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Michele Romani

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Please give us an overview of your background, what inspired you to get into tech, and your journey into the XR/ BCI industry.

Thanks for having me! I’m Michele from Italy, and my journey into tech started pretty early. I was always the kid fascinated by new gadgets – from Walkman’s to CD players – and, as many can relate, I became the reference for tech support in my family.

It all started when I accidentally deleted the entire file system on our brand new Windows XP computer. My father was freaking out, and blaming me for it; I spent an entire day figuring it out, using CDs with manuals and tutorials to reinstall everything. It was a hassle, but that’s how I began setting up and later on building my own PCs.

When it came time for university, I chose computer science, partly for the career prospects and partly because I liked the idea of working with computers. But after my bachelor’s, I realized pure computer science wasn’t the best fit for me..

The real turning point came during my master’s in human-computer interaction. I did a double specialization – one in situated interaction, which covers VR, AR, and tangible interfaces, and another in machine learning and intelligent systems. This is when I really got to play around and have fun, sometimes combining different technologies like AR and tangible interfaces in a single project.

It was during this time that I discovered brain-computer interfaces (BCI), which became my main passion and career focus.   Back then I was playing around with virtual environments, and I started imagining what could be achieved by including the “brain dimension” into the equation. That’s when I realized the potential of BCI in the broader context of extended reality (XR).

What’s interesting is that I come from a family of humanities folks – teachers and professors of Latin, history, and art. My father did chemistry, but that’s about as close to tech as my family got. So, I was really pioneering this field in my family. Even now, my parents try to understand what I’m working on, but it’s pretty challenging for them to grasp these concepts.

And that’s how I ended up here, fully immersed in the world of XR and BCI. I’m working on developing more intuitive interfaces that blend brain signals with other sensory inputs in extended reality environments. Lately, my focus is on video games, the perfect context for experimenting with novel interactions. I’m excited to see how these technologies will reshape our interaction with computers and the world around us. It’s a far cry from fixing family computers, but in a way, my goal remains the same: to make technology more accessible and user-friendly, just on a much more advanced level.

 

Have you ever worked on a project that involved brain-computer interfaces (BCI)? What were some of the unique challenges you encountered, and how did you address them?

Yes, I’ve worked on several BCI projects, primarily focusing on EEG. Working with technology from the medical domain presents numerous challenges, but I’ll focus on two major ones I frequently encounter: ergonomics and user experience in neuro games.

First, ergonomics. When companies develop new BCI devices, they naturally focus on functionality – it has to work, and work well. Ergonomics often comes later, especially for startups or small companies that can’t invest heavily in designing for comfort. I’ve had cases where the device became uncomfortable for users after just 15 minutes.

To address this, we had to design experiences to be shorter or include breaks. But in scientific data collection, you can’t simply remove the hardware without creating biases. So we implemented software breaks, allowing the system to pause without disrupting data collection. We also developed small cushions to place under the electrodes, maintaining their position while providing relief from discomfort. It’s about finding creative solutions to keep the experiment going without breaking the flow or compromising data integrity.

The second challenge is specific to neuro games – games you control with your brain. Calibrating difficulty is tricky because there’s a latency between thought and action. Unlike clicking a button, you don’t get immediate feedback. Users have to learn this delay, which varies between individuals.

The challenge is balancing the game mechanics to be neither too slow (boring) nor too fast (frustrating). This essentially allows the player to remain in the “flow channel”, for those who are familiar with the theories of Csikszentmihalyi. It requires a lot of fine-tuning and adapting based on individual players. This is particularly challenging but also exciting – we’re designing interactions that have never existed before.

Another interesting aspect of BCI technology is the variety of electrode types and placements. For instance, we have devices like the Unicorn that use hybrid electrodes, which can work with or without gel. There’s always a trade-off between signal quality and user comfort. Gold-plated dry electrodes provide excellent signals but are expensive and often not so comfortable, while active gel electrodes give the cleanest data but are less convenient to set up.

The positioning of electrodes is crucial too. While you can theoretically get brain signals from anywhere on the head, certain areas provide clearer information for specific functions. For example, in-ear and over-ear EEG devices are becoming popular, but they might struggle to pick up clear signals from the motor or visual cortex.

Looking to the future, there’s exciting work being done in combining BCI with other technologies. Meta’s wrist-based neural interface is a great example – it uses similar technology to EEG but focuses on muscle signals (EMG). The potential to combine brain and muscle signals opens up new possibilities for intuitive human-computer interaction.

We’re also seeing interesting developments in connecting BCI with language models and exploring how the brain processes language. With new standards like Bluetooth 6.0 allowing multiple device connections, we might soon see integrated solutions that combine various sensors from different body locations.

These are just some of the many challenges and opportunities we face in BCI. The field is constantly evolving, pushing us to solve problems that have never been encountered before. It’s this constant exploration and innovation that makes working with BCI so rewarding.

 

Do you see any potential for incorporating BCI into your current project? If so, how could it enhance the user experience or expand the project’s capabilities?

Yes, I absolutely see potential for incorporating BCI into my current projects. In fact, I use BCI in almost all of my projects, except for some specific machine learning analysis tasks.

There are two main reasons I’m drawn to using BCI. First, I’m passionate about making gaming more inclusive for people with different motor abilities, a demographic that has been somewhat overlooked in the industry. BCI has the potential to create fun and engaging gaming experiences that are accessible to everyone.

Secondly, BCI opens up exciting possibilities to study new types of interactions and user experiences. We can explore cooperation and coordination between players by mixing brain input with standard inputs and even other modalities like EMG input from the wrists. This field is ripe for exploration, similar to the early days of VR.

BCI can augment the user experience by creating an additional layer of interaction for everyone. It’s not about replacing standard input entirely, but rather about providing more options and flexibility. For example, in VR or XR experiences where you typically need two hands for control, we could replace some buttons with brain input. This would allow more people, including those missing fingers or with limited mobility, to fully engage with the experience.

However, incorporating BCI also presents unique design challenges. We need to consider universal design principles to ensure that these new input methods are usable and intuitive for everyone, regardless of their abilities. For example, we need to think carefully about how users will calibrate and control the BCI system, as well as how to provide clear and timely feedback.

Ultimately, by incorporating BCI, we’re creating more inclusive and innovative gaming experiences. It’s opening up a whole new realm of possibilities for research and development in user interaction, making digital experiences accessible to a broader range of people.

 

Tell me about a time you had a breakthrough moment during a hackathon. What was the problem, what was the solution, and what made that moment so impactful for you?

Every hackathon presents its own set of challenges and triumphs, but my most memorable breakthrough happened recently, at a hackathon where the team from my lab (CIMIL) and I went on to win a top prize.

Our project aimed to give musicians control over the soundscape of a jam session using their brainwaves. We developed a console where they could select different soundscapes via brain signals, without needing to switch from their instrument to a keyboard or use their legs to control some pedals.

The problem arose when our tester musician did a guitar solo, shaking their head. This motion caused a cascade of unintended inputs, constantly switching the soundscapes. With only a couple of hours left until submission, we felt the pressure mounting.

Then came a pivotal moment of realization. We had continuous information about signal quality from the electrodes! This led us to design a thresholding mechanism that automatically switches off the BCI when one-third of the electrodes become unreliable, turning it back on when the signal stabilizes.

The impact was immediate and significant. The musician could now headbang freely without triggering unintended changes, yet still utilize the BCI when the signal was stable. The difference in usability was remarkable. This is a good example of working around the constraints and affordances of the technology, as mentioned earlier.

This experience  also taught us invaluable lessons about teamwork under pressure and the importance of having a backup plan. If you participate in hackathons, the first thing you learn is that coordination of efforts and delegation of tasks is essential to complete the project in the given time. A valuable lesson that can be applied to other contexts that involve teamwork. 

Beyond the win, the project’s success gave us credibility in the BCI community, leading to (hopefully) a publication and a demo session during a conference next fall.. It was a good achievement for my career, but most importantly it was fun and inspiring working with such a creative team.

 

How could BCI technology be used to make VR/XR experiences more inclusive for individuals with disabilities? What specific challenges and opportunities do you see in this area? 

I already see VR/XR experiences as more inclusive in some ways. For example, they allow people to reach places that would be physically challenging, like someone in a wheelchair being able to virtually climb Mount Everest. However, current XR technologies are most often designed with the assumption that users have two fully functional arms, which is a significant limitation.

BCI technology could address this limitation and make VR/XR experiences even more inclusive for individuals with disabilities in several ways

  1. Alternative Input: BCI can provide a way of input for people who have limited or no motor abilities. For instance, if someone can’t press a specific button like the MENU button, BCI could allow them to navigate using conscious brain commands. .
  2. Enhanced User Experience: For people with limited mobility, BCI can improve their overall experience by reducing the need for physical interactions.
  3. Adaptive Environments: Passive BCI could adapt the virtual environment for people who might struggle with standard interfaces. This could be particularly helpful for neurodivergent individuals or those with ADHD, making it easier for them to follow the flow of an application.
  4. Multimodal Interfaces: By combining BCI with other technologies like eye-tracking or EMG (electromyography), we could create more comprehensive and accessible interfaces. This combination could potentially map all essential commands needed to navigate a virtual world, access menus, and interact with the environment.

The opportunities are significant. We could extend current XR applications to be usable by a much wider range of people, potentially revolutionizing how individuals with disabilities interact with digital environments.

However, there are challenges. The main one is probably the cooperation between different companies. Nobody is doing everything – each company specializes in one aspect. It’s usually up to academia to try different combinations of technologies. Then a company might invest in a combination that works, but everyone is very protective of what they’re making.

Another challenge is convincing creators and innovators that cooperation is important and beneficial for the market. There’s a tendency to want to be the first to create the “next big thing,” even if it means delaying progress by years.

Despite these challenges, I’m optimistic about the potential. The trend towards open-sourcing in tech is promising. Some big tech companies are pushing for open-sourcing part of their stack, not just out of kindness, but because they see the economic value in growing a community around their technology. This approach could help with standardization and accelerate progress in making XR more inclusive through BCI technology.

 

What are your thoughts on the ethical considerations surrounding the use of BCI in VR/XR? What are some potential concerns, and how could these concerns be addressed? 

I have many ethical concerns about the use of BCI in VR/XR. The main issue is the sheer amount of data being collected. If you think about social media, they track your activity when you’re using them. But with BCI and VR/XR, it’s different. When you’re collecting bio signals, there’s always something going on. If the sensor is on and collecting data, your body is constantly sending information. So there’s a much larger amount of data being collected.

This was also one of the concerns when VR became mainstream. It’s not just what you do inside VR, but you have all these cameras tracking around your house, plus gyroscope and accelerometer data. In VR, if you have all the 3D geometry of a room, you know where the person is, when, and what they’re doing. And if you also have brain information on top of this, you really can get a lot out of it, especially with algorithms getting better and better. You’ll know about engagement, emotions, workload, and stress in every moment in our houses, in our daily lives. So, there’s a lot that’s potentially dangerous about it.

My potential concerns include

  1. Privacy invasion: The amount and type of data collected could lead to unprecedented levels of insight into a person’s private life and thoughts.
  2. Data ownership: Who really owns this data? This is a crucial question that needs to be addressed.
  3. Misuse of data: While this data could create incredible innovations, it could also be used for very targeted and invasive advertising or political propaganda.
  4. Psychological impact: As we saw with the example of the smartwatch heart attack risk app, too much information can negatively impact people’s behavior and quality of life.

To address these concerns, I believe we need to keep regulating how data is processed, something that we kinda care about in Europe. Of course regulation should not choke the usage of data, but rather promote responsible use. And this includes also the end user, who should be aware what data is being collected and how it’s being used. Anonymization, when possible, and transparency of usage can strengthen the trust of the users towards service providers. Ultimately, I think it’s a matter of control over the data. You (company) give me (user) choice over which data I share, for what, for how long and so on. Another option is some type of retribution, few companies already provide a fair value in exchange for user data and that is a very fine alternative to what was being done just a few years ago, before GDPR.

Ultimately, it’s not about using or not using this technology, but how we handle the data. We need to find a balance between leveraging the benefits of this technology and protecting individual privacy and wellbeing. It’s a complex issue, but one we need to address as these technologies become more prevalent.

 

How do you think BCI technology will impact user privacy and data security? What measures should be in place to protect users’ neurological data?

I believe BCI technology will have a significant impact on user privacy and data security, similar to what we’ve seen with social networks. There’s an increasing interest in emotion recognition, which could lead to more targeted advertising and propaganda, especially in XR environments. This is concerning because neurological data is extremely sensitive and personal.

Given our experiences over the past 15 years with social media and big data collection, we should have learned about the risks and what’s acceptable. I think we need to go beyond just having users sign an informed consent form once and then never reminding them again. Users should know in real-time when their data is being collected and analyzed.

For neurological data, I believe we need more granular and continuous control. Let me give you an example: Imagine having an implanted neural device that you can’t easily remove. It’s not like a wearable that you can just take off. In this scenario, it’s crucial to always make users aware when data is being collected. As I see it, they should be requested to explicitly consent for each collected session or automatically opt-out if ignored.

Let’s imagine this interaction with an example: A real-time notification arrives, informing the user that there might be a data collection in the coming hours. In this imaginary granular control system, the user decides. For instance, they might want to share data when they’re awake but not when they’re sleeping.

Some measures I think should be put in place to protect users’ neurological data include:

Real-time notifications of data collection

  1. Granular control over what data is shared and when
  2. Option to opt-out of data collection at any time
  3. Transparent explanations of how data will be used
  4. Strict data anonymization protocols
  5. Regular audits of data usage and security measures

Some may argue that users will never willingly concede data. As I explained earlier, the technology is mature enough for a mutual exchange between companies and people. It shouldn’t be invasive, and users shouldn’t be expected to give everything. Instead, there should be a fair system where users have control over their data and can choose to share it in exchange for rewards or benefits.

There will always be someone who is not interested in sharing data, and it’s their right to do so. Fortunately, companies like Meta are starting to comply with these regulations in Europe, and users are given the option to completely withdraw from data collection if they choose.

Ultimately, protecting neurological data is crucial. As BCI technology advances, we need to ensure that we’re not just repeating the mistakes we’ve seen with social media and other data-heavy technologies. We need to prioritize user privacy and give individuals real control over their most personal data. Otherwise, users will never trust and adopt the technology.

 

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR/BCI industry? And how can they best position themselves for success? 

For people looking to enter the XR/BCI industry, here’s my advice

  1. Be passionate, realistic, and ready to learn: The field is still emerging, so don’t expect quick riches. Instead, focus on the incredible learning opportunities and transferable skills you’ll gain.
  2. Develop multidisciplinary skills: Learn about neuroscience, signal processing, machine learning, software development, and design. For XR, focus on 3D modeling and real-time rendering. Familiarize yourself with industry-standard tools and platforms like Meta, Vive, Pico or Apple Vision for XR. There are also many emerging companies, like Lynx, that are finally competing with the big players. For BCI definitely look at OpenBCI, g.tec, AntNeuro, Neurable and many other companies and startups. Unsurprisingly, more than a few are working out how to integrate brain-control in VR.
  3. Focus on niche problems: For entrepreneurs, find specific issues you can solve with XR or BCI. Don’t try to boil the ocean. Professionals should explore how these technologies could enhance their current work, like architects using VR for immersive presentations or therapists using biofeedback.
  4. Seek hands-on experience: Students, look for internships or research opportunities at universities and companies at the forefront of these fields. There’s no substitute for practical experience.
  5. Engage with the community: The BCI community is welcoming and supportive. Attend conferences, join online forums, and participate in hackathons. You’ll find job opportunities, collaborations, and stay updated on advancements. I recommend starting from NeurotechX.com
  6. Consider various applications: Look beyond gaming to fields like healthcare, education, and workplace productivity. Artists have a unique opportunity to explore new frontiers in interactive and immersive art.
  7. Stay updated on hardware advancements: Keep an eye on companies working on portable sensor technologies. Hardware breakthroughs will be crucial for mass adoption.
  8. Be open to collaboration: This field thrives on combining different technologies and specialties. Be ready to work with people from diverse backgrounds.
  9. Consider ethical implications: Always keep in mind data privacy and user rights as you work in this field. This awareness will be crucial as the technology develops.
  10. Embrace the long game: Think of entering XR/BCI as an investment in yourself and a future where these technologies are ubiquitous. We’re probably looking at about 10 years before we see mass-produced applications, similar to VR’s journey since 2015.

Remember, the future belongs to those who dare to imagine and build new realities. So dive in, be bold, and let your passion guide you! The next 5-10 years will bring incredible advancements in XR/BCI, especially with the convergence of AI. Position yourself now for the exciting future ahead.

 

In your vision for the future of XR, how do you see BCI playing a role? How could it transform the way we interact with virtual worlds?

In my vision for the future of XR, BCI will be essential for creating truly immersive and intuitive experiences. Imagine a future where we don’t just experience virtual worlds but interact with them seamlessly using our thoughts and emotions.

Similar to the immersive concept portrayed in “Ready Player One” (minus the dystopian elements!), I believe BCI will allow us to seamlessly navigate and manipulate digital environments with our minds. Imagine effortlessly switching between virtual screens with a thought, controlling in-game avatars with unparalleled precision, or even feeling emotions more vividly within a VR experience.

But the potential of BCI extends far beyond entertainment. Imagine cars equipped with BCI systems that can sense driver fatigue or stress, automatically adjusting settings or even pulling over safely if needed. This kind of integration of BCI with other technologies has the potential to make our roads safer and our daily lives more convenient.

I’m confident that XR, enhanced by BCI, will become as ubiquitous as smartphones are today. We’ll likely have sleek, integrated devices that transport us to these immersive experiences effortlessly.

Based on VR’s trajectory—gaining significant traction within the past decade—I believe BCI is on a similar path. I anticipate that within the next 10 years, we’ll start seeing mass-market BCI applications integrated into our everyday lives, creating a world where the boundaries between the physical and digital are increasingly blurred.

 

What are some of your favorite examples of BCI applications in VR/XR, and what makes them compelling to you?

One of the most compelling BCI applications in VR/XR, for me, was NextMind. Their device, released back in 2021, was this sleek little circle that clipped onto a VR headset, essentially turning it into a brain-computer interface! Using EEG technology to detect visual attention, it offered a non-invasive and surprisingly user-friendly experience.

What blew me away was their developer kit, which allowed for building brain-interactable applications directly within Unity. Seeing demos where you could select objects, trigger events, even navigate menus—all just by focusing your attention—was incredible. I even tried a puzzle game where you moved blocks with your mind, and it felt surprisingly responsive and intuitive.

Before NextMind, my BCI experience was limited to research-grade EEG caps requiring gel, which are far from consumer-friendly. This felt different. It was clear that NextMind had put considerable thought into designing something comfortable and accessible for a wider audience, not just the very experts of the field.

While NextMind was undeniably impressive, it wasn’t without limitations. The accuracy wasn’t perfect, and it required some training. Additionally, its focus on visual attention limited its application compared to more comprehensive BCI systems.

Despite this, seeing NextMind in action was a pivotal moment for me. It sparked my imagination about the real-world potential of BCI and inspired me to pursue a PhD in the field. Even though NextMind was acquired by Snap and is no longer commercially available, it provided a glimpse into a future where our thoughts directly shape our digital experiences.

This experience, along with the work being done by companies like Neurable (exploring emotion detection in VR) and OpenBCI (developing open-source BCI platforms), makes me incredibly excited for what the future holds. I’m eager to see more sophisticated signal processing that can interpret a wider range of brain activity and the integration of BCI with other biometrics for a more holistic approach to human-computer interaction in XR.

 

Who have been your most important mentors? Why? How did you meet them?

I’ve been incredibly lucky to have two mentors who’ve deeply shaped my journey, both professionally and in my passion for BCI.

First, there’s Alberto, a senior developer at my first company. I was straight out of university, full of theoretical knowledge but very unsure in a real-world setting. He took me under his wing and taught me the ins and outs of coding for enterprise applications, emphasizing best practices and how to structure code effectively. But what I value most is how he taught me to approach a software project professionally. It wasn’t just about coding; it was about collaborating with colleagues, communicating with clients, and managing expectations. As he taught me, doing things his way “…makes everything so much smoother and easier for everybody…to work with me as well…to jump into my project and be guided…” His mentorship made me a far better collaborator and developer.

Then there’s Mannes, my Master’s supervisor, who really ignited my passion for BCI. He was this incredibly experienced machine learning expert who, later in his career, had become completely captivated by BCI. He had a very “sink or swim” approach to mentorship—expecting me to wrestle with problems and find my own way—which wasn’t always easy. But his constructive criticism was invaluable, and his passion was contagious! He really pushed me to think critically, and I credit his mentorship with preparing me for the challenges of a PhD.

I think a good mentor doesn’t just teach you skills, they build your confidence in what you can achieve.

 

What’s your favorite inspirational quote? What about the quote inspires you?

My favorite inspirational quote comes from the brilliant Italian neurobiologist and Nobel Prize winner, Rita Levi-Montalcini. She once said, “The body does what it wants, I am the mind.”

This quote deeply resonates with me, especially working in research. It’s a powerful reminder that our minds hold immense potential, regardless of our physical limitations or age. Levi-Montalcini lived by these words, remaining a vibrant intellectual force well into her later years.

This quote inspires me to constantly push the boundaries of what we think is possible with the human mind. It fuels my passion for developing BCI technology that can unlock new levels of human potential and create a more inclusive world for everyone. It’s a constant reminder that the most exciting frontiers are often the ones we haven’t even imagined yet.

 

Anything else you’d like to add? 

If I could offer one piece of advice, especially to those just starting their careers, it would be this: don’t chase the money. Do what you love, what truly excites you, even if it doesn’t seem like the most lucrative path right now.

I know there’s a big push toward “monetizing your passion,” but I think that approach can backfire. When you turn something you love into a grind, it can suck the joy right out of it. You might even burn out before you reach your full potential.

Instead, focus on becoming really good at what you’re passionate about. Explore different fields, experiment, and allow yourself to be genuinely curious. If you’re truly dedicated to your craft and you become exceptionally good at it, opportunities—including financial ones—will inevitably present themselves.

Don’t get me wrong, I’m not saying money doesn’t matter. But I firmly believe that creativity, innovation, and true fulfillment come from a place of genuine passion. Choose a path that you’ll be excited to explore, even if it means taking some risks or veering off the well-trodden path. You might be surprised where you end up!

 

Find Michele on LinkedIn and learn more about his work at Github

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

Foundations for an Inclusive XR Startup (click on image)

Dr. Damien Rompapas

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Please give us an overview of your background, what inspired you to get into immersive tech, and your journey into the XR industry.

I’ve been in computer software engineering for 25 years, starting my journey when I was just six years old. I discovered an old Commodore 64 in my attic, and despite coming from a challenging family environment, I managed to fix it and ignite my passion for technology. This drive to tinker and explore led me through various fields including electronics, manufacturing, hardware engineering, software engineering, and cloud computing.

Video games played a crucial role in my development. The game Halo, in particular, provided a rare bonding experience with my brothers and made me want to pursue game development. However, my path into immersive technology didn’t truly begin until my undergraduate years. I went straight from high school to university, and during my studies, someone approached me with an opportunity to learn about immersive tech in Japan, which I eagerly accepted.

In Japan, I pursued both my Masters and PhD, diving deeper into XR technology. One of my early projects involved creating a Hatsune Miku dance app for Google Glass, which gained significant attention. For my PhD, I worked on an ambitious project turning Osaka City into a large-scale AR video game using Microsoft HoloLenses. This project really pushed the boundaries of what was possible with AR at the time.
During my PhD, I also worked in Singapore on educational technology projects, which allowed me to bridge my interests in game development with more practical applications. This experience was crucial in shaping my understanding of how XR could be applied in real-world scenarios.

Throughout my career, I’ve worked on various projects and technologies. I founded two companies, B.E.E.R Labs and later ARUX Inc, to pursue my vision for XR technology. Most recently, I’ve been involved with a wearable technology project centered around the open-source Project Northstar headset. We’ve developed a backpack pc system we’ve named the “Regalia,” which features A small windows PC, 4G communications, GPS and External swappable batteries, plus LED’s for the gamer feels. It became a unique way for us to engage with people and showcase our work in immersive tech.

My journey has taken me across the United States, allowing me to connect with thousands of people and share our vision for immersive technology. It’s been an incredible experience that combines my technical expertise with a flair for marketing and public engagement.

While my passion for technology and innovation has been a driving force, I’ll admit that my ultimate goal was to start a family. This personal motivation has been a significant factor in my entrepreneurial efforts in the XR industry.

You’ve tackled a wide range of projects in your career. What was a particularly challenging project that taught you a valuable lesson about development or leadership?

One particularly challenging project that taught me valuable lessons about development and leadership was a video game based on Australia’s famous outlaw, Ned Kelly. We attempted to fund this through Kickstarter about a year ago. The game aimed to retell Ned’s story with a unique twist, blending historical elements with innovative gameplay.

The project pushed me far beyond my limits. I was juggling multiple responsibilities – managing B.E.E.R Labs, overseeing two other industry projects, and dealing with the Ned Kelly game. My main collaborator on the Ned Kelly project didn’t have my back and wasn’t performing the simple tasks I needed help with the most, which added significantly to the challenges. At the peak, I was working up to 110 hours a week, often with barely 4 hours of sleep daily. I found myself wearing “the role of five people at once,” handling everything from development to marketing to project management.

To complicate matters further, during this project, I had to move both my laboratory and my personal residence. This is where our wearable tech, the Regalia, really proved its worth. I developed functions that allowed me to stay in constant communication with my team, and my industry clients, even while packing boxes and dealing with the move. It became a crucial tool for managing the chaos.

The Kickstarter campaign was another major challenge. While it was on track for funding, despite being the only one pushing the non-game development related tasks across the line. The stress was so intense, I ended up hospitalizing myself. Sadly between this; and the constant conflict over the direction the game should go, I elected to do the responsible thing – pull the Kickstarter down regardless of how close to funded it was.

This experience taught me crucial lessons in development and leadership. I learned the critical importance of having reliable collaborators and the need for robust project management systems to handle multiple concurrent projects. It highlighted the need for clear communication protocols and the value of building flexible, scalable systems that can adapt to changing priorities.

From a leadership perspective, I learned the weight of responsibility that comes with being in charge. Every decision I made impacted not just the project, but the livelihoods of my team members. This realization led me to develop more empathetic leadership strategies and improve my delegation skills.

The project’s intense pressure honed my problem-solving skills. When faced with critical deadlines and limited resources, I had to quickly reorganize our workflow and reprioritize tasks, teaching me valuable lessons in agile development practices.

Although the project was incredibly stressful, it ultimately strengthened our team dynamics. We learned to rely on each other’s strengths and support one another during high-pressure situations. This experience has shaped how we approach teamwork in all our subsequent projects.

In the long term, this challenging project has influenced how we structure our company and approach new ventures. We now have more robust systems in place for managing multiple projects, and we’ve incorporated regular team check-ins to ensure everyone is aligned and supported.

The lessons learned from this project continue to influence my leadership style and development approach today. It taught me the importance of resilience, innovative problem-solving, and the critical role of teamwork. But perhaps most importantly, it taught me about the potential personal costs of extreme dedication to a project, and the need to balance ambition with self-care and sustainable work practices.

(As a side note, I’ve since purchased the IP for the game, and intend to bring someone else aboard to see it’s completion to the end).

Can you tell us more about what you’re currently working on?

Currently, I’m working on developing what I believe an Augmented Reality (AR) operating system should be. This project stems from my frustration with the current state of AR technology, including disappointments with existing hardware like the Apple Vision Pro, Microsoft HoloLens and Magic Leap. Despite the availability of advanced hardware, we still can’t use AR glasses as a true digital extension of our body for everyday tasks.

My goal is to create software that allows us to use computers as an extension of our body, merging our digital environment with the real world. The key focus is on pure utility, not entertainment. We’re aiming to replace mobile phones for workplace and daily use cases by enabling hands-free, quick interactions with the digital world.

The system we’re developing includes functionalities like file management, email browsing, communications, and other basic utilities we typically access on our phones. We’re also incorporating a personal assistant feature, which I call “Steph,” that can provide real-time information and assistance through the headset.

I’m using the Project Northstar headset for development due to its low assembly cost, although the operating system itself is designed to be hardware-agnostic. While the operating system stack isn’t open-source, we have made some drivers for the Northstar headset open-source to encourage community involvement.

The announcement of Apple Vision Pro and their coining of the term “spatial computing” really motivated me to take action. I had been wearing my own creation, the Regalia, for about six months at that point and was already experiencing the benefits of wearable AR technology, even with its improvised components.

We’re also working on developing smaller form factor glasses to make the technology more accessible and less obtrusive. The potential applications are vast – we envision FedEx workers using AR for package routing, farmers grading fruit on the fly, or professionals accessing real-time information during meetings.

In addition to this main project, we’re working on a couple of other initiatives:

  1. We’re combining architecture with virtual reality for a client in Japan, which we’re looking to commercialize.
  2. We’ve developed a video game based on Ned Kelly, Australia’s most famous outlaw – think of him as our version of Billy the Kid, but in the Australian bush setting.

These projects showcase our focus on innovating in the XR (Extended Reality) technology space, and the entertainment medium particularly in how we can integrate digital experiences with real-world environments and cultural narratives.

While our primary focus is on software development, we do have plans to commercialize this technology. Our aim is to create a system that’s not just technologically advanced, but also practical and transformative for everyday use.

You’re known for being a bit of a visionary! Where do you see XR technology in 5-10 years? What are some of the breakthroughs you’re anticipating?

In 5-10 years, I see XR technology, particularly Augmented Reality (AR), replacing the mobile phone as we know it today. My end game is to make this a reality, especially for workplace and daily use cases. The key is to enable hands-free, quick interactions with the digital world, essentially making AR an extension of our body.

I anticipate a significant shift in how we approach AR technology. Currently, there’s a heavy focus on media and entertainment in the XR industry, which I find problematic, especially for AR. While virtual reality (VR) makes sense for entertainment and media playback, AR should be developed as a practical tool rather than just another entertainment medium.

The breakthrough I’m anticipating and working towards is the development of AR as a utilitarian technology. By focusing on AR as a tool, we can create more useful and forgiving experiences. This approach contrasts with gaming applications, where users tend to be impatient and easily dissatisfied. We’re likely to see specific use cases emerge, such as FedEx workers using AR for package routing or farmers grading fruit on the fly.

In terms of hardware, I expect we’ll see significant advancements in form factor. We’re already working on smaller, more discrete AR glasses that will be less obtrusive and more socially acceptable for everyday use.
The key breakthrough will be creating AR systems that are as intuitive and essential as smartphones are today, but with the added benefit of being hands-free and more integrated with our natural field of vision. This will likely involve advancements in user interfaces, possibly moving towards more gesture-based interactions.

Software development will be crucial in realizing AR’s potential. We need to focus on creating robust, user-friendly operating systems and applications that truly enhance productivity and accessibility. This is where I believe real innovation will happen.

However, we must also address the challenges. Privacy and ethical concerns will be significant as AR becomes more integrated into our daily lives. We need to develop these technologies responsibly, with user privacy and security at the forefront.

Another challenge is ensuring open development platforms. I’m concerned about big tech companies like Meta dominating the VR/AR industry and stifling diversity and innovation. We need to foster an open ecosystem that encourages innovation from a wide range of developers and companies.

In essence, I see XR technology, particularly AR, evolving from a novelty or entertainment-focused technology to an indispensable tool that enhances our daily lives and work processes. It will revolutionize how we work, communicate, and interact with our environment in ways we’re only beginning to imagine. However, realizing this vision will require overcoming significant technical, social, and ethical challenges.

With your experience in both research and commercialization, what are some of the biggest hurdles you see holding back the adoption of XR technology? How can we overcome them?

From my experience in both research and commercialization, I see several significant hurdles holding back the adoption of XR technology.

From a research perspective, one of the biggest challenges is our limited understanding of how humans interact with XR. Take keyboard interaction as an example. There are many ways to approach it, but nobody has nailed it yet. This is largely because researchers haven’t had the opportunity to use the equipment extensively on a daily basis. We need more long-term, real-world usage to truly understand and optimize these interactions. It’s precisely why I wear the Regalia daily!

From an adoption perspective, the main hurdle is that XR technology isn’t yet a tool that people happily use every day. Until it becomes something that offers clear, significant benefits over existing technologies, we won’t see mass adoption. People need to either be able to do something they’ve never been able to do before, or do what they can already do, but significantly better.

To overcome these hurdles, we need to focus on developing XR as a utility rather than just an entertainment medium. We need to create applications that provide clear, practical benefits in everyday life and work scenarios. For example:

  1. Logistics workers could look at packages and immediately see routing information without needing to check a separate device.
  2. Agricultural workers could grade fruit on the fly while picking, improving efficiency in packing.
  3. For business professionals, having instant access to meeting information, location data, and personal dossiers on the people they’re meeting can be incredibly valuable.

The key to overcoming adoption hurdles is to focus on pure utility. Every pixel rendered should serve an incredibly useful purpose for the user. We need to move away from the current focus on media and entertainment in the XR industry, especially for AR applications.

Another crucial factor is form factor. We need to develop systems that are as unobtrusive as possible – think glasses form factor rather than bulky headsets. This, combined with utility-focused applications, will drive adoption.

From a development perspective, we need to focus on creating robust, user-friendly operating systems and software stacks for XR. While hardware is important, it’s the software that will ultimately drive adoption and monetization.

I believe that with proper funding and focus, we could overcome these hurdles and see significant adoption of practical XR technology within two to five years. The key is to keep pushing for practical, utility-focused applications that seamlessly integrate into users’ daily lives.

What are your thoughts about privacy and the ethics behind it, especially how these technologies will be developed? And what are your thoughts on that?

The responsibility will ultimately be on the individual, but as developers, we have a crucial role to play in creating ethical technologies. When the Apple Vision Pro came out, I actually foresaw a repeat of the “Google Glass hole” phenomenon happening. It did occur to an extent, but not as severely, mainly because the Apple Vision Pro is very obvious when you’re using it.

What’s more interesting, and concerning, is what happened with the Ray-Ban smart glasses. People were still acting in incorrigible ways, taking photos and videos without permission, but there wasn’t as much backlash. That’s mainly because it looks just like a normal pair of glasses. I think this is horrible, honestly. We’re seeing people capture and share information without consent, and that’s deeply problematic.

I’ve experienced this ethical dilemma firsthand. At one point, I had sensor access and facial scanning technology in my headset. If I looked at someone, I could do a quick Google search on them. It would freak people out because I’d flip the headset down and they could see all sorts of things happening on the display. I stopped doing it immediately. It was a great tool, but at what cost?

This experience really drove home the point that with great power comes great responsibility. As developers of these technologies, we really, really need to be responsible in how we design them. We need to consider the potential for misuse and build in safeguards and transparency.

Moving forward, I believe we need to focus on creating XR technologies that enhance our lives and interactions without infringing on personal privacy. We need to be proactive about addressing these ethical concerns, possibly through a combination of technological solutions, user education, and perhaps even advocating for appropriate regulations. It’s a complex issue, but one that we absolutely must grapple with as we push the boundaries of XR technology.

What advice would you give to someone who is just starting out in the XR industry? What kind of mindset or skill set is most important for success, in your opinion?

For someone just starting out in the XR industry, I’d offer several key pieces of advice:

  1. Develop a diverse, multi-disciplinary skill set. In XR, you’re not just looking at software engineering – you need to understand media design, interactivity design, art, and even audio design. There isn’t a single XR dev worth their salt who doesn’t have multiple skill sets. That’s why they call me a Jack of all trades – you need to be versatile in this field.
  2. Understand different XR environments. If you’re working in VR, think about how to leverage the fact that the user isn’t moving around much. For AR, consider how to constrain the environment to a specific area since you’re dealing with dynamic situations. Each environment has its unique challenges and opportunities.
  3. Aim for extraordinary skills. Push yourself to excel in your chosen areas. The goal is to be so good that you’re valuable beyond just the XR industry. This versatility will serve you well as the industry evolves.
  4. Gain practical experience. Use XR technology regularly. The more hands-on experience you have, the better you’ll understand its potential and limitations.
  5. Cultivate problem-solving skills. XR often involves tackling complex, novel problems. Develop your ability to think creatively and find innovative solutions.
  6. Network and get involved in the community. The XR industry is collaborative and fast-moving. Building relationships and staying connected can open up opportunities and keep you informed about the latest developments.
  7. Be adaptable and embrace continuous learning. The field is constantly evolving, so being open to change and ready to learn new things is crucial for long-term success.
  8. Cultivate passion for technology. Genuine enthusiasm for XR will fuel your motivation and help you push through challenges.
  9. Develop resilience and perseverance. Like any cutting-edge field, XR can be challenging. You’ll need to be able to bounce back from setbacks and keep pushing forward.
  10. Don’t neglect your personal life. This is a personal lesson I’ve learned the hard way. Make sure you put time aside to rest, recover, and socialize. Work-life balance is crucial, even though I’ve struggled with it myself because I enjoy the work so much.

The mindset that’s most important for success in XR is one of curiosity, adaptability, and integration. You need to be willing to explore different aspects of the field and able to connect various disciplines. XR isn’t just about coding or just about design – it’s about bringing together software engineering, visual design, user experience, and even elements of psychology to create immersive and effective experiences.

Remember, success in the XR industry isn’t just about technical skills. It’s about having the vision to see how these technologies can solve real-world problems and enhance human experiences. Stay curious, keep learning, and never lose sight of the potential impact of your work.

You’ve been a pioneer in pushing the boundaries of XR technology. Do you see brain-computer interfaces (BCI) as a crucial part of the future of XR? Why or why not?

It’s interesting that you mention brain-computer interfaces (BCI) in relation to XR technology. We’ve actually experimented with combining early versions of XR headsets with BCI, so I have some firsthand experience with this integration.

While I see potential in BCI technology, I wouldn’t say it’s a crucial part of the immediate future of XR, at least not for mainstream applications. There are several challenges that need to be overcome first:

  1. Form factor: When we tried integrating BCI with XR headsets, the result was incredibly bulky. For widespread adoption, we need to minimize the size significantly.
  2. Signal noise: The signals coming from the brain are still not well understood, and there’s a lot of noise in the data. This makes it incredibly hard to translate these signals into something useful for XR applications.
  3. Data sources: Some attempts have been made to create smaller BCI devices, like nodes attached to the temples. However, with fewer data sources, you have to question the efficiency and accuracy of the signals.

That being said, I do see significant potential for BCI in specific use cases, particularly for individuals with disabilities. For people who can’t easily browse a computer or communicate in traditional ways, BCI technology could be life-changing. Imagine someone being able to text their friend just by thinking about it – that’s where BCI could truly shine.

I’ve seen some promising advancements in this field. For instance, in New York, I saw a BCI interface that used a stem inserted into blood vessels to capture brain signals. The results were impressive and done live, which was the first time I’d seen BCI tech that wasn’t, frankly, bullshit.

However, for mainstream XR applications, I’ve actually gone a different route. Instead of trying to automate inputs from our brain, I’m more interested in utilizing the interpersonal connections we can achieve with a headset. I believe this approach has more immediate potential for everyday users.

In conclusion, while I see BCI as a promising technology with specific use cases, particularly in assistive technology, I don’t currently see it as crucial for the mainstream future of XR. The technology needs more work to overcome issues of size, signal quality, and practical application before it can be widely integrated into XR systems. For now, I believe we can achieve more by focusing on other aspects of XR technology that enhance our interpersonal connections and daily interactions with digital information. That said, I’m excited to see how BCI technology develops and its potential applications in specialized fields.

Who have been your most important mentors? Why? How did you meet them?

Throughout my career, I’ve had several important mentors who’ve influenced me in different ways, both positively and negatively.

One of my most significant mentors was my supervising professor, Christian Sandor. While our relationship was complicated – he could be quite difficult to work with and very narcissistic – I’m grateful for what I learned from him about the research world and academic writing, which was my weakest skill set. His approach taught me valuable lessons about what to do and what not to do as a mentor and leader.

Another crucial mentor was Hirokazu Kato, one of the original creators of AR toolkit and considered one of the godfathers of augmented reality. He was an absolute blessing of a man and provided invaluable guidance in the field of AR.

Interestingly, one of my most impactful mentors wasn’t from academia at all, but a homeless man I encountered. He gave me wisdom about work-life balance that I now pass on to others. He recognized my lack of sleep and time off just by looking at me and warned me about the potential consequences. While I didn’t heed his advice at the time, his words have stuck with me and shaped my understanding of the importance of balance in one’s career.

My colleagues in the Japanese laboratory where I did my Masters and PhD were also mentors in their own right. The diverse group, which felt like something straight out of an anime, taught me a lot about different perspectives and approaches to work and life.

I’ve also had various supervisors throughout my many jobs who’ve helped me focus my attention, which is crucial given my ADHD. They’ve taught me how to channel my energy effectively to achieve my goals.

It’s worth noting that I met most of these mentors through my academic journey, which took me from Australia to Japan for my Masters and PhD, and then to various countries including Singapore, Taiwan, China, Finland, and others in Europe and the UK.

Each of these mentors has contributed to shaping who I am today, providing different perspectives, skills, and life lessons that have been crucial in my journey in the XR industry and beyond.

What’s your favorite inspirational quote? What about the quote inspires you?

I actually have two favorite inspirational quotes, if I may be a bit selfish and share both.

The first one, which really speaks to my character, is from Rocky: “It’s not about how hard you can hit, but rather how hard you can get hit and keep going.” This quote inspires me because it embodies resilience and perseverance. Over my 25-year career, especially in the last five years, I’ve faced numerous challenges and setbacks that have tried to make me miserable. But every time, I get up, look in the mirror, give myself a harsh pep talk, and keep moving forward. This quote reminds me that life isn’t about avoiding difficulties, but about having the strength to keep pushing through them.

The second quote is from the anime Naruto, specifically from the character Rock Lee: “As long as I work to make myself better than myself yesterday, then that’s progress.” I’m drawn to Rock Lee because he’s a character who doesn’t have any special abilities, just his physical strength, which he works on relentlessly every day. This quote inspires me because it emphasizes the importance of continuous self-improvement. It’s not about being better than others, but about being better than you were yesterday.

These quotes inspire me because they align with my philosophy in life and work. I often tell my students that as long as you put your energy and everything you have into what you’re doing, you will achieve a result. It may not always be the result you want, but at the very least, it’s something you can learn from.

Both quotes emphasize the importance of perseverance, hard work, and continuous improvement – values that have been crucial in my journey through the tech industry and in overcoming the many challenges I’ve faced along the way.

Is there anything else you’d like to share about your journey in XR, or what you’re most excited about for the future?

Absolutely, there’s a lot I’d like to share about my journey and my thoughts on the future of XR.

First, this journey has been eye-opening for me. Coming from a tin shed in the middle of nowhere in Australia, getting to see what the rest of the Western world and everyone else is doing has been incredibly valuable. It’s given me a broader perspective on the industry and the world at large.

As for the future of XR tech, I believe we need more independent developers and small companies getting involved. The big companies are often too slow to innovate effectively, and when they do, it’s usually driven by profit rather than genuine advancement of the technology. Take Meta, for example – they’ve dominated the VR industry to the point where it’s nearly impossible for others to enter, which stifles diversity and innovation.

I’m excited about the potential for open development in XR. When platforms are open and accessible, it fosters innovation and prevents the creation of walled gardens that suppress progress. This is why I’m such a strong advocate for projects like the open-source Northstar headset.

Another aspect that both excites and concerns me is the ethical implications of XR technology, particularly regarding privacy. As these technologies become more prevalent and less conspicuous – like the Ray-Ban smart glasses – we’re seeing people capture and share information without permission. This is a significant issue that needs addressing. I’ve experienced this firsthand when I experimented running facial scanning technology using my headsets scanners, google searching the person based on the results. I could already foresee the reaction if I was to use it publicly, making me realize the immense responsibility we have as developers. It is ultimately why I refuse to use the sensors in such a fashion anymore. I’d hate it if people stopped talking to me due to fear of privacy breaches.

Looking to the future, I’m most excited about the potential for XR to become a truly useful, integrated part of our daily lives. I envision a future where XR replaces mobile phones, especially in workplace and daily use cases. The key is to enable hands-free, quick interactions with the digital world.

I’m particularly interested in developing XR as a utilitarian technology rather than just an entertainment medium. Every pixel rendered should serve an incredibly useful purpose for the user. I see tremendous potential in areas like logistics, agriculture, and business, where XR can provide immediate, practical benefits.

However, I believe it’s crucial that we approach this responsibly. We need to consider the ethical implications of our work and strive to create technology that enhances life without infringing on personal privacy or freedom.
Lastly, I’m grateful for the opportunities I’ve had, especially my recent journey through the USA. It’s been an incredible experience that has broadened my perspectives and reinforced my passion for pushing the boundaries of XR technology. I’ve met thousands of people, shared our vision, and gained invaluable insights.

Moving forward, I’m excited to continue developing our AR operating system, focusing on pure utility and seamless integration with our daily lives. I believe that with the right focus and approach, we could see significant adoption of practical XR technology within the next two to five years.

In the end, what drives me is the potential to create technology that truly improves people’s lives. That’s what I’m most excited about for the future of XR.

 

Find Dr Damien on LinkedIn, Facebook, Instagram and learn more about his companies B.E.E.R Labs & Arux Inc.

 

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

Foundations for an Inclusive XR Startup (click on image)

Mennat Allah Salama

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Please give us an overview of your background, what inspired you to get into immersive tech, and your journey into the VR industry.

I originally studied architectural engineering and was first introduced to VR during my bachelor’s degree, when I used Google Cardboard. I found it fascinating to be able to immerse myself in a space and understand the built environment better through VR.

Later, I pursued a master’s degree in digital culture, which gave me a newer introduction to extended reality (XR) technologies. We learned about applications like using VR/AR in museums, galleries, and storytelling – it opened my eyes to many more uses of these technologies beyond architecture.

For my master’s thesis project, I worked on an augmented reality game/app called AUGI that was meant to be implemented in the National Museum of Egyptian Civilization. The goal was to create an interactive experience for visitors to engage with the exhibits and spaces in new ways. Unfortunately, this project ended up being stolen and turned into a TV series without my team being given any credit.

Currently, I am working on my own augmented reality product called AR Cards, which can be used for education, habit-building, and more. I taught myself Spark AR to build this project. I aim to find innovative ways to make spaces and experiences more interactive and engaging using XR and gamification, merging my architecture background with immersive tech.

I’m excited to continue on this journey of bringing my passions together through the power of immersive technologies. I see great potential in using technologies like AR and VR to preserve culture and make learning more accessible and engaging.

 

What were some of the biggest challenges you experienced while on any project?

One of the biggest challenges I faced was that I needed to be a developer. When I first started working in XR, I was collaborating with developers and it was hard in the beginning to understand all the technical aspects. A lot of what I learned was self-taught, so some of the bigger concepts were difficult and I struggled to communicate with the developers to find common ground on how things work.

Another thing that happens a lot is that there are very few XR experts in Egypt. So when I would talk to people about my ideas or using VR/AR, they needed to fully believe in what I was doing or say it was not applicable. But then I would go and make it happen anyway, and that gave me some satisfaction to prove it’s possible with this technology.

People here tend to believe more in tangible results than just words. If I tell you I can make a book interactive using AR, you won’t care at first. But if I show you a prototype demonstrating how your child could learn better by engaging with it, then you start listening. The tech is still fairly new here so not everyone understands how it can be used beyond gaming and entertainment.

Overall, the main challenges have been the technical limitations as someone not originally from a programming background, and getting buy-in from others unfamiliar with immersive tech’s capabilities. But pushing forward and proving these ideas can work shows what’s possible and helps get people on board. I’ve learned not to doubt myself and my concepts too much, because step-by-step I can make it a reality.

 

Can you tell us more about what you’re currently working on?

I’m currently focused on developing my new project called AR Cards, which was born out of the invaluable XR mentorship program. The mentors kindly guided me on protecting intellectual property given my museum misadventure – quite the eye-opener!

AR Cards began as an idea for multi-sensory cards to teach cultural heritage in an immersive way. The vision involved 3D printed parts, tactile features, audio, and augmented reality content woven together. However, I decided to simplify the first iteration – creating an engaging AR learning experience for children instead.

Having worked as a teaching assistant, I frequently saw students lose interest and disengage from stale classroom methods. Yet give them some colors and interactivity – they light up with curiosity! Modern kids are already glued to mobile devices anyway; we might as well spark that tech-savvy to nourish their young minds.

So the AR Cards blend education with a spirit of fun and discovery across ages. For overworked young adults, I’m also experimenting with “30-Minute Break” cards encouraging healthy habits. Scan for a random activity to give your mind a break!

I have digital demos and concepts ready but still need to finalize robust printing and packaging solutions to fully launch. I may test the childhood education decks with summer school students first before aligning the main release with school breaks next term.

My ultimate goal is to establish AR Cards as an adaptable edutainment platform promoting cultural awareness, architecture, creativity, and more. The potential impact of fusing my passions for arts, tech, and human progress thrills me as I continue developing the product line. I welcome any insights the community may offer! Please share your candid thoughts.

What’s your vision for the future of VR? 

I envision that in the future, VR and AI will become extremely close partners, like best buddies. I imagine we will have the capability to generate highly detailed, real-time 3D immersive environments directly in VR just from text prompts. AI will be able to take text descriptions and rapidly convert them into fully interactive 360-degree spaces that users can explore.

For example, AI could analyze a text description of a lush forest and automatically create a vivid, life-like forest environment in VR that you could walk through and interact with. The AI would generate all the trees, plants, animals, textures, lighting, physics, and sounds that bring the forest to life based on the text, without needing manual 3D modeling.

This fusion of VR and AI could accelerate design and creative workflows. Instead of painstakingly modeling every object by hand, creators will be able to simply describe environments, characters, and objects with text and AI will handle generating fully detailed 3D assets and scenes. This will allow for rapid prototyping and iteration of ideas in VR.

VR will provide an immersive first-person 3D environment while AI acts as a creative partner, building out that environment from text prompts. There is huge potential for back-and-forth synergies between VR and AI. For example, exploring an AI-generated VR scene could provide data to refine the AI’s models. Or creators could prototype ideas quickly in VR by voice and hand gestures, with AI assisting dynamically.

We should see this deep integration of AI and VR sooner rather than later. In some ways, AI can amplify human creativity by handling tedious manual tasks like 3D modeling. This could free us to focus on a higher-level creative direction. The melding of VR and AI can open new creative possibilities and allow ideas and imagination to be made immersive at speeds not otherwise possible. It’s an exciting future with AI and VR enhancing each other’s capabilities to redefine immersive experiences. That is my vision for the innovative possibilities ahead.

 

What parts of the VR industry do you think need to be changed? Why?

Well, thinking about the VR industry, there are a couple of areas where I see a need for significant change. First and foremost, it’s all about accessibility. You know, when I think about the work in museums and making things accessible, I can’t help but notice a huge gap in the accessibility of XR in general. This isn’t just about using the technology, but also about the knowledge and availability of the equipment, like VR headsets. It should be more widely used, especially in places like Egypt that are bursting with culture and history.

And then, there’s the cost factor. Unfortunately, VR headsets are really expensive here, which makes it tough for everyone to get involved with VR. It’s not just about owning a headset; it’s about being part of this immersive experience that VR offers. When the cost becomes a barrier, it limits the technology’s reach and impact. We need to make VR more accessible both in terms of understanding how to use it and making it affordable for a wider range of people. That’s how we can truly tap into the potential of VR.

 

What are your thoughts on privacy and ethics?

I feel that privacy and ethics are struggling to keep up with the rapid pace at which technology is evolving. The definitions of privacy and ethics have had to adapt significantly in recent times.

While we have been fascinated by AI’s capabilities, many artists are criticizing it because their art was used without consent to train AI models. This raises ethical questions. Did we make a mistake by openly sharing creative work online? Or was the core issue that some unethically took and used content without permission?

I believe we need to find ways to compensate artists whose work was utilized without consent. There should be agreements requiring consent for using creative work to train algorithms. This is new legal territory. With emerging technologies, we may not fully grasp terms and conditions.

I hope we can establish a global tech ethics organization to define standards and regulate new technologies. Laws are unable to keep pace with the speed of technological disruption.

We click to agree to things without reading privacy policies or understanding what we are consenting to. It is an issue of necessity – we require certain apps and platforms regardless of data use concerns. Raising awareness of privacy issues is helpful, but finding ethical alternative technologies could be more impactful.

People are aware some policies are not ideal but use problematic services anyway out of need and convenience. More than raising privacy awareness, we must promote awareness of finding ethical alternatives to dominant technologies that capitalize on personal data.

It is a two-way street – we can opt out of services but require equivalent alternatives. I hope for stronger regulations and consumer protections as technology rapidly progresses. We must build ethics into innovations to prevent the exploitation of people’s creativity and data.

 

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR industry? And how can they best position themselves for success?

Surround yourself with a community and like-minded people even if you’re self-learning. Having others to collaborate with makes learning faster – you can teach each other, troubleshoot together, and keep motivated. Don’t doubt yourself too much or think you can’t succeed. With a strong support network, you can evolve and accomplish your goals.

XR is a whole new creative medium with lots of potential for expressionism and innovation. Don’t be afraid to relentlessly experiment, iterate, and try things – that’s how we learn. The process takes time but it’s rewarding. Whatever you create is worth sharing, so have an online presence to showcase your work.

Build up an online portfolio and share your projects, even flawed attempts – it helps others learn. Be open about what you don’t know and reach out to people for help. Mentors are willing to advise without anything in return. Making connections is key to gaining knowledge, collaborations, and jobs.

 

Who have been your most important mentors? Why? How did you meet them?

The most important mentors I’ve had are professors from my master’s program as well as mentors from the XR Inclusion Mentorship Program.

During my master’s, I had three professors who encouraged me to explore new ideas and not limit my curiosity. This was refreshing because I’m often told my thinking is too unorthodox. 

They pushed me to research concepts, create proofs of concepts to validate ideas and document processes – even failed ones – to help others learn. I met them simply by taking their classes, but they left a lasting impact on my approach.

In the XR Inclusion Program, mentors like Lorraine, Taylor, Daniel, Michael, and others were invaluable. Though busy experts, they made time to guide me beyond the program hours. Their advice helped me see my project in a bigger business context. Multiple mentors sincerely told me I could turn my project into a brand or small business. Hearing this from seasoned professionals gave me confidence and expanded my vision.

The mentors’ encouragement kept me motivated when I doubted myself. Their technical guidance also helped me learn new skills like Spark AR. I gained confidence in my capabilities thanks to their support. The most poignant takeaway was the mentors’ generosity with their time and care for my growth. This inspired me to one day pay it forward and mentor others starting when I have more experience.

Overall, the XR Inclusion Program was transformative. The tailored advice and network made me feel my ideas and work had real potential. I learned to think boldly about where my projects could go and not limit my imagination. My skills with XR tools grew exponentially thanks to expert guidance. Most importantly, the program gave me lifelong connections in the XR community that I can turn to for advice anytime. I’m extremely grateful for the game-changing opportunity this mentorship provided.

 

What’s your favorite inspirational quote? What about the quote inspires you?

“A jack of all trades is a master of none but oftentimes is better than a master of one.”

I think it’s because I can relate to that. You don’t have to be great at everything, but having a diverse background and varied interests can help you have a wider perspective and a deeper understanding of things and life in general. This will eventually open unexpected doors for you. So just enjoy having multiple talents, as long as you’re willing to put in the effort. Not everyone is capable of hyper-focusing on only one thing.

 

Find Mennat on LinkedInInstagram and learn more about her Website

 

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

Foundations for an Inclusive XR Startup (click on image)

Juan Manuel Codó

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Please give us an overview of your background, what inspired you to get into immersive tech, and your journey into the VR industry.

I originally studied graphic design at the prestigious University of Buenos Aires program, which gave me a strong foundation in visual communication and design principles. Though I didn’t realize it at the time, my pathway into the world of virtual reality truly began when I started working on website design projects after finishing university.

Creating websites required me to deeply consider the user experience – how people would interact with and navigate the site. I had to focus intensely on details like mouse hovering, clicking, inputs, and how to guide the user journey. While websites tapped into my graphic design skills, I was drawn to crafting these user interactions. It awakened something in me that I wasn’t consciously seeking out at the time.

My early website design work opened up an unexpected new pathway into the world of animation and 3D graphics. I soon transitioned into working for various creative studios in Buenos Aires which allowed me to cultivate my natural fascination with computer imagery. I found great joy in crafting 3D environments, assets, and motion graphics, though I did not focus on complex character animation. My projects for television channels required mastering CGI and motion graphic animation to bring visual concepts to life. For instance, I had the opportunity to produce broadcast packaging and branding for Turner Broadcasting’s channels, which enabled me to hone my talents for vibrant 3D work. This early foundation prepared me well for what was to come later in my fascination with virtual worlds.

While I had strayed from my initial interactivity instincts, the seeds had been planted during my website work. Several years ago, my business partner and I realized we had to pivot our studio’s offerings to remain competitive in a crowded market. After some unsuccessful experimenting, we decided to craft an early virtual reality prototype to expand our capabilities.

This first independent project was a non-interactive, stereoscopic 360-degree film called The Last Dream that users could visually immerse themselves in. It was extremely basic technically but awoke my passion for VR’s unique immersive strengths. Most importantly, this speculative demo reel piece ended up grabbing the attention of an agency in Canada that hired us to work on an interactive VR project called Homestay.

Homestay for the National Film Board of Canada became my baptism by fire into real VR development. The agency required us to use Unity, which my team had almost no experience with. The technical hurdles of bringing our artistic assets into a game engine felt immense. I’ll never forget the pains of trying to replicate our carefully crafted 3D work inside the interactive Unity environment. We desperately tried to mimic the original look and feel, but the translation was awful in those early phases.

What were some of the biggest challenges you experienced while on any project?

Without a doubt, that initial struggle to adapt our workflow on Homestay was one of the biggest challenges I’ve faced in my career. In many ways, it was like learning 3D animation all over again. Interactive VR adds many layers of complexity versus linear filmmaking. Suddenly we had to think about scene optimization, draw distances, frame rates, user testing, accessibility prompts…the list felt endless

The core problem was getting assets from traditional 3D software like Cinema 4D to work properly once imported into Unity. We’d model these intricate graphics and environments, but they would look atrocious once brought into the game engine. It was demoralizing to see our hard work distorted and broken. We had to problem-solve issues like textures not appearing correctly, wonky lighting, objects colliding unexpectedly, and simple animations tanking the framerate.

The only way we powered through was by maintaining constant communication with the agency’s development team. They provided invaluable direction and code solutions that slowly got us closer to mimicking the original quality. We probably sent hundreds of build versions back and forth for testing and tweaking. No matter how frustrated I got, I forced myself to embrace it as a necessary learning process. The end reward was developing core competencies for tackling interactive projects moving forward.

Can you tell us more about what you’re currently working on?

Studio Soup is currently working hard to develop an educational VR experience called Astro Park that allows users to engage with astronomy principles through entertaining mini-games. Users navigate this virtual galaxy-themed park full of interactive attractions that secretly teach core astronomic concepts. For example, one mini-game called Newton has you alter simulated gravity levels to launch different-sized asteroids into orbit around planetary targets. This creatively reinforces the impact of gravitational forces.

We’ve been iterating on Astro Park for over two years now after initially conceiving it during quarantine. I’ve always been fascinated by astronomy, so I imagined how exciting it could be to combine learning about the cosmos with the interactivity and sense of presence only VR can provide. Early prototypes showed promise, so we recently rebuilt the entire project from the ground up to truly do the concept justice.

Bringing educational content to life requires even more careful user experience considerations than typical entertainment-focused VR. Our goal is to design interactions and challenges that feel magical and engaging but secretly impart knowledge along the way. When you make learning fun and interactive, the educational content sticks. We’ve playtested Astro Park extensively with friends and family of all ages, and it’s extremely fulfilling to see how absorbed they become while mastering principles they previously struggled with.

I sincerely believe VR has immense power to make education more experiential, immersive, and enjoyable. Astro Park represents the first step on a journey I’m committed to keep exploring. Whenever you can successfully blend learning with moments of wonder, you unlock something special. That sense of curiosity and discovery is at the heart of what excites me about VR’s potential.

What’s your vision for the future of VR? 

Based on the rapid hardware advancements I’ve witnessed first-hand, I believe mixed reality will be a dominant transitional stage as the technology evolves further. Major players like Apple and Meta are investing heavily in this hybrid approach that overlays virtual elements into your actual surroundings. I think for many consumers, blended reality will feel like a safer first step compared to being fully immersed in a synthetic world.

The ability to anchor digital objects and information into your real-time environment has incredible utility across sectors. But adding that spatial awareness and freedom of movement takes it to another level compared to current AR apps on phones or tablets. I can already envision some amazing possibilities for merging physical and virtual art installations as the tech advances.

But ultimately, I see mixed reality as a stepping stone on the road back to full VR immersion. Once headset comfort, graphical fidelity, and motion tracking improve even further, people will embrace total immersion again. I predict that within 10 years, headsets will look and feel like ordinary glasses or contacts. At that point, innovators like myself can finally explore the highest potential of simulated environments and experiences.

When technological constraints disappear, our only limit will be creativity. I firmly believe VR still holds secrets yet to be uncovered that will transform how we interact with computers and information. We’ve only scratched the surface.

What parts of the VR industry do you think need to be changed? Why?

VR is still in an early stage right now, it’s coming fast for sure and everyone knows now that it is a format that is here to stay. There is still a lot to work on to establish standards across the industry. For example, on the input side – are we going to settle on using touch controllers, or will we eventually just use our hands? We need clear universal rules in VR or else user frustration creeps in. Right now there are like 4 different ways to walk or teleport in VR games and apps.

On the business side, we need to figure out how to better monetize VR creations. The market is fragmented across Meta, Steam, Pico, and more. I’d love to see a new unified platform emerge that brings together all the players, because that’s how you attract more consumers and call the attention of big brands with budgets to fund projects. More users plus more brand investment equals bigger productions and a healthier ecosystem overall.

But overall I’m quite optimistic about where VR is heading. We have to enjoy the ride and grow alongside this amazing immersive and interactive format. VR reminds me every day why I got excited about interactivity and 3D graphics in the first place. Sure there are complex challenges still ahead, but if we collaborate and set standards that put users first, the future is tremendously bright for VR. I can’t wait to see how the industry evolves in the coming years!

What are your thoughts on privacy and ethics?

With the proliferation of cameras and sensors required for VR and AR, very real privacy questions have emerged that deserve thoughtful debate. As an early adopter, I’ve been willing to overlook potential downsides because the technology genuinely inspires and empowers me creatively.
However, I realize many consumers feel less comfortable with the idea of headsets mapping their behaviors, physical spaces, facial expressions, etc. The unknowns around how all that data could be exploited make people hesitant. I do agree companies have an ethical duty to be fully transparent about how they handle and secure user data. Trust is paramount.

At the same time, I would argue privacy concerns around headsets are not altogether new. Smartphones already contain many sensors and cameras that can be invasive if misused. Every technology carries potential benefits and risks. I hope that prudent privacy policies could allow us to enjoy VR’s creative positives while mitigating the negatives.

I don’t consider myself an alarmist on these issues, but I also acknowledge more public debate is needed. I’m willing to sacrifice some privacy in return for the tools VR provides my craft. But consumers deserve to make that choice for themselves based on transparent information from manufacturers. Trust and good corporate stewardship will ultimately determine if VR achieves mainstream success. I think some solutions responsibly address privacy while also unleashing VR’s potential.

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR industry? And how can they best position themselves for success?

My first piece of advice is simply to plunge into creating as soon as you can. Don’t get trapped in analysis paralysis. There are plenty of accessible VR/AR creative tools out there for beginners like Spark AR, Lens Studio, or 8th Wall. Experimenting with these will expose you to many core challenges that carry over to advanced projects. The only way to build familiarity is through active creation attempts.

On the technical side, I’d advise focusing your learning on Unity as the primary interactive 3D development platform. Mastering how to import assets, customize materials, code behaviors, and optimize scenes will equip you with the core skills needed for XR content creation. Of course, this requires diligence and patience to learn. Be willing to make lots of small test projects to acquaint yourself with the workflow rather than attempting some towering first endeavor.

However, I always emphasize that technical prowess should complement, not override, creative vision and storytelling. Wonderful user experiences transform technological potential into something meaningful. Treat your initial VR experiments as opportunities to explore what types of narratives and interactions truly speak to you. Let your creative instincts guide the path as you refine your technical skills.

Lastly, summon the courage to fail often and see each failure as a valuable lesson rather than a defeat. VR development is a constant balancing act of trial and error. Embrace the journey of incremental problem-solving. Perfection comes from accumulating many imperfect attempts. Stay resolute through setbacks and trust the process of iterative growth through experience. If you persist through failure positively, you will ultimately achieve success.

Who have been your most important mentors? Why? How did you meet them?

I didn’t have any specific mentors per se, but I learned invaluable lessons from coworkers and peers over the years. The collaborative studio environments exposed me to many talented individuals with diverse skill sets. It was often through side-by-side collaboration, seeing how others approached challenges, that taught me the most.

For example, during the demanding Homestay project, I learned so much from the developers at the agency we partnered with. Their guidance and code solutions were critical to overcoming the hurdles of bringing our artistic vision into an interactive Unity environment. I’m thankful that the agency put its trust in us and forced us to push our technical competencies further.

I’ve also learned a great deal from the many remarkable artists I’ve had the privilege to work with on VR projects. Seeing how they envision ideas and translate them responsibly into virtual experiences has shaped my perspective. Collaborations with innovative artists like Leandro Erlich have enabled me to find new intersections between technology and creativity for example the Swimming Pool. Rather than formal mentors, I’ve been fortunate to learn from so many gifted peers over an exciting career. Their diverse talents and commitment to innovation by doing have profoundly impacted my outlook and abilities.

Anything else you’d like to add?

I genuinely believe virtual reality holds secrets yet to be uncovered that will positively transform society and human creativity. Even after a decade of working professionally in VR, new possibilities and applications still inspire me daily.

I advise the next generation of VR innovators and developers to push the boundaries relentlessly. Never settle for replicating what already exists in other mediums. Strive to unlock VR’s true participatory power that transcends passive observation. When you have a presence within a virtual environment, you gain the ability to explore difficult concepts in profoundly deeper ways. Find ways to harness that hidden power to drive human imagination and progress.

At its core, I view VR as a tool to expand what it means to be human. Our senses and realities are not fixed—VR grants us the ability to temporarily transcend physical and mental constraints in service of creativity. Even in its primitive form today, VR development has tremendously pushed my imagination and skills. I hope in some small way my life’s work contributes to fulfilling VR’s vast untapped potential. We stand on the cusp of a creative revolution. The future remains unwritten—let’s build it together.

What’s your favorite inspirational quote? What about the quote inspires you?

Sagan’s Cosmos dazzled me with poetic overviews of the universe’s grandeur.

More than any quote, his outlook resonated with me. He embodied tireless curiosity and reverence for nature’s wonders. Sagan saw each day as a chance to understand our vast cosmos. This eternal student mindset still motivates me.

Sagan elucidated complex concepts through vivid metaphors. He conveyed the magnificent scale from galaxies to cells. I aim to capture that sense of wonder in my latest project, Astro Park.

VR can transport us beyond boundaries, revealing deeper truths. Sagan awoke this potential in me. We have only scratched the surface of what immersive worlds could enable.

 

Find Juan on LinkedInTwitter, Instagram and learn more about his Website

 

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

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Eugy Han

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Please give us an overview of your background, what inspired you to get into immersive tech, and your journey into the VR industry.

My name is Eugy Han, and I am currently a third-year Ph.D. candidate in Communication at Stanford University. I have the privilege of working at the Virtual Human Interaction Lab under the guidance of Professor Jeremy Bailenson. Prior to this, I completed my Bachelor of Science degree in Cognitive Science at Brown University, where I had the opportunity to work at the Virtual Environment Navigation Lab with Professor William Warren.

My journey into the VR industry has been influenced by my unique background as a Third Culture Kid. Growing up, my parents, who are Korean, moved to various countries, and I had the opportunity to experience different cultures and languages. This upbringing instilled in me a sense of curiosity and adaptability, allowing me to embrace diverse perspectives and experiences.

As a child, I developed a deep love for science fiction literature, which sparked my imagination and opened my mind to the possibilities of virtual reality. Reading about futuristic worlds and advanced technologies inspired me to explore the intersection of technology and human experiences. Despite not having early access to advanced technology, my curiosity and passion for understanding the mind and the brain drove me to learn more about the potential of immersive technologies.

During my teenage years, I began writing my own short stories, creating virtual worlds and characters within my imagination. These creative endeavors further nurtured my passion for storytelling and fueled my interest in exploring immersive technologies as a medium for narrative expression.

When I entered my undergraduate studies at Brown University, I took advantage of the interdisciplinary opportunities available to me. I enrolled in courses that ranged from computer science to art, literature to psychology. This diverse academic exposure allowed me to understand virtual reality from multiple perspectives and broaden my understanding of its potential applications.

While at Brown University, I had the invaluable opportunity to work at the Virtual Environment Navigation Lab with Professor William Warren. This experience exposed me to various VR headsets and research methodologies used to study human behavior and cognition within virtual environments. Working alongside Professor Warren, I witnessed the transformative power of virtual reality and its potential to shape our understanding of human perception and interaction.

Motivated by my experiences and fueled by a desire to further explore the possibilities of immersive technologies, I made the decision to pursue a Ph.D. in Communication at Stanford University. Joining Professor Jeremy Bailenson’s Virtual Human Interaction Lab was a dream come true for me. It allowed me to delve deeper into the study of VR, its impact on individuals and society, and its potential for shaping virtual cultures and social norms.

As I continue my journey in the VR industry, I carry with me the perspective of a Third Culture Kid. My upbringing has instilled in me a strong sense of empathy, adaptability, and a desire to bridge cultural gaps through technology. I am excited to contribute to the ongoing evolution of the VR industry and explore how immersive technologies can create meaningful experiences and positive change, both in developed and developing regions of the world.

What were some of the biggest challenges you experienced while on any project?

One of the significant challenges I encountered during my projects was the intricate balance between passion and burnout. It is crucial to recognize that even projects we love can become overwhelming due to logistical demands and the need for extensive hours and attention. There is no guarantee that our initial passion will remain constant throughout the project’s duration. Acknowledging that hard work is indeed challenging and feeling tired does not mean losing our enthusiasm or dedication is essential for maintaining our mental health. Therefore, I consider the most significant challenges I faced to be primarily cognitive.

One particular project I recently worked on involved sending 100 and then 200 Meta Quest 2 headsets to students in our lab. The objective was to study group interactions within virtual reality (VR) and observe how those dynamics changed over an extended period. The project presented numerous logistical challenges as we had to manage around 300 individuals over two years, including training, troubleshooting, and gathering feedback on their experiences with the VR headsets. Additionally, the ever-changing landscape of VR technology posed challenges in terms of coordinating with developers and teams that may no longer exist in the future. VR research requires extensive coordination and organization due to its dynamic nature. While exciting, it also demands a significant amount of work, necessitating the involvement of a team rather than an individual effort.

Regarding the specific project mentioned, we have made significant progress. The findings from this endeavor have been published in a top journal within my field, and the research comprises two studies—one focusing on avatar appearance and the other on virtual environments. We have gathered a substantial amount of data, which has been divided among different colleagues in the lab. Each colleague is responsible for analyzing a specific aspect of the data, such as motion data, language data, creative expression, or the design process within VR. Our ultimate goal is to publish impactful papers that reach both researchers and individuals interested in the field, fostering communication among users, developers, and industries. Additionally, being located in proximity to various industries, our lab aims to provide research that can inform their development processes and influence policy decisions.

While my current focus has shifted away from locomotion research, as I primarily conducted that work during my undergraduate studies, I am gradually re-engaging with motion data. My previous research on crowd movement and following crowds delved into low-level aspects like turning angles and distances. Although I have diverse interests and ideas at the moment, I anticipate returning to locomotion research in the future. Overall, my projects encompass a range of intriguing areas, and I’m constantly exploring new avenues of research and innovation.

Can you tell us more about what you’re currently working on?

Currently, I am engaged in a project focused on exploring creativity in virtual reality (VR). The project delves into the ways people express their creativity within VR environments and aims to understand and measure creativity in 3D virtual spaces. I am particularly interested in investigating whether different individuals demonstrate unique modes of creative expression in VR.

The motivation behind this project stems from the widespread notion that VR offers immense potential for creation and creativity. However, despite this common belief, we lack a comprehensive understanding of what creativity in VR truly entails. Thus, my research seeks to fill this gap and contribute to the growing body of knowledge in this area.

The project has already been presented at ICA (the International Communication Association), and it poses several thought-provoking questions. How do people express creativity in VR? How can we grasp the essence of creativity within virtual environments? Is it possible to quantify creative outputs in VR? By examining various 3D creations produced by individuals in VR, I aim to shed light on these inquiries and unravel the multifaceted nature of creativity in this context.

While I have been working on multiple projects simultaneously, this particular project has occupied a significant portion of my time for several months. As I am pursuing a five to six-year program for my Ph.D., I am currently entering the later stages of my studies. Upon completion of my Ph.D., I hope to remain in academia and establish my laboratory or work as a professor, allowing me to further explore and contribute to the field of VR and creativity.

What’s your vision for the future of VR? 

In my opinion, the future of VR lies in the convergence of suitable technology and compelling content. I anticipate VR being utilized for specific purposes rather than encompassing every aspect of life. Some potential applications could include meaningful social connections, unique information visualization, and training individuals in various hard and soft skills. While I hesitate to provide specific examples, I believe VR could greatly enhance socializing, team meetings, and other scenarios that benefit from immersive experiences. It’s essential to recognize that VR is not a solution for everything, but it does offer a multitude of promising use cases.

What parts of the VR industry do you think need to be changed? Why?

In the VR industry, certain aspects could benefit from change and consideration for long-term impact. One important factor is the need for more mindfulness and reflection on the potential positive and negative effects of VR products on individuals and society as a whole. Currently, there is a significant focus on development and technological capabilities, often overlooking the broader implications.

When building VR products, it is crucial to step back and analyze how they will influence people in the long run and on a large scale. This entails considering the ethical and societal dimensions of VR experiences and interactions. Unfortunately, this aspect tends to be overshadowed when the primary focus is on engineering capabilities and increasing user engagement.

In any industry, including VR, it is essential to engage in conversations about what is ethically sound and morally good. These discussions should guide decision-making and drive efforts to create products that align with positive values. This perspective applies not only to the VR industry but also to any domain where the impact of technology on people’s lives is significant.

In summary, the VR industry should prioritize long-term implications, foster ethical considerations, and ensure that the development and utilization of VR technology align with positive values. This approach will lead to a more responsible and beneficial advancement of the industry as a whole.

What are your thoughts on privacy and ethics?

Privacy and ethics are crucial considerations in today’s technological landscape. While there are ongoing efforts from both the industry and research communities, there is always room for improvement and further exploration of these topics.

Currently, privacy and ethics may not receive as much attention as they deserve, but it is essential to raise awareness and prioritize these issues in various spaces. It’s encouraging to see initiatives like Apple’s New Vision Pro taking steps to enhance security and protect sensitive data, such as iris data, from third-party access. This kind of focus on privacy is commendable.

In addition to industry efforts, there is ongoing research aimed at improving identifiability and strengthening privacy and security measures for data. Researchers are working on developing innovative approaches to address these concerns. It’s promising to witness both industry and academia acknowledging the importance of privacy and ethics and actively taking steps to address them.

Overall, there seems to be a reasonable balance between awareness, research, and industry efforts in the realm of privacy and ethics. However, continuous improvement and exploration are necessary to keep pace with the evolving technology landscape and ensure that privacy and ethical considerations remain at the forefront of technological advancements.

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR industry? And how can they best position themselves for success?

Who have been your most important mentors? Why? How did you meet them?

My most important mentors have been Bill Warren, who was my undergraduate advisor, and Jeremy Bailenson, my current advisor during my graduate studies. They have played a crucial role in my academic journey and have been incredibly supportive and kind

Bill Warren is the Director of the Virtual Environment Navigation Lab (VENLab) at our institution. He provided guidance and mentorship during my undergraduate years, helping me navigate through the early stages of my education and research interests.

Jeremy Bailenson, my current advisor, has been instrumental in shaping my graduate studies and research focus. His expertise and guidance have been invaluable in expanding my knowledge and understanding of the field.

In addition to Bill and Jeremy, there have been other professors who have had a transformative impact on me during my undergraduate years. One notable mentor is Ali Momeni, who taught an exceptional VR class. He took us on a field trip to The New York Times, where we had the opportunity to meet the people involved in creating VR Daily Shorts at that time. It was an eye-opening experience that further fueled my passion for virtual reality.

I had the privilege of meeting these mentors in the academic setting. As professors within my institution, they provided guidance, mentorship, and opportunities for growth within the field of virtual reality.

Overall, the support, knowledge, and mentorship I received from Bill, Jeremy, and other professors have been invaluable in making my academic journey smoother and more comfortable. Their guidance and belief in my potential have played a significant role in my development as a researcher in the field of virtual reality.

What’s your favorite inspirational quote? What about the quote inspires you?

The book The Phantom Tollbooth by Norton Juster is inspiring as a whole. A quote I really like from this book is, “If you want sense, you’ll have to make it yourself.” It’s a children’s book that makes more sense as an adult looking back. I think especially in this field you need to stay in touch with yourself and your prior selves (e.g., your child self), and one of the best ways to do that is by revisiting the stories that inspired you. This book was one of the most transformative for me in my childhood and now my adult self.

 

Find Eugy on LinkedInTwitter and learn more about her Website

 

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

Foundations for an Inclusive XR Startup (click on image)

Julian Reyes

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Please give us an overview of your background, what inspired you to get into immersive tech, and your journey into the VR industry.

Born and raised in Colombia, my fascination with movies and film began at a young age, as they felt like the closest thing to magic. Alongside this passion, I developed an artistic inclination for drawing. Recognizing my talent, my mother enrolled me in drawing classes, marking the beginning of my lifelong devotion to the arts. Throughout junior high and high school, I continued to pursue artistic interests by drawing and attending art classes while also exploring other creative outlets such as music, breakdancing, and hip-hop, constantly seeking new ways to express my talents.

In college, I enrolled in a general studies program that allowed me to explore my talents further. I honed my drawing skills and focused on form and shadows. My aptitude for art led to my creation of an Advanced Portfolio Preparation program specifically designed for me. I discovered my preference for black-and-white drawings over color.

I had an epiphany while watching MTV’s Liquid Television program in my twenties. A 3D character interacting with a 2D surface caught my attention and reignited my passion for movies. Furthermore, it sparked a desire within me to pursue 3D animation. Bob Sabiston and his company, Flat Black Films, played a significant role in my decision to pursue this field. His early student films, such as “Grinning Evil Death” and “God’s Little Monkey,” were groundbreaking in combining 2D and 3D computer animation. I highly recommend watching Bob Sabiston’s “Steve Jobs’ Jobs” video to understand his innovative work better.

Following my college education, I worked for a company based in Orlando, Florida, that focused on producing demonstrative evidence for court trials. My responsibilities included creating 3D animations based on the evidence provided. This experience taught me the value of working creatively within structured guidelines.

I relocated to San Francisco in 1999 and worked in the field of Web 2.0 during the peak of the dot-com boom. Later, I joined Exponent, a company that specializes in Failure Analysis, where I focused on 3D animation. My role was to develop 3D animations that aided in investigating infrastructure failures and counterfeit goods.

During the mid-2000s, I established Keyframe Entertainment, where I acted as an executive producer for a compilation of electronic music and represented a variety of artists. Additionally, I served as the San Francisco representative for Ultra Music Festival. Although I succeeded, I still felt unfulfilled and decided to dedicate myself entirely to Keyframe Entertainment. I broadened my horizons by representing additional artists and launching a music label.

Recently, I redirected my attention from 3D animation to taking on the role of executive producer for a book called “Reinhabiting the Village.” The book outlines a plan for a brighter future using Indigenous knowledge, permaculture, and whole systems design as inspiration.

My journey took a significant twist when I learned about Oculus and the resurgence of virtual reality (VR). I put all my efforts into learning Unity 3D and got accepted into the Oculus Launch Pad and Oculus Start Programs. This allowed me to create VR demos and join Alt Ethos, a Denver-based company, where I conducted extensive research and development on the metaverse.

I have a successful track record as an AR Producer at Meta and currently offer top-notch XR, Web3, and world-building solutions as a part of my role at Metaverse Workshop. My unwavering dedication to creativity and deep understanding of emerging technologies enabled me to thrive in this field.

What were some of the biggest challenges you experienced while on any project?

It has been challenging to navigate the XR industry without a background in gaming or programming. Another challenge is explaining the vastness of the upcoming Metaverse to clients, as it has yet to develop fully. To properly begin a project, educating our client base on the correct usage of the term is essential, as there needs to be more mislabeling. It is similar to the early days of website creation when standards were established, and nobody knew what they were doing. We are at the beginning of an entirely new industry.

Can you tell us more about what you’re currently working on?

I’m excited to announce my speaking engagement at AWE on May 31st, where I’ll share my expertise on Mapping Immersive Worlds.

Metaverse Workshop is a leading provider of XR ideation and training sessions, product development, and support services. We specialize in assisting partners across various sectors, including healthcare, education, XR prototypes, and immersive city projects. Our primary objective is to help our partners achieve their goals and thrive in their respective industries.

What were some of the most considerable challenges you’ve faced while working in the VR industry? How did you overcome them?

On a technical level, as a producer, I’m always faced with the transferring of files, distribution, uploading experiences to headsets, and onboarding new users to VR. Of course, these challenges have specific solutions, but we will see better advancements in these areas as the industry matures.

On a business level, procuring clients can be challenging as many people need help understanding the capabilities of the technology. So, to educate our clients, I create detailed storyboards and prototypes and work toward an MVP.

Overall, navigating the technical and business aspects of VR production can be challenging. Still, with a strategic approach and a willingness to adapt to new developments, I am confident that we can continue to push the boundaries of what’s possible in this exciting and rapidly evolving industry.

What’s your vision for the future of VR? 

 The future of VR lies in a fully realized metaverse created by user-generated content and AI. The Metaverse is a virtual world that offers unparalleled immersion and scope, enabling people to engage, socialize, and create in ways impossible in our physical world. User-generated content is already a significant aspect of the VR landscape, allowing users to customize their virtual environments for a more personalized experience. However, with AI’s automated content generation and curation, we can elevate this to the next level, creating a dynamic and ever-evolving metaverse. Combining user-generated content and AI can erase the boundary between virtual and physical reality, providing people with new experiences and the ability to switch between the two seamlessly.

What parts of the VR industry do you think need to be changed? Why?

The VR industry’s distribution pipeline needs improvement to address developers’ content delivery challenges. The current system needs to be more bureaucratic and time-consuming, which can significantly deter developers. However, we can confidently tackle this problem by implementing a more efficient and straightforward distribution process that simplifies the delivery of VR content. By making it easier for developers to reach users, we can foster innovation and accelerate growth in the industry.

What are your thoughts on privacy and ethics?

I have been contemplating privacy and ethics for quite some time. As a member of the XR-Guild, a group of professionals in XR, Spatial Computing, and Web3 who uphold ethical standards, I strongly believe in fairness and accessibility. It is crucial to protect vulnerable groups, such as individuals with disabilities, older people, and children. Surprisingly, some parents allow young children to explore VR worlds without supervision. Platforms should take more measures to reduce this risk. To ensure privacy, educating the public is essential. Everyone must understand that social media sites are not public utilities but businesses that profit from users’ data. Thus, educating today’s children is vital to creating a safe metaverse, as they will be future professionals.

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR industry? And how can they best position themselves for success?

Collaboration is critical to success in the XR industry. Seamless integration of various skills is essential for creating successful VR and AR projects. Aspiring XR professionals must possess excellent communication, teamwork, and technical and creative skills. In addition, staying up-to-date with the latest hardware and software tools and industry trends is crucial for success.

Practical experience and valuable connections can be gained by participating in hackathons, game jams, and community events. Attending conferences and online communities to network with leaders and peers in the industry is also crucial. Invaluable insights and guidance can be obtained through mentorship, aiding individuals in advancing their careers.

For entrepreneurs aspiring to succeed in the XR industry, building strong teams, staying informed, and developing essential skills are necessary. By adhering to these tips, individuals can position themselves for success in this rapidly evolving field.

Who have been your most important mentors? Why? How did you meet them?

 Scott Macdonald was my first 3D animation teacher in the mid-’90s and taught me the basics of 3D animation using the Electric Image Animation System. I am very grateful for his teachings.

Right out of college, Robert Scott from Juris Corporation recruited me to work on 3D animations for court trials. These years were formative because I learned much about project management, presentations, and delivering top-quality projects at the highest level, creating animations that couldn’t be refuted in court.

Chad Lonberger of ModeTwo was my Unity3D teacher. His teachings were integral in my VR journey from a technical perspective and strategic and tactical ways of looking at VR development, file management, and project delivery to HMDs.

I am also grateful to Lewey Geselowitz for his vision and patience. He has helped me along my XR journey in many ways, primarily through inspiration

What’s your favorite inspirational quote? What about the quote inspires you? 

M.C. Escher. “We adore chaos because we love to produce order.”

I find it inspiring that life has endless possibilities, and beauty can be found in various forms.

Anything else you’d like to add? 

Yes, thank you for making that space available. I want to express my gratitude to all of the fantastic women in our tech industry and those who have supported me along my journey by speaking at my events or granting me the time to chat and collaborate. Some of the women who come to mind are Evo Heyning of Realitycraft, Karen Alexander, Dulce Baerga (a long-time college friend and early tech adopter), Georgina Wellman, Scarlett Arana, Sonya Haskins, Sophia Moshasha, Celeste Lear, Emily Olman, Cathay Hackl, Robin Moulder, Amy Peck, Caitlin Krause, Leila Amirsadeghi, Amy LaMeyer, Julie Smithson, Fifer Garbesi, Lisa Padilla, Paige Dasinger, Cynthia Crabtree, Brianna Amore, Lisi Linares, Liz Sparber, Rosario Casas, and so many more trailblazers.

I am honored to be part of the XR industry, full of visionary and influential women leading the charge toward a better future. Most importantly, I want to thank Natacha Pavlov, who helped me generate unique content at my company, Keyframe-Entertainment.”

Lastly, a vital project I am honored to share is the book “Reinhabiting the Village,” which utilizes principles of indigenous knowledge, community building, art, and permaculture to map a better tomorrow for our planet.

Thanks again for the opportunity to share part of my journey!

 

Discover Julian on LinkedIn and explore his VR portfolio to gain insight into his company, Metaverse Workshop

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

Michael Markman

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Please give us an overview of your background, what inspired you to get into immersive tech, and your journey into the VR industry.

While in college, I majored in computer science and worked as a full-stack engineer intern at a company. Halfway through school, I realized my passion was in design, which led me to transition my major to UX and product design. My journey into the VR industry began shortly after graduating college in 2016 when I attended a hackathon and had the opportunity to use the Oculus Rift and Motion Leap technology, creating an extraordinary immersive experience. This pivotal Moment XR sparked my obsession with virtual reality and its vast potential for learning and exploration.

Leveraging my background in design and a deep understanding of spatial relationships, I co-founded MomentXR, a company dedicated to making 3D designs more accessible for extended reality (XR) creators. In addition, we aimed to simplify and streamline the creative process for those working within the XR industry.

Eventually, I relocated to Barcelona to work for a pioneering virtual reality game studio called Mega Particles. The studio has been developing VR experiences since 2014 and has released an initial version of a game called Poker VR for the Gear VR platform. My role involved redesigning the game to incorporate hand tracking and 6 degrees of freedom (6DoF) functionality, significantly enhancing the immersive qualities of the experience.

Aspiring to create mixed-reality art installations capable of transforming physical spaces using VR tools, I ventured into freelancing and artwork. My vision involved designing multi-user experiences allowing participants to explore these digital realms together. However, the onset of the pandemic derailed these plans, and I shifted my focus to remote collaboration solutions.

I joined a company called Arthur, which offered a virtual reality office platform designed for enterprise meetings and collaboration. As a designer, I spent nearly two years with Arthur, helping to develop and refine various features to create a seamless, fully digital office space. Our work attracted diverse clients, and we built some genuinely innovative features during my tenure.

Eventually, Inga from ShapesXR approached me, and I became one of their first beta testers. ShapesXR is a tool to address the fundamental challenge of designing within XR environments. The most effective way to design for XR is to create within the medium, and ShapesXR embodies this philosophy. As a result of my professional experience and the skills I gained at MomentXR, I was well-equipped to contribute to developing and refining ShapesXR’s innovative design tools.

What were some of the biggest challenges you experienced while on any project?

Throughout my experiences working on various projects, including Shapes XR, I have faced numerous challenges that required perseverance and adaptability. One of the most significant challenges was gaining traction and securing investors for Moments XR, particularly when the VR industry was experiencing a downturn. People quickly claimed that VR was dead, making it difficult to generate interest and investment. This period was undeniably challenging and disheartening.

Another substantial challenge arose from the technical aspects of working with 3D environments in projects like Shapes XR. Compared to 2D backgrounds, 3D ones introduced many potential issues and complexities. Designing, programming, and implementing 3D elements such as interactions, animations, and user interfaces demanded higher technical expertise, often leading to unforeseen complications. Moreover, we all faced high-pressure situations when deadlines approached, problems seemed to multiply, and project progress appeared to falter. These circumstances caused us to question our decisions and the overall direction of our projects.

Despite these hurdles, it is essential to recognize that each project, including Shapes XR, presents unique challenges. Success depends on our ability to prioritize tasks effectively, determine which features or improvements to tackle next, and remain persistent in the face of adversity. As we continue to develop and refine Shapes XR, we must focus on these strategies to advance and ultimately achieve our goals in the ever-evolving world of VR and beyond. By embracing these principles, we can overcome obstacles and create innovative, immersive experiences that push the boundaries of what is possible in virtual reality.

Can you tell us more about what you’re currently working on?

I’m happy to share more about the work my team and I have been focusing on, as well as the three new features we’ve recently launched:

Interactive Prototyping: We’ve developed a feature that allows users to create engaging and dynamic spaces within the virtual environment. We aim to make the design process more immersive and interactive, providing a richer user experience. Users can now build custom spaces with enhanced interactivity, which helps them showcase their projects and ideas more engagingly.

Figma Integration: We’ve also worked on seamless integration with Figma, a popular design tool. This allows users to import their Figma frames directly into our virtual reality platform and have their designs updated in real-time. This integration streamlines the design process by reducing the need to switch between different tools and fosters better collaboration between team members. Moreover, any changes to the Figma frames are automatically reflected in the virtual reality environment, ensuring up-to-date designs.

Holo Notes: Inspired by the holograms in Star Wars, we developed a feature called “Holo Notes,” which allows users to record a virtualized version of themselves and leave it as a comment or note within the scene. We see this as an innovative method of asynchronous collaboration that helps team members communicate more effectively, even when they’re unavailable simultaneously. In addition, users can record a personalized holographic message, providing feedback, suggestions, or guidance, which other team members can access later; this helps streamline the collaboration process and enhances communication among distributed teams.

The idea for Holo Notes emerged while we were brainstorming ways to take advantage of the advanced capabilities of the Quest Pro, such as eye-tracking and space for dressed avatars. In addition, we realized that allowing users to record avatars and leave them as notes could create a more immersive and interactive collaboration experience.

We’re confident these new features can transform the design and collaboration process, particularly for distributed teams. We can revolutionize how professionals collaborate on projects in the virtual environment by providing enhanced interactivity, seamless integration with design tools, and innovative asynchronous communication methods.

What were some of the most considerable challenges you’ve faced while working in the VR industry? How did you overcome them?

 I have faced significant challenges. One of the most prominent challenges is the constant cycle of hype and disappointment. It was incredibly hot when I first entered the VR industry, and everyone was getting funded left and right. However, after a year, around the end of 2017, it was like we were dead. The hype had dissipated, and people had moved on to other emerging technologies, like Bitcoin and ICOs.

 One of the most significant difficulties I’ve faced is dealing with people’s perception of VR, which can be influenced by uninformed hype cycles. For example, some believe that VR is dead, while others claim it’s the future. However, VR is a long-term play, and it’s not a matter of if it will succeed but rather when it succeeds.

 Despite these challenges, I remain optimistic about the future of VR. Over the years, the industry has made remarkable progress, with headsets becoming lighter, cheaper, and better. I remember when we had to carry around a giant gaming laptop and multiple sensors, and now we’ve come so far that we can hardly believe it.

 However, we still have to battle against people’s uninformed perceptions of VR. The industry keeps chugging forward, but the hype cycles can make it challenging to get people to understand the true potential of VR. Nevertheless, as someone in the industry for several years, I am confident that VR will stay and improve in the coming years.

What’s your vision for the future of VR? 

I’m so excited about spatial computing! It’s the future of computers and will eventually replace our phones, laptops, and desktops. It’s going to change the way we interact with technology and the way we interact with computers. It’s like a whole new world!

Think about how computers have evolved. From giant boxes to terminals to touch computing and mobile computing. Now, spatial computing is the ultimate next step, where interacting with the computer is the same as interacting with the world. It’s amazing!

Spatial computing will have a massive impact on how we live and work. Imagine a world where everyone has a VR headset or AR glasses. It will completely transform how we consume content, communicate with others, and interact with our environment. It’s going to be a game-changer.

In just ten years, spatial computing will be everywhere. Our children will wonder why we ever used screens when we could have them be there in 3D. It will be a completely spatial way of consuming content and interacting with technology, where the virtual and physical seamlessly blend.

I’m incredibly optimistic about the future of spatial computing. It will transform our lives and work in ways we can’t even imagine. I’m so excited to see where this technology will take us, and I can’t wait to be a part of the journey toward a more spatial computing future.

What parts of the VR industry do you think need to be changed? Why?

As someone who is deeply invested in the VR industry, one of the critical areas that need improvement is UX design. We must focus on making VR experiences more accessible and user-friendly so people can genuinely enjoy and benefit from them. This is something that Shapes XR, the company I work for, is committed to achieving.

The challenge with designing for VR is that it’s a relatively new field, and we still need to establish best practices. As a result, we need to rely heavily on testing and prototyping to figure out what works and what doesn’t. But that also makes it exciting – we can meaningfully shape how people interact with virtual environments.

Of course, hardware is also a critical part of the VR equation. We need to continue pushing the boundaries of what’s possible regarding resolution, latency, and other factors that impact the overall experience. But ultimately, I believe that UX design is the key to unlocking the full potential of VR. By making VR more intuitive, accessible, and enjoyable, we can help more people see this technology’s value and incorporate it into their lives meaningfully.

What are your thoughts on privacy and ethics?

Privacy and ethics are of utmost importance in the realm of virtual reality. VR involves collecting and analyzing large amounts of biometric data, making establishing better privacy standards and ethical practices imperative.

The conversation about privacy should have occurred much earlier, and it’s essential to have it again as we switch computing platforms. Moreover, as we continue to develop technology, it’s crucial to consider the implications of its impact on privacy and ethical practices.

The Quest Pro is an excellent example of progress in this area. From a consumer’s perspective, it’s highly privacy-focused, with no access to data such as eye tracking or face tracking, and the streaming content in one’s room isn’t shared. However, I would like more camera data access to enhance designs as a developer. For example, in interior design, if we had access to the camera feed, we could extract color data from the real world, allowing us to use a color dropper tool to select colors.

In contrast, Quest 2 also lacks access to the camera feed, which makes sense from Meta’s perspective. As a developer, having access to such data could be beneficial, but as a consumer, it’s understandable that Meta made this decision.

Overall, we must take privacy and ethics seriously in VR. It’s our responsibility to build things more ethically, protect user data, and establish better privacy standards. Nevertheless, it’s encouraging to see progress being made, and it’s essential to continue discussing these issues to improve our understanding of the implications of technology on privacy and ethical practices

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR industry? And how can they best position themselves for success?

As someone in the XR industry for some time, I advise entrepreneurs, professionals, artists, and students looking to enter this field to start making things. The industry is still in its early stages, so anything you create will be unique and have the potential to stand out. Post your work as much as possible and try to build a following, but don’t let setbacks discourage you. The more you create, the better you will become and the more confident you will make decisions.

Collaborating with others is also essential to success in the XR industry. Working with a team will help you learn from other’s experiences and perspectives, which can be invaluable in such a dynamic and rapidly evolving field. Don’t be afraid to fail because it’s through failure that you learn and improve. And most importantly, keep trying and experimenting, especially after the challenges presented by the pandemic. The only way to fail is not to try, so keep making, sharing, and learning from your experiences.

Who have been your most important mentors? Why? How did you meet them?

I’ve been lucky to have a few important mentors in my career. One of them is Hamza Siddiqui, the company founder behind Poker VR. He’s always seen my potential and pushed me to improve and make cool things.

Lesley Klassen from Flipside XR is another mentor who has been influential in my career. We have similar ways of thinking about spatial design, and I always enjoy conversing with him.

Jonathan Gagne from Masterpiece VR is someone I’ve spoken to on and off, and he has inspired me greatly. One thing he said that stuck with me is that the goal is to be a little better each day.

While I wouldn’t necessarily call these people my mentors, they have inspired me, and I’ve had natural conversations with them. So that’s the underlying keyword here: inspiration.

What’s your favorite inspirational quote? What about the quote inspires you?

 

Find Michael on LinkedIn, Twitter and learn more about his company, Shapes

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org

Tristan Elizabeth Gribbin

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Hi Tristan, thanks so much for joining us! To get started, please give us an overview of your background.

I was born and raised in Palo Alto, California, where I grew up in a laid-back environment. My mother and my stepfather were Stanford graduates, and my mother worked as an administrator at the university, which gave me ample opportunity to explore the campus and its surroundings as a child.

My father was a meditator who introduced me to meditation and Eastern philosophy from a young age. He often meditated with me and shared books, which sparked my lifelong fascination with meditation and mindfulness practices. During my teenage years, my family moved to Southeast Asia, where I lived for two years. During this time, I developed a fascination with Eastern philosophy and meditation. I was deeply moved by the temples and the teachings I encountered, and I read as many books as I could find on the subject.

After returning to California, I graduated from U.C. Santa Cruz with a degree in Theater Arts. I was passionate about acting and theater production and diligently pursued this career path. This took me to Ireland, where I lived for almost six years, immersing myself in the country’s rich cultural and artistic landscape.

While in Ireland, I first discovered the profound benefits of meditation and mindfulness. I was struck by how much more present and grounded I felt when I practiced these techniques, and I became convinced that more people should have access to these tools for greater well-being.

However, my love for Iceland drew me to the country, and I moved there in 1995. I fell in love with the nation’s vast and wild nature, which has become a great source of inspiration for me.

It wasn’t until 2000 that I discovered the profound benefits of meditation and mindfulness. During a nine-day meditation retreat, I experienced a big epiphany that opened up a new world. I felt rejuvenated, passionate, and alive and I wanted to share this experience with everyone around me. Everybody enjoyed this feeling, and meditation could be beneficial to everyone. However, people around me thought I was crazy, and it took 22 years for them to realize that I was onto something.

Today, I am a mindfulness and meditation practitioner, as well as a collaborator with my husband, who is a filmmaker. We work on various creative projects incorporating music and guided meditation to help people connect with their inner selves and find greater peace and clarity.

In summary, my background has been shaped by a deep curiosity and a desire to explore different cultures and ways of thinking. My time at UC Santa Cruz helped me develop a strong foundation in theater arts, and my journey has led me to discover the profound benefits of meditation and mindfulness, which I am passionate about sharing with others.

What inspired you to get into immersive tech? Please tell us a bit about your journey into the VR industry.

My journey into the V.R. industry was actually unexpected but very exciting. It all started when I joined the Startup Reykjavík community and was part of an accelerator program with a team, and we were working on creating a new kind of meditation platform. During the program, I was hired to do a voiceover for the Everest Experience in V.R. That was the first time I experienced V.R. myself. I was blown away by the immersive technology and its potential to help people learn meditation in a profound and impactful way.

From then on, I became increasingly interested in V.R. and its potential to create immersive and transformative experiences. Despite my initial skepticism, I realized that V.R. had the potential to reach people who may have otherwise been resistant to meditation and help them understand the benefits of meditation in a much deeper way.

So, we integrated V.R. into our meditation platform and created Flow, our flagship product. Through music, nature scenes, and guided meditation, we made a VR experience that was truly transformative for people.

It has been an incredible journey, and I am grateful to be a part of this emerging immersive technology market. V.R. has the potential to change people’s lives in profound ways, and I’m excited to be a part of this industry as it continues to grow and evolve.

What have been some of the biggest challenges or obstacles you’ve faced in your journey with Flow, and how have you overcome them?

Our journey with Flow has been filled with challenges and obstacles, and we’ve had to overcome several hurdles to progress. One of our most significant challenges was securing funding to sustain our operations and growth. Like many startups, we faced difficulty finding the resources to take our vision from an idea to a reality. However, we tackled this obstacle by relying on accelerators, grants, and angel investors who believed in our vision and were willing to support us.

Another significant hurdle we had to overcome was getting into the B2B2C market and finding corporate subscribers who could benefit from our approach to meditation. We knew there was a demand for our system, but we had to work hard to establish ourselves in this space and grow our user base. This required a lot of effort and dedication, but with persistence, we could identify the right partners and collaborators who shared our vision.

Finding great collaborators and growing our team were also essential to our success. We needed to work with individuals who shared our vision and were passionate about our goal. By identifying the right people and building a solid team, we were able to navigate the challenges of monetization and market penetration in an emerging space. It wasn’t easy, but we remained committed to our vision and stayed the course until we could build a team to help us achieve our goals.

Finally, creating a movement around Flow was critical to overcoming our challenges. We knew we had something unique and valuable to offer our users, but we needed to build a community of like-minded individuals who shared our vision and mission. By doing so, we were able to gain momentum and create something extraordinary that could help people all around the world find their Flow.

Overcoming these obstacles required persistence, determination, and a strong sense of purpose. We knew that what we were doing had the potential to make a real difference in people’s lives, and we remained committed to our vision even when times were tough. Looking back, we’re proud of what we’ve accomplished so far, but we know there’s still much more work to be done.

How has Flow evolved, and what have been some of the company’s most significant milestones or achievements?

Flow has been on an exciting journey since its inception. We started out with a simple demo on the Samsung V.R. platform, but we quickly realized that we had the potential to make a meaningful impact on people’s lives. Our team has worked tirelessly to develop our mindfulness tools, incorporating the latest research in psychology, neuroscience, and mindfulness practices.

One of our most significant milestones was launching our full app with six modes at the Sigur Ros Festival in December 2018. The positive feedback we received from attendees and industry experts validated all the hard work we had put in. We were also fortunate to receive the Gulleggið government grant, which provided us with the resources to launch our corporate programs and develop our mobile app.

Since then, we have gained significant traction with corporate subscribers like PwC, Vodafone, and CCP Games, who have all used our tools to help their employees reduce stress and improve their well-being. We have also participated in two accelerators, S.R. and Katapult, which enabled us to raise funds, gain valuable insights, and expand our network.

Our commitment to scientific rigor has led us to conduct several studies with companies like Coor and PwC, which have shown promising results in reducing stress and improving focus and productivity. And now, we are excited to be part of a clinical study in Portugal, exploring how our tools can help preoperative breast cancer patients reduce stress and improve their outcomes.

Our journey has been full of challenges and opportunities, but we remain committed to making mindfulness accessible to all. We believe that our VR and mobile app-based tools can significantly impact people’s lives, and we are excited to continue to innovate and expand our reach in the years to come.

How have you seen the VR and AR industry change and grow, and how has Flow adapted to those changes?

The VR and AR industry has undergone remarkable changes and growth in recent years, and Flow has quickly adapted to those changes.

One of the most exciting developments in the industry is the rise of female creators taking center stage. Nanea Reeves and Sarah Hill are two pioneering women who have been in the industry for longer than I have, and I greatly admire their work. I was struck by the number of female creators I saw when I attended the IVRHA and AWE conferences in Portugal, and it’s clear that the industry is becoming much more equitable.

Another trend I’ve noticed is the growth of conferences focused on health and wellness. IVRHA and AWE will expand and become even more popular in the coming years.

It’s also interesting to see how different platforms are championing other models. HTC Vive and Pico, for example, are focusing more on B2B and B2BDC models rather than just B2C. But, unfortunately, the meta store seems very B2C-driven, which only offers a little support for companies like ours operating in the B2B and B2BDC spaces.

Looking to the future, we’re excited about creating group experiences with Flow. Imagine a meditation involving people from all over the world participating in live meditations in different locations. It’s an exciting time to be a part of this industry, and we’re thrilled to be a part of it.

What are your long-term goals and vision for Flow, and how do you see the company evolving and growing in the coming years?

My long-term vision for Flow is to make meditation accessible and easy for everyone. I want to create a global movement of people who can find greater peace and well-being through meditation. To achieve this, I see Flow evolving and growing in several ways.

Firstly, we will continue expanding our reach into new markets and languages so that more people worldwide can benefit from our app and technology. We will also explore new ways to integrate biometric tracking and other forms of technology into our meditation experiences, to help people better understand the benefits of meditation and personalize their practice.

In addition, we will focus on building a solid community of meditators, both online and offline. We want to create a space where people can connect with others on the same journey, share their experiences and insights, and support one another in their practice.

Ultimately, my goal for Flow is to help people cultivate a greater sense of inner peace and well-being and to empower them to live their lives with more clarity, purpose, and compassion. Meditation can be a transformative tool for achieving this, and I am committed to making it accessible and easy for everyone.

Can you share any key learnings or insights you’ve gained through your experience with Flow and the VR/AR industry?

Absolutely. One of the key learnings or insights I’ve gained through my experience with Flow and the VR/AR industry is the importance of networks, strategic partnerships, alliances, and collaboration.

In an emerging industry like this, it’s crucial to be part of something bigger than yourself and to connect with others in the ecosystem. I discovered this firsthand when I attended conferences like IVRHA and AWE in Portugal. I was struck by the number of female creators around me and the sense of community in the industry. It’s all about connecting with others and creating a grassroots movement around your mission.

Another important insight is the growing interest in health and wellness in the VR/AR industry. I see a lot of potential for Flow to expand in this area, particularly with integrating biometrics like EEGs and HRVs into our experiences. By providing subjective and objective data on the benefits of meditation, we can help people track and improve their mental and physical health.

Overall, my experience with Flow and the VR/AR industry has taught me the importance of staying connected, being adaptable, and always looking for new opportunities to innovate and improve.

What’s your vision for the future of VR and the Metaverse?

As someone passionate about the potential of VR and the metaverse, I see a future where these technologies are used for more than just entertainment. We will see a rise in applications that focus on improving health and wellness, connecting communities, and fostering empathy across the globe. V.R. has the potential to be an empathy machine, allowing people to connect and share information in new and meaningful ways.

I also see a future where VR and the metaverse are used for high-level training and education. From mastering meditation to learning new skills, incredible tools and opportunities will be available in VR. As we continue to develop these technologies, I want to prioritize their potential for positive impact and work to ensure they are used ethically and responsibly.

What parts of the VR industry do you think need to be changed? Why?

The VR industry needs significant changes to improve safety and accessibility and address gender inequality. For example, it’s alarming and unacceptable that individuals such as Nina Jane Patel, a blogger pursuing her Ph.D. in immersive technology in the UK, experience physical abuse in the Metaverse. As such, we must prioritize safety regulations to ensure all users feel secure and protected while engaging in virtual experiences. By implementing safeguards, we can prevent any form of abuse or harm from happening.

Moreover, female entrepreneurs and creators face significant challenges in securing funding and recognition within the VR industry. This issue must be addressed by creating greater accessibility for women and providing them with the necessary resources and support to succeed. By doing so, we can help level the playing field and encourage more women to innovate and contribute.

Finally, we must continue exploring the vast potential of VR technology to revolutionize various sectors, such as education, healthcare, entertainment, and gaming. By focusing on innovation and inclusivity, we can make significant changes to the VR industry that benefit everyone involved. The VR industry has the potential to shape how we live, work, and interact with one another, and we must work together to create a safe, inclusive, and accessible virtual world.

What are your thoughts on privacy and ethics?

As someone who values privacy and ethics, we must address these topics in the XR industry. With the increased monitoring and invasion of privacy by big tech and the government, we must prioritize fundamental human rights and respect for individuals. We are losing this sense of respect and connection in our society, and we need to get back to basics and uphold these values. The XR industry ensures privacy and ethics are at the forefront of all developments and innovations.

What advice do you have for people (entrepreneurs, professionals, artists, and students) looking to enter the XR industry? And how can they best position themselves for success?

My advice for anyone looking to enter the XR industry is to first figure out what you’re passionate about within the industry. Choose an area that excites you and that you’re motivated to work on for the long term. Staying up-to-date on industry trends, technologies, and innovations is also essential. Networking and building relationships with other professionals in the field can also be beneficial for finding opportunities and gaining knowledge.

For entrepreneurs, I suggest focusing on creating a product or service that solves a problem or fills a need in the market. Conducting thorough market research and having a clear business plan can also help position your company for success.

For professionals, artists, and students, I recommend building a solid portfolio showcasing your skills and creativity, staying up-to-date with the latest technologies, attending conferences, joining XR-related groups and forums, and seeking internships or apprenticeships to gain hands-on experience and build relationships with industry professionals.

It’s also essential to continuously develop your skills and knowledge in XR. Keep up with the latest software and hardware developments, and consider taking courses or attending workshops to expand your skill set.

Finally, don’t be afraid to take risks and pursue your passions. The XR industry is still relatively new, so there is plenty of room for innovation and disruption. Embrace the challenges and learn from your mistakes, as they will ultimately help you grow and succeed in this exciting and dynamic industry.

Success in the XR industry requires a combination of passion, dedication, knowledge, and skill. By staying focused on your goals and continuously learning and improving, you can position yourself for success in this exciting and rapidly growing field.

Who have been your most important mentors? Why? How did you meet them?

Thank you for the question. I have been fortunate to have several essential mentors who have guided me and helped me grow personally and professionally.

One of my earliest and most influential mentors was Bala Kamallakharan, founder of the Startup Iceland Conference and the Iceland Venture Studio. He was the first person who believed in me and my vision for Flow, and he provided invaluable guidance and support as I navigated the ups and downs of starting a company. He has an incredible track record of success and has never lost money on any of his investments, making him a great mentor.

Another essential mentor is Dr. Walter Greenleaf, who has been involved with VR and mental wellness for over three decades. He is a genuine connector and knows everyone in the industry. He has been an incredible source of knowledge and guidance for me and has helped me to navigate the complex world of VR and mental health.

On the meditation side, I feel incredibly fortunate to have learned from spiritual master Kalindi. She created a modern-day meditation practice that has impacted tens of thousands of people worldwide, and I have based much of Flow on what I learned from her.

All my mentors have profoundly impacted me, and I am grateful for their guidance and support. I met them through various channels, mostly networking and attending industry events. It is essential to always be on the lookout for mentors and be open to learning from others, no matter where they come from or their backgrounds.

What’s your favorite inspirational quote? What about the quote inspires you?

The quote “The solution to the problem is to go deeper” by the great spiritual teacher Gourasana has been a guiding principle for me. It means that when faced with any challenge or problem, the key to finding a solution is to go beyond the surface level, where things may be chaotic and turbulent, and instead seek the calm and stillness of the deeper levels.

Our society often operates on a surface level, which causes much unrest and turbulence. However, when we delve deep through meditation or introspection, we can connect with a more peaceful and benevolent energy. It’s like entering a different force field, where we can make more precise decisions, gain clarity, and have realizations that may have been obscured.

For me, this quote inspires a sense of hope and optimism. It reminds me that even in the face of adversity, there is always a way to find a solution and a path forward. It encourages me to look beyond the surface level and dig deeper, tap into my inner wisdom, and find the answers I seek. Ultimately, it reminds me that there is always a way to find peace and stillness, even amidst the chaos of the world around us.

 

🧘‍♂️🧘🏻‍♂️🧘🏼‍♂️🧘🏽‍♂️🧘🏾‍♂️🧘🏿‍♂️Remember to meditate.🧘🏿‍♀️🧘🏾‍♀️🧘🏽‍♀️🧘🏼‍♀️🧘🏻‍♀️🧘‍♀️

 

Find Tristan on LinkedIn, Twitter and learn more about his company, Flow

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

 

 

 

 

Adam Mangana

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Hi Adam, thanks so much for joining us! To get started, please provide us with an overview of your background and share what inspired you to get into immersive technology. Also, please tell us about your journey into the VR industry.

Hi there! My name is Adam Mangana, and I’m the Chief Product Officer and founder of Optima Ed. We’re the only education experience company that creates standards-aligned Virtual Reality Curricula worldwide. I’ve been in education technology for over 15 years, and I recently launched the world’s first Virtual Reality Charter School, Optima Classical Academy, in the fall of 2022. We offer tuition-free online education to students in grades K-9.

My passion lies in education, ancient history, and computer science. I received my undergraduate degree from Brown University with a double major in Classics and Public and Private Sector Organizations. I’ve been fortunate to work with some prominent classicists who inspired me to explore ancient texts and delve deeper into the subject matter. In addition, my mother’s work in the physics department exposed me to computer science, and I had the opportunity to work on research projects with physicists, which gave me a strong foundation in computer science.

Around eight years ago, I became interested in virtual reality and its potential to enhance education. At that time, I created an Unreal Engine course and had the chance to work with the first commercially available headset when Facebook acquired Oculus. Since then, I’ve pursued graduate work in VR education at Vanderbilt and have been part of some initial longitudinal studies on VR in education.

During the pandemic, I had the opportunity to pilot a VR education program with several schools, which led to the opening of the first tuition-free charter school delivered in the Metaverse. I’m excited to be at the forefront of this new field, and the possibilities for immersive and interactive education are endless.

I live on a farm in rural Mississippi outside of Hattiesburg and run a company based in Naples, Florida. I go back and forth between the two and have two kids who attend the world’s first school delivered entirely in the Metaverse, Optima Online Academy. The platform allows students to be present together and experience the school together, building a relationship with the faculty, which is a powerful experience and the primary use case for the Metaverse.

One of my big ideas is to make ambulatory learning great again. I’m inspired by the ancient teaching methods of our two greatest teachers, Jesus and Socrates, who walked alongside their students and asked questions. With the Metaverse, we can create a more immersive and interactive learning experience reminiscent of these ancient teaching methods.

In summary, I’m passionate about education, computer science, and VR technology and committed to creating innovative and practical approaches to education. I’m excited to share my insights and practical advice with anyone interested in exploring the potential of VR for education.

Can you tell us more about what you’re currently working on?

Absolutely. At Optima Education, we’re on a mission to make education more accessible to everyone through the power of VR and immersive technology. Right now, we’re focused on scaling our operations beyond Florida, where we’re currently providing our coursework for free to students with a Florida residence. We’re also proud to partner with Step Up for Students, an organization that supports students with neurodiversity, to offer educational field trips or learning expeditions to 94,000 students. Our nonprofit, the Optima Foundation, supports this work with neurodiverse students, and we welcome anyone who wants to contribute to this cause.

In addition to these initiatives, we’re constantly improving and expanding our curriculum and platform to offer even more engaging and effective educational experiences. We see ourselves as the world’s first education experience company, and we’re excited about the potential for VR and the Metaverse to revolutionize education in future years.

For anyone who wants to learn more about what we’re doing at Optima Education, visit our website, optimaed.com, or check out our charter school at optimaclassical.org. And if you’re interested in supporting our work or want to connect with me directly, don’t hesitate to reach out on LinkedIn. We’re always happy to speak with others who share our passion for transforming education with VR and immersive technology.

What’s your vision for the future of VR and the Metaverse? 

My vision for the future of VR and the Metaverse is exciting, and I see it as a natural evolution of the internet. Thanks to blockchain technology, interoperability will be a crucial feature of this new digital landscape. Companies can trade assets and connect with customers and stakeholders in new and exciting ways. This will make it possible to take assets created in one platform, such as Fortnite or Roblox, and trade them in an educational forum or even a digital real estate market.

Many companies will transition from having a traditional website to having a web place, a three-dimensional metaverse space that will help them stand out and create new opportunities. With the influx of eyeballs and attention, I see a massive adoption curve for the Metaverse coming in the near future. However, as we move into this new digital space, we must also prepare for the need to teach people how to be responsible and ethical digital citizens. Therefore, it will be necessary for schools to play a role in shaping civic virtue and instilling digital citizenship in their students, preparing them for a future where they will need to be good citizens both in real life and the Metaverse.

Despite our many challenges, I remain deeply committed to making education more accessible and bringing the power of VR and what I know about learning to as many people as possible. The Metaverse is a three-dimensional version of the internet and a natural progression of how we interact and do business online. While there are challenges to face as we move into this new era, I believe that with perseverance, a deep sense of purpose, and a focus on building good digital citizenship, we can unlock the full potential of the Metaverse and create a better future for all.

What parts of the VR industry do you think need to be changed? Why

As an expert in the field, the VR industry must focus on utility and relevance. VR companies should solve problems for their customers and users rather than just trying to showcase the technology. It’s essential to consider the practical applications of VR and how it can solve problems in fields such as education, healthcare, and engineering.

Another issue is that the industry needs to build experiences that will last for hundreds of years. Therefore, three-dimensional assets in VR are essential. Companies should take inspiration from the book “The Timeless Way of Building” by Christopher Alexander, which emphasizes the importance of creating timeless structures and experiences.

In addition, the communication around VR needs to be improved. Many people still view VR as a novelty or a niche technology, and it’s up to the industry to demonstrate its potential and practical uses. It’s essential to focus on the problems that VR can solve, such as enhancing empathy or improving access to education.

Overall, the VR industry must continue to innovate, push boundaries, and remain practical and focused on solving real-world problems. As the industry grows, it’s crucial to balance showcasing the technology and providing tangible, valuable solutions.

What are your thoughts on privacy and ethics?

As a company that operates in the education industry, Optima Education prioritizes privacy and ethics. We understand that data privacy is critical when it comes to education, and we take our users’ trust very seriously. Therefore, we are committed to ensuring that our platform is safe, secure, and transparent with our users about collecting, storing, and using their data.

In terms of ethics, companies need to approach emerging technologies with a sense of responsibility and a deep commitment to doing what’s right. As we move into the Metaverse and other immersive technologies, we must take the time to consider these technologies’ implications and work together to establish ethical guidelines and best practices. This is particularly important in education, where we protect and nurture the next generation’s minds.

We believe blockchain technology is critical in building trust and establishing a sense of accountability regarding privacy and ethics. Using the blockchain to create immutable, transparent data usage records, we can help ensure that users retain control over their data and that companies are held accountable for their actions. Ultimately, it’s up to everyone in the industry to work together to ensure that emerging technologies are used ethically and responsibly and that the next generation of students can learn and grow in a safe and secure environment.

What advice do you have for people (professionals/ students) looking to enter the XR industry?

I advise those looking to enter the XR industry to understand the tools and technologies, build and experiment with different ideas, and network with other professionals. You can find free online resources, such as Unity and Unreal Engine tutorials, or consider taking a content creator course to get started. Attend industry conferences to keep updated with the latest trends and innovations and create opportunities for collaboration and career advancement. So roll up your sleeves and start building!

Who have been your most important mentors? Why? How did you meet them?

As someone fortunate enough to have many great mentors in my life, they have all significantly shaped my journey and career. However, one person who stands out, in particular, is Dr. Derek Ham, a friend, and mentor whom I met while growing up in Southeastern Virginia.

Dr. Ham, who went on to attend Harvard and MIT and now serves as the Chairman of the Design School at North Carolina State, has been an incredible inspiration to me. He built an immersive experience called “I Am A Man,” available on the Oculus Store and created for the National African American History Museum in DC. It takes users on a journey back to 1968 Memphis from the perspective of sanitation workers during the assassination of Martin Luther King Jr.

Watching him pioneer perspective-taking and walking a mile in someone else’s shoes was inspiring, especially as someone who wants to engineer meaningful learning experiences for students. Dr. Ham’s dedication to his craft and ability to create immersive experiences that matter has been a constant source of inspiration to me. I’m grateful for his mentorship and friendship.

Bonus: What’s your favorite inspirational quote? What about the quote inspires you?

One of my favorite quotes comes from Saint Augustine: “The world is a book and those who do not travel read only a page.” This quote is inspiring because it reminds us of the importance of gaining new experiences and expanding our perspective. We live in a vast and diverse world, and it’s easy to get stuck in our little bubble and forget about incredible things beyond our immediate surroundings. This quote encourages us to venture out and explore, learn from others, and broaden our horizons. I believe this is especially important in virtual reality, which allows us to “hack time and space” and experience new things in a way that was never before possible. By embracing this spirit of adventure and exploration, we can better understand the world around us and become more well-rounded and empathetic individuals.

 

Find Adam on LinkedIn, Twitter and learn more about his company, OptimaEd

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

Miguel Torres Vargas

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Hi Miguel, thanks so much for joining us! To get started, please give us an overview of your background.

Growing up, we didn’t have a computer at home, but at 10, I was lucky enough to be enrolled in a program called Misión Huascarán at my public school in Peru. The program taught the basics of computers, and we would make robots out of Legos. I remember launching Microsoft Word for the first time, and that’s where I met Clippy. I was mesmerized by this character’s animations and friendliness; it would assist me in finding images.

My love for technology continued to grow as I got older. I took a computer class in secondary school that I had the opportunity to attend once a week for an hour. In this class, I learned about programs like Photoshop and Corel Draw, but what I loved most about it was that I got to play video games like Counter-Strike and Half-Life.

After school, I often went to cybercafes to play those games, and that’s where my passion for video games started. As the years went on, my family and friends would come to me for help with their computer issues, and I was happy to act as their IT support.

I knew I wanted to turn my passion for technology into a career. So, I enrolled in a trade school and studied computer science. I learned from Jose Espinosa Landa (the most valuable professional at Microsoft) how to build computers and program and use languages such as PHP, Visual Basic, and C#.

What inspired you to get into immersive tech? Please tell us a bit about your journey into the VR industry.

After graduating from trade school, I knew I wanted to take my programming and building applications skills to the next level. So, I began working as IT support and quickly worked my way up to become an IT manager. But I couldn’t help but wonder what more I could do. That’s when I decided to enroll in university to learn more about computer science. It was there that I discovered my passion for game development. So, I took several classes on the subject. During one of those classes, I met Professor Pablo Figueroa, an exchange professor from The University of Los Andes in Colombia. His research topics were VR and Game Development, and he had been in the field for over ten years.

As a final project, I created an RPG in 3D called SuddenDir and presented it to Professor Figueroa. He was impressed with my work, and I remember asking him at the end of the presentation if being a VR developer was hard or easy. He smiled and said, “It’s not about the difficulty; it’s about the passion.”

That’s when it hit me, my passion for technology and game development, combined with Professor Figueroa’s encouragement and expertise, inspired me to pursue a career in VR development. In the ever-evolving world of technology, there is always space for creativity and innovation. Now, as a VR developer, I’m living my dream.

What were some of the biggest challenges you experienced while on any project?

As a VR developer, one of the biggest challenges I faced was developing a multiplayer experience. I had to create an experience connecting people from different Peruvian cities. Initially, we struggled to develop a multiplayer experience in VR, as we were only familiar with developing standalone VR experiences. However, we decided to learn a tool called Photon 2, and it was through this tool that we could create a successful multiplayer VR experience. The project aimed to address deficiencies in a specific environment and was designed to ensure that workers were using safety gear, such as helmets and safety jackets, and could read danger signs and exit safely.

Can you tell us more about what you’re currently working on?

I participated in a hackathon where a team of us developed an AR experience for a marketing company. The AR experience uses geolocation to find virtual objects on a map, and as you move around, ads would appear. I worked on this AR experience with two individuals from Mexico, and we won the hackathon. The company that sponsored the event decided to incubate our project. The opportunity to enter a startup incubator to found our startup with an XR approach, I am very excited for what is to come and everything I will learn.

What were some of the most considerable challenges you’ve faced while working in the VR industry? How did you overcome them?

One of my most significant challenges was developing a VR experience without a VR headset. Access to technology is a hurdle that many, including myself, have faced. Unfortunately, when I started working for BSG Institute, they only had one headset and were unwilling to invest in another one. So, initially, I had to travel across town to the office to access the headset. However, as I learned more about Unity, I discovered that I could use the XR toolkit, allowing me to develop VR experiences without needing a physical headset.

What’s your vision for the future of VR?

I envision a future where everyone has access to this technology, where you and I can put on a headset and connect to be in a virtual world, just like today’s internet. When you combine VR and AI, you will see a world where AI can help develop VR experiences and build virtual worlds.

What are your thoughts on privacy and ethics?

To me, privacy means that my personal information and data should only be accessible to me. And if I create or develop something, it belongs to me. Ethics refers to the behaviors considered right or wrong, the adherence to these customs, and the acknowledgment of when errors are made.

What advice do you have for people (professionals/ students) looking to enter the XR industry?

If you need to know where to begin, start with YouTube video tutorials. I also recommend looking for technological communities, as it is here where you will learn a lot and have the opportunity to be mentored. There are communities out there that will support you in your journey. And if you want to work in this field, educate yourself and get certified.

Who have been your most important mentors? Why? How did you meet them?

I wouldn’t consider Pablo Figueroa and Jose Espinosa Landa as mentors, but these professors taught me everything I know and inspired me to be who I am today and be a part of the VR industry.

Anything else you’d like to add?

The future of extended reality is exciting. We are in one of the best times because we have access to artificial intelligence, extended reality, and the technology to run these applications.

Bonus: What’s your favorite inspirational quote?

El ayer es historia, el mañana es un misterio, el hoy es un regalo, por eso se llama presente!

 

Find Miguel on LinkedIn

Know someone who should be interviewed for an XR Creator Spotlight? Please email us at hello@xrcreators.org.

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