VR: Getting People to Take Safety Training Seriously, Retail Merchandising, and More

Virtual reality is making inroads in the retail industry, at the same time as more and more companies are realizing the powerful potential of VR for training. Here are some of the most recent use cases of VR in enterprise, all of which, when it comes down to it, are customer-facing applications of the technology. The following is evidence of digital disruption ramping up beyond work instructions and collaborative design, to directly impact the products and services that consumers experience everyday:


ADT

In a recent mailer campaign to convey the importance of professional alarm monitoring services, ADT sent out Google Cardboard-like VR headsets that put recipients into a simulated life-threatening situation. Noting a lack of awareness among homeowners around what actually happens during a fire, ADT worked with Harte Hanks to create a VR experience accessible on YouTube that would drive home the potential side effects of carbon monoxide, the physical obstacles that can prevent you from escaping, and other elements of a house fire.

Placing a phone in the viewer sent by ADT, you find yourself in a bedroom filled with smoke. You’re immersed in a mother’s fear and disorientation as she’s awoken by a call from ADT and goes to find her daughter, who refuses to leave without her dog. When the two go downstairs, you see an inferno coming from the kitchen, and then the house loses power. The experience is raw and definitely more powerful than a pamphlet, but at the end of the day it is a marketing campaign to not only change the batteries in your smoke detector every year but also buy ADT’s services. 


Walmart

The retailer is expanding its use of VR beyond employee training to the customer experience, making novel use of its 4,000+ physical stores. Walmart subsidiary Spatial& and DreamWorks created a VR experience based on the new “How to Train Your Dragon” movie that is now touring 40 Walmart store parking lots via 50-foot tractor trailers. In this way, Walmart is able to play host to exclusive VR experiences (featuring VR-powered chairs) and give the masses access to VR overnight—a technology that’s still too expensive for most and that Spatial& views as the future of retail marketing.

By working VR into stores, Walmart and other retailers can cut back on large displays and market products in interactive ways. For instance, shoppers might use a VR headset to put a tent together to test out camping gear or try stowing a stroller in an overhead airplane bin before buying. This is essentially “try before you buy” but inside the store itself. VR can even bring products to life, for example by enabling shoppers to virtually visit the vineyard that produces Walmart wine.


Royal Mail

Mailman vs. dog: It’s a classic TV trope that Royal Mail says prevents postal workers from taking anti-dog attack training seriously. In addition to the cartoon vision of the dog chasing the mailman, the group environment in which this training is traditionally held hurts its effectiveness, as trainees don’t want to be seen taking it seriously. Over the years, Royal Mail has tried videos, brochures, slogans and posters to reduce the number of dog attacks on its employees; now it’s turning to VR.

With around 150,000 postal workers delivering to some 30 million addresses, Royal Mail sees around 2,275 dog attacks per year. Injured employees are unable to finish their routes, which severely impacts customer experience. Looking for a way to isolate the training and eliminate the “banter culture” around dog attacks, Royal Mail began using VR: Now, trainees use smartphones inserted into headsets to experience potential dog attack scenarios, select different actions and receive feedback on their choices. The result: Many units haven’t reported a single dog attack since adopting the VR training system in November 2018. The training was also inexpensive for Royal Mail to pilot nationally.


Kellogg

Accenture Extended Reality, Qualcomm and Kellogg recently teamed up to pilot an eye-tracking VR headset for retail merchandising. The idea is to enable companies to do market research faster, cheaper and on a larger scale. Accenture developed the solution based on a Qualcomm VR reference design headset powered by the Qualcomm Snapdragon 845, using eye-tracking tech from Tobii, eye-tracking data analytics from Cognitive3D, and mixed reality software from InContext Solutions. By tracking where a user looks while moving through a full-scale virtual store, walking down virtual aisles, picking up products and placing items into his cart, retailers can determine the best way to stock shelves.

Brands spend a lot of time, money and effort figuring out optimal product placement but are usually limited in the data they’re able to collect (online surveys and in-home user tests can only go so far). Eye-tracking in VR provides richer and more accurate behavioral data than traditional testing. You can observe what users are looking at, for how long, in a realistic shopping scenario; and expand testing to more geographically dispersed participants (mobile VR). In fact, the VR eye-tracking solution has led to insights that directly contradicted some of Kellogg’s prior assumptions, resulting in an 18% increase in the brand’s sales during testing.

 

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 6th annual EWTS will be held September 17-19, 2019 in Dallas, TX. More details, including agenda and early confirmed speakers, to come on the conference website.

Excited about HoloLens 2? Looking back at groundbreaking use cases of HoloLens

The big news this week has been the unveiling of the much-anticipated, $3,500 HoloLens 2. The new HoloLens boasts a larger field of view (twice that of the original), higher resolution, faster and more natural interaction, and is reportedly more comfortable to wear than its predecessor. HoloLens 2 has eye-tracking and retina-scanning features, doesn’t require any fitting (making for a more streamlined experience) and even takes hygiene into account in its design. Thus far, reviewers have largely praised the device, with most writers deeming it a great leap forward for Mixed Reality.

Behind the scenes at Microsoft is a team of designers and engineers who clearly listened to feedback from early enterprise users, including major companies like Boeing and Ford that have been using HoloLens for a few years now. Other big names like Chevron, Kiewit, Bridgestone, ExxonMobil, Pfizer, Merck, and BT have likewise been testing and using HoloLens. Besides the use of HoloLens, what do all of these companies have in common? They speak at EWTS every year. Indeed, over the last five Enterprise Wearable Technology Summits, we’ve followed Boeing’s and the rest’s stories from proof of concept through rollout. Read on for three use cases of HoloLens that undoubtedly helped Microsoft to improve its Mixed Reality headset.


Assembly at Boeing

Boeing is the first company that comes to mind when I hear HoloLens for business. The company has been exploring AR for years – well before Google Glass – for improving training, reducing design errors, and speeding up maintenance in multiple business units (commercial, space, defense, etc.) In assembly, Boeing workers wear HoloLens to perform the complex task of wiring an airplane, one of the most difficult jobs in airplane production. The wiring of an airplane is several miles long and there is absolutely no room for error. One mistake can lead to a testing failure, costly delay, or worse. In the past, technicians referred to 2D drawings that were multiple feet long and difficult to interpret and apply in the 3D world. Any modifications to the base model would make the job even more difficult.

HoloLens reduces workers’ cognitive load by putting an interactive, 3D digital wiring diagram right in front of the user’s eyes, overlaid on the interior of the plane wherever an electrician is installing wiring. With both hands free to do the actual wiring, Boeing’s technicians complete the task faster. In those areas of the business where Boeing has adopted HoloLens, the company has seen overall process improvements of around 40%. In another division, HoloLens is used to evaluate spacecraft designs, helping to catch issues early on in the design phase as opposed to after production has begun.

(Watch Brian Laughlin and Paul Davies of Boeing go through the multiple ways in which Boeing is applying AR in this joint presentation from EWTS 2017. 

And hear Brian Laughlin, Technical Fellow, IT Architect, Mobile Solution, and Connie Miller, Web Application and HoloLens Developer, from Boeing speak at EWTS 2019 this September in Dallas.)


Remote Support at Chevron

The oil giant has been using and testing HoloLens in various areas of its business around the world. The technology is perhaps most appealing to Chevron for enabling “teleportation,” whereby subject matter experts can be virtually anywhere field personnel need them. HoloLens allows Chevron to address issues quickly on the front lines without paying for travel and makes for safer operations at potentially hazardous sites. A worker in the field wearing HoloLens attached to a hardhat and connected to the Chevron network can share her view through the headset with a remote expert. The expert sees exactly what she is seeing in real time on a computer screen and can augment her field of view with relevant data and media (ex. piping diagrams) while talking her through the troubleshooting process step-by-step. In this way, Chevron inspectors are also able to conduct remote inspections, identifying problems and approving changes through a first-line worker’s HoloLens.

Elsewhere at Chevron, HoloLens is the star of a proof of concept in which HoloLens-wearing design engineers project 3D models or holograms at full scale in order to see exactly what a design would look like in real life. In this case, HoloLens is a verification tool, helping engineers test models for clearance, safety and other issues before fabricating a single part, during construction, and in brownfield environments. Will a piece of equipment be operable and maintainable offshore on a floating production unit? This is the kind of question HoloLens can answer at significantly less cost, risk and effort than previously possible.

(Hear about the latest efforts at Chevron from Ed Moore, Senior Technology Strategist – IIoT Technology Area Manager, this September at EWTS 2019.) 


Design at Ford

Ford has completely overhauled its design process with Microsoft’s HoloLens headset, and the auto giant isn’t done innovating with the technology. In September 2017, following an initial pilot phase, Ford expanded use and testing of HoloLens globally, allowing Ford designers around the world to collaborate more effectively on new vehicles. Rather than completely do away with the expensive and time-consuming 3D clay model approach to refining designs, Ford has added mixed reality to enhance the design process, unleash more creativity on behalf of designers, and dramatically reduce time to market. So, instead of creating a new clay model every time a change is made to a design, Ford’s designers are able to project progressive digital designs onto a base (physical) clay model, viewing these through a HoloLens headset in order to iterate more quickly.

Thousands of decisions go into designing a vehicle. In the past, evaluating a single design change (building a new clay model) could take weeks; HoloLens cuts this down to hours or even minutes. HoloLens also makes it easier for Ford’s designers to collaborate with colleagues on the engineering and management side of the business. In addition, Ford believes HoloLens has the potential to improve other areas of vehicle development, including early product conception and engineering studies, as well as training, sales and work on the factory floor.

(Learn more about how HoloLens and other wearables are employed at Ford when Randy Nunez and Marty Smets take the EWTS 2019 stage.)

Be the first to hear about Boeing’s, ExxonMobil’s, and others’ experiences with the new HoloLens at EWTS 2019 this September in Dallas.

Read about other companies using HoloLens for Design and Asset Visualization here. Also read: 3 Cool Use Cases of HoloLens in Enterprise

Ready for some nostalgia? Remember HoloLens “Share Your Idea” campaign? Read our Top 5 Submissions

 

Image source: techradar

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 6th annual EWTS will be held September 17-19, 2019 in Dallas, TX. More details, including agenda and early confirmed speakers, to come on the conference website.

Using AR/VR for Assurance in Insurance

I recently watched a Netflix documentary about the Fyre Festival. Two things from the story really stuck with me: 1) Festival owner Billy McFarland failed to get festival insurance; and 2) He couldn’t (or wouldn’t) listen to reason, as multiple people told him it would be impossible to pull off such an ambitious festival in under six months. At one point, someone tried to show Billy – using a map spread out on a table – that the island venue could not accommodate the number of festivalgoers and luxury villas that had already sold. While watching, I thought about Virtual Reality, not because it’s my job but because immersive technologies might have prevented the disaster that Fyre Festival turned out to be. What if those around Billy had used VR to snap him out of his delusions? Or what if Billy had tried to get festival insurance? Might an insurance agent have used VR to “preview” the festival and ultimately denied coverage? Perhaps that would have convinced Billy to cancel the event.

The insurance industry is, in fact, exploring virtual as well as augmented reality for a number of applications, including risk assessment, accident recreation, remote claims handling, and customer education. AR/VR may also be a solution to the insurance sector’s labor concerns and the answer to rising customer experience expectations.

State of the Insurance Industry

Insurance companies are not exempt from digital disruption or the need to create a more flexible and even virtual workforce for the digital age. As some manual and traditional industry tasks become automated, insurers will need to both recruit and upgrade their talent at a time when the labor market is incredibly tight. This is especially true for the tech, data science and actuarial labor pool (Deloitte). Furthermore, employees impacted by automation as well as Baby Boomers with irreplaceable institutional knowledge will need to be repurposed, which means retraining and leveraging cutting-edge technology to facilitate remote expert mentoring of new workers.

The traditional insurer-insured relationship can be boiled down to a monthly bill or claims submission when something goes wrong; but today’s insurance customers – many of whom are millennials – want more: More convenience and more personalization in the insurance buying and claims processes. Consumers want more control over their coverage through digital channels; they want insurers to leverage advanced sensors and analytics for tracking trends and results that will lower their payments (as in auto and homeowner’s insurance), and they want more innovative and hybrid types of coverage. These and other new expectations are clashing with the long-established culture of the insurance industry, pressuring companies to look for technology that appeals to a new generation of adults seeking insurance.

Applications for AR/VR in Insurance with Real-life Use Cases

Though the insurance sector is usually slow to adopt new technology, augmented and virtual reality are beginning to show up in the ways insurers market and provide their services. Insurance companies are exploring AR/VR as part of marketing strategies, for educating clients, to estimate damage, for employee training, and more:


Customer-facing Applications:

Insurance is a large and valuable market; and with new players offering fast, efficient, digital services, it’s also a fiercely competitive one. Traditional insurers are turning to technology – both the enabler and accelerator of digital transformation – to stay relevant to a changing customer base:

Explaining Insurance Plans

AR/VR can make the complex process of buying insurance easier by simulating real-life situations to showcase the value of various life, health and other coverage plans. Far more powerful than a brochure, website or salesperson, immersive simulations can drive home the need to save for retirement, simplify pension planning, etc.

Consumer Education / Risk Mitigation

In a similar vein, AR/VR can be used to warn clients about dangers and help them prevent the need to file a claim. By allowing insurers to demonstrate both common and exceptional risks in a virtual, risk-free environment, immersive simulations can improve the safety practices of different types of policyholders. For instance, doctors could use VR to practice on a new machine before using it with real patients, employees could learn to identify workplace risks, and homeowners could learn to prevent floods and fires.

Insurers are also toying with VR incident management and training programs that would give customers a fairer rate (ex. virtual driving tests for auto insurance). After successfully completing such a program, the customer would send her results to her insurance agent, verifying her enrollment and qualifying her for discounts (reduced premiums).

Marketing and Customer Engagement

With the ubiquity of AR-capable smartphones, companies today are increasingly incorporating AR into their brand apps and other marketing strategies. Insurers are no exception: AR experiences and VR simulations that create awareness about the importance of buying different types of insurance are part of new marketing and customer engagement plans. In general, insurers are looking to attract and retain new and existing customers by providing informational and entertaining content. This represents a significant move away from the usually distant or aloof position of an insurance company vis-à-vis its clients.

Customer Service

One way to improve the customer experience is to increase an organization’s operational efficiency; for instance, faster order picking in a warehouse leads to faster delivery and higher customer satisfaction. Another way is to focus on those times the customer directly interacts with the business. In insurance, these times are when a customer purchases a coverage plan, files a claim, or contacts support.

In addition to helping consumers understand insurance plans, AR/VR can provide real-time guidance to policyholders on how to fill out claim forms, resolve billing issues, and more. Some insurers are experimenting with virtual customer service (like a virtual support center) and enabling policyholders to interact with adjusters and begin documenting damage in real time through AR. Whether it’s through an individual’s mobile camera or, one day, smart glasses, adjusters can be “on the scene” with the policyholder, reviewing the damages, even taking exact measurements; allowing for faster and more accurate documentation of loss and faster case resolution.


Employee-facing or Operational Applications:

The game of insurance is about risk avoidance, the goal being to convert consumers and businesses into policyholders while driving down claims. AR/VR can be an effective tool for reaching these goals, not just through customer education but also by improving employee performance, making insurance workers shrewder and more efficient:

(Ongoing) Risk Assessment

AR/VR open a number of new capabilities for risk assessors to reduce cost and loss ratios. As mentioned above, auto insurers are considering administering virtual driving tests to determine whether someone is a safe driver before insuring them. VR is also being used to model risk: Assessors can navigate a building before it’s built, thereby improving insurance estimates, and better judge the safety of, say, a warehouse by simulating potential accidents within and evaluating the locations of exit doors and stairs. During risk inspections, assessors could use smart glasses to instantly document and record notes hands-free, and to connect with remote experts who might point out weak spots by augmenting the user’s field of view.

The Internet of Things (ex. smart automobiles, smart homes, etc.) is huge for insurance, enabling predictive analysis and preemptive actions that should reduce the number of high-frequency, low-impact claims. This paves the way for innovative insurance models, like plans that trigger based upon forecasts of loss as opposed to an actual event. Insurers might also use the wealth of data from IoT technologies along with statisticians to visualize and analyze complex data sets in a virtual setting.

Damage Estimation

Most early use cases of immersive tech in insurance come from the property and casualty side of the industry. This is because AR/VR present the ideal tool for safely recreating real-life disasters and estimating repair costs. Through the use of digital building plans and real-time sensor information overlaid on top of a damaged building, AR glasses-wearing agents can carefully review the damage on-site, doing things like seeing behind walls to determine the location of gas lines and other critical or hazardous objects.

Claims adjusters can overlay images of a building’s pre-loss condition for comparison, document damaged areas hands-free (useful for later VR accident simulations) and confer with remote experts. This makes it possible to more precisely estimate damage and process claims quicker, which, of course, pleases customers. AR glasses also allow for remote damage assessments, where an adjuster shares the view of a colleague at the incident site (wearing smart glasses) or looks through the customer’s mobile device to assess the damage without physically being there.

Remote Guidance and Employee Training

Accenture has found that 85% of insurance executives are interested in leveraging AR/VR solutions to bridge the physical and informational distance between newer and experienced employees and between agents and customers. This is especially key in the training of claims processors, who have one of the most important jobs in the industry (investigating claims). As studies show that people learn and retain information better when it’s presented in context over their real-world view, insurance employees should be able to train faster and more effectively “by doing” whether in a virtual environment or via AR-powered remote guidance on the job.

Indeed, leading insurers are finding AR/VR great for training agents at a lower cost, giving them virtual experience that raises their confidence and the accuracy of their work. Immersive training programs can also help insurance agencies prepare employees to work in specific sectors (ex. auto insurance reps learning about engine repair; home insurance reps learning about maintenance lifecycles), so they can make more informed decisions and offer policy-specific recommendations to clients. Remote technical experts might also provide a second pair of eyes, training agents in real time using AR.

Visual Claims and the Claims Process

Alluded to above is the potential for AR/VR to enhance and speed up claims processing by unlocking new methods for evaluating claims and detecting fraud in the field. With AR, multiple agents are no longer required to visit the claim site; just one employee equipped with smart glasses can go, while experts look on, inspecting damages and calculating losses remotely from the office. The time and money saved leads to greater employee efficiency and higher customer satisfaction. Customers themselves can serve in this role using an AR-enabled mobile device or perhaps smart glasses received upon purchasing a policy.

Policyholders are becoming fans of visual insurance claims, which promise more efficient claims processing and quicker payment. AR-powered video solutions can expedite claim settlements by enabling remote inspections at the First Notice of Loss and reducing adjustors’ time in the field (thereby lowering overhead). Customers can show a contact center agent the cause and extent of, say, a car crash, through a live video connection; giving the agent immediate, real-time access to information, including valuable pieces of temporary information like road conditions, vehicle position, skid marks, etc. This significantly shortens the claims process, eliminating not only the usual site visit but also any lengthy back-and-forth communication between agent and customer. The result: More accurate appraisals and faster resolution time.


Conclusion:

The transition from old industry methods to new ways of working with augmented reality will produce a more efficient and cost-effective insurance marketplace, transforming the ways agents interact with customers, enforce policies, and assess claims. Moreover, business and personal use of AR/VR technologies will open new categories of risk exposure leading to entirely new types of insurance.

 

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 6th annual EWTS will be held September 17-19, 2019 in Dallas, TX. More details, including agenda and early confirmed speakers, to come on the conference website.

Insider Secrets to Adopting Wearables

Watch this throwback 2016 expert panel led by Upskill’s Brian Ballard, in which enterprise end users from Jacobs Engineering, Powerstream Inc., the AES Corporation, and Intel share their secrets to adopting wearables. Some key insights include referring to the people closest to the problem (i.e. the workers), getting them involved early in the process and allowing them to opt in; creating a partnership between the business and IT sides of your organization; and talking to the standards bodies for your industry from the get-go. In addition, don’t underestimate the impact on your company’s infrastructure, as content and information management are key challenges in this space, especially when it comes to AR.

When is the time to talk about consumer-facing AR apps in enterprise?

The release of Magic Leap One was supposed to be the “magic moment” for consumer AR, the development that finally got consumers excited about augmented reality glasses. Needless to say, it wasn’t. Despite the billions in funding, awesome concept videos and mainstream media attention, Magic Leap did not suddenly big-bang the consumer AR market into existence with the launch of its much-hyped headset.  

Though Magic Leap the product may be “just another HoloLens” aimed at consumers; Magic Leap the company did a lot in 2018 – through strategic partnerships with AT&T, Sennheiser, and Wayfair – to impress upon consumers the potential for augmented reality beyond Google Glass and Snap filters. In addition, 2018 saw a number of relatively normal-looking smart glasses hit the market, including Focals by North and Vuzix Blade, which make a far stronger case than Google Glass did in 2013 for putting our smartphones (and AI assistants) on our faces. And just this week at CES 2019, nreal debuted colorful, 3-ounce AR glasses that look like everyday sunglasses and ThirdEye unveiled its X2 Smart Glasses, “the smallest standalone 6oz mixed reality smart glasses with built-in SLAM.”

Why should any of this matter to enterprises? Is it still too early to talk about consumer-facing AR applications in enterprise that aren’t branded mobile apps? I don’t think so. It’s possible to serve the existing enterprise market and simultaneously prepare for one that doesn’t yet exist. Today’s companies know they must prepare for a future in which augmented reality glasses are a standard tool in the workplace, even if they’re not yet deploying AR solutions; why should companies not prepare for a future in which consumers own smart glasses (or, if not own, are at least accustomed to AR in a heads-up form factor)?

Though AR Insider estimates there are only around 129 million active mobile AR users; there are nearly one billion AR-enabled smartphones around the world capable of exposing their owners to the benefits of AR. This represents a huge potential market with opportunities for new revenue streams and services in retail, travel, hospitality, airports, even field services. There are untapped applications for AR glasses in the consumer-facing aspects of business in industrial sectors, as well: Manufacturer AGCO, for instance, uses smart glasses on the plant floor and for public tours of its factories. With the number of consumer-friendly devices now (or soon-to-be) available, the time is now for organizations to begin innovating around these products in order to engage with customers in new ways, including providing pairs of smart glasses for temporary use by customers during interactions with the business.


Current Consumer AR Market:

Furniture retailers like Ikea and beauty brands like MAC are already capitalizing on AR via new try-before-you-buy features in their mobile apps. Although companies aren’t sharing the data, AR shopping experiences built with ARKit and ARCore presumably help to increase conversion rates and average order values while reducing returns. But are consumers aware that this is augmented reality? Are Snapchat users aware that AR tech powers the app’s face and world lenses? In a recent study by GlobalWebIndex, 70-75% of respondents aged 16-44 said they were aware of AR. Awareness, however, is not the same as experience: In the same survey, only 35% of 16-34s said they had experienced AR in the past month. The best way to sell immersive technology is through experience, the level of which is currently low among consumers. There have been no killer AR apps and I suspect that many smartphone users do not register that they are experiencing AR when they do. I expect this to change as AR is integrated with other everyday form factors, including car windshields and kitchen ovens.

One day, according to analysts and futurists, smart glasses are going to replace smartphones altogether, but the transition to head-worn mobile computing is proving less predictable and slower than imagined. The reality is there are a number of significant barriers to consumer smart glasses adoption as well as a number of positive signs for the future of the consumer AR market. What’s throwing us off, as Charlie Fink points out, is the comparison to smartphones, which took only two years to reach mass adoption. Charlie argues that while the iPhone was innovative it was still a mobile phone, whereas smart glasses are an entirely new product, a new purchase much like the personal computer was in its day and the Apple Watch was in 2015. The adoption factors are similar, too: Design (form), user interface (function), utility (content), enjoyment, cost, and social acceptance.

Both personal computers and smart glasses require(d) big changes in consumer behavior. Mass adoption of PCs took 15 years. I was one of the first kids in my class to have a computer at home. My father, a lawyer, had his own computer at work, so he purchased a laptop for his home office. My brothers and I played games on it (floppy disks!), leading to the purchase of a second “family” computer. Might the new wave of consumer-friendly smart glasses follow this pattern, with businessmen, designers and technologists first to adopt and convert the rest of us?


Positive signs for consumer smart glasses in 2019

Apple is very serious about augmented reality; Tim Cook calls it a “profound platform” and market researchers are predicting a release date for the company’s rumored AR glasses as early as 2020 (2022 or 2023 is more likely). Given Apple’s design cred and clout with consumers, it’s not hard to imagine Apple being the first to come out with sleek smart glasses that look no different from regular glasses and offer enough style and functionality to make hands-free AR apps a part of everyday life. After all, the Apple Watch has made watch-wearers out of people who never used to wear a watch.

In addition to Apple’s belief in AR and the latest iPhones, which seem to be built for running AR apps, there are other positive signs for consumer augmented reality: Magic Leap is offering $500,000 grants and support to developers who build design, engineering, architecture and other creative software for its headset; and it was just announced that the company’s partnership with AT&T is expanding to include enterprise AR. AT&T has also promised nationwide 5G by 2020, which is necessary for higher quality AR experiences. I can see Magic Leap finding a niche in B2C use cases, which would increase consumer exposure to wearable AR beyond in-store retail apps and social media.

Source: Vuzix

Vuzix Blade and Focals by North are promising, as well, not only because they’re more stylish and lightweight than anything that came before but also because of popular apps like Alexa integrated with the technology. Vuzix and North have taken bold steps into the consumer market: Vuzix, for instance, was marketing Blade on Instagram and at New York Fashion Week. While the company hasn’t even cracked 1,000 followers on Instagram, it is smart to experiment on the social platform that gave rise to influencer culture and has become mandatory for brands today. Vuzix also recently partnered with AccuWeather to provide local weather information to Blade users, who can tap on the glasses or ask Alexa to bring up forecasts right in their field of view. Blade went on sale to the public earlier this month for $999, a price point that’s still too high for consumers but just right for what Vuzix calls “light enterprise” use cases.

I have to say that Focals are better looking than Blade. The cost is the same but the mainstream appeal of North’s branding, social presence, and Warby Parker-esque sales model make Focals (in my opinion) the best effort yet in consumer AR. Focals can replace one’s prescription glasses, sync with Android and iOS devices, and offer a degree of customization: Shoppers can choose between classic and round frames in black, tortoise or gray, and you have to get fitted at either North’s Brooklyn or Toronto showrooms. The integration of Uber and exclusive in-store availability are genius, yet even Focals won’t make smart glasses mainstream.


Investing in consumer-oriented devices outside the workforce

In 2017, DigitalBridge found that 56% of 18-24-year-olds would be more likely to use AR if it were offered to them via a wearable device, and 69% would be more loyal to the brand that offered this. Retailers are arguably having the most success getting smartphone owners to use AR by solving a real consumer pain point. (IKEA Place was actually the second-most downloaded ARKit app in a 2018 survey.) It seems inevitable that AR will reinvent the shopping experience, but why not also the personal banking experience or the dentist’s office, hotel, post office, etc.?

I don’t know which device will win over consumers or what the breakthrough app will be, though it will definitely be practical as opposed to a game. Nevertheless, with AR invading our cars and homes and startups introducing new consumer-friendly smart glasses, consumers should have more opportunities to experience the technology in 2019. Businesses that regularly interact with consumers don’t have to wait for smart glasses to completely usurp smartphones to begin benefiting from consumer-facing applications of devices like Blade. My prediction is that 2019 will be the year of light enterprise use cases, with companies purchasing early consumer smart glasses for employees to interact face-to-face with end customers and for consumers to use in places of business.

It’s telling that one of the very first use cases of Google Glass involved Virgin Airlines staff processing first-class passengers for their flights and that every automotive manufacturer seems to be experimenting with “loaning” AR headsets to shoppers in dealerships. There is ROI in businesses investing in consumer smart glasses if it solves a customer problem or improves customers’ interactions with the business. The other side to this is that consumers do want to try immersive technologies but they don’t want to pay for the devices right now. Here are three applications I imagine business-wide:

  • Product testing: Enabling consumers to clearly envision a product or service. Right now, mobile AR apps offer this but there hasn’t been much innovation around incorporating smart glasses into the in-person shopping experience, improving the in-store experience, and drawing customers back into stores. (Imagine entering a grocery store and grabbing both a cart and a pair of smart glasses to help you make informed decisions or being able to preview how to use a KitchenAid blender while at Bed, Bath & Beyond.)
  • Guidance and context: Showing directional information via a digital overlay in airports, malls, banks, and other large places of business. No physical signs, reduced frustration, and less pressure on employees to direct customers. Additionally, providing contextual information via digital overlay to help customers make decisions (nutrition information, product reviews, etc.) and get more out of their experience of the business.
  • Engagement: Beyond marketing gimmicks, engaging consumers to interact in new ways with products, buy more and stay longer at the business, increase brand loyalty, etc. (Imagine wearing smart glasses around a wine store to learn about where each bottle came from, hear stories about famous wine-producing regions, read reviews, etc.)

Conclusion

Personally, I’m excited about all the new consumer-friendly AR products, and not because I think they will be a hit or want to buy one myself. The arrival of products like Blade and nreal light marks an intermediate stage in consumer smart glasses adoption in which businesses provide consumers with the opportunity to use these devices risk-free in the (non-industrial) office, at stores, in office reception areas, etc. 2019 should see an expansion in enterprise use cases beyond industry into more mundane areas of business and commerce, in turn providing a much-needed push to consumer AR.

 

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 6th annual EWTS will be held September 17-19, 2019 in Dallas, TX. More details, including agenda and early confirmed speakers, to come on the conference website.


Augmented World Expo (AWE), the world’s #1 AR+VR conference and expo, returns to Santa Clara, CA May 29-31, 2019. Join us for the biggest AWE yet and help celebrate the show’s 10th Anniversary! Apply to speak and/or exhibit at AWE 2019on the event website.

 

Image source: nreal

Challenges of Enterprise Wearables, AR and VR: A Changing Landscape, Budget, Battery, and More

In this largely Q&A-driven panel discussion from last month’s EWTS 2018, Tacit’s Todd Boyd and members of the audience question IT leaders from Worthington Industries, HB Fuller, Ford, JetBlue and The American Bureau of Shipping (ABS) on the cultural and technical challenges of adopting wearable technologies. Some of the challenges addressed include keeping people engaged, dealing with opponents and a constantly changing hardware landscape, budget and financing, battery life and back-end system integration. Watch now:

 

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 6th annual EWTS will be held September 17-19, 2019 in Dallas, TX. More details, including agenda and early confirmed speakers, to come on the conference website.


Augmented World Expo (AWE), the world’s #1 AR+VR conference and expo, returns to Santa Clara, CA May 29-31, 2019. Join us for the biggest AWE yet and help celebrate the show’s 10th Anniversary! Apply to speak and/or exhibit at AWE 2019on the event website.

All the News Out of EWTS 2018

The 2018 Enterprise Wearable Technology Summit took place October 9-10 at The Fairmont in Austin, TX. A number of announcements were made at the event—all great news for the future of enterprise wearable technologies. From new partnerships to global deployments, here are the developments announced at the event:

RealWear Announces That Colgate-Palmolive to Roll Out HMT-1 Hands-Free Wearable Computers to 20 Manufacturing Sites in 11 Countries

Colgate-Palmolive is rolling out RealWear’s voice-operated HMT-1 among hundreds of its mechanics and engineers across 20 of the company’s largest manufacturing facilities in 11 countries. Colgate-Palmolive employees will use the technology to receive support from remote SMEs, equipment suppliers and manufacturing teams, as well as to retrieve and capture documents and video.


Vuzix Receives M300 Follow-On Orders from SATS to Outfit Ramp Handling Operations with Smart Glasses at Changi Airport

SATS, the chief ground-handling and in-flight catering service provider at Singapore Changi Airport, began piloting the Vuzix M300 to increase accuracy and efficiency in its ramp handling operations in mid-2017. The company is now expanding its use of the technology, deploying smart glasses to over 500 employees at Changi Airport. Wearing Vuzix M300 Smart Glasses, workers will be able to receive real-time loading instructions and scan barcodes on luggage and cargo containers, hopefully reducing loading times by up to 15 minutes/flight.


Toshiba Adds Voice Commands and Enhanced Camera Capabilities to Create Vision DE Suite 2.0

Toshiba has upgraded its software engine to include voice commands, enhanced camera capabilities, and other new features. Vision DE Suite 2.0 delivers live video collaboration, photo/video capture and viewing (plus image resolution control), real-time file synchronization and alerts, a remote management console, and flexible controls to dynaEdge AR Smart Glasses users. The upgraded software is now available for purchase, while existing customers will receive a free upgrade.


RealWear Rolls Out Zero-Touch Deployment Solution with RealWear Foresight Cloud Platform

In other RealWear news, the company announced the RealWear Foresight cloud platform with zero-touch deployment, now a built-in feature of the HMT-1 and HMT-1Z1. The solution accelerates early enterprise deployments, allowing RealWear to ship devices directly from its fulfillment centers and organizations to immediately and securely deploy the technology by adding any app from the RealWear app catalog. Companies who’ve optimized their apps for the HMT-1/HMT-1Z1 include HPE, Librestream, PTC, Ubimax, and Upskill.


AMA Partners with Proceedix to provide advanced remote assistance solutions

The integration of XpertEye and Proceedix delivers the most comprehensive solution for remote assistance and work flow support on mobile and wearable devices, maximizing usage and benefits for end users. The alliance of the two solutions is designed for industrial sites with multiple use cases for smart glasses, so that a worker can use the same pair of smart glasses to view heads-up, hands-free work instructions and receive real-time support when needed. See what the CEOs of AMA and Proceedix had to say at EWTS here.


Atheer Announces the World’s First Augmented Reality Management Platform, Creating New Enterprise Software Category

Atheer revealed the “world’s first Augmented Reality Management Platform for industrial enterprises,” a new category of enterprise software aimed at helping companies tackle challenges relating to change, connectivity, talent, and operational complexities. The device-agnostic platform supports natural controls, see-what-I-see video collaboration, digital asset management, contextual awareness, predictive and performance analytics, and more. Aragon Research calls it “an important milestone” for enterprise AR. Check out the White Paper that accompanied the announcement.


Upskill launches support for Microsoft HoloLens

Upskill announced the early release of its AR/MR platform Skylight for Microsoft HoloLens. The move opens up more real estate to display information and extends Skylight into the spatial computing environment, offering a new experience for Skylight customers. Users can use hand gestures and simple gazes to navigate in virtual space and view multiple windows at the same time. Building on HoloLens’ Windows 10 capabilities, the solution securely connects to back-end systems to pull information into the mixed reality environment. Watch the video.


Three trends to watch in enterprise wearables

The Glass team shared their experiences at EWTS 2018 in a blog post, recapping the trends they’ve observed working with their partners and customers. Read it here. Jay Kothari and his team at X, the moonshot factory, say they are continuing to improve Glass based on user feedback.

Making Your Next Flight Safer and Smoother with Wearable AR+VR

From building the actual plane to the in-flight experience, wearable XR (AR, VR, MR) devices have a role to play in multiple professions within the commercial aviation industry. Employees whose jobs affect every aspect of one’s trip, including aircraft maintenance workers and flight crew can make use of wearable XR technologies to ensure the end goal: A safe and satisfied traveler. Find out how XR might be used on the ground and in the air when you go on your next business trip or vacation:


On the Ground: AR for Assembly

Both Airbus and Boeing employ augmented reality (AR) glasses in the aircraft assembly process. Airbus workers follow plans directly in their field of view, superimposed on the plane’s interior during cabin installation. They use the same solution to check the accuracy and quality of their work (image recognition technology and artificial intelligence at work); while Boeing employees use smart glasses to view a heads-up, hands-free roadmap for wire harness assembly over their real-world view. In each case, AR functions to form a stronger connection for the user between textual or diagrammatic instructions and the real working environment.

Using AR glasses with software by Upskill helped Boeing save tens of millions of dollars, but it’s not all about money: By helping employees work faster without error, aircraft manufacturers can deliver defect-free planes to customers quicker. Airlines and other buyers thus receive faster-built, higher quality aircraft and parts that breakdown less often. Aircraft and parts engineers can also use AR and VR devices to collaborate on new designs from anywhere in the world, sharing and testing ideas and even simulating the assembly or installation process to foresee issues. New XR platforms are only making this collaboration easier.


VR for Training

After assembly comes maintenance: It can take up to eight years to train and license an aviation maintenance professional. This includes aircraft OEM mechanics and airline technicians who perform safety checks, prepare aircraft components for flight, make repairs, and more. While accessing real aviation equipment for hands-on training is costly and difficult, in VR trainees can practice skills in a realistic, accident-proof immersive environment with virtual parts and tools. For instance, a mechanic wearing a VR headset could walk inside an engine and examine its parts as well as simulate different repair scenarios. With advanced audio and haptics (like a haptic suit), the trainee could even hear the noise and feel the motion of the engine, better preparing him for the real thing.

A recent study at the University of Maryland found that people actually learn and retain information better through immersive experiences compared to using a computer or tablet. Enterprises are also finding VR to be superior to reading a manual, watching videos, or taking a lecture-style class. While not an example of full immersion, Japan Airlines used Microsoft’s HoloLens to improve training for its engine mechanics—in place of physical hangouts, trainees learned all the engine components by working on a virtual engine in mixed reality.

Learning by doing with AR is effective and cost-saving for training, as well. Aviation maintenance workers can learn on the job without risk of error by using heads-up, hands-free smart glasses to view fool-proof text and visual aids over their work. The technology can even validate each step of an inspection or repair to prevent errors. Static instructions can become interactive, with virtual arrows and labels appearing on top of real-life aircraft equipment, showing the user where parts and tools should go. The result: Faster training without sacrificing accuracy or quality = quicker maintenance, fewer flight delays, and happier travelers.

Once the engine has been overhauled, the plane is ready for service. Expensive and logistically challenging, pilot training is another opportunity for VR. In recent years, the burden of paying for flight school has fallen onto pilots themselves. The $60,000-$80,000 price tag explains why flight school enrollment has fallen in the U.S., leading to a growing shortage of trained pilots not all that unlike the troubling shortage of skilled workers in other industries. CAE forecasts that over 255,000 pilots will be needed in the global commercial aviation industry by 2027, yet less than half that number has even begun training. Some carriers and manufacturers are making efforts by sponsoring aspiring aviators or expanding their flight training services, but the cost and time is still too great.

For industries with large, complex and expensive equipment like aviation, VR offers the closest thing to hands-on training. Virtual reality, capable of simulating almost every aspect of flying, feels more real than many current flight simulators (essentially stripped airplane cockpits with screens for windows) and is adaptable to all kinds of scenarios. Rookie pilots can walk around the cockpit, interact with the plane’s controls, and even practice an emergency landing, with tactile feedback to increase the sense of realness and help build muscle memory. VR is already finding its way into flight training programs: Airbus, for one, has been able to reduce training time and train more people in limited space using VR to supplement training in real aircraft; while Future Visual created a simulation for Oculus which takes pilot students through the entire pre-flight process. And VR isn’t just for ground crew and pilots; cabin crew and even airport staff training could incorporate immersive tech, as well.


In the Air: AR for Guidance

The length of runway required for a standard aircraft to get off the ground can be calculated, but what if there are unexpected failures? What if the engines aren’t working to full capacity or the takeoff field is wet? Will the aircraft still reach the required speed for takeoff? According to Boeing, 13% of fatal aircraft accidents occur during takeoff. In fact, pilot errors, not maintenance failures, are responsible for the vast majority of all aviation accidents. This isn’t surprising considering it’s largely left to the pilot’s subjective opinion to determine a response when something goes wrong.

The problem lies in how information is presented to the pilot inside the cockpit. It’s hard to focus on flying when you have to read and quickly analyze the text on a bunch of small instruments and screens all around you. AR technology can display this information in a more intuitive format. For instance, with smart glasses, information like pre-flight checklists, step-by-step instructions, current weather and air traffic information, even a 3D graphic of the takeoff path can appear overlaid in a pilot’s vision before takeoff. Aero Glass actually has a solution that displays flight path and instrument data to small airline pilots wearing smart glasses. The same cockpit information a pilot might get using physical controls and touch screens can be retrieved instead by voice command; and when a snap decision needs to be made during a flight, AI technology can pick out the most relevant information to display to the pilot.


XR in Flight Service?

The benefits of integrating AR glasses and VR headsets into aircraft assembly and technician training are tangible today, but at this point airlines have merely proposed ideas for using XR in the air without seriously investing. This is probably due to the consumer-facing nature of the in-flight experience. Providing flight attendants with smart glasses to interact with passengers or offering VR headsets as in-flight entertainment are not critical use cases like the need to quickly train thousands of new pilots. Moreover, the timeline for mainstream consumer use of AR and VR is still unclear.

XR hasn’t yet transformed the experience of flying, but some airlines are considering it. Air New Zealand, for example, had its crew members try out HoloLens to expedite and provide more tailored customer service during the flight. To cater to individual passengers, flight attendants might access their flight details (to help make connections), food allergies (to personalize meals), even their emotional state (facial recognition tech). Air France trialed VR headsets for in-flight, immersive entertainment; and though not in the air Lufthansa has used VR to sell upgrades to premium class right at the gate. Who knows? Maybe one day those safety instructions in your seat pocket will be replaced by a virtual reality video. In the meantime, rest assured that XR technologies are improving aviation operations behind the scenes, from the hangar to the cockpit.

 

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 5th annual EWTS will be held October 9-10, 2018 at The Fairmont in Austin, TX. For more details, please visit the conference website.


Augmented World Expo (AWE), the world’s #1 AR+VR conference and expo, comes to Munich, Germany on October 18-19, 2018. CXOs, designers, developers, futurists, analysts, investors and top press will gather at the MOC Exhibition Center to learn, inspire, partner and experience first-hand the most exciting industry of our times. Apply to exhibit, submit a talk proposal and buy Super Early Bird tickets now at www.aweeu.com.

Everything Enterprise XR Announced at AWE USA 2018

The scope of the Augmented World Expo is large to say the least—six tracks, a huge expo divided into pavilions, a Playground of entertaining immersive experiences, workshops, and more. As opposed to EWTS’ enterprise focus, AWE truly gathers everyone interested in defining and progressing the future of XR in every aspect of life; and BrainXchange was happy to partner with the show’s producers to help plan the industry event.

There were many announcements at the 9th AWE and some really cool tech on the expo floor (mixed reality backpack, anyone?) For our followers interested in the business and industrial applications of wearable XR technologies, we’ve separated enterprise from consumer in recapping the major developments (yet still beta in many cases) that came out of last week’s event:


Kopin

One of the most anticipated announcements was for the Kopin Golden-i Infinity: A compact and lightweight, gesture- and voice-controlled smart screen that attaches magnetically to turn any pair of suitable eyewear into an AR display. The Golden-i is powered by an Android or Windows mobile device – thereby offloading the heavy lifting – and can connect to apps using a USB-C cable. It’s intended for enterprise use and will arrive by the third quarter of this year at a price of around $899.


Qualcomm

Qualcomm revealed the Snapdragon XR1 Platform, the first chip specially made for standalone XR devices. The new processor features special optimizations for better interactivity, power consumption and thermal efficiency; and could potentially reduce the cost of entry for new AR/VR hardware developers. Qualcomm also released a reference design that has already influenced forthcoming standalone devices from VIVE, Meta, Vuzix and Picoare.


Vuzix

In addition to taking the stage alongside Qualcomm to reveal the new Snapdragon XR1, Vuzix announced a partnership with Plessey Semiconductor and a shipping date of June 1st for the Blade AR Smart Glasses. Both partnerships will affect Vuzix’s next-gen smart glasses (expected in 2019) by increasing processing power and upgrading the display engine. During his keynote presentation, Lance Anderson also called on developers to help augmented reality move forward by creating practical and entertaining apps for the Vuzix Blade, the first fashion-friendly smart glasses for both work and play.


RealWear

AWE attendees were introduced to the HMT-1Z1, the first commercially available, ruggedized head-mounted AR computer certified for use in potentially explosive work environments (ATEX Zone 1 and C1/D1). The intrinsically safe wearable computer presents no ignition risk, allowing all workers to go hands-free and take advantage of the efficiency benefits of the HMD, and will ship on June 15th.


eSight

SPEX, a new division of eSight Corporation, showcased its first AR headset platform offering “breakthrough enhanced vision” in commercial, industrial and medical scenarios that require precision vision. The lightweight HMD has no release date as of yet but has been described as comfortable, providing an augmented view of the world without obstructing the user’s natural vision.


Atheer

Atheer announced the latest version of its AR platform, which includes secure group collaboration so that multiple remote experts can provide live video guidance and support across the supply chain (think of manufacturers with multiple suppliers). The company also widened the range of business processes supported by the Atheer AR Workflow Engine to include dynamic warehouse pick lists, contextual task guidance, checklists, link workflows, surveys, and note-taking for seamless process documentation.


Epson

Epson released the Moverio AR SDK for its line of Moverio Smart Glasses, which adds new capabilities like 3D object tracking using CAD data and 2D image tracking to the former SDK. The update enables the creation of 3D content for Moverio glasses and can detect various objects from 3D CAD files (no need for QR codes or other markers) as well as track multiple 2D images on a 3D plane. Epson is accepting applications for beta testers to help identify bugs.


Kaaya Tech

Kaaya Tech’s HoloSuit, a motion capture suit featuring haptic feedback for full immersion, was on showcase at AWE. The MoCap suit with haptic tech comes in two models, a basic one with 26 sensors and a higher-end version with 36 sensors. As opposed to games and entertainment, Kaaya Tech sees its technology being used in physical training simulations for industrial jobs, factory line work and the operation of heavy machinery.


ODG

ODG demonstrated a working model of an AR oxygen mask it has been developing with FedEx. The mask, named SAVED for Smoke Assured Vision Enhanced Display, has a heads-up AR display to help pilots make a safe landing despite smoke filling up the plane. In the near future, ODG plans to offer the technology to civil and commercial aircraft manufacturers and pilots as well as the military.


ScopeAR

ScopeAR debuted a new AR platform offering real-time remote assistance and augmented reality smart instructions. The all-in-one solution combines Scope AR’s video calling app Remote AR and the AR content creation library WorkLink to enable increased levels of collaboration and guidance.


Toshiba

At AWE, Toshiba demonstrated its dynaEdge AR Smart Glasses with two new applications resulting from recently-announced partnerships with Applied Computer Services (ACS) and Ubimax. ACS’ Timer Pro Storyboard software for video training and the Ubimax Frontline application suite are now both available on the dynaEdge.


Meta

AWE attendees got a live, on-stage demo of the Meta Viewer, the first software application for the Meta 2 headset that lets users view 3D CAD models in AR. Currently in beta state, the app will save time and reduce costs in the product development process—everyone in the development chain (designers, salespeople, etc.) will be able to use Meta Viewer to collaborate and interact with 3D designs without having any special technical skills.


RE’FLEKT 

The company has added Sync – “the first software solution to automatically create edge-based tracking from CAD data” – to REFLEKT ONE, its suite of AR/MR app development tools. Sync is designed to further simplify the transformation of existing technical documentation and CAD data into AR/MR manuals and enterprise applications. With Sync, RE’FLEKT claims AR apps for maintenance, training and operations can be built completely in-house. Companies can save time and money and do not have to share their proprietary CAD and other data with a third party.

 

Image source: Wareable

 

The Enterprise Wearable Technology Summit (EWTS) is an annual conference dedicated to the use of wearable technology for business and industrial applications. As the leading event for enterprise wearables, EWTS is where enterprises go to innovate with the latest in wearable tech, including heads-up displays, AR/VR/MR, body- and wrist-worn devices, and even exoskeletons. The 5th annual EWTS will be held October 9-10, 2018 at The Fairmont in Austin, TX. For more details, please visit the conference website or download the EWTS 2018 Brochure.


Augmented World Expo (AWE), the world’s #1 AR+VR conference and expo, comes to Munich, Germany on October 18-19, 2018. CXOs, designers, developers, futurists, analysts, investors and top press will gather at the MOC Exhibition Center to learn, inspire, partner and experience first-hand the most exciting industry of our times. Apply to exhibit, submit a talk proposal and buy Super Early Bird tickets now at www.aweeu.com.

Smart Glasses, AR, VR and MR: Head-Worn Devices in the Enterprise

Watch Picavi’s Johanna Bellenberg talk about head-worn devices with the very people implementing the technology at Walmart, GE Transportation, Gensler, USPS, and FM Global. The group shares the insights, “aha” moments, and limitations realized in implementing AR/VR glasses and headsets; and come to a common consensus on the value of these technologies especially for employee training.

 

 

AR/VR is helping the Postal Service meet the demands of a changing digital world, in which its 20-year-old fleet of vehicles needs fixing and replacing and more and more part-time employees need fast training. Passing information from carrier to carrier via a physical book containing information on every route isn’t an efficient method, not with millions of delivery points each day. Using AR/VR for vehicle maintenance and to eliminate 50% of training time for new employees is what it takes to keep the Postal Service alive.

As there isn’t a solid use case yet for HMDs in the retail world, Walmart is using VR at its training academies to simulate exceptional customer experience problems you wouldn’t want to create in a real store and shopping events that only happen once a year. VR is ideal as you “can get multiple reps over and over.” For Walmart, how associates feel on the floor is important. While allowing them to be hands-free and heads-up in stores might help them engage more confidently with customers, VR training goes a long way towards increasing their confidence before they have to face shoppers.

FM Global, a commercial property risk insurer that counts one out of every three Fortune 1000 companies as a customer, is using AR for remote engineering surveys of client facilities and VR as a selling tool. If political restrictions make it difficult to send out a field engineer, FM Global sends a pair of smart glasses to the customer, having a remote expert guide the customer through the task. VR has also proven to be a compelling medium for convincing policyholders to take the proper measures in case of a flood or fire by showing them the potential damage.

At GE Transportation, training doesn’t always mean a brand new person needing to learn a brand new process, not when you’re dealing with 20,000 locomotive SKUs that ship all over the world. So, GE is using AR/VR to design and build kits of locomotive parts for operators, thinking through the presentation of these kits and how they align to manufacturing or service processes. From a plant layout perspective, VR is also incredibly useful for designing and planning operations. 

Finally at Gensler, visualization technologies are impacting how architects design and develop structures of every kind. The architecture and design firm is also considering how these tools will impact the places it designs as those buildings and environments mature. The environments we work in are increasingly contributing to the jobs we do, so Gensler is thinking about the future: AR/VR will influence the structures we design (not just help design them) because of the way they will fundamentally change how we consume information.