XR for Business

Alan Smithson from MetaVRse
XR for Business

Meet the leaders who are changing the face of virtual and augmented reality

  1. 06/16/2020

    From the Classroom Lab to the Factory Floor in XR, with Labster’s Michael Jensen

    Labster CEO Michael Jensen was on XR for Learning not-too-long ago, talking about how XR can teach kids science in the classroom. Now he explains to Alan how that same technology is making professional training safer and more cost-effective. Alan: Hey, everyone. Alan Smithson here. Today we're speaking with Michael Jensen, CEO of Labster, a venture backed, award winning company that focuses on revolutionizing the way science and safety is taught at companies, universities, colleges, and high schools all over the world. They started with creating multimillion dollar science labs in a VR headset. And now they're ready to take on the enterprise training world. All that and more, coming up next on the XR for Business podcast. Michael, welcome to the show. Michael: Hey, Alan, thanks so much, honored to be here. Alan: It's my absolute pleasure to have you. I know you were on my partner and wife Julie's podcast, XR for Learning. And I learned all about how Labster is revolutionizing how we teach science, and making it more exciting, gamified, but also bringing the opportunity to create multi-million dollar science labs for the cost of a cup of coffee. So let's unpack that. Michael, how did you get into this? Michael: Yeah, so that actually started about nine years ago, when my co-founder and I saw an opportunity to create much more engaging online learning content for students and learners around the world. Basically, most people were learning in very boring, non-engaging formats as we saw it. And at the same time, we saw these billions of dollars being invested into the gaming industry to create really engaging games. And we thought, why not find a way to combine and merge the learning world and the gaming world in a more engaging way, so that we can engage learners in the content, make them more excited about the topics, but also use these mechanisms to help them understand some of these more complex concepts in a much better way. Alan: Walk people through what a typical Labster lab looks like, and why this is exciting. Michael: There's two main components that we really looked at. One is engagement -- as I just talked about -- and the other one is timesaving, cost savings. And so what we looked at was, how can we best address some of the biggest challenges in the industry by presently creating virtual training -- similar to a flight simulator that was revolutionizing pilot training -- and then create, for instance, virtual laboratories to simulate dangerous experiments or dangerous scenarios -- like safety training -- and then that way help the universities, in our case as well as high schools -- but now also corporates -- dramatically reduce their cost and saving, as well as the time spent on this training. And we did a huge research project now -- about two years ago -- a $6-million research project involving hundreds and hundreds of employees around the world in large pharma companies, to really analyze and understand, does this really help? Is there a way for us to create better, more engaging content? And if so, does that really help students or learners understand it better? And does it also help save costs? And the results were quite overwhelmingly positive, was published and peer reviewed -- among others -- in Nature magazine, where we saw more than a doubling of the learning outcomes, as well as engagement for learners, compared to -- for instance -- standard online e-learning training, or even personal one-on-one training. So even compared to a personal one-on-one trainer, we found that this virtual immersive training format can be far superior, both in costs, as...

    25 min
  2. 03/24/2020

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

    Today’s guest Sean Hurwitz started his journey to the XR field in the realm of game development. But as the years went on, more and more he saw the value of putting game engines to work training professionals instead of hunting zombies. He talks about how PIXO VR achieves this. Alan: Hey, everyone, it’s Alan Smithson here with the XR for Business podcast. Today we’re speaking with Sean Hurwitz, founder and CEO of PIXO VR, a Detroit based company focused on VR software for training on processes, safety, and emergency response. Much like myself, Sean believes that extended reality — or XR — technologies can unlock human potential, and realize limitless possibilities. He’s assembled an all-star team of game changing VR and AR engineers, and we’re going to talk about how this translates directly into safety and training across all different industries. All that and more on the XR for Business podcast. Sean, welcome to the show, my friend. Sean: Hi, Alan. Thanks for having me. Alan: It’s my absolute pleasure. I’m really, really excited. I’ve been kind of using your VR training video that you did. It was in a basement, and you’re training gas meter people on how to how to — I guess –use a gas meter. But I’ve been using that video to show the diverse range of things that can be done within VR. Tell us about that. Tell us about PIXO VR. Sean: Yes, I am definitely onboard with the way that XR and training will definitely change the ecosystem, make people’s lives safer and more effective, and hopefully make more money too, at the end. So yeah, the example that you give is a replication of a basement, where technicians were in the traditional way of training, driving around, mirroring or shadowing older technicians as the evolving workforce and the younger generation coming in. And they were training the new employees, the new trainees, and they were looking for a way to do this training that would be close to real life, rather than drive around for weeks or months on end. And they couldn’t show– the problem was they couldn’t really identify or show all the variances in the gas meters in these basements. So we did a multi-user randomized scenario of millions of different setups and scenarios of what these gas meters would look like, and really expedited the training timeline. So PIXO, that’s sort of the– using your video as an example. But we started as a traditional console video game company, moving quickly into mobile and enterprise, and then even quicker in 2016 into getting the first Oculus DK and starting to build enterprise VR training, from that point forward. Going from making games, because I just interviewed Arash Keshmirian from Extality, and he was doing the same thing. They were making virtual or augmented reality games for phones. And now they’re making enterprise solutions. How did you make that shift from going to making games to enterprise? And was it simply a way of making money or just– what is the precipitating factor of going from making games to basements full of gas fitting technology? Sean: Well, money certainly plays a role, but really the mission to make people’s lives better, to help improve the planet that we live on, being able to utilize the skill set that we’ve spent combined dozens of years, used the same skill set, even the same game engine as to develop interactive games — which is really what this training is — to be able to replicate things that you either were too expensive to do otherwise or just too risky to do. So, once we figured out that we were able to create the scenarios in the field — or in a basement, like you said earlier — and then actually make money doing it served the purpose and the mission, and also getting paid for solving problems rather than developing games and hoping someone...

    28 min
  3. 03/17/2020

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

    Code is a big part of what makes XR work, of course. But for most businesses, knowing the DNA of the technology will be less important than knowing how to best use it. XR Bootcamp co-founder Ferhan Ozkan is enabling businesses interested in XR to enable themselves. Alan: Welcome to the XR for Business podcast with your host, Alan Smithson. Today, we’re speaking with Ferhan Ozkan, the co-founder of XR Bootcamp, a platform to teach professionals how to create VR and AR applications, and support companies to bridge their skills gap in XR development through an intensive onsite program, cutting edge curriculum, and industry renowned lecturers with a focus on industry portfolio projects. I am personally very, very honored to be on the advisory board of XR Bootcamp and helping them really develop the future of how organizations will train their staff on how to build XR technologies. And so with that, I’d love to welcome Ferhan to the show. Ferhan, welcome to the show, my friend. Ferhan: Hi, Alan. Pleasure to be here. Thanks for inviting. Alan: It’s absolutely my pleasure. I just want to give you a little bit of history about you. XR Bootcamp started from VR First, which was an organization bringing VR labs into universities and colleges around the world. Is that correct? Ferhan: Yes. Yes. Back then — almost four years ago — we started as VR First. The main mission was to democratize VR and AR around the world. And you also supported us on these times, because it was hard to find headsets as a developer, as a startup. And we actually tried to tackle this problem with the help of major headset manufacturers – Oculus, HTC, Leap Motion, Intel — and they supported us to create VR/AR labs around the world. And we are quite happy with the impact being created now, these labs are actually really become big and creating amazing projects. And we are actually proud to have this network and enable this network. Yeah, we are now actually around 800 university that we can reach and over 400 startup clusters. But as a lab that we have supported and seeded — as in equipment and other support — we reach to almost 52 labs. And now we see that these labs become actually quite impactful in their own region to create a regional VR/AR development scene, and VR/AR startup and clusters, and they are even creating VR/AR programs — academic programs — and industrial based trainings. Alan: Ferhan, when did you guys realize that bringing this type of knowledge into the enterprise was the next step? Ferhan: It is quite interesting, because we talk with institutions not only in educational, but government institutions. They reach to us after hearing about VR/AR. “Can we educate the people in our health institutions? Can we train the people, the employees that is actually working in the– airport workers, like on the aviation industry?” And we understood that there is actually already an initiative happening on different parts of the world, on different industries based on each government’s or each region’s industry focus. And then we decided, “OK, what we can do first of all to start the VR/AR innovation in each key destination?” So as I mentioned, seeding the equipment was the first one. I remember in the beginning of 2017, we had some kind of survey, and unfortunately for every 51 developer, there was only one headset in any institution or in a startup cluster. So think of like you want to create something, but you cannot even access the VR headset, which is a shame for this region. So we first of all started this seed equipment program, and then training programs come afterwards. And the biggest supporters or beneficiaries were actually the top enterprises in this local area, from manufacturing to automotive, from aviation to defense industry. An...

    27 min
  4. 03/10/2020

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

    Today’s guest — UgoVirtual’s Michael Cohen — describes the hospitality industry like a snowflake – add a little heat and, well, you can imagine. Hotels and cruises rely on proven practices to keep guests happy. Luckily, XR doesn’t have to disrupt those practices; they can build on top of them.  Alan: Coming up next on the XR for Business podcast, we have Michael Cohen from UgoVirtual. We’re going to be talking about how virtual/augmented/mixed reality solutions — or XR solutions — can be used for front-of-house for customer facing activations, from AR to VR. Pre-experiences, what is it like to book this hotel, looking all around you? And also the back-of-house: how do we use this technology to give the best possible training for the staff, so that the customer experience is flawless across the board? All that and more coming up, on the XR for Business podcast, coming up next. Michael, welcome to the show, my friend. Michael: Thank you very much. Really appreciate it, Alan. Alan: It’s my absolute pleasure. It’s been a long time coming. We’ve been kind of doing the dance, watching each other grow. And I’m really excited to learn about what you guys are doing in the hospitality field. It feels like it’s a greenfield opportunity in hospitality, from travel/tourism. A bunch of companies started with, “We’re going to put a 360 camera and let you have a virtual tour.” But explain to us, what are you doing at UgoVirtual, and what is the response so far in the hospitality industry? Michael: Well, first of all, timing is everything, as we know. [chuckles] And the global travel and hospitality industry is absolutely a greenfield opportunity. It’s primed for scale and expansion in regards to XR. The reason being is that there have been investments and there have been initiatives, both on the brand and enterprise level of hospitality and travel companies, but also in startups and larger companies who have enabled, let’s call it a slice of VR or a slice of AR. Or as you mentioned, enabled OK 360 hotel tours that were maybe derivative out of the real estate market and that sort of scenario. Now, the opportunity is very, very serious for UgoVirtual, because we are the travel and hospitality virtual solutions company, very myopically focused to both consult to the major travel and hospitality brands to help them navigate and make investments and strategic decisions for the next three, four, five years on what XR will be for them. And also from our perspective, we have a portfolio of XR oriented solutions that are very focused and linear to the travel and hospitality space. So we’re not taking generic solutions and trying to overlay them on travel and hospitality. The group that’s involved with UgoVirtual — who I’m a strategic advisor to — we’re all 15-20 year veterans on hospitality technology commercialization for the front-of the house, which is guest facing solutions and the back-of-the-house, which is employees and staff. So when you overlay that kind of multi-decade experience on how to get technology efficiently deployed, efficiently commercialized, exceed the demands or the needs of travel and hospitality brands, with these now slowly maturing VR/AR/XR opportunities, it’s a wonderful fit for UgoVirtual right now. Alan: So give us an example. You talked about front-of-house, customer facing solutions. Let’s start with front-of-house and then we’ll go back-of-house. Because I don’t know if you know this, but I actually met my wife working at Delta Hotels in Toronto. Michael: [chuckles] That’s perfect. Alan: Yeah. Michael: Yeah. Alan: I was a bartender, and she was the night manager– Michael: That sounds like a great n...

    34 min
  5. 03/03/2020

    IAAPA Update from Location-Based VR Expert, Bob Cooney

    Today’s guest, location-based VR expert Bob Cooney, has been in the XR space since the early 1990s. He drops by the show to give Alan an update on all the newest tech advances he saw at the International Association of Amusement Parks and Attractions Expo, and explains how today is the most exciting time to be working in this industry. Alan: Welcome to the XR for Business podcast with your host, Alan Smithson. Today’s guest is always on the bleeding edge of technology. He’s able to predict both tech and business trends. Bob Cooney is widely considered one of the world’s foremost experts on location based virtual reality, and the author of the book “Real Money from Virtual Reality.” I’m really super excited to introduce my good friend and colleague, Bob Cooney to the show. Welcome, Bob. Bob: Oh, dude, I’m so happy to be here. Thanks for having me, Alan. Alan: It’s my absolute pleasure. It’s been a long time coming, this interview. But we’re here. We’re excited. And we just are coming off the heels of *the* major North American show, IAAPA — which for those of you listening and you haven’t been there — it’s basically Disney World for VR, AR, and out-of-home experiences. You were there. Let’s talk about what you saw, and what are the trends coming in out-of-home entertainment. Bob: Yeah, it’s an amazing show. I’ve been going this– I think this is my 27th IAAPA or something like that. And my first one was 1991. And over the last four or five years we’ve seen VR every year just grow in not only the number of companies bringing VR/AR solutions into the market — mostly VR at this point — but the quality is every year measurably increasing. And that’s the thing I think that has me so excited is three or four years ago there was just a literally handful of things that you would even remotely consider as an operator. And last year there was confusion now, because there was– you were starting to see a lot of good stuff and this year it was just overwhelming. And so, yeah, we’ve seen real quality come into the market. Alan: You’ve seen pretty much everything there is out there. What’s one thing that blew your mind this year? Bob: Good question. The rise of unattended virtual reality systems. There was a company called LAI Games, which has been around for decades. They’re based out of Asia. They build arcade games. And a couple of years ago, they took a license from Ubisoft: Raving Rabbids, which is a really popular IP. They merged it with a D-Box motion base and they created a VR ride for family entertainment centers, arcades, and theme parks. It’s a two player ride. It was fairly cost effective, but they recommended it be operated without an attendant, and it was the first VR attraction that came out where you didn’t need to staff it. And the profitability of that really made a big difference for operators. And now this year there was another company called VRsenal, that had an arcade game cabinet with– that was a VR based that was unattended, and it was running Beat Saber, which is obviously one of the most popular games out there. And so we’re starting to see companies realize that maybe we don’t need attendants. Maybe people are smarter than we give them credit for. Maybe they can figure out how to put a headset on their face. Maybe they will clean it by themselves if they care about that. And so I talk about a lot about the four-minute mile, once it was broken. People thought was impossible, people thought if you try to run a four-minute mile, you would die. And once it was proven that it could be done, hundreds of people have done it since. And I think this notion of unattended VR is similar to that. And we’re going to start seeing more companies give more credit to consumers, that they’re smarter than we think they are....

    39 min
  6. 02/25/2020

    Creating a Dialogue Between Innovators and Educators, with VirtualiTeach’s Steve Bambury

    Using VR in the classroom is a no-brainer. It’s immersive tech, and can teach kids in new, innovative ways. But if the people developing the technology don’t understand how kids’ brains learn, it’s not going to take, no matter how innovative. VirtualiTeach’s Steve Bambury drops by to explain how he’s trying to bridge that gap. Alan: Hey, everyone, my name’s Alan Smithson. Coming up next on the XR for Business podcast, we have Steve Bambury, founder of VirtualiTeach. We’re gonna be talking about digital literacy, the virtual/augmented reality platforms, and the question on everybody’s mind: What are the key barriers to adopting VR and AR in schools and how to overcome them? All this and more, coming up next on the XR for Business Podcast. Welcome to the show, Steve. How are you? Steve: I’m good, man. It’s good to speak to you. Alan: It’s really great. The last time we saw each other, we were in Dubai — where you live — and you took me to the Dubai Mall, and we went in and we went to the VR Park, the giant VR Park. And I was just blown away by how big and ostentatious everything was. And it was a really great experience. I can’t thank you enough for your warm hospitality in Dubai. But today it’s all about you. So let’s talk about what you’re doing, and how did you get into this? And what are you doing now? Steve: I’ve been in Dubai for 11 years. And for those 11 years, I’ve always worked at the same school. I was working a school group here known as GESS — which is the acronym for Jumeirah English Speaking School — also broadly referred to as GESS Dubai now. GESS is one of the leading schools in the Middle East. It’s a very old school, at least in terms of international schools in this region. It’s only, I think four years or three years younger than the UAE as a country. So it is very well established. And yeah, so I worked there for 11 years. I worked as a class teacher in one of the primary schools, and curriculum leader. Eventually become head of computing at the primary school. So I was teaching digital literacy and computer science content to four year olds, 3 to 11 year olds. And I ended up in that role primarily because of all the work I’ve been doing to integrate the iPads in the classroom. From 2011, we were one of the first schools in the Middle East to to roll out iPads in the classroom. And then three years ago, I moved into a role that was created for me, which was the head of digital learning and innovation, working underneath the new director, Mark Steed, who’d just come in from the UK. Mark had the pedigree in terms of digital learning from what he’d done at this very, very prestigious school in the UK called Berkhamsted. He’d also chaired the Independent Digital Strategy Group for eight years there. And so Mark created this role and this role took me out of the classroom most of the time. A lot of it involved training with staff. It also involved going back into departments and helping them with enrichment projects. And it was kind of in parallel to that. I mean, part of the reason that my work with virtual reality really took off is because I moved into this new role, and had this freedom to innovate and to explore new technologies. My first VR headset was just a [garbled] headset I imported from the States in 2014. But it was not long after I started this new role as head of digital learning at GESS that I got my first Vive. I took that Vive into the school and started looking for ways to integrate it into different curriculum areas. In actual fact, I’ve just recently started writing a series of guest posts for Vive on the Vive blog. You can go into Google, like “HTC Vive blog Steve Bambury” or something, you’ll probably find them. But I’ve been writing a series of blogs about my journey using and integrating the HTC Vive headsets at GESS. T...

    51 min
4.5
out of 5
12 Ratings

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Meet the leaders who are changing the face of virtual and augmented reality

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