezak, Head of XR, and Eve Logunova, Managing Director 5:25pm-6:00pm – Q&A 6:00pm-6:30pm – Networking => Follow Evenness on LinkedIn Re-imagine your world. Interactive VR & 3D immersive experiences in a web browser - turn any remote place into an XR-powered collaboration space. Book a meeting with us today - Evenness.

  • It's not just a woman thing, it's the future.

    On September 21, 2021, EUTECH Chamber Women in Tech Commission hosted an inspiring discussion on the topic "How Women Impact VR, AR, and MR". The event was hosted by Katarina M.V. Galic, Director Women in Tech Commission at EUTECH Chamber. The strategy and work of EUTECH was presented by Dr. Beatrice Bischof, Board Member Women in Tech; María Alejandra Pulido, Environment Council Director & Latin America Chapter Director; and Benedikt Grütz, Vice President of the European Senate of Economy and Technology, Member of the EUTECH Advisory Board. Among the established female experts and influencers in the field of Extended Reality (XR), who shared their thoughts and experiences on the topic, were: Marloes Pomp - Steering Committee European AI Forum, International Partnerships at Netherlands AI Coalition, and Emerging Tech Futurist; Tania Peitzker, PhD - a writer, CEO & co-owner of AI Bots as a Service, Mixed Reality consultant, management expert in innovative Emerging Technologies, and the creator of AI bot holograms for multilingual 2D & 3D bespoke avatars; Tracy Cosgrove - the award-winning Founder and Creative Wizard of VRHTI (Passport to Success Myanmar), a VR innovator, social entrepreneur, and a philanthropist. Julie Smithson - Co-Founder of MetaVRse who is on a mission to unlock the power of spatial computing (3D/XR) for everyone. Additionally, Julie is the XR for Learning Podcast Host, Co-President VR/AR Association (Toronto, Canada), Co-Chair VRARA Education & 5G committees, and TEDx Producer. Our co-founder, Managing Director and the XR evangelist, Eve Logunova-Parker, open up the event with her keynote on how emerging technology is important to the modern world, and women in it. She brought the attendees up-to-date information on emerging technologies like virtual reality (VR), augmented reality (AR) and mixed reality (MR). Also, she spoke about how we can work together to build a more inclusive industry where everyone has an equal chance to succeed. "While it’s difficult to put an exact number on it; my research showed that less than 10% of all people visible in the Media, who are actively creating content related to Extended Reality, are female at present. With some of the earliest founders of VR being male, the lesser-known history includes an extensive number of women who made significant contributions to the field. But where are they hiding?" - questioned Eve Logunova-Parker. Sharing with you here her slides to inspire you with XR and the women-led developments in the field: => Learn about TOP 15 women innovators, researchers and creators in XR Re-imagine your world. Interactive VR & 3D immersive experiences in a web browser - turn any remote place into a collaboration space. Book a meeting with us today - Evenness.

  • TOP 15 women innovators, researchers and creators in XR

    Extended reality (XR) encompasses augmented reality, virtual reality, and mixed reality, and it’s lately been a hot topic in the tech industry. With AI technology, 5G, and visual screens becoming more impressive than ever, together with computing on the edge and faster connections, VR innovators can now deliver the kind of immersive experiences we want most. While it’s difficult to put an exact number on it; our research at Evenness showed that less than 10% of all people visible in the Media who are actively creating content related to XR are female at present. With some of the earliest founders of VR being male, the lesser-known history includes an extensive number of women who made significant contributions to the field. So here is our blunt question - WHERE ARE THE WOMEN who are constantly shaping the future of VR and the future for all of us? We think it's time they had a voice. Many of today’s most revered creators and pioneers in XR are women. Here is our list of 15 inspiring women behind the very many innovative XR practices: Jacquelyn (Jacki) Morie - a pioneer in Virtual Reality (VR), a former VR scientist at NASA and the Founder All These Worlds, LLC,, has researched the creative VR experiences between 1985 and 2007 where as much as 70 % of those creators were women. In her interview with Vice answering to the question if that ratio holds up today, she said: I think not right now. You still have some of these women artists that never stopped working in virtual reality, like Margaret Dolinsky and Brenda Laurel. Others didn't create anything because it cost so much to make these things, but I did a little informal survey. Oculus is running this Mobile VR Jam, and 1,700 people signed up for it. I went through all of them and found every name that was remotely female and my best guess estimate is that 6 percent were women. Nonny de la Peña - VR journalist and CEO of Emblematic who pioneered immersive journalism. Today Nonny is widely known as the godmother of VR. Beth Marcus - inventor and founding CEO of EXOS, a start-up acquired by Microsoft in 1996. She was responsible for the Dexterous Hand Master, one of the most sophisticated input devices available for VR. Now, Beth is Sr Principal Technologist, Halo Health & Wellness at Amazon. Carol Shaw - former Microprocessor Software Engineer at Atari and the first female game developer. Carol developed the game River Raid which became an instant classic that earned $500,000 by 1985. Brenda Laurel - a video game designer and researcher, an advocate for diversity and inclusiveness in video games, an interaction design consultant, founder and chair of the Graduate Design Program at California College of the Arts. Margaret Dolinsky - an artist, research scientist and Assistant Professor at the School of Fine Arts at Indiana University in Bloomington, Indiana. Her work involves digital painting fused into projections for opera and experimental film. Ann Lasko-Harvill - Director of Product Design at VPL Research. She designed new user interface paradigms and devices for networked virtual reality including the DataSuit™, a full body system for capturing a person’s movements. Robin Hunicke - co-founder and CEO of the experimental game design company, Funomena, video game designer and producer who brought to world the highly-lauded game - "Journey". Sylvia B. Wilbur, a British computer scientist who helped develop the ARPANET, and a leading researcher on computer-supported cooperative work, whose work included 9 research papers, such as "A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments" and “Virtual Social Clubs: Meeting Places for the Internet Community. Nicole Stenger - one of the first female VR artists, making her “VR Movie Trilogy” - Angels, Chambers, and Dynasty - at the University of Washington HIT lab that was completed in 1991. Jessica Outlaw - a culture and behavioral researcher who released a qualitative study of the experiences of 13 women in social VR (2017) and released a survey (2018) of 600 users on harassment in the early days of social VR. Mary Lou Jepsen - a technical executive and inventor in the fields of display, imaging, and computer hardware, PhD. She was the co-founder and first CTO of One Laptop per Child (OLPC). She founded and led two moonshots at Google X, reporting to Sergey Brin, and was an executive at Facebook / Oculus VR, leading an effort to advance Virtual Reality. Cathy Hackl - a book author and an influencer in the XR field. She is a futurist who talks about how AR and VR can be used as the new medium of communication for marketers. Anna Zhilyaeva - a modern day artist who uses Google Tilt Brush to create magnificent virtual artwork. She recently recreated the famous “Liberty Leading the People” at the Louvre in virtual reality. There are many more examples out there, but it’s clear that women have begun to find their places in VR long time ago. Now it is time to let the world see their achievements! Re-imagine your world. Interactive VR & 3D immersive experiences in a web browser - turn any place into a collaboration space. Book a meeting with us today - Evenness.

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