エピソード

  • How to Build AI Lenses on Spectacles
    2026/04/22

    In this episode, we speak with Inna Horobchuk, an architect and creative technologist exploring spatial AR through Snap Spectacles. She shares how her background in architecture informs her approach to designing digital layers in real environments, focusing on context-aware and utility-driven experiences. Inna explains why solving small, practical problems can be more impactful than building complex demos, and how constraints like field of view and battery life shape design decisions.



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    41 分
  • How VR Games Get Found Now
    2026/04/15

    Shane Harris, founder and CEO of SideQuest and Tetiana from the popular YouTube channel Discover Tatiana join us to take a look at how VR discovery has changed from the early Quest era to today’s far more crowded market. They break down how SideQuest now works across Meta, SteamVR, sideloaded content, web, desktop, mobile, and in-headset browsing, and why aggregation, curation, reviews, and community engagement matter more than ever. The conversation also explores what developers can actually do to improve their odds, and how the Steam Frame is meant to energize the XR market.
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    42 分
  • Solaya: the 3DGS App for Ecommerce
    2026/04/09

    Mariem Farhat, co-founder and CEO of Solaya, joins us to break down how smartphone-based 3D Gaussian Splatting can make high-fidelity product capture usable for retail and e-commerce. Drawing on her background at the intersection of business, luxury, and deep tech, Mariem explains how Solaya is building guided capture, compression, web delivery, mesh conversion, and post-processing tools around a single scan.

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    45 分
  • All you need to know about the Portal Cam
    2026/04/01

    In this episode, Mindy Lee from XGRIDS discusses the innovative PortalCam, a spatial camera that combines SLAM technology with Gaussian splatting for fast, high-quality 3D capture. The conversation explores practical workflows and adoption across industries including construction, real estate, filmmaking, robotics simulation, and XR. They also discuss pricing changes, interoperability with tools like Unreal and NVIDIA Isaac Sim, and the push toward open spatial data formats.
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    41 分
  • The Future of Surgery: Digital Twins and VR
    2026/03/25

    Dr. Ryan Moore is a pediatric cardiologist and Chief Emerging Technologies Officer at Cincinnati Children’s Hospital, where he leads teams building AR, VR, robotics, and AI systems that can move from prototype to real clinical use. In this episode, Ryan breaks down how a children’s hospital ended up with an in-house Unity and Unreal “gaming lab,” and what it takes to prove value beyond a flashy demo. We dig into VR3S, their surgical planning platform that turns CT and MRI data into patient-specific anatomic digital twins surgeons can manipulate in VR, plus what comes next as they add longitudinal models and real-time blood flow simulation supported by an Epic Games MegaGrant.

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    49 分
  • How to get clients for AR Projects today
    2026/03/11

    Today’s guest is Max Van Leeuwen, he is a digital creator known for his innovative work in augmented reality and more specifically Lens Studio. We discuss Max's creative journey, the importance of storytelling in AR projects, and the technical challenges faced when developing for Spectacles. The conversation also explores hand tracking, the role of mobile devices in AR experiences, and how to get started with Lens Studio. Max shares insights on integrating AI into AR and emphasises the need for developers to engage with the platform to drive future innovation. Special thanks to PopulAR for “nudging” Max under the spotlight. PopulAR is a strategic consulting company focusing on the adoption of Virtual World technologies through content-focused lenses and empowering industry authors.
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    45 分
  • Open Brush is Not What You Remember
    2026/03/04

    In this conversation, Andy Baker, lead developer at OpenBrush, and Sutu, a renowned digital artist, discuss the evolution of OpenBrush, a powerful VR creative tool. They explore its features, the experiences of artists using it, and the collaborative workflows it enables. The discussion also covers the importance of publishing and sharing creations, the future of VR as a creative medium, and the potential for community engagement. The guests emphasise the accessibility of VR and the transformative power of creating in 3D.



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    48 分
  • Tools and Workflows for Shipping Web Games
    2026/02/25

    James C. Kane is a Webby-winning developer and emerging tech artist pushing the boundaries of what #WebXR can do. We unpack how he builds narrative-first immersive experiences that grab attention in the first seconds, from establishing shots and pacing, to sound design, voice acting, and careful onboarding. James breaks down how he chooses between engines like Wonderland, PlayCanvas, and SparkJS and how he built and published his #GaussianSplatting based web game called “The Shadow of the Czar”. We also go deep on distribution, why discovery is still the hardest part of web games, and how sponsorships, platform relationships, and niche audiences shape what gets made.
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    49 分