Good Vibes with VIVE
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Good Vibes with VIVE episodes

  • XRHealth: Advancing Healthcare Beyond Brick-and-Mortar

    Season 2, Episode 1: Show Notes.

    How does a former F-16 pilot become a leader in delivering immersive healthcare applications? XRHealth CEO and Founder Eran Orr is changing the healthcare industry one virtual reality treatment room at a time. In the first episode of Season 2 of Good Vibes with VIVE, HTC Executive Pearly Chen speaks with Eran about his founder story, what inspired him to start XRHealth and improving quality of life for patients around the world. Join us to learn how XRHealth is making healthcare more equitable and accessible for patients and clinicians.

    Key Points From This Episode:

    • The personal experience that inspired Eran to found XRHealth.
    • Skills that Eran learned as an F-16 pilot which have been invaluable on his entrepreneurial journey. 
    • Complexities that Eran and his team have been faced with while transitioning from a tech company to a healthcare provider.
    • Eran’s predictions for the future of healthcare.
    • Major benefits of the VR healthcare model as opposed to the traditional brick-and-mortar model.
    • Conditions that are currently being successfully treated using the XRHealth approach.
    • The mindset shift that has taken place because of the COVID-19 pandemic, and how this is working in favor of XRHealth.
    • Eran explains how the process of entering and being treated in a XRHealth VR treatment room works. 
    • The surprising age of patients making use of XRHealth’s facilities.
    • Exciting advancements that XRHealth is going to be rolling out in the near future.
    • Examples of situations where using AR rather than VR would improve patient outcomes.
    • Eran’s thoughts about the future of the metaverse. 

    Tweetables:

    “In the Israeli Air Force, it’s very profound that you need to learn from your mistakes, and then go back out there and try to get better, but you will make mistakes again. I think that’s very, very similar to the entrepreneur life.” — @EranOrr [0:06:41]

    “Think about how many people worldwide don’t have access to health care. They’re not even close to a place where they can get quality care. Suddenly with this technology, anyone can get amazing care. Anyone, anywhere, anytime.” — @EranOrr [0:14:46]

    “We as human beings, we need a holistic approach to get better. It’s not a single app, or a single exercise or a single device. You need to look at your recovery, or your process dealing with a chronic condition in a holistic way.” — @EranOrr [0:20:46]

    Links Mentioned in Today’s Episode:


    XRHealth
    Eran Orr on LinkedIn
    Pearly Chen on Twitter
    VIVE

    38 min
  • Takeaways and Predictions: Our Guests Share their Insights!

    A warm welcome back to another episode of Good Vibes with Vive! Today we're bringing you something a little different: in honor of the closing of 2021 and the final episode of this season, this installment is dedicated to the nine incredible guests who have previously shared their expertise and wisdom with us. We asked each of them to share their professional and personal takeaways for 2021 and how they predict VR will make an impact on society in 2022! 

    Key Points From This Episode: 

    • Hear how Inga Petryaevskaya, founder and CEO of Tvori, sees VR blooming in productivity and daily activity spaces. 
    • Dr. Ramses Alcaide of Neurable comments on empathy and harnessing brain signals to interact with the digital world.  
    • Gabriel Jones, co-founder and CEO of Proprio Vision, shares the exciting ways VR will be adopted more into the healthcare sector.  
    • Erica Woolsey, CEO and founder of Hydrous, dives into increasing accessibility and lowering barriers to entry.  
    • What Kyle Jackson, CEO and founder of Tailspin's key learnings are; coming from a people-first perspective. 
    • Hear CEO and founder of Prisms of Reality, Anurupa Ganguly's hugely positive results in reimagined math education through VR. 
    • Hear from Keita Funakawa, co-founder and COO of Nanome, about how AR technology will soon give society what it wants. 
    • Some big predictions from Jonathon Gagne of Masterpiece Studio about demand, content, and acceleration.
    • Chris Brickler, CEO and co-founder of MyndVR, shares exciting insights of a future with continuous advancements in VR. 

    Tweetables:
    “You're going to see that the metaverse isn't just about living in this virtual game, it's about, how do we digitally connect with one another better? How do we connect with them in a three-dimensional way that feels more natural, and allows us to connect?” — @BrinxSoftware   [0:40:31] 

    “As I reflect on 2021, I think a lot about adaptability and how it's so important to not only accept limitations, but embrace them, and even celebrate them. Because those limitations are incredible inspiration for innovation.” — @ErikaWoolseyPhD  [0:17:35]

    Links Mentioned in Today’s Episode: 

    Inga Petryaevskaya on LinkedIn 
    Tvori 
    Dr. Ramses Alcaide on LinkedIn 
    Neurable
    Gabriel Jones on LinkedIn 
    Proprio Vision
    Erika Woolsey on LinkedIn 
    The Hydrous
    Kyle Jackson on LinkedIn
    Talespin 
    Anurupa Ganguly on LinkedIn
    Prisms of Reality
    Keita Funakawa on LinkedIn
    Nanome
    Jonathan Gagne on LinkedIn
    MasterpieceVR
    Chris Brickler on LinkedIn
    MyndVR
    Pearly Chen on Twitter
    VIVE

    39 min
  • Redefining Creativity with ShapesXR

    Many of us associate virtual reality (VR) with gaming and view it as something from the future. Today's guest is challenging these assumptions with her latest innovation, ShapesXR. Founder and CEO of Tvori, Inga Petryaevskaya, talks to us about how she came up with the idea of ShapesXR, a creation and collaboration platform for XR content and experiences in the metaverse. We discuss the benefits of working in real-time in 3D, sharing the environment with other creators, and why we are all creatives in our own way. Inga demonstrates the ease of use of ShapesXR with anecdotes about her daughters using the platform for their school projects and describes to us how they built the platform to meet your needs as you grow in confidence and skill. We find out what Inga’s goals are for Tvori and ShapesXR, and how they link to other tools currently available. Tune in to find out where the world of VR is going and the stage the metaverse is at now. Don’t miss out on this glimpse into the not-so-distant future with a masterclass in ShapesXR! 

     Key Points From This Episode: 

    • Welcome to Inga Petryaevskaya, founder and CEO of Tvori Inc., and her latest project: ShapesXR. 
    • How the slogan “Anyone can tell a story”, drove the development of ShapesXR. 
    • Why it’s important to build 3D content in a 3D world.  
    • The focus of ShapesXR at the moment: XR Teams and UI UX. 
    • What her family’s support means to Inga and how she manages her job and her family time.  
    • The ease of use of Tvori: how Inga’s older daughter used it for her school projects. 
    • Developing ShapesXR for the most efficient use, and the goal of the one-hour limit.  
    • The misconceptions Inga wants to debunk around VR. 
    • How 2D tools can be used in combination with ShapesXR to create content. 
    • What the metaverse is right now and how it compares to the internet 20 years ago.  
    • Inga's journey to entrepreneurship: it's a marathon, not a sprint, and addressing the use of VR for productivity and not just gaming. 
    • The ultimate goal for Tvori: building a tool that is loved by millions.  
    • What tools Inga uses to present her ideas to investors and recruits.  
    • How the name “ShapesXR” was created. 
    • Shaping your stories: Inga’s advice to young creators.  

    Tweetables: 

    “People keep calling us ‘Veterans of VR’. Probably we are indeed veterans because we pushed our very first session on Steam in 2016.” — @ingatvori [0:01:54] 

    “The mission that I'm trying to push is more about VR for productivity, for people who have to do their work more efficiently, have more fun doing that and being more creative than really like this everyday VR.” — @ingatvori [0:18:18] 

    Links Mentioned in Today’s Episode: 

    Inga Petryaevskaya on LinkedIn 

    Inga Petryaevskaya on Twitter 

    Tvori 

    ShapesXR 

    Pearly Chen on Twitter 

    VIVE 

    VIVE Focus 3 

    57 min
  • Bringing the Ocean to Everyone

    The ocean provides more than half of the oxygen in our atmosphere, contains 80% of the planet’s biodiversity, and if it were an economy it would be the eighth largest in the world! If you have spent any time in this massive expanse of blue, you’ll know the power and magic that lies within it.  Today’s guest is on a mission to make sure that you get that opportunity. Scientist, divemaster, marine biologist, virtual reality filmmaker, and National Geographic Explorer, Erika Woolsey is the founder of non-profit organization, The Hydrous. The Hydrous uses virtual reality technology to recreate ocean experiences and inspire the next generation of ocean explorers, who will play a vital role in protecting our ocean,  our planet and our species. Join us as we take a dive into the depths of the magnificent and still largely undiscovered underwater world.

    Key Points From This Episode:
    ●  Sobering learnings that Erika had during the 7 years she spent studying the Great Barrier Reef.
    ●  Goals that Erika hopes to achieve through her non-profit, The Hydrous.
    ●  Physiological changes that occur within us when we are underwater.
    ●  The power of the ocean in shaping our planet and our lives.
    ●  A brief explanation of each of the seven ocean literacy principles. 
    ●  How little we know about the ocean that sustains us.
    ●  Human activities that are severely harming coral reefs.
    ●  Decade of Ocean Empathy; a partnership between The Hydrous and the United Nations. 
    ●  An explanation of Erika’s film project, Immerse. 
    ●  Erika’s experience at National Geographic’s Virtual Reality Theatre. 
    ●  Explore; one of Erika’s recent ventures.
    ●  The augmented reality project that Erika has brought to life through a collaboration with the Smithsonian Institute and Adobe.
    ●  Examples of how virtual/augmented reality ocean immersions can change people’s lives.

     Tweetables:
    “If the ocean were an economy, it would be the eighth largest economy in the world. Unfortunately, it’s also very much out of sight, out of mind, as well as under-protected and overexploited.” — @ErikaWoolseyPhD  [0:12:07]

    “That sense of exploration and pushing limits; that can be done on this planet. You don’t have to go into outer space to make incredible discoveries.” — @ErikaWoolseyPhD [0:19:07]

    “Not only do corals have climate change to worry about, they are also severely impacted by the effects of overfishing and marine pollution and habitat destruction . . . it’s important to, while we combat climate change, also look at marine protection.” — @ErikaWoolseyPhD  [0:22:54]

    Links Mentioned in Today’s Episode:
    Erika Woolsey and The Hydrous
    Immerse
    Explore
    The Decade of Ocean Empathy
    Coral Collection
    21st Century Mermaids Podcast on Instagram and Apple Podcasts
    Blue Mind by Wallace J. Nichols
    Virtual Human Interaction Lab
    United Nations Decade of Ocean Science for Sustainable Development

    47 min
  • Learning Math with Conviction in Prisms of Reality

    Welcome back to Good Vibes with VIVE! Today’s topic is math education, and our guest has  a super compelling story to share. Anurupa Ganguly is the CEO and founder of Prisms of Reality, where she is reimagining math education using VR technology. According to various studies, the interest around careers in STEM is significantly low, and Anurupa attributes this to the lack of application and physical understanding embedded in our education system. She believes that the VR technology Prisms of Reality has created will bridge this gap. It is a mission-driven methodology, where students can learn the abstraction that is often missing in education. During this episode, she weighs in on why problem-based learning was not a feasible method for teachers, how the pandemic has highlighted the need for innovative technology in education, and why now is the best time to take radical steps in VR. She also shares the hands-on process that they have followed to equip teachers to introduce the VR headsets into their classrooms and which channels of support and training they are focusing on, before touching on the Sandbox they are building as a support tool for their existing technology. We hope you join us today to hear all this and more! 

     Key Points From This Episode:

    • An introduction to today’s guest, Anurupa Ganguly.
    • Some of the staggeringly low statistics around high schoolers’ interest in careers in STEM.
    • What Anurupa observed as a math teacher and interacting with students within that space.
    • Why it is necessary for a child to have a vision for how they will use the knowledge they gain.
    • How Prisms of Reality provides real life scenarios to illustrate application to students.
    • Why she describes the product as being mission-driven rather than game-driven.
    • How they are working to teach children abstraction which is usually missing in education.
    • Why problem-based learning was not a feasible method for teachers.
    • How the pandemic has highlighted the need for technology in learning.
    • Why now is the time to take the radical step towards VR: there is funding for it!
    • Which channels of support and training they are focusing on with the buyer driving the value, district coordinator as leader and manager, and the end user being able to facilitate.
    • What using the headsets looks like operationally and why you don’t need to use it everyday.
    • What teachers have seen: that VR gets non-participating students to engage.
    • Why Anurupa believes that VR is the most efficient way to teach core cognitive processes.
    • Her ultimate vision for Prism: to become the best in class STEM learning program.
    • Challenges and hopes for the future at Prism. 
    • Why she believes that being an education company rather than a VR one will lead to success.

     “If a child feels that my only role is to get the answer, perform on the test, and then that’s the end of the road for what my contribution looks like and I don’t have a vision for what I’m going to do with this afterwards. That’s of course going to be the end of their road.” — @anurupagang

    “We’re not game driven. We’re mission driven. It’s not a game that kids are playing, they’re solving a mission.” — @anurupaganguly [0:08:28]

    Links Mentioned in Today’s Episode:
    Anurupa Ganguly on Twitter
    Anurupa Ganguly on LinkedIn
    Anurupa Ganguly
    Prisms of Reality
    Pearly Chen on Twitter
    VIVE

    46 min
  • Everyone Can Create: Democratizing 3D Content Creation through Machine Learning with Masterpiece Studio

    Welcome back to Good Vibes with VIVE! Today’s discussion centers around 3D content creation and democratizing creativity, to allow everyone to create. Here to share his thoughts on the matter is Jonathan Gagne, CEO at Masterpiece Studio. Tune in to hear Jonathan’s explanation of today’s content creation pipeline and how VR makes it possible for everyone to take their creativity to the next level. He shares an example of a client who has created double the content at half the price through Masterpiece Studio, and explains why using the software is much easier than you think; and it’s accessible to everyone! Jonathan introduces us to the thorough process that his company follows to produce the products available to the public and predicts that, in the next five years, everything you see online will integrate a spatial component. We hope you join us today to hear all this and more! 

     

    Key Points From This Episode:

    • An introduction to today’s topic: 3D content creation and democratizing creativity. 
    • Meet our guest, Jonathan Gagne, CEO at Masterpiece Studio. 
    • Jonathan unpacks what today’s creation pipeline looks like.
    • How VR makes it possible to use your hands in a natural way instead of having a team.
    • A recommendation to bring other apps into their software to create a real time asset.
    • Simon Mahoney as a client example who has created double the content at half the price.
    • His target audience: the 152 million creative professionals without 3D modeling skills.
    • How everyone will be able to use this software; and it’s much easier than you think!
    • His prediction that, in the next five years, everything will be online with a spatial component.
    • What he is aiming for: making creativity accessible to everyone.
    • Jonathan’s personal story of how he became interested in democratizing creativity.
    • The process of education, research, prototyping, and product development.
    • Why he has chosen to include a license in the product permissions structure.
    • Moving from sales led to product led growth. 
    • Why you’d purchase a headset before investing in VR to take your content to the next level. 
    • How 5G enables really quick connections between servers.
    • The future of Masterpiece Studio: new functionality in queue for production development, machine learning, and more!

    “There’s so much demand for creating 3D content, yet literally about one percent of creatives can actually create this content.” — @BrinxSoftware [0:01:27]

    “We don’t want you to have to have a whole team together just to make one asset, one 3D object. Let’s do it all yourself. Let’s use your hands in a natural way.” — @BrinxSoftware [0:06:24]

    “This is the first software in existence that has a full pipeline that’s easy to use, both in VR and not in VR.” — @BrinxSoftware [0:09:43] 

    “You may not realize this at this moment but, in the next five years, all of your work is [still] going to be over the internet like it is today. It’s just going to have that spatial component.” — @BrinxSoftware [0:14:56]

    Links Mentioned in Today’s Episode:

    Jonathan Gagne on LinkedIn
    Jonathan Gagne on Twitter
    Masterpiece Studio
    Pearly Chen on Twitter
    VIVE


    39 min
  • Mind unlocked: building a world without limitations through neurotech with Neurable

    Join us for a conversation about Brain Computer Interface with Dr. Ramses Alcaide of Neurable. He tells us about his mission to create a world without limitations by bringing neurotech to everyone. Dr. Alcaide shares how he developed an interest in using neurotech to allow everybody to participate equally, the differences between invasive and non-invasive methods of BCI, and the importance of understanding a user’s intent. We touch on the fears around BCI, its  shortcomings and the future of BCI. We hope you join us to hear all this and more today.

    • An introduction to Dr. Ramses Alcaide, his work at Neurable, and why it is personal to him.
    • Dr. Alcaide’s studies in control systems and electrical engineering for prosthetics at the University of Washington.
    • The key gap between the brain-mind connection and devices that inspired his PhD at the University of Michigan.
    • Why he created his company: to bring BCI and neurotech to everybody, remove limitations and allow everyone to participate equally.
    • Two key buckets: invasive and non-invasive Brain Computer Interface systems. 
    • How brain data is gathered non-invasively: through electroencephalography, infrared, optics and more. 
    • Muscle activations as an additional way to gather information from the brain through EMG.
    • Eye trackers, accelerometers, and other tools that can be built if you understand user intent.
    • Enten headphones and the soft fabric electrodes embedded into them. 
    • Dr. Alcaide addresses concerns that BCI is outlandish. 
    • How human advancement happens: through communicating better, or understanding yourself better.
    • Key aspects of BCI: passive controls and active controls. 
    • The goal to create a seamless and invisible interface that’s able to be predictive and help you before you need to reach out for help. 
    • Neurable’s aim to integrate neurotech into everyday devices.
    • Five areas that Brain Computer Interfaces have had shortcomings in: function, cost, societal fit, comfort, and user experience.
    • Roadblocks to user experience: calibration, positioning, and response rate.
    • Dr. Alcaide’s thoughts on the future of BCI in education and entertainment.
    • How BCI could be integrated into the future of game design. 
    • What businesses should know about leveraging BCI: leveraging the best times to work, creating customized learning for individual learners.

    “My uncle got into a trucking accident and lost both his legs. I saw him work and struggle through the unnaturalness of his prosthetic systems and that inspired me to develop my time towards creating technology that would help those that are differently abled.” — @RamsesAlcaide [0:02:03]

    “The short answer is, the people are right, it is crazy, it is outlandish, it is out there, but that’s why we should do it. You need to be able to push those frontiers.”  @RamsesAlcaide [0:12:30]

    “What we’re doing here at Neurable is helping everybody right now. How do we find really key, critical, non-invasive solutions that can really help an individual either communicate now in their lives or understand themselves better in their lives.” — @RamsesAlcaide [0:13:05]

    Links Mentioned in Today’s Episode:

    Neurable
    Enten Headphones
    Dr. Ramses Alcaide on LinkedIn
    Dr. Ramses Alcaide on Twitter
    Pearly Chen on Twitter
    VIVE

    37 min
  • Delivering superpowers to surgeons: better surgical outcomes in Proprio's pursuit of perfection

    Today’s surgeons must operate with outdated technologies under pressure, which requires a surgeon to constantly switch their focus in order to interpret static 2D information in a dynamic 3D space in high-stake environments that require precision and accurate live data.   

    In this episode, Pearly Chen talks with Proprio CEO Gabriel Jones about the inspiration behind Proprio and how the company’s tech is leading the way towards a future of better surgical outcomes. Proprio is a surgical navigation company that superpowers surgeons by combining XR, computer vision, machine learning and robotics. 

    Episode 04: Show Notes 

    Today, we’ll cover how XR can transform medicine, specifically surgeries, by giving surgeons the superpower to see and work better for patients.  Tune in to hear how Proprio brings world class medical care to every human. 

    Key Points From This Episode:  

    • An introduction to Proprio and how the company enhances a surgeons’ abilities. 
    • Proprio is tackling challenges in the operating rooms with new technological breakthroughs and creating new opportunities.  
    • How Proprio is elevating surgeons so they can actually begin to think about new, innovative treatments and approaches in their work.  
    • Surgeons have begun to grow accustomed to this technology and begin to adapt to this new operating way.  
    • Proprio has brought joyness and delight to many doctors, which is rare in medicine.  
    • Proprio is the only company to apply rendering techniques in the operating room and diminished the use of X-Rays, which subsequently put surgeons at risk for developing cancer.  
    • Proprio gives surgeons more natural interfacing tools to enhance performance, it is also smarter, better, faster and cheaper so  medical operations are as simple and effective as possible.   
    • Gabriel closes with his personal motives behind building a company to address problems in the surgery industry.  

    Tweetables: 

    “This is similar to the concept of calm design that I think Proprio is really at the forefront of, which is technology at its best where it's designed really, really well and very thoughtfully implemented should just melt away.” - @aGabrielJones [0:09:18] 

    “Overall, we think technology can help bring the physician back to the direct interaction through technology with the patient. I think that should be our overarching goal, not just to implement technology for the sake of selling a product or launching something that's really cool.” - @aGabrielJones [0:10:42] 

    “So if we could reduce the need for surgeries like that and not be over-focused on driving more surgery, that's not the goal. The goal is perfection. If you're going to do surgery, get it as close to perfection as you possibly can. I think the data and computation is really one of the best ways to, over time, achieve a little bit more of that perfection.” - @aGabrielJones [0:25:08] 

    Links Mentioned in Today’s Episode: 

    Proprio website
    Gabriel Jones on LinkedIn
    Gabriel Jones on Twitter
    Pearly Chen on Twitter
    HTC VIVE website
    HTC VIVE on LinkedIn
    HTC VIVE on Twitter
    HTC VIVE on Instagram
    HTC VIVE on Facebook 

    44 min
  • Skills mobility: how virtual humans train the global workforce and make us more human with Talespin

    The World Economic Forum forecasts that over one billion jobs will be radically transformed in the coming decade, and no doubt, Covid has accelerated that. How do we upskill the global workforce in a time defined by such rapid change and technology? 

    HTC Executive Pearly Chen sat down with Kyle Jackson, founder and CEO of Talespin, a skills mobility company that VIVE has been lucky enough to invest in. Tune in to our conversation to hear about Kyle's prolific entrepreneurial journey driven by infinite curiosity and defined by tackling difficult paradigm-shifting problems. You’ll hear the story of how Talespin came into being, using VR simulation as an educational tool, and why the skills mobility problem affects everyone in the workforce -- leaving listeners with some memorable pearls of wisdom. 

     Key Points From This Episode:

    • An introduction to Kyle Jackson, founder and CEO of skills mobility company Talespin.
    • What led him to work in the re-skilling space after starting in 3D animation.
    • What he learned solving tough problems during that transition: workflow innovation, new business models interrupting the old, leapfrogging technologies, and more.
    • The story of how Talespin came into being, from hypothesis to launch.
    • Kyle gives us a breakdown of the skills mobility concept.
    • Why he believes that the resume system is not fit for purpose anymore.
    • How the participatory nature of Talespin allows you to more accurately assess skills.
    • The complexities that cannot be brought across on a resume.
    • VR simulation as a hugely efficient educational tool and the insights Kyle learned.
    • Why the skills mobility problem affects everyone in the workforce.
    • What he has learnt in hindsight: you have to be relentless on workflow innovation in the early days of content ecosystems.
    • Content scaling and optimization on the soft skill and hard skill sides.
    • Why it is so important that a release is flexible in the hands of the end user. 
    • The skills provided by Talespin and how users can track their own development.
    • What they are working on next: a visual language to communicate development.
    • What he is most excited about for the future of Talespin: the ecosystem model with publishers, the subject matter experts that keep involving themselves in it.
    • Kyle’s advice for listeners.

    Tweetables:

     “The resume system is not fit for purpose anymore. The jobs underneath us are moving too quickly to use a backwards looking lens of multiple years to prove that we’re the right fit for this opportunity right in front of us.” — @kjplanet [0:06:58]

    “The idea is, if we can actually prove that people have skills by their participation in this content, then maybe that becomes the new resume.” — @kjplanet [0:07:45]

    “We all are way more complex than our resume reads and some of that complexity is exactly what companies need, and exactly what projects need, but it never would come through on a resume.” — @kjplanet [0:07:57]

    “When we’re thinking of the skills mobility problem, it’s not an isolated problem only for young people. It’s something that’s going to affect everyone that’s in the workforce.” — @kjplanet [0:16:10]
     
    Links Mentioned in Today’s Episode: 

    Kyle Jackson on Twitter
    Kyle Jackson on LinkedIn
    Talespin
    Pearly Chen on Twitter
    VIVE 

    41 min
  • Science in Nanoscale: VR drug discovery, AI therapeutics and more with Nanome

    Here today to unpack how immersive interfaces support drug research and development is Keita Funakawa, founder and COO of Nanome. Join us to hear about the first application that Nanome set out to mainstream; drug discovery, and how they are bringing their vision to bring science into a collaborative, intuitive, and obvious space. You’ll also learn about Harvard’s study into how VR can support chemistry education, and what it has been like for Keita to work with big pharmaceutical companies with a product he built right out of school. We touch on quantum computing, and discuss the COVID19 supercomputing project Nanome has been involved with, before talking about the AI generated potential therapeutics analyzed by humans in virtual reality. Nanome reaches far and wide, from being used to analyze battery cells, to integrations in the food and beverage industry. Keita shares a bit about these relationships, and reveals the details of his funding journey during the pandemic. We hope you join us to hear all this and more today! 

     

    Key Points From This Episode:

    • The first application that Nanome set out to mainstream: drug discovery.
    • An introduction to our guest, Keita Funakawa.
    • Nanome’s vision for what science ought to look like: collaborative, intuitive, and obvious.
    • How education forms part of the vision to lower the barrier to entry to complex data. 
    • Harvard’s study into how VR can support chemistry education.
    • What it has been like working with big pharmaceutical companies with a product they built just out of school.
    • Nanome’s role in enabling scientists to make mistakes early and virtually.
    • How they are starting to integrate with quantum computers and quantum results.
    • The COVID19 supercomputing project that simulates what would happen with different drugs.
    • The AI-generated potential therapeutics for COVID19 analyzed by humans in virtual reality.
    • How Nanome is being used to analyze battery cells.
    • The food and beverage industry’s relationship with Nanome’s technology.
    • What vision they are building for: a world where everyone has a VR or AR headset.
    • Nanome’s investor and funding journey during the pandemic.
    • How seeing Google Hardboard for the first time changed everything for Keita.

    “We’re very mission-driven about what science ought to look like, and we know that science ought to look collaborative, it ought to look intuitive, it ought to look obvious. These are some of the problems, a lot of science isn’t like that right now.” — @KeitaWF [0:04:37]

    “It is very much within our vision and passion to lower the barrier to entry to these types of complex data and science, as a whole. Education has also been a pretty big part of this.” — @KeitaWF [0:05:46]

    “What does the next generation scientific interface look like when everybody has a VR or AR headset just like they do a smartphone? That’s the vision that we’re building for.” — @KeitaWF [0:25:00]

    Links Mentioned in Today’s Episode:

    Keita Funakawa on Twitter
    Keita Funakawa on Instagram
    Keita Funakawa on LinkedIn
    Nanome
    Nanome on YouTube
    Pearly Chen on Twitter
    VIVE


    30 min

About Good Vibes with VIVE

From the publisher's feed

How do you use virtual reality for good? Pearly Chen, a long-time technology executive and investor with HTC VIVE, has the good fortune of backing early-stage and emerging companies who are building…