Episode Transcript
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0:07
Hello, I'm Karen Quatromoni, the Director of Public Relations for Object Management Group, OMG.
0:14
Welcome to our OMG Podcast series. At OMG,
0:19
we're known for driving industry standards and building tech communities.
0:24
Today we're focusing on the Augmented Reality for Enterprise
0:29
Alliance area, which is an OMG program.
0:33
The AREA accelerates AR adoption by creating a comprehensive
0:37
ecosystem for enterprises, providers, and research institutions.
0:43
Today, Boeing's Sam Neblett will host the podcast session.
0:50
So I know you have a huge amount of experience in the gaming sphere,
0:54
and that's with your podcast. That's with just personal time,
0:59
and I think the gaming sphere is leading the way
1:05
for informing enterprises on how they can use AR both effectively
1:10
and efficiently in just a wide variety of settings.
1:13
You mentioned firearms training, that's guns are pretty popular in video games,
1:18
but I want to think about real world examples of
1:23
thinking outside of the box for industry specific applications
1:28
and potential or interesting use cases that you've noticed.
1:32
So not necessarily just picking up a gun with a
1:36
controller, I'm thinking anything new and groundbreaking that you've seen
1:42
or you feel could be on the horizon. Something like,
1:46
it might not have to be super complicated, but just an out of the box solution.
1:50
So something like voice commands for hands-free machine controlling
1:54
manufacturing, hand gestures,
1:56
and for sterile surgery in healthcare,
2:00
or overcoming issues that you've noticed in UI and UX for learning
2:05
curves with eye tracking and AR applications that you've seen.
2:08
Is there anything very interesting in a specific industry that the
2:13
enterprise might be interested in for ar?
2:16
Yeah, I think quickly just to touch on one of the things you just mentioned there,
2:21
the eye tracking and hand gestures for UI navigation
2:26
I think is crucial. Previously before these technologies,
2:31
if you're using a virtual reality controller or an AR controller,
2:35
a lot of times when you're holding one of these controllers in your hand,
2:38
there's a laser that comes off of the edge of it that you can point at objects
2:43
in the UI to make menu selections and things like that.
2:46
When you drop these controllers, boom, now it's like, oh, where's my laser?
2:50
In what way can I make my next menu selection?
2:52
And I think if you've used the Apple Vision Pro, that's exactly it.
2:55
I think that is the best current method to solving UI and
3:00
UX problems is by glancing at something and having a pinch gesture.
3:04
You can cruise through menus so fast like that. If you've never used the Apple
3:09
Vision Pro, I highly recommend you go to an Apple store and check one out.
3:14
It's a quick demo. And very quickly you'll start to understand,
3:18
I think the direction that a lot of this stuff is going. Now granted,
3:20
the Apple Vision Pro is, I guess technically a consumer device, but
3:27
I think that the intended uses of that device really
3:32
lead to where we're going in this conversation.
3:35
It's funny that you mentioned voice commands. I haven't actually seen any compelling use cases for voice commands.
3:41
Neither have I. Yeah, which I find interesting because it seems like some low hanging fruit.
3:46
And in the gaming side of things,
3:48
I see people doing some really interesting stuff with AI and voice commands by
3:53
basically connecting a chat GPT to the game that you're playing and
3:58
attaching individual personas to NPCs in the world. I
4:03
have a friend named Genis VR who makes a lot of cool stuff for VR and AR
4:07
and uses peripherals, haptics and all that kind of stuff and her content.
4:11
And she will be playing a game like Skyrim VR and will walk up to somebody and
4:16
say, Hey, what do you think about dragons?
4:18
And the AI will connect to the NPC and create a brand new
4:23
never before heard of line of dialogue
4:28
using that character's voice, which is really, really cool.
4:31
But in terms of enterprise solutions and stuff,
4:34
I haven't seen anybody use anything that I found compelling,
4:37
which I find interesting in some of our trainings.
4:41
We do have sections of the aircraft trainings where
4:46
the user is prompted to speak out loud, but it's all,
4:51
it's implied. You know what I mean? It's like now you say this and you say it out loud and then you hit okay and
4:57
move on to the next thing. But yeah,
5:01
I do find that interesting in terms of some kind of interesting and
5:06
outside of the box use cases. Like I said, I'm a haptics industry professional,
5:09
and my brain kind of goes to some of the haptics use cases there.
5:13
And it's funny because there's a couple of companies that do this,
5:16
but there are some electro stimuli,
5:20
haptic suits that exist out there. One of 'em is made by a company called Tesla Suit,
5:24
and another one in the gaming side of things is made by a company called
5:27
O-O-O-W-O. And these haptics are not fun.
5:34
They are not comfortable. It's a lot of friction to get into these devices because they are using electro
5:41
stimuli. The nodes that attach to your skin can't have clothing in between you and
5:47
it. So to wear the Tesla suit,
5:49
which I put on at CES 2019, I think. So it's been a while now,
5:54
I had to basically get naked at a conference to put this thing on.
5:58
I had my underwear on still, but otherwise my whole body was inside of this suit.
6:02
And the O technology is very,
6:04
very similar except for it's just a shirt and it is designed to be used in
6:07
games. However, the sensation of these,
6:11
have you used one of these, by the way, Sam? I've used the OO suit. Yeah.
6:15
The O. That thing is not comfortable, is it?
6:18
No. And it's not fun to have,
6:23
have all your users get in it, and then you have to worry about them.
6:25
With cleanliness, we have to motion tracking suits too,
6:29
so I have to take it home and wash it. So for all of those reasons, I would say it's not really good.
6:35
It's not really worth it. They're expensive,
6:38
they're uncomfortable to get into and out of, and the haptic sensation physically actually hurts. You're being shocked,
6:44
which by the way, I learned electrocuted should only be used when referring to death because it's
6:49
like execution, like execution, electrocution. So unless you died,
6:53
you didn't get electrocuted, you got shocked, which is something that took me forever to learn,
6:57
but this thing shocks you and some of the sensations are akin
7:02
to scratches and stuff like that. And I do see,
7:07
however, a compelling use case for negative reinforcement in training because
7:13
let's say we are doing the oil rig training,
7:17
snipping the wrong wire or pulling the wrong lever could mean literal death for
7:21
everybody out there. Some of these things, there's a reason why we're using immersive technologies to train some of this
7:27
stuff because it's very dangerous. It's scary to learn these things in medical
7:31
procedures at contact.
7:34
We've done some stuff with Cincinnati Children's Hospital and we went in there
7:38
last week for a demo, and I'm looking at these little,
7:44
I dunno, fake cadaver things and stuff like that that they have.
7:46
And I'm realizing, wow, they're actually performing operations on children in here and
7:52
they need to practice these procedures because messing up a little
7:57
bit could mean something terrible happening to a child. So it's really,
8:01
really important that we learn these things and take these trainings seriously.
8:05
And if you've used the Owo vest or the Tesla suit vest,
8:08
it only takes one shock for you to realize you don't want that to happen again.
8:12
And now when I did the game for owo,
8:15
my head was on a swivel in a way that it would not have been if I didn't
8:20
have that negative reinforcement happening.
8:22
So while I don't recommend these devices for something like gaming, I mean,
8:26
I guess if you're a streamer and you want some shock value or something,
8:29
you could buy one and use it. But at the end of the day,
8:32
I don't see a practical use case other than negative reinforcement using haptics
8:37
in a training where it could necessarily be a life death situation.
8:40
That's fair. Okay. Yeah, that makes sense.
8:44
So we've talked about some benefits and challenges that you mentioned
8:48
challenges. I mean, it hurts or it's difficult to put on one of the EMS or TENS based
8:55
like the suit and reducing cognitive load as a
8:59
benefit and increased safety because you can practice
9:04
surgery before actually going to do the real thing like you're mentioning.
9:07
But what other challenges do you think you see with some of the newer
9:11
modalities? User acceptance.
9:15
Are the people familiar with controllers? Are they going to get frustrated with using hand tracking or eye tracking? Now,
9:21
do you see any accuracy limitations with hand tracking or eye
9:25
tracking or the contact CI glove for haptics?
9:31
Is it not quite accurate enough that you're working on it? Security concerns?
9:35
You mentioned that might be something that EU has to worry about collecting
9:40
PII for advertisement purposes or whatever,
9:44
aging IT infrastructure. Can our IT systems and enterprise take this stuff?
9:49
Is it ready? Are these companies working with say,
9:51
Microsoft Azure and AWS to really get them accepted in a
9:56
more formal way? Or is it still kind of the wild west, you think?
10:00
Yeah, I think in terms of infrastructure and stuff like that,
10:03
I think we're good to go. I think most people have computers that can handle this type of technology.
10:09
I mean, I guess you might have to acquire some hardware to pull some of this stuff off,
10:12
but it all works pretty well with existing technologies.
10:15
So I don't think we have too much to worry about there.
10:21
You touched on a lot of really good stuff there. But I think in terms of some of the challenges with accepting some of these
10:28
things, I think user acceptance actually is a pretty big one.
10:33
People, they resist change. There's a lot of people,
10:37
especially in the DOD side of things,
10:39
there's some guys who have been in those roles for decades, literal decades,
10:43
and the way they've been doing things has worked.
10:46
They're not in a big hurry to make a huge change to the infrastructure of their
10:50
training that's going to take years to fully implement and all of that stuff,
10:55
especially when they're used to seeing the results that they expect.
10:59
But other than some of the things that you kind of touched on there,
11:04
I think that scalability is a really big one.
11:07
I think that there is,
11:10
if I'm trying to sell somebody on using AR or VR for training,
11:15
I would probably lean into something like scalability.
11:19
Traditional trainers for the Air Force, for example,
11:23
are insanely expensive to build. It's basically a fake cockpit using all of the real stuff that a cockpit's made
11:29
out of. It costs a lot of money to build.
11:32
They can only exist in one place at one time,
11:35
and only one person can occupy it at a time. And also, typically,
11:39
you'll probably need a second body there as an instructor and as an instructor
11:42
to explain what's happening. But if you had an AR or a VR application that was designed to
11:48
train people in a virtual environment, this is a program that you could slap on a hundred headsets and send to
11:54
everybody and say, all right, everybody, here's your homework.
11:57
Spend an hour or two in this virtual cockpit.
11:59
And then when everybody comes in the next day, they all have so much more experience than they did before.
12:03
And you're able to scale this training and scale your ability to share this
12:07
information with across your workforce or across your whatever in a way that
12:12
was previously inaccessible. So I see a huge opportunity for scalability of training that
12:18
would require you being onsite, having something really expensive or large or something that would be incredibly
12:25
dangerous to participate in. Okay. Yeah, that makes sense.
12:30
So moving on to future outlook,
12:34
you mentioned how the enterprise can expect
12:39
to use these different interaction modalities in the next five to 10
12:43
years. Are there any particular companies that you expect to have a massive impact on
12:49
the AR space? And then what are some high level steps that companies can do to
12:55
prepare to integrate these new AR solutions? So that could be hand tracking,
12:59
start looking at gloves, start integrating them,
13:02
maybe start using if they're using Unity or Unreal,
13:06
import the new like for Unity, for example, the XR HANDS toolkit,
13:10
and start supporting that in your input code.
13:16
What do you think companies to watch that you expect to have a massive impact on
13:20
the AR space five to 10 years? And then what can companies do to
13:25
within the enterprise do to prepare for these advancements?
13:30
Cool. I'll start with the latter portion of this.
13:32
I think if you've made it this far in this conversation and you're considering
13:37
maybe getting into some of the stuff that now is a great time to start doing
13:41
some of the stuff that you mentioned. Start taking a look at the different hand tracking solutions that exist.
13:46
Maybe get a couple of different HMDs and start playing around, like I said,
13:50
go to the Apple store, do a demo there. Experience what it feels like to have eye tracking and hand tracking working in
13:56
conjunction with each other. This is definitely the time because the technology's moving very rapidly.
14:03
We're looking, I mean, they could put out
14:07
an AR headset and a VR headset once a year that would set a new standard for the
14:12
technology. So things are moving really, really quick.
14:15
And I wouldn't expect to have something that meets all of your
14:20
expectations today. And I say expectations in quote marks because
14:25
I do feel like the general public has a somewhat inflated idea
14:30
of what to expect when they use a lot of these technologies.
14:33
We are raised on incredible science fiction films in media
14:38
and stuff like that that honestly show us a lot of tech
14:42
10, 20, 30, 40 years in advance.
14:46
One of my favorite movies ever is Total Recall starring Arnold Schwartzenegger.
14:50
And if you watch that movie, you will see so many technologies that did not exist when that movie came out
14:56
that are now commonplace in the real world.
14:58
And most people who would watch that movie today would just,
15:02
they wouldn't notice that it would just kind of go in one and out the other.
15:04
And they're like, okay, cool. Yeah, they're doing a video chat. But I remember being younger and watching people do video chats and movies being
15:10
blown away that that might actually be something that we can do. However,
15:15
a lot of people, when they think about ar, they think about vr.
15:18
They have this expectation that when they put an HMD on,
15:20
it's literally stepping into a portal and it's going to change everything.
15:26
And when they see a little bit of a friction or a little bit of lag here,
15:29
or maybe the haptics don't line up perfectly,
15:32
they kind of just want to throw it out, throw it out the window, I would say
15:38
don't have unrealistic expectations of the technology of where it is today.
15:42
But I think it's safe to assume that all this technology is going to reach
15:48
utterly profound levels within our lifetimes,
15:52
the type of profound where you will be changed by 10,
15:56
20 minute experiences putting on the headset.
15:59
So I definitely see all of that happening. In terms of companies to watch,
16:04
I am not exactly sure,
16:06
to be honest. There's definitely a few that have been making waves and have been
16:11
pushing the envelope. Snap is one of 'em.
16:14
Snapchat has been using AR filters. They're basically the first company to actually get
16:20
wide adoption of AR technology, at least that I have seen.
16:24
I mean so many people using Snapchat filters to send videos and stuff like that
16:28
to their friends. They're working on a lot of AR stuff.
16:31
So I think that's a company that's really worth looking at.
16:34
Niantic does a lot of really cool stuff.
16:37
They made Pokemon Go and similar AR games. Like you said,
16:40
gaming kind of paved the way for a lot of these things.
16:43
I think that's the case here as well. Also, meta,
16:46
there are concerns with Facebook owning a company that does a lot of this stuff,
16:51
like being a data collection company. There's some privacy concerns there.
16:56
But in terms of the r and d and the money that's being spent on pushing all this
17:00
stuff forward, I don't think there's another company that does what Meta does. They are pushing
17:05
things so so hard. So I would pay attention to the products that Meta is putting out over the next
17:11
five to 10 years. In terms of where I see a lot of this stuff going,
17:17
I think we're going to see this incredible blend of biometric data,
17:22
immersive technology, and procedurally generated content that is going to create these
17:29
amazingly immersive experiences for people that are totally individualized and
17:33
completely custom to exactly what it is that you need to get out of that
17:37
experience. So for example, let's say you have a training program that is using all these technologies.
17:43
It is reading my biometric data in real time, my eyes,
17:48
my facial expressions, all of that stuff. It sees my pupils dilating and focusing and all of that,
17:53
and maybe there's some kind of BCI that can tell
17:58
my level of engagement. So the procedurally generated content in real time can read my biometric
18:05
data and feed to me the content that's necessary to get the desired outcome out
18:09
of my biometrics. So maybe they're looking for a specific level of engagement,
18:13
or maybe they're trying to scare me or make me experience fear.
18:16
It can keep ramping up the fear levels until it gets to the point where it's
18:20
getting the response out of me that it's looking for.
18:22
So when you combine that with, you combine all these things,
18:27
these biometric data, having it be an immersive experience where you really feel like you're connected
18:32
to what's happening and it being procedural and custom to the user,
18:37
I think it's going to be insanely potent.
18:40
I think they'll be able to identify your weaknesses in a training relatively
18:44
quickly and start to address those weaknesses in real time.
18:48
And that's super, super exciting. Of course, like I said earlier,
18:51
it comes with safety concerns. We all basically are going to have to get rid of the idea of privacy and stuff
18:57
like that, I think at some point. But like I said earlier,
19:00
I think the trains left the station.
19:03
I think trying to prevent these technologies from integrating with people
19:08
is trying to fight the tide. You know what I mean? This is nature.
19:13
We are naturally connecting with technology more and more and more all the time.
19:17
As a baby, a computer bs up and you crawl towards it.
19:21
We are instinctually driven to connect with the stuff, and to me,
19:25
it's natural. So I say, just hang on.
19:29
And I'm throwing my hands up on the rollercoaster. I'm just like, all right,
19:32
let's go. Woo, because it's going to be fun and exciting, and I'm here for it.
19:37
Yeah, that's awesome. Yeah. Great. So is there
19:43
anything else that you would like to plug before we think we're good on
19:47
everything else? Yeah. Yeah. I mean,
19:49
if you find this conversation and my perspective on some of this stuff,
19:54
interesting, I would highly recommend you come and check out between Realities.
19:57
The podcast that I do with my partner s Skiva,
20:00
we do live episodes every Friday as long as time permits,
20:04
and we don't have work obligations and travels and things like that getting in
20:07
the way. But we always have a guest on our show.
20:11
So every week we have somebody either from the gaming space,
20:14
the enterprise space, the training space. We get developers, CEOs,
20:19
YouTubers, the whole gambit,
20:21
basically anybody who cares about this technology as much as we do,
20:25
regardless of what they're doing, could be somebody that we would have on to the show.
20:28
And we really do like to kind of peel away layers,
20:31
talk about the nitty gritty of all this stuff,
20:34
focus on some of the individuals who are really making a difference in the space
20:38
and giving a voice to some people who are like us,
20:41
who are just trying to get involved and come and be a part of it. Of course,
20:45
if you're interested in some of the haptic stuff that mentioned,
20:47
definitely check out Contact ci. We are doing a lot right now that's currently available and behind the scenes to
20:54
improve some of the haptic fidelity and stuff like that that you were mentioning
20:57
earlier, which by the way, I will say fidelity of hand tracking and haptics has a long way to go,
21:03
but I mentioned earlier it exists in a state that is
21:08
enough to kind of bridge the gap from your hands to your brain to allow you to
21:13
have a more immersive experience than you would if the haptics didn't exist.
21:17
A demo I like to do often is having a gloved hand and an unloved hand,
21:21
and you reach out and interact with some buttons and switches with a gloved hand
21:25
and then reach out and do it with your bare hand. And the difference is night
21:28
and day. One of them feels real,
21:30
however you want to define real and the other one doesn't.
21:33
So I really do think that there is a huge value for haptics right now,
21:37
even if it isn't entirely lifelike, and I do expect it to get to that point.
21:42
So yeah, between realities and contact CI are definitely my two primary things
21:47
that if you wanted to follow up with me to reach out. And also,
21:51
I'll say that I do a lot of traveling and I go to a lot of conferences and
21:54
events. So if you ever want to meet up, I'll be,
21:57
I don't know when this comes out, but I'll be in a WE at a WE in June in Long Beach,
22:02
and I go to basically all of the ar, vr, and tech focused conferences.
22:06
So feel free to reach out to me anytime. Send me a DM on Twitter or LinkedIn and we can connect.
22:13
What's your Twitter handle. For people? My Twitter handle is Alex vr, but there's some underscores in it.
22:18
It's like Alex under vr, but I think if you type Alex vr,
22:22
you'll probably get to me. Okay. Awesome. Well,
22:25
thank you so much for your time and all of your input and expertise, Alex,
22:30
and for anyone else who might be interested, just like Alex said,
22:35
check out his podcast and contact ci,
22:39
we'll get your email listed wherever we can host this. But yeah,
22:44
thank you again and take care. It's been great having you.
22:47
Thanks, Sam. Looking forward to our next chat. Talk to you soon.
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