Virtuality Podcast

Virtuality Podcast

By Boston Virtual RealityTechnology
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Virtuality Podcast episodes

  • #26 PTC Reality Lab Director Valentin Heun

    Valentin Heun is a VP of Innovation Engineering at PTC where he is leading the PTC Reality Lab. His research focuses on new computer interaction methods for the physical space. His work was named by Fast Company as Boldest Ideas in User Interface Design, and has received global recognition.

    Powerful ideas are hidden in simple implementations

    00'40": Valentin Heun background and his experience in the MIT Media Lab

    02'40": Graphic design as a human perception problem

    05'05": The potential of Augmented Reality through spatial learning

    06'30": What are the origins of the ptc reality lab?

    08'15": What were the first few projects the ptc reality lab worked on?

    11'00": AR is not a second world on top of the existing one.

    12'20": Technology changes the physical world around us.

    14'45": Using AR to guide a robot spatially instead of through a screen

    16'25": PTC's Expert capture product

    17'25": The reality zone

    18'40": Combining AR with IOT to create value

    19'50": Understanding and interpreting data with AR

    21'20": Societal concepts and technological infrastructure are holding AR back from entering the world

    28'15": The concept of contextual computing in order to serve the relevant AR experience

    30'20": Contacting the ptc reality lab for potential collaborations

    Notes:

    Videos of ptc reality lab:

    https://www.ptc.com/en/about/reality-lab

    Chark fink convergence:

    https://finkmetaverse.com/product/convrgence-papeback/

    Contact the ptc reality lab team:

    [email protected]

    33 min
  • #25: XR for Education - Lorenzo Vallone - Xennial Digital

    XR is changing how we learn. Lorenzo Vallone, from the Award winning studio Xennial Digital, sat down with us at VRX 2019 to share their thirteen STEM education experiences, A Magic leap climate change visualization, and their social impact work in Guatemala and Columbia. Xennial Digital won the award for the 2018 most innovative company by the La Prensa newspaper.

    The most unique part of Xennial Digital is how they are partnering with schools to make high school students product designers on their educational platform. This results in a product that is made for students by students with expert oversight and guidance. Their success is shown when students spend forty minutes modifying variables to observe and understand outcomes.

    00'35": Xennial Digital general overview

    01'20": Working with private schools for a virtual reality pilot to get kids excited about science

    03'20": Getting students involved in the development process as product designers

    05'30": Formalizing the program with an interdisciplinary group of kids

    08'40": Discovering what about STEM children love or find interesting and capturing that curiosity in the product.

    12'40": Climate change visualization for Magic Leap

    15'00": Working with non-profits in Guatemala to provide students with XR technology

    17'28": How experiences in the virtual world were able to transcend into the real world and provide people with the aptitude to change the world around them.

    22'30": Columbia Human rights festival project around landmines in rural areas that are still killing over one thousand people each year.

    25'50": How to dissect a pig.

    27'25": The business value of XR technology 29'45": Perception of the self and others in virtual reality

    30'58": Rebuilding the Globe Theater and performing William Shakespeare Virtual Reality live with trained actors

    34'25": Training people on these new technologies is critical to adoption.

    • Facebook: https://www.facebook.com/XennialDigitalXR/
    • Twitter: https://twitter.com/XennialDigital
    • Linkedin: https://www.linkedin.com/company/11508318
    • Instagram: https://www.instagram.com/xennialdigital/

    xennialDigital.com Miami VR Expo

    http://miamivrexpo.com/

    38 min
  • #24: - Derek Belch, CEO of Strivr - Enterprise VR Training at Scale

    We sit down with Derek Belch, CEO of Strivr, to discuss enterprise VR training. Strivr is the leader and best known for their product delivered to Walmart installed in each store on over 17,000 Oculus Go's. The conversation begins around the origins of Strivr between Derek Belch and Jeremy Bailenson then moves into the details and challenges of onboarding enterprise clients. After covering the details of custom XR training we move onto the bigger picture of of using AR and VR for training and their use cases from custom training, to sports, and improving soft skills. Lastly, Derek closes out the conversation by sharing proven value and stats delivered to clients.

    00'00": How did Strivr get started?

    03'25": The Strivr mission statement

    05'00": Approach training as religion and performance improvement

    05'20": Was VR a hard sell to clients?

    06'45": challenges in the enterprise space

    07'20": Oculus enterprise licensing

    08'27": Logistics of building for enterprise at scale

    10'00": Is everything custom or are some things reused?

    12'20": Training modules aren't all that different from games. What are the differences?

    15'14": How do you work with the creating a statement of work?

    17'05": Is strivr set to exclusively working in the enterprise and sports verticals?

    18'10": What's next and how is newer technology changing how VR training is done.

    21'20": Is the cost or the technology holding back AR from widespread enterprise implementation?

    23'20": Who is requesting AR?

    23'50": How setting unrealistic expectations are misleading stakeholders and consumers.

    25'15": What are the most requested use cases from potential clients?

    26'30": Soft skill use cases and how Soft skills are a hard sell because it's difficult to measure value.

    28'22": What are the challenges behind implementing sexual harassment training?

    31'00": The science supports that VR is more effective for training.

    Links: Strivr.com

    virtuality.show bostonvr.org

    35 min
  • #23: XR for physical therapy with Brian Cohn from Kaspect

    After the reality virtually hackathon, we spoke with Brian Cohn from the winning team move2improve. Others on the team were

    Roghayeh (Leila) Barmak

    Betsy Skrip

    Cameron Peirce

    Chris Berry

    The reality virtually hackathon had 450 developers from 35 countries composing 105 teams competing for various prizes. 40% of participants were women/non-binary. This makes the reality Virtually hackathon the largest, most diverse XR hackathon in the world.

    Brian is the chief data scientist at Kaspect working with fortune 10 companies, hospitals, and biotech companies. Brian's Phd focused on human muscle control patterns as they related to heath, development, aging and pathological conditions.

    We discuss Brian's experience at the Reality Virtually Hackathon before digging into his medical background. We then dig into Brian's work using peripherals to track and treat diseases such as Parkinson's. In each of the topics we discuss, a resounding theme is data privacy and how collected data is used and we ask the question... Does the data even need to be collected?

    01'30": how did move 2 improve go from idea to hackathon winning team among 105 teams. 03'00": diseases and traumas that require physical therapy 03'35": Building the team at the Reality Virtually hackathon. 04'27": Is XR the best fit for move2improve? 06'20": The move 2 improve experience explanation. 08'20": How does move to improve help the clinician? 08'55": USC study to evaluate the VR data collection of tremors and "shakiness". 10'50": healthcare expenses and VA initiative to do more telemedicine. 12'00": HIPPA and XR as a data collection device 13'10": FDA approval for commercial grade therapeutics 14'00": building in safety protocols into XR environments 14'50": At what point did Brian pick up XR development? 16'05": The importance of conservatively collecting and user data 17'00": Oculus Runtime and mobile app data collection example 18'00": Data doesn't have to be big to make a big change! 19'50": Brian's takeaway from the Reality Virtually Hackathon.

    BrianCohn.com

    realityvirtuallyhack.com

    virtuality.show

    23 min
  • #22: Gabe Paez: The Wild XR

    The wild: A cloud collaboration tool for sharing and desiging ideas. Connected platform to

    Jason parks was able to connect with Gabe Paez, CEO and co-founder of The Wild, A cloud-based, real-time collaboration platform for designers to create and share immersive experiences.

    00'30": Brief overview of the wild 03'00": Creating shared spaces with agency 03'30": How an interetest in Lucid dreams led Gabe to create the wild 05'10": Supported formats for models you can import into the wild 06'55": Target groups are Architechture, Engineering, and Construction: Gabe warns start ups not to shotgun to each vertical. 08'00": Focusing on experience designers and creating virtual spaces with their use in mind. 09'40": How can a company interact with and use the wild? 11'35": From a plane to my office, How and where can people connect to the wild? 15'00": Who is using the wild now and for what purpose? 16'42": How does the wild support partners and new users?

    thewild.com https://twitter.com/TheWildXR

    19 min
  • #21: Charity Everett : Go Back Fetch It

    Charity Everett is an ARTiste who is working on a groundbreaking episodic storytelling project that utilizes AR while exploring the themes of humanity, and evolution of art, technology, and storytelling.

    Charity cut her teeth in XR while working on a VR musical experience as a part of the inaugural Oculus cohort. She has since completed multiple Artist residencies, spoken at GDC, AR in Action, and ArtTechPsyche IV at Harvard.

    Show Notes:

    0'00": Charity's Background and first VR project

    4'40": Mobile based AR and real world examples

    5'30": Accessibility not just as an experience but as a medium anyone can use to express themselves.

    7'35": What is Go Back Fetch it?

    8'15": Challenging preconceived notions about our reality.

    10'05": charities choice to root the digital experience in physical pieces.

    11'00": How the project started and changed as Charity worked on it.

    14'00": Basis for the title and art style of Go Back Fetch IT

    15'05": A trip to the moon by Georges Méliès

    16'30": development process and techniques for go back fetch it.

    17'35": information about how to find charities work.

    18'20": What should viewers take away from Go Back Fetch it?

    19'50": where does charity expect people to interact with Go Back Fetch it?

    21'00": What apps can be used to interact with Go Back Fetch it?

    22'20": Advice from Charity to aspiring creatives

    23'20": AR without coding and how to get started

    www.gobackfetchit.com

    Twitter: @CharityARtiste

    [email protected]

    27 min
  • #20 Project Daredevil bringing immersive media to the Visually Impaired - Matthew Shifrin, Daniel Levine

    Matthew Shifrin has been visually impaired his entire life and is working with Daniel Levine on Project Daredevil to make comics available in a more inclusive and accessible format than what currently exists. They are doing this with an experimental headset that allows for new sensations such as the feeling of flipping, falling through a portal and utilize that to immerse users into the scene. The core focus on the project is to make Daredevil, the only blind super hero, acessible to the visually impaired.

    You contact Matt and Daniel via email at: [email protected]

    Bookmarks:

    0'00": What is Project Daredevil?

    1'25": What blind people miss in film and comics.

    2'55" "Hey, isn't ironic that the comic book industry's only blind character is completely inaccessible to blind people."

    3'44": Matt meets daredevil writer Mark Wade.

    4'30": Experimental VR headset

    5'40": What would different super heroes feel like?

    6'35": how intense are the sensations from this header?

    7'45": Current haptics and what innovation this headset brings

    9'20": Practical Foley like eating potato chips

    9'50": New England Conservatory Grant for the radio drama.

    10'08": The energy that comes from a room of voice actors and the use of a 3D microphone.

    11'40": What are the next steps for project daredevil?

    12'45": Companies , conventions, and Authors in support of adapting their works to audio drama. Marvel, DC,Neil Gaiman, Jamie Delano.

    14'45": What does this headset feel like?

    16'00": The process of adapting comics to audio.

    18'35": Can you have a VR or AR headset too?

    20'55": How are these effects tested?

    24'15": What are the theories behind the design of the headset to generate these effects?

    26'30": Has this been done before?

    27'00": What audio dramas inspired the type of work that is being done for project DareDevil?

    28'15": Using headtracking with 3D audio to create new experiences.

    32'15": This project is to bring blind children into comics and have the shared experience that sighted children have.

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

    37 min
  • #019 ART Advanced Realtime Tracking - Andreas Werner

    The automotive and manufacturing industries have huge incentives to simulate their parts and how the manufacturing process due to the high cost of the machinery. Another concern is for worker comfort and associated healthcare ergonomics involved in the manufacturing process. We speak with Andreas Werner of Advanced Realtime Tracking to learn how his tracking research is used in the R&D process for a variety of verticals.

    Bookmarks:

    0'00": 19 years of Advanced Realtime Tracking

    2'00": What type of tracking markers are used?

    2'30": 6 degrees of freedom headset attachment for 3 DOF headset

    3'25": Motion sensor handset made for Volkswagen

    4'55": Using VR to simulate manufacturing an engine before the machine and tools are built.

    6'40": Using tracking for including real parts in a simulation.

    7'32": Andrea's favorite use case: Visibility studies such as driving a car through a simulated city.

    9'15" What are some untapped industries that aren't using Virtual Reality?

    Links:

    www.AR-tracking.de

    Www.ar-tracking.com

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

    13 min
  • #018 Kaon Interactive at VRX 2018

    We try to understand how Virtual and Augmented Reality Visualizations are used to sell industrial products.We spoke with Joshua Smith from Kaon interactive at VRX 2018 in Boston to learn more.

    0'00": Who is Kaon Interactive?

    2'07": Using AR to show how medical equipment fits and works within a medical environment.

    3'17": Telling stories helps create an emotional connection to a product.

    4'20": The more immersive and relatable context the stronger the emotional connection

    5'20": All our clients are asking about VR and AR.

    5'55": "They don't have an AR problem they have a sales problem."

    7'30": Choosing web VR over other headsets.

    9'00": What verticals does Kaon work with?

    10'00": Working with an oil company to Visualize a flow meter.

    Links: Kaon.com

    facebook.com/kaoninteractive

    linkedin.com/company/kaon-interactive

    twitter.com/marketing3d@Marketing3D

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

    15 min
  • #017 Ubimax - Hendrik Witt

    How is AR affecting manufacturing and logistics? Ubimax has an answer. We speak with Hendrik Witt CEO of Ubimax. Their premier product Frontline has won the Accenture: German Innovation Award and an Auggie in 2017 for Best Enterprise solution.

    00'00":Background 02'30": What sets frontline apart? 03'05": Frontline Command Center 04'00": Making the process hand free 05'00": Without any preexisting knowledge of order picking we can go into a DHL or Amazon facility and understand the process. 07'10": Reducing factory downtime with remote support 08'10": The frontline suite - instantly get support to fix an error 08'55": Ubimax Frontline :A device agnostic platform 10'50": Google Glass Partnership 11'50": Measuring improvements via frontline analytics 14'00": Learning from customers to improve the platform 15'00": How does Frontline change the inspection process? 16'10": Performance improvement metrics in DHL order picking 20'10": large partner program

    Links:

    Ubimax.com

    Virtuality.show BostonVR.org BostonAR.org Credits: Host: Craig Herndon,http://twitter.com/CraigVReady Produced by Jason Parks http://twitter.com/jasonparksvr Music by Rachel Dziezynski Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter. http://.twitter.com/virtualitycast

    22 min

About Virtuality Podcast

From the publisher's feed

Virtuality Podcast is published twice a month featuring discussions with game developers, enthusiasts and technologists driving virtual reality and Augmented reality in Boston Massachusetts and around the world. It's produced by Jason Parks (@jasonparksvr ) and hosted by Craig Herndon (@craigtherndon) and Neil Gupta (@MrNeilGupta). All three are thought leaders and organizers of the Boston VR and AR meetup chapters.