Description
Key Learnings
- Discover best practices for managing XR hardware logistics during deployment and installation.
- Gain knowledge on managing XR hardware installations in complex environments, including network and security considerations.
- Discover how to integrate XR hardware with existing enterprise systems and workflows for optimal efficiency and productivity.
- Learn about the leading XR hardware available in the market today and the most common use cases for Enterprise companies.
Speaker
- EOEmiley OsterEmiley Oster has over 20 years of experience in software sales with expertise in emerging technologies and scaling sales departments to facilitate rapid growth. Prior to joining Autodesk as Head of XR Sales, Emiley held leadership positions at several Portland based software companies including The Wild, Ruby and Jet Global. In her free time, you will find Emiley on a run, working in the garden or spending time with family and friends.
EMILY OSTER: Hi, my name is Emily Oster. Welcome to my AU presentation Deploying XR in the Enterprise. A little bit about me. As I mentioned, my name is Emily Oster and I am the Head of XR Sales at Autodesk. This is my third AU, the second as an Autodesk employee, but the first time presenting.
A little bit about me. I've been working in the tech industry for over 20 years, primarily at product companies that focus on emerging technology. I joined Autodesk in April of 2020 through the acquisition of The Wild, where I was VP of Sales.
The Wild is a leading provider of out-of-the-box software for AEC professionals to conduct design reviews directly in VR. And in my free time, you'll most likely find me outdoors. That could be running, hiking, biking, gardening, and of course, spending time with my family, which includes my husband, my 2 children, ages 11 and 8, and my black lab, Wally.
These are the learning objectives that you read before registering for this class. This is the class description that you read before registering for this class. And now that we've gotten that out of the way, let's get into our content.
I'd like to start today's session by doing some simple level setting on terminology and what exactly we mean when we say "XR". So XR an umbrella term used to refer to the technologies that combine the physical and virtual worlds. First up, we have virtual reality, otherwise known as VR.
VR involves creating a completely immersive digital environment that users can interact with using specialized headsets. It blocks out the physical world and replaces it with a computer-generated environment, allowing users to really feel like they're inside this virtual world. This is a real world depiction of what it looks like from an outsider's point-of-view for a user in VR.
From her point-of-view, she's completely immersed in the digital environment. Augmented reality, otherwise known as AR, AR will overlay digital content such as images, videos, or other information into the real world environment. This is often experienced through devices like smartphones or smart glasses and the most popular example of an AR application in recent times is Pokemon GO.
Here you can see an example of someone using AR functionality to see additional digital details on a piece of equipment they're about to work on. And then, lastly, we have mixed reality, otherwise known as MR. Mixed reality is a combination of VR and AR and it involves placing digital objects within the real world and allowing users to interact with them as if they were physical objects. This picture is one of the best visual representations of MR in the real world that I've seen. In this scenario, you can see the user interacting with the digital content and then the real world environment right behind him.
Now that we've level set on what XR means, I'd like to spend a few minutes talking about the evolution of as a business tool and why it's an important topic today. So XR and VR specifically made its way into the public in the mid 1990s, and since then, it's been synonymous with video gamers and science fiction enthusiasts. For most of its existence, it's really been thought of solely as a consumer toy.
Even as business use cases began to emerge in the mid-2010s, most organizations still viewed the technology with poor ROI. The hardware is expensive, setup was hard, and most applications were based on custom development work, making it really hard to scale or for smaller companies to adopt. In the late 2010, the technology really started to advance in the market grow.
Pokemon GO launched in 2016, and suddenly, everyone was playing an AR game. About this time, Oculus also released their Quest model, one of the first standalone models, headset models, and then The Rift, one of the first headsets to utilize inside out tracking. More to come on that later.
There were more headset options available and the existing headsets in the market became cheaper and easier to set up. Because of this, more startups began exploring out-of-the-box business apps that could be deployed to the masses via software as a subscription model. And then COVID kind of changed everything.
Businesses were looking for new and different ways to collaborate remotely and it sped up digital transformation initiatives that had already been in the works. Companies seemed willing to take on the investment, both from a time and a money point-of-view, to begin looking at XR tools more seriously. So the perception of XR Is changing.
Listen to some of these stats. As of 2020, there are 2,300 VR startups globally, 950 of those being in the US. There are 171 million active VR users in the world, and of those users, in the United States, just under 71 million will use VR on a monthly basis. Over 78% of Americans are now familiar with VR technology, up from just 45% in 2015. And 19% of adults have tried at least once.
In 2023, Enterprise XR is valued at just over $105 billion, but is tracking to hit $1 trillion by 2030. It's also projected that by 2030, 23 million jobs will be using XR to some degree. XR technology and workflows are being adopted by some of the biggest and most innovative companies in the world. And what are some examples of those workflows? Let's look at just a few examples of how enterprises are using XR Today.
Training and simulation, especially in fields like healthcare and aviation, where hands-on experience is critical. VR will allow those users to practice their procedures and learn their equipment in a virtual environment. AR can assist technicians and maintenance personnel by overlaying the digital information onto the physical equipment they're working on, making it much easier for them to perform repairs quickly and troubleshoot any problems they may have.
Product design and prototyping. Designers and engineers can now create and manipulate 3D models directly in VR, improving their understanding of scale and functionality before the physical prototypes are produced. Retail. Retailers can use AR to provide customers with enhanced shopping experiences, such as trying on virtual clothes or visualizing how furniture could look in one's home.
Remote collaboration. VR facilitates collaboration among remote teams by creating shared, virtual workspaces, where employees can communicate on project work as though they were in the same physical location. And then lastly, the use case that my team focuses on, allowing architects, engineers, and other AEC professionals to communicate design intent and spatial understanding to their clients and stakeholders. Imagine being able to do a walk through with a client during the earliest parts of the design phase. It is truly the closest thing to experiencing the built environment before going to construction.
Now that we're aware of some of the most common use cases for XR in the enterprise, let's continue on with learning more about the XR hardware in the market today and how you can choose the right option for your company. Now, when we think about how to make recommendations for VR headsets, I suggest that companies compare relative price to the following feature set. First up, field-of-view. Field-of-view or FOV is a term you will hear thrown around a lot because it is the most important factor when it comes to a sense of immersion in a VR headset.
FOV basically indicates how far you can see horizontally and vertically. The higher the FOV, the more realistic and comfortable experience a user will have. Resolution, the simplest way of saying, how clear and crisp is the image? The higher the resolution, the more real the image will appear.
Are you going to have a tethered or untethered experience? Now, there are pros and cons to both. Untethered headsets are much more mobile and don't require a powerful PC to use. But on the flip side, that extra processing power from the PC can add comfort and improved FOV. The good news is most of the commercial headsets today are standalone by default with options to tether if you require a more powerful experience.
And then tracking. Inside-out tracking versus outside-in. Now, inside-out tracking is far more desirable, as it doesn't require you to set up external sensors on the walls to track your movements because there are cameras built into the headsets to do that tracking for you. Now, while outside-in can be slightly more accurate, we don't think that it's worth the hassle that comes with troubleshooting and setup of mounting those external sensors.
Let's look at how some of the most popular headsets in the market today stack up against this criteria. Probably the most popular and widely used headset manufacturer is Meta, with their Quest 2 headset leading in commercial sales. In our opinion, it is the best bang for its buck in terms of price point too relative feature set. Meta will also be announcing their highly anticipated Meta Quest 3 in September, which is expected to weigh less, have a higher field-of-view, and a rumored price point of $499.
Another Meta option, the Meta Quest Pro, is tagged as a developer device. It's got a slightly higher field-of-view, but as you can see, a much higher price point. It's lighter weight, so it's a great choice for a VR developer or someone who's going to be spending a large amount of time in VR, but we think it could potentially be overkill for the casual VR user.
Now, if you're looking for non-Meta options, the Pico Neo 3 is probably the most similar to the Meta headsets in terms of specs. Although it is worth noting, that their distribution channels in North America tend to lag a bit behind, so it's not always possible to procure their latest technology. HTC, another option, and they've been a long-time player in the XR hardware landscape. It's Vive-2 Pro gives a higher FOV, but as you can tell, it requires a PC to run.
And while the Apple Vision Pro will not be released until sometime in 2024, it's speculated to have a field of view around 120 degrees with a $3,500 price tag. So how should you decide which headset is right for your company? Here's what I typically advise people to do.
Think about your existing use cases as well as any future potential use cases you might want to explore. Use cases that require less processing power, like meeting in VR, could be achieved with a less powerful headset. But reviewing a building information model may require more processing power.
Are you going to go with standalone or tethered? As I mentioned earlier, most VR headsets today are designed for untethered use. Using a tethered headset, you're going to need to make sure that you have a PC with enough power to run it. Or, as we've been talking about, you can select a headset that will give you multiple options, like the Meta Quest. It can be used standalone or connected to a computer when you need that extra processing power.
And then, of course, overall budget needs to be factored in. Headsets can obviously vary quite a bit in pricing, but it's worth noting that as newer models come out, the models that they are replacing tend to decrease in price a bit. Now once you've settled in on a headset model, a company should think through what route they're going to go to purchase that hardware.
So when people ask, where should they go to make their hardware purchase? My answer usually boils down to two things, how many headsets are you looking to purchase? Generally, if only a few, you can go retail. Or, does your company prefer to work with a master hardware supplier or is retail even an option?
Retail headsets can be purchased from stores like Amazon, Best Buy, or the manufacturer's website. It's also worth noting that some hardware distributors will offer additional levels of hardware support and warranty options. So if that's something that's important to your company, it's worth looking at distributor options, even if you're only getting a few headsets.
Once you have your headsets procured, it's time to start thinking through your deployment options. One of the biggest mistakes that we see in enterprise hardware deployment is the lack of a plan around how to get those devices set up and into the hands of your team. Now, this is where a mobile device management system can come in handy.
Now, many of you probably have experience using a device that's being managed remotely by IT using mobile device or MDM management software. Now this is super common in organizations of all sizes to manage devices like laptops or mobile phones. The benefits of using an MDM for any type of mobile device, including XR hardware, include things like being able to deploy updates and apps to all of the devices at once instead of one at a time.
Being able to control that device remotely, if it's been lost or stolen and sensitive data has been compromised. You'll get additional layers of security, ensuring device compliance within your user base. And then this is a big one, you're going to have increased confidence that your users will be successful because you know exactly how their device has been configured and how it is being used.
Now, to self deploy or use an MDM? There are scenarios, certainly, where companies have been able to deploy without using a Mobile Device Manager. Now, we would advise that you can consider self deployment if your headset fleet will be consistent at 10 headsets or so, or less. Minimal apps will be deployed and will be solely for business use, so no need to have a business profile versus a personal profile.
User turnover is low and the users are relatively tech savvy and/or have existing experience using XR tools. We would advise you to consider an MDM if anything in the left column is false or you anticipate adding users on a frequent basis and you want to be able to easily and quickly scale, or your organization has additional security considerations as part of their business and would like that added layer of management and control. Once you decide to use a Mobile Device Manager, what should you look for when selecting a provider specifically for XR? We have a few questions and pointers to help you select the best option.
First, I would ask, does your company have an existing relationship with a Mobile Device Manager vendor? And if yes, does that vendor have any XR offerings? Now, while there are MDM providers that focus solely on XR, which we'll talk about later, other popular MDM providers like VMware have offerings that could be rolled out to their existing VMware customers.
And then, of course, what headsets are actually in your fleet? Now, the headsets in your fleet will impart determine which MDM provider you should go with and can go with. Most MDM providers offer broad headset support, but the caveat here is most. It's important for you to make sure that your device will be covered under your MDM plan.
I would recommend looking for a provider that puts security top of mind, having things like SOC 2 compliance and a provider that conducts annual security audits and things like penetration testing. And then, of course, I always advise to look at price against relative feature set. And what are some of those features that you might want to be comparing? Kiosk mode will allow teams the option to create a custom home screen for a focus and secure experience.
Things like two factor authentication and SSO, adding an additional layer of control that IT teams could be looking for. And then things like device control. So such as being able to disable developer mode on the headsets and preventing users from being able to factory reset them on their own.
This slide is a reference point for some of the MDMs in the market today, available specifically for XR. ManageXR and ArborXR are the leading MDM providers specifically for XR hardware. Now, they've got very similar specs, although ManageXR does offer some custom pricing configurations for larger deployments.
Meta is also launching their own version of an MDM called Meta Quest for Business. At the time of this recording, it's still in beta, so we have limited information on it, but it should be available for general consumption by AU. Now, beyond device management and procurement, what are some of the other big areas of push back we hear from IT departments around implementing XR?
First, hardware compatibility and ensuring that the XR hardware is specifically is compatible with the user's computer or device, and this can be a significant challenge. VR systems often have specific hardware requirements, including powerful graphics cards and needing sufficient processing power. This only helps to strengthen the business case for purchasing a device that can be stand alone by default.
IT is generally worried about security. VR applications can generate and process sensitive data, such as user interactions and behavioral data. IT and legal departments will need to ensure the data is securely stored and protected from unauthorized access. Since VR hardware often also is connected to a company's network, IT teams must secure the network infrastructure to prevent unauthorized access.
User privacy. VR systems may collect data about users movements, the sounds that they're making in VR, and all other interactions. IT teams should address privacy concerns by ensuring the users understand what data is being collected from the hardware and what data is being collected from the app itself. This one may sound silly, but physical risk is real, and it varies widely, even with brief uses of VR devices.
And there can be legal ramifications from physical injuries if users are not trained adequately on setting up guardians for themselves and other areas of play to keep themselves safe. One thing an enterprise could do to mitigate this is consider setting up a specific VR space in their office so that users can freely roam without constraint and free of those physical hazards. And then content management. Managing VR content and applications can be a challenge, particularly in enterprise settings. Again, this is just another area where utilizing a Mobile Device Manager can really help address concerns.
Now that we've discussed the main topics around deployment and installation, let's move into adoption and change management. As when learning any new business process, the old phrase, "If you don't use it, you lose it," applies to XR. But there are unique challenges to adopting an XR tool that are important to understand, prior to implementation. So what are those challenges?
When enterprises first roll out XR, change management challenges tend to be two-fold because users aren't just learning the new business process, they're also learning a new piece of hardware. We recommend separating change management and training initiatives to focus first on learning the XR hardware and then move into the business workflows. Make sure that the users are comfortable navigating in VR and navigating those menus before spending time learning the business application.
Simple things like understanding which button on the controller is the trigger and which one is the joystick. These things can help a new user feel much more comfortable using this technology. With any business process change, it's very easy for users to get stuck in the old way of doing something and our industry isn't the only one notorious for being somewhat of tech laggards. One way to combat this is to ensure the new VR workflows are integrated within the existing software systems. Also, it will be very important to help the user understand how the work in one application will carry through to the other so that they're not duplicating their efforts or wasting time.
Troubleshooting and resolving tech issues can be especially problematic in VR because of the immersive nature of the application. It isn't as easy as simply sharing your screen for a session with IT. Learning of your application is just as much about learning which buttons on the controllers do what as it is learning the app itself.
Usability and comfort. XR devices, especially VR headsets, can be uncomfortable to wear for extended periods of time. Invest in accessories like comfort straps to make VR headsets more comfortable, enticing users to spend more time in them.
Being in VR may also cause motion sickness for people, limiting the usability for some users. We advise users that are prone to motion sickness to build up their VR tolerance over a period of time. Start small, 10 or 15 minute sessions, and just work your way up. Also, coming from someone who tends to get motion sick in VR, simply opening a window and bringing in some fresh air can do wonders.
Over the years, we've helped many firms implement XR solutions and have learned a few tips along the way to help ensure a lasting implementation. Start with and communicate the why, and you're probably going to have to do this a few times. Change for change's sake can be exhausting and simply calling it "digital transformation" isn't going to be enough to achieve the average employee's buy in.
Make sure to understand and communicate often how the new workflow is improving the business operations and track those metrics, whether it's time saved, improved collaboration, reduced waste, of your why as an ongoing reference point. Consider a pilot and make sure to document the results. Starting with a pilot to prove out a specific use case will help companies reduce the risk of making a process change and keep expenses minimal until that ROI is proven. As with any pilot, it's extremely important to understand the what and the why of what you are trying to accomplish and how you will measure the results and success of that initiative. Having clear documentation around the pilot goals, success criteria, and project milestones will keep everyone aligned and working from the same version of the truth.
Find your champions and notice that I say "champions" with a plural. I've seen many XR implementations go astray if the champion leaves the organization or gets sidelined with other priorities. Aim to have several XR enthusiasts at your company, helping to broaden usage within the organization.
Consider implementing a change management plan to help employees adapt to the new technology and processes. Address resistance with empathy to build trust within your user base. And lastly, make it fun. This is always my first recommendation when people ask how to best get their employees on board with XR.
Now, there's a ton of enterprise value to gain from XR, but it can also be a lot of fun to too. Playing VR games can be a great way to get people excited about the technology, and then, of course, more comfortable moving around and navigating in VR. So as we close out the presentation, what are some of the key takeaways that I would like you to keep in mind as you start your XR journey?
Focus on the use cases with the highest ROI. While XR has come a long way, some may still view it as a gimmick and it's important to be explicit about the value it is bringing to the organization. Make sure that deployment is a key part of your overall XR strategy.
It doesn't matter how important the use case is, or how well the software works, or what the ROI is if the users can't access the new technology. When building your deployment plan, make sure that device selection and MDM considerations are taken into account and adequately budgeted for. Plan for extra time for onboarding and training.
It's important to remember that onboarding and training can't just cover the software and business process. Users new to XR will also need to understand how to navigate and troubleshoot while they're in headset. Consider a formal change management program for support, if that's something that your company would need. And then lastly, be patient.
As with any emerging or disruptive technology, it's going to take time to get broad level of support within an organization to implement that lasting change. But with the value that XR can bring to the enterprise, it is well worth the time and well worth the wait. So what are some resources where you can learn more? Probably my favorite website to go and get information and stay up to speed on trends in XR is the AR/VR Association. It's a global industry association for virtual and augmented reality.
In addition to the robust content available on its website, there are industry verticals such as AEC or automotive where you can gain additional insights from your peers. Check out the XR sessions at Autodesk University. There are lots of sessions highlighting at AU this year, these are just a few.
Sessions like case studies, technical instructions, product demos, panel discussions, we even have an XR meetup. And if you missed them in person, be sure to check out the digital recording post conference. Stop by the Autodesk XR booth in the Expo Hall and bring your questions to our team of subject matter experts.
We'll have representation from product, engineering, customer success, and sales, to help you get started on your journey. Thank you. And if you have questions on this digital recording, please put them in the comment box.