XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
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XR for Business episodes

  • The YouTube of 3D Models, with Sketchfab CEO Alban Denoyel

    If YouTube is the world’s compendium

    of videos of cute cats and unboxings, then the Sketchfab platform is
    well on its way to becoming the equivalent cultural database of
    user-generated 3D objects. CEO Alban Denoyel discusses the origins
    and the future of the service with Alan in this episode.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is
    Alvin Denyuel– I screwed it up already. How do I say it?

    Alban: “Deh-Noh-Yell.”

    Alan: “Denoyel,” OK. Today’s

    guest is Alban Denoyel from Sketchfab, the world’s largest platform
    to publish and find 3D content online. Imagine it’s like the YouTube
    for 3D. Prior to Sketchfab, he worked for four years in the 2D world
    of photography. He loves making 3D content with photogrammetry or VR
    sculpting. He’s a graduate from the ESSEC Business School in Paris,
    France. If you want to learn more about the wonderful work they’re
    doing, you can visit sketchfab.com.

    Alban, welcome to the show.

    Alban: Hey, Alan, thanks.

    Alan: It’s my absolute pleasure.

    I’ve been looking forward to this episode for so long. I’ve had a
    Sketchfab account for about four years now and I’ve only managed to
    publish a couple of things on there. But it’s so cool. I mean, you’re
    literally making the YouTube of 3D models. How did you guys come up
    with that concept? Where did that come from?

    Alban: Actually, it initially

    came from a technical challenge, I guess. My– So, Sketchfab is built
    on top of WebGL, which is the first web-based framework to display 3D
    graphics in the browser and WebGL was initiated by Mozilla back in
    2011. And my co-founder and CTO, Cedric, had been a 3D programmer in
    the gaming industry for 15 years, was hired by Mozilla to make one of
    the very first demos of WebGL for the launch of Firefox 4. And then I
    just started peeking around the tech and started building an MVP to
    essentially help the people he was working with in the 3D industry to
    be share and display 3D assets with just a euro and a browser.

    Alan: Incredible. I mean, you

    guys have come a long, long way. How long have you been doing that?
    When did it start?

    Alban: Cedric started in 2011, I

    met him early 2012, and we officially launched in March 2012. So it’s
    been more than seven years.

    Alan: Wow. Seven years. And how

    many 3D models are hosted on Sketchfab today?

    Alban: I stopped counting at

    three million. [chuckles]

    Alan: So there’s over three

    million 3D assets hosted on Sketchfab today. And I would assume over
    the next 10 years, as everything moves to 3D, that number is going to
    probably end up at 3 billion, at some point. So why do people need
    Sketchfab?

    Alban: So people use this mostly

    in two ways: either to publish content or to find content. So
    published content means sharing, embedding, displaying, hosting 3D
    files that they have. So these are as 3D creators, or brands, or
    architects, or any number of industries. And so they have 3D files
    and they need a way to embed them on a web page or share them with
    someone who doesn’t have 3D software to open them, or use them in VR
    and AR and so on. And then other people come to Sketchfab just
    because they need content. Either regards to presentations, or it
    could be to build video games. It can be to build AR/VR experiences,
    it can be to make a video or two-dimensional learning. Again, the use
    cases are pretty diverse as well.

    Alan: Let’s start with the way–

    where you guys came from, because up until recently it was a free
    platform, you could host your 3D models on there. And it was just
    kind of more– it seemed more consumer-facing. And it, over the last,
    I guess 24 months, it seems like you’ve morphed into a more business
    tool applications. Was that always in the business plan or was this
    just, you saw an opportunity?

    Alban: It’s a mix of both, I

    guess. We started as a community of 3D creators. Our first goal was
    to attract as many creators as possible, and make sure we would
    become a good to way for content creators to share and showcase and
    embed their 3D work. And as a result of that, we became also the
    largest library of 3D content, that was more as a byproduct, if you
    will.

    It’s also worth noting that when we

    started WebGL, our tech stack was very early in terms of maturity of
    the tech. It was running in less than 50 percent of the browsers. So
    it really took five years to be a scalable technology that would run
    on mobile and desktop and all browsers. And so for the first years as
    a company, there was no way we could actually be in business at
    scale, because the tech was too early, and also it was more important
    for us to reach critical mass of content creators and content before
    going after businesses.

    It kind of happened organically about

    maybe two years or so ago. Pretty much at the same time where we
    started shooting, we reached critical mass of content creators and
    content. We also started noticing more and more companies starting to
    use the platform, mostly to embed content, typically for e-commerce,
    computer toys, and things like that. And so we decided to expand the
    product feature set, to better address those needs. And it was also
    low-hanging fruit to better monetize as a platform; so, keep a free
    or cheap version for content creators, and then start offering more
    advanced features for companies, big or small.

    Alan: Really amazing. I’m just

    scrolling the front page of Sketchfab right now — and if you’re
    listening, you can pull up your phone and sketchfab.com — just
    scrolling there, you got robots, there’s a 3D model of a Nerf gun,
    medical visualisations. What are the most common assets that you guys
    have? It looks like furniture is a big one.

    Alban: I mean, from the outside

    a lot of it looks very artsy or gamey. Our initial power users were
    definitely more on the artist side. And the contents that tends to
    surface organically, or through our curation, tends to be more on the
    art side, just because it’s often the most visually-appealing, and
    well-made, and so on. But there is no one specific category that gets
    more volume than any other. I mean, it’s really extremely diverse,
    which makes it exciting. It’s worth noting that it’s more like in
    terms of how the content is made. When we started, most of it was
    pure CG; made with advanced CAD programs or 3D software like 3ds Max
    and so on. And now a lot of the content is made with 3D capture
    technologies like photogrammetry. It’s probably around 50 percent,
    now, of uploads are 3D captures.

    Alan: Wow, that’s a big

    difference. You know, some of the things that sticks out to me with
    the photogrammetry stuff is you guys have a “museums and
    heritage” section, where people take photogrammetry of museum
    objects. And to put it in context, our museum here in Toronto — the
    Royal Ontario Museum — has, I think it’s something like 30,000
    objects that are on display at any given time, around 30,000, but
    there’s three million objects that are in storage. So being able to
    capture those in 3D and host them on Sketchfab and then be able to
    share them in virtual experiences I think is gonna be a massive way
    for humanity to fully understand and learn about and enjoy hidden
    artworks.

    Alban: Yeah, definitely. We’re

    actually just past 100,000 3D models in our cultural heritage
    category. And we’re already working with many museums to do that.

    Alan: If you think about it for

    a second, you guys have been doing this for seven years. And seven
    years is an eternity in tech. But it feels like it’s just the very
    beginning. You have 3-million+ models. But as the world moves to 3D,
    that number is literally going to 1000x.

    Alban: Yep.

    Alan: So… well, I guess one of

    my questions is bandwidth. How do you guys deal with the size of the
    files and then manage that? And is that all part of the platform for
    users?

    Alban: I mean, over the years,

    we’ve done a lot of optimizations when a file is uploaded. We do a
    lot of different actions on the file to remove anything that’s
    unnecessary, and optimize everything we can. And so we do this not
    only to improve our performances — geologic time and so on — and
    also save on costs, and things we can only do with the scale that we
    have. And specifically, when you upload a file, it automatically
    generates… I think it’s four or five resolutions of the textures of
    the model. Some are always made of geometry and textures, which are–
    which is kind of a photomapped on their geometry. Then we generate
    different resolutions, so that we adapt which texture resolution we
    show, depending on the device you’re using. It’s a bit like on
    YouTube, the video quality depends on your Internet bandwidth and
    your mobile or desktop. And we essentially do something similar for
    3D models, which optimizes performances and bandwidth customization.
    And then just our general infrastructure of everything has really
    improved over the years, as we’ve reached a larger scale and more
    expertise around what we do.

    Alan: In the past few years

    since I first found Sketchfab, the loading times are just blazing
    fast now. And I don’t know if that’s the hardware’s catching up, or
    the bandwidth, or whatever, but I would assume it’s combination of
    hardware, the bandwidth, the Wi-Fi, and also your techniques for
    loading these really quickly. It’s really wonderful. How are
    businesses using this technology right now?

    Alban: The

    main use case — and it’s our initial power use case — I would say
    it’s really easy embedding concepts. Ours is easiest way to embed a
    3D file on a webpage. So for businesses, it’s very open for
    e-commerce or corporate websites. If any brand will typically make
    the physical products, a lot of those brands start their products by
    designing it in 3D before manufacturing it. And a lot of brands do
    have 3D assets of their products. We’re making it easy for them to
    leverage those assets, not only for manufacturing the product, but
    also showcasing it and marketing it, so it’s very easy to leverage it
    on their websites.

    Then we have a bunch of features to

    make it nicer, like 3D annotations — you can highlight specific
    product features or 3D configurators. You can change colors or
    different versions of the product. It’s kind of the main use case.
    There are other customer-facing use cases, like advertising or social
    media, for example. And then one use case that is getting bigger as
    well is more private sharing, and internal review and collaboration.
    So, it’s more like a Dropbox use case, if you will, for all the
    phases of product development, where a 3D artist needs to iterate
    with his colleagues and coworkers — and of course, none of them have
    3D software to open any of the 3D designs. And so we’re one of the
    easiest ways to just share a 3D asset for review.

    Alan: Especially as marketers

    start to market in full 3D. I mean, right now, they’re using 3D
    images instead of photography. I know IKEA, about 50 percent of their
    whole catalog is CG. I mean, that’s– if you think about it, from
    just a cost savings from photographs alone, if you have to make a
    kitchen and build a physical kitchen to take photographs of it, and
    then you have to make a change to that, you got to change the whole
    physical set, reshoot the photographs. Whereas in CG, you can make
    changes to every country and have a Canadian flag in one country, an
    American flag in another, and a French flag in another. Are– the
    configurators and these tools, are they easy to use?

    Alban: Yes. I mean, it depends.

    The kind of default tool, which is just the viewer, is really easy to
    use, which is one of the reasons why we got to where we are today.
    When we started, 3D was very fragmented, and a lot of people working
    in 3D, either have to or want to go vertical, and go after a specific
    industry, because it is much easier to better address the specific
    needs of this industry.

    There’s more than 100 3D formats and

    each of those formats and vertical has their own set of tools, and
    each vertical has specific needs. The needs of the gaming industries
    are very different from cultural heritage, from e-commerce, and so on
    and so on. We decided to stay completely horizontal. The result: we
    don’t have any of the features specific to a given vertical, but our
    product is much easier to use in any given situation. The basic
    product is quite easy to use.

    Then we spent years building

    integration with the entire ecosystems; we’re integrated with more
    than 100 creation softwares today. So you can publish directly from
    any of the 3D tools you use to Sketchfab. And then we’ve done similar
    integrations on the embed sides, that we’ve become the easiest way to
    embed 3D. And then also on the import sides, you can import Sketchfab
    content directly into other applications. Then we have a set of APIs
    to let you go deeper, if you have a developer resources to build
    things like configurators and so on.

    Alan: Now do you have a generic

    configurator? So for example, I have a chair — and let’s just use
    the chair for an example — and it comes in 10 different colors. What
    do I do with that? I make a 3D model of the chair and then I load it
    into a configurator and select the colors, and… how does that work?

    Alban: First, you upload the

    chair to Sketchfab and then we have a configurator studio. It’s kind
    of in beta right now, but it makes it plug-and-play to add different
    options; colours, or materials, or things like that. And so you can
    either select the different colors you want to show up in your
    configurator, or select the different textures type, and then you can
    just embed that — just like you would embed a YouTube video — and
    plug it in any website. It works on most websites, or WordPress, or
    anything.

    Alan: It’s really incredible.

    You guys have taken something very complex — I mean, you said
    there’s 100+ model formats, and I know there’s been some work towards
    standardization of those models. I think people were all moving
    towards glTF, and then Apple decided, “hey, we got our own file
    format, USDZ” — how do you manage a hundred different…? Let’s
    just take it, for example, in comparison to YouTube. YouTube has
    MP4s, and maybe MOV files. So maybe there’s three or four types of
    video files. You are dealing with 100+ types of 3D formats. How do
    you guys manage that? Or do you just say, “you have to use these
    formats, and this is what it is?” Or do you have a converter
    that automatically converts? How does that work, and how does a
    customer know which file format to use, when?

    Alban: So, we support about a

    bit more than 50 formats, and then most of the other softwares are
    able to export to one of 50 formats. That’s kind of the 50 formats we
    cover are like 95 percent, 98 percent of the needs. And then we have
    the integration we have with other tools. I mean, the end user
    doesn’t need to worry about the formats that you use; if you use
    Revit, or Max, or Blender, or whatever, you can– these are we have
    native integrations. We ship with Blender’s. There is a “share
    to Sketchfab” button inside Blender. Or for Revit, you can
    install Sketchfab for Revit add-on and it’ll allow the “share to
    Sketchfab” button. And then you don’t even have to worry about
    which formats. We’re just going to leverage the export capabilities
    of Revit to make sure they’re going to use a format that we like.
    Both, actually.

    So that this is all on the import side.

    On the export side, we’ve built our own glTF converter, to able to
    convert and use these formats to glTF. And this is actually the most
    robust glTF converter on the market, which means that anyone who
    needs a glTF from any of those 50 formats we support can very easily
    get it by just uploading and downloading from Sketchfab. A number of
    people use us just for that.

    Alan: That’s awesome. Yeah, I

    know there’s some other glTF-to-USDZ converters, there’s one called
    Meshmorph, and I think there’s a bunch of them out there, but it’s
    going to be needed, especially– Do you deal with USDZ formats now?

    Alban: Actually, we’re– it’s a

    long story. We were launching partners of Apple for USDZ and we’re
    working on it. So we will, yes.

    Alan: Perfect. Awesome. You’ve

    basically created a platform that makes it easy to upload, share,
    download, and view 3D models across any device. What are some of the
    specific business use cases? I know there’s architectural models, for
    example. We’ll go by industry, and we’ll talk about each one. How are
    architects or architectural real estate, how are they using this?

    Alban: So, architecture is

    actually not one of our biggest markets. I initially said it would
    be, but for a number of reasons, it’s not really the case. One of
    them is that I think they like to keep control, and so they make 3D
    models and then use them to make beautiful 2D renders, and they
    control how people are going to consume that content in 2D or videos.
    And so it’s typically, they’re just going to just do the front of the
    building, add some nice trees, and so on. At Sketchfab, we give full
    power to the visitor, although there are ways to limit that. But it
    actually requires even more work to use our platform, because they
    need to do design the back of the building as well, things like that.
    So some people–

    Alan: I guess if you if you’re

    talking pixels versus voxels, you actually have to think about
    programming the back of the building, because if you spin it around,
    there’s no walls….

    Alban: Yeah, exactly.

    Alan: Never thought of that.

    Alban: Yeah.

    Alan: But I mean, if you think

    about it, from an architectural standpoint, you guys have a pro
    version of the software, right? So there’s a pro/private version of
    this, so that if I wanted to use it internally in my company, I can
    upload my files, and it won’t be seen by the public. Is that correct?

    Alban: Yeah, that’s correct.

    But–

    Alan: The privacy is there.

    Alban: As

    for consumer use cases, most of our business is more around product
    display; large consumer brands using it to showcase shoes, or boats,
    or cars.

    Alan: Yeah. A lot of consumer

    electronics, from what I can see. So let’s talk about retail, then.
    So we talked about real estate. We’ll move on to retail, because the
    retail seems obvious to me, if you’re gonna sell a product. Do you
    have any data around whether 3D increases conversion rates or
    anything like that?

    Alban: Yeah. I mean, one of our

    first enterprise customers was MADE.com, which is probably the
    largest online retailer of furniture in the UK. They started
    implementing Sketchfab a bit more than a year ago, and now they’re
    giving it to more and more SKUs and they recently shared the initial
    data that they could find on using Sketchfab, and their finding with
    it, the people would would check a 3D viewer on any given product are
    25 percent more likely to buy than those who don’t. It was pretty
    mindblowing to hear that stat, and so of course we use that a lot.

    Alan: Sorry, wait a second. So,

    people who interact with the 3D version of the whatever it is —
    furniture, let’s say, or a retail product — did you say it increases
    their likelihood of buying by 25 percent?

    Alban: Yeah, exactly.

    Alan: That’s crazy. Think about

    it: what other tool can increase your sales by 25 percent?

    Alban: It is pretty amazing.

    Alan: There’s nothing, I don’t

    think… other than spam advertising. Nobody likes that, anyway.

    Alban: Yeah.

    Alan: So, that’s incredible.

    That’s amazing. And you’ve got retailers, they’re using it. Are they
    making the 3D models, or are they having them made? Are they talking
    to their suppliers? Because, you know, I would think — if you’re,
    let’s say, furniture – if I’m MADE.com, I’m not going to make all
    of the 3D models for every SKU that we sell. I’m going to go to my
    suppliers and say “this is the format we need it in; provide
    it.” Is that what you’ve seen? Is that what’s happening?

    Alban: It really depends. Some

    bigger brands often have in-house 3D designers and so they make their
    own 3D versions of all the shoes, for example. Luxury brands. Smaller
    brands outsource it, or some retailers will sell other people’s
    brands and outsource it. And sometimes we’d take care of content
    creation for retailers who don’t have anything. Most of our customers
    have their own, and so they have a clear need because they have 3D
    assets. So they are actively looking for a solution to do more with
    them. But we also have inbound from companies who have nothing.

    Alan: So some of the features

    that you guys have on here extend beyond just a 3D view on a
    website. You’ve got also– there’s a button, if you’re looking at a
    3D model, there’s a button for a VR view — it looks like a little VR
    goggles. Are people using the VR view? What are the stats around
    that? Is it growing?

    Alban: To be honest, I haven’t

    even thought of that in a while. The thing is, we have so much volume
    on the regular web that anything in VR is going to be tiny, tiny
    conpared to that.

    Alan: Yeah, I can imagine.

    Alban: And it’s based on WebVR.

    So VR is early. And then WebVR is a niche within VR. It’s very early,
    except in Firefox, it’s going to need better versions of browsers
    like Chrome. You need specific actions on the user’s site for it to
    work. So it’s early. And then you need the headsets and so on.

    Alan: But you guys have also

    introduced an AR viewer with–

    Alban: Yeah, we’re using the AR

    phones, but you have to use our mobile app to use it for now. And so
    I think the use is going to really increase once wearables support AR
    with our app, which should come sometime next year. I think VR is
    great for spaces and places; AR is great for objects. And we have
    much more objects than places. I think both are great, but AR is
    going to be an even better fit for us, especially once wearables
    support AR straight from the embedded player.

    Alan: Yeah, it’s going to be

    incredible, because you’re just on a website, you’re like “Oh, I
    want to see that chair.” Press the button, the chair appears in
    your room in the real size. Boom, Bob’s your uncle.

    Alban: Yep.

    Alan: The amount of progress

    that you guys have made in such a– seems like a long time, seven
    years. But really over the last couple of years, you’ve really grown
    leaps and bounds from both a technical standpoint, but also the sheer
    numbers. When did it start to grow really fast? When did you guys
    say, “Holy crap, this is really taking off?”

    Alban: I think we’ve always felt

    that, because I always feel like the biggest of the small guys or the
    smallest is a big guys. When we started, we were just, like, two
    people. And it kept growing and growing, and we reached like 10,000
    models, and it seems huge, and then it reached 100,000. It seems huge
    at every step. I don’t think we’ve ever felt a specific shift. It’s
    always felt like growing. I mean, maybe when we passed 1 million
    models and–

    Alan: That must have been a big

    day. What do you guys do to celebrate your wins? I mean, obviously
    you have wins every once in a while. What do you guys do to
    celebrate?

    Alban: We’re

    a lot of French people, so we like good food and good wine.

    [chuckles]

    We have a good meal and champagne and–

    Alan: I love it. How many

    people are at Sketchfab now?

    Alban: We’re 30 people. And two

    thirds of them are in mostly Europe, mostly Paris. And then a third
    in New York.

    Alan: Amazing. I would assume

    that the people in New York are sales.

    Alban: Sales, marketing,

    community, user support. Everything that’s non-tech.

    Alan: So where are the users

    coming from around the world?

    Alban: Not particularly France.

    I mean, a lot of people have no idea that we’re a French company. We
    moved to the US after a year, so it was fairly fast. I would say
    about 40 percent of the users are in the US, and then another 40
    percent in Europe. We’ve got a lot of users in Asia, a lot of users
    in Eastern Europe.

    Alan: So let’s dive into

    healthcare, because I’ve seen a few things on there. Is there any
    industry that won’t be impacted by this? Like, I can’t think of
    anything. You’ve got running shoes to TVs, you’ve got real estate,
    you’re got buildings, you’ve got flowers. Everything is going to be
    in 3D. And as we move into spatial computing as a regular computing
    platform, probably it’s going to be, in my opinion, maybe five years
    from now. But you guys, it seems like you’re perfectly positioned to
    be the YouTube of 3D and it doesn’t look like YouTube or Google or
    any of these other big players are playing in your sandbox. What are
    your thoughts on that?

    Alban: I mean, I agree that most

    industries are going to be impacted by that. I guess the only ones
    that wouldn’t are financial services, things that are–

    Alan: Today, Magic Leap just

    released a press release. And there’s a guy from Dow Jones and The
    Wall Street Journal who’s made a complete 3D visualization of the
    stock exchange in New York.

    Alban: I guess you can use it

    for financial visualization. That’s true.

    Alan: Yes. So, I mean, even the

    financial markets, there’s not a business in the world that won’t be
    impacted by 3D and spatial computing. And you guys are really way,
    way ahead of everybody on this. But you’ve had some early successes,
    some early wins. What’s next? What’s next on your roadmap, that is
    like the next thing? I mean, obviously 10-million models would be the
    next marker or whatever. But what is the next hurdle that you guys
    have to go through in order to expand and grow?

    Alban: Thereare mostly two things in my mind right now. But on the publishing

    side… until now, we’ve been mostly focused on public and
    consumer-facing use cases. And as I mentioned, we are getting more
    traction around private sharing, so we’re starting to build features
    specific to internal use and private sharing. Things like
    collaboration tools and multiple seats. And not only be the market
    leader in embedding and consumer-facing use cases, but also in
    private sharing and collaboration around 3D assets. This is one big
    thing.

    On the download side of things; all the

    download side is fairly new to us, and we’ve really spent most of the
    past seven years onboarding content. We released our store and our
    download API only a year ago, and so are really just starting to
    build everything we need to also become the market leader when it
    comes to finding content. And a lot of it is going to happen through
    integrations, so that you can search Sketchfab within other
    applications. And so we already have a set of integrations with
    proprietary tools like Unity and Real Render and so on. And then
    we’ll set integration with tools like SparkAR by Facebook or VR Hubs
    by Mozilla. And there is a lot of work to do there to essentially be
    the search bar for the 3D world and be printed everywhere. And just
    like on Google Sheets, you can search Shutterstock to preview images
    and you want to do the same thing on Magic Leap or Hololens or any 3D
    application, like Unity or Instagram AR.

    Alan: That’s really incredible.

    So you’re already starting to design this — or will build it — for
    integration with all of the other kind of 3D platforms.

    Alban: Yep.

    Alan: It’s fantastic. What is

    the number one platform now? I guess it would be still Unity, for
    now.

    Alban: Well, it depends on how

    you look, because for professional use, Unity is definitely pretty
    high. But then we also have very strong adoption in smaller tools,
    like Substance, Painter, or several user bases smaller but very
    active with Sketchfab in general. And then there are new platforms
    which are kind of B2B2C, if you will. But platform like SparkAR,
    which is a tool by Facebook to let you publish AR filters on
    Instagram, they just went out of beta in August and the volume has
    really exploded.

    Alan: Yeah, amazing. People who

    are listening, if you haven’t tried SparkAR, it’s really an easy tool
    for making AR, using Facebook’s platform. And I know another one is–
    have you guys worked with Ske – pfft, “with Sketchfab.”
    Of course you’ve worked with Sketchfab — with Snapchat?

    Alban: We’re discussing their

    users using our content, and so we were kind of exploring ways to
    streamline that process.

    Alan: I’m scrolling– as we’re

    talking, I just keep scrolling through — and there’s just so many
    variations of everything. I’m looking at an eagle, and a mainframe
    computer, and a running shoe, and a castle, and a Bugatti, and a
    dragon. It’s literally neverending. And I think really, what’s going
    to happen is the tools to create these 3D assets are getting better
    and better. There’s tools like Qlone out there now, where you can
    just take a regular phone, hold your phone around this product or any
    physical object, and it’ll automatically kick it out as a 3D object.
    The democratization of the content creation is really going to be
    when you guys are going to see a massive uptake. What are the tools
    are you seeing that allow people to create faster?

    Alban: So a lot of our users

    used photogrammetry software, mostly desktop software.

    Alan: CapturingReality or

    something.

    Alban: Yeah. CapturingReality

    and Metashape by Agisoft.

    Alan: I thought– it used to be

    called something else, wasn’t it?

    Alban: Yeah, PhotoScan.

    Alan: Yeah. What’s it called

    now?

    Alban: Metashape. And so those

    two are the market leaders — CapturingReality and Metashape — and
    it gives incredible results. It’s quite time-consuming, because
    processing time is pretty long. And then there are more and more
    mobile applications, Qlone is one, Trnio is another one. Then there
    are also new depth sensor-based applications like ScanD, it’s the
    fastest but result is less good. It’s kind of a tradeoff between
    speed and budget and quality, I guess.

    Alan: There is always that:

    speed, budget, quality — choose any two. [laughs] It’s interesting.
    I’m looking here. Most of the models looked like they were CG. But
    you’re saying that 50 percent of what you’re seeing come through now
    is photogrammetry. That’s really impressive.

    I guess the future, if we look even a

    couple of years out, volumetric capture of video or videorammetry
    is really starting to take off. Will your platform support things
    like output from the Metastage or these volumetric– or Intel Studios
    or something like that?

    Alban: We already support that.

    Alan: Oh, well, there you go.

    Alban: And you can already

    support– you can already output volumetric video, either as a mesh
    or as a point cloud. Right now we support it in kind of a brute force
    way, which is a sequence of scans; we have one scan per frame of the
    video, so it’s not ideal in terms of performances — it’s far from
    ideal — but it works. And then as it evolves, we’re going to look
    into ways to better support it.

    Early on we had an integration with

    Mimesis as a French company which was recently acquired by Magic
    Leap, and their first software was a volumetric video capture
    software, and I used it to capture the first steps of my son when he
    was one year old.

    Alan: I saw that!

    Alban: That was a volumetric

    video; we processed it and uploaded it to Sketchfab.

    Alan: That is so cool. Think

    about that — when your son is 18, you’ll be able to put him in a
    pair of glasses and he’ll be able to have himelf walking on the floor
    as a baby in full volumetric. It’s really incredible. It’s the
    memories that we’re gonna be able to capture — even just places. My
    daughter’s room. I’m going to do her room up in photogrammetry and
    just keep it as a space, because as she gets older, the posters on
    the wall will change and all of these things, and capturing that
    place — you could do it in 360 video or 360 photos — but really
    capturing it volumetrically, allowing you to move around in space,
    it’s really beautiful. Like capturing your son’s first steps. How
    cool is that?

    What are some of the other things that

    you’ve seen that just kind of blew your way? What are some things
    that you’ve seen on the platform that you really didn’t think people
    would ever do with this product?

    Alban: That’s a good question.

    It’s used more and more to document world events. And so typically,
    aerial 3D capture’s pretty big on Sketchfab; people using drones to
    take video, or tons of pictures and then stitching them together into
    3D models. I wasn’t really expecting news outlets to use Sketchfab
    for storytelling. And so I think it’s a very interesting use case
    that is emerging. Last week, Time Magazine released a story about the
    Amazon Forest, and they made 3D capturers to show which was impacted
    by the fire. And then they used Sketchfab to show that on their
    website. That was really cool.

    Alan: And I think the other one

    that I saw was the chapel that burned…

    Alban: Yeah, Notre-Dame.

    Alan: People were showing

    laser-scanned 3D before and after the fire. And I thought that was
    really interesting. It’s funny, because 3D is the only way to really
    understand it. You can zoom into it. You can get right into it. With
    your, I think, your software, you can add annotations, if I’m not
    wrong.

    Alban: Yeah, yeah, exactly.

    Alan: You can add little

    highlights and say “click here” and it’ll give you some
    information about that. I’m looking at one right now. It’s called the
    Charterhouse Chapel, and I’m inside this beautiful cathedral looking
    chapel and I look all around It’s gorgeous. One question I had, I’m
    looking at this model here and you can zoom in, zoom out and like I
    can go right inside the front doors, and it looks like a kind of a
    dollhouse effect. Are you able to upload Matterport camera outputs to
    Sketchfab?

    Alban: Yes, definitely. Lot of

    people do that.

    Alan: So cool. That, I didn’t

    know. That’s awesome. So you can get a Matteport camera, which…
    it’s like a mix between a 360 camera and a volumetric camera, I
    guess. It’s got laser sensors on it that add some depth, and then
    overlay the video on top, or the photo on top of it. But it’s really
    impressive. And you can now upload that right into Sketchfab. I’m
    assuming– actually now that I’m looking at this, it must be —
    that’s how they did this chapel. It’s awesome.

    Is there anything else you want people

    to know?

    Alban: It’s hard for us to

    expose well how wide our feature suite is. A lot of people assume
    that this particular thing is not going to work out on Sketchfab, but
    we support a very wide set of features. Don’t assume that it’s not
    going to work. We support point cloud, we support animated content,
    we support huge files, we support physically-based rendering, we
    support VR and AR andso on. And so my message is to try it and see
    for yourself. It’s pretty magical when you upload your file, and a
    super-fast process — it’s over in 10 seconds — see it live in your
    browser window, and then just the fact of doing that keeps a lot of
    ideas on what you can do with that file, now that’s it’s posted on
    the Internet.

    Alan: It’s really exciting. I

    can’t wait. I’m going to start uploading way more stuff. I did a
    bunch at the beginning and then I was like, you know, I didn’t have
    the time. But yeah, I just– I’m going to start uploading things. And
    I know Samsung’s new Note 10 has 3D capture built into it. I’ve seen
    some people try. It’s not quite there. Not like the video they did on
    their launch, didn’t turn out really perfect. A friend of mine took a
    bear and scanned it and it ended up looking like a bear with three
    eyes. [laughs] It was a little weird. But, hey, I mean, it’s a good
    start if you think about it. Five years ago, we had Google Tango
    phones that did this.

    Alban: I still use it.

    Alan: They got rid of the extra

    depth sensing camera and now they’re introducing the depth sensing
    camera back again. So Google was way ahead of the game, just a little
    too early to the party, I guess.

    So, what is the most important thing

    businesses can do right now to start using the power of Sketchfab?

    Alban: Uploading the content and

    embedding it to their website. I think most businesses who build
    physical products probably have 3D files somewhere. They should be
    able to play with the platform out of the box, and then we’ll
    optimize the content, or make it look really good in Sketchfab. And
    if you don’t have content, for a small budget, we can help you get
    your content to 3D, either through free capture or through CAD
    programs. Then you don’t have to think crazy big from the start; you
    can really test it with a single SKU, a single product. Upload it to
    Sketchfab, embed it the same day, and then you can start getting a
    sense of whether you’re getting a return on the investment doing
    that.

    Alan: And what would a cash

    outlay for that kind of test be?

    Alban: If you don’t have

    content, making content really depends on the complexity and quality
    and so on, but can go from 50 bucks to unlimited amounts. But like,
    for a shoe, you can get a nice little shoe for 200 bucks and then–

    Alan: So, for under a thousand

    dollars, you can run a reasonable test on your website to see and you
    can run A/B tests on your e-commerce. Let’s say for example, a test
    of whether 3D does in fact increase your conversions.

    Alban: Our pricing for companies

    starts at 79 bucks a month. That’s it. For less than 100 bucks on a
    given month you can start playing with that.

    Alan: Amazing. All right, I’ve

    one last question for you. And first of all, want to say thank you so
    much for sharing all this amazing information. I know — it’s funny
    — I’m really glad to have caught you now, before you end up getting
    into the billions of models, because I think at that point you’re
    gonna be too busy to be on my podcast.

    What is a problem in the world that you

    want to see solved using XR technologies?

    Alban: I think we touched about

    it with the cultural heritage thing. I think it goes a bit beyond
    cultural heritage — just preserving things that are not going to
    exist in the future. This also applies to iconic products. The very
    first Nike shoe, or Lego sets that you can’t buy anymore, and having
    your virtual museum of everything on Earth. Which requires the
    efforts of not only brands, but crowdsourced, user-generated content.
    And of course it’s great for cultural heritage, but actually it needs
    to happen for places and buildings and objects and toys and so on.
    And that’s really one thing we can solve with digital twins of
    everything. It will be used for commerce, and entertainment, and
    history, and learning, and education, and even crime scenes. We’re
    discussing with some people who are using Sketchfab for crime scenes
    — or for counterfeits, fraud detection and so many things.

    48 min
  • The YouTube of 3D Models, with Sketchfab CEO Alban Denoyel
    If YouTube is the world's compendium
    of videos of cute cats and unboxings, then the Sketchfab platform is
    well on its way to becoming the equivalent cultural database of
    user-generated 3D objects. CEO Alban Denoyel discusses the origins
    and the future of the service with Alan in this episode.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is
    Alvin Denyuel-- I screwed it up already. How do I say it?
    Alban: "Deh-Noh-Yell."
    Alan: “Denoyel,” OK. Today's
    guest is Alban Denoyel from Sketchfab, the world's largest platform
    to publish and find 3D content online. Imagine it's like the YouTube
    for 3D. Prior to Sketchfab, he worked for four years in the 2D world
    of photography. He loves making 3D content with photogrammetry or VR
    sculpting. He's a graduate from the ESSEC Business School in Paris,
    France. If you want to learn more about the wonderful work they're
    doing, you can visit sketchfab.com.
    Alban, welcome to the show.
    Alban: Hey, Alan, thanks.
    Alan: It's my absolute pleasure.
    I've been looking forward to this episode for so long. I've had a
    Sketchfab account for about four years now and I've only managed to
    publish a couple of things on there. But it's so cool. I mean, you're
    literally making the YouTube of 3D models. How did you guys come up
    with that concept? Where did that come from?
    Alban: Actually, it initially
    came from a technical challenge, I guess. My-- So, Sketchfab is built
    on top of WebGL, which is the first web-based framework to display 3D
    graphics in the browser and WebGL was initiated by Mozilla back in
    2011. And my co-founder and CTO, Cedric, had been a 3D programmer in
    the gaming industry for 15 years, was hired by Mozilla to make one of
    the very first demos of WebGL for the launch of Firefox 4. And then I
    just started peeking around the tech and started building an MVP to
    essentially help the people he was working with in the 3D industry to
    be share and display 3D assets with just a euro and a browser.
    Alan: Incredible. I mean, you
    guys have come a long, long way. How long have you been doing that?
    When did it start?
    Alban: Cedric started in 2011, I
    met him early 2012, and we officially launched in March 2012. So it's
    been more than seven years.
    Alan: Wow. Seven years. And how
    many 3D models are hosted on Sketchfab today?
    Alban: I stopped counting at
    three million. [chuckles]
    Alan: So there's over three
    million 3D assets hosted on Sketchfab today. And I would assume over
    the next 10 years, as everything moves to 3D, that number is going to
    probably end up at 3 billion, at some point. So why do people need
    Sketchfab?
    Alban: So people use this mostly
    in two ways: either to publish content or to find content. So
    published content means sharing, embedding, displaying, hosting 3D
    files that they have. So these are as 3D creators, or brands, or
    architects, or any number of industries. And so they have 3D files
    and they need a way to embed them on a web page or share them with
    someone who doesn't have 3D software to open them, or use them in VR
    and AR and so on. And then other people come to Sketchfab just
    because they need content. Either regards to presentations, or it
    could be to build video games. It can be to build AR/VR experiences,
    it can be to make a video or two-dimensional learning. Again, the use
    cases are pretty diverse as well.
    Alan: Let's start with the way--
    where you guys came from, because up until recently it was a free
    platform, you could host your 3D models on there. And it was just
    kind of more-- it seemed more consumer-facing. And it, over the la
    0 min
  • The Pain of Empty Space, with SpatialFirst Co-Founder Emily Olman

    Thanks to the power of computer

    technology, you can browse the contents of a book you might like to
    buy online, without ever touching a physical copy of it until it’s
    already been bought and delivered. Wouldn’t it be neat if you could
    do that, but with real estate that doesn’t even exist yet? Recent
    Auggie winner Emily Olman thinks so, and she drops by to tell Alan
    all about how volumetric capture and photogrammetry will make that
    possible.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is a
    great friend of mine, Emily Olman, CEO and co-founder of
    SpatialFirst, a prop tech startup and creators of PlaceTime, a mobile
    immersive property visualization application bringing spatial
    computing to real estate. Prior to this, Emily founded Hopscotch
    Interactive, a 3D VR marketing service company, to accelerate the
    adoption of new media and technology for property marketing using
    reality capture. She spent her career monetizing new media and
    developing new business models for Frontier Technologies. With a
    background in media sales, business, and property marketing, she
    believes that spatial interfaces will unlock properties’ full
    potential. Emily is a regular speaker on immersive real estate
    technology, both in the US and abroad. She’s just finished serving as
    the VR/AR Association’s San Francisco chapter co-president from 2016
    to 2019. Yes, she’s got mad skills.

    Emily, welcome to the show!

    Emily: Hi! Thank you, Alan.

    Alan: Thanks so much for joining

    me. It’s been a long time since we saw each other, I think was at
    AWE.

    Emily: Yeah, it’s been a little

    bit, but it’s great to be chatting with you.

    Alan: Amazing. How’s everything

    going?

    Emily: Well, it’s great. And

    it’s been busy. And I feel like we are just heading into the most
    exciting time of the year. Things sometimes have their natural ebb
    and flow, in the summer months, for instance. But I think as we get
    towards the end of 2019, I think there’s some really exciting things
    that are gonna be happening.

    Alan: So tell us, tell us what’s

    been going on with you. You were the co-president of the San
    Francisco chapter, which is one of the big chapters of the VR/AR
    Association. And you’ve seen this industry come from nothing to where
    it is today, and it’s really starting to take off. So maybe just give
    us kind of a brief history of how you got into this industry, and
    where you’ve seen it come from?

    Emily: That’s a great segue into

    my perspective on the industry. I was fortunate to be running the San
    Francisco chapter of the VR/AR Association for a few years with Mike
    Boland. And we really got to see the industry start to go through
    many different shifts. But I would definitely also say that we got to
    where we are today because we really are standing on the shoulders of
    giants. And so the work that folks have been doing for decades in
    immersive technologies and virtual reality has really led to what’s
    enabled me to move from my passion for reality capture into creating
    a new interface and to be involved with very emerging technologies
    such as spatial computing. What’s kept me busy is having a startup.
    We started this company, SpatialFirst, about two years ago and have
    been working hard ever since to really make something unique that
    addresses the future of spatial computing for real estate.

    Alan: So when you say spatial

    computing for real estate. Walk us through what that means and why
    it’s important.

    Emily: As we know, when we are

    looking at spatial computing, this notion of we know exactly where a
    digital piece of content or a digital element is in the real world.
    There’s this notion of being able to connect the physical and the
    digital space. Whether that means that the whole world is mapped to
    it as X, Y, Z coordinates. And we agree upon what that map will look
    like. And therefore, we can access and engage with content in a new
    way, with either a wearable device or with a mobile device initially.
    That’s sort of the premise for what we’re building, which is that,
    OK, content is going to be organized in a different way. It’s going
    to be organized spatially. And one of the best ways that we can
    engage with content spatially is when we are thinking about it in
    relationship to the place that we are. So whether that’s your home,
    whether it’s your office, whether it’s you at an airport, wherever
    you are, organizing content spatially really means that you’re going
    to be able to access that based on where you are. So we have come at
    it from this approach of what– we have the tools — with augmented
    reality — to view the information and to get content onto a mobile
    device, or onto a wearable. But what is the interface for that? What
    does that look like? How does it actually come together so that we
    can use it and it can be part of our everyday experience?

    Alan: Have you read the book The

    Age of Smart Information?

    Emily: No, I haven’t. Is that a

    knowledge gap? [laughs]

    Alan: Oh my god.

    Emily: Sorry.

    Alan: So in the book– I was

    very lucky to have the
    author on the show earlier today. And the book’s called The Age
    of Smart Information: How Artificial Intelligence and Spatial
    Computing Will Transform the Way We Communicate Forever.

    Emily: Uh-huh.

    Alan: And I mean, it’s a must

    read for anybody in this industry. It’s by Mike Pell and he works
    with the Microsoft Garage. They’re constantly inventing new stuff.
    And to listen to you talk about how we’re going to have spatial
    computing for real estate, and be able to see properties that don’t
    exist, and to also be able to work within those parameters. It’s
    simply amazing.

    Emily: I’ll definitely check out

    that book. What brought me to this early on was my interest in
    reality capture because I started doing 3D scanning, using the
    Matterport technology, which is– for those of you who don’t know,
    it’s a camera that uses lenses, but then also has infrared scanning,
    which enables it to sort of create — with a point cloud — a 3D
    model of a space. But then we can use that actually as sort of this
    initial, if you will, like a digital twin of a property, of a place
    that’s already been built. That potential for 3D scanning, for
    creating new maps and new understanding of spaces, and to be able to
    use that for virtual reality going in and out of spaces where you
    would otherwise not be able to travel to really became a passion of
    mine. And then I began to explore all of the other ways that people
    are doing this, whether they use photogrammetry, other types of laser
    scanning. I was very, very fascinated by what we could do once we had
    a digital twin.

    Alan: So what *can* we do with

    it?

    Emily: So one of the things that

    frustrated me in the beginning about using this technology just to
    sort of scan one place — like a house, for instance — was that “OK,
    well, I’ve got this home and that’s awesome. And I love my 3D model.”
    And you can go on to anything from Sketchfab to millions of
    Matterport models or other types of photogrammetry. And you can see
    like they’re these amazing 3D objects. But what was so challenging
    for me was like, wait, but I want to understand it in the context of
    its location. I want to know what does this have to do with the
    property in the surroundings? It’s almost like when you’re a VR
    enthusiast, you know, you kind of think of the possibilities of like,
    “Well, what if this were part of a bigger world, or what if I
    could add content to this, or I could interact with it?” And
    those are the things that really began to take shape for me as the
    real opportunity, because obviously as like one of the largest asset
    classes, real estate has a tremendous amount of value. But it also
    has been slow to adopt new technology. And so when I came at this
    from the perspective of digital twin creating a 3D experience, and
    that’s where I came in touch with my co-founders of SpatialFirst,
    because we all really saw this as an opportunity for enterprise, to
    not only create storytelling, but also to index and to understand
    content within the context of where it’s located. I hope that makes
    sense. [laughs]

    Alan: Yeah. I mean, if you’re

    going to build a building in downtown Berlin, it’s going to be a
    little different than downtown San Francisco.

    Emily: Yes, that’s exactly

    right.

    Alan: The interactions between

    people and those buildings are gonna be different as well.

    Emily: Yeah. And think about the

    thing that we want to always be able to do is to enable decision
    making. And I love this sort of going back to more like a sales
    metaphor. It’s like enabling distance selling. And that’s one of
    those things that was always sort of the thing we always wanted to be
    able to do, it’s like the promise of Amazon is like we’ll sell
    something that nobody has to touch. Like, they don’t have to touch a
    book to know that they want to buy the book, right? And so how do we
    learn from some of these other types of experiences and purchases and
    decision making? Can we do that with property? Can we do that with
    the real world? Can we apply those kinds of things to property
    marketing and then — eventually — to property management? Those are
    some of the things that really have gotten us excited as we’ve gone
    on this journey.

    Alan: So who’s your typical

    customer? If you’re out there promoting SpatialFirst, who is the
    first customer for SpatialFirst?

    Emily: So SpatialFirst has an

    app that we have in private beta now on iOS and it’s called
    PlaceTime. Our first customer is a large global asset manager. They
    have about 40 billion in assets under management and they’re testing
    this out with one of their marquee properties in Oakland, California.
    The use case that we’re going after is class A commercial office
    space to support a broker, also to support a landlord and to support
    a tenant in the leasing process. It’s very niche and it’s very
    specific to commercial real estate. But again, it’s sort of like the
    tip of the spear for us. We’re trying to really deeply understand the
    things that we can do to enable and to shorten the time that it takes
    for properties to be leased.

    Alan: All right. So walk me

    through what that looks like from the standpoint of the customer and
    then the end user.

    Emily: From the standpoint of

    the customer: if the customer is a broke, the broker is inevitably
    going to be trying to lease some commercial office space. And
    commercial office space is interesting because most of the time, if
    it’s brand new and it’s very slick and it’s been redone and it’s like
    perfect, then there’s not much necessarily that we can add to it,
    except for the virtual staging and then the content describing
    everything about the place. That’s great. But we’ve really seen that
    the user that is getting a lot of value out of this is somebody who
    has a space that maybe isn’t finished yet, is what they call shell
    and core. So it hasn’t had a full fit-out yet, a full tenant fit-out.
    And so people have a very difficult time visualizing things. And so
    we say this all the time. We say, well, “empty space is
    painful.” We use this metaphor of pain because it’s like for the
    broker, they just want to transact and close that space as quickly as
    possible and to get a tenant in there and to lease it up. But the
    tenant is having a hard time visualizing what it’s going to look
    like. With the PlaceTime application we can take a hypothetical 3D
    model, put that into our app, put that into a 3D map of the world,
    and then we can both remotely and in situ tour them of what the space
    will become and what it will look like.

    Alan: So is this using tablets,

    or headsets, or VR, or…?

    Emily: This is tablet. So this

    is best experienced right now on an iPad and then eventually also
    iPhone. But we’re initially supporting the iPad use case. It’s a
    bigger screen. It’s still something that most brokers already have
    and are able to tour with and are able to show. And and it’s really
    just sort of puts all of that property information into your pocket
    and gives you access, as the broker, to all of those different apps
    and all the information that you need to get while you’re on tour. We
    talked to and interviewed dozens of brokers as we were building this.
    And one of the things that they all complained about was like, OK,
    number one, it’s fiercely competitive. So they always want to have an
    advantage over their competition. Number two, there’s just so much
    information that they have to stay on top of about each property. And
    remember, they’re touring like three to five properties a day. That
    means that they’re just always on the go and they’re always reaching
    for like, where’s the floor plan? Where’s all the information? And
    it’s just spread out across a Dropbox and email and you name it. And
    time is money. We’re trying to make that communication much, much
    better.

    Alan: So are you overlaying the

    architectural renderings of a proposed finished — let’s say it’s a
    lobby, for example — here’s a proposed finished lobby. You hold up
    your iPad and I’m able to wave it around and see what the finished
    reception area would look like.

    Emily: Yes, absolutely. So–

    Alan: Is it locked to the real

    world?

    Emily: It’s not locked to the

    real world. It can be calibrated. So we have created– currently in
    the app, we have a sort of a in between phase on the tech roadmap
    where we’re able to do a calibration that lines it up to the real
    world. But we don’t have the re-localization — which you’re talking
    about — just yet. But we’re definitely researching that and we want
    to get that in there. And we think that it’s going to take probably a
    few different integrations for different use cases to get that
    re-localization piece in there. But a lot of that tech we talk about,
    it is still coming out of the lab, so we will be among the first to
    use it, but we don’t have it in there yet.

    Alan: I mean, we’re still early

    days for this technology. So you’re rolling this out. How are you
    importing the design files? Is it from CAD? Is it from BIM? Do you
    have a converter? How are people getting their renderings into it, so
    that they can use this?

    Emily: We are basically agnostic

    to whatever types of files people have. And so they send it to us and
    then we are able to convert it into the 3D model, from whether it’s a
    2D schematic, or if they have the 3D they can send it to us as well.
    Ultimately, it has to get into a glTF file, which is a file format
    that most architects and most folks aren’t so used to. But it’s
    really optimized for us and what we’re building in. But yeah, we’re
    getting those files ultimately into glTF.

    Alan: But you’re able to take

    that in from CAD or BIM or anything?

    Emily: Uh-huh. Exactly.

    Alan: Amazing. Amazing. So did

    you guys have to build that infrastructure to do that?

    Emily: No, we didn’t build the

    infrastructure to do that. We’re working with partners to do that.
    But it’s certainly something that we think that these processes are
    going to just get infinitely easier as we progress. As the number of
    assets that we’ve worked with increases, we’re going to be able to
    solve for all of those things. And then again, it’s not just that’s
    for the hypothetical stuff and for stuff that has not been built yet.
    When you’re talking about reality capture, when you’re talking about
    showing something that already exists, that’s another area that I’ve
    spent a lot of time working on, 3D scanning and capture. We mostly
    use the Matterport scans for that, but again, I’m very excited by
    photogrammetry. So for instance, doing very large outdoor modelling
    of large spaces outdoors. It’s certainly not limited to interiors,
    and that’s really the idea. I mean, when I met my co-founder Bart
    Denny, he’d been working at a company called World3D and that was
    literally the genesis of our building SpatialFirst and then meeting
    our third co-founder, Joe Boyle was like, “OK, we want to put
    the interior maps in the exterior maps together.” So in whatever
    way we can do that to be agnostic, yes, we’d like to be able to
    accept everything, but certainly we do have preferred workflow.

    Alan: So you’ve built this

    platform. Who is your ideal customer? You’ve talked about class A
    commercial office space is your first. What’s the five year roadmap
    and the ideal customers? Because at the end of the day, this podcast
    is literally about driving value for those customers. And so how can
    we get this tool, this PlaceTime into the hands of as many brokers
    and dealers as possible so that they can leverage this? Because it
    sounds like it gives them a distinctive advantage.

    Emily: Yeah, I mean, five years

    out, we hope that it’ll be used far beyond the real estate use case.
    But I think initially anybody who has a portfolio of properties and
    needs to communicate better between other stakeholders. So one of the
    things that we have used as a way to describe this to people, it’s
    sort of a military term is to say, well, you need to have your common
    operating picture. Which is something you can pull up, like you would
    if you were a military general, you pull up your common operating
    picture. And you have this sort of overview of everything that you
    need to think about in a certain physical location. We have built
    that with the PlaceTime application. So if you have multiple
    properties in your portfolio, it could be everything from industrial
    properties, at some point it could be residential. Although I have
    opinions about why that would be easy and also hard. It could be used
    for retail or malls or a lot of other use cases. But for the thing
    that is unique about commercial real estate is that there’s this
    thing about these buildings right now, right? So we have IoT that is
    coming into a lot of discussions and people are saying, “Well,
    we’re going to have smart buildings.”

    And I think the counter argument to

    that is like, “Well, you have connected buildings, you have
    buildings that have a lot of connectivity in them.” But the
    potential of what you can do if you had an actual interface to get
    at, for instance, if you wanted to share with somebody, a new
    employee. Well, here’s where everything is on your floor, here’s your
    special guide to working in this space. Or for the delivery person,
    here’s how you enter into the space, here’s the loading dock, here’s
    the map, here’s the information. We really want to enable landlords
    to be able to have this best map of their property. That’s where we
    really are putting a lot of our focus right now is thinking of these
    use cases because we know that leasing is just sort of the beginning
    or even development, then followed by leasing and sales. But then the
    people that work and live in those properties can also benefit from
    having this spatial map — or what we like to call spatial utility —
    of the property. Basically meaning anybody who comes in and is
    engaging with that property or visits that property will have the
    best map, depending on who they are and what they need to do while
    they’re there.

    Alan: Personalized information.

    Emily: Personalized information

    and secure information. I think that’s another thing that’s really
    important for us. You know, we really feel like we’ve seen a lot of
    this dark side to data and privacy and we feel like that the landlord
    really should have this ability to control who gets information
    within their property. It’s their property. So I would say that
    that’s my personal philosophy as well as in terms of like the
    residential sphere and wanting to be able to give those tools to
    people so that they feel like they have control.

    Alan: When you look at these

    technologies as a whole, what is your long term vision for how these
    technologies are going to impact us? I’m looking at your video here
    of of SpatialFirst, and it’s really mind-blowing, the amount of
    information that you can provide to somebody just looking at a
    property. But it’s early days. People haven’t adopted it. Now, do you
    think this technology is going to be adopted quickly or what do you
    think is gonna be the driver of adoption? What we’ve seen in other
    industries is that once one company does it, sees amazing results,
    then everybody starts to jump on board. Is that what you’re expecting
    from your side of things?

    Emily: I think that as an early

    stage startup, the best thing that could happen for us is to have
    highly visible use cases where we’re able to show things in a market
    where we have high vacancy rates. So anytime you get vacancy in any
    kind of downtown or city above, let’s say 7 percent, up to 12
    percent, even higher. That’s where it’s very difficult for these
    brokers to differentiate and for properties to differentiate
    themselves. Now, if in five years time, you know and you can trust a
    building that has been enabled by SpatialFirst, that allows you to
    have some sense of expectation of, “well, this property will–
    this property does this, which all these other properties don’t do.”
    I think that as a brand, I think that as an experience, the long term
    vision is to say, “this is a better way to organize our
    information. This is a better way to communicate with people.”
    We would like to see that become something that is used widely. The
    speed at which it will be taken up, it just sort of depends on how
    quickly we can get from the pilot phase into greater deployment. So
    deploying deeper into somebody’s portfolio and the benefit of working
    with commercial real estate is like, well, there’s a lot of
    consolidation. There’s thousands of landlords, but there’s quite a
    few that own the majority of commercial properties. And so being able
    to have partnerships with those companies will enable us to do that
    faster.

    Alan: Interesting that you say

    that, because I was just listening– or watching a video by Mike
    Boland from ARtillery, he’s one of the mentors for XR Ignite. And the
    whole interview was about escaping pilot purgatory.

    Emily: It is purgatory. It

    really is. But it’s great. I think as a early stage company, to have
    the trust and the access to a property, these are hundreds of
    thousands of square feet, they’re millions of dollars in revenue
    every year, they’re worth millions. I just think that we don’t want
    to take that for granted. But we also need to move quickly out of the
    pilot stage into the next phase. That’s when we get to do the
    exciting stuff, like really get the deep learning on KPIs and ROI and
    all the things that’ll help people make those buying decisions,
    right?

    Alan: That “Roy” guy. He

    always gets in the way.

    Emily: [laughs] “That Roy

    guy.” I know. What’s his deal?

    Alan: He’s everywhere. Everybody

    keeps asking about this Roy guy. I’m like, “I don’t know any
    Roy.”

    Emily: Yeah, I know, I know.

    Alan: We have to focus on the

    ROI, because it really– when we started in this technology — and
    you know it as well as I do — you’d pitch a company and they’d say,
    “Who’s done it, how much does it cost, and what was the
    results?” And you’re like, “Nobody, a lot, and we have no
    idea.”

    Emily: Yeah, I think actually

    it’s funny, because my– it’s not– for me, it’s like not getting out
    of the not just the pilot phase, but also the studio mentality. I
    think that’s important. Studios are incredible places, there’re very
    talented people that work at studios. But if we ever want to see XR
    scale, we have to build scalable businesses around XR. So that means
    products that are scalable, that means services that feed into
    platforms that are scalable, that means a business ecosystem that
    will enable others to benefit from it. So we have to elevate the
    game, you know what I mean? And that’s where enterprise has always
    been the thing for me, where I’ve said, “Look, there’s a lot at
    stake because they have the most to gain, but they have the most to
    lose if they don’t get started.” I mean, I so value all these
    companies that — and we saw a lot of them over the last few years —
    jump into the game and we need more of that. We need those leaps of
    faith by companies to try this and to work with us, because I think
    that the industry needs to move away from the one-offs and to move
    into real scalability.

    Alan: I couldn’t agree more.

    Building something once for a company, not only is it prohibitive in
    the long run, but it just becomes ridiculously expensive because
    every time you build something, you’re building from scratch. And
    it’s part of the reason why we started XR Ignite, was to leverage
    these platforms and products. But also the content developers and
    content studios and individual developers who’re making great
    technology, maybe they’re making great content, but they don’t have a
    way to leverage it and sell it to more than one customer.

    Emily: Yeah.

    Alan: Let’s say, for example,

    you make training and– in your example, you make a real estate
    training simulator, where here’s a bunch of different buildings, you
    got to look at the different features or identify the different
    features, something like that. Well, just because you made it for one
    company, it’s probably valuable to all of the companies in that
    field. And by making it available to everybody, it decreases the
    costs for everybody, first of all, the first person up front has to
    pay for it, and really accelerates the technology for the whole
    industry. And one of the things that we thought of with XR Ignite
    was, how do we then make a marketplace for not only the platforms and
    products, but also the content? Because once the content’s made, once
    you make a warehouse, for example, in a warehouse for training, a
    warehouse is a warehouse. How big do you want the warehouse, whatever
    you want, you can just scale it. But once it’s designed, you can
    scale it infinitely for multiple customers. And if you look at a lot
    of the XR studios out there, they’ve got a real estate thing, and
    then they’ve got a retail thing, and then they’ve got a training
    thing. And it’s like– and we’re guilty of it as well. We’ve done a
    bit of everything in the market to kind of understand it. And I think
    that’s where the industry was. And I think where we’re going now is,
    “OK, I built this one thing. Let’s try to sell it 100 times.”

    Emily: That’s right. And go with

    your winners. That’s the thing is, like all of those learnings are
    crucial. And we were at a moment in time over the last few years,
    continuously at a moment in time. [laughs] Which is ironic as we
    discuss reality. You know, it’s like the thing is that those
    experiences that were created, maybe they weren’t something that we
    could resell, but we learned a ton from them. And the studios, I
    think that what I heard from clients over the last several months is
    sort of this notion of like, “Well, it’s really expensive.”
    And if you get into building things for folks that cost the order of
    magnitude of like hundreds of thousands of dollars or millions of
    dollars, you know, that’s like early days VR, right? Where it’s
    millions of dollars to do VR. And now we’ve seen the prices come down
    on the hardware. And so since we know that software is scalable, I
    think we’re at the right time to build those scalable experiences.
    And so I get very excited about creating something that a lot of
    people can plug into and that they can use. And so the marketplace, I
    think, is the right way to frame it, because there’s infinite
    business out there. But folks just don’t know how to engage. And I
    don’t think that the creators are, for instance, able to get those
    inroads because they’re all trying to do it independently. They’re
    all trying to sell in independently. So you need to kind of also like
    get a bit of a movement going from these creators to be able to sell
    what they’ve got.

    Alan: So I’m going to insert a

    commercial here for XR Ignite. [music] If you’re a creator,
    developer, or a studio, or product developer in AR, VR, or AI, go to
    XRignite.com, sign up for the community hub, and that’s exactly what
    we’re doing, is bringing everybody together so that we can all work
    as a unified front to help push this technology forward.

    End commercial. [music ends abruptly]

    Emily: [laughs]

    Alan: I mean, it just kind of

    lends itself so perfectly. You’re like, “We need this.” I’m
    like, “Yes, we do.”

    Emily: It’s true, we do need

    that. And it’s hard, because I see things that I think are really
    going to help people. And I want them to do that. I think that we’ve
    gotten a little bit– we had this feeling of like an XR/VR winter
    couple years ago. And I feel like we’re really out of that. And it–
    was it you? I feel like– I don’t know if it was you, but somebody
    said the other day, it’s like, “Well, the tourists are gone.”
    You know, that was the good thing about having a little bit of
    contraction in VR. And I liked that. I was like, “Oh, good!
    That’s great!” That means that the folks that are in it now,
    they’ve gone through these learnings. And it’s not their first rodeo.
    And we’re really going to get some great stuff happening. And it’s
    been two years now since ARKit and ARCore came out. And I think it
    takes about 18 to 24 months to see these amazing applications really
    come to market. So that’s why when I at started at the beginning of
    this talk, I said, “Well, gosh, I really think that 2019 still
    has a lot in store.” And so I’m bullish on what we’re going to
    see over the next few months, not just entry– not entry level. I
    don’t want to diminish the efforts. I just want to see– and I think
    we’re going to see some more sophisticated things coming to market.

    Alan: I agree. I think it’s–

    we’ve gotten past the phase of kitschy stuff and now we’re into real
    ROI driven solutions. And I think that’s exciting. That’s not to say
    that there aren’t more kitschy and cool things coming because with
    Facebook, SparkAR and Snapchat’s Lens Studio, I think there’s going
    to be a lot more individuals that are going to be creating awesome
    stuff.

    Emily: Yeah.

    Alan: YouTube just introduced,

    this week, their lipstick try-on and or their virtual try-on within
    the YouTube app. This is coming, and by opening it up to creators of
    all shapes and sizes, it’s democratizing the creation of the content,
    which is really exciting. A year ago, if somebody had said, “Hey,
    we want a face filter for trying on sunglasses,” it would have
    been $50,000, minimum. And now you could do it on SparkAR for
    nothing.

    Emily: Yeah.

    Alan: That’s really pushing

    things forward. It’s exciting.

    Emily: Yeah. And along those

    same lines, I think that the cost of capturing reality is going to
    also start to come down significantly, because we’re going to have
    these amazing depth sensing technologies in our– we have them
    already, but have these depth sensing technologies on our mobile
    devices. So I think about.

    Alan: Like Tango? We had it five

    years ago.

    Emily: We had that five years

    ago. And I still love my Phab 2. I mean, there’s things that, it’s
    like– [laughs]

    Alan: I’ll buy it off you, I’ve

    been looking for one.

    Emily: Oh my gosh! OK, alright,

    we’ll make a deal.

    Alan: It’s either by the Phab 2

    or just by the new Samsung S10.

    Emily: Uh, no– oh, yeah!

    Alan: Samsung Note has infrared

    camera on it.

    Emily: I think you were posting

    about that. I have to check that out. I haven’t seen it yet, but
    that– but wasn’t it like– you’re not– you were like, “I’m not
    sponsored by them! But I love this!”

    Alan: It looked so good. Oh,

    man. Yeah, I would buy that phone. Honestly, it’s a thousand dollar
    phone. I think being able to do depth sensing and then capturing like
    you talked about capturing reality. Well, imagine you’re a small
    retailer on Amazon and Amazon moves to 3D. How do you get all your
    products into 3D? Well, the new Samsung phone, you literally just
    kind of walk around the product and it turns it into a 3D model for
    you.

    Emily: That’s right. And again,

    I feel like it’s a lot like, people say, “Well, photography is
    totally commoditized and all these things are commoditized.” But
    I don’t think so. I think that there’s so many infinite numbers of
    new skills, and just having the understanding of how those things
    work, that this is going to open up a lot of opportunity for people
    to be part of the creation and to be part of — like you said —
    democratizing how things are made. And when we talk about how do we
    get people to understand the value or have for them to see what is
    the value of 3D, what is the value of spatial computing? It’s a
    little bit like virtual reality. It’s like you can tell them about it
    as much as you want, but until they’ve experienced it, I just don’t
    think that they get it. So that’s why I’ve spent a lot more time
    recently going out into my vertical, going out and meeting with
    people that are not the regular XR folks, although I love that
    community deeply and and I’m very committed to it. I feel like it’s
    almost like it’s really my job to educate people and to share with
    them what this is, because when they see it, they get. And that’s
    really, truly the magic.

    Alan: It’s so true. It’s one of

    those “you have to see it to believe it.”

    Emily: Absolutely.

    Alan: Well, on that note, I’m

    going to ask you one last question here. What problem in the world do
    you want to see solved using XR technologies?

    Emily: So there’s so many

    problems that we can solve using XR technologies. I hope that when we
    look at our lives in five years, that we feel like we have a better
    relationship with technology, rather than one that is perhaps a
    little bit more skeptical these days due to security and due to
    privacy concerns. And I hope that XR and all of these XR technologies
    can be the thing that actually makes us feel like we’re more in
    control and that we’re more able to have the relationship to
    technology that we want. I’m hoping that we become a positive
    influence in the world.

    Alan: Well, thank you, Emily,

    for your positive outlook in this beautiful technology. And thank you
    for pushing forward.

    Emily: Yeah. And also XR Ignite,

    really excited about that. And so excited for what you’re doing,
    Alan. Thank you for all the hard work that you do.

    Alan: I appreciate it. Thank you

    so much. So if you want to learn more about Emily and SpatialFirst,
    you can visit spatialfirst.com.
    And yeah. Thank you so much, Emily. I’m looking forward to seeing you
    in person again.

    Sound effects sourced from here

    and here.

    37 min
  • The Pain of Empty Space, with SpatialFirst Co-Founder Emily Olman
    Thanks to the power of computer
    technology, you can browse the contents of a book you might like to
    buy online, without ever touching a physical copy of it until it's
    already been bought and delivered. Wouldn't it be neat if you could
    do that, but with real estate that doesn't even exist yet? Recent
    Auggie winner Emily Olman thinks so, and she drops by to tell Alan
    all about how volumetric capture and photogrammetry will make that
    possible.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is a
    great friend of mine, Emily Olman, CEO and co-founder of
    SpatialFirst, a prop tech startup and creators of PlaceTime, a mobile
    immersive property visualization application bringing spatial
    computing to real estate. Prior to this, Emily founded Hopscotch
    Interactive, a 3D VR marketing service company, to accelerate the
    adoption of new media and technology for property marketing using
    reality capture. She spent her career monetizing new media and
    developing new business models for Frontier Technologies. With a
    background in media sales, business, and property marketing, she
    believes that spatial interfaces will unlock properties' full
    potential. Emily is a regular speaker on immersive real estate
    technology, both in the US and abroad. She's just finished serving as
    the VR/AR Association's San Francisco chapter co-president from 2016
    to 2019. Yes, she's got mad skills.
    Emily, welcome to the show!
    Emily: Hi! Thank you, Alan.
    Alan: Thanks so much for joining
    me. It's been a long time since we saw each other, I think was at
    AWE.
    Emily: Yeah, it's been a little
    bit, but it's great to be chatting with you.
    Alan: Amazing. How's everything
    going?
    Emily: Well, it's great. And
    it's been busy. And I feel like we are just heading into the most
    exciting time of the year. Things sometimes have their natural ebb
    and flow, in the summer months, for instance. But I think as we get
    towards the end of 2019, I think there's some really exciting things
    that are gonna be happening.
    Alan: So tell us, tell us what's
    been going on with you. You were the co-president of the San
    Francisco chapter, which is one of the big chapters of the VR/AR
    Association. And you've seen this industry come from nothing to where
    it is today, and it's really starting to take off. So maybe just give
    us kind of a brief history of how you got into this industry, and
    where you've seen it come from?
    Emily: That's a great segue into
    my perspective on the industry. I was fortunate to be running the San
    Francisco chapter of the VR/AR Association for a few years with Mike
    Boland. And we really got to see the industry start to go through
    many different shifts. But I would definitely also say that we got to
    where we are today because we really are standing on the shoulders of
    giants. And so the work that folks have been doing for decades in
    immersive technologies and virtual reality has really led to what's
    enabled me to move from my passion for reality capture into creating
    a new interface and to be involved with very emerging technologies
    such as spatial computing. What's kept me busy is having a startup.
    We started this company, SpatialFirst, about two years ago and have
    been working hard ever since to really make something unique that
    addresses the future of spatial computing for real estate.
    Alan: So when you say spatial
    computing for real estate. Walk us through what that means and why
    it's important.
    Emily: As we know, when we are
    looking at spatial computing, this notion of we know exactly where a
    digital piece of content or a digital element is in the real world.
    There's this notion of being able to connect the physical and the
    digital space. Whether t
    0 min
  • Mass VR and Squeaky Floors, with PwC’s Jeremy Dalton

    One of Alan’s favourite XR

    experiences was running into a room at the Royal York Hotel, filled
    with 200 people, all deathly silent and hooked into VR headsets. It
    may sound like a Matrix prequel, but it was actually a demo of PwC’s
    VR platform. Jeremy Dalton — the author of this anecdote — stops by
    to talk about mass VR technology.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is
    Jeremy Dalton. Jeremy leads PwC’s Virtual and Augmented Reality Team,
    helping clients across all sectors understand, quantify and implement
    the benefits of virtual and augmented reality technology. As part of
    his mission to educate, connect, and inspire, he’s also a member of
    the World Economic Forum, Virtual and Augmented Reality Global Future
    Council, and sits on the Advisory Board of Immerse UK, a cross-sector
    network for businesses, research and educational organisations in the
    immersive technology industry. Jeremy is also an advisor for the
    VR/AR Association, and he’s also a mentor for our XR Ignite program.
    To learn more about PwC’s VR and AR endeavors, you can visit
    PwC.co.uk/vr.

    Welcome to the show, Jeremy.

    Jeremy: Hi, Alan. It’s a

    pleasure to be here.

    Alan: It’s such an honor and a

    pleasure to have you on the show. We’ve been communicating for many
    years now and we even have a kind of a joint research folder that
    we’ve been adding to over the years. So it’s really great to have you
    on the show.

    Jeremy: Definitely, I’m looking

    forward to getting stuck in.

    Alan: [laughs] Yeah, it’s

    amazing. So I just want to tell a quick story. About two months ago,
    you came to Toronto with your PwC team and ran a partners conference,
    and you had an enormous number of simultaneous virtual reality
    experiences. So you wanna maybe just explain what that was and how
    that came to be?

    Jeremy: Yeah, sure. So this was

    a particularly exciting project for us where — very, very quickly,
    in summary — we put 200 people into virtual reality at the same time
    and they all had this simultaneous experience in the same room. And I
    was able to collect that data in real time and understand exactly
    where in that experience they were and what decisions they were
    making in that world. So it was fantastic. It went off without a
    hitch, thankfully, given the number of potential technical issues
    that could have gone wrong. I was very happy. It all went very
    smoothly.

    Alan: It was quite endeavour. I

    remember you said, “Hey, we’re doing this thing tomorrow
    morning. I’m in Toronto.” I cancelled my meetings the morning, I
    came over there. I went into the hotel — it was at the Royal York in
    Toronto — and I went upstairs, walked into this room and it was dead
    silent. And there’s 200 people — 200+ people, there was more than
    200 people, for sure — and you could hear a pin drop on a carpet.
    And it was the strangest thing, because everybody was in VR and
    everybody’s looking in different directions. It was this crazy thing.
    And you had this branching narrative. Maybe talk to what that
    branching narrative was? Right after the experience, you were able to
    show the information. Walk us through how that came to be.

    Jeremy: Yeah, sure. And I like

    your comment about being able to keep everyone quiet. That was
    actually mentioned as well by by some of the organizers of the
    conference, that they were amazed by this pindrop silence in the
    room, because obviously it’s very rare. You’ve usually got people
    messing around on their mobile phones. You got them talking to each
    other, going to get a glass of water, leaving the room, coming into
    the room. So I think it’s a testament to the power of virtual reality
    to create such a captive and focused audience.

    Alan: It was incredible. You

    know, I think this is one of the things that people underestimate
    about virtual reality. Because once you’re in there, you’ve got the
    headphones on and you’re in a comfortable, safe place where you can
    get right into it, people lose themselves. They’re no longer in a
    conference room in a hotel in Toronto. They are in — in your case —
    a board room in an office talking about cybersecurity. You’ve
    literally transported hundreds of people into one joint experience.
    And I don’t think there’s been any other technology in the world that
    hijacks 100 percent of our entire focus.

    Jeremy: Exactly. And I think

    that point, we call it immersion. Immersion is one of the greatest
    strengths and in fact, *the* main strength of virtual reality. But I
    feel like the word immersion is very broad and doesn’t quite pinpoint
    the many subsections of immersion that you get as advantages from
    virtual reality. And one of them is that ability to captivate an
    audience and to put them in a distractionless environment. And that
    obviously has incredible uses when it comes to training, to learning,
    education, and a number of other business and consumer applications.

    Alan: Let’s walk through the

    experience itself that you guys created, because I think
    cybersecurity is a huge issue. And I mean, I don’t know how detailed
    you want to get, but this was a cybersecurity attack and you were
    educating the partners on what to do.

    Jeremy: Exactly, exactly. So we

    effectively built this from the ground up over a three month period
    leading up to that event in Toronto. And the desire was to create an
    immersive experience that put people in the middle of a cybersecurity
    attack on their company. So we wanted to be able to to take clients
    to this world where their company is under attack and to help them
    understand what it’s like to be in such a scenario, without the
    danger or the cost or inconvenience of being in such a scenario
    itself. So that’s why we use virtual reality here to make that
    happen. The base content was 360 video, but a branch narrative of 360
    video. So if you can imagine in this world you were asked to make a
    number of decisions. One of the first — or choices, rather, I’ll
    call them — one of the first choices is whether you want to be the
    CEO, the CFO, or the CISO — the chief information security officer
    — in this experience, and depending on which character you choose to
    embody, you get given a different path or experience in this
    cybersecurity attack. So from the CEO’s perspective, you’re looking
    at the strategic agenda of this attack and what it entails for the
    company at a high level, things like its reputation, for example.

    Alan: And eventually you are

    pulled up in front of the press to answer–

    Jeremy: Yeah, that was cool.

    Alan: Yeah. To answer some very

    taxing questions about the cybersecurity attack. If you choose to be
    the CFO. You then have to make a decision as to whether you recommend
    making payments — Bitcoin payments — on the ransomware attack
    that’s taking place. And finally, if you choose to be the CISO, you
    get a more technical view of the attack. You’re trying to understand
    where has it come from, who effectively, where was ground zero in
    terms of the attack, who is responsible, what channel was
    responsible? And you’re trying to plug that up as soon as possible.
    And the choice you make there is whether you want to prioritize the
    external public facing websites or the internal customer relationship
    management or CRM system. And the great thing is, depending on what
    decision you make, you get given a different experience. And we can
    see all of that data in real time based on what you’re doing. I
    literally had a tablet in front of me in that massive hotel
    conference room and I was able to see exactly what was going on, what
    every individual person was doing in that world.

    Jeremy: And that’s something

    that really struck me as very beneficial to facilitators of training,
    facilitators of conferences. This, to me, is probably one of the
    first times a company has ever done something like this. And that’s
    why I think it bears a lot of discussion around this, because you
    took 200 executives and you put them in the exact same experience,
    but with different choices. Now, one of the things that I saw
    afterwards is, as soon as they took off the headsets, it was
    interesting how you managed to make it so that they all ended within,
    I think, 40 seconds of each other or something.

    Alan: Yeah, that’s right. So

    that required not only some technical know-how in terms of using this
    platform to kick everyone off at exactly the same time. So I’d
    literally be there. Everyone’s ready, no issues, no more hands
    raised. So I would click this button on the tablet and all 200 plus
    headsets would light up and start the experience. That was the first
    thing we had to do. And the second thing and probably more
    importantly, we had to build the narrative — or design the narrative
    — of that experience in such a way that the sum of the lengths of
    all the branch narratives added up to approximately the same amount.
    So you can imagine that was a bit tedious, but as you said, we
    managed it. Takes a lot of planning, but yes, we did manage it within
    about 30 or 40 seconds.

    Jeremy: I recorded a video of

    this. You know, I walked into the room and it’s funny because I
    walked in. People are already in VR. I took some film around
    everybody. And then at the end, you see all these people taking it
    off and they’re kind of like who else is there? And then they start
    looking at each other and like with these kind of big eyes going,
    “Wow, that was amazing.” And the one thing that I thought
    was amazing — beyond the reactions from the people — was the fact
    that you had the metrics up on the screen. So not only were you able
    to see it on the tablet, but you then projected that information on
    the screen. So as you take off your headset, you can look up and see
    what percentage of people chose to be a CFO, CEO or CISO. And then
    what percentage of people chose different branching narratives from
    there. People are in VR, they don’t know what other people are doing.
    They pull it off and they can see a consensus. And I’m pretty sure we
    figured this out remotely as well. You could do this with employees
    all around the world and run them through training scenarios. I mean,
    it’s obviously not as easy as doing it in one room, but I think
    there’s definitely potential here. And I think that’s probably where
    you’re going in the future with us.

    Alan: Absolutely. I mean, we

    could consider this phase one effectively. And there are lots of
    other options open to us in terms of how we advance this idea or
    concept. And yes, it could be advancing it in a geographical context.
    So being able to spread it out to different parts of the world. And
    in fact, we’ve already begun on that. We now have over 500 different
    headsets in PwC globally. And a number of the headsets that you saw
    in Toronto are now in places like Chicago, New York, London,
    Singapore, Melbourne, Dubai, Lagos, Nigeria, even. So we’re
    definitely keen to spread it all around the world and spread the
    education around virtual reality, because I think that’s particularly
    important. And education, not only in terms of the theoretical
    understanding of knowing that VR is advantageous in a training
    context because of X, Y, and Z, but actually feeling it, so knowing
    it from firsthand experience. And that’s incredibly important for a
    technology like virtual reality because it is experiential, it can
    never be fully understood in purely a theoretical context, which is
    why we’re so keen to spread the headsets globally, spread the
    experience globally, and therefore, spread the knowledge and
    understanding globally.

    Alan: You mentioned 500 headsets

    across PwC around the world. And one of the things that I noticed and
    I took some photos of the aftermath, that was this experience. You
    had 200 and some odd people in VR. They finish the experience, they
    go out for coffee break. Your team collects all these VR headsets and
    headphones and brought them into a staging room. And there was
    literally a pile, four feet high by five feet wide, of VR headsets.
    And I mean, that’s clearly not the way we’re gonna do this in the
    future. How are you guys managing your device management? Is it like
    something like a device, like a cell phone or something? Or how are
    you managing device management within PwC? And what would you
    recommend to other companies who are looking to deploy these
    headsets? Because that’s a big challenge for people, it’s device
    management.

    Jeremy: Absolutely. And yeah,

    you’re right. That scene was something out of a VR apocalypse
    scenario.

    Alan: It was scary! [laughs]

    Jeremy: [laughs] But

    unfortunately, that is the way it has to be, at least currently.
    There’s no real way of getting round it, if you’re trying to manage
    headsets on such a large scale and particularly trying to handle them
    remotely, you’ve got to have some sort of mobile device management —
    or MDM — solution in place to be able to manage, control the
    software on the headsets, manage the settings on them, install,
    uninstall content, all of this sort of stuff. It’s very difficult to
    centralize that physically, and very onerous. So if you imagine 300
    headsets globally, if we needed to do updates on those headsets or we
    needed to install content, or delete content or whatever it is,
    perform some sort of action, the very low-fi way of doing it is to
    call the person up on the phone and say, “Right, step-by-step
    instructions. This is what you need to do.” and send them the
    files and get them to plug the headsets in, or have rails they’re
    going to move the files across. And it would be an absolute nightmare
    to do that on a scale, large scale.

    So instead, what we’ve got is we’ve got

    this mobile device management software installed on every single one
    of those headsets, which has gone around the world. And whenever
    anyone has requested an update or the installation of some content,
    all I have to do is ask them to read me the asset tag on the side of
    the headset. I will then go into my MDM control panel on my web
    browser here in London. I’ll enter the asset number in, I’ll see it.
    They have to connect it to Wi-Fi. That’s one of the things they have
    to do. But once it’s connected to the Internet, I’ll see it pop up as
    online. I will then send it instructions remotely via this web panel.
    So, for example, we have a little macro, so to speak, around
    installing certain bits of content or wiping the device or changing
    the Bluetooth name, all of those little things. So I will send as
    many instructions as I need to to get the action to be performed. It
    will get performed remotely via Wi-Fi on their side and depending on
    the size of the file, if we’re installing something, it should take
    anywhere from a few minutes to half an hour maybe to get that content
    installed, and away they go. There is no need for them to do anything
    beyond reading that asset number and connecting it to Wi-Fi. We
    just– we do the rest remotely via this web based control panel.

    Alan: That’s incredible. Now,

    this control panel, is this something that you’re making available to
    other companies?

    Jeremy: So this is not our piece

    of software. So this is a piece of software by a company called 42
    Gears, and they have a platform called SureMDM. But that’s only one
    option that we’re looking at at the moment. There are many other
    options. VMware is looking into MDM solutions for virtual reality
    headsets. And then you’ve also got Oculus with their own MDM solution
    as well. So there’s quite a few different bits and pieces out there.

    Alan: So let’s talk quickly. And

    I don’t want to talk too much about brands and stuff like that, but
    you chose not to work with the Oculus Go headset. But instead you
    were working with another brand, that was mainly because of this MDM
    mobile device management software solution. Correct?

    Jeremy: So there were a few

    considerations that went into that decision. So in the end, it came
    up to, for us, the Oculus Go versus the Pico G2 Pro. And we like the
    fact that the Pico headset didn’t require the use of a controller,
    which made it far easier to do these demonstrations at scale. So if
    you imagine two hundred headsets in that room and having to connect
    two hundred controllers.

    Alan: Oh, that would be insane.

    How would you even figure that out? You’d have to tie them– I’ve
    seen it before, where they tie the remote to the headset.

    Jeremy: Yeah. Yeah.

    Alan: But, man, the interference

    of having 200 Bluetooth devices. Oh my God.

    Jeremy: Exactly. And that was

    actually a consideration in deciding whether we were going to
    Bluetooth the headsets, the headphones to the headsets, or not. In
    the end, given what you just said, that went through our minds as
    well. We don’t want to risk 200 Bluetooth connections, all in the
    same location, connecting to individual headsets, and getting that
    100 percent right. So we simply went for the lo-fi solution in that
    case, and plugged the wiring between the headphone and each headset.

    Alan: Well, it’s a good thing

    that Pico didn’t take the Apple approach and get rid of their headset
    jack.

    Jeremy: [laughs] I know, right?

    But regardless of vendors, there are advantages and disadvantages of
    every single vendor. And the interesting thing is just understanding
    what headset works for you, depending on the exact solution, scale,
    company, and situation, basically, you’re trying to deploy to.

    Alan: If you were to give five

    key things that you evaluate a headset on. You just mentioned a
    couple, so let’s list them out.

    Jeremy: Okay. So one of them

    pretty obviously is specification. So firstly, specification from a
    power perspective, in terms of the processing power of the headset,
    is it good enough to run the type of content that we want to? Second
    of all, the type of lenses, the resolution of the screen, ultimately
    the visual fidelity, the field of view, all of that I would consider
    under visual fidelity of the experience, because obviously that has a
    big effect when you’re running virtual reality experiences. Then I
    would go also to costs because obviously that’s a major
    consideration, especially if you’re doing it at scale. How much is
    each headset going to cost, maybe at a bulk level if you’re buying
    lots of them at once. Then I would consider the user experience
    points. Now there are quite a few of these. The need to have a
    controller connected was one of them that we considered. The need to
    register an account to use the headset is another one that we
    considered. The ability to run an MDM solution is now extremely
    important consideration at scale. So that’s definitely a
    consideration. And one of the other considerations we had — which
    may or may not be relevant, depending on what your focus is — is the
    level of B2B focus versus B2C focus of the headset manufacturer. So
    for us as a company, our main concern is B2B. So we’re very keen to
    engage with manufacturers of headsets that concentrate on the B2B
    market.

    Alan: So specifications, visual

    fidelity, cost and user experience, is there anything else?

    Jeremy: Other considerations

    would come under supporting tools and software. So some headsets
    might support a type of kiosk mode as standard, and that’s quite
    useful depending on your context sometimes. I would consider privacy
    issues, particularly if you’re going to have confidential content or
    content that you need to have such a policy in place for compliance
    reasons.

    Alan: Actually, that’s really

    important. Recently just read an article that three of the major VR
    collaboration platforms got hacked. So–

    Jeremy: Yeah.

    Alan: And it exposes the fact

    that while these solutions are ready for use, they’re maybe not ready
    for enterprise scale yet. And I think that these are some
    considerations that we all need to factor into what we use and what
    we don’t.

    Jeremy: Absolutely. And that

    goes back to our cybersecurity concerns and one of the reasons we
    created this experience in the first place.

    Alan: It’s all circular.

    Jeremy: Exactly.

    Alan: [chuckles] So let’s dive

    into some some numbers here. What were you guys measuring as the
    success key performance indicators of this experience? How did you
    measure success?

    Jeremy: So interestingly, for

    this particular event in Toronto, a measure of success would be
    having a vast majority of users that have provided feedback that
    believe it was a positive educational experience vs. an indifferent
    or negative one. The real KPI will come in a few months time, when as
    we start to run this experience with clients, we get an understanding
    of their level of interest and engagement with the platform and
    whether that has added value to them in terms of understanding what
    it’s like to be in such a cyber security scenario. And ultimately one
    of PwC’s services is in cybersecurity and providing various services
    around that issue to companies. So we’ll see if that helps as well to
    augment the pipeline in sense of selling these services.

    Alan: So let me ask, if you can

    share, what was the feedback? You probably have some data around
    positive versus negative. Was there any negative feedback?

    Jeremy: Yeah, yeah, Yeah, there

    there was. And inevitably there always will be. There will always be
    negative feedback for any type of initiative or venture, particularly
    with an emerging technology like virtual reality. That is– such a
    technology will always come under fire when there are alternatives
    that consist of the status quo. So for example, you’ll always have
    some people saying why couldn’t we have just watched it as a video,
    for example. Or you will get some people who are saying the room was
    was too hot or too cold. Now, that may not be related to the VR
    experience particularly. But if you think of it as a whole from the
    outside, that does affect how a user feels about going through that
    experience. So even though it’s an external factor is what I’m
    saying, it does affect the ultimate outcome. So to give you some
    stats on it, it was very positive, was 95 percent positive.

    Alan: Whoa!

    Jeremy: Exactly.

    Alan: 95 percent positive. And

    the other five percent said it was too hot and too cold in the room.

    [laughs]

    Jeremy: [laughs] I’m drawing out

    some from this batch of experiences, and I’m also drawing out some
    from a previous run that we did, with actually 2,800 people. So we
    ran a VR experience previously, it was about a year ago, year and a
    half ago now. This was with 2,800. Not at the same time, though. So
    this was only with about 100, maybe 150 at a time, max. So we took it
    to its limits by going to 200 this time, with our own Internet
    infrastructure to support that. But previously we ran it with 2,800
    people and got much greater feedback. So I’m sort of feeding that in
    as well. And to create a framework — if anyone’s thinking about
    gathering feedback from a VR experience — the type of feedback
    you’re going to receive can be bucketed into the contents of the
    experience. So in other words, was the content effective? Was it
    impactful? Was it relevant?

    The next bucket is facilitation. So

    you’ve got someone who’s obviously leading in terms of that session.
    They’re telling you how to put on the headset, what to be aware of,
    what to click, what to do, what to touch, what to look at, and so on.
    Instructions, ultimately. And if those instructions are poor, the
    entire experience can be damaged as a result. And then you have
    external factors. You have things like the temperature of the room
    and believe it or not, even more interesting than the temperature of
    the room — and this is a real piece of feedback — the floors were
    too squeaky.

    Alan: Ah.

    Jeremy: So if you could imagine

    a hundred people in a room going through a virtual reality headset,
    just as you said, Alan, the room in Toronto was pindrop quiet. If you
    have facilitators and organisers and the AV team walking around the
    room dealing with whatever they’re trying to deal with during the
    session, if they are making a relatively loud noise on the floor or
    some sort of distracting noise, then that is taking you away from the
    immersive and impactful experience that you’ve created in this
    virtual reality world. So that ultimately leads to a negatively
    impacted experience. So even something as small as that is something
    to be aware of. Those three buckets are quite useful.

    Alan: I think we figured out the

    title: “Mass VR and Squeaky Floors.“

    Jeremy: [laughs] I like it,

    yeah. It’s good.

    Alan: It’s really interesting,

    because the one thing that was so striking was that silence in the
    room. The squeaky floor thing is definitely an issue, and people
    breaking people’s presence is an issue. But I think that can be
    overcome with maybe noise canceling headphones, or something like
    that.

    Jeremy: Potentially, yeah. But

    you know what? The bigger story and I just mentioned one more thing
    before we move on. It’s also you talked about taking people away from
    the world through maybe walking around or talking to each other,
    whatever it is. Usually those noises are not deliberate. So you have
    people that are trying to be quiet. They’re trying to creep across
    the room because they need to get to the other side. But I have seen
    a few people who I would describe as not mischievous or or
    deliberately negative, anyway. But you can see that they’re doing
    something that is deliberate, and could be conceived or would be
    considered distracting. So, for example, we all know virtual reality
    to a lot of people is still a novelty. So when you see your friends
    or your colleagues in virtual reality, enveloped in this completely
    different world, it messes with your head a bit, because you’ve
    probably never had this experience before, where you are together
    physically but one of you is in another world. And because of that
    novelty factor, you get people who get very excitable about it.
    They–

    Alan: They want to get a picture

    beside them, sticking their tongue out.

    Jeremy: Yes. They want to get a

    picture beside it. But even worse than that, you get some people who
    start waving their hands in front of them and saying hi to the
    person, and trying to get a reaction out of them. We definitely have
    to move on from that sort of culture, and we will, eventually. But
    it’s that beginning hitch.

    Alan: I got to drop a story in

    here. We were doing a demo for groups of people, and we were doing
    one in a private club in Toronto. And there’s a pool table there.
    This guy says, “Look, I’m going to go and do this VR thing. I
    really want to try it, but make sure my friends don’t come near me.”
    I was like, “OK, no problem.”

    Jeremy: [chuckles]

    Alan: He’s in the experience,

    he’s doing his thing. And he hands me his phone and says, “Take
    a photo of me.” I say, “Oh, OK.” So I back up, and the
    second I back up to take a photo of him, his friend comes over with a
    pool cue and just hits him right in the nards. And that was the end
    of that guy’s VR. He will probably never go in VR again. And so I
    think we need to be really cognizant one, to not do that to people,
    but also not to break people’s immersion. It really is jarring.

    Jeremy: Exactly.

    Alan: So let’s get into some

    numbers. Can you discuss the costs associated with us, ranges?

    Jeremy: I can give you ranges,

    yes. But I’ll start by saying that, to anyone thinking about
    implementing virtual reality and deploying it in their organization,
    cost is a factor. But it is not something you should be too afraid
    of, because you can have VR projects that– you can vary the scope of
    VR projects and the terms of those projects in such a way that they
    can go from tens of thousands of dollars to hundreds of thousands of
    dollars. Now, this particular experience to go through the ideation
    on it, to build it, to set it up, procure the headsets, and actually
    deploy it over in Toronto — so abroad for us, from our perspective
    — and that was in the low hundreds of thousands of dollars. Now,
    bear in mind, that is also including the procurement of– this was–
    I’ll tell you exactly how many we ordered, it was close to 300
    headsets in the end. Because we were going to use them elsewhere as
    well. So that’s the sort of range we’re looking at for such a
    project. But again, that is also including the software development
    time, the 360 videography, building the platform, dealing with even
    things like the network infrastructure and procuring that as well.
    So, I think we did it pretty well, personally.

    Alan: From what I’ve seen out

    there, you guys managed to do this on a real budget. Even if you said
    500,000 for 300 headsets, plus the software to deliver it, plus the
    filming. I mean, there’s people out there charging that much just for
    360 video development. So it’s pretty impressive what you guys were
    able to do. And that’s why I am so honoured to have you as a mentor
    with XR Ignite, because you bring such a practical, pragmatic
    approach to this technology.

    Jeremy: The honour is all mine,

    Alan. Thank you so much.

    Alan: Awesome. So let’s talk

    about the return on that investment. PwC invests 400,000 or 300,000,
    whatever it is, somewhere around there. And you’ve got these VR
    headsets, 200 partners that have tried it. What has progressed from
    there, that will create a return? So, for example, the partners that
    were there, how many of those partners now have requested VR in their
    divisions?

    Jeremy: So there are five to

    ten, off the top of my head, that are leading cybersecurity services
    around the globe for PwC. And they have requested the use of these
    headsets in their territories, to assist with the selling of those
    services. And as I mentioned earlier, these start in the US and they
    go all across the globe, from the UK, to Central and Eastern Europe,
    to India, to East Asia, Singapore, Australia. So we’re really glad to
    see such a a widespread adoption of these headsets. And I don’t think
    that would have been possible if they hadn’t experienced it
    firsthand. So, I mean, I’m thinking one of the partners in particular
    said they– after experiencing it, they immediately messaged me and
    said, “Jeremy, we need to start deploying this to clients in one
    of our regions in Asia immediately, let’s get on the phone.” And
    I was on the phone with them the week after. And now they have a
    number of headsets that they’re using over there.

    Alan: Yeah, I noticed that Asia

    actually– I don’t know if it’s the culture or because they bypassed
    us with PCs and went straight to mobile. But the China, Asia market
    for virtual reality is voracious. They love everything to do with it.
    And they spend an awful lot on education and training, more so than
    we do here. And this tool is by far and away the most powerful
    training tool we’ve ever created as mankind. So I can see why there’s
    an allure there. And then have you deployed it now in Asia?

    Jeremy: Yeah. Yeah, it is

    running in multiple territories in Asia now, which is great.

    Alan: Incredible. So, what’s

    next on the roadmap? You’ve done the cybersecurity thing. What would
    the next experience be that you guys are gonna create?

    Jeremy: So in context of

    thinking about the future roadmap for this particular product — and
    even going a little bit outside it — let’s talk about the wider
    remit of training. The interesting thing for us is to see what
    platforms and what types of content match different business
    scenarios to add real value. So by that I mean, in my opinion,
    virtual reality is really good for soft skills training and for
    hands-on training. And when I say hands-on, I mean any form of
    activity that requires you to be present in a certain location
    because you have to use certain tools, or machinery, devices,
    infrastructure, whatever it is, needing to be in that location to
    perform those actions. That type of scenario is very powerful to use
    virtual reality to train for. So we’re looking at those two buckets
    and we’re thinking, OK, so you obviously have 360 content. And I know
    360 content is potentially controversial to a lot of people. But I
    will exclaim my stance on this right now and say that 360 content is
    like Schrödinger’s Cat. It is both a virtual reality and not virtual
    reality, at the same time. It depends on the context. So 360 content
    that is being experienced in a virtual reality headset — or some
    form of virtual reality device — is a virtual reality experience.
    However, if you take that same virtual reality content and you
    display it on a 14-inch 2D laptop screen where you’re using the mouse
    to click and look around the environment, that is no longer virtual
    reality, despite being exactly the same content. So that’s my stance
    on 360 video with regards to virtual reality.

    Now on the other side, we have a

    different type of content. We have computer generated content. Now,
    this offers you different advantages or disadvantages compared to 360
    content. One of the advantages of computer generated content is its
    ability to be quite customizable. So if I wanted to take this
    experience and I wanted to switch up the type of conversations you’re
    having, if I wanted to change the type of characters you’re speaking
    to. That type of customization *could* be simulated using 360 video,
    but much more complicated, much more time consuming in terms of
    trying to build out every possible scenario. And at the end of the
    day, you’ll never be able to build out every possible scenario,
    without going back and revideoing in that exact same context. So
    we’re keen to start exploring computer generated content. Where it
    makes sense from the point of view of perhaps soft skills training,
    when it comes to hands-on training computer generated tends to be
    very strong, because you’re obviously looking for much greater levels
    of dynamism, of interactive activities. It’s no longer about just
    making decisions at a high level, it’s about actually performing
    minutiae of actions. Which computer generated content is very good
    for.

    So in summary, we’re exploring

    different types of content for training in virtual reality. We are
    exploring different types of devices. We’re particularly keen to
    start seeing how much of our six degrees of freedom tethered virtual
    reality content can be ported to standalone headsets. So in other
    words, taking it from something like an HTC Vive Pro or or an Oculus
    Rift, to a Oculus Quest or a Pico Neo 2. So in a few months time,
    we’ll be reviewing our 6DOF strategy, just as we did with our 3DOF
    strategy for this event. And I’m quite excited to assess it, based on
    a lot of the criteria we spoke about before and see where we get to.

    Alan: Well, I just want to

    unpack — for the people listening, who may not know what 6DOF and
    3DOF are — 3DOF is three degrees of freedom, meaning you can look
    left, right, up, down, but you can’t move in the space. And six
    degrees of freedom, meaning you can look up, down, left, right. But
    you can also walk forward, you can crouch down, you can jump up. So
    you have that six degrees of freedom.

    Jeremy: Yeah. And I’ll also add

    to that — because that’s a good point, I keep forgetting that not
    everyone might know what that means — but also to explain that
    further, we’re also talking about moving from 3DOF controllers to
    6DOF controllers. So, again, talking about what Alan just said from a
    controller perspective, with some 3DOF controllers, you’re able to
    point them around–

    Alan: It’s like a glorified

    laser pointer, yeah.

    Jeremy: Yeah, exactly. But with

    6DOF controllers, you’re actually able to move them in physical space
    and see them moving in the exact same way in virtual reality. So now
    imagine where you’ve got a 6DOF headset and 6DOF controllers, that
    gives you complete freedom of movement and being able to look around.
    And that’s the type of headset that we think is very powerful for
    corporate training scenarios. And we want to explore what devices and
    content really works well in an optimized fashion on those types of
    headsets. So that’s what we’ll be exploring over the next few months.

    Alan: Incredible. Well, Jeremy,

    I want to ask you, what is one problem in the world that you want to
    see solved using virtual and augmented reality or XR?

    Jeremy: That is a difficult

    question. I’m going to say– I’m going to pick something outside of
    business, and say that when it comes to healthcare and helping people
    manage traumas, helping people manage fears, helping them manage
    conditions like dementia, helping them get out of the house even, if
    they have accessibility challenges. I think this broad remit of using
    VR for good in a personal context, I think that will have great,
    great positive effects for humanity. And I think we’re only starting
    to see that come out now in the world. So there’s a lot of exciting
    things to come. And I think VR and AR can do a lot of good in the
    world. I’m looking forward to seeing that happen.

    Alan: Well, that is a great way

    to end this podcast. Jeremy Dalton from PwC Global. I want to say
    thank you so much for being a guest. If you want to learn more about
    the great work that Jeremy and his team are doing, you can visit
    PwC.co.uk/vr. And how can people get in touch with you, Jeremy?

    Jeremy: Probably best via–

    well, I’ll give you the options. You’ve got LinkedIn, you can get me
    on LinkedIn at jeremydalton.info, you put that in your web browser.
    Or you can catch me on Twitter, @jeremycdalton. I’m looking forward
    to chatting.

    45 min
  • Mass VR and Squeaky Floors, with PwC's Jeremy Dalton
    One of Alan's favourite XR
    experiences was running into a room at the Royal York Hotel, filled
    with 200 people, all deathly silent and hooked into VR headsets. It
    may sound like a Matrix prequel, but it was actually a demo of PwC's
    VR platform. Jeremy Dalton -- the author of this anecdote -- stops by
    to talk about mass VR technology.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is
    Jeremy Dalton. Jeremy leads PwC's Virtual and Augmented Reality Team,
    helping clients across all sectors understand, quantify and implement
    the benefits of virtual and augmented reality technology. As part of
    his mission to educate, connect, and inspire, he's also a member of
    the World Economic Forum, Virtual and Augmented Reality Global Future
    Council, and sits on the Advisory Board of Immerse UK, a cross-sector
    network for businesses, research and educational organisations in the
    immersive technology industry. Jeremy is also an advisor for the
    VR/AR Association, and he's also a mentor for our XR Ignite program.
    To learn more about PwC's VR and AR endeavors, you can visit
    PwC.co.uk/vr.
    Welcome to the show, Jeremy.
    Jeremy: Hi, Alan. It's a
    pleasure to be here.
    Alan: It's such an honor and a
    pleasure to have you on the show. We've been communicating for many
    years now and we even have a kind of a joint research folder that
    we've been adding to over the years. So it's really great to have you
    on the show.
    Jeremy: Definitely, I'm looking
    forward to getting stuck in.
    Alan: [laughs] Yeah, it's
    amazing. So I just want to tell a quick story. About two months ago,
    you came to Toronto with your PwC team and ran a partners conference,
    and you had an enormous number of simultaneous virtual reality
    experiences. So you wanna maybe just explain what that was and how
    that came to be?
    Jeremy: Yeah, sure. So this was
    a particularly exciting project for us where -- very, very quickly,
    in summary -- we put 200 people into virtual reality at the same time
    and they all had this simultaneous experience in the same room. And I
    was able to collect that data in real time and understand exactly
    where in that experience they were and what decisions they were
    making in that world. So it was fantastic. It went off without a
    hitch, thankfully, given the number of potential technical issues
    that could have gone wrong. I was very happy. It all went very
    smoothly.
    Alan: It was quite endeavour. I
    remember you said, "Hey, we're doing this thing tomorrow
    morning. I'm in Toronto." I cancelled my meetings the morning, I
    came over there. I went into the hotel -- it was at the Royal York in
    Toronto -- and I went upstairs, walked into this room and it was dead
    silent. And there's 200 people -- 200+ people, there was more than
    200 people, for sure -- and you could hear a pin drop on a carpet.
    And it was the strangest thing, because everybody was in VR and
    everybody's looking in different directions. It was this crazy thing.
    And you had this branching narrative. Maybe talk to what that
    branching narrative was? Right after the experience, you were able to
    show the information. Walk us through how that came to be.
    Jeremy: Yeah, sure. And I like
    your comment about being able to keep everyone quiet. That was
    actually mentioned as well by by some of the organizers of the
    conference, that they were amazed by this pindrop silence in the
    room, because obviously it's very rare. You've usually got people
    messing around on their mobile phones. You got them talking to each
    other, going to get a glass of water, leaving the room, coming into
    the room. So I think it's a testament to the power of virtual reality
    to create such a captive and focused audience.
    Alan:
    0 min
  • Serving Up Virtual Goods on a Silver PlattAR, with founder Rupert Deans

    It’s

    a bummer when you’re shopping for just the right item, but the store
    is out of stock, and the website only has a 300×300 jpeg to go by.
    Plattar’s platform is to help those retailers have digital twins
    ready in AR for their customers to experience, whether at home or in
    the shop. Founder and Aussie Rupert Deans braves the epic time
    difference to chat with Alan in Toronto about the platform’s goals.

    [Complete

    Transcript Coming Soon]

    40 min
  • Serving Up Virtual Goods on a Silver PlattAR, with founder Rupert Deans
    It's
    a bummer when you're shopping for just the right item, but the store
    is out of stock, and the website only has a 300x300 jpeg to go by.
    Plattar's platform is to help those retailers have digital twins
    ready in AR for their customers to experience, whether at home or in
    the shop. Founder and Aussie Rupert Deans braves the epic time
    difference to chat with Alan in Toronto about the platform's goals.
    [Complete
    Transcript Coming Soon]
    0 min
  • Bringing the XR World Together at the VR/AR Global Summit, with Executive Director Anne-Marie Enns

    Alan, along with his wife Julie, are members of the VR/AR Association, and as such, one of the annual XR gatherings they look forward to most is the VR/AR Global Summit in Vancouver, which is just a few weeks away (Oct 31-Nov 2). Alan has the event’s executive producer, Anne-Marie Enns, on to talk about what attendees can expect on the show floor this year.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is a
    great friend of mine, Anne-Marie Enns, the executive producer of the
    VR/AR Global Summit, coming to Vancouver, Canada, October 31st to
    November 2nd. And I am super excited to announce that both my wife
    Julie and myself will be speakers at it, and it’s hosted by the VR/AR
    Association, which we are also members. She’s served as the executive
    producer for the show for two years and previously was the producer
    of the CVR, the Consumer VR Show, also hosted in Vancouver. She’s the
    founder of Pulled In Productions, a live event production company
    that specializes in tech events and live productions. You can learn
    more about the VR/AR Global Summit by visiting vrarglobalsummit.com.
    Duh.

    Anne-Marie: [chuckles]

    Alan: We’re here now with

    Anne-Marie. Thanks for joining me.

    Anne-Marie: Thanks so much for

    having me, Alan.

    Alan: I’m super excited for two

    things. One, to come and see everybody in Vancouver and two, to find
    out who else was gonna be there speaking at this. So let’s get into
    it. Tell everybody what is the VR/AR Global Summit, and what can they
    expect from this?

    Anne-Marie: Well, the VR/AR

    Global Summit is going into its second year, and it is two days that
    are jam packed full of amazing industry speakers, workshops, speed
    dating, great events, amazing exhibits and demos. And so it is just
    *the* show to go to if you’re looking for great content, great
    conversations and awesome networking in a beautiful location.

    Alan: I have been a guest

    speaker at your conference for a couple of years now, and I can tell
    you — for the people listening — there’s two conferences that I —
    or three, I guess — that I look forward to every year: AWE, which is
    by far the most impactful augmented reality conference, and that
    takes place every year in San Francisco, and now there’s going to be
    one in Munich. But then there’s the Virtual Reality, Toronto; VRTO:
    That one is a small but very powerful group. And the Global Summit is
    kind of like taking both of those. Where you’ve got this small,
    intimate group talking about the future of technology. Then you’ve
    got AWE, which is very kind of enterprise focused, how to make money?
    And you bring those two together and you’ve got this global summit.
    And it’s just incredible because it feels like a small conference,
    even though it’s not small, it feels like a small conference because
    everybody there is super passionate. They’re willing to share their
    experiences. What can we expect from the speakers this year?

    Anne-Marie: Sure. Well, we’ve

    got so many amazing speakers this year, and we take a lot of time to
    carefully curate who goes on our stage. So it takes us a while to get
    that program launched. But we’ve got some amazing people this year,
    both in the enterprise side — so talking about training — we’ve got
    a whole defense and government sector that’s happening at the event
    this year, a couple hours of that. We’ve got beautiful immersive
    artists and people working in immersive storytelling that are coming.
    So we’ve got Lenovo, Niantic, MasterCard, HP, Forbes, a whole bunch
    of great of the big name companies. But then we’ve also got beautiful
    artists that are coming, like Nancy Baker Cahill, and a beautiful
    voice, Galit Ariel, who’s from Toronto, who was a TEDWomen speaker.
    Yourself, Julie, we’ve got people from Viacom, we’ve got people from
    Hasbro. There’s a lot of really interesting, diverse voices happening
    at the event. We try to balance it with names that you know and with
    names that you’re going to know after you come to the summit.

    Alan: Let’s go through this.

    There’s so many great speakers coming. You’ve got somebody from
    MasterCard. What are they doing in AR and VR?

    Anne-Marie: So they have taken

    their training globally into VR and AR with their staff. And so
    they’re talking about how they’re– they started small with that, but
    now it’s a global entity, and how that changes when you’re going from
    different country to country, and what they’re doing. So they’re
    speaking about that. We’ve got people that are talking about sports
    and fitness in VR and AR this year, from FORM Swim and YUR Fitness,
    so VR in training for your body, which is great. Yeah, there’s all
    kinds of great people coming to speak this year.

    Alan: Sergio from Hasbro’s gonna

    be there. What is Hasbro doing in VR and AR?

    Anne-Marie: They’re doing some

    great things with toys for kids, mostly in the AR realm and
    developing educational apps with their toys and without their toys,
    really working on some STEM programming as well. So he is really
    interesting and they have got a lot of new things that they’ll be
    launching at the summit as well.

    Alan: I’m scanning through that

    — if you guys want to take a look, it’s
    vrarglobalsummit.com/speakers — and I’m scrolling down. Of course,
    there’s familiar faces like Charlie Fink. And then there’s Amy Peck
    and there’s — who’s there? — Cathy Hackl. These are people that if
    you’re in the industry at all, you’ve seen these names come up. But
    then there’s a whole host of people that are kind of new, and up and
    coming. And it’s really, really exciting. Martina from the WXR Fund
    and Amy from the WXR Fund — that’s the Women’s XR Fund — that are
    really promoting women entrepreneurs in the space. I think it’s
    wonderful that they’re doing that. You’ve got Jeff Olm, Alex Snider
    from Patio Interactive. It’s like a host of incredible people, John
    Cunningham from DiSTI. Who else is there? Oh, it’s everybody! John
    Mc– Jason McDowall from The AR Show, I was on his show. Nathan
    Pettyjohn, who was the founder of VR/AR Association. Who else? I’m
    just going down the list, this is an incredible list of people.

    Anne-Marie: Well, then we’ve got

    people like Kavya Pearlman, who are doing the XR Security Initiative,
    talking about ethics and security in VR and AR, and she’s amazing.
    She’s a top 30 under 30. And Dr. Uma Jayaram from Travancore, who
    just got bought out by Intel Sports. So they’ll be talking about
    e-sports and VR and AR. And then we’ve got Renée Stevens and Amy Lou
    Abernathy, who are both talking about education and diversity and
    inclusion. There’s beautiful storytellers that are coming to talk
    about that. So it’s really– so there’s one stage that’s enterprise,
    and one stage that’s immersive. And then another stage on Saturday
    that’s all about defense and government. So really, it covers
    basically everything you could ever want to know about VR and AR.
    It’s great. It’s great. I’m super excited.

    Alan: Teppei Tsutsui.

    Anne-Marie: Yep.

    Anne-Marie: From GRF, or the

    GREE Fund. He’s actually gonna be on my podcast in about an hour from
    now.

    Anne-Marie: Oh, awesome! How

    excellent!

    Alan: [laughs] Yeah!

    Anne-Marie: Small world.

    [laughs]

    Alan: Jesse Damiani from VR

    Focus, just like– this is gonna be like a big family gathering of
    awesome people that are passionate, that are really just rolling up
    their sleeves and doing stuff in this industry. So I’m super excited
    for this. It’s really amazing. Is Ross Finman from Niantic speaking
    as well?

    Anne-Marie: He is. So he is one

    of our keynotes on Friday. So we’re super excited to have him, and
    what they’re talking about. And then Matt [Miesnieks] from 6D.ai. Oh,
    there’s just so many good people. And Jimmy Vainstein, who’s speaking
    from World Bank and how they’re helping to change the world, and
    document what they’re working on with World Bank through VR and AR
    and storytelling through that. And then there’s a couple of surprises
    that aren’t even up there yet, that will be launched this week, that
    are really cool, that I’m super excited for.

    Alan: So we’ve talked about the

    people that are gonna be there, which is literally the most important
    part. But let’s talk about what are some of the demos that you guys
    are going to have there, because I think seeing VR and AR is the key
    to all this. So what are some of the things that we’re gonna be able
    to to try, and touch, and play with?

    Anne-Marie: Oh, there’s so many

    great demos.

    Alan: We really just want to

    play with toys. Come on, let’s be honest.

    Anne-Marie: We want to–

    [chuckles]

    What am I excited about, though? I don’t know, everything.

    I always get lost in the exhibitor room. Lenovo’s bringing a great
    exhibit this year, you’ll get to try out all of their fun stuff.
    Archiact just did a great AR experience with Marvel, so that’ll be
    there and, we’ll be able to experience that and engage with some of
    the awesome Marvel characters. We’re going to have great gaming
    companies. There are a lot of different headsets going on. It’s going
    to be great. There’ll be a lot of things to try. Dreamcraft
    Attractions — who are from Canada, but have never really exhibited
    in Canada — they do great gaming and attraction based VR, so they’ll
    be there for the first time. So there’s lots of great things. A lot
    of local companies, a lot of really interesting startups. And then
    we’ve got workshops too.

    Alan: Oh, tell me about the

    workshop! That’s important.

    Anne-Marie: Magic Leap’s doing a

    workshop. HTC with Vinay [Narayan], who’s always wonderful. Amazon
    will be there talking about Sumerian, and then a couple other with
    immersive storytelling and volumetric capture, that will be announced
    this week too. So I’m excited for those.

    Alan: Incredible. I know

    volumetric capture’s starting to heat up, with Verizon acquiring
    Jaunt and ooh, it’s getting crazy!

    Anne-Marie: [laughs] It’s

    getting fun!

    Alan: One of my interviews today

    was with Michael Mansouri from Radiant Images. And they’re really
    pioneering some work in photogrammetry, volumetric capture, and light
    field capture as well. So, very interesting.

    Anne-Marie: Cool.

    Alan: Holy moly. There’s just so

    much to unpack here. There’s Telus, Facebook, Siemens, Raytheon,
    Viacom, Microsoft, Lenovo, Niantic, Canadian Tire. It’s just– [sound
    of mind being blown] You know, it’s nuts. There’s so many companies
    that are part of this. What are some of the challenges that you’ve
    had with bringing this together?

    Anne-Marie: I think always the

    challenge is just trying to fit this all into two days. Literally,
    you could have stages upon stages and days upon days of topics and
    interesting people. We had so many amazing people applied to speak
    that we just couldn’t fit in. So I think it’s narrowing it down. It’s
    also trying to give people the quality that they want and the current
    topics, because the topics change so quickly in this industry. So
    what we started talking about last year is either no longer
    necessarily relevant or where it was or what’s going on. So it’s just
    trying to make the most up-to-date, current, exciting show that we
    can when it’s changing so dramatically daily, with companies being
    bought out and everything. It’s just– that’s probably the hardest
    part, is containing what we have, because we can do this for days,
    really.

    Alan: Yeah. It’s– you know, if

    you go back kind of three or four years, the news would come out once
    every two days or we’d like, okay, here’s some VR news. It would be a
    couple of things. It’s coming out every couple of hours now.

    Anne-Marie: Yeah. Yeah. And you

    know, it’s funny because I’ve been doing a show like this for three
    years, and the topics, what’s relevant and what’s not changes month
    to month.

    Alan: Okay, what was relevant a

    year ago, that’s no longer today?

    Anne-Marie: Well, this year we

    found that we are getting a lot of people applying to speak about–
    it’s basically getting down and dirty into it, like we’re doing the
    training, this is what’s working, and we’re in it. And when I’ve been
    doing that for the two years prior, it was a lot about where’s the
    industry going, and that. Like that hockey stick curve of where you
    might be and what’s going on.

    Alan: Everybody with the hockey

    stick curve!

    Anne-Marie: I’m like, “No,

    hockey stick curve!” But now it’s the people that are really
    into it, and working into it, and what is actually going on in it,
    rather than theory. Like it’s at practical application. So a lot of
    it, when we were looking for practical applications two years ago, it
    wasn’t quite there. And now that’s everything that we thought. So a
    lot of enterprise training, a lot of especially military and defense.
    We’ve got a lot of people talking about that. And then the quality in
    storytelling and content that goes with that, not just the demand for
    it, but the actual delivery of it now. So it’s just a really
    interesting conversation to see how it’s grown and changed.

    Alan: So three years ago — or I

    guess four years ago — there was a couple of companies, Greenlight
    and some other companies that made these crazy, wild, outlandish bets
    on the size of the market. And most of them were wrong by a large
    margin. What are we seeing now? Are we seeing more pragmatic kind of
    predictions for the future? What are we seeing in the next five
    years?

    Anne-Marie: I mean, just based

    on what I read and podcasts like yours and chatting with you and
    stuff like that, I think– I don’t know. I think it’s the down and
    dirty applications of it. I think people are into it. I don’t think
    anyone’s looking for that huge, exciting growth that was predicted
    five years ago.

    Alan: [laughs] We’re not looking

    to get rich. We’re just looking to get shit done.

    Anne-Marie: Yeah. And that’s

    what it is: it’s getting shit done. And that’s what a lot of people
    are doing, and putting their heads down and doing it. And the people
    that are doing gaming are doing gaming so well, and the people that
    are doing enterprise are doing enterprise really well. And I think
    that a lot of people are trying to do a lot of things, but it’s more
    streamlined. And the people doing beautiful artwork are– they really
    got an issue for it now. And you can make money off of it, you can do
    those things. And I think people are getting really creative in it,
    as opposed to just trying to jump on the bandwagon. I think that
    people that didn’t really see the potential of it are gone a little
    bit. And those that are really into it, and dove into it, and love it
    are persisting and making great things. But that’s just my personal
    experience. [laughs] That’s just what I see.

    Alan: I think you’re absolutely

    right. You’re seeing people kind of drop off of this, and people that
    got into it for the shiny penny are really falling off, because it’s
    hard to build something of value in any industry, especially in an
    industry that’s emerging, where there’s sometimes no answers. You’re
    like, “Okay, how do we do this?” And people are like, “I
    don’t know. Nobody’s done it. So how do we do it?”

    Anne-Marie: But you look at

    people coming, like the guys that are– the two people that are
    coming from Patio, which is a cannabis company. So when you’re
    talking to them like, so cannabis is new. You can’t hire anyone
    working in marketing and training and sales that’s worked in cannabis
    before, like you can kind of take from similar, like alcohol
    companies or whatever. But it is a different thing. So they’re using
    VR and AR in training in a whole new industry that never even existed
    two years ago.

    Alan: Absolutely, and we have–

    Anne-Marie: That’s the people

    that are creative and innovative about it, because everything they’re
    doing is creative and innovative. And that’s exciting.

    Alan: Yeah, e’ve actually worked

    with Charlie and his team at Patio over the years, and they do great
    work. They’ve been really pioneering the cannabis space. We actually
    did a project — that will never see the light of day, unfortunately
    — we filmed the world’s largest cannabis facility in VR, in 360.

    Anne-Marie: Oh, cool.

    Alan: Yeah, it was amazing.

    800,000 square foot cannabis facility. So you’re in VR and you’re
    standing amongst the trees. And yeah, it was beautiful. But
    unfortunately, it’ll never see the light of day, because the client–
    it was under lock and key, so… But yeah, they do some amazing work.
    They’ve done some really interesting work in photogrammetry of the
    buds and really bringing them to life in AR as well, which is pretty
    cool. And then taking that, which, you know, it’s really cool to see
    a bud in AR. But what’s the point? So what they’ve done is they get
    in a little bit further and said, “OK, well, let’s use it to
    educate consumers about this.” And I think that’s really cool.
    And recently they just did this really cool thing with wink cannabis
    where they they 3D projection mapped a sign. And while it’s not kind
    of VR or AR, it is really still the same technologies that we’re
    using, the 3D map, and they 3D mapped a sign that says “wink.”
    And it just– it looks really cool in an event. It’s really super
    cool.

    Anne-Marie: Yeah, awesome. And I

    think that’s what you’re going to see, is people taking it and going
    that one step further. Like I’m talking to some people about some
    great immersive experiences that just take it that one step beyond.
    And they’re exciting. They’re so great.

    Alan: Yeah, I actually– Last

    week I was in Orlando meeting with John Cunningham. He’s one of the
    mentors for the XR Ignite’s platform or accelerator. And I got to go
    to their office and try their training demos. And a lot of the
    training they’re doing is in three dimensions, but it’s on 2D touch
    screens. And even though it’s not in VR/AR, the 3D ability to turn
    things around and see them from all angles, open them up. It really
    does make a big difference. And then, of course, you know that they
    can push a button and put you into VR with that. So I actually– one
    of the demos I got to see was an F-18 fighter jet. And I got to put
    my head in and walk around a fighter jet and open up the panels. And
    that was just mind-blowing. And then it went from an F-18 fighter jet
    to an HP large format printer.

    Anne-Marie: I think I’d stay in

    that fighter jet. [laughs]

    Alan: It was like, the same

    technology can be applied to this.

    Anne-Marie: Yeah. Which is

    awesome, right?

    Alan: You get fighter jets and

    printers! Crazy.

    Anne-Marie: [laughs]

    Alan: Who else is on this? Jason

    McDowall, I was on his show recently, that was really exciting. And
    he runs a podcast called The AR Show, which is really incredible.
    Kavya Pearlman from XR Safety Initiative, they’re pioneering work in
    making sure that we do things ethically, which is really great. Who
    else is on? Tony Bevilacqua. Is he still with Cognitive3D? I think
    so.

    Anne-Marie: He is, yep, that’s

    his company, he’s been–.

    Alan: They’re doing analytics in

    VR and AR, so being able to take the analytics out of that and make
    sense of where people are looking, how long they interacted, all of
    these things.

    Anne-Marie: Yeah.

    Alan: Very cool.

    Anne-Marie: It’s awesome. And

    what’s great to do, with it being the global summit, is we’ve got
    speakers this year that are coming from Africa, and India, and Asia,
    and Germany and– you know, we’re doing a European summit next year.
    So you’ve got the Lisbon chapter president coming, who’s great at
    marketing and VR. So it’s going to to have a lot of interesting
    voices as well. So not just the standard what we’re doing here or on
    the west coast of North America. But what’s the VR like in Nigeria,
    and all over the world? And it’s really fascinating when you learn
    what they’re doing, compared to that we’re doing and how the
    direction is totally different, because there’s just not that
    influence of being here. So there is going to be a lot of really
    interesting discussion points, and the ability to network with people
    from around the globe, that I think will be incredible always. And
    that’s what I really like about this event.

    Alan: And the best conversations

    — let’s be honest — they always happen at the bar afterwards,
    anyway.

    Anne-Marie: Yeah. Yeah. We do

    this awesome speed dating, where you get to meet 150 people in an
    hour and then it launches into the cocktail bar.

    Alan: Oh, I love that! That

    looks great.

    Anne-Marie: So we’re doing that

    for cocktail hour and then we’re doing that at breakfast the next
    morning, because it was so popular last year.

    Alan: So you’re doing it twice?

    Anne-Marie: With wine and with

    coffee. So it’ll be good.

    Alan: Oh my god.

    Anne-Marie: Whatever gets your

    fancy going.

    Alan: Can you do both? Can you

    do the cocktail one day, and then do the coffee the next?

    Anne-Marie: Sure. It’s first

    come, first go.

    Alan: October 31st is coming up

    really quick. October 31st to November 2nd is the Vancouver VR/AR
    Global Summit. Is it too late for sponsors to come on board, or
    exhibitors?

    Anne-Marie: No. We still have a

    few exhibitor spaces, because we opened up a bit of a different area.
    So we’ve still got space for that, which would be amazing. And we
    always welcome sponsors. We do custom proposals for everyone. So it’s
    not just, you know, “here’s your money and here’s a logo,”
    but you can let me know what you’re looking for to get out of it. And
    I can help to custom something for you. It’s not too late. There’s so
    much great exposure available on site and during and after the event
    that we can help with, because of VR/AR keeps going all year. It
    doesn’t just stop at the summit. So there’s great opportunities for
    that. And of course, ticket sales, I mean, we’ve got ticket types for
    full conference passes, if you can come Saturday only, if you just
    want to check out the exhibits, if you’re a student, there’s all
    kinds of great opportunities at any price point. Startups to be
    involved with the summit, and it’s never too late to come on board.
    We welcome everyone.

    Alan: How much are tickets?

    Anne-Marie: If you’re a member

    there, $4.99. If you’re a non-member, I believe they are $7.99, US.

    Alan: That’s full conference

    pass?

    Anne-Marie: That’s full

    conference pass. So that’s all the workshops, it’s all the parties,
    it’s all the talks. And then there’s startup passes and student
    passes, and you can find them all on the website, listed on the
    front.

    Alan: And then, so I’ve got to

    read this quote, “The VR/AR Global Summit is one of the year’s
    most anticipated conferences. It attracts a broad international
    cross-section of thought leaders, enterprise executives,
    entertainment companies and developers for an intense two days of
    panels, demos and networking.” And I’m assuming — because it
    says Forbes — I’m assuming that’s a quote from Charlie Fink.

    Anne-Marie: It is, it is.

    Alan: Alright. So you have here,

    “With over 230 companies active in VR and AR, Vancouver is the
    second largest immersive ecosystem in the world. This is the fourth
    time the show is happening in Vancouver. And this year’s summit will
    have a strong focus on enterprise and AR, as well as immersive
    interactive design.” And here, I just got to read some of the
    brands that are participating in the summit. You got MasterCard,
    Hershey’s, Verizon, Boeing, Wal-Mart, Viacom, Siemens, Raytheon,
    Telus, Apple, Lenovo, Google, HP, Facebook, AWS, Varjo, Accenture,
    Pico, Magic Leap, Vive, RE’FLEKT, Patio Interactive, BGC, Dreamcraft,
    DiSTI, 8th Wall, Stryker, Atheer, Sector Five Digital, World Bank
    Group, Naval Information Warfare Center, Invest Canada, Lethbridge
    College, The Time, Fortune, Forbes. This is going to be an incredible
    event. How many people are you anticipating this year?

    Anne-Marie: We’re looking to do

    about 1,000 to 1,500. That’s– our space is small, but it’s so
    intimate and it’s great. So we’re just yeah, we’re just excited to
    have those people come and join us. It’ll be awesome.

    Alan: This is so cool, I can’t

    wait for this. I’m really, really getting excited and I gotta figure
    out what I’m going to talk about.

    Anne-Marie: I know we have to

    talk about it.

    Alan: Awesome. Really looking

    forward to it. I think this is gonna be a great opportunity for not
    only for people to learn about the industry, but also to meet new
    friends and really embrace the entire ecosystem of VR and AR in a
    place where we can talk business, but also let our hair down and kind
    of get to know each other from a personal standpoint. I think this is
    a great opportunity. From anybody around the world, if you happen to
    have a couple of free days, October 31st to November 2nd, Vancouver,
    the VR/AR Global Summit and its vrarglobalsummit.com. Is there
    anything else you want to share with everybody?

    Anne-Marie: I think that’s all.

    I’m just looking forward to seeing everyone there. And thank you,
    Alan, for having me on your show. I super appreciate it.

    Alan: It is my absolute

    pleasure. I’m super looking forward to seeing you in — oh my God —
    a couple weeks.

    Anne-Marie: I know. [laughs]

    26 min
  • Bringing the XR World Together at the VR/AR Global Summit, with Executive Director Anne-Marie Enns
    Alan, along with his wife Julie, are members of the VR/AR Association, and as such, one of the annual XR gatherings they look forward to most is the VR/AR Global Summit in Vancouver, which is just a few weeks away (Oct 31-Nov 2). Alan has the event's executive producer, Anne-Marie Enns, on to talk about what attendees can expect on the show floor this year.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is a
    great friend of mine, Anne-Marie Enns, the executive producer of the
    VR/AR Global Summit, coming to Vancouver, Canada, October 31st to
    November 2nd. And I am super excited to announce that both my wife
    Julie and myself will be speakers at it, and it's hosted by the VR/AR
    Association, which we are also members. She's served as the executive
    producer for the show for two years and previously was the producer
    of the CVR, the Consumer VR Show, also hosted in Vancouver. She's the
    founder of Pulled In Productions, a live event production company
    that specializes in tech events and live productions. You can learn
    more about the VR/AR Global Summit by visiting vrarglobalsummit.com.
    Duh.
    Anne-Marie: [chuckles]
    Alan: We're here now with
    Anne-Marie. Thanks for joining me.
    Anne-Marie: Thanks so much for
    having me, Alan.
    Alan: I'm super excited for two
    things. One, to come and see everybody in Vancouver and two, to find
    out who else was gonna be there speaking at this. So let's get into
    it. Tell everybody what is the VR/AR Global Summit, and what can they
    expect from this?
    Anne-Marie: Well, the VR/AR
    Global Summit is going into its second year, and it is two days that
    are jam packed full of amazing industry speakers, workshops, speed
    dating, great events, amazing exhibits and demos. And so it is just
    *the* show to go to if you're looking for great content, great
    conversations and awesome networking in a beautiful location.
    Alan: I have been a guest
    speaker at your conference for a couple of years now, and I can tell
    you -- for the people listening -- there's two conferences that I --
    or three, I guess -- that I look forward to every year: AWE, which is
    by far the most impactful augmented reality conference, and that
    takes place every year in San Francisco, and now there's going to be
    one in Munich. But then there's the Virtual Reality, Toronto; VRTO:
    That one is a small but very powerful group. And the Global Summit is
    kind of like taking both of those. Where you've got this small,
    intimate group talking about the future of technology. Then you've
    got AWE, which is very kind of enterprise focused, how to make money?
    And you bring those two together and you've got this global summit.
    And it's just incredible because it feels like a small conference,
    even though it's not small, it feels like a small conference because
    everybody there is super passionate. They're willing to share their
    experiences. What can we expect from the speakers this year?
    Anne-Marie: Sure. Well, we've
    got so many amazing speakers this year, and we take a lot of time to
    carefully curate who goes on our stage. So it takes us a while to get
    that program launched. But we've got some amazing people this year,
    both in the enterprise side -- so talking about training -- we've got
    a whole defense and government sector that's happening at the event
    this year, a couple hours of that. We've got beautiful immersive
    artists and people working in immersive storytelling that are coming.
    So we've got Lenovo, Niantic, MasterCard, HP, Forbes, a whole bunch
    of great of the big name companies. But then we've also got beautiful
    artists that are coming, like Nancy Baker Cahill, and a beautiful
    voice, Galit Ariel, who's from Toronto, who was a TEDWomen speaker.
    Yourself, Julie, we've got people f
    0 min

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