The Virtuality Podcast features discussions with technologists driving Virtual and Augmented Reality forward. We speak with Enterprise intrapreneurs, game developers, creatives, and enthusiasts from Boston Massachusetts and around the globe. Its produced by Jason Parks (@jasonparksvr ) and hosted by Craig Herndon (@craigvready) and Neil Gupta (@MrNeilGupta). We would like to keep sharing more about #VR & #AR with you so please consider a few dollars to our patreon linked in the show notes. The Virtuality Podcast is produced by Jason Parks and music by Rachel Dysinski. This podcast is in collaboration with Boston VR and Boston AR, monthly meetups and events can be found on You can also follow us on Twitter @VirtualityCast and learn more at our website VR is a 501(c)(3) non-profit so all donations are tax deductible.


  • #26 PTC Reality Lab Director Valentin Heun

    #26 PTC Reality Lab Director Valentin Heun

    13/11/2019 Duração: 32min

    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”:  

  • #25: XR for Education - Lorenzo Vallone - Xennial Digital

    #25: XR for Education - Lorenzo Vallone - Xennial Digital

    06/06/2019 Duração: 37min

    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 gr

  • #24: - Derek Belch, CEO of Strivr - Enterprise VR Training at Scale

    #24: - Derek Belch, CEO of Strivr - Enterprise VR Training at Scale

    25/04/2019 Duração: 34min

    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

  • #23: XR for physical therapy with Brian Cohn from Kaspect

    #23: XR for physical therapy with Brian Cohn from Kaspect

    15/03/2019 Duração: 22min

    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... D

  • #22: Gabe Paez: The Wild XR

    #22: Gabe Paez: The Wild XR

    19/02/2019 Duração: 19min

    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?  

  • #21: Charity Everett : Go Back Fetch It

    #21: Charity Everett : Go Back Fetch It

    13/01/2019 Duração: 26min

    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 techniq

  • #20 Project Daredevil bringing immersive media to the Visually Impaired - Matthew Shifrin, Daniel Levine

    #20 Project Daredevil bringing immersive media to the Visually Impaired - Matthew Shifrin, Daniel Levine

    21/11/2018 Duração: 36min

    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 wha

  • #019 ART Advanced Realtime Tracking - Andreas Werner

    #019 ART Advanced Realtime Tracking - Andreas Werner

    16/10/2018 Duração: 12min

    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:

  • #018 Kaon Interactive at VRX 2018

    #018 Kaon Interactive at VRX 2018

    13/09/2018 Duração: 14min

    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:[email protected] Credits: Host: Craig Herndon, Produced by Jason Parks

  • #017 Ubimax - Hendrik Witt

    #017 Ubimax - Hendrik Witt

    28/08/2018 Duração: 21min

    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: BostonAR.or

  • #016 - Andy Greff - PLANR

    #016 - Andy Greff - PLANR

    24/07/2018 Duração: 26min

    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’

  • #015 Academy Award Winner Ross Shain

    #015 Academy Award Winner Ross Shain

    05/06/2018 Duração: 01h47s

    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 - Micha

  • #014 - Pax East VR Coverage Part 2

    #014 - Pax East VR Coverage Part 2

    24/05/2018 Duração: 31min

    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 d

  • #013 - Pax East VR Coverage Part 1

    #013 - Pax East VR Coverage Part 1

    30/04/2018 Duração: 30min

    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 he

  • #012 - Eric Vezzoli - GoTouchVR - Virtuality Podcast

    #012 - Eric Vezzoli - GoTouchVR - Virtuality Podcast

    22/03/2018 Duração: 56min

    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.                     

  • #011 - Kathy Bisbee - Brookline Interactive - Public VR Lab - Virtuality Podcast

    #011 - Kathy Bisbee - Brookline Interactive - Public VR Lab - Virtuality Podcast

    20/02/2018 Duração: 01h01min

    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 d

  • 010 - 2017 VR Review - Jason Parks - Craig Herndon - Virtuality Podcast

    010 - 2017 VR Review - Jason Parks - Craig Herndon - Virtuality Podcast

    22/12/2017 Duração: 53min

    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 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 an

  • #009 - Hugh Handcock - Left Hand Path - Virtuality Podcast

    #009 - Hugh Handcock - Left Hand Path - Virtuality Podcast

    22/11/2017 Duração: 01h38min

    We invited Hugh Hancock, founder of 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 : 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 a

  • #008 - The Glimpse Group - Lyron Bentovim - Virtuality Podcast

    #008 - The Glimpse Group - Lyron Bentovim - Virtuality Podcast

    26/10/2017 Duração: 51min

    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": Ficti

  • #007 - Duncan Irschick - Digital Life - Virtuality Podcast

    #007 - Duncan Irschick - Digital Life - Virtuality Podcast

    29/09/2017 Duração: 39min


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