XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
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XR for Business episodes

  • Turning a Game Engine into a Training Experience, with PIXO VR’s Sean Hurwitz

    Today’s guest Sean Hurwitz started his journey to the XR field in the realm of game development. But as the years went on, more and more he saw the value of putting game engines to work training professionals instead of hunting zombies. He talks about how PIXO VR achieves this.

    Alan: Hey, everyone, it’s Alan

    Smithson here with the XR for Business podcast. Today we’re speaking
    with Sean Hurwitz, founder and CEO of PIXO VR, a Detroit based
    company focused on VR software for training on processes, safety, and
    emergency response. Much like myself, Sean believes that extended
    reality — or XR — technologies can unlock human potential, and
    realize limitless possibilities. He’s assembled an all-star team of
    game changing VR and AR engineers, and we’re going to talk about how
    this translates directly into safety and training across all
    different industries. All that and more on the XR for Business
    podcast.

    Sean, welcome to the show, my friend.

    Sean: Hi, Alan. Thanks for

    having me.

    Alan: It’s my absolute pleasure.

    I’m really, really excited. I’ve been kind of using your VR training
    video that you did. It was in a basement, and you’re training gas
    meter people on how to how to — I guess –use a gas meter. But I’ve
    been using that video to show the diverse range of things that can be
    done within VR. Tell us about that. Tell us about PIXO VR.

    Sean: Yes, I am definitely

    onboard with the way that XR and training will definitely change the
    ecosystem, make people’s lives safer and more effective, and
    hopefully make more money too, at the end. So yeah, the example that
    you give is a replication of a basement, where technicians were in
    the traditional way of training, driving around, mirroring or
    shadowing older technicians as the evolving workforce and the younger
    generation coming in. And they were training the new employees, the
    new trainees, and they were looking for a way to do this training
    that would be close to real life, rather than drive around for weeks
    or months on end. And they couldn’t show– the problem was they
    couldn’t really identify or show all the variances in the gas meters
    in these basements. So we did a multi-user randomized scenario of
    millions of different setups and scenarios of what these gas meters
    would look like, and really expedited the training timeline. So PIXO,
    that’s sort of the– using your video as an example. But we started
    as a traditional console video game company, moving quickly into
    mobile and enterprise, and then even quicker in 2016 into getting the
    first Oculus DK and starting to build enterprise VR training, from
    that point forward.

    Going from making games, because I just

    interviewed Arash Keshmirian from Extality, and he was doing the same
    thing. They were making virtual or augmented reality games for
    phones. And now they’re making enterprise solutions. How did you make
    that shift from going to making games to enterprise? And was it
    simply a way of making money or just– what is the precipitating
    factor of going from making games to basements full of gas fitting
    technology?

    Sean: Well, money certainly

    plays a role, but really the mission to make people’s lives better,
    to help improve the planet that we live on, being able to utilize the
    skill set that we’ve spent combined dozens of years, used the same
    skill set, even the same game engine as to develop interactive games
    — which is really what this training is — to be able to replicate
    things that you either were too expensive to do otherwise or just too
    risky to do. So, once we figured out that we were able to create the
    scenarios in the field — or in a basement, like you said earlier —
    and then actually make money doing it served the purpose and the
    mission, and also getting paid for solving problems rather than
    developing games and hoping someone will download it or purchase it.

    Alan: It’s definitely one of

    those things that you can do a lot more good with these things. Now,
    what kind of elements have you taken from the game production side —
    or days — and brought them in? Have you gamified these things? Is
    there like, a hidden thing where I can pull out a sword and start
    cutting things in half? Do you guys have any hidden Easter eggs in
    there?

    Sean: Maybe not Easter eggs, but

    something along those lines would be the randomization engine that we
    have. So every time you enter into an environment where applicable —
    which for us is the vast majority — where we randomize different
    hazards or defects or different things that you have to learn. As an
    example, we developed the fall protection module for mostly the
    construction industry where you have to pick– you’re up on an 80
    storey building — again, utilizing all environments, 3D modelling
    scenarios that you would build in a video game — and you put someone
    80 storeys above the ground on scaffolding, and they have to pick the
    right harness. So when the harnesses are randomized every time, you
    really have that decision making utilized there. We use a lot of game
    level design as well. And if you pick the wrong harness, obviously,
    you fall to your death — really — on this 80 storey building. Good
    news is it’s all virtual, so you learn your lesson, one way or the
    other. So we utilize, really, all game development techniques for
    that module and everything that we build, whether it be the design,
    whether it be the game level, whether it be the data analytics and
    reporting from the user management. And understanding not only how to
    optimize these applications, but how did you do, it could be used at
    a competitive basis where you can compete against your previous
    training, the previous time that you went in, or against other
    co-workers. So many, many different game aspects used.

    Alan: Interesting. What are some

    of the data points you’re collecting about users and learners, and
    how are you measuring success with this type of technology, versus
    just a standard classroom or on the job training? What’s the
    measurement of success?

    Sean: Well, like I said before,

    the ability to really have someone do something and interact in an
    environment through an active learning process. One of the best uses
    that we found for VR currently is in assessment. So let’s just stick
    with this fall protection. How would you assess if somebody really
    understood what to do when they were up on this scaffold? This is a
    way to really test their skill set, and if they fail, they’re able to
    fail at a low cost and at a low risk scenario. So that’s not
    something that you can do in a classroom. You can take a test, as you
    know, PowerPoint. We’ve used in the past. You can you can take a
    three ring binder and study it, go through it, do a test. But it’s
    not like actually doing it. So we track all the points, what they
    pick first, what they pick second, what they look at, where they go.
    All the data points that make up the story about whether that trainee
    actually knows what they’re doing. And as you know, with VR — and
    XR, really — with biometrics coming on to the scene here, in the
    near future, you’ll be able to track cognitive load and how their
    body actually responds to those different training scenarios.

    Alan: Are things like biometrics

    becoming part of this, or is this kind of a future plan? Because I
    would think that being 80 storeys up is kind of terrifying. People’s
    heart rate must be going through the roof.

    Sean: Oh, it sure is. Yeah, I

    definitely think that biometrics is going to play a huge role in all
    of XR, specifically in this VR training because you could use it then
    as an assessment tool. Not only on the individual trainee and the
    potential employee early on, it could be used at a interview process
    early on in the cycle or later on. And did they get better? Are they
    more comfortable in these different situations? As well as to
    optimize the experience. So is it too much training? We recently
    developed a emergency response natural gas leak scenario, where
    you’re in the middle of a subdivision — and again — utilizing
    multi-user, some AI components and a technician is faced with a
    potentially very serious gas leak that they have to eventually turn
    that gas off. Now, the training not only tells you about the
    individual, but it could also tell you about is this just too much
    for an individual? Does it require two people? It could influence the
    real life training thereafter.

    Alan: So how do you measure that

    then? Like, how do you know whether somebody is ready?

    Sean: Well, we’re currently not

    using any biometrics right now, but once the new hardware comes onto
    the scene with sensors in it, that will track that person’s cognitive
    load and body temperature, those kind of things. The results of that
    would tell you if this person’s suited for that kind of role or not.

    Alan: The amount of data we can

    collect from this and share is incredible. It’s not just about trying
    to sell people more things, but if this data can be used to deliver
    training in a more efficient, effective way, I think this is the
    ultimate goal.

    Sean: It sure is. And really the

    still being in that early adopter, early majority phase and having
    yet crossed that chasm to the later, mid later majority efficacy from
    this training — I think — will mean everything, will be where it
    becomes commonplace. So we found that we were over the years, got
    good traction with the early adopters that we’re most likely going to
    adopt and integrate early technology no matter what. I think we’re
    moving into a little bit of that early majority, but I think for the
    late majority to really catch on, you’re going to need real efficacy
    where it’s– you can prove it’s saving lives, it’s improved training,
    you’ve saved a lot of money. And I think 2020 is a big year for that.
    I think we’re at that crossroad.

    Alan: Yeah, I really, truly

    agree with that. So you guys have been working diligently on building
    out these scenarios and everything. What are some of the other ones
    you’ve talked about? Fall protection, emergency response, gas
    fitting. What are some of the other ones that you guys are working
    on?

    Well, in the very near future, where we

    got some nice press coming out soon with some of the ones that we’re
    going to release, we have a first responder operations for hazmat,
    where we have a spilled over gas tanker for firefighters. Now, the
    way that we developed these, Alan, is, for instance, our hazard
    recognition. We have hazard recognition, which are like OSHA
    standards that would be in a warehouse, but because we’ve productized
    that application, we could put hazard recognition on a construction
    site, or in a hospital, or in a steel factory, or an automotive
    factory. So we’ve productized the actual learning objective behind it
    and then can very easily flip the environments to be address most
    industries. So when I say we have hazard recognition, it’s really
    across multiple recognitions. We have the natural gas leak emergency
    response that I spoke of already, fall protection, the inside meter
    inspection that we spoke about already. Now, just to back up for one
    second. The way that our platform works is our business model is we
    go to market and distribute the content through VARs, or Value Added
    Resellers. We’ve also developed on the front-end a content curation
    side of the platform, that will allow other developers to monetize
    their content through our reseller network. So through– if you can
    imagine that all the amazing content that’s been developed and great
    developers out there that don’t have the sales side of things, our
    library — if you will — our content side is going to increase
    rapidly, as we bring these other developers on.

    Alan: Amazing. That seems like a

    scalable way to do it.

    Sean: It is. I mean, we–

    earlier on — when I say earlier on, meaning the last couple of years
    — we learned that we had a hard time selling to first responders or
    the construction companies or oil and gas company, because we didn’t
    know what the pain points were for that training. So partnering with
    these resellers — who understand the pain points — are much better
    at selling this training content into their industries. So that’s why
    on the sales side. And then we’re obviously automating all that
    through the platform.

    Alan: Incredible. Where can

    people find you? It’s pixovr.com?

    Sean: Yep, pixovr.com. We tend

    to have presence at most of these different trade shows that we go
    to, but pixovr.com is definitely the place.

    Alan: I think this is something

    that people will be listening, and the goal of this podcast is really
    to educate business owners and business communities to invest and
    start using this technology. So what would be the path for a new
    customer? So let’s say, for example, somebody is in — I don’t know
    — trucking, and they want to develop a trucking training. What is
    the path for them to go from reaching out on your website, to having
    the full thing delivered? What does that look like?

    Sean: We would start by having a

    conversation. First of all, is do we have the content that they’re
    looking for? Are there other developers that may have already the
    content that they’re looking for? And then we would most likely pair
    them up with one of our resellers, that would know– have much more
    knowledge and education in in the trucking space — in this scenario
    — to really help integrate. Because as you know, these business
    owners are finding the value of VR and XR pretty quickly. It’s easy
    to put on a headset and go up 80 storeys and look over the edge and
    say, “Wow, this is very impactful. This is game changing.”
    to actually integrating it into their business. So how does it fit
    into their business model? Where do they put it? Who does the
    training? Who trains? How many headsets? And through our resellers,
    we answer a lot of those questions, because they’ve already done it,
    they already know where to put it, they already know who maintains
    it, what category it goes under. So we would be able to help not only
    on the content side, but also on the integration side.

    Alan: Integration side is

    actually becoming one of those challenges that people– it used to be
    a technology problem. “Can we make this technology work? OK, now
    it works. Can we can we make it do something we want? Okay, that
    works. How do we get it out and how do we scale it in a reasonable
    way?” That’s the next step of it.

    Sean: Over the years, we’ve been

    faced with multiple problems, really just problem solving and
    creating a product market fit, and integration sort of rose to the
    top. The hardware is getting better. The people that [make] VR and
    the knowledge of VR — and XR — is becoming more available. And then
    without real strong efficacy, you can’t have integration before
    efficacy. So you have to integrate it. You have to start using it.
    And so I think those problems — like we said before — will be
    addressed. Not fully, but I think 2020 is looking bright.

    Alan: Interesting. I agree with

    you. I think now people are beyond that kind of shiny object syndrome
    of VR at the beginning, and they’re looking for real solutions. And
    it’s funny, because I’ve got your webpage open here and it’s just a
    video playing in the background. But you’ve got everything from a
    warehouse fall, and fire trucks, and everything. It’s really
    incredible, the work you guys have done. And I think in 2020
    companies are starting to realize the power of It. What about
    numbers? When somebody says to you — from a number standpoint —
    this is going to cost X amount. What is my return? How do you deal
    with those questions?

    Sean: Well, I think it’s a good

    question, because that means that they have a use case, or they’ve
    identified a pain point or a reason to use it. One of our clients
    works with a very large auto manufacturer — being here in Detroit,
    obviously, that’s in our backyard — that we’re sending engines
    around the world, to train on the engines, replace the timing belt or
    filter or something like that. So you can already see where the value
    of VR is. Because we took the CAD of the engine model, and replicated
    that and made it fully interactive and multi-participant. So they can
    train the trainees or the technicians all around the world, without
    having to send the engine out. So you could back into an ROI pretty
    quickly. Well, how much does an engine cost? How much does an engine
    cost to ship? How many were we shipping out? And then how much does a
    standalone headset cost, and how much did the application cost? And
    so you can see right there in that example of immediate ROI.

    Alan: Yeah, absolutely.

    Something that we’ve seen is in VR, you’re creating these assets for
    training. But those same assets can be also used for marketing or
    different divisions. Are you seeing that? Because what we realized is
    that usually one arm doesn’t talk to the other, and there’s very
    little crossover there. But as you start suggesting these things
    that, hey, you just spent X amount by making all these models of
    these things for your training. Would this be something that they
    could do into retail or marketing?

    Sean: Well, you and I both know

    that absolutely is possible.

    Alan: The question isn’t “Can

    you?” It is “Do they?”

    Sean: For VR/XR, all things

    under this umbrella, any adoption is great. So early on, anyone that
    was interested in it, we would work with them and try to license them
    some content. Yes, though. The answer is yes. At a high level, that
    it can be used– and we are starting to promote it, because when they
    look at costs for one department — or one division, depending on how
    large the company is — then we try to promote them that you could
    leverage this asset, get more out of it in different categories. Yes.

    Alan: And it’s interesting. We

    tried to do that as well. But it’s one of those things that– they’re
    like, “Yeah, that’s great. But dealing with the marketing
    department is a whole different ball of wax.” It’s crazy.

    Sean: It definitely is, yeah.

    And a lot of innovation departments are the ones reaching out first.

    Alan: Yeah, absolutely. Though

    the problems you get with the innovation departments, they’re
    usually– they want cutting edge things. And it ends up getting stuck
    in pilots. They get a small budget for a pilot, and then they– there
    seems to be a disconnect between the innovation department of the
    company, and actually deploying real solutions.

    Sean: That’s true. But I think

    as we understand integration better and as we solve those problems,
    we can help the innovation department. Because what we found was, we
    did some projects with innovation departments and we didn’t know
    ourselves how they would integrate it and they certainly don’t. So
    the more we’ve learned, the more we lean on our reseller subject
    matter experts, the better we’re getting and the more traction we’re
    getting.

    Alan: I guess one thing to

    consider when we’re doing this. You mentioned standalone headsets.
    Clearly people want this. Clients are saying, “Hey, I want to
    move to a standalone headset.” But the tradeoff of fidelity
    versus that, what are you guys seeing with, let’s say the Oculus
    Quest, for example?

    Sean: Yeah. You know, it depends

    also on the type of company. We work with insurance companies, where
    they want to take 40 headsets and put them in the trunks of 40
    different agents, and have them go on site on a construction site and
    do this type of training. They’re just not going to take a PC tether
    based unit and throw it in their trunk and go set it up. So in that
    scenario, the standalone, the Quest or other would work very well.
    Where you have training facilities and you have the staff or the
    employees trainees coming into that facility to train, then, of
    course, a unit that’s stationed and you could get that higher
    quality. But we found that the quality on the standalone is
    definitely suffice and outweighs the barrier. For instance, this
    insurance company, they’re just not going to do the other. So the
    quality is definitely, definitely good enough.

    Alan: Interesting. Wow. There’s

    so much to take in. We’ve got this this idea — both of us have
    thought about this a lot — of how do we use this technology as
    efficiently as possible. And one of the things that you mentioned —
    which I think is similar to our business model as well, and we’re
    gonna have to talk offline on how to work together on this — but
    distributing the content through value added resellers, and also
    reselling content. Because making quality VR content and AR content
    is expensive, and being able to share those costs across multiple
    companies seems like the only way to really grow the industry.

    Sean: It is. That’s definitely

    something that’s a little newer for us. We just are finishing some of
    the tools within the platform that will be able to ingest other
    content and then monetize it. We’ve created this ecosystem of taking
    it from content development — that we’re not calling content
    curation, because it could really come in a number of different ways
    — all the way through an end user license. So we feel like we’ve put
    this ecosystem and this process together, and now just continue to
    automate it through the tools. So whether it’s other people’s content
    or we’re developing our own content– we even have tools that would
    expedite the content development for other developers — whether it
    be randomization engine, multi-user engine, or art environment packs
    — that we would work with other developers to help expedite the
    development if they didn’t have existing content.

    Alan: So what would that look

    like from your standpoint, would there be a license fee or how would
    that work?

    Sean: We haven’t monetized those

    tools yet like that. We would rather just work with the developer to
    help develop, because we’re after the content. So we would work with
    them on those licenses or even the use of those tools in order to get
    these applications or the content. So we have resellers and their
    clients that are currently looking for content. So if we would work
    with other developers and provide these tools to help expedite
    development. So in short, we don’t have a toolkit that we license out
    currently, but we would definitely work with other developers to use
    those tools.

    Alan: That’s something that I

    think is kind of one of those things in this XR industry. It seems
    like everybody’s willing to help each other, and that’s an amazing
    thing in an industry that we’re still at the beginning. But I keep
    saying this over and over again. This is not a net sum game. Our
    industry is going to go from $10-billion to $500-billion in 10 years,
    creating — by PWC’s estimate — over $2-trillion in enterprise value
    in the next 10 years. That’s a lot of money to split, and there’s not
    a lot of companies working at the level of PIXO. And it’s really
    interesting to see that you’re so open to working with everybody.
    It’s great.

    Sean: Yeah, thanks. I definitely

    think that there’s room for everybody. I’ve yet to really– when you
    drill down and you have more of a sophisticated XR person looking
    into it, I’ve really yet to find two or three companies or more that
    are doing exactly the same thing. I feel like we all have our little
    niche, a little bit here, a little bit there, and can leverage each
    other and those attributes. Because in my opinion, the market really
    needs to grow in the next year or two. Now is the time. I’d hate for
    all of us–

    Alan: Yeah, I agree. And that is

    one of the reasons I started this podcast. One to learn personally,
    but also to inspire and educate business leaders to invest in this
    technology as fast as possible, because the more knowledge we get out
    there. And if you look at the podcast, the way it works, it’s done
    and it’s tagged by industry. So if somebody is interested in retail,
    that’s up in retail and there’s all the things for them, and for
    interest in the airlines, or training, or whatever it is.
    Unfortunately, training comes up in pretty much everyone, because
    that’s the killer use case of VR. But what is one problem in the
    world you want to see solved using XR technologies?

    Sean: The one problem with 15

    seconds to think about it, is I truly believe that exposing people,
    trainees, people learning a different skill — especially if it’s
    dangerous — exposing them to that environment, whether you’re a
    doctor, or a construction worker, or firefighter before being in that
    environment for real, whether it be crowd management, I think that
    solving that problem or allowing someone to be exposed to a scenario,
    before they actually have to go in it, will absolutely make the world
    a better place.

    Alan: Well, Sean, this has been

    really, really a great interview and thank you. Is there any final
    words you want to share with anybody?

    Sean: So if there are developers

    out there that have content — or want to develop content — are
    interested in monetizing that, get a hold of us. Otherwise, I really
    appreciate it, Alan. I look forward to following up and staying in
    touch.

    Alan: I will hit you up in

    Detroit. Motor City, here we come!

    Sean: Yes, sir.

    28 min
  • Turning a Game Engine into a Training Experience, with PIXO VR’s Sean Hurwitz

    Today’s guest Sean Hurwitz started his journey to the XR field in the realm of game development. But as the years went on, more and more he saw the value of putting game engines to work training professionals instead of hunting zombies. He talks about how PIXO VR achieves this.

    Alan: Hey, everyone, it’s Alan

    Smithson here with the XR for Business podcast. Today we’re speaking
    with Sean Hurwitz, founder and CEO of PIXO VR, a Detroit based
    company focused on VR software for training on processes, safety, and
    emergency response. Much like myself, Sean believes that extended
    reality — or XR — technologies can unlock human potential, and
    realize limitless possibilities. He’s assembled an all-star team of
    game changing VR and AR engineers, and we’re going to talk about how
    this translates directly into safety and training across all
    different industries. All that and more on the XR for Business
    podcast.

    Sean, welcome to the show, my friend.

    Sean: Hi, Alan. Thanks for

    having me.

    Alan: It’s my absolute pleasure.

    I’m really, really excited. I’ve been kind of using your VR training
    video that you did. It was in a basement, and you’re training gas
    meter people on how to how to — I guess –use a gas meter. But I’ve
    been using that video to show the diverse range of things that can be
    done within VR. Tell us about that. Tell us about PIXO VR.

    Sean: Yes, I am definitely

    onboard with the way that XR and training will definitely change the
    ecosystem, make people’s lives safer and more effective, and
    hopefully make more money too, at the end. So yeah, the example that
    you give is a replication of a basement, where technicians were in
    the traditional way of training, driving around, mirroring or
    shadowing older technicians as the evolving workforce and the younger
    generation coming in. And they were training the new employees, the
    new trainees, and they were looking for a way to do this training
    that would be close to real life, rather than drive around for weeks
    or months on end. And they couldn’t show– the problem was they
    couldn’t really identify or show all the variances in the gas meters
    in these basements. So we did a multi-user randomized scenario of
    millions of different setups and scenarios of what these gas meters
    would look like, and really expedited the training timeline. So PIXO,
    that’s sort of the– using your video as an example. But we started
    as a traditional console video game company, moving quickly into
    mobile and enterprise, and then even quicker in 2016 into getting the
    first Oculus DK and starting to build enterprise VR training, from
    that point forward.

    Going from making games, because I just

    interviewed Arash Keshmirian from Extality, and he was doing the same
    thing. They were making virtual or augmented reality games for
    phones. And now they’re making enterprise solutions. How did you make
    that shift from going to making games to enterprise? And was it
    simply a way of making money or just– what is the precipitating
    factor of going from making games to basements full of gas fitting
    technology?

    Sean: Well, money certainly

    plays a role, but really the mission to make people’s lives better,
    to help improve the planet that we live on, being able to utilize the
    skill set that we’ve spent combined dozens of years, used the same
    skill set, even the same game engine as to develop interactive games
    — which is really what this training is — to be able to replicate
    things that you either were too expensive to do otherwise or just too
    risky to do. So, once we figured out that we were able to create the
    scenarios in the field — or in a basement, like you said earlier —
    and then actually make money doing it served the purpose and the
    mission, and also getting paid for solving problems rather than
    developing games and hoping someone will download it or purchase it.

    Alan: It’s definitely one of

    those things that you can do a lot more good with these things. Now,
    what kind of elements have you taken from the game production side —
    or days — and brought them in? Have you gamified these things? Is
    there like, a hidden thing where I can pull out a sword and start
    cutting things in half? Do you guys have any hidden Easter eggs in
    there?

    Sean: Maybe not Easter eggs, but

    something along those lines would be the randomization engine that we
    have. So every time you enter into an environment where applicable —
    which for us is the vast majority — where we randomize different
    hazards or defects or different things that you have to learn. As an
    example, we developed the fall protection module for mostly the
    construction industry where you have to pick– you’re up on an 80
    storey building — again, utilizing all environments, 3D modelling
    scenarios that you would build in a video game — and you put someone
    80 storeys above the ground on scaffolding, and they have to pick the
    right harness. So when the harnesses are randomized every time, you
    really have that decision making utilized there. We use a lot of game
    level design as well. And if you pick the wrong harness, obviously,
    you fall to your death — really — on this 80 storey building. Good
    news is it’s all virtual, so you learn your lesson, one way or the
    other. So we utilize, really, all game development techniques for
    that module and everything that we build, whether it be the design,
    whether it be the game level, whether it be the data analytics and
    reporting from the user management. And understanding not only how to
    optimize these applications, but how did you do, it could be used at
    a competitive basis where you can compete against your previous
    training, the previous time that you went in, or against other
    co-workers. So many, many different game aspects used.

    Alan: Interesting. What are some

    of the data points you’re collecting about users and learners, and
    how are you measuring success with this type of technology, versus
    just a standard classroom or on the job training? What’s the
    measurement of success?

    Sean: Well, like I said before,

    the ability to really have someone do something and interact in an
    environment through an active learning process. One of the best uses
    that we found for VR currently is in assessment. So let’s just stick
    with this fall protection. How would you assess if somebody really
    understood what to do when they were up on this scaffold? This is a
    way to really test their skill set, and if they fail, they’re able to
    fail at a low cost and at a low risk scenario. So that’s not
    something that you can do in a classroom. You can take a test, as you
    know, PowerPoint. We’ve used in the past. You can you can take a
    three ring binder and study it, go through it, do a test. But it’s
    not like actually doing it. So we track all the points, what they
    pick first, what they pick second, what they look at, where they go.
    All the data points that make up the story about whether that trainee
    actually knows what they’re doing. And as you know, with VR — and
    XR, really — with biometrics coming on to the scene here, in the
    near future, you’ll be able to track cognitive load and how their
    body actually responds to those different training scenarios.

    Alan: Are things like biometrics

    becoming part of this, or is this kind of a future plan? Because I
    would think that being 80 storeys up is kind of terrifying. People’s
    heart rate must be going through the roof.

    Sean: Oh, it sure is. Yeah, I

    definitely think that biometrics is going to play a huge role in all
    of XR, specifically in this VR training because you could use it then
    as an assessment tool. Not only on the individual trainee and the
    potential employee early on, it could be used at a interview process
    early on in the cycle or later on. And did they get better? Are they
    more comfortable in these different situations? As well as to
    optimize the experience. So is it too much training? We recently
    developed a emergency response natural gas leak scenario, where
    you’re in the middle of a subdivision — and again — utilizing
    multi-user, some AI components and a technician is faced with a
    potentially very serious gas leak that they have to eventually turn
    that gas off. Now, the training not only tells you about the
    individual, but it could also tell you about is this just too much
    for an individual? Does it require two people? It could influence the
    real life training thereafter.

    Alan: So how do you measure that

    then? Like, how do you know whether somebody is ready?

    Sean: Well, we’re currently not

    using any biometrics right now, but once the new hardware comes onto
    the scene with sensors in it, that will track that person’s cognitive
    load and body temperature, those kind of things. The results of that
    would tell you if this person’s suited for that kind of role or not.

    Alan: The amount of data we can

    collect from this and share is incredible. It’s not just about trying
    to sell people more things, but if this data can be used to deliver
    training in a more efficient, effective way, I think this is the
    ultimate goal.

    Sean: It sure is. And really the

    still being in that early adopter, early majority phase and having
    yet crossed that chasm to the later, mid later majority efficacy from
    this training — I think — will mean everything, will be where it
    becomes commonplace. So we found that we were over the years, got
    good traction with the early adopters that we’re most likely going to
    adopt and integrate early technology no matter what. I think we’re
    moving into a little bit of that early majority, but I think for the
    late majority to really catch on, you’re going to need real efficacy
    where it’s– you can prove it’s saving lives, it’s improved training,
    you’ve saved a lot of money. And I think 2020 is a big year for that.
    I think we’re at that crossroad.

    Alan: Yeah, I really, truly

    agree with that. So you guys have been working diligently on building
    out these scenarios and everything. What are some of the other ones
    you’ve talked about? Fall protection, emergency response, gas
    fitting. What are some of the other ones that you guys are working
    on?

    Well, in the very near future, where we

    got some nice press coming out soon with some of the ones that we’re
    going to release, we have a first responder operations for hazmat,
    where we have a spilled over gas tanker for firefighters. Now, the
    way that we developed these, Alan, is, for instance, our hazard
    recognition. We have hazard recognition, which are like OSHA
    standards that would be in a warehouse, but because we’ve productized
    that application, we could put hazard recognition on a construction
    site, or in a hospital, or in a steel factory, or an automotive
    factory. So we’ve productized the actual learning objective behind it
    and then can very easily flip the environments to be address most
    industries. So when I say we have hazard recognition, it’s really
    across multiple recognitions. We have the natural gas leak emergency
    response that I spoke of already, fall protection, the inside meter
    inspection that we spoke about already. Now, just to back up for one
    second. The way that our platform works is our business model is we
    go to market and distribute the content through VARs, or Value Added
    Resellers. We’ve also developed on the front-end a content curation
    side of the platform, that will allow other developers to monetize
    their content through our reseller network. So through– if you can
    imagine that all the amazing content that’s been developed and great
    developers out there that don’t have the sales side of things, our
    library — if you will — our content side is going to increase
    rapidly, as we bring these other developers on.

    Alan: Amazing. That seems like a

    scalable way to do it.

    Sean: It is. I mean, we–

    earlier on — when I say earlier on, meaning the last couple of years
    — we learned that we had a hard time selling to first responders or
    the construction companies or oil and gas company, because we didn’t
    know what the pain points were for that training. So partnering with
    these resellers — who understand the pain points — are much better
    at selling this training content into their industries. So that’s why
    on the sales side. And then we’re obviously automating all that
    through the platform.

    Alan: Incredible. Where can

    people find you? It’s pixovr.com?

    Sean: Yep, pixovr.com. We tend

    to have presence at most of these different trade shows that we go
    to, but pixovr.com is definitely the place.

    Alan: I think this is something

    that people will be listening, and the goal of this podcast is really
    to educate business owners and business communities to invest and
    start using this technology. So what would be the path for a new
    customer? So let’s say, for example, somebody is in — I don’t know
    — trucking, and they want to develop a trucking training. What is
    the path for them to go from reaching out on your website, to having
    the full thing delivered? What does that look like?

    Sean: We would start by having a

    conversation. First of all, is do we have the content that they’re
    looking for? Are there other developers that may have already the
    content that they’re looking for? And then we would most likely pair
    them up with one of our resellers, that would know– have much more
    knowledge and education in in the trucking space — in this scenario
    — to really help integrate. Because as you know, these business
    owners are finding the value of VR and XR pretty quickly. It’s easy
    to put on a headset and go up 80 storeys and look over the edge and
    say, “Wow, this is very impactful. This is game changing.”
    to actually integrating it into their business. So how does it fit
    into their business model? Where do they put it? Who does the
    training? Who trains? How many headsets? And through our resellers,
    we answer a lot of those questions, because they’ve already done it,
    they already know where to put it, they already know who maintains
    it, what category it goes under. So we would be able to help not only
    on the content side, but also on the integration side.

    Alan: Integration side is

    actually becoming one of those challenges that people– it used to be
    a technology problem. “Can we make this technology work? OK, now
    it works. Can we can we make it do something we want? Okay, that
    works. How do we get it out and how do we scale it in a reasonable
    way?” That’s the next step of it.

    Sean: Over the years, we’ve been

    faced with multiple problems, really just problem solving and
    creating a product market fit, and integration sort of rose to the
    top. The hardware is getting better. The people that [make] VR and
    the knowledge of VR — and XR — is becoming more available. And then
    without real strong efficacy, you can’t have integration before
    efficacy. So you have to integrate it. You have to start using it.
    And so I think those problems — like we said before — will be
    addressed. Not fully, but I think 2020 is looking bright.

    Alan: Interesting. I agree with

    you. I think now people are beyond that kind of shiny object syndrome
    of VR at the beginning, and they’re looking for real solutions. And
    it’s funny, because I’ve got your webpage open here and it’s just a
    video playing in the background. But you’ve got everything from a
    warehouse fall, and fire trucks, and everything. It’s really
    incredible, the work you guys have done. And I think in 2020
    companies are starting to realize the power of It. What about
    numbers? When somebody says to you — from a number standpoint —
    this is going to cost X amount. What is my return? How do you deal
    with those questions?

    Sean: Well, I think it’s a good

    question, because that means that they have a use case, or they’ve
    identified a pain point or a reason to use it. One of our clients
    works with a very large auto manufacturer — being here in Detroit,
    obviously, that’s in our backyard — that we’re sending engines
    around the world, to train on the engines, replace the timing belt or
    filter or something like that. So you can already see where the value
    of VR is. Because we took the CAD of the engine model, and replicated
    that and made it fully interactive and multi-participant. So they can
    train the trainees or the technicians all around the world, without
    having to send the engine out. So you could back into an ROI pretty
    quickly. Well, how much does an engine cost? How much does an engine
    cost to ship? How many were we shipping out? And then how much does a
    standalone headset cost, and how much did the application cost? And
    so you can see right there in that example of immediate ROI.

    Alan: Yeah, absolutely.

    Something that we’ve seen is in VR, you’re creating these assets for
    training. But those same assets can be also used for marketing or
    different divisions. Are you seeing that? Because what we realized is
    that usually one arm doesn’t talk to the other, and there’s very
    little crossover there. But as you start suggesting these things
    that, hey, you just spent X amount by making all these models of
    these things for your training. Would this be something that they
    could do into retail or marketing?

    Sean: Well, you and I both know

    that absolutely is possible.

    Alan: The question isn’t “Can

    you?” It is “Do they?”

    Sean: For VR/XR, all things

    under this umbrella, any adoption is great. So early on, anyone that
    was interested in it, we would work with them and try to license them
    some content. Yes, though. The answer is yes. At a high level, that
    it can be used– and we are starting to promote it, because when they
    look at costs for one department — or one division, depending on how
    large the company is — then we try to promote them that you could
    leverage this asset, get more out of it in different categories. Yes.

    Alan: And it’s interesting. We

    tried to do that as well. But it’s one of those things that– they’re
    like, “Yeah, that’s great. But dealing with the marketing
    department is a whole different ball of wax.” It’s crazy.

    Sean: It definitely is, yeah.

    And a lot of innovation departments are the ones reaching out first.

    Alan: Yeah, absolutely. Though

    the problems you get with the innovation departments, they’re
    usually– they want cutting edge things. And it ends up getting stuck
    in pilots. They get a small budget for a pilot, and then they– there
    seems to be a disconnect between the innovation department of the
    company, and actually deploying real solutions.

    Sean: That’s true. But I think

    as we understand integration better and as we solve those problems,
    we can help the innovation department. Because what we found was, we
    did some projects with innovation departments and we didn’t know
    ourselves how they would integrate it and they certainly don’t. So
    the more we’ve learned, the more we lean on our reseller subject
    matter experts, the better we’re getting and the more traction we’re
    getting.

    Alan: I guess one thing to

    consider when we’re doing this. You mentioned standalone headsets.
    Clearly people want this. Clients are saying, “Hey, I want to
    move to a standalone headset.” But the tradeoff of fidelity
    versus that, what are you guys seeing with, let’s say the Oculus
    Quest, for example?

    Sean: Yeah. You know, it depends

    also on the type of company. We work with insurance companies, where
    they want to take 40 headsets and put them in the trunks of 40
    different agents, and have them go on site on a construction site and
    do this type of training. They’re just not going to take a PC tether
    based unit and throw it in their trunk and go set it up. So in that
    scenario, the standalone, the Quest or other would work very well.
    Where you have training facilities and you have the staff or the
    employees trainees coming into that facility to train, then, of
    course, a unit that’s stationed and you could get that higher
    quality. But we found that the quality on the standalone is
    definitely suffice and outweighs the barrier. For instance, this
    insurance company, they’re just not going to do the other. So the
    quality is definitely, definitely good enough.

    Alan: Interesting. Wow. There’s

    so much to take in. We’ve got this this idea — both of us have
    thought about this a lot — of how do we use this technology as
    efficiently as possible. And one of the things that you mentioned —
    which I think is similar to our business model as well, and we’re
    gonna have to talk offline on how to work together on this — but
    distributing the content through value added resellers, and also
    reselling content. Because making quality VR content and AR content
    is expensive, and being able to share those costs across multiple
    companies seems like the only way to really grow the industry.

    Sean: It is. That’s definitely

    something that’s a little newer for us. We just are finishing some of
    the tools within the platform that will be able to ingest other
    content and then monetize it. We’ve created this ecosystem of taking
    it from content development — that we’re not calling content
    curation, because it could really come in a number of different ways
    — all the way through an end user license. So we feel like we’ve put
    this ecosystem and this process together, and now just continue to
    automate it through the tools. So whether it’s other people’s content
    or we’re developing our own content– we even have tools that would
    expedite the content development for other developers — whether it
    be randomization engine, multi-user engine, or art environment packs
    — that we would work with other developers to help expedite the
    development if they didn’t have existing content.

    Alan: So what would that look

    like from your standpoint, would there be a license fee or how would
    that work?

    Sean: We haven’t monetized those

    tools yet like that. We would rather just work with the developer to
    help develop, because we’re after the content. So we would work with
    them on those licenses or even the use of those tools in order to get
    these applications or the content. So we have resellers and their
    clients that are currently looking for content. So if we would work
    with other developers and provide these tools to help expedite
    development. So in short, we don’t have a toolkit that we license out
    currently, but we would definitely work with other developers to use
    those tools.

    Alan: That’s something that I

    think is kind of one of those things in this XR industry. It seems
    like everybody’s willing to help each other, and that’s an amazing
    thing in an industry that we’re still at the beginning. But I keep
    saying this over and over again. This is not a net sum game. Our
    industry is going to go from $10-billion to $500-billion in 10 years,
    creating — by PWC’s estimate — over $2-trillion in enterprise value
    in the next 10 years. That’s a lot of money to split, and there’s not
    a lot of companies working at the level of PIXO. And it’s really
    interesting to see that you’re so open to working with everybody.
    It’s great.

    Sean: Yeah, thanks. I definitely

    think that there’s room for everybody. I’ve yet to really– when you
    drill down and you have more of a sophisticated XR person looking
    into it, I’ve really yet to find two or three companies or more that
    are doing exactly the same thing. I feel like we all have our little
    niche, a little bit here, a little bit there, and can leverage each
    other and those attributes. Because in my opinion, the market really
    needs to grow in the next year or two. Now is the time. I’d hate for
    all of us–

    Alan: Yeah, I agree. And that is

    one of the reasons I started this podcast. One to learn personally,
    but also to inspire and educate business leaders to invest in this
    technology as fast as possible, because the more knowledge we get out
    there. And if you look at the podcast, the way it works, it’s done
    and it’s tagged by industry. So if somebody is interested in retail,
    that’s up in retail and there’s all the things for them, and for
    interest in the airlines, or training, or whatever it is.
    Unfortunately, training comes up in pretty much everyone, because
    that’s the killer use case of VR. But what is one problem in the
    world you want to see solved using XR technologies?

    Sean: The one problem with 15

    seconds to think about it, is I truly believe that exposing people,
    trainees, people learning a different skill — especially if it’s
    dangerous — exposing them to that environment, whether you’re a
    doctor, or a construction worker, or firefighter before being in that
    environment for real, whether it be crowd management, I think that
    solving that problem or allowing someone to be exposed to a scenario,
    before they actually have to go in it, will absolutely make the world
    a better place.

    Alan: Well, Sean, this has been

    really, really a great interview and thank you. Is there any final
    words you want to share with anybody?

    Sean: So if there are developers

    out there that have content — or want to develop content — are
    interested in monetizing that, get a hold of us. Otherwise, I really
    appreciate it, Alan. I look forward to following up and staying in
    touch.

    Alan: I will hit you up in

    Detroit. Motor City, here we come!

    Sean: Yes, sir.

    28 min
  • XR for Business News: COVID-19

    Most of the world is stuck indoors as the Coronavirus situation looms. Alan has a few words of encouragement for our listeners, and talks briefly about the power XR has to help keep us productive while we flatten the curve.

    For more information, check out our past episodes on virtual meeting spaces:

    Jacob Loewenstein – Spatial

    Jonny Cosgrove – meetingRoom

    Gabe Paez – The Wild

    Kalle Saarikannas – Glue

    Michael C. Cohen – UgoVirtual

    7 min
  • XR for Business News: COVID-19

    Most of the world is stuck indoors as the Coronavirus situation looms. Alan has a few words of encouragement for our listeners, and talks briefly about the power XR has to help keep us productive while we flatten the curve.

    For more information, check out our past episodes on virtual meeting spaces:

    Jacob Loewenstein – Spatial

    Jonny Cosgrove – meetingRoom

    Gabe Paez – The Wild

    Kalle Saarikannas – Glue

    Michael C. Cohen – UgoVirtual

    7 min
  • Building an XR Vocabulary for Businesses, with XR Bootcamp’s Ferhan Ozkan

    Code is a big part of what makes XR work, of course. But for most businesses, knowing the DNA of the technology will be less important than knowing how to best use it. XR Bootcamp co-founder Ferhan Ozkan is enabling businesses interested in XR to enable themselves.

    Alan: Welcome to the XR for

    Business podcast with your host, Alan Smithson. Today, we’re speaking
    with Ferhan Ozkan, the co-founder of XR Bootcamp, a platform to teach
    professionals how to create VR and AR applications, and support
    companies to bridge their skills gap in XR development through an
    intensive onsite program, cutting edge curriculum, and industry
    renowned lecturers with a focus on industry portfolio projects. I am
    personally very, very honored to be on the advisory board of XR
    Bootcamp and helping them really develop the future of how
    organizations will train their staff on how to build XR technologies.
    And so with that, I’d love to welcome Ferhan to the show. Ferhan,
    welcome to the show, my friend.

    Ferhan: Hi, Alan. Pleasure to be

    here. Thanks for inviting.

    Alan: It’s absolutely my

    pleasure. I just want to give you a little bit of history about you.
    XR Bootcamp started from VR First, which was an organization bringing
    VR labs into universities and colleges around the world. Is that
    correct?

    Ferhan: Yes. Yes. Back then —

    almost four years ago — we started as VR First. The main mission was
    to democratize VR and AR around the world. And you also supported us
    on these times, because it was hard to find headsets as a developer,
    as a startup. And we actually tried to tackle this problem with the
    help of major headset manufacturers – Oculus, HTC, Leap Motion, Intel
    — and they supported us to create VR/AR labs around the world. And
    we are quite happy with the impact being created now, these labs are
    actually really become big and creating amazing projects. And we are
    actually proud to have this network and enable this network. Yeah, we
    are now actually around 800 university that we can reach and over 400
    startup clusters. But as a lab that we have supported and seeded —
    as in equipment and other support — we reach to almost 52 labs. And
    now we see that these labs become actually quite impactful in their
    own region to create a regional VR/AR development scene, and VR/AR
    startup and clusters, and they are even creating VR/AR programs —
    academic programs — and industrial based trainings.

    Alan: Ferhan, when did you guys

    realize that bringing this type of knowledge into the enterprise was
    the next step?

    Ferhan: It is quite interesting,

    because we talk with institutions not only in educational, but
    government institutions. They reach to us after hearing about VR/AR.
    “Can we educate the people in our health institutions? Can we
    train the people, the employees that is actually working in the–
    airport workers, like on the aviation industry?” And we
    understood that there is actually already an initiative happening on
    different parts of the world, on different industries based on each
    government’s or each region’s industry focus. And then we decided,
    “OK, what we can do first of all to start the VR/AR innovation
    in each key destination?” So as I mentioned, seeding the
    equipment was the first one. I remember in the beginning of 2017, we
    had some kind of survey, and unfortunately for every 51 developer,
    there was only one headset in any institution or in a startup
    cluster. So think of like you want to create something, but you
    cannot even access the VR headset, which is a shame for this region.
    So we first of all started this seed equipment program, and then
    training programs come afterwards. And the biggest supporters or
    beneficiaries were actually the top enterprises in this local area,
    from manufacturing to automotive, from aviation to defense industry.
    And we would like to utilize all of these ecosystems like a startup
    cluster. So from the institutional perspective, they can even help
    creating a regional economy, with the help of science, parks,
    education institutions, and the agile startups.

    Alan: You’ve seen a lot of

    startups in the industry kind of come– some of them have come and
    gone. But what are you seeing as the major trend as we enter into
    kind of 2020? VR and AR are starting to pick up steam. Companies are
    starting to ask for– what are you seeing from startups now, that you
    weren’t seeing a few years ago, that is really trending?

    Ferhan: Yeah. I mean, this is a

    question that I can answer differently in every year, because of the
    rapid, crazy, evolving shape of the industry. But when we look ahead
    — 2020 and 2021 — what I see personally is the startups are usually
    creating platforms as a service. They just try to create their own
    businesses based on their maybe previous experiences, their previous
    business strategies. But they also see that it is not working like
    that, especially on B2C side. And what I have realized that there are
    many agencies, solution providers and startups who have started as a
    B2C product. Most of them are pivoted to enterprise application,
    because they see that there is already a market there that they can
    benefit from. At least to make a proof of concept for the enterprise
    and prove themselves there, and then skip to the B2C site whenever
    the mass adoption starts. But on the other side, from an enterprise
    perspective, most of them already need solution providers and they
    are not– maybe they were looking for some kind of normal
    advertisement agency. They were approaching to their advertisement
    agency, their usual film producer, production agency to create VR/AR
    experiences. But they understand that if they want more than a
    glorified POC, they have to actually reach the real VR/AR solution
    provider or startup. So we are right now seeing the clear distinction
    between the advertisement agency based VR/AR solution providers, and
    the enterprise based VR/AR solution providers. Especially in Europe,
    in Germany, what we have observed, the most successful startups — or
    startup leaders, let’s say — is coming directly from the heart of
    the enterprise, because they know how these big corporates work. They
    know all the old-fashioned — maybe you can call it —
    infrastructures work. And they are also aware that they have to find
    a solution based on these IT infrastructures, without changing so
    much on the IT infrastructures. Otherwise, it would create a lot of
    decision making process longer or it will make a lot of commitment
    from the corporate side, which is not easy from a startup
    perspective. So I have realized that the startups with this kind of
    enterprise knowledge, previous knowledge, they are the ones who
    actually achieve to work directly with the corporates. And we also
    see a lot of, of course, spinoffs from these corporates. They see one
    niche enterprise XR application needs, and they actually spin off to
    create the solution for the company that they have worked with.

    Alan: What are some of the

    solutions that you’re seeing that are driving the value now?

    Ferhan: Yeah. Instead of maybe

    the content related stuff, I think the navigation and also what I am
    seeing right now is on the enterprise application side, there is a
    lot of remote collaboration solutions right now, that is ramping up.
    But still it is not easy to show this to the corporate or to a client
    how it will work from their perspective. They can easily create a
    prototype and make a very nice pilot program for maybe one seat, two
    seats, five seats. But when you want to deploy this in the long run,
    it always comes down to how to scale. And we have witnessed that most
    of the startups who can tackle with this scaling challenge, are the
    ones that is actually having much better success while working with
    the clients.

    Alan: So you also mentioned

    something that’s really interesting to me, the fact that large
    corporations are kind of spinning up teams, and this leads directly
    into XR Bootcamp and the work you guys are doing. It almost seems
    like enterprises have realized the value of virtual/augmented/mixed
    reality technology — or XR — and they’re starting to spin up teams
    in-house. What are some of the recommendations that you can give for
    a company that wants to start an XR division or a team?

    Ferhan: What we have seen is,

    there is actually– this not only for VR/AR. This is usually in some
    kind of a vicious cycle or a chicken-and-egg problem that we are
    seeing right now. If I’m– let’s say I’m an evangelist in a large
    corporation and I see that OK, for my learning development needs, I
    would like to start the transformation towards VR/AR. Perfect. But
    there is always a boss that I have to convince. So in order to
    achieve that, I have to bring a demo to convince the decision makers,
    the board, my boss, whatever, so that they will provide– allocate
    some kind of budget for me. And then I’m going to an agency without
    any budget telling them, “OK. Let’s create a demo. It should
    look nice. It shouldn’t be maybe the whole experience. But I need to
    have something to pitch to my boss, to my executive board,” and
    then agency says “It is not possible, because you are not paying
    it. And I don’t know if your boss will allocate money for the
    upcoming potential project.” And since agency needs budget, I
    cannot even create a demo showcase. From an internal capacity
    perspective, this is actually a very unlucky situation and
    disappointing situation for the people who would like to initiate
    their first VR/AR deployment or pilot. And we believe that instead of
    trying to find an agency, what if a company creates their own team of
    VR/AR– we can call it maybe “VR/AR creation team” and then
    they will be self-capable of creating at least demos or showcases for
    convincing the bosses. OK? So in order to achieve that, you don’t
    necessarily need to even hire new staff members, because hiring new
    employees is always a problem, because it shows that you have to have
    a long term commitment, etc. But you can easily tell to your own team
    — or your own content creation team — to create a project for 2-3
    hours per week, so that in the following weeks they can even create a
    small prototype, or maybe you can create a Hecaton. But it all comes
    down to how you will make your own engineers, your own designers,
    your own developers become a creator of your XR learning demo, or
    your XR app interface, or your XR club.

    Alan: It’s interesting you say

    that, Ferhan, because as you know, we spoke offline earlier about
    what we’re working on. Part of what we’re working on behind the
    scenes is enabling individuals web– just regular web developers the
    ability to create spatial computing, and make that as easy as making
    a website. And I think the tools are starting to come that will allow
    anybody, in any organization to start making this content. And if you
    look out even five years from now, the glasses will be super cheap.
    They’ll be running on cloud and edge computing. So the processing
    power will be distributed. And it really comes down to making
    content, and making content fast and inexpensively, and democratizing
    the content creation, in my opinion.

    Ferhan: I totally agree.

    Eventually– we already see a few examples, but it will become much
    more seamless — or let’s say frictionless — from the developer
    perspective or developer– we can call it a developer-friendly, and
    we will see WordPress or Wix of VR/AR creation. So the most important
    point here is, that is why we also concentrate on our upskilling
    bootcamps, instead of trying to show tools — which it can change,
    because if you have a WordPress or Wix or these kind of tools for VR,
    you don’t necessarily need to know all the coding and knowledge or
    all the details of the tools, because it would probably be intuitive
    and developer-friendly — but understanding how to create an
    immersive experience or how to even project the data to your AR
    device on the right moment, to the right person, to the right eye is
    more critical than explaining or teaching any tools on the market. Of
    course Unity, Unreal, and these engines is already important to make
    you enabled, which we strongly recommend if you already have a
    commitment for VR/AR. But on the basic part, how to create a digital
    reality and immersive strategy on your own company, how to create a
    VR/AR demo for your company and so that you can convince your boss,
    is much more important than other options, because now you become
    self-capable of understanding how you can work with even the third
    party providers.

    Alan: Basically what you’re

    doing is you’re enabling businesses to enable themselves.

    Ferhan: Exactly. Self-capable,

    self-capable.

    Alan: Wonderful. [chuckles] OK,

    so how can people find out more information? I know the website is
    xrbootcamp.com. What do you have coming up in the next little bit
    with XR Bootcamp?

    Ferhan: So with the valuable

    contribution of our advisory board, our board members include
    important pioneers, like yourself. And in addition to that, we have
    VR/AR managers from all the Accenture, BNP Paribas, KLM, Bosch, HTC
    Vive. So all these people are coming together. We are actually
    meeting quite often, every month. Even though all of out board
    members are quite busy, they really give a lot of important. So I
    would like to thank to all of our board members for their valuable
    support. And we are actually designating the top skills requirement
    of today and try to find the best matching modules, so that we can
    add to XR Bootcamp program. Our bootcamp is starting on May and we
    will have two paths. One is VR/AR full stack development. The other
    is VR/AR full stack design. So you can select one of them. And the
    first batch, it will be in Berlin. But in the upcoming batches, we
    would like to actually use the opportunity of our network in both US,
    Europe, and Asia with the help of our labs. We would like to deploy
    the similar bootcamps with the similar industrial based curriculum on
    different locations, based on the demand. So from a B2B perspective,
    of course, when a company wants– a company may want to send one of
    their employees, or a few of their employees to these bootcamps, or
    if they would like to upskill all of their designers, developers,
    engineers. We are also receiving applications for onsite bootcamp. So
    deploying this similar industry based curriculum inside the company
    for a few week long period.

    Alan: So you have these things

    coming up soon. You’ve got the ability to do this onsite for
    companies that have larger teams that want to spin up. You’re going
    to be running this in Berlin, but then in also North America as well.
    I guess people can apply to be part of the XR Bootcamp at
    xrbootcamp.com.

    Ferhan: Yes.

    Alan: And is there anything else

    that you want to discuss about XR Bootcamp before we move on?

    Ferhan: The most important part

    that I would like to share: our normal bootcamp programs is– maybe I
    can mention a little bit about the model here. The coding bootcamps
    is quite popular around the world. As far as I know, there are over
    300 coding bootcamp programs in US. Most of them are providing web
    development, UI/UX design, product design, sometimes cybersecurity
    bootcamps, which– some of them are quite good. What I’m seeing here
    that the perception of upskilling is changing. Of course,
    universities are still serving an important purpose to give you the
    fundamentals of your own discipline. But from a bootcamp perspective,
    there are still people who like access to this knowledge without
    being part of a university. Since on a bootcamp you have– either you
    have a full stack– sorry, a full day program, which is, you are
    actually coming from morning till evening every day, it is three
    months. But you can also have a after work program, which we call it
    “part-time”, which you can actually finish the whole
    program in six months. So what we have seen that people like to
    access this kind of high-tech knowledge, even though they are not
    coming from these disciplines, because as you can easily see, VR/AR
    is something quite interesting for many people. And then you look at
    from a professional perspective or from an employer perspective, if I
    have a digital teaching project that I need maybe five people to
    upskill, instead of finding VR/AR developers and giving them
    engineering skills, I’m actually finding five engineers and
    upskilling them on VR/AR development, which is easier than upskilling
    on engineering background. So that is the exact thing that we are
    right now focusing. And as I mentioned, for our onsite programs,
    sometimes companies requires not the whole module itself, but some
    specific parts. So we can actually shape it based on their needs,
    since we have an modular program.

    Alan: So Ferhan, what problem in

    the world do you think we can solve or do you want to see solved
    using XR technologies?

    Ferhan: Yeah, so this is– this

    is hard to answer. And if you are talking about today, my answers
    will be different than if you are talking about in the long term,
    because–

    Alan: Let’s talk about today,

    and let’s talk about 10 years out.

    Ferhan: Okay. So today, I

    believe VR is quite a meaningful tool to use, especially solving
    today’s problems. Especially since we are talking about today, I
    would expect from the enterprise side, I would like to see people
    coming to their work or accessing to their– any kind of job
    opportunity with the help of very nice training and onboarding
    processes happening on VR/AR. So making the jobs — or even the jobs
    that requires more skills — and making it accessible is quite
    important. So making these jobs accessible through VR/AR development
    is quite important from my perspective. Maybe you have heard as well.
    The best onboarding is no onboarding, right? So in order to achieve
    that, maybe you will just start your job today and then start already
    contributing to your company, by just with the help of augmentation
    or with the help of virtual/augmented reality tools. So this is the
    world that I would like to see today and in the upcoming years, which
    is already shaping up in some companies. And for the next ten years,
    of course, we may think about a little bit like mass adoption on the
    consumer level, and AR. We are part of Open AR Cloud. So I believe
    that 10 years from now, we can see the implications and impact of AR
    cloud. So VR/AR can also be part of our daily lives, and helping us
    on any way possible. So I’m expecting that we don’t need to look at
    screens anymore. So 10 years from now is screenless future that I’m
    imagining.

    Alan: That’s pretty cool.

    Today’s focus is enterprise. Tomorrow is the mass market in a
    screenless society. Well, Ferhan, thank you so much for taking the
    time out of your busy schedule. How can people find you?

    Ferhan: Yeah, xrbootcamp.com.

    I’m happy to connect on LinkedIn, “Ferhan Ozkan”. If they
    write, they will probably find me.

    Alan: Awesome. Well, thanks

    again, my friend. Have a wonderful day. And that has been the XR for
    Business podcast.

    Ferhan: Thank you.

    27 min
  • Building an XR Vocabulary for Businesses, with XR Bootcamp’s Ferhan Ozkan

    Code is a big part of what makes XR work, of course. But for most businesses, knowing the DNA of the technology will be less important than knowing how to best use it. XR Bootcamp co-founder Ferhan Ozkan is enabling businesses interested in XR to enable themselves.

    Alan: Welcome to the XR for

    Business podcast with your host, Alan Smithson. Today, we’re speaking
    with Ferhan Ozkan, the co-founder of XR Bootcamp, a platform to teach
    professionals how to create VR and AR applications, and support
    companies to bridge their skills gap in XR development through an
    intensive onsite program, cutting edge curriculum, and industry
    renowned lecturers with a focus on industry portfolio projects. I am
    personally very, very honored to be on the advisory board of XR
    Bootcamp and helping them really develop the future of how
    organizations will train their staff on how to build XR technologies.
    And so with that, I’d love to welcome Ferhan to the show. Ferhan,
    welcome to the show, my friend.

    Ferhan: Hi, Alan. Pleasure to be

    here. Thanks for inviting.

    Alan: It’s absolutely my

    pleasure. I just want to give you a little bit of history about you.
    XR Bootcamp started from VR First, which was an organization bringing
    VR labs into universities and colleges around the world. Is that
    correct?

    Ferhan: Yes. Yes. Back then —

    almost four years ago — we started as VR First. The main mission was
    to democratize VR and AR around the world. And you also supported us
    on these times, because it was hard to find headsets as a developer,
    as a startup. And we actually tried to tackle this problem with the
    help of major headset manufacturers – Oculus, HTC, Leap Motion, Intel
    — and they supported us to create VR/AR labs around the world. And
    we are quite happy with the impact being created now, these labs are
    actually really become big and creating amazing projects. And we are
    actually proud to have this network and enable this network. Yeah, we
    are now actually around 800 university that we can reach and over 400
    startup clusters. But as a lab that we have supported and seeded —
    as in equipment and other support — we reach to almost 52 labs. And
    now we see that these labs become actually quite impactful in their
    own region to create a regional VR/AR development scene, and VR/AR
    startup and clusters, and they are even creating VR/AR programs —
    academic programs — and industrial based trainings.

    Alan: Ferhan, when did you guys

    realize that bringing this type of knowledge into the enterprise was
    the next step?

    Ferhan: It is quite interesting,

    because we talk with institutions not only in educational, but
    government institutions. They reach to us after hearing about VR/AR.
    “Can we educate the people in our health institutions? Can we
    train the people, the employees that is actually working in the–
    airport workers, like on the aviation industry?” And we
    understood that there is actually already an initiative happening on
    different parts of the world, on different industries based on each
    government’s or each region’s industry focus. And then we decided,
    “OK, what we can do first of all to start the VR/AR innovation
    in each key destination?” So as I mentioned, seeding the
    equipment was the first one. I remember in the beginning of 2017, we
    had some kind of survey, and unfortunately for every 51 developer,
    there was only one headset in any institution or in a startup
    cluster. So think of like you want to create something, but you
    cannot even access the VR headset, which is a shame for this region.
    So we first of all started this seed equipment program, and then
    training programs come afterwards. And the biggest supporters or
    beneficiaries were actually the top enterprises in this local area,
    from manufacturing to automotive, from aviation to defense industry.
    And we would like to utilize all of these ecosystems like a startup
    cluster. So from the institutional perspective, they can even help
    creating a regional economy, with the help of science, parks,
    education institutions, and the agile startups.

    Alan: You’ve seen a lot of

    startups in the industry kind of come– some of them have come and
    gone. But what are you seeing as the major trend as we enter into
    kind of 2020? VR and AR are starting to pick up steam. Companies are
    starting to ask for– what are you seeing from startups now, that you
    weren’t seeing a few years ago, that is really trending?

    Ferhan: Yeah. I mean, this is a

    question that I can answer differently in every year, because of the
    rapid, crazy, evolving shape of the industry. But when we look ahead
    — 2020 and 2021 — what I see personally is the startups are usually
    creating platforms as a service. They just try to create their own
    businesses based on their maybe previous experiences, their previous
    business strategies. But they also see that it is not working like
    that, especially on B2C side. And what I have realized that there are
    many agencies, solution providers and startups who have started as a
    B2C product. Most of them are pivoted to enterprise application,
    because they see that there is already a market there that they can
    benefit from. At least to make a proof of concept for the enterprise
    and prove themselves there, and then skip to the B2C site whenever
    the mass adoption starts. But on the other side, from an enterprise
    perspective, most of them already need solution providers and they
    are not– maybe they were looking for some kind of normal
    advertisement agency. They were approaching to their advertisement
    agency, their usual film producer, production agency to create VR/AR
    experiences. But they understand that if they want more than a
    glorified POC, they have to actually reach the real VR/AR solution
    provider or startup. So we are right now seeing the clear distinction
    between the advertisement agency based VR/AR solution providers, and
    the enterprise based VR/AR solution providers. Especially in Europe,
    in Germany, what we have observed, the most successful startups — or
    startup leaders, let’s say — is coming directly from the heart of
    the enterprise, because they know how these big corporates work. They
    know all the old-fashioned — maybe you can call it —
    infrastructures work. And they are also aware that they have to find
    a solution based on these IT infrastructures, without changing so
    much on the IT infrastructures. Otherwise, it would create a lot of
    decision making process longer or it will make a lot of commitment
    from the corporate side, which is not easy from a startup
    perspective. So I have realized that the startups with this kind of
    enterprise knowledge, previous knowledge, they are the ones who
    actually achieve to work directly with the corporates. And we also
    see a lot of, of course, spinoffs from these corporates. They see one
    niche enterprise XR application needs, and they actually spin off to
    create the solution for the company that they have worked with.

    Alan: What are some of the

    solutions that you’re seeing that are driving the value now?

    Ferhan: Yeah. Instead of maybe

    the content related stuff, I think the navigation and also what I am
    seeing right now is on the enterprise application side, there is a
    lot of remote collaboration solutions right now, that is ramping up.
    But still it is not easy to show this to the corporate or to a client
    how it will work from their perspective. They can easily create a
    prototype and make a very nice pilot program for maybe one seat, two
    seats, five seats. But when you want to deploy this in the long run,
    it always comes down to how to scale. And we have witnessed that most
    of the startups who can tackle with this scaling challenge, are the
    ones that is actually having much better success while working with
    the clients.

    Alan: So you also mentioned

    something that’s really interesting to me, the fact that large
    corporations are kind of spinning up teams, and this leads directly
    into XR Bootcamp and the work you guys are doing. It almost seems
    like enterprises have realized the value of virtual/augmented/mixed
    reality technology — or XR — and they’re starting to spin up teams
    in-house. What are some of the recommendations that you can give for
    a company that wants to start an XR division or a team?

    Ferhan: What we have seen is,

    there is actually– this not only for VR/AR. This is usually in some
    kind of a vicious cycle or a chicken-and-egg problem that we are
    seeing right now. If I’m– let’s say I’m an evangelist in a large
    corporation and I see that OK, for my learning development needs, I
    would like to start the transformation towards VR/AR. Perfect. But
    there is always a boss that I have to convince. So in order to
    achieve that, I have to bring a demo to convince the decision makers,
    the board, my boss, whatever, so that they will provide– allocate
    some kind of budget for me. And then I’m going to an agency without
    any budget telling them, “OK. Let’s create a demo. It should
    look nice. It shouldn’t be maybe the whole experience. But I need to
    have something to pitch to my boss, to my executive board,” and
    then agency says “It is not possible, because you are not paying
    it. And I don’t know if your boss will allocate money for the
    upcoming potential project.” And since agency needs budget, I
    cannot even create a demo showcase. From an internal capacity
    perspective, this is actually a very unlucky situation and
    disappointing situation for the people who would like to initiate
    their first VR/AR deployment or pilot. And we believe that instead of
    trying to find an agency, what if a company creates their own team of
    VR/AR– we can call it maybe “VR/AR creation team” and then
    they will be self-capable of creating at least demos or showcases for
    convincing the bosses. OK? So in order to achieve that, you don’t
    necessarily need to even hire new staff members, because hiring new
    employees is always a problem, because it shows that you have to have
    a long term commitment, etc. But you can easily tell to your own team
    — or your own content creation team — to create a project for 2-3
    hours per week, so that in the following weeks they can even create a
    small prototype, or maybe you can create a Hecaton. But it all comes
    down to how you will make your own engineers, your own designers,
    your own developers become a creator of your XR learning demo, or
    your XR app interface, or your XR club.

    Alan: It’s interesting you say

    that, Ferhan, because as you know, we spoke offline earlier about
    what we’re working on. Part of what we’re working on behind the
    scenes is enabling individuals web– just regular web developers the
    ability to create spatial computing, and make that as easy as making
    a website. And I think the tools are starting to come that will allow
    anybody, in any organization to start making this content. And if you
    look out even five years from now, the glasses will be super cheap.
    They’ll be running on cloud and edge computing. So the processing
    power will be distributed. And it really comes down to making
    content, and making content fast and inexpensively, and democratizing
    the content creation, in my opinion.

    Ferhan: I totally agree.

    Eventually– we already see a few examples, but it will become much
    more seamless — or let’s say frictionless — from the developer
    perspective or developer– we can call it a developer-friendly, and
    we will see WordPress or Wix of VR/AR creation. So the most important
    point here is, that is why we also concentrate on our upskilling
    bootcamps, instead of trying to show tools — which it can change,
    because if you have a WordPress or Wix or these kind of tools for VR,
    you don’t necessarily need to know all the coding and knowledge or
    all the details of the tools, because it would probably be intuitive
    and developer-friendly — but understanding how to create an
    immersive experience or how to even project the data to your AR
    device on the right moment, to the right person, to the right eye is
    more critical than explaining or teaching any tools on the market. Of
    course Unity, Unreal, and these engines is already important to make
    you enabled, which we strongly recommend if you already have a
    commitment for VR/AR. But on the basic part, how to create a digital
    reality and immersive strategy on your own company, how to create a
    VR/AR demo for your company and so that you can convince your boss,
    is much more important than other options, because now you become
    self-capable of understanding how you can work with even the third
    party providers.

    Alan: Basically what you’re

    doing is you’re enabling businesses to enable themselves.

    Ferhan: Exactly. Self-capable,

    self-capable.

    Alan: Wonderful. [chuckles] OK,

    so how can people find out more information? I know the website is
    xrbootcamp.com. What do you have coming up in the next little bit
    with XR Bootcamp?

    Ferhan: So with the valuable

    contribution of our advisory board, our board members include
    important pioneers, like yourself. And in addition to that, we have
    VR/AR managers from all the Accenture, BNP Paribas, KLM, Bosch, HTC
    Vive. So all these people are coming together. We are actually
    meeting quite often, every month. Even though all of out board
    members are quite busy, they really give a lot of important. So I
    would like to thank to all of our board members for their valuable
    support. And we are actually designating the top skills requirement
    of today and try to find the best matching modules, so that we can
    add to XR Bootcamp program. Our bootcamp is starting on May and we
    will have two paths. One is VR/AR full stack development. The other
    is VR/AR full stack design. So you can select one of them. And the
    first batch, it will be in Berlin. But in the upcoming batches, we
    would like to actually use the opportunity of our network in both US,
    Europe, and Asia with the help of our labs. We would like to deploy
    the similar bootcamps with the similar industrial based curriculum on
    different locations, based on the demand. So from a B2B perspective,
    of course, when a company wants– a company may want to send one of
    their employees, or a few of their employees to these bootcamps, or
    if they would like to upskill all of their designers, developers,
    engineers. We are also receiving applications for onsite bootcamp. So
    deploying this similar industry based curriculum inside the company
    for a few week long period.

    Alan: So you have these things

    coming up soon. You’ve got the ability to do this onsite for
    companies that have larger teams that want to spin up. You’re going
    to be running this in Berlin, but then in also North America as well.
    I guess people can apply to be part of the XR Bootcamp at
    xrbootcamp.com.

    Ferhan: Yes.

    Alan: And is there anything else

    that you want to discuss about XR Bootcamp before we move on?

    Ferhan: The most important part

    that I would like to share: our normal bootcamp programs is– maybe I
    can mention a little bit about the model here. The coding bootcamps
    is quite popular around the world. As far as I know, there are over
    300 coding bootcamp programs in US. Most of them are providing web
    development, UI/UX design, product design, sometimes cybersecurity
    bootcamps, which– some of them are quite good. What I’m seeing here
    that the perception of upskilling is changing. Of course,
    universities are still serving an important purpose to give you the
    fundamentals of your own discipline. But from a bootcamp perspective,
    there are still people who like access to this knowledge without
    being part of a university. Since on a bootcamp you have– either you
    have a full stack– sorry, a full day program, which is, you are
    actually coming from morning till evening every day, it is three
    months. But you can also have a after work program, which we call it
    “part-time”, which you can actually finish the whole
    program in six months. So what we have seen that people like to
    access this kind of high-tech knowledge, even though they are not
    coming from these disciplines, because as you can easily see, VR/AR
    is something quite interesting for many people. And then you look at
    from a professional perspective or from an employer perspective, if I
    have a digital teaching project that I need maybe five people to
    upskill, instead of finding VR/AR developers and giving them
    engineering skills, I’m actually finding five engineers and
    upskilling them on VR/AR development, which is easier than upskilling
    on engineering background. So that is the exact thing that we are
    right now focusing. And as I mentioned, for our onsite programs,
    sometimes companies requires not the whole module itself, but some
    specific parts. So we can actually shape it based on their needs,
    since we have an modular program.

    Alan: So Ferhan, what problem in

    the world do you think we can solve or do you want to see solved
    using XR technologies?

    Ferhan: Yeah, so this is– this

    is hard to answer. And if you are talking about today, my answers
    will be different than if you are talking about in the long term,
    because–

    Alan: Let’s talk about today,

    and let’s talk about 10 years out.

    Ferhan: Okay. So today, I

    believe VR is quite a meaningful tool to use, especially solving
    today’s problems. Especially since we are talking about today, I
    would expect from the enterprise side, I would like to see people
    coming to their work or accessing to their– any kind of job
    opportunity with the help of very nice training and onboarding
    processes happening on VR/AR. So making the jobs — or even the jobs
    that requires more skills — and making it accessible is quite
    important. So making these jobs accessible through VR/AR development
    is quite important from my perspective. Maybe you have heard as well.
    The best onboarding is no onboarding, right? So in order to achieve
    that, maybe you will just start your job today and then start already
    contributing to your company, by just with the help of augmentation
    or with the help of virtual/augmented reality tools. So this is the
    world that I would like to see today and in the upcoming years, which
    is already shaping up in some companies. And for the next ten years,
    of course, we may think about a little bit like mass adoption on the
    consumer level, and AR. We are part of Open AR Cloud. So I believe
    that 10 years from now, we can see the implications and impact of AR
    cloud. So VR/AR can also be part of our daily lives, and helping us
    on any way possible. So I’m expecting that we don’t need to look at
    screens anymore. So 10 years from now is screenless future that I’m
    imagining.

    Alan: That’s pretty cool.

    Today’s focus is enterprise. Tomorrow is the mass market in a
    screenless society. Well, Ferhan, thank you so much for taking the
    time out of your busy schedule. How can people find you?

    Ferhan: Yeah, xrbootcamp.com.

    I’m happy to connect on LinkedIn, “Ferhan Ozkan”. If they
    write, they will probably find me.

    Alan: Awesome. Well, thanks

    again, my friend. Have a wonderful day. And that has been the XR for
    Business podcast.

    Ferhan: Thank you.

    27 min
  • Enhancing the Hospitality Experience in XR, with UgoVirtual’s Michael C. Cohen

    Today’s guest — UgoVirtual’s Michael Cohen — describes the hospitality industry like a snowflake – add a little heat and, well, you can imagine. Hotels and cruises rely on proven practices to keep guests happy. Luckily, XR doesn’t have to disrupt those practices; they can build on top of them. 

    Alan: Coming up next on the XR

    for Business podcast, we have Michael Cohen from UgoVirtual. We’re
    going to be talking about how virtual/augmented/mixed reality
    solutions — or XR solutions — can be used for front-of-house for
    customer facing activations, from AR to VR. Pre-experiences, what is
    it like to book this hotel, looking all around you? And also the
    back-of-house: how do we use this technology to give the best
    possible training for the staff, so that the customer experience is
    flawless across the board? All that and more coming up, on the XR for
    Business podcast, coming up next. Michael, welcome to the show, my
    friend.

    Michael: Thank you very much.

    Really appreciate it, Alan.

    Alan: It’s my absolute pleasure.

    It’s been a long time coming. We’ve been kind of doing the dance,
    watching each other grow. And I’m really excited to learn about what
    you guys are doing in the hospitality field. It feels like it’s a
    greenfield opportunity in hospitality, from travel/tourism. A bunch
    of companies started with, “We’re going to put a 360 camera and
    let you have a virtual tour.” But explain to us, what are you
    doing at UgoVirtual, and what is the response so far in the
    hospitality industry?

    Michael: Well, first of all,

    timing is everything, as we know. [chuckles] And the global travel
    and hospitality industry is absolutely a greenfield opportunity. It’s
    primed for scale and expansion in regards to XR. The reason being is
    that there have been investments and there have been initiatives,
    both on the brand and enterprise level of hospitality and travel
    companies, but also in startups and larger companies who have
    enabled, let’s call it a slice of VR or a slice of AR. Or as you
    mentioned, enabled OK 360 hotel tours that were maybe derivative out
    of the real estate market and that sort of scenario. Now, the
    opportunity is very, very serious for UgoVirtual, because we are the
    travel and hospitality virtual solutions company, very myopically
    focused to both consult to the major travel and hospitality brands to
    help them navigate and make investments and strategic decisions for
    the next three, four, five years on what XR will be for them.

    And also from our perspective, we have

    a portfolio of XR oriented solutions that are very focused and linear
    to the travel and hospitality space. So we’re not taking generic
    solutions and trying to overlay them on travel and hospitality. The
    group that’s involved with UgoVirtual — who I’m a strategic advisor
    to — we’re all 15-20 year veterans on hospitality technology
    commercialization for the front-of the house, which is guest facing
    solutions and the back-of-the-house, which is employees and staff. So
    when you overlay that kind of multi-decade experience on how to get
    technology efficiently deployed, efficiently commercialized, exceed
    the demands or the needs of travel and hospitality brands, with these
    now slowly maturing VR/AR/XR opportunities, it’s a wonderful fit for
    UgoVirtual right now.

    Alan: So give us an example. You

    talked about front-of-house, customer facing solutions. Let’s start
    with front-of-house and then we’ll go back-of-house. Because I don’t
    know if you know this, but I actually met my wife working at Delta
    Hotels in Toronto.

    Michael: [chuckles] That’s

    perfect.

    Alan: Yeah.

    Michael: Yeah.

    Alan: I was a bartender, and she

    was the night manager–

    Michael: That sounds like a

    great novella right there. But that’s for another day.

    Alan: [chuckles] It sure is.

    Let’s talk front-of-house. What’s going on there?

    Michael: Here’s the reality

    about hospitality specifically and hotels, let’s be more even
    granular. There’s obviously a massive investments of travel and
    hospitality startups that are geared towards mobility, they’re geared
    towards guest engagement, the guest experience, the ability for
    guests to use their own BYOD smartphones to interact and to
    experience property or a destination, for example. So there’s been
    millions and millions of dollars invested — both at the brand level
    and also at the vendor level — to enable mobile, for example. So
    things like — I don’t know — mobile key access to rooms, brand
    apps, et cetera.

    Where UgoVirtual has identified a

    couple of years ago and has been investing into initiatives, is the
    virtualization of those type of experiences, the enhancements, the
    scalability of those types of engagement experiences such as
    virtualized hotel tours, deep virtual tours. They don’t require
    headsets. They don’t require Hololens 2 for the consumer, but the
    consumer through their mobile device, their tablet or at home,
    through our solutions, through our virtual hotel tours that we are
    fully rolling out in January of 2020. And we have some beta sites
    already deployed all across North America. UgoVirtual hotel tours
    solutions are very deep. They’re very much about the flow through a
    hotel, experiencing the hotel, versus simply a 360 camera and some
    sort of images.

    The reason being is that hoteliers have

    consistently over decades invested so much in the experiential design
    and the look and feel and the feature function of their properties.
    It’s an incredibly competitive market, like many other vertical
    markets. And their investments in new builds and renovations are
    massive and substantial. But this is all about the pre, the present,
    and the post. The pre-virtualization of a guest experience. The
    pre-experience of what it will be like to book this hotel, or book
    their convention in this convention hotel, or book their meeting in
    the meeting space, etc. is a massive benefit of what we call
    hospitality XR from the front-of-the-house. And those are things that
    we feel have been — in a limited fashion — enabled in the travel
    and hospitality vertical.

    But now we’re bringing out these

    solutions that are far deeper, far richer, based upon technology that
    you and I and others in industry know very well. But it’s all about
    execution. So one major area is definitely the pre-virtualization of
    travel or accommodations, so that consumers and the guests —
    passengers of a cruise ship, for example — they have the ability to
    differentiate and to make decisions on where they’re going to build
    their travel itineraries, who they’re going to make their
    reservations with, who they’re going to purchase services from.
    That’s a massive opportunity that we’re very focused on executing in
    the travel and hospitality space. That’s one major area of the
    front-of-the-house.

    The other area of the

    front-of-the-house that we’re rolling out in 2020 as well is the
    augmented reality experience within the guest room and the public
    spaces of hotels or convention centers, etc. And we have invested and
    are rolling out particular technologies that replace a lot of the
    traditional content, printed content, even some of the digital
    content that has been invested in by brands or travel destinations
    over the last five, six, seven years, to make it a far more seamless
    augmented reality digital overlay on the skin of the hotel or the
    destination. That’s another area that you know well what I’m talking
    about, and I’m sure the listeners do as well. Taking this augmented
    reality interaction, these activations and actually focusing them on
    the guest room. So we’ll be making announcements in January, February
    on our next range of augmented reality solutions for hotels.

    And then the last scenario that we very

    much have commercialized and we’re rolling out is the virtualization
    of events within the travel and hospitality space. But the reality is
    that like any other vertical market industry, there’s a wide array of
    industry events, of vendor events, of organization events that you
    and I travel to many times, in many ways, in different verticals.
    Well, we have a technology that we’ve commercialized over the last 18
    months and we’ve already landed and are deploying multiple
    virtualized events of brick and mortar exhibitors. And these are
    industry related events in our space. There are organizational events
    and there are also the vendor conferences for — for example —
    hospitality technology vendors, who may have a conference every two
    years because it’s incredibly expensive, quite challenging in regards
    to bandwidth and time for the attendees and the vendors or the
    speakers. So they may have these events every two years. Well, with
    UgoVirtual virtualized events, they can have those events every year.
    One year virtual, one year brick and mortar. And that’s really been a
    major push crush. And we’ve had a lot of positive feedback on that as
    well.

    Alan: Watching the video, you’ve

    basically created a system where you can have a virtual trade show,
    looks like. And virtual meetings.

    Michael: That’s exactly what it

    is. Exactly.

    Alan: So that’s not necessarily

    in VR. I mean, you’re doing that on 2D screens. And so how is that
    working out? What’s some of the response with that?

    Michael: Well, we’ve generated a

    lot of revenue, and we have multiple events signed and we’re rolling
    them out in 2020. So I guess that’s the ultimate feedback from the
    industry, is that people like us, they really like us, as Oscar
    winners have said in the past. [chuckles] So, I mean, you can have a
    vision, you can have an idea. If you’re executing in a vacuum, it’s
    one thing. But when you’re executing and getting positive
    reinforcement, and actual industry players are signing contracts and
    investing in virtualizing their events, that’s the ultimate feedback
    you can expect. And we’re still in a bit of a soft launch, because we
    want to make sure that we’re executing very, very strongly on these
    events. But the opportunity to go wide is really there, because
    here’s the reality.

    There are three areas of the travel and

    hospitality industry globally where virtualized events from
    UgoVirtual make a ton of sense. One is, obviously, our vertical
    market industry organizations. There’s organizations called HTNG, for
    example, that’s Hospitality Technology Next Generation. There’s
    organizations called HFTP, which is the Hospitality, Finance and
    Travel Professionals. These are — like any vertical market — these
    are major organizations where we’re all members, and it’s an
    important part of our careers. It’s an important part of training and
    networking. And they all have very large user groups and work groups
    and so on. So we are looking to talk to those people and move their
    events — which we are all members of — to a virtual scenario
    because you have an ability to expand reach, expand awareness, drive
    actual interactivity between members of an organization or a vertical
    market.

    Because not everybody can travel to New

    Orleans or travel to LA or travel to Monte Carlo. Not everyone can do
    that. And no-one has the level in their career as an executive or a
    decision maker, or they don’t have the bandwidth, or they don’t have
    the travel budget. And secondarily and very importantly, what we’re
    doing is also — as many of the people you interview — it’s also
    green. This is a sustainability play, too. The ability to have more
    events append existing brick and mortar events with UgoVirtual
    virtualized event as a sister to the existing event is really
    impactful from a sustainability perspective as well. Carbon
    footprint, all those good thing.

    Alan: Let’s shift focuses now to

    the back-of-house. What are some of the solutions that you guys are
    providing for back-of-house?

    Michael: So in the back-of-house

    space, we’re also a consulting firm, as I mentioned earlier. So we’re
    focusing on assisting hospitality and travel brands on their strategy
    for their employees, for their training scenarios, for optimization
    of their back-of-house, human infrastructure. The reality of travel
    and hospitality– And you were– now that you mentioned it, you
    worked in this space. You know that turnover is massive. And that’s a
    big challenge for hospitality brands, and ownership groups of hotels,
    and conventions, and other scenarios. The turnover is massive. And
    therefore, when that happens, a lot of the intellectual IP of how to
    do what you need to do and your job in a hotel or in a conference
    center or another hospitality entity, it evaporates. So there’s this
    constant requirement for new hiring and training.

    So taking the massive growth and impact

    that virtual reality training is enacting in major North American and
    global enterprise — as well as other vertical markets — we’re
    bringing that to hospitality. So the back-of-the-house for us is very
    much focused on VR and augmented reality training. So we’re
    consulting with firms and we have relationships with the Microsoft
    team in regards to Hololens 2, the HP team and their scenario. We’re
    talking to Lenovo and many, many others who have both the hardware
    and the cloud based infrastructure, so that hospitality and travel
    companies can utilize this infrastructure, these tools to create
    their own content, to be able to have a far more efficient, higher
    retention and tremendous ROI on their training and back-of-the-house
    staff. So that’s one area.

    Another area that we’re involved in —

    from an augmented reality perspective, in a product and deployment
    solution — is creating the augmented reality overlays to the
    physical plant of hotels or convention centers or mixed development
    properties. The engineering manager of Hotel X been there for 15
    years. He knows that the only way to get the boiler in the boiler
    room to really kick in on the coldest day of the winter is you’ve got
    to kick it twice and you’ve got to turn the lever to the right. He
    leaves, he retires. That is gone. That knowledge is gone. I’m using a
    very simplistic example, as you can imagine. But when you have an
    ability to deploy a PIN code protected augmented reality overlay next
    to the boiler, that has all this data, all this intellectual property
    — knowledge — that’s permanently affixed in an augmented reality
    scenario next to the boiler, it’s now there for the future. All
    future employees or anyone who needs to have this information
    available on the fly. So we are working on the back-of-house, as
    well.

    Alan: Kick twice and go down to

    the back. [laughs]

    Michael: Yeah. I mean,

    obviously, when I’m using– I’m being pejorative and using a
    simplified– but you know exactly what I’m talking about. And you’ve
    seen it. And– I mean, listen, this is not always about inventing
    something. It’s about taking best of breed solutions that are in
    industrial and other enterprise scenarios, and overlaying it on a
    very competitive, a very lucrative business called travel and
    hospitality.

    Alan: Well, it’s interesting.

    Oil and gas companies have been doing this for a few years now.
    Microsoft has really focused on enterprise. But when you see
    “enterprise”, you think oil and gas, mining, construction.
    But travel and tourism is an enterprise. Any group of companies where
    you have millions of employees is an enterprise. So what are some
    specifics? Like, what companies are rolling this out? What are what
    are you seeing results wise? Is there any specifics you can share?

    Michael: Sure. I mean, let’s

    talk about on the front-of-house side of things. So Best Western,
    about two to three years ago — major brand, huge portfolio of owner
    managed hotels — made a mandate in order to roll out virtual hotel
    tours to each of their Best Western properties. And it was well
    accepted. It was a very good first major move. They’re one of the
    first movers in the industry. It’s more of a 360 real estate type
    experience, but it’s absolutely adequate and it has been adequate for
    that period of time. And there’s been other brands that are more in
    the boutique and independent luxury space, who have definitely done
    the same. Where there is a next gen or next level is in regards to
    really making these virtualized tours — like we are doing at
    UgoVirtual — far more — what’s the word? — impactful and engaging,
    and integrating them into different systems.

    When you have a UgoVirtual tour of a

    hotel, and you can embed in the actual booking of a hotel room from
    one you’re– while you’re in the tour, or booking of a meeting space
    through the RFQ interface of another system right within the tour. As
    you know, engagement and activity. So that’s really where the next
    level of what we’re doing in regards to the hotel tours. But listen,
    Marriott has made investments. Hilton’s made investments. All the
    major brands have had different levels of interaction in regards to
    the tours. And we’re looking to — what’s the word? — maybe
    aggregate some of that demand and bring out a very consistent,
    deeper, richer, virtualized experience there. In regards to augmented
    reality in the guestroom, the big, big push and the big deployments
    have been different types of app-based or appless content and
    interactive solutions in hotels.

    I will say that we are in the early

    stages, and our timing is great in regards to the augmented reality
    overlay within hospitality. That is — again — an evergreen
    opportunity. There has not been a massive amount of guestroom related
    implementations. That’s why we feel we have a tremendous first mover
    advantage and during our announcements in early parts of 2020, we’re
    going to make sure we make the most of that impact. But what I will
    say in regards to augmented reality in hospitality, there’s been a
    lot of very successful activations by people like Foxwoods, casinos
    and hotels, and other forward thinking brands and travel companies,
    who have used it as more promotional and a way to do gamification
    around their property, to have the guests or the consumers move
    through the property to — for example — have a digital hunt where
    you’re looking for different symbols or you need to collect the
    activations of 12 different photos of Big Papi — former Boston Red
    Sox, a DH — who’s obviously an ambassador for Foxwoods, for example.

    So you have to go through the hotel and

    you have to find all of the photos of Big Papi, and then use your
    phone and activate the augmented reality experience. And when you do,
    you get a bonus offer or you get points or you get a gift. So that’s
    been really successfully rolled out in hospitality. And there’s the
    beginnings of what we’re also involved in, is the AR activations for
    the exterior of the buildings. So you’ve seen this in major brands in
    the consumer packaged goods and consumer product space for using
    these major neural activations. Well, that is starting to trickle
    into the hospitality as well. Because these are buildings, and these
    are buildings and resorts and convention centers, which have a ton of
    external real estate — if you know what I’m saying — that the
    activations of AR experiences are starting to trickle into there, as
    well. And we’re involved in that, too.

    Alan: It sounds like you guys

    get your fingers and everything to do with XR and hospitality.

    Michael: We’re focused still,

    I’ll be honest, because we’re not a custom development shop, per say.
    Yes, we’re a hospitality XR consulting company, for sure. But we have
    selected and have invested in specific lines of business and
    solutions, that we feel have the most opportunity for travel and
    hospitality. One thing that’s really important, Alan, I think for
    this conversation is yes, were a startup and in growth mode, for
    sure. And we have interest from various parties to help us with our
    growth. But we’re not– I’m not looking to belittle the traditional
    startup cycle, but we are overlaying hospitality XR both for the
    product and service to space and as consultants on the realities of
    commercializing technology in travel and hospitality industry. We
    know the budget seasons, the line items, how the widgets have to be
    positioned from a commercialization and business model space.

    That’s incredibly important, because

    what we’re doing is we’re doing our own proprietary and we have
    exclusive licensing on a range of technologies that we’re
    commercializing globally in travel and hospitality. But we are
    overlaying our own technology or licensed technology on existing
    business models, that have been proven and are required over the last
    30 years. And that is a big differentiator here, because as you know,
    it’s hard enough to get buy-in authorities or C level folks to engage
    and get behind a new technology. But if the business model or the
    commercialization plan doesn’t align with what they’re used to, it’s
    even another challenge. We have absolutely met that and exceeded that
    scenario, because we know how to put the square peg in the round
    hole, and roll out the technology in a way commercially that is both
    viable, scalable, but also understandable to travel and hospitality
    executives.

    Alan: So if you’re speaking–

    let’s say– assume that somebody from the industry is listening to
    this podcast, what’s step 1 for them?

    Michael: Well, step one for them

    is– first of all, if you’re listening to the podcast, we appreciate
    it. [chuckles] And second of all is, they’re digesting a lot of
    information. There is a firehose that’s being blown into the travel
    and hospitality space — like many other vertical markets, enterprise
    markets — that these executives know they have to get on board. They
    have to start crystallizing their strategy and their visions on how
    in our industry hospitality XR — hopefully through UgoVirtual — is
    enabled within their brands and their properties and their
    destinations. So they’re already investigating. They’re already
    collecting information. They’re reading, they’re watching. The goal
    is there needs to be an alignment of this technology with what’s the
    successful principles of their business. From our perspective– and
    that’s why we’ve opened the consulting side of the business, because
    we’re there to help them align those two important areas.

    And then obviously, they need to

    investigate what is the appropriate next steps if they’re interested
    in front-of-the-house hospitality XR. What sort of areas or what sort
    of feature function or benefits they want to achieve? What sort of
    enhancements do they want to append to their existing successful
    guest engagement scenarios? And those are things that have to be laid
    out. And then they would talk to people like us, to help them
    organize that, but also just to see what’s available in regards to
    technologies that they can license, technologies that are scalable.

    One thing you have to remember is that

    in the major travel and hospitality brands, either destinations or
    resorts or hotels or Disneys of the world, everything’s a thousand
    points of light. It’s usually not one property or one destination. In
    the enterprise side of travel, hospitality, it’s hundreds. It’s
    thousands. There’s 14, 15, 16,000 hotels in North America, for
    example. There’s hundreds and hundreds and hundreds of thousands of
    guest rooms all over the world. That’s a big consideration. That’s a
    differentiator from other industries. Yes, of course they have 200
    locations, or they may have 50 training centers. These are all really
    major accommodations that require a lot of planning a ticket to an
    exponential level with travel and hospitality. That’s a critical,
    important part of the successful identification, research, rollout,
    and execution on hospitality XR: the thousand points of light. It
    could be 50 points of light, could be a 1,000 points of light. But
    that’s really important.

    Alan: Let’s talk about– I do

    want to bring up one company in particular, because they kind of been
    flying under the radar. What are your thoughts on a company called
    Oyo, who — from what I’ve heard — now are the number two hotel
    chain in the world?

    Michael: So we can have this

    conversation regardless of hospitality XR, because this is really
    important. So Oyo has a business model and has a system in place and
    they’ve come out of Southeast Asia and Ritesh [Agarwal], their owner,
    is a very dynamic CEO and he has major funding from Softbank, so he
    has taken the traditional hospitality business methodology and he’s
    put it on its head into almost like a technologies solutions company.
    So there are great opportunities, great growth, but there are also
    great challenges that they are facing. Hotels are hard. Every hotel
    is a snowflake. It’s very challenging to scale traditional
    hospitality surfaces, traditional hospitality technology, a server,
    access points, IOT sensors, hardware. It’s challenging to roll that
    out, because there are different configurations, different designs,
    and different systems in place in every hotel in the world.

    Alan: Oh, I know. Wi-Fi. Listen,

    the hotel people that are listening to this: please, if you’re going
    to work on one thing, Wi-Fi that works universally.

    Michael: No, Alan, I mean, the

    point is — you know this, I’m going to bring this back to our
    conversation — is the consistency and the quality of Wi-Fi. I was–
    I have been involved in Wi-Fi commercialization in travel and
    hospitality for 15 years. And I worked with AT&T and other
    leading hospitality Wi-Fi companies for many, many years. So I’m a
    bit of an expert, barely stayed up at this one, I could say. And
    you’re absolutely right. It’s a critical juncture. It’s like oxygen
    for a hotel, because if the Wi-Fi is not consistent and the quality
    is not there and the coverage is not there, it’s a real impact to the
    guest satisfaction scores of hotels. And this is a good segue back
    into what we were talking about.

    Two things: guest engagement, guest

    experience. So it’s front-of-the-house again. That’s where
    UgoVirtual– and that’s where the virtualized and augmented reality
    solutions that we’re bringing out, and the hospitality XR consulting
    that we’re we’re delivering is key. Because this tsunami of XR that’s
    going global, which you are a world expert at– and you know I’m not
    kissing your behind, because I know who you are, we’re friends. And I
    know the impact that you’re making around the world, and all the
    travel that you do, and all the events you go to. So the tsunami of
    XR in all different types of business and enterprise, it has its
    place in travel and hospitality vertical. But what’s mission
    critical, it’s not only about revenue and the retail environment,
    it’s about optimization. It’s about revenue per square foot. It’s
    about making sure that each aisle is activated in a way that can
    drive more products to sell.

    In hospitality, if you mess with the

    guest experience, you’re in deep trouble. So the ability to
    efficiently and intelligent roll out hospitality XR in our vertical
    is incredibly delicate and also incredibly important. Guest
    satisfaction scores are the cornerstone of a lot of the metrics in
    general about hospitality. So that’s really critically important. But
    second to that is, let’s talk about connectivity and let’s talk about
    wireless connectivity.

    Back to the Wi-Fi scenario. Wi-Fi 6,

    5G. You know this, we’ve talked about this in the general sense, but
    in hospitality and travel, it’s even more paramount. Because you have
    massive concentrations of guests, passengers, consumers who are on
    present — so this is the present part of UgoVirtual’s strategy —
    they’re on premise. They’re interacting with the property, the
    destination or the cruise ship. Any solution that’s deployed by us at
    UgoVirtual — or anybody else in hospitality XR space — needs to
    have seamless connectivity to make sure that experience is 100
    percent, because if it’s not a 100 percent because the connectivity
    is off, there you have the guest satisfaction challenges again. So 5G
    and Wi-Fi 6 is the massive enabler to this next generation of
    front-of-the-house and back-of-the-house solutions for travel and
    hospitality. It’s a critical part of the success methodology for it.

    Alan: Well, Michael, I really

    want to thank you so much for taking the time to explain how XR is
    going to be used for hospitality. If you look at just from the lens
    of training people, I mean, that alone is a massive opportunity for
    hotels. When I was in hotels, the training was not that great then.
    And it really hasn’t improved since then. So being able to give
    people the opportunity to train at a higher level, before they even
    step foot into a property, I think is a really great opportunity for
    these organizations.

    Michael: There’s two quick

    things I want to add — if I could — to that from the
    back-of-the-house perspective and I’ll be brief, is in our industry
    — like many others — the SOPs, the Standard Operating Procedures
    are mission critical. And like you know, we know, but maybe not
    everyone knows who’s listening to this. People like Wal-Mart and
    FedEx and other major companies have made reasonable corporate
    investments in VR training, for example. And they have realized
    exponential ROI. Is that fair to say, Alan?

    Alan: Yes. At least 10x what

    they’ve put in.

    Michael: Correct. I wanted you

    to say 10x, because I don’t want to be the hypester. You’re the
    expert. So what I’m getting at is in hospitality, the ability to
    pre-qualify, pre-identify through the actual HR process of potential
    back-of-the-house staff to interact in the actual experience of
    implementing standard operating procedures and certain tasks — at a
    hotel or a conference center or a cruise ship, for example — is
    amazing, because you actually have ability to cull down to the best
    cohort of your applicants and then you can get them into the company
    and then you can train them very efficiently. As we know, with VR
    training, you have higher retention, shorter training cycles and
    major ROI. I mean, those are– that’s a winning scenario. That’s
    really important. So the combination of SOPs with VR training and
    working with brands and working with travel companies from a
    UgoVirtual perspective, so they understand how to implement that on
    the back-of-the-house is definitely part of our mandate and our
    mission.

    Alan: I’m really excited for the

    future of what you guys are working on. And I’ll end on a quick
    story.

    Michael: Sure.

    Alan: You know how Marriott

    introduced VR room service, like VRoom service? So we actually
    pitched them on that, and they took the idea and built it, and then
    sent us one. So we got this briefcase where it was like a Gear VR and
    a phone. And it’s like, “Look, VR room service!” I’m like,
    “Oh, great, thanks.”

    Michael: [laughs]

    Alan: I was like, “Oh well,

    it was a good idea.” But yeah, the hotels are really
    experimenting with these things and it’s exciting. And hotels,
    restaurants, everybody will be impacted by it. So thank you again for
    taking the time to share this vision. Where can people find
    UgoVirtual?

    Michael: Sure. It’s

    ugovirtual.com, and in LinkedIn just search for “ugovirtual.com.”
    And we are the travel and hospitality virtual solutions company.

    Alan: Thanks so much, my friend.

    Michael: Alan, a pleasure. And

    look forward to seeing you in the future at the next major event.
    Thank you for this time today. Appreciate it.

    Alan: Sounds good.

    34 min
  • Enhancing the Hospitality Experience in XR, with UgoVirtual’s Michael C. Cohen

    Today’s guest — UgoVirtual’s Michael Cohen — describes the hospitality industry like a snowflake – add a little heat and, well, you can imagine. Hotels and cruises rely on proven practices to keep guests happy. Luckily, XR doesn’t have to disrupt those practices; they can build on top of them. 

    Alan: Coming up next on the XR

    for Business podcast, we have Michael Cohen from UgoVirtual. We’re
    going to be talking about how virtual/augmented/mixed reality
    solutions — or XR solutions — can be used for front-of-house for
    customer facing activations, from AR to VR. Pre-experiences, what is
    it like to book this hotel, looking all around you? And also the
    back-of-house: how do we use this technology to give the best
    possible training for the staff, so that the customer experience is
    flawless across the board? All that and more coming up, on the XR for
    Business podcast, coming up next. Michael, welcome to the show, my
    friend.

    Michael: Thank you very much.

    Really appreciate it, Alan.

    Alan: It’s my absolute pleasure.

    It’s been a long time coming. We’ve been kind of doing the dance,
    watching each other grow. And I’m really excited to learn about what
    you guys are doing in the hospitality field. It feels like it’s a
    greenfield opportunity in hospitality, from travel/tourism. A bunch
    of companies started with, “We’re going to put a 360 camera and
    let you have a virtual tour.” But explain to us, what are you
    doing at UgoVirtual, and what is the response so far in the
    hospitality industry?

    Michael: Well, first of all,

    timing is everything, as we know. [chuckles] And the global travel
    and hospitality industry is absolutely a greenfield opportunity. It’s
    primed for scale and expansion in regards to XR. The reason being is
    that there have been investments and there have been initiatives,
    both on the brand and enterprise level of hospitality and travel
    companies, but also in startups and larger companies who have
    enabled, let’s call it a slice of VR or a slice of AR. Or as you
    mentioned, enabled OK 360 hotel tours that were maybe derivative out
    of the real estate market and that sort of scenario. Now, the
    opportunity is very, very serious for UgoVirtual, because we are the
    travel and hospitality virtual solutions company, very myopically
    focused to both consult to the major travel and hospitality brands to
    help them navigate and make investments and strategic decisions for
    the next three, four, five years on what XR will be for them.

    And also from our perspective, we have

    a portfolio of XR oriented solutions that are very focused and linear
    to the travel and hospitality space. So we’re not taking generic
    solutions and trying to overlay them on travel and hospitality. The
    group that’s involved with UgoVirtual — who I’m a strategic advisor
    to — we’re all 15-20 year veterans on hospitality technology
    commercialization for the front-of the house, which is guest facing
    solutions and the back-of-the-house, which is employees and staff. So
    when you overlay that kind of multi-decade experience on how to get
    technology efficiently deployed, efficiently commercialized, exceed
    the demands or the needs of travel and hospitality brands, with these
    now slowly maturing VR/AR/XR opportunities, it’s a wonderful fit for
    UgoVirtual right now.

    Alan: So give us an example. You

    talked about front-of-house, customer facing solutions. Let’s start
    with front-of-house and then we’ll go back-of-house. Because I don’t
    know if you know this, but I actually met my wife working at Delta
    Hotels in Toronto.

    Michael: [chuckles] That’s

    perfect.

    Alan: Yeah.

    Michael: Yeah.

    Alan: I was a bartender, and she

    was the night manager–

    Michael: That sounds like a

    great novella right there. But that’s for another day.

    Alan: [chuckles] It sure is.

    Let’s talk front-of-house. What’s going on there?

    Michael: Here’s the reality

    about hospitality specifically and hotels, let’s be more even
    granular. There’s obviously a massive investments of travel and
    hospitality startups that are geared towards mobility, they’re geared
    towards guest engagement, the guest experience, the ability for
    guests to use their own BYOD smartphones to interact and to
    experience property or a destination, for example. So there’s been
    millions and millions of dollars invested — both at the brand level
    and also at the vendor level — to enable mobile, for example. So
    things like — I don’t know — mobile key access to rooms, brand
    apps, et cetera.

    Where UgoVirtual has identified a

    couple of years ago and has been investing into initiatives, is the
    virtualization of those type of experiences, the enhancements, the
    scalability of those types of engagement experiences such as
    virtualized hotel tours, deep virtual tours. They don’t require
    headsets. They don’t require Hololens 2 for the consumer, but the
    consumer through their mobile device, their tablet or at home,
    through our solutions, through our virtual hotel tours that we are
    fully rolling out in January of 2020. And we have some beta sites
    already deployed all across North America. UgoVirtual hotel tours
    solutions are very deep. They’re very much about the flow through a
    hotel, experiencing the hotel, versus simply a 360 camera and some
    sort of images.

    The reason being is that hoteliers have

    consistently over decades invested so much in the experiential design
    and the look and feel and the feature function of their properties.
    It’s an incredibly competitive market, like many other vertical
    markets. And their investments in new builds and renovations are
    massive and substantial. But this is all about the pre, the present,
    and the post. The pre-virtualization of a guest experience. The
    pre-experience of what it will be like to book this hotel, or book
    their convention in this convention hotel, or book their meeting in
    the meeting space, etc. is a massive benefit of what we call
    hospitality XR from the front-of-the-house. And those are things that
    we feel have been — in a limited fashion — enabled in the travel
    and hospitality vertical.

    But now we’re bringing out these

    solutions that are far deeper, far richer, based upon technology that
    you and I and others in industry know very well. But it’s all about
    execution. So one major area is definitely the pre-virtualization of
    travel or accommodations, so that consumers and the guests —
    passengers of a cruise ship, for example — they have the ability to
    differentiate and to make decisions on where they’re going to build
    their travel itineraries, who they’re going to make their
    reservations with, who they’re going to purchase services from.
    That’s a massive opportunity that we’re very focused on executing in
    the travel and hospitality space. That’s one major area of the
    front-of-the-house.

    The other area of the

    front-of-the-house that we’re rolling out in 2020 as well is the
    augmented reality experience within the guest room and the public
    spaces of hotels or convention centers, etc. And we have invested and
    are rolling out particular technologies that replace a lot of the
    traditional content, printed content, even some of the digital
    content that has been invested in by brands or travel destinations
    over the last five, six, seven years, to make it a far more seamless
    augmented reality digital overlay on the skin of the hotel or the
    destination. That’s another area that you know well what I’m talking
    about, and I’m sure the listeners do as well. Taking this augmented
    reality interaction, these activations and actually focusing them on
    the guest room. So we’ll be making announcements in January, February
    on our next range of augmented reality solutions for hotels.

    And then the last scenario that we very

    much have commercialized and we’re rolling out is the virtualization
    of events within the travel and hospitality space. But the reality is
    that like any other vertical market industry, there’s a wide array of
    industry events, of vendor events, of organization events that you
    and I travel to many times, in many ways, in different verticals.
    Well, we have a technology that we’ve commercialized over the last 18
    months and we’ve already landed and are deploying multiple
    virtualized events of brick and mortar exhibitors. And these are
    industry related events in our space. There are organizational events
    and there are also the vendor conferences for — for example —
    hospitality technology vendors, who may have a conference every two
    years because it’s incredibly expensive, quite challenging in regards
    to bandwidth and time for the attendees and the vendors or the
    speakers. So they may have these events every two years. Well, with
    UgoVirtual virtualized events, they can have those events every year.
    One year virtual, one year brick and mortar. And that’s really been a
    major push crush. And we’ve had a lot of positive feedback on that as
    well.

    Alan: Watching the video, you’ve

    basically created a system where you can have a virtual trade show,
    looks like. And virtual meetings.

    Michael: That’s exactly what it

    is. Exactly.

    Alan: So that’s not necessarily

    in VR. I mean, you’re doing that on 2D screens. And so how is that
    working out? What’s some of the response with that?

    Michael: Well, we’ve generated a

    lot of revenue, and we have multiple events signed and we’re rolling
    them out in 2020. So I guess that’s the ultimate feedback from the
    industry, is that people like us, they really like us, as Oscar
    winners have said in the past. [chuckles] So, I mean, you can have a
    vision, you can have an idea. If you’re executing in a vacuum, it’s
    one thing. But when you’re executing and getting positive
    reinforcement, and actual industry players are signing contracts and
    investing in virtualizing their events, that’s the ultimate feedback
    you can expect. And we’re still in a bit of a soft launch, because we
    want to make sure that we’re executing very, very strongly on these
    events. But the opportunity to go wide is really there, because
    here’s the reality.

    There are three areas of the travel and

    hospitality industry globally where virtualized events from
    UgoVirtual make a ton of sense. One is, obviously, our vertical
    market industry organizations. There’s organizations called HTNG, for
    example, that’s Hospitality Technology Next Generation. There’s
    organizations called HFTP, which is the Hospitality, Finance and
    Travel Professionals. These are — like any vertical market — these
    are major organizations where we’re all members, and it’s an
    important part of our careers. It’s an important part of training and
    networking. And they all have very large user groups and work groups
    and so on. So we are looking to talk to those people and move their
    events — which we are all members of — to a virtual scenario
    because you have an ability to expand reach, expand awareness, drive
    actual interactivity between members of an organization or a vertical
    market.

    Because not everybody can travel to New

    Orleans or travel to LA or travel to Monte Carlo. Not everyone can do
    that. And no-one has the level in their career as an executive or a
    decision maker, or they don’t have the bandwidth, or they don’t have
    the travel budget. And secondarily and very importantly, what we’re
    doing is also — as many of the people you interview — it’s also
    green. This is a sustainability play, too. The ability to have more
    events append existing brick and mortar events with UgoVirtual
    virtualized event as a sister to the existing event is really
    impactful from a sustainability perspective as well. Carbon
    footprint, all those good thing.

    Alan: Let’s shift focuses now to

    the back-of-house. What are some of the solutions that you guys are
    providing for back-of-house?

    Michael: So in the back-of-house

    space, we’re also a consulting firm, as I mentioned earlier. So we’re
    focusing on assisting hospitality and travel brands on their strategy
    for their employees, for their training scenarios, for optimization
    of their back-of-house, human infrastructure. The reality of travel
    and hospitality– And you were– now that you mentioned it, you
    worked in this space. You know that turnover is massive. And that’s a
    big challenge for hospitality brands, and ownership groups of hotels,
    and conventions, and other scenarios. The turnover is massive. And
    therefore, when that happens, a lot of the intellectual IP of how to
    do what you need to do and your job in a hotel or in a conference
    center or another hospitality entity, it evaporates. So there’s this
    constant requirement for new hiring and training.

    So taking the massive growth and impact

    that virtual reality training is enacting in major North American and
    global enterprise — as well as other vertical markets — we’re
    bringing that to hospitality. So the back-of-the-house for us is very
    much focused on VR and augmented reality training. So we’re
    consulting with firms and we have relationships with the Microsoft
    team in regards to Hololens 2, the HP team and their scenario. We’re
    talking to Lenovo and many, many others who have both the hardware
    and the cloud based infrastructure, so that hospitality and travel
    companies can utilize this infrastructure, these tools to create
    their own content, to be able to have a far more efficient, higher
    retention and tremendous ROI on their training and back-of-the-house
    staff. So that’s one area.

    Another area that we’re involved in —

    from an augmented reality perspective, in a product and deployment
    solution — is creating the augmented reality overlays to the
    physical plant of hotels or convention centers or mixed development
    properties. The engineering manager of Hotel X been there for 15
    years. He knows that the only way to get the boiler in the boiler
    room to really kick in on the coldest day of the winter is you’ve got
    to kick it twice and you’ve got to turn the lever to the right. He
    leaves, he retires. That is gone. That knowledge is gone. I’m using a
    very simplistic example, as you can imagine. But when you have an
    ability to deploy a PIN code protected augmented reality overlay next
    to the boiler, that has all this data, all this intellectual property
    — knowledge — that’s permanently affixed in an augmented reality
    scenario next to the boiler, it’s now there for the future. All
    future employees or anyone who needs to have this information
    available on the fly. So we are working on the back-of-house, as
    well.

    Alan: Kick twice and go down to

    the back. [laughs]

    Michael: Yeah. I mean,

    obviously, when I’m using– I’m being pejorative and using a
    simplified– but you know exactly what I’m talking about. And you’ve
    seen it. And– I mean, listen, this is not always about inventing
    something. It’s about taking best of breed solutions that are in
    industrial and other enterprise scenarios, and overlaying it on a
    very competitive, a very lucrative business called travel and
    hospitality.

    Alan: Well, it’s interesting.

    Oil and gas companies have been doing this for a few years now.
    Microsoft has really focused on enterprise. But when you see
    “enterprise”, you think oil and gas, mining, construction.
    But travel and tourism is an enterprise. Any group of companies where
    you have millions of employees is an enterprise. So what are some
    specifics? Like, what companies are rolling this out? What are what
    are you seeing results wise? Is there any specifics you can share?

    Michael: Sure. I mean, let’s

    talk about on the front-of-house side of things. So Best Western,
    about two to three years ago — major brand, huge portfolio of owner
    managed hotels — made a mandate in order to roll out virtual hotel
    tours to each of their Best Western properties. And it was well
    accepted. It was a very good first major move. They’re one of the
    first movers in the industry. It’s more of a 360 real estate type
    experience, but it’s absolutely adequate and it has been adequate for
    that period of time. And there’s been other brands that are more in
    the boutique and independent luxury space, who have definitely done
    the same. Where there is a next gen or next level is in regards to
    really making these virtualized tours — like we are doing at
    UgoVirtual — far more — what’s the word? — impactful and engaging,
    and integrating them into different systems.

    When you have a UgoVirtual tour of a

    hotel, and you can embed in the actual booking of a hotel room from
    one you’re– while you’re in the tour, or booking of a meeting space
    through the RFQ interface of another system right within the tour. As
    you know, engagement and activity. So that’s really where the next
    level of what we’re doing in regards to the hotel tours. But listen,
    Marriott has made investments. Hilton’s made investments. All the
    major brands have had different levels of interaction in regards to
    the tours. And we’re looking to — what’s the word? — maybe
    aggregate some of that demand and bring out a very consistent,
    deeper, richer, virtualized experience there. In regards to augmented
    reality in the guestroom, the big, big push and the big deployments
    have been different types of app-based or appless content and
    interactive solutions in hotels.

    I will say that we are in the early

    stages, and our timing is great in regards to the augmented reality
    overlay within hospitality. That is — again — an evergreen
    opportunity. There has not been a massive amount of guestroom related
    implementations. That’s why we feel we have a tremendous first mover
    advantage and during our announcements in early parts of 2020, we’re
    going to make sure we make the most of that impact. But what I will
    say in regards to augmented reality in hospitality, there’s been a
    lot of very successful activations by people like Foxwoods, casinos
    and hotels, and other forward thinking brands and travel companies,
    who have used it as more promotional and a way to do gamification
    around their property, to have the guests or the consumers move
    through the property to — for example — have a digital hunt where
    you’re looking for different symbols or you need to collect the
    activations of 12 different photos of Big Papi — former Boston Red
    Sox, a DH — who’s obviously an ambassador for Foxwoods, for example.

    So you have to go through the hotel and

    you have to find all of the photos of Big Papi, and then use your
    phone and activate the augmented reality experience. And when you do,
    you get a bonus offer or you get points or you get a gift. So that’s
    been really successfully rolled out in hospitality. And there’s the
    beginnings of what we’re also involved in, is the AR activations for
    the exterior of the buildings. So you’ve seen this in major brands in
    the consumer packaged goods and consumer product space for using
    these major neural activations. Well, that is starting to trickle
    into the hospitality as well. Because these are buildings, and these
    are buildings and resorts and convention centers, which have a ton of
    external real estate — if you know what I’m saying — that the
    activations of AR experiences are starting to trickle into there, as
    well. And we’re involved in that, too.

    Alan: It sounds like you guys

    get your fingers and everything to do with XR and hospitality.

    Michael: We’re focused still,

    I’ll be honest, because we’re not a custom development shop, per say.
    Yes, we’re a hospitality XR consulting company, for sure. But we have
    selected and have invested in specific lines of business and
    solutions, that we feel have the most opportunity for travel and
    hospitality. One thing that’s really important, Alan, I think for
    this conversation is yes, were a startup and in growth mode, for
    sure. And we have interest from various parties to help us with our
    growth. But we’re not– I’m not looking to belittle the traditional
    startup cycle, but we are overlaying hospitality XR both for the
    product and service to space and as consultants on the realities of
    commercializing technology in travel and hospitality industry. We
    know the budget seasons, the line items, how the widgets have to be
    positioned from a commercialization and business model space.

    That’s incredibly important, because

    what we’re doing is we’re doing our own proprietary and we have
    exclusive licensing on a range of technologies that we’re
    commercializing globally in travel and hospitality. But we are
    overlaying our own technology or licensed technology on existing
    business models, that have been proven and are required over the last
    30 years. And that is a big differentiator here, because as you know,
    it’s hard enough to get buy-in authorities or C level folks to engage
    and get behind a new technology. But if the business model or the
    commercialization plan doesn’t align with what they’re used to, it’s
    even another challenge. We have absolutely met that and exceeded that
    scenario, because we know how to put the square peg in the round
    hole, and roll out the technology in a way commercially that is both
    viable, scalable, but also understandable to travel and hospitality
    executives.

    Alan: So if you’re speaking–

    let’s say– assume that somebody from the industry is listening to
    this podcast, what’s step 1 for them?

    Michael: Well, step one for them

    is– first of all, if you’re listening to the podcast, we appreciate
    it. [chuckles] And second of all is, they’re digesting a lot of
    information. There is a firehose that’s being blown into the travel
    and hospitality space — like many other vertical markets, enterprise
    markets — that these executives know they have to get on board. They
    have to start crystallizing their strategy and their visions on how
    in our industry hospitality XR — hopefully through UgoVirtual — is
    enabled within their brands and their properties and their
    destinations. So they’re already investigating. They’re already
    collecting information. They’re reading, they’re watching. The goal
    is there needs to be an alignment of this technology with what’s the
    successful principles of their business. From our perspective– and
    that’s why we’ve opened the consulting side of the business, because
    we’re there to help them align those two important areas.

    And then obviously, they need to

    investigate what is the appropriate next steps if they’re interested
    in front-of-the-house hospitality XR. What sort of areas or what sort
    of feature function or benefits they want to achieve? What sort of
    enhancements do they want to append to their existing successful
    guest engagement scenarios? And those are things that have to be laid
    out. And then they would talk to people like us, to help them
    organize that, but also just to see what’s available in regards to
    technologies that they can license, technologies that are scalable.

    One thing you have to remember is that

    in the major travel and hospitality brands, either destinations or
    resorts or hotels or Disneys of the world, everything’s a thousand
    points of light. It’s usually not one property or one destination. In
    the enterprise side of travel, hospitality, it’s hundreds. It’s
    thousands. There’s 14, 15, 16,000 hotels in North America, for
    example. There’s hundreds and hundreds and hundreds of thousands of
    guest rooms all over the world. That’s a big consideration. That’s a
    differentiator from other industries. Yes, of course they have 200
    locations, or they may have 50 training centers. These are all really
    major accommodations that require a lot of planning a ticket to an
    exponential level with travel and hospitality. That’s a critical,
    important part of the successful identification, research, rollout,
    and execution on hospitality XR: the thousand points of light. It
    could be 50 points of light, could be a 1,000 points of light. But
    that’s really important.

    Alan: Let’s talk about– I do

    want to bring up one company in particular, because they kind of been
    flying under the radar. What are your thoughts on a company called
    Oyo, who — from what I’ve heard — now are the number two hotel
    chain in the world?

    Michael: So we can have this

    conversation regardless of hospitality XR, because this is really
    important. So Oyo has a business model and has a system in place and
    they’ve come out of Southeast Asia and Ritesh [Agarwal], their owner,
    is a very dynamic CEO and he has major funding from Softbank, so he
    has taken the traditional hospitality business methodology and he’s
    put it on its head into almost like a technologies solutions company.
    So there are great opportunities, great growth, but there are also
    great challenges that they are facing. Hotels are hard. Every hotel
    is a snowflake. It’s very challenging to scale traditional
    hospitality surfaces, traditional hospitality technology, a server,
    access points, IOT sensors, hardware. It’s challenging to roll that
    out, because there are different configurations, different designs,
    and different systems in place in every hotel in the world.

    Alan: Oh, I know. Wi-Fi. Listen,

    the hotel people that are listening to this: please, if you’re going
    to work on one thing, Wi-Fi that works universally.

    Michael: No, Alan, I mean, the

    point is — you know this, I’m going to bring this back to our
    conversation — is the consistency and the quality of Wi-Fi. I was–
    I have been involved in Wi-Fi commercialization in travel and
    hospitality for 15 years. And I worked with AT&T and other
    leading hospitality Wi-Fi companies for many, many years. So I’m a
    bit of an expert, barely stayed up at this one, I could say. And
    you’re absolutely right. It’s a critical juncture. It’s like oxygen
    for a hotel, because if the Wi-Fi is not consistent and the quality
    is not there and the coverage is not there, it’s a real impact to the
    guest satisfaction scores of hotels. And this is a good segue back
    into what we were talking about.

    Two things: guest engagement, guest

    experience. So it’s front-of-the-house again. That’s where
    UgoVirtual– and that’s where the virtualized and augmented reality
    solutions that we’re bringing out, and the hospitality XR consulting
    that we’re we’re delivering is key. Because this tsunami of XR that’s
    going global, which you are a world expert at– and you know I’m not
    kissing your behind, because I know who you are, we’re friends. And I
    know the impact that you’re making around the world, and all the
    travel that you do, and all the events you go to. So the tsunami of
    XR in all different types of business and enterprise, it has its
    place in travel and hospitality vertical. But what’s mission
    critical, it’s not only about revenue and the retail environment,
    it’s about optimization. It’s about revenue per square foot. It’s
    about making sure that each aisle is activated in a way that can
    drive more products to sell.

    In hospitality, if you mess with the

    guest experience, you’re in deep trouble. So the ability to
    efficiently and intelligent roll out hospitality XR in our vertical
    is incredibly delicate and also incredibly important. Guest
    satisfaction scores are the cornerstone of a lot of the metrics in
    general about hospitality. So that’s really critically important. But
    second to that is, let’s talk about connectivity and let’s talk about
    wireless connectivity.

    Back to the Wi-Fi scenario. Wi-Fi 6,

    5G. You know this, we’ve talked about this in the general sense, but
    in hospitality and travel, it’s even more paramount. Because you have
    massive concentrations of guests, passengers, consumers who are on
    present — so this is the present part of UgoVirtual’s strategy —
    they’re on premise. They’re interacting with the property, the
    destination or the cruise ship. Any solution that’s deployed by us at
    UgoVirtual — or anybody else in hospitality XR space — needs to
    have seamless connectivity to make sure that experience is 100
    percent, because if it’s not a 100 percent because the connectivity
    is off, there you have the guest satisfaction challenges again. So 5G
    and Wi-Fi 6 is the massive enabler to this next generation of
    front-of-the-house and back-of-the-house solutions for travel and
    hospitality. It’s a critical part of the success methodology for it.

    Alan: Well, Michael, I really

    want to thank you so much for taking the time to explain how XR is
    going to be used for hospitality. If you look at just from the lens
    of training people, I mean, that alone is a massive opportunity for
    hotels. When I was in hotels, the training was not that great then.
    And it really hasn’t improved since then. So being able to give
    people the opportunity to train at a higher level, before they even
    step foot into a property, I think is a really great opportunity for
    these organizations.

    Michael: There’s two quick

    things I want to add — if I could — to that from the
    back-of-the-house perspective and I’ll be brief, is in our industry
    — like many others — the SOPs, the Standard Operating Procedures
    are mission critical. And like you know, we know, but maybe not
    everyone knows who’s listening to this. People like Wal-Mart and
    FedEx and other major companies have made reasonable corporate
    investments in VR training, for example. And they have realized
    exponential ROI. Is that fair to say, Alan?

    Alan: Yes. At least 10x what

    they’ve put in.

    Michael: Correct. I wanted you

    to say 10x, because I don’t want to be the hypester. You’re the
    expert. So what I’m getting at is in hospitality, the ability to
    pre-qualify, pre-identify through the actual HR process of potential
    back-of-the-house staff to interact in the actual experience of
    implementing standard operating procedures and certain tasks — at a
    hotel or a conference center or a cruise ship, for example — is
    amazing, because you actually have ability to cull down to the best
    cohort of your applicants and then you can get them into the company
    and then you can train them very efficiently. As we know, with VR
    training, you have higher retention, shorter training cycles and
    major ROI. I mean, those are– that’s a winning scenario. That’s
    really important. So the combination of SOPs with VR training and
    working with brands and working with travel companies from a
    UgoVirtual perspective, so they understand how to implement that on
    the back-of-the-house is definitely part of our mandate and our
    mission.

    Alan: I’m really excited for the

    future of what you guys are working on. And I’ll end on a quick
    story.

    Michael: Sure.

    Alan: You know how Marriott

    introduced VR room service, like VRoom service? So we actually
    pitched them on that, and they took the idea and built it, and then
    sent us one. So we got this briefcase where it was like a Gear VR and
    a phone. And it’s like, “Look, VR room service!” I’m like,
    “Oh, great, thanks.”

    Michael: [laughs]

    Alan: I was like, “Oh well,

    it was a good idea.” But yeah, the hotels are really
    experimenting with these things and it’s exciting. And hotels,
    restaurants, everybody will be impacted by it. So thank you again for
    taking the time to share this vision. Where can people find
    UgoVirtual?

    Michael: Sure. It’s

    ugovirtual.com, and in LinkedIn just search for “ugovirtual.com.”
    And we are the travel and hospitality virtual solutions company.

    Alan: Thanks so much, my friend.

    Michael: Alan, a pleasure. And

    look forward to seeing you in the future at the next major event.
    Thank you for this time today. Appreciate it.

    Alan: Sounds good.

    34 min
  • IAAPA Update from Location-Based VR Expert, Bob Cooney

    Today’s guest, location-based VR expert Bob Cooney, has been in the XR space since the early 1990s. He drops by the show to give Alan an update on all the newest tech advances he saw at the International Association of Amusement Parks and Attractions Expo, and explains how today is the most exciting time to be working in this industry.

    Alan: Welcome to the XR for

    Business podcast with your host, Alan Smithson. Today’s guest is
    always on the bleeding edge of technology. He’s able to predict both
    tech and business trends. Bob Cooney is widely considered one of the
    world’s foremost experts on location based virtual reality, and the
    author of the book “Real Money from Virtual Reality.” I’m
    really super excited to introduce my good friend and colleague, Bob
    Cooney to the show. Welcome, Bob.

    Bob: Oh, dude, I’m so happy to

    be here. Thanks for having me, Alan.

    Alan: It’s my absolute pleasure.

    It’s been a long time coming, this interview. But we’re here. We’re
    excited. And we just are coming off the heels of *the* major North
    American show, IAAPA — which for those of you listening and you
    haven’t been there — it’s basically Disney World for VR, AR, and
    out-of-home experiences. You were there. Let’s talk about what you
    saw, and what are the trends coming in out-of-home entertainment.

    Bob: Yeah, it’s an amazing show.

    I’ve been going this– I think this is my 27th IAAPA or something
    like that. And my first one was 1991. And over the last four or five
    years we’ve seen VR every year just grow in not only the number of
    companies bringing VR/AR solutions into the market — mostly VR at
    this point — but the quality is every year measurably increasing.
    And that’s the thing I think that has me so excited is three or four
    years ago there was just a literally handful of things that you would
    even remotely consider as an operator. And last year there was
    confusion now, because there was– you were starting to see a lot of
    good stuff and this year it was just overwhelming. And so, yeah,
    we’ve seen real quality come into the market.

    Alan: You’ve seen pretty much

    everything there is out there. What’s one thing that blew your mind
    this year?

    Bob: Good question. The rise of

    unattended virtual reality systems. There was a company called LAI
    Games, which has been around for decades. They’re based out of Asia.
    They build arcade games. And a couple of years ago, they took a
    license from Ubisoft: Raving Rabbids, which is a really popular IP.
    They merged it with a D-Box motion base and they created a VR ride
    for family entertainment centers, arcades, and theme parks. It’s a
    two player ride. It was fairly cost effective, but they recommended
    it be operated without an attendant, and it was the first VR
    attraction that came out where you didn’t need to staff it. And the
    profitability of that really made a big difference for operators. And
    now this year there was another company called VRsenal, that had an
    arcade game cabinet with– that was a VR based that was unattended,
    and it was running Beat Saber, which is obviously one of the most
    popular games out there. And so we’re starting to see companies
    realize that maybe we don’t need attendants. Maybe people are smarter
    than we give them credit for. Maybe they can figure out how to put a
    headset on their face. Maybe they will clean it by themselves if they
    care about that. And so I talk about a lot about the four-minute
    mile, once it was broken. People thought was impossible, people
    thought if you try to run a four-minute mile, you would die. And once
    it was proven that it could be done, hundreds of people have done it
    since. And I think this notion of unattended VR is similar to that.
    And we’re going to start seeing more companies give more credit to
    consumers, that they’re smarter than we think they are.

    Alan: When I was in China, they

    have VR kiosks in a lot of the malls and some are attended, some are
    unattended. But I– I remember I was walking through the mall and I
    was like, “Oh man, VR!” and pull out my phone to videotape
    it — because this was two years ago — and I watched somebody fall
    completely on their butt, because they were downhill skiing in an
    unintended thing and they fell on their butt, and then they got back
    up and did the thing. And then I was in another mall, videotaping a
    kid in VR and he fell on his butt. So there are still some risks with
    this. How are they mitigating that? Because I know the Rabbids one is
    using a D-Box and you sit in it. So is that kind of what you’re
    seeing? Because I know with Beat Saber, for example, you’re not–
    there’s no real risk of falling over.

    Bob: There’s risk of somebody

    walking into your space and whacking them–

    Alan: Oh, yeah.

    Bob: –over, right? And so what

    the arcades are doing is they’ll put rope stanchions around those. I
    think the seated motion simulators are pretty safe. One of the
    Facebook groups yesterday, somebody posted how their son was in the
    hospital with a chipped tooth and a broken ankle from playing VR and
    falling. I don’t know what game they were playing, but they fell and
    hit their head on the table. And so there are some real risks around
    VR, that could limit adoption. And that’s– certainly on the consumer
    side, I think that’s a problem.

    Alan: So, Bob, how are these

    companies mitigating this risk, or what are you’re seeing that’s
    mitigating this?

    Alan: I think operators and

    setup and safety is important. A lot of them are putting the
    unattended stuff in view of like a redemption center, where there’s
    always somebody behind the counter redeeming tickets for prizes. I
    think the Beat Saber arcade game, they’re putting rope stanchions
    around them or cordoning it off, so people don’t walk into the space
    where somebody is actually playing the game. I think the seated stuff
    is inherently safe. There’s always a chance to get toes can get
    crushed, and things like that if people are careless. But I think
    that’s something operators have been dealing with since the very
    first driving games that had motion’s systems built into them. And I
    do think it’s one of the things that could really slow consumer
    adoption, though. If you remember the Wii when it first came out,
    people were smashing televisions with controllers playing tennis.

    Alan: It’s interesting you say

    that, because we’ve been doing demos with the Quest, and the same
    thing. You set it up, you set up stanchions. And it doesn’t matter.
    People still– they get excited. They get in there. They don’t
    realize they totally lose control. That’s the power of VR, they get
    right in there. And we’ve had somebody get punched in the face with a
    controller recently. And it was like, “Oh, jeez.” They
    weren’t within the stanchions. They were outside of it. And they
    just– the person lunged out of nowhere.

    Bob: It’s the paradox of

    presence, right? I mean, you’re–

    Alan: Yeah.

    Bob: –you’re really present in

    the experience. You forget where you are. The fantasy-reality line
    blurs. And then next thing you know. And that’s the inherent problem
    with it, is that that’s– in order for it to be effective, it’s not
    going to go away. And so I think safety systems– and you know, one
    of the things I would expect is as inside-out tracking gets better
    and the cameras get better, if you get too close to an object maybe
    the pass-through video kicks on. They’re going to have to figure out
    a way to make this stuff safer overall.

    Alan: Yeah, the way the Quest

    did it, where you can draw out your boundaries and then if you walk
    through the boundaries, it goes from being in virtual reality to
    being in the real world or pass-through camera. That actually a
    really nice solution. What we’ve been doing now is putting people in
    VR when they’re outside of the boundary, and then having them walk
    into it. And it’s this kind of a-ha moment, where they go from the
    real world of crappy pass-through camera to the completely virtual
    world. And it’s that moment of delight that you see. Now, speaking of
    moments of delight, because you get to see not only try these
    experiences, but you’re really intuitive into the emotions that
    people are feeling when they’re on the rides. What are some of the
    rides or experiences that you’re seeing that really resonate with
    people?

    Bob: Yeah, look, I think that–

    it’s funny. There’s a narrative in the industry that we have too many
    zombie shooters, but the numbers show that that’s actually what
    people want to play. And people love horror, horror’s had another
    blockbuster year in Hollywood, and I think people like to be scared.
    And that’s one of the easy emotions that you can trigger is fear. And
    so whether it’s Richie’s Plank in fear of heights, or zombie outbreak
    shooters and stuff like that, I think people love to be scared. And
    the interesting thing is, statistically, women like horror more than
    men. There’s all these great viral videos out there about women
    screaming in these zombie shooters. But I think that’s the thing that
    really triggers emotion, is that fear is the easy one. It’s the low
    lying fruit. And I know companies that have put out multiple titles,
    but their horror titles are always their number one earning and
    number one ticket seller. And so I think you’re gonna continue to see
    that, until we figure out how to really tell stories and drive other
    types of emotion in VR. And I still haven’t seen a lot of that yet.

    Alan: What about racing games? I

    tried one the other day and it was absolutely mind-blowing. It was a
    6DOF simulation machine. So the whole thing was riding on multiple
    pivot angles. And when I hit a bump on the road, I felt the bump on
    the road. It was just– and when I hit the wall — of course, going
    too fast — I hit the wall and the whole thing just rattled me. It
    was wild.

    Bob: Yeah, look, I think that

    there’s a lot of bad motion simulation out there in VR, which
    triggers motion sickness. If it’s not done well, it can actually
    exacerbate the simulator sickness that you get. There are a couple of
    companies that seem to be doing good. Like I did Mario Kart VR from
    Namco, which is a really fun game. And I think that that makes sense
    to have in VR too, because you have to look over your shoulder to see
    where your competition is, to see who’s going to throw things at you
    or you can throw things. One of the surprise hits from the IAAPA show
    — to go back to that — was a company called UNIS out of Taiwan, I
    think they’re based, they had a two player motorcycle VR simulator
    and it was a track racing motorcycle game. And when you’re leaning
    into the turn or looking over your shoulder, that presence of VR and
    to be able to look behind you and see your competition coming up to
    you was really well executed. And so I think– and I got no motion
    sickness at all out of it. So it was really well done. So I think
    companies are getting better at it, and they’re using it in
    appropriate ways. I think that my personal opinions in a drive racing
    simulator in a car, you have mirrors, like you don’t look over your
    shoulder. And so I don’t know what advantage VR really brings. The
    resolution isn’t as good. The frame rate is not as good as you can
    get in a big monitor. I almost feel like for driving simulators,
    you’re better off with a really good 4K monitor at 200 frames per
    second with good mirrors.

    Alan: The one that blew my mind

    was three panels kind of stuck together.

    Bob: Exactly. I think that’s a

    much better use of the technology. Totally agree.

    Alan: It was wonderful. I did

    drive– because I was at the I/ITSEC show, the Industry– Inter–

    Bob: Big military simulation

    show.

    Alan: Big military simulation

    training. So I got to drive a tank, that was cool. I got to fly a
    helicopter, which was interesting. I crashed it, dramatically. The
    guy’s like, “I don’t think I’ve ever seen anybody crash this
    thing like this.” [chuckles] But here are multi, multi-million
    dollar simulators, and they’re not as good as the ones that are at
    IAAPA.

    Bob: Yeah, that’s interesting.

    And I think that– how much of that is just because the military is
    used to overpaying for everything — we’ve all heard about the $9,000
    hammer and the $40,000 toilet — and how much of that is just the
    nature of the accuracy. Like one of the things I did some work with
    zero latency and they did some work with the Australian Army in
    building simulations. And one of the things that everything has to be
    about muscle memory when you’re in the military. And so these
    simulations have to be incredibly accurate down to button placement
    and things like that. And because it’s generally lower volume, I
    wonder if that has a lot to do with it.

    Alan: It could be, actually. It

    could be the rigorous demands from the client, but also the fact that
    they’re not buying hundreds of them, they’re buying tens of them.

    Bob: Yeah, totally.

    Alan: Makes sense. And then, of

    course, everything’s custom for them and you can’t share the content
    out. So there’s that.

    Bob: Yeah. And look, I think the

    military has been doing this stuff for a long time. And we saw a
    couple of military simulation companies kind of stick their toe in
    the amusement water. And that happened a lot with companies like
    Doron Simulation, they did military simulators and wound up going to
    doing some big, large format, large capacity motion simulation in the
    amusement industry. And I think there’s been some cross-pollinization
    between the military, some companies and the amusement and
    entertainment sector companies. I think on a smaller scale stuff,
    that’s more in the game space. That’s just I just don’t think they
    get that mark. There was a company called Raydon — who was probably
    at I/ITSEC — who was a client of mine a couple of years ago. They
    brought a 50 cow simulator, and they put it in kind of an arcade
    cabinet and created a game that was kind of like space bugs — think
    Starship Troopers — with this giant 50 cow simulator, and a
    butt-kicker on it to create recoil. And it was called Total Recoil.
    It was a great experience. But entering into the arcade game
    business, they really [went] from being a military contractor, just
    chalk and cheese. And I think they struggled to try to make something
    that was inherently fun and replayable. I think that’s one of the big
    challenges in the entertainment industry, is people are looking for
    games they want to play over and over again. And training simulation,
    you’re doing it for a different reason. It doesn’t have to really be
    replayable from a fun standpoint. And I think that there are real
    skills in creating games regarding core loops and dopamine rushes and
    things like that, that get you don’t want to play it again, that the
    military companies just don’t need to understand.

    Alan: So let me ask you a

    question, Bob, because this really intrigues me. You talk about these
    things that make something replaceable, and how maybe military sim or
    even training is not looking for that. But shouldn’t we — as people
    creating training simulations — be thinking about that? Because if
    we make it so that people want to do it over and over again, and have
    that repeatability, and that want to play it again, wouldn’t that
    kind of increase their ability to become proficient in whatever it is
    they’re training?

    Bob: Yeah, absolutely. But I

    think it’s a different mindset. So when you’re training to become
    better at something, that’s a mindset. And when that’s my profession,
    I’m driven to do that. When I go to have fun, I’m not necessarily in
    the mindset to improve. Now, there’s a narrow slice of the
    psychographic market, that will say “I just want to get better
    and better, and I want to prove, I want to play against myself, I
    want to beat my high score.” That’s where the leaderboards and
    stuff comes in. But it’s not actually the broad market for VR. We
    find the broadest market for VR is casual impulsive entertainment.
    People just looking to go out and have a good time with their
    friends, and to have a story to tell. And so I think you have to
    really know your market. If you’re building entertainment products,
    know who your target consumer is and build for them. And there’s a
    lot of people now building these kind of PVP — player versus player
    — e-sports games, that are highly competitive and they’re not
    earning very well so far. I mean, there’s a couple of them that are.
    I know Virtuix, the Omni arena’s doing really well in its early test
    locations. They got about–

    Alan: Yeah, how’s that going? I

    actually tried the Cyberith one at the I/ITSEC show. And it was
    interesting– and for people listening, if you don’t know, it’s a
    kind of redirected walking. What would you call it? Omni-directional
    treadmill kind of thing. So the one I tried, you’re strapped in at
    your waist, and you’ve got these slippery shoes on, and you just walk
    in any direction you want to go. But what I found was I felt totally
    hammered drunk, walking around in that thing.

    Bob: [laughs]

    Alan: Like, I had no control. I

    kept falling over and like, because you’re strapped in anyway,
    doesn’t matter, you can’t really fall. But I just felt like I
    couldn’t walk in a straight line. I was like, if somebody gave you 20
    shots of tequila and then said “Walk down the street,”
    that’s what I felt like. I was all wobbly kneed and it was not the
    most fun experience, but I guess with practice it might feel better.

    Bob: And I think some of that is

    in the interface in between the hardware and the software and the
    control mechanism. I think if you try to use that as just a human
    input device, it’s going to be difficult. And I think there are some
    companies do that. I think Virtuix invented the device, they’ve been
    doing it for six or seven years. I think they’ve kind of perfected
    that. And even with that, it can be a little awkward. But once you
    get into it, it’s the closest thing you can do to running in VR. And
    there’s just something visceral about dual wielding shotguns in a
    zombie apocalypse and running around. And the head is just– there’s
    something magic about that, Alan, I can tell you.

    Alan: It’s interesting. I got to

    try another walking simulator — and I’ll look it up while we’re
    talking — but it was walking on a treadmill. It was bi-directional
    treadmill. So wasn’t omni-directional, it was just bi-directional.
    But the way they had coded the experience, as long as you stayed
    within a green circle, you could just keep walking. And my first
    thought– because the first thought is I’m going to walk into
    something, because I’m in this big kind of thing. And then when you
    take a few steps, after about the tenth step, you’re like, “Wait
    a second. This is really cool. I’m walking and yet I’m not any closer
    to the wall.”

    Bob: Yeah. And one of the things

    we saw in the large scale free roam — like the big warehouse scale
    free roam experiences — is the longer– the further you walk, the
    deeper the immersion goes.

    Alan: Yeah.

    Bob: Because eventually that’s

    what happens, your mind says, “OK. Actually, I am walking. I’m
    in a bigger environment. I’m not going to walk into something.”
    It lets go of that reality. And you enter that fantasy world where
    you realize you’re in this environment. And if you can do that for a
    few minutes– some of these experiences, I’ve traveled as much as a
    half a kilometer. And the immersion gets really, really deep when
    you’re in it for a half an hour and you’re just walking around
    freely.

    Alan: That’s crazy. So, you

    know, in a business where square footage matters, one of the things
    that the Void did really well is they employed redirected walking or
    the ability to kind of use the same set for multiple pieces of
    content in a very small footprint. What are you seeing around that
    sort of location based entertainment where they take over the whole
    space?

    Bob: Yeah. And I think all of

    the companies that started out with these big warehouse scale stuff
    are looking at realizing the economics. A, there’s an economic piece
    of it and B, there’s just finding locations with 2,000 square feet of
    open space without pillars in an urban environment can be really
    hard. I know a guy that was looking in London for a year trying to
    find a location for Zero Latency location, and he couldn’t. So I
    think there’s a couple of drivers there. One is just the cost and one
    is availability of space. And so they’re all trying to figure out how
    to go smaller and smaller and smaller. But those are tradeoffs,
    right? I mean, the very first free roam space I played was 4,000
    square feet or 400 square meters. It was a 15-minute game and it was
    amazing. But how many places can you operate? Something like that.
    And I think there’s one in Chicago, mass VR that’s on that scale,
    too. But I don’t think they’ve ever opened a second location. So,
    yeah, I think that there’s a lot of tradeoffs. And look, from an
    operating model standpoint, everybody’s still trying to figure out
    where the sweet spot is. You know, The Void is still struggling to
    try to figure out these single unit economics. I think Dreamscape is
    still trying to figure it out. Even Zero Latency, I think they just
    opened like their 37th location in Barcelona now or something last
    week. But I know I’ve spoken to all of their operators, and some of
    them make money and some don’t. None of them are really getting their
    money back as fast as they wanted to. And so I think that the
    business models are still being fleshed out, and finding that– once
    people figure out the sweet spot, everybody will rush into it. And
    the fact that people are still experimenting tells me nobody’s really
    figured it out yet.

    Alan: It’s interesting you say

    that, because I think that’s indicative of the whole industry. VR,
    AR, from a corporate standpoint, we’re really just touching the
    surface of what’s possible and the business models around this. You
    know, it’s funny. We’re writing financial models for a company and
    they’re like, “Okay, here’s the products, here’s the clients we
    want to go after.” And I said, “Guys, you realize that
    everything we’re doing here is just a complete guess, and it’s all
    going to be wrong.” Like, literally no rhyme or reason for it,
    because as we move, the industry is shifting. And I say to this to
    people, “It’s not just a new technology, it’s a new industry,
    it’s new business models. Everything’s unproven.” So how do you
    then– I guess you just got to keep experimenting, which was what
    everybody’s doing.

    Bob: I tell people, this is the

    most complex market you can imagine. And the solution for solving
    complex problems is sitting in the problem space longer. Einstein
    said, “I’m not smarter than everybody else. I just sit with my
    problems longer.” And I think he was lying about that, he was
    smarter than everybody else. But he did sit with the problems. And
    there’s a really interesting thing for the listeners, if you Google
    the “Snowden leadership framework”, it’s a Harvard Business
    Review article, it was back in the 90s. And they talk about this
    thing called the Cynefin model — and it’s a Gaelic word — and they
    talk about how to deal with different levels of complexity. And they
    say, in a complex market you have to stop trying to find the solution
    right away. And I think VR is that, and you’re seeing a lot of
    companies experiment and share the opening. And the thing I love
    about this industry is everybody seems willing to share with most
    people. Because they know it’s day one, they know we haven’t tapped
    the beginning of the market, and it’s not a zero sum sum game.
    Everybody can still win at this stage of the business. So there’s a
    lot of sharing and a lot of experimentation happening. And I love
    that.

    Alan: Yeah. It’s really a

    wonderful industry to be in. I came from the music industry and music
    technology, and it was — I guess — a more mature industry. So there
    was sharing, but not really kind of at the level where it’s like,
    here’s all my information or I’m on a podcast telling everybody about
    how VR and AR is working for our business. And even just on this
    podcast — the XR for Business podcast — we’ve seen a really
    incredible sharing of knowledge. And I think this is one of the best
    things about this industry, is people are willing to help. And like
    you mentioned, it’s not a net sum game at all. The industry — as an
    entire industry — is about $10-billion in 2019, will close off the
    year between 10 and 11 billion. And that’s going to increase to
    500-billion by 2030.

    Bob: There’s plenty of room for

    everybody. If new entrants stopped coming into the market, everybody
    in the business today that survive would be a billionaire. So that’s
    not going to happen, because people are continuing to rush into the
    market. But yeah, there’s plenty of room for everybody right now. And
    it’s really exciting to have been watching the industry grow, like I
    did my first VR product in 1992. I’ve been watching this thing bubble
    up for 25 years and and it’s nice to have some–

    Alan: Is now the time or what?

    Bob: Oh, absolutely. Zero doubt

    in that. I think the technology just wasn’t there before. And the
    mobile phone revolution with really inexpensive accessible small high
    resolution LED screens or LCD screens, and IMUs, and tiny processors,
    and all of the components that Palmer Luckey needed to build his
    first Oculus headset came out of the cell phone industry. And so we
    can thank the cell phone guys for making all this possible.

    Alan: Well, speaking of cell

    phone guys, you’ve got HTC as a major player. They actually sold
    their cell phone division to Google to focus on VR.

    Bob: Man, that was crazy. Like–

    Alan: I agree.

    Bob: Talk about a bold move. And

    I hope they’re successful, because I love to see bold business moves
    rewarded. But that was a pretty risky move, but talk about belief.
    That’s the manifestation of belief.

    Alan: Yeah, it’s focused, too.

    If they’re all in on spatial computing in the future of this, and
    they seem to be doing well. Out-of-home entertainment locations, I
    would say HTC is probably the leader.

    Bob: Oh, by far. Like, not

    even– nobody’s even a close number two right now. And some of that
    has been attitude. I mean, Rickard Streiber early on realized that
    they had an awareness problem. He said, “All right, let’s
    support the arcade business, because that’s where people can at least
    get an idea of what VR is like.” And I criticized him publicly a
    little bit, because the arcade owners back in the 80s, that whole
    business got basically disintermediated by the consumer gaming
    market. So once console systems got really good and really
    affordable, people stopped going to arcades. And so in a way, he was
    trying to get arcade people to build VR arcades, so people would be
    able to buy VR at home, and it would put the arcades out of business.
    And now that we’re starting to see more free roam and less consumer
    adoption than anybody expected, I think that those models are
    starting to solidify a little bit. But HTC saw early on that they had
    an awareness problem and they are trying to fix the awareness
    problem, whereas Oculus thinks they have a pricing problem. And so,
    you know, they come out with a Quest and they come out with the Rift
    S, and they give really hard technical limitations to both of them to
    hit a $399 price point, thinking that’s going to move the market. And
    so two different companies with two entirely different beliefs of
    what the problem is. It’ll be interesting to see how that plays out
    this Christmas.

    Alan: Have you tried the Quest?

    Bob: I have, yeah. In fact, I

    just ordered one. I tried it early on, before it was released.
    Obviously, I get to demo a lot of cool shit that’s in development.
    One of the nice things about my job. But I finally broke down and
    ordered one, and I’m going to see if I can’t travel with it, because
    I get so many people that I meet that haven’t tried VR, and I want to
    be able to just put a headset on them and say, “Check this shit
    out.” Am I allowed to say that on your podcast?

    Alan: You’re allowed to say

    whatever you want, my friend. Now, this is a family show, but I
    believe that if you’re passionate about something, these things come.

    Bob: Yeah, so. And funny, what

    got me over the line — because I’m a consumer — was they bundled
    Vader Immortal with it for Christmas. And so they’re starting to
    learn about the whole notion of bundling, and what’s going to drive
    adoption. And then they just then– obviously they announced they
    acquired Beat Games last week.

    Alan: Yeah, that was cool.

    Bob: I wrote a blog post about

    that. And by the way, if anybody’s interested, I write a weekly blog
    on location based VR at bobcooney.com called Dropping In. So if
    you’re interested, check that out. But my blog post last week was
    about the Facebook acquisition of Beat Games and how– try to figure
    out why they did it. If you think back to the music games of Guitar
    Hero and Rock Band, those peripheral kits were really expensive.
    Couple of hundred bucks for the whole band set. 300 bucks, 350 for
    the Beatles one. And so I think music games have the ability to sell
    hardware. And I think Facebook realizes that. And they decided to buy
    Beat Games. They’re going to push that hard. And then you’re going to
    see a lot of new music coming in. It’s really exciting time. How
    happy am I for those guys, the guys that started Beat Games and
    cashing out, hopefully they made a bajillion dollars.

    Alan: [chuckles] We’ll never

    know how much they’re going to make. I think it was–

    Bob: But hopefully those guys

    cleaned up. I love seeing entrepreneurs make money.

    Alan: Hopefully they also keep

    Beat Saber available on other platforms.

    Bob: Yeah, absolutely. And they

    have to. Well, they don’t have to, actually. And I think that there
    would be a massive community backlash if they didn’t, at this point.
    And you know, Oculus and Facebook, they’re undergoing all kinds of
    scrutiny from all kinds of people. And they’re going to have–
    they’ve got to be careful with everything that they do right now, and
    how it affects their brand and people’s perception of them.

    Alan: Agreed. So let’s go back

    to IAAPA for a second. If you were to say that these are the five
    highlights of IAAPA this year, what would they be?

    Bob: Yeah, for me, I actually

    gave out– I have created my own award called the VR Bauble Award.
    And for recognition of companies that are really doing not only good
    stuff, but innovative stuff in the space. And Rabbids: The Big Ride
    was one of them. The VRsenal unattended Beat Saber cabinet was one of
    them. And there was one that really caught me by surprise, was a
    company called Ballast– DIVR, they had a product called Ballast, and
    I had to actually throw on board shorts and get in a pool to try it.
    And they have a waterproof headset basically built into a scuba mask
    with a snorkel. And you hold on to one of those underwater propulsion
    devices — like a little torpedo thing that you hold on to — and
    it’s hooked up to an air compressor, so it cavitates and there’s a
    fan that blows jet– a jet that blows the water on you. So you feel
    like you’re moving underwater. And it was mind blowing, it was
    fantastic. I was like screaming through my snorkel. And I think that
    from a business model standpoint, you’ve got all of these resorts
    around the world that have pools that are underutilized and
    unmonetized. And now all of a sudden, you can drop 100 grand worth of
    equipment in there, and charge 20 bucks for a seven minute underwater
    VR experience and start monetizing pools. And I think you’re gonna
    see resorts do that. And so that product blew me away. It was really
    surprising.

    Alan: That is super cool. Think

    about this, for all the people going on vacation over the holidays,
    how much can you really drink by the pool?

    Bob: Yeah.

    Alan: Don’t answer that

    question.

    Bob: And the ability– one of

    the experiences was like free floating in space. So when you get in a
    weightless pool environment, there’s all kinds of things you can do.
    So I was jetting through the lost city of Atlantis, but then all of a
    sudden I was free floating in space in the International Space
    Station. And that was really cool. And being in the water removes any
    notion of motion sickness as well. So super accessible. So that was–
    yeah, that was a great– that was just a mind-blowing experience for
    me. It really changes the game when you can start doing VR in water,
    that was amazing.

    Alan: Super cool.

    Bob: Yeah.

    Alan: What else?

    Bob: Yeah, there was– the VR

    bumper car was another one that–

    Alan: What?

    Bob: Yeah, I know! So you take a

    50 year old hard ride, you put a tracking system on it. You put on a
    headset. And now all of a sudden they’ve gamified bumper cars, and
    you’re in this cyberpunk environment. It was a joint venture between
    a bumper car manufacturer called IE Park, a software company called
    SPREE Interactive — which was formerly Holodeck VR — and a company
    called VR Coaster, which did the first VR roller coasters. And the VR
    roller coaster thing was a bit of a fad and it’s kind of dropped down
    now, because there’s all kinds of throughput issues and roller
    coasters are high throughput rides. But bumper cars are not, and
    bumper cars are kind of boring and simple, and you’d never do it more
    than once, right? And so they’ve taken bumper cars, they’ve made them
    fun and engaging and replayable, and you’re going up a ramp and the
    floor collapses and you feel like you’re free-falling. And yeah,
    really amazing use of VR. And so that was– and that won a Brass Ring
    award, which is one of the award ceremonies from IAAPA this year. So
    I expect to see that in a lot of theme parks going forward.

    Alan: That’s super cool. I want

    to try that.

    Bob: Yeah, it was good.

    Alan: And rounding out the top

    five?

    Bob: Yeah, umm… Oh wow, top

    five, so… boy, that’s a tough one.

    Alan: What other Bauble Awards

    were given?

    Bob: Yeah, well I gave one to

    Zero Latency, but that was like long overdue for their free room
    stuff. And I will give, I still think it’s the best of the best in
    the free roam space, but one of the things that they did — which is
    speaking of brave moves — was they had developed– because they were
    first, they developed their own tracking system, right? They had to
    develop their own headset, their own gun, their own camera system
    that used machine vision cameras, a stack of servers a mile high. It
    was a very expensive installation. And when the Windows Mixed Reality
    system came out — or before it came out from Microsoft — they were
    the earliest adopter of that. And what they did was they made their
    own stuff obsolete before their competition did. And it dropped the
    price of their system in half, made it more accessible, made it more
    flexible. And I think it’s really hard for companies that invent
    solutions to let go of their own invention and adopt someone else’s
    solution because it actually is better, cheaper, faster. And they did
    that really early. And I rarely see entrepreneurs do that. There’s
    that whole not-invented-here syndrome. And they’re so married to the
    technology. And these guys — as technically proficient as they were
    — just let go of that. And I think that was a really bold, brave
    move by the founders of the company. And I think it’s paying off in
    spades for them.

    Alan: This is kind of the

    approach we’ve taken at MetaVRse in building a new platform
    marketplace. And we realize that, yes, we can make all sorts of great
    tech. We’ve built all sorts of things; motion tracking, volumetric
    capture. We’ve built all these things. But the technology’s moving so
    fast and so rapidly that Microsoft, for example, they have their
    Metastage is a million bucks plus. But there’s other people coming up
    that can do that for $100,000.

    Bob: Yeah, there was a company

    at SIGGRAPH called IMVERSE. And they are doing it with the new Azure
    Kinect cameras.

    Alan: Exactly, exactly. And

    that’s not difficult to do. So if you look at the technology in the
    way it’s moving, my question is constantly, how do we disrupt an
    industry constantly and consistently disrupting itself?

    Bob: Yeah.

    Alan: Our answer to that is to

    build a marketplace that taps into all the newest technology for the
    needs of our customers we’re corporate training and enterprise
    training, that sort of thing. But being able to use all of the
    latest, greatest technologies and apply it to that, because they will
    change dramatically over the next five years, ten years.

    Bob: Yeah, absolutely. And I

    think — to get back to location based entertainment space — the
    innovation that has to happen there is around the business models.
    Because ultimately you’re selling tickets, and you’ve got to sell
    enough tickets to pay for the hardware, before the hardware becomes
    obsolete and you have to buy new hardware. And so I think that’s been
    the challenge in that space is how do you buy something and know that
    you’re gonna get a sufficient return on that invested capital, before
    you have to either replace it or upgrade it. And I think that we’re
    still sorting that out.

    Alan: Well, I think the problem

    is the headset turnaround times. So I think your maximum you’re going
    to get out of any headset at this point is two years.

    Bob: Yeah, but the headset’s the

    least component of it. Like, the headset’s 500 bucks now, and the
    prices are going to continue to come down. And so, for example, the
    VRsenal cabinets sold for $40,000. If you have to upgrade the headset
    every six months and it cost you 500 bucks, that’s almost an
    insignificant amount of money. I think it’s– and that’s what I tell
    operators, too, don’t get too caught up in the display technology
    getting better and better, and faster and faster. I think that when
    you look at the whole stack of what you have to do technology wise,
    especially in the free roam space, like if you’d invested a half a
    million dollars or three quarters of a million dollars into a Zero
    Latency system with machine vision cameras, and now all of sudden you
    can do it with inside-out tracking in the headset, you’ve literally
    thrown away $200,000 with the hardware in twelve months. That’s hard
    to recoup. And so with that, it’s the bigger systems, they have a
    little more technical heft to it, a lot more infrastructure and
    especially on tracking systems, which are essentially now going to be
    free, which is awesome.

    Alan: It is pretty awesome. And

    you know–

    Bob: If you didn’t buy one

    yesterday.

    Alan: [laughs] Yeah, it’s true.

    And the inside-out tracking was kind of this unicorn myth that maybe
    will come, and it came, and it came fast and it’s here. And it’s
    just– that’s the new standard.

    Bob: And it comes with some

    limitations. But I’ve got to believe that those limitations are going
    to go away, as like the peripheral vision, and if you move your hands
    out from in front of your face, because they’re using the cameras now
    for hand tracking as well. And so how do you track an object that
    isn’t in your direct line of sight, whether it’s for hand tracking or
    controller tracking or whatever. But I’m sure they’re going to figure
    that out in the next 12 months.

    Alan: I think honestly– and I

    had Alvin [Wang Graylin] from HTC on, and they’ve kind of figured
    this out a little bit with their Focus, they use inside-out tracking,
    plus they use the base stations.

    Bob: Yeah.

    Alan: So you kind of have this

    triangulated– I think he said with four base stations and the
    inside-out tracking, you can go up to something like 20,000 square
    feet. I didn’t understand how that was possible.

    Bob: Yeah. And I think hybrid

    tracking really is the future for the large free roam VR stuff. And a
    combination of inside-out and outside-in is going to be where we are,
    and that’s gonna be where we settle. But you won’t need $200,000 with
    optical tracking cameras. You’ll be able to do it with a handful of
    infrared laser cameras or whatever. But the prices of that stuff is
    going to come down to the point where you can mix and match the
    technologies into a solution that eliminate all the weak spots. And I
    think that’s the next twelve months, that’s going to be where all the
    evolution is in the technology of the out-of-home free roam space, is
    those hybrid tracking systems.

    Alan: Amazing. So we’ve gone

    through a lot today, but what problem in the world do you want to see
    solved using XR technologies?

    Bob: That’s a great question.

    Thank you. And this has nothing to do with location based VR or
    entertainment. I want to see it being used for greater interpersonal
    connection, and to create safe spaces for people to be more
    vulnerable in their communications. And I think that that’s one of
    the greatest challenges that we have in society today, is kind of a
    loneliness problem, this leading to an epidemic of suicide and
    depression. And I think that it’s a really powerful tool. And as we
    get better virtual telepresence and more avatars that are more
    communicative. I don’t think they have to be photorealistic, but I
    think using– I want to see people using the technology to bring
    people closer together. Think about the combination of language
    translation and virtual telepresence, and how that breaks down the
    boundaries, the geopolitical boundaries that keep us separated as
    humans around the world. That’s what I want to see.

    Alan: That’s an amazing vision.

    And I think we’re only a few years away from that being ubiquitous.

    Bob: I think within five years

    we’ll be able to have face-to-face meaningful communication across
    borders and across languages. And that’s going to put a lot of
    pressure on governments, and the people who want to keep us separated
    for all kinds of reasons. And so it’ll be interesting to see how that
    ripples through the geopolitical society of the world in the next
    five years. It’s going to be– it’s a fascinating time to be alive.

    Alan: It really is. Thank you so

    much, Bob. This has been amazing.

    Bob: My pleasure. Thanks for

    having me.

    39 min
  • IAAPA Update from Location-Based VR Expert, Bob Cooney

    Today’s guest, location-based VR expert Bob Cooney, has been in the XR space since the early 1990s. He drops by the show to give Alan an update on all the newest tech advances he saw at the International Association of Amusement Parks and Attractions Expo, and explains how today is the most exciting time to be working in this industry.

    Alan: Welcome to the XR for

    Business podcast with your host, Alan Smithson. Today’s guest is
    always on the bleeding edge of technology. He’s able to predict both
    tech and business trends. Bob Cooney is widely considered one of the
    world’s foremost experts on location based virtual reality, and the
    author of the book “Real Money from Virtual Reality.” I’m
    really super excited to introduce my good friend and colleague, Bob
    Cooney to the show. Welcome, Bob.

    Bob: Oh, dude, I’m so happy to

    be here. Thanks for having me, Alan.

    Alan: It’s my absolute pleasure.

    It’s been a long time coming, this interview. But we’re here. We’re
    excited. And we just are coming off the heels of *the* major North
    American show, IAAPA — which for those of you listening and you
    haven’t been there — it’s basically Disney World for VR, AR, and
    out-of-home experiences. You were there. Let’s talk about what you
    saw, and what are the trends coming in out-of-home entertainment.

    Bob: Yeah, it’s an amazing show.

    I’ve been going this– I think this is my 27th IAAPA or something
    like that. And my first one was 1991. And over the last four or five
    years we’ve seen VR every year just grow in not only the number of
    companies bringing VR/AR solutions into the market — mostly VR at
    this point — but the quality is every year measurably increasing.
    And that’s the thing I think that has me so excited is three or four
    years ago there was just a literally handful of things that you would
    even remotely consider as an operator. And last year there was
    confusion now, because there was– you were starting to see a lot of
    good stuff and this year it was just overwhelming. And so, yeah,
    we’ve seen real quality come into the market.

    Alan: You’ve seen pretty much

    everything there is out there. What’s one thing that blew your mind
    this year?

    Bob: Good question. The rise of

    unattended virtual reality systems. There was a company called LAI
    Games, which has been around for decades. They’re based out of Asia.
    They build arcade games. And a couple of years ago, they took a
    license from Ubisoft: Raving Rabbids, which is a really popular IP.
    They merged it with a D-Box motion base and they created a VR ride
    for family entertainment centers, arcades, and theme parks. It’s a
    two player ride. It was fairly cost effective, but they recommended
    it be operated without an attendant, and it was the first VR
    attraction that came out where you didn’t need to staff it. And the
    profitability of that really made a big difference for operators. And
    now this year there was another company called VRsenal, that had an
    arcade game cabinet with– that was a VR based that was unattended,
    and it was running Beat Saber, which is obviously one of the most
    popular games out there. And so we’re starting to see companies
    realize that maybe we don’t need attendants. Maybe people are smarter
    than we give them credit for. Maybe they can figure out how to put a
    headset on their face. Maybe they will clean it by themselves if they
    care about that. And so I talk about a lot about the four-minute
    mile, once it was broken. People thought was impossible, people
    thought if you try to run a four-minute mile, you would die. And once
    it was proven that it could be done, hundreds of people have done it
    since. And I think this notion of unattended VR is similar to that.
    And we’re going to start seeing more companies give more credit to
    consumers, that they’re smarter than we think they are.

    Alan: When I was in China, they

    have VR kiosks in a lot of the malls and some are attended, some are
    unattended. But I– I remember I was walking through the mall and I
    was like, “Oh man, VR!” and pull out my phone to videotape
    it — because this was two years ago — and I watched somebody fall
    completely on their butt, because they were downhill skiing in an
    unintended thing and they fell on their butt, and then they got back
    up and did the thing. And then I was in another mall, videotaping a
    kid in VR and he fell on his butt. So there are still some risks with
    this. How are they mitigating that? Because I know the Rabbids one is
    using a D-Box and you sit in it. So is that kind of what you’re
    seeing? Because I know with Beat Saber, for example, you’re not–
    there’s no real risk of falling over.

    Bob: There’s risk of somebody

    walking into your space and whacking them–

    Alan: Oh, yeah.

    Bob: –over, right? And so what

    the arcades are doing is they’ll put rope stanchions around those. I
    think the seated motion simulators are pretty safe. One of the
    Facebook groups yesterday, somebody posted how their son was in the
    hospital with a chipped tooth and a broken ankle from playing VR and
    falling. I don’t know what game they were playing, but they fell and
    hit their head on the table. And so there are some real risks around
    VR, that could limit adoption. And that’s– certainly on the consumer
    side, I think that’s a problem.

    Alan: So, Bob, how are these

    companies mitigating this risk, or what are you’re seeing that’s
    mitigating this?

    Alan: I think operators and

    setup and safety is important. A lot of them are putting the
    unattended stuff in view of like a redemption center, where there’s
    always somebody behind the counter redeeming tickets for prizes. I
    think the Beat Saber arcade game, they’re putting rope stanchions
    around them or cordoning it off, so people don’t walk into the space
    where somebody is actually playing the game. I think the seated stuff
    is inherently safe. There’s always a chance to get toes can get
    crushed, and things like that if people are careless. But I think
    that’s something operators have been dealing with since the very
    first driving games that had motion’s systems built into them. And I
    do think it’s one of the things that could really slow consumer
    adoption, though. If you remember the Wii when it first came out,
    people were smashing televisions with controllers playing tennis.

    Alan: It’s interesting you say

    that, because we’ve been doing demos with the Quest, and the same
    thing. You set it up, you set up stanchions. And it doesn’t matter.
    People still– they get excited. They get in there. They don’t
    realize they totally lose control. That’s the power of VR, they get
    right in there. And we’ve had somebody get punched in the face with a
    controller recently. And it was like, “Oh, jeez.” They
    weren’t within the stanchions. They were outside of it. And they
    just– the person lunged out of nowhere.

    Bob: It’s the paradox of

    presence, right? I mean, you’re–

    Alan: Yeah.

    Bob: –you’re really present in

    the experience. You forget where you are. The fantasy-reality line
    blurs. And then next thing you know. And that’s the inherent problem
    with it, is that that’s– in order for it to be effective, it’s not
    going to go away. And so I think safety systems– and you know, one
    of the things I would expect is as inside-out tracking gets better
    and the cameras get better, if you get too close to an object maybe
    the pass-through video kicks on. They’re going to have to figure out
    a way to make this stuff safer overall.

    Alan: Yeah, the way the Quest

    did it, where you can draw out your boundaries and then if you walk
    through the boundaries, it goes from being in virtual reality to
    being in the real world or pass-through camera. That actually a
    really nice solution. What we’ve been doing now is putting people in
    VR when they’re outside of the boundary, and then having them walk
    into it. And it’s this kind of a-ha moment, where they go from the
    real world of crappy pass-through camera to the completely virtual
    world. And it’s that moment of delight that you see. Now, speaking of
    moments of delight, because you get to see not only try these
    experiences, but you’re really intuitive into the emotions that
    people are feeling when they’re on the rides. What are some of the
    rides or experiences that you’re seeing that really resonate with
    people?

    Bob: Yeah, look, I think that–

    it’s funny. There’s a narrative in the industry that we have too many
    zombie shooters, but the numbers show that that’s actually what
    people want to play. And people love horror, horror’s had another
    blockbuster year in Hollywood, and I think people like to be scared.
    And that’s one of the easy emotions that you can trigger is fear. And
    so whether it’s Richie’s Plank in fear of heights, or zombie outbreak
    shooters and stuff like that, I think people love to be scared. And
    the interesting thing is, statistically, women like horror more than
    men. There’s all these great viral videos out there about women
    screaming in these zombie shooters. But I think that’s the thing that
    really triggers emotion, is that fear is the easy one. It’s the low
    lying fruit. And I know companies that have put out multiple titles,
    but their horror titles are always their number one earning and
    number one ticket seller. And so I think you’re gonna continue to see
    that, until we figure out how to really tell stories and drive other
    types of emotion in VR. And I still haven’t seen a lot of that yet.

    Alan: What about racing games? I

    tried one the other day and it was absolutely mind-blowing. It was a
    6DOF simulation machine. So the whole thing was riding on multiple
    pivot angles. And when I hit a bump on the road, I felt the bump on
    the road. It was just– and when I hit the wall — of course, going
    too fast — I hit the wall and the whole thing just rattled me. It
    was wild.

    Bob: Yeah, look, I think that

    there’s a lot of bad motion simulation out there in VR, which
    triggers motion sickness. If it’s not done well, it can actually
    exacerbate the simulator sickness that you get. There are a couple of
    companies that seem to be doing good. Like I did Mario Kart VR from
    Namco, which is a really fun game. And I think that that makes sense
    to have in VR too, because you have to look over your shoulder to see
    where your competition is, to see who’s going to throw things at you
    or you can throw things. One of the surprise hits from the IAAPA show
    — to go back to that — was a company called UNIS out of Taiwan, I
    think they’re based, they had a two player motorcycle VR simulator
    and it was a track racing motorcycle game. And when you’re leaning
    into the turn or looking over your shoulder, that presence of VR and
    to be able to look behind you and see your competition coming up to
    you was really well executed. And so I think– and I got no motion
    sickness at all out of it. So it was really well done. So I think
    companies are getting better at it, and they’re using it in
    appropriate ways. I think that my personal opinions in a drive racing
    simulator in a car, you have mirrors, like you don’t look over your
    shoulder. And so I don’t know what advantage VR really brings. The
    resolution isn’t as good. The frame rate is not as good as you can
    get in a big monitor. I almost feel like for driving simulators,
    you’re better off with a really good 4K monitor at 200 frames per
    second with good mirrors.

    Alan: The one that blew my mind

    was three panels kind of stuck together.

    Bob: Exactly. I think that’s a

    much better use of the technology. Totally agree.

    Alan: It was wonderful. I did

    drive– because I was at the I/ITSEC show, the Industry– Inter–

    Bob: Big military simulation

    show.

    Alan: Big military simulation

    training. So I got to drive a tank, that was cool. I got to fly a
    helicopter, which was interesting. I crashed it, dramatically. The
    guy’s like, “I don’t think I’ve ever seen anybody crash this
    thing like this.” [chuckles] But here are multi, multi-million
    dollar simulators, and they’re not as good as the ones that are at
    IAAPA.

    Bob: Yeah, that’s interesting.

    And I think that– how much of that is just because the military is
    used to overpaying for everything — we’ve all heard about the $9,000
    hammer and the $40,000 toilet — and how much of that is just the
    nature of the accuracy. Like one of the things I did some work with
    zero latency and they did some work with the Australian Army in
    building simulations. And one of the things that everything has to be
    about muscle memory when you’re in the military. And so these
    simulations have to be incredibly accurate down to button placement
    and things like that. And because it’s generally lower volume, I
    wonder if that has a lot to do with it.

    Alan: It could be, actually. It

    could be the rigorous demands from the client, but also the fact that
    they’re not buying hundreds of them, they’re buying tens of them.

    Bob: Yeah, totally.

    Alan: Makes sense. And then, of

    course, everything’s custom for them and you can’t share the content
    out. So there’s that.

    Bob: Yeah. And look, I think the

    military has been doing this stuff for a long time. And we saw a
    couple of military simulation companies kind of stick their toe in
    the amusement water. And that happened a lot with companies like
    Doron Simulation, they did military simulators and wound up going to
    doing some big, large format, large capacity motion simulation in the
    amusement industry. And I think there’s been some cross-pollinization
    between the military, some companies and the amusement and
    entertainment sector companies. I think on a smaller scale stuff,
    that’s more in the game space. That’s just I just don’t think they
    get that mark. There was a company called Raydon — who was probably
    at I/ITSEC — who was a client of mine a couple of years ago. They
    brought a 50 cow simulator, and they put it in kind of an arcade
    cabinet and created a game that was kind of like space bugs — think
    Starship Troopers — with this giant 50 cow simulator, and a
    butt-kicker on it to create recoil. And it was called Total Recoil.
    It was a great experience. But entering into the arcade game
    business, they really [went] from being a military contractor, just
    chalk and cheese. And I think they struggled to try to make something
    that was inherently fun and replayable. I think that’s one of the big
    challenges in the entertainment industry, is people are looking for
    games they want to play over and over again. And training simulation,
    you’re doing it for a different reason. It doesn’t have to really be
    replayable from a fun standpoint. And I think that there are real
    skills in creating games regarding core loops and dopamine rushes and
    things like that, that get you don’t want to play it again, that the
    military companies just don’t need to understand.

    Alan: So let me ask you a

    question, Bob, because this really intrigues me. You talk about these
    things that make something replaceable, and how maybe military sim or
    even training is not looking for that. But shouldn’t we — as people
    creating training simulations — be thinking about that? Because if
    we make it so that people want to do it over and over again, and have
    that repeatability, and that want to play it again, wouldn’t that
    kind of increase their ability to become proficient in whatever it is
    they’re training?

    Bob: Yeah, absolutely. But I

    think it’s a different mindset. So when you’re training to become
    better at something, that’s a mindset. And when that’s my profession,
    I’m driven to do that. When I go to have fun, I’m not necessarily in
    the mindset to improve. Now, there’s a narrow slice of the
    psychographic market, that will say “I just want to get better
    and better, and I want to prove, I want to play against myself, I
    want to beat my high score.” That’s where the leaderboards and
    stuff comes in. But it’s not actually the broad market for VR. We
    find the broadest market for VR is casual impulsive entertainment.
    People just looking to go out and have a good time with their
    friends, and to have a story to tell. And so I think you have to
    really know your market. If you’re building entertainment products,
    know who your target consumer is and build for them. And there’s a
    lot of people now building these kind of PVP — player versus player
    — e-sports games, that are highly competitive and they’re not
    earning very well so far. I mean, there’s a couple of them that are.
    I know Virtuix, the Omni arena’s doing really well in its early test
    locations. They got about–

    Alan: Yeah, how’s that going? I

    actually tried the Cyberith one at the I/ITSEC show. And it was
    interesting– and for people listening, if you don’t know, it’s a
    kind of redirected walking. What would you call it? Omni-directional
    treadmill kind of thing. So the one I tried, you’re strapped in at
    your waist, and you’ve got these slippery shoes on, and you just walk
    in any direction you want to go. But what I found was I felt totally
    hammered drunk, walking around in that thing.

    Bob: [laughs]

    Alan: Like, I had no control. I

    kept falling over and like, because you’re strapped in anyway,
    doesn’t matter, you can’t really fall. But I just felt like I
    couldn’t walk in a straight line. I was like, if somebody gave you 20
    shots of tequila and then said “Walk down the street,”
    that’s what I felt like. I was all wobbly kneed and it was not the
    most fun experience, but I guess with practice it might feel better.

    Bob: And I think some of that is

    in the interface in between the hardware and the software and the
    control mechanism. I think if you try to use that as just a human
    input device, it’s going to be difficult. And I think there are some
    companies do that. I think Virtuix invented the device, they’ve been
    doing it for six or seven years. I think they’ve kind of perfected
    that. And even with that, it can be a little awkward. But once you
    get into it, it’s the closest thing you can do to running in VR. And
    there’s just something visceral about dual wielding shotguns in a
    zombie apocalypse and running around. And the head is just– there’s
    something magic about that, Alan, I can tell you.

    Alan: It’s interesting. I got to

    try another walking simulator — and I’ll look it up while we’re
    talking — but it was walking on a treadmill. It was bi-directional
    treadmill. So wasn’t omni-directional, it was just bi-directional.
    But the way they had coded the experience, as long as you stayed
    within a green circle, you could just keep walking. And my first
    thought– because the first thought is I’m going to walk into
    something, because I’m in this big kind of thing. And then when you
    take a few steps, after about the tenth step, you’re like, “Wait
    a second. This is really cool. I’m walking and yet I’m not any closer
    to the wall.”

    Bob: Yeah. And one of the things

    we saw in the large scale free roam — like the big warehouse scale
    free roam experiences — is the longer– the further you walk, the
    deeper the immersion goes.

    Alan: Yeah.

    Bob: Because eventually that’s

    what happens, your mind says, “OK. Actually, I am walking. I’m
    in a bigger environment. I’m not going to walk into something.”
    It lets go of that reality. And you enter that fantasy world where
    you realize you’re in this environment. And if you can do that for a
    few minutes– some of these experiences, I’ve traveled as much as a
    half a kilometer. And the immersion gets really, really deep when
    you’re in it for a half an hour and you’re just walking around
    freely.

    Alan: That’s crazy. So, you

    know, in a business where square footage matters, one of the things
    that the Void did really well is they employed redirected walking or
    the ability to kind of use the same set for multiple pieces of
    content in a very small footprint. What are you seeing around that
    sort of location based entertainment where they take over the whole
    space?

    Bob: Yeah. And I think all of

    the companies that started out with these big warehouse scale stuff
    are looking at realizing the economics. A, there’s an economic piece
    of it and B, there’s just finding locations with 2,000 square feet of
    open space without pillars in an urban environment can be really
    hard. I know a guy that was looking in London for a year trying to
    find a location for Zero Latency location, and he couldn’t. So I
    think there’s a couple of drivers there. One is just the cost and one
    is availability of space. And so they’re all trying to figure out how
    to go smaller and smaller and smaller. But those are tradeoffs,
    right? I mean, the very first free roam space I played was 4,000
    square feet or 400 square meters. It was a 15-minute game and it was
    amazing. But how many places can you operate? Something like that.
    And I think there’s one in Chicago, mass VR that’s on that scale,
    too. But I don’t think they’ve ever opened a second location. So,
    yeah, I think that there’s a lot of tradeoffs. And look, from an
    operating model standpoint, everybody’s still trying to figure out
    where the sweet spot is. You know, The Void is still struggling to
    try to figure out these single unit economics. I think Dreamscape is
    still trying to figure it out. Even Zero Latency, I think they just
    opened like their 37th location in Barcelona now or something last
    week. But I know I’ve spoken to all of their operators, and some of
    them make money and some don’t. None of them are really getting their
    money back as fast as they wanted to. And so I think that the
    business models are still being fleshed out, and finding that– once
    people figure out the sweet spot, everybody will rush into it. And
    the fact that people are still experimenting tells me nobody’s really
    figured it out yet.

    Alan: It’s interesting you say

    that, because I think that’s indicative of the whole industry. VR,
    AR, from a corporate standpoint, we’re really just touching the
    surface of what’s possible and the business models around this. You
    know, it’s funny. We’re writing financial models for a company and
    they’re like, “Okay, here’s the products, here’s the clients we
    want to go after.” And I said, “Guys, you realize that
    everything we’re doing here is just a complete guess, and it’s all
    going to be wrong.” Like, literally no rhyme or reason for it,
    because as we move, the industry is shifting. And I say to this to
    people, “It’s not just a new technology, it’s a new industry,
    it’s new business models. Everything’s unproven.” So how do you
    then– I guess you just got to keep experimenting, which was what
    everybody’s doing.

    Bob: I tell people, this is the

    most complex market you can imagine. And the solution for solving
    complex problems is sitting in the problem space longer. Einstein
    said, “I’m not smarter than everybody else. I just sit with my
    problems longer.” And I think he was lying about that, he was
    smarter than everybody else. But he did sit with the problems. And
    there’s a really interesting thing for the listeners, if you Google
    the “Snowden leadership framework”, it’s a Harvard Business
    Review article, it was back in the 90s. And they talk about this
    thing called the Cynefin model — and it’s a Gaelic word — and they
    talk about how to deal with different levels of complexity. And they
    say, in a complex market you have to stop trying to find the solution
    right away. And I think VR is that, and you’re seeing a lot of
    companies experiment and share the opening. And the thing I love
    about this industry is everybody seems willing to share with most
    people. Because they know it’s day one, they know we haven’t tapped
    the beginning of the market, and it’s not a zero sum sum game.
    Everybody can still win at this stage of the business. So there’s a
    lot of sharing and a lot of experimentation happening. And I love
    that.

    Alan: Yeah. It’s really a

    wonderful industry to be in. I came from the music industry and music
    technology, and it was — I guess — a more mature industry. So there
    was sharing, but not really kind of at the level where it’s like,
    here’s all my information or I’m on a podcast telling everybody about
    how VR and AR is working for our business. And even just on this
    podcast — the XR for Business podcast — we’ve seen a really
    incredible sharing of knowledge. And I think this is one of the best
    things about this industry, is people are willing to help. And like
    you mentioned, it’s not a net sum game at all. The industry — as an
    entire industry — is about $10-billion in 2019, will close off the
    year between 10 and 11 billion. And that’s going to increase to
    500-billion by 2030.

    Bob: There’s plenty of room for

    everybody. If new entrants stopped coming into the market, everybody
    in the business today that survive would be a billionaire. So that’s
    not going to happen, because people are continuing to rush into the
    market. But yeah, there’s plenty of room for everybody right now. And
    it’s really exciting to have been watching the industry grow, like I
    did my first VR product in 1992. I’ve been watching this thing bubble
    up for 25 years and and it’s nice to have some–

    Alan: Is now the time or what?

    Bob: Oh, absolutely. Zero doubt

    in that. I think the technology just wasn’t there before. And the
    mobile phone revolution with really inexpensive accessible small high
    resolution LED screens or LCD screens, and IMUs, and tiny processors,
    and all of the components that Palmer Luckey needed to build his
    first Oculus headset came out of the cell phone industry. And so we
    can thank the cell phone guys for making all this possible.

    Alan: Well, speaking of cell

    phone guys, you’ve got HTC as a major player. They actually sold
    their cell phone division to Google to focus on VR.

    Bob: Man, that was crazy. Like–

    Alan: I agree.

    Bob: Talk about a bold move. And

    I hope they’re successful, because I love to see bold business moves
    rewarded. But that was a pretty risky move, but talk about belief.
    That’s the manifestation of belief.

    Alan: Yeah, it’s focused, too.

    If they’re all in on spatial computing in the future of this, and
    they seem to be doing well. Out-of-home entertainment locations, I
    would say HTC is probably the leader.

    Bob: Oh, by far. Like, not

    even– nobody’s even a close number two right now. And some of that
    has been attitude. I mean, Rickard Streiber early on realized that
    they had an awareness problem. He said, “All right, let’s
    support the arcade business, because that’s where people can at least
    get an idea of what VR is like.” And I criticized him publicly a
    little bit, because the arcade owners back in the 80s, that whole
    business got basically disintermediated by the consumer gaming
    market. So once console systems got really good and really
    affordable, people stopped going to arcades. And so in a way, he was
    trying to get arcade people to build VR arcades, so people would be
    able to buy VR at home, and it would put the arcades out of business.
    And now that we’re starting to see more free roam and less consumer
    adoption than anybody expected, I think that those models are
    starting to solidify a little bit. But HTC saw early on that they had
    an awareness problem and they are trying to fix the awareness
    problem, whereas Oculus thinks they have a pricing problem. And so,
    you know, they come out with a Quest and they come out with the Rift
    S, and they give really hard technical limitations to both of them to
    hit a $399 price point, thinking that’s going to move the market. And
    so two different companies with two entirely different beliefs of
    what the problem is. It’ll be interesting to see how that plays out
    this Christmas.

    Alan: Have you tried the Quest?

    Bob: I have, yeah. In fact, I

    just ordered one. I tried it early on, before it was released.
    Obviously, I get to demo a lot of cool shit that’s in development.
    One of the nice things about my job. But I finally broke down and
    ordered one, and I’m going to see if I can’t travel with it, because
    I get so many people that I meet that haven’t tried VR, and I want to
    be able to just put a headset on them and say, “Check this shit
    out.” Am I allowed to say that on your podcast?

    Alan: You’re allowed to say

    whatever you want, my friend. Now, this is a family show, but I
    believe that if you’re passionate about something, these things come.

    Bob: Yeah, so. And funny, what

    got me over the line — because I’m a consumer — was they bundled
    Vader Immortal with it for Christmas. And so they’re starting to
    learn about the whole notion of bundling, and what’s going to drive
    adoption. And then they just then– obviously they announced they
    acquired Beat Games last week.

    Alan: Yeah, that was cool.

    Bob: I wrote a blog post about

    that. And by the way, if anybody’s interested, I write a weekly blog
    on location based VR at bobcooney.com called Dropping In. So if
    you’re interested, check that out. But my blog post last week was
    about the Facebook acquisition of Beat Games and how– try to figure
    out why they did it. If you think back to the music games of Guitar
    Hero and Rock Band, those peripheral kits were really expensive.
    Couple of hundred bucks for the whole band set. 300 bucks, 350 for
    the Beatles one. And so I think music games have the ability to sell
    hardware. And I think Facebook realizes that. And they decided to buy
    Beat Games. They’re going to push that hard. And then you’re going to
    see a lot of new music coming in. It’s really exciting time. How
    happy am I for those guys, the guys that started Beat Games and
    cashing out, hopefully they made a bajillion dollars.

    Alan: [chuckles] We’ll never

    know how much they’re going to make. I think it was–

    Bob: But hopefully those guys

    cleaned up. I love seeing entrepreneurs make money.

    Alan: Hopefully they also keep

    Beat Saber available on other platforms.

    Bob: Yeah, absolutely. And they

    have to. Well, they don’t have to, actually. And I think that there
    would be a massive community backlash if they didn’t, at this point.
    And you know, Oculus and Facebook, they’re undergoing all kinds of
    scrutiny from all kinds of people. And they’re going to have–
    they’ve got to be careful with everything that they do right now, and
    how it affects their brand and people’s perception of them.

    Alan: Agreed. So let’s go back

    to IAAPA for a second. If you were to say that these are the five
    highlights of IAAPA this year, what would they be?

    Bob: Yeah, for me, I actually

    gave out– I have created my own award called the VR Bauble Award.
    And for recognition of companies that are really doing not only good
    stuff, but innovative stuff in the space. And Rabbids: The Big Ride
    was one of them. The VRsenal unattended Beat Saber cabinet was one of
    them. And there was one that really caught me by surprise, was a
    company called Ballast– DIVR, they had a product called Ballast, and
    I had to actually throw on board shorts and get in a pool to try it.
    And they have a waterproof headset basically built into a scuba mask
    with a snorkel. And you hold on to one of those underwater propulsion
    devices — like a little torpedo thing that you hold on to — and
    it’s hooked up to an air compressor, so it cavitates and there’s a
    fan that blows jet– a jet that blows the water on you. So you feel
    like you’re moving underwater. And it was mind blowing, it was
    fantastic. I was like screaming through my snorkel. And I think that
    from a business model standpoint, you’ve got all of these resorts
    around the world that have pools that are underutilized and
    unmonetized. And now all of a sudden, you can drop 100 grand worth of
    equipment in there, and charge 20 bucks for a seven minute underwater
    VR experience and start monetizing pools. And I think you’re gonna
    see resorts do that. And so that product blew me away. It was really
    surprising.

    Alan: That is super cool. Think

    about this, for all the people going on vacation over the holidays,
    how much can you really drink by the pool?

    Bob: Yeah.

    Alan: Don’t answer that

    question.

    Bob: And the ability– one of

    the experiences was like free floating in space. So when you get in a
    weightless pool environment, there’s all kinds of things you can do.
    So I was jetting through the lost city of Atlantis, but then all of a
    sudden I was free floating in space in the International Space
    Station. And that was really cool. And being in the water removes any
    notion of motion sickness as well. So super accessible. So that was–
    yeah, that was a great– that was just a mind-blowing experience for
    me. It really changes the game when you can start doing VR in water,
    that was amazing.

    Alan: Super cool.

    Bob: Yeah.

    Alan: What else?

    Bob: Yeah, there was– the VR

    bumper car was another one that–

    Alan: What?

    Bob: Yeah, I know! So you take a

    50 year old hard ride, you put a tracking system on it. You put on a
    headset. And now all of a sudden they’ve gamified bumper cars, and
    you’re in this cyberpunk environment. It was a joint venture between
    a bumper car manufacturer called IE Park, a software company called
    SPREE Interactive — which was formerly Holodeck VR — and a company
    called VR Coaster, which did the first VR roller coasters. And the VR
    roller coaster thing was a bit of a fad and it’s kind of dropped down
    now, because there’s all kinds of throughput issues and roller
    coasters are high throughput rides. But bumper cars are not, and
    bumper cars are kind of boring and simple, and you’d never do it more
    than once, right? And so they’ve taken bumper cars, they’ve made them
    fun and engaging and replayable, and you’re going up a ramp and the
    floor collapses and you feel like you’re free-falling. And yeah,
    really amazing use of VR. And so that was– and that won a Brass Ring
    award, which is one of the award ceremonies from IAAPA this year. So
    I expect to see that in a lot of theme parks going forward.

    Alan: That’s super cool. I want

    to try that.

    Bob: Yeah, it was good.

    Alan: And rounding out the top

    five?

    Bob: Yeah, umm… Oh wow, top

    five, so… boy, that’s a tough one.

    Alan: What other Bauble Awards

    were given?

    Bob: Yeah, well I gave one to

    Zero Latency, but that was like long overdue for their free room
    stuff. And I will give, I still think it’s the best of the best in
    the free roam space, but one of the things that they did — which is
    speaking of brave moves — was they had developed– because they were
    first, they developed their own tracking system, right? They had to
    develop their own headset, their own gun, their own camera system
    that used machine vision cameras, a stack of servers a mile high. It
    was a very expensive installation. And when the Windows Mixed Reality
    system came out — or before it came out from Microsoft — they were
    the earliest adopter of that. And what they did was they made their
    own stuff obsolete before their competition did. And it dropped the
    price of their system in half, made it more accessible, made it more
    flexible. And I think it’s really hard for companies that invent
    solutions to let go of their own invention and adopt someone else’s
    solution because it actually is better, cheaper, faster. And they did
    that really early. And I rarely see entrepreneurs do that. There’s
    that whole not-invented-here syndrome. And they’re so married to the
    technology. And these guys — as technically proficient as they were
    — just let go of that. And I think that was a really bold, brave
    move by the founders of the company. And I think it’s paying off in
    spades for them.

    Alan: This is kind of the

    approach we’ve taken at MetaVRse in building a new platform
    marketplace. And we realize that, yes, we can make all sorts of great
    tech. We’ve built all sorts of things; motion tracking, volumetric
    capture. We’ve built all these things. But the technology’s moving so
    fast and so rapidly that Microsoft, for example, they have their
    Metastage is a million bucks plus. But there’s other people coming up
    that can do that for $100,000.

    Bob: Yeah, there was a company

    at SIGGRAPH called IMVERSE. And they are doing it with the new Azure
    Kinect cameras.

    Alan: Exactly, exactly. And

    that’s not difficult to do. So if you look at the technology in the
    way it’s moving, my question is constantly, how do we disrupt an
    industry constantly and consistently disrupting itself?

    Bob: Yeah.

    Alan: Our answer to that is to

    build a marketplace that taps into all the newest technology for the
    needs of our customers we’re corporate training and enterprise
    training, that sort of thing. But being able to use all of the
    latest, greatest technologies and apply it to that, because they will
    change dramatically over the next five years, ten years.

    Bob: Yeah, absolutely. And I

    think — to get back to location based entertainment space — the
    innovation that has to happen there is around the business models.
    Because ultimately you’re selling tickets, and you’ve got to sell
    enough tickets to pay for the hardware, before the hardware becomes
    obsolete and you have to buy new hardware. And so I think that’s been
    the challenge in that space is how do you buy something and know that
    you’re gonna get a sufficient return on that invested capital, before
    you have to either replace it or upgrade it. And I think that we’re
    still sorting that out.

    Alan: Well, I think the problem

    is the headset turnaround times. So I think your maximum you’re going
    to get out of any headset at this point is two years.

    Bob: Yeah, but the headset’s the

    least component of it. Like, the headset’s 500 bucks now, and the
    prices are going to continue to come down. And so, for example, the
    VRsenal cabinets sold for $40,000. If you have to upgrade the headset
    every six months and it cost you 500 bucks, that’s almost an
    insignificant amount of money. I think it’s– and that’s what I tell
    operators, too, don’t get too caught up in the display technology
    getting better and better, and faster and faster. I think that when
    you look at the whole stack of what you have to do technology wise,
    especially in the free roam space, like if you’d invested a half a
    million dollars or three quarters of a million dollars into a Zero
    Latency system with machine vision cameras, and now all of sudden you
    can do it with inside-out tracking in the headset, you’ve literally
    thrown away $200,000 with the hardware in twelve months. That’s hard
    to recoup. And so with that, it’s the bigger systems, they have a
    little more technical heft to it, a lot more infrastructure and
    especially on tracking systems, which are essentially now going to be
    free, which is awesome.

    Alan: It is pretty awesome. And

    you know–

    Bob: If you didn’t buy one

    yesterday.

    Alan: [laughs] Yeah, it’s true.

    And the inside-out tracking was kind of this unicorn myth that maybe
    will come, and it came, and it came fast and it’s here. And it’s
    just– that’s the new standard.

    Bob: And it comes with some

    limitations. But I’ve got to believe that those limitations are going
    to go away, as like the peripheral vision, and if you move your hands
    out from in front of your face, because they’re using the cameras now
    for hand tracking as well. And so how do you track an object that
    isn’t in your direct line of sight, whether it’s for hand tracking or
    controller tracking or whatever. But I’m sure they’re going to figure
    that out in the next 12 months.

    Alan: I think honestly– and I

    had Alvin [Wang Graylin] from HTC on, and they’ve kind of figured
    this out a little bit with their Focus, they use inside-out tracking,
    plus they use the base stations.

    Bob: Yeah.

    Alan: So you kind of have this

    triangulated– I think he said with four base stations and the
    inside-out tracking, you can go up to something like 20,000 square
    feet. I didn’t understand how that was possible.

    Bob: Yeah. And I think hybrid

    tracking really is the future for the large free roam VR stuff. And a
    combination of inside-out and outside-in is going to be where we are,
    and that’s gonna be where we settle. But you won’t need $200,000 with
    optical tracking cameras. You’ll be able to do it with a handful of
    infrared laser cameras or whatever. But the prices of that stuff is
    going to come down to the point where you can mix and match the
    technologies into a solution that eliminate all the weak spots. And I
    think that’s the next twelve months, that’s going to be where all the
    evolution is in the technology of the out-of-home free roam space, is
    those hybrid tracking systems.

    Alan: Amazing. So we’ve gone

    through a lot today, but what problem in the world do you want to see
    solved using XR technologies?

    Bob: That’s a great question.

    Thank you. And this has nothing to do with location based VR or
    entertainment. I want to see it being used for greater interpersonal
    connection, and to create safe spaces for people to be more
    vulnerable in their communications. And I think that that’s one of
    the greatest challenges that we have in society today, is kind of a
    loneliness problem, this leading to an epidemic of suicide and
    depression. And I think that it’s a really powerful tool. And as we
    get better virtual telepresence and more avatars that are more
    communicative. I don’t think they have to be photorealistic, but I
    think using– I want to see people using the technology to bring
    people closer together. Think about the combination of language
    translation and virtual telepresence, and how that breaks down the
    boundaries, the geopolitical boundaries that keep us separated as
    humans around the world. That’s what I want to see.

    Alan: That’s an amazing vision.

    And I think we’re only a few years away from that being ubiquitous.

    Bob: I think within five years

    we’ll be able to have face-to-face meaningful communication across
    borders and across languages. And that’s going to put a lot of
    pressure on governments, and the people who want to keep us separated
    for all kinds of reasons. And so it’ll be interesting to see how that
    ripples through the geopolitical society of the world in the next
    five years. It’s going to be– it’s a fascinating time to be alive.

    Alan: It really is. Thank you so

    much, Bob. This has been amazing.

    Bob: My pleasure. Thanks for

    having me.

    39 min

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