are undeniably a leap forward in humankind’s mechanical evolution.
But our brains – the way they work – haven’t quite evolved in pace
with them, so XR solutions are hardly solutions at all unless they
work within the confines of how we think and react. Alex Haque of
LumiereVR waxes philosophical about how to design XR with that in
Alan: Today’s guest is Alexander
Haque, the founder of RetinadVR, whose mission was to help pioneer
virtual and augmented reality through powerful data. RetinadVR was
acquired recently by LumiereVR, in July 2018. Alex is now the COO for
LumiereVR, which is bringing quality VR content to the masses through
masterful curation and distribution. You can learn more about Alex
and Lumiere by visiting LumiereVR.com. Alex, welcome to the show.
Alex: Hey, thank you so much for
having me, Alan. Pleasure to be here.
Alan: It’s my absolute pleasure.
Alex: Yeah, thanks for having
me. You’re one of my favorite LinkedIn personalities, and a fellow
Canadian! So I’m excited to talk shop with you.
Alan: Canadians are taking over
the VR scene in a big way. It’s really exciting. The purpose of this
podcast is to provide as much value to businesses and business owners
and people in companies that are looking to explore and expand on
virtual and mixed reality and augmented reality, and figure out how
these technologies can be used for them. So, perhaps let’s just take
a look back at RetinadVR; what you guys were doing there, and what
led you to what you’re doing now.
Alex: Right. Yeah. It’s a great
jump off point. So RetinadVR actually got started in Montreal in
2014. Our mission was, as you said at the beginning, was to bring VR
analytics and data to virtual reality. And what I mean by that is
understanding these new data points that can be interpreted from a VR
headset. And what we found is, understanding people’s movement in VR
is something that we can actually grab from a headset. And then
translating that into actionable insights was basically the mission
of the entire company for the last three years, up until the
acquisition. And things are very much still along that path, but a
little bit more, I guess, pigeon-holed into Lumiere -pecific use
Alan: So maybe talk about
Lumiere and what you guys are doing there. I know you’ve done a
recent project with synchronizing a ton of headsets at a fairly
famous location. I’ll let you talk to that.
Alex: So we did about 250 VR
headsets, all synced up from Madison Square Garden for LumiereVR,
which brings that enterprise software to large venues and media
entertainment folks. MSG is a really good use case; museums,
aquariums, science centers, planetariums — those are really good
places where VR lives, [and] is complementary to an existing exhibit.
The example with Madison Square Garden, for instance, was they have a
90-minute tour within the venue. So, a lot of people don’t actually
know this — I think the international community knows this little
bit more — Madison Square Garden, I think, is in the top five or top
10 most-visited, most iconic places in New York City. And I didn’t
know this, being obviously, a Canadian hockey fan. I thought you just
show up to Madison Square Garden — a great, beautiful venue — and
you enjoy concert or a game, and you go home. But apparently what you
could do is, they have off-hours visits throughout the day that are
90 minutes that are called the All Access Tour. And they show you the
history of this is where Mohammad Ali boxed. This is where goalie
Henrik Lundqvist for the New York Rangers, here’s his, like,
million-dollar Swarovski 10-cut diamond goalie mask is. This is where
the Knicks played, and so on and so forth. And they give you a really
beautiful, all-encompassing tour. We were commissioned to bring a
five-minute VR experience that they had filmed, giving
behind-the-scenes look at the Rangers, the Knicks, and Billy Joel
live on stage in 360 VR. And basically, from anybody that’s powering
a VR experience, whether you’ve had experience with this or not, you
know that the user experience is really important.
What Lumiere did — in a nutshell —
was surface a much-easier user interface and user experience, by
bringing all the VR tech to an operator. So what I mean by that is,
instead of having every single person that would go through this
all-access tour — and the VR portion specifically — have to be
like, “what are you looking at? Do you see it? Did you click
play?” Anybody who’s run a VR event knows how horrible that is.
What we did is, we surfaced that to an iPad, and then a person can
just click play, and then all the VR headsets synchronize and play at
the exact same time, and then the show ends at the exact same time.
So it makes it a very seamless experience.
Alan: That, to me, is something
that… at the very beginning when VR was kicking off, when Samsung
did this huge presentation and they had hundreds — or probably a
thousand headsets — all synchronized. So you guys have taken that,
simplified it, and made it available as a standalone app. Is that
Alex: Yeah, exactly. Yeah. It’s
a service, then an app. I’d say right now, the goal is to make an
app-based where anybody and their dog, so to speak, can pick this up
and click play and have their own event to run. So what we did with
Pacific Science Center was a really good example of that. But the
reality is, is that we’re not there right now for the industry;
there’s still a lot of handholding to be done and there’s still no
consensus amongst which headset is kind of the iPod or iPhone right
Alex: We’re still making custom
experiences for everybody.
Alan: So does it work with the
Alex: It does. Yeah. We actually
have a pretty good relationship with the folks at Oculus.
Alan: I have to say, as somebody
who’s doing a podcast about the business use cases of XR
technologies…. this is glaringly obvious to me. But for those of
you who are listening, imagine going into a boardroom or a
presentation hall where you want to present to 10 people, 20 people,
100 people all at once, and you want them to have a fully-immersive
experience, where they’re not checking their phones, they’re not
paying attention to other things. They are fully immersed in the
content that you want to deliver to them. This seems like a natural
Alex: Oh, yeah, absolutely. The
presentation use case is one that we actually started with. So
Travis, who’s the founder of LumiereVR with Jenny, they had this
exact pain point when trying to present to investors and try them —
I’m sure you have this problem too, Alan; this is very familiar for
you — presenting something that’s as three dimensional and as
spatial as 360 VR, or 3D VR, and then putting it on a 2D screen and
being like, “look, you can touch this, I swear,” is very..
that’s the pain point in general. There’s nothing like putting VR on
someone’s head and letting them experience it for themselves.
Synchronizing that in a boardroom of two people, up to five, or ten,
or 500, is an amazing use case.
Alan: I think that’s something
that I think more companies are going to start to use. And of course,
they can reach out to at LumiereVR.com. But if you put this in, said,
“OK, what kind of industries would benefit from this the most?”
What do you think would benefit from this?
Alex: Well, I think what we
found success in so far is definitely what’s benefiting existing
aquariums, museums, planetariums; those who are already running
exhibits that, let’s say… I’ll give you a really good example. So
the Pacific Science Center, where they might not be able to have a
dolphin or whales anymore for ethical concerns ever since there’s
been a big backlash with a Netflix documentary that aired — called
Blackfish, I believe it was called, I don’t know if you saw that
documentary — but yeah, basically exposing how the mistreatment of
these marine life and aquatic life inside of these venues, there’s
been a massive public backlash against that kind of exhibit. So what
we did is, we partnered with the filmmakers of the Click Effect. The
Click Effect is a 360 video — it’s about a six minute piece from
2015, won a lot of awards — that showcased one of the first full
underwater 360 VR diving experiences with dolphins, and talking about
the clicking noise that a dolphin will make to communicate. And what
that does is, it puts you in a vantage point that you’d never
otherwise be able to see (unless you did some kind of deep sea diving
yourself, which a lot of people have not done), and it puts you
face-to-face with dolphins.
That experience, for families and
people of all ages, is one that resonates. It just… it makes a lot
of sense. And you don’t actually need to have an entire ecosystem now
— or economy — around bringing these wildlife out and taking them
out of their existing systems, shocking them, and then putting them
in this unnatural exhibit for people to watch and see. You can put
someone in a five-minute VR experience. That use case is
complimentary — or even, I guess, replacing an existing experience
that otherwise would be very difficult — is a really natural place
for VR to live. And same thing for Madison Square Garden. Right? It’s
a five-minute experience. It doesn’t have to be a whole big,
one-hour-long, crazy shebang. It just can be a five-minute thing that
lives next to an existing exhibit. So I’d say that that’s a really
good use case for right now.
Alan: Interesting. I think
another one is in the classrooms. I think there is a huge opportunity
here for teachers to be able to put VR on their students’ heads —
put down the phone, put a VR on — and then let them experience
things like being underwater, or going back in history, or into
space. These are wonderful experiences. But again, the problem that
you guys have solved is that problem of having a teacher or leader or
somebody manage that experience. And I think one of the things, as a
company that has done thousands of demos, that’s always the problem;
you put a VR headset on somebody, and heh… I don’t know how they
ever do it. There’s no buttons, and they end up in a different room,
and you’re like, “I don’t have any idea how you got there,”
and you can never tell where they are.
Alex: Right. So, “tell me
what you see, and… oh, my God. What did you hit? Tell me what you
see,” and then they’re like, “I see a screen. I’m in this
Alan: The worst is when you put
it on somebody’s head, and they sit there for five minutes, and they
don’t tell you that it hasn’t started playing.
Alex: Right. They’re expecting
you to hold their hands. That’s how we got started with the Pacific
Science Center, is exactly that. Travis was out in Seattle managing
this, and having anybody from a 13-year-old to a 90-year-old trying
VR for the first time — or even maybe a second or third time, it
doesn’t really matter — getting them settled in and bringing that
experience to them in a seamless way is actually very challenging.
And to your point, by the way, what you mentioned — Google
expeditions for the classroom — they started off by tackling that
problem of bringing VR and synchronizing it across headsets. But that
use case is… the EDU use case is one that is very near-and-dear to
me and how VR lives in a classroom. We’re actually working with North
Carolina State University, and one of the biggest reasons why they
can’t get it to take off in the classroom is — other than this one
evangelist, God bless his heart. And Mike, if you’re listening; thank
you for being a VR champion in Raleigh — but other than him, getting
this off to a professor that has to bring this to 10 students or 15
or 300 students in an auditorium symposium, it becomes a massive
challenge. It’s very stressful. So that use case that you mentioned
Alan: Awesome. So, I’m going to
look a little bit more specifics and challenges. So, you’ve got quite
a bit of experience in the analytic side, and really looking at,
“what are people doing?” What are some of the best
analytics or metrics that you’ve seen? What are some of the
experiences that people resonate most with? Are there any experiences
where people take the headset off middle-way through? What are some
of the best use cases, and the metrics around that? Are you finding
that people watch it all the way through? Do they look behind them?
question, and one that… what I was alluding to at the beginning of
the podcast with Retinad and those kind of best practices for
advertisers and marketers is, there’s something called the “Cone
of Focus,” that I guess we coined within the industry, amongst
ourselves and VR artists that we worked with — so, folks that like
Jessica Brillhart over at Google’s Jump VR, who we were working with
in the early days — is figuring out, where do people actually look
within a VR headset? Where do they actually focus their attention? If
I have 10 important elements in one specific scene, is one of them is
more important than the other? How do I actually draw their attention
there? So to answer your question first, do people look behind them?
Mostly no. But if you can get them to look around and turn around,
what we found is that generally those experiences tend to be the most
valuable, in the sense that people don’t bounce from the experience
as much as they would in an experience that I call like “the
television screen” or “2D screen,” where they’re just
forced to look forward. That seems to be much less of a compelling VR
experience, because again, what’s the value of doing it in VR, if not
to make people move around?
The whole purpose of VR is to give
almost a lifelike simulation, if not give as close as a lifelike
simulation as you can. So one of the best practices that we found is
that getting a user to move around within the first five seconds is
instrumental to success, and to completion. So, if I have an audio
cue that comes from around me, that actually works out better than a
visual cue that I have no idea is behind me. So, audio is one of the
most important things from an analytics — or from our KPI, or key
metric — standpoint, from an artistic and cinematic point of view.
And even for marketers, right? If you’re trying to engage your
audience for that beautiful 30 seconds, and really make them engaged
throughout a 360 video or whatever kind of ad unit that you have?
Getting them to just move around and engage with your ad is just
instrumental within those first five seconds. Otherwise, you’ve lost
Alan: Interesting. That’s so
interesting. So basically, using audio cues over visual cues in the
first five seconds of experience really sets the tone for where
people are going to look moving forward.
Alex: Right. That assumes that
the users in headset, has a decent pair of headphones on, or has
headphones or some audio at all. But in perfect circumstances, that
is absolutely true. And even for smartphone-driven magic window, like
360 “VR” type of stuff, that is very important. Audio is
Alan: Yeah, I think people don’t
realize the power of audio until it’s wrong. I remember, I did an
experience and I put the headphones on backwards, and so the voices
were coming from the wrong directions. And it just messed with my
head, and totally took me out of the experience altogether.
Alex: Yeah, that’s another
thing, right? From the user experience, stuff that Lumiere is
tackling is, how to get people to put on the headphones the right
“L!” I don’t know, what else can you do? What are some of
the other challenges you guys have faced? The reason why I’m asking
these questions is because, if I’m a business operator or somebody in
marketing or in sales or HR or training, and I want to start using VR
in my business, what are some of the challenges that you guys have
experienced that you can share, that would help somebody avoid them
in the future? Or at least skip past them?
Alex: Yeah, I guess it’s funny,
because the company — Lumiere — was born out of all those issues.
Travis and Jenny are filmmakers and cinematographers first, more so
than they are technologists, and I think Travis is a technologist,
and Jenny as an artist; that marriage between those two founders is a
great one, between those skill sets. And it was this platform that is
the Lumiere LB synchronized software that was built almost came out
of accidental experiment. And that was because they were bringing
film first to the Pacific Science Center. That was the real
challenge, right? “How do I actually create a VR activation”
was the first order of problems that they were trying to solve. What
they realized was, again, the second order of problems is running a
great user experience was actually the first order problems. And if
you couldn’t get that to work first and foremost, then everything
else was a much smaller problem. It almost became, “why do I
need VR if it’s this complicated?”
Alan: It’s interesting that you
say that, because I think the industry as a whole went through this
phase of really trying to figure out, “can we make this work?
How do we make it work? It’s working — now what do we do with it?”.
Alan: That’s really the phases
that we’ve gone through as an industry.
opportunity to try the Hololens 2. And when they came on stage —
what, Mobile World Congress has already been a month now? — in
Barcelona. What they were saying was, “we’re now excited to
introduce the natural user interface,” and it’s called like
“intuitive gesture control.” And it’s just your hands. Just
seeing a technologist refer to hands as this natural gesture
interface is hilarious. Yeah, it’s exactly what you said. How does VR
get past its weird, awkward adolescence? It’s literally just by
eliminating these annoying controllers and all these annoying
interfaces that seem really cool when you’re developing them, but
then when we give them to my mom or dad, or your mom or dad, and it’s
just like, “what? What am I supposed to do?”.
Alan: I can’t tell you that the
number of Hololens demos where people just can’t figure out just the
Alex: Yeah, oh God. The thumb
Alan: Yeah…it was a great
idea, and I’m like, “click a mouse! No, but stick your finger up
straight! Ah!” So I feel your pain on that one. So I’m going to
shift gears a second here, because I really want to pick your brain
about something. What do you think is the most important thing that
businesses can do now to start leveraging the power of XR — meaning
virtual/augmented/mixed realities?
Alex: Talk to people like you,
honestly. I say not tongue-in-cheek; I’m being very quite honest. I
think within the industry, we think the industry itself has grown up,
because we’ve been so close to it and near-and-dear for the last..
what is this, version 3, or 4, of VR/AR? Growing up over the last few
decades? So I think just understanding, “what are the actual use
cases that my business can implement today,” as opposed to
treating this kind of like a futuristic thing. VR, when I speak to
clients, sound like quote-unquote — the killer word — “interesting”
or “cool” or “fun,” but they don’t actually know
what the use case would be. And if they do, then it becomes a very
complex product. So starting with something really simple of a use
case, identifying it, and then having people like yourself —
consultants — come in and, say, identify those problematic areas of
a business right now, or areas that aren’t necessarily cause for
concern, but can be updated. A really good example is that’s a
STRIVR, right? Their 17,000 Oculus Go activations across every single
Walmart across America. How important is employee training? Somebody
probably has the exact number in dollars and cents about how big of a
problem making sure your workforce is well-trained for the future —
or even for right now — is. But, probably in the billions.
Alan: In the billions, for sure.
Alex: But how much is that pain
actually felt and quantified, and how much of it is a business
problem today? I don’t know. It could be different for different
businesses. Clearly, Walmart identified that as a must-have problem
and put in, I think, the single largest order of VR headsets. Right?
I think 17,000 is the number to beat.
Alan: Yeah, it’s funny, it was
brought up in the last podcast, that Andy Mathis from Oculus kind of
brokered that whole deal. We were talking on the last podcast about
the reasons why you would use VR for training, and those reasons are
when training for something is rare — so it’s a rarity. So, for
example, Walmart trains for Black Friday; it happens once a year, so
it’s a rare event that they want to train for. The other thing is
that it’s impossible to train for. Let’s say you’re a nuclear reactor
and you need to train on what happens when there’s a problem. And
dangerous environment — training people on underground wells or
whatever; training them places that is dangerous to train in. And
then the fourth one is expensive. And so if you look at it from rare,
impossible to train for, dangerous environments, and expensive, you
come up with an acronym of RIDE. So, that came up.
Alan: Yeah! Me too. And there I
thought, man, this is really great. That was from Steve Grubbs at
Victory VR. It’s VictoryXR.com.
Alex: Well, I’ll steal what he
said! Just copy & paste it right now.
Alan: But I really also like
your comment of the Cone of Focus, meaning when you put your headset
on people — or, if you look at statistics of 360 videos in general
— most people just stare straight in front of them, if there’s no
reason for them to turn around. And I know from my first VR
experience, I put on the headset, and my mouth was probably wide
open. I was like, “oh my God, this is amazing.” And then
somebody — thank God — grabbed me by the shoulders and just turned
me around in a circle. And then I realized like, “oh, my God,
it’s all around me.” So I have this “wow!” moment. But
I think the Cone of Focus is a real thing. I’ve never heard it called
that until now. But it’s definitely true.
Alex: But, think about that for
most people. I think you’re an early adopter of most technologies.
For you, to be grabbed and turned around, that doesn’t necessarily
break your sense of presence. But how do you get that without needing
to physically shove someone, or push them around? And becomes the
Alan: And that’s where you come
up with your audio cues. I thought that was a great solution to that
Alex: Oh, yeah, positional
audio, right? So the Dolby Atmos tool kit, or the Facebook 360 tool
kit; all that spatial audio stuff. It’s so important, and and so
widely overlooked by the industry. It’s mind-blowing. A lot more
attention needs to be paid to that.
Alan: So I’m gonna ask you a
personal question. What is the best business use case of XR that
Alex: Oh, it’s a good question.
Outside of our stuff and your stuff? I’d have to say… honestly,
looking back to the enterprise training stuff, I’d say that that’s
probably the best use case. So… actually, I’ll switch gears. We
spoke about it, so I’ll talk about social VR. One of the best use
cases, I think, is, how do you and I have this meeting? How you do
you and I have this podcast in VR? How do we make it feel like we’re
actually sitting face-to-face and having this interview, looking each
other? Getting that surreal moment of looking each other left eye to
left eye, and actually empathizing, connecting with each other? What
Facebook just powered with their lifelike avatars… did you see
that, by any chance? What they announced from their R&D lab?
Alan: Yeah, it’s pretty awesome.
Alan: So, like, they managed to
take avatars, and kick them over the uncanny valley. Which is —
especially humans and the human avatars — get closer and closer to
photo realism, they get actually further and further away. So if you
and I meet in a VR experience, and we’re both cartoons, we accept it.
We’re like, “oh, you’re a cartoon, I’m a cartoon.” But as
we get closer to looking photo-real, there’s certain nuances about
real people that are missed on virtual avatars. Maybe the wink, or
how the face moves, or how… mostly, when they’re talking. And so,
you get this kind of creepy effect and that’s called the uncanny
valley. What Facebook has done with their new real-time algorithms is
they’ve just like made it look real. They’ve just skipped that whole
Alex: Yeah. Oh, yeah, it’s
beautiful. So that, from a consumer’s perspective, it is tremendous.
But from an enterprise perspective, I think it’s actually even
bigger. You and I’d be able to troubleshoot a problem becomes much
more lifelike and human, in that sense. Being able to connect with
each other over a presentation, so we’re not just some janky avatar
in a VR headset; it actually becomes our lifelike representations.
That, for enterprise and for a business solution, becomes so
important, and becomes the entire value proposition, and is the
underpinning — the linchpin — to this entire industry. It’s like,
“why VR/why AR/XR,” whatever you want to call it. It
becomes that, right? It’s, “I can transport myself anywhere in
the world and make it feel as if I’m there, so I don’t need to jump
on a flight to do consulting anymore.” Like, the consulting
industry, I think, is going to change in a massive way because of
that.
I even had an advisor — my brother
works at Uber, in the Autonomous Driving division — and we’d like to
have this “what’s cooler?” debate sometimes between
brothers — and one of my advisors sat him down and was like,
“listen; VR is going to completely displace your industry,
because no one’s going to even drive cars in the future.” Like,
there’s going to be no use to even meet each other with cars anymore
— like, the completely crazy, extremist futuristic view. I don’t
think we’ll ever become that extreme, but I think it will help to
make a human connection. Just, something everyday that… my father
could be in India, I could be talking to him. So that type of stuff,
from a social and consumer and enterprise use case, is just huge.
Alan: I agree, and there’s one
company in particular that’s doing that in mixed reality called
Spatial, and I really love what they’re doing. They’ve agreed to be
on the show as well. So, I’m looking forward to learning about what
their plans are. They’ve basically taken virtual avatars from a photo
— so they can take your Facebook photo, turn you into an avatar, and
then you can see your avatar in 3D space — and using the Hololens or
Magic Leap, you can actually reach out and use those digits on your
hands to actually interact with things. And it’s really impressive
Alex: Podcast using Spatial.
Isn’t that amazing? Wouldn’t that be so cool? I’m in your living room
right now or whatever. That stuff is the real promise, and I’m
excited for that to become a reality.
Alan: Let me ask you a quick
question, here; what problem in the world do you want to see solved
Alex: That’s a great question.
And I think VR for good is something I really care about. Everything
that Chris Milk talks about; VR being the empathy machine. For the
folks in the industry, it’s maybe a tired sentence. But for most
people that haven’t heard that term, it’s just, how do you use VR for
good and to connect with each other, and understand really, another
person’s perspective. When I wear a headset, I am transported to
Syria, or a place in the world that’s going under very challenging
political climate right now, to say the least. And hearing a story
from a native who’s out there, and their perspective on what they are
going through — or have gone through — I think just helps us become
better people. I think a lot of social issues today, it comes from a
stance of ignorance or non-understanding; if there is something about
VR that I’m most excited about — and AR — it’s being able to
connect each other from that perspective. A lot of people, sometimes
you just can’t communicate because of language. But if I put a VR
headset on you and transport you to my reality that I experience
every day? There’s a lot of companies that are doing a really good
job of tackling that issue right now.
Things like sexual discrimination in
the workplace — what does it feel like when someone superior in a
position of power is interviewing you, or sitting you down,
questioning you? What does that feel like from a superior point of
view? So, a superior puts on the headset and then does that interview
and then watches themselves conduct an interview. It can become very
eye-opening, because a lot of the actions that you’re doing, you
might not realize that those are behaviors that, “oh, I didn’t
realize I looked like that, or I was conveying that message.” Or
when you sit in the position of, let’s say, the interviewee, or
somebody who’s not necessarily in a position of power in that
instance, and you observe the world from that lens. You can empathize
like, “holy crap, this is what this looks like? This is what
this feels like?” And of course, you can throw stones my way for
whatever you want. Say, “well, how could you actually
empathize?” Well, I think I challenged people to try that. The
Alan: It’s interesting that you
mentioned Chris Milk, because — just a quick story — he kind of
coined the phrase “virtual reality is the empathy machine,”
and he basically brought a Syrian refugee camp into the United
Nations in VR and made everybody watch this. And it spawned a number
of donations, and some really powerful people rallying around that.
And it was really wonderful. And just a little aside; Chris Milk was
the first person to ever show me VR.
Alan: The first time I saw the
Alex: No way. That’s awesome.
Alan: Yeah. It was incredible.
And that was the moment where I had this “aha” moment where
I thought, “oh, my God, this is going to be the future of human
communication. This is how we connect the world together.” And
Alex: That’s a pretty cool badge
you get to wear. “Mission Accomplished: Chris Milk Was the
Person Who Made Me try VR First.” That’s really cool.
Alan: And it was funny, because
it was Robert Scoble and myself at Curiosity Camp, which is put on by
Eric Schmidt from Google. So it was like this tech wonderland in the
Alex: Wow. That’s a story you
get to tell your kids. That’s awesome. That’s incredible.
Alan: And here’s the other
thing. I can capture myself volumetrically, and provide that as a
digital version of myself for my children when they’re [older]. They
can go in and have — perhaps — an AI-driven conversation with me,
long after I’m gone, maybe. Being able to store ourselves in the
virtual world. I don’t know.
Alex: I love that stuff. Yeah. I
don’t know about the part. That’s maybe a different podcast.
Alan: That’s a totally different
podcast. I’m actually going to be taking a couple of hundred
photographs of my daughters’ bedrooms, so that we can create them
volumetrically, and then they can go in their bedrooms when they’re
20, 30, 40 years old; they can go in their actual bedrooms from when
Alex: Wow. Yeah. Preserving
history with these artifacts is another amazing use case; aside from
connecting us right now, being able to basically do time travel, as
well, this equates to. It is probably the coolest use case. Yeah.
Alan: Well, Alex, I really want
to thank you for taking the time. Is there anything else you want to
say to close this off? To listeners who are listening? We’ve talked
about VR. We’ve talked about using groups of VR headsets to get your
message across. We’ve talked about using it in planetariums and
science centers and museums. We’ve talked about the Cone of Focus,
getting people to turn around in the first five seconds using audio
cues. We’ve talked about avatars and the power of that. Using VR for
good. Is there anything else you want to leave listeners with?
Alex: Yeah, I’d say that if
you’re in an enterprise right now — a Fortune 500, Fortune 1000, or
even a small business, doesn’t really matter — if you’re thinking
about how do I use this today? Don’t be shy. There’s definitely a use
case that you have that XR can transform. I implore you to reach out
to myself or to Alan and connect. We’ve seen it all, I think, within
the industry. And if we don’t have the answer, we definitely know
companies that will be able to provide an answer. I really implore
companies to start asking those questions and become digitally
prepared, because you don’t want it to pass you over, and then be
looking back and you’re like, “damn it! Should’ve listened to
Alan: Haha! Nobody wants to be
Alex: Yes. Nobody wants to be
blockbuster, that’s for sure.