XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
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XR for Business episodes

  • It’s Okay to be Small, with Virtual Reality Marketing’s Terry Proto

    Don’t let his

    impressive stature fool you; Virtual Reality Marketing CEO Terry
    Proto knows that, in an industry where there’s a ton of use cases and
    many roles to fill, it doesn’t hurt to be small. Heck, it usually
    pays to be! Terry joins Alan in a chat about how companies can best
    find their niche in the XR realm.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today’s guest is the
    one and only: Terry Proto. He’s the CEO of Virtual Reality Marketing.
    Terry is an award winning digital imaging and digital games producer.
    He has over 15 years of production and sales experience in the US,
    Europe and Asia. And he’s been creating images since the very first
    version of 3D Studio back in the 90s, and has evolved over the years
    working on myriad projects, including agency work and other products
    and project endeavors. In a previous life, he struggled with getting
    clients and visibility consistently for his own creative studio,
    despite the quality of his work. And after connecting with a lot of
    CEOs in the XR space, he realized that his problem was a widespread
    problem. So for the past two years, Terry and his team have been on a
    mission to help studios and brands better connect for everyone’s
    benefit. To learn more about his company, Virtual Reality
    Marketing.com, go to virtualrealitymarketing.com. It is my absolute
    pleasure to welcome Terry to the show.

    Welcome to the show, Terry.

    Terry: Hey, Alan. Well, thank

    you very much. I love the intro. It’s really an honor to be on your
    podcast today.

    Alan: Thank you. It’s such an

    honor to have you on the podcast. I know we finally got to meet in
    person for the first time at AWE — Augmented World Expo — what,
    about three weeks ago now?

    Terry: Yeah. We connect with so

    many people, and it’s all digital and it’s all remote. So it truly
    feels good to shake someone’s hand now. [chuckles]

    Alan: I got a hug from you,

    which was awesome.

    Terry: [laughs] Exactly.

    Alan: You are a very strong man.

    I don’t know if you’re benchpressing Volkswagens in your spare time,
    but those of you who know Terry; he’s a very large, solid dude. Not
    just in physical stature, but in mindfulness and everything. And his
    passion shows through in the work that he does. I really want to
    start digging into that. So tell us about Virtual Reality Marketing,
    and talk about how you got into this.

    Terry: I think you nailed it in

    the intro. It really started with my problem as a producer. And you
    know, when you’re a producer, you’re in your own silo and you’re
    working on those products and you’ve got your clients, your team,
    you’re flying around for business meetings and events. And you
    connect with people, but it’s more superficial. And when I stopped
    being a producer, I took a step back and I started talking to a lot
    of people. And that’s when I realized that my problem was — I
    wouldn’t say everyone’s problem, but very common problem — and I
    looked around and I couldn’t find a solution for myself for years.
    And I figured it would be time to hack all this and solve this for
    everyone.

    Alan: So what is the solution

    that Virtual Reality Marketing is doing? You’re connecting agencies
    and big brands with studios. Is that correct?

    Terry: Yeah, exactly. Simply

    put, Virtual Reality Marketing, we’re the most comprehensive
    directory of AR, VR, 360 studios. And we are also focusing on
    building the largest XR case studies library. Right now we’re close
    to 150 on the site, and we are on track to have 500 by next year. The
    problem that we try to tackle is that… I like to analogize, I like
    to say that VR is an hydra, as in it as many heads, and you don’t
    know what to do with this thing. And VR is still very much a unicorn,
    as in everybody talks about it, but few people have actually seen it.
    And that’s where we come in. So on one hand, we have brands and
    advertisers and anyone who’s interested in XR, to get involved in
    immersives. At this point, those guys realized they need to get
    involved, but they don’t know where to start. And it’s difficult for
    them to find partners they can trust. And when you’re spending, I
    don’t know, $50,000 on a budget for XR project, you want to make sure
    you’re spending your money at the right place.

    Alan: Agreed. That’s one of the

    problems that we are trying to solve with this very podcast.

    Terry: Exactly.

    Alan: Let’s unpack that. If

    you’re a brand that wants to start using virtual augmented reality
    for marketing, what’s the first thing that you would recommend to
    them?

    Terry: Well, the first thing is,

    get informed. It’s knowing about the studios. And that’s the focus we
    have on the case studies right now. It’s all about this. It’s like,
    say, I’m a brand or a company because it works for… say I’m a
    training company, and I’m working in medical. And I want to build
    this project. I don’t know if it’s possible. I had the case literally
    last week. Clients are coming, they’re like, “Hey, we’ve got
    this idea. We don’t know if it’s possible. Is it realistic? Is it
    unrealistic?” So, first step: looking for the case studies of
    what are people doing around us. And right now, it’s not like two
    years ago. We’re in this world where we have the case studies. We
    have the experience. We can demonstrate the ROI. We can demonstrate
    the benefits. And we’re collecting all of this information to share
    it easily. So short answer to your question: first step, see the
    relevant case studies in your industry, it’s going to inspire you,
    and answer tons of questions. Start from there.

    Alan: I just noticed — I was

    scrolling through the site as you were talking — and one of the
    companies that we invested in, 3D Food And Drink, is on there.

    Terry: Yeah, so… [laughs] It’s

    one of the cool things of what we do. It’s like I said, we connect
    with so many people and then we are like, I’m talking with you and
    you’re like, “Hey, this is our product.” And I’m like, “Oh,
    wow, we didn’t even know about it, but great.” That’s the whole
    point. I love when I hear that. It means we’re doing a great job.

    Alan: So how do you monetize?

    What is your business model?

    Terry: In terms of business

    model, we really do two things. On one hand, we have the content
    creators. We have them connect with studios. So we have them through
    the websites. We can give them more visibility through the website
    with several packages, share more content, be on top of the list
    beyond the home page. We have also a consulting offer, where we can
    dive deep with a studio. It’s not for everyone. It’s for select
    studios who are solving mission-critical problems for their clients.
    There, we can build an advanced lead-generation strategy, connect
    with a large number of leads. It’s really basically taking all of
    your business developments and we’re handling this for you, starting
    from the strategy, all the way to the living leads to the studios.

    For brands and advertisers, it’s really

    all about connecting with relevant companies they can trust. We’ve
    got brands, advertisers — again, anyone interested in using AR and
    VR — connecting with us and saying, “we’ve got this project. We
    don’t even know if it’s realistic or not. But tell us.” And
    based on what they share with us, we can make a recommendation of,
    those are the right studios that you want to work with, because
    they’ve got the track record; because they’ve got the expertise;
    because they’ve got the portfolio. And then we work on commission for
    the recommendations.

    Alan: Ok. That’s pretty awesome.

    What about companies that are just starting out? How do the smaller
    studios and startups start to build that book of business and case
    study library?

    Terry: That’s a good question.

    And you know what? It’s still a world of small VR companies. So the
    first thing I should say is, it’s OK to be small. I know we’ve been
    small for a long time and in France — so not in the US — and we’ve
    kind of got that small company complex. It’s okay. It’s okay to be
    small. There are so many things to do in this industry. Everyone is
    starting, and you need to start somewhere. The most important [thing]
    is focus and relevance. You don’t want to be everything for everyone.
    “The jack of all trades, master of none?” That’s something you
    see a lot in VR. You want to focus on one problem and become the
    expert at solving this problem for your clients with AR, VR and other
    tech, you don’t need to restrict yourself to VR. Actually, the most
    successful companies are integrating VR into a larger vision.

    Alan: What would an example of

    that be?

    Terry: Location-based

    entertainment. You have your VR experience, and it’s the center and
    the core experience. But at the same time, you’re selling t-shirts
    and you’re selling drinks, which is completely low-tech and has
    nothing to do with VR. But it’s okay for your clients. If it’s Friday
    night and I want to go with my friends for some high-tech
    entertainment, and I start to do a laser tag and then I’m going to do
    VR. And then it’s Friday, so we’re going to have drinks. And the
    experience was cool, so I’m gonna get a t-shirt and gift it to my
    friends. It’s a holistic experience. It’s not just about VR. It’s
    about them, what they get from it.

    Alan: I’ve seen a lot of

    location based entertainment facilities where they just set up some
    small square rooms with a VIVE in it. And that’s great. But what
    really blew me away was when I was in Dubai at VR Park, and they
    built the whole experience around each activity. So it may be the
    same VIVE as you would play in a small 10×10 room. But for example,
    the John Wick VR experience, and there’s like a bank vault and you’re
    actually going into a physical set. People don’t think about that
    when they’re setting up these experiences. And I think it’s really
    important to just get everybody really excited about this technology
    before they put it on their heads. And it just adds to the whole
    allure of it.

    Terry: Exactly, exactly. It’s

    not just about VR. It’s about the overall experience and the overall
    service for your clients. And it works everywhere. You’ve got this LB
    example, but you have your training example on the other side of the
    spectrum, where you’re training people. And what matters is that they
    get the best experience, so some of the information you will want to
    have on iPhone and iPad. Some of the reporting you will want to have
    on the Web and some of the most expensive, most complicated, most
    dangerous experiences you will want to do in VR. But again, it’s a
    whole. And it’s not just VR. It’s also everything else.

    Alan: Yeah, absolutely. So in

    the last month, what’s the best virtual reality or augmented reality
    marketing experience that you’ve seen?

    Terry: Ok. So, you know, in our

    case, our job is to pretty much see all of them, at least as much as
    possible. So it’s really a difficult question for me to answer
    because I have to pick one.

    Alan: That’s why I picked the

    question!

    Terry: [laughs] But if I have to

    pick one, I’ll give you… for instance, I tend to prefer the ones
    that are smart, and fun, and really solve a problem. So in the last
    few weeks, we got this experience from a Brazilian studio, VZ Lab,
    and it’s the VR vaccine experience. And I love it because it’s clever
    and funny and it’s solving a real problem. It’s the problem of
    vaccination with children. Huge problem for the parents; they’re
    fighting with the children. And the children, some of them are
    literally traumatized by the things, they’re crying. Problem with the
    nurses, because you have to deal with conflict day in and day out.

    Long story short, the studio created

    this experience, which is synced with what the nurse is doing in real
    time. So for the children, they are plunged into this immersive
    adventure all in 3D, it’s beautiful. And they’re going to be given a
    shield. The children is being warned that he’s gonna be bitten by
    something and it’s gonna be okay. And in real time, the nurse is
    doing the injection. It works like a charm. It’s beautiful. And you
    ask the children, they’re like, “oh, my God, that was amazing. I
    loved it.” No cries. No screams. No nothing. And it’s 180
    degrees of something that is a huge problem for everyone. And it’s
    been turned into a fun, cool experience. It’s incredible.

    Alan: My daughter, she’s 11, and

    she is literally terrified of needles.

    Terry: Like I said; smart, fun,

    really solving a problem. It’s great. But just to give you another
    one, on the other end of the spectrum. Children again. So this one
    not as glamorous, but super useful. This time we’re talking about a
    therapeutic training tool and it’s about understanding the changes in
    the brain of a child who was suffered childhood trauma. And I think
    this one is built by UK studio, Ignition. And basically you’re living
    the experience through the eyes of the child, and you see your
    parents fighting, and the isolation, and the tears and everything.
    And in the meantime, it’s superimposed with the brain activity and
    you see how the brain is being restructured in real time, based on
    the experiences the child has lived.

    Alan: Wow.

    Terry: And you get a different

    brain. So it’s really understanding and showing you how every little
    detail in your family life is impacting your children and how to
    change those behaviors, because especially when you’re young, the
    brain is plastic. And those are very strong connections that are
    really difficult. Or nearly impossible, I should say. So, another
    great one.

    Alan: They’re on such wide

    spectrums of the technology. One of the things that I think is it is
    an issue with our industry in general — and I think maybe you can
    address this — is these are great experiences, but how are companies
    measuring the success of these? Are they doing it through earned
    media captures? Are they doing it through number of people that
    they’ve put through the experience? What are you seeing as far as the
    analytics and metrics around this?

    Terry: It’s a good question. And

    I think the best answer I can give you is there’s no
    one-size-fits-all answer. I think in training, one of the best
    metrics you can get is… I’ll give you one of my favorite points. I
    think it’s PIXO VR, they are doing some of the best of the safety
    training, like first responders training, firefighters training. And
    it’s something that’s simply really difficult and dangerous to
    experience in real life. So success here is just having the
    experience, they’re building this amazing cinematic experience, which
    is exciting. It’s really literally like being in a movie. But it’s
    useful. It’s saving lives, because you’ve got a better team. They are
    better trained. You can’t train those people like this in real life
    because you would be putting their lives in danger. And because
    they’re better trained, they’re saving more lives. So that’s one of
    the best ROI use case I can give you. Quite literally, because you
    were able to be trained in a simulated dangerous environment,
    realistically, you know how to handle those situations. You get all
    of the experience that you would build a lifetime of being in danger.
    And that’s allowing you to save lives. That’s all the ROI you can
    get.

    Alan: When you put it that way.

    I mean, what’s the ROI on a life? The last podcast I did today was
    with Dr. Walter Greenleaf, and Dr. Greenleaf has been in this
    industry for 33 years, talking about the medical use cases. He kind
    of broke it down into five key parts: training, assessment,
    intervention, health and wellness, and then the democratization of
    care. As we move to more precision medicine and proactive medicine,
    VR stands to create unlimited potential for people in underserved
    areas.

    That’s medical; when you take it to

    education, it can unlock the full true democratisation of learning,
    globally.

    Terry: Absolutely. You know

    what? We did have a case — I have to pay attention to what I can
    tell you about it — but we did have a case two weeks ago of a
    company in medical, working on this training for medical, and that
    they want to deploy in developing countries. So Latin America,
    Eastern Europe, Asia, and basically it’s about training medical
    personnel, and they’ve got tons of problems to do so, because right
    now it’s a physical training. So it’s costing a fortune, and you need
    to physically move people all around the planet, literally. And then
    you also need to work with the local people. But they keep changing,
    so you don’t know of their standards. And sometimes you need to have
    them rise to your own standards in order to deliver good training, as
    opposed to VR where you can get it right once and then make sure
    everyone gets the right content. It’s infinitely cheaper to send to
    experience once again, yeah, of course.

    Alan: One of the things that I

    keep thinking; my kids are in grade school, and one’s in high school
    now. And if you think about the teachers that are there — they’re
    wonderful people — but by no means are they the world’s expert in
    anything they’re teaching. And being able to harness the best
    possible trainer every time, that’s essential. And I think that’s
    really what STRIVR’s doing well, as well. They’re a company based in
    San Francisco that’s doing virtual reality training, and they’re able
    to capture the best trainers and spread them across the entire
    enterprise. Whereas before the best trainer, maybe you could train
    20, 30 people at a time or maybe a couple of hundred throughout a
    year. But when you’re talking thousand employees, it’s just not
    scalable. You can’t send somebody on a plane to visit every employee.
    But in VR, you’re just setting a headset.

    Terry: Absolutely.

    Alan: So what industries are you

    seeing that are using this the most?

    Terry: Right now, I would say

    we’re seeing obviously the most traction is coming from training.
    It’s coming from medical. It’s coming from marketing as well. But
    marketing is a different beast, because whereas in training and in
    medical it’s really about – again — solving those mission critical
    problems. In marketing, often it’s more into nice-to-have cool
    experiences, so you see trends. For instance, VR for trade shows was
    a huge trend two years ago. And this winter we had like the big AR
    craze; AR everything. But that’s a big one. That’s still a very big
    one.

    Not so big ones: travel, real estate–

    like, real estate, surprisingly, what we see is that the obvious case
    study — it’s selling your house; I want to see the house. I want to
    be in the house. VR technology of presence being the house. No
    brainer, right? Well, actually, no. And people in real estate right
    now, they’re focused on interactive, meaning that the interactive
    part of the VR is great. And so interactive presentation of condos,
    building developments, and on a large number of platforms. So you
    want to show them in your big interactive screen, a table, in a sales
    center or you want to have it on your iPhone or iPad, obviously, and
    you want to do the VR.

    But like, for instance, I talk with

    some companies as it is. I’ve got the whole range of services, from
    the interactive screens to iPad to VR. And what they see in terms of
    use is that… for instance, the sales people on the move, on the go,
    will use more iPad or will use more Bigtable, because you can connect
    with several people at the same time, convenience, conviviality,
    being able to have several– like, me and my wife looking at the
    screen, at the same thing, at the same time. So VR is cool, but it’s
    like this one thing that you’re doing, but then you fall back to iPad
    because it’s more practical.

    Alan: VR headsets are dropping

    in price. But it still comes down to the fact that every single
    person has a phone in their pocket.

    Terry: Exactly.

    Alan: Just from a scale

    perspective, being able to use AR technology on a mobile device, and
    the stat that I keep reading is there’ll be over two billion
    smartphones that are AR enabled by the end of. This year. That’s real
    scale.

    Terry: [chuckles] Yep.

    Alan: If we’re looking at mobile

    phone-based things, what are some of the coolest things you’ve seen
    on mobile phone-based AR? I just saw one the other day that was, you
    could put the Space Shuttle in your backyard in real size.

    Terry: You do have a lot of AR

    apps at the moment. Let me think. Well, I’m a big fan of the try-ons.

    Alan: Yeah, I love it. I wrote a

    whole article on this.

    Terry: Yeah, I saw it, and I

    like, for instance, at AWE, there was this company and the CEO was
    basically barefoot for the whole show — not kidding — because he
    was doing a demo of their iPhone try-on and for some reason they
    needed to not have shoes. [laughs] And so you take your phone and you
    see your sneakers. You can select the colors and everything. And I
    must say, it’s a really compelling experience, because when you’re
    buying shoes online, you never really know — especially the designs,
    the colors or whatever — seeing it on you like this, it’s much more
    than gimmick; it’s really useful.

    Alan: Yeah. No. You’re

    absolutely right, and I think Google just rolled out this virtual
    try-ons right in the Google Lens and everybody’s starting to work on
    it, which is pretty interesting. There’s a whole bunch. There’s
    makeup, watches, shoes, glasses, hats, beards — see what a beard
    looks like on you.

    Terry: I was talking to also —

    it’s funny; the same week of AWE, I was talking to a partner, and she
    was getting engaged, and I told her about the try-ons. And so she was
    super excited about the jewellery try-ons. And she’s obviously a
    woman. And she was like, “oh, my God, you can try and you can
    see on your iPhone. And, wow, I need your address. Send me your
    address like right now.” Once again, it all comes down to the
    case study. She doesn’t care it’s AR or VR; she gets what she gets
    out of it.

    Alan: Exactly. And it’s

    interesting you pointed it out, because Snapchat uses AR all the time
    and for everything, for face filters and real world filters and stuff
    like this. But nowhere do they mention the words “augmented
    reality.”

    Terry: Yeah. But, you know, I

    think it’s one of those things… I really liked an analogy of the
    world of AR and VR right now. And it was like, you know what? I think
    we’re kind of the Web, circa 2003 or something, when people were
    building websites. And back in 2003, when you were asking someone,
    it’s like, “what are you doing?” “Well, I’m doing a dot
    com.” “What is your website? What is it doing?” “We don’t
    care so much. I have a website; it’s amazing!”

    Alan: “What do you mean? I

    do AR!”

    Terry: Exactly! You see where

    I’m going. And now it’s kind of the same like “hey, I’m doing
    VR!” “Yeah, but what are you doing?” “Yeah, I don’t
    care so much, but I’m doing VR,” or “I’m doing AR!” And at
    the end of the day now, yeah, of course you have a website. Amazing.
    Extraordinary. Everyone has a website. We don’t care about the
    website. We care about what’s going on on the website.

    Alan: Exactly. By the way, if

    anybody is listening to this and wants to learn, we have a website!

    Terry: Alan, we have two

    websites.

    Alan: Oooohh! What are your

    websites? You have virtualrealitymarketing.com; what’s the other one?

    Terry: Virtualrealitymarketing.com.

    And we have uberealagency.com, and that’s the consulting for studios.
    So two fully-functional websites.

    Alan: Holy moly! You are way

    ahead of the game! [laughs] We also have our pitch for XR Ignite,
    which is actually in VR and AR as well. Through a platform called
    VRAVO.

    Terry: And that’s something

    that’s very interesting I’d like to pick on, is that I find that one
    of the best ways to evangelize about AR and VR is actually using
    it.

    Alan: You think?

    Terry: Yeah. But, you know, it’s

    so funny in what we do, it’s all about the simple things. But so many
    people overlook the simple. Everyone is like, “AR and VR, it’s so
    amazing and everything.” You know what? How about we actually use
    it? One of our clients, they are this Finland company called Glue and
    they’ve got this amazing remote presence tech. And they really strive
    to do their meetings in Glue with their tech.

    Alan: Yeah, yeah. Kalle

    was on our show.

    Terry: Oh, OK. So, yeah, you

    know them. Small world. But things are amazing. I think what’s out
    there is beautiful. I had a blast playing with the tech at AWE. AWE
    was the place to be this year.

    Alan: It was amazing. There was,

    I think, 6,000 people they said this year?

    Terry: I don’t know, but you

    felt like everyone was there.

    Alan: By far and away, it is

    probably the most important VR/AR conference in the world. Mainly
    focused on augmented reality, but–

    Terry: A lot of VR as well.

    Alan: When I was there I said to

    somebody, “if this building collapses, the entire VR industry is
    gone.”

    Terry: Exactly.

    Alan: This year I ran the

    startup track, and I did a panel on supercharging your marketing,
    actually, with the head of XR for Nestle, Richard, and Mohammed from
    Macy’s, and Jason
    Yim from Trigger Global. And there was one more I can remember
    off my head. But yeah, it was really amazing. This year was just a
    beautiful experience, getting to meet you and seeing what you think
    of all my friends. It was really cool.

    Terry: Yeah. Ours was the same.

    We’ve got clients everywhere. In the US, in Europe, as far back as
    Finland. And you’re on the floor, and you have everyone. And you–
    all those people that you connect on the phone away from everything,
    you can shake hands again. And just that was– And most importantly,
    the density of smart, talented, dedicated, passionate people. The
    density of conversations that you have, really interesting
    conversations. You turn your back and, “Oh, yeah. So we are
    doing this and that.” That was amazing.

    Alan: Yeah. Every single person

    you met was doing something revolutionary.

    Terry: Exactly.

    Alan: I got home and it took me

    three days to write my post report.

    Terry: [laughs] I’m surprised.

    Alan: Yeah, I met over 100

    people in this short amount of time. So anybody listening, go to
    Augmented World Expo. It’s definitely worth going to next year. And I
    think there’s another one in Europe, as well.

    Terry: There is one in Europe, I

    think like Q3, like September or something.

    Alan: And then there’s a VR Days

    in Amsterdam as well, which is coming up, I think in October, I’ll be
    speaking at that. And that one’s another great one.

    So let’s get back to use cases for a

    second, because one of the things that I’m starting to see — and
    maybe you’re seeing it as well — is, like the virtual try-ons, we’re
    starting to move over to more utilitarian use cases of this
    technology. One of them that I thought was really cool was, I believe
    it’s Dulux, the paint company. They figured out how to segment your
    walls. You can put your phone on the wall and change the paint colors
    and they look real depending even on the lighting that’s in your
    room. So you can see it in the daylight and see what it looks like,
    and then see it at night. Being able to do that, that’s an impressive
    use case.

    Terry: You’re talking about

    something really important right there. Back when VR really started
    in 2015-16, everybody was super focused on entertainment, games, and
    all the things you can do with it. And I’m not saying games are
    uninteresting. You can do plenty of things with games and everything.
    But the business side of things was, “it’s business; it’s
    boring.” Turns out, right now the most successful companies in
    VR tend to be solving mission-critical problems for their clients and
    business, so a lot of those utilitarian cases. And what we like best
    — what I personally liked best — is that you can do smart and you
    can do sexy, if you want to. Meaning that, you can be utilitarian,
    but especially with VR, you can do it in an exciting and engaging and
    just cool way. And that’s great, because the cooler or the more
    exciting your utilitarian app is going to be, the more people will
    want to use it, the more it is going to solve problem for plenty of
    people. We want more of that, and there’s money doing that.

    Alan: Yeah, absolutely. The

    Triple A gaming market is what people expect now. They expect that
    level of quality. So we have to — everybody, the whole industry —
    has to step up their game to create experiences that not only solve
    problems, but wow people.

    What is the most important thing

    businesses can do right now to leveraging the power of XR? What would
    you recommend as their first step?

    Terry: Very simple. It’s the

    same first step for everything: it’s get started now. It’s
    always about the simple next step you can do to get started and for a
    lot of people — especially with XR — it’s very intimidating. We’ve
    talked about this many times. And no matter where the company is, now
    we live in this world where it’s not so much about “eh, XR. Is
    it a fad? This is going to go.” It’s here to stay. And no matter
    what you do, it’s going to probably help your business.

    So now it’s all about, you know, get

    started. Get your hands dirty. Build a project, doesn’t have to
    be big. And build your own understanding and experience, fully
    understand the impact, the ROI, the benefits for your company.
    Because it’s not going to be the same as for this other company, this
    other [garbled]. So it’s all about you. And become smarter, become
    more efficient through VR and then you repeat the process. And with
    each new step, you get bigger and more ambitious, but it’s all about
    the first step. Get started.

    Alan: That’s some great advice.

    So, last question: What problem in the world do you want to see
    solved using XR technologies?

    Terry: We did talk a lot about

    training and I’m going to talk again about training and education. I
    think VR is great at helping people understand the world better and
    understand others better. And I also think that, on the other hand,
    ignorance is often the root of fear. And knowledge and understanding
    is often helping to connect with people, and I think that right now
    in this world we could use more of that.

    35 min
  • It's Okay to be Small, with Virtual Reality Marketing's Terry Proto
    Don't let his
    impressive stature fool you; Virtual Reality Marketing CEO Terry
    Proto knows that, in an industry where there's a ton of use cases and
    many roles to fill, it doesn't hurt to be small. Heck, it usually
    pays to be! Terry joins Alan in a chat about how companies can best
    find their niche in the XR realm.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is the
    one and only: Terry Proto. He's the CEO of Virtual Reality Marketing.
    Terry is an award winning digital imaging and digital games producer.
    He has over 15 years of production and sales experience in the US,
    Europe and Asia. And he's been creating images since the very first
    version of 3D Studio back in the 90s, and has evolved over the years
    working on myriad projects, including agency work and other products
    and project endeavors. In a previous life, he struggled with getting
    clients and visibility consistently for his own creative studio,
    despite the quality of his work. And after connecting with a lot of
    CEOs in the XR space, he realized that his problem was a widespread
    problem. So for the past two years, Terry and his team have been on a
    mission to help studios and brands better connect for everyone's
    benefit. To learn more about his company, Virtual Reality
    Marketing.com, go to virtualrealitymarketing.com. It is my absolute
    pleasure to welcome Terry to the show.
    Welcome to the show, Terry.
    Terry: Hey, Alan. Well, thank
    you very much. I love the intro. It's really an honor to be on your
    podcast today.
    Alan: Thank you. It's such an
    honor to have you on the podcast. I know we finally got to meet in
    person for the first time at AWE -- Augmented World Expo -- what,
    about three weeks ago now?
    Terry: Yeah. We connect with so
    many people, and it's all digital and it's all remote. So it truly
    feels good to shake someone's hand now. [chuckles]
    Alan: I got a hug from you,
    which was awesome.
    Terry: [laughs] Exactly.
    Alan: You are a very strong man.
    I don't know if you're benchpressing Volkswagens in your spare time,
    but those of you who know Terry; he's a very large, solid dude. Not
    just in physical stature, but in mindfulness and everything. And his
    passion shows through in the work that he does. I really want to
    start digging into that. So tell us about Virtual Reality Marketing,
    and talk about how you got into this.
    Terry: I think you nailed it in
    the intro. It really started with my problem as a producer. And you
    know, when you're a producer, you're in your own silo and you're
    working on those products and you've got your clients, your team,
    you're flying around for business meetings and events. And you
    connect with people, but it's more superficial. And when I stopped
    being a producer, I took a step back and I started talking to a lot
    of people. And that's when I realized that my problem was -- I
    wouldn't say everyone's problem, but very common problem -- and I
    looked around and I couldn't find a solution for myself for years.
    And I figured it would be time to hack all this and solve this for
    everyone.
    Alan: So what is the solution
    that Virtual Reality Marketing is doing? You're connecting agencies
    and big brands with studios. Is that correct?
    Terry: Yeah, exactly. Simply
    put, Virtual Reality Marketing, we're the most comprehensive
    directory of AR, VR, 360 studios. And we are also focusing on
    building the largest XR case studies library. Right now we're close
    to 150 on the site, and we are on track to have 500 by next year. The
    problem that we try to tackle is that... I like to analogize, I like
    to say that VR is an hydra, as in it as many heads, and you don't
    know what to do with this thing. And VR is still very much a unicorn
    0 min
  • Combining the Best of AR and VR with Varjo’s XR-1, featuring Niko Eiden

    The human eye

    is a wonderful and complex thing, and it’s a technological feat just
    to even come close to its natural revolution. Well, the folks at
    Varjo have created something that is pretty darn good at it. Alan may
    have trouble remembering how to say their company’s name, but he can
    attest to the clarity of the XR-1’s display. Varjo CEO Niko Eiden
    comes by to give us a look behind the curtain of its creation.

    Alan: Welcome to the XR for

    Business Podcast with your host, Alan Smithson. Today we have Niko
    Eiden, CEO of Varjo. He’s formerly held top product leadership
    positions at Microsoft and Nokia. At Nokia, Niko led a product
    program team in 2006-2007, and together with researchers from Nokia
    Research Center, his team developed the basis for the optical
    technology that later became the Microsoft Hololens. Niko has a
    Master’s in science in aeronautical engineering. Varjo is redefining
    reality by jump starting a new era in computing. Their hardware and
    software lets people seamlessly mix realities together, moving from
    the real world to extended reality into pure virtual reality, all
    with human eye resolution. Their new headset, XR-1, is a mixed
    reality developer device for engineers, researchers, and designers
    who are pioneering a new reality. With photorealistic visual
    fidelity, ultra-low latency, and integrated eye tracking, the XR-1
    seamlessly merges virtual content with the real world for the first
    time ever. If you want to learn more about Varjo, you can visit
    varjo.com. And I want to welcome to the show, Niko. Thanks so much
    for joining me.

    Niko: Thanks, Alan. Nice to be

    here.

    Alan: It’s my absolute pleasure.

    We got a chance to meet at AWE this year and I got to try the XR-1,
    which was — oh my God — what an incredible experience. You put on
    the headset, the pass-through cameras were as if I didn’t have a
    headset on at all, I could just see the whole world. And then all of
    a sudden a car appeared in front of me; in the space I was in, there
    was a car. Then I got in the car, and the space around me
    disappeared, and I was in the car. And the one thing that really
    stuck out with me that blew my mind was. I was looking — it was a
    Volvo — and I remember looking at the steering wheel. And the little
    Volvo symbol in chrome was so crystal clear. It looked like a real
    car. Let’s talk about your technology and how you guys ended up at
    this place.

    Niko: Sure. We really had the

    initial vision– the founding team, we had a long background in
    different augmented reality and VR devices. And we had always been
    talking about that video see-through type of devices could actually
    combine the best of both worlds of AR and VR devices. And every time
    you started talking about them, somebody kind of commented basically
    that don’t bother: the latency, the lag between what you’re seeing
    through the cameras, and what’s happening in reality is gonna be too
    long. Or the resolution is not going to be good enough, it’s not
    going to look great. But we were in the summer of 2016, we were
    looking at a demo and the demo was shown with the Hololens first gen
    device. And I got really thinking that this would be such a cool
    demo, but it’s really missing a big part of the experience, because
    it wasn’t able to show the image in a photorealistic fashion. It was
    a very high fidelity graphic scene that we were looking at with
    Hololens and we were just thinking that this would be so much better
    with a VR device. And combining the reality with a video see-through
    device could actually really work. We were a bit curious. We had some
    extra time at that point together with Urho [Konttori] — one of the
    other founders — and we built our first prototype in 24 hours, and
    the experience was really magical. So it was a very simple
    experience. But the main thing of that first experience was that we
    were able to dim an existing room and make it dark, add some fog into
    it, and there were some knights. So it was immediately something that
    you couldn’t do with any other device and you still can’t do with any
    other device, because with an AR device, you can only add light. You
    can’t add darkness. That demo was good enough to get us the initial
    funding and get us going, so it really proved the point pretty
    neatly, and that’s just how we got started.

    Alan: It’s interesting, I

    actually tried– there was a company based in Toronto — and I can’t
    remember the name of them — but they had a VR device with
    pass-through cameras, and then they had this demo where a giant
    crashed through your ceiling and it picked you up. And so it was this
    blend of real world and then mixed reality, and then you were in full
    virtual reality. And that was my first foray into it. But to your
    point, the resolution just wasn’t there and there was such a lag in
    the latency that it kind of made me feel queasy, and I felt none of
    that with your headset. It was crystal clear, and not only crystal
    clear with the latency, I waved my hands. There’s actually a photo of
    me waving my hand in front of my face, because I just couldn’t
    believe that I was seeing my hand. Your secret sauce or your magic
    that’s behind it is, you’ve kind of created almost like a false
    foveated rendering, meaning if you look directly in front of your
    eyes, your fovea are 100 percent focused. And then as you move out
    from there, it gets less and less focused. So if you’re staring at
    your computer and you hold your hand out to the periphery, your hand
    is kind of blurry, you can’t really see it in detail. You guys have
    leveraged that by putting a higher resolution screen within a screen.
    Can you walk us through that?

    Niko: Yeah. So that was actually

    the first pivot that we had to make. As I mentioned, the big vision
    was to do mixed reality with video see-through device. But in the
    beginning, we didn’t plan to set up a company that would produce VR
    headsets. So we actually were thinking that it would make sense to do
    a good accessory and equip the existing VR headsets with a very good
    accessory that would solve the latency problem. We had a few ideas
    how we could crack that problem all the way from the very beginning.
    But when we were testing it, fairly quickly we realized that we can’t
    leverage any of the existing VR headsets on the market still today,
    just because the resolution was not on par what we could achieve with
    the video see-through system. So fairly early on we decided that
    okay, even though we want to do the mixed reality with the video
    see-through, we have to park it for a while. We we have to work a bit
    in a serial fashion on this problem and we have to tackle the
    resolution problem on the VR headsets first. The idea that we came up
    with, as you mentioned, was exactly that. So we are utilizing four
    displays in a headset, so two displays per eye. And we are using more
    of a traditional setup that we call “context display” that
    provides you the full field of view and you get the periphery and
    that doesn’t have to be in such a high resolution because the way how
    your eye works, it’s impossible to see and in high detail for the
    periphery part. And in the center we have a second display that we’re
    overlaying with an optical mirror, and that way we are able to mix it
    almost borderlessly in front of the complex display we call “focused
    display.” And this display is able to match the human eye
    resolution by something that we call “60 pixels per one degree
    field of view” in that high resolution area. Very early on we
    had a target that we want to be able to read a newspaper in VR. That
    headset is able to perfectly allow you to read a newspaper in VR.

    Alan: Now, for those who haven’t

    spent a lot of time in VR, that is something that is a real challenge
    for VR, is just reading text is a problem. And there’s companies like
    Monotype, who has created all the type fonts that you see, — Times
    New Roman and all these things — but they actually started creating
    type fonts that would be visible in AR and VR. Then you guys took a
    different approach and just said, well, the problem isn’t the text,
    the problem is the resolution.

    Niko: Yeah. And then there were

    quite a lot of restrictions, and still are. I mean, one is the
    compute power available on desktop PC. So if everything would be high
    resolution VR, we would talking about not 4K display; we’d need,
    what, 16K, 20K displays that would be required to pull it off in a
    reasonable field of view. So that was not the track that we could
    take. I mean, the displays didn’t exist, the processing power didn’t
    exist. But with this way, by combining these four displays that
    existed on the market, — basically off-the-shelf components — and
    combining them in a smart way allowed us actually to do something
    that we can produce today, and that will work with the computers of
    today and provide you this region of high resolution. It would be
    bombastic if everything would be high resolution and you couldn’t
    distinguish anything anymore from resolution perspective, but
    unfortunately that we aren’t get there.

    Alan: From a user’s perspective,

    when I put it on, I didn’t notice that the periphery wasn’t focused.
    As I looked at the steering wheel, I looked around the car, I looked
    at the leather stitching and actually my brain just totally ignored
    it. It wasn’t until the second part of the demo — I was looking at a
    whole area where there was a moose crossing, and it was really neat
    — but it wasn’t until then that I kind of realized that there was a
    little bit of a border around what I was looking at. The way you guys
    have done it, with the super high resolution in the middle and it
    kind of almost feathers or fades out to the other resolution. It’s
    almost imperceivable if you didn’t know what to look for. I think
    it’s really magical. You guys have a partnership with Volvo. How did
    that come about?

    Niko: The Volvo partnership, we

    started off developing the VR-1, which is our headset that brings
    human eye resolution to the market and brings an eye tracker to the
    market, that also differentiates us from pretty much all of the other
    companies out there today. But the Volvo case was a bit special, and
    Volvo had a vision of stuff that they wanted to do in the mixed
    reality space, and our dream of doing mixed reality with a video
    see-through actually matched. And we were able to offer them first
    very early prototypes, so that they could start testing. And it
    resonated really well. So Volvo had a fantastic engineering team. So
    they had very good capabilities of actually doing work from an
    engineering perspective. And for us, it was a fantastic case to
    pressure test whether the vision, whether the product that we were
    actually signing made sense from an enterprise perspective, and in
    the case of Volvo it definitely did. So it was these kind of early
    discussions. It started around the VR-1, doing VR in high resolution.
    And we mentioned that we have this mixed reality prototype that we’re
    still working on, and we were able to show. It clicked from there on
    that, and we collaborated pretty tightly from there on. We were able
    to finalize and understand what an enterprise company would need and
    Volvo could get their hands on very early on something that simply
    wasn’t available anywhere else.

    Alan: What are they using it

    for?

    Niko: Volvo is planning to

    accelerate their design process for cars. The team that we’ve been
    working on is mainly working on the interior of future cars. And if
    they have a new idea, with our device they can actually test it
    before they have to build a single physical prototype. So what they
    can do, is they can replace the interior of an existing car and
    virtually replace it with a future car interior. And they can start
    testing the interior of the instruments, switch locations. And with
    the eye tracking, they can actually do proper testing so they can
    drive on a real road. And with our headset, we are able to segment
    the window so that the windows from inside the car show the reality.
    And that view is to our camera setup and then the rest of the
    interior is then the future car interior, which is completely
    synthetic and created graphics. And with the eye tracking, they can
    light up, for example, a warning light and they can check in a real
    driving condition how quickly a driver could, for example, see that
    light, just has a crude example of the stuff that they could do. Or
    head-up display system, mixed graphics and show– your virtual moose
    you mentioned, they can show it while driving. There doesn’t have to
    be a real moose, but they can simulate the moose and they can start
    testing driver reactions.

    Alan: How are you capturing

    the… I guess the window views? Is that through a 360 camera setup
    or something like that?

    Niko: No, we have the

    see-through cameras, obviously, and then we have a full model of the
    car. If you want to replace the interior of the car, you have to have
    a full model of the car, and then you just have to have good
    calibration so that the tracking of the headset and the head pose is
    synchronized and calibrated.

    Alan: So, wait a second. Hold

    on. People are driving a real car wearing the headset?

    Niko: Yes.

    Alan: Oh, wow. So they’re

    getting in a car, putting on this headset — I’m assuming there’s a
    computer in the back seat or somewhere — and they’re driving around
    a closed track.

    Niko: Yep. Officially, it is a

    closed track. Absolutely.

    Alan: Wow. Oh, my God. That’s

    next level product testing.

    Niko: And you don’t have to

    build a single thing in order to start testing. So this early on
    testing, fail fast type of stuff, completely new world from a design
    perspective.

    Alan: So what are some of the–

    it’s almost silly to talk about ROI because they’re probably seeing a
    dramatic decrease in the design times. Do you have any data around
    how this is benefiting them?

    Niko: Yeah, we have a discussion

    on this with Volvo. They didn’t want to go into detail about the ROI
    on that one, but it’s as you mentioned, it’s extremely obvious. Being
    able to create a faster design cycle and especially doing
    auto-validation of something that’s still virtual, just on a computer
    is pretty bombastic. The interior design is just one example. Car
    design in general, I guess you’ve seen pictures of these full-size
    wax models as well, where car designers go around a full-size car,
    built out of wax and modify the lines.

    Alan: It seems so antiquated.

    Niko: Yeah.

    Alan: [laughs] Now that we have

    VR, it seems so antiquated to do because one, you have to have the
    physical model. Two, you have to have everybody physically there to
    look at it. And three, you can’t make any changes on the fly.

    Niko: Yes.

    Alan: So dramatic, dramatic

    decreases in design times, which as we’re entering into this area
    where AI, and VR, and XR, all these technologies are culminating in
    creating this exponential growth pattern. Every single efficiency
    that we can afford these companies is going to be snapped up and used
    really, really well. So this is a great way to do it.

    Niko: It’s not just vehicle

    design. I mean, architecture, everything. The fact that you’re able
    to see photo-realistically a room, and see how the light plays inside
    the room is big. Previously you had to imagine that stuff and wait
    until the building is built. Now you can experience light inside a
    building before it’s been built.

    Alan: There’s so much happening

    around ray tracing as well, having light shine in from different
    angles, reflect off of materials. There’s been so much research done
    on that, Unreal Engine and Unity are really pushing towards that.
    “How do we get photorealistic renders without blowing up your
    computer?” What are some other businesses that are using this,
    and how are they using your headset?

    Niko: Well, apart from design,

    training is another really big focus for us. Easy to imagine is
    really high profile training of airplane pilots, for example, if you
    are able to reduce the simulator time required to train a pilot, for
    example, by allowing them to retrain in a virtual cockpit beforehand.
    Again, the business case is absolutely a no-brainer for even aiming
    for a high-end device like ours. But it’s not just the pilot
    training. It scales down to everything, to all professions where
    there’s something unusual might happen during your day of work, but
    it’s hard to prepare and train. So emergency rooms, control rooms,
    police, firefighters, those type of professions, I think they will
    benefit immensely from proper mixed reality and virtual reality
    training programs.

    Alan: You know, people say,

    what’s the killer use case for VR? Well, I think training is the
    killer use case and design is a close second to that. Can you talk
    about some other specific examples of companies that are using your
    device, and how they’re using it?

    Niko: We are still learning how

    companies plan to use this device, but it varies quite a bit. And for
    us, the key learning has been also we don’t know how a business or
    enterprise wants to use a mixed reality or VR device. Running a
    business and then, for example, designing something or training
    something that’s really the core of that company. We need to work in
    close collaboration to understand their specific use case. And for
    those companies now thinking whether they should deploy or think
    about using mixed reality or VR: for some specific cases, yes, there
    will be very clear places to read how you could use it for your own
    business, but in most cases you need to understand what you can do,
    and then you need to start dreaming. And the good news is there are
    thousands of companies out there willing to help, to program and
    create the software tools required to do stuff, especially in
    enterprise and business segment. But it needs to come from the inside
    out. And those companies who are kind of really advanced, like Volvo,
    like Audi, for example, a lot of the car companies that’re really
    advanced, they usually have a big team of specialists, who are able
    to support than those people who have the need and were able to dream
    the use case. And let’s say in an automotive company, they can use it
    for the accelerated design process that we discussed. They can use it
    to accelerate the design process of their car factories and they can
    use it to help configure a future car model that they selling to an
    end customer in a showroom. So there are plenty of different
    completely different use cases with completely different needs, even
    within just one large corporation. And to me, that’s super exciting.
    But it does require that those companies are pretty active themselves
    as well.

    Alan: There’s really no part of

    any business– and I published a post on LinkedIn a couple weeks ago
    and I said: “Is there businesses that won’t be impacted by this
    technology?” Can you think of any?

    Niko: No. I have a strong

    feeling that this will change fundamentally how we will be working in
    general, and I think everybody will be impacted one way or the other.
    This is kind of a pretty bold statement I’m making. But if you think
    about the tools with what we are working in general today, it’s a
    phone, it’s a PC, maybe in some cases it’s a tablet. That’s it. It’s
    very restricted, it’s very 2D. Once you start to have a device that
    can match the resolution of reality — from the VR or mixed reality
    perspective — you can move all of the existing tools and make them
    part of the virtual experience, the mixed reality experience. And
    that’s why I have a feeling that this transition, once these products
    start to be out there, is going to happen faster than we anticipate.
    And when we hit the first professions where using virtual reality or
    mixed reality will be part of their daily routine everyday and it’s a
    few hours, I think that’s when we start to see a really big
    transition happening also, from professional space all over.

    Alan: I was at the PTC LiveWorx

    conference in Boston just recently. And some of the use cases that
    they’re bringing online now are not even really mixed reality so much
    as the RealWear headset where you can just see a little screen out in
    front of you and give you a heads up display. And what they’re able
    to do is capture the standard operating procedures that experts know
    intuitively because they’ve been doing the job for 20 years. As those
    experts start to retire, they need to capture that knowledge somehow,
    and then transfer that knowledge to younger workforces. And I think
    when people start wearing this a couple hours a day on a regular
    basis to help them with their work, and I think in some very small
    instances that’s happening already and the results across the board–
    Shelly Peterson is coming on the show and she’s talking about how
    Lockheed Martin is using augmented or mixed reality glasses for
    assembly. The original trials that they did had 85 percent reduction
    in task completion times. 85 percent reduction! So when you have
    these crazy reductions in speed-to-product or speed-to-development,
    if you can take a process that takes a year of designing a car and
    shrink that to six months, that is a massive savings to a company.
    Where I’m going with this is that, it offsets the cost. If, for
    example, it costs me $10,000 or $20,000 for a VR headset that shaves
    millions off of my design process, who cares what it cost at $20,000?
    It doesn’t matter. You guys have the premium headset in the market.
    Talk to us about the costs with assembling not just the headset, but
    the whole package. What would something like that cost to fully
    outfit one designer with a setup, the ideal setup?

    Niko: It’s around the 10K mark

    and that includes already the state of the art workstation. It’s very
    similar than a few years ago, just to workstation alone from a
    pricing perspective. We haven’t seen the price be really the issue of
    adoption. It’s more about the day to day practicalities and how do
    you work. But I think one great example has been on the architecture
    and civil engineering side. For them, the benefits are huge. I feel
    that they are fairly slow in picking up new technologies in general.
    But if you think about what happened during the 90s, I was an
    engineer at that point. Then I started my university studies by
    drawing with a pencil to a big white paper. And when I ended,
    everybody had transition to a CAD system. And that happened all
    across the world, not just in the university, but all the companies
    transitioned as well. So civil and architect engineers — from my
    perspective — they are fairly slow to pick up, but once they pick
    up, it’s a huge snowball effect that everybody does it at once. And
    that’s something that I’m expecting and hoping that would happen as
    well, from a VR/mixed reality perspective fairly soon.

    Alan: Your timing is probably

    very, very perfect because we’re also seeing this as well. You get
    these proof points out and it’s only recently in the last kind of six
    months where big companies are releasing their original pilot
    information. We’re just starting to come out of pilots with some
    companies. They’re going, “Hey, Lockheed Martin, we decreased
    our time to production by 85 percent.” Macy’s is using VR for
    sales in their stores and they– averaged across 110 stores, they’ve
    increased their sales by 45 percent and decreased their returns from
    7 to 2 percent. So once you kind of start to see these use cases, if
    you’re going to remain competitive and your competitors are seeing
    these kind of transformational shifts, it’s only a matter of time
    before you have to do it. It’s not nice to have, it’s a must have. So
    what is your timeline around where most companies start to roll this
    out? Is it the 3, 5, 10 year rollout or what are we looking at?

    Niko: We are seeing every

    Fortune 500 company looking at this stuff. Some are doing trials and
    pilots still fairly early on. Some are super advanced. It’s hard to
    say a timeline, but what I can say is that the transition has
    started, and this is going to happen. There’s been a lot of
    discussion, whether VR or mixture reality. Is it real? Will it take
    place? I mean, the consumer side didn’t work out as everybody was
    expecting a few years ago. But from an enterprise perspective, from
    the perspective of using this stuff to accelerate and make your work
    more efficient, I think that has already started and there’s no way
    to stop it anymore.

    Alan: So what is the most

    important thing that businesses can do to get started?

    Niko: Take it seriously. The

    minimum is, as I said, it’s very hard for externals. It needs to come
    from the inside because you need to have the understanding of how
    stuff works in the specific business in order to make it more
    efficient. And obviously, consultants can come in and do the
    interviews and then they provide you an answer. But it really has to
    come from inside. So put the few creative people, give them a mandate
    to study and really understand what mixed reality in the next few
    years can do. And I think it will be very easy to come up with three
    to five things that yes, could actually make our life a lot easier
    from a business perspective. And then just find a partner with whom
    to build a pilot. It’s an upfront investment that companies will need
    to do within their own context, but it’s going to be worthwhile.

    Alan: I agree. You know,

    recently we started XR Ignite, which is a community hub based on the
    idea that startup studios, developers, they all have a role to play.
    And a lot of VC investment funds only look at platforms and products,
    and they’re looking for giant billion dollar unicorns. What we’re
    seeing is that there’s going to be a lot of acquisitions around the
    studios and developers, because as big companies start to realize
    that they spin up a small team, they go, “Hey, this is working
    for us, we need to start doing this at scale. We can either hire
    people, which is hard because not a lot of talent out there, or we
    can acquire a small team that’s already working together, that
    already has what we’re looking for.” And Deloitte just acquired
    a startup studio, rather, and a couple of other companies have
    acquired studios. What do you think the investment landscape is going
    to look like? Because VCs don’t typically invest in studios and
    content. They’re more invested in the platforms, where we took a very
    holistic approach and said, “well, as a community hub, we can
    all help each other get more clients, but also facilitate these
    smaller acquisitions, because there’s going to be a massive need for
    content soon.” How do you think we’re going to address that?

    Niko: I think in general, the

    appetite from a VC perspective and the interest in VR and mixed
    reality, I think it’s turning, and it’s turning towards the positive
    side. I mean, the past few years have been fairly difficult for many
    startups working in this arena. It hasn’t been easy with the
    software, whether platforms, whether content to get funding,
    especially if it had a title VR in front of it. It’s a bit easier if
    you were somehow in the augmented reality domain in the past years.
    But I have a good feeling, and based on the discussions that I’ve had
    recently, I think the– there starts to be a lot of appetite, and
    this appetite is actually being fueled by these real world use cases:
    the companies who haven’t played a role in the VR/AR before actually
    showcasing. And I think the Volvo case is a fantastic example of one
    of those cases. You would definitely not put them into a VR/AR
    bracket, but hey, they are showing something that’s completely
    advanced and then blows everybody out of the water at the moment. And
    it’s coming from a company who you would position into a fairly
    traditional automotive sector and not into the latest stuff of
    computer graphics. So I think those showcases are fantastic, and it’s
    gonna be easier in the next few years to get funding because there is
    a clear need. There is– the business case is there, and demand is
    strong. And I think the training and simulator market is a fantastic
    example. I think there are thousands of companies — if you go to a
    trade show focusing on training and simulation — there are thousands
    of companies showcasing already a product. But they’re showcasing it
    with hardware that actually doesn’t match the needs of the product or
    is somehow inferior, but it doesn’t matter. Despite the fact that the
    hardware hasn’t been up to the standards that they would need
    actually, they have already created the product and somehow they
    found the investment to create that product. And timing wise, it’s
    from our perspective, it’s fantastic. We can give them now a product
    that fulfills many of their needs and they can go and promote it
    again with a complete new spin. I think it’s going to happen and I
    think we will be seeing more and more investment in the space as
    well.

    Alan: I think we’re already

    starting to see it. I think the trough of disillusionment when people
    went, “Hey, we’re gonna– VR going to be huge! Everybody is
    going to have it, and every consumer is going to wear AR glasses!”
    Yes, this will all happen, but it will take 10 years. And I think
    that the consumer market is really fickle. It has to be perfect,
    cheap and lots of content, whereas the enterprise just needs to make
    an ROI. And we’ve already proven that across every industry — almost
    everything from oil and gas, to automotive, to training, to retail —
    every aspect of business is being impacted by this.

    But, let’s take this in a different

    direction for a second. What problem in the world do you want to see
    solved using XR Technologies?

    Niko: Change the way how we

    work. As I mentioned earlier, for me, that’s one of the big visions.
    In the beginning, we wanted to change and create the future displays.
    The transition from a 2D display — like a monitor or a cinema screen
    — into a more immersive display. That’s still something that I see
    as a transition perspective. But before that, for me, the big thing
    is to change the way how we work.

    Alan: One last thought I was

    thinking, people buy all different VR headsets for different reasons,
    for consumer reasons now. If you buy a Varjo headset and you’re
    designing on it, can you still play Beat Saber on it?

    Niko: Not yet.

    Alan: Oh, you got to fix that.

    [laughs]

    Niko: Yeah, we’ll fix it. I

    mean, that’s the problem with that is, that all of the games, they’ve
    been optimized for the consumer grade headsets, which means very
    limited resolution and two displays. So in our case, you would have
    to drive four displays and you would have to have enough resolution,
    so it would make sense.

    Alan: Do you guys have an SDK

    then, that helps people — developers, for example — create content
    specifically for this?

    Niko: Absolutely, yes. So we

    have an SDK that plugs in into Unity, Unreal, all the game
    development engines are fairly straightforward. We’ve also been
    working quite extensively with the vertical engines like Lockheed
    Martin, for example, with a CAD system so that you can you can use
    our headset directly with those systems with which are not
    necessarily on a gaming platform or available and then those consumer
    type of stores. And then we are focusing quite a bit on the OpenXR
    standard. And at CIGREF we’re actually showing our XR device with a
    pure OpenXR demo as well. So I think OpenXR is going to unify quite a
    bit all the different standards and it’s going to make everybody’s
    life a lot easier.

    Alan: I really, really hope so.

    Having the ability to pull this up on web, being able to do what you
    need to do and then switch between programs seamlessly, I think is
    gonna be where this takes off. If we can get it right with
    enterprise, it’s going to lay the groundwork and foundations for the
    consumers to just enjoy the best resolution, the best everything at
    the lowest cost possible. So, Niko, is there anything else you want
    to share with the listeners?

    Niko: It’s been a pretty

    fantastic grind. And I mean, you experienced when we came out with XR
    at AWE. For us, that was a huge milestone. It was our initial vision
    to do a mixed reality device video see-through. We had to do a couple
    of other things before that. So we had to develop our human eye
    resolution. We had to do bombastic eye tracking technology. We had to
    do the tech, we had to productize it. But the fact that we are able
    to bring it to the market and create the product, that’s something
    I’m super proud of. And it’s always a big milestone, actually,
    instead of just dreaming and envisioning technology, but being able
    to make the technology available on a commercial market, that’s a
    fantastic achievement. And this is gonna be a fantastic year for us,
    and I hope everybody else as well.

    35 min
  • Combining the Best of AR and VR with Varjo's XR-1, featuring Niko Eiden
    The human eye
    is a wonderful and complex thing, and it's a technological feat just
    to even come close to its natural revolution. Well, the folks at
    Varjo have created something that is pretty darn good at it. Alan may
    have trouble remembering how to say their company's name, but he can
    attest to the clarity of the XR-1's display. Varjo CEO Niko Eiden
    comes by to give us a look behind the curtain of its creation.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today we have Niko
    Eiden, CEO of Varjo. He's formerly held top product leadership
    positions at Microsoft and Nokia. At Nokia, Niko led a product
    program team in 2006-2007, and together with researchers from Nokia
    Research Center, his team developed the basis for the optical
    technology that later became the Microsoft Hololens. Niko has a
    Master's in science in aeronautical engineering. Varjo is redefining
    reality by jump starting a new era in computing. Their hardware and
    software lets people seamlessly mix realities together, moving from
    the real world to extended reality into pure virtual reality, all
    with human eye resolution. Their new headset, XR-1, is a mixed
    reality developer device for engineers, researchers, and designers
    who are pioneering a new reality. With photorealistic visual
    fidelity, ultra-low latency, and integrated eye tracking, the XR-1
    seamlessly merges virtual content with the real world for the first
    time ever. If you want to learn more about Varjo, you can visit
    varjo.com. And I want to welcome to the show, Niko. Thanks so much
    for joining me.
    Niko: Thanks, Alan. Nice to be
    here.
    Alan: It's my absolute pleasure.
    We got a chance to meet at AWE this year and I got to try the XR-1,
    which was -- oh my God -- what an incredible experience. You put on
    the headset, the pass-through cameras were as if I didn't have a
    headset on at all, I could just see the whole world. And then all of
    a sudden a car appeared in front of me; in the space I was in, there
    was a car. Then I got in the car, and the space around me
    disappeared, and I was in the car. And the one thing that really
    stuck out with me that blew my mind was. I was looking -- it was a
    Volvo -- and I remember looking at the steering wheel. And the little
    Volvo symbol in chrome was so crystal clear. It looked like a real
    car. Let's talk about your technology and how you guys ended up at
    this place.
    Niko: Sure. We really had the
    initial vision-- the founding team, we had a long background in
    different augmented reality and VR devices. And we had always been
    talking about that video see-through type of devices could actually
    combine the best of both worlds of AR and VR devices. And every time
    you started talking about them, somebody kind of commented basically
    that don't bother: the latency, the lag between what you're seeing
    through the cameras, and what's happening in reality is gonna be too
    long. Or the resolution is not going to be good enough, it's not
    going to look great. But we were in the summer of 2016, we were
    looking at a demo and the demo was shown with the Hololens first gen
    device. And I got really thinking that this would be such a cool
    demo, but it's really missing a big part of the experience, because
    it wasn't able to show the image in a photorealistic fashion. It was
    a very high fidelity graphic scene that we were looking at with
    Hololens and we were just thinking that this would be so much better
    with a VR device. And combining the reality with a video see-through
    device could actually really work. We were a bit curious. We had some
    extra time at that point together with Urho [Konttori] -- one of the
    other founders -- and we built our first prototype in 24 hours, and
    the experience was really magical. So it was a very simple
    experience. But the main thing of that first experience was that we
    were able to dim an existing room and make it
    0 min
  • Helping Firefighters Douse Blazes Around the World, with RiVR’s Alex Harvey

    Firefighters

    need to train like any other professional, and their training usually
    involves setting a mock set ablaze – which, as you might imagine,
    would be costly to reset. Enter RiVR, who are using 360 video and
    photogrammetry to recreate these practice blazes digitally. CEO Alex
    Harvey and Alan have a heated discussion on the topic.

    Alan: Hey, everyone, my name is

    Alan Smithon, your host for the XR for Business Podcast. Today we
    have Alex Harvey, CEO and creative director at RiVR, a virtual
    reality training and visualization company based in the UK. RiVR
    harnesses the power of VR and photogrammetry technology to create
    interactive, immersive training experiences. They’re currently
    working with the UK Home Office, UK Fire Service, Police Service and
    the Department of Defense in the US. Their ultimate goal is to
    enhance the way humans learn (I love that). Alex has a deep
    understanding of the games industry, having worked on commissions for
    the likes of Codemasters, the BBC, and Ford Motor Company. He’s
    obsessed with harnessing the latest A/V technology to make the real
    world differences that we all need. He gets to work with incredibly
    talented people to make this happen, and to quote him, “I love
    the feelings and memories we can evoke in VR when technology,
    creativity, and innovation collide.” I love that quote. RiVR’s
    exhibited at six different VR shows this year, including CES Vegas,
    and their technology has been reported on by the BBC. To learn more
    about RiVR, you can visit rivr.uk.

    Alex, welcome to the show, my friend.

    Alex: Hi, Alan. Nice to meet

    you. Nice to speak again.

    Alan: Yeah. We’ve been kind of

    back and forth on LinkedIn, and emails, and it’s really finally great
    to sit down and have a conversation with you.

    Alex: It is such a busy world,

    and it’s great to chat in person.

    Alan: Listen, let’s dive right

    into this. Explain to us what RiVR is and how it’s making a
    difference.

    Alex: RiVR is “Reality in

    Virtual Reality.” We’ve been creating VR experiences now for
    probably nearer to three years with the production company, starting
    back in 2014, but we started obviously with 360 video doing things
    for Thomson Holidays — you experience what it’s like to be on a
    cruise ship, or be on a plane. That was three years ago. Then we
    started moving into the room-scale photogrammetry world, with very
    much a significant push at RiVR for training, and using photorealism
    to make sure that the users of our experiences are completely
    immersed. I often say to people, “I want you to feel like you’re in
    the world, and not in a Simpsons cartoon world.” It is very much
    pushing photogrammetry and photo realism into VR. You know, there’s a
    lot of people doing photogrammetry now, but two, three years ago? It
    was only of the likes of–

    Alan: That was you and Simon!

    Alex: Yeah! [laughs] Me, Simon

    and Realities.IO. They were the guys that were pushing it. And it
    really felt like when I saw those early experiences of Realities.IO
    and Simon’s stuff, it felt like I was inside a video, but not quite?
    I want to try and be inside video content. I think that–

    Alan: Let me kind of unpack this

    fruit for people listening. So, what Alex and his team do is they go
    into a space, and they will take hundreds of photographs — if not
    thousands of photographs — of the space, and they’ll convert that
    into a game engine-based experience, where you can actually walk
    around. Now, what I think is really mind-blowing about what you guys
    have done at RiVR is, not only do you create the environment, but
    then you take specific parts of the environment — for example,
    you’re doing fire recreation studies, and one of the things that you
    can do is pick up the different items — and I thought that was
    really cool because they look photo-real — they look like they were
    part of the scene, and you can pick them up, investigate them, look
    underneath them.

    Alex: Yeah.

    Alan: And the way you guys have

    done it is incredible. If you want to take a look at this while
    you’re listening to this podcast, go to RiVR.uk. Just look at the
    video that’s on the main page. It really explains a lot.

    Alex: Yeah. I mean, that was…

    I should go into… and I do often, as I think, you know, everyone
    does in this industry; we dive into terms like “photogrammetry”
    and “photorealism,” but we do need to explain what they are a bit
    more. So let me just quickly go into that.


    When we recreate those fire

    investigation scenes, we burn a real world container. And that’s how
    the fire service train their fire investigators all around the world,
    currently. But then they have to go into that container with a
    certain amount of people, and then they have to — in a week’s time
    — do it again. So there’s no consistency in that training. We do the
    same thing; burn the container, and then we put the fire out, and
    then there might be a hundred items inside that burned container. We
    take each item out, one by one, and scan each item from every angle,
    using a 12-camera photogrammetry rig — you can see stuff on the
    website, actually — and it gets a photo from every angle of the
    object. And then we put it back into the software, create really
    high-quality, photorealistic model of each item, and then we rebuild
    the container as it was in the real world and then allow you to pick
    up every item, look underneath it and find the cause of the fire.

    We also use 360 video to show you at

    the end of it — for your learning outcome — where the fire actually
    started. And we’re doing that for the crime scenes as well as the
    fire scenes.

    Alan: I noticed on your LinkedIn

    page or Facebook — I can’t remember — but you guys melted a camera,
    a GoPro, the other day.

    Alex: Yeah, the GoPro Fusion.

    Thanks, GoPro! They do supply us with quite a few cameras. We melt
    quite a few GoPros. And also, yeah, the Samsungs get a bit melted. If
    anyone knows Kirk McKenzie in Consumers Fire Department in the US
    over in Sacramento, he is working with GoPro on their next camera, to
    make sure it’s a little bit more sturdy.

    Alan: [Laughs]Yes! “Can you please make as the camera doesn’t melt in our

    fire?”

    Alex: Yeah.

    Alan: We actually melted one of

    the Samsung Gear VRs back in the day. And I don’t remember how it got
    melted. I don’t even remember, now.

    Alex: On the last burn, we

    actually had to put two Samsungs in and one Fusion. And we pulled the
    Samsungs out at different times just to make sure we had a cause of
    the fire, up until it gets too dark.

    Alan: Yeah. Well, you gotta get

    it out before it melts.

    Alex: Yeah.

    Alan: It’s really amazing work

    that you guys are doing. How is this translating to real world
    benefits? Because you’re taking a thing, you’re burning it, you’re
    then putting in VR. What benefit does that give the fire service?

    Alex: At the moment, when they

    do the fire investigation training — like I said — they put 20
    people through. But if you’re the last person, all you see is a load
    of footprints in the container. It doesn’t look like a real scene
    would look, because it’s been stomped through by loads of firemen. We
    can press reset and give consistent and repeatable training to
    everyone, all around the world.

    I guess I’ll touch quickly on RiVR

    Investigate, which we’ve now got our own facility, where we have
    containers and we work with fire investigators to recreate the
    scenarios of different types of fires. In September, when Investigate
    launches, there’ll be six different fire investigation scenarios, and
    two crime scenes scenarios. This gives people the ability to be…
    you can be in the scenes together, so you can be in different
    locations around the world, but all looking in the same scene. You
    can record the whole training scenario, so you can see from any angle
    how people pick the items up. And you’re teaching people, because of
    the photorealism, about the burn patterns and the smoke patterns and
    the fire behavior of a single burn.

    Eventually, we are going to have a

    library of these scenarios, and the fire service around the world
    will not have to create these scenes as much. They can just put a
    headset on. And at the moment, there’s like a three-day training
    course to do a fire investigation, and they have to take fire
    fighters off-duty to go on the course. Well, with this product, you
    can be in VR, in the fire station. And if the bell rings, you just
    take the VR headset off and go out.

    Alan: Oh, that’s amazing. So

    this is like a massive time savings.

    Alex: Yes. Yeah.

    Alan: Are you also seeing an

    increase in… because I know in most VR training that we’ve been
    seeing, there’s also an increase in retention rates.

    Alex: Yeah. Yeah. I mean, I’ve

    heard the stuff that Alvin Graylin at HTC talked about with the
    knowledge retention being increased by 6x in VR, and we’re actually
    working with Coventry University, Leicester Fire Service, and
    Derbyshire Fire Service, and they’re evaluating it as we speak. So
    they’ve got real fire investigators going through our scenarios, and
    they’re comparing it to the real-world training. Like, they’re
    comparing it with a real fire investigation and courses, just to see
    if that knowledge retention is more. And we’re also putting people
    that are non-fire-investigators through the courses, to see how they
    retain the information.

    Alan: Oh, that’s amazing. How’s

    that coming along?

    Alex:

    It’s great. I’ve been down, actually, and seen the guys using
    it. And we’ve got it set up next to a real fire investigation burn in
    Derbyshire for their courses. And yeah, so far, the feedback is
    amazing, and it’s really good seeing it. It makes everyone at RiVR
    know that we are very much on the right track.

    Alan: Yeah, I think one of the

    main things is that this is scalable training. That’s what people
    don’t understand, is that the current training methodologies —
    especially in fire services — it’s not scalable. You have to have
    every employee travel to a place that has this physical space, where
    virtual reality, it can be anywhere. You can ship it to anybody,
    anywhere.

    And the other thing that I think it’s

    really amazing about what you’re doing is you can standardize the
    training. Whereas, if you have a fire brigade in the south — and
    maybe they train differently than the ones in north — and everybody
    gets a different training.

    Alex: Yeah, totally. And

    everyone trains different around the world. So, this gives the
    ability for the UK to see how the Americans do it, and vice versa.
    What we’re getting at the moment is, we did quite a few shows around
    the US this year and last year. But what we’re finding is that the
    fire services in the US, they see the UK burns and they love them,
    and they can learn from them, but they want to have their own style
    burns, because there’s a few things that they do differently. So what
    we offer is the ability for the RiVR team to come over to the US –
    or, we’re doing some in the Netherlands with Martine at the moment as
    well — where we go and burn with those guys, and scan two or three
    of their burns, and put those burns into the library. So, it’s more
    like a global fire investigation and crime scene training scenarios.

    Alan: That’s just amazing,

    because now, rather than standardize it across just the UK, you’re
    able to take the best of everywhere in the world.

    Alex: Yeah. Yeah.

    Alan: And

    provide it to everyone else. Like, that alone, I think, is
    going to be a critical point in how VR and AR start to really make a
    difference in learning. Because now you can learn every which way.

    Alex: Yeah, you can learn from

    everyone, and wherever you are is irrelevant, as long as you’ve got
    a machine.

    Alan: What are you using for

    hardware?

    Alex: So at the moment, yeah, we

    are on VIVE and Rift, and just a high-end PC, and we offer wireless
    or they can have wired; it’s up to them. But we have seen some good
    results from the dev guys testing our stuff on Quest — Oculus Quest.

    Alan: Oh, wow.

    Alex: So, there will be a

    version eventually for Quest. And the price difference is obviously
    very appealing to some people.

    I was just going to say, that a lot of

    the guys in the Middle East come over to the UK and the US to learn
    from those guys about fire investigation and firefighting. And this
    is going to allow them to have much more easier access to that
    training.

    Alan: That’s really incredible.

    Just for the people listening, In case you’re not familiar; HTC Vive
    and Oculus Rift are computer-based systems, where you’ve got to plug
    them into a computer and have a fairly decent computer. Your total
    build cost is around maybe $5,000 — somewhere in around here. But
    the Oculus Quest is this completely standalone unit; it costs $399,
    and you can walk around and do all the same things, just a little bit
    lower-quality.

    Alex: Yeah. So we think… we

    have RiVR Link which is — I’ll talk about that shortly — but that
    allows classroom-in-a-box for 360 video. But I think eventually,
    we’ll have room-scale training in a box. You won’t have to have PCs,
    especially when we start talking about VR compute in the Cloud,
    straight down to headsets. That’s probably [some] out-there bit of
    thinking.

    Alan: Incredible. Let me ask

    you, what are the ways you’re measuring success? Goals, key
    performance indicators? How does somebody measure the success of
    this, compared to what they currently measure?

    Alex: At

    the moment, that is a massive hurdle for a lot of companies to get
    over, because there is no way, really, of measuring this new training
    technology. We — like yourselves; you’re probably speaking to lots
    of companies, and you go back and forward quite a lot with them —
    but they can’t prove the return on investment, so it’s very hard to
    get them to sign things off. The only way we do measure is by doing
    studies on the systems and stuff that we’ve put out there already.
    Like with the fire service, and like with 360 video for bus driver
    training in London. It’s all happening now. So we’ve made the
    content, but they’re now evaluating it all. There’s a lot of projects
    probably that are out there at the moment that we’ve created, that we
    haven’t got all the results back from yet. I think we are still very
    early on that.

    Alan: When we first started out

    in this, the first questions from everybody was, “who else has done
    it?” Because nobody wants to be the first. And then, “what’s the
    ROI and the KPIs,” and you’re like, “well, no idea.”

    Alex: [laughs]

    Alan: They’re like, oh, “how

    much does it cost?” “A lot!” [laughs] It’s not the best sales
    pitch, but there is definitely more studies coming out. Wal-Mart
    published some information, showing that they’ve had a 70 percent
    increase in retention rates and a massive decrease in the training
    times, which is a time-is-money kind of thing. And if you can
    decrease training times…

    Alex: The Wal-Mart story is an

    amazing stand-out, large company story.

    Alan: So, what are some of the

    challenges you faced when starting out?

    Alex: The main challenge that we

    have when we’re pitching these experiences to people is they know
    they want VR, but they just see VR as VR. They don’t understand the
    difference, a lot of people, between 360 video and room-scale VR. So
    every single demo — I imagine, like yourself; you’ve done hundreds
    of demos — the first thing is to go through some very basic demos
    of, “this is 360 video, and this is room-scale VR.” And then I
    have to go through the whole, “this is room-scale, photo-realistic
    VR, and this is room-scale Simpsons VR,” if you like.

    Alan: For

    the people listening, let’s just unpack it here, one at a
    time. What’s the difference between 360 video versus room-scale VR?

    Alex: So, 360 video; you can

    film with a 360 camera that normally would stay static in a scene.
    You can move it sometimes on a drone or on a rover. But the 360
    camera films from the perspective of your head, if you like, and you
    view that content by sitting in a chair normally, and only moving
    your head around. You’re basically moving your head around inside a
    bubble that is a video wrapped around your head. You’ve got audio and
    you can look around — up, down, left, right — but you cannot stand
    up and move around, and you cannot stand up and pick anything up.

    As you move into room-scale VR — if

    you were to take that headset off, put another headset on — you can
    then stand up, step forward and pick up a chair in front of you, for
    example. And those things — the getting up and walking around bit —
    has moved on so much in the last year that now, like you mentioned,
    the Oculus Quest has come out and that has inside-out tracking. So,
    you move around the space with the headset that has no external
    trackers looking at the headset. It’s just got cameras looking at the
    floors and walls, and it knows where you are in relation to the
    floors and walls. That’s how I always explain it, if we’re just
    talking about explanations; sit down on a chair, look around
    with your head; or if you want, the more… I call it, like, the more
    muscle memory-intensive VR, where you might want to teach people to
    pick things up, or use things in certain ways. Then you need to be
    able to have room-scale and walk around.

    Alan: Yeah, I agree. Gives you

    the muscle memory, too.

    Alex: But the 360 video has a

    massive part to play in training, and also entertainment experiences.

    That’s probably a good point to just

    mention RiVR Link, unless you wanted to do that later.

    Alan: Sure, we might as well

    talk about it; what’s RiVR Link?

    Alex: Yeah. So RiVR Link. We’re

    working at the moment with Pico — with their Goblin headsets.
    They’re similar to the Oculus Go, and the software can actually run
    an Oculus Go as well. But it is simultaneous playback of a 360 video.
    But independent viewing; so you can look up and down, and look around
    — wherever you want to look — but you can be in a classroom of
    people, up to 50 people in a classroom (maybe not that big).
    At the moment, we have sets of 15 headsets. We put them all into a
    massive Peli case, with all the things that you need to link them
    together, and they talk to an iPad.

    You hold up the iPad as the teacher,

    and all the headsets have the 360 content on them, and everyone puts
    the headsets on. The teacher can now press play on any of the 360
    content that is on the tablet. And they can talk through the content,
    and they can also pause and then draw on the tablet, allowing every
    headset in the room to have the annotations appear over their video
    in a paused state, or in a playing state.

    Alan: That’s really cool.

    Alex: If you’re a company — for

    example, we’re doing one in London for bus driver training — and if
    you want it to look like it’s your product rather than RiVR Link, you
    can brand the app in the headset and on a tablet to look like it’s
    your app, with your videos on, so it basically looks like you’ve made
    your own 360 viewing app.

    Alan: Wonderful.

    Alex: That’s rolling out in…

    well, it is in multiple places, already.

    Alan: Do

    you know Jeremy Dalton at PWC, in the UK?

    Alex: No, no.

    Alan: I’ll have to introduce you

    to Jeremy. They did an experience the other day for 200 simultaneous
    headsets.

    Alex: That’s cool. I think I

    heard on the Alvin podcast that they are also looking at a similar
    type of solution. It is one of the big pain points of showing 360
    video; you can’t see what the people are seeing. So we give you the
    ability to look, pause, and draw on the screen of all the headsets.

    Alan: Wow, that’s so cool.

    Technology is amazing.

    So, when you guys are building these

    things, like… how many people are on your team? How many people in
    developing, and then people doing photogrammetry, and then people out
    doing the demos?

    Alex:

    At the moment, there are 15 people at RiVR. That’s grown quite
    a lot over the last two years. But the main people that are out there
    doing the shows are… well, we get everyone involved really, but:
    me, Ben, Brad — we go out doing most of the demos, and then there’s
    a lot of guys that are in the office creating, doing the hard work.

    Alan: I noticed you guys have

    garnered some pretty amazing media. I know you were on the BBC; can
    you maybe talk to that, and how that came about?

    Alex: The BBC have been very,

    very interested. We’ve done three pieces now. One of them was BBC
    Click, which is a tech program every week in the UK — which I’ve
    always watch for years, so I was super excited to be on that. All of
    that stuff’s been with Leicester Fire Brigade and Paul Speights, the
    — and Mike Ferguson from the DSTL — because they allow the BBC to
    come into their establishments, and have a go on their experiences
    that we’d made for them. They did the crime scenes and they did the
    fire investigation scenes. And then also, we were also on The Gadget
    Show as well, which is–

    Alan: I’ve actually been on the

    Gadget Show.

    Alex: Have you? That’s great.

    Alan: I have! With my last

    company, Emulator.

    Alex: Yes, you definitely know

    that one, then.

    Alan: Yeah, it’s funny, because

    I don’t think I’ve ever watched it, but I know it was out there.

    Alex: Yeah.

    Alan: I’ll have to dig it out

    the archive somehow.

    Alex: Definitely; get it on

    LinkedIn.

    Alan: Yeah. No kidding.

    Alex: Yeah. BBC has been very

    kind.

    Alan: I’ve seen a bunch of stuff

    about VR from the BBC, and it seemed to be very, very supportive of
    this technology. I think they really see the benefit to it, and we
    need more of that.

    Alex: The interview was quite

    hard. They weren’t super kind; they wanted to have some hard
    questions. So I think they dug quite deep on the last one. They
    didn’t publish it all. But working with the fire investigators and
    the crime scene investigators that were skeptical when they came to
    us to work with us is a great thing, because they find out that most
    people are skeptical when we say “we can take your training and
    make it repeatable and consistent.”

    Jason Dean, the fire investigator that

    works with us on our scenes, he says when he first came to work with
    RiVR, he was very skeptical because he was a sort of
    dirty-trowel-and-overalls type of guy, that was very much of the
    opinion that you could not replace the training with virtual
    training. But he now gets on his knees and — in one of the videos I
    shared with you a minute ago — he gets on his knees in one of the
    scenes, and he’s reluctant to go down on his knees because doesn’t
    want to get his trousers dirty.

    Alan: [laughs]

    Alex: He’s in his nice clothes.

    Alan: It feels so real.

    Alex: Yes, yeah. So we do have a

    demo that people can request access to, as well.

    Alan: Oh, I’d love that,

    actually. We’ve got VIVE in the office here. We’d be happy to take a
    look at it, I would love it.

    Do you have any, I guess, aspirations

    to make this available on, like, Steam or something? Because maybe
    there’s some kids out there that could be inspired to become
    firefighters because of it.

    Alex: We’re working quite

    closely with FLAIM Systems. Theirs would be potentially better for
    Steam. Ours is a bit more for training; I’m not sure if our
    experience would translate well to Steam. We’ve thought about doing a
    Steam experience, but maybe not for an investigation. The potential
    is there to do a photorealistic crime scene on Steam. That might be
    quite cool.

    Alan: That would be really neat.

    “CSI: VR!”

    Alex: Yeah, definitely. Like a

    very much interactive Cluedo.

    Alan: Yeah. Oh, that would be so

    cool.

    Alex: Yeah. That would be like

    you’re actually in the house, I think.

    Alan: Yeah.

    Alex: Those sort of experiences

    do interest me a lot. I do think that in the future, there’s gonna be
    a massive need for every film and TV show to have a photorealistic
    experience in VR that sits alongside it.

    Alan: Yeah.

    Alex: I don’t think people will

    be watching 360 versions of films. I think they’ll remain 2D for
    quite a while, but they’ll have an interactive five-minute experience
    that is downloadable, alongside the TV show or film.

    Alan: I agree with that,

    actually. And we’re already seeing it. Ready Player One had a couple
    of experiences, actually, when they launched the movie. You could go
    in and experience what it’s like to be inside the Oasis.

    Alex: Yeah. I mean, let me just

    touch on that a bit, because I did rant on about that on LinkedIn
    recently. These guys are making these experiences for the films, but
    they’re not giving you experiences from the film. They’re
    mainly be giving you experiences that they think you’d like to play.
    But if you watch Game of Thrones, the Game of Thrones experience that
    came out recently wasn’t actually a scene from the film. I want to be
    sat at the Red Wedding. I want to be on the wall with Jon Snow. I
    want to be part of the scenes – photorealistic — rather than part
    of a White Walker slaying.

    Alan: I agree. And it’s

    interesting, because we’ve seen that with a couple of things. Now,
    one that was very true to it was… have you seen Silicon Valley, the
    show?

    Alex: Yes, I know what you mean.

    There’s lots of objects to pick up. And I think I’ve seen it but
    never played it.

    Alan: Yeah. You’re in the Hacker

    Hostel.

    Alex: Yes. Yes.

    Alan: They took all the footage,

    and they took the exact specifications, and made it. I think that’s
    another UK-based company. Solomon Rogers’ company.

    Alex: Yeah, REWIND, yeah.

    Alan: Sol is going to be on the

    podcast coming up soon, as well.

    Alex: Oh, great. Yeah. I spoke

    to him recently. I remember that one. And you’re right. That is
    exactly what I mean. You want to be inside the film. Like in Ready
    Player One, I want to float around in that bar with that music on.

    Alan: Cool. Yeah. That was

    awesome.

    Alex: Yeah, definitely. There’s

    a market there. We’ll have to see that coming soon, hopefully.

    Alan: Let me ask you a question.

    When you first started doing the photogrammetry stuff, what are the
    best lessons you learned from doing those projects, that you can pass
    on to businesses that are trying to wrap their heads around this?
    Because there’s so much technology to unpack. People’s heads must be
    exploding when they’re thinking about this. And then I think what
    happens is they get overloaded and just say, “well, screw it, we’ll
    just do our iPad training as usual.”

    Alex: “Go back to eLearning.”

    Alan: Exactly.

    Alex: That is a super hard

    question that I don’t really know. [chuckles] I would say when we’re
    speaking to companies, don’t always go for the shiny, photorealistic
    photogrammetry stuff that might be more expensive. I think there is
    normally a Stage One/Stage Two that companies can do. Stage One would
    be: let’s do some 360 3D video first, and let’s have that in a
    classroom setting, and take some of their training and put it into
    360, because it’s very easy to film that sort of stuff. And then I
    sometimes say, let’s go for Stage Two. If they think they see a
    return on investment for a 360 video, then they would definitely have
    some sort of return. If their training involves a process that can be
    repeated easily with room-scale VR.

    Alan: One of the things that we

    give advice to companies is exact same thing. “Start with 360
    video.” Maybe make an AR app, test it. I think that is really
    practical advice. It’s great to sell people on the best possible of
    everything, but it’s not always necessary. And I think 360 video, if
    done right, can create a very good return on investment, because the
    costs are marginal compared to doing a full photogrammetry of a
    scene, and bringing in a new game engine, relighting it, all of the
    rest of it.

    Alex: It’s been a big learning

    curve for me. I work with Brad and Ben quite closely with the pitches
    to different clients, and I’ve had to rein myself in because I want
    to make VR photorealistic scenes for everyone.

    Alan: Yeah.

    Alex: But RiVR Link and 360

    video content is more than adequate in most cases, and is a lot
    cheaper. So yeah, only go for the high-end stuff potentially after
    you’ve done Stage One, unless you already have had a bit of Stage One
    from someone else and you’ve done some 360 content. Then maybe you
    could move on to some room-scale stuff.

    I always say to people that they’re —

    like with the fire service and the crime scene, they try and really
    spec out in super detail what they’d like — and I say to them,
    “however you do your training now is our design brief.” We’re
    just going to copy it. It’s a digital twin of what you already do.
    Sometimes people try too hard to design things in super detail. With
    the fire service, you don’t have to design it, because you’re already
    doing it in the real world. You’re already burning containers and
    creating crime scenes. We just have to come along and scan them after
    you’ve made them. So, don’t do anything different. You already know
    what your learning outcomes need to be from these scenes; we’re just
    going to make it digital for you, and put it in VR.

    Alan: So that’s some really

    practical advice, because it also saves costs; you’re not recreating
    the learning, and that’s what people really need to wrap their heads
    around. That VR and AR, and then these technologies, they’re not
    going to create a completely new, revolutionary education out of the
    world, like, “yeah we’re inventing the thing from scratch.” No,
    it’s it’s just making it better.

    Alex: It’s going to allow you to

    have repeatable and consistent [results]. I always said to the dev
    guys — they wouldn’t let me put it in there — but I wanted a big
    red button in every scene. The big red button is the reset button.
    Mess the scene up. Play around with the world. Do whatever you want.
    Do some learning, and record all the things you do. But at the end of
    it, the bonus is that when you press this button, you don’t have to
    reset the real world scene. It just does it for you in a millisecond.

    Alan: You just touched on

    something interesting. How are you measuring things? Like, what are
    some of the analytics that you’re gleaning from these experiences?

    Alex: Yeah. So with RiVR

    Investigate, we have a product that attaches to it, or is part of it.
    It’s called VRM: Virtual Reality Monitor. And in that software, it
    records all the data of everyone’s movements inside the scene —
    where they’ve looked, what they’ve touched, heat maps. Obviously,
    looking at the… we’ve got the VIVE, the new VIVE eye tracking– I
    always forget the name of it. Vive Eye Pro, can’t remember what they
    call it, but–

    Alan: VIVE Pro Eye.

    Alex: Yes. Sorry. It tracks your

    eye. Where you’re looking, rather than just where your head is
    turning. So we also incorporate that into the VRM. But the beauty
    with the data that comes out of that — and the way that the
    developers have made it at RiVR — is that you can replay a training
    scene after the fact of anyone that’s been through, pause it at any
    point. But then instead of just being able to pause and look at the
    screen, you can pause it and look around the scene at that point. So
    like The Matrix — bullet time.

    Alan: Ah, cool.

    Alex: Which is amazing. Another

    feature on the VRM is the ability to ingest point cloud data. Laser
    scan data from different scanners can be ingested into the RiVR
    system. And I always think it’s one of the most underrated things
    that people don’t really know about yet, is to be able to view point
    cloud data in VR. It doesn’t give you the fidelity that you’d
    normally have with the photorealistic scenes, but it gives the most
    incredible context to a scene than you can ever get from a 2D screen.
    And there’s crime scenes and fire investigation scenes from all over
    the world — car crashes — and they’ve got laser data of all of
    these scenarios, but they all view them on a 2D screen. This gives us
    the ability to view it spatially in VR.

    Alan: Interesting. Yeah, because

    I know the police service in Toronto has been using laser scanning
    for years.

    Alex: Yeah. And people find it

    very hard to translate what they’re seeing on a 2D screen after
    they’ve scanned a real-world scene with a laser scanner. We’re
    incorporating that into it. And you can be in there collaboratively,
    and measuring points inside the scene. Imagine inside a courtroom,
    when you could have all of the jury — they don’t go out to the crime
    scene anymore; they can just put a headset on a walk around the point
    cloud and they can see where, for example, the body was, where the
    car was in relation to the gun or the knife. It’s just that spatial
    viewing system, really.

    Alan: I’ve been wondering why

    police services are not using Matterport cameras.

    Alex: They’re very good and

    quick.

    Alan: People who don’t know:

    Matterport is a US company that built a camera with a laser scanner
    built into it. And you just put it in, it spins around in a circle,
    takes 360-degree images with point cloud data, and then allows you to
    do that through the scene. And now you can move around the scene in
    VR as needed, to any point that you were there.

    Alex: And just touch on it a

    little bit, Alan, because it isn’t as detailed as a laser scanner.
    The Leica System and the FARA systems give you really accurate data.
    The Matterport gives you depth data, and also imagery, so that you
    can go from hot spot to hot spot. And it gives you a dollshouse
    effect. So it’s a very good scanner for quickness, but it doesn’t
    give you that millimeter-accuracy of the point cloud.

    Alan: But it is, I think, for

    juries, something like that, where you just need to be able to move
    around the crime scene. It doesn’t need to be millimeter accurate.
    They still have the laser scans. I think–

    Alex: I met with those guys in

    Florida earlier this year — the Matterport guys — and we talked
    about the potential of bringing Matterport data into the RiVR system
    as well, to be able to view that alongside the point cloud data.

    Alan: It just totally makes

    sense. So, we’re getting near the end of the podcast here. What is
    the most important things that businesses can do right now to start
    leveraging the power of XR technologies?

    Alex: It depends what business

    they are, really, I guess! But you mean, in terms of which they
    should go for first? Or should they just… well, they should
    definitely listen to your podcast, so they can understand it more,
    because you’ve had some great people on.

    Alan: Well, thank you. One of

    the the answers that comes up a lot is just… just start.
    Just go. It doesn’t matter what we do. Do something, because
    there’s so many of these technologies. AR, VR, mixed reality,
    Hololens, virtual reality headsets, photogrammetry scanning, 3D
    models. It gets confusing, and people don’t understand; this is the
    future of computing. And if they don’t now, they’re going to be left
    behind. It’s like the early days of the web and everybody went, “oh,
    why do I need a website? Nobody is on there.” Well, guess what?
    There’s a few people on the Web now.

    Alex: Yeah. Just a few. I think

    the main thing that they need to look at and ask themselves is, how
    expensive is their training to reproduce? In terms of training,
    anyway. Is it expensive for them to do it? And is it dangerous for
    them to do it? If the answer is yes to both of them, they should
    definitely start looking at VR. I should imagine there are some
    companies potentially where it’s not as needed, but if it’s expensive
    and dangerous, then it’s the best thing that they can start doing.

    Alan: Yes. There you go: if it’s

    expensive and dangerous, start using VR.

    Alex: It will save you money and

    provide better results.

    Alan: So, Alex, here’s my last

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

    Alex: Oh, god, I should have

    done some research on that one. Problem in the world… I’ve just
    been on holiday, and it was quite a shock to see how many people are
    on holiday, glued to their phones. Maybe there’s a chance that, if
    Apple or someone come out with a really nice AR device, we might be
    able to fix the problem with people being glued to their phones.

    They could then just be looking up and

    walking around with an AR headset on, and enjoying the world and the
    mixed reality stuff as well. I think that is a bit of a problem at
    the moment, because it’s not normal to be looking at a screen, but it
    is normal to be walking around the world. So I think, yeah, there’s
    going to be some sort of merger that removes the fact of you just
    looking down at a phone. I want to be seeing the world with data on
    top of it. I think that’s going to be how things go, and that would
    be a problem solved if we can stop people bumping into things and
    crashing into people out there, looking at their phones.

    Alan: Well, I’ll put it this

    way: I have the North glasses, and the first day I had them, I was
    checking my messages and walking down the street, and I’m just
    messing around with them, trying to figure out how to use them.

    Alex: Yeah.

    Alan: I almost walked over some

    poor woman. I was not paying attention, and I was looking at the data
    in the screen; didn’t even contemplate this woman, and almost pulled
    her right over.

    Alex: Well, I see; more

    problems, then.

    Alan: Yeah, I’m not sure. I

    think there might be some unintended consequences here.

    Alex: Yeah, definitely.

    41 min
  • Helping Firefighters Douse Blazes Around the World, with RiVR's Alex Harvey
    Firefighters
    need to train like any other professional, and their training usually
    involves setting a mock set ablaze - which, as you might imagine,
    would be costly to reset. Enter RiVR, who are using 360 video and
    photogrammetry to recreate these practice blazes digitally. CEO Alex
    Harvey and Alan have a heated discussion on the topic.
    Alan: Hey, everyone, my name is
    Alan Smithon, your host for the XR for Business Podcast. Today we
    have Alex Harvey, CEO and creative director at RiVR, a virtual
    reality training and visualization company based in the UK. RiVR
    harnesses the power of VR and photogrammetry technology to create
    interactive, immersive training experiences. They're currently
    working with the UK Home Office, UK Fire Service, Police Service and
    the Department of Defense in the US. Their ultimate goal is to
    enhance the way humans learn (I love that). Alex has a deep
    understanding of the games industry, having worked on commissions for
    the likes of Codemasters, the BBC, and Ford Motor Company. He's
    obsessed with harnessing the latest A/V technology to make the real
    world differences that we all need. He gets to work with incredibly
    talented people to make this happen, and to quote him, "I love
    the feelings and memories we can evoke in VR when technology,
    creativity, and innovation collide." I love that quote. RiVR's
    exhibited at six different VR shows this year, including CES Vegas,
    and their technology has been reported on by the BBC. To learn more
    about RiVR, you can visit rivr.uk.
    Alex, welcome to the show, my friend.
    Alex: Hi, Alan. Nice to meet
    you. Nice to speak again.
    Alan: Yeah. We've been kind of
    back and forth on LinkedIn, and emails, and it's really finally great
    to sit down and have a conversation with you.
    Alex: It is such a busy world,
    and it's great to chat in person.
    Alan: Listen, let's dive right
    into this. Explain to us what RiVR is and how it's making a
    difference.
    Alex: RiVR is “Reality in
    Virtual Reality.” We've been creating VR experiences now for
    probably nearer to three years with the production company, starting
    back in 2014, but we started obviously with 360 video doing things
    for Thomson Holidays -- you experience what it's like to be on a
    cruise ship, or be on a plane. That was three years ago. Then we
    started moving into the room-scale photogrammetry world, with very
    much a significant push at RiVR for training, and using photorealism
    to make sure that the users of our experiences are completely
    immersed. I often say to people, “I want you to feel like you're in
    the world, and not in a Simpsons cartoon world.” It is very much
    pushing photogrammetry and photo realism into VR. You know, there's a
    lot of people doing photogrammetry now, but two, three years ago? It
    was only of the likes of--
    Alan: That was you and Simon!
    Alex: Yeah! [laughs] Me, Simon
    and Realities.IO. They were the guys that were pushing it. And it
    really felt like when I saw those early experiences of Realities.IO
    and Simon's stuff, it felt like I was inside a video, but not quite?
    I want to try and be inside video content. I think that--
    Alan: Let me kind of unpack this
    fruit for people listening. So, what Alex and his team do is they go
    into a space, and they will take hundreds of photographs -- if not
    thousands of photographs -- of the space, and they'll convert that
    into a game engine-based experience, where you can actually walk
    around. Now, what I think is really mind-blowing about what you guys
    have done at RiVR is, not only do you create the environment, but
    then you take specific parts of the environment -- for example,
    you're doing fire recreation studies, and one of the things that you
    can do is pick up the different items -- and I thought
    0 min
  • The Bugatti Built in VR – XR For Business Podcast News, September 13, 2019

    LEARNING

    1. Developing Communication Skills And

    Improvement of Literacy

    2. Enlarging Real-Life Experience

    3. Supporting Specific Needs of the

    Disabled Students

    4. Developing and Improving Empathy

    5. Receiving Workplace Experience

    Read

    more:
    https://programminginsider.com/5-real-uses-of-virtual-reality-in-education/

    Mixed

    Reality Classroom

    The Mixed Reality Classroom

    Microsoft has created an ‘Immersive

    Classroom’ that teaches students about all sorts of emerging and
    exponential technologies such as VR/AR, AI and 3D Printing. it
    incorporates Paint 3D, HoloLens and other Mixed Reality headsets, and
    3D printing. Other activities also explore coding and robotics using
    tools such as Minecraft and Artificial intelligence, where students
    get to build their own chatbot.

    The immersive classroom is open for

    schools to experiment with incorporating digital tools in learning,
    and has facilitated the delivery of more than 60 free workshops for
    over 1000 students since opening in 2018

    A.I.

    and virtual reality can determine neurosurgeon expertise with 90 per
    cent accuracy

    http://www.thesuburban.com/life/health/a-i-and-virtual-reality-can-determine-neurosurgeon-expertise-with/article_08c12c76-d0b9-11e9-a6c2-6f29fcf49393.html

    Machine learning-guided virtual reality

    simulators can help neurosurgeons develop the skills they need before
    they step in the operating room, according to a recent study.
    Research from the Neurosurgical Simulation and Artificial
    Intelligence Learning Centre at the Montreal Neurological Institute
    and Hospital (The Neuro) and McGill University shows that machine
    learning algorithms can accurately assess the capabilities of
    neurosurgeons during virtual surgery, demonstrating that virtual
    reality simulators using artificial intelligence can be powerful
    tools in surgeon training.

    This research, published in the Journal

    of the American Medical Association on Aug. 2, 2019, shows that the
    fusion of AI and VR neurosurgical simulators can accurately and
    efficiently assess the performance of surgeon trainees. This means
    that AI-assisted mentoring systems can be developed that focus on
    improving patient safety by guiding trainees through complex surgical
    procedures. These systems can determine areas that need improvement
    and how the trainee can develop these important skills before
    surgeons operate on real patients.

    RETAIL

    Walmart

    & Lego offer a new Web-based AR Experience

    https://www.walmart.com/lego

    Jon Cheney, CEO of Seek, an eCommerce

    company specializing in AR, showed off an ever-so-cool AR application
    that Walmart uses in its Lego kiosks—sending clearly intrigued
    eTail participants to their phones to view the demo. How it works:
    Capture the QR code displayed on a Lego kit using your cellphone’s
    camera, then aim your phone down at the floor to see how the
    completed project will look and work. Cheney says 1,700 Walmart
    stores are using the application.

    In addition, you can now use this on

    any smart phone directly from the website. Try it yourself at
    Walmart.com/lego Click ‘See it in action’

    Puma

    Uses Zappar to Bring Web-Based AR Experience to Retail Store

    https://mobile-ar.reality.news/news/puma-uses-zappar-bring-web-based-ar-experience-retail-store-0205016/

    By scanning QR codes at two in-store

    displays via the mobile web app, shoppers can interact with Puma’s
    mascot and get directions to the basketball section of the store.

    The experience continues with the shoes

    themselves. The seven styles in the basketball line-up each include
    hangtags that trigger a unique AR content. This amazing experience
    was created by AR company, Zappar.

    DESIGN

    Bugatti

    Design Director Achim Anscheidt Discusses Virtual Reality Design of
    $9 Million Centodieci

    https://www.forbes.com/sites/markewing/2019/08/31/bugatti-design-director-achim-anscheidt-discusses-virtual-reality-design-of-9-million-centodieci/#3cd81b67bffa

    Achim Anscheidt has served as Bugatti’s

    Design Director since the early stages of the VW era, guiding
    development of every Bugatti from the original Veyron and its many
    iterations, to Chiron, Divo, and the one-of-one La Voiture Noire.

    “It doesn’t take me one and a half

    years anymore. It takes half a year with Virtual Reality, VR goggles.
    This was the only way to answer the needs of our CEO Stephan
    Winklemann, to turn the brand where he wanted to go. Same with
    Centodieci, with Divo. Same with La Voiture Noire,” says Achim.

    CAT®

    SAFETY VR: CATERPILLAR’S NEW VIRTUAL REALITY TRAINING SOLUTION FOR
    CONTRACTORS

    https://www.aem.org/news/ep-21-cat-safety-vr-caterpillars-new-virtual-reality-training-solution-for-contractors-with-justi/

    Statistics show that up to 90 percent

    of construction job site accidents are caused by unsafe behavior, not
    conditions. However, according to Justin Ganschow of Caterpillar
    Safety Services, worksite rookies and veterans alike can benefit from
    learning critical safety lessons in a controlled, virtual reality
    (VR) environment.

    Justin

    Ganschow: Virtual reality is really just a better way to
    train. It does elicit not only an emotional but a biological
    response. And those are the things that form memories.

    9 min
  • The Bugatti Built in VR - XR For Business Podcast News, September 13, 2019
    LEARNING
    1. Developing Communication Skills And
    Improvement of Literacy
    2. Enlarging Real-Life Experience
    3. Supporting Specific Needs of the
    Disabled Students
    4. Developing and Improving Empathy
    5. Receiving Workplace Experience
    Read
    more:
    https://programminginsider.com/5-real-uses-of-virtual-reality-in-education/
    Mixed
    Reality Classroom
    https://techtrends.tech/tech-trends/the-mixed-reality-classroom/
    Microsoft has created an ‘Immersive
    Classroom’ that teaches students about all sorts of emerging and
    exponential technologies such as VR/AR, AI and 3D Printing. it
    incorporates Paint 3D, HoloLens and other Mixed Reality headsets, and
    3D printing. Other activities also explore coding and robotics using
    tools such as Minecraft and Artificial intelligence, where students
    get to build their own chatbot.
    The immersive classroom is open for
    schools to experiment with incorporating digital tools in learning,
    and has facilitated the delivery of more than 60 free workshops for
    over 1000 students since opening in 2018
    A.I.
    and virtual reality can determine neurosurgeon expertise with 90 per
    cent accuracy
    http://www.thesuburban.com/life/health/a-i-and-virtual-reality-can-determine-neurosurgeon-expertise-with/article_08c12c76-d0b9-11e9-a6c2-6f29fcf49393.html
    Machine learning-guided virtual reality
    simulators can help neurosurgeons develop the skills they need before
    they step in the operating room, according to a recent study.
    Research from the Neurosurgical Simulation and Artificial
    Intelligence Learning Centre at the Montreal Neurological Institute
    and Hospital (The Neuro) and McGill University shows that machine
    learning algorithms can accurately assess the capabilities of
    neurosurgeons during virtual surgery, demonstrating that virtual
    reality simulators using artificial intelligence can be powerful
    tools in surgeon training.
    This research, published in the Journal
    of the American Medical Association on Aug. 2, 2019, shows that the
    fusion of AI and VR neurosurgical simulators can accurately and
    efficiently assess the performance of surgeon trainees. This means
    that AI-assisted mentoring systems can be developed that focus on
    improving patient safety by guiding trainees through complex surgical
    procedures. These systems can determine areas that need improvement
    and how the trainee can develop these important skills before
    surgeons operate on real patients.
    RETAIL
    Walmart
    & Lego offer a new Web-based AR Experience
    https://www.walmart.com/lego
    Jon Cheney, CEO of Seek, an eCommerce
    company specializing in AR, showed off an ever-so-cool AR application
    that Walmart uses in its Lego kiosks—sending clearly intrigued
    eTail participants to their phones to view the demo. How it works:
    Capture the QR code displayed on a Lego kit using your cellphone’s
    camera, then aim your phone down at the floor to see how the
    completed project will look and work. Cheney says 1,700 Walmart
    stores are using the application.
    In addition, you can now use this on
    any smart phone directly from the website. Try it yourself at
    Walmart.com/lego Click ‘See it in action’
    Puma
    Uses Zappar to Bring Web-Based AR Experience to Retail Store
    0 min
  • Bringing Lego Fish and Global AR Gnomes to Life, with Trigger Global’s Jason Yim

    Step 1: Plant augmented reality

    gnomes across the world. Step 2: …? Step 3: PROFIT!

    Just kidding — Trigger Global’s

    army of AR gnomes has a more solid business plan than the Underpants
    Gnomes, as well as many other ventures across popular brands,
    utilizing mixed reality technologies to bring them to life. CEO Jason
    Yim emerges from his hidden meadow to talk about a few of them.

    Alan: Hi, my name is Alan

    Smithson, the host of the XR for Business Podcast, and today’s guest
    is Jason Yim. He is the CEO and executive creative director of
    Trigger Global, the mixed reality agency. He has creatively led over
    150,000 hours of development in mixed reality, including as a Snap
    Lens Studio partner, preferred developer for Facebook, and showcase
    developer for Euphoria and Google, as well as an early adopter and
    early developer for Magic Leap. Yim’s recent high-profile work
    incorporates mixed reality in marketing for Star Wars: The Last Jedi,
    product development for Hot Wheels, and location-based experiences
    such as the fish designer for Lego House, and of course, enterprise
    tools for AR evaluation tool for Honda. Yim is a recognized speaker
    around the world and he has held the stage at major technology and
    industry conferences in Singapore, Shanghai, Berlin, Tokyo,
    Copenhagen, London, New York, Los Angeles, San Francisco, and all
    over the place. Jason’s returned to his childhood home to speak at
    TEDx Hong Kong on computer vision bringing toys to life. Yim has also
    been featured in Apple’s first TV show, “Planet of the Apps,”
    and won two LA Auto Show award design challenges back to back, with
    his partners at Honda Advanced Design. Additionally, Jason has been
    assigned four patents in augmented and mixed reality, with several
    more pending. To learn more about Trigger Global, you can visit
    triggerglobal.com.

    Jason, welcome to the show.

    Jason: Alan, thanks for that

    kind introduction.

    Alan: It’s amazing, just that

    introduction; you think “Holy crap, you’ve done work with Honda.
    You’ve done work with Lego. You’ve done work with Snapchat, and
    Facebook, and Google.” It’s crazy, the things that you’ve done.
    And you joined us on stage at AWE this year, to talk about
    supercharging your marketing. Tell me about some of the things you
    guys are working at right now.

    Jason: Yeah, I think for us on

    the marketing side it’s actually quite an interesting time. We’re
    seeing basically the market maturing a little bit and then kind of
    dividing into two big chunks of work. On the introductory to AR side
    of things, we have the social lenses. So that’s the
    Snap/Facebook/Instagram approach, where it’s a small experience for a
    smaller budget and it’s going through someone else’s app, but it’s a
    much larger user base, which is a good way to start it off. And then
    the other group of projects that we work on are kind of larger
    development, where the brand can own their own app or they have an
    existing app and we’re pushing an AR module into that existing app.

    Alan: Let’s break those into

    pieces, here. The first one you mentioned is smaller ones with social
    lenses. Can you maybe talk about some of the work you’ve done in
    that?

    Jason: Sure. We were one of

    Snap’s first agencies — the Lens Studio partners. We actually were
    kind of a guinea pig as they were developing the Lens Studio itself.
    I believe we’re probably one of the first people outside of Snap to
    actually use the tool. On the client side, we’ve worked with
    everywhere from Adidas, Pepsi, the NFL, all from sports and brands on
    the lens side. On the Snap side, typically they are coming to us. We
    either bring opportunities to Snap where we have clients coming in,
    and that they’re interested in doing a lens, and then we will connect
    with a Snap team person as well. Or sometimes Snap brings the
    opportunities to us, where they may have something creatively or
    technically a little bit unique, and then they’ll bring us in to
    collaborate.

    Alan: So you guys are literally

    the guinea pigs here. You’re the ones who like, “Hey, that’s a
    great idea. How do we do that? We have no idea; let’s call them.”

    Jason: Yeah, it’s actually a

    great time, because you get to innovate every single day. Sometimes
    they come in with very baked ideas and we just have to figure out how
    to execute. And then sometimes it’s a little bit more open-ended and
    we get to concept from scratch.

    Alan: So how are these brands —

    especially on the lens side — how are they measuring success? I
    can’t imagine it’s that cheap. You said it’s on the lower end scale,
    but what it would be a minimum engagement? $50,000? Or $20,000?

    Jason: I would say lenses are,

    at the very minimum, it’s probably in the $20k-plus range. We tend
    not to do very many of those, but we know other people are doing
    those. And then it will range up from there. Our sweet spot’s
    probably — for lenses — $40 to $80k, or something like that. More
    than that, people are probably pushing it into the app space a little
    bit more.

    Alan: Ok, so how are they

    measuring success with these? Because typical marketers — and for
    the people listening, mixed reality and augmented reality, they’re
    really pushing the envelope of the technology, but at the same time,
    you still need to be able to justify this kind of spend — so how are
    they measuring that?

    Jason: Yeah, I think part of the

    challenge is sometimes the money is coming from the same budget that
    might be coming out of a digital media budget, in which case the Snap
    lens or the Facebook effect is basically being compared against more
    traditional digital media, like some video buy or a social ad of some
    kind. I would say right off the bat that it is very difficult to beat
    video placement or something in terms of just impressions. But where
    I do think AR wins out, is definitely in engagement, either in
    session time, the amount of average time being spent with the
    content, or the amount of shares being done with that content. Also
    interactions. What are they doing in the Lens itself? Are they
    clicking through? Are they doing other things? Are they going through
    the transaction and the purchase? Like I think you can pull deeper
    interaction through the lens. At this early time, I think that
    they’re still earned media that you can get, instead of your Snap
    lens may get some press, and then that press then gets its own number
    of impressions. Or you create a lens, and you create a video out of
    that, and then you share that, and then the video of that.

    Alan: I’ve been seeing a lot of

    that.

    Jason: Yeah.

    Alan: It’s like the LeBron James

    thing, where LeBron comes out of the poster. I think probably only 10
    people in the world ever actually did it, but it got a hundred
    million impressions from that video. Crazy, the things that are
    possible.

    Jason: We’ve done AR things for

    some of the big brands that have like seven billion media impressions
    worldwide. So the numbers can get quite high that way.

    Alan: Wow. What one did you do

    that had that many impressions?

    Jason: It was a giant movie IP,

    which is what we can share, but yeah.

    Alan: Oh, okay. Awesome. It’s

    incredible. So, you talked about the smaller social lenses and that
    stuff, using Snapchat, Facebook, Instagram. What about the larger
    builds where you’re building it for a company under their own app,
    that type of thing? What does that typically look like?

    Jason: A lot of it comes from

    innovation groups, so it’s a different budget. On the smaller lens
    and effects social AR side, we get a lot of requests via the ad
    agency, spending some of the media budget. On the app side, it’s
    typically more direct to brand for us. The goals are usually a little
    bit deeper, so we would recommend an app or module in an existing
    app. If you’re trying to go for more of a repeat experience or some
    sort of deeper technology in the AR experience, like are we tying to
    real time stats? Are we tying to some big database on the back end or
    besides just the two minutes of fun sort of experience?

    Alan: Interesting. There’s some

    definite ways that this technology can be used for utilitarian
    purposes, rather than just entertainment. Is that what you’re talking
    about there?

    Jason: Yes, I think for everyone

    in the industry, it has to move in that direction. The marketing
    entertainment side of things will always be there, which is great.
    But the more basic side of that stuff, I feel, will quickly be a
    little bit of a race to the bottom. The higher level type of
    entertainment, like let’s say you have you’re starting to build an
    AI, you’re starting to push volumetric content, real game engines,
    things like that, that there’ll still be some premium development
    there. But I think that lower level simple lens stuff will very
    quickly become a race to the bottom. For AR to be more widely
    adopted, we’ll be — again, like you said — like the usability
    stuff. And it doesn’t have to be the main feature in an app, just
    like GPS and mapping isn’t necessarily the main feature in a lot of
    apps that we use, but it is a very useful component. Like if I turn
    on the Starbucks app and I can find a near Starbucks, I’m not
    spending my whole time in the map, but it’s a critical piece. AR will
    soon be that piece as well.

    Alan: I agree, I find it’s

    really interesting that you mention that, because this came up — I
    think you brought it up, but also some of the other people at the
    panel in AWE brought it up — basically, building AR for the sake of
    AR is not what we’re going after, building AR is part of something
    else. It’s just another tool in the toolbox.

    Jason: Yeah, and I think we were

    getting into some projects now that it’s quite interesting what else
    we have to tie into, what other backend systems or other technologies
    that are involved. Even at AWE, when you had the gentleman from
    Macy’s up, there’s a lot of stats out there right now that are
    talking about mixed reality and the effectiveness of it. So I do feel
    that it’s a great place to be, and I think the future is bright, for
    sure.

    Alan: You have on your website

    here, one of the things I think is just awesome: Travelocity’s
    roaming gnome. While not utilitarian, probably doesn’t move the
    needle in terms of inspiring me to travel, but just fun. And it
    really drives the brand message home. Who came up with that idea?

    Jason: They actually came up to

    me at another conference, it was at a Google conference I was
    presenting, and they came up to talk about what we could do in AR in
    their app. I think the interesting challenge for Travelocity was —
    and here’s another use of AR — with Travelocity, you use the app for
    booking, of course. Right? But they wanted more engagement after the
    booking had been done. Like, how do you keep the Travelocity app
    relevant through your entire trip, until you have to book for your
    next trip? So that was what AR we were hoping to provide there, was
    have something fun to do while you’re on the trip, and then also
    something sharable to help you remember that trip. And then later on
    you could pick up the Travelocity app again when you want to book
    your next one.

    Alan: So how many gnomes

    traveled?

    Jason: I actually can’t share

    that information, but yeah…

    Alan: Ah-ha. OK, so there’s

    gnomes everywhere in the world. Augmented gnomes.

    Jason: Yes. Everywhere.

    Alan: I think step 2 for that is

    to leave them in physical space. So you leave your gnome, and your
    gnome is tagged with a message.

    Jason: That would be great. Like

    a big map for everything.

    Alan: Find The Gnome. Yeah. Why

    not? You get a lot in hot spots. Canadians all go to either Cuba or
    Mexico for the winter. So you’d have these hotspots with all these
    gnomes everywhere. And they should be able to interact with each
    other. You find somebody else’s gnome and your gnome starts–

    Jason: If you leave them too

    long, they starve.

    Alan: They turn to ceramic.

    Jason: Yeah. The interesting

    part about that, though, was that we were embedding this AR module
    into the existing Travelocity app. And that’s something that we
    recommend to a lot of clients that have an existing app with a user
    base, is to instead of building a separate AR app, which is a lot of
    lift and you’ll spend a lot of money and a lot of energy trying to
    drive traffic to a brand new app, just place it within an already
    successful app. But that, of course, brings its own giant series of
    complications. We were really excited that Travelocity allowed us to
    do that because sometimes a lot of clients, if the app that they have
    is a primary revenue generator, they are super protective of that.

    Alan: Oh yeah, they don’t want

    you to touch that thing at all.

    Jason: Yeah.

    Alan: We’ve run into that as

    well. It’s one of those things that you’re like, “Yeah, if you
    break their app, you’re screwed.”

    Jason: Right.

    Alan: How do you deal with that?

    Do you develop it as a separate thing and then give them a plug-in
    for it, or…?

    Jason: We want to start

    discussing integration at the very beginning of the project. So our
    tech teams are normally aligned very early, and the other developer
    that actually owns the main app, they probably have a launch cycle
    that they are on. So we typically have to dovetail our launch with
    whatever cadence that they’re in and work backwards from there.

    Alan: Interesting. I want to

    switch from LA — because you mostly work in LA — but you also have
    an office in… is it Billund or Aarhus?

    Jason: Aarhus, in Denmark.

    Alan: So you have an office in

    Denmark, in the middle of Denmark, not in Copenhagen, but in the
    middle of the furthest island from Copenhagen. So what’s that all
    about?

    Jason: We’ve been working with

    Lego for six and a half years now, I believe. Lego headquarters is in
    Billund, which is even more remote than Aarhus. Aarhus is actually
    the second largest city in Denmark. Billund is about an hour away,
    Aarhus is like the closest major town. Our lead there was ex-Lego, he
    had left Lego. He actually worked with us on quite a few projects. He
    left Lego after 10 years, then came and joined Trigger. So for us, it
    was part of an effort to grow our Lego business out there. I’ve been
    a Lego fan since I was a little kid, like most kids are. So that was
    kind of like a dream come true, to be working with them.

    Alan: No kidding.

    Jason: We went all in.

    Alan: [laughs] Of course. You

    guys made a fish visualizer, right?

    Jason: It’s called the fish

    designer. It’s actually at the Lego Museum. So, super cool. I believe
    it’s the best performing digital experience there. Basically, what
    happens is, as a kid you come into the space and there’s six giant
    digital tanks. So imagine like a big video screen walls that
    represent massive fish tanks, and all the fish inside and all the
    creatures and rocks and everything are built out of Lego, digital
    Lego. And then as a kid, there are these big stations where you can
    take physical bricks, and build your own fish. You build physically
    and then you walk up to these scanners on the edge of giant tanks and
    you scan in your fish. You add eyes and a mouth. There’s like a
    little magic moment. And then they come to life in the tank. They get
    sucked in through the pipe from your scanner and then they get kicked
    back out into the tank as this live fish with their own little bit of
    AI. Each tank can hold 300 user created fish. And every minute or so,
    there’s big animations that happen inside the whole tank, and all the
    fish interact together and stuff. And the kids basically get into
    this loop where they go back and just build more fish to stick back
    into the scanner to bring to life.

    Alan: Oh, cool.

    Jason: We’re super proud of it,

    because with Lego we often work from concept through to prototyping,
    and kid testing, and then final product release. And in this case, we
    did a lot of earlier prototypes that had a lot more digital
    interaction for the kid, like after you’ve created the fish you could
    play a game, you could control it, something like that. It was really
    nice that the testing actually took us back to keeping it much
    simpler. So it’s a much more elegant solution that the kids just–
    they build it physically, which is what they want to do. And then the
    digital magic conversion moment is very, very short. It’s only like
    30 seconds and then they can sit back and enjoy their creation.

    Alan: That’s so cool. Yeah, I

    think we as an industry, we tend to overcomplicate things.

    Jason: Yeah, for sure. Sometimes

    we are over our skis a little bit, right? Like we’re trying to do a
    lot more than the consumer wants or needs.

    Alan: It’s so true. We had a

    meeting about this a couple of weeks ago. We’re talking about how we
    did a 360 video three years ago and kind of moved away from it,
    because it just– it wasn’t hard anymore. We were always looking for
    the challenge and we realized that the majority of people still
    haven’t even seen that. Like, “Oh, man. We need to go back to
    basics.”

    Jason: Yeah. I mean, we hear a

    lot of stats of when museums are doing their first VR exhibits.
    People come in and for 90 percent of the audience, it’s the first
    time they put on a headset.

    Alan: Crazy, right? It’s so

    second nature for us that we take it for granted.

    Jason: Yeah.

    Alan: If there’s one takeaway

    from this entire podcast, it’s “keep it simple”. You can
    stretch and push the boundaries of this technology, but keep it
    simple.

    Jason: That’s actually sometimes

    the hardest piece. How do you reduce the friction in these things?
    Because consumers are used to just opening up the app and seeing the
    content on a screen. How do you make spatial 3D content just as
    simple as that?

    Alan: That’s a good question.

    Let me ask you. You did a TED
    talk on computer vision, bringing toys to life. Is that talking
    about the Lego one?

    Jason: No, that was more a

    generality. It was similar. We’ve done 30+ digital/physical play
    prototypes with Lego and other companies, for kid testing and stuff
    like that. So we understand that there’s a lot of effort in trying to
    find the fun and find that elegant ease-of-use balance. That TED talk
    was about those kind of learnings, but in the toy industry.

    Alan: Can you send me a link and

    I’ll put it in the show notes?

    Jason: Sure. Yeah, no problem.

    Alan: Amazing. Let’s shift gears

    away from toys and social lenses. Let’s talk about the things that
    you did for enterprise tools. You designed an AR design evaluation
    tool for Honda. Can we talk about that?

    Jason: Yeah, so we co-created

    with Honda. We own the tech IP for the tool. We work with one of
    their design teams. And what we’re trying to solve is– basically, in
    the design process for cars right now, you start off on paper, they
    do 100 drawings or whatever. Then they start working on 3D versions
    of that. Let’s say you get to like 40 designs. But a critical step in
    car design is, of course, a volumetric review, like actually seeing
    the car in 3D space and getting a sense of its presence in a way. And
    traditionally, that’s done in clay. So the problem with clay is that
    a life sized clay model takes about eight weeks, and these car
    companies are spending upwards of $50,000 a month just buying clay.

    Alan: Wow.

    Jason: Yeah. So, we were tasked

    to try to come up with a system in AR, to not necessary replace the
    clay model, but to do an interim step before the clay model. Let’s
    say we can get the cost down and things like that, so of course, we
    did. Our version, it can be in a single day instead of eight weeks.
    The costs are much lower. They can then evaluate 10 cars in AR
    volumetrically first, before they can then commit to one clay model
    car. Not only are we saving on costs in time, but I feel like you can
    end up with a better product because a lot of the design ideas that
    would have been cut early, because of costs gets to live through
    another milestone, and continue on to the design process. The big
    challenges, though, were we started with Hololens, and then it was
    ported to ARKit, it was ported to Windows Mixed Reality, full
    backpack solution. And then the later version is Magic Leap, but all
    of those see-through — besides the ARKit, of course — but
    see-through headsets on AR, as soon as you take it outside, it’s, you
    know–

    Alan: Useless.

    Jason: It’s not the best

    experience.

    Alan: Yeah. It’s funny because

    I’ve seen some people put shields in front of the Hololenses and
    stuff, light shields to dim it. It’s not the greatest experience when
    you can’t really see the holograms. That’s going to be a really hard
    problem to solve for consumer augmented reality.

    Jason: Yeah. And I think this

    for the car design world, it’s actually specifically a very hard
    problem to solve, because their legacy approval process happens
    outdoors that way. So we had to put digital cars next to physical
    cars, which is how they normally evaluate their designs. That’s why a
    lot of design studios are actually in California because of–

    Alan: Nice weather, all the

    time.

    Jason: Yeah, nice weather all

    the time. So that’s the interesting thing. Like, maybe the technology
    drives you to an indoor experience. But like–

    Alan: I just tried the Varro —

    the Varjo or Varro? — headset, the XR one, which is using front
    facing cameras to capture the outside world. So with that, it’s
    actually blocking out the real world completely, using cameras to
    recreate it, and then creating digital content on top.

    Jason: That’s cool.

    Alan: Yeah. It works really

    well. I think it would actually be a perfect solution for what you’re
    doing. And I know they’re working with Volvo.

    Jason: That’s cool. What is the

    resolution of that?

    Alan: It’s actually a foveated

    headset. So what they did was, they did a fixed foveation. In the
    center, it’s human eye resolution. And then it’s about– it’s a
    little square, almost an inch of your vision. And then as it goes out
    to the edges, it blends into a more traditional headset. So it’s
    very, very clear.

    Jason: Wow, amazing. We will

    definitely figure–

    Alan: The headset’s big and

    bulky, but it doesn’t feel like it when it’s on your head, because
    they’ve weighted it. They actually put weights in the back of it, to
    offset the feeling of how heavy it is. They made it heavier to make
    it feel lighter.

    Jason: But I feel like it’s

    being used in the design process now, like everyone who sees it
    understands the benefit of it, and everyone understands that the
    hardware and technology is always going to be improving. So we’re on
    the right track and we just– with every hardware update — we’ll
    check out this Varjo for sure — the whole experience will improve
    and hopefully the results will improve as well.

    Alan: I think it’s getting there

    every step. And then I really love the fact that you guys are right
    on the edge of consumer applications that are fun and exciting, kids’
    applications. But then also you’re building these real world
    enterprise tools, that companies are using to evaluate and design
    future automobiles.

    Jason: Thanks. I think for

    brands and developers getting in, I think what we’ve learned through
    this stuff is you just have to be early, try to be first, try to get
    as much experience across many industries as possible, because
    everything cross-pollinates everything else. The stuff our team knows
    from all this trial and error, I think it shows. But also there’s no
    other way to learn that experience, besides trying it out.

    Alan: Yeah, well, it’s not like

    you can look it up and say, “Hey, how do I do this?”
    Because what you’re doing is, for the most part, never been done. I
    mean, we’ve done, I think, three or four world firsts and– well,
    four. There was no manual. There was no “Hey, let’s look it up
    on YouTube and how to do that.” It didn’t exist. So I commend
    you guys, with 150,000+ hours of development.

    Jason: Thank you. That’s no

    creative hours, too. That’s just 3D in-dev.

    Alan: Straight-up dev. Holy

    moly. Well, they say mastery’s at 10,000 hours. So you guys are 15
    times that.

    Jason: I think the need to

    experiment and the need to innovate is really great for the team.
    Every day you’re doing something different and there’s always
    something proud to write home about. The problem as a business is if
    you’re always innovating, how do you–

    Alan: How do you make any money?

    [laughs]

    Jason: You’re burning so much

    [money]

    .

    Alan: People don’t understand.

    Innovation is expensive. And even though companies are paying you to
    do it, it’s like you build it once, and then it never gets used
    again. It’s not like building a product where you build it, and then
    keep iterating and making it better and better and better. Projects
    are a different animal, and it’s definitely something that you guys
    have mastered. So, congratulations.

    Jason: Thank you. We are owning

    our own IP now, so our tech IP. So there are some platforms that we
    can get to build on top of and resell to different clients and
    improve over time. So that’s helping us a little bit.

    Alan: Love it. Well, let me

    know. I’m happy to consider some of those products and platforms for
    the XR Ignite program. So with that, is there anything else you want
    to leave listeners with? There’s so many different things here to
    unpack. But is there anything else you wanna leave people with?

    Jason: Yeah, I think the sports

    stuff that we’re doing is really interesting right now. We’re doing
    kind of AR portals into live games for the NBA, and actually for the
    PGA Tour as well. So you’re at home watching TV. You can plant a door
    in AR and then step through it and then you’re courtside at the
    finals. And then the next level up from that is what we’re doing with
    the NHL, and soon with another sports league as well, where we’re
    bringing live telemetry from the game, live stats.

    Alan: That’s so badass.

    Jason: Yeah. When you’re talk

    about utility, it’s not a wow factor thing. It’s a– with the NHL,
    you’re watching the game. And then, let’s say you see a great play.
    You can actually drop the rink onto your coffee table and see that
    play, recreate it in AR with all the live data from that play, like
    how fast the puck was shot and how fast the players were going. All
    that data represented in AR. So I think that’s super interesting to
    us.

    Alan: That’s badass. Come on,

    let’s be honest.

    Jason: It’s cool to be first.

    So, that was fun.

    Alan: It is always cool to be

    first. Well, thank you so much, Jason. It’s been an incredible
    interview. And I’m sure we’re gonna have to do this again, because in
    six months time, you’ll have 100 more things to talk about.

    28 min
  • Bringing Lego Fish and Global AR Gnomes to Life, with Trigger Global's Jason Yim
    Step 1: Plant augmented reality
    gnomes across the world. Step 2: …? Step 3: PROFIT!
    Just kidding -- Trigger Global's
    army of AR gnomes has a more solid business plan than the Underpants
    Gnomes, as well as many other ventures across popular brands,
    utilizing mixed reality technologies to bring them to life. CEO Jason
    Yim emerges from his hidden meadow to talk about a few of them.
    Alan: Hi, my name is Alan
    Smithson, the host of the XR for Business Podcast, and today's guest
    is Jason Yim. He is the CEO and executive creative director of
    Trigger Global, the mixed reality agency. He has creatively led over
    150,000 hours of development in mixed reality, including as a Snap
    Lens Studio partner, preferred developer for Facebook, and showcase
    developer for Euphoria and Google, as well as an early adopter and
    early developer for Magic Leap. Yim's recent high-profile work
    incorporates mixed reality in marketing for Star Wars: The Last Jedi,
    product development for Hot Wheels, and location-based experiences
    such as the fish designer for Lego House, and of course, enterprise
    tools for AR evaluation tool for Honda. Yim is a recognized speaker
    around the world and he has held the stage at major technology and
    industry conferences in Singapore, Shanghai, Berlin, Tokyo,
    Copenhagen, London, New York, Los Angeles, San Francisco, and all
    over the place. Jason's returned to his childhood home to speak at
    TEDx Hong Kong on computer vision bringing toys to life. Yim has also
    been featured in Apple's first TV show, "Planet of the Apps,"
    and won two LA Auto Show award design challenges back to back, with
    his partners at Honda Advanced Design. Additionally, Jason has been
    assigned four patents in augmented and mixed reality, with several
    more pending. To learn more about Trigger Global, you can visit
    triggerglobal.com.
    Jason, welcome to the show.
    Jason: Alan, thanks for that
    kind introduction.
    Alan: It's amazing, just that
    introduction; you think "Holy crap, you've done work with Honda.
    You've done work with Lego. You've done work with Snapchat, and
    Facebook, and Google." It's crazy, the things that you've done.
    And you joined us on stage at AWE this year, to talk about
    supercharging your marketing. Tell me about some of the things you
    guys are working at right now.
    Jason: Yeah, I think for us on
    the marketing side it's actually quite an interesting time. We're
    seeing basically the market maturing a little bit and then kind of
    dividing into two big chunks of work. On the introductory to AR side
    of things, we have the social lenses. So that's the
    Snap/Facebook/Instagram approach, where it's a small experience for a
    smaller budget and it's going through someone else's app, but it's a
    much larger user base, which is a good way to start it off. And then
    the other group of projects that we work on are kind of larger
    development, where the brand can own their own app or they have an
    existing app and we're pushing an AR module into that existing app.
    Alan: Let's break those into
    pieces, here. The first one you mentioned is smaller ones with social
    lenses. Can you maybe talk about some of the work you've done in
    that?
    Jason: Sure. We were one of
    Snap's first agencies -- the Lens Studio partners. We actually were
    kind of a guinea pig as they were developing the Lens Studio itself.
    I believe we're probably one of the first people outside of Snap to
    actually use the tool. On the client side, we've worked with
    everywhere from Adidas, Pepsi, the NFL, all from sports and brands on
    the lens side. On the Snap side, typically they are coming to us. We
    either bring opportunities to Snap where we have clients coming in,
    and that they're interested in doing a lens, and then we will connect
    with a Snap team person as well. Or sometimes Snap brings the
    opportunities
    0 min

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