XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
Download on the App Store

XR for Business episodes

  • Investing in XR with GFR Fund’s Teppei Tsutsui

    Any good XR startup needs someone to

    invest in their world-changing idea before they can start changing
    the world. The GFR Fund is one such investor group, and this one in
    particular has cultivated an impressive portfolio of XR
    up-and-comers. Managing partner Teppei Tsutsui drops by to share some
    of his investing strategies.

    Alan: Welcome to The XR for

    Business podcast with your host Alan Smithson. Today’s guest is
    Teppei Tsutsui. For the past decade, Teppei has been the managing
    partner of the GFR Fund, and he’s led several key investments in
    acquisitions in Tokyo, including GREE’s acquisitions of open feet and
    Funzio. Teppei is currently leading the GFR Fund in San Francisco.
    You can learn more about the GFR Fund by visiting gfrfund.com.

    Teppei, welcome to the show, my friend.

    Teppei: Oh yeah. Thank you for

    having me here.

    Alan: It’s my absolute pleasure.

    You guys were one of the very first companies to start investing in
    the virtual and augmented and mixed reality space. You come from a
    gaming background. Maybe just give us a little overview of the GFR
    Fund, and how this came to be that you’re investing in some of the
    name brands in virtual reality.

    Teppei: Sure. Yeah, absolutely. So the GFR Fund is a seed stage fund that’s investing technology companies, disrupting the digital media and entertainment space, including VR and AR. We have about 40 million under management and we invest in primarily in North America, but also in Asia and Europe, too. And we are backed by ALEC Japanese… more like a strategic investor from Japan and Asia, including GREE, which is a publicly-traded company, a mobile gaming company out of Tokyo, and they also help us investing in companies and altogether. Before launching this fund back in 2016, I was working for a company called GREE. — that’s the same company that I was kind of explaining — and I was the head of the corporate development team based in Tokyo, and also here in San Francisco, so that I was kind of working together with them, just looking for lot of the venture companies in the gaming — and VR and AR — space, as well. So that’s how we got started, this GFR Fund, and that’s the relationship.

    Alan: GREE is a fairly large

    company, is it not?

    Teppei: It is. So they have

    about 1.5 billion market cap and they’ve got about a thousand
    employees across the globe and they’ve got 2,000 billion US dollar
    revenues. So it’s I feel like a decent company, decent size company.

    Alan: That’s awesome. I would

    assume because — it’s social media and gaming — you would be a
    direct competitor or something like Tencent. Would that be the case?

    Teppei: Yeah. In a way. But the

    GREE’s more built upon the mobile games, whereas the Tencent sell–
    they do both PC games and some sort of consoles, too.

    Alan: Got it. I’m looking at your portfolio here under the GFR Fund. You’ve got VRChat, Spaces, the WaveVR, Littlstar, InsiteVR, Streem, Torch. Let’s go through these — if you don’t mind — and kind of talk about each one one at a time, and why you guys chose to invest it. But first I want to know: you talked about your fund being $40-million, when did that fund start?

    Teppei: The first fund was

    launched in April 2016, so it’s almost like a four, three and a half
    years ago. And then we also launched a second fund, beginning of this
    year.

    Alan: Great. And then, so you’ve got– that’s $40-million total under management?

    Teppei: Yes. Yeah. Well, $20-million, the first one is still $20-million. And the second fund is also another $20-million.

    Alan: So you’ve got 40 million to play with. You’ve made some early-stage bets, what are the check sizes that you invest in?

    Teppei: Yeah, we typically do somewhere between $100k and a half million. But overseas, the body’s about $300k-100k. And we also keep one-third of the fund for the full loan, so that we can maybe continue to support the companies that we invested, up onto a series B or series C, so depending on the situation in the company.

    Alan: I mean, something like

    VRChat, for example, I know– I believe they just raised another
    round, was it?

    Teppei: Yeah, there is a $10-million series C lead by HTC, and also another fund called The Makers.

    Alan: Now did you guys

    participate in that round as well?

    Teppei: Yes we did. Yeah.

    Alan: Okay. I’ll call out the

    companies in your portfolio, and maybe talk to us about why you
    invested in them, why they’re a good company and go from there. Let’s
    start with VRChat, because it’s pretty amazing.

    Teppei: Yeah. The VRChat, we are really excited about what they are doing in a team. I think we first met with them late 2015, when they’re still at the Rosenberg Ventures — a surrender program — and they were quite small back then, it’s only like a thousand users, but what was really fascinating about them was they have real active users. A small number, I don’t remember– maybe like a 100 people, a 120 people, but they’re spending like five or six hours per day in the VR. So we are quite excited about those. They have a passion and also the activeness of those plastic users to what they are. The concept of VR. So we see in looking back on the– there’s a shift from a PC to the mobile. We saw that there will be a huge shift from PC/mobile to a new platform like virtual reality. So we saw that the social and communication is a key concept, a key sector. That’s– it’s going to be a new format for communication, with new format of the social VR. And VRChat is really the one that we found out. So I think we are the first institutional VC invested in them and since then we’ve been really loved just working with the team and also how they run the user base.

    Alan: The first time I was in VRChat I was on a show– I can’t remember what the show was called, it was– Oh! “Gunther’s Universe!” And what it was, this guy had made– and the great thing about VR chat is you can make your own environments, you can make a room however you want, you can have gravity, you can have no gravity, there’s all sorts of features about this. So we were in this like stadium-sized thing, with people everywhere. It was kind of like Ready Player One, where you’re talking to somebody who is a human avatar and then you turn around and somebody is a giant robot. It was really cool, because no matter what the shape that they took you could have a conversation with somebody, and it was really cool because as I went around the room there was people from all over the world in that room and they were super passionate, super excited. Just to your point where very very active users. And not only active in the fact that they’re going there and talking to people, but building. And I think that is really cool, that’s one thing about VRChat I loved. And we look at something like Altspace — which is a direct competitor to VRChat — and it doesn’t seem like it’s moved or changed since it was released in 2014, 2015. Nothing really been improved in my opinion. If anything, it’s gotten worse, because there’s more people in now and it’s lagging. What are these guys doing to keep their tech stack ahead of the curve when it comes to adoption, as more and more people come onto the platform? Obviously they need to scale their bandwidth. What are they doing there?

    Teppei: Yes, they have a pretty sharp user growth for the last maybe 12 months, so they’ve been spending a lot of time just keeping up the servers, how the community grows and there’s no toxic behavior in the community too. So the last 12 months they spend so much time in just that, moderating the community and also making sure they can have fun. Specifically, the new users, once they are in, they have a comfortable experience just interacting with other people. I guess the main point for them to be successful is just to listen to users. So they have some sort of community advisory group and they actively talking to the actual users, what they feel like, what they want in the community, and they try to reflect– they take those feedback really seriously and implement as soon as they can. For the technical side, just make sure that they can support like a 100,000 people at the same time. And also the other parties, just to make sure that the communities doesn’t pull apart. Just what other big Sure Shot user. We did have like a really good time in there.

    Alan: Imagine that: a company

    that listens to its customers and community. Seems so basic, but so
    powerful. [laughs]

    Teppei: Yeah. It’s– I think

    sometimes it’s quite hard, because some people say they want to dance
    and some people say they don’t want to dance. So you just have to
    make sure that what’s the best for the community. So sometimes they
    have to make some judgment, as well. Some people may not be happy,
    but in the overall the community can just be in a good shape and can
    grow.

    Alan: Let’s move to Spaces, which — again — in VR, but now this is more location-based entertainment and I know there’s, what, three locations now?

    Teppei: They have about six

    locations now.

    Alan: Amazing. So they’ve six

    locations. So I had the opportunity to meet with Shiraz [Akmal]. We
    were both accepted to the Museum of the Future Accelerator in Dubai.

    Teppei: Oh, really?

    Alan: We spent a week in Dubai together. So I got to meet them there. But really amazing stuff. One of their title pieces, or one of their licensed IP titles is Terminator. So tell us about those guys, and why you think they were a great investment?

    Teppei: Right. Kind of the same story, so I met Shiraz and Brad [Herman] — CTO and CEO of the company — maybe late 20,16 when they are still working for DreamWorks. So they’re like the– they are the lead team members of the [garbled] for the any XR type of the experiences, and they are just thinking to spinoff the team out of the parent company. So we talked a few times, they showed us what they are working on, and it’s like– it’s just a great team and combination: Shiraz is more like a business guy and Brad is like a really technical person. So we just loved what they’re working on, and also the team itself. They were originally trying to create some the content platform for VR. So they’re like really great I like creating content too. So when they’re talking to Chinese company Shin, which is one of the largest creator of a theme park in China. So they– sunshine actually invested in them, and also they had a big agreement for the contents of distribution in China. So it seems then they’re more focused on the content, to creating content for a theme park, like a location-based VR stuff. Right now they have about five or six locations, three in US and one in Japan line to buy. So that’s– they have Terminator IPs and it’s been great. It’s been really great working with them, as well.

    Alan: VR Park is this crazy– it’s like a video arcade that got carried away. When you walk through the mall, all of a sudden the whole arcade facade, the front of the building is like wrapped around over top of you, and buildings are kind of coming down. It’s almost like, what’s that movie– Inception, where buildings are coming from the ceiling down on you, and it just an incredible facade. And then when you walk in the room– they’ve taken location-based entertainment to the next level. And one of the things that I think is really special about what they do, and is starting to trickle down with things like Spaces and these companies is that the experience before you get in the VR headset is as important as the experience while you’re in it.

    Teppei: Yeah.

    Alan: It’s really, really

    important to get you excited about it, builds the immersion before
    you even put the headset on. It’s very exciting. So where do you see
    the future of that going.

    Teppei: Location-based VR is like one of the categories that’s quite successful in monetization and also user attraction. And I think the– not only Spaces but other companies that got deployed, like Sandbox VR. So all companies have a slightly different approach. The Void is more like creating bigger attractions, like partnering with Disney. And Sandbox is creating like a snackable, easier to use kind of experience in the shopping center. So it’s just a little bit different, but I think for the location-based VR is like that’s what the people want, they just to go there to try something new. So it’s been– I think it’s been a great future for the VR industry as a whole.

    Alan: I think it’s one of those things that people originally said “well why would I go to a location when I can just buy a VR headset at home?”. But what people don’t understand is that the experiences that companies like Spaces and The Void are doing are really bringing a different added layer of complexity, so they’re able to put you inside of a space where you can walk around you can touch things you can interact with things. And it really cannot be replicated in a vibe or an Oculus Rift or avoid I’m sure spaces is going to do this as well but using haptics and vibration plates and sent machines and spatial audio. All of these things together create an immersive experience that you cannot get at home and he won’t be able to get it home ever because as the home technology gets better and better of course the location-based entertainment is going to get better and better as well.

    Teppei: Yeah.

    Alan: Speaking of which, let’s

    go in and talk about Littlstar. I know the guys at Littlstar. I’ve
    known them for quite a while and they’re more of a distribution
    platform for VR videos and content. So talk to us about them.

    Teppei: Sure yeah. So yeah like you said, Littlstar’s the content distribution platform. Not only for VR, like 360 video, but also AR, and also other contents too. So they have a platform on their own app and Sony PlayStation’s, as well. And they’re distributing lots and lots of content to the end-users, to consumers. And recently they also deal off the interesting blockchain technology that’s called Ara, and they’re also trying to replace old existing content distribution platform with a unique to build their own technology built by like click the link to blockchain or so that they can do more decentralize the content management, after all. They’re out of New York, but the founding team recently moved to LA, to just get more closer to the content creators. That’s basically in LA. They are just doing fine. The PlayStation is like a relative measure of deal sales and user attraction for them. And Sony has been a great partner for the company. Sony has been helping them get more content and also deal more access to more users as well.

    Alan: It’s interesting that

    PlayStation– you hear so much hype about Oculus and HTC, but
    PlayStation is just delivering VR headset after VR headset. And two
    days ago, I was on my way to Chicago and in the airport there was a
    huge demonstration setup for PlayStation VR. And it wasn’t up and
    running yet, but you could see they were building it and it had… 6
    demo stations built into it, right in the middle of the airport. And
    I thought that was really a great sign.

    Teppei: Playstation has been

    really– they’ve been running the gaming platform for a long time, so
    they know to how to get more content on the platform and combining
    not only VR, but also like a gaming, simple like a PC or the console
    gaming, but together I think the more attractive to users. And the
    Playstation not only the Littlstar, but for other companies, they’ve
    been great content to work with.

    Alan: Amazing. I’m actually just

    looking up these Ara blockchains, ara.one, is that the one?

    Teppei: Yeah. That’s the one.

    Alan: That’s pretty cool that

    they’re able to do that. And basically the blockchain content
    platform, very cool. Now, is that a separate company or is that under
    Littlstar?

    Teppei: It’s a separate company.

    Alan: Oh, great. So you’ve

    invested in that as well?

    Teppei: No, we didn’t. We

    couldn’t really invest in the blockchain companies under the court
    fund one, because of the limitation on deal that’s been missing
    focus.

    Alan: That makes total sense.

    The next one here is WaveVR and WaveVR started off as a DJ platform,
    so you could DJ in VR. And I actually had the opportunity to DJ at
    the Microsoft Build conference in — I want to say 2015 or 2016 — in
    the Wave, which was incredible. Obviously at the time it was very
    early days, and it wasn’t great for DJ’ing, but at least people got
    the understanding of that I could control things in VR for an
    audience. And since they’re– one of the things that that struck me
    about this is that it wasn’t just “here’s a way to dDJ” but
    here’s a way for entertainers and artists to expose their music and
    their art to different people, but on a platform that allowed people
    to not only just consume it but to interact with it. And one of the
    things that I heard — and I don’t know if this is true but maybe you
    can put this straight — is that they have a mechanism where you take
    these little pills and you share it with somebody, and then you go on
    a separate experience with other people. Is that correct? Is that
    still a thing?

    Teppei: I’m not sure.

    Alan: I thought that was

    amazing; selling digital drugs for real money.

    Teppei: [chuckles]

    Alan: But anyway, if that’s not

    part of it, then we won’t talk about it. Basically what they’re
    saying is a new type of interactive music experience, and tell us
    about WaveVR. Oh, Wave*XR* now.

    Teppei: Yeah. They changed the name to WaveXR, because they’re not really– not only in VR, but more like broader experiences. Yeah. WaveVR is like a social platform, more like for virtual concerts. So anybody want to play the DJ or some like instruments in the virtual space. Yeah, like you mentioned, they started as more a platform only for the VR, but they’re now expanding to cover any PC, or consumer, or any platform that’s being done in virtually. Recently, they’ve been working with more real DJs and most the other famous artists and creating a virtual concert. One concert, the last month, the concert got about 400,000 users interacting in real-time. So that’s really good, one of the biggest concerts, even bigger than a real physical concert. So it was the– kind of showed the potential in holding a virtual concert, because there’s no boundary for the people to just join the concert. They can just join the concerts whenever they can, from online, from PC, or from mobile, they can still watch on Twitch. So that’s quite a– opening up a new opportunity for the artist, as well.

    Alan: Absolutely. This gives the

    artist a whole new way to not only interact with their fans, but
    create new art as well.

    Teppei: Yeah, absolutely. And

    also I’d like to try to work with the US more publishers, the game
    publishers, and also deal like the platform, add a platform as well.
    So that let’s say like the VRChat has– want to have some concert.
    They can just provide all the technology behind it, so that VRChat is
    just more like a platform that can partner with WaveXR, to organize
    this kind of technology concert for the users.

    Alan: That’s pretty awesome. Moving towards kind of the more enterprise side of things you’ve got InsiteVR, which is a VR meeting space for architecture, engineering, and construction.

    Teppei: Sure, yeah.

    Alan: Tell us about that.

    Teppei: So InsiteVR is the– it’s more like a Skype using any 3D models inside. So they’re now targeting– they’re more focused on direct architects, like construction companies. And they’ve been doing great, especially the turning point for the company was the Oculus Go and Oculus Quest. Before that, the PC– any of the tethered VR headset, they have to ask the customers to buy the PC or console or any platform that the contents can be played on. But with the introduction of the Oculus Go and Oculus Quest, it’s like a standalone headset, so they can actually bundle the hardware with their software content. So that’s kind of accelerated their user, their content’s growth and they have now more than 100 customers, paying customers, and they are making quite decent revenue as well. Yeah, we are real excited about their future, too.

    Alan: That’s pretty cool. I

    really love it. And it’s interesting, because we’ve been doing an
    industry analysis on all the different technologies and– or a
    competitive comparison for all the different things. And the
    collaboration platforms, there’s actually 59 that have been
    identified. That’s a busy space. But I think, even though there’s 59,
    I think there’s room for all of them, to be honest with you. Because
    as companies start to realize the full potential of having meetings
    in VR, and being able to have design meetings, especially being able
    to bring in an architectural drawing or a CAD file, discuss it on the
    fly, having people from Japan and San Francisco in one room together
    without having to get on a flight. The savings for one flight pays
    for your annual license 10 times over.

    Teppei: Right, yeah. That’s

    true.

    Alan: Amazing technology and I

    think that’s a really– it’s gonna be a big hit for you guys. Let’s
    talk about– I know nothing about that one, sorry, I apologize. But
    what’s YBVR?

    Teppei: Yeah, YBVR or first the streaming optimization technology for 360 video. So it can work with the content studio. Right now they’re focused on the sports, so they work with companies like streamers and any of the broadcasting companies. That’s one of the stream 360 video to users online. And they are currently working closely with some companies like Rakuten. Rakuten, they’re also a Japanese company, they own a few soccer team, they also like a big sponsor to the Golden State Warriors, and they also organize some tennis events, tennis matches. So they work with YBVR and YBVR can just to capture and export the games, and broadcast the 360 video to the users in real time. As long as I know, they’re the only company that does those optimization technologies in real-time. So yeah, they’re a really unique team, unique product and we are also really excited to recommend them, too.

    Alan: It’s interesting. My one

    of my podcast today was with Michael [Shabun] from Insta360.

    Teppei: OK.

    Alan: And the first interview

    this morning was with Michael [Mansouri] from — another Michael,
    lots of Michaels today — from Radiant Images and Radiant Images has
    been doing a lot of work with live streaming, especially now that
    they have their Insta360 Titan 11K camera. It’s going to be more and
    more important to figure out streaming technologies for this, for
    live events.

    Teppei: Yeah, exactly.

    Alan: Exciting stuff. it’s

    exciting times, my friend. We’re in the middle of a revolution and
    you guys seem to have made some pretty good bets on technologies that
    are going to revolutionize this entire industry.

    Teppei: Yeah, we are really

    excited about it.

    Alan: So another one that I am

    familiar with is Streem. It’s actually– Charlie Fink’s son is part
    of that. And one of the things that Streem allows you to do is use
    your phone to get instructions for something, so basically almost
    like a remote expert. And so–

    Teppei: Sure.

    Alan: Talk to us about Streem.

    Teppei: Streem, they have a technology — mobile AR-based technology — that’s helped the expert talk to the users over the phone and they combined just streaming the phone with the computer vision technology, so it can– they can detect all those details about devices or any furniture they are talking to. And that’s going to help the experts more accurately analyze data, what the problem is. The CEO is Ryan Fink. It’s kind of an interesting story, because I met him when still he was working for the previous company. I met him after CES — maybe three years ago — and he kind of indicated that he’s like leaving the company soon, to start his own business. And when I heard about his concept, I thought that this is going to be really huge. I know that home service space is a really huge market and there hasn’t been any solution like that before. So we just jumped on the opportunity and just now started working with him. And like the VRChat, I think we are the first money into their company.

    Alan: It’s funny, you’ve made

    investments in companies that we’ve been friends with. So it’s
    awesome to have this like, “Oh I know all these people, it’s
    great.”

    Teppei: It’s a small world.

    Alan: [laughs] It really is a small world. Another one is Torch, Paul’s [Reynolds] company, and Paul is actually one of our mentors. And Charlie Fink is one of our mentors at the XR Ignite accelerator, [too]. Yeah. So we’ve pulled together. Right now we’re at 67 of the top mentors in the world for the accelerator. We wanted to create an accelerator that would take companies like these whether they’re pre-investment or post-investment and really help them to do business with enterprise. And so we’re really a B2B SAS marketplace-type accelerator, but Torch’s Paul is one of our mentors for this. And Torch is an AR authoring tool that lets you create augmented reality experiences. It started off as more of a prototyping tool, but it looks like it’s really starting to become more than that. So, talk to us about Torch.

    Teppei: Yeah. Paul and his team,

    they started out as more like a design tool — a prototype tool —
    but as they listened to their customers and users, their users
    actually were more looking for some sort of authorizing tools in AR,
    so the user can just create contents and publish on multiple
    platforms at the same time. So as they listen to the users, they just
    tried to change the strategy a bit, and now are more focused on the
    AR-based authorizing tool. They’ve been working with the big
    companies so far, and… I think they haven’t made an announcement
    yet, but they’ve got a few good deals orbiting him.

    Alan: Yeah, they make fun demos. There is one of planets all lined up on a table and there’s a travel one. This is really cool, and you know what? A great group of people doing fantastic work, and I can’t support them enough. If you want to visit, it’s torch.app. What else have we got here that’s VR-related in your portfolio? Did I miss anything?

    Teppei: We actually made about

    22 investments in the VR and AR space. That — I think — only
    covered maybe half of it. [laughs]

    Alan: Wow.

    Teppei: Plus 10 more companies,

    but I guess we don’t have time to just go through them. But just to
    highlight…

    Alan: Do you just want to talk

    to them quick, and then… we’ll do a part 2!

    Teppei: Sure. There’s a company

    called Sturfee; they’re creating mapping in the computer world. So
    they maybe fall under the category of the AR cloud, but they’re more
    focused on outdoor, and the technology is quite unique too. They take
    satellite images of the city and they create a 3-D mapping of cities,
    like actual city streets and buildings. And if users use the phone
    camera to extrude some buildings, it can just identify where that
    camera is located, where they are heading, and where they’re looking
    at. With that, content creators can create actual games or any
    advertising signs on the buildings or streets attaching to it. So
    it’s interesting technology, and they have good traction too. They
    recently announced a multi-year agreement with one of the biggest
    mobile carriers in Japan. They’re just great, really unique
    technology, and a strong team.

    Alan: OK. What’s next? We got

    Sturfee.

    Teppei: Yeah. Another company is apprentice.io. It’s a New York-based company and they are an AR/AI driven solution for pharmaceutical companies. They automate everything, every single process, of production and R&D development cycles at their pharmaceutical companies. Those like pharma need to record every single step.

    Alan: This is like PTC’s Expert

    Capture. But for pharma.

    Teppei: Right. You can set a

    course, they can send human resources and just streamline the
    process.

    Alan: I have a customer for you guys. That’s great. We’ve got to talk quickly — I know it’s not to B2B — but Facemoji. How cool is that?

    Teppei: Facemoji’s a really interesting company. So they have a kind of interesting video/photo app that anybody can like a broadcast or take a photo of yourself like a selfie with your favorite Avatar or some. So you can create any person any like animals any Avatar is this based on like what you need what you want you like and you can just like a livestream like whatever you want to say and capture it. The video showed a video of it and share with your friends and families. So that’s like a really interesting new way of self-expression for young teenagers and quite popular in the teens. So it’s like more like a Gen Z type of the other way users.

    Alan: It’s really cool; it takes a photo or a video and turns you into an emoji almost like the one that Snapchat bot anyway. But it’s in three dimensions which is pretty cool. So I assume that the future will you’ll be able to drop yourself into AR and VR and all those sorts of things. So very cool. What else have you got, anything else? There’s I’m sure there’s a bunch you got, 10 more so.

    Teppei: Yeah I guess. OK. So one

    of our companies is called Phiar, it’s a car navigation tool based in
    AR. So it’s more like AR on a Google map. So if you’re driving from
    one point to the other, you have to see the Google map on a flat
    screen; but instead of looking down at an app, if you use a Phiar,
    it’s just using the smartphone camera.

    Alan: So basically, instead of putting your phone on your dashboard and you have it up high, it’s kind of on your screen and it’s overlaying the directions on top in realistic which that’ll probably be where we go with glasses anyway. So they’re kind of ahead of the curve. The only thing I have with these air navigation tools is that it’s so easy for Google to come along and just do that and I wonder about the long term longevity of these types of things anyway. My job is not to get into that but it’s definitely interesting technology.

    Teppei: I’m sure Google is working on it, but Phiar’s team is like really nimble and fast. So I think they can get to the market for the first product on the market; that’s a good advantage for them. And Google has been creating the Google map. They also bought Waze too. So they can be both working on something but acquiring some other consumer programs.

    Alan: Yes I think there’s gonna be lots and lots of acquisitions that it’s already starting last week there was Apple acquired Akonia. Verizon acquired Jaunt and Facebook or Control Labs. So the acquisitions are coming.

    Teppei: It is. It is coming.

    Alan: Which is fantastic. Well,

    I want to thank you for taking the time. I mean, we could basically
    talk about this all day every day and probably still never get to
    everything but I want to say thank you for taking the time to spend
    with us today and explain these different companies that you’re
    invested in and your strategies. It’s really been enlightening. What
    is one problem in the world that you want to see solved using XR
    technologies?

    Teppei: That’s a great question. I’d just say, remote control like that. Maybe the concept that Streem is trying to solve, but you don’t have to be actually there but you can just see the things feel things and talk to other people but you can actually feel the presence. So that’s the like maybe the biggest program for VR or XR is solving and I’d love to see it out there that’s going to be happening in the future. The new future.

    Alan: So what do you mean, touch

    it? Haptics?

    Teppei: Haptics; that you can

    see things with the video maybe, but you can feel and actually touch
    the things. So with the haptics, maybe grabbing a wall or just
    grabbing these glasses; you can still feel that haptics. And it’s not
    only haptics, but to combine everything together so that’s like more
    a total solution for you in AR.

    Alan: You know, it’s amazing.

    Last week I was at the Florida Simulation Summit. It’s a military
    simulation summit and we got to try the Haptex gloves and there is
    these ugly looking giant Gloves they look like you’re a giant robot.
    And if anybody they used to have the Nintendo Power Glove? It was
    like that, only with cables and stuff hanging out all the end.

    Teppei: Yeah.

    Alan: Connected to a giant box on the table. But once you put the gloves on you put the VR headset that you can’t see them anyway so it doesn’t matter when I put on the VR headset I reached out and there was somebody in front of me I could touch them and I could pick up things and feel like they were really in my hand. And one of the things I picked up I was that I was supposed to be a medic was medic training and I picked up a needle and they said take the lid off the needle and stick your finger on it. And when I did that it scared the crap out of me because it hurt like a needle and obviously didn’t hurt me but because I was looking at a needle and I put my finger on a needle and it buzzed. It stuck with me and it was that combination of tactile and visuals and sound that just I was fully immersed in I think I have to go for some PTSD treatment after that because it was a very graphic simulation.

    Teppei: Wow.

    Alan: But I think you’re

    absolutely right in doing that. Have you tried those gloves yet?

    Teppei: Not that one yet but I

    tried a couple other Haptics gloves.

    Alan: Nice. What’s the best ones

    you’ve tried so far?

    Teppei: Hmmmm…

    Alan: You don’t have to say

    anything. All of them really aren’t very good yet. [laughs]

    Teppei: Right.

    Alan: [laughs] Let’s just leave

    it at that. The Haptex ones were great except for the fact that you
    have to have a giant box.

    Teppei: Yeah. That’s the biggest

    problem for haptics right now.

    Alan: There’s new ones that just were released today. They’re just in the research phase but they’re just like a little almost like a little skin that goes over your fingers. So we’ll see how that goes.

    Teppei: Wow, that might be

    interesting.

    40 min
  • Investing in XR with GFR Fund's Teppei Tsutsui
    Any good XR startup needs someone to
    invest in their world-changing idea before they can start changing
    the world. The GFR Fund is one such investor group, and this one in
    particular has cultivated an impressive portfolio of XR
    up-and-comers. Managing partner Teppei Tsutsui drops by to share some
    of his investing strategies.
    Alan: Welcome to The XR for
    Business podcast with your host Alan Smithson. Today's guest is
    Teppei Tsutsui. For the past decade, Teppei has been the managing
    partner of the GFR Fund, and he's led several key investments in
    acquisitions in Tokyo, including GREE's acquisitions of open feet and
    Funzio. Teppei is currently leading the GFR Fund in San Francisco.
    You can learn more about the GFR Fund by visiting gfrfund.com.
    Teppei, welcome to the show, my friend.
    Teppei: Oh yeah. Thank you for
    having me here.
    Alan: It's my absolute pleasure.
    You guys were one of the very first companies to start investing in
    the virtual and augmented and mixed reality space. You come from a
    gaming background. Maybe just give us a little overview of the GFR
    Fund, and how this came to be that you're investing in some of the
    name brands in virtual reality.
    Teppei: Sure. Yeah, absolutely. So the GFR Fund is a seed stage fund that's investing technology companies, disrupting the digital media and entertainment space, including VR and AR. We have about 40 million under management and we invest in primarily in North America, but also in Asia and Europe, too. And we are backed by ALEC Japanese... more like a strategic investor from Japan and Asia, including GREE, which is a publicly-traded company, a mobile gaming company out of Tokyo, and they also help us investing in companies and altogether. Before launching this fund back in 2016, I was working for a company called GREE. -- that's the same company that I was kind of explaining -- and I was the head of the corporate development team based in Tokyo, and also here in San Francisco, so that I was kind of working together with them, just looking for lot of the venture companies in the gaming -- and VR and AR -- space, as well. So that's how we got started, this GFR Fund, and that's the relationship.
    Alan: GREE is a fairly large
    company, is it not?
    Teppei: It is. So they have
    about 1.5 billion market cap and they've got about a thousand
    employees across the globe and they've got 2,000 billion US dollar
    revenues. So it's I feel like a decent company, decent size company.
    Alan: That's awesome. I would
    assume because -- it's social media and gaming -- you would be a
    direct competitor or something like Tencent. Would that be the case?
    Teppei: Yeah. In a way. But the
    GREE's more built upon the mobile games, whereas the Tencent sell--
    they do both PC games and some sort of consoles, too.
    Alan: Got it. I'm looking at your portfolio here under the GFR Fund. You've got VRChat, Spaces, the WaveVR, Littlstar, InsiteVR, Streem, Torch. Let's go through these -- if you don't mind -- and kind of talk about each one one at a time, and why you guys chose to invest it. But first I want to know: you talked about your fund being $40-million, when did that fund start?
    Teppei: The first fund was
    launched in April 2016, so it's almost like a four, three and a half
    years ago. And then we also launched a second fund, beginning of this
    year.
    Alan: Great. And then, so you've got-- that's $40-million total under management?
    Teppei: Yes. Yeah. Well, $20-million, the first one is still $20-million. And the second fund is also another $20-million.
    Alan: So you've got 40 million to play with. You've made
    40 min
  • Building the Foundation of XR with 5G, with Nokia’s Sandro Tavares

    We’ve had a lot of people from a lot

    of different industries on XR for Business, and many of them have
    espoused how much things are going to change when the world finally
    has a global 5G network to work on. Well, in today’s episode, we have
    one of the folks responsible for laying the groundwork for that
    network — Nokia’s Sandro Tavares — on to talk about how that’s
    coming along.

    Alan: Thank you for joining the

    XR for Business Podcast with your host, Alan Smithson. Today’s guest
    is Sandro Tavares, and Sandro is with Nokia. He has more than 20
    years of international experience in the telecoms industry, with the
    past 18 working with the Nokia family of companies. He’s had several
    key roles that have been integral in shaping the latest evolution
    steps in the mobile industry and communicating these advances to
    Nokia service provider customers around the world. He is currently
    the Head of Mobile Networks Marketing, a position in which he leads a
    global team focused on promoting Nokia solutions for mobile networks,
    including 5G. To learn more about the great work that Sandro and his
    team at Nokia are doing, you can visit nokia.com
    and if you want to dig even deeper, you can just type in “Nokia
    5G” into Google.

    Sandro, welcome to the show.

    Sandro: Thank you very much,

    Alan. Thanks for having me.

    Alan: It’s my absolute pleasure.

    I’m super excited about this. We’ve had people from telcos, people
    from industry. We’ve had all sorts of great people on the show. But
    we’ve never had somebody from a company that is building the literal
    infrastructure that all of XR will run on. And that’s 5G.

    Sandro: Yeah, that’s great to

    hear. Really an honor to be here and to be the first one discussing
    this topic with you guys.

    Alan: So tell us, what are you

    guys doing at Nokia? Why will this impact XR?

    Sandro: Well, I would say that probably a lot of the listeners, they know Nokia for the devices, right? From the cell phones in the past and the early stages of the smartphones. But Nokia has actual history that goes much beyond that. It’s a company that was founded 150 years ago. It started as a paper mill in the countryside of Finland. It has evolved through several different industries. And in the last decades, it has been focused on technology. So our two biggest businesses in the past were the handset business, so the devices, the cell phones as we know them, and then the networks that actually support these devices. So the networks that are provided to service providers, operators all over the world. Then after Nokia has divested these devices business few years ago, then we focused 100 percent on our networks business. And this is what we are doing now. We build basically all generations of telecommunications in the past, and now we are heavily focused on making 5G a reality. And that’s where basically what takes my time throughout most of the days, just talking to customers and discussing about the benefits that 5G will bring to the world, that just goes much beyond just providing broadband. And looking to the applications that can be built with 5G, quite a lot of them are actually going to be enabled by XR technologies. So you can think about a myriad of applications where XR, AR, and VR are going to be important and that are going to be leveraging 5G to actually get brought to the market and delivered to customers.

    Alan: Obviously I’m a little biased, being the XR for Business Podcast. Let’s dive into some of those use cases. Let’s take a broad. I was told real millimeter-wave 5G in its perfect condition will be able to be 100 to 1000 times faster than what we’re using currently. And to put that in perspective, somebody said you’ll be able to download the entire Game of Thrones, not an episode, but all the seasons in a few minutes.

    Sandro: That’s absolutely

    correct. So if we talk about data speed, you would say that an
    average connection on a 4G network — nowadays, of course, that
    depends on the country and where you are — but it’s usually on the
    tens of megabits per second. So something around 30, 40 if you’re in
    a pretty good network. Our aim with 5G is to get to an overall
    throughput first sight of about 10 gigabits per second. And even on
    the initial deployments that we’re seeing right now that they’re not
    using — let’s say 5G — to its full capacity, you’re already seeing
    speeds that go beyond 1 gigabit per second. So it’s really a
    fundamental shift in terms of download speeds, which is very
    important for XR applications, though.

    Alan: 4G, we’re looking at,

    let’s say, 10 to 50 megabits per second. And for 5G, you’re talking 1
    to 10 gigabits.

    Sandro: Yeah, if you’re talking

    about millimeter wave implementations, yes.

    Alan: That’s a thousand times

    increase.

    Sandro: Yes.

    Alan: Or, well, hundred to a

    thousand times.

    Sandro: A hundred to a thousand

    times. Yes.

    Alan: Holy crap. So when is 6G coming? I heard Trump talking about 6G.

    Sandro: [laughs] Well, that’s

    going to take a while, right? So we’re basically starting the
    implementation of 5G. We’re not even scratching the surface of the
    possibilities we’re gonna have with 5G. 6G, I’m not gonna say does
    not exist, but it’s still in the very early stages of standard
    definition, even discussions of what 6G would be. And we still have
    quite a lot of years ahead of us. And still quite a lot of value to
    develop on top of 5G, before we should even start thinking about 6G.

    Alan: It’s funny, I was totally

    kidding about–

    Sandro: I know, I know.

    Alan: But you guys are already– If you look at the world we’re in, it’s very hard for most companies to look out[wards]. Most companies are in a quarter-to-quarter fight for quarterly earnings. Telcos are in a different position. Telcos and obviously infrastructure companies like Nokia, where you’re building the infrastructure, you have to have a 10- to 15-year roadmap in order to prepare for this. How long is 5G been in the works, then?

    Sandro: Well, for quite a long,

    long time. So I would say that at least– so when you’re talking
    about really definition of standards and getting deep specifications,
    detailed specifications done, we can easily talk about like five
    years, even more than that. The initial steps to 5G, they were being
    discussed when we were still kind of implementing 4G, or even
    beginning to implement 4G. And that’s why when I say that 6G is in
    works, it is in very early stages. So it is a market that has these
    long cycles. So that is definitely important. It doesn’t mean that,
    of course, we’re not also fighting our daily or quarterly battles,
    but we need to have a long term view of our business and of our
    technology evolution.

    Alan: Okay. So let’s dive into,

    let’s just take 5G and say, “OK, what are the benefits?”
    You’ve got data speed is one of them.

    Sandro: Yeah.

    Alan: That’s like, no problem.

    That’s a no brainer. Now, there’s other features of 5G that make it a
    unique technology to power XR. What are some of those other features?

    Sandro: Absolutely. So I would

    say that one of the most important ones — if not the most important
    one — is actually related to latency. When we move to a 5G network,
    there are some fundamental changes on the overall architecture of the
    mobile network, that allow us to reduce significantly the latency of
    the connections as well. So if you take like a traditional 4G
    connection right now, you may be talking about latency in a real live
    network about 30 to 40 milliseconds, which is already pretty good. On
    5G, the aim — for some specific applications — is to get to around
    one millisecond, not for all applications, but we need to be able in
    5G to provide around one millisecond for some of the applications
    that require that. And even right now–

    Alan: Listen, AR is going to be

    one of those applications.

    Sandro: Absolutely.

    Alan: If you have anything more than a five-millisecond delay, you’re going to a bunch of people with glasses vomiting in the streets.

    Sandro: Exactly. Exactly. This

    is one of the first points we made when we started talking about 5G
    to our customers. A few years ago was about these reflexes,
    vestibular ocular reflex or something like that, that basically means
    that if you’re not on a low latency level, that you’re required to
    stream and interact with AR and VR content, especially VR, then yeah,
    you may get people actually feeling sick. So this is really
    important.

    Alan: Funny you say that, I was on a webinar last week with Kay Stanney of Design Interactive talking about cybersickness and the causes and cures of cybersickness, and latency is one of them. You know what another one is? The inter-pupillary distance — the IPD adjustment — of the headsets. That’s why we see an increase in motion sickness in VR with women, it’s because the headsets are actually designed with too wide an IPD for women.

    Sandro: That’s interesting. I

    haven’t heard about this one, but yeah, it makes a lot of sense.
    Yeah.

    Alan: Yeah. Your eyes are

    diverging, trying to look outward rather than inward. Then you get
    this kind of headache and you get this nausea. So I know it.

    Sandro: Interesting.

    Alan: We’ve got data speeds,

    then we’ve got latency. So data speeds are 10 to 100 times faster.

    Sandro: Yeah.

    Alan: Latency is 10 times

    faster.

    Sandro: Yeah, at least. Yeah. At least 10 times faster even. I mean of course you have — and we can even get a little bit deeper into that — but depending on the type of implementation that you use for 5G, you’re gonna get different levels of latency. But yeah, at most for applications that require that, we’re looking into this kind of single milliseconds, around a design target of one millisecond. And a third aspect that I would mention is around the concept of network slicing. That in placing to actually this point that I made about applications that require low latency, applications that require specific characteristics. So if you’re looking to a mobile network right now and basically all kinds of networks, you’re talking about resources that are being shared. Let’s say if you are under the coverage of a 4G site, you’re using a VR application in any capacity. Your neighbor is watching Netflix and your other neighbor is, I don’t know, playing online, gaming online. You’re all sharing the same resources. And basically, if there is congestion, everybody gets affected. With a concept of network slicing, you can actually create or dedicate parts of the network to a specific customer or to a specific service, meaning that for a service that requires ultra-low latency — let’s say a hypothetical VR streaming service — the network would dedicate resources to this service, to make sure that it works according to specifications, which means I need to be providing ultra-low latency, I need to be providing very high data rates. For example, for another application that is basically, well, let’s say basic broadband to check e-mails and so on. Well, you don’t need low latency. You don’t need that much speed. So I can dedicate specific resources for that. And most important, let’s say that you have a mission-critical VR application and someone else close to you decides to watch a Netflix video in 8K and starts stressing the network. You are not going to feel that because your network resources, they are reserved, they are dedicated to you. So the only people that are going to be affected by someone watching an 8K video, if that gets too congested network are the guys that are using the same network slice. So people may say, well, is this a VPN? No, it’s more than a VPN, because it actually works across the entire network and it works dynamically. And it is created based on the nature of the service, while–

    Alan: Let me ask you a question.

    I make sure that my phone has priority. Is this going to be like a
    premium service?

    Sandro: It can be a premium service. Actually it can be part of even a full service that a service provider or a partner of the service provider is offering. So let’s say this is going to have a lot of applications, for example, in enterprise cases. Let’s say that you’re talking about the training solution that utilizes VR or AR to train sales troops that are on the field, or even to train service or support troops that are on the field remotely. So the company that is providing this training is going to close a deal with the service provider, to dedicate a slice of the network for that service. And then they are going to be using that and making sure that these resources are available. Let’s say that while a hypothetical streaming service for VR content gets online and then you can buy a package for this VR service through your service provider, that includes that when you are using data application that your connection goes to this specific network slice. So you get like a guaranteed quality, guaranteed service that you need for that specific application. So, yes, it is a kind of a premium service and it can be part of, let’s say, a higher added value offer that a service provider can put together. So not only just serving connectivity, but actually providing a full service together with partners or even by themselves.

    Alan: So we’ve got data speeds,

    latency, network slicing, which is really awesome. And then the last
    one, I think is going to be bandwidth.

    Sandro: Yeah.

    Alan: You want to walk us

    through bandwidth?

    Sandro: Oh yeah, absolutely. So it goes pretty much together with the data speeds. So basically when you’re talking about 5G, one of the differences of approach compared to 4G is actually that we’re stepping into frequencies, transmission frequencies that we were not operating with before for the mobile service up to now. So if you get to the LTE networks that are deployed, so the 4G networks that are deployed, you go all the way to the range that we call centimeter wave, which can go up to 2.5, 3.5 gigahertz, which provides you quite a lot of spectrum for you to build your network and then transmit data fast. With 5G, we are moving further into the spectrum and we’re stepping to the domain that we call millimeter wave, which is frequencies that get to like 28 gigahertz, 35 gigahertz and so on. So very high on the spectrum, which means that as higher-end, the higher you get on the spectrum, the more bandwidth you have available for you to deploy your networks. And that allows us to provide better speeds. And also we have better data overall traffic capacity. That is one of the new things. Of course, it is a kind of a tradeoff. The higher you go on the spectrum, the shorter distance the signal can travel. So when you go to really millimeter wave deployments, which you can see — for example, in US — some of the deployments, you can say — for example, AT&T, Verizon — the operating millimeter wave, you get a lot of capacity, but you do not get that wide coverage that you’re used to seeing in LTE. There’s ways to fix that by deploying more base stations, by complementing your coverage with spectrum on centimeter wave and even low band. But the fact is that while operating on these millimeter-wave bands, you’ve got to be very mindful about how you’re going to build your coverage and how you’re going to make sure that your customers do get the performance that they need. But it is definitely a very important aspect that we are covering with these new 5G deployments.

    Alan: Let’s talk more about the

    actual practical applications of this technology. So what will this
    allow content creators to do in VR and AR?

    Sandro: Absolutely. So when you

    talk about like VR and AR so far, I mean, the networks that were
    available, they are, I would say, somewhat limited, when you’re
    talking about real-time applications of AR and VR. Of course you can
    stream to some extent, not a problem, especially for VR content that
    is already produced. When you’re talking about building interaction
    and transmitting a real-time application based on VR and AR, that’s
    where we start to hit the limitations of the network, not only in
    terms of latency that impact really how we feel when we are using the
    technology, but also about the bandwidth and the throughput of the
    network. So with 5G, we’re going to really be able to take the next
    step and implement VR into real-time applications, be it VR
    conferences– actually, when we were launching the network with
    Sprint here in the US, one of the use cases that we have shown to the
    folks that were attending the launch was actually a real-time virtual
    reality call with one of my team members that was in another site
    close to where we were having the event. So you could actually talk
    to this guy that was at the Venice Beach Pier, while we were in a
    hotel in Marina Del Rey in Los Angeles. And you could see that it
    actually felt as if you were seeing this guy right in front of you.

    Another possibility is around, of

    course, gaming. We see in — probably all of you guys have heard
    about these — the gaming industry right now is growing tremendously.
    It is already a business that is significantly bigger than movies and
    music, which is something that probably a few years ago it was
    unthinkable of. And still, there is quite a lot of demand on the
    market that is not served due to basically adoption barriers that
    exist. So not everybody can invest in a gaming console or on a
    professional computer to play games. And with that, the concept of
    playing– hosting games on the cloud has been growing quite a lot. So
    that basically breaks the adoption barriers and allows pretty much
    everybody or anyone that wants to play a game to just hire a service
    and pay a smaller amount and have access to computers and graphic
    capacities that is hosted on the clouds and play whatever game they
    want. Needless to say, to be able to make that work, knowing how
    demanding these applications are, you need to have a network that is
    able to deliver on the transfer capacity and on the latency that
    would be required for these games to work. And then 5G is really the
    answer for that. And it goes even further in terms of capacity
    requirements if you’re talking about VR games. So just to kind of
    finish my point. So when we were in the Mobile World Congress in
    Barcelona, earlier this year, which is like the biggest event for our
    telecommunications industry. We were showing together with Sony and
    Intel a VR game using the content of the new Spider-Man movie that
    just went out a few months ago, where then we would have people
    playing — using a VR headset — against another person that would be
    in another booth — in this case, in the Intel booth — and they
    would compete being different Spider-Men in the city there, who would
    actually complete the tasks faster? So that was a pretty cool
    application of showing, first of all, VR gaming live for basically
    whoever was visiting our booth there and showing how actually 5G was
    enabling this experience between two different players that were in
    different locations, even though at the same fair.

    Alan: Was there a distinct

    advantage with 5G, versus not?

    Sandro: Oh, absolutely,

    absolutely. So without 5G, we simply couldn’t make it work. And we
    have another case that we show in these events, which is a game of
    ping pong. So a virtual ping pong. So you have basically the two
    players, they are wearing VR headsets and then they start in 4G, and
    then they see that they are unable to hit the ball because of the
    latency. So when they see the ball coming, it actually already went
    and they’re not really able to play. Then you move them to 5G, and
    they can actually play ping pong as if they were actually using a
    real ping pong table and real ping pong rackets. That shows the
    impact of latency very, very clearly. And quite a lot of the demos
    that we’ve put together to show the impact of 5G, they do take
    advantage of VR and AR, because these are actually domains where we
    can clearly see the impact of low latency communications and high
    throughput communications in action.

    Alan: That’s incredible. So

    what’s the roadmap for rolling this out for everybody? Because we’re
    talking about it in very controlled environments,.

    Sandro: Yes.

    Alan: Gaming arena and maybe a

    hospital suite, but these are controlled environments. When can we
    expect pervasive 5G, where I’ve got my phone and my phone is
    screaming fast everywhere I go?

    Sandro: As I mentioned, we’re in the very early stages of 5G deployments, which actually happen faster than initially thought by the industry. So back in 2017, we were saying 5G would be around by the end of 2020, beginning of 2021. And in reality we had the first networks getting commercial in the beginning of 2019. That said, we’re still really scratching the surface. So out of the four major operators here in the US, for example, they all launched 5G, but most of them are just taking a hotspot approach, because they’re operating in millimeter-wave. They’re still kind of deploying their network and building coverage and so on. So if you get a phone right now, you’re gonna have a great service, but not everywhere on 5G. In some areas you’re going to be in 4G, you’re still going to get great service, but that’s 4G. We do expect these to evolve pretty fast throughout the rest of this year and 2020 here in the US. So potentially by the end of 2020, you’re already going to have pretty wide coverage of 5G in the biggest cities of the country. In other parts of the world, you have countries, for example, like South Korea, where you are already reaching quite a lot of subscribers with 5G. So they reached the threshold of their first million subscribers just a few weeks after the initial launch. And now they’re already counting — if I’m not mistaken — more than 3 million subscribers on 5G in the country.

    Alan: So does that mean they’ve

    sold 3 million 5G devices as well?

    Sandro: Yes.

    Alan: Wow.

    Sandro: They had early access to

    like one device from one provider. Now there are way more on the
    market. But yes, this is a market that has the most number of
    subscribers on 5G right now.

    Alan: Sandro, do you have a 5G

    device?

    Sandro: Not yet.

    Alan: [laughs] We’ve got to get

    one.

    Sandro: Yeah! Well, to be frank,

    I just ordered one on Friday.

    Alan: Oh, cool! Which one?

    Sandro: I got a Xiaomi. And a Samsung. I actually got two, for testing purposes and so on. But like there are, for example, if you go here in the US, you have options also with LG, with OnePlus, that they’re also pretty good as well. So yeah, I’m in. Luckily, in my role, I get to test quite a lot of them. So I’ve used a few test phones, but then I got these two now to do some additional tests in the US and, well, another thing that is worth mentioning is that of course quite a lot of people in the market, they’re still waiting for the iPhone to support 5G and well, we’ll know when that happens. It was not with the 11 that just came out, but let’s see for the next iteration if you’re going to be supporting 5G as well.

    Alan: It’s interesting that Apple is taking a longer approach to bring their 5G device to market. Do you know why that is, or is there a reason, rationale beyond that?

    Sandro: It’s hard for me to

    comment on their strategy. But if you’re looking to the devices that
    are currently available, they have way less options of frequency
    bands than you usually have on a device. You’ve got a 4G phone now,
    it’s going to support those zones of different frequencies. So you
    can basically use it wherever in the world. The 5G devices are
    getting to the market right now. They’re going to support just a
    handful of 5G frequencies. This basically could be due to the
    maturity of the chipsets. That may be one reason that they want to
    have like, let’s say a wider approach and not carry too many
    different SKUs, which means that it may be better for them to wait a
    little bit more. But I mean, I can’t really comment on their plans.

    Alan: Yeah, but it’s coming for

    sure.

    Sandro: Oh yeah.

    Alan: For sure.

    Sandro: Yeah.

    Alan: OK. So let’s move the

    conversation to more XR specific.

    Sandro: Sure.

    Alan: You mentioned being able

    to collaborate, being a collaborative space. But let’s be honest,
    there are VR experiences now, that we can collaborate in 3D space
    over Wi-Fi.

    Sandro: Yeah.

    Alan: And that’s working fine.

    But if anybody who’s been in Altspace or been in some of these
    multi-user collaboration platforms, they are a bit laggy.

    Sandro: Yeah.

    Alan: Sometimes they glitch out

    of it. And so this promise of 5G seems to be kind of that magical
    part that will allow us to push the limits of this technology much,
    much harder and much further than we ever thought possible.

    Sandro: Exactly, exactly. So of course, if you’re talking about especially like a local application and so on, in a controlled environment, Wi-Fi can do quite a lot. The thing is, when you really get to real-world implementations, where you’re going to have an environment that sometimes is not fully controlled and that also where you cannot really guarantee that everybody is going to be in the same network. So you can guarantee low latency and so on. That’s where really 5G is going to make a difference. And that’s not only for VR and AR. We have a myriad of applications, enterprise applications that– well, they somewhat work under Wi-Fi, they work better under 4G, but they do– where you do not have the full benefits until you really get to what 5G can bring to you. So one good example, going a little bit outside of AR/VR is for industrial automation.

    So, for example, controlling robots in a factory. Most of the factories right now, they’re using fiber to connect these robots — or sometimes even copper — just because Wi-Fi is not reliable enough. But what they lose with that is the ability to quickly reconfigure a production line, which in the world of today happens way too often. So 4G already starts bringing some possibilities for that. But if you’re really talking about a fully autonomous factory, like in a fully automated factory, then 5G really plays a big role. And coming back to the VR and AR point, I think that this is a story about utilizing VR for connecting people remotely into content that can be– of course it can be entertainment and most importantly, business-related content is going to be extremely important. So let’s say if I take any company that has a support troop on the field. So let’s say even like a service provider, it has to have people that are visiting sites and so on. Someone, some other company that needs to train remotely sales or support troops, being able to utilize AR and VR to train and support the execution of activities on the field is extremely important. And then 5G is going to come really to guarantee that this connectivity is available wherever they are, that they do not have to rely on streamed content that is not real-time or to have to basically scramble to get the perfect Wi-Fi connection to be able to access the content, because not always that’s going to be available.

    Alan: So let me ask you, if we wear glasses, let’s say Apple comes out with glasses in, — let’s call it five years, I don’t know — Magic Leap gets miniaturized, maybe North glasses expands their field of view, we’ve got access to glasses. And those glasses are relying on 5G and they’re giving us this three to five-millisecond latency. What happens, then, when we switch between 5G to 4G in our experiences?

    Sandro: If you get to this point of switching from 5G to 4G, what you’re going to see is an increase in latency, which can become a problem depending on the application. And then a reduction on the throughput capacity, which for AR may not be that big of a problem, but for VR can become a problem. There are ways to kind of offset this problem though, or these challenges. When you’re looking to building the 5G network, one thing that is very important to actually enable all of these is that we further distribute the compute capacity of the network. So of course, like the 4G and the 5G infrastructure, they both rely quite a lot in cloud computing capabilities to be able to provide all of the processing power that is required. But if you take like what is done in 4G and what is done more traditionally in these networks, we have this capacity being very centralized, being deployed in a very centralized manner. Not as centralized as, for example, you would see on an Amazon or in a Google data center or anything like that, but still very centralized and probably focusing just a few points of an operator countrywide network. When you move to 5G, to be able to enable these low latencies that we were talking about, we need to distribute compute capacity further and then we deploy this concept that you probably have heard about, edge computing and edge cloud. Why am I talking about that? While we are deploying the edge cloud to support 5G, we’re also able to start deploying in these same locations capabilities related to the 4G network.

    So you can have like, local breakout of traffic, you can have caching of your content being deployed in the edge of the network, which would then — even on a 4G environment — help you reduce a little bit the latency that you’re going to have while accessing this application. So you would, in brief, kind of utilize the architecture that is being viewed for 5G to also enable 4G services and to enable — and most importantly, to host — these applications to make sure that you minimize as much as possible the latency, even if you are on 4G. So you would minimize the impact of a potential drop from 5G to 4G.

    Alan: Really exciting times. You

    know, you talk about edge cloud computing and that’s the ultimate
    goal, is being able to have all the compute power in the cloud,
    rather than on the device.

    Sandro: Exactly right. And of course, like device compute is important, but we become much more efficient when we have, well, the cloud taking care of the processing of the applications. But to be able to do that on real-time applications, then edge capacity becomes key. Because you cannot rely– for an application that has a strict requirement of latency, you cannot rely on a data center that is anywhere in the world. I mean, you need to really make sure that you’re getting your content from a data center or even an edge compute site that is close to where you are. Otherwise, the application’s not going to work.

    Alan: It’s really just amazing

    at the amount of technology that’s going into this. How many
    employees are working on this at Nokia?

    Sandro: I cannot give like the

    specific numbers, but Nokia right now is a company with more than
    100,000 employees all over the world, and quite a lot of our focus
    right now is on 5G. Of course, it’s very obvious that our R&D
    guys and our Bell Labs team that is working like on really the future
    of 5G and even 6G, they’re all deeply involved in that. But I used to
    say that every person in our organization is part of our 5G success.
    Because be it in my purchasing, or CFO team, or marketing, sales,
    we’re all involved in delivering these networks and making sure that
    our customers are getting the best service they can, and that we make
    5G a reality for the world. Because this is beyond just a technology
    standard, this is fundamentally transforming the way a lot of
    industries will work and it can potentially improve the lives of a
    lot of people. So we are all excited about that.

    Alan: Yeah, it’s really an exciting time. Sandro, I really want to say thank you for taking the time to not only explain 5G and how it works and the benefits, but really to dive deep into why it’s important to the XR community. I don’t think a lot of people truly understand 5G and what it is, and this has been a great kind of precursor to that and fully understanding the technology and why 5G is going to enable and unlock the full potential of XR. I think it’s just– it’s early days, but like you said, it’s coming faster than anticipated. And I think if you look at glasses like the Nreal glasses, that are running off a phone device, super lightweight, low price, these things are coming and they’re coming faster than I had anticipated as well. So it’s funny, I took this 10-year approach, I was like, “OK, by 2025, these things will happen.” And we’re already seeing an enterprise. Well, it’s not 2025, it’s 2019, and things are being rolled out now at scale.

    Sandro: Oh, exactly. Exactly. It

    is indeed like exciting times. I think you can clearly see by where
    I’ve been talking about how excited I personally am.

    Alan: [laughs] Of course.

    Sandro: All these and yeah, I’ve

    been very happy to be here with you, Alan, discussing this and
    talking to all your listeners.

    Alan: I got to drop a bomb on

    you here.

    Sandro: Sure.

    Alan: We haven’t announced

    anything, we will be announcing in 2020. But we’re working on a
    product, that our mission is to democratize education globally by
    2037. So in 17 years from now, we should be able to — using cloud
    computing and XR devices — provide really, really personalized,
    contextualized, real time learning, to any learners around the world,
    to learn anything they want. So you look at a machine and it’ll tell
    you how it works. You look at somebody walking down the street, it’ll
    tell you where they got their clothes from. Being able to learn at
    the speed of automation and AI is going to be essential as we move
    into exponential growth of everything. And I think 5G is going to
    really unlock that ability to distribute this content around the
    world. Not only distribute it, but also create it and let people
    create the technology and the content. I think that’s really where
    this is going to shine. So I thank you for all the work that you and
    your team are doing to build the infrastructure of the future of
    learning.

    Sandro: You know, this is really

    exciting to hear, really exciting, Alan. We’re looking forward to
    hear more about it. And yeah, I mean, these kind of things that give
    us purpose.

    Alan: Exactly.

    Sandro: Yeah. I mean, we all

    like technology, but we like it even more when we can clearly see a
    purpose for it, and we see people benefiting from it. So this kind of
    initiative you guys are doing is absolutely great. So delighted to
    hear about it.

    Alan: I appreciate it. And I

    have one last question for you. What problem in the world do you want
    to see solved using XR technologies?

    Sandro: I mean, it may sound

    that I’m kind of surfing on your wave here, but definitely education.
    I have always been personally a great advocate of education
    everywhere. And I see that this is actually where a lot of the gaps
    that we see in the world are being generated, like the lack of
    education. So really, if we can use AR and VR to break barriers and
    enable really the democratization of access to tech education — to
    education in all senses — is going to be a fundamental step for a
    better world. So definitely this is for me, really a great potential
    that this technology has for the future. I’m going to be looking
    forward to seeing this happen.

    Alan: Well, we’re going to make

    it happen together, my friend.

    Sandro: Absolutely.

    44 min
  • Building the Foundation of XR with 5G, with Nokia's Sandro Tavares
    We've had a lot of people from a lot
    of different industries on XR for Business, and many of them have
    espoused how much things are going to change when the world finally
    has a global 5G network to work on. Well, in today's episode, we have
    one of the folks responsible for laying the groundwork for that
    network -- Nokia's Sandro Tavares -- on to talk about how that's
    coming along.
    Alan: Thank you for joining the
    XR for Business Podcast with your host, Alan Smithson. Today's guest
    is Sandro Tavares, and Sandro is with Nokia. He has more than 20
    years of international experience in the telecoms industry, with the
    past 18 working with the Nokia family of companies. He's had several
    key roles that have been integral in shaping the latest evolution
    steps in the mobile industry and communicating these advances to
    Nokia service provider customers around the world. He is currently
    the Head of Mobile Networks Marketing, a position in which he leads a
    global team focused on promoting Nokia solutions for mobile networks,
    including 5G. To learn more about the great work that Sandro and his
    team at Nokia are doing, you can visit nokia.com
    and if you want to dig even deeper, you can just type in "Nokia
    5G" into Google.
    Sandro, welcome to the show.
    Sandro: Thank you very much,
    Alan. Thanks for having me.
    Alan: It's my absolute pleasure.
    I'm super excited about this. We've had people from telcos, people
    from industry. We've had all sorts of great people on the show. But
    we've never had somebody from a company that is building the literal
    infrastructure that all of XR will run on. And that's 5G.
    Sandro: Yeah, that's great to
    hear. Really an honor to be here and to be the first one discussing
    this topic with you guys.
    Alan: So tell us, what are you
    guys doing at Nokia? Why will this impact XR?
    Sandro: Well, I would say that probably a lot of the listeners, they know Nokia for the devices, right? From the cell phones in the past and the early stages of the smartphones. But Nokia has actual history that goes much beyond that. It's a company that was founded 150 years ago. It started as a paper mill in the countryside of Finland. It has evolved through several different industries. And in the last decades, it has been focused on technology. So our two biggest businesses in the past were the handset business, so the devices, the cell phones as we know them, and then the networks that actually support these devices. So the networks that are provided to service providers, operators all over the world. Then after Nokia has divested these devices business few years ago, then we focused 100 percent on our networks business. And this is what we are doing now. We build basically all generations of telecommunications in the past, and now we are heavily focused on making 5G a reality. And that's where basically what takes my time throughout most of the days, just talking to customers and discussing about the benefits that 5G will bring to the world, that just goes much beyond just providing broadband. And looking to the applications that can be built with 5G, quite a lot of them are actually going to be enabled by XR technologies. So you can think about a myriad of applications where XR, AR, and VR are going to be important and that are going to be leveraging 5G to actually get brought to the market and delivered to customers.
    Alan: Obviously I'm a little biased, being the XR for Business Podcast. Let's dive into some of those use cases. Let's take a broad. I was told real millimeter-wave 5G in its perfect condition will be able to be 100 to 1000 times faster than what we're using currently. And to put that in perspective, somebody said you'll be able to download the entire Game of Thrones, not an
    44 min
  • Web-Based Augmented Reality for E-Commerce, with Seek’s Jon Cheney

    Getting started in AR marketing and

    virtual try-ons can be tricky for enterprise, especially if — like
    Walmart or Amazon — you’ve got hundreds of thousands of products to
    model and host. Or, it could be easy, with the help of services like
    Seek, which hosts 3D content like YouTube hosts videos. CEO and
    founder Jon Cheney drops in to share the details.

    Oh, and Alan gets a spaceship.

    Alan: Thanks for joining the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Jon Cheney from Seek XR. I’m really, really excited to have Jon on the show. We traveled all through China together, pitching to rooms full of Chinese investors. And it’s been an amazing experience. Jon is the CEO and founder of Seek. They’re a leading provider of web-based augmented reality for e-commerce brands. I just found this out about him: he’s a composer as well, for films. SeekView is his web-based product built for e-commerce brands. They’ve won several business competitions, including Pluralsight LIVE, where they won $50,000. They’ve announced some really big partnerships with Walmart and Lego and some other stuff. We’ll get to that. But if you want to learn more about John and the work they’re doing at Seek, it’s seekxr.com.

    Jon, welcome to the show, my friend.

    Jon: Thanks so much, Alan. Great

    to be on the phone with you today.

    Alan: I’m so excited, man. It’s

    been a minute since we got to just talk and hang out. We had a great
    time in China. And since then, you guys have done some amazing work.
    Talk to me about what you guys are doing. I saw some things from Lego
    and Walmart. And you’re building 3D visualizers for big companies.
    What’s going on?

    Jon: Yeah, man, it’s been quite a journey. Where we are today is way far away from where we started. [chuckles] There’s a lot of people in the XR industry that could probably chime in with similar stories. With this industry that changes so fast, you got to be ready to move with it. But from the very beginning, we’ve had one overarching goal that actually hasn’t changed. We wanted to make augmented reality easier to find and access, and make this a technology that was more accessible. And where we’ve landed is in web-based AR. And there’s obviously hundreds of use cases for web-based AR, but where we really decided to focus is on the e-commerce realm of things. And you’re talking about Walmart, Lego, and those were a couple examples of some of our recent partners. But we’re really focusing on the e-commerce and the retail sector, because there’s just huge benefits when a customer, the end-user is able to use this technology to see a product that they’re considering purchasing. Whether it’s a little Sonos speaker, or a new couch, or a new shoe, or whatever that is, to be able to see it in your space, in your environment, and kind of have all those questions answered that you don’t really know until you get the product, typically. It’s just a huge benefit, and so because of that very obvious benefit, it’s taking off in a big way, and we’re fortunate to work with some of the big, big companies out there at this point.

    Alan: So you created this web-based AR visualizer. Walk us through, like I’m on a website, I’m scrolling down, I see a product, I’m like, “Man, that’s really cool, but I don’t know if it’s gonna fit my living room.” — maybe it’s a coach, we’ll just use a couch as an example — I don’t know if it’s going to fit. You can press a button, using the camera on the phone, now it’ll project that couch into your space. Is that what I’m–?

    Jon: That’s exactly right, yeah.

    And the cool thing about what we’re doing here, is it’s appless,
    right? You don’t have to download the Amazon app, or the IKEA app, or
    whatever. This can happen right on any browser, on Chrome, on Safari,
    Android, iOS, it doesn’t really matter. We’ve kind of worked on
    building out this ecosystem, so you just tap on this link or this
    button and it opens up the camera. It measures the environment in a
    really quickly, and then that object appears in its true size, right?
    And so we’re using a lot of the technologies that Google and Apple
    have been working on — the ARKit and ARCore and things like that —
    of being able to measure the room around you, and then be able to
    engage with it and start to interact with it and start to answer
    those what-if questions without having to order–

    Alan: Without having to answer

    them at all.

    Jon: Yeah, exactly. Without even

    having to ask. And that’s exactly right. It speeds up that decision
    process for the consumer, they’re more likely to buy it. And on the
    back end, because they made a more confident purchase in the
    beginning, there’s a lot less returns, too. So it saves problems from
    the buyer’s standpoint, as well as the hand that doesn’t want to have
    to deal with returned products and that whole process.

    Alan: What are some of the

    companies that you’re working with? Can you talk about specifics?

    Jon: Yeah, sure. Again, we’ll

    talk about Walmart for a second, and then we’ll talk about Nestlé. I
    think they’re an interesting use case as well. But Walmart is
    obvious, they have 300 million products and the task of getting 300
    million products turned into 3D objects is something we can talk
    about a little bit. But really, they just focus on different
    categories. Obviously, furniture and home goods, things like that are
    an obvious starting point for most stores, most retailers that sell
    lots of things.

    But where we started with them actually

    was with Lego. Lego’s a very visual products, it’s a very fun
    product. And Lego has actually been kind of an innovator in the AR
    space for a long time, for five or six years. If you go to their Lego
    stores, they have iPads, tablets there where you can see things come
    to life. And so they’ve been doing a lot of really cool things, but
    they have a lot of problems around the deployment of that. It’s
    really, really difficult to update apps, the iPads break, and things
    drop, and there’s a lot of just kind of forcing it, right. And so
    we’ve worked with them to make the experience much, much easier.
    Really, what Seek does the best– easiest way to compare what we do,
    is we’re a lot like YouTube in terms of just the hosting. With
    YouTube, you upload a video to YouTube, and they give you a link,
    right? And then you, as the video uploader, don’t even have to worry
    about which devices your content is compatible with. YouTube takes
    care of that. They make sure every screen out there plays that video.
    Because that makes their service more valuable. And it’s a great
    service to you. And so we did the same thing with 3D models. You
    upload a 3D model to our system and we give you a link. And so
    because it’s just a web link that then works within a browser, you
    can do all kinds of things with it, including accessing it from a QR
    code, which is one of the ways that Walmart and Lego are doing it.
    You can honestly access it at Walmart.com. You can try it out, I
    think it’s a Walmart.com/lego and just click on the “see it in
    action” button and you can try it out. And then there’s a banner
    that says, “see it in action”, you can click and play with
    any of those things.

    On on mobile browser, you can try that out, or if you’re on your desktop and see it work in 3D. But then in-store, they just have QR codes right next to the products. It says, “Hey, here’s this new Star Wars set! Scan this QR code to see it come to life!” Boom! And so you click it and your camera opens and there’s a 3D Lego set in front of you with the AT-ATs walking around, AT-STs walking around and shooting things. And it’s pretty cool to have that come to life. So that’s a really interesting use case because it’s working, of course, on the website, but also in-store in retail. And so that’s a really cool crossover.

    I think that AR can be used to enhance that in-store process, because while it’s cool for Legos, think about that from a furniture perspective. You’re going in and you say, “Hey, you know, I like this couch.” I sit on it. I like it. I’m at the furniture store. I just don’t know if it’s going to fit in my house. And so the sales rep says, “Hey, you know, don’t worry about it. Here’s a link. When you go home, make sure that it fits. And if it fits, just push this button and we’ll complete your order and send it to you.” That’s a really cool use case to combine this online and offline experience using a very, very easy to use simple technology. Nestlé is pretty interesting. They actually started working with us originally to help their sales reps. They sell Nescafé machines to convenience stores and grocery stores, and they have end caps. Where it’s like, “Hey, here’s this KitKat aisle end cap in a grocery store.” And so they have sales reps that go around tens of thousands of malls around the world, they go around and sell these things. And up to now, all they do is say, “Hey, here’s a picture of the latest thing.” But with Seek, they’re now able to say, “Hey, here is exactly what that new KitKat end cap is going to look like in your grocery store. How many of them do you want?” And they can leave a link with the store manager. And it just becomes a much more immersive process. And so they started out there and it went really, really well and started growing.

    And now, due to some of the new partnerships that we have that we brought to the table with Google for them, we’re enabling some of their content through Google AR Search. Now they’re moving that to their consumer-facing websites, so that customers can see what a coffee machine looks like in their kitchen, before they buy it. So it’s fun to watch even progression within a company. And the different use cases they find about technology.

    Alan: I’m watching a Lego

    airship fly across my desk right now.

    Jon: [laughs]

    Alan: Then land on the desk, and

    there’s like a battle going on.

    Jon: That like the Avengers one?

    Alan: I have no idea, but it’s

    so good. Hold on, it is the… Avengers. Yeah, the Avengers one. So
    cool. Oh man, you got to try this, walmart.com/lego and then “see
    it in action.”

    Jon: Yeah, it’s a pretty– I

    don’t know about you, when I was young I was building Lego sets more
    often. To have this available, let alone from the benefit that there
    is from that e-commerce perspective. But it’s just fun, right? I
    mean, kids love this stuff. It’s really fun.

    Alan: I love it. You point your

    phone, and it basically puts a little flat plane and then drops the
    Lego set in. And you can zoom all around, and it’s animated so that
    the Lego people are walking around. There’s a girl on a horse right
    now, I’m trying a different one. It’s just incredible. Dude, this is
    amazing.

    Jon: How easy was that?

    Alan: You know, how easy was that: press the button and it worked. I don’t know.

    Jon: Yeah, exactly.

    Alan: Really?

    Jon: Right? And compare that to

    where we were just a couple of years ago. “Oh, you want to see
    this in AR? OK, that’s fine. Here’s the app you download. Go and do
    that, and maybe you have to create an account, and then you have to
    go find the product again, and figure out how to get to the link.”
    This is just: boom, tap it and it shows up.

    Alan: It’s so much fun. I’m

    going to post a little video of it tomorrow on my LinkedIn, because
    this is so much fun. Well, how do you deal with then — I guess the
    question becomes — with Lego, for example, there’s maybe, I don’t
    know how many you’ve got in there, but let’s say there’s 20 sets.
    You’ve animated them. You made them in 3D. But how do you deal with
    the fact that they have 300 million products?

    Jon: Yeah. Walmart is a very interesting one. Another one of our customers is Overstock and they’re very similar. And we’re much further along in the process with Overstock, we’re fully launched with tens of thousands of products with them. And ultimately, it really isn’t possible for one organization to say, “Hey, we’re going to tackle even 100,000 products.” That’s very expensive, prohibitively expensive for most people, and for Walmart to take on even a fraction of the 300 million products is crazy. For Amazon to take on– Walmart has 300 million products; Amazon has 300 million sellers.

    Alan: Amazon’s got 1.4 billion

    products.

    Jon: Yeah, it’s crazy. And how do you deal with that? And I know that you’ve done some work in this area, Alan. And the point is, I think in the long run, it’s gonna have to– I think that phone technology, scanning technology is going to get way better and you’re going to be able to do it just with the handheld devices in your pocket all the time.

    Alan: Yeah, the new Samsung 10

    does it.

    Jon: Right. It does it, but it’s

    still not quite there. It’s pretty good, don’t get me wrong.

    Alan: It’s good, but it’s not

    perfect. It’s not retail quality.

    Jon: Exactly. It’s not to where

    Walmart’s going to feel like, “Oh, I can put that on my
    website.” We’ll get there.

    Alan: Yeah. I think honestly

    it’s going to be solved with AI, to be honest. I–

    Jon: Totally agree.

    Alan: Yeah. Having studied this

    exact problem quite a bit, I know that it’s going to come down to AI
    algorithms taking the six photographs that you already have on your
    website: front, back, left, right, top, maybe the bottom, if you
    don’t have the bottom just put a black bottom.

    Jon: Yep.

    Alan: And now you got a 3D

    object.

    Jon: Totally.

    Alan: I mean, I’ve seen early

    attempts at this and they work for very, very, very basic things like
    a box or a chair, but it’s not even close to where we need to be. But
    I think give it another year and I think we’ll be there.

    Jon: Yeah. A year, two years,

    three years, however long it is. It’s not very far out. And I agree
    that the way to really scale it is to automate that. But in the
    meantime, what these retailers are doing is saying, you know,
    Overstock says, “Hey, suppliers, we now are enabling this 3D or
    AR technology on our website. Here are all the benefits that
    increases conversion by 80 percent, reduces returns by 25 percent”
    or whatever the numbers are. And then they just say, “Hey, if
    you want to be in, send us your 3D models.” And so that’s cool.
    But the problem is, as you probably also know, there are literally
    hundreds of different variations of 3D models, even if you take the
    same OBJ or FBX filetype or glTF, one of these extensions. There are
    tons of variations within that. They don’t all work. Some of them are
    too big. They’re missing–

    Alan: You have to create a

    standard for them.

    Jon: Exactly. Exactly. And so

    part of what Seek has done that has allowed us to scale up to work
    with these really large scale operations, is we have built that
    automation that can take a 3D file and spit out the proper version on
    the other end.

    Alan: What is the version that

    you guys– what is it, is it a glTF from the backend?

    Jon: So, yeah, there’s a few

    things that we do on the backend. One is Draco file, one’s a USDZ and
    one is a glTF, and then we have a couple other ones that we use that
    were playing around with, especially for things like Magic Leap that
    we’re working with, and some other kind of newer file formats that we
    just want to be able to support them. But the point is, we want to be
    able to have the whole process be automated. Upload 5,000 3D objects
    and then our system goes through and analyzes them and figures out
    all the inconsistencies. And on top of that, another piece, it’s
    important that we do is it compresses the file down to where it’s
    under two or three megabytes, where it needs to be to be used at a
    consumer level. You click on those Lego sets and you see how long it
    takes, it’s not very long at all, it’s really fast. But if it was a–
    I can tell you this, when Lego sent us those files — because Lego
    actually created those animations, we didn’t do that, we just enabled
    the technology — but when they sent us those, they were 150 to 500
    megabytes each. And that’s just completely unusable. That’s why they
    have had to — up to now — pre-load them onto an iPad or something
    like that, because you just can’t have the consumer depend on some
    sort of 4G or LTE, 5G would maybe handle it, but we’re not even close
    to being that large scale. So they needed us to come in and say,
    “Hey, let’s bring this down by a factor of a hundred and then
    make this available to our users.” So that’s where Seek has
    really been able to shine, is in that processing and dealing with
    thousands, tens, hundreds of thousands of 3D models and preparing
    them and getting ready. And then, of course, that’s not to discount
    the technical challenges of supporting all of these platforms.

    Alan: Let me ask you a question,

    speaking of supporting all these platforms. Does your WebAR platform
    work on Chrome on an iPhone?

    Jon: Yes, sir.

    Alan: Really?

    Jon: It does.

    Alan: How do you open the camera

    on Chrome on an iPhone?

    Jon: You know what? If I were

    the CTO, I might tell you, but I’m not. [laughs] I’m not going to
    tell you. But, yeah. Try it, try it on Walmart’s thing right there.
    You go to Chrome and watch it work.

    Alan: Amazing.

    Jon: So, yeah, that’s an

    important thing. I mean, tomorrow is the Apple event, right? The big
    day, we’re all saying, OK, what’s going to happen next? Are they
    going to talk about AR glasses?

    Alan: How many AR start-ups are

    they going to put out of business?

    Jon: Exactly. [laughs] Exactly. They come out with their new ARKit 3.4, what are all the new features that are going to come out? And so, yeah, I mean, there’s really cool things happening there. But one of the things that they did, they actually changed the way that they handled textures in iOS 13 here. Anybody that doesn’t know and doesn’t hear this today — which they’re not going to — doesn’t know that that’s happened, every single model that they are hosting in USDZ file format will fail. They will all be broken and they’ll have to go through and fix every single one and adjust the textures and re-deploy all of their content. And so that’s another big problem that we’re solving for brands that work with us. Overstock can’t keep up with that. And they can’t say, “Oh my goodness, we have to reprocess and recreate 50,000 pieces of furniture and 3D objects related to it, knowing that it’s going to happen and knowing when it’s going to happen. Oh, my goodness. As soon as people upgrade to iOS 13, all their stuff breaks.” But for Seek, we just update our installation that’s on these websites. And we’re updating the backend system. Just like if YouTube all of a sudden supports some new device, you don’t have to re-upload your videos, right? YouTube just transcodes it again and sets it right, or fixes the player and makes sure that it works. And so we’ve done that. All of our customers, as iOS 13 comes out, they won’t notice any difference. They don’t even know what happened. They may even know that we saved their bacon. But we learned about this only about a week ago, actually.

    Alan: Wow.

    Jon: Wrangling with a couple of

    our developers to say “Alright. Let’s put in some fixes that
    will make sure that the entire ecosystem that we’ve built — hundreds
    of thousands of 3D models across dozens of major websites across the
    world — don’t just die overnight.” Big problems, lots of
    change. And again, it’s a fun problem to tackle, as we try to help
    this become more democratized.

    Alan: I love the work that you

    guys have done in such a short amount of time, too. I mean, when we
    were in China it was about, what, a year and a bit ago.

    Jon: Yeah. Yeah, a little less

    than a year and a half.

    Alan: And this was on the

    roadmap, but I don’t think it was– definitely wasn’t at this point?

    Jon: Correct, no. We launched

    this almost exactly a year ago, September 15th. And it’s grown just
    at an incredible pace since then.

    Alan: Amazing. So what are some of the actual numbers on ROI? How much does a 3D model cost to make? How much does the platform cost? What is the ROI on this? Is there an increase in sales? Let’s talk turkey here.

    Jon: Yeah, definitely. In the end, that is why we chose the e-commerce field. That is where the most demonstrable ROI is. You could just run straight Google Analytics and say if they used AR, what was conversion? If they didn’t, what was the conversion rate? And the numbers are pretty astounding. So just to speak, we’ll start from the end, and then I’ll go backwards and talk about some of the costs and how you get there. And I can’t share specific brand names, but we’ll just say a large retailer.

    Alan: “[Insert Large Retailer Here.]”

    Jon: [laughs] “Insert large retailer here.” That’s right. So we work with quite a few, but one that we’ve done about $10-million of testing with. In terms of not $10-million for us, but $10-million of sales, measured through them is a 150 percent increase in sales conversion. A 150 percent increase! That means if they were going to sell $400,000, they actually sold a million dollars, because AR was used. If AR is used, sales conversion increases by 150 percent. On the flip side, on the back end of that sale, they’re measuring currently a 25 percent reduction in sales returns. So the savings on just both of those number, on each of them individually, are just absolutely immense. The ROI is very, very demonstrable. Seek charges based on tiers. So, maybe if you have a million views to your website a month, then 10,000 a month or something like that. Just depending on– those aren’t exact numbers. But that’s kind of how it is. It’s just a consistent SAS model based on different tiers, based on how big your website is and how many product page views you’re getting, and how many– how often the Seek service is being called, or the Seek view service is being called. And then on the front end, yeah, there’s the setup. And then you have to also have 3D models. If the company has 3D models, occasionally we need to have them pay us to process them. Maybe they’re in some crazy format or they’re CAD, files which are just ridiculous to deal with. I’m sure you’ve done that before.

    Alan: Oh yeah.

    Jon: But depending on that, lots

    of times that they have 3D models, they avoid that setup across
    altogether. But if they don’t, then we can create them. And it just
    depends on what the 3D model is of. If it’s of a table, then you’re
    talking lower, 100-200 dollars per model. If you’re talking a Harley
    Davidson, might be a little bit more than that, by a factor of 10. 3D
    model creation depending– it all depends on the quality. Do you want
    PVR? Do you want physical base rendering? Do you want it to be super
    high quality? Does it need to be cinema quality? We received a CAD
    file one time, of Bumblebee from Transformers, and it was like
    literally *the* file they used in the movie.

    Alan: Oh my god, how big was

    that?

    Jon: Four gigabytes, Man, it was

    crazy to deal with. And they said, “Can you guys get this down
    to like two megabytes?”

    Alan: [laughs]

    Jon: So we had one of our

    developers spend three weeks on it, and we got it down. Yeah. So
    that’s fine. That’s not quite a manual process. [laughs] Hopefully in
    the future that gets more automated. But we do that very– that’s
    very rare. Something like that. Most of the time, people are sending
    us files that are 15 to 30 megabytes, and they’ve got great textures
    and then we can reduce them by a factor of 10. Pretty straightforward
    with our system. The cool thing about what we’ve done, you know, if
    you go to our website, you can look at price at seekxr.com. Even if
    you’re a startup, you’d want startups to have access to this, too. I
    think our startup pricing is $79 a month. You can have one object,
    maybe two objects. And we’re pretty flexible with our startups. If
    you’ve got five objects and one uploading, you need one on your
    website. Great, let’s make it happen. But we want people to be able
    to show off their product and sell more. As a startup and to have
    access to this new technology, so we can work with the small
    business, the startup, and all the way up to the biggest companies in
    the world.

    Alan: That’s amazing. I think

    that’s really great. I think– I don’t know if you guys have plugins
    for Shopify yet, but I mean, there’s a whole market there of smaller
    companies that now with things like the Samsung Galaxy S10 or
    whatever it is, the one that has the scanning capability.

    Jon: Yeah, right.

    Alan: If you sell, maybe you

    sell 10 products and creating them into 3D is not that difficult if
    you know how this phone device. It’ll take you some time, and it’s
    not as easy as just taking a picture. But you spend a bit of time,
    you make a nice 3D model, now you’ve got 3D on any website,
    democratization of it.

    Jon: Yeah. That’s so awesome. We

    want every eBay listing, every Craigslist listing. You know, we want
    to be so easy that anybody can do it in the future. So we’re trying
    to build that infrastructure out to be able to handle the big and the
    small. It’s the future of shopping. I mean, this is not just some
    cool fad or cool thing. This is the future. Look a little more into
    the future. You’re going to have holodecks. You’re going to have
    holograms and you can build things in a whole new way. Now, the next
    step between here and there is wearables. Apple glasses and other
    things like that come out. But this is the new way to do it. It’s–
    2D pictures, while they do have their place and they’re not going to
    go away completely, are not going to be the ultimate visualization
    that you fall back to on your shopping online in the very, very near
    future.

    Alan: Wow. If you project out a

    couple, you let’s call it five years. I don’t think it’ll be longer
    than that, but we’ll be wearing glasses. And I predicted this a
    little while ago. It was part of my presentation in China is that
    every product in the world that’s sold will need a 3D version or a
    mirror world version.

    Jon: Yep.

    Alan: And I still stand by that.

    Every single product in the world will be converted to 3D in the next
    10 years.

    Jon: Any company today that is

    creating new products — like, for example, a furniture company — if
    they sell– right now, when you onboard a new product in a product
    company, you need a description, you need pictures, you need all the
    links, you need a developed product page. Anybody that isn’t
    including “build 3D model” in that process right now is
    just shooting themselves in the foot. Because all the other
    companies, all the other furniture companies that are thinking about
    this are going to be there. And they’re going to be the ones that
    win. If I go to a website and IKEA and Wayfair sold a lot of the same
    products, and Amazon. There’s a lot of furniture companies out there
    that sell on multiple retailers. And if one website offers me this
    premium experience, where I can see the product in my home and the
    other company doesn’t and the prices are the same, take all else out.
    I’m buying from the one that gives me more information. No question.

    Alan: Yeah. It’s not even

    information, it’s just being able to experience the product in a very
    natural– it feels natural. I mean, AR– we talk about augmented
    reality this and that, and it’s just opening the camera and dropping
    it into the real world. Let’s get rid of the titles of AR and XR, all
    this crap. It’s just a better way to experience the product in the
    real size that it’s going to be. If you look at Snapchat, they’re the
    biggest AR company in the world right now. They’re using the most AR.
    And not once ever did they mention AR. Never. They probably had from
    down on high that said “Do not ever mention the word AR”,
    because you never see it. We get caught up in the technology speak,
    and forget that the rest of the world doesn’t care. They just want
    really cool ways and impactful ways to shop.

    Jon: Definitely. And we’ve tried to avoid using the word AR in any consumer-facing content. So on Walmart, on Overstock, it’s “view in my room.” It’s “see in my environment.” “View in room” seems to be the best phrase. But again, using those terms that make it feel just really natural. I completely agree with that. You know, I think we’re just hitting the very, very beginning of this. It all comes down actually to tracking. Tracking is the technology that really Seek is working on and focusing on right now as the next step.

    Alan: What do you mean?

    Jon: Right now ARKit and ARCore

    are pretty dang good at tracking flat surfaces. They can track the
    ground, they can track a wall, and that’s about it. Maybe there is
    some face tracking and some other things in there. But as trackers
    get better and quite frankly, I hope that Apple and Google come out
    with them, so that we don’t have to–

    Alan: Me too. It’ll be a lot

    easier than us building everything.

    Jon: Hand tracking for jewelry,

    foot tracking for shoes, body tracking for clothes. I believe that
    the biggest AR industry — for e-commerce, at least — will be for
    clothing.

    Alan: That’s the hardest one

    too.

    Jon: Oh, it is. It’s so hard,

    there’s so many pieces of the puzzle you gotta fit to get it right.
    You need exact measurements of that clothing. You have to get exact
    measurements of the shape of that person’s body. Then you have to
    track it and put it on and have it look real and feel good. And
    there’s a lot of issues with it. And I think we’re still quite a few
    years away from really the future of shopping there. But when we get
    there, clothing in shop for way more often that furniture is, or than
    appliances are, what a lot of the really good use cases for AR are
    right now. Shopping for a hot tub, yeah, super helpful to see what
    that’s going to look like in your backyard before you drop 10 grand.
    But you just don’t make that purchase very often. And so the number
    of clicks that are happening, the number of engagements that are
    happening just aren’t very high. But often you’d shop for a new
    shirt. Or new shoes or a new hat. And it’s almost every day for some
    people. And so when that technology gets to the point where that is
    really true to size and really accomplishing what it’s supposed to
    and letting you see what’s this going to look like? The clothing
    industry actually suffers the most from returns. It’s upwards of 40
    percent. Because people buy, it doesn’t fit, they send it back.

    Alan: Yep.

    Jon: And it’s horribly difficult

    for clothing companies to deal with it. You know, what are you going
    to do? You have to– all your competitors are offering free returns
    and free shipping and all these things. You have to jump right in, or
    else they’re going to go to your competitors. So I’m really excited
    about the future in that regard. I think that all the trackers, you
    got body trackers. But then what about a car tracker? They can
    recognize, “Oh, those are the tires. Let’s switch those out”
    or “Oh, those are the windows. Let’s tint those a little bit.
    Let’s see what that looks like. Let’s change– That’s the body, let’s
    change the paint job here.” But you need to build, somebody has
    to build a really good car tracker that can use AI to recognize all
    the different parts, and be able to accurately place a grill where
    it’s supposed to go, or headlights where they’re supposed to go.
    We’re essentially going to need AI to be able to recognize and track
    and then interact with using the 3D objects, to be able to see what
    they look like on everything in our lives.

    Alan: You know, I actually saw a

    demo of this exact thing at the PTC LiveWorx conference. It was
    incredible. They held up and iPad, it recognized the 3D shape of a–
    I think it was an ATV. And then it captured the shape, it gave the
    outline and you lined up the outline with the thing, and then it
    locked in. And then I could add things to the machine. I could add
    fenders and extra lights and running boards, and it was nuts! And it
    was adding it on as if it was right there.

    Jon: So awesome.

    Alan: Oh, dude, it was amazing.

    And I’m thinking to myself, “This is it. This is the future.”

    Jon: Yeah. Yeah. And so you have the ATV tracker. And that’s great. But there’s just thousands of products where this can happen. And there’s so much opportunity out there. For anybody that might be an entrepreneur listening to this, looking for an opportunity, figure out how to do that. Pick something you really care about where there’s a decent industry size.

    Alan: Yeah. Mine’s learning,

    man. I’m going after learning.

    Jon: Yeah, education is just– I

    mean, we had an opportunity to do something with a nonprofit this
    year, here in Utah for the Transcontinental Railroad. It’s the 150th
    anniversary of the railroad being connected to the west. Here in the
    United States, “the Crossroads of the West” is one of the
    nicknames of Utah, because that’s where it connected. And so there’s
    about an hour and a half from where I live here, is where that
    happened. And so we got to recreate the Golden Spike. The spike that
    went in, and the trains that met the Big Boy train. And all these
    cool things, and even an AR version of Abraham Lincoln that people
    got to see. And so then that got pushed out to all the schools here.
    And we had over 15,000 children that just on one day, all using the
    technology, we tracked it on all of our analytics. And kids all over
    the state of Utah were able to bring history back to life and
    experience this in a way. I mean, these trains, these Big Boy trains,
    literally. Just the engine’s 60 feet long, it’s huge. And so they’d
    have their class take an iPad and go into the gym in the school, and
    spawn this train right in front of them, have it just appear. And
    then they just go walk around it together. They get to look at this
    train, as if it was sitting right there in the gym. And so, I mean,
    there’s just– education’s awesome. I love that you’re tagging–

    Alan: Yeah. It’s funny, because

    originally when we met in China, we were basically working on exactly
    what you guys are doing. We were down the road of commerce and our
    ultimate goal was always to build a new education system. But I also
    realize that the e-commerce side of things was a way to fund that.

    Jon: Yep.

    Alan: And so we were going down

    that road. And recently we just decided we can’t walk on that line.
    We need to just focus on education. We can’t do both. And we tried to
    do both and did everything poorly. So now it’s– we really have to
    focus and we’re really focused on this.

    Jon: We have to choose one. I mean, that’s something that both you and I have learned in this industry is, yeah, there’s a lot of AR agencies out there. As a company, you can go to them and say, “Hey, can you build this custom thing for me?” And they say, “Yep, sure.” Great for the company. They get a nice custom product. But the problem is, the company that built that custom product for them is going to fail probably, in the long term, because they’re not going to be able to stay in their business with project-based work. You have to build a sustainable business model and focus on one thing and do it better than everybody else. That is really the only way to build business, really, in any industry. But in this industry especially, you can’t say, “Yeah, we’ll build anything you want.” We have gotten really good lately at saying no.

    Alan: But hold on. Let’s go back

    two years, let’s say.

    Jon: Yep.

    Alan: You guys were building

    everything for everybody.

    Jon: Totally, man. We had a

    platform and we were trying to build our vision of YouTube of AR, in
    this platform for consumers, and at the same time taking all these
    projects on. That’s just impossible.

    Alan: I learned something recently from another company in Toronto here. They’re an app development company. They do basically websites and really complicated apps for banks and stuff. And then they spun off this side project or the side company. It was totally separate. And they said, “OK, we’re gonna build our own products because we’re sick of building products for people, we’re gonna build our own.” So they siloed everybody off the development team. And what happened was they were starting to make products, they were making great progress. Some products failed, but it was like a– they were working on everything. The problem that they had was, as they got these big projects, a million-dollar project comes in and they’re like, “OK, we need all hands on deck.” And they pulled the people away from the products to work on the projects. And all the products just failed, because now you don’t have the team working on it. You just took the team away from what they’re working on, to work on someone else’s problem.

    Jon: I know.

    Alan: Yeah. And I learned in

    that one conversation, I was like, “Oh my God. It makes total
    sense why we’ve had such a struggle.” We just basically put a
    kibosh to that immediately. [chuckles]

    Jon: You got it, man. It’s been

    a journey, but we’re excited with where we’ve gone to here.

    Alan: You guys are doing

    amazing.

    Jon: The future is bright, I

    think, for both of us. I’m really excited about what you guys are
    doing with XR Ignite, and supporting the whole ecosystem.

    Alan: Thank you, man.

    Jon: Of course, your education

    product and everything that’s going on there, and we would love to
    support you in whatever way we can.

    Alan: Well, I truly appreciate

    that. I mean, this is a small world, this XR world, and it’s getting
    bigger by the day. But I think one of the things that I’ve really
    noticed in doing these podcast interviews is that almost every single
    conversation out of the entire — maybe 99 percent of them —
    training and education comes up.

    Jon: Yep.

    Alan: And it may be my

    influence, but I try not to influence the conversation. But it comes
    up, because it’s something that I think everybody realizes is going
    to be a big challenge for humanity. This is a problem that we– IBM
    released a study this morning, that says more than 120 million
    workers will need to be re-trained and re-skilled in the next three
    years, as a result of AI and intelligent enabled automation.

    Jon: 120 million people.

    Alan: In three years.

    Jon: I read the same article,

    it’s absolutely insane. How do you do that?

    Alan: I don’t know. I mean, I

    have an idea.

    Jon: I have some ideas, too. But

    bringing those to life quickly and then implementing–

    Alan: The problem isn’t so much

    that– I know we can do it, but can we do it in three years? [laughs]

    Jon: Yeah.

    Alan: I don’t think so.

    Jon: Mm-hm.

    Alan: That’s why we’re raising

    an enormous seed round, and it’s like when I presented this to an
    investor, he’s like, “That’s not a seed round. That’s a series
    A.” I’m like, “It may have been a series A in the past, but
    this is the seed round now. So get used to it or get out of the way.”

    Jon: Mm-hm.

    Alan: It’s nuts.

    Jon: Well, thanks so much for

    having me, Alan.

    Alan: Oh, it’s my absolute

    pleasure, my friend. Thank you so much. I’m so glad for all your
    successes and I’m really looking forward to seeing you again. I’ll
    pop down to Utah and we’ll have dinner. It’ll be great.

    Jon: Oh yeah. Come down. Let’s

    ski this winter.

    Alan: Ooohhh! Done, done! I’m a

    snowboarder, though. So don’t hold it against me.

    Jon: That’s fine. We’ll to go to

    Snowbird or Park City or something, let’s make it happen.

    38 min
  • Web-Based Augmented Reality for E-Commerce, with Seek's Jon Cheney
    Getting started in AR marketing and
    virtual try-ons can be tricky for enterprise, especially if -- like
    Walmart or Amazon -- you've got hundreds of thousands of products to
    model and host. Or, it could be easy, with the help of services like
    Seek, which hosts 3D content like YouTube hosts videos. CEO and
    founder Jon Cheney drops in to share the details.
    Oh, and Alan gets a spaceship.
    Alan: Thanks for joining the XR for Business Podcast with your host, Alan Smithson. Today's guest is Jon Cheney from Seek XR. I'm really, really excited to have Jon on the show. We traveled all through China together, pitching to rooms full of Chinese investors. And it's been an amazing experience. Jon is the CEO and founder of Seek. They're a leading provider of web-based augmented reality for e-commerce brands. I just found this out about him: he's a composer as well, for films. SeekView is his web-based product built for e-commerce brands. They've won several business competitions, including Pluralsight LIVE, where they won $50,000. They've announced some really big partnerships with Walmart and Lego and some other stuff. We'll get to that. But if you want to learn more about John and the work they're doing at Seek, it's seekxr.com.
    Jon, welcome to the show, my friend.
    Jon: Thanks so much, Alan. Great
    to be on the phone with you today.
    Alan: I'm so excited, man. It's
    been a minute since we got to just talk and hang out. We had a great
    time in China. And since then, you guys have done some amazing work.
    Talk to me about what you guys are doing. I saw some things from Lego
    and Walmart. And you're building 3D visualizers for big companies.
    What's going on?
    Jon: Yeah, man, it's been quite a journey. Where we are today is way far away from where we started. [chuckles] There's a lot of people in the XR industry that could probably chime in with similar stories. With this industry that changes so fast, you got to be ready to move with it. But from the very beginning, we've had one overarching goal that actually hasn't changed. We wanted to make augmented reality easier to find and access, and make this a technology that was more accessible. And where we've landed is in web-based AR. And there's obviously hundreds of use cases for web-based AR, but where we really decided to focus is on the e-commerce realm of things. And you're talking about Walmart, Lego, and those were a couple examples of some of our recent partners. But we're really focusing on the e-commerce and the retail sector, because there's just huge benefits when a customer, the end-user is able to use this technology to see a product that they're considering purchasing. Whether it's a little Sonos speaker, or a new couch, or a new shoe, or whatever that is, to be able to see it in your space, in your environment, and kind of have all those questions answered that you don't really know until you get the product, typically. It's just a huge benefit, and so because of that very obvious benefit, it's taking off in a big way, and we're fortunate to work with some of the big, big companies out there at this point.
    Alan: So you created this web-based AR visualizer. Walk us through, like I'm on a website, I'm scrolling down, I see a product, I'm like, "Man, that's really cool, but I don't know if it's gonna fit my living room." -- maybe it's a coach, we'll just use a couch as an example -- I don't know if it's going to fit. You can press a button, using the camera on the phone, now it'll project that couch into your space. Is that what I'm--?
    Jon: That's exactly right, yeah.
    And the cool thing about what we're doing here, is it's appless,
    right? You don't have to download the Amazon app, or the IKEA app, or
    whatever. This can happen right on any browser,
    38 min
  • Honey, I Shrunk the XR, with MEL Science’s Kai Liang

    Chemistry is a tough subject. You

    could memorize the periodic table left and right, but it can still be
    hard to actually picture what’s going on at the microscopic level
    when atoms collide. Director of Business Development for MEL Science,
    Kai Liang, says that’s the beauty of their VR chemistry kits – it
    brings the learner down to the atomic scale to see it for themselves.

    Alan: Welcome to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Kai Liang. He is an amazing global world-trotter, travelling around the world promoting virtual and augmented reality for education. He’s a deep expert and practitioner of VR and AR education and industrial solutions in the global marketplace. He’s currently the acting director in a number of different companies, including world-class VR education content company MEL Science as their director of business development, leading VR education company Smart Stone Technologies, and the co-founder and VP of a leading Chinese VR education company, Growlib Technologies. He was recently appointed to the European Managing Director of Shadow Creator, a leading Chinese AR glasses and solution company based in Shanghai. Kai’s various businesses are responsible for successfully deploying VR education classroom solutions to thousands of schools in many countries all over the world. And soon, solutions in several countries directly with the ministries of education. You can visit melscience.com for more information.

    Kai, welcome to the show.

    Kai: Well, many thanks, Alan.

    That’s a fantastic intro. Very kind of you.

    Alan: Oh, it’s my pleasure. I’m

    really excited to have you on the show. How did you get into VR?

    Kai: Well, I think it’s really a part of the trend. I used to leave the marketing for glasses-free 3D technology. I was the VP for Dimenco. Glasses-free 3D — or otherwise called auto-stereoscopic 3D technology — has a lot of promise, has a lot of potential, but unfortunately, due to a number of factors, the business didn’t take off. The industry kind of slowly drifted, and a lot of my friends and partners actually moved into virtual reality. And I can’t help but notice that the difference from auto-stereoscopic 3D, VR was a technology and an ecosystem that is joined by a lot of leading global brands such as Facebook, Google, Microsoft, and Huawei, etc. etc. So business is growing stronger and stronger. And I can clearly see that it offer a stronger impact to user, as a media forum than auto-stereoscopic 3D. So yeah, that’s how I just naturally fit in, my credits from 3D to VR. And education is really the area that I initially settled on to. I find that lot of possibility and their missed potentials. I believe this can add a lot of value to what we do.

    Alan: Well, I think you guys have already started to add an enormous amount of value to the education system. You sent me a license to your MEL Science VR application. The very first lesson was the difference between pencil lead or — carbon in a pencil lead — and carbon in a diamond. And I was able to — in VR — go in to at the molecular level, and see why carbon as a substrate like lead — or not lead, but graphite — is different fundamentally than how a diamond is. One is organized in sheets and the other one is organized in a structure that is much, much stronger. Obviously, diamonds are much stronger than graphite, but they’re the same materials. And unless I had gone into that VR experience and gone down to the molecular level, I would never, ever really fully understand how that works. This kind of virtual reality experiences to explain phenomenon that are really difficult to grasp from a two-dimensional level. This is really, really powerful. So how did MEL Science start to work on virtual reality education? Because MEL Science started off as a company that provides science kits to students. So you can go online, you order a science kit, and it comes in the mail. And then you can start to do experiments, chemical experiments, you can do physical experiments. How did it kind of morph from that into VR?

    Kai: Sure, it’s good question. I would enjoy telling the story. And also, I’m really glad that you enjoyed the experience with MEL Chemistry VR as well. And I think you’ve described reasons to certainly my experience in demonstrating the solution to teachers, to students, to professionals, to colleagues from many countries around the world. So generally people like it, and people like good content. This is very fundamental. I mean, we are all– every day, we enjoy content. And by now when we watch movie, we enjoy the good content. With movies, really a lot of detail, well-constructed storyline. And so good content actually make a big difference for people’s lives, and for education as well. And it’s worth noticing that today, what people see from MEL Science is mostly chemistry. And there’s a good reason for that. The founder of MEL Science is a gentleman called Dr. Vassili Philippov. He’s a friend, and he’s also a physicist and an ex-director of Yandex from Russia, that’s a leading Internet search engine. So Vassili is a great businessman and he’s also a scientist. And Vassili likes to improve the way science is taught and he wants to make things interesting, which is why you notice that MEL Science originally started off designing and manufacturing and provide a really beautiful, interesting, and innovative chemistry experimental kit of very good quality for 22 countries around the world. So in a way, if we go back to our K-12 school days, chemistry is actually the most difficult subject, because mathematics is very reasonable. And physics you can feel and touch. Chemistry, on the other hand — things magically happen on a microscopic level or atomic level, that you just cannot actually see at all. So you have to imagine it. And also, you have to try to take interest from what is happening on a macro level for chemistry experiments when metal changes color, when one state changes to a different state, and one material changes to different material, we make these crystals. You cannot see that and you try to imagine what’s happening on the micro level. So that actually made chemistry really hard to grasp for a lot of people. But yet, it’s such a fundamental subject for everyday life. Our entire biological phenomenon is driven by chemistry. Petrol chemical industry is the backbone of society. Chemistry. And cosmetic? Chemistry. So that is why Vassili and his peers, they really want to do something to improve — to help the society — by improving the way chemistry is taught, so that the difficulty of trying to understand what’s happening in a chemical reaction is not going to be so difficult. So it’s not going to put off so many people. So that is why the experimental kit was designed to make it very interesting — great fun — that is more fun than the experiments you get from standard textbooks. And in addition, virtual reality technology is utilized with really good graphics, with more accurate scientific description, and with a unique journey to actually make the theory easier to absorb, make it immersive. Students can also construct that molecule together using different atoms. So there’s a lot of interaction with it. So I think that, in a way, is what a good virtual reality education program can give you. It’s that unique immersive experience to actually realize, to practice things that is normally impossible on a microscopic level. It can also do things on a macroscopic level, such as playing with concepts on the planets at a solar system scale. But for chemistry, this help, this method is delivered at a microscopic level. And you don’t see a lot of companies from the world actually doing things so focused as MEL Science. And as a name, MEL Science is a suggestion, chemistry is not what we’ll stop, of course. The team has already done a large number of physics content, also on the same level of quality. So there’s a great storyline, beautiful graphics, scientific and accurate, and with the right pace, and with good immersive support, and with a lot of interaction. So all these elements follow through on MEL Science’s philosophy of offering not a lot, but really high quality focused science engaging content.

    Alan: It’s interesting that you

    punctuate the quality, because there’s other companies that are
    pushing out virtual reality content for learning/education and they
    have hundreds of modules. But the quality is not quite there, and
    it’s almost like they rushed through creating as much content as
    possible. You guys are taking a different approach, where instead of
    just rushing through as much content as possible, you guys are really
    focusing on the quality of content.

    Kai: Yes, indeed. We– every content MEL Science makes, we want to achieve a really strong wow factor. And normally if you go to trade show, where you try to promote virtual reality education solutions to company. Every company seems to have a list of star content. They would demo the star content in order to push their entire portfolio of VR, the kitchen counter. Now, MEL Science is unique that they really want to make sure that every piece of content have this wow factor. In other words, a consistent high standard. So I think this is very unique. And another thing interesting about MEL Science, I will talk about other VR education company as well. But another interesting thing about MEL Science is it’s a combination of reality and virtual reality. I think that’s also quite important. Already for chemistry, we know that MEL Science makes *real* chemistry experimental kits. That is fun. And you can go to Facebook, our company community page on Facebook. You see more than 1.3 active subscribers on Facebook community page there, because the video was generated and the picture being produced from the chemistry experimental kit, which is beautiful. So the combination of real experimental kits, plus the VR element give you a combined educational and messaging power. And much has recently been made out of the setup for that, called MEL Kit. So this is to teach science to really young children — possibly between five to ten years old — and it’s not constrained to chemistry. It will include physics, mathematics, light, temperature, energy, all these subjects. But this is — again — young children would construct a functional scientific toy, not too difficult. And they will be able to read a storyline from a book. They will be able to construct a bit of a treasure hunt, with a storyline as well. And in addition, they enjoy an augmented reality teaching experience. So again, you’ll see this element of reality. The things you can teach, you can read, you can feel, plus the employment of AR and VR technology. I think that’s actually quite important. You’re having the market two schools of thought. One is to really use the best of VR and AR, but try to leave the traditional education approach. But that’s probably not the best way to go about it. It is important to combine the value of VR and AR, together with well-designed, well-authored education material on paper and physically. And also you can see and touch, and there’s that social element with it as well. So I think that’s actually quite unique, and I hope that is something that can be noticed, can be enjoyed by the user community and teaching community,y so that truly we have VR that is working in partnership with other means of technology, to give that extra bit of user experience.

    Alan: Yeah, I think that’s really key in learning. A lot of people when they started to talk about virtual reality is that oh, this is going to replace teachers, and I really don’t feel that. And I think you guys have taken a really pragmatic approach. Virtual reality serves a purpose. It can show students things that were not possible: going down to the molecular level. But you still need that hands-on approach. You still need the experiments, you still need the written word. And I think it’s really not something that’s going to completely replace teaching in the way we know it. It’s just going to enhance it. It’s like when tablets came into a school. Tablets didn’t replace teachers. Computers didn’t replace professors. People need to wrap their heads around the fact that VR and AR are just another tool in the toolbox to provide excellence in learning.

    Kai: I agree. And I think that

    extends beyond teaching as well. Today we see the most high-end
    utilization of XR technology, including mixed reality, in industries.
    The common philosophy is that XR technology gives human beings a way
    of experiencing manipulating and interacting with data. And that
    really should be an enhancement from what we do and how we do things,
    rather than replace it. Once we notice that, hopefully we can truly
    use XR technology in the right way; for training, for education, and
    for industrial applications and beyond.

    Alan: You guys are working on

    science from experiments and teaching science from that base level.
    Another virtual reality startup, Labster, is taking a different
    approach. They are creating a very, very high-end chemistry lab that
    you can go and start doing experiments virtually. And this is really,
    really important because they’ve created a lab that you can go in and
    — like a wet lab — but it’s available to any student. Because most
    times, these labs are million-dollar labs, and they’re in
    universities and they’re very, very specific to that, and being able
    to scale that… do you see Labster as that next step? When you’ve
    graduated from MEL Science and you’ve got this passion for science
    and chemistry and physics, then you move over to Labster to really
    start experimenting at the higher level with that. Is that something
    that you guys have looked at as a partnership perhaps?

    Kai: Yeah, I know the Labster team quite well and they have excellent products. As you already mentioned, Labster’s product and concept focus around college-level or university-level. At the moment, MEL Science focuses on young science education, as well as K-12 level. So in a way, I think these are quite complementary. It’s also difficult for us to work directly with each other, because we address different markets. We have a lot of mutual respect to each other. Labster is great, and also supported by Google. While MEL Science… the market we address is very different. Another thing that’s different about MEL Science is that MEL Science wants to be really platform-independent. We support the Google platform. We support the Oculus ecosystem. We’re working with — this trip, that I have in China — is to talk with other VR platforms in China, including HTC, PPVR, Pico, and we support the iOS platform. We want to be much more universal, so that this is a reflection of education at K-12 and younger levels, because you have a huge variety of different hardware platforms that people use, while — at the university level — they can perhaps be more fixed, and more focused around Google platforms. Hopefully in the future, we can collaborate more.

    Alan: Absolutely. I think you

    guys both have similar missions to provide a new level of science
    education. I think it’s wonderful. So tell us, what are some of the
    results that you’re seeing with virtual reality? Are you seeing
    improved test scores? How are you measuring the success of this, in
    the school environment?

    Kai: That’s a really good question. Especially, we envision the improvement of test scores. You typically see that in eastern countries such as China, Korea, and Japan, it’s very important that whatever education technology you utilize in school, they have the result in a positive effect on the exam scores. And while in the West there has been independent research, both in Russia and the United Kingdom and the USA, to try to measure the difference between utilizing what’s around education technologies such as MEL Science, and the control group that you don’t. In all this different research, there is really strong evidence to support that virtual reality technology give you enhancements for people understanding of the education knowledge point. And notice I’m talking about “knowledge points,” because each VR education application is addressing the delivery of certain knowledge pieces, and all these knowledge pieces actually within the standard K-12 curriculum of different countries. The interesting thing with K-12 is that the education curriculum at K-12 level in all the different cultures in the world, they don’t differ that much from each other. What is useful for one culture — for UK system — would work very well for US system, and will work in China as well, in Japan, etc. etc.. Not only that, the student, after the experience in VR, the youth that uses VR to expand their knowledge, and they get a better feel for it. They get better focus. If you tend to notice that you might have certain naughty students, or there’s a student in the classroom that their patience can easily drift away; once they put on a VR headset — or AR headset, for that matter — this enriched multimedia experience instantly changes their nature. They’re focused on learning for a change. This is a very powerful tool to actually really deliver the kind of baseline knowledge that you want everybody to have in the classroom. So, once people have better confidence with knowledge points, they actually get through the entirety of the education message. I mean, by definition, we know that you should have a positive effect on the exam score. If you truly want to be scientific above exam scores, it’s essential for you to really observe the students who conduct experiments, or start doing research, for a prolonged period of time; at least for one year, or possibly two years. Now, I don’t know of any structured education project as such in the world yet, but of course, we are open to actually work with anybody — for any research institutions — we will facilitate that research, because that can be done. It can be very useful for education communities from around the world.

    But having said that, I do want to mention a couple other VR education products, that are written by my friends and partner. For example, there is this company based in Cyprus — loved the island of Cyprus — called Luden.io. And this company, the CEO is called Oleg. Oleg’s team used to develop an education technology game, or edu-tainment games, such as InCell and InMind. I mean, there was a different version of InCell. They also developed a really innovative edu-tainment project such as “while True: learn()”. So it’s artificial intelligence, a machine learning application. Oleg’s team is working with autism institutions in Russia and the US, and I’m putting them in touch with Australian Autism Recovery Centre in Australia, and also in Beijing and the UK. So, by working together with the research institutions to help children suffering from autism — to learn better, to socialize better — they purposely develop the application together as research. This type of product — their product set is called Rewire.Education. They are actually a combined result of scientific research together with virtual reality education. So their product, I think, is certain to deliver positive value in education for autistic children. I mean, it’s different; it’s a very niche market sector. But I think that’s actually a good example; hopefully we can begin to see more and more collaboration between the good VR content teams and top research institutions. They would focus on how to utilize the XR technology to improve education. But, in that way, without waiting for one or two years for research, we know that we’re going to deliver things that deliver a better result, because we involve research and we know teachers, and we know students, from day one. So I hope initiatives like this can happen more and more in the world.

    Alan: I agree. I think it’s it’s

    wonderful. It’s interesting, the position that you have, because you
    represent a number of different technologies all within the K-12
    education space — Luden.io, Smart Stone VR, and then MEL Science —
    but they all work together to enhance learning. How did you get into
    the field of learning? How did you end up here representing all of
    these different future education components?

    Kai: Good question. As I said, I started in the world of VR by working in the area of virtual reality education. And I remember my first job in this area was that I became the sales director for — at the time, back in the days of 2016 and 2017 — the leading Chinese Virtual Reality Education company called VR School. I was a sales director, so my job is to deliver positive revenue for the company in a very competitive market space against all the kind of a traditional resistance of the technology, and also against the fact at that time, the experience of VR is not all that great. So I have to push. But very quickly, I noticed that the good companies really deliver the message and deliver the benefits. It’s obvious, but there are not so many good companies back in 2016 and 2017, certainly in the market in China, and also internationally. You have all this content isolation. One company will have certain content — and don’t forget, writing virtual reality content at that time is a lot more expensive compared with these days. You have much less professionals who are able to generate VR content, including VR education content. So you have one company, and perhaps you have five to 10 pieces content. Another company, perhaps has 20 pieces of content. When you put them all together, it’s still not going to come anywhere near enough for VR education to be adopted or even trialed in the education community. So from 2017, while I was working for VR School, I already formed the habit of trying to get known people and companies around the world who actually are working on VR conferences. Normally I would ask people, “do you also do something in the education? Why not?” And I think that therefore, we’ve done this consistently for three years ago. It gave me the benefit that I start to actually get to know a lot of good people from different worlds, from different countries with different styles. They all have different content from me. And MEL Science is actually one of the companies I came across in this search, being probably one of the best. And together with Labster, as you rightly pointed out, and Luden.io, and CoSpaces, and VictoryXR, Sterling Pixels. I can then weave our long list of really, really good people, good teams who actually created good VR education content, and by working with these people, you also can see all the reasons why they can create good content.

    Sometimes I even try my best to offer

    help. For example, my Australian startup Smart Stone is now working
    with Luden.io, because even though their application as a product is
    great, it’s probably going to be too difficult for some students. And
    so we needed an easier version, so that the message of the experience
    can be enjoyed by a wider group of people. And we do that because we
    know the Minister of Education in China very well. While you have a
    country with a massive amount of buying power, and also really active
    needs for a good artificial intelligence education product, we’re
    able to marry the need better with the team producing the content. So
    I think it’s really the job experience kind of took me to this
    direction. And also it’s really a factor of enjoyment, of working
    with teams who are passionate about creating good content. They are
    normally people with a unique philosophy, with their own thinking,
    with their own style and their own experience. And they all have a
    passion to try to improve the way training and education is done. It
    is great fun — including yourself, Alan. You are also very active,
    to introduce people to each other. So I think in the world of
    whenever you have new technologies such as XR, it’s really good to
    have this community of positive people to try to spread and promote
    the value, the good of it, to each other, to a different market. So
    hopefully we can work together to drive the positive energy given by
    new technologies to help them to actually deliver value in a society.

    Alan: It’s amazing. The whole

    reason they started this podcast was exactly that. I saw amazing
    business use cases, and amazing education use cases. I saw them
    coming up every day. And I also was meeting with customers who had
    absolutely no idea about VR. And so you have this disparity where the
    XR community is working really hard to create valuable products, but
    the rest of the world doesn’t know about them. And if the rest of the
    world does know about them, it’s very hard to get scale. And so I
    started the podcast to educate people, and it’s thanks to guests like
    yourself that come on and really explain why this is important and
    how people can get involved. So speaking of which, how can people get
    the MEL Science VR experiences on their headsets right now?

    Kai: So we are making a trial

    very much easier this day. So we have a very flexible way. First of
    all, because we support the VR experience off all kinds of platforms,
    from the Google Expedition platform, to Oculus, to other all-in-one
    devices, so our team in London will be very pleased to offer a trial
    code to anybody who needs it. And we do also attend — and our
    partners attend — pretty much all the meetings and the tech shows
    from around the world as well. And so you can meet us in basically
    all the major tech trade shows from around the world.

    Alan: I know you’re also on the

    Oculus store.

    Kai: Yes, we are.

    Alan: And are you on steam as

    well?

    Kai: We’re not currently on

    Steam yet, but we should. I mean, it’s good. Otherwise, I’ll
    certainly talk to the team to see if we can get us out. Until
    recently, we also signed with zSpace, which is also a fantastically
    successful VR education platform. So we just got on this thing. We’re
    designing and delivering our entire content platform just to zSpace.
    So the supporting platform is going to expand. We’re on iPad, so
    we’re not just on VR. We’re also on tablet as well. We might work to
    actually work out support for Chromebook. It’s a project being
    discussed internally. We have to do two things. One is to deliver
    more content, and the other is to support wider and wider platforms.
    In the meantime, we’re open to actually work with all the platform
    partners from around the world. So hopefully, we can join to develop
    content as well. We’re going to be more flexible, especially with the
    latest round of funding.

    Alan: I love it. I don’t know

    what else to ask, my friend. And I think this has been a great
    conversation; a great conversation-starter. And for anybody who’s
    looking for more information about MEL Science, you can visit MEL
    Science dot com. How can people get in touch with you?

    Kai: I can be reached by my

    LinkedIn page or email kai@[unclear], as well as
    [email protected]. And also, by talking to my friend, Alan!

    Alan: Yes. Yes, you can message.

    Kai: Everybody would know

    everybody through you.

    Alan: Yeah. I am a connector of

    sorts. Awesome. Well, Kai

    Kai: You’re wonderful.

    Alan: I really want to say thank you for taking the time to be on this podcast. And I really look forward to trying more of the MEL Science and getting my kids really excited about science, because I think what you guys are on to is inspiring, and it educates, and it checks all the boxes that I feel are necessary as we move into a really fast-paced world of exponential growth. So thank you, Kai.

    Kai: Thank you very much. And

    thanks for this podcast as well. Great idea. It’s certain to benefit
    all of us working in the XR industry.

    34 min
  • Honey, I Shrunk the XR, with MEL Science's Kai Liang
    Chemistry is a tough subject. You
    could memorize the periodic table left and right, but it can still be
    hard to actually picture what's going on at the microscopic level
    when atoms collide. Director of Business Development for MEL Science,
    Kai Liang, says that's the beauty of their VR chemistry kits - it
    brings the learner down to the atomic scale to see it for themselves.
    Alan: Welcome to the XR for Business Podcast with your host, Alan Smithson. Today's guest is Kai Liang. He is an amazing global world-trotter, travelling around the world promoting virtual and augmented reality for education. He's a deep expert and practitioner of VR and AR education and industrial solutions in the global marketplace. He's currently the acting director in a number of different companies, including world-class VR education content company MEL Science as their director of business development, leading VR education company Smart Stone Technologies, and the co-founder and VP of a leading Chinese VR education company, Growlib Technologies. He was recently appointed to the European Managing Director of Shadow Creator, a leading Chinese AR glasses and solution company based in Shanghai. Kai's various businesses are responsible for successfully deploying VR education classroom solutions to thousands of schools in many countries all over the world. And soon, solutions in several countries directly with the ministries of education. You can visit melscience.com for more information.
    Kai, welcome to the show.
    Kai: Well, many thanks, Alan.
    That's a fantastic intro. Very kind of you.
    Alan: Oh, it's my pleasure. I'm
    really excited to have you on the show. How did you get into VR?
    Kai: Well, I think it's really a part of the trend. I used to leave the marketing for glasses-free 3D technology. I was the VP for Dimenco. Glasses-free 3D -- or otherwise called auto-stereoscopic 3D technology -- has a lot of promise, has a lot of potential, but unfortunately, due to a number of factors, the business didn't take off. The industry kind of slowly drifted, and a lot of my friends and partners actually moved into virtual reality. And I can't help but notice that the difference from auto-stereoscopic 3D, VR was a technology and an ecosystem that is joined by a lot of leading global brands such as Facebook, Google, Microsoft, and Huawei, etc. etc. So business is growing stronger and stronger. And I can clearly see that it offer a stronger impact to user, as a media forum than auto-stereoscopic 3D. So yeah, that's how I just naturally fit in, my credits from 3D to VR. And education is really the area that I initially settled on to. I find that lot of possibility and their missed potentials. I believe this can add a lot of value to what we do.
    Alan: Well, I think you guys have already started to add an enormous amount of value to the education system. You sent me a license to your MEL Science VR application. The very first lesson was the difference between pencil lead or -- carbon in a pencil lead -- and carbon in a diamond. And I was able to -- in VR -- go in to at the molecular level, and see why carbon as a substrate like lead -- or not lead, but graphite -- is different fundamentally than how a diamond is. One is organized in sheets and the other one is organized in a structure that is much, much stronger. Obviously, diamonds are much stronger than graphite, but they're the same materials. And unless I had gone into that VR experience and gone down to the molecular level, I would never, ever really fully understand how that works. This kind of virtual reality experiences to explain phenomenon that are really difficult to grasp from a two-dimensional level. This is really, really powerful. So how did MEL Science start to work on virtual reality education? Because MEL Science started off as a company that p
    0 min
  • XR’s School for Innovators, with Circuit Stream’s Lou Pushelberg

    If you want to master something, teach it.” That’s the old adage, and at Circuit Stream, the thinking is teaching XR helps you develop better solutions, too. Founder and CEO Lou Pushelberg created Circuit Stream courses to give companies the power to educate and empower themselves, and just make the whole XR ecosystem stronger.

    Alan: You’re listening to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Lou Pushelberg, founder and CEO of Circuit Stream. Circuit Stream’s story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. Rather than try to build the next big application like everyone else, Lou saw a bigger need for education and training that could help propel the industry forward. From this journey, Circuit Stream’s 10-week online course emerged. Their education platform has reached over 25,000 students. They’re a Unity authorized training partner and their team of 20 people is giving professionals the skills they need to build value-driven XR experiences. They have three business divisions: education, software development, and their platform. To learn more about the great work that Lew and his team is doing, you can visit circuitstream.com.

    Lou, welcome to the show, my friend.

    Lou: Alan, thanks so much for

    hosting me. It’s a pleasure to be here.

    Alan: It’s my absolute honor.

    I’ve been watching the work you guys are doing. You’re basically one
    of the only educational institutions that are teaching people the
    practical hands-on skills on how to create XR. How did this come
    about?

    Lou: Well, I was working for another VR startup early in 2015. They were based out of Seattle. This was kind of the DK2 era — so early in VR’s history — and personally was inspired by a lot of the early pioneers, who were building some of the flagship VR content and titles that were coming out on the first wave of consumer hardware — so the Vive and the original Rift — and was basically looking for an opportunity and a need, where I could create value for the ecosystem and help accelerate the adoption of VR and ultimately of XR technology, and found that kind of service and value that I could provide to the ecosystem in education.

    Alan: So how did you begin?

    Where do you start with building a course for technology that’s
    emerging? Like, “Unity 101: here’s how to make a model.”
    Like, how did that– where do you even begin?

    Lou: [chuckles] Yeah, that’s a good question. So we began with a kind of a core philosophy that was, the only way to learn anything really in it — and especially this technology — was to get hands-on and just start building things. There wasn’t a playbook for VR and AR, there wasn’t a series of best practices at the time. They were kind of just beginning to emerge. So we really wanted to focus a lot of what we were doing around getting people into Unity and some of the other major engines, and just helping them start blazing their own trails by just building stuff and sharing it with people. That’s kind of been our MO and what we try to facilitate with all of the professionals, companies that we work with. So in kind of architecting the course in the beginning, we would go straight to the source. So you mentioned travelling across North America. I had basically booked a trip through what were the four biggest hubs down the West Coast. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind of pushing XR forward, and other times from some of the major players — like the Valves, Oculus, Unity, Google — developers who were in VR building and creating and kind of the aggregated knowledge from the people actually building, the developers and designers. That’s what was used to kind of as the kernel for a curriculum that Circuit Stream started with.

    Alan: Where’s it gone from there? Was it mainly game enthusiasts that people just wanted to make an AR game or VR game? Like who are the typical students? You’ve trained 25,000 students; is this people sending their company employees? Is this just enthusiasts wanting to learn?

    Lou: What we found was kind of

    to our surprise, we had a lot of working professionals and companies
    who were looking at XR and saying “We can take the tutorials
    online, watch the YouTube videos and invest that time — which is
    totally a respectful way to learn how to create this technology — or
    we can work with a partner.” which we ultimately became, being
    Circuit Stream to kind of tap into some of our educational resources
    and almost help them kind of co-build. So we had a lot of different
    companies who are investing in XR as an emerging technology. So folks
    from Boeing, IBM, General Electric, VMware, VM Builders, Lockheed
    Martin. There’s more, but that’s just to name a few who we’ve
    collaborated with in a big way to kind of match some of our
    instructors and developers with engineers, developers, and designers
    inside the teams of those organizations, and really teach them the
    skills and kind of help guide them along inside of Unity, while also
    helping them build some prototypes and POCs and projects that they
    ultimately would like to deploy at scale in their businesses. So,
    yes, we do work with people with ideas for games, entertainment, and
    productivity tools. But a major portion of our education and training
    is actually for companies who are kind of thought leaders and
    investing in building core capabilities in developing VR and AR
    software.

    Alan: It’s funny because we

    predicted this about a year ago. We said, “Hey, as companies
    realize how powerful this technology is, they’re going to need to
    either spin up a team or acquire a team.” Are you finding that
    they’re just kind of sending one or two people to go in and learn how
    to build stuff, or what does that look like?

    Lou: What we find is that

    companies, everyone will evaluate their own capabilities in-house and
    if they’re investing in building internal capabilities for VR and AR,
    or if they’re just looking to find a partner and outsource
    development. And both are totally valid. I think what we find is kind
    of a hybrid model, where they’ll get support, but then they’ll also
    want to build up a certain degree of capabilities in-house, so that
    they can still manage the applications that we’re creating together,
    iterate on those applications without, say, having to call a partner
    or third party every single time. So that’s what we did. It’s kind of
    an integrated approach, and it’s worked well for the folks who we’re
    working with and it’s worked well for us as well. So to your
    question, sometimes this is a single person, sometimes it’s teams of
    10, 12, 15 people. We’re working with the US Navy right now, and I
    believe they have 8 or 10 folks from the US Navy who actually
    enrolled in the training program and pulling out some POCs and
    projects alongside some of our instructors. So it’s been amazing for
    us to just work with big companies and organizations and see the kind
    of diversity in projects and goals and just be a part of that growth.
    It’s something that we’re really proud of, because this is our way to
    contribute and accelerate the ecosystem.

    Alan: I’m looking at your

    website, you’ve got Koch Industries, Lockheed Martin. I was actually
    just in Orlando last week, which Orlando has kind of three distinct
    customer groups. They’ve got military. They’ve got Disney and
    Universal, so tourism and entertainment. And they have Space Coast,
    they’ve got NASA. And so it’s this really amazing ecosystem of three
    industries driving massive high tech adoption of these technologies.
    The Navy’s got thousands and thousands of people in training and for
    them to start really considering XR, I think it’s really interesting.
    One of the things that I really want to ask is what are people
    making? When you talk about XR AR, it’s virtual/augmented/mixed
    reality, computer vision, spatial audio, just kind of everything
    wrapped into this spatial computing package. What are people leaning
    towards when they’re building stuff? Are they building stuff for
    Hololens? Are they building stuff for Magic Leap? Are they building
    to kind of scale to all devices?

    Lou: Yeah. We see people building across platforms and across devices. In terms of the content itself, we’ve seen a focus around training and operations. I want to create value here, and not give you the generic answer. So maybe what I’ll do is tell you a story of one example, one of our partners and customers that we’re working with from a training capacity, because I think this story is enlightening. So this company — it’s a company called Vantage Airport Group — has been a really early partner for us, someone who is very taking the training and taking our courses early on in Circuit Stream’s life. And we’ve evolved with him to help him begin to deploy and scale VR training throughout his organization. And what their company does, is they manage the operations of airports. So airports, which are sometimes owned by the city, will subcontract them out to actually manage the training, the staffing, the operations so that the airport can continue to run smoothly. So they’ve got dozens of airports that they’re basically responsible for managing around the world.

    In some of their smaller airports, they

    have this really interesting problem where they’ll get– when they
    have turnover and they’re training new people, they’re responsible
    for training all of the people who work airside. So the people who–
    the wing walkers who have those orange pylons and kind of flag planes
    in, the people who drive the pushcarts, the people, the baggage
    handlers, the people driving any vehicles around the tarmac. And for
    some of their smaller airports, one of the problems that they would
    have is the folks who drive the pushcarts– often these airports will
    have a left and a right section of the airport, and planes that are
    landing on one path of the runway are responsible for then pulling
    into the left section, other planes are responsible for pulling into
    the right section. So what would happen with them, is they would
    often get the people driving the pushcarts airside and airplanes have
    no reverse gear. They can only go forward. So they need someone to
    drive a pushcart to– essentially it’s like a trailer hinge and they
    essentially have to reverse this plane into the right spot. And if
    you’ve ever backed up a trailer, you know that’s not an intuitive
    motion to get comfortable with, because when you turn left–

    Alan: You’re steering in the

    wrong direction.

    Lou: –and vice versa. Exactly.

    So think about doing that with an airplane. So because it’s these
    gates, the left and the right gate — we call them gate A and gate B
    — the passengers board the plane, we’re relatively close together.
    And the airside professionals operating the pushcarts are basically
    trying to steer a giant trailer backwards. There would often push a
    plane departing from gate A along an L shape — kind of like a curved
    right angle — into the departing zone for gate B. And then what
    would happen is they would literally have planes that were trying to
    land in the airport that could not actually land to debark
    passengers, because they had another plane that was supposed to be
    taking off that was pushed from gate A into takeoff zone B. So they
    had an operational challenge and a training challenge to make sure
    that the people driving the pushcarts would actually follow the right
    curve and make sure that planes from Gate A were pushed back into
    takeoff zone A. And this obviously had financial implications, safety
    implications, and it essentially came down to better training and
    better operations. We’ve been helping him kind of develop this as a
    training exercise to evaluate and measure that people are actually
    competent to perform this task.

    VR training is one of the best uses.

    I’m sure that’s not new for your audience, Alan. But it’s stories
    like this that actually illuminate some of the benefits that you can
    have, and giving people just the ability to practice that before
    dealing with these real assets in a kind of a live environment,
    that’s an example. And there’s hundreds of different cases of content
    that we’ve taught people on or help people built through our training
    and our courses. This is just one and it’s evolved into an
    interesting story. And now that’s fanned out to be everything from
    training on the bridge. So that piece of equipment that’s connects
    the gate to the plane itself, to other vehicle simulation and
    training throughout their portfolio of airports.

    Alan: Have they rolled this out

    at scale yet?

    Lou: They’re in the process of

    doing that.

    Alan: What are some of the

    challenges around that, beyond just making the content? Because I
    know some of the challenges become around security. How do you get
    this out to people? How do you manage the feedback? What are some of
    the challenges that they’re experiencing now, and how are you guys
    overcoming it? Are you working with them to help scale or are you
    just–?

    Lou: We are, yeah. So I’ll share

    some of the challenges from our perspective. And this ties in nicely
    to a system that we’re building called the Circuit Stream Platform. A
    lot of the challenges around scale are IT challenges. So where are
    you hosting the training? How are you managing the content? How are
    you administering the content? How do you measure the key results so
    that you can prove throughout the organization that VR training is
    beneficial along these key metrics, that could be financial or
    non-financial, could be time and productivity. We’re building at
    Circuit Stream a tool that’s meant for deploying, managing, and
    scaling XR content. So what that basically means is if you’re a
    company, you may use multiple different VR and AR headsets and
    devices. We give you a place to host all of your content and then let
    both employees, training, and operations managers log in to
    self-administer some of their training or operations applications and
    then manage those applications. Who gets access to the content, who
    uses it? Who has access to which modules, et cetera? And then
    actually measure some of the metrics behind VR training. So things
    like again, who’s using it, session times, rates of error, training
    times, etc. that a company can use to, again, tie those back to
    financial or non-financial metrics.

    So in terms of scaling, those are some of the problems that we’re trying to solve and trying to remove some of the friction so that if you have a VR or an AR application that’s effective and you validated, that you don’t go to the IT group and say, “Hey, we’ve got this application that we’re working on it, it’s actually really beneficial at solving a business problem.” and then IT says, “Well, that’s great, but we have 10, 20, 200 devices. And every time the developers update the application, we don’t want to go back and actually update that content on our 200 devices.” So we’re building a platform to basically manage that content distribution, as well as all the versioning and updates. And that’s what we can contribute for some of these market-leading companies, like Vantage, who are scaling and trying to realize and measure some of the benefits of XR. And we’re trying to help them solve that problem and really be a partner in rolling out at scale.

    Alan: How are you guys managing

    kind of device management? Because I know that’s another one that
    keeps coming up that [chuckles] you’ve got these headsets and then
    you ship them out to people and it’s like, how do you just deal with
    that? Are you guys working typically with VR, AR? Like, how do you
    help them manage that?

    Lou: Device management is an

    interesting one. Depending on the device, we’re working through some
    other partners, kind of depending on the needs of our clients and our
    and our customers. Like we have the software development capabilities
    in-house to build solutions, be it the Hololens. And if someone needs
    to shut down or wipe their Hololens, if someone forgets it at an
    airport or whatever, or just other device management systems for some
    of the VR headsets, be that kind of like a log-in system or device
    management on a PC. So it’s something that we’re kind of investing in
    and evolving. And I think our philosophy is to truly try to position
    ourselves as a collaborator and our partner. So some of the people
    that we’re working with, we’re trying to kind of identify their needs
    and then leverage some of our software development expertise to build
    out the capabilities around device management that they need to run
    their organizations effectively.

    Alan: That’s awesome. The

    service you guys are providing is really needed. And one of the
    things that– I actually did a talk last week about this. Some of the
    results, the early results that companies are starting to release. So
    Walmart says we decreased our training times 900 percent. Sprint
    saved $11-million on their training. These are really big, crazy,
    out-there numbers. But even if you’re increasing retention rates by
    10 percent — like, maybe it’s a 10 percent decrease in travel times
    — these numbers add up dramatically. And one of the things that I
    think is gonna be a really big problem as companies start to realize
    the potential of this technology, we’re not going to be able to train
    people fast enough to start building the amount of content that’s
    going to be required, at scale. Having Circuit Stream as an education
    leader in this, have you thought about partnering with universities
    and colleges to deliver this education at more scale?

    Lou: Interesting. So we have

    thought about that in the past. The educational model through
    universities is tricky. There are quite a few universities that have
    their own VR and AR groups and divisions and part of different
    faculties. One of the problems here is that universities are like a
    lot of their programs are, for example, going to look at the ability
    to create jobs and have people go out and get jobs in the XR field.
    So based on our research — and we’ve had conversations with it with
    a couple of universities — they are often kind of beginning to build
    curriculum in-house. And like on a scale– if you were to plot that
    on an X and Y graph, in terms of the rates of jobs and opportunities
    for their students versus the timing, I think we’re still quite early
    on that scale.

    Alan: The problem is that if

    they don’t start to implement it now, by the time– so the industry’s
    growing from about, let’s call it $10-billion this year, it will be
    between $8- and $10-billion as an industry. That includes headsets,
    software, everything. In 2021, they’re anticipating that will jump to
    $110-billion. So in a 10x growth of an industry, we’re not seeing the
    ability to 10x the talent.

    Lou: Right. Right.

    Alan: And that’s– I mean,

    that’s where I think you guys have a very unique position. One,
    you’re able to deliver training quickly and practically. And I would
    assume that your system — and maybe you can speak to this — I would
    assume that your online platform — or your online system for
    learning — is evolving as the technology is evolving. And that’s
    something that universities and colleges are going to struggle with,
    because as they spend maybe a year, two years to build a curriculum,
    by the time they start rolling that curriculum out, it’s obsolete.

    Lou: Yeah, 100 percent. Coming

    back to one of our core philosophies and is just that in order to be
    effective teachers– and there’s a great quote from Richard Feynman,
    who was a physicist, and he said, “If you want to master
    something, teach it.” So that’s something that we live by. But I
    think the inverse is also true, that in order to really teach
    something well, you have to be doing it day in and day out. So we’ve
    architected our training around the fact that we are constantly
    evolving and adapting to best practices and new workflows, new
    patterns in design, because we’re constantly building VR and AR
    software for our clients. So that kind of flywheel of information we
    try to funnel back into our courses. And aside from some of the
    economic challenges of universities, that’s one of the challenges
    around curriculum that they have, where they are obviously doing
    research, but may not be working directly in industry, which is
    really tip of the spear when it comes to XR, which is kind of forward
    in terms of computing itself. So the industry is evolving so quickly.
    And to your point, that’s something that we’ve tried to leverage
    where because we’re in the trenches building XR software, we’re
    always kind of staying on the front of the curve in terms of what the
    best knowledge and best practices are.

    Alan: That’s gonna be essential, is keeping the content current, but also being able to use industry-leading techniques. And the thing is, you’re like, “Hey, well, let’s look to industry to give us what we need to teach.” But the thing is, we are the industry, so we’ve got to make it up as we go. It’s one of those things. And when I was first getting into VR, I listened to one of the podcasts on Voices of VR podcast. And one of the guys was saying that VR and AR is so early now that if you’re a Hollywood producer or you’re somebody making something in your basement, the playing field is completely leveled. Nobody knows what we’re doing. And it kind of struck home with me, that there are obviously now — fast forward 3 years or 4 years — companies and people that have more experience than others. But it feels like we’re still at that early phase, where anybody can be a Beat Saber or a Superhot or create a training module. It seems like we have only scratched the surface of what’s possible.

    Last week I was in Orlando at the Simulation Summit in Florida, and I had the opportunity to try the haptics gloves, where you put on these giant gloves, but they simulate touch and picking up things. You were able to reach down, grab a virtual object physically and interact with it. And it feels like when you pick up something, it feels like it’s there. And it was– it was that combination of the touch mixed with the VR and the sounds and spatial audio. Everything together made this experience, that I was just literally blown away. And then when I– it was was a military simulator, so it was a bit graphic. But when I took off the headset, it took me a few minutes to kind of re-acclimatize to being in the real world. And I think that’s the power of this technology to really hijack all your senses, to give you that sense of doing it. And to your point about if you want to learn something, teach it. I think that VR lends itself amazing to kind of that, see it or watch it, do it, teach it. There’s something visceral about it. There’s something that that just locks in your memory. It just, it is there forever. And there’s another group teaching VR productions stuff, called Axon Park. Are you familiar with it?

    Lou: No, I’m not.

    Alan: What they’re doing is

    they’re actually doing all their lessons in VR. So you actually go in
    VR, and you get lessons from the instructor in VR, about how to
    create VR. It’s very meta.

    Lou: That is very meta, indeed.

    Alan: OK, so let’s move on to

    specifics around businesses, because I know you work with a number of
    companies. What are you seeing as the killer use case? I know
    everyone talks about the killer use case, but what are you seeing as
    far as use cases that companies are–? Maybe it’s universal, like
    training is one of them. There’s very little argument around the fact
    that training using VR and AR is better than not using it. But what
    are you seeing as other use cases that are emerging that you didn’t
    maybe think that we’re gonna be a killer use cases, but are?

    Lou: So my killer use case is

    training. What I’ll do, is I’ll try to dive into some of the value
    drivers in training that may be less obvious, to try to be really
    specific and create value for someone who’s listening and interested
    in rolling out XR training. So in that use case, there’s– what we
    always try to do is, we try to make sure that we’re generating value
    and can prove out that value. So in terms of return on investment or
    financial value, an interesting way to think about it is that there’s
    two types of ROI. There’s a hard ROI, where you’re going to see,
    quarter over quarter, your applications and solutions that you’re
    rolling out with XR actually hit the PNL in terms of cost savings or
    financial impact. And then there’s a soft ROI, which is more
    interesting. And here’s a way to think about soft ROI: Let’s say that
    you’re a large company and you gave the example that this can really
    move the needle, even with small percentage gains when there’s macro
    kind of stakes at play. So you’re implementing VR training and we’re
    looking under the theme of soft ROI. If your company has the
    philosophy of increasing productivity, saving people’s time, to
    generally increase the value of the business. One way to look at it
    would be to say, if we can virtualize all of our training, which
    was– for a portion of our training — which in the past was done in
    a training classroom, on a PowerPoint, one to one, on the job
    shadowing — and we can virtualize some of that away, because we can
    now, with VR and with commercially priced headsets. The pricing of VR
    is fundamentally right now. It fundamentally makes sense, where it
    didn’t maybe 25 or 30 years ago, or even 10 years ago.

    Alan: Let’s be honest, it didn’t

    really lend itself nicely to industry even two years ago. Because if
    you look at VR, you needed a computer. You needed to run updates all
    the time. It was just generally a pain in the ass. It feels like
    we’re just past that point where it’s now deployable at scale. The
    timing is everything and the timing for VR and AR is right now. The
    devices are there now. To quote Ori
    Inbar, “We have all the tools necessary to create massive
    value right now. If we never invented anything else, the tools we
    have right now are enough to create enormous value.”

    Lou: Right, I totally agree. I

    mean, you’re highlighting the past, kind of two to three years, just
    the–

    Alan: It’s nuts. [laughs]

    Lou: Yeah, it’s totally

    transformed to just some of the kind of IT enablements and hardware
    enablements that have happened. Dialing back like 10, 20 years, 30
    years, that’s where a headset was 10 or 100 thousand dollars and only
    the military had access to it.

    Alan: Yep.

    Lou: Yes. I totally, totally

    agree with your point. So in that lens–

    Alan: Can you imagine what we’ve come through in the last three years and imagine what’s going to be the next three years from now? It’s going to be these crazy, exponential improvements on everything. When you look at Facebook or Oculus’s announcement of their varifocal lenses: basically, they’re creating lenses inside a headset that will allow you to focus on multiplane. So if you look at something far out, it’ll be in focus. But if you look at something close up, it’ll also be in focus. And I mean, that’s just– somebody had to sit down and think of how do we focus on multiplanes using a fixed screen? It’s nuts.

    Lou: Right. So, I mean, what

    you’re referring to is — for those of you who are interested — is
    Michael Abrash’s talk from OC6, which happened recently, and that’s
    an amazing hardware development because it means smaller, better form
    factor, more ergonomic, lighter devices, which is kind of where we
    all want to go. The hardware is just year over year just changing at
    a blistering pace, which is amazing for anyone who’s getting into the
    ecosystem.

    Alan: I mean, to put it in perspective, just to put a final point in that: four years ago we started doing 360 video for companies, and it was about $10,000 a minute. And you had to stitch it, you had to basically 3D print a rig, and put a bunch of GoPros, and then hand-stitch all the different seams together. Then we started seeing these consumer-grade 360 cameras that did almost the exact same work we were doing. It’d sacrifice a little bit of the resolution, but it stitched on your phone instantly. You kind of had this a-ha moment, where it’s like, “OK, this $10,000 per minute thing is no longer valid, when I can buy the camera for 500 bucks and it’ll do everything for me.” And then fast forward to now, you’ve got 11K cameras, stereoscopic stitching in the cloud, and that camera is less than 10– it’s less than one minute of what we were doing 10 years ago. And you can make as much as you want. I digress.

    Lou: [laughs] No, I mean, it’s a

    good point. I’m reading this book right now called The Dream Machine,
    that’s about the invention of the personal computer. Michael Abrash,
    who’s — I think he’s the chief scientist or similar title at Oculus
    — he was talking about comparing VR to the revolution of the PC and
    it feeling very, very similar to that point in time. So it’s an
    interesting comparison that you bring up just in terms of all of
    these different systems, in terms of content creation and
    connectivity, hardware platforms all coming together to make this
    really economical and really valuable.

    Alan: I got to say something.

    Lou: Sure.

    Alan: We have a crazy idea.

    We’re actually in the middle of pitching investors right now, and
    we’re pitching for a new product. And our mission for the new company
    is to democratize education globally by 2037.

    Lou: [laughs] I love it.

    Alan: Think about it. But that’s

    my 60th year. When I turn 60, I want to be able to give away global
    education. But it’s not as crazy thought as when you first say it.
    It’s like, “Oh, that’s insane.” But if you think about it,
    the glasses that we’ll wear in 10 years from now will be super
    lightweight. They’ll be inexpensive. The processing won’t be on the
    glasses, it’ll be in the cloud. And we’ll be able to push content to
    everybody fairly easily, anywhere in the world. But the hard part is
    still going to be creating that content, which is why we gave
    ourselves another five years to figure out how to democratize the
    creation of the content. Because we can give content away, but who’s
    going to create all that content? And so yeah, add five years under
    that, and platforms like yours and ours and everything that being
    able to create content or allow anybody to create content really
    easily, that’s going to be a thing. You fill that within a bit of AI,
    then all the sudden AI’s pulled some 3D objects from different game
    engines or whatever, pulled it all in, you get the point. And moving
    into kind of 15 years out, we’ll wear these glasses daily. And
    anything we look at will have a layer of data on it, that can either
    teach us how to use it, about it, or purchase it directly from
    looking at it. And that’s what I think exponential growth does, and
    we can’t really see past ten years from now, especially when we’re
    entering into exponential growth. So I think within 15 years we
    should have all the technologies in place to democratize not only the
    hardware, the delivery, and the content development, and then give
    ourselves two years to figure out how to give it all away.

    Lou: Hey. I mean, I agree. And

    that’s genuinely what we’re pushing for. Even if we only contribute a
    very small slice of that, that’s what gets me out of bed every
    morning. And a lot of people on our team here have helped contribute
    in some way to bring spatial computing to the world and try to
    accelerate the adoption of spatial computing. So it’s a great point.
    I love your mission. It’s very noble around democratizing education.
    I think rewinding back to– we tangented off here, which is great,
    it’s good. But I think we’re– in this industry, you’re always trying
    to find the balance between today and kind of also this vision and
    the potential.

    Alan: The business challenge;

    build for today, but design for tomorrow.

    Lou: Exactly. So coming back to

    the training use case, like you mentioned, education. But when we
    think about training and the model that we use today, coming back to
    that piece around a soft ROI, if you’re inside a company like getting
    your organization to buy into XR from a training capacity, one great
    way to look at it is to say if, you can virtualize — which we can do
    today with the technology — if you can virtualize some part of your
    training process — that could be an aerospace, that could be a
    manufacturing, whatever the industry is — you’ve essentially now
    bought time for your training manager, where you’ve actually freed up
    because you’ve virtualized a lot of the training that they do through
    your VR or AR simulation or training aids. So what happens to that
    person now is they can, in theory, make a horizontal shift in the
    organization and go work on something else that creates value for the
    company. So we often– training as a use case get people who say,
    “Well, it’s hard to tell the story and hard to convince the team
    here to buy in.” And that’s a story that we found is successful.

    If your company is willing to make that investment and say, we know that this might not be a hard ROI that’s going to hit the PNL next quarter. But what we’re essentially doing is virtualizing away some of our training or saving time for the training manager, which lets him or her go work on other higher-value tasks — which may not hit the PNL this quarter, but it may hit the PNL in a year or two from now — and either help the company create more revenue, reduce its costs, etc. and essentially make the company more effective and more efficient. So that’s one way that we’ve been kind of looking at, you know, dialing back into today. And how do you make the case? How do you tell the story? This kind of model around soft ROI and increasing productivity through XR is quite powerful for someone who is open to that kind of thinking around value creation.

    Alan: You know, there’s two other things that have come up on this podcast recently. One being it portrays your company as an advanced company, as a forward-thinking company. So companies that are using VR and AR training now, their employees are more likely to stay with them. And actually there was– can’t remember who was this morning. I was doing a podcast this morning, and they were saying that they’re seeing an increase just by using– oh, it was James and Justin from Immerse. They were saying there’s an increase in retention rates, not of the knowledge, but of the actual employees. Because they’re staying longer, because they’re getting better trained, they feel more comfortable at work, and they also have this kind of feeling that their company is doing the right things. And I think that’s a soft AR way that you can’t really measure. It’s very hard to measure. But the other one around soft ROI is that people when they go into virtual experiences, they have a very visceral, hands-on experience within virtual and augmented reality. But that translates directly into on the job skills training and management and people that are more comfortable at their work perform better, they come to work enthused. And I think we’re only scratching the surface with this. But at the same time, it’s important for companies to realize the real value is in all of those things combined. And one thing I always highlight when I’m speaking to a customer is like when you’re in VR, you cannot be on your phone. So you’re literally hijacking people’s entire focus. And it’s very rare when you have hijacked someone’s entire focus — even for a small amount of time, for 10 minutes while they do the training — they cannot be doing anything else. It doesn’t work.

    Lou: Yeah, I agree. And people

    are finding benefits just in terms of the training environment, so
    being able to do it in a controlled environment, something that’s
    safe, comfortable, maybe not noisy, you can get that personal
    attention that you may need. You can have effectively unlimited
    repetitions.

    Alan: You can. Oh, and another

    thing is people don’t like making mistakes, because in all of our
    school, we’re kind of taught not to make mistakes because we’ll get a
    lower grade. And people in VR, they can make as many mistakes as they
    want.

    Lou: Yeah. 100 percent.

    Alan: It’s OK. Nobody’s seeing

    what they’re seeing. Now, on the other hand, on the flip side of
    that, the people that are instructing, they have access to unlimited
    amounts of data about the learner. And if we can figure out how to
    take all of that information in — their head pose, gait analysis,
    speech recognition, eye tracking, biometrics, there’s so many things
    we can capture about a learner — and then take that and apply that
    to customized contextualised learning for people, then it gets really
    crazy.

    Lou: Data is another huge piece of this, capturing all that learning data as well as– just if I think of AR like other processes in terms of system checks, that are traditionally done with paper, part and component checks, audits, all of these certain things that if you can serve up contextual information at the right time and place, that you can take these from multi-step processes or multi-steps of gathering and reporting on data, down to maybe one or two.

    Alan: I had dinner with Shelly

    Petersen from Lockheed Martin last week, and they are using the
    Hololens to help people assemble these NASA space shuttles. They went
    from eight days, it took two people eight days to put these bolts,
    these screws in. They switched to the Hololens, and because it was
    real-time, being able to look up and just kind of do your work,
    rather than look at the manual and measure and do all that, they went
    from two people for eight days to one person in six hours, doing the
    same exact task.

    Lou: Yeah, that’s amazing. I

    mean, I heard a similar story. We were at EWTS, which is kind of the
    Mecca for XR technology, at least for kind of at a business level.
    And there was the CEO from Thyssenkrupp, explaining how Thyssenkrupp
    used to have a very paper driven process, that I think the number was
    four months around. They install elevators into people’s homes, for
    people who have disabilities or it’s difficult for them to get up and
    down their stairs, they’ll install those personal elevators. And the
    old process was a paper process where they would measure dimensions
    of the railing and of each steps, because each installation and
    manufacture process is essentially custom tweaked to the person’s
    home.

    They’re equipping their field service and installation teams with Hololenses, and what was a four-month process has basically been reduced down to two weeks. Because on the first site visit, the technician will go through with a Hololens and they’ve written software that’s able to take a fairly accurate measurement of all of those steps and it basically just scans the steps as he walks up them with the Hololens. That data is immediately streamed back to the designers and engineers who are going to tweak the manufacturing and installation process for the elevator equipment that’s being built in their home. And this from four months down to two weeks and hope those– I believe those are the accurate numbers. He was literally saying this is a piece of our business where we’re fundamentally changing our business model. And to me, that stuff is just fascinating. And it’s amazing that giving people computing in the form of XR that maybe traditionally haven’t had computing or have had it in a different form, is able to literally change a business model, that’s an amazing, amazing story of success.

    Alan: It’s absolutely

    incredible. So we’re coming to the near the end of this podcast, and
    I want to make sure that we’re cognizant of your time to let you get
    back to the great work you’re doing at Circuit Stream. But what is
    one problem in the world that you want to see solved using XR
    technologies?

    Lou: Hmm. This may be a strange

    answer, but I’m fixated right now in helping doing what we’re already
    doing, which is helping companies become more productive and improve
    their operations. Because my belief is that for many of the companies
    that we’ve been working with, they genuinely have great missions and
    great products and services that they’re offering. So if we can help
    them and enable them — through XR — be more efficient, then we help
    them free up time to continue creating kind of more value through
    their products and services. For people like myself and all of the
    people around the world that they serve, keep safe, provide services
    to, provide products to. I know that’s pretty macro, but that’s
    genuinely something that I’m passionate for and I’m willing to invest
    and be in this for the long haul, so that we can build technology
    that better serves those people and companies that we’re working
    with.

    Alan: That’s a beautiful thing.

    And I think every time we create efficiencies in the entire ecosystem
    of a company, we’re actually reducing the resources that we need for
    the earth. If we can reduce the time to get things done, we can
    actually reduce the resources that we need. And one of the things
    that stuck with me years ago, I listened to the Voices Of VR podcast,
    and one guy was saying, imagine we as humans. We just love to build
    things. We love to build. We love to design. We love to strive to
    build new things. But what if those things — being our clothes or
    cars or our buildings — what if they didn’t have to be real? What if
    they could be electrons, which are very highly scalable? They don’t
    require the resources of the planet to be used, other than energy,
    which I’m sure we’re gonna figure out unlimited energy in the next 20
    years. So being able to reduce the human load and impact on the world
    using virtual buildings and worlds and stuff. I think it’s an
    interesting theory, anyway.

    Lou: I totally agree.

    47 min
  • XR's School for Innovators, with Circuit Stream's Lou Pushelberg
    If you want to master something, teach it." That’s the old adage, and at Circuit Stream, the thinking is teaching XR helps you develop better solutions, too. Founder and CEO Lou Pushelberg created Circuit Stream courses to give companies the power to educate and empower themselves, and just make the whole XR ecosystem stronger.
    Alan: You're listening to the XR for Business Podcast with your host, Alan Smithson. Today's guest is Lou Pushelberg, founder and CEO of Circuit Stream. Circuit Stream's story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. Rather than try to build the next big application like everyone else, Lou saw a bigger need for education and training that could help propel the industry forward. From this journey, Circuit Stream's 10-week online course emerged. Their education platform has reached over 25,000 students. They're a Unity authorized training partner and their team of 20 people is giving professionals the skills they need to build value-driven XR experiences. They have three business divisions: education, software development, and their platform. To learn more about the great work that Lew and his team is doing, you can visit circuitstream.com.
    Lou, welcome to the show, my friend.
    Lou: Alan, thanks so much for
    hosting me. It's a pleasure to be here.
    Alan: It's my absolute honor.
    I've been watching the work you guys are doing. You're basically one
    of the only educational institutions that are teaching people the
    practical hands-on skills on how to create XR. How did this come
    about?
    Lou: Well, I was working for another VR startup early in 2015. They were based out of Seattle. This was kind of the DK2 era -- so early in VR's history -- and personally was inspired by a lot of the early pioneers, who were building some of the flagship VR content and titles that were coming out on the first wave of consumer hardware -- so the Vive and the original Rift -- and was basically looking for an opportunity and a need, where I could create value for the ecosystem and help accelerate the adoption of VR and ultimately of XR technology, and found that kind of service and value that I could provide to the ecosystem in education.
    Alan: So how did you begin?
    Where do you start with building a course for technology that's
    emerging? Like, "Unity 101: here's how to make a model."
    Like, how did that-- where do you even begin?
    Lou: [chuckles] Yeah, that's a good question. So we began with a kind of a core philosophy that was, the only way to learn anything really in it -- and especially this technology -- was to get hands-on and just start building things. There wasn't a playbook for VR and AR, there wasn't a series of best practices at the time. They were kind of just beginning to emerge. So we really wanted to focus a lot of what we were doing around getting people into Unity and some of the other major engines, and just helping them start blazing their own trails by just building stuff and sharing it with people. That's kind of been our MO and what we try to facilitate with all of the professionals, companies that we work with. So in kind of architecting the course in the beginning, we would go straight to the source. So you mentioned travelling across North America. I had basically booked a trip through what were the four biggest hubs down the West Coast. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind of pushing XR forward, and other times from some of the major players -- like the Valves, Oculus, Unity, Google -- developers who were in VR building
    0 min

About XR for Business

From the publisher's feed

Meet the leaders who are changing the face of virtual and augmented reality