Afleveringen
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Gordon is the co-founder of Anything World, a startup that wants to make everyone a 3D content creator using AI! One of the things that makes them different from many other startups trying desperately to crack the code is their focus on animations and the fact their technology is available for basically everything: blender, maya, Unreal, roblox and even Discord. But is AI good enough to support professional workflows? What can you really do with these animated models?
In this conversation, we will discuss:
How the narrative around AI-enabled workflows has changed over the years
What are some innovative game ideas made possible by generating assets at runtime
Why he thinks AI should be seen by creatives as an opportunity instead of a threat
How Gordon and his team are making speed their top priority
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Charlie Fink is a Producer, Podcaster, Author, Professor, and Forbes columnist, covering AI, XR, and the Metaverse. In this interview, we discuss:
The current state of XR
How AR might not be the perfect match for AI as we all might think
Some of the similarities and differences between the rise of the internet and the rise of AI
The impact AI is having on teachers and students
How AI will take people’s jobs… even his own
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Zijn er afleveringen die ontbreken?
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Matt is the Sr. community programs manager at Mozilla: the non-profit behind Firefox that empowers people to shape a healthier digital world.
He has built from scratch several online communities for users and developers and in this conversation he shares with us the complete handbook to get started and grow a healthy community around a common mission. We talk about:
Resources to define the strategy and ROI metrics for your community effort Load of practical tips around discovery, activation and re-engagement The importance of human interaction in an era of AI bots and over automation The biggest personal advice to professionals building communities around tech products
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Diego di Tommaso is the co-founder of OVER, an ambitious startup seeking to merge the physical and virtual world through Augmented Reality (AR). And while this vision sounds very ambitious and something we have heard before, we will discover how OVER along with the help of an army of mappers has created the biggest 3D map of the world and made it possible to deploy AR experiences like never before.
We will learn:
What is the positioning system capable of supporting the future of spatial computing
Why these “ maps” are way more than digital lands
The many ways in which you can use the OVER platform to create and deploy your own AR experiences
The importance of a decentralized system when creating a map of the world
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David Marak has been active in XR since the early days of Google Cardboard and the first prototypes of augmented reality. Six years ago, he co-founded the immersive studio Yord, which has since expanded worldwide and is now recognized as one of the top Immersive App development companies globally. During this journey, Yord survived and thrived through a lot of ups and downs and he is now facing a new challenge and opportunity: the intersection between XR and AI. Today we will look at
Yord client’s base and how AI has impacted their pipeline
We learn about the most exciting and rewarding project David has worked on and why
His thoughts on digital agencies moving from client’s work to product
How the team has adapted and reacted to the rise of interest in AI
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Jonathan Hale is the CEO and CTO of the Wonderland Engine, a hyper-optimized 3D engine for 3D, VR, and AR on the web.
If you've played any of the WebXR apps suggested by the Meta Quest Browser, it most likely was built using Wonderland Engine. So today’s conversation is all about WebXR:
What are the best options for developers to build webXR apps
Real examples of how Wonderland editor makes the life of developers easy
The future of web XR apps on wearable devices
An incredible alternative to typing long URL in VR that has changed the way I access the web from any headset
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Max Tiel is one of the co-founder of Thunderboom Records, a dutch studio committed to empowering musicians, professionals and organizations in the music industry that like many others creative fields has been shaken up by Gen AI. Max is on the ground and works actively to create, test and share how technologies such as artificial intelligence, AR and virtual avatars can empower emerging artists. They have developed a comprehensive open source toolkit to help musicians understand and implement these technologies in their own creative workflow. Today we will discuss
Why create an open source AR toolkit for musicians
The creative opportunities that avatars unlock for on stage performances
How the AI beat maker might become the best companion for any DJ
What step musicians can take to be ready for a future where music and technology are more interconnected than ever
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Andreas Edesberg is the co-founder and CEO of Sloyd. With over 300,000 users globally,
Sloyd is on a mission to make 3D asset creation accessible, quick, and easy. But are they living up to the expectations and needs of studio and 3D artists? What about a future where worlds are create in Real time?
Today we will dive deep into this topic and discuss:
How Sloyd is giving more control on the style generated 3D models
The main use cases for 3D assets generated with Sloyd
The dramatically different approach they have taken when compared to other generative AI tools
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You’ve just heard Will Eastcott, CEO of PlayCanvas, one of the most popular open-source 3D engines for the web. Before founding PlayCanvas, Will worked at major game studios like EA, Sony, and Activision, contributing to titles such as GTA, Call of Duty, and Max Payne. Today PlayCanvas' mission is to make web app development more accessible and collaborative. In this episode, Will shares invaluable insights and the game-changing tools he has built to help developers through their journey. We will discuss:
The current state of 3D on the web for gaming and beyond
Practical tips to help developers choose their web engine AND optimize their experiences on web
How you can clean and edit your Splats directly on the browser
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Jelmer Althuis is the founder of Sphere of Sound, a company dedicated to crafting cutting-edge audio solutions that redefine immersive experiences. He also serves as the Audio Director at VRelax, where he specializes in designing therapeutic audio landscapes that enhance mental well-being through virtual reality.
He is a true expert and through this conversation we start defining the real fundamentals of what makes sound sound real
We look at the production workflow including the recording process, the best libraries and SDK you can use right now
Look at the impact sound can have on users and inhabitants of virtual worlds
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Sergiu Ardelean is a serial Austrain entrepreneur. He successfully exited an Augmented Reality agency in Vienna that served prestigious clients such as Volkswagen and Audi across 42 countries. He is now leading Artivive: the Canva for augmented reality. Artivive engages a community of half million creators across 190 countries. Collaborations with world-renowned museums and galleries in Vienna, Munich, San Francisco, Seoul, and Shanghai are still going strong, unlike many other AR apps we have seen over the years that have risen and fallen. During this interview, we will discuss:
How the mission and focus of Artivive differs from the many other AR tools that have disappeared over the years like Meta Spark
The ownership of the digital space
Why they decided to focus on simplicity
How Artivive unlocks new revenue opportunities for Artists and Museums
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John Dagdalen is the founder of Fluid an app that turns your VR headset into a spatial computer. Spatial computing and productivity are hot topics with various hardware and software players trying to crack the code and get the love of professionals who want to be more productive in XR. But I and the hundreds of stellar reviews on the Meta store guarantee you: Fluid is not your typical productivity app. So today we will learn:
Why you should drop your multi-monitor setup and start working in a headset
How Fluid differentiates itself from other productivity apps
How they are reimagining productivity in XR powered by AI
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Billy Boman is a Swedish AI Artist, Creator and educator with over a decade-long career in design. He is a visual AI storyteller who has created some of the most cohesive and impressive AI generated video I have ever seen. He worked with musicians like Fred Durst and brands like Intel & Ballantines reaching hundreds of thousands of viewers. Today we will get a pick at his workflow:
How Gen AI video is opening up new opportunities for creatives
His fluid approach when creating with AI
How he managed to tap into the open-source goodness even owning a Mac
How he deals with the negative reactions towards AI and his videos
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This episode was created entirely using NotebookLM from Google.
These were the publicly available content I used as sources:
- CMA report on AI foundation Models
- Competition in GenAI
- EU initiative on Web 4.0 and Virtual worlds
- DW Youtube Documentary
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Gabe Baker is a former teacher and education researcher, who took the leap into immersive tech. He made Frame, a platform that makes it easy to communicate, collaborate, and create in 3D environments directly in the web browser, mobile and even VR headsets. The platform grew hosting hundreds of events and teams from Janssen, Microsoft, Trello and MIT. But recently he announced it is time for a radical change: Frame is evolving for the new AI era. In this interview, Gabe shared with me his honest feelings and tough learnings from the perspective of a real founder and gave down-to-earth answers to some very tricky questions:
With Mozilla Hubs, Altspace and Glue shutting down is there still a need for XR meeting and collaboration apps like Frame?
How is Apple and VisionPro approaching the web space?
How are big organizations using these 3D collaborative spaces
What is the vision of AI supporting collaboration and productivity in 3D spaces
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Quanetin Valenbois is an XR Developer, Teacher, Content Creator and CEO at Valem Studio. He has been working professionally in VR since 2017 he soon realized there was a lack of quality content developers people could rely on. This is why he decided to create not one but two channels to inspire and educate developers to get started and master XR development… until AI came. That’s the moment he decided to answer a question many devs are asking right now: Can AI take over my job?
Today we will learn:
Surprising ways in which AI was capable of correcting its own mistake
What kind of knowledge do you need to follow AI’s instructions
Why, Despite the tremendous similarity of the final product with game, it is better for you as a developer to learn as a human
***
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Gaussian splatting or for short G splats is the latest method to capture objects or entire complex 3D scenes using only a video. It falls under the category of Radiance Fields much like Nerfs but it's actually quite different: they are faster to train, you can achieve an unprecedented level of realism BUT have they lived up to the hype?
Today we will figure it out with Georgii Vysotskii, the co-founder and CEO of Gracia.ai a deep tech company specializing in the visualization of Gaussian splatting and redefining the way moments are captured and experienced…. Even in VR.
We will talk about
The story of Gracia and how they brought Splats to VR
A type of Gaussian splat you might not have heard about
The usecase unlocked by Gaussian splatting’s fast rendering speed
How they are tackling a key challenge when it comes to distribution
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Dr Doom is the cofounder & CEO of LIV. He spent 11 years in tech with 7 of those consisting of founding & running LIV, the world's leading XR capture tool. If you have seen any cool MR footage in a commercial, trailer, streamer or content creator it is VERY likely that was created with LIV. They have recently become the official partner with Meta to bring robust and fully-featured #mixedreality Capture and virtual camera support to #metaquest and today we will discuss:
- The tools that will soon be available to developers and creators to capture #XR gameplay
- Why even bother with creating #mr content for your game or app
- What are interesting usecases for MR capture beyond gaming and social media content creation
- What the partnership with Meta means for developers and creators and how the team managed what could have been a much less desirable outcome
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Oskar Stålberg is an established indie Game Developer, and a real authority when it comes to procedural content generation. He has worked on Tom Clancy's The Division and later focused on his own titles like Bad North and Townscaper, both acclaimed successes by the gaming community. Oskar has also ported Townscaper to Meta Quest and keeps finding new and creative ways to leverage procedural generation for innovative and unconventional game ideas.
Join this episode to learn:
-How he found the balance between art style and gameplay for some of his most successful games
-The role of the wave function collapse algorithm and how he took procedural generation to a new artistic level
-The reason why he has been building in public and how he gathered an audience of over 100K followers on X
-How he reimagined Townscaper for standalone VR
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Leif Petersen is the founder and CEO of HOLOGATE, a global leader in extended reality solutions with an interesting success story. It all started with entertainment and since its inception Hologate has expanded to hundreds of multi-user VR systems across 42 countries, engaging over 22 million people with major IPs like Ghostbusters and Angry Birds. More recently the team has created a specialized section dedicated to training and simulation and they managed to deploy training with the German Army and the Swiss Police special forces. It doesn’t happen often to be this successful on both fronts and today you will learn:
How they designed and optimized every aspect of their location-based experiences
How stripping a game to its simplest form was just the key for fun
What type of games turned out to be the most popular
What it took to pivot to training and simulations designed for governmental organizations like the German Army and Swiss Police Special Forces
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