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Why content is key for AR platforms

Content in the context of Augmented Reality (AR), is defined as the presentation of existing information in a format applicable to the current world-view. This takes the form of visual and/or audio but can also take on other sensory formats such as touch or even smell.

This distinction between content and information is important to understand when considering the functional applications of AR platforms. In simple terms, an AR platform will not create information but rather consume it from existing sources and create, package and deliver it as AR content.

AR platforms such as Appearition’s Experience Management System (EMS), rely on the availability of information to create and deliver contextually relevant content to connected clients. AR platforms should, therefore, be regarded as mediums for connecting to existing data stores and aggregating and formatting that information based upon the context of the intended audience.

There are several challenges facing AR platforms today. At the outset, any effective platform must provide an intuitive user interface that is accessible and available to non-technical users. More often, it will be business staff who will be interacting with the platform to manage and create information and content.

  1. Access to information

A key concern of AR platforms is access to information. This demands connection and integration to various types of data stores. It comes with adherence to security and authentication protocols, data privacy laws and compliance and the support of various types of data formats such as CSV, XML and JSON.

With this concern comes the fundamental need of having a scalable, robust and highly responsive infrastructure for reliable functional performance.

  1. Contextualising information

Once information is available to the AR platform, it is important to be able to classify and group it. This will become an integral step in content creation as it will be important to link the context of the audience with the context of the information.

Meta-data is a common concept used in IT systems to help with classification. You can apply meta-data to existing information and then filter and query that when creating content.

  1. Delivering a good user experience (UX)

A well delivered UX has these two common properties: relevance to what we are doing and is quick to load. The former is something we have already touched on above. The latter is about network latency and is best understood when we think about today’s websites. According to studies, more than 40% of users bounce from websites that take more than 3 seconds to load. This is directly related to internet connectivity speeds and the amount of content being delivered to the browser. The same principle applies to AR experiences, however, instead of the latency concerns of HTML, AR is concerned about the speed of recognition, the stability of tracking and the download and rendering of immersive content such as 3D models or 360-degree videos.

A critical factor for AR is a reliable and fast wireless network connection. Whilst the current 4G technology does enable us to watch videos and images seamlessly, when it comes to immersive AR experiences, content is much bigger and heavier than standard website content. As such, we eagerly look forward to 5G which aims to revolutionise our world again with quick access to immersive content.

Whilst the promise of 5G is very much a future aspiration, there are strategies today that can be considered when designing and building AR solutions with latency in mind. Can you anticipate and pre-download AR content before the user has asked for it? Can you place content closer to the user to minimise too many hops around the world? Can you break up the content into smaller chunks and stagger how and when it’s presented?

Conclusion

In many respects, we are exposed to information all the time and in different ways. Since the dawn of humanity, we have exchanged information by communicating and interacting with each other. We then became exposed to printed information in the form of books, newspapers and magazines. In more recent times information has emerged in the form of TV and radio. Finally, the invention of the internet and social media has exploded our access to information at our fingertips. We use information all the time to make important decisions at work, school, home and in social settings. Filtering and deciphering this information in a way that is relevant to what we are doing now, has always been and will continue to be a struggle.

AR content is the means to access and view contextually relevant information in our world.

Simon Galanakis is a passionate advocate of effective AR experiences and is currently Appearition’s Platform Architect and Senior Solution Designer.

Young AR creators: Appearition’s workshop for school kids

Industry 4.0 is redefining the future of work. Technologies such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Artificial Intelligence (AI), Robotics are changing the future ways of working. For today’s students, it is vital to understand how these technologies work, for they are the future workforce, who are set to engage with these technologies.

We at Appearition believe that it is important to shape the thoughts of these future workers. As a part of our EdTech outreach series, Brendan and Arindam from our team conducted a workshop for school students in partnership with Real Time Learning (RTL). RTL is a social enterprise that provides students with the opportunity to learn from industrial partners.

Brendan and Arindam enabled the students to understand the basics of AR technology and its application in the industry. Using 8AR platform, the students got to create their own AR experience. Luke Kerr, Programme Director of RTL feels it is important for students at a young age to get an appreciation for how quickly things change. ‘Students in school are exploring AR content but very few have the opportunity to develop and create content. With an industry partner, it is so good for students to hear of the different use cases that the companies are partnering with their customers. This helps our students think more creatively on how they could use AR in the future,’ he adds.

Overheard at the workshop, a conversation between 14-year-old Gemma and 12-year old Ethan:

Gemma: ‘I thought AR technology would be like Tony Stark’s visor. This is actually very simple to use.’

Ethan: ‘Look, Gemma. I created my own AR experience using 8AR. Scan this image of my wallpaper and see what happens.’

(Gemma scans)

‘Nice! I wish we can scan all our favourite images to trigger an experience.’

‘If we can augment 3D overlay onto physical things, we can look at an image of an engine and see all the different components of how it works and instructions on how to build all the components into an engine. Using an AR headset, we can see the instructions alongside our actual work in progress in real time.’

Ethan: ‘When Brendan and Arindam showed us some demos, I realised that AR will help train people to do risky things. If they fail, they won’t hurt themselves whilst training!’

Students pick-up the ropes of technology faster than we imagine. Within an hour, Gemma and Ethan understood the enterprise application of the technology and how AR can impact workflow.

Appearition along with EdTech champions like RTL are making students future ready, one step at a time! True to our motto, enabling these students to succeed at creating their own AR experience made our day. We are already looking forward to hosting the next set of students!

IAMAI – Augmented and Virtual Reality committee

The Internet and Mobile Association of India (IAMAI) recently formed an industrial expert committee to develop and promote immersive technologies – Augmented Reality (AR) and Virtual Reality (VR) ecosystem in India.

‘The committee was formed to identify opportunities and challenges to help India’s AR/VR ecosystem, in partnership with government, industry and startups,’ says Kalyan Biswas, Associate Vice President, IAMAI.

This initiative will help to promote the fast-growing technology to drive economic growth, jobs and skill development in the country.

The committee is chaired by Namrita Mahindro, Senior General Manager, – Digital Transformation, Mahindra Group and co-chaired by Satyajeet Singh, Head –Strategic Product Partnership, India & South Asia, Facebook.

Committee’s agenda:

While speaking to Appearition about the committee’s plans, Biswas said they aim to:

–    nurture India’s AR/VR technology and talent ecosystem, particularly, skill development

–    engage with business, industry and government to evangelise acceptance of the technology

–    help drive training workshops, to familiarise potential users with technology and build use cases in key sectors

‘Currently, we have formed two sub-groups of 4-5 members each. The sub-groups would help in planning and guide IAMAI in executing the plan as agreed by the committee, building Ecosystem and help in the interaction with Government,’ explains Biswas.

The Indian AR-VR market is set to grow at a compound annual rate of 76% in the next five years. [1] With immersive technologies redefining the future of the workplace, such a committee with an agenda to drive the adoption is a welcome move.

Source: [1] https://bit.ly/2OZdrTj

 

 

 

Register your Interest for our Unity SDK Beta Test Program

Appearition invites users to join closed beta testing group for Enterprise SDK – here’s how to sign up.

Appearition is looking to recruit about 50 people to a closed, private group of beta testers to help in early builds of software for the EMS Enterprise Unity SDK. Eligible users would need to, be active in the Unity developer community, be willing to give feedback, and also sign a non-disclosure agreement.

Closed Beta program is an opportunity for us to listen to your feedback and refine or revise our product strategy based on that. It also helps us to find major bugs at an early stage and release more stable Open Beta and official builds.

The Closed Beta Group is the closest group to Appearition staff. Given the privacy aspect, you are required to sign an NDA (Non-Disclosure Agreement) with Appearition to be part of this program.

Register your interest here. Simply fill out the information required.

Augmented Reality for Retail and Marketing

Retail and Marketing sectors have reached a tipping point in 2018 for innovation with new technologies. That’s where this Info graphic can help – all the key data relating to Immersive Technologies in the Retail and Marketing sectors.

 

The changing face of a workplace

Disruptive technologies like Augmented Reality (AR), Virtual Reality (VR) and Artificial Intelligence (AI) are redefining the workplace. Several jobs’ skill sets are constantly evolving, and several others’ scope has been widening.

Appearition and its team of researchers are always working towards solving tomorrow’s problems, thereby enabling others’ success. One such area of our research includes a project on drawing on immersive games experiences to develop tools for workplace support in the digital economy.

It is a collaborative research project between Appearition Pty Ltd and the Swinburne University of Technology. The project combines AR and AI informed by decades of game design, to develop a support platform for future modes of collaboration, workplace learning, and decision making.

‘Appearition is very committed to this research partnership with Swinburne University. Research and Development is one of the three main arms of our company. All our platforms and services have been developed after years of rigorous research and testing. We are also constantly working towards upgrading them to fit evolving technology and people needs,’ shares Vivek Aiyer, Founder, CEO, Appearition.

A transdisciplinary research team from Games and Interactivity, Immersive Experiences, and Data Visualisation are working with us, and the Swinburne Smart Cities Research Institute, to develop a prototype platform for supporting future workplace models in urban environments rich in IoT technologies.

The why

As technologies reshape our workplace, it will require a new understanding of work to support these changes. Ventures such as Airtasker, Uber, and Airbnb are challenging traditional workplace models. They are predicated on fast-paced real-time interactions between employees, often geographically remote from each other. Although relatively simple, the core concepts of these new business structures can be applied within enterprises and between enterprise and external clients. Network connectivity, rapid exchange of data, and mobile display technologies are some of the well-established characteristics of smart city environments in which this work takes place. New platforms are needed to support these new work models, because they require employees to share and respond to real-time data quickly and collaboratively, in an improvisational construct.

The How

Online multiplayer and location-based AR games provide a readymade platform for investigating how to achieve new interactions between employees. Multiplayer games host complex ecosystems of thousands of players with distinctive attributes and experience levels. Location-based AR games embed information within urban environments ensuring data is ready-to-hand. ‘Our project aims to develop a prototype platform to support the needs of workers in the digital economy using proven methods from these game design platforms. Collaborative task attainment, group formation, decision support, environmental information overlays, role management, inventory and setting of goals are key features that the prototype system will benefit from in drawing on game design to enable smart citizens to respond to change in the workplace,’ explains John McCormick, Lecturer in Interactive Media, Swinburne University.

Games are familiar to a large percentage of next-generation work seekers and therefore do not pose a huge cultural shift. The innovation in this project is to integrate widely understood methods for player organisation and interaction with a new approach to integrating AR and AI. These technologies are changing the nature of smart cities to work beyond data collection and IoT networks to explore how these can be made tangible and relatable to those living and working in urban environments.

AR does this through the real-time integration of data with the user’s environment and context. AI filters and connects the rich data of the IoT environments of smart cities to manage interactions between players, non-player characters, and the urban environment. While integrating AI and AR is not in itself new, our project will address how the relationships between users within a company can be supported and facilitated within this type of platform. However, these technologies can be disruptive in the workplace. Drawing upon game design methodologies this project will generate a new approach to the management of dynamic, timely information displayed fluently in the workspace.

Watch this space to know more on Appearition’s research projects. Get in touch with us to know more on using AR for your business!

Education: Then versus Now

Technology has evolved so much in the past few years that computers and have tablets have virtually replaced the traditional teaching aids.

Take a look at how it has changed in the past few years:

Shaping future minds

Disruptive technologies like Augmented Reality (AR), Virtual Reality (VR) and Artificial Intelligence (AI) are changing the face of enterprises as we know it. Appearition is constantly working towards educating young minds in these technologies and making them future ready.

Appearition along with our partners Real Time Learning and Epson was a part of a day-long session to educate kids between the ages 9 and 12 and provide an overview to their parents on Extended Reality (XR) (which covers the spectrum from AR to VR) – what is it all about and how one can use it.

The event was organised by ANZ bank for the children of staff over the school holidays in support of STEM (Science Technology Engineering Mathematics) workshops.

Sujanth and Brendan of Appearition provided guidance through the day, supporting hands-on learning with AR and VR.

A learning curve

Epson’s Dwayne Williams brought Moverio AR headsets to enable kids to experience AR. Several kids and their parents learnt in detail about the basics of the technology, its application and benefits.

‘Students experienced Virtual Reality and were amazed to see virtual structures outside of the gadget. We believe that when students get acquainted with these technologies, it helps provide a better understanding of potential careers when they grow up,’ says Brendan Ridge, Solutions Specialist, Appearition.

This is one of the many EdTech outreach programmes that Appearition has been championing in the recent times. We hope to inspire a lot more in the days to come.

Enterprise Reality

Appearition in association with TiE, Chennai will host an Exclusive seminar on ‘Enterprise Reality’

We have Mark Sage, Executive Director, AREA and Rod Smith, Platform Sales, Appearition talking on AR trends and Change Management.

The session will be moderated by Vivek Aiyer, Founder-CEO, Appearition.

Come, join us for an evening of discussion on AR and Change Management!

Send us an email to register for the event – info@appearition.com 

 

How will technology shape learning?

A look at the trends and impact of digital transformation and possibilities of AR in education and training

Technology has become an imperative part of education in the past decade. The introduction of immersive technologies meant interactive classes and unparalleled experience in learning. A study conducted by Justin Tosco, a master’s student at Saint Catherine University, shows that students prefer lessons that use technology.

The study found that there was 16% accuracy in short answers and increase engagement for students taught with the aid of technology.

We are currently living in a fully-digital world with average adults spending over 5-7 hours a day on the internet. And Generation Z – a popular name for today’s school-going kids, have grown along with this digital boom. This makes them quite familiar with the use of technology in everyday activities.

Research by Geer and Sweeney (2012) showed that the use of a variety of media applications to explain concepts increased the understanding and supported greater collaboration between students.

AR provides an efficient way to represent a model that needs visualization. This immersive technology provides seamless interaction between the real and virtual world. Furthermore, it facilitates field visits within four walls, thereby increasing visual retention.

Some key benefits of adopting technology in education:

  1. Improves knowledge retention (taps the potential of visual memory)

    Students learn multiple subjects at school and need to remember them all. Technology like Augmented Reality and Virtual Reality bring content to life. Studies suggest that visual memory appeals to mind within 0.01 second! Students learn as they see, thereby sub-consciously retaining knowledge.

  2. Induces interest in students (provides the wide platform for students to self-exploration)

Generally, teaching is believed to be the mode of acquiring knowledge or learning. Immersive technologies facilitate self-learning, in a fun and engaging manner. Subjects like History, which are narrative and quite visual, can be easily learned through these.

  1. Facilitates holistic learning (caters to visual, auditory and speech sensory)

As a study rightly says, use of technology involves real-world problems, current informational resources, simulations of concepts, and communication with professionals in the field. In addition, learning using technology is believed to complement the traditional forms of teaching and learning. This promotes the visual, auditory and speech senses simultaneously.

  1. Reduce classroom disruption (aids students with limited attention span, engages a big class)

Learning and paying attention to new concepts are challenging for children with autism, down syndrome, etc. AR and VR have proven to improve their attention span, aid in expressing their self and improves their interactive behaviour. Furthermore, these technologies act as students’ centre of attraction, thereby reducing any possible distraction.

  1. Improves mastery of abstract subjects (theorems, certain chemical compounds, food chain)

Learning about obtuse triangle or explanation of food chain through mere theory makes a student’s life difficult. These are abstract concepts and are understood better when demonstrated. Augmented Reality and other similar technologies bring such abstract subjects to life with their overlay and video demonstration capacities.

  1. Visualisation of theoretical concepts (Eg: air pressure, Archimedes principle, types of clouds)

Learning by viewing animated objects leads to better understanding and simplifies what is taught. Immersive technology such as Virtual Reality can enable students to feel or experience some theoretical concepts like air pressure, or the working of Archimedes principle.

  1. Simplification of complex subjects (table of elements – their qualities, geometric formulae)

We have discussed on technologies ability to simplify learning. Let us understand this further:

The introduction of powerpoint slides or projectors meant students had a visual aid to break-down important points while being taught. Whereas, some of these technologies weren’t accessible always and by all students. With high levels of mobile penetration to Gen-Z, today’s technology like 3D learning, AR, VR, MR and AI are all accessible at the touch of a button on a mobile.

These technologies enable re-visiting and learning a concept at an individual time and pace. They further act as a personal tutor for students, walking them through every step.

  1. Objectification of content (providing a direction to what is being taught)

History and Civics are two subjects with relatively easy concepts to understand but can be quite monotonous if learnt theoretically. Use of technology in such subjects enable objectification of content and provides a skeletal frame to what is taught. For instance, when learning about legislature or an assembly, students can play-out scenarios of a majority, coalition or stages in creating a law. These are effective methods of teaching and enables them to grasp concepts better.

Advantages of AR in Education

  • Supports seamless interaction between real and virtual environments and allows the use of a tangible interface metaphor for object manipulation
  • Provide instructors with a way to strengthen students’ understanding in the classroom by augmenting physical props with virtual annotations and illustrations
  • Creates a learning experience that is linked to the formal classroom, so that student(s) can learn outside of class hours and outside of school limits
  • Enables the visualization of interactions among amino acids and protein building processes as static 2D/3D images and 3D dynamic images (animations)

(Source: University Teknologi Malaysia Research)

Applications in medical training

AR and VR are widely being used to train medical students in a number of ways. VR can be leveraged in training medical students and residents on procedures for a more truly immersive experience before engaging with real patients.

For patients, these technologies can speed education about conditions or treatment plans.

Use of virtual cadavers in anatomy training is one specific example, which can be extended to practice sessions with an AR-enhanced smartphone.

(Excerpts from Deloitte Digital Trends report)

The University of Twente, Netherlands is developing an economical smartphone technology based on the usage of Simultaneous Localization and Mapping (SLAM) and Augmented Reality (AR). This technology enables medical personnel to reconstruct 3D body sections quickly, by directing the smartphone to the area of interest.

Subject wise application:

Subject Purpose of the technology Features used

Chemistry

Provides an efficient way to represent and interact with molecules AR exhibits

Chemical engineering

Using a glass tabletop laden with coffee mugs and popsicle sticks, students rearranged the objects in a recent teaching exercise to simulate reactions in a real-life, sprawling chemical plant. Projector, AR table-top, QR coding

Mathematics

Aides teaching geometry, shapes, area etc AR and MR

Geography

Facilitates virtual tours; enables visualising different flora and fauna. To a certain level, immersive aspect lets students experience air pressure or view how a water cycle is complete. AR, VR and MR

History

To gather information and enhance the experience of visitors to cultural organisations (museums and archaeological sites) Mobile AR educational games

Biology

To teach participants that habitats are connected like links in a chain (food chain)
Facilitates students to view micro-organisms and their characteristics without the help of microscope (to an extent)
AR

Physics

To overlay graphics on top of the physical props to visualize these forces (speed, velocity, acceleration, pressure, friction, energy changes) invisible to the human eye Augmented video, video conferencing, tracked physical props (e.g. toy cars)

Architecture

Enables 3D visualisation and walk-throughs of cites;

helps assess structural worthiness, measure area and volume;

aides error correction in draft plans easily with its layered approach
from lighting to flooring to foundations – it will also let designers test out environments before actually building them

AR, VR and MR

Astronomy

To show augmented views of the celestial bodies and support learning using spatial visual guides and views from a terrestrial observer AR and VR

Medicine

Enables complete learning of body parts from the external skin to internal organs;
facilitates in learning more on surgical points;
virtual cadavers help students overcome the fear of surgery;

virtual reality provides medical and dental students a safe and controlled environment to practice surgeries and procedures, allowing them to make mistakes without having any impact on an actual patient, and prepare for any unexpected situations.

AR for body over-lay

Holo-lens assisted surgery in VR

MR

Journalism

Will aid in separating verified and unverified news information;
news aggregators will also help identify a breaking news through social media and other related uploads before the first official news is out.
AI

 

The way forward:

Technologies such as AR, VR, MR, AI etc are fast changing the face of learning and education. Integration of these technologies benefits teachers along with students. With the aid of technology like AR, visualisation of subject matter improves. Teachers can impart knowledge and facilitate learning in a simple way.

Use of technology in learning should be focussed on student centred learning. As observed earlier, these have vast use in almost every field of work. These technologies have become the new basic skillset to work around just like emails and mobile apps.

Businesses are adopting AR and VR to enhance processes. They have proved to save time, cut costs and increase efficiency.

As disruptive technologies grow, thousands of jobs will be created, and several others’ skill sets will widen. Introduction to these technology concepts from school will better prepare students for a digital world ahead.

 

With excerpts from 1, 2, 3

Designing for a difference – Part 2

Deepa Umesh, Head of Delivery, Appearition India, talks on how design makes a difference in Branding, Digital Transformation and more:

– How to achieve branding using design?

Consistency is the key to branding. We drive the end user to build a perception of our brand through design. If there is a disconnect in a medium or between digital and physical communication or design, the ability to identify our brand is lost.

A repeated systematic approach will provide the solution to business branding. It is a journey not a process that is definitive.

Imagination + Creativity + Empathy + Innovation results in Value creation.

Along with these components, conducting a SWOT analysis will help in market segmentation and identifying targets. It gives an outline to a pragmatic and holistic approach.

Semiotics – the study of symbols opens more avenues in terms of design as these are based on language and culture. Human Psychology + Semiotics lead to solution building – a spot where design plays a pivotal role.

In recent years, symbols have replaced text. Symbols indicate, designate, and process the visuals. This results in creating a likeness, providing an analogy and acts as a metaphor for the objects that symbol represent.

A culmination of the above-mentioned aspect(s) leads to clarity, consistency and credibility of branding.

Thus, Branding is automatically achieved when we focus on the solution as opposed to the problem.

– Digital Transformation: What will be the role of a design in this next big thing?

As we know, design facilitates that oneness in tone and thinking. To me, being able to change what we do and how we do forms the crux of digital transformation. Design plays the crucial role in being able to set the tone, track and deliver it.

Design is constantly evolving with time and technology-your task is to take puzzle pieces and make the final picture without knowing how it should look. The key isn’t gathering a lot of pieces, it’s gathering all the right pieces.

Mapping and analysing, an activity reliant on design, is the underlying factor that lets you take stock of the direction you’re moving toward. Furthermore, demographics and psychographics play a key role in deciding how we go about designing change.

People might think design to be as simple as creating fancy logos with Photoshop or any other software you can get your hands on but what they don’t realize is all the back-end work that goes into the final product which conveys the innate depth of a company’s mission and vision.

– According to you, what are the factors to consider when balancing content and design to deliver the best product? 

Content dictates the design form. We are amid multitudes of communication channels such Facebook, Twitter, Instagram, LinkedIn, Snapchat, Pinterest etc. Each of these mediums have developed a form of presentation and content for itself. So much so that when we colloquially say, ‘write a tweet’, people understand that it is within 280 characters. Thus, social media has given a whole new meaning to the term ‘in a nut shell.’ And design wise, 1080 x 1080 has become the new informal standard for pictures on Facebook and Twitter whereas WhatsApp and Snapchat are a whole new ball game.

Freedom and the kind of work we do decides what we design or how we design. A newspaper design depends on the content, an advertisement can be designed to be bold and bright. In the same scenario, content will be in-depth in a newspaper and very minimal for an ad. The best of both worlds can be achieved when we know the end product we are working towards delivering.

Also, they work in tangent to one another and cannot function independently.

To be able to deliver quality content, we need to accurately plan out how we convey what we convey – should the design be bold and represent our company culture or should it play second fiddle to text which will drive the background design.

As long as we are clear on this aspect, we can always deliver the best of both worlds. Like I said, content and design are very much interdependent.

Augmented Reality – A snapshot of the market

Augmented Reality for Enterprises

Augmented Reality has been changing the face of enterprise sector. From enhancing work efficiency to improving skills, AR does it all. Take a look at some game-changing numbers:

 

Frontier technologies – Future beckons

Mouli Ganguly, Member, Board of Advisors, talks on Industry 4.0, Digital Transformation, Frontier Technologies and more:

  1. What are some technologies that you think will play a huge role in Digital Transformation and why?

All of them play a role in terms of Digital Transformation. So, let us take an industrial example. Dump trucks used in mining have huge tyres. Their worth is about a million odd dollars and some of their tyres cost up to $100k. Now it is important to see the level of productivity an application can deliver. The benefits are already clear & compelling.

Every modern piece of truck has got transponders all over the place. That kicks in the IoT element. This enables us to track what it is doing by tracking the signals received. With AI and insights, what we can do with the data coming through is, collect and put them in a place. We can decide here is what I want to get the data or do something about it.

With AR, VR and MR, you render the whole application to how the user can best use it, with data and insights. For example, you could present the same information that you’re collecting via transponders to the truck drivers in a manner where he can see the whole environment around him. You can set it up, such that language is not a barrier. In India, for instance, truck drivers driving cross-country speak different languages. Irrespective of whatever language one speaks, they can all see an image, interpret & take decisions. Every driver knows what a boulder is. Or what are the factors that may damage the dumpster or damage the tyres or something else. Whilst sitting inside the dumpster, they may not be able to view everything through naked eye.

“Seeing the information presented through Virtual or Augmented reality enables him to make better decisions.”

Another way to grasp all this up – you see a control room can observe the movements of a dumpster. They receive the information from transponders and visualise the data and interpret the implications that arise from it. They can then come up with solutions like specific risk issues or actions that need to be taken. A team from the customer & Appearition has to plan this out.

In terms of Blockchain, it makes sure that a certain event, transaction or data, is stamped as authentic. It is not widely used yet. There are restrictions on its usage or application. But for transactions of high value, this technology not only gives you an experience but also makes the transaction very safe and auditable. It also facilitates to build a record as to who did what at exactly when. This can also act as an audit trail for any purpose required. It is a foul-proof way to keep track of things. The transaction can be financial or otherwise.

So that is how all the technologies can play a role in Digital Transformation. Often a combination of these technologies that answers / solves a business problem.

  1. What will be the road-map of early adapters vs cautious players?

Typically, early adapters are an organisation’s visionary. They are in the very senior position. Also, in a generational sense, say between gen X, gen Y or the middle aged people, there are several technology gaps. Kids born after 2000 basically grew up with screens. Just like millennials grew up with the PCs. Every time a new technology is introduced, you think of things in a very different way. For example, in my generation of baby boomers, , people would write text for a power point presentation. Whereas, these days, a presentation is far more experiential.

In an organisational context, the gap is often at thinking through the process change or adaption for an idea.  If the plan is not backed by experience or relevant subject matter expertise, it will fall through.

As an early adapter, the visionaries come up with ideas. The cautious players are the ones who go through the practical things. So, they go through factors like business use case, defining what will change, how will it work, the change management and integration part of it, how to get data out of organisational system that exists, make sure that the data is accurate, quality is good.

Early adapters are analytical thinkers/dreamers. Cautious people on the other hand, achieve dreamers’ dreams. This kcan take a very long time. Now, where an organisation is driven by a visionary, often, you get things moving simply because he has got an idea that he wants to make it happen. And he (CEO/COO) will tell somebody typically that, ‘look I just want to make it happen. Work as a team and make it happen’.

Facebook phenomenon

For an early adapter enterprise, if you get the vision right, you get a first mover advantage over others. For instance, the Facebook phenomenon. They have created an entirely new business. Whereas sometimes, early adapters who did not plan well have gone bust. Because, they have placed some bets that have gone awfully wrong. And this has sort of impacted their existing business, customers and whole the lot. Cautious players tend to be thoughtful followers. They let others experiment and use those learnings in their business. They try to keep their profitability high and ensure quality, risk management & repeatability, so thatcustomer engagement does not take a hit.

  1. In this process, how can an enterprise build its internal and external stakeholders’ digital IQ?

There are whole lot of methodologies. In my view really simple. The agenda very much is a COO/CFO/CIO/CMO/CPO idea. The CEO says this is what we need to do. The CMO then says, this is how we want to market it. This is the experience we want to provide. The CPO Says here is the culture or context in which I want my people to operate. Those are the three elements – the customers, the culture, the strategic direction and somewhere in between there is an elephant in the room, the digital space. Compliance, security, all those kinds of things. All this has to hang together be funded effectively and provide return to the investors, That is why you need a special type of CFO for the digital businesses. That is very important in terms of creating the digital IQ.

You drive the innovation, which is the business agenda. Secondly, you need to be agile. Agility is where you can own up to your mistakes quickly when needed and at a low cost.  The whole team, not just some champions  must work together on an agile manner. We need collaboration within the organisation and with the suppliers & customers. Within the compliance ecosystem the regulatory authority, and any number of agencies are there, because the laws haven’t caught up in Digital yet. And the next comes the partners. Because no one organisation can do everything by themselves. It is very, very important for the partners to work together. Again, look at what Appearition is doing. They work with a whole lot of partners to deliver what must be delivered. And, at another level, the IQ is built through great culture of innovation and risk taking.

The first question you ask is why are you doing it? What is the innovation? Why am I doing it? What difference will it make? And the ability to execute, in my mind is the other side of the equation. The CIO, the guy whom implements the technology. The CFO, the guy who checks out the money, burning millions of dollars, putting things at risk. Those kinds of functions become responsible of every action. So, the whole thing is a question of balance.

The ability to execute the vision is possibly the biggest challenge of the Exec team.

  1. What will the role of data analytics be in this revolution?

If you take the first thing that comes out in the digital world, it is data. There is so much data in every aspect of our life, every moment. We are being absolutely bombarded with data. Our memory spans have reduced. In today’s mindset, I don’t think people have the patience to read a booklet. This data is compressed and made consumable through AI and Analytics. This is turned into information. But then, to turn it into information, you need to know, what information you were after. You need to take the data in a certain way. From information, comes knowledge. Then you personalise it. Then you look at the information and say, I’ve read the report, what I’ve learnt out of the report is this, this and that. And then, beyond that comes very, very content specific, decisions.

For instance, if you are an insurance company and you want to know the information on who are the people who do not have an insurance and are most likely to become my customers? And if there are certain attributes that you identify, you may decide whether it is important or not and do something with it.

2/2 of his exclusive interview. Click here to read the first part.

Why AR will be the next big thing?

Augmented and Virtual Reality Education – The future of classrooms

In our last series on AR-VR in Education, we touched on the basics of these technologies in education, how teachers’ roles can be shaped to make them better educators and how students can benefit from immersive technology.

Augmented and Virtual Reality are no longer in their stages of infancy. They are widely being used across multiple verticals.

A Lenovo research found that almost 50% of teachers estimate VR will be commonplace in schools in the next five years.

(Image Courtesy: thinkmobiles.com)

AR and VR in education boosts learning from a multi-fold perspective:

  1. increases student engagement
  2. increases knowledge retention
  3. facilitates holistic learning
  4. reduce classroom disruption
  5. encourages collaborative and individual learning
  6. enables teachers to better prepare lessons
  7. creates an immersive environment
  8. easily explain abstract content

AR-VR apps used at classrooms:

  • Wynn Middle School, USA has successfully tested the uses of AR for cross-curricular projects where students created AR posters to demonstrate physical activity using the ACES method (answer, cite, explain, summarize) for written responses. This student centric activity has made learning more engaging and fun say teachers.
  • Dubai British School, UAE has been using VR to facilitate virtual tours to aid students in learning. For instance, travel to Africa to explore the African desert is near to impossible to arrange. Or viewing the Mars orbit line in a Geography class. VR has been bridging this gap in imagination and enables students visualise them, thereby enabling comprehensive learning.
  • Magic Mirror pilot – A group of anatomy specialists tested an interactive and personalised AR system to facilitate learning in medical school. This system behaves as a “magic mirror” which allows personalized in‐situ visualization of anatomy on the user’s body. Furthermore, the app displays medical images, and 3D models of organs that the user can interact with. The results showed 91.7% approval for the capability of AR technology to display organs in 3D, and 86.1% approval for the educational value of the technology.
  • University of Rochester, USA simulated reactions in a chemical plant using an AR table-top developed in-house. They are using AR to create new types of STEM undergraduate labs that were not possible earlier. Students used coffee mugs and popsicle sticks to simulate reactions in real-life, sprawling chemical plant.
  • University of Nebraska Medical Center, USA They have been using head mounted AR glasses and large 3-D video displays to simulate realistic body parts for med school students. Sensing huge potential in this space, the university is building a state-of-the-art dedicated 3-D simulation centre which is expected to have the world’s first five-sided laser cave.

Studies suggest students can absorb a visual scene within 0.01 seconds! Moving towards a fully digital world, AR and VR act as the window to this visual sense. Students get a first experience and wholly understand a concept. This method of teaching promotes visual learning beyond just kinder-garden.

Immersive technologies are set to change to completely revamp future ways of learning and teaching by bringing the world inside the four-walls.