XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
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XR for Business episodes

  • Gearing Up for VR Days, with festival director Benjamin de Wit

    Regular listeners know that folks like Alan and his guests attend a number of XR-related conventions, events, and symposia. Well, one — VR Days in Amsterdam — is right around the corner! Festival director Benjamin de Wit drops in to talk a little bit about what there will be to see — and what attendees can expect to take away — from this year’s lustrum shindig.

    Alan: My name’s Alan Smithson. In today’s show, we speak with the one and only Benjamin De Wit, founder and co-producer of VR Days Amsterdam, celebrating their fifth anniversary. All this and more on the XR for Business Podcast. VR Days is a three-day conference and exhibition on virtual, augmented, and mixed reality content, creativity, and innovation, running from November 13th to 15th in Amsterdam. Today, we discuss the speakers, exhibitors, and festival that make up the most incredible event known as VR Days.

    Benjamin, welcome to the show, my

    friend.

    Benjamin: Well, thanks for

    having me, Alan.

    Alan: It’s my absolute pleasure

    to have you and I’m super excited. VR Days is less than a month away.
    And let’s get into it. What can people expect from VR Days 2019?

    Benjamin: So much, man. It’s

    gonna be an explosion of great things to do, great things to see,
    great things to learn about, and great people to meet. We have so
    many sessions where you can learn about business, you can learn about
    art, about science. So let’s just dive into it, right? We kick off
    the first day, November 13, with the Vision and Impact Conference,
    where we have a couple of amazing speakers like Ricardo Laganaro, who
    was the creator of The Line, that won the prize for “best
    immersive experience” in Venice. We have Brandon Harper, he’s a
    designer at Hololens at Microsoft, with an amazing story to tell.
    Michel van der Aa, who’s a Dutch composer, and now also great VR
    maker. And we’re gonna do a throwback panel, because we’re five years
    old now. It’s also time to reflect a little bit on what happened over
    the past couple of years, because it’s been a hell of a ride — you
    know, ups and downs — and to figure out where the hell we’re going.

    Alan: When you figure that out,

    let me know, my friend.

    Benjamin: [laughs] Yes!

    Alan: So who’s going to be on

    the throwback panel?

    Benjamin: Well… for sure,

    Albert “Skip” Rizzo will be there, because he’s been there
    from year one. And I still recall the first day I– first time I ever
    met him via Skype, which was an amazing experience. And he has been
    such a dedicated supporter of VR Days with his thought, with his
    vision, and also with his presence. So he will be one, that’s for
    sure on that.

    Alan: That’s super exciting, I’m

    looking through the program highlights, you’ve got the Vision and
    Impact Conference on the first day, you’ve got the exhibition hall.
    How many exhibitors do you have this year?

    Benjamin: Well, we think we’re about a hundred exhibitors. Plus we have– within these, we have the startup zone, where we have a couple of cool startups. We have what we call the Revolution Pavilion, and this is for projects that aren’t really commercial yet, projects that aren’t purely artistic, but they are super exciting, technology or content-wise. So they may come from universities, they may come from artists, they may come from startups. But it’s–

    Alan: Awesome.

    Benjamin: Yeah. That I’m really

    excited about–

    Alan: That part’s the exciting

    part. That’s like the– if anybody’s been to CES, that’s kind of like
    Eureka Park, where all the cool hidden stuff is.

    Benjamin: Yes, exactly. Exactly.

    And then we have the Church, where we show our selection–

    Alan: What is it? Okay, hold on,

    what is the Church of VR? I’m excited here. What’s this?

    Benjamin: Well, the Church of VR

    is our handpicked selection of best content. You know, we go to
    Sundance, we go to Tribeca, we go to Venice, we go to other great
    places, where they show creative VR content and then we pick the best
    of the best. And this is what we show at the Church.

    Alan: That’s so exciting. It’s

    not to do with religion, but it’s the religion of VR. Correct?

    Benjamin: Exactly. You know, it was like the holiest of holies of great content.

    Alan: I love it. I actually–

    when I was in the DJ world, I got to play in Amsterdam in a giant
    church. And it was really beautiful. And I’ll never forget that
    experience.

    Benjamin: Nice, nice.

    Alan: Amsterdam Dance Event.

    Benjamin: Yeah, yeah. It was

    just last week. Call me up when you’re back, man.

    Alan: It’s a super fun party if

    anybody’s in the house music. It’s like basically the house music
    takes over all of Amsterdam for a week. So…

    Benjamin: Yes.

    Alan: The next part that I’m

    looking at is your Training and Simulation Summit. This is really
    interesting. Talk us through that.

    Benjamin: Training and

    simulation is one of the forces now that’s driving VR to the next
    level. It’s generating business and it’s really because VR is really
    being put to use. It’s that there’s real development there, real
    concrete development. So what’s exciting is that we have Michael
    Kaldenbach there, he’s–

    Alan: Oh, from Shell. He’s one

    of our mentors.

    Benjamin: From Shell?

    Alan: Yeah.

    Benjamin: Well, there you go. So

    he’s there and he’s rolling out this VR/AR strategy for Shell out
    across the world. We have Jack McCauley, I like that. You know, Jack
    McCauley, he was one of the founders of Oculus.

    Alan: Yeah, I just connected

    with him. He’s a really great guy.

    Benjamin: Yeah. And now he’s in

    Berkeley. He has a sort of workshop there, working with universities
    and also working on tools for training and simulation in VR. So he
    will be there. People from ASML will be there. We have Martin Liboska
    of Deutsche Telekom, more talking about the impact of 5G–

    Alan: Amazing.

    Benjamin: –on all these

    developments.

    Alan: Then you have also– you’ve got so– we talked about the Vision and Impact Conference, so talking about how real-world revolutions, we’ve got the exhibition hall with over 100 leaders, you’ve got the Church of VR with the best of the best of storytelling in VR, Training and Simulation Summit. And then you’ve also got the Location-Based Entertainment Summit. LBE is just really taking off right now. What can we expect at the Location-Based Entertainment Summit?

    Benjamin: What we will do there.

    And I do everything within location-based together with my friend to
    Bob Cooney. So we will talk about how indie developers are generating
    money in LBVR. We will talk about what is it, what types of content
    are really giving good results. So arena space, fuzzily.

    Alan: Can you give us a teaser?

    What are some of the things that are getting good results? I know
    like the obvious one is shooting stuff, people love shooting stuff. I
    don’t know why, but it’s a thing.

    Benjamin: So, well, the guys

    from Hologate–

    Alan: Hologate. Oh, that’s

    really cool.

    Benjamin: They are doing amazing. So that’s– I saw live last week at AWE. So they’re doing super well. And let me see what we have there. Alex Moretti of Fallen Planet Studios. We will talk about how the impact of influencers. So Nathie — Nathie VR, he has 500,000 followers — he will be there, talking about how they play a role in the success of certain titles. And we will kick off with a pilot version of the XR gaming and location-based VR content market. Because if there’s one thing we at VR Days like to do is to connect projects, connect startups with investors, with the money. Because we have to drive this industry, we have to drive projects, we have to drive content creation. So we want to make the connection. So we’ve been doing the XR based investor event for startups for three years now. We do content market. We’re also doing it for three years now. More an artsy space, artistic space with the International Film Festival Rotterdam. And this year we kick off with a pilot version of an XR gaming and location-based VR content market. We’re on the lookout for projects in development that have not been published yet, that are still looking for distribution or publishers or funding.

    Alan: Getting excited. Oh my

    goodness, so much great stuff. You know, one thing that stood out to
    me this year that you guys haven’t done in the past is the something
    that’s a little bit different is the Pain and Suffering Reduction
    Summit.

    Benjamin: Yeah.

    Alan: How virtual reality is

    addressing the universal challenge of pain and suffering, and also
    showing great results in medical, in the reduction of opioid usage.
    And that’s really important right now. Talk us through that.

    Benjamin: VR is a wonderful, meaningful medium for a lot of crazy stuff, but it’s also a wonderful medium for stuff that’s really– I said it’s a great– it can be used for great positive causes. And we’ve always had a focus on the healthcare part, and we saw that within the pain domain, VR can really mean a lot. And you have the– there’s pain, there’s the physical pain, there’s the mental pain, there’s acute pain. So there’s different types of pains. But pain relief is a big part of what medicine is about. And VR can be a great tool to relieve pain or at least reduce it, to a certain extent. And we have some top-notch speakers there, like JoAnn Difede, director of the Virtual Reality Lab in New York. We have Louis Derungs, a great speaker who works with Mindmaze. Charles Nduka, a surgeon and technologist. Skip Rizzo is speaking here also. And this will be moderated by Bob Fine of the International Virtual Reality Healthcare Association. It’s a tough topic, but I think it’s important that we give it a good enough attention.

    Alan: I completely agree.

    Switching from healthcare to your awards, you have a Halo Awards
    ceremony, where you kind of celebrate the best of the best. So what
    goes on at the Halo Awards?

    Benjamin: So the Halo Awards, we’ll combine it this year with the Lustrum dinner, because the lustrum in the Netherlands is a period of five years, and this is the fifth edition of VR Days, so we’re celebrating that. So the first night after the Vision and Impact Conference, we go with boats to this beautiful restaurant, where we have the Lustrum dinner and Halo Awards. People keep sending us applications for Halo Awards, but we cannot say anything about that at this moment. We will have seven categories of Halo Awards: for content, best applied, best student project, best use of tech. There’s seven Halo Awards for great pieces and it’s gonna be a fun and celebratory night.

    Alan: Wonderful. It sounds like

    a beautiful night. So what haven’t we covered here? One other thing
    that I noticed that you guys are covering is virtual worlds and
    digital twins. What does that mean?

    Benjamin: So we’re seeing that

    the whole normal world is being, you know, people making virtual
    worlds for all kinds of use cases. One is that you have a virtual
    world in which you can maybe also sell land and sell real estate and
    where you populate that virtual world. And another use of the virtual
    world is the digital twin world, where we’re just copying our normal
    world into the digital world, where we develop and where we meet. So
    this is a big development in this space. So we thought we’d have to
    make some time for that as well. And what haven’t we covered? Well…

    Alan: Oh, matchmaking! The other

    thing.

    Benjamin: Oh, yeah, matchmaking.

    So matchmaking, we have this tool where we– before the event, you
    log on and you can already start making appointments with people that
    are also coming to VR Days, so it makes your time more worthwhile.
    First year we’re doing it. I’m really excited that we’re doing it
    because the reason we’re throwing this party is because we want
    people to meet and to connect. That’s also why we organized
    roundtables. Roundtables is where you sit with about 10 people and
    discuss on a specific topic. We will release our roundtable topics
    next week. You can apply for that and just create some more
    conversation, some more intense networking. And then, oh, what’s so
    exciting is we’re all about content creation. So we give space to a
    couple of creative projects that workshop during the event and they
    are being mentored by VR Days speakers. So two years ago, Tupac
    Martir, great artist, was at VRD, workshopping his piece, “Cosmos
    Within Us.” It was released at Venice VR this year, and it’s a
    piece with live musicians, live narrator, live dancers, being live
    directed. And there’s one person going through the VR space, but it’s
    also a show to watch because it’s great to see what’s going on and to
    look into what the person is experiencing in a headset. But if you
    look at it from the outside, you see the directed musicians, the
    narrator. It’s an amazing show. And the night of– Tuesday night,
    twelfth of November at the EYE Film Museum — beautiful location in
    Amsterdam — this will be performed for about 120 people a time. So
    I’m super excited that two years after creators left, after Tupac
    workshopped on this piece during VR Days, we can now show it to the
    audience.

    Alan: Incredible. That’s so

    exciting.

    Benjamin: Yeah.

    Alan: Well, my friend, I’m so

    excited. VR Days is coming up November 13, 14, 15 in Amsterdam. And
    is there anything else that we missed?

    Benjamin: Well, yeah, so much, man. We missed the museum morning. We missed the future storytelling session. We missed a session on brain-computer interface. We missed the session that we’re doing for students here, because all the higher educations here have created the VR Academy. We missed that we organized a session for universities, because we see in a lot of universities across the world, scientists are getting together to start these VR/AR groups, either to study what’s happening in the space, or how they’re going to use VR and AR to conduct research. So we said, “OK, we’re gonna make a space for you, as well.” And then I’m probably forgetting another.

    Alan: Well, here’s the thing.

    Benjamin: Yeah.

    Alan: You– I don’t know what

    we’ve missed here, talking about it, but I know the people listening,
    if you don’t get your tickets to VR Days 2019, you’re going to miss
    all of it. So…

    Benjamin: Yeah.

    Alan: VRdays.co,

    you can go get your tickets now, and get your flight over to
    Amsterdam. And let’s have a wonderful time together, celebrating VR,
    celebrating your fifth anniversary.

    Benjamin: Yes, definitely. And

    I’m sure, Alan, that if you come to VR Days, you will see experiences
    you’ve never had before. You will meet companies that will blow your
    mind. But I’m definite that you’ve got to meet there people you want
    to work with and be friends with.

    19 min
  • Gearing Up for VR Days, with festival director Benjamin de Wit
    Regular listeners know that folks like Alan and his guests attend a number of XR-related conventions, events, and symposia. Well, one -- VR Days in Amsterdam -- is right around the corner! Festival director Benjamin de Wit drops in to talk a little bit about what there will be to see -- and what attendees can expect to take away -- from this year's lustrum shindig.
    Alan: My name's Alan Smithson. In today's show, we speak with the one and only Benjamin De Wit, founder and co-producer of VR Days Amsterdam, celebrating their fifth anniversary. All this and more on the XR for Business Podcast. VR Days is a three-day conference and exhibition on virtual, augmented, and mixed reality content, creativity, and innovation, running from November 13th to 15th in Amsterdam. Today, we discuss the speakers, exhibitors, and festival that make up the most incredible event known as VR Days.
    Benjamin, welcome to the show, my
    friend.
    Benjamin: Well, thanks for
    having me, Alan.
    Alan: It's my absolute pleasure
    to have you and I'm super excited. VR Days is less than a month away.
    And let's get into it. What can people expect from VR Days 2019?
    Benjamin: So much, man. It's
    gonna be an explosion of great things to do, great things to see,
    great things to learn about, and great people to meet. We have so
    many sessions where you can learn about business, you can learn about
    art, about science. So let's just dive into it, right? We kick off
    the first day, November 13, with the Vision and Impact Conference,
    where we have a couple of amazing speakers like Ricardo Laganaro, who
    was the creator of The Line, that won the prize for "best
    immersive experience" in Venice. We have Brandon Harper, he's a
    designer at Hololens at Microsoft, with an amazing story to tell.
    Michel van der Aa, who's a Dutch composer, and now also great VR
    maker. And we're gonna do a throwback panel, because we're five years
    old now. It's also time to reflect a little bit on what happened over
    the past couple of years, because it's been a hell of a ride -- you
    know, ups and downs -- and to figure out where the hell we're going.
    Alan: When you figure that out,
    let me know, my friend.
    Benjamin: [laughs] Yes!
    Alan: So who's going to be on
    the throwback panel?
    Benjamin: Well... for sure,
    Albert "Skip" Rizzo will be there, because he's been there
    from year one. And I still recall the first day I-- first time I ever
    met him via Skype, which was an amazing experience. And he has been
    such a dedicated supporter of VR Days with his thought, with his
    vision, and also with his presence. So he will be one, that's for
    sure on that.
    Alan: That's super exciting, I'm
    looking through the program highlights, you've got the Vision and
    Impact Conference on the first day, you've got the exhibition hall.
    How many exhibitors do you have this year?
    Benjamin: Well, we think we're about a hundred exhibitors. Plus we have-- within these, we have the startup zone, where we have a couple of cool startups. We have what we call the Revolution Pavilion, and this is for projects that aren't really commercial yet, projects that aren't purely artistic, but they are super exciting, technology or content-wise. So they may come from universities, they may come from artists, they may come from startups. But it's--
    Alan: Awesome.
    Benjamin: Yeah. That I'm really
    excited about--
    Alan: That part's the exciting
    part. That's like the-- if anybody's been to CES, that's kind of like
    Eureka Park, where all the cool hidden stuff is.
    Benjamin: Yes, exactly. Exactly.
    And then we have the Church, where
    0 min
  • Building a Better 360 Camera from Consumer to Pro, with Insta360’s Michael Shabun

    Ask someone with enough experience

    with 360 filmmaking (like Alan), and they’ll tell you — it’s not
    always been a user-friendly undertaking. From exporting to editing,
    making great 360 content could definitely be a chore. Insta360
    Marketing Director Michael Shabun visits the podcast to explain how
    their products try to make the process seamless for all 360
    filmmakers.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is
    Michael Shabun from Insta360. He’s the marketing director of Insta360
    and leads North American marketing strategy, partnerships and
    communication efforts. Michael specializes in helping overseas brands
    build their presence in North America. Previously to joining
    Insta360, Michael led the Business Development Team for DJI — that’s
    the crazy drone company in North America — where he was instrumental
    in moving the company into the public spotlight through a series of
    strategic partnerships with entertainment, sports, and enterprise
    verticals. If you want to learn more about Insta360 and the awesome
    cameras and platform that they’ve built, you can visit insta360.com.

    Michael, welcome to the show, my

    friend.

    Michael: Thank you so much for

    having me, Alan.

    Alan: All right. Tell us what

    Insta360 is, and how you got involved with it.

    Michael: It’s been quite a ride that the last couple of years. Insta360 actually started off as a very tiny company in the dorm room of our founder and his name is JK Liu. And what he wanted to do was create a product that was simple and easy to use and had 360-degree capabilities. And he didn’t really see an all-in-one product in market like that at the time, four years ago. And so he created the hardware and wrote the software to make 360 truly a consumer product. And in that four years, Insta360 has grown to become the global leader in 360-degree cameras, whether it’s on the consumer, prosumer, or professional side. We now have 11 products in market today that, again, range from tiny little portable cameras that are fun for social media, all the way through to cinematic cameras that now shoot 11k. We run the gamut in terms of what cameras are in market, could we cater these cameras, too. And at the end of the day, it’s really all about the user experience. So how do you create a powerful, strong camera, 360 camera tool, but also give it the ease of use of a consumer product, and not have to spend too much time in post and all those things?

    Alan: Insta360 in my mind really stands out above the crowd, is for you guys to be the number one 360 camera company is saying a lot because there have been a lot of entrants into this market. Samsung, Nokia entered with their OZO, Jaunt — which recently just got sold to Verizon — they had their Jaunt One camera. There’s been a ton of companies try to come to market with a 360 camera. There was even the Bubble Cam out of Toronto. But where you guys, in my opinion, have really made a big impact — and I love this about it — is two things. One, ease of use. I can take a photo, it stitches on my phone. I can take a video, it stitches on my phone. But then, the user experience on my phone is absolutely spectacular. I can create a tiny planet, I can create an animation, I can post it directly to all my social media platforms, instantly. And that’s where I think some of the other larger companies have failed. They’ve created amazing hardware, but they failed on the delivery of the actual experience, from the hardware to the software, out to how people actually want to use it. Where did you guys come up with the idea of the stabilization? Because this is key to VR. One of the key things about the Insta360 platform is that I can run down the street with a 360 camera, and the software automatically stabilizes it. That’s pretty badass.

    Michael: I completely agree. I think stabilization is what kind of brought the technology full circle, and what started enabling it to be widely used by not just VR content creators, but also by traditional filmmakers who just want special angles or to capture certain moments in a much easier way. And just kind of backing up for a second, what most people don’t see us as, and what Insta360 truly is, is a software company. And that’s what you were talking about as being the difference in creating a product that from a hardware standpoint is powerful, but also from a software standpoint, it’s easy enough to use where it’s not going to hold you back, or create these lengthy postproduction delivery timelines. And that’s something that really dipped the whole industry several years ago, is that the hardware was there with some of these companies, but when it came to actually deliver this content or edit it or share it across any platform, that’s kind of where all the roadblocks were. And so what we decided was we need to blur the lines. We need to make 360 content creation just as simple and easy as traditional 2D flat capture. And a big thing in doing that was adding cinema-grade stabilization. And with a 360 camera, it’s a little bit different than stabilizing for a traditional flat camera, because you’re essentially capturing everything. And since you’re capturing everything, the stabilization, the way it works and the algorithm that you need to program is a little bit different. And not getting too many technical details — which my engineers, I’m sure, would love to chat about — but with our One X camera, which is the world’s most popular consumer-grade 360 camera, it’s actually doing two things at the stabilization level. The first is we’re packing insanely powerful gyroscopes directly into the cameras.

    Alan: That makes sense. I

    couldn’t figure out. I was like, why is this so damn good? That makes
    sense.

    Michael: There are two types of stabilization happening in this small little camera. There’s the stabilization at the capture level, which is essentially just using the gyro and the data to stabilize that in capture. And the second way is through a post-processing stabilization algorithm, that we call FlowState. And FlowState is something that we came out with the last generation of our camera, but we were constantly taking it in, perfecting it, and making it an even better, more dynamic stabilization algorithm. And so with FlowState now, you’re stabilizing again during post. And that’s something that’s available in our app, whether you’re using an Android or an iOS device or if you want to stabilize through our desktop software, you’re taking that and you’re essentially making cinema-grade stabilization at the touch of a couple of buttons right from your phone. And that’s something that’s created a really smooth and dynamic workflow with all of our users. You don’t need to be a super well-trained videographer or you don’t need a buy or rent tons of stabilization gear to stabilize your camera. All you need is the actual device, our invisible selfie stick, or whatever you’re mounting it on, and the willpower to actually do it. So now we’re seeing all of these folks in the action sports industry, in the filmmaking space. They’re now incorporating the One X into their workflows, whether it’s specifically around 360 capture for VR, or just adding special angles and pulling off really unique shots.

    Alan: Like the flying one where you can attach a camera to little plane wings and fly it through a scene.

    Michael: Exactly.

    Alan: That’s so badass.

    Michael: And that shows that at

    the end of the day, we’re a company that inspires creativity. We want
    people to be able to achieve their visions without necessarily
    needing to spend all this money or go through all this planning. We
    just want to make it easier for them to capture really great and
    amazing and unique shots. And what you were talking about with our
    accessories is that we’re continuing to make accessories for our
    cameras, that will allow you to create these special shots in moments
    that you wouldn’t be able to capture with simply with a normal
    camera. And with the Drifter you’re seeing that creativity come to a
    peak where it’s– where we’re taking essentially a drone shot and a
    cable cam shot and we’re combining them together with a $50
    accessory, and allowing people to throw their camera at a hundred
    frames per second and create these stunning shots. And it always kind
    of leaves people’s mouths dropping, because when they see the
    footage, they’re always wondering, how do you get the shot? And then
    we’ll show them the behind the scenes. And it just– I love seeing
    the reactions on folks’ faces when they see it.

    Alan: For sure. It’s just

    awesome. Like we’ve had– my– you guys sent us a Nano a few years
    ago and my wife carries it with her everywhere. It plugs into her
    iPhone. And I mean, she’s must’ve taken thousands of photos with this
    thing. Every meeting we do, we get everybody around a circle, we take
    a picture. She shows them the inside out, the tiny planets, and then
    basically in two seconds sends it to everybody in the meeting and
    they posted to all their socials. It is the greatest icebreaker ever
    for going into a company, because it’s instant, it’s great. Beyond
    that, I mean, you’re able to create completely new 2D videos from the
    360 perspective. So you’re able to capture in 360. And everybody
    thinks, oh, if I captures in 360, I got to look at it in VR, which is
    cool. But I think being able to take this and make a tiny planet out
    of it, or make a reverse where it kind of spins from tiny planet into
    it. And the crazy thing is, you guys have built all of this into the
    software, so with the touch of a button I can see six different
    animations, pick the one I want, pick the starting point, the
    endpoint, and boom. Now I’ve got social media post in seconds. So
    here’s my advice. Anybody who is in marketing, whether it’s marketing
    peanuts or marketing space shuttles, you should definitely go buy one
    of these cameras. And let’s talk about your camera line. And then I
    want to just say one more thing before I let you go on about the
    different cameras, because they do service different points. But go
    back four years. We were using hand stitching and manual
    stabilization, costing tens of thousands of dollars a minute of
    finished footage, and then your tools do this on my phone. But that’s
    where we’re at.

    Michael: It’s incredible how

    quickly the technology has evolved, and I just have to shout out to
    the Insta360 engineers, they work tirelessly day and night to
    constantly improve the app and the algorithm. And they’re some of the
    most brilliant people I’ve ever had the opportunity to work with. And
    it’s truly incredible, the type of innovation and technology that’s
    coming out of China as a whole right now, across the board.

    Alan: It really is. Your team–

    I mean, look, we’ve worked with other 360 camera manufacturers over
    the years and we’ve always used your camera as– and shown them like,
    “Hey, guys, this is what your thing needs to do.” And I
    don’t know if they just understand that or whatever, but they just
    “We build hardware.” OK. Well, yeah, we hardware’s useless
    with software. So I think that what you guys have done is just truly
    spectacular. So let’s talk about the different types of products.
    We’ll talk about consumer and then professional and enterprise,
    because I think it’s important to talk about this. I just recently–
    you guys sent me the Evo, which let’s talk about the Evo first,
    because it’s pretty incredible.

    Michael: Sure. So the Evo is one of our newer products. It came out a little less than a year ago, I believe it was last April. And what the Evo is, it’s a consumer-sized camera. It fits in the palm of your hand and it’s a convertible. So it converts from 180 degree 3D to full 360 degrees. And the great part about this is how simply it goes from mode to mode. One challenge that we started with was, well, when you’re flipping it from 180 degrees to 360, how do you account for the calibration? How does the camera get to know that it’s going from this mode to the other mode? And how simply is it going to be for the end-user to actually go through that process? And so what we did was we–

    Alan: How easy it is: as a user,

    I got out of the box and I pressed a little button on the side. I
    slid the lock. I opened it up, slid another lock. It locked into
    place into 180, meaning the two cameras were pointing in one
    direction, took a picture. Then I pressed the button again, move the
    lock, folded it over, locked it, took another picture in 360.
    Literally, it could not be any simpler. And then, of course, nobody–
    like myself, nobody reads the manual. So it was literally– that was
    as easy as it was. It’s– you took all the guesswork out of it.

    Michael: And that’s the exact

    goal. We don’t even want users to even think about that. We just want
    them to switch from mode to mode and not have to be concerned about,
    “is this going to work perfect in either mode that I’m working
    in?” And that was, I would say, the hardest part in building the
    camera from a development standpoint. And we had some great partners
    along the way, that helped us kind of co-develop and beta test this
    and– including our friends over at Oculus, who are really making a
    strong push for 180 3D these days for their headsets.

    Alan: Yeah. And the 180’s interesting because I have to also call out your packaging of this product. When I got the box, first of all, it’s a beautiful small box, size of a consumer electronics box. You flip it over and there’s a lenticular image on the back of the box of some people at a birthday party. But it’s fully 3D and it just has this depth and feeling to it that’s absolutely incredible. And that was a photo taken using the 180 mode. Like, this is really incredible marketing. When you open the box, camera’s inside, but there’s also a VR viewer, like a little Google Cardboard kind of thing, a little plastic thing that you slap on your phone. So I took a picture in 180 and I was like, okay, what is this 3D all about? Put it into VR. And I couldn’t believe– It just brought the photo fully to life in three dimensions. It was just really, really cool. And so I don’t know how people– how are people using this?

    Michael: So it’s actually

    interesting how lenticulars have been around for, what, 30 years now,
    from those old baseball cards.

    Alan: Lenticular

    business cards.

    Michael: Yeah. And–

    Alan: We had lenticular business

    cards a decade ago. [laughs]

    Michael: And so it’s so

    interesting to see this material that’s been around for so long. But
    we’re now re-integrating it into a completely new technology that’s
    coming out. So the point of the lenticular back case was that– and
    we actually have to send you one of these, we have a phone case that
    goes right over your iPhone. It’s a clear phone case. It goes
    actually on the front of the screen. And once you put it on, it turns
    your iPhone display into a lenticular display. And so when you shoot
    180 degrees 3D photos or videos, you can push two buttons inside of
    your Evo app and it’ll convert it to a mode that will actually play
    your video that you’ve shot in 180 3D as a holographic video.

    Alan: [explosion sound] That was

    my mind exploding.

    Michael: [laughs]

    Alan: So basically what you’re saying is I can take a 3D 180-degree video, and then play it back on my phone with this case. It’ll– I guess I assume it’s like a lenticular case that allows me to see it in 3D.

    Michael: That’s exactly it.

    Alan: That’s badass. I

    definitely want that! That’s awesome.

    Michael: So we have one on the way for you, and we’re excited to get your feedback on it. That’s one really cool niche, unique way of using a 180 3D camera. But overall, I would say there’s this mega push happening right now from some of the biggest tech companies in the world. You see Facebook with Oculus. You see Adobe. You see Google. So I’m talking like all the tech giants right now are making this huge push for 180. And as a result of that, we decided to work with them to create the Evo. And we’ve done countless workshops now, we’ve done some really great introductions with the YouTube VR Creator Lab, where we actually saw creators get a choice between an Evo and some of these more high end expensive 180 3D solutions. And once we had a chance to intro the Evo and talk about what it can do and how it can make their content capture easier, we saw mouths drop and we saw people actually taking the $400 camera over the $2,500 camera. And it was incredible to see, because one challenge — especially with YouTube content creators — is that when they first started dabbling in 360 or just 180 3D, there were a lot of roadblocks along the way. And those roadblocks ranged from simple things like not even– not getting a live view on what you’re recording, to connectivity issues, having to be too far away from the camera, and then not seeing the image that you’re recording. And then when it comes time to actual post-production and delivery, they were having to go through this whole long workflow where you had to stitch your footage. You had to–

    Alan: I remember those days.

    Those days sucked!

    Michael: And so after they’ve

    gone through this whole workflow of stitching and editing and
    exporting and–

    Alan: Stabilizing.

    Michael: Yeah. And there’s like

    ten steps. And then when they finally get a chance to view what
    they’re what their export looks like in a headset, and there’s like
    two or three things that they need to change because they couldn’t
    see it through the pipeline along the way, they gave up and they said
    I don’t want to do this anymore.

    Alan: Yeah, 360’s too hard.

    Michael: Yeah. I’ve spent a week just exporting this video. And when I finally put it into my Oculus or whatever I’m viewing it in, it doesn’t look good. And they don’t want to spend the time to go back and do it again. And so what we thought of was, “Well, how do we make every step of the production and post-production process easier for these folks?” And once we showed them that, like, “hey, you can actually connect your Evo through Wi-Fi to an Oculus Go headset or to an HTC Vive and you can adjust your exposure and your camera settings, live in-headset and see where you’re actually recording,” it was a huge game-changer. And then when we showed them that you can after you record, you can stream whatever you just shot directly into your headset so that you don’t need to go home and put it in your computer and go through the process. And if you need to reshoot something, you’ve already lost your location, you’ve lost your talent, lost everything that you had on production day, and you simply just can’t go back and do it without more budget. This has revolutionized the industry for them, because now the pipeline for delivery is much shorter and you’re not getting as many headaches throughout the entire production process. So we’re really listening to our end-users and learning about what their problems are. And we’re trying to solve each problem every step of the way.

    Alan: And it shows, it really

    does. It shows in a number of ways. It shows in the product line.
    We’ve talked about the Evo, which is 180 switching to 360. But you
    also have the Nano and the Nano S, which is basically a camera that
    snaps onto a phone, onto an iPhone and allows you to take it. Then
    you’ve got the One X, Go and One, which are kind of the action
    cameras that can be used separately. And then I would assume the
    software works for the One X for iPhone and Android.

    Michael: Yeah. Yeah. It’s completely non-dependent on which phone you have. We support most models of newer phones, the workflow and the user experience is a little bit different with Android and iOS, just in terms of how both operating systems interact with the products. But the experience in the app is is the exact same. And where we started was the Nano and the Nano S are obviously our older product lines. But what we proved with those is that you can have this small phone attachment and you can simply and easily capture, edit, and share photos and videos in 360 to social media without ever having to pull out the microSD card from your camera. So showing that you can actually upload 360 videos and photos faster in some cases than you would from a traditional camera or even editing from your cell phone, is a huge milestone for not just our company but for the whole industry. And with cameras like the Nano S, it had some really unique features in that you can live chat with somebody like FaceTime in 360 and you can give the person on the other end of the camera full control of your 360 camera, so they can actually pan and scan around your 360 without having to have one themselves. So we’ve had these really unique features that we’ve come out with that just aren’t achievable with a normal camera.

    Alan: It’s incredible. Absolutely. And I mean, if I wasn’t– if I wasn’t a user of this, I wouldn’t know what you’re talking about. But I’ve been using these cameras. The first time I met Max from your team was at the UploadVR party, maybe four years ago now, when they launched their studio in LA. And you guys had the Insta Pro there. The very first Insta360 Pro. So let’s kind of move away from the consumer side. And then I would recommend that anybody if you’re in marketing, you’re in sales, you want to create, capture, and develop great content, kind of the lower level content you can use the Go, the Evo, the One X, all of those, the Nano. But when you want to go the next level up and you want to put something in VR and you want something to be future-proofed, you guys have the 360 Pro, the Pro 2 and the Titan. So walk me through that, because the first time I saw it, it was in a low light little show within Upload’s studio. It was dark and I put the headset on, in real-time I was seeing three dimensional 360 stereoscopic. It was just incredible. And now you guys have made it even better. It’s– the Pro is what, 8K?

    Michael: Yes, the Pro shoots up

    to 8K.

    Alan: And the Titan is 11K. To

    put in perspective, the headsets are still displaying at 4K. So you
    guys are future-proofing people’s content as well with this.

    Michael: And that’s the goal. It’s– there’s– the challenge in our industry is definitely on the headset and the viewing side. The technology just isn’t quite keeping up with the camera tech. But we’ve gone above and beyond and undercut the system a little bit. So– and I know I’m jumping forward, but I think this is kind of important to make that distinction. So there’s three inherent challenges from a professional VR content capture perspective. The first is obviously production and we can get into that. The second is post-production. And then the third is delivery and viewing. So it’s basically there’s problems at every step of the way, right? On the viewing side, what we did about a year ago was we came out with a technology called Crystal View. And Crystal View allows us to play 8K videos — or higher, now — in a non-8K device and that’s available in iOS, Android devices, their smartphones, your tablets, and headsets like Oculus Go and HTC Vive. What this does is it uses a technology that Google made popular some years ago and it uses something called dynamic rendering. And so what it’s doing is, it’s packing as many pixels as possible into your immediate field of view and diluting everything else that you’re not looking at. And if you whip your head side to side and you’re looking at other perspectives in your 360 headset, it’s doing this live. So you’re not seeing any lag, you’re not seeing any latency. And so we’re basically what we call it is our version of playing higher res and non 8K and 10K and 11K devices. And so you’re actually getting higher resolution, when the device itself is maxed out at 4K.

    Alan: So you’re basically using

    head pose to render almost like foveated rendering.

    Michael: It’s– that’s exactly

    it.

    Alan: Wow. So for people to understand what that means: in order to render the full scene of 360, think of how much data has to be put into a headset to make everything super crystal clear behind you, that you’re not looking at ever until you turn around. So you’re basically saying, most people’s eyes — well, everybody’s eyes — only see in the middle 5 percent of what you’re looking at any given time. So I would assume that as we progressed with these headsets to have eye-tracking, your Crystal View will actually get more refined into that five degrees rather than whatever it is now, maybe 50 degrees, I would think. But that would be even more so as we get eye-tracking involved. Is that correct?

    Michael: That’s it. And it’s

    also when you’re thinking about a 360 video, and I know this is
    probably trivial knowledge for you, since you’ve been using our tech
    for so long. But for everybody that’s listening, that’s new to 360,
    we don’t look at our resolutions the same as a flat normal camera.
    When you’re watching a 4K TV, everything is in front of you. All 4K
    pixels are right there. When you’re looking at a 360 video at any
    moment in time, depending on what your field of view is, you might be
    looking at a quarter or a third of all of the total 8K or 11K or
    however big the resolution of the videos that you’re looking at. And
    everything else that you’re looking at is, in the past was still
    being rendered out at that same resolution. And so we thought, well,
    why would you need everything else rendered at the same resolution
    when you’re only looking at a certain portion at a given time? And so
    we’re basically just maximizing on the pixels and allowing whatever
    is in your field of view to be played at an even higher resolution,
    instead of being balanced with the whole 360 video that for the rest
    of it they are not looking at.

    Alan: Absolutely. So you’re basically– you’re able to shoot these cameras in super high res. Future-proofing is acknowledged. So something you shoot today on the Titan is going to be as relevant today as it is five years from now, by the time the headsets actually catch up to this. If they ever catch up, and by then you’ll be shooting in 600K or something or.

    Michael: [laughs] Yeah. That’s

    assuming that we’re gonna stop at 11K. If you look at the recent
    trend of Insta360 cameras, the resolution’s only getting higher, the
    bit rate is getting higher. We’re able to now export videos in Pro
    res format from a 360 camera, which if you’re looking at even two,
    three, four years ago that was unfathomable.

    Alan: [chuckles] It was a pipe

    dream, literally.

    Michael: Yeah. So the idea is

    with everything that we’re doing, whether it’s on the pro side or the
    consumer side, we’re standardizing it to what folks in the
    traditional film industry are used to. And our goal is to make our
    products as easy to use and as powerful as possible. We know that
    folks in the professional film, the traditional industry, they’re so
    busy that it’s often difficult to take on these new tools and figure
    out the workflows. And so we’re– with things that we’ve done on the
    software side, we’re very much open to sharing our tech with these
    traditional programs. So, for example, when the Pro 2 came out last
    August, we partnered with Adobe to enable something in Premier that
    would basically allow you to directly import your unstitched 360
    files at 8K into Premier, and allow you to trim out everything that
    you don’t want to export. So just backing up for a second, we used to
    be in the days of having to stitch everything ourselves, like you
    might point out.

    Alan: And let me remind

    everybody how much that really sucked. Imagine taking six or twelve
    camera angles. And every time that those images cross, you had to
    physically go and blur them out. It really sucked. Anyway, go on.

    Michael: And you had to have the skill to be able to do that. It’s not just like anybody can pick up these unstitched files and just seamlessly put them together. It actually required a lot of knowledge and skill, and so it was limited to only a few people. And that’s one of the reasons, in addition to just being time-consuming, it was a drain on your budget. Nobody wanted to do it. So what we came out with and a lot of other companies have this now is auto-stitching. So you’re looking at the camera, you’re looking at the live view and it’s already being stitched in front of you. So that was kind of the revolution on that side. But then we took it one step further. So let’s say you’re shooting an hour of 8K content and you’re on a MacBook Pro like I am. That can take you overnight. It can take you even if at times it could take you a couple of days to stitch that out in full resolution. And so you’re still– even though you’re not sitting there in front of your computer and stitching it yourself, it’s still time-consuming. It’s still– it’s taking a lot of time to get that done. So what we decided was, OK, well, why don’t we partner with Adobe and why don’t we give people the chance to before they even export, you can trim out everything that you don’t care about. So if you only want five minutes of your one hour, or if you want three minutes or 10 minutes or however much you want, you can actually now export out only the parts that you care about in full resolution. And we did this in two ways. So we actually enabled the Pro 2 to record proxies simultaneously, as it’s recording the full resolution videos. And in doing so, you can now import the proxies directly into Premier and then you can trim and edit based off that.

    Alan: Ah, so you don’t have to

    bring in the whole giant file. You can just trim and edit it, it’ll–
    Oh, man.

    Michael: But it will also bring in the whole giant file as well. So if you’re doing something like motion graphics and you need to be frame specific, you can toggle between the full-res and the proxy. So everything’s there for you. It’s just all about the user individual preference and how you want to edit and how you want to export and do all of your work. We’re very flexible and not forcing people into using our software, per se.

    Alan: Wow, it’s really incredible. I got to ask you a question. So I’m looking at the Insta360 Titan website for a second. It says “8× Micro Four Thirds Sensors.” What the hell does that mean?

    Michael: So with the Titan, it’s an incredible piece of technology, because we took what we learned from the Pro and the Pro 2, and we applied it to something that’s even higher resolution. So one thing that the Pro and the Pro 2are somewhat limited in, is low light shoot8ing.

    Alan: Ah, OK.

    Michael: We took that learning and we just built in higher resolution sensors and higher and micro four thirds will enable you to shoot in low light. And you won’t see a lot of pixelation, you won’t see a lot of blues or purples in the blacks. It’s making it the ultimate low light 360 camera. And we’ve taken this thing everywhere and we’ve tested it, and we’ve had our partners test it in low light. And the feedback that we’ve gotten from it has been absolutely remarkable.

    Alan: Yeah, I can believe it. I can’t wait to see stuff shot on this. And the great thing– it’s interesting because today, my first interview this morning was with Michael Mansouri from Radiant Images. And I mean, they’ve been pioneering 360 cameras and that sort of thing since the very beginning. And I believe they’re one of your resellers as well. The cameras that they put together two years ago were the– I wouldn’t say the equivalent to the Titan, because they’re not, but they were basically hacking together this, using full digital SLR cameras in a custom mounted rig, whereas you guys have it all in a unibody construction that allows you just pull it out, film with it, put it away, put your SD cards in. I even think there’s hot-swappable batteries in these, aren’t there?

    Michael: So you can have the titan on house power and you don’t even need to have a battery in it. So, yeah. And Michael’s a very good friend. We worked together quite a bit and we do some great projects together. We actually just did the world’s first 8K livestream in 360 into a dome. That was a– it’s a project that we’ve been working on to promote our new 8K live stitching software. That was about a month and a half ago. And so if you think about that, we’re barely just now getting 8K TV sets, 8K headsets are still a year or two off.

    Alan: Minimum.

    Michael: The fact that we’re

    able to do an 8K 360 video and stream it over 5G internet — or you
    can even use a normal connection — and into a remote venue that’s
    nine miles away and give people the same immersive experience that
    they’re getting at a live concert, is extraordinary with
    off-the-shelf camera technology.

    Alan: That’s amazing. So let’s talk about some use cases, because we’ve talked about the technology quite a bit. What are people using this for in business, in enterprise? What are the best use cases that you’ve seen other than entertainment, which is the obvious one man?

    Michael: I can talk about this

    kind of stuff all day long. There’s so many incredible uses that are
    coming out for.

    Alan: [laughs] We’ve got 15

    minutes, so go!

    Michael: Oh my goodness. Well, I

    mean, just in the past couple of years, we’ve seen things that like
    for example, like if you look at production and pre-production,
    there’s a growing number of use cases for 360 there. So if you look
    at location scouting and what it used to be, you would have a person
    go out to a film location that’s being considered. And they would
    take hundreds of shots of each crevice in each place and they would
    try to put that together and tell the story for a DP or a director
    why this location is perfect for the shot. And they’ve gotten to the
    point where even after they take the pictures, the DP and the
    director and the whole film crew will have to go to this location,
    they’ll have to sit there and they’ll have to look at it. But now
    what we’re doing is we’re taking a 360 video and we’re essentially
    just giving them a walkthrough of that place. And so it’s making it
    more efficient. We’re also looking at beyond just location scouting.
    There’s also uses in production design. We partnered with this great
    company called Matterport, and I’m sure you’re familiar with them.
    They do virtual tours in 3D models of homes and other locations. The
    idea with Matterport is they had this giant camera that cost around
    five to six thousand and it would shoot 360. But it was more
    complicated to use than one of our off-the-shelf small One X cameras
    that cost $400. So we took their software and we combined it with our
    hardware and we allowed people to create virtual tours with just an
    off-the-shelf camera that’s super easy to use. And we’re now applying
    this into location scouting and production design. So with production
    design, they would take even more photos and measurements. They would
    have to go and measure from door to door, from floor to ceiling, like
    all these– every single measurement that after the location has been
    selected, they’ve had to actually go in and spend days there
    measuring everything out, creating floor plans and designs. Now with
    360 technology and something that we call photogrammetry, you’re able
    to do that with a couple of clicks of the button. And so it’s really
    making the pre-production process more efficient and affordable for
    everyone.

    Alan: Is your camera able–

    like, when you say photogrammetry — I’m quite familiar with that —
    but is your camera– how’s your camera doing photogrammetry? Does it
    have a built in depth sensor? Because I know the Matterport was a
    combination of RGB and depth sensors that captured almost like a
    depth. So you could actually see everything in three dimensions in, I
    think they had centimeter accuracy.

    Michael: It’s mostly our partner

    software that’s enabling that. So we’re taking the imagery, we’re
    feeding it into their software and then their software is analyzing
    the data and using their photogrammetry algorithm to get all the
    measurement data in. And it’s coming down to like centimeter
    accuracy, which is quite incredible. And there’s a number of these
    softwares that are available now. I’ve been using Matterport and I
    know they’re working on some cool photogrammetry stuff. And one that
    in particular is really cool is Cupix and they’re more of an
    industrial software that’s being used by folks in the construction
    space, in project development, engineering, things like that.

    Alan: Very cool.

    Michael: But beyond that, we’re

    seeing some really great additional use cases like, let’s say– let’s
    take training, for example. Our partners over at Disney, they’re
    starting to use 360 to actually train their drivers, that give tours
    either at their parks or on their other properties. And so they’re
    putting them in a VR headset and they’re putting them in the golf
    cart that they use to drive around. And they’re showing them that you
    can talk and you can drive at the same time, which is actually pretty
    hard to do. And they’re putting them in the virtual experience
    beforehand, and they’re allowing people to come in and get fully
    trained on this stuff in the virtual space before they go out, they
    take people into a real golf cart and drive them around. And it’s a
    big safety concern. And training goes across the board. I mean,
    there’s people that are getting training in supermarkets with 360.
    There’s people that are getting trained in jails that are about to
    reintegrate back into society and they’re training them on specific
    jobs. And so that this is kind of like a universal case study as well
    that’s coming out right now. The Oculus has been working on a whole
    “VR for good” campaign that we’re partnered with them on.
    And they’re going out there, telling these stories of people around
    the world who whether it’s war-torn areas and you’re actually putting
    people into that space or it’s certain societies and people that are
    telling their stories of their cultures that 360 is a really big
    growing use case for that as well.

    We worked with a psychologist in New York City who is using exposure therapy to help cure people of PTSD, phobias and other traumatic events that happen in their lives. And the really great part is how you see the treatment evolving. They used to actually just build virtual experiences and it would use gaming engines like Unity and Unreal. And it wasn’t realistic enough. It was basically like a cartoon or almost like gamified people that you were interacting with, and it wasn’t working. And so when the psychologists started taking real 360 footage and he had a person that was scared of flying, or driving over bridges, or even walking downstairs, he would put himself in these environments. He would shoot the whole thing in 360 and then he would put his patients in those same experiences over and over and over again until they finally felt at peace with whatever phobia or traumatic disorder they had. And he’s seeing a huge success rate in this type of treatment over the past two years.

    Alan: That’s incredible. To

    think about it, you’re able to do this with such an inexpensive piece
    of technology. Even if you’re buying the Titan, which may be overkill
    for some of these things, but how much is the Titan? Let’s talk
    prices. How much is that thing?

    Michael: The Titan is $15,000,

    US.

    Alan: So $15,000 to– and how

    much would you think it would cost to create a 3D model of some of
    these things, in the hundred thousand dollar range?

    Michael: Well, in the past it may have cost quite a bit, but today you can do it with a $400 camera and $10 a month with Matterport.

    Alan: No, I know. But what I’m

    saying is like, if you wanted to model it out and create a 3D model
    of it, it would be hundreds of thousands still. But with a camera
    that’s 400 bucks, you can now do this. I– literally– first thing I
    do when I go into companies, I’m like, “Here, this camera here,
    you’ve got to go buy one of these. And just, at least even if you’re
    not going to do it in-house, at least have it for your marketing.”
    It’s just simple.

    Michael: It’s a no-brainer. It

    absolutely is. There’s a different product for everybody for
    depending on what you want to do. Obviously, some people might not
    have the need for a Titan and might be great with One X or a Nano or
    a smaller product. But but others who are, for example, like we’re
    working with Madison Square Garden right now and they’re– I’m not
    sure if you’re aware, but they’re building their sphere in Las Vegas,
    which is going to be like the world’s biggest LED screen at 24K and
    it’s going to be wrap-around and the whole venue is about 18,000
    people for seating. And so they’re actually using two Titans to
    capture all the footage for that venue.

    Alan: Amazing. What is one

    problem in the world that you want to see solved using XR
    technologies?

    Michael: One big issue that we’re having right now is in the journalism space, in the newsgathering space. There’s so many different ways of telling your story. And right now, with everything that’s happening politically around the world, we just need real news and we need to see what’s actually going on. With 360, you can’t get any more real. And we’re seeing the journalism space being a huge beneficiary of 360 technology, whether it’s live broadcasting from disaster events like CNN has been doing, or just telling immersive stories that really hit home with whatever you’re trying to get across. I think that’s the future of all news and stories and coverage that’s going to be shared across the world.

    45 min
  • Building a Better 360 Camera from Consumer to Pro, with Insta360's Michael Shabun
    Ask someone with enough experience
    with 360 filmmaking (like Alan), and they'll tell you -- it's not
    always been a user-friendly undertaking. From exporting to editing,
    making great 360 content could definitely be a chore. Insta360
    Marketing Director Michael Shabun visits the podcast to explain how
    their products try to make the process seamless for all 360
    filmmakers.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is
    Michael Shabun from Insta360. He's the marketing director of Insta360
    and leads North American marketing strategy, partnerships and
    communication efforts. Michael specializes in helping overseas brands
    build their presence in North America. Previously to joining
    Insta360, Michael led the Business Development Team for DJI -- that's
    the crazy drone company in North America -- where he was instrumental
    in moving the company into the public spotlight through a series of
    strategic partnerships with entertainment, sports, and enterprise
    verticals. If you want to learn more about Insta360 and the awesome
    cameras and platform that they've built, you can visit insta360.com.
    Michael, welcome to the show, my
    friend.
    Michael: Thank you so much for
    having me, Alan.
    Alan: All right. Tell us what
    Insta360 is, and how you got involved with it.
    Michael: It's been quite a ride that the last couple of years. Insta360 actually started off as a very tiny company in the dorm room of our founder and his name is JK Liu. And what he wanted to do was create a product that was simple and easy to use and had 360-degree capabilities. And he didn't really see an all-in-one product in market like that at the time, four years ago. And so he created the hardware and wrote the software to make 360 truly a consumer product. And in that four years, Insta360 has grown to become the global leader in 360-degree cameras, whether it's on the consumer, prosumer, or professional side. We now have 11 products in market today that, again, range from tiny little portable cameras that are fun for social media, all the way through to cinematic cameras that now shoot 11k. We run the gamut in terms of what cameras are in market, could we cater these cameras, too. And at the end of the day, it's really all about the user experience. So how do you create a powerful, strong camera, 360 camera tool, but also give it the ease of use of a consumer product, and not have to spend too much time in post and all those things?
    Alan: Insta360 in my mind really stands out above the crowd, is for you guys to be the number one 360 camera company is saying a lot because there have been a lot of entrants into this market. Samsung, Nokia entered with their OZO, Jaunt -- which recently just got sold to Verizon -- they had their Jaunt One camera. There's been a ton of companies try to come to market with a 360 camera. There was even the Bubble Cam out of Toronto. But where you guys, in my opinion, have really made a big impact -- and I love this about it -- is two things. One, ease of use. I can take a photo, it stitches on my phone. I can take a video, it stitches on my phone. But then, the user experience on my phone is absolutely spectacular. I can create a tiny planet, I can create an animation, I can post it directly to all my social media platforms, instantly. And that's where I think some of the other larger companies have failed. They've created amazing hardware, but they failed on the delivery of the actual experience, from the hardware to the software, out to how people actually want to use it. Where did you guys come up with the idea of the stabilization? Because this is key to VR. One of the key things about the Insta360 platform is that I can run down the street with a 360 camera, and the software automatically stabilizes it. T
    0 min
  • Reimagining Cinema with Radiant Images’ Michael Mansouri

    In the late 19th century, Eadweard

    Muybridge – to win a bet – took several pictures of a horse in
    motion, and in the process, basically invented film. It was a brand
    new way to experience media, and it changed the world. Radiant Images
    hopes to do the same with an investment in 360 video production, and
    VP Michael Mansouri drops in to explain how.

    Alan: Welcome to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Michael Mansouri, co-founder and vice president of Radiant Images. Michael is known as one of the industry’s most knowledgeable, inventive, and passionate technologists. Born into a family of filmmakers, he has produced and directed several high impact documentaries, most recently for the United Nations Geneva Summit for Human Rights. His documentaries help raise awareness of human and animal rights violations around the world, to provide a voice for the voiceless. He’s been always interested in the overlap of film and technology, so he co-founded Radiant Images in 2005. Mr. Mansouri’s efforts in filmmaking led to NASA and JPL’s 2018 Emmy win for outstanding original interactive program for Cassini’s grand finale, which was NASA’s first recognition in the film community. At Hawk-Eye, he hopes to break through the technology barriers surrounding digital innovation and provide a more meaningful impact that connects and engages humanity. You can learn more about the great work that Michael and his team are doing at radiantimages.com.

    Michael, welcome to the show.

    Michael: Hey, good morning,

    everyone. Michael Mansouri, co-founder of Radiant. Very happy to be
    on this podcast with you guys.

    Alan: I am super excited. You

    know, the first time I found out about Radiant Images was at the
    UploadVR launch party in LA. And I was in this beautiful space and
    people were drinking drinks and everything. Good time. And I walked
    into one of these small rooms and I saw the collection of quite
    possibly the craziest 360 cameras I’ve ever seen. There was cameras
    with 20 lenses. There was ones that fit on your head like a helmet.
    There was little miniature ones. You guys had kind of everything. And
    I just– coming from somebody who started in VR using 360 cameras —
    you know, the GoPro rigs where we glued them all together — and
    coming from that and then walking into this room, where you would
    take in what we were doing from a basic standpoint of collecting 360,
    and you just took it to the next level. How did you guys get involved
    in that? Like, what was the first precipitating factor of going from
    traditional film to 360 filmmaking?

    Michael: That’s a great

    question. Radiant’s history is traditional, but we do traditional
    way, in traditional methods. How we got really excited and involved
    in immersive was our background is documentarians, we ask always
    questions. And we ask a lot of questions that break beyond the
    surface and beyond the obvious. We always were much more interested
    in taking deeper and deeper. And part of what we did is we started
    really looking at our industry, motion picture, media, entertainment,
    and just in fact, communication, our communication methods. How have
    they changed in the cycles of technology shifts that happens every 10
    years? What is the new method of how we engage? And what we realized
    is, the average American sees between 4,000 to 10,000 pieces of
    content, every single day. How do we distinguish?

    Alan: Say that again? What?

    Michael: Yeah. It’s a fact. [chuckles] The average American sees between 4,000 to 10,000 pieces of content every single day.

    Alan: Okay, we’ve got to unpack.

    That is ridiculous.

    Michael: It’s the truth. And the

    reality is, when we were kids or when we were much younger, our
    choices for media, for entertainment, for communication was very
    limited. What was it? It was a television. It was newspaper,
    magazines, and television. How many television stations do we have?
    And if we were lucky, we had maybe–

    Alan: When I grew up, I had to

    get up from the TV and click the little thing. So I think we had
    eight, and about seven of them were staticky.

    Michael: But it’s interesting to actually look at that because we move in such a fast-paced world. We’re living in a world that is completely changed. The script is completely flipped, where the largest taxi company in the world owns no taxis, the largest media company on the planet owns no media, and largest hotel chains right now own no hotels, and those are AirBNBs. So everything’s changed, digital technology has shifted a lot. But a byproduct, an outcome is that we’re bombarded with content. It’s not the times of content was king. Less and less is content king, but more and more is platforms, communication devices, how we engage. So Radiant switched its focus. We strategically decided to change our focus from just being part of what we call the status quo — the safety, the comforts — and move into something more daring. And the new daring is where the technology shift is going, and where the communication devices are moving towards, and the patterns of where communications moving forward. So what we started looking at is what’s happening in the technology cycles. And what we’ve discovered is that every 10 years there are technology cycles. If we go back from the 80s — that I remember — we had the personal computers, PCs. And in the 90s we had the laptops. And year 2000 we had the smartphones. 2010, we had wearable technologies like the Fitbits, the Apple Watch, so forth and so on. And if we’re predictors of the technology cycles, it’s swinging towards smart displays. And that’s what we’re facing now.

    What we’re seeing now is that the new

    technology cycles are going to go to what we consider smart displays.
    Now you see peaks of it right now, early variations of it. When you
    walk into a Best Buy’s or you walk into any retailer, they’re selling
    you the Amazon Echo and they’re selling you the Google Home, where
    you ask a question, it plays a video. And soon those displays will be
    small enough, portable enough, that they go away from just your
    homes. And the communication and the operating systems would be one.
    So we’re moving towards where we feel the technology as well as the
    communication platforms are moving into which we consider smart
    displays. These are like the Microsoft Hololens, Magic Leaps. Several
    other companies are probably renounced, they’re–

    Alan: Nreal, Vuzix, there’s a

    whole army of them. Every major company in the world is working on an
    XR strategy right now and communications are gonna change forever.

    Michael: Yes, and that is exactly what we called. So most people think that this is like a fad or 3D, entertainment fads. This isn’t. The play’s also bigger than just headsets. The play’s really owning the next generation of operating systems. The big players, their mission is to get rid of the keyboard, the mouse, computer monitors, and heads-up display. And this interactivity that belongs between human beings, each other, products, devices, anything that is connected. Now this is where it becomes incredibly powerful, is that we’re no longer watching things on a flat-screen where we’re not connected to it. The reason you’re connected emotionally to things is because if there’s a coffee cup on your desk and you move left and right, you’re connected to that subject matter. And there is no other format yet does that, all of it is on a flat screen and you’re not connected to it. So what Radiant decided to do is to create technologies that people need, that is part of the operating systems, that is heads-up displays, holographic videos, those holographic videos are classified in the following order, whether they’re either known as 6DOF, volumetric or, Light Field. And Radiant is always and always will be agnostic to technology. and more into methods of capture. So we try to take very complicated problems and simplify it so that it can scale.

    Alan: So you mentioned 6DOF, and

    volumetric, and lightfield. So I would think there’s kind of 3DOF, so
    there’s traditional 360 so you can look around– and for people
    listening that maybe you don’t know what these acronyms mean: DOF, or
    Degrees Of Freedom, meaning you can look up, down, left, right. So
    something like an Oculus Go, for example, allows you to look around
    and be inside of a video. But you can’t move around in it. And then
    6DOF means you can look around, left, right, up, down. But then you
    can also move in those directions. You can crouch down, you can stand
    up high, you can move forward and backwards in translational space.
    And then you talk about volumetric and Light Field. Let’s unpack
    those a little bit.

    Michael: So they’re all forms of holographic videos and I think you did a great job describing it the way I usually describe. What is the impact of volumetric or Light Field or 6DOF is that, let’s pretend we’re in a boxing match. The audience is no longer sitting next to Jay-Z and Beyonce at the premium silver house. They’re now a referee inside the boxing match. So they have full agency to interact inside this new medium, this new video file. So the main difference is that it allows a much stronger sense of presence than you normally get from a 360 video, whereas immersive as it can be, you just don’t have any agency to move. You’re in a room and your interactions is really limited to just looking left, right, up, and down. Whereas in volumetric, Light Field or any of the holographic video files — or what we call freeform videos — your audience, or you, are now able to have full agencies to navigate that location and interact with subjects, people, or anything that’s been photographed in that method.

    So our main focus at Radiant now is how

    do we take these images that need to be captured so that the user —
    that’s when the new generation of operating systems to these devices
    that has ability to navigate entire space through spatial computing,
    without being locked into a desktop or look at a phone — that
    they’re interacting with these objects and able to navigate through
    it and it does not break as they walk through it, because traditional
    flat images inside these displays become obsolete. Because now you’re
    actually breaking through the volume, you walk through it. It’s no
    longer volume.

    Alan: But from a filmmaker standpoint, it’s like, how do you deal with the fact that now your audience is not looking at a rectangle? They’re in the rectangle. They’re inside the film. How do you manage that?

    Michael: It’s actually pretty interesting. And it does take a different form of thinking about how do we create entertainment? How do we do this now? Because we’ve struggled with this a lot. That’s a question that we’ve contemplated a lot, because part of us really thinks that, yeah, how do filmmakers operate in a medium where the user and the audience has full agency to navigate in the story? How do you direct them? What’s the purpose of direction, if anyone can create stories? That’s not really storytelling. It doesn’t really tap into our core DNA. Our DNA is, we’re programmed to be told stories. We’re not hunter-gatherers of stories. We’re mostly exponential. We want to gather around a fire and be told stories from our ancestors, from the caveman days, right? We were entertained.

    Alan: There’s also a big shift

    going on from mass consumerism of content. And like you said, sitting
    around the fire, listening to an elder speak. But I think we’ve also
    kind of rounded this corner where there’s now a huge push towards
    creation instead of just consumption. And I think this lends itself
    nicely. You have things like TikTok, or whatever it’s called.

    Michael: Yeah.

    Alan: People making content at scale. YouTube is unleashed. An entire generation of Americans who want to be YouTube influencers.

    Michael: Exactly. And so that’s

    something that we contemplate. We’re like, “OK. So how do these
    stories work? How does this format work? How do we bring cinema into
    this?” And we realized something early on is that it’s the same
    time as we look back in history where we have radio programming and
    we also have television programming. You had some producers that were
    radio programmers that tried to produce for television. It just
    didn’t work. It’s not effective. So legacy is great. It’s good to
    hold on to legacy. But it’s really also important to realize when you
    need to break legacy and bravely move into new formats, because this
    is not exactly cinema. This is a new format. And we try really hard
    to resist to classify things. And we did that early and 360 where
    people used to talk about 360 videos are this, or human empathy
    machine, they’re this or that. We try not to do that. We try really
    not to classify things, because that’s how you have limited scope.
    You really bottle it in. What if it’s just something new? What if
    it’s not any of the things that we predicted, just like when we first
    discovered electricity? Who knew all of its potentials, or all the
    things that can be done, outside of its classification?

    We have the same capacity with these

    new immersive videos, but we have to think about it in a different
    way. We can’t bring in same methods of a system from television now
    into an interactive, fully navigatable video that the user gets to
    repurpose and revisit from different factors. So there’s some really
    exciting things that people are doing in this new method of
    volumetric and Light Field interactivities inside headsets and soon
    inside movie theaters.

    Alan: So let’s unpack this a bit

    from a business standpoint. It’s the, you know, the XR for Business
    Podcast. So you get to see everything from Hollywood movies and let’s
    call it Intel Studios doing their volumetric capture. You guys worked
    with volumetric capture and Light Field capture. But how are
    companies using this to either market their products or train their
    staff? How are our businesses using this technology now?

    Michael: So let’s just start right away really quickly to get it off the plate. How does entertainment use us entertainment companies? So a lot of the studios — some of the studios, not a lot of them — we’re very fortunate to have actually sold our new award-winning AXA stages of volumetric Light Field stage to one of the world’s largest, oldest motion picture studios. One of the first technology company that’s embedded inside one of the motion picture studios.

    Alan: What’s it called, your

    product?

    Michael: Our stage is called AXA and the AXA stage is a volumetric *and* Light Field capture system. It’s about five meters, about 16 and a half feet. And it’s a sphere that precisely positions cameras, hundreds of cameras, inward-looking at the subject so that it can be viewed from all the different variations and create volume. And that’s how we create either volumetric or Light Field through our stage.

    Alan: Can you walk us through

    just quickly what the difference between volumetric and Light Field
    is, then?

    Michael: So with a volumetric, what we’re in a sense doing is we’re capturing subjects from multiple camera points and that creates what we call a point cloud. A point cloud is a volume, it has depth properties in it. Some companies, some software solves just take the point cloud and then texturize it, and there are other companies that take the point cloud and they put a mesh, basically a skin. And then on top of the skin they put texture on. Where Light Field is different is that it’s not based on a point cloud volume. It’s basic. The re-interpretation, re-vantage point of all the different light rays that’s viewed from that camera prospectus. So if the camera’s seeing my shadows from– or my highlights from the top of my head, it will regenerate that viewpoint. So it’s more video-based than volume-based. Generates a different type of effect. And for your case uses, we would recommend volumetric versus Light Field, but they’re both three-dimensional navigatable video fonts.

    Alan: So what would– here,

    let’s– so volumetric, I guess, would be equivalent to something like
    the Metastage or the Intel Studio stage.

    Michael: Yeah. So Metastage uses Microsoft’s volumetric Hcap, holographic capture. Intel has it. And then there’s other companies that also have volumetric studios. Fraunhofer, there’s several handfuls of volumetric studios that create–

    Alan: There’s 55 of them

    globally. [laughs]

    Michael: Ah, good! Yeah, there’s an absolutely huge rush for this new way of communicating.

    Alan: Yeah, and I think Verizon

    just bought Jaunt.

    Michael: Yes.

    Alan: For their volumetric

    capture capabilities.

    Michael: And we’ll get into why

    telco companies are best positioned for this, why is this such a big
    interest. With immersive, with volumetric, Light Field–

    Alan: We’ve got to figure out

    some way to sell 5G to people.

    Michael: Well, it’s the freeway system. So you have a freeway system, much bigger freeway system with very little latency. It has a lot of bandwidth that doesn’t require the headsets. Remember the smart displays that we talked about? So if you want to make it a smart display, you can’t put huge GPU/CPU power on top of someone’s head. Obviously, you can’t do that. So if you want to make it as lightweight and small as possible, that connects to a cloud and it streams the video files. This is why the timing is great. There has been a lot of great technology that was developed many, many years ago, but they just were not perfectly timed for the infrastructure. Imagine if someone created the cellphone technology back in 1950s, it wouldn’t be impactful as it is now, because there’s the infrastructure that makes it possible for us to get there. So the reality is why 5G is essential is because, yeah, we have a freeway system that’s wide open, that has no latency, that has connective tissues that connect a lot of devices to a lot of devices. And that’s where we go to Internet of Things, that’s where we go to smart factories, industry 4.0. This is the fiber, fiber-fiber of connectivity that devices need in order to access big data streamed to them. So the timing couldn’t be any better. And I think for people who are looking at this technology of volumetric, Light Field and 5G, they’re pretty much all needed. Very few people are going to be able to download 10 gigs or 20 gigs of a video file on their mobile phone. They want to get it streamed to them. And that’s why the telco companies are really looking at 5G as an enabler to take data moved through devices, to those new smart glasses that we talked about.

    Alan: It’s interesting that you say that, because we’re actually building our new product platform based on the thought or the prediction that in 10 years from now everybody will wear glasses, those glasses will run on cloud computing. So the cost of the glasses themselves will be relatively negligible. The data will be streamed at a hundred to a thousand times speeds and we’ll be able to get content to everybody, anywhere in the world, immediately. And so in that content will be in context to the world around you. You’ll look at an object, it will know what it is and be able to inform you of that object. So real-time, contextualized, hyper-personalized learning, anywhere you are in the world.

    Michael: That’s absolutely true.

    It sounds like you’re pretty much looked at one of our DACs. This is
    how we describe the future of computing. And–

    Alan: It’s hard to explain to somebody like, OK, you know, we got these big bulky VR headsets and that’s cool. But if you look out 10 years from now, these are going to be the size and lightweight of a pair of normal glasses. They will have VR and AR kind of built-in. And anything you look at will be in context. Have you read “The Age of Smart Information” by Mike Pell?

    Michael: No, I haven’t.

    Alan: You need to read that,

    because what you’re talking about here is literally exactly what he’s
    talking about, it’s how XR or virtual/augmented/mixed reality and AI
    will combine with 5G, with quantum computing, with edge computing,
    with Internet of Things and every device, everything you look at in
    the world will have a little piece of data, that’s able to talk to
    you in some way.

    Michael: Well, yeah. And the analogy I always give is like early days of the cellphone. Yes, cellphone technology was bounded by car. It would– only way you had access to it, was it was inside of a car. Or then when it became–

    Alan: Hey, remember those giant

    antennas, sticking off the back of your car? [laughs]

    Michael: Then you had the

    portable one, it was like a briefcase. You took, you walked around
    with it. So right now–

    Alan: Then the brick. Come on,

    let’s talk about the brick. That thing was crazy.

    Michael: Exactly. But that’s

    evolution. And that’s why when people talk about all brave new
    technology, anyone that is going against the status quo, there’s tons
    of naysayers. It’s throughout history. There’s people on the
    sidelines saying “No-one’s going to do this. Why do this?”
    Because people are so happy with the safety blankets of the status
    quo, a comfort zone. And it makes them feel, “Yes. What we have
    is good. Stay in your lane. Don’t do anything new. If it’s not
    broken, why fix it?” And you know, it really fires us up. We are
    born to change. We’re born to push boundaries. And I think there’s
    really exciting, like the stuff that– especially when you look at
    how cell phone technology moved, and it took 20 some odd years, to
    now that it’s a smart device like this, that I would hold in my hand.
    It’s the same thing now. Can you imagine a day that you would not
    wake up in the morning and walk out of your house without a mobile
    phone, even on a Sunday and your day off, even if you’re hiking and
    walking?

    Alan: I really wish I could say

    yes to that. But no, I’m stuck to my phone.

    Michael: Everyone is. We are so

    interconnected to that communication device. It’s beyond a cell
    phone–

    Alan: [laughs] I wish we could

    have one day a week where we just turn off all the Wi-Fi in the
    world. [laughs] Every Sunday, it goes off from midnight to midnight.

    Michael: I think we will. But

    the smart displays, how is this going to displace a smartphone? How
    is it going to get rid of your cell phone? Well, let’s think about it
    logically. If I have– if I’m wearing a device that’s on my glasses,
    translucent, and it makes me smarter as soon as you walk into a room,
    I see your LinkedIn page if you have your LinkedIn page turned on. So
    I know a little bit about who I’m talking to. How many times have you
    walked into a meeting embarrassing yourself, not remembering who that
    person was, what they do? It makes us smarter. What’s that
    empowerment that we get?

    Alan: It’s interesting you said that, because I just read somewhere recently where the whole idea of this is obviously to make a squirter. But one of the things that politicians use is they have an assistant beside them walking through an event or whatever, and they whisper in their ear, Oh, this is so-and-so. And they do this and this. And then the daughter’s name is Sally and like just literally running down this stuff so that they can immediately walk up and say,” Hey, Bob, how you doing?” We need the power for everybody.

    Michael: Yeah. It just makes

    us– enhances our capability. And, you know, for the naysayers, the
    ones that don’t believe that this will happen, they’ll think that VR
    was a gag and everything it’s just a fad. Well, the same argument can
    be made about cell phone technology.

    Alan: The Internet.

    Michael: Exactly.

    Alan: “The Internet is a fad,

    guys! It’s not going to take off! I’m putting my bets that this
    Internet thing is not going to go anywhere.”

    Michael: I know there was a lot

    of naysayers. And the same thing happened with cell phone technology.
    The same thing happened with computers. The first PC wasn’t an
    overnight hit. It didn’t happen overnight.

    Alan: Yeah, it was the size of a

    room.

    Michael: Same thing with cinema.

    Cinema, 1871, we had our first motion picture ever created. It was by
    [Eadweard]
    Muybridge. He took a series of cameras and placed them 27 inches
    apart, 12 cameras and we had the galloping horse.

    Alan: Wait a second. Didn’t you

    guys just recreate that?

    Michael: Oh, yes. Yeah, yeah,

    we’re doing, actually– We’re working with this amazing filmmaker,
    documentarian who’s looking at the father of cinema — Muybridge —
    and doing a documentary about him and how Stanford, Leland Stanford
    hired him to settle a bet: whether a horse, when it’s running, does
    all of its legs lift off the ground or floor. And Muybridge was an
    incredible photographer. And he came up with this concept. And the
    concept is “why don’t we take twelve cameras, position them 27
    inches apart. And as the horse runs through it, they’ll take a series
    of pictures.” When they took these series of pictures. They
    realize now pictures don’t have to be static, and it moved. And we’ve
    always mentioned at all of our presentations that we’re, all of us,
    not just Radiant but I think anyone that is doing multi-camera
    capture, whether it’s Microsoft or Intel, we’re standing on the
    shoulders of great giants like Muybridge whose technology, basic,
    basic level of this technology is what’s being implemented. It’s
    bullet time, volumetric, it’s all the same principles of taking a
    moment of time, capturing it from multiple perspectives. So, yes,
    we’re doing this crazy documentary. We took hundreds of cameras and
    positioned them in the same recreation of the racetrack. And the
    horse now was able to run much longer and we did the experiment– I
    want to give away too much, we experimented a lot, with not just
    bullet time, but also what happens if we capture this in volume.

    Alan: So cool. I honestly– I

    saw a video on LinkedIn from your office, I guess it was probably the
    test. It was just this camera angle running down past all these
    hundreds of cameras in a row. It was really incredible. I don’t want
    to get off too topic too much. Let’s get back to how companies are
    using this technology.

    Michael: So we talked about

    entertainment, the lowest hanging fruit, which was right in front of
    us. How does that help studios and content creators create new levels
    of engagement, where your audience is now participant and in the
    future, when there’s movies made, it will be Al Pacino, Robert
    DeNiro, and you. You will be a cast inside the movie, you’re a
    participant. So it’s very exciting with that. Outside of
    entertainment, we’ve been very lucky because we’ve been working with
    a lot of enterprise customers on exploring how this will have an
    impact on future following verticals. So one is manufacturing. People
    say why would volumetric, looking at parts and devices make a
    difference in a manufacturing process? How does that make a
    difference? It does a lot. If you can not just use machine vision to
    inspect if the part is not the counting parts, but if you can see
    beyond that, you can actually see now if this part that’s been
    manufactured doesn’t meet the tolerance of its original CAD files or
    its original method. Vice versa, we can now see volume in every
    single pixel.

    So we’re seeing RGB plus that and we’re able to now use it for analysis, for AI to train what’s the difference between this part that just came out of the factory line, or this piece of artwork that just was produced, versus a fake one, versus a luxury brand that’s making products and they want to make sure no one’s counterfeiting it. How does volume help of that? Well, volume helps a lot in a lot of verticals. If you could see things in depth and detail, high resolution from multiple perspectives the artificial intelligence just gets smarter and bigger. And that’s where Radiant’s new focuses is. How do we develop these methods and scale and simplify the processes of this? And that’s something we’re very good at. We can take hundreds of cameras like you saw in our full-time demonstration, and we make it a one bend operation. We make it very simple, very scalable, very easy to use. So you don’t need specialty engineers. How do you deploy it into factory lines and then how– this is the most important question, is how do you make it scalable? Because there are a lot of companies that– or amazing companies that paved the way for us, all of us, like Lytro and all these amazing companies that make groundbreaking breakthroughs, but what they were focused on was on a very high-end scale.

    What we’re doing is on a very low — in principle — of consumer-grade cameras. Synchronizing those is much, much harder, but it’s also a lot more important, because now we can install these in factories for $20,000 versus $2-million. Now we can scale it, and innovations happen when you give things to people outside of your comfort zones and you let them do things beyond what you dreamed of. You can only do that if it’s not tied into big infrastructure like a huge stage, studios, servers, big computer systems, tons of resources. And that’s what our main focus is, is purely how to take something that’s complicated, simplify it down to its core, deploy it, and let that scale, just because of its cost factor is so accessible that people could use it for innovation. They could experiment, they could try new methods without saying, “Wow, if we did this test, it’s going to cost us a couple hundred grand. So let’s not do it. We have one bullet. Let’s just keep it safe. Let’s keep in our lane. Let’s not try to fix until it’s broken.” So this allows people to try new things. And that’s what we’ve done. We’ve created a method for capture that is very automated, scalable, and it can be installed in factory lines, there’s so many verticals.

    Alan: Alright, let’s talk about the different verticals, because you’ve talked about manufacturing. So let’s just kind of very simplify this. A product comes off the end of the line, and maybe one every one in every hundred gets put into a volumetric capturer. Maybe everyone does. And it takes a picture, test for tolerances. All of those images in 3D information gets fed into AI. So AI then gets smarter and smarter as it does it, but it can also be used for the manufacturing facility itself. So you can capture volumetrically the entire facility and allow a manager in a different part of the world to put on a headset and stand inside the manufacturing facility and look around. And then if you overlay the IOT data, they can now do a real-time inspection of that manufacturing facility. What other ways can this be used in different realms, I guess, of different parts of business?

    Michael: Ok, so here’s some of the other businesses that we’re working with. We’re also working with health and education. I can’t tell you who the institution is, but it’s a very large institution that is looking at future communications. Where they’re going, communications is impossible. The distance that they travel sometimes is beyond millions of miles, a hundred thousand miles away, and they can’t communicate. So how do they prepare themselves for emergencies, human life emergencies, and create simulations, and do it all through AI? And do it in a way where now it really makes sense, because if I want to train someone how to do a process, one of the best methods ever to do this is not just to see it from left to right or free-viewpoint video, but what you can do with volumetrics that you can’t do with almost anything else, is that if you’re, let’s say, solving the Rubik’s Cube. And if I had to shoot it with my traditional 2D method, I would put the camera over your shoulder and get that. Then I would get it under your hand, but it wouldn’t give you the same sense of being there. And if I did in VR, I would stand next to you and see you do it, and I see the room, but that’s still not good enough. But here’s what you can do in volumetric and free-viewpoint videos. I could step inside your presence. I could become you. I embody you. I see your hands move as if they were mine. And there are incredible new headset manufacturers are doing hand tracking, where you can put your hand right on top of that. So you now could really guide the trainee, could train simulations in a much better way. And the great thing is–

    Alan: The Quest is now doing

    hand tracking. I mean, this is a $400 headset doing hand tracking.

    Michael: Well, again, remember,

    we talked about early; the mission for all of the major tech
    companies is to displace keyboard, mouse, entire monitoring systems.
    They want to have a five-year-old have the same language skills that
    a 90-year-old does in a foreign country. So now that you just broke
    the language barrier, age barrier, education barrier; you make it
    simple to a core, it could scale. So now training could be the same
    way. Something that’s very complicated. The simulations that we’re
    doing by now is life-threatening simulations, right? People who have
    done them — how do you train them to save lives? How do you train
    them to do catastrophical–

    Alan: All right, so last week in

    Orlando, I got to try the haptics gloves, which are gloves that allow
    you to feel, they have sensors in them that allow you to pick up
    things, feel things in volumetric, and also just have haptic
    feedback. The experience that I did, I was a medic, it was a military
    simulation. There was somebody in front of me. I had to stop the
    bleeding. I looked down, they’re missing their foot. There’s blood
    spraying against the wall. I grabbed the tourniquet, I put it on, I
    turned it tight, I stopped the bleeding. Then I had to administer
    morphine, So I pop the needle off the thing and they said, “OK,
    before you administer the morphine, put your finger on the needle.”
    So I put my finger on the needle, and it actually shocked me. It
    scared the crap out of me, because it hurt. Then I injected the
    needle, save the guy’s life. And all in a matter of six minutes, in a
    very safe environment of a conference center, I have now gone through
    the experience of saving someone’s life in VR. And it was– honestly,
    I think I have a bit of PTSD after it, because it was pretty graphic.
    But wow, I’ve never done that before. But I’m certain that if I had a
    maybe a couple hours of practice on that, I could go into a field and
    save someone’s life.

    Michael: Now, imagine this.

    Imagine if that communication method wasn’t accessible to you. If you
    had to read a whole bunch of textbooks and go into a college
    situation, where one person would stand in front of you, and whatever
    they said to you, you have to regurgitate, remember for the rest of
    your life.

    Alan: It seems so obsolete!

    Michael: Our education method that we’ve inherited. That’s why it’s sometimes legacy, we need to shadow it and truly break the status quo in a lot of ways. Is that one person stands up in a room, recites their knowledge, and whoever captures and can regurgitate it and hold onto the rest of the life is now got the pedigree.

    Alan: That’s the next person to

    stand in front of the room.

    Michael: It’s actually flawed and I’m very fortunate as I’ve worked in documentaries and I’ve worked on an incredible documentary about the Rubik’s Cube. Rubik’s Cube was invented by an inventor, his name is Ernő Rubik. In 1970, he was a professor, wanted to teach students about three-dimensional volume. So he created a cube and then he put these different colors on it. And then when he scrambled it, he moved it, he couldn’t put it back together. Now, the Rubik’s Cube is one of the most complex puzzles. There’s one in 43 quintillion wrong answers to one right answer. But yet you have little five-year-old kids doing speedcubing day, which is–

    Alan: I know, it’s nuts.

    Michael: Why is that? And we

    asked–

    Alan: I saw a clip with two at

    once, one in each hand.

    Michael: Yeah.

    Alan: I was like, what?

    Michael: You have like five-year-old kids that can do this. And we asked like these incredible– we went around the world asking professors. And they all said the same thing: they said without having the algorithm, just on the core of taking a Rubik’s Cube and trying to solve it on your own without any algorithms, there’s less than 500 people in the world, mathematically, that can solve it. It’s really difficult. One in 43 quintillion. Yet you have a five-year-old doing this. The reason is this: it’s the same time you and I just talked about. A five-year-old could see someone else do this and I’m watching a textbook, then I read the book. It’s a tactile thing. It’s three dimensional. They could see it repeated and do it. Monkey see, monkey do. It taps into our core DNA. We are the trained monkeys that see others do something. And then we want to do it immediately and repeat it.

    Alan: So, Michael, we’re getting

    close to the end of this. And I really hate to cut this off because I
    think we could have this conversation literally forever.

    Michael: We can have a part 2.

    Alan: We’re gonna have to have a

    part 2, for sure. So I ask this question of everybody. I think it’s
    especially important to ask you, because you get to see a lot more
    than most people in the world of volumetric capture. You guys are
    pioneering this. What is the one problem in the world that you want
    to see solved using XR technologies?

    Michael: Wow. That’s a really good question. I wish it was just one problem in the world that we could solve. [chuckles] There’s so many. Where do we start? But I think the thing that really taps into our core belief, why we feel that this technology has the capability of breaking barriers and really making an impact, because to us at Radiant’s core philosophy, there are three guiding words that we are driven by and are our philosophies. Is what we’re doing, it’s basically divided up to three, it’s spirited, purposeful, and human. So we ask ourselves this question every day of what we’re doing, what we’re creating. Is it human? Is it spirited? And is it purposeful? What we’re doing now is incredibly human, because it creates connectivity between human beings in a world that we’re so disjointed. There’s so much information. There’s 4,000 to 9,000 pieces of content. We’re here to break that clutter and give a participant this new language that doesn’t require new learning, it gives us equality. Spirited because it lifts people’s spirit, it gives us hope when there is no hope. And purpose because we were driven by purpose. We don’t just– “cool” doesn’t cut it. “Cool” is for the surface and just for the obvious. People would just like to be entertained. We all want more than just be entertained. Those are our bylines. And that’s why we’re driven every day. It’s not easy. Everyone that’s trying to do cutting edge, trying to change people’s perspectives and get them energized to believe in something that is a little bit more challenging and new, like people before us did. But it gives us the purpose, gives us the drive. And it’s just three words: human, purposeful, and spirited.

    45 min
  • Reimagining Cinema with Radiant Images' Michael Mansouri
    In the late 19th century, Eadweard
    Muybridge - to win a bet - took several pictures of a horse in
    motion, and in the process, basically invented film. It was a brand
    new way to experience media, and it changed the world. Radiant Images
    hopes to do the same with an investment in 360 video production, and
    VP Michael Mansouri drops in to explain how.
    Alan: Welcome to the XR for Business Podcast with your host, Alan Smithson. Today's guest is Michael Mansouri, co-founder and vice president of Radiant Images. Michael is known as one of the industry's most knowledgeable, inventive, and passionate technologists. Born into a family of filmmakers, he has produced and directed several high impact documentaries, most recently for the United Nations Geneva Summit for Human Rights. His documentaries help raise awareness of human and animal rights violations around the world, to provide a voice for the voiceless. He's been always interested in the overlap of film and technology, so he co-founded Radiant Images in 2005. Mr. Mansouri's efforts in filmmaking led to NASA and JPL's 2018 Emmy win for outstanding original interactive program for Cassini's grand finale, which was NASA's first recognition in the film community. At Hawk-Eye, he hopes to break through the technology barriers surrounding digital innovation and provide a more meaningful impact that connects and engages humanity. You can learn more about the great work that Michael and his team are doing at radiantimages.com.
    Michael, welcome to the show.
    Michael: Hey, good morning,
    everyone. Michael Mansouri, co-founder of Radiant. Very happy to be
    on this podcast with you guys.
    Alan: I am super excited. You
    know, the first time I found out about Radiant Images was at the
    UploadVR launch party in LA. And I was in this beautiful space and
    people were drinking drinks and everything. Good time. And I walked
    into one of these small rooms and I saw the collection of quite
    possibly the craziest 360 cameras I've ever seen. There was cameras
    with 20 lenses. There was ones that fit on your head like a helmet.
    There was little miniature ones. You guys had kind of everything. And
    I just-- coming from somebody who started in VR using 360 cameras --
    you know, the GoPro rigs where we glued them all together -- and
    coming from that and then walking into this room, where you would
    take in what we were doing from a basic standpoint of collecting 360,
    and you just took it to the next level. How did you guys get involved
    in that? Like, what was the first precipitating factor of going from
    traditional film to 360 filmmaking?
    Michael: That's a great
    question. Radiant's history is traditional, but we do traditional
    way, in traditional methods. How we got really excited and involved
    in immersive was our background is documentarians, we ask always
    questions. And we ask a lot of questions that break beyond the
    surface and beyond the obvious. We always were much more interested
    in taking deeper and deeper. And part of what we did is we started
    really looking at our industry, motion picture, media, entertainment,
    and just in fact, communication, our communication methods. How have
    they changed in the cycles of technology shifts that happens every 10
    years? What is the new method of how we engage? And what we realized
    is, the average American sees between 4,000 to 10,000 pieces of
    content, every single day. How do we distinguish?
    Alan: Say that again? What?
    Michael: Yeah. It's a fact. [chuckles] The average American sees between 4,000 to 10,000 pieces of content every single day.
    Alan: Okay, we've got to unpack.
    That is ridiculous.
    Michael: It's the truth. And the
    reality is, when we were kids or when we were much younger, our
    c
    0 min
  • XR via Sexy Sunglasses, with Vuzix’ Paul Travers

    Paul Travers has been in the XR

    business long enough to remember the early headsets, which were not
    exactly elegant in design – he describes one of his early models as a
    football helmet. But today, Vuzix has managed to shrink a ton of XR
    potential into sleek, sexy sunglasses that would look good on any
    goth noir vampire slayer. He chats with Alan about the advantages of
    svelte headsets, from military applications to making driving safer.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is Paul
    Travers. Paul is the founder of Vuzix and has served as the president
    and chief executive officer since 1997. Prior to the formation of
    Vuzix, Mr. Travers founded both e-Tek Labs and Forte Technologies
    Inc. He has been a driving force towards the development of products
    in the consumer market. With more than 25 years experience in
    consumer electronics field and 15 years experience in virtual reality
    and virtual display fields, he is a nationally recognized industry
    expert. He’s joined by Vuzix’s head of business development, Matt
    Margolis. If you want to learn more about the Vuzix platform and
    their headsets, you can visit vuzix.com.
    Paul and Matt, welcome to the show, guys.

    Paul: Hey, Alan. Thanks for

    having us.

    Alan: It’s my absolute honor.

    You guys are making augmented reality headsets that people actually
    will want to wear. And I think it’s amazing, your Blade glasses look
    like a pair of awesome sunglasses. They’re lightweight. They’re
    wireless. They’re every– they’re all the things. How long has it
    taken you guys to get there? I mean, you started in 1997. You must
    have gone through massive iterations along the way.

    Paul: Yeah, Alan. I mean, we’ve

    made all the big stuff, the crazy things. They really started in ’93
    or ’94 when we started shipping our very first VR headset, the VFX-1.
    And if you look it up, you’ll see VFX-1, it’s a football helmet sized
    gizmo. And then in ’97, actually I bought out all the outside
    shareholders and started Vuzix. A little bit of history there, we
    started in the defense space. We were making thermal weapons sight
    engines that go in the back of the light/medium/heavy thermal weapons
    type programs for DRS and Raytheon. And doing that, we got an
    opportunity to work with the special forces guys. And if you think
    about it, these guys are carrying around 300 pounds of gear. They got
    their laptop. They’re basically the ultimate mobile wearable tech
    guy. And at night, they would light up like a Christmas tree. So they
    put a poncho over their head. They had all this gear on and they came
    to Vuzix and said, look, could you guys make a pair of Oakley style
    sunglasses? They called it the Oakley Gate. And they said, if we
    could do that, half the military would buy these things. And so even
    all the way back then — it was ’97 to 2000 — these Special Forces
    guys wanted cool. They wanted lightweight. They wanted it truly
    functional. And so over the years, we’ve come out with a lot of
    different devices and each iteration we’ve been pushing on, making
    them smaller and lighter. We were talking a little bit earlier about
    the top-down versus bottom-up approach. I mean, there’s some really
    cool technology that’s out there that’s doing all spatial computing
    and the likes, but it’s big. And for Vuzix, we’re taking the
    lightweight, trim, wearable all day side of it, but highly
    functional. When you’re looking for streaming video applications
    where you’re doing see-what-I-see for maintenance, repair, and
    overhaul, or you’re in a warehouse all day long taking stuff out of
    that warehouse. You don’t want a great big, heavy thing. You want a
    super lightweight device that you can wear all day long. So at the
    end of the day, you don’t have headaches from just sporting the
    stupid thing.

    Alan: I can totally relate

    there. The Hololens, while a wonderful device, man, it’s so front
    heavy and they fixed a little bit on the 2, but these are things
    that– it’s not acceptable to wear something that heavy on your face
    for work. It’s just not acceptable and it’s gonna cause problems. So
    by taking the weight off and creating a device that frankly is sexy.
    I mean, people want to wear these glasses. They’re awesome.

    Paul: Thanks, Alan. I appreciate

    that. And it’s the keys to success, I think it. If you put it on, in
    a half an hour you want to take it off, that’s a fail. And most
    companies will never deploy that. There’s a lot of companies doing
    experiments, but the ones that are finally getting to deploy are the
    guys that literally can give it to their employees and they’ll use it
    all day. And if they do use it, they get an ROI that can be
    significant by doing it. And that doesn’t need full up spatial
    computing in many, many cases. You can do a lot.

    Alan: Most to them.

    Paul: Yeah, most of them don’t.

    I mean, we’re talking, you’ve got a person. They’re using a tablet or
    a phone, but they’re mobile workers. They have to use their hands.
    That’s the spot where Vuzix is at. We are working to help those
    mobile workers, getting them in a position to where they got access
    to the information, but they don’t have to hold a tablet in their
    hand to get it. And that’s the areas where Vuzix is seeing success
    and starting to see some pretty significant rollouts. And 2020 is
    gonna be amazing. And I think you’ll see even through the rest of
    2019, there’s a bunch of really cool deployments that are starting to
    happen around these kinds of lightweight wearable computing devices.

    Alan: So you you said that

    2wenty years ago, the military is like, if you make an Oakley pair of
    sunglasses, we’ll buy them all. Fast forward 20 years and is the
    military one of your biggest customers?

    Paul: They haven’t been,

    actually, because — believe it or not — around eight or seven years
    ago, something like that, we sold our defense division. We haven’t
    really been in the defense space. However, the partners that we sold
    it to, we renegotiated their relationship a little bit. We had– we
    gave them an exclusive, they’re now partnering with us beyond that
    exclusive. And so in the last eight or nine months, the defense side
    of our business, they’ve been actually now coming to Vuzix in a big
    way. There’s a couple of things that Vuzix brings to the table. First
    of all, in first responder marketplace, our current products are
    really starting to open up some cool doors. First responders,
    security markets and the like. And we can share a bit more about that
    in a bit, but–

    Alan: Let’s unpack that for a

    second, because one of the things you have on the front page, you
    upset is Vuzix smartglasses get automatic facial recognition designed
    for law enforcement.

    Paul: Yeah.

    Alan: That’s awesome. I want

    police to be able to look at somebody and detect whether they’re a
    threat or not. That’s a no-brainer.

    Paul: It is. And I know that it

    can be a controversial topic. But if you look at the cross section of
    America today and look at some of these large venues where somebody
    shows up sporting some weapons that are designed really for– I
    wouldn’t say weapons of mass destruction, but, you know, when you–

    Alan: Not nice things.

    Paul: Yeah, many, many rounds in

    a minute. You’d like to think that those kinds of folks, there’s some
    weapons that you can use against them. And for security folks in
    large venues where maybe there’s 20,000 people showing up for the
    concert. They give these security guys a book of pictures and say,
    “Remember these folks.” And they’re the ones we don’t want
    getting through the gate. And it’s like, really? So what they’re
    doing now is they’re using glasses, like Vuzix’s glasses with the
    cameras built in, and/or we have company partners like Sword, who
    have a separate sensor head, effectively, that works with an iPhone
    and that transmits the feeds to the glasses. And now you have an AI
    engine that can help you pick out these people of interest in the
    crowd. It’s not about recording folks who might be coming in the
    front gate. It’s about simply helping these guys that are trying to
    do a good job of preventing the bad guys from getting into these
    venues. And it’s a great example. We have guys that are doing it with
    servers that you– wearable computing server that goes on your belt,
    that averages upwards of a million faces in the database and running
    in real time frame rates. You know, there’s upwards of 15 pictures in
    a frame of video. It will, within a second, determine if one of those
    people is in the database. So it’s pretty good there. And then
    there’s other folks.

    Alan: And if you unpack that

    just a little bit further, this kind of eliminates personal biases as
    well. You’re using AI to identify potential threats. You’re not using
    AI to say, “OK, you look like you’re from Iran. So I should pull
    you over.” Like, this is actually a much better tool than just
    giving some photos to some people and saying, here, pick these ones
    out of a haystack.

    Paul: Yeah.

    Alan: It’s crazy.

    Paul: You’re absolutely right.

    And I don’t want this to come across the wrong way, but to some
    people, some people all look the same.

    Alan: It’s true. Listen, you get

    20,000 people, they all look the same. They look like a bunch of
    faces.

    Paul: Yeah, they do.

    Alan: So, being able to laser

    target people of interest, I think, is big. Let’s move on from–
    unless there’s anything else you want to talk about with first
    responders, because I think there’s also some stuff in the medical.
    Like the first responders from the medical standpoint.

    Paul: Well, that’s where I was

    going to actually continue the conversation. So this whole idea of
    you’re in an emergency truck and this particular person has a problem
    you don’t know how to deal with. They’re starting to use our glasses
    to stream real-time to a doctor. And the doctor can help before the
    ambulance trucks even gets there with certain treatments. So that–
    and time counts in these situations when it comes to saving lives, as
    you can imagine. We’re also doing that same thing with companies like
    1Minuut where they’re doing remote telemedicine, where you’ve got a
    person who has a basic degree to treat people and to nurse people,
    but they don’t have enough to be able to know whether or not that
    person should be visiting the hospital. So they’re remotely in the
    field. And then a doctor will call in and diagnose and say, look,
    give him a aspirin, we’ll see him in the morning or get him in an
    ambulance, this is actually the critical thing. So remote medicine,
    from that perspective and from training, you have a doctor who’s
    doing an operation and there’s 15 people seeing through his eyes as
    you’re streaming HD video out of the glasses while he’s looking at
    the operation in real time. So there’s many, many applications for
    medical space that are starting to be used around our glasses.

    Alan: Medical seems to be that

    sweet spot, that XR in general — virtual/augmented reality, mixed
    reality — seems to be a really good use case. And it’s unlocking
    huge potential to save lives, and that’s really, really important.

    Paul: Yeah. It’s wonderful.

    Alan: So what are some other use

    cases of these glasses? So let’s just talk about the different types
    of glasses that you have first, because I know you’ve got the Vuzix
    Blade, which are these sexy Oakley like looking glasses. Then you’ve
    got your more industrial use cases for the M400 glasses. What are the
    differentiators between the different glasses, and what are the use
    cases that you’re seeing in the field?

    Paul: So we all the way back to

    when the Special Forces guys asked if we could make Oakley style
    sunglasses, Vuzix has been working on the optics and the display
    engine technology to get to that point to where these things can look
    like Oakley style sunglasses. And I have to say, what we’re doing
    today is pretty darn awesome for sure. But we’ve got Next Generation
    Tech — which we can, again, talk about in a minute here — but it’s
    going to take yet again another step towards cutting the frame sizes
    down, the look and feel of these getting even sexier. But that has
    our WaveGuide tech in it. And it does have this sort of cool look and
    feel. And the optics are different than the M Series enterprise
    products that we make, in that they’re optically see-through. So when
    you put the Blade on, it’s like wearing a regular pair sunglasses.
    But floating out in front of you, just like the HUD on a car or a
    fighter pilot’s cockpit, images just float out in space. And so
    they’re real trim looking glasses, Android, everything built into
    them, but they’re optically see-through. Now, on the enterprise side
    today, the M Series products, we started with the M100, moved to the
    M300, which was Intel based, and just recently announced the M400,
    which is Qualcomm’s XR1 series Silicon Inside. And it uses an
    occluded display. Now, this is like looking through a camcorder. The
    thing that is really nice about the M400 is, you’re looking through
    this thing and the image quality is pitch black. The contrast ratio,
    I think is 10,000 to 1 because it has an OLED display.

    Alan: Wow.

    Paul: Yeah, it’s really

    beautiful. And the camera that looks out the front is a– Matt, is it
    12 megapixel camera?

    Matt: 13.

    Paul: 13 megapixel camera, image

    stabilized, auto focus. It’s just beautiful. Also, when you put these
    two things together, working in concert with this XR1 processor, you
    can do some amazing stuff. Streaming video today on the M300 series
    — not that I’m throwing it under the bus — but it works really hard
    to do even a wide VGA stream at 20 or 30 frames a second. The M400,
    it can do 720p 30 frames a second. Snap, snap, snap. It’s like it’s
    just beautiful. And it records for a video at the same time. So it’s
    like having a digital camcorder with 4K recording capabilities. I
    mean, this thing is a racehorse.

    Alan: So, OK, so let’s just stop

    there for one second. So the M400s have 4K camera front. They have a
    720 display inside. So why would you want that? Then I actually
    interviewed the team at PTC today, which kind of goes really
    hand-in-hand with this, because one of their killer applications is
    their Vuforia Chalk system where you can kind of have an expert —
    like you said, maybe a doctor or a team of doctors — looking over
    your shoulder– well, not really over your shoulder, but they’re
    literally looking through your eyes because they’re able to use that
    4K camera to project back and give information real-time as needed to
    the person in the field. And I think this is a use case that’s going
    to unlock a huge amount of value for enterprise clients, because if
    you’re in a factory and that machine, whatever it is you happen to be
    working on, it goes down, downtime can be anywhere from a thousand
    dollars to millions of dollars an hour. And being able to pull an
    expert up and have somebody that’s already there on the field not
    having to fly somebody in, this is huge. And your glasses enable
    that.

    Paul: They do. And they do an

    amazing job. I would suggest they’re probably the most state of the
    art pair of glasses on the street today that can do this, because the
    XR1, the processing, the graphics processing capabilities, everything
    built in there and that beautiful camera that we have. It just– it’s
    really hard to compete with this one. And there’s probably 10
    companies that do remote support software using our glasses. Vuzix
    has its own sort of modest one called Vuzix Remote Assist.

    Alan: OK.

    Paul: Then there are guys like

    PTC that actually can do the rendering on top of the camera image, to
    give you a augmented image that does this Chalk thing where you
    actually circle stuff and the likes and it stays locked there. And in
    fact, the Vuforia side of the stuff from PTC, you can look at an
    engine and have the oil filter highlighted telling you that that’s
    got to come off first. It can put torque specs on the engine and they
    can be all locked to it in real-time, so you can do the remote
    assist, but you can also do call avoidance with stuff like that,
    where you have the glasses on and you’re working it through on your
    own on this piece of equipment.

    Alan: Oh, that’s right. Because,

    you know, and once you have somebody do an assist for one, because
    it’s recording everything.

    Paul: Yes.

    Alan: So you can use that assist

    as the general assist for anybody that does that. So before they even
    call somebody, they can help. Oh, wow.

    Paul: Yeah. And there’s a lot of

    companies that their first– they have a lot of equipment in the
    field, right? And they don’t want to have a 500 tech support guys,
    all waiting for a phone call. They want people to be able to do it
    first, so they like the call avoidance side of it. But to your point,
    think about you’re on an oil rig and on the oil rig, the equipment
    goes down. That tech can’t just willy-nilly make a fix, right?
    Because if he does it wrong, the rig could blow up and you end up
    with another Gulf of Mexico mess on your hands. And so there’s all
    kinds of protocols that go into the fix that gets done. Normally,
    what would happen was a $50,000 custom jet helicopter ride out to get
    the thing fixed in the middle of the Gulf. Then two or three days
    later, it’s finally back up and running and it’s millions of dollars
    a day versus being able to do this remote assist call and do the
    instructions on the fly. You can do it in literally hours in a
    comparison. So remote assist is going to be a very big piece of
    business. And it’s anywhere’s from case equipment, big tractors in
    the field, to companies that are looking at bundling our glasses with
    their equipment, so that there’s a way to get tech support without
    having to put somebody on an airplane.

    Alan: It’s interesting you say

    that, I’m speaking at a printing conference this week and my original
    presentation was talking about bringing print to life with AR and
    that sort of thing. And as I started to think about it, I was like,
    these are people that are making printers, big format printers and
    stuff. They’re not really all that concerned about bringing print to
    life. They want to make sure that their machines can be fixed fast.
    And printing is one of those, if anybody’s ever had a unjam, a
    printer, a complicated printer, it’s a pain in the ass. This is a
    tool that can give those manufacturers an upper hand in keeping those
    machines up and running faster.

    Paul: Yes, no doubt about it.

    That’s the remote support side of this. And you can imagine market
    after market after market where these kinds of things are. The ROI is
    measured in one use. It’s paid for itself.

    Alan: Yeah. Or ten times over. I

    mean, the cost of the glasses is– the M400 is $1,500. That’s like a
    second of downtime in an oil rig.

    Paul: Right, right. And I think

    one of the things you should notice here, through many of these
    descriptions — again, I’m not trying to throw the competition under
    the bus here — but full up spatial computing just is not required.
    That’s why we prefer this, the ground up approach where we’re putting
    the right technology in to deliver an experience that’s required to
    solve problems today first. Ultimately, we’re convinced this tech is
    going to shrink. It’s going to come down. It’s going to end up being
    like the Kingsman style glasses. [chuckles] But the technology,
    there’s work that needs to get done before you can do that in a form
    factor that gives you everything that you want, plus has that sci-fi
    look and feel.

    Alan: I have a really great pair

    of North glasses.

    Paul: That’s a step in the right

    direction in some way.

    Alan: A step in the right

    direction. But the field of view is so small, it’s actually not that
    useful.

    Paul: And it has a pupil that’s

    so tiny that if your eyeball gets moved off the glasses in any
    direction, you lose the image and–

    Alan: I had to go and get them

    refitted the other day, because they get them and you start showing
    people, and people got big fat heads and stuff, and all of a sudden I
    put them on, I can’t see anything anymore. There’s a very, very small
    sweet spot where your eye has to be perfectly aligned with the image.
    I mean, that’s not useful for enterprise, at all.

    Paul: There’s mix. There’s a

    nice mix between field of view. The one size fits all side of it. And
    the technology that does full up spatial computing, which is big,
    bulky, all in thing. So there’s the right spot to be where it’s
    highly functional, but it’s also highly wearable. And that’s where
    Vuzix is pushing to be.

    Alan: Right in the middle. And

    that’s the sweet spot.

    Paul: Yes.

    Alan: So let’s talk about the

    Blade then. Because those things are– what is the difference? So the
    Blade, you’re kind of able to see right through?

    Paul: Yes. Well, so– if you

    wouldn’t mind it, let me take a step back to the M400.

    Alan: Sure. Please do.

    Paul: We talked about a few

    applications there, like the remote assist, the remote support in the
    whole world of logistics there’s big opportunities coming here also.
    The world of brick and mortar is– every other time you turn around,
    another Sears is going out of business. And it’s because of companies
    like Amazon that are out there, and everybody’s buying online and
    using FedEx as the logistics partner. But there’s a lot of brick and
    mortars, if you think about it. And North America alone have
    thousands and thousands of stores that effectively are an amazing
    distribution channel already. And devices like these glasses can
    enable employees in those stores to become pickers. So guys like some
    of these big retailers are getting themselves in a position to where
    they can compete with the online guys because they have distribution
    already in hand. They just need to turn their stores into picking
    warehouses.

    Alan: Wow. That’s an amazing use

    case.

    Paul: You are going to see a lot

    of it coming up. See, these companies aren’t all rolling over to
    Amazon, frankly.

    Alan: No, of course not.

    Paul: And that’s again, you can

    use a form factor– and in fact, in some cases, they want kind of
    this technology looking form factor, so that when people come in the
    stores and see people picking, they want them to be perceived as an
    advanced sort of forward looking companies and those kinds of things.
    So the M Series products has a bunch of things in enterprise that
    range from warehouse picking, work instructions, remote support,
    right on through to people even turning around aircraft at the
    airport. There’s many, many applications that are coming, pretty
    exciting. And with the Blade — nice roll into that here — it has
    this look and feel that’s starting to be a normal looking sunglass
    style design. And it delivers an experience much like the original
    videos that Google came out with for Google Glass. It’s got this nice
    field of view out in front of you. You’re in the library, it’s
    telling you where your friend might be in the library. Instructions
    walking down the street. All of those kinds of things, but not in
    this little tiny field of view that’s up in your right hand corner of
    the glasses. It’s right out in front of you, very comfortable. You
    turn the glasses off, it’s absolutely clear to look through. You turn
    it on, you get these beautiful imagery that’s out there. And it’s
    done because Vuzix has Waveguide technology that we’ve been working
    on now for years.

    Alan: All right. I’ve read a lot

    about Waveguide, I still don’t really understand it. Can you walk us
    through the basics of Waveguide?

    Paul: Yes. So this is how it

    works. You’d have a lens, it’s flat. But it looks a lot like the
    outline of a regular pair of glasses lenses. And what we do, is we
    put a little hologram that’s really a surface relief grading hologram
    to kind of equate to the same thing in some ways. But bottom line is,
    it’s these little 150 nanometre deep, 300 nanometre pitch scratches
    on the surface of the glass. It’s a little tiny round circular dot,
    maybe two or three millimeters in diameter. And we project the light
    from a display projector, just like the projector, the front
    projector that you use in your living room to watch movies. But it’s
    tiny, custom built by Vuzix. And if you were to point that thing at
    the wall, you’d see an image up on the wall. Well, we inject that
    into that little two to three millimeter circle. And when it hits the
    circle, it bends into the glass itself. So now you’ve got a one
    millimeter thick piece of glass that the light is bouncing away from
    your eye towards your eye and propagating towards the bridge of your
    nose. So it’s in your temple, bouncing around back and forth. And at
    some point in time, it hits another set of gradings in front of your
    eye that allows the light to leak out and project this image out in
    space. So there’s a really thin piece of glass. You’ve injected this
    image into it. And instead of projecting out onto the wall, you
    projected out in front of you through this Waveguide. And because of
    the way our input and output pupils work on this, you can put your
    eye anywhere in the output set of gradings, and see this image.

    Unlike North, where they are a little

    tiny pupil, this thing’s got as big as we want to make it. It can be
    an inch by an inch. It can be the whole glass. And anywhere you look
    through it, you see this image out in space in front of you. So
    they’re very, very forgiving. And the field of view is defined by the
    projection engine that injects the light into it. And a bunch of
    other things, but for simplicity’s sake, let’s just say that’s it. So
    with that, you can get small displays, thin optics and put them in
    form factors that start to look like regular glasses and that give
    you a much, much forgiving display systems. So you want one size fits
    all, you put them on, and the image is just beautifully out there. So
    we put that in the Blade on our first version. We have another
    version of the Blade that’s coming, Blade 2, which has got even
    sexier front end on it. And then if you project down the road a
    little ways, we’re developing some display engines that will be a
    third of the size of our current display engines and they will be a
    fraction of the power. We’re talking like two watts versus two
    hundred milliwatts for a fully lit up engine. So, significant
    reduction in power. Huge drop in sizes and nothing but sexier and
    more sexy over time here.

    Now, the Blade itself, because it’s got

    this really cool form factor, it’s opening up opportunities from
    enterprise to prosumer that just haven’t been there before because
    it’s finally a pair of glasses that people would actually wear. And
    we talked early on about the security marketplace. Security is one of
    them. I mean, you know, wearing a Hololens as a security officer–

    Alan: [laughs] You’d look like

    an idiot.

    Paul: Yeah, that’s right. You

    won’t be taken seriously with that.

    Alan: But the question really

    comes down to when are you getting Wesley Snipes to be your
    spokesperson?

    Paul: It’s so funny you say

    that. We were at CES last year, and the guys– I don’t know where
    they were, but they happened to run into him when he was there,
    right? When they were out there at the show and they showed him the
    glasses because they’re the Blade, right?

    Matt: [laughs]

    Paul: And he just loved them.

    And we got a couple of pictures with him wearing them.

    Alan: Oh, that’s so cool.

    Paul: But he won’t let us. He’s

    like, “Well, you really probably shouldn’t.” because he
    didn’t really own that trade name, right? So.

    Alan: Yeah.

    Paul: But yeah, no, he’d be a

    great spokesman for it. And they’d look good on him at the same time,
    so.

    Alan: That’s awesome. Yeah, I

    figured you’d be like, that is literally his MO is those glasses and
    like they’re perfect.

    Paul: They are, actually.

    [laughs]

    We’re almost made after him, frankly.

    Alan: And I love that the

    passion of your team to track him down and get him to try them on.
    That’s awesome.

    Paul: Yeah, yeah. They’re– my

    guys are proud of what we’re doing here. We’ve been at it for a long
    time. Most of the folks here have been with me through it all.
    Although I will admit we’ve gone from 20 employees to 80 in the last
    three or four years.

    Alan: Wow.

    Paul: But, you know, everybody’s

    a shareholder here and they’re all very proud of the fact that we’re
    doing this really cool stuff. And quite frankly, competing with some
    of the biggest names out there today.

    Alan: Agreed. Yeah. But I mean,

    the work you guys are doing is pioneering, not only the technology
    side, but the adoption side. You know, I keep saying it’s not a
    technology problem anymore. We got the technology. It’s an adoption
    problem. We’ve got to get people to buy these things and use them in
    there. And I think it starts with enterprise, obviously.

    Paul: Yeah, we’re with you. I

    mean, even the Blade right now, at 1,000 bucks a piece is– they’re
    not really inexpensive, so. And it’s mostly enterprises that are
    using them. But I have to admit, I love to fly drones now and it’s
    because of my Blade.

    Alan: Oh, so cool.

    Paul: It is really cool because

    you can look through the glasses, see the drone flying out in front
    of you. And at the same time, get the video feed through the glasses.

    Alan: Oh my god, that’s so cool.

    Paul: Yeah. And it’s with a

    single connection to the controller. Or you can run it wi-fi,
    wireless to the glasses. And so it’s really a cool way to fly a
    drone.

    Alan: Oh man. This is so cool.

    I’ve actually tried the DJI drone pilot goggles, whatever, the VR
    ones. Oh my god, they’re so nauseating. [chuckles]

    Paul: Yes. I think most–

    Alan: It takes a special person

    to get inside that thing.

    Paul: A lot of those were

    designed for the racer guys, you know.

    Alan: Yeah. OK. So one of the

    backbones of any hardware product is software. And without a solid
    software operating system, you really have nothing. And I know you
    guys have been working hard on your operating systems. You wanna talk
    to to us about the Vuzix BladeOS?

    Paul: Sure. I mean, we have done

    a lot. First of all, it’s based on standard Android. And the cool
    thing about the M400 is, it’s the latest version of Android and I
    think you’ll see all the way out to 10 supported. But yeah, we built
    our own launcher and a lot of custom UI based interfaces. We have a
    ton of software on our developer site, on our website. We have Tier 1
    and Tier 2 support for people who are writing applications for the
    Blade and/or the M400, quite frankly. And so there’s all these
    applications out there, etc. And by the way, on that front, since
    we’re here, we do have a developer contest with upwards of $110,000
    worth of prizes. I think November the 4th is when it ends ,and it’s
    around the Blade. There’s — gosh — a pile of people that have
    signed up to develop software for it. Anybody who wants to do that,
    if they put in an application that works with the glasses, there’s
    kind of some minimum standard there, you can’t just see “Hello
    world” on the thing. But they’ll win a free Blade, also. And so
    it’s a great opportunity to get in the game, to learn about it, and
    to have your expenses covered for the cost of the hardware and stuff.
    If you put the app in, so.

    Alan: Incredible.

    Paul: On that software front, if

    you go to our developer site, you’ll see there’s a graphical styles,
    recommended styles, much like an iPhone and an Android have certain
    ways icons should look and et cetera. All that stuff is out there.
    There’s even shortly there’s gonna be ONVIF security camera driver
    support examples out there. There’s all kinds of demos and examples
    of streaming video for security applications and the likes, basically
    to get started. There’s a ton of stuff out there and the OS itself
    has been completely reworked to run in our form factors at the same
    tim, with APIs for voice input and the likes, APIs for barcode
    scanning, QR code scanning and the likes also available.

    Alan: You can read barcode

    scanning as well?

    Paul: Yeah, we have. We work

    with a bunch of companies that actually have barcode scanning
    software that they’ve written, that they’re just selling them as
    tools. And we also work with like zebra crossing and the like. And
    the drivers are built in with a common set of API calls. So if you’re
    using QR code scanning or barcode scanning for either just simple
    log-in kinds of things, right on through to a barcode scanning in a
    warehouse, there are tools available to just make function calls to
    our glasses to do that. Even when you pair it to your phone on the
    Blade, let’s say. So the Blade’s got a full ecosystem, that’s been
    written for it. There’s a companion app that runs on your phone. When
    you pair the two, you literally put the companion app on your phone.
    It practically comes up in pairing mode and it puts a QR code on the
    phone itself. And you look at it with the glasses turned on, with the
    camera running and boom, it does the pairing automatically. So it’s
    really simple to connect it to your phone, and it will run with
    Android and/or iOS phones. There’s a companion out for both. And that
    companion app allows you to easily push notifications and stuff from
    your phone from any application that might receive notifications to
    the glasses. So if you’re walking down the street and a text message
    comes in, the glasses wake up and the text message comes up on the
    glasses, just like it might on a smartwatch. Or turn-by-turn
    instructions can come up and do the same thing in the glasses. You
    can also turn those alerts on and off, as you run the companion app
    you can select what you want messaging from, so you’re not swamped.
    Because some people have messaging from Linked-In, messaging from
    Twitter. Yeah, it can be overwhelming. Bling bling, bling bling,
    bling bling. [laughs]

    Alan: Actually, one at one of

    the things that I thought was really an interesting feature that
    North Glasses just pushed out, I don’t know, a couple weeks ago was
    basically they turn off notifications when they detect that you’re
    having a conversation with somebody. And I thought that was really
    interesting because the last thing you want is to distract when
    you’re actually having a physical one-to-one conversation with
    somebody. Have you ever be in a meeting, and people are checking
    their phones. But even worse is the watch, people will be checking
    their smartwatch while talking to you. And you’re talking to someone,
    all of a sudden you ask them a question and they’re not there
    anymore, they’ve kind of drifted off to check their messages on their
    watch. And glasses are going to get even worse, so I think having
    that functionality of knowing when you’re having a conversation with
    somebody to focus on the people in front of you. I think that’s
    great.

    Paul: I rather like that, too.

    And you can tell, people wearing our glasses, they get into the
    glasses. And although I will say walking in New York City and the
    like with your face buried in your phone, this can be a better
    experience than that. I mean, for instance, Yelp trying to find a
    restaurant, instead of your head down, etc. with this, the glasses
    on, you just look and it tells you as you’re looking the restaurant.
    There’s one on the other side of the building. It will tell you that
    it’s over there and you can get just by looking and walking in the
    direction that you’re looking. You get information that’s related to
    the world around you. So in those cases, it kind of makes the real
    world work better. That’s the whole idea behind AR in the end. And
    even though it’s simple AR, Yelp works really well in our glasses for
    that kind of an application. I do like the whole “I’m talking
    turn off notifications while this person that’s close to me is
    talking.” That’s an interesting one.

    Alan: Yeah. I mean, it can

    probably– I don’t know, they don’t have a camera on their glasses.
    So I’m assuming it’s just based on you’re talking, but you guys have
    a camera so you could literally do facial recognition and say “OK,
    somebody is within three feet of me, don’t show displays when there’s
    a conversation going and there’s somebody in front.” I think
    it’s a great feature. Your display’s a mono-display, right? So it’s
    in one eye?

    Paul: Yes, that’s correct.

    Alan: The one eye– so you’ve

    got the display in one eye and then you’ve got the camera in the
    other. What are your– and then this is a little bit off topic, what
    are your concerns around people driving with these technologies?

    Paul: The number of car

    companies that have every intention of implementing AR and glasses
    inside the car is surprising to me. But I have to say a heads-up
    display can make things much more situationally aware. For instance,
    we are working with some motorcycle companies and if you look down at
    your motorcycle’s console to see how fast you’re going, or to maybe
    look at your phone for directional information that’s mounted up on
    the front, that time to look down and look back up, you can be in the
    middle of an accident. Whereas with the glasses on, if the imagery is
    floating down the road, you don’t have to look anywhere except down
    the road in the same focal point that your eyes are looking safely
    down the road with. And so they can be much more situationally aware
    than looking down. When in a car, you look down at your dashboard on
    the right to look at the map, that’s taking your eyes off the road.
    Whereas the HUD in my car, it’s all in the HUD and I can just look
    down the road. I think the same thing is gonna be true with glasses
    and it’ll get better with glasses, because the camera feeds and stuff
    that are around the outside of almost every car, collision avoidance,
    all of that, that stuff will be able to be portrayed in your glasses.
    So when you look to the right, you can literally look right through
    the car as if quarter panels weren’t there and stuff. So it’s about
    being situationally aware now. I’d be the first guy to say that
    watching Netflix driving down the road is not going to happen.

    Alan: You know it’s a plain bad

    idea.

    Paul: In this case, there’s

    going to be driving modes, just like there is in your car now. And
    your phone will not do certain things when you’re driving down the
    road. You’ll see the same thing happen in glasses, I believe.

    Alan: Yeah, I think so. I mean,

    when I first got the North glasses, I was walking down the street and
    I almost walked into some poor woman, because I was paying attention
    to the little image and not my situational awareness. I only did that
    once. [laughs] Within the first hour. [laughs]

    Paul: You learn that pretty

    quick. But I will say that I think binocular systems, this gets way
    better. Monocular systems, what happens is the display engine image
    gets put out in space somewhere horizontally left to right. And based
    upon where that is, even your convergence system– your eyes have a
    tendency, when they’re looking at something that’s only on one eye,
    to look as if that’s where it’s going to converge out in space, left
    and right.

    Alan: Yeah.

    Paul: Based on focus, there are

    some disparity issues with focus and with convergence etc, that most
    of that gets way better if the images are at infinity, they’re
    focused at infinity, and they’re binocular. So I think you’ll see
    binocular systems in the long run will be the better way to do this.
    But the display engines today currently are way too big to make
    really sexy glasses binocular just yet. But that’s gonna change so
    fast your head spins out.

    Alan: You know, I haven’t taken

    the long view on all of this. I’m saying, “OK, 2025 we’ll have
    some AR glasses that are Magic Leap, Hololens, with all the bells and
    whistles. But in the form factor of the Vuzix Blade.”

    Paul: [chuckles] Yeah. And maybe

    sooner. [laughs]

    Alan: Hey, I’m going to go with

    2025. If it’s sooner, great. That’s awesome. Nobody ever really slams
    you for making predictions too soon or too far out. They always kill
    you if you make a prediction too early.

    Paul: You know the story of the

    frog that was sitting in the water and it slowly turns the heat up
    and it wasn’t smart enough to jump out.

    Alan: Yep.

    Paul: This industry is going to

    happen like that. All of a sudden it’s going to look back and say,
    “Holy mackerel, look how far we’ve come. This is amazing now.”

    Alan: Okay. Let’s just put our

    “look how far we’ve come” hat on for a second here. In
    2014, I tried VR for the first time, and I ended up with an HTC– the
    Pre, the first one. And I mean, that thing was like a giant fish tank
    on your head. Even like Pimax, they’ve got this VR headset, this 8K
    VR headset, but it’s like strapping a twenty inch monitor to your
    face. We’re going to look back at this and laugh. But if you look at
    where we’ve come, in VR specifically, we’ve gone from these giant
    supercomputer driven things to the Quest — which is a standalone
    headset, wide field of view, four year, four hour batteries, all the
    rest of it — in three years.

    Paul: Yeah.

    Alan: And AR glasses. I mean,

    the Vuzix Blade, that is a pair of glasses that you can wear all day,
    everyday, and that didn’t exist four years ago. I mean, you guys were
    probably working on it, but it wasn’t something that you could
    commercially buy. And now it’s available, and it’s just happening
    faster and faster and faster.

    Paul: It’s very true. And the

    optics systems are getting better along the way. And with MicroLED
    coming, the display engines are gonna shrink huge. And when you only
    light up the pixel that you want, power consumption is going to go
    through the floor. I’m telling you, man, Kingsman’s–

    Alan: And you power all that

    using cloud computing and 5G.

    Paul: Right.

    Alan: My last interview was with

    Sandro Tavares from Nokia. And they build the 5G infrastructure that
    will all rely on. And it’s interesting how if you factor out, let’s
    call 2025, or push it out to 2030. We all wear glasses. The glasses
    are super lightweight. The compute power is in the cloud, not on our
    face. So they’re super light, super cheap. And now our mission, we’re
    launching a new company next year and the mission of the company is
    to democratize education globally by 2037. So if you buy into the
    fact that will wear glasses in 10 years, those glasses will be
    running in the cloud. Add another five years to figure out how to
    make content at scale. And we should be able to theoretically give
    away the world’s most advanced, efficient, effective training and
    education to every human on earth. For literally nothing.

    Paul: That’s a great vision. And

    I could agree with that.

    Alan: Great. Because then I

    don’t think I’m so crazy. [laughs]

    Paul: I tell you, Alan.

    Connecting the digital world to the real world is going to change so
    many things coming up.

    Alan: I agree.

    Paul: There’s a lot of people

    that say to me, “I’m never going to give up my phone.” And
    my mom still has a wired connection to her phone, to the wall. So I
    can’t discount all of that. But you are going to be able to do things
    that just can’t be done any other way. And there are going to be so
    many people that want to do those things. They won’t go back to a
    phone. They might still have a phone in their pocket for other use
    cases. But these things that are coming are game changing.

    Alan: Agreed. You know what?

    Listen, we still have TVs. VR is not going to replace TVs, AR is not
    going replace your smartphone. TVs and computers didn’t replace
    books, even though tablets. Hardcover books still outsell digital
    copies. So when we invent new communication mediums, it doesn’t
    replace the previous one, other than color TV replacing black and
    white TV. But majority of times, they don’t replace previous
    communication mediums. It just makes a new one.

    Paul: Yeah, radio is a case in

    point.

    Alan: Yeah, we still have radios

    in every car. We still use a printing press. These technologies
    didn’t go away, they just became part of a complete communications
    tool box.

    Paul: Yep.

    Alan: And I think your Vuzix

    glasses are one tool in an arsenal that is creating enormous value
    right now for enterprises.

    Paul: Well, it’s off to a good

    start at Vuzix. I mean, it’s been long years in the making, but
    finally it’s reached that point of critical mass. And I’m looking
    forward to this fall to start sharing with more folks some of the
    things that are happening in that regard.

    Alan: Well, I can’t wait to see

    all the cool stuff that’s coming out and I can’t wait to get our
    views explained. I’m pretty excited to start building some cool stuff
    on it. So thank you so much for taking the time to share the
    information about Vuzix and to share your passion for this as well.
    It really comes through.

    Paul: Thanks, Alan. We like to

    tell the story, so we appreciate guys like you to help us get the
    word out around Vuzix, too.

    Alan: Well, it’s a great story.

    You guys have been in it from the beginning and grinding it out,
    because I know what it’s like to build hardware. Hardware is–
    there’s a reason it’s called hardware, because it’s hard.

    Paul: [laughs] Touché!

    Alan: You know, I promised my

    wife, I said we will never make hardware again. And I’ve stuck true
    to that promise. But it’s one of those things that I tip my hat to
    you guys, because you’ve taken on a world class challenge and you’ve
    met it with all success. So I wish you all the best in that.

    Paul: Yes. Thank you very much,

    Alan. We appreciate that.

    47 min
  • XR via Sexy Sunglasses, with Vuzix' Paul Travers
    Paul Travers has been in the XR
    business long enough to remember the early headsets, which were not
    exactly elegant in design - he describes one of his early models as a
    football helmet. But today, Vuzix has managed to shrink a ton of XR
    potential into sleek, sexy sunglasses that would look good on any
    goth noir vampire slayer. He chats with Alan about the advantages of
    svelte headsets, from military applications to making driving safer.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is Paul
    Travers. Paul is the founder of Vuzix and has served as the president
    and chief executive officer since 1997. Prior to the formation of
    Vuzix, Mr. Travers founded both e-Tek Labs and Forte Technologies
    Inc. He has been a driving force towards the development of products
    in the consumer market. With more than 25 years experience in
    consumer electronics field and 15 years experience in virtual reality
    and virtual display fields, he is a nationally recognized industry
    expert. He's joined by Vuzix's head of business development, Matt
    Margolis. If you want to learn more about the Vuzix platform and
    their headsets, you can visit vuzix.com.
    Paul and Matt, welcome to the show, guys.
    Paul: Hey, Alan. Thanks for
    having us.
    Alan: It's my absolute honor.
    You guys are making augmented reality headsets that people actually
    will want to wear. And I think it's amazing, your Blade glasses look
    like a pair of awesome sunglasses. They're lightweight. They're
    wireless. They're every-- they're all the things. How long has it
    taken you guys to get there? I mean, you started in 1997. You must
    have gone through massive iterations along the way.
    Paul: Yeah, Alan. I mean, we've
    made all the big stuff, the crazy things. They really started in '93
    or '94 when we started shipping our very first VR headset, the VFX-1.
    And if you look it up, you'll see VFX-1, it's a football helmet sized
    gizmo. And then in '97, actually I bought out all the outside
    shareholders and started Vuzix. A little bit of history there, we
    started in the defense space. We were making thermal weapons sight
    engines that go in the back of the light/medium/heavy thermal weapons
    type programs for DRS and Raytheon. And doing that, we got an
    opportunity to work with the special forces guys. And if you think
    about it, these guys are carrying around 300 pounds of gear. They got
    their laptop. They're basically the ultimate mobile wearable tech
    guy. And at night, they would light up like a Christmas tree. So they
    put a poncho over their head. They had all this gear on and they came
    to Vuzix and said, look, could you guys make a pair of Oakley style
    sunglasses? They called it the Oakley Gate. And they said, if we
    could do that, half the military would buy these things. And so even
    all the way back then -- it was '97 to 2000 -- these Special Forces
    guys wanted cool. They wanted lightweight. They wanted it truly
    functional. And so over the years, we've come out with a lot of
    different devices and each iteration we've been pushing on, making
    them smaller and lighter. We were talking a little bit earlier about
    the top-down versus bottom-up approach. I mean, there's some really
    cool technology that's out there that's doing all spatial computing
    and the likes, but it's big. And for Vuzix, we're taking the
    lightweight, trim, wearable all day side of it, but highly
    functional. When you're looking for streaming video applications
    where you're doing see-what-I-see for maintenance, repair, and
    overhaul, or you're in a warehouse all day long taking stuff out of
    that warehouse. You don't want a great big, heavy thing. You want a
    super lightweight device that you can wear all day long. So at the
    end of the day, you don't have headaches from just sporting the
    stupid thing.
    Alan: I can totally r
    0 min
  • Averting Nuclear Disaster with AR, with Packet39’s Shachar “Vice” Weis

    Nuclear energy is no joke, and to

    train to work in the field can be risky and costly… unless you’re
    training in a virtual environment. That’s the kind of technology
    Shachar “Vice” Weis, co-founder of VRAL, has been
    developing for the last several years. Alan and Vice discuss the pros
    and…well, are there really any cons to non-radioactive training
    simulations?

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is a
    great friend, Shachar “Vice” Weis. He’s a software
    developer with 25 years experience. He’s worked in many fields and
    disciplines, from ancient mainframes to tiny system-on-chip units.
    Vice has extensive experience with 3D frameworks, game development,
    robotics, UX design, and automation. He has broad the R&D
    experience from managing an R&D in a startup environment, to
    developing enterprise solutions in HP Labs and leading an R&D
    team in the Israeli Navy Computer Center. Vice’s worked in many
    areas, including datamining, web development, virtual reality, 2D and
    3D graphics, image and video processing. And he brings acute
    analytical skills, system system-wide vision, and experience with
    clients and knowhow in R&D work methodologies. You can learn more
    about his company, Packet39, it’s packet39.com.

    Vice, welcome to the show, my friend.

    Vice: Hey, good morning. Thanks

    for having me.

    Alan: It’s my pleasure. I’m

    really excited. Your presentation is at Virtual Reality Toronto
    meet-up was mind-blowing. I got there and I sat down, and all of a
    sudden this guy on stage is talking about nuclear reactors and using
    Hololenses for training and virtual reality training and simulators.
    And I was sitting there with my mouth open the whole time, taking
    photos and trying to capture all of the goodness. And I’m really
    honored to have you on the show. How did you get into nuclear? Like,
    what happened there?

    Vice: Well, as most things in

    life, it was mostly chance. I met a guy at VRTO — the Toronto VR
    conference — three years ago, and he was working for a company that
    provides services for nuclear power, specifically Oakajee here in
    Canada. And we got to talking and we understood that there was a lot
    of a lot of need and virtual reality could solve some really
    interesting problems. And we took it from there.

    Alan: VRTO, it’s a small

    conference, but man, the level of quality of the attendees and the
    speakers at that conference every year is just phenomenal. And it
    feels like the show keeps getting smaller but more important in its
    stature. So it’s cool to hear that you–

    Vice: It’s getting smaller and

    more condensed and I’ve given a talk at VRTO every year in the last
    three years and every time it was–

    Alan: Yeah, it’s amazing. This

    is the first year I missed it. I was traveling, but I’m really
    excited to see what comes next year because I know it got smaller,
    but it just got– the people that attended it are really deep into
    this stuff. So tell us about this nuclear reactor training, kind of
    what was the first step with that? How do you start training people
    in VR for nuclear facilities?

    Vice: Well, there’s a lot of

    stuff you can do in VR and a lot of stuff that you shouldn’t. And the
    trick is finding the correct path. We started with a proof of concept
    project, that was the airlock. And this was new to me as well. I
    didn’t have any experience in nuclear power specifically, back then
    when we started. And it turns out that the entire core, the entire
    facility where the core is housed is airtight. And to get in and out,
    you have to go through an airlock, which is very similar to a
    submarine airlock. It is very small. It has a very big metal door.
    And it’s pretty terrifying, especially if you haven’t done it before.
    And they had the problem where people would go through the airlock
    for the very first time. People were new or training and only
    experienced this in the classroom before, and they had panic attacks
    where they had issues or they had claustrophobia. And it was just a
    very unpleasant experience for everybody. We decided that let’s try
    to do this in VR and see what happens. We can try to recreate this
    airlock, this feeling of closeness or this– basically trying to get
    people scared, to figure out who can and who shouldn’t be going
    through these devices.

    Alan: And one thing, there’s a

    video on your site of the airlock and it’s kind of this monstrous
    door. You kind of do the thing and it’s got real-time sound, when you
    as you kind of screw it open, it’s like [creaking sound] and then you
    open this [groaning sound] you know, this big door sound. And it’s
    funny because that sound of that door opening, it’s really– it feels
    like you’re grabbing a really big door. It feels heavy. Even though
    it’s digital, it weighs nothing, but it feels heavy because it’s such
    a an ominous sound. And then when you close it behind you, it’s that
    locking, that [thudding sound] you know, that– Oh, man.

    Vice: We learned a lot from that

    one door. We learned a lot about designing for VR, the challenges.
    And I actually talk about the door in many of my presentations,
    because you can learn a lot from that. There’s a lot of things that
    come up when you’re designing for VR or building for VR, that you
    don’t really experience in any way in any other medium. And for
    example, in a regular desktop application, you have a door. There’s
    also an animation attached to it with the door opening and then you
    run the animation in reverse. The door closes and there’s one audio
    file that you play, that is synced exactly for that 2D animation, and
    then you’re done. With VR, everything becomes 10 times more
    complicated, because the user can grab the door and he can pull it
    open and stop halfway, and then what happens, right? You need to stop
    the audio. He can pull it quickly versus pulling it slowly. He can
    slam it shut, he can close it gently. All of a sudden, you’re not
    just playing an audio file in an animation. All the sudden, you have
    to synthesize audio in real time and you have to work with physics.
    And it’s no longer simple. But all of that is required because these
    are things that people expect the VR experience to do. And if it
    doesn’t, it feels weird then just breaks the immersion. And immersion
    is your Holy Grail. That’s what makes games effective and that also
    is what makes training applications effective. It’s the same goal.

    Alan: What other senses are you

    hijacking? Did you put the smell of the nuclear reactor in there,
    too?

    Vice: [chuckles] I don’t think

    we should do that. That kind of negates the whole safety thing. But
    audio is very important. As you saw yourself, all the hissing sounds,
    and the creaks of the door, and the slamming, and audio is super
    important. Those are super hard to do right. Haptic feedback is
    important, and you don’t have much to work with. The controllers
    vibrate, but you can’t control how much it vibrates and the
    frequency. And you could do a lot with that. And if you want to get
    really fancy, you can add stuff like fans or vibrating floors, but
    that’s really mostly for entertainment.

    Alan: Yeah, it seems for now,

    but I think we will probably get there where for things like if
    there’s a simulator where you want to simulate the motion of
    something, even though it’s not really moving, I think you could add
    haptic plate or something to simulate the motion.

    Vice: Yeah. Some things work and

    some things don’t. It’s very complicated, especially when you start
    talking about motion sickness or simulation sickness.

    Alan: Indeed. So have they ruled

    this giant airlock out, have they run people through it yet?

    Vice: They did a bunch of tests.

    It was never published as a real training application, unlike the
    Geiger counter one, which they are using.

    Alan: But let’s talk about the

    door for a second. The door one, how many people did they run through
    there before they realize, was anybody scared in it? Because it seems
    like I’ve seen this for mining as well, where they’ll they’ll put
    people in VR and take them down into a mineshaft before they hire
    them, because are you going to spend 50, 60 thousand dollars training
    somebody, then they go to a mineshaft and go, “I can’t do this.
    This is beyond me.” So being able to give them that exposure
    therapy of the environment, I think is very beneficial to companies.
    The cost of building that one demo is far paid for by not hiring
    people that are going to be terrified in there.

    Vice: Absolutely, yes.

    Unfortunately, there’s also always a lot of politics involved and the
    decisions are not always the ones that make the most sense,
    especially in big organizations such as nuclear power. And everything
    takes time. So we’re still talking about this. I mean, it’s been two
    and a half years, two years. That’s nothing in nuclear power time.
    These guys think in projects that span decades, like literally, I’ve
    seen projects that are 30 years.

    Alan: Wow. That’s incredible.

    Vice: I don’t think any other

    industry has that. It’s unbelievable.

    Alan: That’s amazing. So let’s

    talk about the Geiger counter thing, because that is being used. What
    is that about? Because that was a really cool experience as well.

    Vice: Yeah, that was the most

    complex one we’ve done. And the premise is that in some situations, a
    worker comes out of the power plant and he needs to scan his
    equipment for contamination. And to do that, he will use a handheld
    radiation monitors, similar to what you see in the movies, the ones
    that click when you sense radiation, it goes “click, click,
    click” with background [radiation] and then
    “clickclickclickclick”, very fast clicks if there’s more
    radiation than background. And they need to train on how to use this
    device, and to do that they go to a certain facility, they go down to
    the basement, they sign off on a lot of paperwork. They take out of
    the safe a small piece of contamination, a small piece of radioactive
    material. There’s a trainer, the trainer takes the radioactive
    material, he puts it on the table. And usually it comes in this giant
    yellow box with a lot of warning signs on it. And he tells the
    trainee. “OK, now you have to sweep this table, and you have to
    pretend that you don’t see where this contamination is” because
    again, it’s sitting inside a big yellow box that is possible to miss.
    “So pretend that you don’t see it. And show me how you sweep the
    table, how you search for this contamination and find it.” And
    this is how it has been done for decades. In VR, it’s actually a
    much–

    Alan: It is really tedious.

    Like, you showed me how it works, and it was like, oh my god. And the
    fact is they have to pull out a piece of radioactive material,
    exposing people to real radiation to test you. [chuckles] Like it’s
    kind of counterintuitive if you really think about it.

    Vice: Yes. Because really, there

    wasn’t an easy way to do it until now, right?

    Alan: Yeah.

    Vice: In VR, this works perfect.

    So this is a golden project, what I call, because it lends itself
    perfectly for VR. There’s a table, which you can either calibrate to
    your real table or not. There’s a virtual piece of radiation that the
    instructor can put on the table. And the trainee in VR doesn’t see
    where that contamination is. So there’s no cheating involved. The
    training is actually better in VR than in the real world, in this
    case. And the system will monitor how fast you’re moving the
    detector. You have to move at a specific speed. Not too slow, not too
    fast. There is a pattern that you have to follow, a sweeping pattern,
    and the software will check that you’re actually getting this pattern
    correctly. And these are things that are hard for human operators to
    eyeball and measure and estimate. And for the software it’s very
    accurate. So the software will tell you exactly where you missed a
    spot, if you went too fast, if you went too slow, and you can pass or
    fail this test. And it works perfectly in VR, in VR you get that
    sense of how to move– how to correctly move the detector, get the
    muscle memory of operating this device, with the knobs and the
    handle. It was a perfect project.

    Alan: And it decreases the

    riskiness, the safety quotient there by not having to pull out a
    piece of radioactive material. [laughs]

    Vice: Yeah. It decreases it to

    zero and decreases the cost significantly. And you can do this
    training anywhere and not in that specific basement where the
    material was held in a safe.

    Alan: You’ve explored a lot

    within the nuclear realm. You’ve got this airlock door where people
    go in and test. Then you’ve also got the Geiger counter, which is
    pretty awesome. But then there’s another one that you guys have
    worked on, that really stands out as something that could save lives
    immediately. And the Geiger counters, great, airlock door, but the
    cone of radiation. Talk to us about that thing.

    Vice: That was an augmented

    reality project. The nuclear reactor face, the reactors in Canada are
    a design, it’s called a CANDU design, where– and none of this is
    confidential, by the way, you don’t have to come and shoot me, OPG,
    please. Don’t burst into my house at middle of the night.

    Alan: It’s all public knowledge.

    It’s a public utility. So you can go on and you can Google the
    building plans for the CANDU reactor, if you choose.

    Vice: I totally Googled it, just

    to make sure that it’s public knowledge. The reactor is vertical in
    the sense that it’s basically this wall with tubes in it and each
    tube has radioactive material inside. And when the tubes are uncapped
    or open, there’s radiation beam that comes out, and of course the
    radiation is– the radiation beam is invisible. And stepping into the
    radiation beam is not a good idea.

    Alan: You don’t want to step in

    front of a radiation beam? Come on. What will happen?

    Vice: Generally, it is not

    advised to walk into the radiation beam. They have a mockup for this
    facility, which is a one-to-one copy of the real thing. Of course,
    without any radiation in it. And they bring in teams to train about
    welding, to train all sorts of work they have to do under the reactor
    face. They train in this mockup facility. They wanted to show
    radiation coming out of the beam. And they used basically tape that
    they put on the floor, to show where the beam more or less is. They
    wanted a better way to do this. And we suggested using augmented
    reality in this case, because the facility is already there. The
    rooms are very big and they have to do stuff in the room. They have
    to weld. They have to do physical activity. So it really lends itself
    beautifully for augmented reality. And this project we opted for the
    Hololenses, which was the only one available when we started working
    on this, almost two years ago. And we discovered a lot of things in
    the process.

    I’ll talk about the end result and then

    I’ll talk about the process itself. In the end result, the user puts
    on the Hololens and he can see the radiation beam coming out of a
    specific fuel channel tube behind the wall. If he walks into the
    radiation beam, he gets a simulated virtual dose. And if he stays too
    long, eventually he’s fake dose meter — which is something you wear
    in your pocket or on your lapel — will start to vibrate and tell him
    that he needs to get out immediately. There’s an administration
    station, where the operator or the person in charge of this training
    session can see where everybody is in space. He can see everybody’s
    fake virtual dose and he can control which tube is open. He can do
    all sorts of activities or he can set warnings. And he just oversees
    the experience or the training session. That is it, right? There are
    five Hololenses, all network together walking inside this facility
    and all seeing the same radiation beam.

    Alan: It’s pretty amazing the

    fact that you went from taking tape lines on the ground — like,
    literally duct tape on the ground, saying “don’t walk here or
    you’ll die” — to being able to visualize that in a three
    dimensional space that is as accurate as possible.

    Vice: And the cone, the

    radiation cone coming out is not simple, which we discovered. It’s
    not just a simple cone, it’s a complex, three dimensional object
    which has different intensities depending on where exactly you stand.
    And we worked with their physicists to get to model this correctly as
    much as possible.

    Alan: You know, normally we talk

    about ROI, and we talk about what are the key performance indicators.
    I think just the fact that you’re able to keep people alive, that’s a
    pretty good ROI.

    Vice: Yeah, that’s a nice thing

    to have in any application, that keeping people alive should be on
    everybody’s list of success criteria.

    Alan: [laughs] Profits aside, I

    think keeping people alive is a pretty good idea. So what’s next
    then? I mean, you’ve got Geiger counters, you’ve got airlock doors,
    you’ve got *The Cone of Nuclear Radiation*. What’s
    next? What is the next thing that they’re working on?

    Vice: For them, we’re working on

    a bunch of things, but nothing I can talk about at this point.

    Alan: OK. So what other projects

    are you working on with different companies? Because, I mean, this
    must have led to some other opportunities as well.

    Vice: Yeah, there’s a bunch of

    stuff that we’re working on. One of the more exciting ones that they
    would be happy to talk about is in the medical domain. And this is
    another company that I’m partly involved in, apparently co-founded
    with a physician in Toronto. He’s a radiologist in SickKids Hospital.
    For those who don’t know, there’s a hospital in Toronto called
    SickKids, which, let’s be honest, is the worst name in the world for
    a hospital. But it is a very good hospital. It’s one of the top ten
    paediatric hospitals in the world. And we built a virtual reality MRI
    simulator for kids. And the premise is this: I don’t know if you’ve
    done an MRI, but it is a very scary experience. It is very loud and
    you have to stay still in this tube. It’s very scary for children.

    Alan: You know, I’ve never had.

    But, yeah, it looks terrifying. You hear this [ominous pulsing sound]
    you know, these clicking sounds in the big ominous–

    Vice: And there’s more than

    clicking. There’s like hissing and then there’s high pitched noises
    and grinding sound. It’s a very, very loud. They usually give you
    earplugs. But even with earplugs, it’s very loud.

    Alan: Wow.

    Vice: And kids– and it is a

    process that takes 10, 15, 20 minutes. And kids, some kids can’t
    handle it. And they need to be sedated. And sedation with kids has
    risks. And it has also very high costs. And we developed the virtual
    reality MRI simulator, which we call Emma
    Rye, because that’s the fairy that appears inside of the VR,
    she’s Emma. Get it? MRI. Yes, it’s very clever. And–

    Alan: I like it. Emma Rye, I

    love it.

    Vice: Yeah, it’s very clever. We

    were very proud of ourselves. She comes up inside of the VR
    experience and she walks the child through this. What to expect and
    how to deal with it. This is an experience that a child does either
    before– either immediately before the actual scan, or a few days
    before the actual scan. It’s something you do before the procedure
    itself. Because you cannot take a virtual reality headset into the
    MRI, because of the magnetic fields involved, right?

    Alan: Would be very bad.

    Vice: And we’ve run a bunch of

    kids through this. And so far we had really, really good results.
    We’re starting clinical trials soon, which is something that’s
    mandatory for any kind of this application, to get real scientific
    data. Anecdotally, I can tell you that every child sedation costs
    about $50,000, because you need anesthesiologist there. You need to
    usually keep the child overnight. The costs really just explode
    whenever there’s sedation involved. The waiting time for an MRI
    without sedation is about a week, and the waiting time for an MRI
    with sedation is about six months.

    Alan: So if you can use this

    tool to help kids get through this without sedation, you’re saving
    them six months and $50,000. Is that correct?

    Vice: Just one child, yes.

    Alan: Wow. That’s incredible. Oh

    my god. This is– why isn’t this in every hospital?

    Vice: Exactly. So we’re working

    on bringing this to every hospital.

    Alan: I want this for needles,

    too. My daughter is terrified of needles.

    Vice: Yes. I also have a son

    that’s terrified of needles. And we’re working on other distraction
    therapy, physical distraction therapy as well. And it works. It’s
    particularly– it works for everybody, but for children, it seems to
    work particularly well, just build the experience carefully and you
    have to do clinical trials, which also unfortunately takes a long
    time. But we’re working on it.

    Alan: With something like VR, I

    wonder if it really requires clinical trials, because if it works, it
    would be no different than putting a TV, for example, entertainment.
    You know, I wonder if you could position it as an entertainment
    device rather than a medical device.

    Vice: Yeah, it is actually. But

    even even for that, you’re still in clinical trials, because you want
    to see real numbers. You want to see scientific evidence, right? And
    clinical trials is the only way to do it, especially when–

    Alan: It’s true.

    Vice: –it involves kids. You

    want to be a very rigorous way of measuring success. And clinical
    trial is the way to go.

    Alan: You’re working on this–

    It’s VRAL, right?

    Vice: That’s name of the other

    company, VRAL.ca. We have actually a separate website for this MRI
    simulator, which is emmarye.com.

    Alan: I love it, I love it. Emma

    Rye. Very Canadian too, we drink rye instead of other types of
    whiskey.

    Vice: The VR experience itself

    has two parts. One is more of a game where you do first and the
    fairy, which is called Emma Rye shows up and she talks to you, the
    biofeedback loop where the child is encouraged to stay still and get
    acclimated to all of these noises and all of this environment inside
    of the MRI. And it’s kind of a process that builds up to a real full
    blown simulation of the MRI scan itself. The whole thing you do in VR
    first. And doing it in a controlled environment and doing it in a
    game-like manner really helps children. And we’ve seen several cases
    already just in a small, very small pilot that we’ve done in a few
    locations in Toronto, in Stanford, in San Francisco and soon in
    Israel. We see really good results.

    Alan: I mean, what an amazing

    use case for virtual reality, being able to take kids through an MRI
    in a way that reduces their stress, probably gives much better MRI
    results because they’re staying still. They’re experienced with it.
    They’re not– it’s not this big scary tube that they’re going to go
    into. They have an understanding of what it is, what’s coming,
    they’ve heard it before. How did you guys do the spatial audio, or
    how did you do the sounds?

    Vice: We did a bunch of things.

    We recorded audio. You cannot stick a microphone inside of MRI, of
    course, because the magnets will tear it apart.

    Alan: Oh, that’s right.

    Vice: But you can record inside

    of the room. We’ve done that and then cleaned it up and also
    synthesized a bunch of audio just by using that as a reference. And
    we also found one MRI machine that was powered down. Again, this is
    not something that most people know, but these machines work 24/7 for
    years. It is very rare to find a machine with a magnet powered down.
    Because it costs a lot of money to power it up. It uses liquid
    nitrogen, and you have to flush the entire system.

    Alan: Oh, OK.

    Vice: It takes a few days. So

    they keep them running 24/7. So we found one that was down for
    maintenance and we kind of recorded stuff in there, 360 video, which
    we used later for reference, and all sorts of measurements we did.
    And we use that to model everything.

    Alan: How did you find that?

    Vice: Again, my partner’s a

    radiologist, so he knew people.

    Alan: Ah, he’s like “Hey, I

    know this machine’s not working right now.”

    Vice: “I have a guy who has

    a machine. It’s cool.”

    Alan: “I got a guy.”

    It’s like, yeah, I got a guy for a car parts and you got a guy for a
    spare MRI machines just kicking around.

    Vice: Yeah.

    Alan: Amazing. So you’re working

    on nuclear reactors. You’re working on MRI machines. There’s
    something very radioactive about the work that you guys are doing. So
    are you yourself really excited about this whole field of radiation
    or what’s the deal?

    Vice: I don’t know. I mean,

    there’s just something that happened. The first time I was in the
    reactor, I was wearing a what’s called the rubber suit. It’s just
    this big yellow thing that they wear as protective gear. And I took a
    selfie with the reactor core in the background, and this giant rubber
    suit all over my face. And I sent it to my wife and she said, “What
    are you doing? Get out of there right now!”

    Alan: [laughs] No kidding.

    Vice: Of course it was a mockup.

    I wasn’t in a real–

    Alan: We have to use that. You

    have to send me that photo. We’ll use it as the photo for this
    episode.

    Vice: Sure, I’ll sent it to you,

    I have it somewhere.

    Alan: Amazing. So what are the

    things like– you guys are really– let’s face it, you guys are an
    R&D lab making cutting edge stuff. And what is something that you
    see in the future of virtual/augmented/mixed reality, AI, that you’re
    like, “Wow, I see this coming. I want to start working on the
    R&D for it now.”

    Vice: That’s an excellent

    question because we are working on a few things that I’m specifically
    excited about. We are — like everybody else — are kind of waiting
    for better augmented reality headsets to come out. What we have now,
    the Hololens and even the Hololens 2, and the Magic Leap. They’re a
    good start, but they’re very limited in terms of field of view, and
    battery life, and size, which is very big. So everybody’s waiting for
    the next generation of augmented reality headsets, which will really
    open up the market. The market for AR is ten times bigger than the
    market for VR. But we’re not there yet. The technology is just not
    ready. So that’s one thing we’re kind of keeping on the back burner.
    And always, always keeping an eye out and doing experiments. Another
    thing I’m really excited about is volumetric video.

    Alan: Yeah. Let’s talk about

    volumetric video. Speaking of which, the people that put on VRTO —
    that you talked about at the very beginning — Keram
    [Malicki-Sanchez] and his team, they also host the FIVARS, the
    Festival of International Virtual and Augmented Reality Storytelling.

    Vice: Yep.

    Alan: And I actually went

    yesterday and I recorded about a two minute video in volumetric and
    they’re using 180 instead of 360. They don’t need to have behind me
    and stuff. But they were just recording volumetric. But the way they
    did it was, it was Joanne [Popińska] and her partner, Tom [Hall].
    And the great thing about it was when you’re in VR looking at this
    capture, most people are not going to walk around the back of
    somebody talking to them. Let’s be honest. Like when you’re– when
    somebody’s talking to you, you’re not going to walk around the back
    of them. So what they did was they just focused on the front facing
    capture. So they’re using video cameras to capture it in stereoscopic
    and then using a depth sensor to give it that sense of depth. And it
    just– it felt like the person was right there. And so they recorded
    me with that. I’m really hoping to see this, but it felt like I was
    right there in VR with them. And it was like a one-to-one, they were
    talking to me, it was really cool. So volumetric video is something
    that I think we’re going to see a lot more of as well. Have you
    started with volumetric capture rigs, have you messed around with
    that type of thing or…?

    Vice: Yes, a little bit. We’ve

    worked with DepthKit with a bunch of Kinect cameras. I just finished
    working on a project that wasn’t ours, but I was part of for the
    Dallas Cowboys. This is a project that’s making a lot of headlines
    right now. And there’s also why, as you know, I’ve been in Dallas for
    the past three weeks.

    Alan: Yeah, I saw it today. You

    can get a selfie with the Dallas Cowboys players in AR.

    Vice: Exactly. We did a fluffy

    with AR selfie with a volumetric video of the Dallas Cowboys players,
    and people absolutely loved it. We just did it in the first game of
    the season. And they used a capture rig in San Francisco– no, sorry,
    in LA to capture the players.

    Alan: Were these– they used

    Metastage?

    Vice: I think so, yes. They used

    Metastage and another company as well.

    Alan: Cool. Very cool. Yeah. We

    had Christina Heller on the show from Metastage on an earlier
    episode, so
    you can listen to that. We also had Raj
    Puran from Intel, and Intel’s got their Intel Studios volumetric
    capture stage, which is a 10,000 square foot volumetric capture
    theater, I guess, stage. It’s crazy.

    Vice: Right.

    Alan: So what do you think is

    the future of volumetric capture then?

    Vice: So very much capture, in

    my honest opinion, is going to disrupt the entertainment market in
    the same way that HD did 10 years ago, where it took a long time, but
    eventually HD completely took over the market. I expect we’ll see the
    same process starting with volumetric capture. It’s going to take 10
    years. It took HD 10 years, it’s gonna take volumetric capture also
    10 years. But eventually we’ll have that it will become standard, and
    it will take a while.

    Alan: It’s interesting that this

    is such a hot topic. I’m writing an article on the different
    volumetric capture rigs around the world right now, and in doing our
    quick analysis we came up with 55 companies that are doing volumetric
    capture, and we’re in 2019 right now. So I think that’s only
    scratching the surface and Metastage is certainly out there in front.
    But you have companies like 8i, Jaunt is working on it now. So
    there’s a number of companies working in the volumetric space. But to
    be honest, it’s not that difficult to capture volumetrically. It’s
    just difficult to do it well and compress the data.

    Vice: Exactly. Everything is

    difficult to do it well. And it takes a lot of money right now,
    because you need a massive amount of cameras and you need a massive
    amount of computing power to process it and stitch everything
    together. We are very interested in it from the training perspective
    because volumetric video in training would be awesome, right?
    Something that I’m really interested in.

    Alan: Yeah, absolutely. There’s

    so many opportunities there with training. I mean, you can– I almost
    feel like there’s gonna be two camps. There’s gonna be volumetric,
    real people doing acting and being caught into VR and AR or whatever.
    But there’s also gonna be CGI actors and AI driven actors. And I
    don’t know– in the long run, I think the CGI ones are gonna win out,
    personally, because you can spend the money upfront, record, make an
    avatar, and then that avatar can be doing anything. You can have its
    head spin around, you can have it talk in multiple languages. There’s
    so many things you can do with it. Whereas volumetric video, you
    capture it once. And if you need to change something, you’ve got to
    go and recapture it.

    Vice: Well, actually, you know,

    you can do a lot of stuff with volumetric as well. You can rig up
    people and then change their movements. You can do a lot of things.
    It’s just– we’re just scratching the surface, as you said. So all of
    these tools are still being built, but we’ll see a lot of stuff
    happening and we’ll see a lot of hybrid systems, where it’s a mix of
    CGI, 3D models, volumetric, real live 2D video. It’s going to be a
    whole mess of content.

    Alan: And it has to. Here’s the

    thing. We’ve got many, many devices. So we’ve got a AR headsets,
    mixed reality headsets or Hololens and Magic Leap, we’ve got the ones
    that are capturing the world around you, as well as projecting onto
    the world. Then you’ve got things like Nreal, or some of the glasses
    that are just heads-up displays, they’re not really capturing the
    world around you. And then you’ve got something very simple, the
    glasses that just give you a little heads-up display, almost like the
    Google–

    Vice: Google Glass.

    Alan: [That’s]

    what’s it called? Google Glass? Those types of things. And
    they’re bringing real enterprise value right now. And as we push the
    limits of this technology between you, the stuff you guys are doing,
    the stuff we’re doing, we’re really pushing the limits of the
    technology. How far can we push it? Do we need haptics, spatial
    sound, all of these things? And then you look at a company like
    Strivr, and they’re just using 360 cameras to capture people in their
    workplace and creating a very simple process pipeline for taking
    knowledge from one person and giving it to many. I think maybe
    sometimes we overthink these things.

    Vice: You know, there’s a place

    for all levels of simulation and 360 is one of them. It’s good for
    some things and not good for others. Same with VR. They all have
    their pros and cons, and the same with the volumetric video. We just
    have to find the right place to do this stuff in the right times.

    Alan: Absolutely. And I think

    that’s one of the reasons why we took a different approach than most
    companies. Most companies out there are building a 360 video editing
    platform, or they’re building an AR editing platform, or they’re
    building a VR collaboration. We took a different approach. We said,
    “look, different types of training, different types of learning
    are going to require different types of technologies.” As you
    know. I mean, you just take Packet39 and look in there. You’ve got
    VR, AR, spatial audio. You’ve got everything in five different things
    and they all overlap somewhat.

    Vice: Yes.

    Alan: And the technologies

    overlap and the thing is, who knows what’s going to be invented in
    next year, or this year, or tomorrow? And so being able to keep our
    platform open so that new technologies can be developed not just by
    us, but by anybody and plug it in so that we really become the
    central hub for learning is what our goal is. And I think that’s
    really important because we were trying to keep up with everything.
    We were building volumetric capture rigs and we were building CGI
    avatars and we’re trying to drive them through artificial
    intelligence using IBM’s Watson. And in doing all those things we’re
    like, “Holy crap, there’s no way we can possibly keep up on all
    this.” So why not focus on bringing together the best talent in
    the world, the best platforms, plugins, all of that together in a
    community where everybody is contributing to the long term success of
    training and education? Sorry, my little rant there, but this
    conversation with you was really kind of hammering it home for me.
    It’s like all the great research that you’re doing is a drop in the
    bucket, when you consider all the research everybody is doing right.
    And while the stuff you’re working on and what you’re doing is very
    important and it’s very hard to do, if we can harness everybody’s
    work together, I think we can truly democratize education and
    learning globally, within the next 20 years.

    Vice: Yeah. Open it up for

    everyone.

    Alan: Exactly. And if you look

    out 10 years, you talked about the next generation of glasses and
    stuff. So look out 10 years. We’ll have five generations of glasses
    ahead. It’ll run on 6G, not even 5G. Another hundred times faster,
    which is ten thousand times faster than what we’re doing now. And the
    glasses will be cheap. The compute power will be in the cloud, not in
    our face. So we’ll be able to make the glasses really cheap. And the
    content development will be inexpensive too, because all the work
    that you guys are doing and all the companies and individuals and
    universities and labs around the world is really laying the
    foundation to make content creation inexpensive and easy to do. And
    once we have that, we can have global scale of education,
    democratization.

    Vice: Amen.

    Alan: All right, my friend.

    Well, we’re gonna work on it together. Before we go, we’re at the 40
    minute mark. So I want to make sure that I use this time wisely,
    because I really love learning from you. What is the most important
    thing that businesses or customers can do to leverage the power of XR
    technologies right now?

    Vice: I would say keep an open

    mind, because we deal with this stuff all day. But the clients, the
    customers, most of them are still not even experienced VR, right? And
    they don’t– it’s hard to sell VR to somebody was never tried it.
    It’s like selling a color television on a black and white television.
    You have to see it for yourself, you have to try for yourself. So
    keep an open mind. Let us kind of show you what can be done and ask
    the right questions. Is this a good idea to do in VR? That’s a good
    question. And we try to answer that truthfully, right? We don’t push
    VR just automatically. The question should be, how does this help my
    training? Does this make my training safer or cheaper or easier?
    Where can I try this? Show me a demo. Show me how this works. Show me
    how it feels like. And most important question would be. Tell us
    about your experience in VR, what do you think we should do in this
    training?

    Alan: That’s a great question.

    Vice: You get this a lot, where

    you deal with clients that they come through with some kind of idea.
    And because they don’t have experience in designing this stuff, it’s
    not necessarily a good idea. You can see where they’re going. You can
    see where they’re trying to get to. But the way they’re trying to get
    there is not necessarily a good way to do it. So just keep an open
    mind, because it’s such a new medium that very few people actually
    have the right tools and the right experience to design for this. And
    your stuff that you’ve done– I’ve seen a team that worked for ages
    in video or in desktop applications, and a lot of this stuff is
    simply not applicable to VR. It’s just bad idea.

    Alan: Yeah, I agree. And the

    medium is the message sometimes. And being able to use a medium where
    you can have something, create an entire environment that doesn’t
    exist, train people on it and run people through it is a magical
    experience, but sometimes it’s not necessary. Sometimes just a video
    will suffice. And being able to choose the medium to the message and
    match that is great advice, Vice. Great advice from Vice!

    Vice: Yes. And “Vice”,

    by the way, is how my last name is pronounced. So my name is Shachar
    Weis.

    Alan: All right. Got it. I’m

    just going to call you Vice from now on.

    Vice: It’s easy. Everybody does.

    Alan: [laughs] Amazing, man. So

    my last question, what problem in the world do you want to see solved
    using XR technologies?

    Vice: Ooh, of course. Sedation

    with children before MRI. That’s my main goal right now.

    Alan: Just to take all the money

    off the table, take all of the crazy things we do in this industry,
    from nuclear training to everything. Being able to make an individual
    child more comfortable during a procedure that is terrifying is a
    really, really great way to use this technology. It’s worth it. So
    thank you for all the work you put in, man. And thank you for being
    on the show.

    Vice: It was my pleasure. Thanks

    for having me.

    Sound effects sourced here,

    here and
    here.

    42 min
  • Averting Nuclear Disaster with AR, with Packet39's Shachar "Vice" Weis
    Nuclear energy is no joke, and to
    train to work in the field can be risky and costly… unless you're
    training in a virtual environment. That's the kind of technology
    Shachar "Vice" Weis, co-founder of VRAL, has been
    developing for the last several years. Alan and Vice discuss the pros
    and…well, are there really any cons to non-radioactive training
    simulations?
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is a
    great friend, Shachar "Vice" Weis. He's a software
    developer with 25 years experience. He's worked in many fields and
    disciplines, from ancient mainframes to tiny system-on-chip units.
    Vice has extensive experience with 3D frameworks, game development,
    robotics, UX design, and automation. He has broad the R&D
    experience from managing an R&D in a startup environment, to
    developing enterprise solutions in HP Labs and leading an R&D
    team in the Israeli Navy Computer Center. Vice's worked in many
    areas, including datamining, web development, virtual reality, 2D and
    3D graphics, image and video processing. And he brings acute
    analytical skills, system system-wide vision, and experience with
    clients and knowhow in R&D work methodologies. You can learn more
    about his company, Packet39, it's packet39.com.
    Vice, welcome to the show, my friend.
    Vice: Hey, good morning. Thanks
    for having me.
    Alan: It's my pleasure. I'm
    really excited. Your presentation is at Virtual Reality Toronto
    meet-up was mind-blowing. I got there and I sat down, and all of a
    sudden this guy on stage is talking about nuclear reactors and using
    Hololenses for training and virtual reality training and simulators.
    And I was sitting there with my mouth open the whole time, taking
    photos and trying to capture all of the goodness. And I'm really
    honored to have you on the show. How did you get into nuclear? Like,
    what happened there?
    Vice: Well, as most things in
    life, it was mostly chance. I met a guy at VRTO -- the Toronto VR
    conference -- three years ago, and he was working for a company that
    provides services for nuclear power, specifically Oakajee here in
    Canada. And we got to talking and we understood that there was a lot
    of a lot of need and virtual reality could solve some really
    interesting problems. And we took it from there.
    Alan: VRTO, it's a small
    conference, but man, the level of quality of the attendees and the
    speakers at that conference every year is just phenomenal. And it
    feels like the show keeps getting smaller but more important in its
    stature. So it's cool to hear that you--
    Vice: It's getting smaller and
    more condensed and I've given a talk at VRTO every year in the last
    three years and every time it was--
    Alan: Yeah, it's amazing. This
    is the first year I missed it. I was traveling, but I'm really
    excited to see what comes next year because I know it got smaller,
    but it just got-- the people that attended it are really deep into
    this stuff. So tell us about this nuclear reactor training, kind of
    what was the first step with that? How do you start training people
    in VR for nuclear facilities?
    Vice: Well, there's a lot of
    stuff you can do in VR and a lot of stuff that you shouldn't. And the
    trick is finding the correct path. We started with a proof of concept
    project, that was the airlock. And this was new to me as well. I
    didn't have any experience in nuclear power specifically, back then
    when we started. And it turns out that the entire core, the entire
    facility where the core is housed is airtight. And to get in and out,
    you have to go through an airlock, which is very similar to a
    submarine airlock. It is very small. It has a very big metal door.
    And it's pretty terrifying, especially if you haven't done i
    0 min

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