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If you want to master something, teach it.” That’s the old adage, and at Circuit Stream, the thinking is teaching XR helps you develop better solutions, too. Founder and CEO Lou Pushelberg created Circuit Stream courses to give companies the power to educate and empower themselves, and just make the whole XR ecosystem stronger.
Alan: You’re listening to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Lou Pushelberg, founder and CEO of Circuit Stream. Circuit Stream’s story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. Rather than try to build the next big application like everyone else, Lou saw a bigger need for education and training that could help propel the industry forward. From this journey, Circuit Stream’s 10-week online course emerged. Their education platform has reached over 25,000 students. They’re a Unity authorized training partner and their team of 20 people is giving professionals the skills they need to build value-driven XR experiences. They have three business divisions: education, software development, and their platform. To learn more about the great work that Lew and his team is doing, you can visit circuitstream.com.
Lou, welcome to the show, my friend.
Lou: Alan, thanks so much for
Alan: It’s my absolute honor.
Lou: Well, I was working for another VR startup early in 2015. They were based out of Seattle. This was kind of the DK2 era — so early in VR’s history — and personally was inspired by a lot of the early pioneers, who were building some of the flagship VR content and titles that were coming out on the first wave of consumer hardware — so the Vive and the original Rift — and was basically looking for an opportunity and a need, where I could create value for the ecosystem and help accelerate the adoption of VR and ultimately of XR technology, and found that kind of service and value that I could provide to the ecosystem in education.
Alan: So how did you begin?
Lou: [chuckles] Yeah, that’s a good question. So we began with a kind of a core philosophy that was, the only way to learn anything really in it — and especially this technology — was to get hands-on and just start building things. There wasn’t a playbook for VR and AR, there wasn’t a series of best practices at the time. They were kind of just beginning to emerge. So we really wanted to focus a lot of what we were doing around getting people into Unity and some of the other major engines, and just helping them start blazing their own trails by just building stuff and sharing it with people. That’s kind of been our MO and what we try to facilitate with all of the professionals, companies that we work with. So in kind of architecting the course in the beginning, we would go straight to the source. So you mentioned travelling across North America. I had basically booked a trip through what were the four biggest hubs down the West Coast. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind of pushing XR forward, and other times from some of the major players — like the Valves, Oculus, Unity, Google — developers who were in VR building and creating and kind of the aggregated knowledge from the people actually building, the developers and designers. That’s what was used to kind of as the kernel for a curriculum that Circuit Stream started with.
Alan: Where’s it gone from there? Was it mainly game enthusiasts that people just wanted to make an AR game or VR game? Like who are the typical students? You’ve trained 25,000 students; is this people sending their company employees? Is this just enthusiasts wanting to learn?
Lou: What we found was kind of
Alan: It’s funny because we
Lou: What we find is that
Alan: I’m looking at your
Lou: Yeah. We see people building across platforms and across devices. In terms of the content itself, we’ve seen a focus around training and operations. I want to create value here, and not give you the generic answer. So maybe what I’ll do is tell you a story of one example, one of our partners and customers that we’re working with from a training capacity, because I think this story is enlightening. So this company — it’s a company called Vantage Airport Group — has been a really early partner for us, someone who is very taking the training and taking our courses early on in Circuit Stream’s life. And we’ve evolved with him to help him begin to deploy and scale VR training throughout his organization. And what their company does, is they manage the operations of airports. So airports, which are sometimes owned by the city, will subcontract them out to actually manage the training, the staffing, the operations so that the airport can continue to run smoothly. So they’ve got dozens of airports that they’re basically responsible for managing around the world.
In some of their smaller airports, they
Alan: You’re steering in the
Lou: –and vice versa. Exactly.
VR training is one of the best uses.
Alan: Have they rolled this out
Lou: They’re in the process of
Alan: What are some of the
Lou: We are, yeah. So I’ll share
So in terms of scaling, those are some of the problems that we’re trying to solve and trying to remove some of the friction so that if you have a VR or an AR application that’s effective and you validated, that you don’t go to the IT group and say, “Hey, we’ve got this application that we’re working on it, it’s actually really beneficial at solving a business problem.” and then IT says, “Well, that’s great, but we have 10, 20, 200 devices. And every time the developers update the application, we don’t want to go back and actually update that content on our 200 devices.” So we’re building a platform to basically manage that content distribution, as well as all the versioning and updates. And that’s what we can contribute for some of these market-leading companies, like Vantage, who are scaling and trying to realize and measure some of the benefits of XR. And we’re trying to help them solve that problem and really be a partner in rolling out at scale.
Alan: How are you guys managing
Lou: Device management is an
Alan: That’s awesome. The
Lou: Interesting. So we have
Alan: The problem is that if
Lou: Right. Right.
Alan: And that’s– I mean,
Lou: Yeah, 100 percent. Coming
Alan: That’s gonna be essential, is keeping the content current, but also being able to use industry-leading techniques. And the thing is, you’re like, “Hey, well, let’s look to industry to give us what we need to teach.” But the thing is, we are the industry, so we’ve got to make it up as we go. It’s one of those things. And when I was first getting into VR, I listened to one of the podcasts on Voices of VR podcast. And one of the guys was saying that VR and AR is so early now that if you’re a Hollywood producer or you’re somebody making something in your basement, the playing field is completely leveled. Nobody knows what we’re doing. And it kind of struck home with me, that there are obviously now — fast forward 3 years or 4 years — companies and people that have more experience than others. But it feels like we’re still at that early phase, where anybody can be a Beat Saber or a Superhot or create a training module. It seems like we have only scratched the surface of what’s possible.
Last week I was in Orlando at the Simulation Summit in Florida, and I had the opportunity to try the haptics gloves, where you put on these giant gloves, but they simulate touch and picking up things. You were able to reach down, grab a virtual object physically and interact with it. And it feels like when you pick up something, it feels like it’s there. And it was– it was that combination of the touch mixed with the VR and the sounds and spatial audio. Everything together made this experience, that I was just literally blown away. And then when I– it was was a military simulator, so it was a bit graphic. But when I took off the headset, it took me a few minutes to kind of re-acclimatize to being in the real world. And I think that’s the power of this technology to really hijack all your senses, to give you that sense of doing it. And to your point about if you want to learn something, teach it. I think that VR lends itself amazing to kind of that, see it or watch it, do it, teach it. There’s something visceral about it. There’s something that that just locks in your memory. It just, it is there forever. And there’s another group teaching VR productions stuff, called Axon Park. Are you familiar with it?
Lou: No, I’m not.
Alan: What they’re doing is
Lou: That is very meta, indeed.
Alan: OK, so let’s move on to
Lou: So my killer use case is
Alan: Let’s be honest, it didn’t
Lou: Right, I totally agree. I
Alan: It’s nuts. [laughs]
Lou: Yeah, it’s totally
Alan: Yep.
Lou: Yes. I totally, totally
Alan: Can you imagine what we’ve come through in the last three years and imagine what’s going to be the next three years from now? It’s going to be these crazy, exponential improvements on everything. When you look at Facebook or Oculus’s announcement of their varifocal lenses: basically, they’re creating lenses inside a headset that will allow you to focus on multiplane. So if you look at something far out, it’ll be in focus. But if you look at something close up, it’ll also be in focus. And I mean, that’s just– somebody had to sit down and think of how do we focus on multiplanes using a fixed screen? It’s nuts.
Lou: Right. So, I mean, what
Alan: I mean, to put it in perspective, just to put a final point in that: four years ago we started doing 360 video for companies, and it was about $10,000 a minute. And you had to stitch it, you had to basically 3D print a rig, and put a bunch of GoPros, and then hand-stitch all the different seams together. Then we started seeing these consumer-grade 360 cameras that did almost the exact same work we were doing. It’d sacrifice a little bit of the resolution, but it stitched on your phone instantly. You kind of had this a-ha moment, where it’s like, “OK, this $10,000 per minute thing is no longer valid, when I can buy the camera for 500 bucks and it’ll do everything for me.” And then fast forward to now, you’ve got 11K cameras, stereoscopic stitching in the cloud, and that camera is less than 10– it’s less than one minute of what we were doing 10 years ago. And you can make as much as you want. I digress.
Lou: [laughs] No, I mean, it’s a
Alan: I got to say something.
Lou: Sure.
Alan: We have a crazy idea.
Lou: [laughs] I love it.
Alan: Think about it. But that’s
Lou: Hey. I mean, I agree. And
Alan: The business challenge;
Lou: Exactly. So coming back to
If your company is willing to make that investment and say, we know that this might not be a hard ROI that’s going to hit the PNL next quarter. But what we’re essentially doing is virtualizing away some of our training or saving time for the training manager, which lets him or her go work on other higher-value tasks — which may not hit the PNL this quarter, but it may hit the PNL in a year or two from now — and either help the company create more revenue, reduce its costs, etc. and essentially make the company more effective and more efficient. So that’s one way that we’ve been kind of looking at, you know, dialing back into today. And how do you make the case? How do you tell the story? This kind of model around soft ROI and increasing productivity through XR is quite powerful for someone who is open to that kind of thinking around value creation.
Alan: You know, there’s two other things that have come up on this podcast recently. One being it portrays your company as an advanced company, as a forward-thinking company. So companies that are using VR and AR training now, their employees are more likely to stay with them. And actually there was– can’t remember who was this morning. I was doing a podcast this morning, and they were saying that they’re seeing an increase just by using– oh, it was James and Justin from Immerse. They were saying there’s an increase in retention rates, not of the knowledge, but of the actual employees. Because they’re staying longer, because they’re getting better trained, they feel more comfortable at work, and they also have this kind of feeling that their company is doing the right things. And I think that’s a soft AR way that you can’t really measure. It’s very hard to measure. But the other one around soft ROI is that people when they go into virtual experiences, they have a very visceral, hands-on experience within virtual and augmented reality. But that translates directly into on the job skills training and management and people that are more comfortable at their work perform better, they come to work enthused. And I think we’re only scratching the surface with this. But at the same time, it’s important for companies to realize the real value is in all of those things combined. And one thing I always highlight when I’m speaking to a customer is like when you’re in VR, you cannot be on your phone. So you’re literally hijacking people’s entire focus. And it’s very rare when you have hijacked someone’s entire focus — even for a small amount of time, for 10 minutes while they do the training — they cannot be doing anything else. It doesn’t work.
Lou: Yeah, I agree. And people
Alan: You can. Oh, and another
Lou: Yeah. 100 percent.
Alan: It’s OK. Nobody’s seeing
Lou: Data is another huge piece of this, capturing all that learning data as well as– just if I think of AR like other processes in terms of system checks, that are traditionally done with paper, part and component checks, audits, all of these certain things that if you can serve up contextual information at the right time and place, that you can take these from multi-step processes or multi-steps of gathering and reporting on data, down to maybe one or two.
Alan: I had dinner with Shelly
Lou: Yeah, that’s amazing. I
They’re equipping their field service and installation teams with Hololenses, and what was a four-month process has basically been reduced down to two weeks. Because on the first site visit, the technician will go through with a Hololens and they’ve written software that’s able to take a fairly accurate measurement of all of those steps and it basically just scans the steps as he walks up them with the Hololens. That data is immediately streamed back to the designers and engineers who are going to tweak the manufacturing and installation process for the elevator equipment that’s being built in their home. And this from four months down to two weeks and hope those– I believe those are the accurate numbers. He was literally saying this is a piece of our business where we’re fundamentally changing our business model. And to me, that stuff is just fascinating. And it’s amazing that giving people computing in the form of XR that maybe traditionally haven’t had computing or have had it in a different form, is able to literally change a business model, that’s an amazing, amazing story of success.
Alan: It’s absolutely
Lou: Hmm. This may be a strange
Alan: That’s a beautiful thing.
Lou: I totally agree.
4.5
1212 ratings
If you want to master something, teach it.” That’s the old adage, and at Circuit Stream, the thinking is teaching XR helps you develop better solutions, too. Founder and CEO Lou Pushelberg created Circuit Stream courses to give companies the power to educate and empower themselves, and just make the whole XR ecosystem stronger.
Alan: You’re listening to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Lou Pushelberg, founder and CEO of Circuit Stream. Circuit Stream’s story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. Rather than try to build the next big application like everyone else, Lou saw a bigger need for education and training that could help propel the industry forward. From this journey, Circuit Stream’s 10-week online course emerged. Their education platform has reached over 25,000 students. They’re a Unity authorized training partner and their team of 20 people is giving professionals the skills they need to build value-driven XR experiences. They have three business divisions: education, software development, and their platform. To learn more about the great work that Lew and his team is doing, you can visit circuitstream.com.
Lou, welcome to the show, my friend.
Lou: Alan, thanks so much for
Alan: It’s my absolute honor.
Lou: Well, I was working for another VR startup early in 2015. They were based out of Seattle. This was kind of the DK2 era — so early in VR’s history — and personally was inspired by a lot of the early pioneers, who were building some of the flagship VR content and titles that were coming out on the first wave of consumer hardware — so the Vive and the original Rift — and was basically looking for an opportunity and a need, where I could create value for the ecosystem and help accelerate the adoption of VR and ultimately of XR technology, and found that kind of service and value that I could provide to the ecosystem in education.
Alan: So how did you begin?
Lou: [chuckles] Yeah, that’s a good question. So we began with a kind of a core philosophy that was, the only way to learn anything really in it — and especially this technology — was to get hands-on and just start building things. There wasn’t a playbook for VR and AR, there wasn’t a series of best practices at the time. They were kind of just beginning to emerge. So we really wanted to focus a lot of what we were doing around getting people into Unity and some of the other major engines, and just helping them start blazing their own trails by just building stuff and sharing it with people. That’s kind of been our MO and what we try to facilitate with all of the professionals, companies that we work with. So in kind of architecting the course in the beginning, we would go straight to the source. So you mentioned travelling across North America. I had basically booked a trip through what were the four biggest hubs down the West Coast. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind of pushing XR forward, and other times from some of the major players — like the Valves, Oculus, Unity, Google — developers who were in VR building and creating and kind of the aggregated knowledge from the people actually building, the developers and designers. That’s what was used to kind of as the kernel for a curriculum that Circuit Stream started with.
Alan: Where’s it gone from there? Was it mainly game enthusiasts that people just wanted to make an AR game or VR game? Like who are the typical students? You’ve trained 25,000 students; is this people sending their company employees? Is this just enthusiasts wanting to learn?
Lou: What we found was kind of
Alan: It’s funny because we
Lou: What we find is that
Alan: I’m looking at your
Lou: Yeah. We see people building across platforms and across devices. In terms of the content itself, we’ve seen a focus around training and operations. I want to create value here, and not give you the generic answer. So maybe what I’ll do is tell you a story of one example, one of our partners and customers that we’re working with from a training capacity, because I think this story is enlightening. So this company — it’s a company called Vantage Airport Group — has been a really early partner for us, someone who is very taking the training and taking our courses early on in Circuit Stream’s life. And we’ve evolved with him to help him begin to deploy and scale VR training throughout his organization. And what their company does, is they manage the operations of airports. So airports, which are sometimes owned by the city, will subcontract them out to actually manage the training, the staffing, the operations so that the airport can continue to run smoothly. So they’ve got dozens of airports that they’re basically responsible for managing around the world.
In some of their smaller airports, they
Alan: You’re steering in the
Lou: –and vice versa. Exactly.
VR training is one of the best uses.
Alan: Have they rolled this out
Lou: They’re in the process of
Alan: What are some of the
Lou: We are, yeah. So I’ll share
So in terms of scaling, those are some of the problems that we’re trying to solve and trying to remove some of the friction so that if you have a VR or an AR application that’s effective and you validated, that you don’t go to the IT group and say, “Hey, we’ve got this application that we’re working on it, it’s actually really beneficial at solving a business problem.” and then IT says, “Well, that’s great, but we have 10, 20, 200 devices. And every time the developers update the application, we don’t want to go back and actually update that content on our 200 devices.” So we’re building a platform to basically manage that content distribution, as well as all the versioning and updates. And that’s what we can contribute for some of these market-leading companies, like Vantage, who are scaling and trying to realize and measure some of the benefits of XR. And we’re trying to help them solve that problem and really be a partner in rolling out at scale.
Alan: How are you guys managing
Lou: Device management is an
Alan: That’s awesome. The
Lou: Interesting. So we have
Alan: The problem is that if
Lou: Right. Right.
Alan: And that’s– I mean,
Lou: Yeah, 100 percent. Coming
Alan: That’s gonna be essential, is keeping the content current, but also being able to use industry-leading techniques. And the thing is, you’re like, “Hey, well, let’s look to industry to give us what we need to teach.” But the thing is, we are the industry, so we’ve got to make it up as we go. It’s one of those things. And when I was first getting into VR, I listened to one of the podcasts on Voices of VR podcast. And one of the guys was saying that VR and AR is so early now that if you’re a Hollywood producer or you’re somebody making something in your basement, the playing field is completely leveled. Nobody knows what we’re doing. And it kind of struck home with me, that there are obviously now — fast forward 3 years or 4 years — companies and people that have more experience than others. But it feels like we’re still at that early phase, where anybody can be a Beat Saber or a Superhot or create a training module. It seems like we have only scratched the surface of what’s possible.
Last week I was in Orlando at the Simulation Summit in Florida, and I had the opportunity to try the haptics gloves, where you put on these giant gloves, but they simulate touch and picking up things. You were able to reach down, grab a virtual object physically and interact with it. And it feels like when you pick up something, it feels like it’s there. And it was– it was that combination of the touch mixed with the VR and the sounds and spatial audio. Everything together made this experience, that I was just literally blown away. And then when I– it was was a military simulator, so it was a bit graphic. But when I took off the headset, it took me a few minutes to kind of re-acclimatize to being in the real world. And I think that’s the power of this technology to really hijack all your senses, to give you that sense of doing it. And to your point about if you want to learn something, teach it. I think that VR lends itself amazing to kind of that, see it or watch it, do it, teach it. There’s something visceral about it. There’s something that that just locks in your memory. It just, it is there forever. And there’s another group teaching VR productions stuff, called Axon Park. Are you familiar with it?
Lou: No, I’m not.
Alan: What they’re doing is
Lou: That is very meta, indeed.
Alan: OK, so let’s move on to
Lou: So my killer use case is
Alan: Let’s be honest, it didn’t
Lou: Right, I totally agree. I
Alan: It’s nuts. [laughs]
Lou: Yeah, it’s totally
Alan: Yep.
Lou: Yes. I totally, totally
Alan: Can you imagine what we’ve come through in the last three years and imagine what’s going to be the next three years from now? It’s going to be these crazy, exponential improvements on everything. When you look at Facebook or Oculus’s announcement of their varifocal lenses: basically, they’re creating lenses inside a headset that will allow you to focus on multiplane. So if you look at something far out, it’ll be in focus. But if you look at something close up, it’ll also be in focus. And I mean, that’s just– somebody had to sit down and think of how do we focus on multiplanes using a fixed screen? It’s nuts.
Lou: Right. So, I mean, what
Alan: I mean, to put it in perspective, just to put a final point in that: four years ago we started doing 360 video for companies, and it was about $10,000 a minute. And you had to stitch it, you had to basically 3D print a rig, and put a bunch of GoPros, and then hand-stitch all the different seams together. Then we started seeing these consumer-grade 360 cameras that did almost the exact same work we were doing. It’d sacrifice a little bit of the resolution, but it stitched on your phone instantly. You kind of had this a-ha moment, where it’s like, “OK, this $10,000 per minute thing is no longer valid, when I can buy the camera for 500 bucks and it’ll do everything for me.” And then fast forward to now, you’ve got 11K cameras, stereoscopic stitching in the cloud, and that camera is less than 10– it’s less than one minute of what we were doing 10 years ago. And you can make as much as you want. I digress.
Lou: [laughs] No, I mean, it’s a
Alan: I got to say something.
Lou: Sure.
Alan: We have a crazy idea.
Lou: [laughs] I love it.
Alan: Think about it. But that’s
Lou: Hey. I mean, I agree. And
Alan: The business challenge;
Lou: Exactly. So coming back to
If your company is willing to make that investment and say, we know that this might not be a hard ROI that’s going to hit the PNL next quarter. But what we’re essentially doing is virtualizing away some of our training or saving time for the training manager, which lets him or her go work on other higher-value tasks — which may not hit the PNL this quarter, but it may hit the PNL in a year or two from now — and either help the company create more revenue, reduce its costs, etc. and essentially make the company more effective and more efficient. So that’s one way that we’ve been kind of looking at, you know, dialing back into today. And how do you make the case? How do you tell the story? This kind of model around soft ROI and increasing productivity through XR is quite powerful for someone who is open to that kind of thinking around value creation.
Alan: You know, there’s two other things that have come up on this podcast recently. One being it portrays your company as an advanced company, as a forward-thinking company. So companies that are using VR and AR training now, their employees are more likely to stay with them. And actually there was– can’t remember who was this morning. I was doing a podcast this morning, and they were saying that they’re seeing an increase just by using– oh, it was James and Justin from Immerse. They were saying there’s an increase in retention rates, not of the knowledge, but of the actual employees. Because they’re staying longer, because they’re getting better trained, they feel more comfortable at work, and they also have this kind of feeling that their company is doing the right things. And I think that’s a soft AR way that you can’t really measure. It’s very hard to measure. But the other one around soft ROI is that people when they go into virtual experiences, they have a very visceral, hands-on experience within virtual and augmented reality. But that translates directly into on the job skills training and management and people that are more comfortable at their work perform better, they come to work enthused. And I think we’re only scratching the surface with this. But at the same time, it’s important for companies to realize the real value is in all of those things combined. And one thing I always highlight when I’m speaking to a customer is like when you’re in VR, you cannot be on your phone. So you’re literally hijacking people’s entire focus. And it’s very rare when you have hijacked someone’s entire focus — even for a small amount of time, for 10 minutes while they do the training — they cannot be doing anything else. It doesn’t work.
Lou: Yeah, I agree. And people
Alan: You can. Oh, and another
Lou: Yeah. 100 percent.
Alan: It’s OK. Nobody’s seeing
Lou: Data is another huge piece of this, capturing all that learning data as well as– just if I think of AR like other processes in terms of system checks, that are traditionally done with paper, part and component checks, audits, all of these certain things that if you can serve up contextual information at the right time and place, that you can take these from multi-step processes or multi-steps of gathering and reporting on data, down to maybe one or two.
Alan: I had dinner with Shelly
Lou: Yeah, that’s amazing. I
They’re equipping their field service and installation teams with Hololenses, and what was a four-month process has basically been reduced down to two weeks. Because on the first site visit, the technician will go through with a Hololens and they’ve written software that’s able to take a fairly accurate measurement of all of those steps and it basically just scans the steps as he walks up them with the Hololens. That data is immediately streamed back to the designers and engineers who are going to tweak the manufacturing and installation process for the elevator equipment that’s being built in their home. And this from four months down to two weeks and hope those– I believe those are the accurate numbers. He was literally saying this is a piece of our business where we’re fundamentally changing our business model. And to me, that stuff is just fascinating. And it’s amazing that giving people computing in the form of XR that maybe traditionally haven’t had computing or have had it in a different form, is able to literally change a business model, that’s an amazing, amazing story of success.
Alan: It’s absolutely
Lou: Hmm. This may be a strange
Alan: That’s a beautiful thing.
Lou: I totally agree.