Tag: emerging technology

25 more real-world examples of Virtual Reality

A couple of years ago I started up Virtual Reality Working Out Loud Week to promote real-world applications of virtual reality.

The inaugural #VRwolweek unearthed 20 real-world examples of the emerging technology, and the enduring popularity of that blog post tells me that we are hungry for more.

Loath to disappoint, I hereby present 25 more real-world examples of virtual reality, drawn from this year’s and last year’s events. I thank everyone who contributed to the following list.

A virtual hand grabbing a virtual drumstick.

  • Kicking off with the Colonel, it would be remiss of me to omit KFC’s virtual escape room The Hard Way. Widely criticised for its evil genius paradigm, I urge us to appreciate the game’s otherwise authenticity. If used as a primer for training in real life, then it’s an engaging example of setting up an employee for success.
  • Anchor Construction uses virtual reality to train its construction workers, while UPS uses it to train its truck drivers.
  • South Wales Fire and Rescue uses interactive 360° video to train its new recruits on extricating a casualty from a road traffic incident.
  • The Dutch Fire Department uses 360° video to teach the public how to react in case of an emergency, while on the other side of the flames in Australia FLAIM Trainer combines VR with haptics and heat-generating clothing to immerse firefighters in realistic situations.
  • In Africa, Meet the Soldier aims to increase empathy among warring cattle farmers, while Cisco and Dimension Data are helping save the rhino.
  • This charming Kiwi uses 360° video to record pov tutorials for mobile productivity apps. “See the apps and devices in action, in the context of where we work, live and play.”
  • A group of middle school students has used 360° photos to create a virtual tour of Fort Vancouver, while the Chatham Historic Dockyard Trust uses 360° video to take you on a tour of their Age of Sail galleries.
  • This Australian agency creates virtual tours and visualisations for the mining, architecture and tourism industries.
  • Have you ever wondered how a self-driving car senses the world around it? Wonder no more with the Waymo 360° experience.
  • Emmy Award winner for Outstanding Innovation in Interactive Storytelling, Pearl is a beautiful 360° animation that heralds the future of narrative.
  • Virtual reality isn’t new to gamers, but now it’s social. Check out Evasion and Poker VR.
  • I’m continually amazed at what can be achieved with CoSpaces Edu, such as the Virtual Reality Learning Lab’s uber cool reboot of Frogger. And while we’re going retro, have a laugh at Mario in real life.
  • Topshop allows their customers to ride a virtual waterslide over the black cabs and double-deckers of central London.
  • SeaWorld hybridises the real world with the virtual. Patrons of The Kraken Unleashed ride a rollercoaster while wearing VR headsets that plunge them into the abyss.It reminds me of Batman Adventure at Australia’s Movie World back in 1992, when we all sat on moveable seats in front of a big screen simulating the batplane screaming through Gotham City.A rollercoaster ramps the immersion up a few notches, to say the least, and I can see why it’s the perfect vehicle for a pre-recorded experience because the timing is precise.
  • In Norway, Audi lets you test-drive their new Q5 in a giant virtual sandbox. It took me a while to work out the prospective customer would dig the racetrack in a real sandbox, which was then scanned and transformed into virtual reality. It’s a modern-day twist on Daytona USA presumably intended to attract the Amazon generation in-store to be worked over by the sales reps.Incidentally, I see the clever Scandi’s have now moved on to Augmented Reality with the Quattro Coaster app, which lets you build a road and drive a mini car on it in your living room.
  • VR needn’t have an Audi-sized budget to be effective for marketing. A product manager in the medical industry created a WebVR experience to promote the hi-tech material in her range of surgical gowns. Given her name you may deduce I know this person, so I can tell you this impressive project was done on a shoestring.
  • Finally, these other examples of virtual reality in healthcare – for autism, disability and pain management – must surely turn the most ardent of sceptics.

Hugo Gernsback wearing his teleyeglasses.

Oh how far we’ve come since Hugo Gernsback strapped on his teleyeglasses back in 1968. Long may this wonderful technology continue to evolve!

Virtual Duality

Something struck me during this year’s Virtual Reality Working Out Loud Week.

Billed as an event for “anyone who is working with or experimenting with virtual reality, whether that be at home, at school or at work”, this was the second time I had run it. Again I was keen for our peers in L&D and other industries to share what they are doing with this emerging technology.

At the time of writing this blog post, the #vrwolweek hashtag achieved 612,836 impressions on Twitter with an estimated reach of 350,292 accounts. Impressive indeed. Less impressive, however, is the fact that barely a dozen people shared an experience.

And this is what struck me… There is a gulf between those who talk about VR and those using it, and it appears this gulf is widening.

As last year’s 20 real-world examples of virtual reality attests, the technology is being applied by pioneers in various industries. This year unearthed additional examples in healthcare, transport, firefighting, education, special needs, gaming and tourism.

Screenshot of a Virtual Reality experience used to promote surgical gowns.

This year also highlighted folks such as Robert Ibisch, Flemming Funch, Lorraine Minister, M. Lovecraft, Simon Dueckert and Arun Pradhan who are actively experimenting with VR.

Screenshot of a Virtual Reality experience simulating a river canyon.

So that leaves approximately 350,000 people who have nothing to share. Is that because they can’t or because they won’t…? In any case, they didn’t.

As with so many other examples of technology, there is a division between the haves and the have nots. Yet among those who own a smartphone and can afford $20 for an entry-level headset, VR polarises the doers and the do nots.

A use for 3D Printing in the corporate sector

I’ve often wondered about the relevance of 3D printing in the corporate sector because we rarely produce a thing. Our products – such as bank accounts and insurance policies – are essentially 1’s and 0’s floating in the ether.

Then I attended a webinar presented by Jon Soong from Makers Empire. This Australian startup is active in the K12 sector, helping teachers bring 3D printing into their classrooms.

With the right hardware, software and guidance, teachers and their students can visualise abstract concepts (Mathematics, Science), produce replica objects (History, Geography) and create original objects (Art).

As the following video demonstrates, the technology can also be applied to problem-based learning.

I like what I see at St Stephen’s School, not only because of the pedagogical benefits that 3D printing affords, but also because it makes sense to familiarise our children with emerging technology.

This particular technology is already impacting manufacturing. A diverse range of products is currently being 3D printed, including clothes, jewellery, candy, teeth, prosthetics, tools, car parts, architectural models, furniture, toys and accessories.

I predict one day in the not-too-distant future, hospitals and medical device companies will dispense with their warehouses. Instead of stockpiling surgical equipment in big rooms – or worse, waiting for products on backorder – a hospital will be able to build the device it needs on-demand. No more need for storage and transport; just a licence to print the proprietary design.

Five 3D-printed stents.

In the corporate environment, however, we don’t make widgets.

In this context, I suggest we turn to the students from St Stephen’s for inspiration. When the kids use 3D printing to solve a problem, a by-product of that activity is collaboration. Following their lead, we could split our colleagues into teams and task them with producing a 3D artefact; whether or not that artefact has practical application is irrelevant. What is relevant is how the team members work together to achieve the goal.

The technology is the vehicle with which a collaborative situation can be engineered, experienced, observed, and reflected upon.

And we can go further. Consider a methodology such as Human Centered Design. By baking HCD into the task, the team members can practise it in a low-stakes scenario – for example, creating an office mascot. If the artefact doesn’t gain the target audience’s approval, it’s relatively cheap to make the necessary modifications or even go back to the drawing board.

After the team members build up their experience with the methodology via this seemingly silly exercise, they can apply it to the organisation’s real products and services.

3 uses of Virtual Reality in workplace education

I’m always surprised when someone makes a sweeping declaration such as “No one’s using virtual reality in the workplace”. I heard this very statement recently at an e-learning conference. Yep, an e-learning conference.

Sure, VR is an emerging technology, but as 20 real-world examples of Virtual Reality can attest, early adopters are indeed putting it to use in the workplace.

I suspect the dismissiveness among some of our peers stems from their uncertainty about how they might apply it in their own contexts – particularly if that context is corporate.

However, I propose the opportunities for using virtual reality in the workplace – or more specifically, in workplace education – remain consistent across sectors according to the 3 use types that I outline below.

We corporate folks can learn from our peers in other sectors who are pursuing these uses, and translate their ideas in our own workplaces. All it takes is a bit of imagination.

1. Virtual reality can substitute the real environment.

Virtual reality may be a feasible alternative when the real thing is infeasible – perhaps due to expense, logistics, or sheer impossibility.

Exemplars that spring to mind include: Google Expeditions which teleports you to wonderful places like Machu Picchu; VR Mars which let’s you walk on the surface of the red planet; and The Body VR which takes you for a ride through the human circulatory system.

I don’t know about you, but I don’t see myself visiting any of these places anytime soon. But I can visit a duplicated environment now, virtually. Of course I’m not really there, but it’s the next best thing.

This substitutive use of VR is being leveraged by a range of players in the workplace. For example, real estate agents offer virtual property tours; hotels show off their rooms; while architects visualise their designs (and modify them quickly and cheaply). The technology allows us – their customers – to experience each environment without having to physically go there.

Similar applications are more difficult to envisage in corporate L&D, so my advice is to return to the value proposition of the substitutive use of VR. Ask yourself: where would you like your colleagues to visit though it is currently infeasible to do so?

In my case, my employer is currently trialling new-look “concept stores” to transform the provision of financial advice. This strategic imperative relates to the overarching transformation of our organisation, so it’d be great if all our employees (and prospective customers!) could experience our flagship store in-person. But with people in different locations all over the world, that’s never going to happen. A 360° virtual tour is a feasible alternative.

2. Virtual reality can prepare you for the real environment.

Virtual reality can be the first port of call when the real thing is high stakes – perhaps because it’s dangerous, emotionally charged, or financially sensitive.

Flight simulators are the obvious exemplar of this use of VR. These systems enable trainee pilots to test their skills and learn from failure in a replicated environment, without the fear of losing their life or causing millions of dollars worth of damage.

This preparatory use of VR is also being leveraged by a range of players in the workplace. For example, engineers preview the hazards of mining; electricians manipulate high-voltage switches; while someone I know in a rural fire service is looking into using 360° video to help volunteer firefighters get a sense of what to expect in a bushfire.

Again, similar applications are more difficult to envisage in corporate L&D, so my advice is to return to the value proposition of the preparatory use of VR. Ask yourself: what will your colleagues be doing that is high-stakes? Bearing in mind that in the corporate sense, “high stakes” is probably financial.

In my case, my employer is progressively remodelling our office building into an Activity Based Working environment. This represents a significant shift in how we go about our day-to-day business, so the project team has been running regular group tours to prepare each batch of employees who are scheduled to occupy the newly decked-out floors. I dare not calculate how many hours multiplied by the number of tour leaders and tour followers have been spent on this. A 360° virtual tour would have allowed everyone to learn the basics at their own pace at their own desk, without any loss of learning outcome.

3. Virtual reality can foster empathy.

Finally, but no less importantly, virtual reality can foster empathy by putting you in another person’s shoes.

An exemplar that springs to mind is Fear of the Sky which uses 360° photos to immerse you in Syrian towns ravaged by barrel bombs.

This empathic use of VR is also being leveraged by players in the workplace. For example, doctors experience the hospital system as an emergency patient; while aged care workers see life through the eyes of someone with dementia.

The need for empathy is not restricted to charity and healthcare. Consider a retail environment in which your sales people can interact with a virtual customer, then have them replay that experience through the eyes of the customer. I also see an opportunity with VR for police officers to experience what it’s like to be hassled on the street, and conversely, for the public to appreciate what it’s like to be a police officer.

Returning to the corporate sector, ask yourself: where are the social interactions? In my workplace, the retail sales example that I suggested could be similarly applied to financial advisers, while our claims assessors would benefit from experiencing our company in the shoes of a grieving claimant. Then there are meetings, presentations, performance appraisals, and myriad other scenarios to simulate.

Woman wearing virtual reality googles.

In summary, sweeping statements such as “No one’s using virtual reality in the workplace” are nonsensical. Plenty of people are using the technology in their workplaces, and they are doing so according to 3 use types.

The substitutive use of VR allows us to experience an environment without having to go to there; the preparatory use of VR allows us to experience an environment before we go there; while the empathic use of VR allows us to experience our own environment as someone else.

I encourage you to consider how you might explore each of these use types in your own workplace.

In the meantime, those who say it cannot be done should get out of the way of those doing it.

Paper cuts

I’m late to the party, but finally I’ve gotten my hands onto Google Cardboard.

I’ve been tinkering with it and, in the spirit of Virtual Reality Working Out Loud Week, I’ve decided to share with you what I’ve learned so far.

I’ll also share my problems – and there are plenty of them – so if you can solve any for me I’d be grateful!

An assembled Google Cardboard VR mount

The device

The ROI for Google Cardboard is through the roof. For about $20, you gain access to a world of wonder.

While high-end virtual reality hardware is available – and more will become available this year – the folded paper option is the perfect gateway for exploring this emerging technology.

Apps

Some brilliant Cardboard apps are available at Google Play.

Vrse showcases the 360° nature of VR, while Inmind VR is a somewhat childish game that nonetheless demonstrates the order of magnitude that immersive 3D animation offers over 2D. I foresee biotech companies leading the way on this.

Evidently, though, VR apps are still very much in their infancy. While a sizeable number are currently available, they are accompanied by reams of poor reviews. Many are free, but an astronomy app I tried stopped part way and wanted me to buy the premium version to continue.

I also found it tricky to identify the apps that were compatible with Cardboard. Most that are have the little goggles icon integrated into their artwork, but it would be preferable if the Play Store simply let us filter the results.

360° videos

These are great! A couple of my favourites are Red Bull F1 360° Experience and MythBusters: Sharks Everywhere!

On your PC, you can use the navigation arrows or your mouse to shift your point of view; on your smartphone, you can physically move your device; and if you watch it through Google Cardboard, you get the full immersive experience.

Strangely, 360° videos don’t work on my iPad. I either get the Cardboard-oriented double vision, or else the regular pov stuck in one direction.

I also find the videos a little blurry. This may have something to do with the age of my S4, but I recently read that Facebook is getting serious about resolution.

The good news is you can record your own 360° videos using special cameras that are reasonably priced IMHO. A virtual tour, perhaps?

360° photos

These are just like 360° videos, but they’re static. Don’t let that put you off – they’re surprisingly immersive.

Google calls them “photo spheres” and they remind me of Microsoft’s Photosynth. Whereas Photosynth stitched together discrete photos, you record your photo sphere in a continuous circular motion.

Here’s my effort from a friend’s rooftop. (Note: This link is not supported in the mobile web version of Google Maps. Oh the irony.)

All you need to record your own photo sphere is the Cardboard Camera app. Having said that, I found it highly temperamental. The app is not very forgiving of human shaking, so a tripod would be helpful. It also drops out frustratingly easily. Clearing the app’s cache and my phone’s RAM appears to help, as does keeping a super-tight turning circle and moving painfully slowly.

Any kind of movement in the scene is a no-no; I tried it at Circular Quay and had no chance. Again, this could be due to the age of my phone, but still I’m surprised there is no photo-stitching option as per Photosynth.

Yet I struck more problems. My photo sphere works perfectly within my Cardboard Camera app; I wear my papery goggles and it’s like I really am surveying Sydney Harbour. Alas, that’s where it stayed.

I tried to upload my photo sphere to SphereShare (not a Google site) but it doesn’t play nice with IE11. Even in Chrome I received the following error: Please provide valid Photo Sphere JPEG image. Umm…?

Then I found out Google had a site called Views, but not any more. It appears they now want photo spheres uploaded to Google Street View. There’s an app for that, but I couldn’t open it – and I’m not the only one. (It appears I need Android 5. My phone only goes up to 4.4.2.)

Google has a slick Street View website, complete with PUBLISH subsite, which inexplicably fails to explain how to publish photo spheres. Thankfully I stumbled on this article by Phil Nickinson and learned that instead of starting at the map and uploading your photo sphere, you start at the photo sphere in your phone’s image gallery and share it to Maps. Then nothing happens, which is disconcerting, but Phil warns that Google must approve your photo sphere which takes about a day or so. It would have been nice for Google to have explained that. A week later, I’m still waiting.

However a more pressing problem was that my photo sphere was rendering in Maps as a photo. This I could not understand, given the file was being transferred from one Google application to another Google application via Google’s operating system. I even tried uploading it via PC, but again it rendered as a regular photo. I posted this conundrum to Reddit’s Google Cardboard subreddit and to one of LinkedIn’s virtual reality discussion groups, both in vain.

Thankfully I stumbled upon this discussion thread in the Google Photos Forum about a different problem, for which Russ Buchmann refers to the Photosphere XMP Tagger app (not a Google app). Hurrah! After using this app to tag my file, it rendered in Maps as a photo sphere.

A final tip: Populate your tagged file’s property details (eg title) in Windows Explorer prior to uploading it to Maps.

Milestones and millstones

My VR learning journey thus far may be described as joy punctuated by disappointment.

I applaud Google for giving Average Joe the gift of virtual reality – not only to consume, but also to produce.

Yet I am astonished by the lack of interoperability between Google’s own platforms, our reliance on third party products to perform seemingly simple tasks, and the tech giant’s customer uncentricity.

No doubt the boffins at Mountain View know exactly what they’re doing… but how about the rest of us?

They’d probably tell us to Google it.