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IRIS Connects XR Devices Through Patented Technology


2016 saw one of the bigger augmented reality (AR) waves with the release of Pokémon Go. Users got to catch their favorite Pokémon with the option to see their actual environment around that Pokémon, making for a more immersive approach. Moving through the pandemic years, AR proved to be a viable replacement for physical visits to businesses as citizens were forced to stay home.

That said, a downside to AR is that it comes with a single person-centric mentality in a space that would potentially thrive when experienced with others. Now, IRIS is focused on bringing humanity into the AR space by ending this mentality with its patented technology. 

The patented technology from IRIS creates an ecosystem where large groups of users experience AR content together by bridging all AR-enabled devices in a space to work in unison, adapting to everyone's point of view. It is used across various industries

But how does it actually work in those industries?

In the entertainment industry, multiple users at a venue or at home experience life-like immersive 3D content with others in real-time and at scale.

In the auto industry, this IRIS technology creates shared experiences for car manufacturing plants to co-experience 3D overlays on machinery and custom building with friends and family as a consumer, enabling efficiency and reducing delays considerably.

“This patent presents the opportunity for our technology to enable companies to have a major competitive advantage that is not reliant on any single platform, making it unique, sustainable and adaptive to all new technology and hardware in the future,” Nick Rafkind, CEO and co-founder of IRIS.

IRIS set the roadmap for the future of AR because, according to IRIS, it believes the adoption of this technology only “comes from positive experiences, centered on creating shared memories.”

The adoption of this IRIS technology is built from positive human and communal experiences. Users of IRIS can access the software free of charge and only pay for the events they choose to experience.

Edited by Alex Passett
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