Episoder

  • Valentin Heun is a VP of Innovation Engineering at PTC where he is leading the PTC Reality Lab. His research focuses on new computer interaction methods for the physical space. His work was named by Fast Company as Boldest Ideas in User Interface Design, and has received global recognition.

    Powerful ideas are hidden in simple implementations

    00’40”: Valentin Heun background and his experience in the MIT Media Lab

    02’40”: Graphic design as a human perception problem

    05’05”: The potential of Augmented Reality through spatial learning

    06’30”: What are the origins of the ptc reality lab?

    08’15”: What were the first few projects the ptc reality lab worked on?

    11’00”: AR is not a second world on top of the existing one.

    12’20”: Technology changes the physical world around us.

    14’45”: Using AR to guide a robot spatially instead of through a screen

    16’25”: PTC’s Expert capture product

    17’25”: The reality zone

    18’40”: Combining AR with IOT to create value

    19’50”: Understanding and interpreting data with AR

    21’20”: Societal concepts and technological infrastructure are holding AR back from entering the world

    28’15”: The concept of contextual computing in order to serve the relevant AR experience

    30’20”: Contacting the ptc reality lab for potential collaborations

    Notes:

    Videos of ptc reality lab:

    https://www.ptc.com/en/about/reality-lab

    Chark fink convergence:

    https://finkmetaverse.com/product/convrgence-papeback/

    Contact the ptc reality lab team:

    [email protected]

  • XR is changing how we learn. Lorenzo Vallone, from the Award winning studio Xennial Digital, sat down with us at VRX 2019 to share their thirteen STEM education experiences, A Magic leap climate
    change visualization, and their social impact work in Guatemala and Columbia. Xennial Digital won the award for the 2018 most innovative company by the La Prensa newspaper.

    The most unique part of Xennial Digital is how they are partnering with schools to make high school students product designers on their educational platform. This results
    in a product that is made for students by students with expert oversight and guidance. Their success is shown when students spend forty minutes modifying variables
    to observe and understand outcomes.

    00'35": Xennial Digital general overview


    01'20": Working with private schools for a virtual reality pilot to get kids excited about science


    03'20": Getting students involved in the development process as product designers


    05'30": Formalizing the program with an interdisciplinary group of kids


    08'40": Discovering what about STEM children love or find interesting and capturing that curiosity in the product.


    12'40": Climate change visualization for Magic Leap


    15'00": Working with non-profits in Guatemala to provide students with XR technology


    17'28": How experiences in the virtual world were able to transcend into the real world and provide people with the aptitude to change the world around them.


    22'30": Columbia Human rights festival project around landmines in rural areas that are still killing over one thousand people each year.


    25'50": How to dissect a pig.


    27'25": The business value of XR technology
    29'45": Perception of the self and others in virtual reality


    30'58": Rebuilding the Globe Theater and performing William Shakespeare Virtual Reality live with trained actors


    34'25": Training people on these new technologies is critical to adoption.

    Facebook: https://www.facebook.com/XennialDigitalXR/ Twitter: https://twitter.com/XennialDigital Linkedin: https://www.linkedin.com/company/11508318 Instagram: https://www.instagram.com/xennialdigital/

    xennialDigital.com
    Miami VR Expo

    http://miamivrexpo.com/

  • Manglende episoder?

    Klik her for at forny feed.

  • We sit down with Derek Belch, CEO of Strivr, to discuss enterprise VR training. Strivr is the leader and best known
    for their product delivered to Walmart installed in each store on over 17,000 Oculus Go's. The conversation begins around the origins of Strivr between Derek Belch and Jeremy Bailenson then moves into the details and challenges of onboarding enterprise clients. After covering the details of custom XR training we move onto the bigger picture of of using AR and VR for training and their use cases from custom training, to sports, and improving
    soft skills. Lastly, Derek closes out the conversation by sharing proven value and stats delivered to clients.

    00'00": How did Strivr get started?


    03'25": The Strivr mission statement


    05'00": Approach training as religion and performance improvement


    05'20": Was VR a hard sell to clients?


    06'45": challenges in the enterprise space


    07'20": Oculus enterprise licensing


    08'27": Logistics of building for enterprise at scale


    10'00": Is everything custom or are some things reused?


    12'20": Training modules aren’t all that different from games. What are the differences?


    15'14": How do you work with the creating a statement of work?


    17'05": Is strivr set to exclusively working in the enterprise and sports verticals?


    18'10": What’s next and how is newer technology changing how VR training is done.


    21'20": Is the cost or the technology holding back AR from widespread enterprise implementation?


    23'20": Who is requesting AR?


    23'50": How setting unrealistic expectations are misleading stakeholders and consumers.


    25'15": What are the most requested use cases from potential clients?


    26'30": Soft skill use cases and how Soft skills are a hard sell because it’s difficult to measure value.


    28'22": What are the challenges behind implementing sexual harassment training?


    31'00": The science supports that VR is more effective for training.

    Links:
    Strivr.com

    virtuality.show
    bostonvr.org

  • After the reality virtually hackathon, we spoke with Brian Cohn from the winning team move2improve. Others on the team were

    Roghayeh (Leila) Barmak

    Betsy Skrip

    Cameron Peirce

    Chris Berry

    The reality virtually hackathon had 450 developers from 35 countries composing 105 teams competing for various prizes. 40% of participants were women/non-binary. This makes the reality Virtually hackathon the largest, most diverse XR hackathon in the world.

    Brian is the chief data scientist at Kaspect working with fortune 10 companies, hospitals, and biotech companies. Brian's Phd focused on human muscle control patterns as they related to heath, development, aging and pathological conditions.

    We discuss Brian's experience at the Reality Virtually Hackathon before digging into his medical background. We then dig into Brian’s work using peripherals to track and treat diseases such as Parkinson’s. In each of the topics we discuss, a resounding theme is data privacy and how collected data is used and we ask the question... Does the data even need to be collected?


    01’30”: how did move 2 improve go from idea to hackathon winning team among 105 teams.
    03’00”: diseases and traumas that require physical therapy
    03’35”: Building the team at the Reality Virtually hackathon.
    04’27”: Is XR the best fit for move2improve?
    06’20”: The move 2 improve experience explanation.
    08’20”: How does move to improve help the clinician?
    08'55”: USC study to evaluate the VR data collection of tremors and “shakiness”.
    10'50”: healthcare expenses and VA initiative to do more telemedicine.
    12’00”: HIPPA and XR as a data collection device
    13’10”: FDA approval for commercial grade therapeutics
    14'00”: building in safety protocols into XR environments
    14'50”: At what point did Brian pick up XR development?
    16'05”: The importance of conservatively collecting and user data
    17'00”: Oculus Runtime and mobile app data collection example
    18'00”: Data doesn’t have to be big to make a big change!
    19'50”: Brian’s takeaway from the Reality Virtually Hackathon.

    BrianCohn.com

    realityvirtuallyhack.com

    virtuality.show

  • The wild: A cloud collaboration tool for sharing and desiging ideas.
    Connected platform to

    Jason parks was able to connect with Gabe Paez, CEO and co-founder of The Wild, A cloud-based, real-time collaboration platform
    for designers to create and share immersive experiences.

    00'30": Brief overview of the wild
    03'00": Creating shared spaces with agency
    03'30": How an interetest in Lucid dreams led Gabe to create the wild
    05'10": Supported formats for models you can import into the wild
    06'55": Target groups are Architechture, Engineering, and Construction: Gabe warns start ups not to shotgun to each vertical.
    08'00": Focusing on experience designers and creating virtual spaces with their use in mind.
    09'40": How can a company interact with and use the wild?
    11'35": From a plane to my office, How and where can people connect to the wild?
    15'00": Who is using the wild now and for what purpose?
    16'42": How does the wild support partners and new users?

    thewild.com
    https://twitter.com/TheWildXR

  • Charity Everett is an ARTiste who is working on a groundbreaking episodic storytelling project that utilizes AR while exploring the themes of humanity, and evolution of art, technology, and storytelling.

    Charity cut her teeth in XR while working on a VR musical experience as a part of the inaugural Oculus cohort. She has since completed multiple Artist residencies, spoken at GDC, AR in Action, and ArtTechPsyche IV at Harvard.

    Show Notes:

    0'00": Charity’s Background and first VR project

    4'40": Mobile based AR and real world examples

    5'30": Accessibility not just as an experience but as a medium anyone can use to express themselves.

    7'35": What is Go Back Fetch it?

    8'15": Challenging preconceived notions about our reality.

    10'05": charities choice to root the digital experience in physical pieces.

    11'00": How the project started and changed as Charity worked on it.

    14'00": Basis for the title and art style of Go Back Fetch IT

    15'05": A trip to the moon by Georges Méliès

    16'30": development process and techniques for go back fetch it.

    17'35": information about how to find charities work.

    18'20": What should viewers take away from Go Back Fetch it?

    19'50": where does charity expect people to interact with Go Back Fetch it?

    21'00": What apps can be used to interact with Go Back Fetch it?

    22'20": Advice from Charity to aspiring creatives

    23'20": AR without coding and how to get started

    www.gobackfetchit.com

    Twitter: @CharityARtiste

    [email protected]

  • Matthew Shifrin has been visually impaired his entire life and is working with Daniel Levine on Project Daredevil to make comics available in a more inclusive and accessible format than what currently exists. They are doing this with an experimental headset that allows for new sensations such as the feeling of flipping, falling through a portal and utilize that to immerse users into the scene. The core focus on the project is to make Daredevil, the only blind super hero, acessible to the visually impaired.

    You contact Matt and Daniel via email at: [email protected]

    Bookmarks:

    0'00": What is Project Daredevil?


    1'25": What blind people miss in film and comics.


    2'55" “Hey, isn’t ironic that the comic book industry’s only blind character is completely inaccessible to blind people.”


    3'44": Matt meets daredevil writer Mark Wade.


    4'30": Experimental VR headset


    5'40": What would different super heroes feel like?


    6'35": how intense are the sensations from this header?


    7'45": Current haptics and what innovation this headset brings


    9'20": Practical Foley like eating potato chips


    9'50": New England Conservatory Grant for the radio drama.

    10'08": The energy that comes from a room of voice actors and the use of a 3D microphone.


    11'40": What are the next steps for project daredevil?


    12'45": Companies , conventions, and Authors in support of adapting their works to audio drama. Marvel, DC,Neil Gaiman, Jamie Delano.


    14'45": What does this headset feel like?


    16'00": The process of adapting comics to audio.


    18'35": Can you have a VR or AR headset too?


    20'55": How are these effects tested?


    24'15": What are the theories behind the design of the headset to generate these effects?


    26'30": Has this been done before?


    27'00": What audio dramas inspired the type of work that is being done for project DareDevil?


    28'15": Using headtracking with 3D audio to create new experiences.


    32'15": This project is to bring blind children into comics and have the shared experience that sighted children have.

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

  • The automotive and manufacturing industries have huge incentives to simulate their parts and how the manufacturing process due to the high cost of the machinery. Another concern is for worker comfort and associated healthcare ergonomics involved in the manufacturing process. We speak with Andreas Werner of Advanced Realtime Tracking to learn how his tracking research is used in the R&D process for a variety of verticals.

    Bookmarks:


    0'00": 19 years of Advanced Realtime Tracking


    2'00": What type of tracking markers are used?


    2'30": 6 degrees of freedom headset attachment for 3 DOF headset


    3'25": Motion sensor handset made for Volkswagen


    4'55": Using VR to simulate manufacturing an engine before the machine and tools are built.


    6'40": Using tracking for including real parts in a simulation.


    7'32": Andrea’s favorite use case: Visibility studies such as driving a car through a simulated city.


    9'15" What are some untapped industries that aren’t using Virtual Reality?

    Links:

    www.AR-tracking.de


    Www.ar-tracking.com

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

  • We try to understand how Virtual and Augmented Reality Visualizations are used to sell industrial products.We spoke with Joshua Smith from Kaon interactive at VRX 2018 in Boston to learn more.

    0’00": Who is Kaon Interactive?


    2’07": Using AR to show how medical equipment fits and works within a medical environment.


    3’17”: Telling stories helps create an emotional connection to a product.


    4’20": The more immersive and relatable context the stronger the emotional connection


    5’20”: All our clients are asking about VR and AR.


    5’55": “They don’t have an AR problem they have a sales problem."


    7'30": Choosing web VR over other headsets.


    9'00": What verticals does Kaon work with?


    10'00": Working with an oil company to Visualize a flow meter.

    Links:
    Kaon.com

    facebook.com/kaoninteractive

    linkedin.com/company/kaon-interactive


    twitter.com/marketing3d@Marketing3D

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

  • How is AR affecting manufacturing and logistics? Ubimax has an answer. We speak with Hendrik Witt CEO of Ubimax. Their premier product Frontline has won the Accenture: German Innovation Award and an Auggie in 2017 for Best Enterprise solution.


    00'00":Background
    02'30": What sets frontline apart?
    03'05": Frontline Command Center
    04'00": Making the process hand free
    05'00": Without any preexisting knowledge of order picking we can go into a DHL or Amazon facility and understand the process.
    07'10": Reducing factory downtime with remote support
    08'10": The frontline suite - instantly get support to fix an error
    08'55": Ubimax Frontline :A device agnostic platform
    10'50": Google Glass Partnership
    11'50": Measuring improvements via frontline analytics
    14'00": Learning from customers to improve the platform
    15'00": How does Frontline change the inspection process?
    16'10": Performance improvement metrics in DHL order picking
    20'10": large partner program

    Links:

    Ubimax.com

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits:

    Host: Craig Herndon,http://twitter.com/CraigVReady

    Produced by Jason Parks http://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter. http://.twitter.com/virtualitycast

  • Andy Greff is the CEO of PLNAR which generates fully measured 3D models of rooms for home planning and insurance adjustment. We touch on how PLNAR is helping replace a retiring workforced but also how it impacts hurricaine victims by getting them their insurance checks faster. PLNAR was selected as a finalist of the global AR pitch. This is episode is a first in a series of our coverage of the Global AR pitch finalists who presented at AWE 2018.

    The PLNAR App creates fully measured 3D models of rooms. Simply follow the instructions to outline the inside of your room and PLNAR will generate a PLNAR Pro Report with pictures, interactive 3D Model and CAD files.


    Insurance claim assessment
    01’48”: what can planr do for me?
    03’47”: Global AR pitch process
    04’35”: what devices does planr support or plan to?
    05’20”: Problems with AR adoption
    06’10”: teaching the user
    06’55": difficulty of developing an AR product
    09’15": how do insurance companies work with Planr?
    11’05": what type of file types are supported?
    11’55": using voice to annotate models
    13’30": Genpact partnership
    13’44": An aging workforce causing massive skills gap.
    16’30": remote assistance
    16’45": reducing the cost per claim of 30 million claims.
    18’15”: Reducing reimbursement times from FEMA during natural disasters.
    21'00”: Plnar is input agnostic and not tied to a device.
    23’10: Tribe VR
    24’10”: PLNAR has a lot of use cases that meet real world problems

    Links:

    Plnar.co

    https://twitter.com/plnarapp


    Genpact


    Tribe VR

    Watch the AWE Global AR Pitch from Andy:

    https://www.youtube.com/watch?v=zE96uq7hfWo

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigvready Produced by Jason Parkshttp://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

  • We chat with Ross Shain about his Sci-Tech Award from the Academy of Motion Picture Arts given to the Mocha team in 2013.

    Mocha has been used for the Harry Potter films, latest Marvel Movies such as Black Panther, and other known films such as Black Swan and Birdman. In short, In the Oscars for VFX the artist most likely used Mocha at some point in the workflow.

    Mocha VR has won multiple awards across the industry. Below is a sampling of the more recent awards.

    2018 Advanced Imaging Society Technology Award -Mocha VR

    2018 Studio Prim "Bleeding Edge Award" -Mocha VR

    2017 Multiple "Best of Show Awards" at NAB (Post magazine, Digital Video Magazine)

    In addition to Mocha, the parent company, Boris FX sells multiple editing tools. We talk with Ross about his experience and how these tools are being used for VR and 360 content.

    Bookmarks:

    1'35": Ross explains how Mocha was used in Harry Potter films

    3'00": Academy Sci-Tech Award and Plan Tracking Discussion
    4'45": Black Swan Natalie Portman
    6'00": Birdman - Michael Keaton
    7'00": common editing issues object removal, stabilization, “invisible effects”
    7'50": Ross’s favorite scenes, Harry Potter, Marvel films such as Black Panther
    9'45": Are movies ruined for Ross?
    11'15": History of visual effects in film such as Star Wars, King Kong, and other films that came before green screens.
    14'20": What gaps is editing software does Boris FX and Mocha fill?
    17'00": What challenges does Stereo bring to editing versus monoscopic?
    20'50": stereographer
    21'25": How did mocha get into 360 video
    25'25": What’s the mocha team like?
    26'50": Specific use cases that mocha 360 solves
    30'35": types of 360 cameras in the market
    32'12":Visual Effects arms race for 360 content
    34'30":Common 360 video mistakes and how Mocha can solve them.
    37'10": importance of reference shots and thinking about the set to avoid post production problems
    38'40": Parent company BorisFx plug-ins for Adobe and Avid
    39'10": Continuum VR unit by Boris Fx and features
    40'57": How have creatives used mocha in ways that Ross did not expect? Stephen King IT.
    43'00": Horror In VR , Speak of the Devil
    44'35": Interactive 360 content
    47'00": What is Ross’s favorite 360 content he has experienced?
    47'50": Felix and Paul Isle of Dogs Experience
    50'10": How Stephen Spielberg used VR while filming Ready Player One
    52'05":What are the hard to reach problems that everyone would love solved via software but isn’t done yet?
    53'50":Beat Saber
    56'00": Speeding up the processing time per frame
    57'50":Is the team looking to grow?

    LINKS
    BorisFx.com


    BorisFX Facebook

    mocha Facebook

    Boris FX Twitter

    Mocha on Twitter


    Training Tools for 360/VR Content

    Red 360 camera


    Light sail VR : Speak of the devil

    RYOT: Hulu Series Door no. 1


    Wes Anderson : Fantastic Mr Fox


    Check out the Felix and Paul: Isle of Dogs : Behind the Scenes in Google Spotlight Stories

  • Welcome to part two of our Pax East Coverage! In this episode we talk with developers from Turin Italy and Melbourne Australia.

    In the first Interview we explored the VR experience "Blind" and speak with Matteo Lana from Tiny Bull studios to understand the inspiration and thought process behind the design choices.

    In the second interview(14'30") we went into a paper town in "Paperville Panic". Then chatted with the Master of Mache Meredith Hall from Ultimerse.

    Featured Content:

    Paperville Panic - Ultimerse

    Blind - Tiny Bull Studios

    First Interview
    2’55”: Puzzle design Process
    4’50”: consulting with sight impaired and blind people for inspiration
    11’39”: Surprise Attack Games (publisher)
    12’18”: Blind is a narrative driven puzzle solving experience
    13’28: The Warden

    Second Interview
    14’30: Paperville Panic Interview with Merideth Hall
    15’48: Budget Cuts
    17:00: Paperville Panic Art style
    17:55: Locomotion: free roam and locking the player in.
    18:55: A paper town with paper rules and quirks.
    22:20: Melbourne development community
    23’50”: VR isn’t going anywhere

    27:00 “Sometimes you get home from work and you don’t feel like having the weight of the world on your shoulders. But the weight of a papertown? That you can do!”
    27’06”: influences from other games
    27:55”- alternating mechanics

    Studio shout outs:

    Opaque Media Group Earthlight


    Samurai Punk: American Dream


    Tin man studios



  • Welcome to Part 1 of our Pax East Coverage. We talk with Montreal developer trebuchet about their second VR title "Jousting Time" and their original title prison boss VR. We then
    talk to Stuido about "The take" which is remincent of spy vs spy. It's a unique concept. Both Jousting time and the take make these vr experiences fun to watch and implement
    social aspects which make them great for spectators when guests are over. We're interested to see how more VR devs try to break VR from the premature "Isolating"
    tag it has been given.

    00’50”: Interview with Trebuchet
    02’45”: Social interaction for spectators
    04’20”: Twitch integration
    05’30”: Kickstarter
    07’00”: The yelling mechanic
    08'00”: Armor system
    09’30”: Match Format
    11’00”: Why Kickstarter? Can it fund development?
    12’40”: Prison Boss VR
    14’00”: Resource management
    16’50”: Pricing
    18’00”: Picking items
    19’00”: Interview with Stuido
    20’00”: playcrafting NY
    20’45”: The Take summary
    22’35”: Origin of comic book art style
    24’00": Release roadmap for other headsets
    24’48”: What were some VR design challenges ?
    25’48”: Making an accessible VR experience.
    27’05": Fun to watch
    28’28": What are some challenges as a VR studio?

    Kickstart info for Jousting Time at
    Jousting.fun


    Prison Boss VR
    https://store.steampowered.com/app/673600/Prison_Boss_VR/

    The Take
    https://store.steampowered.com/app/809410/The_Take/

    Play Crafting
    https://playcrafting.com

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits:

    Host: Craig Herndon,http://twitter.com/craigtherndon

    Produced by Jason Parks http://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter. http://.twitter.com/virtualitycast

  • We talk with Eric Vezzoli of gotouchvr and dig beyond haptics as a tool for increased immersion. We discuss how haptics is currently best used for training motor memory, the differences between U.S. and European start ups along with other uses for haptics outside of VR. Eric is the youngest awarded by the European Commission for outstanding research applied to entrepreneurship in at the MSCA 2017 prizes. He is one of the most cited young Haptic Scientist in the world. He published 23 scientific papers and deposed 5 patents.

    00’57”: Eric background

    02’50”: Haptics is a bidirectional interaction

    04’00”: There is no one solution for haptics

    08’00”: Using real world objects to enhance the virtual experience.

    09’20”: It is not clear how to communicate touch. Nor is there a protocol

    11'00": Haptics companies are struggling to justify the cost versus benefit.

    12’20”: Getting investor attention for a Haptic device.

    13’28”: Using Haltic’s to train multi modal memory

    15’58”: Haptics aren’t scalable

    17’25”: Haptics aren’t shareable

    20’35”: Haptics as a platform

    24’25": The Haptics community is small

    26’22": Go Touch VR: The VR Glove without a glove.

    30’45”: Who is Go Touch working with?

    32’11”: what’s next for Haptics?

    35’05”: What’s the difference between U.S. and European start ups? 37’40”: What is the European VR community like?

    40’40”: How does one get into Haptics?

    43’18”: How is haptics used outside of VR?

    46’30”: Can Haptics increase user engagement?

    49’13”: How can we make haptic devices shareable?

    50’30”: What are the next steps for Gotouch VR?

    53’20”: Can consumers get Gotouch VR? gotouchvr.com

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,http://twitter.com/craigtherndon Produced by Jason Parks http://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show?

    Did we miss something?

    Did we get something wrong? Reach out to us on twitter.

    http://.twitter.com/virtualitycast

  • Welcome to Season 2 of the Virtuality Podcast. We brought Kathy Bisbee on the show to talk about the Brookline Interactive Group and their Public VR Lab. Once a community broadcast group, Kathy has led the transformation into a media center with VR at it's focus. We talk about her projects locally and with the United Nations.

    0'00" Brookline interactive group

    4'00" Public vr lab

    6'15" projects for the United Nations

    9'45" Cultural differences in experiencing VR

    11'45" Immersive story telling and media literacy

    15'00" Hero’s journey

    17'15" Agency within an experience

    18'50" Difficulties of communicating what VR is like to those who haven't tried it.

    20'20" AR experience with local monuments

    21'26" possibilities with the freedom trail

    23'00" Standardization of distribution in AR

    24'00" Location based services

    24'48" Creating a community for collaborative creation without economic incentives

    27'05" Empowering new creators with the skill set to make their own XR experiences

    28'40" Is google cardboard doing VR a disservice?

    31'23" VR is on the eve of adoption

    31'45" Technology driven adoption versus Consumer first Adoption 33'40" What first demo

    34'20" Creator of Rick and Morty, Justin Roiland at VRLA 2017

    35'55" VR creatives need to think about what people want

    37'40" importance of Location based VR experiences

    39'48" VR is a paradigm shift equivalent to the internet

    41'00" Public VR lab projects

    43'00" Immigration stories told through VR

    48'00" Dip in VR adoption makes it a great time to learn

    49'30" We need more diversity in VR

    50'15" purpose of viveport

    52'50" Talk to your community media centers about VR

    53'50" Hamilton is just one immigration story, what could more do?

    56'31" making the experiences, technology , and VR industry as a whole accessible.

    Links: Public VR : http://publicvrlab.com Hubweek

    https://hubweek.org/

    Justin Roiland co-creator of Rick and Morty VRLA talk https://www.youtube.com/watch?v=KPN5V7ZEcrQ

    Eyes Wide Open: VR Journalism http://www.imdb.com/title/tt6959518/

    The Blu http://store.steampowered.com/app/451520/theBlu/ or https://www.viveport.com/apps/1b591122-7ab7-4c27-9d31-cbaf9ef8e1e1

    Ritchie’s plank http://store.steampowered.com/app/517160/Richies_Plank_Experience/

    Google Earth http://store.steampowered.com/app/348250/Google_Earth_VR/

    Future of storytelling festival https://futureofstorytelling.org/fest

    Mindtrek VR https://www.mindtrekvr.com

    Traces http://www.experiencetraces.com

    Credits: Host: Craig Herndon,http://twitter.com/craigtherndon Produced by Jason Parks http://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show? Did we miss something? Did we get something wrong?

    Reach out to us on twitter. http://.twitter.com/virtualitycast

  • Join us as we reflect on 2017 and recap the big moments that stuck out for us this year! This is the first episode where we decided to just sit down and chat instead of an interview. Let us know what you think and may do more like this!

    0'00" State of the industry: sales overview

    2'00" AAA’s come in VR -Skyrim

    4'00" Farpoint

    5'25" Favorite VR experience this year -Chocolate

    7'48" From other suns

    9'55" House of the dying sun

    11'28" Using joysticks for movement

    12'00" episode highlights of the virtuality podcast

    15'40" big stories from 2017

    19'19" so many headsets!

    20'20" headset recommendations

    22'25" TP cast wireless VR

    23'35" Stand-alone headsets ' Oculus Go, Vive focus

    25'15" Oculus commercial license

    26'25" exit reality

    28'40" Social VR

    31'00" Facebook spaces

    34'00" Vancouver VR Scene : CVR expo (rebranded to vu.live)

    35'55" Call to action

    36'30" Ready player one

    39'00" Movie VR experiences

    40'10" China VR Scene

    42'21" Mind Trek VR

    42'50" VR, AR, XR, MR... what?

    44'55" Magic Leap Headset

    48'13" AR tools and solutions

    49'30" VR fitness challenge #VRFit

    52'50" did we miss anything?

    Websites: VrHealth.institute - this site shows how many calories a vr expereince burns on average

    Boston VR steam group:

    https://steamcommunity.com/groups/BostonVR

    VRTK - https://vrtoolkit.readme.io/

    Ready Player One: http://readyplayeronemovie.com/

    Experiences and games:

    Chocolate vr expereince - http://store.steampowered.com/app/575420/Chocolate/

    From other suns - https://www.oculus.com/experiences/rift/1226573594029268/

    Farpoint - https://www.playstation.com/en-us/games/farpoint-ps4/

    Skyrim VR - https://www.playstation.com/en-us/games/the-elder-scrolls-v-skyrim-vr-ps4/

    Fallout 4 VR - http://store.steampowered.com/agecheck/app/611660/

    Doom VR - http://store.steampowered.com/app/650000/DOOM_VFR/

    Pavlov VR (essentiall vr counterstrike) - http://store.steampowered.com/app/555160/Pavlov_VR/

    Vacation Simulator - https://owlchemylabs.com/announcing-vacation-simulator/

    Headsets: Standard headsets: Vive https://www.vive.com/us/

    Oculus Rift https://www.oculus.com Playstation VR : https://www.playstation.com/en-us/explore/playstation-vr/

    Newer headsets Pimax VR headset - https://www.pimaxvr.com/en/

    Magic leap- https://www.magicleap.com/ Lenovo - https://www3.lenovo.com/us/en/jedichallenges

    Suite of Microsoft headsets -

    https://www.microsoft.com/en-us/store/collections/vrandmixedrealityheadsets

    Standalone headsets:

    Oculus Go - https://www.oculus.com/go/

    Vive Focus - https://www.vive.com/cn/product/vive-focus-en/

    Social VR Alt space https://altvr.com/

    High fidelity https://highfidelity.com/

    VRChat https://www.vrchat.net/

    Facebook spaces https://www.facebook.com/spaces

    VR Near you

    Void : https://www.thevoid.com/

    Mindtrek

    https://www.mindtrekvr.com/

    TPCAST (wirless vr for vive) - https://www.tpcastvr.com/

    Exit reality -http://exitrealityvr.com/

    Conferences mentioned:

    Pax South - South.Paxsite.com

    CES - https://www.ces.tech/

    Vancouver VR Conference - vu.live

    SVVR - http://svvr.com/conference-expo/

    AWE - https://www.augmentedworldexpo.com/

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host:

    Craig Herndon, http://twitter.com/craigtherndon

    Produced by Jason Parks http://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show? Did we miss something? Did we get something wrong?

    Reach out to us on twitter. http://.twitter.com/virtualitycast

  • We invited Hugh Hancock, founder of machinima.com and the person who coined the term of the art form “Machinima”. We discuss how Machinima’s early days relate closely to the VR medium today. Hugh’s background in film feature itself in the story and presentation of Strange Companies premiere VR title “Left-Hand Path” which released on steam November 10th. It is one of few experiences featuring over 15 hours of content. We go into the game’s mechanics before wrapping up with a brief discussion of motion capture and the state of the VR market for indies.

    0’00": Summary

    1’00": Hello

    2’00": Machinima vs Machinima.com : What's Machinima?

    5'15": What did Machinima mean to film and creators when it started?

    11'48": When was it apparent Machinima was a new medium for film?

    14'25": Video streaming before YouTube

    16'15": The Server Froze

    18'25": Limits of technology in 1996 for machinima

    23'00": How did manage the actors/cast?

    27'45": Legal Barriers to Machinima

    36'00": How long would Bloodspell take today?

    37'50": VR as a new medium for film

    40'00": Avatar “technically machinima”:clarifying Hugh’s definition for Machinima

    43'00": VR makes it easer to produce

    46'00": Left Hand Path

    51'10": “This game is designed to make you feel like a scared, fragile, human”

    52'40": Casting spells like you're a wizard

    56'25": Husk mechanic

    57'45": Latest monsters

    59'45": Types of spells

    61'20": Lovecraftian influence

    62'20": What’s next for Left Hand Path?

    63'00": What’s after Left Hand Path?

    64'22": What’s the limit of tech now?

    68'40": Motion Capture systems: NVN, Neuron Perception, Rokoko,Hi5 Glove

    80'20": Left-Hand Path and how indie devs are more accessible than their AAA counter parts.

    80'22": Flight sims and training

    88'10": The indie difficulty of content discovery and marketing in VR

    91'50": Will we miss the Minecraft of VR?

    Show notes: Left-Hand Path: http://store.steampowered.com/app/488760/LeftHand_Path/

    Hugh’s company website: http://www.strangecompany.org

    Hugh’s twitter: http://twitter.com/hughhancock

    Links mentioned: BloodSpell: http://www.bloodspell.com

    Eschaton Nightfall: Not currently available online.

    Darkening Twilight: (Part1) https://www.youtube.com/watch?v=51OOyvJlIY4

    Death Knight Love Story: http://www.deathknightlovestory.com

    Hardly Workin' : https://www.youtube.com/watch?v=jL7TJdQO-PE

    Male Restroom Etiquette: https://www.youtube.com/watch?v=IzO1mCAVyMw

    The machinima piece Craig worked on: Operation Burning Sands Part 1: https://youtu.be/y6HceFWMgsQ

    BF2 Mine video mentioned by Craig: https://youtu.be/SIo3q-tcmk4

    Affectiva: https://www.affectiva.com/

    Virzoom: https://www.virzoom.com/

    Face fx: https://www.facefx.com/

    Raquette NX: http://store.steampowered.com/app/428080/Racket_Nx/

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host:

    Craig Herndon http://twitter.com/craigtherndon

    Produced by Jason Parks http://twitter.com/jasonparksvr

    Music by Rachel Dziezynski

    Got comments on the show? Reach out to us on twitter. http://.twitter.com/virtualitycast

  • Lyron Bentovim is President and CEO of the Glimpse Group based out New York City. We cover the NYVR Expo, the challenges of being a startup, and how the Glimpse Group addreses those roadblocks. Later in the show we harp on the power of community and the importance of engaging your passion. Best part for us is when Lyron confirmed Boston is a potential new hub for the Glimpse Group.

    0'00" : NYVR Expo

    1'40" : NYVR start up pitch

    6'10" : What is the Glimpse Group

    10'10": Building a team atmosphere

    12'28": What was the series A funding for?

    14'50": Boston Hub

    16'00": Launching a start up

    18'40": A product for today

    20'15": Various verticals within the Glimpse Group

    25'10": The challenges of raising capital as a start up

    28'50": Expectations once funded

    32'00": When are you ready for funding?

    34'30": The Glimpse model is unique

    36'00": Room, Desk, or car?

    39'40": What should parents do to ready their child for a start up?

    41'00": Engage your passion

    44'50": Alt Space Salute and the power of community

    46'55": Fictional worlds have a draw

    47'45": Lyron’s favorite headset

    59'40": Closing comments

    Questions for Lyron? Reach out to him at: [email protected]

    Show Links:

    nyvrexpo.com

    TheGlimpseGroup.com

    Virtuality.show

    BostonVR.org

    BostonAR.org

    Credits: Host: Craig Herndon,@craigtherndon Produced by Jason Parks @jasonparksvr, Music by Rachel Dziezynski Got comments on the show? Reach out to us on twitter. @virtualitycast