Microsoft becomes member of the XR Association, alongside Google, HTC Vive, Facebook, Samsung, and Sony

In Augmented Reality, Mixed Reality and Virtual Reality News

July 19, 2019 – The XR Association (XRA), the trade association representing the technology manufacturers that power the virtual, augmented, and mixed reality industries, has announced that Microsoft has joined its ranks as a member company alongside founding members Google, HTC Vive, Facebook, Samsung, and Sony.

According to the XRA, Microsoft’s membership further signifies the Association’s broadening scope and representation of the XR industry.

“We are thrilled to welcome Microsoft to XRA,” said Elizabeth Hyman, CEO of the XR Association. “This is a significant milestone that reflects the growth of the XR industry, which encompasses augmented reality, mixed reality, and future technologies yet to be developed in the rapidly-evolving XR space. Microsoft’s advanced mixed reality offerings, including its groundbreaking HoloLens headset, and its expertise in this arena, strengthen the XRA’s ability to provide a unified voice for the XR industry.”

Representing Microsoft on XRA’s Board of Directors will be Heidi Holman, Microsoft’s Assistant General Counsel, who in her 22 years at Microsoft has supported the company’s augmented and mixed reality business lines and worked on legal issues related to gaming and Xbox. “We couldn’t be more excited to partner with our industry peers to support the XRA’s mission of promoting the safe and responsible development and adoption of XR technology globally,” said Holman.

With experience in both headset manufacturing and platform development, Microsoft will support the Association’s policy, advocacy, and government affairs work, and help expand its footprint in the XR industry.

Image credit: Microsoft/XRA

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.