XR for Business

XR for Business

By Alan Smithson from MetaVRseBusinessTechnologyArts
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XR for Business episodes

  • The Sound of XR, with Bose's Michael Ludden
    Your various realities -- virtual, augmented, X, etc -- are often talked about in the realm of vision, since we humans lean on vision as our major sense. But the folks at Bose, like today's guest Michael Ludden, know that there's room for sound in XR too.
    Alan: Welcome to the XR for
    Business Podcast with your host, Alan Smithson. Today's guest is
    Michael Ludden, global head of developer advocacy and principal
    augmented reality advocate at Bose Technologies. Michael is a
    technologist, futurist, strategist, product leader, and developer
    platform expert who loves to operate on the bleeding edge of what's
    possible, and is a frequent keynote speaker at events around the
    world. Michael was previously director of IBM's Watson's Developer
    Lab for a AR and VR, among some other career stops. To learn more
    about the work he's doing at Bose, you can visit developer.bose.com.
    Michael, welcome to the show.
    Michael: Wow, what an intro.
    Thanks for having me.
    Alan: It's my absolute pleasure
    and honor to have you on the show. I'm super excited. I was talking
    to all fine and last week. I was flying from Toronto to San
    Francisco, and I just happened to sit beside a guy who we started
    talking about AR and I pulled out the North Glasses. He pulled out
    the Bose Frames; we swap. And we had this kind of meeting of the
    minds. I had the visual, he had the audio and it was really cool that
    I got to try the Bose Frames. What an amazing piece of technology.
    Michael: Glad you liked it.
    Alan: So you've had a storied
    career here. You've done everything from IBM Watson, to Google, to
    HTC, Samsung. How did you end up in technology, and why did you get
    so fascinated on futurism?
    Michael: Well, it's sort of been
    a running theme in my life. I read a lot of science fiction as a kid
    and I was always interested in technology and -- not to date myself
    -- but at a certain point in my life when I was a young adult,
    technology started to really aggressively eat everything, starting
    with mobile. And I just found that was really the point of inflection
    in my life where I studied musical theater in college, I went to
    UCLA. I thought that's what I was going to do. I really did. And I
    did get a B.A. so I got a little arts education, too. And at the same
    time, I was always tinkering with stuff, building my own PCs. I
    started my own web development company at one point to make Web sites
    in Flash, CS2, and CS3 in the early days; it was brutal.
    Alan: There's a conference in
    Toronto called Flash in the Can; FITC.
    Michael: Nice.
    Alan: That's old school.
    Michael: It is very old school.
    And, you know, I never really thought I'd make a career out of it,
    but I needed money. I was a starving actor in L.A. and one of my
    friends who I just made by being nerdy, worked for a company called
    HTC. They were releasing the first-ever Android phone, which was
    called The Dream -- or the G1 in the US. So I was in contact with
    this guy; he got a promotion. He said, "you should take my old
    job," which was L.A.-based, and I was living there. And I said,
    "I want to do it." I was working on a podcasting platform
    called This Week In -- not This Week in Tech -- but This Week In. It
    was a Jason Calacanis-led network out of the old Mahalo Studios in
    Santa Monica. But it paid me pennies. And when they told me what the
    job paid and what I'd be doing, I said, "OK, I guess I'll do
    it." I needed the money, and it was very flexible. It felt
    really easy to me, like that's really all you need me to do.
    And so I ended up starting to go around
    door to door. What was it like? T-Mobile shop, Verizons shop, AT&T
    -- like, carrier stores -- and show them about the phones. An
    28 min
  • Digging Up Digital Cadavers in XR, with Sector 5 Digital's Jeff Meisner
    Today's guest -- Sector 5 Digital's Jeff Meisner -- hopes to put grave robbers out of business, among other things. He pops in to talk to Alan about all the experiential learning experiences his company has developed, from digital cadavers to study anatomy, to the VR design process of Bell Helicopters.
    Alan: Hi, I'm Alan Smithson. And
    today, we're speaking with Jeff Meisner, CEO of Sector 5 Digital,
    about their pioneering work on the Fantastic Journey Anatomy VR Ride,
    Fork Lift Training Simulator, and the work they did with Bell
    Helicopters, shortening design times from years to months. All of
    this and more on the XR for Business Podcast.
    Jeff, welcome to the show, my friend.
    Jeff: Thanks, Alan.
    Alan: I am super excited. So,
    Jeff, you are doing some incredible work at Sector 5. Let's start
    with the Fantastic Journey Anatomy VR. Right. This just blows my
    mind.
    Jeff: Yeah. Yes. Just as a
    historical perspective on this, we've been working with this
    particular healthcare client for a couple of years now. And we
    started out initially doing a 3D digital cadaver, basically, that
    allowed them to do facial anatomy. And the company is in the business
    of doing injections into the face and hand. And so they needed a way
    to have safe areas so the injectors would have training. So we
    created a basic virtual training tool and that was initially in 3D,
    not in VR, but it was driven through our tablets and things like
    that. So it had kind of an AR component to it.
    Alan: You will learn in 3D
    dramatically better than even just on a 2D screen.
    Jeff: Yeah, exactly. And we actually did a conference which had over somewhere between 200-300 of their folks training with a massive 3D screen in front of them. So it was used as a training aid, and really now, it's gone global. So it started initially in the U.S. and got picked up by this company, because they are a global company. And what they wanted to do was take that next step, if you will. And so We're creating this, what we call a VR Fantastic Anatomy Journey. We're going to be taking their folks through… well, if you know what Fantastic [Voyage] is —- as most people do -- but taking them through the human body. So you're going to have a really cool edutainment-type experience, whereby you’re going to be on somewhat of a VR roller coaster, although it being through the body, we're going to be adding some elements of teaching at various points. So it'll stop and you'll be asked questions. It's really, the major focus is to be very much a learning experience. But one of the things we're finding —- and I know you are too, Alan —- is if you make it fun for people, it becomes a much more memorable experience and they want to do it again and again. We're combining kind of that gaming-type element, if you will, but with actual data and experience, to make it something that their injectors are going to be learning from, and not just the entertainment element.
    Alan: When you guys started
    rolling out the 3D digital cadaver, how are they measuring against
    baseline? So, what was their baseline learning before? Just a
    textbook? Or..?
    Jeff: No, they were actually
    using "live" cadavers, and cadavers -- and this may sound a
    little gruesome -- but they're somewhat hard to come by, especially
    outside of the US. The regulatory issues that you deal with are very,
    very high barriers there. When we came along with the virtual cadaver
    initially, as I said, it was really only being used in a very small
    area. But when they realized that they could take this globally, and
    they now didn't have the same barriers that they had in the past,
    that really opened things up for them and opened up their eyes as to
    the value that this would bring.
    1 min
  • Digging Up Digital Cadavers in XR, with Sector 5 Digital's Jeff Meisner

    Today's guest -- Sector 5 Digital's Jeff Meisner -- hopes to put grave robbers out of business, among other things. He pops in to talk to Alan about all the experiential learning experiences his company has developed, from digital cadavers to study anatomy, to the VR design process of Bell Helicopters.

    Alan: Hi, I'm Alan Smithson. And

    today, we're speaking with Jeff Meisner, CEO of Sector 5 Digital,
    about their pioneering work on the Fantastic Journey Anatomy VR Ride,
    Fork Lift Training Simulator, and the work they did with Bell
    Helicopters, shortening design times from years to months. All of
    this and more on the XR for Business Podcast.

    Jeff, welcome to the show, my friend.

    Jeff: Thanks, Alan.

    Alan: I am super excited. So,

    Jeff, you are doing some incredible work at Sector 5. Let's start
    with the Fantastic Journey Anatomy VR. Right. This just blows my
    mind.

    Jeff: Yeah. Yes. Just as a

    historical perspective on this, we've been working with this
    particular healthcare client for a couple of years now. And we
    started out initially doing a 3D digital cadaver, basically, that
    allowed them to do facial anatomy. And the company is in the business
    of doing injections into the face and hand. And so they needed a way
    to have safe areas so the injectors would have training. So we
    created a basic virtual training tool and that was initially in 3D,
    not in VR, but it was driven through our tablets and things like
    that. So it had kind of an AR component to it.

    Alan: You will learn in 3D

    dramatically better than even just on a 2D screen.

    Jeff: Yeah, exactly. And we actually did a conference which had over somewhere between 200-300 of their folks training with a massive 3D screen in front of them. So it was used as a training aid, and really now, it's gone global. So it started initially in the U.S. and got picked up by this company, because they are a global company. And what they wanted to do was take that next step, if you will. And so We're creating this, what we call a VR Fantastic Anatomy Journey. We're going to be taking their folks through… well, if you know what Fantastic [Voyage] is —- as most people do -- but taking them through the human body. So you're going to have a really cool edutainment-type experience, whereby you’re going to be on somewhat of a VR roller coaster, although it being through the body, we're going to be adding some elements of teaching at various points. So it'll stop and you'll be asked questions. It's really, the major focus is to be very much a learning experience. But one of the things we're finding —- and I know you are too, Alan —- is if you make it fun for people, it becomes a much more memorable experience and they want to do it again and again. We're combining kind of that gaming-type element, if you will, but with actual data and experience, to make it something that their injectors are going to be learning from, and not just the entertainment element.

    Alan: When you guys started

    rolling out the 3D digital cadaver, how are they measuring against
    baseline? So, what was their baseline learning before? Just a
    textbook? Or..?

    Jeff: No, they were actually

    using "live" cadavers, and cadavers -- and this may sound a
    little gruesome -- but they're somewhat hard to come by, especially
    outside of the US. The regulatory issues that you deal with are very,
    very high barriers there. When we came along with the virtual cadaver
    initially, as I said, it was really only being used in a very small
    area. But when they realized that they could take this globally, and
    they now didn't have the same barriers that they had in the past,
    that really opened things up for them and opened up their eyes as to
    the value that this would bring.

    Alan: It's really incredible.

    Medical is the by far and away leveraging virtual reality more than
    any other sector. I mean, design is kind of a close second. You've
    also done some work with design, and we'll get into that in a bit,
    but the medical industry is just ripe for disruption. I mean, buying
    a cadaver, like you said, is onerous, is expensive. It's heavily
    regulated. And let's be honest, people don't really need that anymore
    with VR.

    Jeff: Correct. And even if these

    sorts of things are used in front of the intensive training --
    obviously there's regulatory bodies and things like that would demand
    certain certifications and things like that -- and in some of that,
    we can do. But we also can be right in front of that to, again, make
    these experiences a little more fun, a little more engaging. I will
    have to tell you that one comment that we got from the training we
    did was this lady actually said that our training was "more
    realistic than the cadaver," which I had to laugh, because it's
    like, how could that possibly be? But the fact that she thought that
    this thing was so immersive that it was actually better than the
    training on a cadaver, really spoke to me.

    Alan: That's incredible. That's

    nuts. But if you think about it, you only get one shot at a cadaver.
    If you're pulling it apart, you really can't, like, split the face
    apart and look inside the brain if you want. With VR, you can take
    the whole skeletal layer right out. You can literally see the layers
    as you need to see them, versus cutting into the skin. There's
    definitely, I think, for the physical training of the last part where
    you have to learn how to inject or that sort of thing, you still need
    that feel. You need to know how far you go down -- there's a feeling
    to it that I don't think will be replaced. But when you're learning
    about the anatomy, I don't think there's any better way; you can
    literally just remove all you want. "I don't want the body to
    have any skin. Okay. There's the bones." This is really
    powerful.

    Jeff: And a lot of people now,

    instead of what, in the past, you know, they had to fly doctors and
    nurses, nurse practitioners into training centers. And the cost of
    doing that was amazing. Now they can go to these areas, to these
    doctors, set these things up, as you know. I mean, all you really
    need is a fairly small technology setup.

    Alan: Are you guys moving the

    stuff to Quest now? Or are you still on Vives and Rifts?

    Jeff: Yeah, we're fairly

    hardware agnostic, so we've done projects in just about any type of
    hardware. I will say we do have the strongest partnership with HTC --
    with Vive. We'll get into that a little bit more when we talk about
    the forklift project. But I mean, it really doesn't matter to us. As
    you know, the technology is changing so quickly right now. And so
    we'll look at it from a perspective of what is the best technology
    available at the time for the client.

    Alan: Let's move from Fantastic

    Journey Anatomy VR and let's talk about your forklift training,
    because you mentioned it a couple of times, and training people on
    moving vehicles, forklifts, excavators, anything where they have to
    drive around -- it becomes really expensive. It's kind of like
    bringing a cadaver in; bringing people into a facility and letting
    them drive around on a forklift, when they have zero experience, is a
    little bit dangerous, and a little bit expensive. But imagine giving
    them the ability to put on a headset, practice driving around a
    warehouse, practice some close calls, maybe some things fall off the
    shelf. You could practice scenarios that may happen in a warehouse,
    but are very rare. But you can give people that real sense of
    practice before they even step on the machine. Talk us through that
    forklift training, and how that came to be.

    Jeff: Sure. Sure. As I

    mentioned, we have a really strong partnership with HTC Vive and they
    were coming out with their new Vive Eye Pro headset, which has the
    eye-tracking in it. And so we've been talking to them and we were
    ourselves trying to think of the best demo that we could go, because
    we had a conference coming up -- the EWTS conference that was just in
    Dallas fairly recently -- and we were talking to them and we said,
    when we do something that's really going to be an enterprise-type
    application, that's going to take advantage of the new capabilities
    of the Vive Eye Pro. And so we kind of went through project scope
    with the folks at Vive and we came up with the forklift training
    demo. What's unique and different about this one is utilizing the the
    eye tracking software of the Vive Pro. We take the user through a
    simulation where they're essentially inside a forklift. They have to
    drive a forklift in a warehouse, and we give them some visual cues.
    For example, if they look at the row of pallets that are in the
    warehouse, one of the pallets, we'll highlight in green. So then they
    know, that's where they need to go in and pick up that pallet. And
    then we also have a loading dock area where there's different, like,
    A through F, I think loading dock locations. So once they pick up the
    pallet, it's highlighted where they need to drop that pallet off on
    the loading dock. But in between that process, we are tracking all of
    their eye movements. So, for example, if they pick up the pallet and
    they don't turn their head around to see what's behind them? We're
    tracking all of that. And I think where it really hit home was we put
    a replay function into the application. So someone will go through
    this experience -- and we timed it specifically to be about a three
    minute experience because we knew we were taking it to a trade show
    -- but we did a replay in double time. So we had about a
    one-and-a-half minute replay. And through the replay process, it
    shows exactly where their eyes were through the entire experience.

    Alan: Cool.

    Jeff: Yeah.

    Alan: What kind of insights are

    you able to glean from that?

    Jeff: Basically, we also -- kind

    of on the side -- again, we made a little fun, made it into a game
    with kind of a leader board. But you got points for doing things
    right, and then you got points deducted for doing things wrong. So,
    for example, if you didn't turn your head when you were backing up,
    or you didn't see the cones that were in the warehouse -- those sorts
    of things -- you got points deducted. So we can actually take a
    visual which is showing exactly where the eyes were, and here's where
    you got points deducted, or where you got additional points for doing
    things right. So it's that training element that reinforces to them,
    "oh, OK. Yeah, my eyes were down instead of looking up because I
    had... I should have been looking up higher to the third row of the
    pallets," and things like that. So you have a visual
    interpretation of what you've done, but you also have, combined with
    a scoring system, to reinforce the points or reinforce what what you
    did wrong.

    Alan: That's really impressive.

    In one of the things that I think this will do for people is really
    shorten the training times, because if you're training on a real
    machine and you don't do these things, we have no way as a trainer,
    or as somebody teaching you, knowing whether you did it right or not.
    In VR with the eye tracking, now you can say, "hey, you didn't
    do this right. Do it again until you get it right." And people
    can repeat the training as often or as much as they need to perfect
    mastery. Are you seeing a decrease in training times with this as
    well?

    Jeff: We haven't gotten to that

    point, because it is fairly new to now see, once they actually get on
    the forklift, is that reducing the training times? But that's a
    definite goal, is to have those metrics. And as I said before, this
    kind of can front end that initial training that people get, that's
    fairly boring and people are just, they want to get on the actual
    forklift. Well, let's do things ahead of that so that when they get
    on the forklift, they're not hurting themselves. They have the
    concept. "I've got to turn my head. I've got to look." You
    know, those those sorts of things. So I think that's yet to come. But
    that is definitely the goal of this moving forward. The other thing
    that we noticed, at EWTS -- because we had over 100 different
    corporations take this forklift demo in and try it out at the show --
    what we noticed was a lot of them were saying, "yeah, we have
    over a thousand forklifts of all different types," because I
    know that there has been some really immersive form of training done
    in the past for specific forklift manufacturers. And that's
    fantastic, probably as a next step. The issue, though, is that a lot
    of these corporations have four or five different forklift
    manufacturers, so they have something a little more generic. That
    kind of front ends up process is very valuable for them.

    Alan: And I would think that

    despite the fact that there's 20 different types of forklift, safety
    protocols are probably very similar regardless of the machine itself.

    Jeff: Exactly. "Hey, you

    need to follow your eyes. You need to be alert. You need to be
    looking all around." Those sorts of things are absolutely the
    same, regardless of the type of forklift, or regardless of the type
    of warehouse or materials. So that's what really makes this exciting.

    Alan: One other thing that I

    thought would be really cool is making an option where it's like an
    open play version, where you can have fire come out the back of your
    forklift and it can go really fast.

    Jeff: [laughs]

    Alan: Maybe some missiles or

    something. No?

    Jeff: I'm sure any studio would

    love to add that, Alan.

    Alan: [laughs] Yes. You've got

    to shoot the boxes instead of pick them up.

    Jeff: Yeah, there you go.

    Alan: So you you recently

    deployed 200 virtual reality headsets for a large airline. You want
    to talk about that?

    Jeff: Yeah. The exciting thing

    about that, and I think this is part of the value that XR brings, is
    that we did a project -- and this is going back over five years ago
    -- we did a project for the world's largest airline, whereby they
    were placing, at the time, the largest commercial aircraft purchase.
    And we modelled all of their business class and first class cabins in
    3D. So we use these 3D models, we did a a website for them. We did a
    kiosk -- in-terminal activations -- for them. And so these digital
    assets that have been been used and been around for over five years,
    we then took those digital assets into VR and we showed that off. We
    initially did four headsets at their leadership conference and then
    their global sales executives just went crazy over it. And they said,
    "this is exactly what we need in Brazil and in Japan and in
    Europe and all over the world, because when our sales folks are
    sitting down with these corporate buyers and these buyers are trying
    to decide if they want to travel on on this airline or another
    airline, we can actually take these headsets and we put it into the
    Oculus Go headset and we could take these headsets, give them to
    these corporate-travel buyers and say, put this on. This is what your
    executives would be experiencing if they were traveling on the new
    777. Three hundred in first class or business class. And here's the
    bar. And they can explore the cabin and they can see how the seats
    fold down and they can check out the workspace and all of those
    things." So that was really revolutionary to them, having that
    experience and making it much more immersive. And it's really
    fundamentally changed the game for that.

    Alan: They're taking the

    headsets and they're going to the trade shows or customer meetings.
    How are they using it?

    Jeff: Yeah, they're actually

    taking them to customer meetings them. And now, as you know, the
    barriers to entry with the technology has now come down to make this
    opportunity available. And also the fidelity of the headsets
    themselves have gotten so much better that they're actually going to
    meetings with these corporations, because -- these are like global
    2,000 corporations -- that their executives are travelling millions
    of miles on various airlines and international travel. And so they're
    actually taking that into those meetings, and not only telling those
    corporate travel buyers about all the benefits of traveling on this
    airline, but also they can actually put them in and make it a more
    immersive experience.

    Alan: So we went from training

    people in forklifts to selling people on airlines.

    Jeff: Yeah.

    Alan: Oh, and digital cadavers.

    Holy crap. So you guys are at the forefront of medical, industrial,
    and sales. And there's one more big one that... before we put a pin
    on American -- guess I can say what the company has since you said it
    was the largest -- American Airlines.

    Jeff: Sure.

    Alan: How are they comparing the

    sales with and without it? Is there a way to do that, or are they
    just anecdotally saying it's better?

    Jeff: Well, they've done their

    own internal [research]. But unfortunately, for competitive reasons,
    we're not allowed to say, you know, how much. But, yeah, they
    definitely had some kind of before-and-after, A-B-type testing as to
    how it was before and the response versus how it is now.

    Alan: One project that I know

    you can talk about -- because we talked about it previously, and I
    know there was some massive savings being gained here -- but that's
    the product you did for Bell Helicopters. Let's talk about that.
    These guys designed a helicopter and took it from years to months.

    Jeff: Yes. And really, we had

    been working with Bell for a few years. We had done a VR experience
    for one of their military aircraft that had not yet... had not
    actually been built yet. But it was a project that they were selling
    to the military. And so we did it. We did a VR experience for them,
    which took them on kind of a mission, if you will. But it was really
    an eye-opening experience for the CEO of Bell. He's a game-changer. I
    mean, he is such a forward-thinking leader. And he really wanted to
    transform Bell from a really historical, very engineering-centric
    military helicopter manufacturer to be a leading-edge technology
    provider of urban mobility solutions. And this was part of the
    journey, was when he saw the response at this particular show. And
    this show is called AUSA. It's one of the world's largest army show,
    I believe. And when he saw the response there, he said, "we need
    to be thinking more like the car companies and we need to be coming
    up with concept aircraft and things like that." And he
    challenged his team -- he had created an innovation team within Bell
    -- his team, and this was basically October. On the commercial side,
    they had the world's largest commercial helicopter show coming up in
    March. And he said, "I want a concept aircraft on the show floor
    in March." And so basically from October to March, which ended
    up being less than six months, we went from the sketches of the
    aircraft; over 100 sketches to 3D models, put the 3D models into VR.
    Actually had Bell's test pilots put the headset on and give us
    different changes back and forth of the aircraft. And we went through
    that iterative process and came out the other end with only a single
    1:1 scale mockup of this aircraft. And we were on the show floor at
    at Heli-Expo in March. And oh, by the way, we also incorporated two
    Microsoft Hololens experiences into that one; one for the pilot and
    one for the passenger. But it was really revolutionary, in that it
    was really one of the best use cases of enterprise XR -- taking a
    process that historically had taken them years to go through, and
    multiple models, and to get to that point, and we shrunk that down
    into less than six months.

    Alan: Well, I mean, if that's an

    indication, it looks like right across the board, you guys have been
    in medical, in industrial, in sales and marketing, and design. You
    guys have touched everything. Sector 5. Digital is kind of like this
    powerhouse of design in spatial computing. And I'm really excited for
    what's next. So, Jeff, what is one problem in the world that you want
    to see solved using XR Technologies?

    Jeff: I think it goes back to

    the training. If we can take people out of the environments that are
    hazardous -- safety environments -- and we can provide training to
    them such that they can learn to the point that they no longer have
    to be exposed into these environments, not only in a training
    perspective, but have the knowledge and capabilities that eliminates
    any sort of future hazards in those environments. I think that, to
    me, is an area that's absolutely ripe for this technology. And I'm so
    excited about the future and how we can help people in those
    environments down the road.

    1 min
  • Time for Enterprise to Enter the Magicverse, with Magic Leap's Brian Kane
    Until recently, Brian Kane has been highlighting more experiential demos - like one that puts a porthole to the ocean in your living room - to highlight the power of the Magic Leap, and of spatial computing in general. But ahead of his visit to CES, Brian drops in to tell our listeners how Magic Leap is ready to leap into the world of enterprise.
    Alan: Hey, everyone, welcome to
    the XR for Business Podcast with your host, Alan Smithson. Today we
    are speaking with Brian Kane from Magic Leap, about how the 3 billion
    dollar company plans to expand their offerings to the enterprise.
    We'll also talk about how VR and AR are being used in enterprise, and
    some exciting announcements. All that and more, on the XR for
    Business Podcast. Brian, welcome to the show, my friend.
    Brian: Thank you so much, Alan.
    It's a pleasure to be here.
    Alan: It's so exciting. Magic
    Leap is one of these Magic Leap devices, you put it on, and your
    whole world is spatial computing. I've been doing demos with this. I
    brought this to the Ritossa Summit last week -- and it's a summit, a
    family wealth office summit -- and I showed people the-- I don't even
    know it's called, where you put fish on the wall. And basically you
    glue an aquarium to your wall and you can stick your-- you can see
    right in the aquarium, the fish swim out of the aquarium. It was
    crazy. People were loving it.
    Brian: Yeah, absolutely. So that
    experience -- if anyone is interested -- is called "Undersea".
    It was developed on the Unreal 4 engine and built by our studios
    team. It's a really, really great demo. I mean, we have hospitals
    that are actually looking at it, using it for pain distraction
    therapy. And it's actually usually the first demo I go to, so people
    can really understand some key things about spatial computing. So
    what you do is you start off by meshing your room, and that's where
    our device creates -- essentially -- a digital twin of the space
    you're in. You then place a portal into a 2D wall and then in that
    wall, it looks like you're looking through a portal into the ocean.
    And out of that portal swims one small fish, which you can see. And
    it moves just like a fish. And when you watch people doing this demo,
    they're reaching out and they're trying to touch it, because it just
    looks like something you can touch. And then somewhere in the room,
    it will randomly spawn a huge piece of coral. And you can move around
    it and leave the room and come back, and that coral is exactly where
    you placed it. Which is another key concept of spatial computing,
    which is persistence. So when you're able to place something, it
    stays there. And anyways, it's a great experience. And I'm glad you
    enjoyed it. And so did your guests.
    Alan: Go to magicleap.com/experiences, because it is so beautiful and vibrant. I love it. And Angry Birds used to be the one that I would show everybody. And it's great, it's wonderful. But man, the Undersea thing is just-- it's just beautiful. Moving from Underseas to under siege. I got to try a Magic Leap experience at the I/ITSEC conference, the Interdisciplinary/Industry Simulation and Education and Training Seminar last week in Orlando. And one of the things I got to try was this thing -- by, I guess, your sister company, that is Magic Leap for government -- and I got to shoot a gun. But when I had the Magic Leap on, I could see a full range in front of me with grass, and trees, and the targets. And it was one-to-one lined up with the gun. So when I looked down the barrel of the gun and I shot that target, it fell over in Magic Leap. It was mind-blowing. It was amazing, actually. Really, really amazing. I know military is one of them. But what are you working on in kind of the enterprise side of things?
    Brian: This podcast was recorded
    the week of December 10th, which is a big announcement
    40 min
  • Using XR to Change Everything (Without Changing Anything) with Lance-AR’s Lance Anderson

    Today’s guest, Lance Anderson of

    Lance-AR, got tired of seeing so many XR providers only help clients
    achieve their stated ROI goals, then leaving them to their own
    devices to scale. Lance helps those companies today, by understanding
    the need to marry emerging tech with legacy systems, so disruptive
    tech doesn’t seem so disruptive.

    Alan: Coming up on the XR for

    Business Podcast, today we’re speaking with Lance Anderson, founder
    and CEO of Lance-AR, a consulting and services company for enterprise
    AR space, focused on helping organizations scale deployment. We’ll be
    learning about the challenges and learnings from his experience. All
    that and more on the XR for Business Podcast. Lance, welcome to the
    show.

    Lance: Hey, great, thanks for

    having me on.

    Alan: My absolute pleasure. It’s

    very exciting to meet somebody as passionate as you are about
    bringing augmented reality to the enterprise. But before we start,
    explain how you got here and what is it you do for customers?

    Lance: Sure. So I’m coming from

    — let’s just round it down, let’s call it 15 years — in the
    enterprise space selling software and services and automation, things
    like that. Ended up at Vuzix in 2015 and had a great run with those
    guys. Late 2018 I left Vuzix and started Lance-AR, because I was just
    frustrated. Frustrated with the lack of companies deploying augmented
    reality at scale. Everybody talks about the dizzying ROIs that are
    out there to get, and all the wonderful things and advantages that
    this technology brings. Yet no one was deploying at scale and I had
    this unique position at Vuzix — because there are so few hardware
    providers — that we were able to see thousands of pilots and POCs,
    in all different regions and different use cases. And we just saw so
    many of those either fail, sputter, or just kind of evaporate. So I
    wanted to take all that knowledge and bring it to the enterprise
    space and see if we could turn some things around. That’s why
    Lance-AR came about. And really what we do now is we connect
    enterprise users, AR hardware manufacturers and AR software
    providers, the problem solvers. We connect them all in an agnostic
    way, and try to make sure that these folks are set up in the right
    way for success, that they have a strategy for achieving success and
    then for taking success and moving it into what I would call scale
    deployment. So success could be a five unit pilot, but I don’t
    consider it success until it’s 500 units or a 1,000 units rolling to
    the company. So that’s in essence, what we do.

    Alan: That’s amazing. My first

    thought when you were talking about the challenges and pitfalls of
    getting caught in what they call “pilot purgatory” would be
    if you had to kind of focus on the five main things or six main
    things, what are those main challenges that make it so difficult to
    go from pilot to scale?

    Lance: Everybody’s at fault,

    frankly. So I’ve done a lot of sales and marketing in my day. The
    marketers in our industry are at fault. Promising future worlds today
    that just aren’t quite possible. There’s fault in the hardware
    manufacturers.

    Alan: We’ve got to call out

    Microsoft on making videos that people will go, “We want that!”

    Lance: It was Microsoft, SAP did

    one in 2014.

    Alan: Everybody’s been making

    these beautifully Hollywood produced videos on “Look at what you
    can do with AR!” And then they put the glasses on and are like,
    “Well, why is the view cut off?” They’re like, “Oh,
    yeah. Well, about that…”

    Lance: Not really. Not really.

    Well, almost. Use your imagination.

    Alan: “Why is it getting

    hot on my head?” You’re like, “Ah, well, you know…”

    Lance: Yeah, yeah. And I look at

    it like it’s like back in the day. You’ve even got shysters selling
    tonics, “solve every problem” tonics out of the back of
    their car. And yet there are real solutions out there, that are
    solving problems and driving value.

    Alan: And I think we’re starting

    to see that where companies that have been at this a long time, like
    Vuzix and the newer companies as well, like the providers that are
    creating the software layers. Hololens 2, it’s been hyped and hyped
    and hyped. And we’re really excited, because it really is driving
    value in enterprise. Maybe not at scale yet, which is– that’s what
    we’re here to talk about. But what are some of the sticking points?

    Lance: Let’s break it down to

    this: enterprise. We’re talking about enterprise deployments here.
    This isn’t SAS. These clients are not buying SAS. A lot of people are
    selling the SAS. This isn’t set it and forget it. Sell me one pilot,
    sell me one license, a pair of glasses, and then I’ll take it from
    here and deploy a thousand units. There is a dichotomy of what’s
    being sold. Most people are talking to the C-suite and they’re
    selling digital transformation. Transformational AR, the new way of
    working. But they’re also getting budget and getting paid solving
    problem-specific ROI for operation. Those two are dichotomous. So
    they sell five units, five licenses. “Here’s my platform
    license. Here’s the hardware. We solved your problem. We delivered
    ROI for these five users.” And it’s like hands in the air, “Good
    luck, god bless.” And they’re expecting these organizations —
    these large enterprise organizations — to take those five units and
    proliferate it throughout their business and turn that into 5,000.
    And that’s really where Lance-AR comes in. And that’s where we saw a
    massive gap. It’s really in the services side. So one of the things
    we brought out — we actually brought it out at AWE this year and
    really leaned into it at the EWTS show this fall — was what we call
    our process engineering services, aftermarket sales, right? So what
    we found was the service providers and the harder providers were
    selling– they weren’t selling success. They were selling the start.
    Which is these pilots and all that. We come in after the fact, and we
    bring in the knowledge/expertise, the engineering knowledge/expertise
    for manufacturing, or logistics, or whatever it might be. That also
    has the AR experience. And we work with these clients to say, “OK,
    you got your first process onto this new platform. So what about your
    other 999 processes? How do we prioritize them? How do we take care
    of the back end that will make these a reality?” Some of these
    processes are easy to move into a head-worn AR space. Some of them
    require all kinds of data connectivity to siloed data in your
    organization, and they will require other projects to be done just
    before we can do this. So we try to look at all that, help them
    through this and start them on this longer term — not long term, but
    longer term — iterative transitional process. I hate the word
    disruption and frankly, most people in business hate the word
    disruption. No one wants their operation disrupted. They want to
    transform.

    Alan: What did you call that,

    because I think this is– we need to emphasize this. “The
    iterative–“

    Lance: It’s the iterative

    transformation or the iterative deployment of augmented
    reality/virtual reality within your business organization.

    Alan: I think the keyword there

    being “iterative.” People think you’re going to just buy
    this SAS software, install it, and it works perfectly forever.
    They’re missing the part about where you have to make the content for
    it. And you’ll have to make the content for one job role, it’s going
    to be different than another one. Now, there’s going to be overlaps,
    but it’s knowing where those overlaps are where you can take pieces
    from the other one and bring them in. I think what you’re doing is
    very smart, because we’re also seeing the same thing where we’re
    focused kind of on the training side of things. But if you make one
    training module, it does not translate to every role in the company.
    Maybe there’s overlap, maybe can you re-use the graphics or the
    interactions, but every role within a company has its own distinct
    training algorithms, and same with when you’re going through digital
    transformation of things using AR. Pick-n-pack is not the same as
    driving a forklift.

    Lance: Exactly right. And

    training is a good example. I’d like to get back to that in a minute.
    But before, just to finish this first thought out, another area that
    I think our software providers are really missing, is the fact that
    you can’t sell something that is just completely new into an
    enterprise organization effectively. That enterprise is running
    today. That factory is open. It has to run. It has to churn out
    tires, cars, parts, whatever it is. Disrupting that, stopping that,
    removing all of their — or a huge chunk of their — existing
    processes and putting this one in, it’s just not going to happen.
    That’s not the way business works, it’s too much of a risk. There’s
    too much of a fiduciary risk and operations risk and all that stuff.
    And I’d say one of our clients — LogistiVIEW, they’re in the
    logistic space — and originally they were going after new greenfield
    systems. The ROI was there their technology could save millions of
    dollars, yet it wasn’t getting traction. What they learned was we
    have to exist within this existing ecosystem of these warehouses, and
    we changed their tagline to “change everything without changing
    anything.” And what that means is, they developed their brand
    new AR AI computer vision software to work with antiquated AS400
    green screen systems that are the reality of how these manufacturing
    and logistic plants are operate, and created that interface in that
    at filter — I guess is probably a better way to put it — and merger
    so that these companies don’t have to change their core backend
    systems to use this new technology. And now that they’re starting to
    use this new technology, it’s these organizations themselves that are
    raising their hands and saying, “Hey, wait a minute, could we
    use it over here? Could we add it over here, now that we’re
    connected? Wow. Look at all the great stuff we can do.” And
    logistics business has exploded recently due to this change. And I
    think they’re a fantastic example of what’s been going wrong in this
    industry, which was here’s our great new technology. It’s so awesome,
    Mr. Enterprise User, that you should change all your backend systems,
    and come over and do things our way. That’s just not the way of the
    world. And we’re in that transition right now.

    Alan: I think you nailed it with

    “change everything without changing anything.” That is just
    a brilliant tagline. And if you think about it from an enterprise
    standpoint, that changing anything in a line, unless it’s going to
    create massive value in the 10, 20, 30 percent improvement range,
    it’s risky. I think augmented reality and virtual reality and these
    technologies now, they do drive that kind of warranted rollout. But
    then how do you do that in a way that doesn’t disrupt? And I think
    you nailed it with kind of synchronizing with legacy systems, even
    though very difficult to do. You’re taking cutting edge things that
    are run on cloud and edge with antiquated systems that are buried in
    servers on-prem, and trying to marry that together. It’s interesting.
    And I love your point about selling this stuff is not SAS. And so
    many startups that I see — pretty much everyone — it’s a SAS play
    that they’re working with, and it’s very difficult when the content
    doesn’t exist for the roles that you’re looking to work on.

    Lance: Content is key. So let’s go back to your training example, because I think it’s a brilliant one. So most training, you were seeing the majority of that is in the VR space. Makes perfect sense. Great opportunity for it. I love training, because training departments have budgets — A. They — B — they are generally looking for new technology and new ways to train their workforce. And C, they look for mobile training, getting it out of the classroom, making it more realistic, situational training, and all that. As you know, there’s a significant content creation play there. But what what I also see is–

    Alan: I know, right?

    Lance: Well, think about that,

    yeah. You know, you know all too well.

    Alan: There’s a reason we

    started our own accelerator to bring the whole community together. We
    see this– look, there’s a lot of content providers in the world
    making amazing things. But fast forward three years, there won’t be
    nearly enough content creators to satisfy the needs of any of these
    companies at scale.

    Lance: Well, it’s the same

    problem, Alan. So think about it. So there’s two things that need to
    be done. So creating net new content in this new way is simple.
    There’s actually better ways to do it now. But companies have most of
    everything they have is not net new content. It’s old content that
    has to be changed, and moved, and morphed. And who owns the process?
    Who owns the updating of the process? Is it the training group? Is it
    the operations group? Is it– do we even know? It’s half the problem.
    So–

    Alan: We’re working with a

    client now and we said, “OK, so we’re gonna train your employees
    in this role. And do you have a manual?” And they gave us the
    manual, but it was the instruction manual of the computer that they
    work on. It was like written in DOS 2.0.

    Lance: Love it.

    Alan: I was like, “OK, so

    this is nice. So where’s the manual you give to the staff?” and
    they’re like, “That’s it.” It’s like, oh my God, you can’t
    read this thing. It’s impossible.

    Lance: Right. Sprinkle in a

    little tribal knowledge on top of that, that isn’t written down
    anywhere. All this kind of stuff.

    Alan: Exactly.

    Lance: But so think about this.

    So whatever content you do create in the VR space for training,
    alright? Very few people have thought about the investment that you
    make there. What percentage of that could the worker take with them
    on a pair of AR glasses? Oh, now wait a minute. So there’s training
    that you have in their classrooms. Let’s– I’m going to give you a
    simple number. So one third of it is, you have that training one
    time, you get it, you got it. Good. It’s in your head, you move
    forward with it. Another 30 percent, gosh, maybe you don’t use it
    everyday. You don’t use it every week. And it would be great if while
    I was on the job after training, where I could just click on
    something and see a quick video or get a quick little reminder.
    Refresher training, let’s call it little telementor on your shoulder.
    And then there’s 30 percent of training that you’re just never going
    to get right. And you really need — in the field — to be taken
    through step one, step two, step three, step four. But the content
    that you guys create on the VR side, that investment — and we’re
    talking to the C level and the B level here — the investment you
    make there can trickle down. And move into your AR and your worker on
    the floor experience, if you’re going to give them some type of
    mobile way to consume them, then let’s let those workers feed back
    into the system. If there’s a part they’re working on that there is
    no video for, there is no training for. Well, maybe they could film
    point of view themselves and walk people through the training of it.
    And have this system that starts to work within itself. And the whole
    thing is connected. It’s a much bigger investment. It’s much bigger
    than just the hardware you purchase with the SAS that you purchase.
    It’s a mindset of how we’re going to capture data, create content,
    always update that content and keep this thing moving forward. It’s
    just not as a static thing that everybody thinks it is.

    Alan: Absolutely. It’s

    multifaceted, but I think there’s also the ability in the last, I
    would say 24 months, 360 content, for example, you had to stitch
    every scene together and it was thousands of dollars a minute. I can
    buy a camera now for 500 bucks. It shoots better than we were
    shooting three years ago and it stitches on my phone. And I can
    literally make a quick training thing on my phone and publish it to a
    VR headset in an hour. So you’ve got that kind of low-end side of
    things, where companies can start to create their own content. Then
    you’ve got higher-end things where maybe you want to have full hands
    on training of something. You need to bring in a machine or in
    location, and that sort of thing. But as this range of content starts
    to be made, there’s gonna start to be similarities. And we’re not
    seeing it yet, because not enough people are working on it. But
    there’s gonna be similarities, where if I do a fire safety warehouse
    training, turns out that will work for pretty much any warehouse, I
    can transfer it. And so being able to transfer the knowledge from one
    company to another is also something that nobody is looking at yet.

    Lance: I agree. And so a lot of

    folks are selling to the actual end user, but why not sell to the
    provider? So if I’m a provider of, let’s say, conveyor technology for
    a warehouse, I should be providing and updating all that training
    material that can be consumed either through VR or AR. But that’s my
    responsibility, not the employer’s responsibility to keep up with
    your changes and your manuals and all that kind of stuff. And if we
    can create a little environment where individuals could tap into that
    knowledge base, that would be great.

    Alan: Well, the problem with

    that is you need to make sure that everybody’s synchronized, because
    if my company bought Oculus Go headsets for training and then my
    supplier comes along, goes, “Hey, we just made this training in
    VR, but it only works on the HTC Vive.” you’re like “Oh,
    OK.” There’s no standardization and all VR is not made equally,
    as we know. Or AR, for that matter. And there’s going to be a huge
    range of quality types and compatibility issues and all this, so–

    Lance: Alan, standardization is

    not on the table for the next three to five years. We will get there,
    because if this technology is going to mature and become ubiquitous
    — like most of us think it will — we will get to standardization.
    We will get to commonalities that make all this simple because the
    clients and the users will demand it. They will demand that
    simplicity. They will demand that interoperability. But this war
    isn’t done yet. And so what we tell clients is — actually I’m glad
    you brought this up, it’s a great segue — one of the next biggest
    hurdles is companies trying to decide on one physical platform that
    they’re going to go forward with. And that means a brand. Is it VR,
    is it AR, is it a brand? And even for the software, we’re going to
    choose this one software provider. That’s not going to get us there.

    Alan: Obviously. I mean, come

    on.

    Lance: It’s not going to get us

    there. Yeah, I know. Right.

    Alan: 1990’s calling, they want

    their business model back.

    Lance: [laughs] Exactly. So what

    we try to impart through Lance-AR is we talked about the iterative
    process improvements and process engineering that we do. We also have
    an iterative model that helps companies go from “Let’s vet this
    idea, breed innovation department” into “This comes out,
    let’s go get budget and funding and KPI agreements.” Everybody
    forgets to do that. Let’s make sure the C level and the IT and HR and
    operations and everybody is very clear on what they would agree is
    success or not. And then we agree on what we’ll do if we are
    successful before we start. And if you don’t do that, don’t start. Go
    spend your money on– I don’t know, take everybody out to a ballgame.
    You’re better off getting value out of that. But you do that and then
    iterate. And it’s a circular process. And while your company is
    taking the one good idea they decided on and moving that into
    operations, your IT department should be looking at the next round of
    physical hardware that’s coming in. So you’re not waiting for that.
    You just kind of keep these circles going and–

    Alan: Wouldn’t it be great if

    there was a consultant or somebody you could just hire, that would
    just keep you abreast of all this and work with your IT teams to just
    keep you on top of this? Wouldn’t that be amazing?

    Lance: That would be amazing. I

    don’t know, I’m scratching my head. I think I know some guy that
    might be able to help with that.

    Alan: I’m going to Google it

    here. I think it’s Lance, lance-ar.com.

    Lance: That’s a great place to

    start. That’s a great place to start. You know, but this stuff isn’t
    easy, Alan, and that’s what it is.

    Alan: It’s not easy! You and

    I’ve been studying this shit for years and it’s complicated, because
    every day a new headset comes out and every day a new platform comes
    out.

    Lance: Yep.

    Alan: The way I liken this —

    and I’ve said it before in the podcast — is how do you disrupt an
    industry constantly and consistently disrupting itself?

    Lance: Yeah, it’s– well, you

    have to plan for this technology to continue and consistently
    iterate. So what you deploy– and remember, in enterprise, they’d
    like to let me buy this piece of conveyor, run it for the next 20
    years. Sorry, that’s not where this is going. And so companies need
    to change. They need to change their mantra and understand. That’s
    why actually one of the things we’re coming out with — and I guess I
    can show this — is we’re coming out with Lance-AR will be providing
    leasing terms, for leasing for hardware, leasing for software,
    leasing for applications. We also provide a deployment services,
    provisioning, warranty service, and things like that, because that’s
    how companies want to buy, especially when they want to protect
    themselves from missing the next great tech that’s coming next. But
    that’s a side note. We can do that on a subsequent– we’ll do that
    next year, when that’s actually in the market for us. And there’s
    other things we’re doing too, Alan. I don’t want to share everything
    right now, but we are going to provide the world with an agnostic
    hardware validation, applicability, and use case affirmation site. We
    want to have one area where everybody can come and start to
    understand what these technologies can do. I hate, hate, hate when
    people ask me, “Lance, what’s the best AR headset on the
    market?” It’s impossible.

    Alan: I can tell you that. I

    know the answer to that.

    Lance: Yeah? What’s that?

    Alan: You ready? It’s the one

    that matches your needs and budget.

    Lance: Amen.

    Alan: Is that the right answer?

    Lance: Do you know how much they

    hate that answer? Do you know how much they hate that answer?

    Alan: They *hate* that answer!

    “Why can’t I just buy one headset and do it all?”

    Lance: It’s like, what a copout.

    What a copout answer, right? So we’re gonna provide something that
    allows people to kind of self-segment themselves. “My name is
    Joe. I work in Europe. I’m doing manufacturing, I’m trying to do
    this, that, and the other thing,” and we’re gonna get you down
    to a smaller selection and also let you know what’s coming next. So
    we’re looking at that kind of stuff. And then we talked about content
    creation. That’s a big issue, people.

    Alan: We spent an enormous

    amount of time– well, I spent an enormous amount of time on
    LinkedIn, building a community, becoming friends with all sorts of
    content providers all over the world, amazing people doing incredible
    things. And we’ve kept a database of all of them. And so I think we
    have a pretty good advantage in the fact that we have access to
    content providers all around the world at all different levels of
    quality in different fields. VR, AR, MR, volumetric capture, spatial
    audio, you name it. And I think this is really going to be– you
    mentioned right at the beginning. Content is one of those things
    where it’s constant, it’s never ending. And so how do you harness the
    power of the entire XR community to service the needs of these
    customers? As this becomes — like you said — everybody is going to
    want this. As soon as they realize that that training that used to
    take us two weeks, and we had to fly everybody in, now we can send
    them a headset and they’re trained before they even step foot on the
    floor. Hello? This is going to be a thing.

    Lance: It’s amazing. And you

    also just struck on something there where the XR community is
    starting to build all this stuff for the users. Let’s define the word
    user. So there’s users. There’s the CEO of Fortune 500 Company X,
    that we’re considering a user because he or she is writing the check.
    Users are the people who wear these devices and actually do real work
    everyday, and don’t just push emails back and forth. Those folks. And
    this is another pet peeve of mine. And it’s more than a pet peeve.
    It’s a–

    Alan: Those guys. Who needs

    buy-in from the people actually use them? Psh!

    Lance: “Whatever. Here, use

    this.” This is– well, at least not in the US and Europe. That’s
    not how we operate. And that’s not how our workers operate. That
    actually is a little bit different in China and some of the Asian
    countries. And they’re actually getting pull-through. There’s a
    discussion there, and we don’t have time to get into it today. But my
    point is this for the user is and I want to talk about efficacy and
    stickiness of this technology. We all know see-what-I-see.
    Everybody’s heard about it. Telepresence, telementoring, tele remote
    support, whatever you want to call it. And we all talk about this
    being the number one use case for AR headsets today. It’s not sticky.
    That’s the problem. In most use cases, it is a once a day, once a
    week use case. That’s just not enough. And the problem is, when
    people then go ahead and try to turn it on that one day a week,
    connectivity. Gosh, exactly how did I enter my password? And what
    button do I press and how do I do it? So the UX is a big problem,
    user interface. I was talking with Audi, who were doing– they were
    using VR. And they want to use it in their dealerships. And here’s
    the deal. When someone walks into a dealership, they’re there to buy
    a car, not use VR. And if you want them to have this really cool VR
    experience and all that kind of stuff, you’ve got about two minutes,
    maybe three minutes of their attention span. You can’t spend five
    minutes training them how to enjoy that two minute experience. It’s
    gotta be intuitive. It has to be natural. And what is natural today?
    Well, that’s changing. And for us in the VR/AR headset space, let’s
    look at what else is going on. Voice is everywhere. Let’s use voice.
    Hand gesture control, hand using hand gestures. What is it. Google
    Pixel came out. So, yeah, we’re gonna enable some gestures and it’s
    super limited and all that stuff. But whatever, they see it, they see
    its coming. I was in my friend’s BMW the other day, and he was just
    swinging his hand around, changing the radio station, using gesture
    control.

    Alan: Yeah, I actually got to

    try the the Ultrahaptics thing on the weekend and you basically goes
    in VR. And I reached out– I was playing tic-tac-toe with an avatar,
    and I reached out and it felt like I could feel it in midair or I
    could feel like I was touching something. But it was it was almost
    like a minor electric shock. Like, you know, when you lick a battery,
    that kind of feeling. It was really just– it was a weird sensation.
    I don’t know. It wasn’t comfortable for me, but they’re trying to
    make it so that when midair, you just reach out, you feel something
    and you turn it like in a car, you just kind of reach out. But it’s
    like, okay, well, that’s called a knob and it’s right there below my
    hand. What do I need it in 3D space for?

    Lance: Alan, it’s the same thing

    as we’re talking up before. Like the “change everything without
    changing anything” concept of our new technology needs to be
    able to work with old data systems. Well, our new technology, the way
    the human being who wears it interfaces with it needs to jive with
    their current experiences. Swiping, we’re all using swipe on our
    phones and our iPads.

    Alan: Only on Tinder.

    Lance: [laughs] But if you can

    use that with a pair of smart glasses when you expect to use it, when
    I want to move a menu or something like that. Wow. Then it just
    becomes natural. We’re all talking to our Echos and our Amazon and
    all this kind of stuff, for good or bad. I want to talk to my
    device. I should be able to do it. We have to look back. Our UX needs
    to look back before it looks forward. I guess it’s really me.

    Alan: But I agree with you 100

    percent. And two things that came up this week were the original
    Hololens interactions, where we had the kind of clicky thing and
    point click, and it was amazing. We’ve done hundreds, maybe thousands
    of demos on the Hololens. And one thing that I always watched was
    that anybody over 30 had trouble with that, learning that little
    mechanism of pointing your finger up and then flipping it down. —
    What do they call it? I can’t remember, anyway. — But it was
    natural. They just reach out and like they would reach out in real
    life and touch things. And the new Hololens 2 interactions are all
    kind of around that real gesture base. They learned anybody– any of
    their actual customers are trying to poke at it in midair. They’re
    like, wait a second, this is not working. But the interactions with
    your hands are going to be very close to being naturally part of
    reaching out, reaching and grabbing a hologram. And it’s gonna be
    very exciting. And we’re almost there.

    Lance: We’re gonna get there.

    We’re gonna get there, Alan. We are.

    Alan: The Quest hand tracking is

    coming in January and the Hololens 2. Even though there was an
    article today saying that’s shipping. That article was misleading, it
    said we are taking your orders now.

    Lance: I put it this way. There

    is so much incredibly valuable, useful stuff that can be done today
    with the technology we have today, physical, with the software that
    exists today, with the UI that exists today. Being able to use an RGB
    camera to give myself a thumbs up as a confirmation. I don’t care
    what language you speak. I don’t care where you’re from. That’s
    simple. It’s simple and it’s effective and it works. And the more we
    use the technology that is available today. The more the money is
    going to flow in, and support businesses that are– they’re on the
    brink. A lot of these software folks are on the brink, or they’re
    using investor dollars. And if we don’t help them and pay for what
    they’re doing today, they won’t innovate for tomorrow. And our
    innovation will actually take a hit. We won’t innovate as fast enough
    if we’re just trying to stay alive. And on the software side that’s
    very, very true. On the hardware side that’s very true. Hardware
    companies need to be very honest with what they’re doing. I thought
    RealWear did a great job of that. They unabashedly said we are
    designed to be worn with a hardhat for the field worker. If you want
    to use our technology anywhere else, good luck, god bless. Enjoy it.
    We’ll try to help you a little bit, but that’s what it was designed
    for. And that’s why those guys sold more headsets in North America
    and Europe than anyone else. They had focus.

    Alan: They had focus, and it

    turns out they went the most simple route. And sometimes we’re
    overcomplicating this stuff. But I’m going to end on this quote that
    you just quoted, and I think it’s a great way to to wrap this up.
    “Let’s use the technology of today to pay for the innovation of
    tomorrow.”

    Lance: You got it. AR for today.

    We call it the now term, right? Not for the distant future. There’s a
    lot of AR solutions that impact your current business cycles that can
    be iteratively expanded throughout your organization if you plan
    correctly. If you really take this industry for what it is right now
    and understand it, there’s a lot of success that can be had. And we
    at Lance-AR would love to be your partner in helping you. And I
    really thank you for your time, Alan.

    Alan: It’s been my pleasure.

    Thank you so much, everybody. This has been the XR for Business
    Podcast with your host, Alan Smithson, and my guest, Lance Anderson
    of Lance-AR. You can visit them at lance-ar.com.

    32 min
  • Using XR to Change Everything (Without Changing Anything) with Lance-AR's Lance Anderson
    Today's guest, Lance Anderson of
    Lance-AR, got tired of seeing so many XR providers only help clients
    achieve their stated ROI goals, then leaving them to their own
    devices to scale. Lance helps those companies today, by understanding
    the need to marry emerging tech with legacy systems, so disruptive
    tech doesn't seem so disruptive.
    Alan: Coming up on the XR for
    Business Podcast, today we're speaking with Lance Anderson, founder
    and CEO of Lance-AR, a consulting and services company for enterprise
    AR space, focused on helping organizations scale deployment. We'll be
    learning about the challenges and learnings from his experience. All
    that and more on the XR for Business Podcast. Lance, welcome to the
    show.
    Lance: Hey, great, thanks for
    having me on.
    Alan: My absolute pleasure. It's
    very exciting to meet somebody as passionate as you are about
    bringing augmented reality to the enterprise. But before we start,
    explain how you got here and what is it you do for customers?
    Lance: Sure. So I'm coming from
    -- let's just round it down, let's call it 15 years -- in the
    enterprise space selling software and services and automation, things
    like that. Ended up at Vuzix in 2015 and had a great run with those
    guys. Late 2018 I left Vuzix and started Lance-AR, because I was just
    frustrated. Frustrated with the lack of companies deploying augmented
    reality at scale. Everybody talks about the dizzying ROIs that are
    out there to get, and all the wonderful things and advantages that
    this technology brings. Yet no one was deploying at scale and I had
    this unique position at Vuzix -- because there are so few hardware
    providers -- that we were able to see thousands of pilots and POCs,
    in all different regions and different use cases. And we just saw so
    many of those either fail, sputter, or just kind of evaporate. So I
    wanted to take all that knowledge and bring it to the enterprise
    space and see if we could turn some things around. That's why
    Lance-AR came about. And really what we do now is we connect
    enterprise users, AR hardware manufacturers and AR software
    providers, the problem solvers. We connect them all in an agnostic
    way, and try to make sure that these folks are set up in the right
    way for success, that they have a strategy for achieving success and
    then for taking success and moving it into what I would call scale
    deployment. So success could be a five unit pilot, but I don't
    consider it success until it's 500 units or a 1,000 units rolling to
    the company. So that's in essence, what we do.
    Alan: That's amazing. My first
    thought when you were talking about the challenges and pitfalls of
    getting caught in what they call "pilot purgatory" would be
    if you had to kind of focus on the five main things or six main
    things, what are those main challenges that make it so difficult to
    go from pilot to scale?
    Lance: Everybody's at fault,
    frankly. So I've done a lot of sales and marketing in my day. The
    marketers in our industry are at fault. Promising future worlds today
    that just aren't quite possible. There's fault in the hardware
    manufacturers.
    Alan: We've got to call out
    Microsoft on making videos that people will go, "We want that!"
    Lance: It was Microsoft, SAP did
    one in 2014.
    Alan: Everybody's been making
    these beautifully Hollywood produced videos on "Look at what you
    can do with AR!" And then they put the glasses on and are like,
    "Well, why is the view cut off?" They're like, "Oh,
    yeah. Well, about that..."
    Lance: Not really. Not really.
    Well, almost. Use your imagination.
    Alan: "Why is it getting
    hot on my head?" You're like, "Ah, well, you know..."
    Lance: Yeah, yeah. And I look at
    it like it's like
    32 min
  • Using XR to Ensure a Safe Work Environment, with Bit Space Development’s Daniel Blair

    Access to the Internet can be spotty

    in Northern Canada. But heavy industry happens up there all the same,
    and Bit Space Development’s Daniel Blair wants to bring those
    workers the same access to XR-driven training and remote expert
    assistance as anywhere else enjoys. He chats with Alan about how he
    hopes to bring that about, in the first XR for Business of 2020.

    Alan: Hey, everyone, it’s Alan

    Smithson here with the XR for Business Podcast. Today, we’re speaking
    with Daniel Blair, founder and CEO of a Canadian VR company called
    Bit Space Development. We’ll be discussing how virtual reality is
    revolutionizing industrial training and why it’s vitally important to
    define your key performance indicators to release you and your
    customers from the Pilot POC Purgatory. All that and more on the XR
    for Business Podcast.

    With that, I want to welcome my good

    friend Dan to the show. Welcome to the show, Dan.

    Daniel: Hey, thanks for having

    me.

    Alan: It’s my absolute pleasure.

    Let’s get into what you guys are doin; making serious purposes with
    VR and AR. What does that mean?

    Daniel: Basically, what that

    means is we utilize immersive technologies to create games. But those
    games are used for training, education, and really serious purposes.
    We aren’t generally building applications that are going to be sold
    on Steam or sold on the Oculus store. But what we’re building are
    tools that integrate with clients infrastructure to help augment
    their workflow or create a safer workplace.

    Alan: I know you guys have done

    a ton of things. One of them was a hand tool training simulator.
    Maybe walk us through what are these things, and how are people using
    them?

    Daniel: For sure. Some of our

    most recent deployments include exactly what you’re talking about,
    the power tools simulator, which we created with a provincial
    organization here. That tool utilizes the room-scale six degrees of
    freedom tracking of any of the open VR-capable headsets, to put new
    entrants and kids on job sites and teach them about safe operation of
    power tools. And that can range from anything from a drill or a
    hammer drill or a circular saw. But we put some really interesting
    tools in there, like concrete saws — which would be extremely
    dangerous for a new entrant to use in real life.

    Alan: I actually know all about

    that, cement saws. When I was a kid, my dad was grinding some bricks
    with a grinding wheel and the wheel shattered and cut both his legs
    wide open. And I remember as a kid, taking him to the hospital and
    them having to sew up right down to the bone. I mean, this was a real
    problem. I know this firsthand. This is a very, very unsafe tool if
    used incorrectly.

    Daniel: Yeah. And the worst part

    of building these applications are the shock value photos that my
    clients will send me. I’ll wake up in the morning and they’ll say,
    “hey, this is a good example of why to learn about the safe
    operation of these tools.” And they’ll send me a photo of
    something similar to what happened to your dad, which is super
    unfortunate. And additionally to that, we’ve done a lot of work in
    the welding space, and on the more promotional side, our most recent
    deployment is called Level Up VR, which we developed with the USAF
    Workers of Tomorrow, an organization that promotes safe work sites
    and safe work practices for both employers and employees for youth.
    And that tool actually won an Impact Marketing Award for the use of
    the virtual reality tool in the campaign that was created to raise
    awareness. So we see both the marketing side and the education side.

    Alan: That’s amazing. Safe

    working is something that we need to market to. Training and
    education and learning is really competing with Hollywood movies,
    triple-A games and social media. And you guys are finding a way to
    kind of take the best of those and bring them together. So what are
    you guys doing in terms of gamification, and what are what are you
    seeing resonate with people?

    Daniel: So a lot of what we do

    gets integrated into classroom experiences, and the engagement rates
    and the actual enjoyment — because I would consider both enjoying
    something and being engaged in something slightly different — we
    found that in our measurement that it is definitely increasing the
    awareness and the engagement side, through the use of virtual
    reality. So one of our most recent excursions was into the north, for
    an application that we call Try the Trades, which was with our
    partner, Manitoba Construction Sector Council and Trade Up Manitoba,
    which is our provincial sector council for the construction industry
    and their awareness organization. So they’re technically the same
    company, but they have different teams. And what we did is we took a
    couple pelican cases full of Pico Goblin headsets and some virtual
    reality learning experiences into the classrooms in northern Manitoba
    communities — and to put it into perspective, just how far away
    these communities are for listeners in different parts of the world;
    to drive from Winnipeg to one of the closest major cities up north,
    which is called Thompson, is eight hours of straight driving on a
    basically straight road — so these communities are quite far apart.
    And we visited about 40 different communities and surveyed the kids
    as they were actually taking these experiences, because these are
    kids in grades five, six, seven, eight, all the way up to grade 12.
    And kids tend to not be super-engaged in classroom activities and the
    whole educational aspect of learning about the skilled trades. And
    when we expose them to these trades in virtual reality, we found that
    98 percent of them were engaged in this, and enjoying the experience.

    Alan: What was that, 98 percent?

    Daniel: Yeah, that was 98

    percent.

    Alan: How are you testing that

    against baseline?

    Daniel: The company that we’re

    working with, they do classroom activities, and so they’re already
    asking the kids, they’re already measuring the engagement; already
    actually looking into these metrics. How are these kids engaged in
    the workshops? And usually it’ll be more of a hands-on activity or a
    video or slideshow presentation, stuff like that. The introduction of
    virtual reality into this increased it from basically non-engagement
    all the way up to 98 percent.

    Alan: That’s incredible. That

    alone, having learners engaged in learning, is one of the main
    reasons why VR is the tool that is going to revolutionize education
    and training.

    Daniel: Yeah, well, especially

    when the metric that they’re using to actually find out if it’s
    performing as well as it should be is the engagement. And we can show
    definitively that the technology has increased its engagement. That
    shows that the actual use of the technology is more than beneficial
    — it’s solving multiple problems for them. It’s not just making it
    more engaging. It is exposing these kids to potential careers. It’s
    basically ticking off all the boxes that they look for in an
    engagement, but also increasing the actual enjoyment of the kids in
    that experience.

    Alan: Incredible. So what other

    things have you doing? Because I know you did some stuff in
    enterprise training and stuff like that. What have you done in that
    space?

    Daniel: Yes. On our enterprise

    side, a lot of our clients are really focused around site
    orientations and site-specific training. We do a lot of work with
    steel mills. There’s a local one here that’s quite large, that has
    facilities across North America. And we recently deployed a pilot
    into their melt shop to give new workers, contractors, etc., an idea
    of what to be aware of on that job site. And I personally had been in
    a steel mill before, but when they took me through the mill, I was
    quite blown away by how super dangerous everything actually is.

    Alan: Steel is not that safe.

    Daniel: Yeah, obviously. But it’s like, once you go in there, you’re like, “man. This is like a gigantic furnace that’s just melting metal all day long. And they they turned on with explosives.” So like everything about that space — like, everything — is a sharp metal object. Everything around it could probably give you tetanus. I find that, like, when I enter some of these sites, as I’ve been doing this for so many years now, I find that I’m maybe less shocked by this. But it’s kind of crazy that when you think about how I develop basically video games for a living, and yet here I am standing on top of this gigantic building, or in a crane, or in a steel mill taking 360 photos or 360 video or even just scanning the space to create a job site content. But, you know, I get put on these sites. I totally understand why the tool is going to be effective. So the steel mill application, as soon as I saw that thing getting turned on, is like, “all right, I understand why we need to put people in here, virtually.” There’s no way that you can really mentally prepare someone for the whole process. I mean, there’s literally buckets of molten steel being poured into the molds and stuff like that all over the place there. And that’s just one building. These facilities have up to six buildings on their compounds. Additionally, in the enterprise side, one of our longest clients is the Manitoba Heavy Construction Association, and with heavy construction, we’ve spent a lot of time developing out a course called Road Builder Safety Training Systems — RSTS — and that is a full certificate-level course delivered by Manitoba Heavy Construction that is completely delivered through virtual reality. There are 16 modules to that course with an in-app assessment. There are electives, there are requirement courses, but that entire thing is both deployed and delivered through virtual reality. So that is taken into communities, that’s run out of their facility. People working in the heavy construction industry, you get to see all kinds of job sites and learn about the content as opposed to just absorbing that content through a textbook. But they are placed on the job sites.

    Alan: Incredible. How many

    people would you say have gone through that experience, and what kind
    of data are you collecting about each learner?

    Daniel: So and that’s that’s

    actually a really good segue into one of the things I’ve really
    wanted to talk about, which is the key performance indicators. So
    when I talk about the road builder safety training systems course,
    that’s one of the ones that we developed early on in the years at Bit
    Space. And although it has been very effective and lots and lots of
    people have gone through it — thousands of people have been trained
    in it — we don’t actually collect enough data to know if, like, how
    that one is being successful. When I talk about 98 percent increased
    engagement in our Try of the Trades northern expeditions, that’s a
    good example of where we’ve started to collect proper data. Bit Space
    was founded five years ago, and our first projects were developed
    using Google Cardboard or the DKII. We didn’t have the luxury of the
    six degrees of freedom. We didn’t even have the luxury of delivery
    methods to send — with a new Oculus ISV program — the ability to
    send APKs to a client’s device. We weren’t able to do that. We had to
    manually install all of this onto devices. And one of the biggest
    challenges is when clients wanted to deploy these solutions to their
    job sites. They often have network connectivity issues. And you and I
    have been through all kinds of network connectivity issues over the
    last couple attempts at recording.

    Alan: It’s never a problem of

    network connectivity, it’s just a problem of -no- connectivity. Just
    getting us on this podcast was a challenge. We’re talking about
    audio.

    Daniel: Yeah, and I’m in the

    capital city of my province. There’s around a million people living
    around here. So we have good enough Internet. But when you get up
    north, there is basically no Internet. Depending on the town that
    you’re in. There are some towns where they’ve got fair enough
    Internet, but because we don’t have that network connectivity, we
    aren’t able to collect real-time analytics. And because our clients
    aren’t regularly connecting the headsets to a network connection,
    it’s also difficult for us to get a data dump. So we rely off of the
    metrics that are supplied to us by the client, how many people took
    it? How many people passed? Etc. But I don’t feel that what we
    actually planned out in that one was… I mean, although the
    application solved the problem and it has been quite successful, we
    don’t have, like, granular metrics to see how can it grow? How can it
    improve? So one of the next steps on that project would be to figure
    out, how do we actually measure that? So when we deploy these
    applications, we look for all kinds of stuff. We look for, did the
    user look in the right direction? Did they activate all the hotspots?
    How fast did they get through the experience? Because if you get
    through too fast, there’s a chance that they weren’t actually reading
    the content. Did they activate the hotspot? Do they open up a hotspot
    and then close it right away to activate it? Or do they actually keep
    it open a long enough to read the content that’s in there? How many
    failed attempts were there in the embedded quizzes? All of those
    things are good metrics for checking whether the user is actually
    progressing and hopefully retaining and absorbing the knowledge
    within the course content, but that only addresses the learning
    experiences.

    When we are doing deployment and we’re

    looking at actually doing a marketing engagement, I kind of break it
    out to a few different segments. So for marketing engagements, we
    look at metrics like, how can we possibly increase your sales? Are
    more people going to your page or more people go into your
    organization? And sometimes organizations that we’re working with
    aren’t necessarily selling something, but they’re trying to market
    themselves to promote the organization as a whole. So for Safe
    Workers of Tomorrow, for example, when we were promoting safe work
    through Level Up, really the biggest metric is, how many people are
    checking out this game? How many people are coming to the event? How
    many people are signing up for the contest, etc? That’s an easy
    metric for a short-term campaign, but you’ve got to understand that
    not everyone wants to play in VR, and not everybody is going to play
    it all the way through, and not everyone’s gonna see every level. And
    so it is, at its bare minimum, we are looking at, can we get more
    people to come over to the booth?

    On the tool side, that’s where things

    are starting to get really interesting. With the commercial and
    enterprise adoption of virtual reality increasing — and I’m sure no
    one could possibly stand against that statement — over the last five
    years, the actual pickup of the technology by commercial enterprise
    organizations, I’m finding, is just dwarfing the year before each
    year. And what I’m finding is that there’s more and more interest in
    tools and workflow augmentation. You want to create something and
    make it the flattest possible. So how do you do that? You want to
    create a piece of software that visualizes this and it has to be as
    perfect as possible. How do we run the algorithms on the actual
    infrastructure that’s being put up and see that through a Hololens or
    see that in VR? And I’m finding that that’s where the real adoption
    is at the moment. It isn’t difficult to sell a company on the idea of
    using virtual reality training at this point, and we have the metrics
    to be able to track that. But when when a client comes to us and they
    start telling us of their problems… I kind of break it into a few
    different categories. There’s three that I look at and there’s a
    secret fourth one. The main category is learning experiences. So they
    want to train someone for something. One of the categories is tools
    and augmentation. They want to build something that’s going to make
    their workflow easier; they want to streamline something. They want
    to promote themselves; they want to create a marketing experience.
    And then the fourth secret category is just, they want to make a
    game. And I find that that doesn’t happen much with us, because we
    are in the B2B space. I don’t get a lot of people that come to me and
    say, “I want to build a cool game,” although I wouldn’t
    turn someone away. It doesn’t generally fit within our target market
    at the moment.

    The metrics for each of those are going

    to be very specific. I’m not going to track how many people are
    coming out to an event, or how well is this thing promoting you if
    it’s an educational experience, and I’m not going to necessarily
    track how many people are learning something. It’s an internal tool
    because there’s probably nothing to actually learn. But the most
    difficult category to actually track the performance on is the tools,
    because we need to know what is the problem that that company is
    actually trying to solve and that seems to be the biggest challenge
    right now, is that companies don’t actually necessarily understand
    the problem they’re trying to solve. And then once we’ve identified
    that problem, there’s often resistance from the people that currently
    work there into implementing new technologies.

    Alan: Maybe expand on that.

    Because I’ve heard this before on other podcasts, interviews where
    the problem isn’t so much that you’re getting corporate buy in. Maybe
    the CEO says, “hey, we’re gonna do this.” The training
    manager is like, “yeah, we want this.” And then when it
    gets down to boots on the ground, there’s a bit of trepidation and
    more pushback.

    Daniel: Yeah. So that could

    almost be considered one of your metrics of success. Your actual
    internal adoption. I find that it isn’t necessarily difficult to sell
    at the corporate level. You can get the buy in from the C level
    employees. You can get buy in from the business owner. That’s not
    usually challenging because they’re usually trying to innovate for
    their company. They want the latest and greatest in the company. What
    I do find is moderately challenging is getting people that do the
    job. So the types of companies that we work with, generally there’s
    the C level, there is the training manager, etc. etc. And we can get
    through that process and build the advisory committee and actually
    figure out what problem is that we’re going to solve. And by the time
    we get to that point, we look at, all right, well, how do we
    implement this? Usually it is at the actual worker level that there
    is the resistance. Either people perceive it as new work or
    unnecessary work and they don’t necessarily understand the value of
    spatial computing — which, I don’t blame them. I think that if my
    job was to do a certain task at a company and I did it for 45 years
    and it’s just always been the way it is, it might be daunting to
    implement new technology. Now, I’m also the founder of a virtual
    reality company, so I’m a little bit biased towards the the whole
    aspect of spatial computing. And clearly I am also biased towards
    adopting new technologies. But I find that definitely the friction
    comes from the actual workers. And you can usually get past it if you
    start to actually speak their language and you show them how it
    actually enhances the experience. A good example for that: we have a
    piece of software that it’s actually internal piece of software. We
    didn’t build it for a client. It was started out as a prototype. And
    it now is something that we’re polishing up and that is called
    Flagger Safety. And a flagger is the gatekeeper to a construction
    site. They’re the people that stand out in front of the construction
    on the road and they usually have a sign or some sort of
    high-visibility vest or jumpsuit, and they’ll stop and release
    traffic when the trucks need to drive out onto the road. And one of
    the first games that we ever built was for flagger training. But it
    wasn’t a VR game. It was just a mobile game. And I hated it. It was
    one of the first things that we were ever actually contracted to
    build. And I’m just critical of my old work. So I went back to it and
    I decided I hated it and thought it would be cooler in VR. And I
    mean, I’m not wrong. It is much cooler in VR. But now we have people
    talking about actually adopting that technology. So how do we roll
    that out to those companies? And what I find right now — and this is
    a very relevant example — is the trainers, the people are actually
    running those classes, they’re used to doing the classroom portion
    and then going out into the parking lot and doing that hands-on
    piece. But it’s not a real hands-on piece. It’s just them in a car
    being stopped and released in a parking lot by the class that they
    just taught. And so what this technology allows us to do is it allows
    us to emulate an actual road. So we have emergency vehicles and AI
    behind the cars that allows different generation of the road and
    different situations to arise that couldn’t happen in a parking lot
    or on a job site. And the trainer in this particular pilot spent a
    lot of time talking about, “oh, well, now we have to describe
    this and that.” It wasn’t until I started describing it more as,
    “no, I don’t want to add anymore instruction to the experience.
    I want it to be as true to what you just taught.” So
    understanding that from the adoption side, that we don’t have to
    increase the workload of the people actually delivering the training
    or actually implementing the technology, if we show how it just
    purely augments the work that they’re already doing. And on the
    training side, they don’t have to teach more. They just have to make
    sure that the experience that they’re implementing is true to what
    they’re teaching, in regards to the the legislation and the process
    and all that kind of stuff. So once we actually like crack through
    that surface of resistance, it generally gets past it. But then you
    have to prove yourself and you can only prove yourself if you
    understand the metrics that you are trying to collect.

    So for this sort of situation, we would

    be tracking retention and we would be tracking. Are you actually
    absorbing that content and how good are you doing it at the flagger
    training? We track your hand signals, etc., so we’ll be looking at
    once you’ve been doing it a few times in practice mode, how quickly
    are you picking up these proper signals and how effective are you at
    stopping and releasing traffic? And that would be a pretty good
    metric to get back to that student. And that also shows that the
    software is working. You’re retaining that that information.
    Sometimes it’s difficult to get to the point of data collection
    because of the whole resistance side of things.

    Alan: So here’s a question

    that’s come up quite a bit, including at MetaVRse here. And one of
    the questions that that we struggle with and everybody seems to be
    struggling with, is how do you, when you meet a client, and they say
    we want to train for X position or role; how do you then elicit the
    right content? Because some of them just have a training manual.
    They’re like, “here, here’s our training manual: go.” And
    some of them have all of their information in different parts. How do
    you capture all the information that goes into this, and how long
    does that take?

    Daniel: I’ve had it both sides

    of the spectrum on that. I’ve had clients where they just give us the
    orientation manuals and say, “turn this into VR.” And I’ve
    had clients who are super engaged, have all kinds of content and are
    totally willing to supply everything you need and help you interpret
    it, because I am not an expert on pretty much any of this stuff.
    Basically, any of the stuff that I am creating the experiences for,
    my expertise lies in spatial computing and interactive digital media.
    I’m not a a real Lyft driver. I am not a flagger. I’m not a confined
    space technician, whatever. I find that the most successful projects
    that we’ve been on — both in regards to figuring out what are those
    metrics and also to actually gathering the content and understanding
    it — have what we like to put together; an industry committee. That
    committee is usually built up of… if it’s an industry association
    that’s putting on the project through a research initiative or
    something, usually it’s built up of of relevant parties. So companies
    within the industry that would be working with us on this. If it’s of
    an application for a single company, usually that committee is built
    up of internal entities; so, trainers, etc. Human resources know the
    people that would be responsible for the content. And on the most
    successful projects, usually what we do — and we’ve got some
    processes internally in regards to what spreadsheets we use and stuff
    to gather that content — we have an entire phase built into the
    project that is just for resource-gathering, requirement-gathering,
    processing the content that’s sent to us.

    Now, we have had successful projects

    where they just gave us the orientation. But that only is going to be
    successful if the scope of that project is to create an orientation.
    I don’t think that it is reasonable for a client to expect that
    they’re going to send over just a manual for a piece of machinery and
    that they’ll just suddenly have a virtual reality simulator. And if
    people are finding that clients are coming along that are like that,
    those are probably not going to be good success stories in the end.

    Alan: *Run away!*

    Daniel: Yeah, I don’t

    necessarily recommend that. I mean, again, everyone will have their
    own experiences and other people have their own preferences. Now, the
    most success that we’ve had on projects are projects where the
    clients have allowed us to come and experience the training that they
    offer. So I have been trained on flagging, working in confined
    spaces, driving aerial lifts. In fact, just last Friday, a couple of
    my team members were up 40 feet in the air on aerial lifts for a
    project that we have in the works at the moment. It is important that
    the project management level, the business development level, the
    project lead level at -least- that you are able to actually
    experience the training that they’re currently offering. So that way
    you actually understand, at least at a basic level, what you’re
    creating the experience about. But also so you see how they’re
    implementing that at the moment. Again, this is more for like
    training and the educational side in regards to user requirements
    gathering for tools. That’s a longer process, a little bit more
    integrated with the knowledge experts in the organization, and it’s
    more of an ongoing process. But regarding the training side of
    things, we we like to build out that committee simply because we are
    able to actually iterate on ideas with them. We’re able to gather the
    content from them, layout a bit of a plan, and then make adjustments
    based off of what they are recommending. And it took us a few times
    to fail at a couple of projects to understand what was really giving
    us success. But the number one key we found is by actually engaging
    the knowledge experts in the organization — which also in turn
    sometimes has a positive effect on the actual engagement with the
    resistance from the people on the ground actually doing the job — if
    you’re engaging those people from the beginning, so they’re able to
    have a voice in what you’re building? That seems to really help with
    adoption within the organization.

    Alan: So I have a bunch of

    questions. My brain is just like -poof-. When you make these
    experiences, let’s say, for a company, do they ever want to offset
    the costs through licensing this to other companies? How does that
    work? Who owns the content? And do they want to make that available?

    Daniel: Yeah. So that’s a

    complicated question/answer. A lot of our clients come to us because
    we’ve developed frameworks which allow them to have that cost-saving.
    So our number one products, we have a 360 photo/video tool called VR
    Safety that allows us to rapidly build and deploy the
    360-degree-based applications. And that allows us to really keep the
    costs down. They’re really just paying for the photography content
    insertion, none of the actual development. And in that kind of
    situation, I always allow them to own their content because we own
    the framework. On the room-scale side, that’s where it gets a little
    bit more complicated because we do have frameworks — we have a
    framework called CSS — and CSS handles a lot of the stuff like LMS
    integration, and we have our own physics, our own tooling to actually
    like use the tools. I mean, there are situations where a client may
    want to create content, but often we are doing the R&D upfront
    for the tools development. So most of the room-scale experiences that
    we create are built off of our own technology and just customized for
    our clients. So we do have the ability to resell; to reskin and
    re-use. Which generally is not a problem for our clients. If a client
    is bringing us on to build a simulator for something ultra-specific
    — like, their technology — in that situation, they would likely own
    it. Let’s say they built a tractor and they want us to create a
    simulator for that tractor. We’re not going to relicense their
    tractor as a simulator. That would be definitely negotiated at the
    sales level.

    Alan: Tractor Crusher VR!

    Daniel: We spend a lot of time

    building out asset packs that are modular and easy to deploy. So like
    we have our own warehouse, our own farm, for example, because we have
    a lot of agriculture, a lot of manufacturing, a lot of construction
    clients. So we have parks like 3D Worlds that our clients can use for
    their experiences that are pre-made, which definitely offsets the
    cost. But because we have those scenes, we do do a lot of fun playing
    around. So we have been playing with the whole idea of like, can I
    shoot zombies in this barn? because sometimes–

    Alan: Tractor crusher!

    Daniel: Yeah, exactly. I got

    into this because I enjoy the technology and I like making video
    games. So often, we look at the content and we see if there’s
    something fun that can be done with that. And it usually is an
    internal game jam-style thing. But we have released a few fun things.

    Alan: but, the question is, Dan;

    do you guys make a bonus level in the training that’s hidden, if you
    hit a certain point level, it unlocks a zombie shooter from wherever
    you are?

    Daniel: That’s a good idea. We

    haven’t done that yet, but we’ve we’ve definitely talked about it.

    Alan: If you if you happen to

    hit this one button combination of button, zombies come at you.

    Daniel: Yeah, well, it’s like a

    very specific situation. You’re in the barn and you grab this piece
    and you put it in the bucket over there and then, yeah,.

    Alan: And all of a sudden, your

    hands turn into guns and there are zombies everywhere.

    Daniel: Exactly. Yeah. You open

    the tool box, and there was a gun and in there; now you have to
    defend yourself. Yeah. We haven’t done that yet. I am actually a big
    proponent to actually being able to hurt yourself in VR.

    Alan: I agree.

    Daniel: With our power tools

    simulators one of–

    Alan: Have you tried the haptic

    gloves yet?

    Daniel: I’ve tried a few

    different haptic gloves. I’m not a huge fan of most of them, but–

    Alan: I’ve tried the HaptX

    gloves and they were–

    Daniel: Those are the ones that

    I’ve tried.

    Alan: They were great except for

    the form factor.

    Daniel: Yeah. That’s where

    they’ve started to become good. Now I don’t think any of them have
    the gloves emulate pain, which is probably a good thing.

    Alan: Shock more than pain.

    Daniel: But like, one of the

    things that my clients often talk to me about is that they like to
    have the idea of shock value in the experience. People learn from
    that. They see this pipe fall off the roof, and the guy wasn’t
    wearing his hard hat. Look at him! And it’s a little gruesome, but
    it’s super common in the construction manufacturing industries.
    People learn from other people’s injuries. And the whole idea of
    allowing you to, say, put your hand under the circular saw. And I
    like the idea of you try to cut off your hand in VR, and sure, we
    could disable that controller. Now, you only have one hand. Because
    that would be a situation that you could do in real life. I like the
    idea of being able to do all the things in a real experience that I
    can in the VR experience. So if there’s a thing on the table, I
    better be able to pick it up. I should be able to throw it across the
    room. I should be able to hurt myself with it. Because sure, if you
    put a young crowd in an experience, they probably gonna be distracted
    by that and then probably take it kind of funny. But like in an
    actual training environment, what better way to teach someone to wear
    their hardhat than by having a pipe fall off the roof on them?

    Alan: Well, Daniel, this has

    been really enlightening. I could just talk about this stuff forever.
    Where can people find more information about Bit Space?

    Daniel: So the best place to find us is on our website, bitspacedevelopment.com. Or BSDEV.ca for short. You can also find us on Twitter at Bit Space Develop.

    Alan: Amazing. Well, I thank you

    so much. I ask one last question, and I would love your answer on
    this. What problem in the world do you want to see solved using XR
    Technologies?

    Daniel: So my answer to that —

    and you’re actually aware of my answer — my biggest problem that I
    want to see solved in the world is the democratization of the content
    that is being developed and delivered to everyone. So I want for
    children in remote communities, rural communities — whether that’s
    northern Canada or anywhere — to be able to access high-quality
    educational experiences using the technology that we have available
    to us. I’m working towards that already, through deploying headsets
    with my partner organizations into northern communities and rural
    communities. But one of the infrastructure problems is the Internet.
    But that’s going to get better. And I want to see that, through XR
    technologies, that the quality and quantity of educational
    experiences and content to be greatly increased to these communities.

    Alan: That is, as you know, also

    our mission to democratize education globally by 2040 using XR and
    spatial computing. And that’s one of the reasons why I asked you
    about the licensing, because building these scenarios, these training
    systems are for now very expensive and they will get lower in cost
    and then more people will be able to make them. But for now, when
    people are investing hundreds of thousands of dollars to build a
    simulator or training exercise in virtual and augmented reality,
    being able to relicense it and kind of scale that to other components
    is really kind of the backbone of the MetaVRse platform that we’re
    building. So, you know, that’s one of the questions I wanted to ask.
    And you answered it perfectly.

    Daniel: I mean, that’s why we’re

    so aligned and why we’re good friends.

    36 min
  • Using XR to Ensure a Safe Work Environment, with Bit Space Development’s Daniel Blair
    Access to the Internet can be spotty
    in Northern Canada. But heavy industry happens up there all the same,
    and Bit Space Development’s Daniel Blair wants to bring those
    workers the same access to XR-driven training and remote expert
    assistance as anywhere else enjoys. He chats with Alan about how he
    hopes to bring that about, in the first XR for Business of 2020.
    Alan: Hey, everyone, it's Alan
    Smithson here with the XR for Business Podcast. Today, we're speaking
    with Daniel Blair, founder and CEO of a Canadian VR company called
    Bit Space Development. We'll be discussing how virtual reality is
    revolutionizing industrial training and why it's vitally important to
    define your key performance indicators to release you and your
    customers from the Pilot POC Purgatory. All that and more on the XR
    for Business Podcast.
    With that, I want to welcome my good
    friend Dan to the show. Welcome to the show, Dan.
    Daniel: Hey, thanks for having
    me.
    Alan: It's my absolute pleasure.
    Let's get into what you guys are doin; making serious purposes with
    VR and AR. What does that mean?
    Daniel: Basically, what that
    means is we utilize immersive technologies to create games. But those
    games are used for training, education, and really serious purposes.
    We aren't generally building applications that are going to be sold
    on Steam or sold on the Oculus store. But what we're building are
    tools that integrate with clients infrastructure to help augment
    their workflow or create a safer workplace.
    Alan: I know you guys have done
    a ton of things. One of them was a hand tool training simulator.
    Maybe walk us through what are these things, and how are people using
    them?
    Daniel: For sure. Some of our
    most recent deployments include exactly what you're talking about,
    the power tools simulator, which we created with a provincial
    organization here. That tool utilizes the room-scale six degrees of
    freedom tracking of any of the open VR-capable headsets, to put new
    entrants and kids on job sites and teach them about safe operation of
    power tools. And that can range from anything from a drill or a
    hammer drill or a circular saw. But we put some really interesting
    tools in there, like concrete saws -- which would be extremely
    dangerous for a new entrant to use in real life.
    Alan: I actually know all about
    that, cement saws. When I was a kid, my dad was grinding some bricks
    with a grinding wheel and the wheel shattered and cut both his legs
    wide open. And I remember as a kid, taking him to the hospital and
    them having to sew up right down to the bone. I mean, this was a real
    problem. I know this firsthand. This is a very, very unsafe tool if
    used incorrectly.
    Daniel: Yeah. And the worst part
    of building these applications are the shock value photos that my
    clients will send me. I'll wake up in the morning and they'll say,
    "hey, this is a good example of why to learn about the safe
    operation of these tools." And they'll send me a photo of
    something similar to what happened to your dad, which is super
    unfortunate. And additionally to that, we've done a lot of work in
    the welding space, and on the more promotional side, our most recent
    deployment is called Level Up VR, which we developed with the USAF
    Workers of Tomorrow, an organization that promotes safe work sites
    and safe work practices for both employers and employees for youth.
    And that tool actually won an Impact Marketing Award for the use of
    the virtual reality tool in the campaign that was created to raise
    awareness. So we see both the marketing side and the education side.
    Alan: That's amazing. Safe
    working is something that we need to market to. Training and
    education and learning is really competing with Hollywood movies,
    triple-A games and socia
    36 min
  • Adding a New Dimension to Music in XR, with Goldenvoice’s Sam Schoonover

    Alan puts it best in this episode of XR for Business: Sam Schoonover’s job with Goldenvoice is to create “wow” moments at music festivals like Coachella. Sam talks about the groundwork they’ve laid at Coachella for immersive reality so far, and where he plans to take it going forward.

    Alan: Coming up next on the XR

    for Business Podcast, we have Sam Schoon over from Goldenvoice and
    Coachella, my favorite music festival in the world. We’re going to be
    talking about augmented reality spaceships, augmented reality
    portals, bringing video to life in a AR and El Pollo Loco. All that
    and more coming up next on the XR for Business Podcast.

    Sam, welcome to the show.

    Sam: Hi. Thanks for having me.

    Alan: It’s my absolute pleasure,

    man. As you know — and as people on the show who know because I’ve
    mentioned it before — Coachella is one of my absolute favorite music
    festivals. And having been a deejay for 20 years myself, I’ve been to
    a few. Coachella is just this magical place. So I’m really excited to
    unlock two of my favorite things — music festivals and XR — with
    you on the show. So, thank you so much.

    Sam: Yeah, absolutely. Me as

    well. I think a lot of people out there would agree with you.

    Alan: Yeah, man. So tell me, how

    did you end up working with Coachella and what have you done before
    and how did you get there? Let’s just get into it.

    Sam: Previous to this job, I was

    doing a whole assortment of different things in the music industry,
    and I guess the technology industry as well. I was a freelance
    website developer, and had also been curating music and had developed
    a playlist curation application. And then alongside that, I was
    promoting with various promoters in San Diego and Los Angeles and
    touring shows. And that eventually — that and a music blog and I was
    doing at the time — introduced me to the guy who started Splash
    House, which is a smaller music festival in Palm Springs. And through
    him, I met the Goldenvoice team and I got involved at Goldenvoice
    Digital, and in a roundabout way, ended up focusing entirely on
    innovation just for Coachella.

    Alan: What a dream job for

    somebody like… “here, your job is to focus on innovation, make
    really cool things that nobody’s done in the world, for the most
    impressive festivals in the world.”

    Sam: Yeah, sure. I mean, it’s a

    lot of fun. It’s fun to be able to focus on new things every day. And
    we have like just such an incredible team at Goldenvoice, the people
    who have been doing Coachella for the past 20 years are still
    involved and still loving it. And they’re really the reason why this
    job even exists, because they appreciate innovation and they
    understand its place and our future. And and they understand that
    innovating and experimenting and sometimes failing, but always trying
    is a part of what makes things great and stand the test of time.
    Coachella is in a unique situation, where it’s a successful music
    festival and it’s a successful business, so we have the ability to
    spend money on experiences like that, while not every festival out
    there is so lucky.

    Alan: Yeah. And you guys —

    well, “you guys,” I think it was before you even got there
    — but Coachella is no stranger to virtual and augmented reality. I
    remember in, oh man, it must be 2015/16, Coachella livestreamed 360
    content to VR headsets and I believe it was pushing to the — it was!
    — it was the Samsung GearyVR at the time. I remember watching one of
    one of the shows from there and thinking, “oh man, I’m literally
    like getting crazy FOMO.”

    Sam: Yeah, you’re right. It was

    kind of our first foray actually into, like, I guess what we would
    call the VR industry. I think as a lot of us have learned, those 360
    music streaming experiences aren’t super compelling. And I just think
    the live music experience is so incredible that they haven’t come
    close to replicating that quite yet. But nonetheless, there was a lot
    of great learnings. I think it was really fun and also important to
    us from a branding perspective to be amongst the first live events
    even doing something like that. And it was also a fun addition to the
    YouTube livestream, which is a really important experience for us and
    the fans.

    Alan: I think there is a value

    to this. Still, the first experience I ever saw in VR was the Beck
    concert by Chris Milk. And I think people did the 360 video and then
    they kind of got away from it, but I think it still has value in the
    fact that being able to be in places where you can’t go — you can’t
    stand next to the artist onstage at Coachella, you can’t be on stage,
    you can’t fly over the crowd — there’s certain things like that
    where I think there’s still gonna be a value in capturing that
    content. And I think the next thing would be how do we capture it
    volumetrically? But it’s crazy. But another thing that in 2016, 2017,
    you guys did an AR [experience], The Box. For anyone who doesn’t
    know, when you get the tickets for a Coachella, it comes in this
    beautiful box with your wristbands, your tickets. It’s like a
    treasure chest of awesome. And one of the years, the box came with a
    full AR app that brought it all the life. How did that come along?

    Sam: I think usually when the

    Welcome Box lands, it’s like a really exciting time for the fans. And
    so we always like to think of experiences that can allude to programs
    and initiatives that we’re working on for that year that we can,
    like, announce and promote to people during that time. And I think
    just the idea of… that year, we recreated like a lot of historic
    Coachella art pieces and a new fun, interesting way. And then when
    you scanned the Coachella box, it was like this little miniature
    version of Coachella with some historical art pieces and some art
    pieces from that year. Everything was all lit up and glowing and
    sparkling and zoom your phone really far, I think it was the first
    time that those 2D triggers really were being seen by the public. It
    was just a good opportunity for us to do something that excited
    people, and hopefully generated some user content.

    Alan: [There was] all sorts of

    stuff around, it was pretty awesome. So last year in 20… I guess
    this year, 2019, you guys stepped it up in a big way with augmented
    reality. You want to talk about the… I just got to talk about the
    Spaceship, man. It was crazy.

    Sam: Yeah. It was really fun. I

    think a little bit of context and background; We at some point in the
    future — I don’t think anybody really knows when — but we’re gonna
    work very closely with artists to help them develop XR content for
    their performances. A very important part of an artist’s performance
    that I think a lot of people don’t think about is the stage from
    which they’re performing on. And that stage introduces a lot of
    confines and restrictions as to what the artists can do, and how the
    fan is going to view the show. We’re not ready. I don’t think artists
    are ready to incorporate that content into their performances. I
    think it’s a little bit cost-prohibitive. But what we could do is
    start to scope out what it looks like to build XR experiences around
    a music festival stage. That was kind of the point of the activation
    that we did this year — I would say this last year too, but it’s
    still 2019 — last year we worked with a vendor called Portals XR,
    and we equipped the music festival stage with AR for the first time.
    We chose the Sahara tent, which is a stage that holds some of the
    most visually-impactful production at the entire festival. It’s where
    we look to book a lot of EDM and hip hop acts, and I think there is
    kind of a younger demo there. And we figured that perhaps–

    Alan: That stage is amazing, I

    got to see David Guetta on that stage. He was awesome.

    Sam: A lot of dance music and

    hip hop have played that festival stage since that music really got
    re-popularized in the early teens. So what we did was, they ingested
    a bunch of stage renderings from our stage design vendor and created
    a virtual replica of that stage. And we used the screens as markers
    to activate the content. And then we designed a bunch of different
    space-themed 3D elements and position them inside the tent. So some
    of those elements were positioned universally for all users — which
    means that everyone saw them in the same location based on where you
    were scanning the screen from — and then some AR positioned locally.
    And there were elements that were kind of duplicated above the heads
    of each user. The content we designed was three different phases. The
    first was space objects; there was like a sun that was kind of
    centrally located in the middle of the tent, with various planets
    orbiting around it. And then the next phase was more focused around
    manmade objects. And there is a space station and asteroids and of
    course, like this gigantic, almost life-size space shuttle that came
    out of the middle of the tent, it would just fly back and forth
    throughout it.

    We also did a 3D rendering and

    animation of this astronaut art installation that we had on site this
    year that was called Overview Effect. And the last phase was another
    animation of an art installation called HIPO — that stands for
    Hazardous Inter-Planetary Object — it was this artist group that’s
    been at Coachella three times, and it’s essentially a bunch of people
    dressed up as hippos, and they attempt to build the various
    structures on-site. And this year was like a really discombobulated
    and disjointed spacecraft. We animated it flying around the tent with
    hippos hanging off it and crashing into things. We wanted to have
    three phases because we wanted there to be something different for
    people each time they came back. And these experiences only happened
    in between artists’ sets. So it wasn’t happening while artists were
    playing, because we don’t want to interfere with artists’ shows and
    we also really don’t want to try and enable or inspire people to be
    using their phones during artists’ performances. I don’t think they
    want it. Truthfully, I’m not really not convinced that people want to
    experience things through their phones.

    Alan: They might want to capture

    a segment and throw it on Instagram. And that’s about it.

    Sam: Exactly. Exactly. So we’re

    trying to stay away from that, for at least these first few years
    until we gather some more learnings.

    Alan: Do you think it will

    change when it goes to head-worn? Because if I’m wearing a pair of
    glasses and can still dance and see my friends and party, but the
    stage is in three dimensions all around me, that’s different than
    holding up a six-inch phone or whatever it is, and trying to look
    through a screen.

    Sam: 100 percent agree.

    Alan: And the great thing about

    what you guys did there is there’s lots of time in between acts.
    You’ve got maybe half an hour or 40 minutes in between Jacked on each
    stage. So that gives you this beautiful window of time to experiment.

    Sam: Totally. That was exactly

    the idea.

    Alan: How did you get people to

    do it? Did you put things up on the screen?

    Sam: We have a lot of different

    marketing channels. We were talking about it on socials, on-site. We
    were sending mobile messages. We have very, very high penetration of
    people who are using the Coachella application on-site, and we can
    send messages to them based on where they are. So we sent a lot of
    messages to people as they walking into the Sahara tent with
    instructions on how to use the experience. And I think that’s where
    we’ve got a lot of people.

    Alan: It’s super, super cool. I

    really regret not getting to Coachella this year.

    Sam: We should have had you come

    and DJ, Alan.

    Alan: I actually DJ’ed for

    Heiniken House a few years ago. We brought the Emulator there and we
    built — because, along the lines of technology, Heineken being one
    of the sponsors that year (I think every year pretty much) — they
    brought the emulator in, and instead of letting the DJs play on it,
    which is cool, they let the audience play on it and try and make
    their own mixes. We turned it into a thing called the Remix-perience.
    It allowed anybody to walk up, and it was all these buttons with 32
    buttons on it, and didn’t matter what button or combination you
    pressed. One row was vocals. One was synths. One was bass. One was
    drums. And you could just make your own thing. So basically, it was a
    big MIDI controller for Ableton in the backend.

    Sam: That’s very cool.

    Alan: Super cool. We had a lot

    of fun too. To mix of Coachella was awesome.

    Sam: Yeah, very much so.

    Alan: We were staying in the

    Heineken… not the Heineken House on-site, but they actually rent a
    giant house, and we’re staying there and we went to a party next door
    and it was Skrillex, his place that he rented.

    Sam: Yes, I think I was actually

    at that party, funny enough.

    Alan: There was all kind of

    industry people.

    Sam: Yeah. Yeah.

    Alan: So much fun. So what is

    something that you kind of have seen in the last six months since
    Coachella that you’re like, “wow, we’ve got to try that.”
    What’s something that’s wowed you? Because I mean, you’re creating
    “wow.” What wows you?

    Yeah, sure. I mean, this industry and

    this field is so exciting, because there’s so much happening at all
    times. I think, off the top of my head, a few things that are
    exciting are when I think of a lot of the progress that has been made
    around the cloud, and the ability to create point clouds and
    renderings of 3D objects to build AR experiences on top of, that are,
    like, three-dimensional. That technology is now a lot easier. We’ve
    seen Snapchat introduce the capability with land markers and I think
    there’s a lot of players in the space that are doing some really
    exciting things, enabling people to capture the point clouds with
    just their phone cameras and making those 3-D maps small enough for a
    file size that we can deploy it on-site at an event. We’re always
    worried about connectivity. If you’ve been to Coachella you know it’s
    not always easy to get a signal. So those point clouds that are small
    enough to be able to deliver to people on-site is important stuff. I
    think a lot of the engines that are enabling people to overlay AR
    content onto videos and like live videos, I think all that is really,
    really interesting.

    Alan: You’ve got to meet my

    friend Luke from Geni.

    Sam: Yeah, I know Luke.

    Alan: You know Luke? Awesome.

    Sam: Yeah, yeah.

    Alan: Luke’s a good friend. So,

    yeah. That’s exactly what they do, is overly AR on top of videos.
    Moving videos.

    Sam: Yeah, I know.

    Alan: It’s not an easy problem

    to solve, actually.

    Sam: No, not at all. I think

    that creates some interesting opportunities for artists to capture
    content — live content –, with AR elements on top of that, whether
    that relates to a show or something in one of their studios or
    whatever it may be.

    Alan: Because everybody watches

    music videos on YouTube these days. So even having a little symbol at
    the bottom, saying “point your phone at this symbol,” and
    maybe it’s just a bar code or something. But being able to use your
    phone — because let’s be honest, everybody sits there with their
    phone watching TV, like it’s just a thing — if you’ve already got
    your phone in your hand, why not point it at the TV and see
    three-dimensional things coming out of the TV screen at home? At a
    concert that’s different, you want to be fully there and present with
    your friends. But sitting at home watching a YouTube video, it would
    be pretty awesome to have Eminem step out and be in your living room.

    Sam: For sure. I totally agree.

    I think the last thing I’ll add to that list is just the decreased
    cost of producing experiences like this, I think, will enable us to
    deploy more, and offer them to some of our brand partners as well.

    Alan: And I don’t know if it’s

    been done or it’s been in the works, but I want to see a volumetric
    capture stage, or just a volumetric capture rig setup for a brand,
    where people can basically get a 30-second selfie of them
    volumetrically, and then push that out and send an AR selfie from
    Coachella with all their friends.

    Sam: I think that would be

    really awesome. As soon as you find a way to make that somewhat
    affordable, you let me know.

    Alan: We’ll talk offline. I have

    a few solutions to that.

    Sam: OK, great.

    Alan: I mean, let’s be honest:

    it’s pretty badass to be able to do a volumetric selfie.

    Sam: Yeah, for sure it is. I

    think it’s also the ability to deploy or distribute that selfie in a
    way that keeps it volumetric and as an AR asset is also important.

    Alan: Yeah, we just invested in

    a platform that will allow you to do that on Web. Completely on Web.
    That’ll be launched next year. But yeah, we’ll talk. Super fun. What
    else have you seen that you’re just like “man, we got to have
    that?” I know we can’t talk about what’s coming up next this
    year or next year, but let’s dig in to see what excites you. What
    have you seen? Have you tried Magic Leap?

    Sam: I have tried the Magic

    Leap, yeah. And Nreal.

    Alan: The Nreal ones are great.

    Sam: A few of the others. Yeah,

    they are. I would love to do some sort of activation on-site, almost
    like a silent disco with–

    Alan: Silent disco? What?

    Sam: Yeah. It would be fun. The

    only issue is that there is a lot of operational difficulties in
    terms of distributing those glasses, the cost of those glasses.
    Getting someone to pay for it and such. But I think something like
    that will be very possible. And sometime in the next few years.
    That’ll be fun. I think also it’s interesting. That is really
    exciting me is the innovation happening around UX and UI for AR
    experiences, and what the UX/UI overlay on top of a camera for people
    who are experiencing an AR world of sorts will look like.

    Alan: Have you seen the new

    Snapchat glasses?

    Sam: I have not.

    Alan: So version 3… and

    Snapchat, listen; I think Snapchat is gonna be the sleeper. You’ve
    got Magic Leap, you’ve got Nreal, you’ve got HoloLens, you’ve got all
    these companies. But Snapchat, their new glasses, just do what they
    did before, they take a video, but in post-production. So you stream
    the video to your phone and then you can add digital content on it
    after the fact and then post it as if it was in the real world while
    you were making the video. That’s gonna be super cool.

    Sam: That is gonna be super

    cool. I agree with you that there’s the sleeper. I feel like they’ve
    kind of just pivoted a little bit and are working actively towards
    becoming this AR platform of the future, and kind of really focusing
    on that. Right?

    Alan: Well, if you think about

    it, my guess is — and I could be wrong on this, but I don’t think so
    — Snapchat is the biggest user of augmented reality in the world.
    Hands down. They do about a trillion stops a year and a huge number
    of those, proportionately, I think it’s something like 90 percent of
    Snapchat users have used the AR function in the last week. It’s nuts.
    And they don’t use the word “AR” at all. They just use the
    lens, so people that are using ARE are not even thinking about it as
    AR, which is fine. That’s great.

    Sam: Yeah, I think that’s really

    important, when it comes to how as business owners, how we position
    these types of experiences. I think there’s a lot of people who tend
    to use the industry jargon, which is kind of unapproachable to the
    end consumer. We did some surveys last year and we found out that the
    majority of people — we were just surveying people inside the Sahara
    tent — asking them a few quick questions about AR, and the majority
    people have no idea what that is. So I think sometimes we tend to use
    industry jargon in our public-facing promotions, because we want
    people to think that we’re forward-thinking and cutting-edge, when in
    reality, we could probably do a lot better for engagement and for
    just involving people in the program if we built more of a story
    around it, and didn’t use those types of words. Like Snapchat does;
    they’re like, “space filters,” and they’re creating
    experiences that are AR, but people don’t think of it like that. And
    so theirs is a little bit more approachable to them. And I think
    that’s really important.

    Alan: And I think one of the

    things that even location-based VR, for example, one of the things
    that I realized was amazing in Dubai was this place called VR Park.
    And they took regular HTC Vive Games, which only need a 10×10 space.
    And if you look at it, it’s not very sexy. It’s two sensors and the
    headset. But what it did was they put a whole physical set around it.
    So when you walked into the thing, you were in a bank. It was the
    John Wick game. So you walked into this bank and it was all built
    like a facade. And then you went into a bank vault and like all the
    drawers were scattered everywhere. Then you put on the VR headset and
    you’re kind of in that realm. And I thought that was a really good
    way to prepare people emotionally and psychologically for the
    experience. The Void is the opposite of that, where they’ve built
    everything into the experience, where they’ve got scent machines and
    haptics and things you can touch. But it’s all digital mixed with the
    kind of physical that you can’t see. And I don’t know if you’ve ever
    been to The Void, but if you take your heads off, it’s pretty
    uninspiring. It’s just like, wood walls, there’s nothing there. It
    totally breaks your presence.

    Sam: Totally. I did the IMAX

    experience that was around — I don’t know if it’s still around in
    L.A. — who would you recommend, on that note? Void or Sandbox, which
    is the more compelling experience? Have you tried them both?

    Alan: Which one?

    Sam: The Void or the Sandbox VR?

    Alan: I haven’t tried Sandbox’s.

    I’ve done the Void. How’s Sandbox?

    Sam: I haven’t done it yet.

    That’s why I was asking you, is it worthwhile?

    Alan: The Void is amazing. If I

    were you guys, I would even just make a deal with the Void to have a
    Void system setup at Coachella, for 20 bucks a person the whole
    weekend, because it is an amazing experience, and you can share with
    multiple people.

    Sam: Interesting.

    Alan: It would take nothing to

    build on site. I don’t think.

    Sam: Because it’s really just a

    box, isn’t it?

    Alan: What they did — and I

    think why Sandbox is gonna be successful — is because they didn’t go
    for these giant free-room spaces. They took a 2,500 square foot space
    and made it through redirected walking. So you feel like you’re in
    this infinite space moving around and interacting with things, but
    you’re really in a small room with a door.

    Sam: Yeah, that’s interesting.

    It is wise to keep the square footage down because ultimately those
    businesses are also real estate businesses too.

    Alan: 100 percent. It comes down

    to number of people you can get through per hour. So it’s throughput
    times the square footage, and that’s how you get your revenue model.
    So having a big footprint is not in your best interest as a
    location-based entertainment experience.

    Sam: Yeah. That same throughput

    is how we predict experiences like that at Coachella. We had a big
    projection-mapped dome experience that HP was the brand partner on.
    And you know, we’re thinking about that experience. We’re constantly
    measuring throughput. How many people are gonna see it? How many
    hours is the festival open? What’s the line going to be like? All
    those things are really important metrics when we consider those
    physical activation experiences.

    Alan: It’s absolutely true. And

    I think one of the things that Coachella does really well is spread
    it out so that there’s adventure in every corner. Even if you just
    look at the map of Coachella; it’s vast, like walking from one end of
    the festival to the other is like 40 minutes. It’s a really amazing
    experience to be in such a big place. But at night, you’ve got the
    silent disco times. You’ve got, what is it, seven stages? Six stages?

    Sam: Yeah, seven stages.

    Alan: Food vendors everywhere.

    And one of the stages is like a nightclub. You walk in, it’s the
    middle of the day in…

    Sam: Yuma Tent!

    Alan: Oh, my God. It’s so

    amazing walking in. It’s totally blacked out. Laser lights, smoke.
    You feel like it’s like 5:00 in the morning. You’re jammin out. You
    walk outside, it’s sunny. It’s like noon. Crazy.

    Sam: Yuma tent was cool. Yuma

    tent came around before, like, the house and techno revolution even
    hit America and it’s been just chugging along ever since. It’s a fan
    favorite for sure.

    Alan: Yeah. My buddy does the

    lighting there. Steve Lieberman, he does a lot of the lighting for
    that specific tent.

    Sam: Very cool.

    Alan: He does like all stage

    designs for monster festivals and stuff. So it’s pretty exciting
    stuff.

    Sam: The lighting in that tent

    alone is incredible.

    Alan: It really is.

    Sam: How far can you take club

    lighting and put it in the context of music festival?

    Alan: Apparently pretty far.

    Sam: Yeah, very far!

    Alan: I’m looking at some of the

    new stages coming out of EDC and like just the big festivals and man,
    every year there’s a new type of light. This year there’s one that’s
    like a really, really tight, thin beam on a moving head. When you
    have a hundred of them coming out of the stage, it’s just, “wow,
    that’s incredible.”.

    Sam: Yeah. They really start

    blending the lines between lights and lasers and the functionality of
    both. It’s pretty, pretty awesome.

    Alan: It really is. And that’s

    really a form of of virtual and augmented reality. You’re augmenting
    the whole space. A good lighting designer not only kind of has this
    front facing, “here’s all of the things,” but a lot of
    it… like, for example, what’s the tent called? The big one with the
    DJs?

    Sam: Sahara.

    Alan: Sahara tent. There’s

    lights all over the tent. Above you, behind you, around you. It just
    makes you feel like you’re in something bigger than just a stage with
    an artist in front. It’s all enveloping your senses.

    Sam: Immersive, I think, is the

    word we like to use.

    Alan: That is the word!It is.

    And now I have a question. Have you guys ever thought about using
    scent machines as part of the stage show?

    Sam: You know, it might have

    been proposed at some point. I don’t work around stage production or
    artist production. That’s much more well-equipped colleagues of mine.
    I’m sure they’ve proposed it at some point.

    Alan: So the thing with AR,

    you’ve got glasses — Nreal, Magic Leap — we go to these glasses.
    But really it comes down to anything at scale right now. It’s the
    device in everybody’s pocket. It’s the little magic window of your
    phone. But it’s predicted, and I think we’re on track, that over
    2-billion smartphones will be AR enabled by the end of this year.

    Sam: I sure hope so. That is the

    focus of our mobile AR strategy at Coachella: Smartphones.

    Alan: So let me ask you a

    question. And this goes beyond the actual festiva;. How do you then
    engage people that aren’t at the festival to participate somehow?
    Because, like, I can’t always be there, but I would love to
    participate. So how do you see that happening?

    Sam: I think that part of that

    has to come with volumetric experiences. And I think part of it has
    to come with enabling artists to deploy AR content that they might
    own through the mobile application. Because we have more people
    download the application than even attend the festival. So there’s a
    lot of people like yourself who download the application, and they
    want to know about Coachella, what’s happening, and what’s new. What
    we’re tinkering with — and there’s a lot of artists now who have
    created AR content for their brand or their music releases, whether
    it’s a phase filter or a portal of some sort — when you go onto
    artists’ pages on the app, you can see various links out to their
    social platforms; to music with our partner, YouTube Music. And, you
    know, one day there will be a place where you can see AR content that
    they’ve created and want to deploy at Coachella or either people to
    take pictures with on-site or for people who are at home watching the
    YouTube livestream, to deploy into their coffee table.

    Alan: Cannot wait! I’m so

    excited. How many employees does Coachella have for that one
    festival?

    Thousands and thousands. I don’t know

    an exact number, but the staff for Coachella, it goes up and down
    over the course of the year, depending upon the season. But come
    January, there’s a lot of people that start working full time on the
    festival all the way through the end of April. And so it balloons
    from January through April, and then the month of April when you have
    a lot of the temporary but very important staff on site like security
    guards and stage managers and the people who are building the stages.
    You know, it gets to thousands and thousands of people.

    Alan: Have you guys ever thought

    about using VR as a training mechanism for those thousands of people?
    Something as simple as putting them in an experience where they just
    get to kind of wander around from point to point, so that people that
    are maybe new to the festival who don’t know where everything is,
    they can familiarize themselves with not only the safety and
    security, but also where things are now so that they’re more helpful
    on on-site.

    Yeah, sure. I think it’s an interesting

    concept. There’s also just at this time, a cost/benefit analysis that
    we have to run. You know, if we’re gonna give them a virtual tour of
    Coachella, what does it cost to create that virtual space of
    Coachella? How else are we leveraging that asset or utilizing it in
    other programs? These are just kind of the questions that we have to
    ask ourselves. But I think as the tech to produce and just deploy
    those things gets cheaper, it’s definitely something that we would
    look at, especially when it comes to jobs that might be a little
    risky or unsafe to practice or training and giving people the ability
    to do that in a virtual space would be important and safer.

    Alan: I think also we’ve been

    talking about this on the show repeatedly, but one VR headset can
    train multiple people. You could provide training to 100, 200 people
    with one headset. It doesn’t have to be one headset per person. So I
    think there’s definitely, for the unsafe and risky, but also just
    general understanding of where things are before people come on site.
    Because thousands of employees, you want to make sure they all have a
    baseline of knowledge of things. And with VR, you can actually start
    to test that as well, and then test their proficiency. And not so
    much test them as just make sure they’re prepared.

    Sam: Absolutely. Especially when

    it comes down to a lot of times, the security guards are the front
    line from the fans perspective. They likely will not talk to one
    Goldenvoice staff member their entire time at Coachella, but they
    talk to security guards all the time, asking them where things are,
    where to find things, where the entrance or exit is. And those
    security guard are great for that reason. And it would probably be
    more beneficial if they knew where specific things were that
    sometimes they might not know the answer to. So it would be useful
    from a training perspective, and it would also be useful for a fan
    perspective, if they could get an idea before they enter the festival
    site, kind of get a virtual tour of the festival site — without
    giving away anything, of course.

    Alan: Let’s talk about it

    further off line, because I think this is something that intrigues
    me. How do we train thousands of people quickly and bring them up to
    a certain level of proficiency and then reuse those assets for a
    different way? And one of the things that we keep telling our
    customers is, look, if you’re going to build like a virtual whatever,
    maybe it’s a machine and you bring in your CAD data and you train
    somebody on the machine. Well, that same 3D data that we just spent,
    maybe $50,000 taking it from CAD to putting it into 3D and then
    putting it into VR. Well, that same thing, that same asset, can be
    used in a AR. It can be used on your Web site. It can be used for
    training, can be used for marketing. I think a lot of companies see
    it as just a cost center, like, “oh, this is going to cost a lot
    of money.” But if you, like you said, re-use and recycle this
    material throughout the organization, you actually end up spreading
    out the cost quite a bit and getting more value and benefit from it.

    Sam: Yeah, I absolutely agree.

    Should definitely have that conversation.

    Alan: We shall. Awesome. What

    else do you want to talk about? Is there anything else that you want
    to talk about? To share before we wrap this up?

    Sam: You know, I think maybe

    just kind of hype — and I know that kind of purpose of this podcast
    is to kind of help inform and inspire people to use XR — and I think
    there’s a lot of incredible advice out there around the technology
    and its use cases in a business context. But I think what a lot of
    people don’t talk about enough is just that we should always be
    thinking about ways in which we can tell a story and create a program
    that I think is more relatable and fits in to… it has to obviously
    fit into the brand, but, you know, you can also think about how that
    fits into the story of consumers who use your products or services.
    There was a really great example. One of my favorite business use
    cases was El Pollo Loco did this mural activation. Did you see
    anything about it?

    Alan: I didn’t actually dig into

    it, but I did see that it was there. It basically hold your phone up
    to I think was a painting on a wall or something, wasn’t it?

    Sam: Yeah. It was in honor of

    Hispanic Heritage Month and El Pollo Loco celebrated Mexican heritage
    and a lot of their customers by bringing five different murals to
    life in L.A. And there was also like a real-world aspect to their
    initiative where they donated some of their storefronts as a place
    for real-life murals to take place.

    Alan: Super cool.

    Sam: I thought that was just

    such a great story. That’s super relatable. And if you’re a person
    who has no idea anything about AR or even what that means, it’s still
    something that is going to inspire you to pick up the phone and give
    it a try. And I think that’s an example of a great success in this
    space.

    Alan: I love things that bring a

    wider education or social aspect to it like that, bringing a focus to
    Hispanic heritage. It’s really wonderful. And for anybody who’s
    flying into L.A., El Pollo Loco is within a block of the airport.
    It’s always my first up. Those dollar chicken things are great. And
    then In and Out Burger. Man, that’s like my L.A. staple.

    Sam: Where is In And Out’s AR

    experience, man?

    Alan: It doesn’t seem like a

    brand fit. To be honest.

    Sam: They’re definitely not a

    brand fit. They have five things on the menu for the entire lifetime
    of the company.

    Alan: No, probably not. What is

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

    Sam: I think that XR’s power to

    inspire empathy in certain situations is really strong. So I don’t
    necessarily have one specific problem, but I think that people who
    can use VR to view the planet from above, or experience a day in the
    life of someone who lives in a favela, or use AR to better understand
    issues or problems that are plaguing society around the world. The
    use of that technology will inspire more people to get involved with
    these issues, and that’s kind of a sum result that I’m excited to
    experience.

    37 min
  • Adding a New Dimension to Music in XR, with Goldenvoice's Sam Schoonover
    Alan puts it best in this episode of XR for Business: Sam Schoonover’s job with Goldenvoice is to create “wow” moments at music festivals like Coachella. Sam talks about the groundwork they’ve laid at Coachella for immersive reality so far, and where he plans to take it going forward.
    Alan: Coming up next on the XR
    for Business Podcast, we have Sam Schoon over from Goldenvoice and
    Coachella, my favorite music festival in the world. We're going to be
    talking about augmented reality spaceships, augmented reality
    portals, bringing video to life in a AR and El Pollo Loco. All that
    and more coming up next on the XR for Business Podcast.
    Sam, welcome to the show.
    Sam: Hi. Thanks for having me.
    Alan: It's my absolute pleasure,
    man. As you know -- and as people on the show who know because I've
    mentioned it before -- Coachella is one of my absolute favorite music
    festivals. And having been a deejay for 20 years myself, I've been to
    a few. Coachella is just this magical place. So I'm really excited to
    unlock two of my favorite things -- music festivals and XR -- with
    you on the show. So, thank you so much.
    Sam: Yeah, absolutely. Me as
    well. I think a lot of people out there would agree with you.
    Alan: Yeah, man. So tell me, how
    did you end up working with Coachella and what have you done before
    and how did you get there? Let's just get into it.
    Sam: Previous to this job, I was
    doing a whole assortment of different things in the music industry,
    and I guess the technology industry as well. I was a freelance
    website developer, and had also been curating music and had developed
    a playlist curation application. And then alongside that, I was
    promoting with various promoters in San Diego and Los Angeles and
    touring shows. And that eventually -- that and a music blog and I was
    doing at the time -- introduced me to the guy who started Splash
    House, which is a smaller music festival in Palm Springs. And through
    him, I met the Goldenvoice team and I got involved at Goldenvoice
    Digital, and in a roundabout way, ended up focusing entirely on
    innovation just for Coachella.
    Alan: What a dream job for
    somebody like... "here, your job is to focus on innovation, make
    really cool things that nobody's done in the world, for the most
    impressive festivals in the world."
    Sam: Yeah, sure. I mean, it's a
    lot of fun. It's fun to be able to focus on new things every day. And
    we have like just such an incredible team at Goldenvoice, the people
    who have been doing Coachella for the past 20 years are still
    involved and still loving it. And they're really the reason why this
    job even exists, because they appreciate innovation and they
    understand its place and our future. And and they understand that
    innovating and experimenting and sometimes failing, but always trying
    is a part of what makes things great and stand the test of time.
    Coachella is in a unique situation, where it's a successful music
    festival and it's a successful business, so we have the ability to
    spend money on experiences like that, while not every festival out
    there is so lucky.
    Alan: Yeah. And you guys --
    well, "you guys," I think it was before you even got there
    -- but Coachella is no stranger to virtual and augmented reality. I
    remember in, oh man, it must be 2015/16, Coachella livestreamed 360
    content to VR headsets and I believe it was pushing to the -- it was!
    -- it was the Samsung GearyVR at the time. I remember watching one of
    one of the shows from there and thinking, "oh man, I'm literally
    like getting crazy FOMO."
    Sam: Yeah, you're right. It was
    kind of our first foray actually into, like, I guess what we would
    call the VR industry. I think as a lot of us have learned, those 360
    music streaming
    37 min

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