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Helping Firefighters Douse Blazes Around the World, with RiVR's Alex Harvey

XR for Business

English - September 16, 2019 10:14 - ★★★★★ - 12 ratings
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Firefighters
need to train like any other professional, and their training usually
involves setting a mock set ablaze - which, as you might imagine,
would be costly to reset. Enter RiVR, who are using 360 video and
photogrammetry to recreate these practice blazes digitally. CEO Alex
Harvey and Alan have a heated discussion on the topic.

Alan: Hey, everyone, my name is
Alan Smithon, your host for the XR for Business Podcast. Today we
have Alex Harvey, CEO and creative director at RiVR, a virtual
reality training and visualization company based in the UK. RiVR
harnesses the power of VR and photogrammetry technology to create
interactive, immersive training experiences. They're currently
working with the UK Home Office, UK Fire Service, Police Service and
the Department of Defense in the US. Their ultimate goal is to
enhance the way humans learn (I love that). Alex has a deep
understanding of the games industry, having worked on commissions for
the likes of Codemasters, the BBC, and Ford Motor Company. He's
obsessed with harnessing the latest A/V technology to make the real
world differences that we all need. He gets to work with incredibly
talented people to make this happen, and to quote him, "I love
the feelings and memories we can evoke in VR when technology,
creativity, and innovation collide." I love that quote. RiVR's
exhibited at six different VR shows this year, including CES Vegas,
and their technology has been reported on by the BBC. To learn more
about RiVR, you can visit rivr.uk.

Alex, welcome to the show, my friend.

Alex: Hi, Alan. Nice to meet
you. Nice to speak again.

Alan: Yeah. We've been kind of
back and forth on LinkedIn, and emails, and it's really finally great
to sit down and have a conversation with you.

Alex: It is such a busy world,
and it's great to chat in person.

Alan: Listen, let's dive right
into this. Explain to us what RiVR is and how it's making a
difference.

Alex: RiVR is “Reality in
Virtual Reality.” We've been creating VR experiences now for
probably nearer to three years with the production company, starting
back in 2014, but we started obviously with 360 video doing things
for Thomson Holidays -- you experience what it's like to be on a
cruise ship, or be on a plane. That was three years ago. Then we
started moving into the room-scale photogrammetry world, with very
much a significant push at RiVR for training, and using photorealism
to make sure that the users of our experiences are completely
immersed. I often say to people, “I want you to feel like you're in
the world, and not in a Simpsons cartoon world.” It is very much
pushing photogrammetry and photo realism into VR. You know, there's a
lot of people doing photogrammetry now, but two, three years ago? It
was only of the likes of--

Alan: That was you and Simon!

Alex: Yeah! [laughs] Me, Simon
and Realities.IO. They were the guys that were pushing it. And it
really felt like when I saw those early experiences of Realities.IO
and Simon's stuff, it felt like I was inside a video, but not quite?
I want to try and be inside video content. I think that--

Alan: Let me kind of unpack this
fruit for people listening. So, what Alex and his team do is they go
into a space, and they will take hundreds of photographs -- if not
thousands of photographs -- of the space, and they'll convert that
into a game engine-based experience, where you can actually walk
around. Now, what I think is really mind-blowing about what you guys
have done at RiVR is, not only do you create the environment, but
then you take specific parts of the environment -- for example,
you're doing fire recreation studies, and one of the things that you
can do is pick up the different items -- and I thought

Firefighters
need to train like any other professional, and their training usually
involves setting a mock set ablaze - which, as you might imagine,
would be costly to reset. Enter RiVR, who are using 360 video and
photogrammetry to recreate these practice blazes digitally. CEO Alex
Harvey and Alan have a heated discussion on the topic.

Alan: Hey, everyone, my name is
Alan Smithon, your host for the XR for Business Podcast. Today we
have Alex Harvey, CEO and creative director at RiVR, a virtual
reality training and visualization company based in the UK. RiVR
harnesses the power of VR and photogrammetry technology to create
interactive, immersive training experiences. They're currently
working with the UK Home Office, UK Fire Service, Police Service and
the Department of Defense in the US. Their ultimate goal is to
enhance the way humans learn (I love that). Alex has a deep
understanding of the games industry, having worked on commissions for
the likes of Codemasters, the BBC, and Ford Motor Company. He's
obsessed with harnessing the latest A/V technology to make the real
world differences that we all need. He gets to work with incredibly
talented people to make this happen, and to quote him, "I love
the feelings and memories we can evoke in VR when technology,
creativity, and innovation collide." I love that quote. RiVR's
exhibited at six different VR shows this year, including CES Vegas,
and their technology has been reported on by the BBC. To learn more
about RiVR, you can visit rivr.uk.

Alex, welcome to the show, my friend.

Alex: Hi, Alan. Nice to meet
you. Nice to speak again.

Alan: Yeah. We've been kind of
back and forth on LinkedIn, and emails, and it's really finally great
to sit down and have a conversation with you.

Alex: It is such a busy world,
and it's great to chat in person.

Alan: Listen, let's dive right
into this. Explain to us what RiVR is and how it's making a
difference.

Alex: RiVR is “Reality in
Virtual Reality.” We've been creating VR experiences now for
probably nearer to three years with the production company, starting
back in 2014, but we started obviously with 360 video doing things
for Thomson Holidays -- you experience what it's like to be on a
cruise ship, or be on a plane. That was three years ago. Then we
started moving into the room-scale photogrammetry world, with very
much a significant push at RiVR for training, and using photorealism
to make sure that the users of our experiences are completely
immersed. I often say to people, “I want you to feel like you're in
the world, and not in a Simpsons cartoon world.” It is very much
pushing photogrammetry and photo realism into VR. You know, there's a
lot of people doing photogrammetry now, but two, three years ago? It
was only of the likes of--

Alan: That was you and Simon!

Alex: Yeah! [laughs] Me, Simon
and Realities.IO. They were the guys that were pushing it. And it
really felt like when I saw those early experiences of Realities.IO
and Simon's stuff, it felt like I was inside a video, but not quite?
I want to try and be inside video content. I think that--

Alan: Let me kind of unpack this
fruit for people listening. So, what Alex and his team do is they go
into a space, and they will take hundreds of photographs -- if not
thousands of photographs -- of the space, and they'll convert that
into a game engine-based experience, where you can actually walk
around. Now, what I think is really mind-blowing about what you guys
have done at RiVR is, not only do you create the environment, but
then you take specific parts of the environment -- for example,
you're doing fire recreation studies, and one of the things that you
can do is pick up the different items -- and I thought that was
really cool because they look photo-real -- they look like they were
part of the scene, and you can pick them up, investigate them, look
underneath them.

Alex: Yeah.

Alan: And the way you guys have
done it is incredible. If you want to take a look at this while
you're listening to this podcast, go to RiVR.uk. Just look at the
video that's on the main page. It really explains a lot.

Alex: Yeah. I mean, that was...
I should go into... and I do often, as I think, you know, everyone
does in this industry; we dive into terms like “photogrammetry”
and “photorealism,” but we do need to explain what they are a bit
more. So let me just quickly go into that.


When we recreate those fire
investigation scenes, we burn a real world container. And that's how
the fire service train their fire investigators all around the world,
currently. But then they have to go into that container with a
certain amount of people, and then they have to -- in a week's time
-- do it again. So there's no consistency in that training. We do the
same thing; burn the container, and then we put the fire out, and
then there might be a hundred items inside that burned container. We
take each item out, one by one, and scan each item from every angle,
using a 12-camera photogrammetry rig -- you can see stuff on the
website, actually -- and it gets a photo from every angle of the
object. And then we put it back into the software, create really
high-quality, photorealistic model of each item, and then we rebuild
the container as it was in the real world and then allow you to pick
up every item, look underneath it and find the cause of the fire.

We also use 360 video to show you at
the end of it -- for your learning outcome -- where the fire actually
started. And we're doing that for the crime scenes as well as the
fire scenes.

Alan: I noticed on your LinkedIn
page or Facebook -- I can't remember -- but you guys melted a camera,
a GoPro, the other day.

Alex: Yeah, the GoPro Fusion.
Thanks, GoPro! They do supply us with quite a few cameras. We melt
quite a few GoPros. And also, yeah, the Samsungs get a bit melted. If
anyone knows Kirk McKenzie in Consumers Fire Department in the US
over in Sacramento, he is working with GoPro on their next camera, to
make sure it's a little bit more sturdy.

Alan: [Laughs]Yes! “Can you please make as the camera doesn't melt in our
fire?”

Alex: Yeah.

Alan: We actually melted one of
the Samsung Gear VRs back in the day. And I don't remember how it got
melted. I don't even remember, now.

Alex: On the last burn, we
actually had to put two Samsungs in and one Fusion. And we pulled the
Samsungs out at different times just to make sure we had a cause of
the fire, up until it gets too dark.

Alan: Yeah. Well, you gotta get
it out before it melts.

Alex: Yeah.

Alan: It's really amazing work
that you guys are doing. How is this translating to real world
benefits? Because you're taking a thing, you're burning it, you're
then putting in VR. What benefit does that give the fire service?

Alex: At the moment, when they
do the fire investigation training -- like I said -- they put 20
people through. But if you're the last person, all you see is a load
of footprints in the container. It doesn't look like a real scene
would look, because it's been stomped through by loads of firemen. We
can press reset and give consistent and repeatable training to
everyone, all around the world.

I guess I'll touch quickly on RiVR
Investigate, which we've now got our own facility, where we have
containers and we work with fire investigators to recreate the
scenarios of different types of fires. In September, when Investigate
launches, there'll be six different fire investigation scenarios, and
two crime scenes scenarios. This gives people the ability to be...
you can be in the scenes together, so you can be in different
locations around the world, but all looking in the same scene. You
can record the whole training scenario, so you can see from any angle
how people pick the items up. And you're teaching people, because of
the photorealism, about the burn patterns and the smoke patterns and
the fire behavior of a single burn.

Eventually, we are going to have a
library of these scenarios, and the fire service around the world
will not have to create these scenes as much. They can just put a
headset on. And at the moment, there's like a three-day training
course to do a fire investigation, and they have to take fire
fighters off-duty to go on the course. Well, with this product, you
can be in VR, in the fire station. And if the bell rings, you just
take the VR headset off and go out.

Alan: Oh, that's amazing. So
this is like a massive time savings.

Alex: Yes. Yeah.

Alan: Are you also seeing an
increase in... because I know in most VR training that we've been
seeing, there's also an increase in retention rates.

Alex: Yeah. Yeah. I mean, I've
heard the stuff that Alvin Graylin at HTC talked about with the
knowledge retention being increased by 6x in VR, and we're actually
working with Coventry University, Leicester Fire Service, and
Derbyshire Fire Service, and they're evaluating it as we speak. So
they've got real fire investigators going through our scenarios, and
they're comparing it to the real-world training. Like, they're
comparing it with a real fire investigation and courses, just to see
if that knowledge retention is more. And we're also putting people
that are non-fire-investigators through the courses, to see how they
retain the information.

Alan: Oh, that's amazing. How's
that coming along?

Alex:
It's great. I've been down, actually, and seen the guys using
it. And we've got it set up next to a real fire investigation burn in
Derbyshire for their courses. And yeah, so far, the feedback is
amazing, and it's really good seeing it. It makes everyone at RiVR
know that we are very much on the right track.

Alan: Yeah, I think one of the
main things is that this is scalable training. That's what people
don't understand, is that the current training methodologies --
especially in fire services -- it's not scalable. You have to have
every employee travel to a place that has this physical space, where
virtual reality, it can be anywhere. You can ship it to anybody,
anywhere.

And the other thing that I think it's
really amazing about what you're doing is you can standardize the
training. Whereas, if you have a fire brigade in the south -- and
maybe they train differently than the ones in north -- and everybody
gets a different training.

Alex: Yeah, totally. And
everyone trains different around the world. So, this gives the
ability for the UK to see how the Americans do it, and vice versa.
What we're getting at the moment is, we did quite a few shows around
the US this year and last year. But what we're finding is that the
fire services in the US, they see the UK burns and they love them,
and they can learn from them, but they want to have their own style
burns, because there's a few things that they do differently. So what
we offer is the ability for the RiVR team to come over to the US –
or, we're doing some in the Netherlands with Martine at the moment as
well -- where we go and burn with those guys, and scan two or three
of their burns, and put those burns into the library. So, it's more
like a global fire investigation and crime scene training scenarios.

Alan: That's just amazing,
because now, rather than standardize it across just the UK, you're
able to take the best of everywhere in the world.

Alex: Yeah. Yeah.

Alan: And
provide it to everyone else. Like, that alone, I think, is
going to be a critical point in how VR and AR start to really make a
difference in learning. Because now you can learn every which way.

Alex: Yeah, you can learn from
everyone, and wherever you are is irrelevant, as long as you've got
a machine.

Alan: What are you using for
hardware?

Alex: So at the moment, yeah, we
are on VIVE and Rift, and just a high-end PC, and we offer wireless
or they can have wired; it's up to them. But we have seen some good
results from the dev guys testing our stuff on Quest -- Oculus Quest.

Alan: Oh, wow.

Alex: So, there will be a
version eventually for Quest. And the price difference is obviously
very appealing to some people.

I was just going to say, that a lot of
the guys in the Middle East come over to the UK and the US to learn
from those guys about fire investigation and firefighting. And this
is going to allow them to have much more easier access to that
training.

Alan: That's really incredible.
Just for the people listening, In case you're not familiar; HTC Vive
and Oculus Rift are computer-based systems, where you've got to plug
them into a computer and have a fairly decent computer. Your total
build cost is around maybe $5,000 -- somewhere in around here. But
the Oculus Quest is this completely standalone unit; it costs $399,
and you can walk around and do all the same things, just a little bit
lower-quality.

Alex: Yeah. So we think... we
have RiVR Link which is -- I'll talk about that shortly -- but that
allows classroom-in-a-box for 360 video. But I think eventually,
we'll have room-scale training in a box. You won't have to have PCs,
especially when we start talking about VR compute in the Cloud,
straight down to headsets. That's probably [some] out-there bit of
thinking.

Alan: Incredible. Let me ask
you, what are the ways you're measuring success? Goals, key
performance indicators? How does somebody measure the success of
this, compared to what they currently measure?

Alex: At
the moment, that is a massive hurdle for a lot of companies to get
over, because there is no way, really, of measuring this new training
technology. We -- like yourselves; you're probably speaking to lots
of companies, and you go back and forward quite a lot with them --
but they can't prove the return on investment, so it's very hard to
get them to sign things off. The only way we do measure is by doing
studies on the systems and stuff that we've put out there already.
Like with the fire service, and like with 360 video for bus driver
training in London. It's all happening now. So we've made the
content, but they're now evaluating it all. There's a lot of projects
probably that are out there at the moment that we've created, that we
haven't got all the results back from yet. I think we are still very
early on that.

Alan: When we first started out
in this, the first questions from everybody was, “who else has done
it?” Because nobody wants to be the first. And then, “what's the
ROI and the KPIs,” and you're like, “well, no idea.”

Alex: [laughs]

Alan: They're like, oh, “how
much does it cost?” “A lot!” [laughs] It's not the best sales
pitch, but there is definitely more studies coming out. Wal-Mart
published some information, showing that they've had a 70 percent
increase in retention rates and a massive decrease in the training
times, which is a time-is-money kind of thing. And if you can
decrease training times...

Alex: The Wal-Mart story is an
amazing stand-out, large company story.

Alan: So, what are some of the
challenges you faced when starting out?

Alex: The main challenge that we
have when we're pitching these experiences to people is they know
they want VR, but they just see VR as VR. They don't understand the
difference, a lot of people, between 360 video and room-scale VR. So
every single demo -- I imagine, like yourself; you've done hundreds
of demos -- the first thing is to go through some very basic demos
of, “this is 360 video, and this is room-scale VR.” And then I
have to go through the whole, “this is room-scale, photo-realistic
VR, and this is room-scale Simpsons VR,” if you like.

Alan: For
the people listening, let's just unpack it here, one at a
time. What's the difference between 360 video versus room-scale VR?

Alex: So, 360 video; you can
film with a 360 camera that normally would stay static in a scene.
You can move it sometimes on a drone or on a rover. But the 360
camera films from the perspective of your head, if you like, and you
view that content by sitting in a chair normally, and only moving
your head around. You're basically moving your head around inside a
bubble that is a video wrapped around your head. You've got audio and
you can look around -- up, down, left, right -- but you cannot stand
up and move around, and you cannot stand up and pick anything up.

As you move into room-scale VR -- if
you were to take that headset off, put another headset on -- you can
then stand up, step forward and pick up a chair in front of you, for
example. And those things -- the getting up and walking around bit --
has moved on so much in the last year that now, like you mentioned,
the Oculus Quest has come out and that has inside-out tracking. So,
you move around the space with the headset that has no external
trackers looking at the headset. It's just got cameras looking at the
floors and walls, and it knows where you are in relation to the
floors and walls. That's how I always explain it, if we're just
talking about explanations; sit down on a chair, look around
with your head; or if you want, the more... I call it, like, the more
muscle memory-intensive VR, where you might want to teach people to
pick things up, or use things in certain ways. Then you need to be
able to have room-scale and walk around.

Alan: Yeah, I agree. Gives you
the muscle memory, too.

Alex: But the 360 video has a
massive part to play in training, and also entertainment experiences.

That's probably a good point to just
mention RiVR Link, unless you wanted to do that later.

Alan: Sure, we might as well
talk about it; what's RiVR Link?

Alex: Yeah. So RiVR Link. We're
working at the moment with Pico -- with their Goblin headsets.
They're similar to the Oculus Go, and the software can actually run
an Oculus Go as well. But it is simultaneous playback of a 360 video.
But independent viewing; so you can look up and down, and look around
-- wherever you want to look -- but you can be in a classroom of
people, up to 50 people in a classroom (maybe not that big).
At the moment, we have sets of 15 headsets. We put them all into a
massive Peli case, with all the things that you need to link them
together, and they talk to an iPad.

You hold up the iPad as the teacher,
and all the headsets have the 360 content on them, and everyone puts
the headsets on. The teacher can now press play on any of the 360
content that is on the tablet. And they can talk through the content,
and they can also pause and then draw on the tablet, allowing every
headset in the room to have the annotations appear over their video
in a paused state, or in a playing state.

Alan: That's really cool.

Alex: If you're a company -- for
example, we're doing one in London for bus driver training -- and if
you want it to look like it's your product rather than RiVR Link, you
can brand the app in the headset and on a tablet to look like it's
your app, with your videos on, so it basically looks like you've made
your own 360 viewing app.

Alan: Wonderful.

Alex: That's rolling out in...
well, it is in multiple places, already.

Alan: Do
you know Jeremy Dalton at PWC, in the UK?

Alex: No, no.

Alan: I'll have to introduce you
to Jeremy. They did an experience the other day for 200 simultaneous
headsets.

Alex: That's cool. I think I
heard on the Alvin podcast that they are also looking at a similar
type of solution. It is one of the big pain points of showing 360
video; you can't see what the people are seeing. So we give you the
ability to look, pause, and draw on the screen of all the headsets.

Alan: Wow, that's so cool.
Technology is amazing.

So, when you guys are building these
things, like... how many people are on your team? How many people in
developing, and then people doing photogrammetry, and then people out
doing the demos?

Alex:
At the moment, there are 15 people at RiVR. That's grown quite
a lot over the last two years. But the main people that are out there
doing the shows are... well, we get everyone involved really, but:
me, Ben, Brad -- we go out doing most of the demos, and then there's
a lot of guys that are in the office creating, doing the hard work.

Alan: I noticed you guys have
garnered some pretty amazing media. I know you were on the BBC; can
you maybe talk to that, and how that came about?

Alex: The BBC have been very,
very interested. We've done three pieces now. One of them was BBC
Click, which is a tech program every week in the UK -- which I've
always watch for years, so I was super excited to be on that. All of
that stuff's been with Leicester Fire Brigade and Paul Speights, the
-- and Mike Ferguson from the DSTL -- because they allow the BBC to
come into their establishments, and have a go on their experiences
that we'd made for them. They did the crime scenes and they did the
fire investigation scenes. And then also, we were also on The Gadget
Show as well, which is--

Alan: I've actually been on the
Gadget Show.

Alex: Have you? That's great.

Alan: I have! With my last
company, Emulator.

Alex: Yes, you definitely know
that one, then.

Alan: Yeah, it's funny, because
I don't think I've ever watched it, but I know it was out there.

Alex: Yeah.

Alan: I'll have to dig it out
the archive somehow.

Alex: Definitely; get it on
LinkedIn.

Alan: Yeah. No kidding.

Alex: Yeah. BBC has been very
kind.

Alan: I've seen a bunch of stuff
about VR from the BBC, and it seemed to be very, very supportive of
this technology. I think they really see the benefit to it, and we
need more of that.

Alex: The interview was quite
hard. They weren't super kind; they wanted to have some hard
questions. So I think they dug quite deep on the last one. They
didn't publish it all. But working with the fire investigators and
the crime scene investigators that were skeptical when they came to
us to work with us is a great thing, because they find out that most
people are skeptical when we say “we can take your training and
make it repeatable and consistent.”

Jason Dean, the fire investigator that
works with us on our scenes, he says when he first came to work with
RiVR, he was very skeptical because he was a sort of
dirty-trowel-and-overalls type of guy, that was very much of the
opinion that you could not replace the training with virtual
training. But he now gets on his knees and -- in one of the videos I
shared with you a minute ago -- he gets on his knees in one of the
scenes, and he's reluctant to go down on his knees because doesn't
want to get his trousers dirty.

Alan: [laughs]

Alex: He's in his nice clothes.

Alan: It feels so real.

Alex: Yes, yeah. So we do have a
demo that people can request access to, as well.

Alan: Oh, I'd love that,
actually. We've got VIVE in the office here. We'd be happy to take a
look at it, I would love it.

Do you have any, I guess, aspirations
to make this available on, like, Steam or something? Because maybe
there's some kids out there that could be inspired to become
firefighters because of it.

Alex: We're working quite
closely with FLAIM Systems. Theirs would be potentially better for
Steam. Ours is a bit more for training; I'm not sure if our
experience would translate well to Steam. We've thought about doing a
Steam experience, but maybe not for an investigation. The potential
is there to do a photorealistic crime scene on Steam. That might be
quite cool.

Alan: That would be really neat.
“CSI: VR!”

Alex: Yeah, definitely. Like a
very much interactive Cluedo.

Alan: Yeah. Oh, that would be so
cool.

Alex: Yeah. That would be like
you're actually in the house, I think.

Alan: Yeah.

Alex: Those sort of experiences
do interest me a lot. I do think that in the future, there's gonna be
a massive need for every film and TV show to have a photorealistic
experience in VR that sits alongside it.

Alan: Yeah.

Alex: I don't think people will
be watching 360 versions of films. I think they'll remain 2D for
quite a while, but they'll have an interactive five-minute experience
that is downloadable, alongside the TV show or film.

Alan: I agree with that,
actually. And we're already seeing it. Ready Player One had a couple
of experiences, actually, when they launched the movie. You could go
in and experience what it's like to be inside the Oasis.

Alex: Yeah. I mean, let me just
touch on that a bit, because I did rant on about that on LinkedIn
recently. These guys are making these experiences for the films, but
they're not giving you experiences from the film. They're
mainly be giving you experiences that they think you'd like to play.
But if you watch Game of Thrones, the Game of Thrones experience that
came out recently wasn't actually a scene from the film. I want to be
sat at the Red Wedding. I want to be on the wall with Jon Snow. I
want to be part of the scenes – photorealistic -- rather than part
of a White Walker slaying.

Alan: I agree. And it's
interesting, because we've seen that with a couple of things. Now,
one that was very true to it was... have you seen Silicon Valley, the
show?

Alex: Yes, I know what you mean.
There's lots of objects to pick up. And I think I've seen it but
never played it.

Alan: Yeah. You're in the Hacker
Hostel.

Alex: Yes. Yes.

Alan: They took all the footage,
and they took the exact specifications, and made it. I think that's
another UK-based company. Solomon Rogers' company.

Alex: Yeah, REWIND, yeah.

Alan: Sol is going to be on the
podcast coming up soon, as well.

Alex: Oh, great. Yeah. I spoke
to him recently. I remember that one. And you're right. That is
exactly what I mean. You want to be inside the film. Like in Ready
Player One, I want to float around in that bar with that music on.

Alan: Cool. Yeah. That was
awesome.

Alex: Yeah, definitely. There's
a market there. We'll have to see that coming soon, hopefully.

Alan: Let me ask you a question.
When you first started doing the photogrammetry stuff, what are the
best lessons you learned from doing those projects, that you can pass
on to businesses that are trying to wrap their heads around this?
Because there's so much technology to unpack. People's heads must be
exploding when they're thinking about this. And then I think what
happens is they get overloaded and just say, “well, screw it, we'll
just do our iPad training as usual.”

Alex: “Go back to eLearning.”

Alan: Exactly.

Alex: That is a super hard
question that I don't really know. [chuckles] I would say when we're
speaking to companies, don't always go for the shiny, photorealistic
photogrammetry stuff that might be more expensive. I think there is
normally a Stage One/Stage Two that companies can do. Stage One would
be: let's do some 360 3D video first, and let's have that in a
classroom setting, and take some of their training and put it into
360, because it's very easy to film that sort of stuff. And then I
sometimes say, let's go for Stage Two. If they think they see a
return on investment for a 360 video, then they would definitely have
some sort of return. If their training involves a process that can be
repeated easily with room-scale VR.

Alan: One of the things that we
give advice to companies is exact same thing. “Start with 360
video.” Maybe make an AR app, test it. I think that is really
practical advice. It's great to sell people on the best possible of
everything, but it's not always necessary. And I think 360 video, if
done right, can create a very good return on investment, because the
costs are marginal compared to doing a full photogrammetry of a
scene, and bringing in a new game engine, relighting it, all of the
rest of it.

Alex: It's been a big learning
curve for me. I work with Brad and Ben quite closely with the pitches
to different clients, and I've had to rein myself in because I want
to make VR photorealistic scenes for everyone.

Alan: Yeah.

Alex: But RiVR Link and 360
video content is more than adequate in most cases, and is a lot
cheaper. So yeah, only go for the high-end stuff potentially after
you've done Stage One, unless you already have had a bit of Stage One
from someone else and you've done some 360 content. Then maybe you
could move on to some room-scale stuff.

I always say to people that they're --
like with the fire service and the crime scene, they try and really
spec out in super detail what they'd like -- and I say to them,
“however you do your training now is our design brief.” We're
just going to copy it. It's a digital twin of what you already do.
Sometimes people try too hard to design things in super detail. With
the fire service, you don't have to design it, because you're already
doing it in the real world. You're already burning containers and
creating crime scenes. We just have to come along and scan them after
you've made them. So, don't do anything different. You already know
what your learning outcomes need to be from these scenes; we're just
going to make it digital for you, and put it in VR.

Alan: So that's some really
practical advice, because it also saves costs; you're not recreating
the learning, and that's what people really need to wrap their heads
around. That VR and AR, and then these technologies, they're not
going to create a completely new, revolutionary education out of the
world, like, “yeah we're inventing the thing from scratch.” No,
it's it's just making it better.

Alex: It's going to allow you to
have repeatable and consistent [results]. I always said to the dev
guys -- they wouldn't let me put it in there -- but I wanted a big
red button in every scene. The big red button is the reset button.
Mess the scene up. Play around with the world. Do whatever you want.
Do some learning, and record all the things you do. But at the end of
it, the bonus is that when you press this button, you don't have to
reset the real world scene. It just does it for you in a millisecond.

Alan: You just touched on
something interesting. How are you measuring things? Like, what are
some of the analytics that you're gleaning from these experiences?

Alex: Yeah. So with RiVR
Investigate, we have a product that attaches to it, or is part of it.
It's called VRM: Virtual Reality Monitor. And in that software, it
records all the data of everyone's movements inside the scene --
where they've looked, what they've touched, heat maps. Obviously,
looking at the... we've got the VIVE, the new VIVE eye tracking-- I
always forget the name of it. Vive Eye Pro, can't remember what they
call it, but--

Alan: VIVE Pro Eye.

Alex: Yes. Sorry. It tracks your
eye. Where you're looking, rather than just where your head is
turning. So we also incorporate that into the VRM. But the beauty
with the data that comes out of that -- and the way that the
developers have made it at RiVR -- is that you can replay a training
scene after the fact of anyone that's been through, pause it at any
point. But then instead of just being able to pause and look at the
screen, you can pause it and look around the scene at that point. So
like The Matrix -- bullet time.

Alan: Ah, cool.

Alex: Which is amazing. Another
feature on the VRM is the ability to ingest point cloud data. Laser
scan data from different scanners can be ingested into the RiVR
system. And I always think it's one of the most underrated things
that people don't really know about yet, is to be able to view point
cloud data in VR. It doesn't give you the fidelity that you'd
normally have with the photorealistic scenes, but it gives the most
incredible context to a scene than you can ever get from a 2D screen.
And there's crime scenes and fire investigation scenes from all over
the world -- car crashes -- and they've got laser data of all of
these scenarios, but they all view them on a 2D screen. This gives us
the ability to view it spatially in VR.

Alan: Interesting. Yeah, because
I know the police service in Toronto has been using laser scanning
for years.

Alex: Yeah. And people find it
very hard to translate what they're seeing on a 2D screen after
they've scanned a real-world scene with a laser scanner. We're
incorporating that into it. And you can be in there collaboratively,
and measuring points inside the scene. Imagine inside a courtroom,
when you could have all of the jury -- they don't go out to the crime
scene anymore; they can just put a headset on a walk around the point
cloud and they can see where, for example, the body was, where the
car was in relation to the gun or the knife. It's just that spatial
viewing system, really.

Alan: I've been wondering why
police services are not using Matterport cameras.

Alex: They're very good and
quick.

Alan: People who don't know:
Matterport is a US company that built a camera with a laser scanner
built into it. And you just put it in, it spins around in a circle,
takes 360-degree images with point cloud data, and then allows you to
do that through the scene. And now you can move around the scene in
VR as needed, to any point that you were there.

Alex: And just touch on it a
little bit, Alan, because it isn't as detailed as a laser scanner.
The Leica System and the FARA systems give you really accurate data.
The Matterport gives you depth data, and also imagery, so that you
can go from hot spot to hot spot. And it gives you a dollshouse
effect. So it's a very good scanner for quickness, but it doesn't
give you that millimeter-accuracy of the point cloud.

Alan: But it is, I think, for
juries, something like that, where you just need to be able to move
around the crime scene. It doesn't need to be millimeter accurate.
They still have the laser scans. I think--

Alex: I met with those guys in
Florida earlier this year -- the Matterport guys -- and we talked
about the potential of bringing Matterport data into the RiVR system
as well, to be able to view that alongside the point cloud data.

Alan: It just totally makes
sense. So, we're getting near the end of the podcast here. What is
the most important things that businesses can do right now to start
leveraging the power of XR technologies?

Alex: It depends what business
they are, really, I guess! But you mean, in terms of which they
should go for first? Or should they just... well, they should
definitely listen to your podcast, so they can understand it more,
because you've had some great people on.

Alan: Well, thank you. One of
the the answers that comes up a lot is just... just start.
Just go. It doesn't matter what we do. Do something, because
there's so many of these technologies. AR, VR, mixed reality,
Hololens, virtual reality headsets, photogrammetry scanning, 3D
models. It gets confusing, and people don't understand; this is the
future of computing. And if they don't now, they're going to be left
behind. It's like the early days of the web and everybody went, “oh,
why do I need a website? Nobody is on there.” Well, guess what?
There's a few people on the Web now.

Alex: Yeah. Just a few. I think
the main thing that they need to look at and ask themselves is, how
expensive is their training to reproduce? In terms of training,
anyway. Is it expensive for them to do it? And is it dangerous for
them to do it? If the answer is yes to both of them, they should
definitely start looking at VR. I should imagine there are some
companies potentially where it's not as needed, but if it's expensive
and dangerous, then it's the best thing that they can start doing.

Alan: Yes. There you go: if it's
expensive and dangerous, start using VR.

Alex: It will save you money and
provide better results.

Alan: So, Alex, here's my last
question: what problem in the world do you want to see solved using
XR technologies?

Alex: Oh, god, I should have
done some research on that one. Problem in the world... I've just
been on holiday, and it was quite a shock to see how many people are
on holiday, glued to their phones. Maybe there's a chance that, if
Apple or someone come out with a really nice AR device, we might be
able to fix the problem with people being glued to their phones.

They could then just be looking up and
walking around with an AR headset on, and enjoying the world and the
mixed reality stuff as well. I think that is a bit of a problem at
the moment, because it's not normal to be looking at a screen, but it
is normal to be walking around the world. So I think, yeah, there's
going to be some sort of merger that removes the fact of you just
looking down at a phone. I want to be seeing the world with data on
top of it. I think that's going to be how things go, and that would
be a problem solved if we can stop people bumping into things and
crashing into people out there, looking at their phones.

Alan: Well, I'll put it this
way: I have the North glasses, and the first day I had them, I was
checking my messages and walking down the street, and I'm just
messing around with them, trying to figure out how to use them.

Alex: Yeah.

Alan: I almost walked over some
poor woman. I was not paying attention, and I was looking at the data
in the screen; didn't even contemplate this woman, and almost pulled
her right over.

Alex: Well, I see; more
problems, then.

Alan: Yeah, I'm not sure. I
think there might be some unintended consequences here.

Alex: Yeah, definitely.