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rob_enderle
Contributor

Varjo and a better approach to VR-based collaboration

opinion
Oct 01, 20215 mins
Augmented RealityCollaboration SoftwareSmall and Medium Business

Given the advances in AR and VR in recent years, why are we trying so hard to re-create boring, old meeting rooms?

screen shot 2021 10 01 at 6.59.29 am
Credit: Varjo

Given how many of us who’ve had long business careers hate conference room meetings, it’s fascinating how much effort is going on now to re-create them in virtul reality (VR). Granted, innnovation generally focuses first on emulating the known with new technology. Still, you’d think we’d recognize that the conference room meeting model has traditionally been more of a drag on productivity than a benefit. (And many of us long ago learned how to quietly work during those meetings, so they don’t become  such a time-suck. 

Varjo, which currently has the top business-focused VR solution in the market, recently showcased (with partners Phiaro Corp. and LP-Research) a far better approach to focused collaboration.  While it’s targeted at the automotive market, I think the idea has broader implications. This particular concept is a VR automobile that allows for virtual collaboration, creating a unique blend of physical and virtual attributes that can significantly speed up the automotive design process.

screen shot 2021 10 01 at 6.58.55 am Varjo

A virtual auto dashboard created by Varjo, Phiaro Corp. and LP-Research.

Let’s talk about creating generic hardware that can be blended with VR to speed development for more than just automobiles. 

A holodeck for collaboration?

What made the Star Trek Next Generation holodeck fascinating is that it used hard light (also called solid light) in a virtual reality environment to create objects you could touch and feel in an environment that would not only engage the senses but be indistinguishable from reality.  While we are making progress with hard light, another way to create the same kind of experience is with a flexible hardware platform that can supply physical touch elements with VR providing the visual. 

In Varjo’s case, you get a virtual vehicle you can drive; you can touch all of the interior interfaces and see how they work; you get a feel for the view outside the “car” and a sense of what things look like when moving. Since the hardware is open, there is no cab; you’ll feel wind that otherwise wouldn’t exist (though you can likely mitigate that with clothing and a helmet). And with this technology, you can explore different options, even have focus groups look and experience different designs — all without building even a clay model, much less a complete prototype. 

Granted, you have to create at least the panels for the interfaces and use switches where you will have physical switches or you won’t get the whole experience. But this approach could take years and millions of dollars off the cost of designing a new car. 

The biggest-idiot-in-the-room problem

Often, the loudest voice wins in collaborative design efforts, which may explain some of the worst cars developed in recent years. And while a car failure will show that the loudest voice was an idiot, wouldn’t it be nice to get that proof before the car hits the market? In addition, no one has the money to explore all of the wild ideas and concepts designers come up with. Still, with VR, you are talking about a virtual representation of the car, and with this hardware prototyping platform, you can explore many more concepts for much less money. 

Looking back at the development of the Ford Edsel in the 1950s, think what a difference it would have made to discover that people tend to hit the steering wheel shift buttons when they meant to hit the horn?  You could also bring in influencers to check out new designs to determine which one is likely to go viral and create unusually strong demand. 

This concept doesn’t just work for cars; think about desks, appliances, monitors, boats, or any device. It would be helpful to have both a virtual view and touch capability at the beginning of the design process instead of the end. You might even use something like this to design the next smartphone or iPod. 

VR as a design disupter

Eventually, we’ll have solutions like hard light to create objects we can experience with code digitally.  We can use 3D printing at scale to create prototypes, but get nearly that same experience with VR and universal design platforms created with Varjo, LP-Research, and Phiaro for even less.

I don’t think this is the end of the road for this, either. As augmented reality (AR) companies work out issues with AR occlusion and more of us wear AR glasses daily, there’s an opportunity for a generic class of products to be digitally enhanced so that your clothing, transportation, and even accessories are rendered. In the future, you might wear and drive generic green screen-like clothing and cars and carry generic hardware that can appear to you (or anyone) in a variety of ways.   

I can imagine an entire class of products that require AR as part of the experience. In the end, this ability to rapidly cycle prototypes and test concepts should do amazing things for the design process and have a far more significant impact on collaboration than just digitally recreating conference rooms.

rob_enderle
Contributor

Rob Enderle is president and principal analyst of the Enderle Group, a forward looking emerging technology advisory firm. With more than 25 years’ experience in emerging technologies, he provides regional and global companies with guidance in how to better target customer needs with new and existing products; create new business opportunities; anticipate technology changes; select vendors and products; and identify best marketing strategies and tactics.

In addition to IDG, Rob currently writes for USA Herald, TechNewsWorld, IT Business Edge, TechSpective, TMCnet and TGdaily. Rob trained as a TV anchor and appears regularly on Compass Radio Networks, WOC, CNBC, NPR, and Fox Business.

Before founding the Enderle Group, Rob was the Senior Research Fellow for Forrester Research and the Giga Information Group. While there he worked for and with companies like Microsoft, HP, IBM, Dell, Toshiba, Gateway, Sony, USAA, Texas Instruments, AMD, Intel, Credit Suisse First Boston, GM, Ford, and Siemens.

Before Giga, Rob was with Dataquest covering client/server software, where he became one of the most widely publicized technology analysts in the world and was an anchor for CNET. Before Dataquest, Rob worked in IBM’s executive resource program, where he managed or reviewed projects and people in Finance, Internal Audit, Competitive Analysis, Marketing, Security, and Planning.

Rob holds an AA in Merchandising, a BS in Business, and an MBA, and he sits on the advisory councils for a variety of technology companies.

Rob’s hobbies include sporting clays, PC modding, science fiction, home automation, and computer gaming.

The opinions expressed in this blog are those of Rob Enderle and do not necessarily represent those of IDG Communications, Inc., its parent, subsidiary or affiliated companies.