XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
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XR for Business episodes

  • Dissecting Virtual Frogs with VictoryXR’s Steve Grubbs

    These days,

    more and more students can — and do — opt out of animal dissection
    in science classes, and not just because formaldehyde smells awful.
    As fewer kids are morally comfortable with chopping up an amphibian
    in the name of their education, an alternative will be needed.
    VictoryXR’s Steve Grubbs offers a solution through VR, and chats with
    Alan about how XR can be used to enhance education in other ways,
    too.

    Alan: Today’s guest is Steve

    Grubbs, founder and CEO of VictoryVR, one of the world leaders in
    virtual reality educational product development. To date, they have
    created over 240 unique VR experiences, spanning over 50 different
    learning units, with educational partners like Carolina Biological
    and Oxford University. They have been able to develop brand new
    educational encounters for VR users around the globe. Steve is also a
    member of YPO and was recently featured in an article entitled
    Virtual Reality Is Transporting Students to the Next Frontier in
    Science Education. You can learn more about Steve’s company at
    VictoryXR.com. Steve, welcome to the show.

    Steve: Alan, thanks for having

    me. I appreciate it. We’ve been working in XR Technologies — first
    virtual reality, and then augmented reality — since 2016. I first
    tried to headset on near the end of 2015 and it struck me that this
    type of technology would change the world. And so, we struck out and
    decided that our field would be education. And so we dug in and
    figured out how to do it, because at that point it was very difficult
    to find people; you couldn’t just hire people off the street who knew
    how to create virtual reality technology. We set to work figuring it
    out. In September of 2016, I attended a group meeting with some folks
    in Dallas, and then by January of 2017, we had our first major
    product in a school. I felt pretty good that we were able to move
    quickly on that first experience.

    Alan: That’s incredible. Let me

    ask you a quick question. What was the first experience that you
    tried that inspired you to start VictoryVR?

    Steve: Well, it was a MetaVRse

    product that I downloaded to my phone some time, in Google Cardboard.
    I am pretty sure I went to the iPhone store and tried a roller
    coaster — and this had been a few years now. And then I tried The
    New York Times 360 News reporting on my phone and they both were
    great, amazing, cool, and so I said, this is something I want to be a
    part of.

    Alan: For those people that

    don’t know you and VictoryVR, maybe just give us a 10,000-foot view
    of your mission and why you’re doing what you’re doing, and where you
    see the company going. Describe your company, the products, and the
    platform that’s being used.

    Steve: We believe that we can

    change education in a positive way around the world. If you think
    about it, for decades — I used to serve in the Iowa legislature, and
    I was chairman of the Education Committee, and we spent a lot of time
    addressing, how do we improve education? And there were a lot of
    things we did on the input side, but at the end of the day, what we
    all know is that if students love to learn, they love what they’re
    learning — like all of us — then there’s no work in it; you just
    love to do it, and you immerse yourself in it. We believe that XR
    Technologies — VR and AR — are the solution to having students love
    what they’re learning. So we’re creating as much content as possible,
    aligned to standards, so that teachers can integrate it into their
    lesson plans, or parents can just simply pull it off the shelf and
    use it. I have a background in technology. I started my first tech
    company in 1997, building web sites. I bought a book called “Web
    Sites for Dummies,” read it over the weekend, and announced to
    my friends I was a web site builder and–

    Alan: Ha!

    Steve: Since I was the only one

    they knew, they really had no choice but to use me. And ever since
    then, we’ve had an e-commerce company, Victory Store, and mobile app
    starting in ’09. In 2016, moving into XR technologies was a natural
    transition for us.

    Alan: I noticed that one of the

    modules that you guys have built is dissections in virtual reality.
    Tell me how that came about.

    Steve: By last summer — and my

    annual University of Iowa fraternity gathering — one of my
    fraternity brothers is a assistant superintendent of schools in the
    Chicago area, and he was a former science teacher. And he said, “you
    know what we need; there’s a law in Illinois that says students can
    opt out of animal dissection, but we’re required to provide a viable
    alternative, and there really aren’t any viable alternatives out
    there that they’re really great.” So he said, “why don’t
    you create that?” And I said, “that’s a brilliant use
    case.” And we went back to my office on Monday, put my team to
    work — and that was in July — by the start of the school year,
    first week of September, we had a frog dissection completed and in
    the marketplace. And that’s when Carolina Biological, the largest
    provider of animal specimens for dissection, contacted us because
    they had been looking for a digital product that could simulate what
    happens in real life. Because in the United States — and I know this
    is a trend around the world — 60 percent of students can opt out
    these days. As that trend grows, someone needs to provide that
    alternative. And I think those of us in the XR community are best
    situated to do that.

    Alan: So, this has really opened

    up a whole new world of learning for students. What is the most
    popular of all of the things that you guys have made? What is the one
    that really resonates with students?

    Steve: Well, always the most

    popular is Adventures in Space, where you get to drive our version of
    the Millennium Falcon. It’s a pretty cool product. With 48 different
    science units — dissection and language learning are outside of
    those — they all start from a place; you might be in a spaceship,
    you might be in an underwater lab. There’s a lot of different places,
    but Adventures in Space, you start out in a spaceship, and then you
    travel around the universe to learn about black holes and quasars,
    drop down and take a rover and drive around Mars and see the three
    rovers that are down there that were left that… I guess one is
    still working, that the United States has dropped on to Mars. It’s a
    cool way to both learn and do it in an explorative way. Why wouldn’t
    you love learning about a black hole if you can fly out to one, and
    take a look at it and learn about it when you’re out there? This is
    the type of learning that we believe changes the ballgame, and
    creates a real love for science, and STEM technologies and STEM
    learning.

    Alan: Travelling to space is the

    one that gets everybody’s attention.

    Steve: It is. It’s also we

    generally put that out there as a free download on the Windows Mixed
    Reality store and Oculus as well as VIVE. And then if you’ve got a
    Pico headset, you can also pick it up off of the VIVE Port store.

    Alan: I was actually going to

    ask you about distribution, and how you’re dealing with that. Most of
    your distribution is through the VIVE Port platform? Or how does
    it…?

    Steve: It depends on how you

    consider volume and distribution. We’re all trying to figure out the
    business model — the revenue model — to make something like this
    sustainable. It’s great to provide a product that can change the
    world, but if it doesn’t have a sustainable revenue model, then it’s
    not gonna change the world for very long. We upload our products to
    all of the major stores, and then we also sell unlimited licenses to
    schools. So, if a school would like a one-to-one setup with the
    Oculus Go, where they buy 20 headsets, and then in addition to that,
    they want a license to our content, we’ll sell them that package. But
    then they might do dissection, which won’t work on an Oculus Go. It
    needs a full 6DoF, Nvidia 1060 chip system. So they might have three
    or four stations for that, and then buy a license to the dissection
    product. So, between the licenses and what we get paid when people
    download off the stores; that’s our revenue model, so far. Our hope
    is to break even this year. We had a nice big bump at the beginning
    of the year with Microsoft. We’re just continuing to put it together
    a little here and a little there.

    Alan: Excellent. It’s early

    days, so how are you finding the uptake with schools? Are they
    looking for a complete solution? Or do they want you to come in with
    the hardware? With software? Do they want you to train them? How does
    that look? And was it something that you find you have teams out
    there getting schools onboard? Or is it happening naturally?

    Steve: It’s a little bit of

    everything, but let me address each of the parts individually. We
    would rather just be in the software business. But, schools that come
    to us want both a hardware, software, and platform solution. And so
    we have to provide those things. And so we do. Having said that, some
    schools already have their hardware. They’ll go to the Windows store
    and download the content. Microsoft, in January paid us a sum of
    money so that they could distribute half of our content for free
    through their store. So, anyone who owns a Windows Mixed Reality
    system in a school can download half of our content. But, there are
    more schools currently that have an Oculus product, either the Rift
    or the Go. And because of that, some will license it directly from
    us, but most are going to the Oculus store and downloading content to
    the headsets. That’s currently how it’s happening. You never know
    what kind of hardware you’re going to find in a school. But most are
    working for some consulting on how to put together the whole package.
    And so that’s where we can step in; show them, here are the pluses
    and minuses, the costs and the benefits, of a particular hardware.
    Here’s what we can offer. You know, we have 52 different VR
    experiences that cover middle school and high school. That’s been our
    approach.

    Steve: If you take all of the

    schools — so, 100 percent of schools — what percentage do you think
    of the schools (in the US, anyway) have a VR headset? Or are even
    considering that? Is it 1 percent? 10 percent? What are you seeing?

    Steve: You’re asking this

    question; as we speak, I am pulling up our survey results. We
    actually surveyed a fair number of teachers, and I will walk you
    through the information on that question, because we know exactly —
    or at least, from our survey — how many people have it. And it’s
    more than you would think. But we expect by the end of this year, I
    think it’s 50 percent of schools to have one level or another of some
    VR in their classroom. Some schools have full systems, right? They’ve
    bought 20 headsets for a classroom, while other schools have just a
    little bit. So when we asked the question, “have you tested the
    use of virtual reality or augmented reality to supplement current
    classroom teaching?” Fourteen percent said “yes, a lot.”
    Thirty-nine percent said “yes, a little.” That told us that
    at least people are moving in the right direction. Then we asked
    them, “do you think you would rather have a one-to-one solution
    for the classroom — meaning each student in the class having a
    headset — or a station-based approach? Twenty seven percent said
    one-to-one. Twenty percent said station-based. Thirty six percent
    said yes. Finally — and I don’t want to bore you with a lot of
    statistics — but here’s the last question I’ll share: when we asked,
    “do you already have hardware in your schools?” Twenty one
    percent said they already have it. Seven percent said they would be
    getting it this year. Twenty two percent said they would be giving it
    next year. So, if you add those three together — it’s about 28+21…
    so almost 50 percent, either this year or next year, expect to have
    the hardware in their schools. Now, in the United States, that’s over
    100,000 potential clients. And around the world, the adoption might
    be a little bit behind that, but I know it’s growing rapidly.

    Alan: The market adoption for

    this in the United States, I think is actually ahead of the rest of
    the world, with one exception, and I think that’s China. I’ve seen
    some things coming out of China with HTC VIVE, and they’re really
    focusing on bringing these systems into the schools. Are you seeing
    many people in the US using the HTC products at all, or is it mostly
    Oculus?

    Steve: We see a lot of VIVE out

    there, because the teachers who are true techies all started with the
    VIVE, and then they would bring their experience with the VIVE into
    schools. Oculus is by far the most well-adopted hardware. But VIVE
    is… in fact, I can actually tell you the percentage is, I don’t
    know why I’m guessing… in the United States, 12 percent have the
    Oculus Rift, which has been out since 2016. Eleven percent have the
    Oculus Go, which has been out for less than a year. So that was
    really interesting to me, and that cost differential is just a big
    deal; essentially, 23 percent. VIVE is 10 percent. Windows Mixed
    Reality is 5.7 percent. And then Google Expeditions — which, you can
    decide if that’s real VR or not — they’re at 31 percent.

    Alan: So that’s Google

    Cardboard.

    Steve: Well, no. Google

    Expeditions is different than Google Cardboard, but they’re close. I
    mean, you know. It’s close to the same thing. But they have that
    whole platform attached to it.

    Alan: Yeah, so teachers can

    start and stop the experiences.

    Steve: Yeah.

    Alan: So let me ask you another

    question about the metrics. Are you seeing — from your experience in
    students that are using this — are you seeing better metrics around
    their testing scores? Or better uptake? What are the metrics around
    measuring the success of virtual reality versus traditional means of
    education?

    Steve: That’s a good question

    that we get all the time. We have not had a study done specifically
    with our content. It’s something that we would like to have done,
    it’s just time-consuming and costly, so it hasn’t been done yet. But,
    having said that, there are other organizations and groups who have
    done these studies. And what it shows is that there is a significant
    increase in retention. On my LinkedIn page, I actually wrote an
    article — and it’s a little bit old now, and I need to update the
    article — but it’s called “The Data-Driven Case for Virtual
    Reality Learning.” There’s been a lot of studies: Oklahoma
    State, Pearson, HMH, UC Irvine — they’ve all done different studies.
    And one study showed that there was a 14 percent increase in mean
    test scores. Another study in China showed that there was a 90
    percent pass rate from the group that learned in VR, while there is
    only a 40 percent pass rate from the group that did not learn in VR.
    So, pretty much every study shows that there’s either increased
    retention, better test scores, better results, learning in virtual
    reality. People always want to know that. I don’t think there’s
    really a lot of debate whether people learn more when they’re in a
    distraction-free, immersive environment. But still, it’s going to
    take some time for that kind of adoption.

    Alan: I think it’s interesting

    that you said that last part of distraction-free, immersive
    environment, and I think one of the things that — this podcast is
    around the business applications — but this applies directly to
    training in business, as well. If you take what you guys are learning
    in the education side, and apply it to training of employees, and you
    look at the fact that most training is done either digitally, through
    a phone app or a web site. What people don’t understand is that
    people’s phones are on them all the time. So you have this constant
    distraction of second screening, and it takes people’s focus away.
    When you’re in virtual reality, there’s no way to look at your phone;
    you are completely immersed, and you’re in, 100 percent doing that. I
    think just that focus alone makes it a much more powerful medium to
    teach people.

    Steve: Yeah, even if there were

    no other benefit, just the distraction-free learning is a big piece
    of that. We have a development company that does corporate training
    VR for companies — we’ve done projects for two Fortune 500
    companies; I can’t necessarily name them — but what they are looking
    for is a way to… what we call, the RIDE theory. Any training where
    they rarely have to do that training, whether it’s impossible to
    train for it — so for example, like at a nuclear power plant, a
    nuclear meltdown; it’s impossible to train for, except in a virtual
    or textbook environment. Or maybe, for example, like an oil leak at
    an underwater oil platform. These things are impossible to train for.
    So that’s the “I.” “D” is dangerous. So, for
    example, a power line that has come free due to a storm and is on the
    ground then wet. That’s a dangerous training environment, but can be
    done in virtual reality. And then finally, expensive. There are
    certain things that are very expensive to train for, and you can
    reduce the cost dramatically through virtual reality, and in some
    cases, augmented reality. For businesses, if they keep that acronym
    — RIDE — in mind, that’s a good way for them to create a framework
    for decision making in which of their training areas could sustain
    the expense of creating a VR version of it, versus those that maybe
    you stick with what you’re doing now, with videotapes or reading or
    person-to-person training.

    Alan: What was the “R”

    for? I apologize.

    Steve: Rare.

    Alan: Rare.

    Steve: Sometimes you don’t have

    time. When you take people into a training scenario, and you really
    only have time to train them on the things they are going to
    encounter the most. For example, restaurant training. There’s a lot
    of things to train a new employee on, but having a heart attack and
    rolling around on the ground is not something that happens very often
    in a restaurant. So, it probably doesn’t receive training. That’s
    something you could create in virtual reality. Various rare instances
    that people can go and train for and know how to use the
    defibrillator, or whatever the case might be.

    Alan: One of the ones that’s

    getting the most media attention is Walmart using virtual reality for
    their training. And one of the things they’re training on is Black
    Friday sales. Happens once a year. It’s madness. It’s mayhem. And
    being able to train people how to manage that, this thing that only
    happens once a year. You can’t really train for it. So it is rare,
    and I get it; rare, impossible to train for, dangerous, or expensive
    — RIDE, I think, is a really great acronym. I think that is a great
    value proposition for everybody listening. So, thank you.

    Steve: Yeah, and I didn’t come

    up with it, but once I read it, I said, that’s perfect. And on the
    Walmart side, big shout out to Andy Mathis at Oculus, who put that
    whole deal together. Having Walmart in the ballgame really helps all
    of us in this field.

    Alan: Absolutely. I think it

    also springboarded everybody to think about, “oh, wow, this can
    be used for all sorts of different things.” It was a great thing
    for the whole industry, and Oculus led that. But if it wasn’t for the
    Facebook acquisition of Oculus, I don’t think there would be as many
    companies… I don’t think this whole VR and a AR explosion would
    have happened as quickly. It would have happened, just not as
    quickly. I think that caught everybody’s attention.

    Steve: Yeah, I think you’re

    right. And having the big players involved certainly helps to drive
    the process, but they certainly need small players like us,
    VictoryXR, to help drive the content side.

    Alan: I think the barriers to

    entry with this are rapidly coming down, and one of the big ones is
    content. And you guys seem to be hammering that one and nailing it
    properly. So, hats off to you guys on that one.

    Steve: Thank you.

    Alan: What are some of the

    challenges around, let’s say, a school wanting to bring this in? What
    are the some of the things that school boards or schools individually
    can start to think about and plan for, when they’re planning their
    strategy? Say they want to say, “we want to buy 100 VR headsets,
    but we know if we buy them, by the time they get shipped to us,
    they’re going to be obsolete.” How does a school plan for that?
    And what’s your advice around that?

    Steve: Well, obsolescence really

    isn’t an issue. Will there be a better widget on the market? Yes. But
    when you buy a car, will a better car come out the next year? Yes.
    But does it make your existing car obsolete? Absolutely not. Whatever
    hardware schools purchase, the content is going to work just as well
    on that hardware for years to come. And at the right time, one can
    upgrade. But getting back to the challenges, the first challenge is
    cost. You’re probably not going to spend less than $10,000 to get in.
    Now, you could buy one Oculus headset with content for $500. So
    there’s certainly the ability to dip your toe in the water and test
    it out, for as little as $500. But to outfit one classroom they could
    cart, that can be moved from classroom to classroom; you and spend a
    minimum of $10,000. So that’s challenge number one. Having said that,
    pretty much every school district, every school, has a technology
    budget, and a curriculum budget. So it’s just a matter of
    prioritization.

    Challenge number two is integration

    into the classroom. Most teachers are generally — like all of us —
    there’s momentum, and they’re going to be moving in the same
    direction, doing things the way they’ve been doing them for a long
    time. So this requires a different level of work. There’s a certain
    amount of hassle to get technology working, and to get it working for
    every student and make sure they can all use it. So there’s some
    challenges there. Professional development — training teachers — is
    a big piece of it. We actually have a person on our staff, Rene
    Gadelha. She’s a curriculum specialist. She formerly worked for
    Pearson, she’s formerly a classroom teacher, she served on the school
    board in two different states. She is the perfect person [for this].
    And when somebody purchases our content, or they just want to hire
    her to come in, she’ll fly in and do professional development around
    virtual reality. That’s that’s our solution to problem number two. By
    the way, our solution to problem number one is we also have a grant
    writer on staff, who helps schools find grants, and helps them write
    them, if need be.

    Problem number three, it’s a problem

    that’s coming down quickly. Initially, you had to have a very
    high-end graphics computer. You basically to have a $1000 computer to
    run a virtual reality system. And every school I went to said, “well,
    we’ve got some really good computers. Can we just use those?” I
    would have to say, “unfortunately, no.” And in fact, I
    never found a school that had a computer with a 1060 Nvidia chip. So
    it requires them to buy this high-end computer. Well, with the Oculus
    Quest coming out soon — the VIVE Focus, the Oculus Go, the Pico
    headsets — all of that is becoming less of an issue, if they want to
    just buy a headset for $400-$600. People can do that now without
    having to have the big computer attached.

    Alan: Any other challenges? So,

    you’ve covered costs, which you guys are mitigating with grants;
    integration into the schools, which you guys are covering with
    professional development; and then, the need for high-end equipment,
    which — I think — the barrier to entry is being rapidly knocked
    down by these standalone units that are coming out. Are there any
    others that you found?

    Steve: There are minor

    challenges. Proper training in hygiene with headsets is important.
    That’s just a small training issue that we need to be aware of, and
    we need to teach. So, you know, if you get past those first three
    issues… if there’s a fourth, it might be the amount of content out
    there. But at this point, there’s quite a bit of content. Now, the
    downside is, there’s a limited amount of standards-aligned content,
    and schools really do look for it to be aligned to the NGSS, or
    Canadian standards, or whatever the case might be. But there’s a lot
    of content, and there’s enough standards-aligned content to alleviate
    those issues. Do we have a lot in history and some of those things?
    Not yet, but it’s on its way.

    Alan: Amazing. What is one

    experience that you, personally, would love to see in VR?

    Steve: I would love to be able

    to stand in the middle of the Battle of Gettysburg, and experience it
    in true, simulated VR. And I don’t know if our graphics chips are
    quite there yet, but they’re close. That is something that would be
    just amazing to experience; different moments in history, while
    standing right in the middle of them (and not getting killed, which
    would be awesome as well).

    Alan: [chuckles] Absolutely. We

    don’t want that. Well, this has been phenomenal. We’ve learned tons
    about the statistics and what people are using it for, how schools
    are bringing this [to the classroom], barriers to entry, the
    challenges, how to overcome these challenges. Is there anything else
    that you think listeners would need to kickstart their foray into
    bringing virtual and augmented reality into the classroom? Or into
    their HR or training arm of the business?

    Steve: So, definitely. We didn’t

    talk about AR yet. And at the NSTA — which is in St. Louis, is the
    National Science Teachers Association; I think it’s in about four
    weeks — we will be rolling out our augmented reality products, and
    they are so amazing right now. I know that that’s what I should be
    saying, since I’m the founder, but I’m just telling you; they are so
    cool. The first product we’ll roll out is textbook AR. In each
    chapter of a book, there’s usually one really challenging concept —
    like photosynthesis, or cellular regeneration. Whatever the difficult
    topic is, what we are doing is creating an augmented reality
    experience, so that you’re reading through a textbook, be it digital
    or paper-based, and when you come to certain parts of the book, you
    can hold your phone over it and a teacher will pop up. In our first
    one, it was being able to look inside the human cell. You got a human
    cell that pops up, and you can touch different pieces of it, and the
    nucleus will come out, or the golgi will come out. And you can really
    both see how they work, and hear a description of how they work.

    But you really get this amazing

    teaching tool through AR. We will also have an anatomy product, where
    the parts of the body will rise from the human torso. And then you
    can touch them and learn more about them. You can look at them in 3D,
    and ultimately, you’ll be able to see a cross-section of them, look
    inside them. And then we have one more product; I’m not announcing
    quite yet, but it’s going to be amazing. So, we’re excited about
    this, and we think that people at NSTA and elsewhere are just going
    to love it.

    Alan: I think you’re right. I

    think this is going to be a really big thing. Now, is this something
    that you’re aiming towards the tablets that are already in schools?
    Or is this something that you’re aiming towards students using their
    own devices? Or both?

    Steve: It’s their own devices. I

    mean, you could certainly use the tablets that are already in school,
    assuming they are AR-enabled. But for the most part, if you have a
    textbook — whatever form your textbook takes — you should be able
    to whip out your phone, and hold it over certain parts of that
    textbook, and have this special AR learning experience pop up. And
    really, it makes learning more interesting and… “immersive”
    is not really the right word, but it allows you to interact with that
    learning, and that it could be a big game changer.

    Alan: It’s very interesting that

    you’re talking about this, because we interviewed Charlie Fink,
    author of Metaverse and Convergence, and they are two books about
    virtual and augmented reality that have AR-enabled parts of them. So
    it’s really interesting that, this whole idea of bringing a static,
    flat textbook to life using augmented reality is fantastic. And
    something that we’ve been working on the background is a platform
    that it would allow anybody to make their own interactions on this. I
    think it’s very timely and I think it’s going to be really big for
    textbooks.

    Steve: It’s going to be huge. So

    huge. Children’s storybooks, everything. I just think that this piece
    of AR will grow quickly.

    Alan: I agree with you 100

    percent, and they say by the end of 2019, there will be over
    2-billion AR-enabled smartphones on the market. So, I think the
    market definitely has penetration, and it’s a lot larger than virtual
    reality headsets. But, I think it’s that early thing that gets
    everybody’s attention. And because the technologies are so similar,
    it’s just a natural progression, from augmented reality to virtual
    reality, and then eventually glasses and that sort of thing.

    Steve: Absolutely. I’m with you

    on that.

    Alan: Well, Steve, is there any

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

    Steve: Well, there’s a lot of

    problems. I’ve had the opportunity to travel around the world a lot,
    and one of the things that we will get to do through XR is we will
    get to spend time with people in other countries without travelling
    to those countries. We’ll be able to interact in their communities in
    ways that we never could before. And it will be cool, but it will
    also bring the world together. The more you realize that the Chinese
    are wonderful people — when I travel, you just see, people are
    wonderful — and it will tear down barriers between countries, and I
    think it will make the world a better place. Maybe I have my John
    Lennon glasses on, but I just think that AR/VR have the possibility
    to really break down barriers between groups of people.

    Alan: I just want to ask you one

    more question. What is one thing that you’ve seen in this industry
    that you’ve been really blown away by? Because I mean, you’ve
    probably seen a lot, and you guys have built a lot. What is something
    that you’ve seen that just made you go, “wow, this is
    incredible?”

    Steve: There’s still so much.

    When I was in Beijing and I first participated in multiplayer virtual
    reality, and me and three buddies went on a spaceship and fought
    aliens? That was the experience that blew me away more than anything
    else in the world. Of our own experiences, the first time I picked up
    our frog dissection — our floppy frog — that is the thing that
    people are just blown away with, in our experiences, is just the
    realism of what you’re experiencing, and the ability to interact with
    your friends, and others that you may not know, inside VR. It just
    blows my mind.

    35 min
  • Dissecting Virtual Frogs with VictoryXR's Steve Grubbs
    These days,
    more and more students can -- and do -- opt out of animal dissection
    in science classes, and not just because formaldehyde smells awful.
    As fewer kids are morally comfortable with chopping up an amphibian
    in the name of their education, an alternative will be needed.
    VictoryXR's Steve Grubbs offers a solution through VR, and chats with
    Alan about how XR can be used to enhance education in other ways,
    too.
    Alan: Today's guest is Steve
    Grubbs, founder and CEO of VictoryVR, one of the world leaders in
    virtual reality educational product development. To date, they have
    created over 240 unique VR experiences, spanning over 50 different
    learning units, with educational partners like Carolina Biological
    and Oxford University. They have been able to develop brand new
    educational encounters for VR users around the globe. Steve is also a
    member of YPO and was recently featured in an article entitled
    Virtual Reality Is Transporting Students to the Next Frontier in
    Science Education. You can learn more about Steve's company at
    VictoryXR.com. Steve, welcome to the show.
    Steve: Alan, thanks for having
    me. I appreciate it. We've been working in XR Technologies -- first
    virtual reality, and then augmented reality -- since 2016. I first
    tried to headset on near the end of 2015 and it struck me that this
    type of technology would change the world. And so, we struck out and
    decided that our field would be education. And so we dug in and
    figured out how to do it, because at that point it was very difficult
    to find people; you couldn't just hire people off the street who knew
    how to create virtual reality technology. We set to work figuring it
    out. In September of 2016, I attended a group meeting with some folks
    in Dallas, and then by January of 2017, we had our first major
    product in a school. I felt pretty good that we were able to move
    quickly on that first experience.
    Alan: That's incredible. Let me
    ask you a quick question. What was the first experience that you
    tried that inspired you to start VictoryVR?
    Steve: Well, it was a MetaVRse
    product that I downloaded to my phone some time, in Google Cardboard.
    I am pretty sure I went to the iPhone store and tried a roller
    coaster -- and this had been a few years now. And then I tried The
    New York Times 360 News reporting on my phone and they both were
    great, amazing, cool, and so I said, this is something I want to be a
    part of.
    Alan: For those people that
    don't know you and VictoryVR, maybe just give us a 10,000-foot view
    of your mission and why you're doing what you're doing, and where you
    see the company going. Describe your company, the products, and the
    platform that's being used.
    Steve: We believe that we can
    change education in a positive way around the world. If you think
    about it, for decades -- I used to serve in the Iowa legislature, and
    I was chairman of the Education Committee, and we spent a lot of time
    addressing, how do we improve education? And there were a lot of
    things we did on the input side, but at the end of the day, what we
    all know is that if students love to learn, they love what they're
    learning -- like all of us -- then there's no work in it; you just
    love to do it, and you immerse yourself in it. We believe that XR
    Technologies -- VR and AR -- are the solution to having students love
    what they're learning. So we're creating as much content as possible,
    aligned to standards, so that teachers can integrate it into their
    lesson plans, or parents can just simply pull it off the shelf and
    use it. I have a background in technology. I started my first tech
    company in 1997, building web sites. I bought a book called "Web
    Sites for Dummies," read it over the weekend, and announced to
    my friends I was a web site builder and--
    Alan: Ha!
    Steve:
    0 min
  • Getting — and Keeping — Your Attention in XR, with LumiereVR COO Alexander Haque

    XR technologies

    are undeniably a leap forward in humankind’s mechanical evolution.
    But our brains – the way they work – haven’t quite evolved in pace
    with them, so XR solutions are hardly solutions at all unless they
    work within the confines of how we think and react. Alex Haque of
    LumiereVR waxes philosophical about how to design XR with that in
    mind.

    Alan: Today’s guest is Alexander

    Haque, the founder of RetinadVR, whose mission was to help pioneer
    virtual and augmented reality through powerful data. RetinadVR was
    acquired recently by LumiereVR, in July 2018. Alex is now the COO for
    LumiereVR, which is bringing quality VR content to the masses through
    masterful curation and distribution. You can learn more about Alex
    and Lumiere by visiting LumiereVR.com. Alex, welcome to the show.

    Alex: Hey, thank you so much for

    having me, Alan. Pleasure to be here.

    Alan: It’s my absolute pleasure.

    Alex: Yeah, thanks for having

    me. You’re one of my favorite LinkedIn personalities, and a fellow
    Canadian! So I’m excited to talk shop with you.

    Alan: Canadians are taking over

    the VR scene in a big way. It’s really exciting. The purpose of this
    podcast is to provide as much value to businesses and business owners
    and people in companies that are looking to explore and expand on
    virtual and mixed reality and augmented reality, and figure out how
    these technologies can be used for them. So, perhaps let’s just take
    a look back at RetinadVR; what you guys were doing there, and what
    led you to what you’re doing now.

    Alex: Right. Yeah. It’s a great

    jump off point. So RetinadVR actually got started in Montreal in
    2014. Our mission was, as you said at the beginning, was to bring VR
    analytics and data to virtual reality. And what I mean by that is
    understanding these new data points that can be interpreted from a VR
    headset. And what we found is, understanding people’s movement in VR
    is something that we can actually grab from a headset. And then
    translating that into actionable insights was basically the mission
    of the entire company for the last three years, up until the
    acquisition. And things are very much still along that path, but a
    little bit more, I guess, pigeon-holed into Lumiere -pecific use
    cases for right now.

    Alan: So maybe talk about

    Lumiere and what you guys are doing there. I know you’ve done a
    recent project with synchronizing a ton of headsets at a fairly
    famous location. I’ll let you talk to that.

    Alex: So we did about 250 VR

    headsets, all synced up from Madison Square Garden for LumiereVR,
    which brings that enterprise software to large venues and media
    entertainment folks. MSG is a really good use case; museums,
    aquariums, science centers, planetariums — those are really good
    places where VR lives, [and] is complementary to an existing exhibit.
    The example with Madison Square Garden, for instance, was they have a
    90-minute tour within the venue. So, a lot of people don’t actually
    know this — I think the international community knows this little
    bit more — Madison Square Garden, I think, is in the top five or top
    10 most-visited, most iconic places in New York City. And I didn’t
    know this, being obviously, a Canadian hockey fan. I thought you just
    show up to Madison Square Garden — a great, beautiful venue — and
    you enjoy concert or a game, and you go home. But apparently what you
    could do is, they have off-hours visits throughout the day that are
    90 minutes that are called the All Access Tour. And they show you the
    history of this is where Mohammad Ali boxed. This is where goalie
    Henrik Lundqvist for the New York Rangers, here’s his, like,
    million-dollar Swarovski 10-cut diamond goalie mask is. This is where
    the Knicks played, and so on and so forth. And they give you a really
    beautiful, all-encompassing tour. We were commissioned to bring a
    five-minute VR experience that they had filmed, giving
    behind-the-scenes look at the Rangers, the Knicks, and Billy Joel
    live on stage in 360 VR. And basically, from anybody that’s powering
    a VR experience, whether you’ve had experience with this or not, you
    know that the user experience is really important.

    What Lumiere did — in a nutshell —

    was surface a much-easier user interface and user experience, by
    bringing all the VR tech to an operator. So what I mean by that is,
    instead of having every single person that would go through this
    all-access tour — and the VR portion specifically — have to be
    like, “what are you looking at? Do you see it? Did you click
    play?” Anybody who’s run a VR event knows how horrible that is.
    What we did is, we surfaced that to an iPad, and then a person can
    just click play, and then all the VR headsets synchronize and play at
    the exact same time, and then the show ends at the exact same time.
    So it makes it a very seamless experience.

    Alan: That, to me, is something

    that… at the very beginning when VR was kicking off, when Samsung
    did this huge presentation and they had hundreds — or probably a
    thousand headsets — all synchronized. So you guys have taken that,
    simplified it, and made it available as a standalone app. Is that
    case?

    Alex: Yeah, exactly. Yeah. It’s

    a service, then an app. I’d say right now, the goal is to make an
    app-based where anybody and their dog, so to speak, can pick this up
    and click play and have their own event to run. So what we did with
    Pacific Science Center was a really good example of that. But the
    reality is, is that we’re not there right now for the industry;
    there’s still a lot of handholding to be done and there’s still no
    consensus amongst which headset is kind of the iPod or iPhone right
    now.

    Alan: Got it.

    Alex: We’re still making custom

    experiences for everybody.

    Alan: So does it work with the

    Oculus Go?

    Alex: It does. Yeah. We actually

    have a pretty good relationship with the folks at Oculus.

    Alan: I have to say, as somebody

    who’s doing a podcast about the business use cases of XR
    technologies…. this is glaringly obvious to me. But for those of
    you who are listening, imagine going into a boardroom or a
    presentation hall where you want to present to 10 people, 20 people,
    100 people all at once, and you want them to have a fully-immersive
    experience, where they’re not checking their phones, they’re not
    paying attention to other things. They are fully immersed in the
    content that you want to deliver to them. This seems like a natural
    fit for that.

    Alex: Oh, yeah, absolutely. The

    presentation use case is one that we actually started with. So
    Travis, who’s the founder of LumiereVR with Jenny, they had this
    exact pain point when trying to present to investors and try them —
    I’m sure you have this problem too, Alan; this is very familiar for
    you — presenting something that’s as three dimensional and as
    spatial as 360 VR, or 3D VR, and then putting it on a 2D screen and
    being like, “look, you can touch this, I swear,” is very..
    that’s the pain point in general. There’s nothing like putting VR on
    someone’s head and letting them experience it for themselves.
    Synchronizing that in a boardroom of two people, up to five, or ten,
    or 500, is an amazing use case.

    Alan: I think that’s something

    that I think more companies are going to start to use. And of course,
    they can reach out to at LumiereVR.com. But if you put this in, said,
    “OK, what kind of industries would benefit from this the most?”
    What do you think would benefit from this?

    Alex: Well, I think what we

    found success in so far is definitely what’s benefiting existing
    aquariums, museums, planetariums; those who are already running
    exhibits that, let’s say… I’ll give you a really good example. So
    the Pacific Science Center, where they might not be able to have a
    dolphin or whales anymore for ethical concerns ever since there’s
    been a big backlash with a Netflix documentary that aired — called
    Blackfish, I believe it was called, I don’t know if you saw that
    documentary — but yeah, basically exposing how the mistreatment of
    these marine life and aquatic life inside of these venues, there’s
    been a massive public backlash against that kind of exhibit. So what
    we did is, we partnered with the filmmakers of the Click Effect. The
    Click Effect is a 360 video — it’s about a six minute piece from
    2015, won a lot of awards — that showcased one of the first full
    underwater 360 VR diving experiences with dolphins, and talking about
    the clicking noise that a dolphin will make to communicate. And what
    that does is, it puts you in a vantage point that you’d never
    otherwise be able to see (unless you did some kind of deep sea diving
    yourself, which a lot of people have not done), and it puts you
    face-to-face with dolphins.

    That experience, for families and

    people of all ages, is one that resonates. It just… it makes a lot
    of sense. And you don’t actually need to have an entire ecosystem now
    — or economy — around bringing these wildlife out and taking them
    out of their existing systems, shocking them, and then putting them
    in this unnatural exhibit for people to watch and see. You can put
    someone in a five-minute VR experience. That use case is
    complimentary — or even, I guess, replacing an existing experience
    that otherwise would be very difficult — is a really natural place
    for VR to live. And same thing for Madison Square Garden. Right? It’s
    a five-minute experience. It doesn’t have to be a whole big,
    one-hour-long, crazy shebang. It just can be a five-minute thing that
    lives next to an existing exhibit. So I’d say that that’s a really
    good use case for right now.

    Alan: Interesting. I think

    another one is in the classrooms. I think there is a huge opportunity
    here for teachers to be able to put VR on their students’ heads —
    put down the phone, put a VR on — and then let them experience
    things like being underwater, or going back in history, or into
    space. These are wonderful experiences. But again, the problem that
    you guys have solved is that problem of having a teacher or leader or
    somebody manage that experience. And I think one of the things, as a
    company that has done thousands of demos, that’s always the problem;
    you put a VR headset on somebody, and heh… I don’t know how they
    ever do it. There’s no buttons, and they end up in a different room,
    and you’re like, “I don’t have any idea how you got there,”
    and you can never tell where they are.

    Alex: Right. So, “tell me

    what you see, and… oh, my God. What did you hit? Tell me what you
    see,” and then they’re like, “I see a screen. I’m in this
    room–“

    Alan: “I’m in a room!”

    Alex: It’s incredible.

    Alan: The worst is when you put

    it on somebody’s head, and they sit there for five minutes, and they
    don’t tell you that it hasn’t started playing.

    Alex: Right. They’re expecting

    you to hold their hands. That’s how we got started with the Pacific
    Science Center, is exactly that. Travis was out in Seattle managing
    this, and having anybody from a 13-year-old to a 90-year-old trying
    VR for the first time — or even maybe a second or third time, it
    doesn’t really matter — getting them settled in and bringing that
    experience to them in a seamless way is actually very challenging.
    And to your point, by the way, what you mentioned — Google
    expeditions for the classroom — they started off by tackling that
    problem of bringing VR and synchronizing it across headsets. But that
    use case is… the EDU use case is one that is very near-and-dear to
    me and how VR lives in a classroom. We’re actually working with North
    Carolina State University, and one of the biggest reasons why they
    can’t get it to take off in the classroom is — other than this one
    evangelist, God bless his heart. And Mike, if you’re listening; thank
    you for being a VR champion in Raleigh — but other than him, getting
    this off to a professor that has to bring this to 10 students or 15
    or 300 students in an auditorium symposium, it becomes a massive
    challenge. It’s very stressful. So that use case that you mentioned
    is a great one.

    Alan: Awesome. So, I’m going to

    look a little bit more specifics and challenges. So, you’ve got quite
    a bit of experience in the analytic side, and really looking at,
    “what are people doing?” What are some of the best
    analytics or metrics that you’ve seen? What are some of the
    experiences that people resonate most with? Are there any experiences
    where people take the headset off middle-way through? What are some
    of the best use cases, and the metrics around that? Are you finding
    that people watch it all the way through? Do they look behind them?
    What are you seeing?

    Alex: Yeah, it’s a great

    question, and one that… what I was alluding to at the beginning of
    the podcast with Retinad and those kind of best practices for
    advertisers and marketers is, there’s something called the “Cone
    of Focus,” that I guess we coined within the industry, amongst
    ourselves and VR artists that we worked with — so, folks that like
    Jessica Brillhart over at Google’s Jump VR, who we were working with
    in the early days — is figuring out, where do people actually look
    within a VR headset? Where do they actually focus their attention? If
    I have 10 important elements in one specific scene, is one of them is
    more important than the other? How do I actually draw their attention
    there? So to answer your question first, do people look behind them?
    Mostly no. But if you can get them to look around and turn around,
    what we found is that generally those experiences tend to be the most
    valuable, in the sense that people don’t bounce from the experience
    as much as they would in an experience that I call like “the
    television screen” or “2D screen,” where they’re just
    forced to look forward. That seems to be much less of a compelling VR
    experience, because again, what’s the value of doing it in VR, if not
    to make people move around?

    The whole purpose of VR is to give

    almost a lifelike simulation, if not give as close as a lifelike
    simulation as you can. So one of the best practices that we found is
    that getting a user to move around within the first five seconds is
    instrumental to success, and to completion. So, if I have an audio
    cue that comes from around me, that actually works out better than a
    visual cue that I have no idea is behind me. So, audio is one of the
    most important things from an analytics — or from our KPI, or key
    metric — standpoint, from an artistic and cinematic point of view.
    And even for marketers, right? If you’re trying to engage your
    audience for that beautiful 30 seconds, and really make them engaged
    throughout a 360 video or whatever kind of ad unit that you have?
    Getting them to just move around and engage with your ad is just
    instrumental within those first five seconds. Otherwise, you’ve lost
    them.

    Alan: Interesting. That’s so

    interesting. So basically, using audio cues over visual cues in the
    first five seconds of experience really sets the tone for where
    people are going to look moving forward.

    Alex: Right. That assumes that

    the users in headset, has a decent pair of headphones on, or has
    headphones or some audio at all. But in perfect circumstances, that
    is absolutely true. And even for smartphone-driven magic window, like
    360 “VR” type of stuff, that is very important. Audio is
    very important.

    Alan: Yeah, I think people don’t

    realize the power of audio until it’s wrong. I remember, I did an
    experience and I put the headphones on backwards, and so the voices
    were coming from the wrong directions. And it just messed with my
    head, and totally took me out of the experience altogether.

    Alex: Yeah, that’s another

    thing, right? From the user experience, stuff that Lumiere is
    tackling is, how to get people to put on the headphones the right
    way?

    Alan: Big “R!” Big

    “L!” I don’t know, what else can you do? What are some of
    the other challenges you guys have faced? The reason why I’m asking
    these questions is because, if I’m a business operator or somebody in
    marketing or in sales or HR or training, and I want to start using VR
    in my business, what are some of the challenges that you guys have
    experienced that you can share, that would help somebody avoid them
    in the future? Or at least skip past them?

    Alex: Yeah, I guess it’s funny,

    because the company — Lumiere — was born out of all those issues.
    Travis and Jenny are filmmakers and cinematographers first, more so
    than they are technologists, and I think Travis is a technologist,
    and Jenny as an artist; that marriage between those two founders is a
    great one, between those skill sets. And it was this platform that is
    the Lumiere LB synchronized software that was built almost came out
    of accidental experiment. And that was because they were bringing
    film first to the Pacific Science Center. That was the real
    challenge, right? “How do I actually create a VR activation”
    was the first order of problems that they were trying to solve. What
    they realized was, again, the second order of problems is running a
    great user experience was actually the first order problems. And if
    you couldn’t get that to work first and foremost, then everything
    else was a much smaller problem. It almost became, “why do I
    need VR if it’s this complicated?”

    Alan: It’s interesting that you

    say that, because I think the industry as a whole went through this
    phase of really trying to figure out, “can we make this work?
    How do we make it work? It’s working — now what do we do with it?”.

    Alex: Right.

    Alan: That’s really the phases

    that we’ve gone through as an industry.

    Alex: I think you had an

    opportunity to try the Hololens 2. And when they came on stage —
    what, Mobile World Congress has already been a month now? — in
    Barcelona. What they were saying was, “we’re now excited to
    introduce the natural user interface,” and it’s called like
    “intuitive gesture control.” And it’s just your hands. Just
    seeing a technologist refer to hands as this natural gesture
    interface is hilarious. Yeah, it’s exactly what you said. How does VR
    get past its weird, awkward adolescence? It’s literally just by
    eliminating these annoying controllers and all these annoying
    interfaces that seem really cool when you’re developing them, but
    then when we give them to my mom or dad, or your mom or dad, and it’s
    just like, “what? What am I supposed to do?”.

    Alan: I can’t tell you that the

    number of Hololens demos where people just can’t figure out just the
    simple click thing.

    Alex: Yeah, oh God. The thumb

    and index finger?

    Alan: Yeah…it was a great

    idea, and I’m like, “click a mouse! No, but stick your finger up
    straight! Ah!” So I feel your pain on that one. So I’m going to
    shift gears a second here, because I really want to pick your brain
    about something. What do you think is the most important thing that
    businesses can do now to start leveraging the power of XR — meaning
    virtual/augmented/mixed realities?

    Alex: Talk to people like you,

    honestly. I say not tongue-in-cheek; I’m being very quite honest. I
    think within the industry, we think the industry itself has grown up,
    because we’ve been so close to it and near-and-dear for the last..
    what is this, version 3, or 4, of VR/AR? Growing up over the last few
    decades? So I think just understanding, “what are the actual use
    cases that my business can implement today,” as opposed to
    treating this kind of like a futuristic thing. VR, when I speak to
    clients, sound like quote-unquote — the killer word — “interesting”
    or “cool” or “fun,” but they don’t actually know
    what the use case would be. And if they do, then it becomes a very
    complex product. So starting with something really simple of a use
    case, identifying it, and then having people like yourself —
    consultants — come in and, say, identify those problematic areas of
    a business right now, or areas that aren’t necessarily cause for
    concern, but can be updated. A really good example is that’s a
    STRIVR, right? Their 17,000 Oculus Go activations across every single
    Walmart across America. How important is employee training? Somebody
    probably has the exact number in dollars and cents about how big of a
    problem making sure your workforce is well-trained for the future —
    or even for right now — is. But, probably in the billions.

    Alan: In the billions, for sure.

    Alex: But how much is that pain

    actually felt and quantified, and how much of it is a business
    problem today? I don’t know. It could be different for different
    businesses. Clearly, Walmart identified that as a must-have problem
    and put in, I think, the single largest order of VR headsets. Right?
    I think 17,000 is the number to beat.

    Alan: Yeah, it’s funny, it was

    brought up in the last podcast, that Andy Mathis from Oculus kind of
    brokered that whole deal. We were talking on the last podcast about
    the reasons why you would use VR for training, and those reasons are
    when training for something is rare — so it’s a rarity. So, for
    example, Walmart trains for Black Friday; it happens once a year, so
    it’s a rare event that they want to train for. The other thing is
    that it’s impossible to train for. Let’s say you’re a nuclear reactor
    and you need to train on what happens when there’s a problem. And
    dangerous environment — training people on underground wells or
    whatever; training them places that is dangerous to train in. And
    then the fourth one is expensive. And so if you look at it from rare,
    impossible to train for, dangerous environments, and expensive, you
    come up with an acronym of RIDE. So, that came up.

    Alex: I love that.

    Alan: Yeah! Me too. And there I

    thought, man, this is really great. That was from Steve Grubbs at
    Victory VR. It’s VictoryXR.com.

    Alex: Well, I’ll steal what he

    said! Just copy & paste it right now.

    Alan: But I really also like

    your comment of the Cone of Focus, meaning when you put your headset
    on people — or, if you look at statistics of 360 videos in general
    — most people just stare straight in front of them, if there’s no
    reason for them to turn around. And I know from my first VR
    experience, I put on the headset, and my mouth was probably wide
    open. I was like, “oh my God, this is amazing.” And then
    somebody — thank God — grabbed me by the shoulders and just turned
    me around in a circle. And then I realized like, “oh, my God,
    it’s all around me.” So I have this “wow!” moment. But
    I think the Cone of Focus is a real thing. I’ve never heard it called
    that until now. But it’s definitely true.

    Alex: But, think about that for

    most people. I think you’re an early adopter of most technologies.
    For you, to be grabbed and turned around, that doesn’t necessarily
    break your sense of presence. But how do you get that without needing
    to physically shove someone, or push them around? And becomes the
    biggest–

    Alan: And that’s where you come

    up with your audio cues. I thought that was a great solution to that
    problem.

    Alex: Oh, yeah, positional

    audio, right? So the Dolby Atmos tool kit, or the Facebook 360 tool
    kit; all that spatial audio stuff. It’s so important, and and so
    widely overlooked by the industry. It’s mind-blowing. A lot more
    attention needs to be paid to that.

    Alan: So I’m gonna ask you a

    personal question. What is the best business use case of XR that
    you’ve seen?

    Alex: Oh, it’s a good question.

    Outside of our stuff and your stuff? I’d have to say… honestly,
    looking back to the enterprise training stuff, I’d say that that’s
    probably the best use case. So… actually, I’ll switch gears. We
    spoke about it, so I’ll talk about social VR. One of the best use
    cases, I think, is, how do you and I have this meeting? How you do
    you and I have this podcast in VR? How do we make it feel like we’re
    actually sitting face-to-face and having this interview, looking each
    other? Getting that surreal moment of looking each other left eye to
    left eye, and actually empathizing, connecting with each other? What
    Facebook just powered with their lifelike avatars… did you see
    that, by any chance? What they announced from their R&D lab?

    Alan: Yeah, it’s pretty awesome.

    Alex: It’s crazy.

    Alan: So, like, they managed to

    take avatars, and kick them over the uncanny valley. Which is —
    especially humans and the human avatars — get closer and closer to
    photo realism, they get actually further and further away. So if you
    and I meet in a VR experience, and we’re both cartoons, we accept it.
    We’re like, “oh, you’re a cartoon, I’m a cartoon.” But as
    we get closer to looking photo-real, there’s certain nuances about
    real people that are missed on virtual avatars. Maybe the wink, or
    how the face moves, or how… mostly, when they’re talking. And so,
    you get this kind of creepy effect and that’s called the uncanny
    valley. What Facebook has done with their new real-time algorithms is
    they’ve just like made it look real. They’ve just skipped that whole
    thing. It’s incredible.

    Alex: Yeah. Oh, yeah, it’s

    beautiful. So that, from a consumer’s perspective, it is tremendous.
    But from an enterprise perspective, I think it’s actually even
    bigger. You and I’d be able to troubleshoot a problem becomes much
    more lifelike and human, in that sense. Being able to connect with
    each other over a presentation, so we’re not just some janky avatar
    in a VR headset; it actually becomes our lifelike representations.
    That, for enterprise and for a business solution, becomes so
    important, and becomes the entire value proposition, and is the
    underpinning — the linchpin — to this entire industry. It’s like,
    “why VR/why AR/XR,” whatever you want to call it. It
    becomes that, right? It’s, “I can transport myself anywhere in
    the world and make it feel as if I’m there, so I don’t need to jump
    on a flight to do consulting anymore.” Like, the consulting
    industry, I think, is going to change in a massive way because of
    that.

    I even had an advisor — my brother

    works at Uber, in the Autonomous Driving division — and we’d like to
    have this “what’s cooler?” debate sometimes between
    brothers — and one of my advisors sat him down and was like,
    “listen; VR is going to completely displace your industry,
    because no one’s going to even drive cars in the future.” Like,
    there’s going to be no use to even meet each other with cars anymore
    — like, the completely crazy, extremist futuristic view. I don’t
    think we’ll ever become that extreme, but I think it will help to
    make a human connection. Just, something everyday that… my father
    could be in India, I could be talking to him. So that type of stuff,
    from a social and consumer and enterprise use case, is just huge.

    Alan: I agree, and there’s one

    company in particular that’s doing that in mixed reality called
    Spatial, and I really love what they’re doing. They’ve agreed to be
    on the show as well. So, I’m looking forward to learning about what
    their plans are. They’ve basically taken virtual avatars from a photo
    — so they can take your Facebook photo, turn you into an avatar, and
    then you can see your avatar in 3D space — and using the Hololens or
    Magic Leap, you can actually reach out and use those digits on your
    hands to actually interact with things. And it’s really impressive
    what they’re doing.

    Alex: Podcast using Spatial.

    Isn’t that amazing? Wouldn’t that be so cool? I’m in your living room
    right now or whatever. That stuff is the real promise, and I’m
    excited for that to become a reality.

    Alan: Let me ask you a quick

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

    Alex: That’s a great question.

    And I think VR for good is something I really care about. Everything
    that Chris Milk talks about; VR being the empathy machine. For the
    folks in the industry, it’s maybe a tired sentence. But for most
    people that haven’t heard that term, it’s just, how do you use VR for
    good and to connect with each other, and understand really, another
    person’s perspective. When I wear a headset, I am transported to
    Syria, or a place in the world that’s going under very challenging
    political climate right now, to say the least. And hearing a story
    from a native who’s out there, and their perspective on what they are
    going through — or have gone through — I think just helps us become
    better people. I think a lot of social issues today, it comes from a
    stance of ignorance or non-understanding; if there is something about
    VR that I’m most excited about — and AR — it’s being able to
    connect each other from that perspective. A lot of people, sometimes
    you just can’t communicate because of language. But if I put a VR
    headset on you and transport you to my reality that I experience
    every day? There’s a lot of companies that are doing a really good
    job of tackling that issue right now.

    Things like sexual discrimination in

    the workplace — what does it feel like when someone superior in a
    position of power is interviewing you, or sitting you down,
    questioning you? What does that feel like from a superior point of
    view? So, a superior puts on the headset and then does that interview
    and then watches themselves conduct an interview. It can become very
    eye-opening, because a lot of the actions that you’re doing, you
    might not realize that those are behaviors that, “oh, I didn’t
    realize I looked like that, or I was conveying that message.” Or
    when you sit in the position of, let’s say, the interviewee, or
    somebody who’s not necessarily in a position of power in that
    instance, and you observe the world from that lens. You can empathize
    like, “holy crap, this is what this looks like? This is what
    this feels like?” And of course, you can throw stones my way for
    whatever you want. Say, “well, how could you actually
    empathize?” Well, I think I challenged people to try that. The
    science is there, too.

    Alan: It’s interesting that you

    mentioned Chris Milk, because — just a quick story — he kind of
    coined the phrase “virtual reality is the empathy machine,”
    and he basically brought a Syrian refugee camp into the United
    Nations in VR and made everybody watch this. And it spawned a number
    of donations, and some really powerful people rallying around that.
    And it was really wonderful. And just a little aside; Chris Milk was
    the first person to ever show me VR.

    Alex: No way!

    Alan: The first time I saw the

    VR.

    Alex: No way. That’s awesome.

    Alan: Yeah. It was incredible.

    And that was the moment where I had this “aha” moment where
    I thought, “oh, my God, this is going to be the future of human
    communication. This is how we connect the world together.” And
    it really is doing that.

    Alex: That’s a pretty cool badge

    you get to wear. “Mission Accomplished: Chris Milk Was the
    Person Who Made Me try VR First.” That’s really cool.

    Alan: And it was funny, because

    it was Robert Scoble and myself at Curiosity Camp, which is put on by
    Eric Schmidt from Google. So it was like this tech wonderland in the
    middle of the forest.

    Alex: Wow. That’s a story you

    get to tell your kids. That’s awesome. That’s incredible.

    Alan: Indeed.

    Alex: Or grandkids!

    Alan: And here’s the other

    thing. I can capture myself volumetrically, and provide that as a
    digital version of myself for my children when they’re [older]. They
    can go in and have — perhaps — an AI-driven conversation with me,
    long after I’m gone, maybe. Being able to store ourselves in the
    virtual world. I don’t know.

    Alex: I love that stuff. Yeah. I

    don’t know about the part. That’s maybe a different podcast.

    Alan: That’s a totally different

    podcast. I’m actually going to be taking a couple of hundred
    photographs of my daughters’ bedrooms, so that we can create them
    volumetrically, and then they can go in their bedrooms when they’re
    20, 30, 40 years old; they can go in their actual bedrooms from when
    they were 10 and 14.

    Alex: Wow. Yeah. Preserving

    history with these artifacts is another amazing use case; aside from
    connecting us right now, being able to basically do time travel, as
    well, this equates to. It is probably the coolest use case. Yeah.
    That’s a great one.

    Alan: Well, Alex, I really want

    to thank you for taking the time. Is there anything else you want to
    say to close this off? To listeners who are listening? We’ve talked
    about VR. We’ve talked about using groups of VR headsets to get your
    message across. We’ve talked about using it in planetariums and
    science centers and museums. We’ve talked about the Cone of Focus,
    getting people to turn around in the first five seconds using audio
    cues. We’ve talked about avatars and the power of that. Using VR for
    good. Is there anything else you want to leave listeners with?

    Alex: Yeah, I’d say that if

    you’re in an enterprise right now — a Fortune 500, Fortune 1000, or
    even a small business, doesn’t really matter — if you’re thinking
    about how do I use this today? Don’t be shy. There’s definitely a use
    case that you have that XR can transform. I implore you to reach out
    to myself or to Alan and connect. We’ve seen it all, I think, within
    the industry. And if we don’t have the answer, we definitely know
    companies that will be able to provide an answer. I really implore
    companies to start asking those questions and become digitally
    prepared, because you don’t want it to pass you over, and then be
    looking back and you’re like, “damn it! Should’ve listened to
    that podcast.”

    Alan: Haha! Nobody wants to be

    blockbuster.

    Alex: Yes. Nobody wants to be

    blockbuster, that’s for sure.

    32 min
  • Getting -- and Keeping -- Your Attention in XR, with LumiereVR COO Alexander Haque
    XR technologies
    are undeniably a leap forward in humankind's mechanical evolution.
    But our brains - the way they work - haven't quite evolved in pace
    with them, so XR solutions are hardly solutions at all unless they
    work within the confines of how we think and react. Alex Haque of
    LumiereVR waxes philosophical about how to design XR with that in
    mind.
    Alan: Today's guest is Alexander
    Haque, the founder of RetinadVR, whose mission was to help pioneer
    virtual and augmented reality through powerful data. RetinadVR was
    acquired recently by LumiereVR, in July 2018. Alex is now the COO for
    LumiereVR, which is bringing quality VR content to the masses through
    masterful curation and distribution. You can learn more about Alex
    and Lumiere by visiting LumiereVR.com. Alex, welcome to the show.
    Alex: Hey, thank you so much for
    having me, Alan. Pleasure to be here.
    Alan: It's my absolute pleasure.
    Alex: Yeah, thanks for having
    me. You're one of my favorite LinkedIn personalities, and a fellow
    Canadian! So I'm excited to talk shop with you.
    Alan: Canadians are taking over
    the VR scene in a big way. It's really exciting. The purpose of this
    podcast is to provide as much value to businesses and business owners
    and people in companies that are looking to explore and expand on
    virtual and mixed reality and augmented reality, and figure out how
    these technologies can be used for them. So, perhaps let's just take
    a look back at RetinadVR; what you guys were doing there, and what
    led you to what you're doing now.
    Alex: Right. Yeah. It's a great
    jump off point. So RetinadVR actually got started in Montreal in
    2014. Our mission was, as you said at the beginning, was to bring VR
    analytics and data to virtual reality. And what I mean by that is
    understanding these new data points that can be interpreted from a VR
    headset. And what we found is, understanding people's movement in VR
    is something that we can actually grab from a headset. And then
    translating that into actionable insights was basically the mission
    of the entire company for the last three years, up until the
    acquisition. And things are very much still along that path, but a
    little bit more, I guess, pigeon-holed into Lumiere -pecific use
    cases for right now.
    Alan: So maybe talk about
    Lumiere and what you guys are doing there. I know you've done a
    recent project with synchronizing a ton of headsets at a fairly
    famous location. I'll let you talk to that.
    Alex: So we did about 250 VR
    headsets, all synced up from Madison Square Garden for LumiereVR,
    which brings that enterprise software to large venues and media
    entertainment folks. MSG is a really good use case; museums,
    aquariums, science centers, planetariums -- those are really good
    places where VR lives, [and] is complementary to an existing exhibit.
    The example with Madison Square Garden, for instance, was they have a
    90-minute tour within the venue. So, a lot of people don't actually
    know this -- I think the international community knows this little
    bit more -- Madison Square Garden, I think, is in the top five or top
    10 most-visited, most iconic places in New York City. And I didn't
    know this, being obviously, a Canadian hockey fan. I thought you just
    show up to Madison Square Garden -- a great, beautiful venue -- and
    you enjoy concert or a game, and you go home. But apparently what you
    could do is, they have off-hours visits throughout the day that are
    90 minutes that are called the All Access Tour. And they show you the
    history of this is where Mohammad Ali boxed. This is where goalie
    Henrik Lundqvist for the New York Rangers, here's his, like,
    million-dollar Swarovski 10-cut diamond goalie mask is. This is where
    the Knicks played, and so on and so forth. And they give you a really
    beautiful, all-encomp
    0 min
  • Making Holograms a Reality Through Volumetric Capture, with Intel’s Raj Puran

    Princess Leia’s

    desperate holographic plea to Obi-Wan Kenobi might have been a vision
    of the far flung future in 1977, but today, volumetric capture is
    making that a reality. Using cameras and the AR cloud to map and
    replicate an object in three-dimensional space, volumetric capture
    has lots of practical use cases – Raj and Alan talk about a bunch of
    them.

    Alan: Today’s guest is Raj

    Puran, director of client XR Business Development and Partnerships at
    Intel. Raj is a 25-year veteran of the semiconductor and software
    industry with Intel Corp. He is currently director of Business
    Development and Strategic Partnerships, focusing on growth areas of
    compute in virtual, augmented, and extended realities. Raj has spent
    the last four years of his tenure on building business opportunities,
    use cases, experiential marketing with partnerships in location-based
    entertainment, museums, education and other commercial XR segments.
    Prior to moving into business development, Raj has held several
    positions in I.T. systems, engineering, data center engineering,
    information security, network and cellular IP development, ERP
    business engineering, and Healthcare Solutions Development Budget
    leads opportunities for his customers and partners to utilize
    exciting and intense compute power in the immersive technology and XR
    landscape. Through a collective ecosystem of compute-focused
    processing, storage, sensing technology, data processing, content
    creation solutions, and new innovations in the area of wireless VR,
    AR, 5G, artificial intelligence, volumetric capture, and immersive
    sports available from Intel. To learn more about Intel, visit
    Intel.com. Raj, I’m very excited to welcome to the show. Thank you so
    much for coming on.

    Raj: Alan, thanks for having me.

    It’s a pleasure to speak to you again.

    Alan: It’s really amazing. The

    last time we saw each other was at the Mixed Reality Marketing Summit
    in New York City, which was a really amazing conference. It was kind
    of like an un-conference. It was in the basement of the National
    Geographic exhibit, where you could walk around and see all sorts of
    amazing things. And in the basement of this center was some of the
    brightest minds in XR Technologies getting together to discuss the
    marketing capabilities. And I know you have worked on everything from
    the marketing side to education side. Tell us, what are you doing at
    Intel to drive XR forward?

    Raj: Yeah, I think the biggest

    thing for us is we are known as a PC platform company, but I think
    we’re bigger than that, obviously. We’re doing things in the area of
    volumetric capture. We’re working on a portable volumetric solutions
    like RealSense sensing solutions, which allows you to create really
    elaborate programs around immersive media and immersive experiences.

    Alan: Let’s unpack that one

    thing. What do you mean by volumetric capture?

    Raj: Volumetric capture has

    generally been where you place a subject or an object or a person in
    a series of cameras, right? So this is basically a room; an array of
    cameras are set up, and the subject is in the center point of that
    array of cameras. And essentially, a singular object is captured, and
    then it’s — utilizing point cloud and the camera data — you
    essentially create a 3D object, right? That could be a 3D rendering
    of said person, or object, or whatever that subject may be. And you
    are able to then utilize that; whether you utilize it in a 2D
    production or 3D production like VR, you can then utilize that to be
    used as holograms, or virtual characters, or so forth.

    Alan: So being able to create

    recreate the Star Wars little hologram thing.

    Raj: Absolutely. And that’s one

    of the use cases, right? So, holograms; a pretty exciting use case
    for something like that. But, you can also think of it as, if you
    wanted to create narratives or storylines, or if you wanted to create
    a series of interactions that somebody inside of a headset or an AR
    device could interact with, you would utilize volumetric capture
    capability to create that character. It’s the difference between, do
    you want to spend a lot of time rendering a 3D character? Now, in my
    personal, humble opinion, with the technology now today with 3D
    modeling tools and so forth, and things like facial mapping and all
    that that’s going on in the media industry, rendering that 3D person
    — much like we see in the high-end games today –is really exciting.
    And I think that’s really cool.

    Alan: But it’s very expensive.

    Raj: It’s very expensive. Very

    expensive.

    Alan: You know, I met with a

    company last week that has a solution to drive the cost down, and to
    put it in perspective, you’re talking, like, for triple A
    game-rendered avatars, you’re looking at like $10,000 a second. It’s
    obscene.

    Raj: It’s incredibly expensive.

    Now, I will say this, Alan; it’s not unlike those prices in
    volumetric capture, as well. Right? I think where we’re at today is,
    there’s these amazing technologies — like volumetric capture
    capabilities and the ability to render those as 3D characters and 3D
    objects — over time, what a company like Intel and perhaps others
    are trying to do is say, “hey, how do we package solutions, and
    how do we build silicon and technology that will allow anybody to
    essentially create said 3D object or 3D character? Why do we need a
    big studio, or a big stage to do that, when we can do that on a
    personal level?” So those are things, like our RealSense
    technology, that we’re working on that will one day allow everybody
    sitting at their desks to have a capture of themselves, to be able to
    use for things like 3D telepresence and so forth. And we’re already
    working in that space. We’ve done some things.

    Alan: Yeah, I was going to say

    that these are things that you’ve been working on for years. The
    RealSense cameras are not new, by any stretch.

    Raj: No.

    Alan: But they’re getting so

    much faster and better. I just want to talk about, I got the chance
    to see your former CEO at CES last year, talking about this
    volumetric capture stage. Can you talk to this crazy volumetric
    capture stage? And it was, what he showed was a fully-volumetric
    scene, captured by hundreds of cameras, meaning the scene’s going
    around… imagine watching the movie, but now, you can watch the
    movie from the eyes of the star, or you can watch it from a window,
    or you can literally move anywhere in the scene, very similar to when
    you see the football players, and they pan around the whole thing, so
    you can see the view of the quarterback; that kind of thing. And it
    was a million dollars for 30 seconds.

    Raj: [laughs] It’s very

    expensive, there’s no doubt. But I think — again — these are early
    innovations, which is just really exciting, because they’re so
    powerful today. But I think definitely, where we’ve moved on from
    individualized volumetric capture is this capture of large
    footprints. Right? So, for example, you can pretty much set up in the
    living room. You could set up an individualized volumetric capture,
    where you’re capturing just a singular object, or a singular person.
    The large-format volumetric capture that we have at our Intel studios
    in Manhattan Beach is, essentially, this giant arena that is set up
    to be able to capture an entire scene, which includes the various
    props and the various characters and objects and so forth, to where
    you can actually — one time — capture a whole series of things in
    one take, utilizing a voxel technology. Right? So essentially the
    voxels are able to create depth and space between all the individual
    characters, so you don’t have to individually grab characters, and
    then put them into the scene. You can actually grab the scene in the
    format that the cameras are set up to capture all that information,
    and then once that data is fed into the point cloud, you can choose
    to utilize the entire scenery, or you can extract bits and pieces
    from it, to be able to create other scenes. So…

    Alan: This is next-level

    Hollywood.

    Raj: Yeah. What we’re trying to

    do today is to help the media and the Hollywood industry realize how
    they can utilize such said technology to do this new form of
    storytelling in the form of 3D immersive storytelling. So I think
    we’re helping them understand and learn and be able to utilize
    technology as we have with our True View capability, which is what
    we’ve been using in the sports arena for quite a while. Now, that’s
    available for 3D immersive filmmaking.

    Alan: Let’s look at this as a

    practical use case. For example, as a business, maybe a business is
    not going to be making Hollywood-level videos that you can wander
    around inside. But maybe they want to use this for training —
    volumetric training of things. What are some of the use cases? I know
    the RealSense cameras — which are fairly small, they’re the size of
    a cell phone — these cameras are getting smaller, faster, better.
    Are people using these for also 3D asset capture? So, for example, I
    have some products that I sell on Shopify; I want to take them and
    put them into 3D and utilize Shopify’s 3D platform. Is that some of
    the stuff that’s being used now?

    Raj: Yeah, very much so. I mean,

    my wonderful colleague, Suzanne Leibrick, has done some significant
    work around how you can utilize one, to two, to many of these
    RealSense cameras; to be able to capture an object in 3D and then be
    able to create an asset that can be used in shopping, or it can be
    used in training. For example, you can utilize a RealSense camera to
    grab a little bit of depth. So, for example, James George and his
    team over at Scatter has basically created this plugin that allows
    you to use a RealSense camera and create this point cloud version of
    yourself, for example, and inject that into a collaboration tool, or
    a filmmaking application.

    Alan: Is it real-time? Or are

    they capturing and then–

    Raj: Not all tools are real-time

    yet, per se, right? Some of them are.

    Alan: But that’s where it’s

    going. That’s where the idea is, that you’re gonna be able to have
    two of these RealSense cameras, volumetrically project yourself into
    a business meeting, or a lecture hall, or something.

    Raj: That’s a great use case.

    Right? And that’s the hope and the dream for us. And the capability
    certainly there, and there’s drastic improvements being made on the
    cadence on a daily basis, it seems like. But the whole idea is that,
    one day the pinhole cameras that we see on our laptops, for example,
    will be able to create a depth version of us, and inject that into —
    whether it be a collaboration experience, whether it be a training
    scenario, whether it be Twitch streaming and things like that —
    those are applications that you can use that for. That’s already
    starting to happen today. And again, over time they will continue to
    improve. But for the large-scale volumetric, let’s take a big
    company, right? Let’s say a big company that’s involved in oil and
    gas, for example, may want to do a very classic scenario example,
    where they have perhaps consequence training.

    As you know, there’s many industries

    out there that have very hazardous experiences that the employees
    have to go through; that they have to learn about, so that they’re
    safe on the job, and they’re continuing to be safe with their fellow
    employees. And a lot of times, that’s not easily conveyed in a 2D
    environment. Merely looking at PowerPoint slides or even video is
    great, but going through the motion of experiencing that? Now, the
    last thing you want is as a major companies to have your employee go
    through a catastrophic training example in the real time. Right? You
    definitely don’t want that.

    Alan: You don’t want them

    learning on the job when–

    Raj: OJT is not really a good

    thing in a scenario like that. Right? On the job training.

    Alan: We just got approached by

    a nuclear facility, and they want to train people because, if things
    go wrong… they have to be able to train for it, and they can’t,
    now. They train using paper-based or electronic-based learning.

    Raj: Yeah.

    Alan: And this is people

    experiential learning.

    So imagine if you could create the

    entire rig, and virtualize that, and then have the people and so
    forth all captured within volumetric. Now, what you’re going to do is
    you can use a little bit of this large-scale volumetric — like we
    have at Intel studios — but you’d also take 3D rendering into
    account. And what you come up with is a very comprehensive package
    that allows you to do consequential training. Right? Or catastrophic
    training.

    Alan: Interesting.

    Raj: Which is really exciting.

    Being able to simulate hazardous environments without putting anybody
    in harm’s way during a training scenario or training exercise is the
    ideal situation. I’ve found one use case very compelling and very
    exciting, and I’ve talked about it numerous times. There was a
    division of the Coast Guard that was doing training on
    search-and-rescue simulations. They had a helicopter that was on a
    gimbal, and the SAR team — the Search And Rescue team — were
    wearing VR headsets built into their helmets, and they could simulate
    the environment in a very high seas environment. What would you do?
    How would the helicopter pitch in and so forth? I thought that was so
    fascinating, because the amount of taxpayer dollars that go into
    going out and doing training with the physical assets — with the
    physical helicopters and the physical resources — but also the
    danger that comes with–

    Alan: The danger is real danger.

    Raj: Absolutely. And these are

    wonderful human beings that — take into account — that they’re
    putting their life on the line to rescue others. Can we put them
    through training without putting them through those scenarios, and
    risking their lives in just the training aspect of it? I think there
    are just so many ways and so many implications of what XR, VR, AR —
    all these things — can do for the commercial landscape, especially
    around training and simulation. That is going to be amazing. I
    remember years ago — I think it was probably, I want to say about
    five years ago — we had a Unity session in our office, where we did
    Unity development basics, and we invited a lot of companies from the
    area in Austin to come to our office, and we would run a Unity
    training session around 2D/3D asset development. And at the time,
    there was an oil and gas company that had sent their employees over,
    one of them being their business guy, the other one being their
    developer. And they brought up an interesting use case, which — back
    then — was that they supplied tablets to their employees, their new
    employees, to play a game. And that game was, “what happens if?”
    so, you have this area where you have a major blow out; how do you
    utilize the blowout preventer, and things like that, at a refinery?

    They said that the level of retention

    on the tablet was much better than the traditional video and
    PowerPoint training. However, their one biggest concern on that
    tablet was that it was so gameified, that it was, “do they take
    it seriously, or are they just playing a game in their minds?”
    Right? The employees?

    Alan: Yeah… but I think people

    take their games very seriously.

    Raj: Oh, they do. Without a

    doubt. I think it also becomes, do you make sure that you always win?
    Right? That kind of thing, which is always good in and of itself. But
    I think when you start to put things in a more realistic scenario —
    virtual reality, augmented reality; the key word there being reality
    — when you can virtualize the reality, to where people have more
    empathy, and a strong desire to make sure that they’re really good at
    what they’re doing, so that their fellow employees’ lives are not at
    stake. That becomes very serious at that point.

    Raj: We really talk about

    life-threatening training, but training of all sorts can leverage
    this technology. It doesn’t have to be life-threatening technology.
    And I think one of the things that as we start to move into a time
    where a lot of people are starting to retire from the workforce, it
    all sorts of aspects of the workforce — from truck driving to
    manufacturing to you name it — there’s a lot of people retiring.

    Raj: There’s various things

    where we need more operators. Unfortunately, in the time that we live
    in, Alan, certain jobs are not appealing anymore. Right? Because some
    people are looking for certain types of prestige in what they do as
    an employee. But there is such an important and necessary demand for
    people who have a skill and a trade and a capability; things like
    crane operators and heavy equipment operators. There’s sort of few
    and far between these days. And so, the demand has definitely gone
    up. But how do you get folks that make a pivot into, “hey, I’m
    going to go become this heavy equipment operator.” How do you
    get them trained very quickly?

    Alan: I got to give a shout out,

    because we’re investing in a company right now called UP360, and they
    do exactly that. They’ve taken heavy machinery operating — their
    first module was an excavator. You go in VR and you learn how to run
    it; everything, from turning on the key, to turning on the fan,
    radioing, to controlling the bucket, and all of these things. And you
    have to go and scoop some rocks into a bucket. When I first did, I
    knocked out some people. So it… [chuckles] it allows you to safely
    make mistakes while you learn. But one of the things we’re going to
    do is we’re going to run my kids — my kids are 11 and 14 — and
    we’re going to run them through this training. We’re going to make
    them proficient in VR and then we’re gonna take them and put them on
    a real excavator.

    Raj: Yeah.

    Alan: And see if they can manage

    it.

    Raj: That’s spectacular. I mean,

    you want to make the mistake I made, right? Which is, I live on a
    fairly large swath of land here in Texas, and I needed to move, rocks
    and I needed to grade my property. So I just went down to the local
    place and rented a Bobcat and had it delivered. And of course, you
    know, I’ve never been on a Bobcat before, but I thought that if I
    can–

    Alan: How hard can it be?

    Raj: I can run my zero-turn

    mower; it should be pretty easy. Needless to say, I think it cost me
    an additional $3,000 that I had to go pay somebody else to correct my
    mistakes. Right? So, moral of the story; if you’ve never been on a
    Bobcat, make sure you go through some form of training prior to that.
    So, had I had a VR simulator, I probably saved myself a lot of money.
    So, trial and error.

    Alan: Yeah. Right? It’s funny,

    because — I think it was Ryan from VRScout — he went and did the
    crane training about two years ago. He went in and they trained him
    in VR on a crane simulator, and he went through the whole training —
    spent about an hour in VR — then they took him outside and put him
    on a real crane. And he was able to operate the real crane within the
    safety guidelines. Within one hour of training.

    Raj: It is amazing what is

    coming out of the use of technology in the immersive space. Immersive
    tech like VR, and even gaming. We actually have very young Grand Prix
    racers who are now… I can’t even remember the young man’s name —
    who was a video gamer, and he ended up racing for Nissan and LaMonde.

    Alan: I know; it’s crazy.

    Raj: It’s fascinating, the

    adaptation that we can make–

    Raj: –from a video game to the

    real world.

    Raj: Yeah. Yeah. So, they called

    it Virtual to Real Racing, which is what Nissan was doing with their
    GTR series, and yeah, it’s just fascinating, man; I can’t get over

    [it]

    . I think that’s an area that will start to see things like

    motorsports definitely take advantage of this and utilize the
    simulation environment a little bit more. I think the difference was
    that people were using simulation, but they were very expensive,
    grand-scale, at-the-facility deployment. Versus today, you can go buy
    a wheel and a headset, and you can set up in your living room and
    suddenly, you’re getting a feel of how a Formula One car — or a
    Formula E, or a LaMonde-type vehicle — would perform.

    Alan: We actually have a racing

    car at the office. A racing simulator.

    Raj: Yeah.

    Alan: Because why wouldn’t you?

    Raj: Of course, I think I have

    space in my lab for one now, so who knows? I’m nearing that
    milestone, myself.

    Raj: There’s a ton of different

    technologies that Intel is working on that kind of power the back end
    of this stuff. And, they’re maybe not focused around the headsets and
    stuff, but you guys even dabbled in the headsets and built a
    reference design.

    Raj: Yeah.

    Alan: What are some of the new

    technologies that Intel’s building that are going to enable immersive
    computing, or spatial computing, and really unlock the value for
    enterprise clients?

    Raj: When we start to look at…

    and this is an interesting place for us, right? As a company, we have
    always created some of the key and core technologies that go into an
    end device, or an end product. In the case of the previous product —
    Alloy — that we did as a reference design, that was one of the few
    times we’d actually created a fully-hatched device to be used as a
    reference design in the VR space. And it was great. And we learned a
    lot of things from it. We learned a lot. We had some key learnings
    and some key takeaways from that. What we found was that, for us as a
    business, hitting all those other touch points was far more
    important. Right? Making sure that the folks that were creating the
    content and the experiences were better served; making sure that the
    development of cloud delivery mechanisms and cloud technology was
    going to serve the community better; and also, increasing the compute
    capability for really high-end renderings and so forth — and
    delivering it fast — was also necessary. But I think one of the key
    areas that we’re going to see advancement in, that’s gonna be super
    important for the XR industry, is going to be around 5G.

    Alan: I literally just wrote —

    as you were talking, you said, “increased compute for rendering
    — I wrote “5G” and put a box around it.

    Raj: Yeah.

    Alan: And you just said 5G;

    let’s unpack this. What can people expect? Because all the telcos are
    investing a ton of money in building these 5G towers, bringing 5G.
    We’re gonna have phones that are 100 times faster. What does that
    mean?

    Raj: You’re going to be looking

    at a pipeline that’s so necessary for the throughput. I think one of
    the things that we tend to forget — because there’s always races to
    the bottom, and there’s always this notion that we need to make it
    smaller and faster and so forth — in the case of XR, one of the
    things that tends to get lost in small packaging, right? Whether it’s
    small network, or small device, is the fidelity and the intensity of
    which we need to consume these content. We’re actually trying to
    replace our current reality. And not replace it in the sense that…
    it’s more of an augmentation. It’s, “my current reality doesn’t
    serve my need to go do something. I need to be in this augmented or
    this virtual reality. And in order to do that, I have to have that
    capability served to my headset device.” Right? Today, the
    highest fidelity is attached to the PC. We know that; the highest
    fidelity is attached to the PC. There’s devices coming out that are
    going to untether — and obviously, we’ve done work to deliver that
    content wirelessly from a PC to an HTC VIVE headset — but
    universally, across the board, we want to be able to pick up a device
    and have that content either wirelessly transmitted from our local
    endpoint — such as a PC — or wirelessly delivered to our headset,
    like we’re seeing with Oculus Go and Oculus Quest. Even though
    there’s a gate on fidelity today, we don’t want that gate to exist
    down in the future.

    So what we want to do is increase the

    pipe, right? Increase the bandwidth and increase the capability, so
    that you can pre-render and deliver things to the headset at a very
    fast pace, and at a significantly wider bandwidth, so that you don’t
    have those issues with fidelity any longer. Now, for us, that isn’t
    just about XR; that’s across the board. That’s gaming. That’s media,
    that’s data. Everything we want to be able to do, we want to be able
    to do it untethered. Now, I have a fully-gigabit network in my home,
    and I am wired to utilize that. Now, I’ve got expensive equipment
    that I’ve put in my home to be able to give me up to a gigabit on the
    wireless. But again, that pipe is still small, compared to what our
    needs are going to be in the future. And as we start to grow on those
    needs and there’s a dependency on those needs, to be able to make
    decisions at a faster clip, to be able to see things like artificial
    intelligence work on our behalf; those are technologies that are
    going to require significantly larger bandwidth. And as we as humans
    have a higher demand for fidelity — not just in XR, but in our
    sports and our TV watching and our films that we consume — having
    all of that, without having to plunk down a bunch of wires anywhere
    and have it on the go. My favorite thing to do is, if I have to cover
    Boston and New York, I love taking the train, right? Because I can
    sit and work. I can see the scenes and so forth. I wish I had the
    bandwidth. If you look at where we are on… the one thing I
    absolutely hate doing is trying to work on an aircraft. Right? It is
    daunting, because you’re sitting there waiting for things to

    [connect]

    . But if you think about it, Alan; that speed is what we

    used to operate on on a daily basis.

    Alan: I know! I tried to explain

    to my kids the dial-up modem. [imitates dial-up modem, laughs].

    Raj: So you’ve seen the

    evolution of where we’ve come, from where we were, on the bandwidth
    and the speed and the availability. And that’s just going to
    exponentially have to get larger and faster over time.

    Alan: But the crazy thing is,

    unless you have to experience that kind of slow-moving data, unless
    you have to actually experience that — again — we just take it for
    granted, that things just should move really fast.

    Raj: Yes, of course.

    Alan: Today’s kids being raised

    now are handed an iPad when they’re three years old, and they expect
    to have access to the world’s knowledge instantly, wherever they are,
    whenever they are. And so one thing that I don’t think people really
    think about is, when we moved to a AR glasses, or when we move to
    devices that we wear on our face for spatial computing, we have to
    collect as much or more data about the environment we’re in to be
    able to protect the data in context to the world. And people forget
    the collection of the data is as important as the projection of the
    data.

    Raj: I think that’s critical

    today, right? Because we are still in consumption mode as we go about
    our day-to-day business. Now, it’s not until we sit down somewhere
    and do something that the data is bi-directional. I think for the
    most part, in our day-to-day lives, it’s uni-directional; meaning
    that, we consume if we demand it. As devices become part of our
    fabric, in that they collect data and they send up data and process
    it for us in real-time and bring some result of that data back to us,
    the bi-directional nature of data and how it gets processed and
    consumed is going to change significantly over time. And I think that
    as we start to get into this more and more spatial computing, where
    we are reliant on XR glasses and some form of augmented information
    being projected — whether it’s from the phone to the glasses. And
    let’s not forget, sometimes it may be that our phone is going to be
    the end point and then it will just render into our glasses and so
    forth. And I think that’s probably more in the near future than the
    glasses itself doing that as a standalone.

    Alan: Yeah, I think so as well.

    Companies like Magic Leap and Hololens, those are great devices where
    most of the compute is done on the headset… well Magic Leap is
    actually done on a pack that’s wired in. And that pack doesn’t
    necessarily — it’s just an android pack — so it doesn’t necessarily
    have to be a standalone thing. It could be your phone. And I think
    nobody really knows what Apple is working on. Maybe you do, but…

    Raj: I’m certainly not privy to

    such information. I wish I was that special, but I’m not [laughs].

    Alan: But I’m certain they’re

    working on a pair of glasses that you wear them, and your phone is
    the compute pack. Because why would we make something that’s
    completely standalone for the foreseeable future, we’re still going
    to have phones in our pockets? So why not leverage the power of that?
    And with 5G and being able to use this cloud compute, or edge
    computing, meaning you now have the ability to have high-powered
    rendering farms at your disposal through the cloud.

    Raj: Yeah.

    Alan: You don’t need to have the

    rendering on your phone. You need of the rendering availability to
    you.

    Raj: I always loved, there

    was… I can’t remember the exact commercial, but there was a
    commercial that talked about moving at the speed of business.

    Alan: I love it.

    Raj: And I love that slogan,

    “moving at the speed of business.” Because we’re going to
    see an evolution in how business is conducted. I think one of the key
    things was, as I’m sitting here in my office and watching UPS deliver
    the package I ordered yesterday from Amazon. You and I, when we were
    younger, Alan, and we used to go through a catalog and order
    something; we used to wait days. Days on days on days. Sometimes,
    we’d order that video game, and it would take almost a month to get
    there.

    Alan: You checked the door every

    day.

    Raj: Yeah. I remember, with my

    own money, I bought my very own skateboard, and I was just… it took
    three weeks to get to me.

    Alan: Uhg. Painful!

    Raj: And those three weeks were

    probably the most painful three weeks ever, as a youngster who was so
    into this sport of skateboarding, I just wanted to be like my buddies
    who had gotten their rigs already. And it was just like, waiting
    those additional three weeks was just insane. But now…

    Alan: Now, if it doesn’t come

    this afternoon, we’ve got problems!

    Raj: I have five kids, Alan. And

    it was funny, you were talking about the speed at which they consume
    on their iPods. I remember when the local-area AT&T had severed a
    line or something, and it was a two hour downtime for them to quickly
    get that back up and running. Those two hours, it was hilarious to
    watch my kids just squirming, because it was two hours of no Wi-Fi
    connectivity. We’re progressing. We’re moving on. We’re becoming a
    part of a symbiotic relationship between technology and man, which
    hasn’t always been there. I think it’s gotten better over time.

    Alan: I was at a talk recently,

    talking about the relationship between technology and humans. We talk
    about the fact that it hasn’t always been there, but it really has.
    Clothing is a form of manmade technology.

    Raj: Absolutely.

    Alan: We take it for granted,

    but would you walk out to your house naked? No. It’s the same with
    your phone now. You wouldn’t out of your house without your phone.
    It’s just, we’re adding more layers of it. And the internal
    combustion engine; try going a day without one.

    Raj: Yeah, and look at where

    that’s going. When we look at the speed and efficiency that electric
    vehicles are now providing. One of the most fascinating things to me
    was to sit down with the folks from Formula E. They’re the electric
    car racing series, and they were talking about how they utilize blue
    algae from the ocean to create the power that drives the cells. So
    they’re trying to be the most highly sustainable program to create
    electric fuel for these race cars. And when you look at their entire
    chain of delivery of fuel, the dependency on these fossil fuels are
    — other than what’s coming out naturally from the ocean — is
    changing rapidly. We are in a time and a space in our existence that
    is unlike anything we have ever seen. And it’s doubling at a rate
    that we couldn’t have imagined years ago. Right? And so we’re seeing
    a lot of these technologies, and XR is such a huge area in that
    space, because it serves such a great purpose for anybody in the
    design space of things like this. Right? You can virtually design and
    test and put into practice some of these methods utilizing XR today.

    Alan: One of the examples that

    HTC VIVE was promoting when we had Alvin Wang Greylin on the show was
    talking about how a Bell helicopters designed a brand-new helicopter
    in six months. And that process normally takes four years.

    Raj: It’s crazy. I mean, it’s

    insane what you can do. I mean, you look at concept cars. I have
    several friends who worked in the automotive industry, and when you
    model a concept car — just to do the exterior modeling — it’s all
    done through clay, traditionally. The interior modelling has been 2D
    designs. There’s never been a marriage of that exterior clay model
    and the interior 2D designs in a visual medium, other than building
    the car itself. Right? And there hasn’t been a marriage of that.
    Today, you can now concept the entire vehicle — to the point where
    you can open the door and sit inside of it — and you’re in a
    headset. You’re not actually in the vehicle. I think that’s a very
    telling story of where this is moving onto.

    Alan: Elizabeth Baron from Ford

    was on the show, and she was saying that every executive around the
    world views every new car in VR before it goes to production.

    Raj: I mean, it’s there. It’s

    happening. It is a viable tool for the industry. Look at the building
    industry. I mean, I love what somebody like BDX is doing. And they’re
    right here in my backyard here in Austin. They’re a visualization
    company for a vast array of homebuilders throughout the United
    States. And they were like, “hey, VR is the thing, man. It’s
    something that we have to embrace, because builders aren’t going to
    put up every model in their portfolio of homes everywhere.”
    Right? They’re going to build one. They’re going to build two. They
    might do a row of homes and build three or four. But their portfolio
    consists of over a dozen different models. How do you sell a home
    that your customer may be on the fence about — no pun intended —
    whether they want to buy that house? They’re concerned about the
    build and construction and function for their family. What if right
    in the sales office, you can just walk them through that house?
    Right? They won’t physically do it, they can virtually do it and get
    a good look and feel of what their new family home would look like,
    and be able to have an easier approach to making that decision.
    That’s an invaluable tool for the sales team and for the sales force
    that’s looking to close a deal, and it’s the same thing for the
    building & construction industry, for major buildings. I mean,
    you look at the rate at which right here in Austin, the skyline used
    to never look like the way it looks like [now]. Ten years ago, there
    were small buildings, maybe five, six storeys at max. And now the
    skyline is dotted with these big highrises.

    Well, how do you go through and look at

    a schematic, or an architectural diagram and say, “yeah, you
    know what, I’m happy with what I’m seeing.” And then as the
    construction goes on, there are numerous function and cosmetic
    changes that have to happen. There are so many companies working in
    the AC visualization space that allows architecture teams to be able
    to convert their renderings into 3D models that buyers can go through
    and be able to see stadiums, for example. I was just in Vegas at the
    Experiential Marketing Summit, and as I was driving to it, I was
    seeing the new home of the soon-to-be Las Vegas Raiders going up. And
    I thought, man, how great would it be? Or has it been we? I don’t
    know per se, but what if the owners and the administrative staff at
    the team could see what their future stadium would look and feel
    like, even with people in it?

    Alan: What’s it gonna look like

    at 50 percent occupancy versus a hundred percent?

    Raj: How do you maximize your

    throughput on concessions? I think one of the biggest things we’ve
    seen in stadiums in the past is where a lot of people just don’t get
    up out of the seat to go buy goods and services, because it’s just
    kind of like, “OK, well, this is gonna be a nightmare to go
    through and then come back and get to my seat.” What if you
    could actually run scenarios and figure out where would be the best
    placement of stores and concession stands, to maximize the dollar
    input coming from fans who really do want to go get a hot dog and a
    beer or something like that? Right? But they’re not willing to do
    that because it’s just too inconvenient.

    Alan: There’s so many ways you

    could use technology even like to go back to… I’m not usually
    promoting products specifically, but the RealSense sensors having a
    one RealSense camera over each of the vendors could give anybody the
    ability to say, here’s the shortest line up to get a hot dog.

    Raj: Yeah, exactly.

    Alan: “I want to get a hot

    dog. Okay, well, here; go to this lineup, because this one’s only got
    two people. This one’s got 50.”

    Raj: Can you imagine if, again,

    that symbiotic relationship between the technology sitting at the
    concession stands and you, the user, because it’s feeding you real
    time data to your phone? It’s the inconvenience that we’re up against
    now. Right? It isn’t that there isn’t enough concession stands. It’s
    that there are more people, and there are more people enjoying a ball
    game or an event or so forth. And so, as that continues to grow and
    as people put on more events and those events continue to grow in
    popularity, you’re going to get more people to your location. And
    again, location-based VR is another area where the more you have
    growth in these concessions, you want to know, hey, “if I go
    there today, will I ever get a chance to participate, or will it be
    too much of a burden to go and buy a souvenir or a hat or some food
    or whatever it may be?” We’re starting to see that and in
    theaters, too, now. Right? You can now go on an app, pick your seats
    before you even get to the theater, and in some theaters you can even
    preorder your food and have it delivered right to your seat when you
    get there. I mean, that’s insane. It’s cool. It’s exciting.

    Alan: It’s pretty cool.

    Raj: But it’s happening. Right?

    And it’s happening at that pace. So–

    Alan: What kind of world do we

    live in?

    Raj: Those things like 5G, AI,

    RealSense; all these things are going to play a factor in how we move
    into the experiential economy even more.

    Alan: Let me ask you a question.

    My personal mission in life is to inspire and educate future leaders
    to think and act in a socially, economically, and environmentally
    sustainable way. And I got into VR and AR because I saw an
    opportunity to educate — to democratize education — and to create
    new types of education. We don’t… math and science and geography,
    our school systems do a great job at teaching those things. But where
    they fail is in basic success principles, such as mindfulness and
    gratitude and positivity and purpose, and also things like financial
    planning, management, communication skills, marketing, sales. These
    are all fundamentals to successful people. And I see these
    technologies as a way to hyper-accelerate that. You guys have done a
    lot in education; in fact, you just won an award, the X-Awards, which
    is experiential marketing awards for best mobile marketing tour.
    Maybe you can talk about that? It was the tech learning lab, and talk
    about what you guys are doing in the education sphere, and how Intel
    is bringing this technology to the students and what that looks like.

    Raj: One of the great things

    about my job and what I do at Intel is, we’re very purposeful about
    things. Right? We’re very purposeful about unlocking capabilities in
    the technology. And then sometimes, in that process of being
    purposeful of unlocking capability, we run into happy little
    accidents, or happy little explorations that we’re like, “huh?
    That’s really not what we thought of.” And so we should do
    something about that. So in this particular case, I’m going to go
    back a little bit. We had been approached to look at AR and VR for
    our SSD technology called Octane. This is much faster than your
    traditional SSD technology. And the whole idea was, can we go to a
    museum and scan — or do something — with photogrammetry for
    example, of one of their artifacts or paintings? So we put out a
    feeler to a couple of friends that we had, and it just so happened
    that Smithsonian American Art Museum was one of those that responded
    and said, “hey, let’s talk.” And so it started off as we
    were going to do a workload analysis and proof point on 3D rendering
    through the Octane, SSD, and how fast we would see the difference
    between the two. Previous generation versus this new Octane SSD. OK,
    put that aside. We began to walk through the museum with
    then-director Betsy Brown and deputy director Rachel Allen, and also
    head of digital and so forth, Sara Snyder. Anyway, the three of us —
    myself photogrammetrist Greg Downing, and my producer friend Peter
    Martin — the three of us were walking with the three of them, and
    what we got was a very one-on-one education about the museum, and
    about individual artists, and about curation, and about the process
    in which the museum puts things together. It was very educational.
    Suddenly it pivoted from, “hey, we need to go prove this
    technology out,” to, “we now have this story, this very
    important information about the museum. How do we then put that in
    to… how do we make that subject matter? How do we make that the
    experience that is enriching?” Right? So what we wanted to do is
    say, “hey, this is more about about enrichment than it is about
    proving out a workload. We can do that as a byproduct.” That was
    no big deal. But being able to enrich the user was far more
    important.

    So then we embarked on this journey of

    trying to move the Smithsonian American Art into this place of
    exploring XR and exploring AR and VR and so forth. And what came out
    of that was a very amazing campaign around this curation called No
    Spectators. As we started to explore and unpack how people utilized
    the content to learn — how did they learn about the curators? How
    did they learn about the museum? How did they learn about the art and
    artifacts? — we found that when anybody got inside the headset, the
    retention of that information had a high value and they would come
    out of it and there would be a big smile on their face. “Oh, my
    gosh, this is amazing. And I can’t believe it was able to come to
    me.” The next step in that was, well, why don’t we take this on
    the road? Why don’t we take these museum experiences? Why don’t we
    find some other educational experiences — which we found with our
    partners over at VictoryVR, Steve Grubbs.

    Alan: He was on the on the show!

    Raj: Yes, Steve’s a great guy.

    Right? And Steve’s so gung-ho, man. He’s so excited about this space
    and what he’s doing. I love heroic people like Steve Grubbs. Because
    they go, “look, I’m doing this. I know this is important. I know
    this is necessary and I’m going to go for it.” And so we
    partnered with him and we also partnered with HP, which provided all
    the equipment, as well as HTC on the headsets. We also had Oculus
    participate, which was great. “Who’s this wonderful…? Hey, we
    are Switzerland. Let’s go do something together, to really educate
    teachers and students about what VR is.” Right? It’s not just
    about playing video games or looking at 360 videos. It’s so much more
    than that. We really partnered in with Infinity Marketing, who’s been
    our great agency partner on bringing to life crazy ideas and
    activations. We wanted to hit up 16 locations we wanted to get to. I
    think we went to 12 schools. We went to four affiliate museums of the
    Smithsonian Institution, and we did truck stops and we brought out
    hundreds of kids and teachers and principals and administrative staff
    and really just opened up this truck. It was this big cargo container
    truck that sort of transformed into this tech lab. And we ushered a
    ton of students and teachers through it. And not only do we show them
    experiential enrichment through the museum type experiences, but we
    also gave them hands-on learning tools, like being able to dissect a
    frog.

    I think one of the great things that

    one of the teachers came and told me was, “we have to do the
    frog thing because it’s so necessary for our science classes. But 1.
    it’s expensive to get the frogs, and 2. its smells. And the kids hate
    it. We hate it. But the virtual one was so much fun and so close to
    the real thing that a lot of them were asking, hey, how can I just
    replace this? Even if all I did was replace the frog dissection in my
    science class, it would be worth it.” Right?

    Alan: Yep. And there’s so much

    more that can be unlocked in the school systems using this
    technology. When I say we’ve only scratched the surface, it’s
    literally like, there’s so many things that can be brought into a
    classroom. You can bring the world into a classroom.

    Raj: In this particular

    instance, while VR was the center point because we did have quite a
    few workstations out there that are doing — by the way, a shout out
    to HTC, because had it not been for their new Base Station 2.0
    capability, we wouldn’t be able to have the number of headsets that
    we had inside of a truck; wouldn’t have been possible.

    Alan: The crazy thing is, Alvin

    was telling me that the new Base Stations that are coming out — Base
    Stations, for those people that don’t know, are the outside sensors
    pointing into the headsets to triangulate where each of the headsets
    is — they’ve got these new sensors that can detect up to 40 headsets
    simultaneously of the VIVE Focus, which is the standalone unit. It
    doesn’t require a computer. So you can have up to 40 people in a
    warehouse-sized space, and the space that they pick up is like the
    size of two football fields. It’s insane.

    Raj: Yeah. Could you imagine

    doing training for big corporate-type environments, doing simulation
    for corporate-type environments — doing warehouse training, for
    example — if you want to get a team of people spun up on how to run
    and operate and maintain a warehouse. This is the thing, Alan. Right?
    We do these explorations in various different segments like
    education, like training, like working with Bell, for example, to be
    able to train their future pilots. Working with automotive to help
    design vehicles and so forth. Again, the symbiosis there, they all
    intertwine and lead to the use and the capability to really serve
    each other. It’s not as much of a segmented approach as we think it
    is. It’s actually different segments that it applies to, but the
    totality of what we’re looking at is something that’s all-serving,
    which is why I think XR super important the commercial landscape,
    because it can do many things.

    Alan: Agreed; I couldn’t agree

    more. I want to thank you for your time and agreeing to be on this
    podcast; I’m sure everybody listening has been very grateful for you
    taking the time to share this. We can feel your passion through the
    podcast. And so, I can ask you one final question.

    Raj: Sure.

    Alan: What problem in the world

    do you want to see solved with XR Technologies?

    Raj: You know, probably the

    thing that I’m most passionate about is the healthcare industry. To
    be honest with you… there was a documentary that I watched on…I
    think it was Netflix… and it was about a man who bought a bunch of
    iPods and he took them to nursing homes, where you had a lot of
    elderly folks who’re either suffering from dementia or Alzheimer’s or
    had traumatic brain injuries and so forth. And when these individuals
    would put on the headphones and listen to music from their genre,
    suddenly their brain started firing off. They were able to recall
    things that they had never spoken about to their caregivers and so
    forth. And what we’re seeing with VR today is that is starting to
    happen. We can utilize VR to remap nerves, to remap brain function to
    those nerves. We’re seeing that happen out of Brazil, for example.
    We’re seeing opiate addiction being reduced through the use of VR.
    Everything from surgical procedures being mapped out — a high level
    of success on surgical procedures, we’ve seen through our partners at
    Surgical Theater. I think that’s a huge area that hasn’t quite been
    unlocked yet, and that’s the thing that excites me the most.

    Alan: Well, I’m sure there will

    be countless scenarios in which RealSense cameras and Intel parts are
    being used across all parts of healthcare as we move into spatial
    computing as a complete platform for the future of computing. So,
    thank you so much.

    Raj: Yeah. One day at a time,

    and many leaps forward as they come, right? That’s how we’ll continue
    to keep driving innovation.

    51 min
  • Making Holograms a Reality Through Volumetric Capture, with Intel's Raj Puran
    Princess Leia's
    desperate holographic plea to Obi-Wan Kenobi might have been a vision
    of the far flung future in 1977, but today, volumetric capture is
    making that a reality. Using cameras and the AR cloud to map and
    replicate an object in three-dimensional space, volumetric capture
    has lots of practical use cases - Raj and Alan talk about a bunch of
    them.
    Alan: Today's guest is Raj
    Puran, director of client XR Business Development and Partnerships at
    Intel. Raj is a 25-year veteran of the semiconductor and software
    industry with Intel Corp. He is currently director of Business
    Development and Strategic Partnerships, focusing on growth areas of
    compute in virtual, augmented, and extended realities. Raj has spent
    the last four years of his tenure on building business opportunities,
    use cases, experiential marketing with partnerships in location-based
    entertainment, museums, education and other commercial XR segments.
    Prior to moving into business development, Raj has held several
    positions in I.T. systems, engineering, data center engineering,
    information security, network and cellular IP development, ERP
    business engineering, and Healthcare Solutions Development Budget
    leads opportunities for his customers and partners to utilize
    exciting and intense compute power in the immersive technology and XR
    landscape. Through a collective ecosystem of compute-focused
    processing, storage, sensing technology, data processing, content
    creation solutions, and new innovations in the area of wireless VR,
    AR, 5G, artificial intelligence, volumetric capture, and immersive
    sports available from Intel. To learn more about Intel, visit
    Intel.com. Raj, I'm very excited to welcome to the show. Thank you so
    much for coming on.
    Raj: Alan, thanks for having me.
    It's a pleasure to speak to you again.
    Alan: It's really amazing. The
    last time we saw each other was at the Mixed Reality Marketing Summit
    in New York City, which was a really amazing conference. It was kind
    of like an un-conference. It was in the basement of the National
    Geographic exhibit, where you could walk around and see all sorts of
    amazing things. And in the basement of this center was some of the
    brightest minds in XR Technologies getting together to discuss the
    marketing capabilities. And I know you have worked on everything from
    the marketing side to education side. Tell us, what are you doing at
    Intel to drive XR forward?
    Raj: Yeah, I think the biggest
    thing for us is we are known as a PC platform company, but I think
    we're bigger than that, obviously. We're doing things in the area of
    volumetric capture. We're working on a portable volumetric solutions
    like RealSense sensing solutions, which allows you to create really
    elaborate programs around immersive media and immersive experiences.
    Alan: Let's unpack that one
    thing. What do you mean by volumetric capture?
    Raj: Volumetric capture has
    generally been where you place a subject or an object or a person in
    a series of cameras, right? So this is basically a room; an array of
    cameras are set up, and the subject is in the center point of that
    array of cameras. And essentially, a singular object is captured, and
    then it's -- utilizing point cloud and the camera data -- you
    essentially create a 3D object, right? That could be a 3D rendering
    of said person, or object, or whatever that subject may be. And you
    are able to then utilize that; whether you utilize it in a 2D
    production or 3D production like VR, you can then utilize that to be
    used as holograms, or virtual characters, or so forth.
    Alan: So being able to create
    recreate the Star Wars little hologram thing.
    Raj: Absolutely. And that's one
    of the use cases, right? So, holograms; a pretty exciting use case
    for something like that. But, you can also th
    0 min
  • Building the Foundation of The Spatial Web, with VERSES founder Gabriel Rene

    The web page is

    a deceptively simple invention, but its creation — and more
    importantly, its cross-programmability — made the World Wide Web the
    technological powerhouse it has become. Gabriel Rene founded VERSES
    to encourage similar similar developments in spacial computing.

    Alan: Today’s guest is Gabriel

    Rene, an architect and founder of The VERSES Foundation. He’s a
    technologist, entrepreneur, researcher, media and music producer,
    whose 25-year career in the technology, telecom and entertainment
    industry has granted him the knowledge and experience to consistently
    invent unique business verticals, and to navigate the novel
    challenges of the emerging global digital entertainment, marketing,
    e-com, mobile and spatial technology markets. aAs a deep technology
    pioneer, mobile executive, and corporate strategist, Gabriel has
    built multiple innovative technology companies, developed
    groundbreaking enterprise and consumer software, and forged strategic
    partnerships with multiple Fortune 50 companies. Rene has worked with
    — and advised some of — the world’s largest brands, spanning media
    conglomerates, telcos, media manufacturers, mobile manufacturers,
    governments, and major brands. As a C-level executive founder, he has
    demonstrated unique leadership, strategic and operational
    capabilities in growing businesses from zero to $25-million in annual
    revenues. As an advisor and board member, he has helped multiple
    startups and founders navigate their way to success. Gabriel serves
    as the executive director of the VERSES Foundation, an organization
    at the intersection of Block Chain, Virtual Reality, and Artificial
    Intelligence technologies designed to power Web 3.0 and dedicated to
    the interoperable adoption of spatial technologies across every major
    industry. As the founder and executive director of VERSES, the Global
    Advisory Board Member and co-chair of the AR Cloud Committee, and a
    founding member of the Open AR Cloud. With that, I want to welcome
    Gabriel Rene. Thank you for joining us on the show.

    Gabriel: Thank you, Alan. It’s a

    pleasure to be here.

    Alan: Where can people find you

    online if they want to look into it?

    Gabriel: Well, if it’s me

    personally, you can find me @GabrielRene at LinkedIn, and you can
    also find me on Twitter under the same name. And then with VERSES,
    you can go to VERSES.io to get all the latest information on us.

    Alan: So let’s unpack this. Tell

    me what you’re doing at VERSES right now, and I want to get the full
    understanding of what is VERSES, and why it’s important for people
    listening.

    Gabriel: So I guess the first

    place to start is way back in 1990 or so. There was a young, talented
    researcher by the name of Tim Berners-Lee, who was working at the
    CERN Institute, and he was developing a new set of technologies which
    have come to be known as the World Wide Web protocols. So those are
    all the HTTP, which was hypertext transfer protocol, and HTML, which
    is a hypertext markup language. That, combined with a browser, which
    he developed as an open source standard, and on top of the domain
    structure that had been pre-existing — which we’d been using from
    the email era of .coms and .edu, .org, etc. — he created this you
    URL format, which essentially made pages programmable, gave us the
    ability to link content on those pages, and the ability to network
    those pages. This, of course, became the World Wide Web.

    The majority of our technologies and

    power and advantages and capability today, whether in business or
    personal lives, in public or private sector, come from the benefits
    of these core protocols that enable the network. But it’s
    fundamentally a network of pages and text and media. And now, with
    the dawn of new interfaces that come with XR technologies —
    particularly augmented reality for the real world, or more for the
    physical world, and VR more for a digital world — we need a new set
    of protocols that enable us to essentially, instead of creating web
    pages, create web spaces; a programming language for spaces, if you
    will. We need a way to connect those spaces, so we can teleport
    objects, content, and information between them, much like we do with
    links and media content today on the web, which we call hyperspace
    transfer protocol, or HSTP. Our nonprofit Foundation is developing
    and maintaining these open source spatial domain and protocol
    standards, and using them to connect all of the various emerging
    technologies that we feel are part of this Web 3.0 architecture,
    which we call the spatial web.

    Alan: All right. So… you used

    a lot of terminology there. Let’s break it down for people. What
    would a use case be for a business to use the spatial web?

    Gabriel: It’s it’s one of the

    hardest questions to ask, because–

    Alan: I’m full of the hard

    questions, my friend. This is not a podcast for amateurs; you are a
    professional in the space. If anybody can explain it, I have faith in
    you, my friend.

    Gabriel: Well, if we’re talking

    about XR for business, let’s talk about the long term value of XR as
    opposed to the value today. We’ll certainly circle back around and
    talk about the practicalities, the importance of certain applications
    today, but let’s talk about the long term benefits.

    Alan: Love it.

    Gabriel: So, when we think about

    spatial technologies as they relate to business, just like the web
    technologies of today or the Internet technology we’ve been using for
    a while, they give us the advantage of something we call network
    effects. Network effects are the ability to connect to other parties,
    whether that’s inside our organizations or outside of our
    organizations; across many different spheres. The power of those
    communication technologies come by virtue of a protocol, and
    protocols are basically just a recipe — or format — for coming up
    with some sort of structure for how parties can communicate. So, the
    idea that spatial computing itself is a new form of computer; at one
    point, we used to drive horses and carriages around, and then the
    emergence of the automobile came about. But the roads were still mud
    and dirt roads. So it’s really difficult to actually get from Point A
    to Point B with a car. When the ability to create standardized cement
    and asphalt roads emerged, that sort of format and standard for that
    enabled cars to then navigate between Point A and Point B very, very
    quickly.

    Obviously, this transformed things,

    like our mail service and our messaging service; our postal service.
    The basis for protocols — whether they’re roads for cars, whether
    they’re are cables for electricity, whether it’s the Internet and web
    protocols that we use today — create an effect where we’re able to
    network and communicate with each other at scale. So specifically, as
    it relates to augmented and virtual reality content; today, there is
    no ability for you to send me an augmented reality object — let’s
    say an architectural diagram. You and I cannot collaborate with it
    from two different parts of the world in VR without being in the same
    app. Furthermore, we can’t then teleport it to, say, the boss’s
    corner office of his twenty-third-floor building in New York. Because
    there is no spatial address for that location. So what you need to be
    able to do is, for any form of network, you need to have a standard
    for an address, whether that’s a home address, whether it’s a
    telephone number, or radio number, or what we call web addresses. We
    create spatial addresses that suddenly allow you to teleport objects
    and information. Now, the other thing that’s critically important
    is–

    Alan: Just, sorry, just to

    interject for one second. This isn’t just an address of a street.
    This is three dimensional.

    Gabriel: Correct.

    Alan: So this could be a space

    in the air.

    Gabriel: Yeah. So, imagine a

    spatial coordinate. That would be a three-dimensional point in space.
    If I want to get to a building, I can follow the roads and it can get
    me from Point A to Point B, but it’s essentially a two dimensional
    map that I’m using. If I want to get something to someone in a
    particular location in space, I don’t have a digital address for
    that. And so part of what VERSES does is it makes that address
    available, and then makes it so that a physical building or location
    can be part of what we would call a “spatial domain,” and a
    spatial domain is just like a web domain today. If you have control
    over that domain, then you get to control the rights and permissions
    within that space, as it relates to digital content, digital
    information, and even robotics and other IoT devices.

    Alan: Everybody would have to

    buy into this.

    Gabriel: That’s correct. The

    ultimate value here is, how do you create standard methodology and
    format for interactions in space, whether it’s for a human or for a
    robot? And then how do you create rights and permissions that can
    become standardized with respect to how content can be accessed in a
    space as opposed to a page.

    Alan: I just want to give people

    a picture of this. This actually came up in a conversation around the
    legal aspects of augmented reality and how Burger King recently did a
    marketing campaign where you could take your phone and point their
    app at McDonald’s or the competitor ad, and it would catch on fire in
    AR and then give you a coupon or something. But then the legal
    question came of, well, who owns the digital space around that
    billboard, or around that poster?

    Gabriel: Yeah.

    Alan: This is exactly what

    you’re talking about; being able to identify digital space in three
    dimensions, and apply it or assign it to somebody.

    Gabriel: Yeah, exactly. So,

    there’s two levels. One is kind of around rights and permissions and
    policy around what we might call spatial content. But again, imagine
    spatial content is really digital information in space; information
    of what a drone can do, or an automated vehicle or a robot, is
    actually also information in space. So, you can control the flight
    path of drones, or where automated cars can and cannot park, or
    whether charges need to occur if they go from Point A to Point B. The
    same functionality enables a user to not just have a
    permissions-based restrictions, but really, what they’re supposed to
    do. The ability to have field workers across any industry —
    construction, warehouses, logistics, etc. — actually follow digital
    information as, like, arrows in space that might route them. For
    example, in a warehouse, instead of a pick-and-pack worker looking at
    a nine-digit code on their screen and trying to find that box in
    space, you can actually just have a marker right on the box itself.
    They can look through an iPhone — which uses ARKit now — or a Magic
    Leap headset, or a Microsoft Hololens headset or the other smart
    glasses that’ll be coming, and that worker now can just follow that
    arrow right to that location, pick that object, and move it from
    Point A to Point B from, let’s say, the pick-and-pack area to the
    dock, and then registering that interaction back into the warehouse
    management system. But interestingly enough, it also allows you to
    walk into a retail location, be identified spatially, pick up a 7Up
    can, and walk out of the location and have it trigger and
    transaction. This same functionality enables all kinds of different
    use cases.

    Alan: Indeed; this is some deep

    stuff, here. This really will impact everything we do.

    Gabriel: Yes, in the same way

    that the web technologies really transformed our world. I mean, you
    could look at it as the power of computing on one level — spatial
    computing — but on the other level, you need to look at the power of
    networks, which would be spatial networking. So in one sense, we
    often tend to look through the lens of computers. We go back and we
    look at the PC Revolution, which was incredibly powerful. But it
    really wasn’t until those became connected to other networks, like
    the World Wide Web or like the Internet, that we got these network
    effects, where we add value to each other by virtue of our our
    ability to communicate and share. That’s where we are right now.

    Spatial computing is just creating the

    PCs of this spatial web era. But in order to get a spatial web, we
    need a way to have a spatial network protocol, much like the World
    Wide Web protocols or the Internet protocols that are designed for
    three dimensional space, that are designed with the sort of rights
    and permissions that deal with privacy and security issues that we’re
    lacking in Web 2.0, that will then get us the most benefit from the
    Internet of Things. And from AI, and edge computing and spatial
    transactions and all these other wonderful sci-fi functions that we’d
    like to have.

    Alan: Sounds like a very, very

    good use case for the block chain.

    Gabriel: It is. In the Internet

    of Things sort of industry 4.0 narrative, which Deloitte and McKinsey
    and Gartner and Accenture and others are really promoting as this key
    era of digital transformation for all businesses. They refer to
    something called a digital twin. Are you familiar with this term?

    Alan: Actually, I am. We

    actually had the head of VR for Shell on today, and we were talking
    about digital twins of oil rigs; how it will create a digital twin in
    order to test, what if we have to replace this big piece of
    machinery? They create a digital twin, and they’ll remove it
    digitally and say, “oh, okay, well, it fits coming out, but the
    new one going in is going to hit these pipes.” Doing that
    digitally, allowed them to pre-visualize that. That was one of the
    use cases that came up today in the conversation. So, maybe you can
    unpack it a bit.

    Gabriel: Digital twin is

    essentially a three-dimensional visualization of a physical world
    thing or location, and may contain the processes involved in it. For
    example, the most traditional use is you have a number of sensors on
    something, let’s say an engine in a car. Those sensors, then, are
    giving you information about temperature and speed and potentially
    the amount of fluids. And right now we look at like a dashboard or
    sort of dials and numbers. A digital twin of that would actually just
    show the engine. We’d see that information projected into the engine:
    “Oh, the engine’s getting hot, but it’s one particular area
    that’s getting hot. In fact, it’s one part that’s getting hot.”
    Now that lets you as the owner, or even a third party, be able to
    access that information, whether it’s in a test environment inside of
    Toyota, or if it’s in a maintenance capacity. Suddenly you’ve got
    this three-dimensional visualization that you can think of as a real
    time soft copy of a physical thing. Not to go too far out, but with
    these concepts of the AR Cloud where you have a digital twin of
    everything and everyone in the world — where you’ve got essentially
    a real time soft copy of the world in three-dimensions, right? Sort
    of a three-dimensional mesh of everything, or as Charlie Fink likes
    to say, “painting the world with data.” The problem about
    thinking of it through this lens of visualization or projection
    technologies only, is that it turns out a lot of really important
    information is tied to our physical environment.

    For example, that engine. The question

    really becomes, “am I looking at the right engine or is this the
    copy?” The data associated with the identity of that part: is it
    accurate? And who should have permissions, or the ability to access
    that information? Who can move it? Who can update it? Who can share
    it? Block chain becomes a very powerful — or, let’s call it
    distributed ledger technologies, which includes block chain, but also
    includes several other approaches to what we call a trusted data
    layer for the spatial web — it becomes a real requirement in certain
    cases where you want to have proof that the history of the
    information associated with that digital twin has a unique,
    verifiable I.D., all of the behaviors and activities around it can be
    permissioned and rights can be associated with it, and even
    transactions can be attached to it using crypto currencies or other
    form of digital payments. Block chains takes digital twins and turns
    them into smart twins; they become smart assets and digital twins
    sort of merging together. Now you’ve got verifiable data, and this
    becomes very critical when we start to look at industrial
    environments or high-transactional environments. We want to rely on
    those data sets. And it also allows them to be shareable. Now you’ve
    got a single source of truth for the data around this
    three-dimensional object.

    Alan: Very interesting. If we’re

    looking at these digital twins of things in the world, for example —
    and I make this comment when I do speaking engagements — that every
    single thing in the world is going to need a digital version of it.
    Like, everything. From a pair shoes, to a coffeemaker, to everything.
    Everything will have a 3D version of it. One of the things that we’ve
    been working on is content management, or digital asset management
    system, for retailers to deal with the fact that every product that
    they sell is going to need to be shown in 3D. So, how do you impress
    upon people that this is coming in? And what are the timelines around
    this? Is this something that’s 20 years out, or is this something
    that — I know from my theories, but I would love to hear your idea
    of when do you think this is going to be something that every company
    needs?

    Gabriel: Well, I would say that

    right now, if you’re a company that deals with the physical activity
    of people moving objects in three dimensional space, whether this is
    in a warehouse, whether this is in a retail environment, whether this
    is a supply chain, you can begin — and should begin — using these
    technologies immediately. The test that we’ve been doing here in Los
    Angeles in some local warehouses, where we’re able to create these
    spatial workflows, tasking and routing functionality, practically
    doubles the amount of time it takes for even a seasoned to
    pick-and-pack worker to be able to do X number of picks in a given
    day. That’s with holding a phone with one hand. So, as we begin to
    work with Magic Leap and Hololens and some of these others, and
    you’re able to do hands-free, and the headsets become able to be worn
    for longer periods, et cetera, et cetera, we expect that to increase
    over time. But right now, today, those kinds of advantages exist.
    There are other companies, you know, working on spatial
    visualization.

    Alan: One of the things I saw at

    AWE — actually, I think it was two years ago — was a company that
    helped pick-and-pack workers to better stack and pack a pallet. And
    it sounds very trivial, but you consider; pallets go in the back of
    trucks, and if they’re not completely full, you’re wasting a lot of
    volume space. And if they’re not packed efficiently… nobody’s going
    to unpack a pallet just to make sure that, you know, an extra box
    could fit on there. But if you could look at the pallet and see
    digitally where the best angle of the boxes or items would be to
    maximize that space, we could save a lot of transportation costs.

    Gabriel: This is exactly what

    you were just talking about earlier with the digital twin… was it
    an oil plant or oil rig.

    Alan: Yeah, an oil rig.

    Gabriel: Yeah. So they were

    running a simulation inside of a digital twin of, “we want to
    move this object from here to here. What’s easiest path, or how will
    it fit?” It’s the exact same spatial question as, “where
    should these boxes go and in what order?” It’s really the
    gamification of reality. The difference in that case is, you’re
    projecting that information into the physical world and using it as a
    way to actually fulfill the workflow or the activity, which is really
    profound, when you realize the implications of this across any
    physical activity.

    Alan: It’s crazy that this can

    be used for moving a $100-million manufacturing machine–.

    Gabriel: That’s right.

    Alan: –or a $10 box. And the

    value is still there, because there’s a value across every single
    part of the enterprise.

    Gabriel: That’s right. And

    what’s also fascinating is that this reduces error rates to near
    zero, because — provided your data is accurate — there is just no
    excuse for picking the wrong box. Right? I think Ori Inbar has made
    some suggestions about the benefits of the AR Cloud as adding
    trillions of dollars to the global economy over the next several
    decades. I actually think he’s wrong. I think he’s off by a
    significant exponential margin, because when you start to add the
    benefits and the functionality of those activities, and then you
    start to make those activities themselves transactional, it’s
    probably an entirely new era. You know, we did go from 10-trillion
    dollars in the 1950s global GDP — about when digital transformation
    started — to nearly 100-trillion now, in about 70 years. You can see
    over the next two or three decades, there is a likelihood of even an
    accelerated, exponential growth of GDP. Of course, I think a lot of
    us would like to see global markers for health beyond mere economic
    numbers, but that certainly would help.

    Alan: It would be great if we

    could — I explained to you my mission, to inspire and educate future
    leaders to think in a socially, economically and
    environmentally-sustainable way. It’s taken me decades to articulate
    that one specific mission, because businesses are measured by one
    measure only, and that’s profitability. We need to start thinking
    about, how do we compensate businesses for the social, environmental
    and economic aspects of their business? And in equal thirds, because
    without the environmental sustainability, we’re all going to die
    anyway. And if we don’t have the social responsibility of it, then
    what’s the point of creating these efficiencies if it’s just going to
    make people be unemployed, and we have no economy, nobody can spend
    any money anyway? So, we really have to think of all three together,
    and we need to — I don’t know how — but we need to somehow change
    the way we measure the value of companies. And I think, yeah… I
    don’t know how to get there yet, but I think it’s true education of
    the next generations, in my opinion.

    Gabriel: Oh, that is clearly a

    critical part, and thank you, for your dedication to that aspect of
    it, Alan. You know, it’s hard to ignore that today is Earth Day. As
    we sit here, we’re faced with an existential threat that a certain
    proportion of the population is able to acknowledge, and another
    portion is simply ignoring. And sadly, too few of our leaders fall
    into that second camp. You said a sentence that we use a lot at
    VERSES, which is kind of a famous quote from Peter Drucker, which is
    that we can’t manage what we can’t measure. So the power of spatial
    computing technologies is that we begin to measure — I want to make
    a quick statement here. Sometimes when I say spatial, I don’t mean
    just XR. IoT is providing spatial information. All of the–

    Alan: Spacial audio; being able

    to walk down the street and have audio cues guide you. It can be
    sent.

    Gabriel: That’s right. And even

    the ability to just do an Amazon Go-like transaction is actually a
    spatial transaction. So, spacial is the trend of the entire industry
    4.0 era. I mean, you can even see the term as it relates to edge
    compute or ubiquitous AI, or decentralized distributed computing
    blocking. Obviously, the spatial computing aspect of XR. But but the
    important part I’d like to note is that as we’re using all of those
    technologies, now we’re able to measure in reliable ways where we can
    trust the data, what’s taking place in the world. So whether you
    start to look at mining facilities and doing Lidar scans of mining
    facilities, and able to then have that information be available,
    shareable, even the information that will come from the apps of the
    future become our appliances. Right?

    Alan: I got to stop you for one

    second, because you mentioned mining, and we’ve worked with some of
    the biggest mining companies in the world. Michelle Ash used to be
    the head of innovation for Barrick Gold. And in one of her talks —
    this is one of the reasons why we started working with them — she
    mentioned something about the accuracy of being able to take the
    measurements; so, they drill down and they take core samples. Within
    a very good margin, they know how much gold is in a certain area of
    land. She mentioned, maybe in the near future, being able to just
    know that information and visualize it in spatial computing ways to
    show investors, here’s where the gold is; the safest place to store
    that gold is in the ground. So, let’s not dig one ton of rock out for
    every gram of gold, and let’s focus on keeping it where it is — it’s
    safe there, we know where it is when we need it — but really, does
    the world — as humanity — do we as people need more gold dug out of
    the ground?

    The answer is no, we don’t. We have

    tons and tons of gold sitting in storage lockers that can be used for
    industrial applications, or jewelry or whatever. We don’t need to dig
    more out. If we can fundamentally use spatial computing and spatial
    visualization for investing in things that we don’t actually need to
    dig out of the ground, I thought that was a really unique way to
    position it.

    Gabriel: Absolutely. Who did you

    say that you spoke with? Was that at Barrick?

    Alan: Yeah, Barrick Gold.

    Michelle Ash.

    Gabriel: I don’t know if it was

    Michelle, but I was speaking at an event last year that XPRIZE and
    Peter Diamandis was doing with Deloitte. I spoke to someone from
    Barrick about the exact same thing.

    Alan: That would’ve been

    Michelle for sure.

    Gabriel: Yeah. Michelle Ash, is

    that it?

    Alan: Yep.

    Gabriel: But what’s fascinating

    about that is, the other thing that you need there is you really then
    need distributed ledger technology to validate the numbers. The goal.

    Alan: Yep.

    Gabriel: But there’s kind of two

    levels of validation there. Show me the spatial thing; show me where
    exactly we’re talking about. Then give me the data and way that I
    know has been tampered with. So, you can see that the two together
    become really powerful ways of rethinking about what we extract, how
    we extract it, and how we use it. And over time, as we begin to use
    personal IoT sensors and wearables, everything that we are doing
    becomes tracked, so the ability to now manage the world in an
    entirely different way — whether it’s our businesses or our lives or
    our ecological resources — becomes possible, but only because we
    begin to spatially network all these technologies, not because
    they’re computers by themselves.

    Alan: Interesting. Yeah, I think

    it’s going to open up incredible possibilities. Right now, mining
    companies, for example, they have a formula. If they know that if
    they dig a certain amount of rock out based on their studies, they’ll
    get a certain amount of gold. But at what point does recycling gold
    from old electronics actually become more cost-effective than digging
    it out of rock? At what point can we start to really look at what
    we’ve already extracted, and how do we recycle that? And I think if
    you can track the materials down to that level — like, we got this
    much gold out of recycling from recycled electronics versus digging
    it into the ground — and that goes into the full score of the
    environmental score of a company making those electronics? That’s
    what you’re talking about, right?

    Gabriel: What we’d like to know

    is that that data’s both accurate and can be relied upon; it can’t be
    tampered with. And then it also makes it shareable, but it also makes
    that data itself monetizeable.

    Alan: Ah.

    Gabriel: So now you can create

    data marketplaces, and actually incentivize people to then share that
    information. This is a lot of these sort of open data formats, or
    things that are happening. Like, here in Los Angeles, there’s an
    entire open data open map project that’s in partnership with Esri,
    which is one of our partners, that is allowing all this public
    information to be presentable and usable and remixable and able to be
    analyzed by the public. And as we start to think about the entire
    planet as a single ecosystem, which clearly it is, but we haven’t
    been thinking of it that way very well.

    Alan: No, we still think in

    terms of countries for some reason.

    Gabriel: Well, I think, you

    know, it’s that… yeah. Nation states and platforms are the same
    thing, and today’s platforms and larger than some of our nation
    states. So it is now time to come to the realization that these are
    single ecosystems, and ecosystems trade. They trade carbon, they
    trade nitrogen, they trade air, they trade water. This is how nature
    naturally works. I think we’ve just gotten to the point now where our
    technologies are able to digitally do what nature’s been doing for
    billions of years.

    Alan: Yeah, it’s… it’s so

    vast, and it’s so hard for people to wrap their heads around. So
    let’s take it back to what people can do now to leverage these
    technologies in their current business. Because, we’ve talked way out
    there on how spatial computing is going to allow Internet of Things
    sensors to provide real-time data in a reliable manner that will
    really allow all businesses to reduce their carbon footprints, their
    impact socially and environmentally, but also their bottom line.
    Their economics.

    Gabriel: While increasing

    profit.

    Alan: At the end of the day,

    until we change how we measure companies, they’re measured based on
    profit. I’ve had so many different interviews on this podcast, and
    the one major one that comes out every single time is training. You
    cannot dispute the fact that virtual and augmented reality training
    makes good business sense. What are some of the other use cases
    outside of that?

    Gabriel: Well, I actually think

    the number one use case, which we’ll see emerge over the next decade
    — which I think is roughly the timeline for transition from mobile
    to spatial; not a complete conversion, but rather the dominant
    interface, and that’s not that long period of time, especially in the
    enterprise space — the number one thing will actually be spatial
    workflow management. So the real problem we have just from a
    practical day-to-day business challenge is that most businesses are
    operational, meaning that they have physical activities that take
    place; in a field, in an office, in a building, in a logistics
    capacity. Right now, those, you can train people in VR, which is
    wonderful to be able to do that.

    We’ve seen some wonderful work coming

    out around the Hololens 2, which looks at like scale, you’ll be able
    to have sort of the ability to have that training be on the object
    itself, because you can project the information onto that piece of
    equipment itself. “You push this button, then pull this lever,
    then…” and so you go from this sort of virtual environment,
    which is 100 percent safe, to then like an environment where they’re
    actually interfacing with the physical object by projecting the
    digital twin onto it and then walking through a series of steps.
    That’s wonderful. That’s super powerful.

    Alan: I got to stop you because

    I learned something in my last podcast. The company, a AR-Experts,
    they were building digital twins and overlaying them on top of
    physical objects, and then creating the digital overlay. They
    realized that most people that are actually working on this would
    prefer not to have the whole physical or digital overlay on top; just
    the information they need on top of it, which is interesting because
    they were making a full, beautiful, replicated digital twin of the
    object and overlaying it on top of that. But they’re like, “we
    can’t see the real one; take that thing out of the way.”

    Gabriel: I think that, for the

    time being, a lot of the challenges will be around the UX. We don’t
    know what the optimal UX is in three-dimensional space with regard to
    physical things. And I think people like, you know, Timoni West and
    others at Unity are doing great work around exploring what those
    spatial digital interactions and user experiences really need to be
    over time. I mean, if we look back at the history of digital maps —
    MapQuest days — used to give us the entire list of 20 turns, and
    you have to keep going back, figure out which turn you’re supposed to
    be on, find the number, not crash, then okay, now I make a right turn
    in 250 yards. Then with Google Maps, it gives us a better option,
    where we can see the path. But even then, what’s most useful is
    actually the audio, because it just gives you what you need when you
    need it. And spatial will probably have to do something very similar.
    I don’t need to know the next five steps or the next four objects.
    Just give me the next one and then the next one. And the thing is
    that in the world of video games, we figured all this out. We just
    haven’t been able to apply it to the world. But when we do, I believe
    that we’re going to see just enormous efficiency gains, improvement,
    retention, and the profit margins are just going to go through the
    roof.

    The interesting challenge there is that

    as we’re augmenting humans with this digital information — these new
    sort of spatial workflows and tasking — it does also pave the road
    to robotic automation. So there is a number of questions that come up
    around, how humans and robots work together in the same spaces? What
    happens when automation replaces humans? And obviously, there are
    larger ethical and economic and regulatory considerations that have
    to happen around all of this. But as a business, immediately, you can
    start to see advantages. And my argument is get out there and start
    making mistakes first. The ones that learn from these mistakes are
    going to be the ones that dominate in the next decade. For example,
    in the warehouse space, we’re projecting a 45 percent profit margin
    increase from the ability to do spatial workflow picking at scale.
    And I can tell you right now that that is a competitive logistics
    industry. And if you’re not keeping up with technology, with the
    spatial transformation, you’re likely to be unable to compete in the
    next decade.

    Alan: That’s a pretty bold

    statement.

    Gabriel: Well, we’re testing it

    live. We’re seeing it every day right now.

    Alan: I know. That’s why I said

    it’s a bold statement. I didn’t dispute it! I’ve seen it all. We’re
    doing the test, too, and it’s like, training alone is in the order of
    50 to 75 percent better training retention rates, and like near zero
    error rates when you’re using real-time AR. So when you’re saying a
    45 percent increase in productivity and profit, it sounds ridiculous.
    Like, if you take any enterprise and say, “we’re going to
    increase your profits by 4 percent,” they would bend over
    backwards.

    Gabriel: Yeah.

    Alan: When you say, “well,

    here’s a solution that’s going to increase by 45 percent,” they
    don’t even… they can’t even fathom it.

    Gabriel: Yes. I think that for

    the next couple years, we’re going to see the sort of stutter effects
    of businesses trying to figure out when to invest, when to begin
    testing, what to do. And the headsets are kind of working okay. The
    software is pretty good. The integrations into their traditional
    systems are just beginning to exist — that’s some of the work we’re
    doing now. But it is not easy to get on board. The on ramp is not
    great. And the argument — the business case — is kind of there. But
    the ability to realize it feels a little ephemeral. But I believe
    that, shortly thereafter, we’re going to see the thing hit a knee and
    start to skyrocket, as more and more use cases come to light and more
    and more companies start to gain benefits. We’ve seen this before. We
    saw it with the Web. We saw it with the power of a Web page. “Why
    would I want a Web page? We’re in the phone book; promoting in the
    newspaper.” And then we saw the same thing happen again with
    social. “Why do I as a business, need to talk to my customers?
    Well, this makes no sense. We’ve got a customer service team. I don’t
    need Twitter. I don’t need a Facebook page.” And we saw it again
    with mobile. “Why do I have to reformat my site so that it’s
    smaller? No one’s going to look,” and what have it.

    Every company that began to drive and

    acclimate to that new atmosphere of digital transformation became the
    winners. And Facebook figured out quickly that they needed to be
    mobile first. And that’s one of the reasons they dominated. Spatial
    is just the next step; it’s the logical step. It’s where billions of
    dollars and interface value are being invested. So, it’s really just
    up to your listeners today to work with companies like MetaVRse and
    VERSES and others to try to figure out what those early pilots are.
    Get out there, break a couple eggs, and figure out how to make
    spacial web scramble.

    Alan: I love it. Make some

    scrambled eggs. I love it! Oh, man. Is there anything else? We’ve
    talked about a lot here. I always ask this question: What problem in
    the world do you want to see solved using XR and spatial web?

    Gabriel: Well, we believe that

    we are standing at a fork in the road — a generational fork in the
    road — and that this generation, in effect, has one of the most
    amazing challenges in the history of the species. And it really comes
    down to, we are facing existential-level threats with climate change,
    the depletion of our environmental resources, the devastation of both
    the plant and animal kingdoms, our coral reefs. I mean, today is
    Earth Day. These are things we think about for maybe a day, and then
    we go back to all of the behaviors that are continuing [the
    problems]. The result of which occurred because of our rapid growth
    in the industrial era, through our inventions and technologies. We
    need to now look forward and take this option for a second path,
    which isn’t the end of the species, but is a — for the first time —
    the ability to have a civilization 5.0; a global civilization that
    works together, that starts to treat the resources of the planet as a
    single ecosystem.

    And these technologies at scale have

    come with risks. We’re looking at 50 billion cameras out here in the
    next decade or so. There’ll be a billion drones. There’ll be AI
    embedded into everything. Sensors picking up levels of mood tracking
    and facial recognition and pupil dilation, and all kinds of personal
    and private information. We could make far worse mistakes than we’ve
    made for the last hundred and fifty years with these powerful
    exponential technologies. So the choice that we really have, and the
    choice that we’ve founded VERSES to help support, is to use these
    technologies — this sort of digital tidal wave — to solve the
    physical, rising tide of planetary devastation, in order to not just
    solve the problems of the last 150 years, but to paint a new picture
    of a future that isn’t just a Black Mirror future, but is a white
    mirror future; where we are taking care of our planet and each other,
    where we’re all benefiting from the network effects of economies that
    are more equitable, and that we maintain our privacy and security and
    trust at scale.

    I want a really cool sci-fi future that

    doesn’t look like the dystopian sci-fi novels and stories and films
    that we’re used to, and I think we need to start talking about what
    that future looks like. So, we’re incredibly grateful to people like
    you and others in the space that are having these conversations, and
    starting to pick apart these stories, so that we can tell these
    stories to each other. Because, frankly, that’s the kind of world
    that we’d like to build.

    Alan: Well, what else can we

    say? Gabriel, thank you so much for joining me on the show.

    Gabriel: It’s been an honor,

    Alan. Thank you very much.

    40 min
  • Building the Foundation of The Spatial Web, with VERSES founder Gabriel Rene
    The web page is
    a deceptively simple invention, but its creation -- and more
    importantly, its cross-programmability -- made the World Wide Web the
    technological powerhouse it has become. Gabriel Rene founded VERSES
    to encourage similar similar developments in spacial computing.
    Alan: Today's guest is Gabriel
    Rene, an architect and founder of The VERSES Foundation. He's a
    technologist, entrepreneur, researcher, media and music producer,
    whose 25-year career in the technology, telecom and entertainment
    industry has granted him the knowledge and experience to consistently
    invent unique business verticals, and to navigate the novel
    challenges of the emerging global digital entertainment, marketing,
    e-com, mobile and spatial technology markets. aAs a deep technology
    pioneer, mobile executive, and corporate strategist, Gabriel has
    built multiple innovative technology companies, developed
    groundbreaking enterprise and consumer software, and forged strategic
    partnerships with multiple Fortune 50 companies. Rene has worked with
    -- and advised some of -- the world's largest brands, spanning media
    conglomerates, telcos, media manufacturers, mobile manufacturers,
    governments, and major brands. As a C-level executive founder, he has
    demonstrated unique leadership, strategic and operational
    capabilities in growing businesses from zero to $25-million in annual
    revenues. As an advisor and board member, he has helped multiple
    startups and founders navigate their way to success. Gabriel serves
    as the executive director of the VERSES Foundation, an organization
    at the intersection of Block Chain, Virtual Reality, and Artificial
    Intelligence technologies designed to power Web 3.0 and dedicated to
    the interoperable adoption of spatial technologies across every major
    industry. As the founder and executive director of VERSES, the Global
    Advisory Board Member and co-chair of the AR Cloud Committee, and a
    founding member of the Open AR Cloud. With that, I want to welcome
    Gabriel Rene. Thank you for joining us on the show.
    Gabriel: Thank you, Alan. It's a
    pleasure to be here.
    Alan: Where can people find you
    online if they want to look into it?
    Gabriel: Well, if it's me
    personally, you can find me @GabrielRene at LinkedIn, and you can
    also find me on Twitter under the same name. And then with VERSES,
    you can go to VERSES.io to get all the latest information on us.
    Alan: So let's unpack this. Tell
    me what you're doing at VERSES right now, and I want to get the full
    understanding of what is VERSES, and why it's important for people
    listening.
    Gabriel: So I guess the first
    place to start is way back in 1990 or so. There was a young, talented
    researcher by the name of Tim Berners-Lee, who was working at the
    CERN Institute, and he was developing a new set of technologies which
    have come to be known as the World Wide Web protocols. So those are
    all the HTTP, which was hypertext transfer protocol, and HTML, which
    is a hypertext markup language. That, combined with a browser, which
    he developed as an open source standard, and on top of the domain
    structure that had been pre-existing -- which we'd been using from
    the email era of .coms and .edu, .org, etc. -- he created this you
    URL format, which essentially made pages programmable, gave us the
    ability to link content on those pages, and the ability to network
    those pages. This, of course, became the World Wide Web.
    The majority of our technologies and
    power and advantages and capability today, whether in business or
    personal lives, in public or private sector, come from the benefits
    of these core protocols that enable the network. But it's
    fundamentally a network of pages and text and media. And now, with
    the dawn of new interfaces that come with XR technologies --
    particularly augmented reality for the real world, or more
    0 min
  • Augmented Birthday Parties and Virtual Reality Field Trips with Centertec’s Bill Tustin

    Chicken Waffle!

    Now that we have your attention, check out this episode of XR for
    Business. Centertec CEO Bill Tustin joins Alan to talk location-based
    VR “retail-tainment.” Fun, exciting XR technologies are
    revitalizing America’s malls, and taking kids on field trips across
    the stars or through the pyramids; places they could never go in real
    life.

    Alan: Today’s guest is Bill

    Tustin. Bill has owned a location-based VR location for over three
    years. He’s worked for 25 years in the casino banking industry,
    teaching them how to implement technologies that increase their
    revenues, create great customer experiences and have fantastic ROI.
    He has used that experience to create a successful location-based VR
    place with multiple revenue sources, including XR educational content
    and XR programs. His company just made a seed investment in Chicken
    Waffle — crazy name! — but it’s an XR solution provider that
    develops innovative solutions with high-quality branded experiences.
    They’ve created many enterprise experiences in a world for an amazing
    list of partners and clients. [You can learn more about Bill’s
    business at www.centertec.com].
    They’re working on all sorts of really cool IP, and I want to welcome
    to the show: Bill Tustin. Thanks for joining me.

    Bill: Thank you.

    Alan: Thank you so much. You’ve

    been working in VR a long time. What are some of the best experiences
    you’ve seen, and what drives you to do what you’re doing?

    Bill: Really? The smiles on

    people’s faces. We work with a lot of children, and the children and
    the teachers are very excited about learning about VR, experiencing
    VR. Just, customers’ experiences has been great for the last few
    years.

    Alan: Awesome. You say you were

    working with children. Is this just location-based entertainment? Or,
    what are you finding is something that… what is resonating with
    everybody?

    Bill: From the educational

    aspect of it, where they can go and experience a visual education
    experience? The teachers actually have been really excited about it;
    just the fact that they can go, like, for example, to the civil war,
    and experience of battle with great artwork. It educates some really,
    really well. Especially the younger they are, the more they get
    excited about it.

    Alan: So, what’s one of the best

    XR, or VR/AR, experiences that you’ve ever had?

    Bill: Well, for children? Space.

    Anything with space, they get really excited about. Anything
    underwater. These are all experiences that they can’t experience in
    real life. You can’t experience space right now — I mean, hopefully
    in the future you will — and most people don’t really go scuba
    diving, especially kids. So, they’re going to really experience
    underwater adventures, or Space Adventures. And then, on the
    education aspect, we work very closely with the schools on exactly
    what they’re teaching them, so the education aspect of it is in on
    the experience.

    Alan: Interesting. You made an

    investment in Chicken Waffle. Can you maybe tell us what’s… what’s
    Chicken Waffle? As soon as I heard the name, I was like, “what
    the heck is a Chicken Waffle?”

    Bill: The founder of Chicken

    Waffle actually co-founded TheWaveVR. He actually still owns
    TheWaveVR, which became a very big social media music platform. One
    of the reasons why we invested in them is, we saw a need in the
    education field, where just the content that was there wasn’t really
    up to par for the children. They really wanted to have more
    interactive experiences. It just seemed like a lot of educational
    stuff that exists right now in VR/XR/AR is just real basic. So, we
    decided that we needed to make our own content with certain partners
    that we’re working with. And they were the right company when we
    checked around; everybody kept on referring to them. Their name came
    up constantly, that they were the right company to partner with.

    Alan: So what kind of content

    are you guys making, then?

    Bill: A lot of things that they

    do are for clients, so I can’t really say names. But to give an
    example, they’re working on a major museum project, where there’s 20
    geo points and it’s a civil war experience. They basically walk
    around on the battlefield — the kids and families, we have a walk on
    a battlefield — and through AR, be able to experience the civil war
    at the exact points where the action happened on this battlefield.
    So, that’s an exciting project that they’re working on. We’re also
    talking to the client about us using that type of experience in a VR
    experience that we can also bring to schools. As it relates to
    museums and these type of establishments, it’s great when the schools
    are around them, but they spend quite a lot… like, this client is
    spending over half a million dollars just on artwork alone. And
    they’re basically only going to get schools and families that —
    while they’re major, I mean, people do travel very far for them —
    but the schools only travel about an hour on a field trip. So, just a
    partnership with them, and Chicken Waffle will make it to be able to
    bring it to the LBE [location-based experience], depending on what
    you want to call it. That type in a VR experience would be real
    exciting.

    Alan: The whole idea of being

    able to take field trips really far — going to the pyramids in Egypt
    — that’s not really something that most schools (or any schools),
    you know, “let’s get a flight and fly halfway around the world
    to go see something.” But in VR, you really can do that, and you
    can go anywhere in the world instantly. I think it’s really gonna be
    great for that. And I think it’s hopefully going to create new bonds
    amongst children and people around the world. You know, one of the
    most transformative moments I had in VR was the first time I went in
    Altspace and I realized that there were other people in the space,
    talking to me. That was a game-changer.

    Bill: Yeah, actually, that’s

    what we discovered. The children do want to interact with each other.
    It’s funny that you just brought up Egypt, because we just had 120
    third graders come in to our location, and that was one of the
    requirements; teaching them about pyramids. So we actually had a VR
    experience where they wandered through one of the permits. It was
    like a 360 video, interactive experience. And the third graders loved
    it. There would be no other way for them to do it, except in VR or
    AR. I mean, literally, it was 120 third graders — four third grade
    classes — and they loved it.

    Alan: Are you seeing that 360

    video is something that people are resonating with? Or is it more the
    interactive content that is getting people’s attention?

    Bill: It’s interactive. The 360 video, they get bored very quickly; 360 video is just TV in VR. I mean, in my mind, it’s when they could touch things. Like, they go to the Egyptian pyramids, and be able to pick something up — that’s really resonates with the children. The way they could be avatars of different people, and they could see each other when they interact with each other. That’s really where it’s having to. That’s another reason — that’s our main reason — for making a seed investment in Chicken Waffle. They’re able to do that social interactive experience with great artwork.

    Alan: It’s pretty exciting, I

    think, being able to interact. One of the things that I got to do was
    drive an excavator in virtual reality, and I’ve never been in one
    before. I started it up and it explained to me how to drive it, and
    how to use the bucket and everything. And it’s funny, because I was
    in it for maybe 20 minutes driving around. And I feel — I mean, I
    haven’t tried it yet — but I feel like I could go and drive an
    excavator now. I probably wouldn’t be very good at it, but I could do
    it. I know what the handles do, and I know which… I feel like I’ve
    driven that thing. And it’s really interesting, how you can give
    people incredible experiences and trainings, long before they’ve even
    got to the place of where they’re what they’re doing. So I think it
    holds tremendous value there.

    Bill: Yeah, yeah, I know.

    Chicken Waffle’s actually done work for one of the clients. Hopefully
    it’s not an NDA with them; it’s Exxon Mobile, and they’ve done a lot
    of safety training with them. They’re also working with a franchise
    Asian restaurant, where they’re doing the training for the
    franchisees on the rice cooker, which is another safety — you know
    how — to properly get this rice cooker to work. So you’re right. You
    are correct. It’s really a great way to do training — especially
    safety training — in VR. And you could actually have emergency-type
    situations where you could evaluate that safety training.

    Alan: Are you guys doing

    anything with a AR at all? Mobile phone-based augmented reality?

    Bill: Yeah, we actually have

    four Magic Leaps. Magic Leap just met with Chicken Waffle. They’ve
    actually changed their API because they’re… I don’t know if I want
    to say, I’m sorry [laughs]. But it’s actually going to be an open
    source thing that we’ve just recently did for Magic Leap. So we are
    working with Magic Leap in an AR capacity. A lot of it’s
    confidential, but we are doing certain things.

    Alan: It’s pretty exciting, when

    spatial computing comes into your living room. It’s all around you,
    and it kind of takes… it hijacks the space that you’re in, and
    really gives you this opportunity to augment the world you’re already
    in. I think the immersion slider from your reality — or the real
    world you’re in — to full virtual reality. I think the ability to
    blend and go in and out of that is gonna be really magical. I’m
    really excited to see what you guys do on that.

    Bill: Yeah. They’ve actually

    done a lot of work on the MERGE Cube. Mostly the API, most of the
    MERGE Cube has been done by them. A lot of AR work, actually.

    Alan: I love it. The Merge Cube

    is a small, foam cube that has tracking markers on it, that you can
    point [at with] your phone. The cube can be a sushi game, where
    you’re a fish trying to eat sushi one minute; it can be a camp fire
    the next minute; it can be a trippy cube. It can be a human heart.
    There’s all sorts of things; they have an open API, so that
    programmers can make all sorts of really cool experiences on it. And
    I think they’ve done a really good job at taking “phone,”
    and matching it with a very inexpensive “toy” or “tool,”
    and creating unlimited possibilities on this thing called the MERGE
    Cube. So, really exciting. I had the opportunity to travel to China
    with the principals. It was really cool. In your experience, what has
    been the path that businesses have taken to get to the point where
    they’re ready to invest in this technology? Because — let’s be
    honest — it’s not the least expensive technologies out there. So
    what is the path to getting a company excited? Getting them bought
    in? Is it proof of concepts, then rolling it out? What is the path
    that you’ve seen that businesses are taking?

    Bill: When I speak to business

    leaders, it really depends on the type. I recently spoke at the
    retail show in New York, and they’re very interested on the ROI in
    the retail environment. When you make an investment — and it’s a
    large investment, especially if you’re doing a custom AR/VR
    application — what’s the type of ROI there is? One of the things
    they mentioned to me was they love my story about, um, there’s
    actually a toy store in Prague, where they had a backpack AR system
    in the basement — so, it was a space that wasn’t really being used.
    They’ve had a very large increase of sales at the store, because
    people come there to do the AR, and then they go shopping. Over at
    Centertec, we’re in one of the largest malls in the world, Simon Mall
    — and we all working with them on some other locations — and we
    bring people to their mall. I mean, everybody says the malls are
    dead, but the average mall customer spends $108. So, you can get him
    into the mall — statistically speaking — they’re going to spend
    $108. So, VR and AR — I mean, like an AR scavenger hunt — there’s a
    lot of things you could do, especially in retail and businesses, to
    get a really nice ROI. And they’re looking for partners that can
    explain that ROI to them, because, you know, it’s a capital expense.

    Alan: Absolutely. So, the work

    you’re doing with Simon, you do have a location set up in their
    malls, now?

    Bill: We’ve been in a Simon mall

    for three years. They’ve talked about a lot of other VR companies
    that now… I’m going to use the word “left,” but have gone
    out of business. We’re now going into one of their outlet malls,
    which is an agreement with them — it’s more of a partnership — and
    that outlet mall gets 8-million people per year, and they have 45
    locations that they want us to roll into.

    Alan: That’s incredible.

    Bill: We’re listening to our own

    ROI on that; gotta take baby steps.

    Alan: That’s an incredible use

    case. I think malls are slowly changing — the face of retail is
    changing, really — and it’s going from a place where people, they
    went for entertainment, and to pass the time, and to shop. But I
    think it’s more moving towards this “retail-tainment,”
    where people go there for social experiences. A lot of the malls here
    in Canada have — obviously they have movie theaters — but they have
    arcades, and stuff like this. And I think VR and AR lend themselves
    very nicely to these locations. And you’re absolutely right; for
    every extra minute average that a mall like Simon Malls has, you’re
    talking millions of dollars in revenue for every average minute that
    a customer spends in the locations. So, it’s a great way for public
    spaces to be reunified and revitalized.

    Bill: You get the customer back

    in the mall. I mean, they actually reported to us — they they were
    studying it — some of the merchants buy us, their sales doubled.
    Because of the amount of people that we brought into the mall. The
    first mall we in, it was kind of… I don’t use the word “dead
    mall.” They wouldn’t like that word. But what I would say, it
    wasn’t a triple-A mall. We were underneath the staircase. On a
    Saturday, we’re packed, and the mall’s empty. My partner loves to
    take photos of that. But the merchants stand by us. Their sales have
    gone up, so they’re very happy with that; that leads to them giving
    us a better real estate deal. We have more of a partnership than us
    paying them rent. I joke around, that they should pay me.

    Alan: [laughs] I don’t know

    about that! But yeah, I think it’s a great opportunity for everybody
    involved. For sure.

    Bill: Yeah. Yeah. I mean, they

    realize that I’m an asset to their mall. It’s more of me not
    expanding. I mean, I think they would put us in every single mall
    that I was willing to do it.

    Alan: What are some of the most

    impressive business use cases of this technology that you’ve seen so
    far? You know, something that we’ve tried and said, wow, that is
    really impressive.

    Bill: Well, you know, one thing

    I was surprised with last week was a woman approached me — I was in
    my center — and said, “are you the owner?” And I said
    yeah. I don’t want to, you know, promote it too much, but she’s got
    cancer, and she’s been come into our place; she bought a membership.
    And she’s actually a nurse, and she had a lot of anger issues with
    her getting cancer. She started crying to me, telling me how great
    our place was, and it saved her marriage, because she had a lot of
    anger over it, and she’s actually playing a boxing game. She just
    comes in, and, you know… and we’re not pushing her. She did it on
    her own. It’s been great therapy for her, just coming in and letting
    her aggression out in VR. It was very interesting, listening to her
    talk about that. That was probably one of my most interesting
    experiences I’ve had.

    Alan: It’s funny how… I’ve

    actually been recording and keeping track of all the different use
    cases in business, and medical, and health, and automotive, airlines,
    you name it. And only recently, in the last two weeks, I had to make
    a new folder: virtual and augmented reality for mental health. We’re
    seeing all sorts of incredible statistics around this technology
    being used for mental health, or autism. They’re being able to take
    kids who are quite a ways over on the spectrum, that don’t socialize
    well, and really understand their their social cues, and get them
    used to making eye contact with people in a virtual space, so that
    when they are in the real world, they’re kind of more understood.
    Because I don’t think somebody with autism is at a disadvantage; we
    just never figured out a way to harness their genius. I think these
    technologies really unlock that, so it’s really exciting.

    Bill: It’s funny you brought

    that up. We just booked an autism — they just booked five days in
    May; they came in last year — an autism group. Literally, they
    booked their whole school’s field trips. The kids love VR. The only
    thing that annoys me about it is, I go to a lot of shows, and they
    have special autism programs. And honestly, they’re fine on a regular
    games! They just want to be treated like regular people. They’re
    great with all the regular games. They don’t need special games.
    They’re fine with what exists.

    Alan: I agree, and I think our

    school systems were designed to take kind of the bell curve, and
    educate the bell curve as much as possible. When you get people on
    either side of the bell curve, the system starts to break down and
    goes, “well, you know, you don’t fit into our system, so you
    must be an outsider.” I think it’s going to see a huge pivot in
    education in the next little bit, as we start to introduce
    technologies like artificial intelligence, to really study and
    understand how these students think, what drives them, and what
    they’re interested in. You can teach a group of 30 kids science —
    I’d say 10 of them are interested in science, 20 of them don’t care,
    and we’re still pushing them into that? So I think personalized
    education is really going to unlock a whole new way for which we
    educate entire populations. I think if we can figure that out…
    like, if you look at Netflix, they use AI algorithms to give you
    better movies to watch. So why aren’t we using that for education?
    And I think we’re gonna see that very, very soon.

    Bill: Yeah. I mean, we work with

    girls who code. They come in once a week to a place, and it’s just
    amazing, the skill sets that they have. As relates to programming,
    some of the things I’ve seen them create — programming — when we
    work together. They call it teacher bias, too; especially when it
    comes to girls, with coding and science. And the teachers don’t mean
    to do it, but they kinda push these young girls into things they
    shouldn’t be pushed into, because they think that’s what they need to
    do. And when you just let them be free and they explore and they
    learn, it’s amazing.

    Alan: It really is. Education is

    it’s an interesting thing; if you look at it from a market size, it’s
    a $4-trillion industry. It’s four times the size of Amazon. And if
    you look at it that way, we’re seeing a tectonic shift in the way
    education happens, and the way it moves forward. I think virtual
    augmented reality are really going to be a central role in doing
    that.

    Bill: Yeah, if it’s implemented

    correctly. We’ve been to over 100 schools. We’ve worked a lot with
    schools. I’m amazed, where they’ll have VR equipment there — I went
    to one college, and Microsoft gave them a bunch of Hololenses — and
    they were just thrown into a corner, because nobody from Microsoft
    ever came down and showed them how to use it, how to implement it.
    They have these $4,000 Hololenses sitting in the corner, not being
    used. I was there with my VR stuff, and I saw them there; they were
    asking me about them. I said, “where’d you get them?” And
    they said, Parsons gave it to them through Microsoft, but no one ever
    showed them anything. So, it needs to be implemented correctly. You
    just can’t hand people all that equipment and say, “bye!”
    You know, it needs to be executed correctly. Content needs to
    correct. It’s just not giving them hardware and saying, “figure
    it out yourself.”

    Alan: I agree. I think there’s a

    couple things that need to happen. The hardware is gonna just keep
    evolving, and that’s fine. But I think it’s more on the platform
    side, and really creating content that is uniform across multiple
    headsets, and easy for a facilitator or a teacher to bring to the
    students in a way that makes sense. But to your point; without
    training, without getting these people ready to go, it’s kind of
    useless. It’s like, “here’s a bunch of VR,” and if you
    don’t train them and don’t get people… you need one champion — at
    least — in every school. I think a very important.

    Bill: The teachers, and the

    students, and the school administrators, they are very interested in
    VR. I mean, they get it. The ones who don’t get it, I see more social
    media — people attacking me about kids, man, and headsets. And I’m
    like, *sigh* — the people who aren’t there are the ones who aren’t
    getting it, you know? And that’s always a problem with education: the
    people who don’t know think they’re the experts.

    Alan: Absolutely. I think this

    comes up a lot. VR is something you just have to try. Same with AR.
    You put it on; you have to try it. And once you see it, you get it.
    You’re like, “oh, this makes perfect sense. I get it now.”
    And it’s one of those things that, if you don’t put it on your head,
    you’ll never really know what you’re missing.

    Bill: Yeah, yeah. I’m also

    amazed by, you know… I tell this story. I went to Villanova
    University, and I asked how many people in that class did VR. Only
    three of the college students raised their hand. That was on a
    Friday. Then on Monday, we went to an elementary school, and it was
    all third graders. I asked them how many did VR; every single one of
    them raised their hands. And that really shocked me. It really tells
    me something with older people, that they aren’t willing to try VR,
    or there’s something going on there. That really opened my eyes to,
    “wow.” I mean, there’s such a drastic difference. But when
    the Villanova kids did the VR, they loved it. So it’s almost like
    they had a kind of negativity towards VR? I think a lot of it has to
    do with the type of VR content that they tried in the past. They
    maybe had a bad experience, so they don’t want to try it. What’s
    great is, the young kids are all doing it. I mean, everybody says,
    “you guys are doing [VR with] young kids?” I’m like, “well,
    that’s who’s playing VR.” But they’re gonna get older.

    Alan: Yeah, I think so. And it’s

    it’s like anything. I don’t know about you, but I’m not… no, I am
    on Snapchat, but very barely. But if you if you miss the Snapchat
    thing, or you’re a little bit too old, you know, you go on Snapchat,
    you’re like, “what is this dumb thing? What do you mean, I can’t
    save my photos? What the heck?” So I think there’s definitely a
    generation gap. And we’ve noticed when we’re doing Hololens demos,
    that adults — almost anybody over 40 — has a hard time with the
    gestures to click — the bloom and all that — almost everybody over
    40 has a problem with that. Everybody under 20 that we’ve put it on
    instantly gets it. Like, within seconds. We put it on, show them the
    commands, and then that’s it. They’re off to the races. They’re
    running around doing their thing. One of the challenges that we keep
    seeing — and I’m seeing it right across the board — is the
    facilitator controls; being able to control experiences, and know
    what somebody is in. When somebody is in VR, you can’t really see
    what they’re doing; being able to have facilitator controls is
    important as well, so that a teacher could lead a class of 30
    students through a pyramid discovery, and know where they are, and
    kind of speak to that as well.

    Bill: That’s 100 percent

    correct. They need a teacher established… well, I wouldn’t even
    call it a teacher established. We guide people in our VR center. We
    don’t let them guide themselves, because of different experiences are
    different. You need any to guide people right now.

    Alan: Agreed.

    Bill: I think you always need [a

    guide], because it’s always going to be different controllers,
    different ways of doing it. It’s a guide. Definitely.

    Alan: Absolutely. What do you

    see as the future for virtual, augmented, and mixed reality, as it
    pertains to business and education? What is the future?

    Bill: There’s so much coming at

    me lately, with all the new headsets! Huh, wow… definitely,
    interactive VR experiences where everybody wants to be avatars. I
    mean, if you just look at Fortnite and Apex Legends, everybody wants
    to be an avatar. Nobody wants to be themselves. Everybody wants to
    interact. People are craving social experiences, even though they
    don’t want to admit it. Everybody’s so connected nowadays. It’s like
    children want to be social, but they don’t want to be social. I mean,
    if that makes any sense.

    Alan: Actually, I have a perfect

    example of that. My daughter, we went to the mall and we’re walking
    — she’s 14, so she’s a teenager — and she’s said, “all my
    friends are at the mall.” So, do you see them? She goes, “no,
    no, no. I see they’re on Snapchat. I can see they’re at the mall.”
    Oh, OK, cool. Whatever. Then she saw her friends from across the room
    and she’s like, “oh, there’s my friends!” I said, “well,
    go over and say hi.” “No, no, no, no, no. Oh, I can’t do
    that.” [Snicker] They’re your friends on Snapchat; you’re
    standing in a shared space in the real world; and you don’t want to
    go over and say hi? What?

    Bill: She would’ve with an

    avatar. An avatar would interact with them. It’s funny, the girls
    like to be boys; the boys like to be girl avatars. I could take
    another story. We used a lot of trampoline instalments when we first
    opened, because those trampoline parks are very, very popular. One of
    the things they discovered is almost half the people don’t jump on
    the trampolines when they pay to get in. They go there, they stand in
    line. And what the girls, she’ll stand behind a boy she thinks is
    cute. But when it’s time for her to get on the dodgeball court,
    she’ll bail out. It’s all about the wait in line. About queueing the
    people up; it’s kind of like why we go to bars. The popular bars have
    discovered that the whole social scene. It’s why we go to
    restaurants; we go to look at other people at restaurants — we all
    can eat at home! My wife is a very good cook. We’re human beings.
    We’re tribal and we crave social experiences. We just don’t want to
    admit to it. VR really helps with that, and so does AR.

    Alan: I think the social aspects

    of it… there’s all sorts of really great social experiences coming
    out. You’ve got VRChat, Altbase, Facebook Spaces, High Fidelity,
    Sensar. There’s a number of these experiences coming out, where not
    only can you choose your avatar and what your representation is to
    the world, but you can also choose the world you are going to
    communicate in. You can make these virtual worlds. I think it’s just
    gonna be spectacular. It’s very Ready Player One.

    Bill: Yeah. Yeah, are you really

    talking to another person? Or is it AI you’re talking to?

    Alan: That’s a whole next

    question, for sure.

    Bill: Or a deep thing, like who

    you really fall in love with. It could be an AI character.

    Alan: I think that’s going to be

    a real thing, man; AI-driven avatars are gonna be a thing. And we’re
    getting close to photorealistic avatars, as well.

    Bill: Yeah, yeah. But

    definitely, people are interested in VR. It’s happening. I mean, you
    just go to a Centertec on a Saturday/Sunday; we’re packed. Schools
    are coming in during the week; camps are coming in; autism groups are
    coming in; people for medical reasons coming in. I think that’s why
    LBVR and LBE is so successful in VR right now. They don’t want to do
    it at home. They want to go out and do it. It’s like the movies.
    People go to the movies, and they watch TV at home. So I think
    there’s a place for both. I think an LBE, it’s definitely in the
    social experience, and the educational experience, and at home would
    just be more like watching TV. Maybe 360 videos. But definitely,
    interactive is an LBE.

    Alan: Well, is there any other

    closing remarks before we wrap this awesome episode of the XR for
    Business Podcast?

    Bill: Nah. VR and AR has a great

    future. I believe they can combine with esports. I mean, actually, I
    believe education, VR, AR, and esports are all going to clash and
    come one. And it’s happening.

    Alan: I agree. I think people

    crave challenge; and VR, it can open worlds of challenges that we
    never even thought of. And I’m really excited. The headsets are
    getting better. They’re actually becoming untethered. There’s so many
    technological advancements coming at us faster than we can read about
    them. There’s haptic gloves. There’s haptic suits. There’s the suits
    that give you cold and hot. There’s scent machines; we’re really
    trying to hijack all of the senses. And I think it’s an exciting time
    to be in this industry.

    30 min
  • Augmented Birthday Parties and Virtual Reality Field Trips with Centertec's Bill Tustin
    Chicken Waffle!
    Now that we have your attention, check out this episode of XR for
    Business. Centertec CEO Bill Tustin joins Alan to talk location-based
    VR "retail-tainment." Fun, exciting XR technologies are
    revitalizing America's malls, and taking kids on field trips across
    the stars or through the pyramids; places they could never go in real
    life.
    Alan: Today's guest is Bill
    Tustin. Bill has owned a location-based VR location for over three
    years. He's worked for 25 years in the casino banking industry,
    teaching them how to implement technologies that increase their
    revenues, create great customer experiences and have fantastic ROI.
    He has used that experience to create a successful location-based VR
    place with multiple revenue sources, including XR educational content
    and XR programs. His company just made a seed investment in Chicken
    Waffle -- crazy name! -- but it's an XR solution provider that
    develops innovative solutions with high-quality branded experiences.
    They've created many enterprise experiences in a world for an amazing
    list of partners and clients. [You can learn more about Bill's
    business at www.centertec.com].
    They're working on all sorts of really cool IP, and I want to welcome
    to the show: Bill Tustin. Thanks for joining me.
    Bill: Thank you.
    Alan: Thank you so much. You've
    been working in VR a long time. What are some of the best experiences
    you've seen, and what drives you to do what you're doing?
    Bill: Really? The smiles on
    people's faces. We work with a lot of children, and the children and
    the teachers are very excited about learning about VR, experiencing
    VR. Just, customers' experiences has been great for the last few
    years.
    Alan: Awesome. You say you were
    working with children. Is this just location-based entertainment? Or,
    what are you finding is something that... what is resonating with
    everybody?
    Bill: From the educational
    aspect of it, where they can go and experience a visual education
    experience? The teachers actually have been really excited about it;
    just the fact that they can go, like, for example, to the civil war,
    and experience of battle with great artwork. It educates some really,
    really well. Especially the younger they are, the more they get
    excited about it.
    Alan: So, what's one of the best
    XR, or VR/AR, experiences that you've ever had?
    Bill: Well, for children? Space.
    Anything with space, they get really excited about. Anything
    underwater. These are all experiences that they can't experience in
    real life. You can't experience space right now -- I mean, hopefully
    in the future you will -- and most people don't really go scuba
    diving, especially kids. So, they're going to really experience
    underwater adventures, or Space Adventures. And then, on the
    education aspect, we work very closely with the schools on exactly
    what they're teaching them, so the education aspect of it is in on
    the experience.
    Alan: Interesting. You made an
    investment in Chicken Waffle. Can you maybe tell us what's... what's
    Chicken Waffle? As soon as I heard the name, I was like, "what
    the heck is a Chicken Waffle?"
    Bill: The founder of Chicken
    Waffle actually co-founded TheWaveVR. He actually still owns
    TheWaveVR, which became a very big social media music platform. One
    of the reasons why we invested in them is, we saw a need in the
    education field, where just the content that was there wasn't really
    up to par for the children. They really wanted to have more
    interactive experiences. It just seemed like a lot of educational
    stuff that exists right now in VR/XR/AR is just real basic. So, we
    decided that we needed to make our own content with certain partners
    that we're working with. And the
    0 min

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