collaboration

a-demo-and-fresh-look-at-campfire

A Demo and Fresh Look at Campfire

For the last few years, Campfire 3D has been expanding the world of “holographic collaboration” with a custom headset and base station as well as software that works in headset-based mixed reality and virtual reality, mobile-based augmented reality, and now on desktop 3D.

The company is currently launching new hardware and a new product package, so we spoke with CEO and co-founder Jay Wright for a software demo and an explanation of the new release.

Gather Around the Campfire

“Our mission is to deliver what we call holographic collaboration – multiple people standing around a digital model of a physical thing, whether they’re all in the same room, or across the world,” said Wright, who called it the killer app for enterprise XR. “If this can be done successfully, we have a huge potential to reduce travel, shipping, and physical reworks.”

And Wright is no stranger to enterprise XR. He developed Vuforia as its vice president at Qualcomm. Qualcomm sold the project to PTC, where Wright followed as Vuforia’s president and general manager. While Wright left Vuforia in 2018, it remains PTC’s main enterprise augmented reality arm.

The following year, Wright co-founded Campfire with Roy Ashok, Alexander Turin, Steve Worden, Yuhan Liu, and XR pioneer Avi Bar-Zeev as founding advisor. Bar-Zeev has worked in XR since 1992 including co-founding Google Earth, serving as a consultant for Linden Labs, a principal architect for Microsoft, advisor for Tilt Five and Croquet, and president of the XR Guild.

In 2021, Campfire came out of stealth and started working with companies offering software, a headset, and a console that generated the virtual model.

A Demo on Desktop

While I haven’t yet gotten my hands on the company’s headset, the team did set me up for a demo on desktop – a major new offering for the tool. Wright did mention that he will be at the Augmented World Expo in a few weeks, so hopefully I’ll be able to try the headset there.

Basic functionalities with basic models include rotating and zooming in on models, and leaving annotations for other viewers to consider. This can be labeling items on the model, or taking screenshots, marking up the screenshot, and pinning it to avoid marking up the model directly.

As long as models are made up of components, they can be “exploded” to view and manipulate those components separately. This also allows users to see how systems are composed of parts through virtual assembly, disassembly, and reassembly. A “blue ghost” shows where selected components fit into a complete system for automatic guided instructions.

Selected components can also be reconfigured with different colors or textures on the fly. They can also be made invisible to make internal components easier to see without using the explode feature. A “slice” tool provides a transparency plane that can be moved through a model to create cross-sections. All of these tools work on all platforms.

“We spent a lot of time on ease-of-use,” said Wright. “The user interface is really similar whether it’s on a flat screen or in VR.”

Additions and Improvements

Today’s announcement includes a streamlined software package, expanded device accessibility, a larger base station option, and a new hardware and software package for teams.

A Cross-Platform Solution

The complete Campfire ecosystem consists of hardware and software. On the hardware side, the company has its own headset – which can be used for augmented reality or with a shaded visor for virtual reality – and two consoles for different-sized models. A phone can be an AR viewer but also serves as a controller for the headset via an adapter called “the pack.”

Campfire headset side

“We did this because everybody has used a phone and knows how to use it,” explained Wright.

One person must have a headset and console but additional participants can join on mobile or now on a desktop.

“Flat screens are still very important,” said Wright. “There are very few workflows in enterprise that involve XR and that don’t involve flat screens.”

That was one of the most consistent pieces of feedback that the company received from early users leading to this announcement. Of course, the different hardware that users join on does impact their experience – though all have access to basic collaboration tools.

“Once everybody is in Campfire, everybody has access to basic tools for pointing at things and communicating,” said Wright. “A huge amount of the power in holographic collaboration is just the ability to point things out in the 3D space.”

A Streamlined Software Offering

The apps were another common point of criticism. Until this announcement, the software side consisted of two separate end-user apps – one for authoring models and one for viewing models and collaborating. Now, one app can do both jobs.

Campfire new app mac car training

Participants can also be invited to a Campfire session via a link, just like 2D remote collaboration tools like Google Docs. This is fitting, as Wright believes that Campfire’s software has even more in common with legacy remote collaboration solutions.

“To the extent that spreadsheets or word documents drove the PC, we think that holographic collaboration does that for XR,” said Wright.

More Ways to View

Campfire launched with a tabletop console, which was great for designing smaller products like shoes, or modeling consumer packaged goods. Of course, virtual models of larger objects can be scaled down, but some users wanted larger models. That’s why Campfire now offers the “studio console” which goes on the floor instead of on a table.

Campfire console

Right now, viewing Campfire in AR or VR requires the company’s custom headset. However, the company is working on optimizing the application for use with the growing number of available passthrough headsets available on the market.

“We don’t see this class of device as something everyone has access to,” said Wright. “But people are going to purchase these devices and expect Campfire to work on them.”

Subscriptions Rolling Out Now

As of today, there are three ways to experience Campfire. First, the application does have a functionally-limited free model. Enterprise plans start at $1,500 per month and currently require contacting the company directly as they scale their public rollout. And now there’s “Campsite.”

Campfire new campsite experience

“Campsite” bundles five enterprise licenses, 2 headsets, packs, and tabletop consoles, and one studio console for $15,000 per year. Wright says that the whole Campsite can be set up in less than an hour.

A Future of Enterprise Collaboration

There are other companies doing parts of what Campfire is doing. And Wright’s argument that this technology is the future is hard to refute. While other companies are likely to step up, this is definitely a company to watch right now. After everything that they learned in the last two years, it’s exciting to think of what improvements this greater rollout will inspire.

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Arthur Releases Productivity and Display Updates

Arthur, an immersive virtual collaboration platform for enterprise, has recently rolled out its first major set of updates since its “Pro” version launched in 2021. The update brings solutions that are helpful in the platform but that VR in general has needed for a long time.

To learn more about the platform’s growth in the space and the technology coming of age in the enterprise sector, I met in the platform with Arthur Business Development Consultant Lakshman Lattipally. We also showed off our full-body avatars and explored the platform’s many features both old and new.

The Road So Far

Arthur was founded in 2016 but became publicly available in 2020. The platform rolled out its first major updates the following year, which is when ARPost first introduced our readers to the platform. At the time, the company was largely presented as a “virtual real estate company” before that language was adopted by consumer applications in the NFT space.

“We see ourselves as a virtual real estate company. We just provide the office,” Demand Manager Simon Berger told ARPost at the time.

At the time, the company seemed to be doing a new thing – just like everyone else. The main distinguishing feature between Arthur and other solutions in what has since been dubbed “the officeverse” were the avatars featuring a photo-realistic face on a poorly-matched and semi-corporeal frame.

Later that year, the platform’s professional version came out of beta. This version introduced more hosting tools, larger capacity spaces, screen sharing, and other productivity features, and – perhaps the largest differentiator – end-to-end session encryption. The free version still works and you can use it to explore the platform. You can also request a demo of the Pro version.

Recent Improvements

Some of Arthur’s most recent updates are completely new tools, while others are developments building on the platform’s existing tools and features. In either case, all of the updates are great advancements.

New Access Options

Arthur has long had desktop access – a website and an app. The website is a sort of back-end way to manage assets for and from the VR version, similar to an AltspaceVR profile. The app offered many of the conveniences of the website and some of the accessibility of the VR version, similar to the desktop version of ENGAGE.

This update brings an option for users to join virtual environments entirely via browser. There are pros and cons to a browser-based virtual collaboration space over an app. For example, the browser interface allows users to use the platform when they’re away from an office computer with the app installed. But, web users can’t join app sessions. At least, not directly.

VR platform Arthur

One of the big updates that Lattipally showed me was the ability of a VR user to open an Arthur browser window and screen share it with VR users creating an entirely virtual version of a hybrid meeting. The solution was a little disorienting but entirely practical.

Of course, that browser window can be used for other things as well. While the pinboard and note features already provided on the platform can be used to create things like workflows and project management boards, your favorite dedicated tools can exist in-world through browser windows or in some cases through direct app integrations.

Display Updates

After all of the shade thrown on earlier iterations of avatars, they really have gotten a lot better in this most recent update. The avatar creation process still starts with a photograph, but that photograph is better mapped onto a better-proportioned head on a full body – complete with arms and legs. The more responsive faces are even compatible with eye tracking if you’ve got it.

Jon - Arthur VR platform

My favorite update overall might be the MR desk – a feature that I’ve long wanted in every VR productivity app ever. The tool allows you to draw in your physical desktop to appear in your VR space. This process is similar to when you first set up the Quest’s seated play space. However, the desktop isn’t just an opaque rectangle, it’s a passthrough window to your actual desk.

XR Talks with ARPost

Other users can’t see this desk, but you can turn it on and off when you need (or don’t need) to access your computer, notes, or anything else in the physical world while in VR. The obvious downside is that this feature is only as useful as your available passthrough. If you have a Quest 2 (review), this isn’t great. But, if you’re rocking a Quest Pro (info), word is it’s a lot better.

Everything Else Is Still Good

A lot of the quality features that Arthur had before are largely unchanged, and that’s okay. Spaces are still beautiful and easy to set up, complete with private audio zones. The larger main menu is still powerful and navigable, but the smaller menus for things like the notes feature and some basic in-world assets are even easier to use.

Arthur VR

And, maybe this is just me, but I’m a big fan of the desktop user back-end. Taking screenshots in VR is a simple operation and those screenshots are easily accessible from the web profile. Further, user support is great if you need a helping hand.

The New and Improved Arthur

Arthur is holding its own in the developing world of enterprise VR solutions and remains one of the best offerings that I’ve seen in the space.

One of the most enlightening parts of my time in the platform with Lattipally was his stance on the maturity of the space as he says companies are moving from presence to productivity to complete virtual work environments. And Arthur is rising to that challenge.

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Frame Releases Second Set of Platform-Defining Updates

It’s been over a year since ARPost introduced readers to Frame, the hardware-agnostic web-based virtual meeting platform. The team, a part of Virbela (which has its own app-based virtual world platform), just announced a major update. It was time to step back in with Vice President Gabe Baker.

Gabe Baker in Frame 3.0

A Peek at the Update

Frame’s update was all about adding power to the platform while making it easier to use. The result was added or improved tools with a more streamlined user interface so that more advanced users can access the tools without cluttering the view for everyone else.

New tools include advanced analytics and new APIs for adding members and admins and editing assets. There’s also a new question queue system for support centers, classrooms, and other large-scale discussion cases, and a partner program that rewards users for attracting subscribers to the platform.

Analytics - Frame 3.0

“Fundamentally, we believe that the web browser IS the metaverse and that we’re entering a new era of spatial computing that will result in many traditional websites, apps, and services existing on the spatial web alongside the 2D internet that we’re used to today,” Baker wrote in a blog post announcing the update.

Even if you’re not building and hosting your own frames, there are benefits coming for average users as well. These include new environments, graphics updates like real-time light and shadow, and a still experimental option to use full-body avatars.

Frame Releases Second Set of Platform-Defining Updates

Also announced were coming roadmap updates including increased asset storage and support for multiple web browsers. Some of these will be limited to the paid subscriber tiers, but will all be rolled out “while maintaining a robust free plan.”

Seeing Is Believing

Reading about the updates is one thing, but I jumped into the platform, first solo and then in a live session with Baker to check them out for myself. As a connoisseur of VR avatars, I was pleasantly surprised before even entering a Frame.

I Have Legs and a Jacket. Life Is Good.

The avatars weren’t one of my favorite aspects of the platform last time around, but they’ve come a long way. Even if you don’t opt for the full-body avatars, the “classic” avatars are a lot more expressive and have some layered clothing options that were missing before. You can also use your Ready Player Me avatar, but not in full-body mode.

“[Full-body avatars] are hard to achieve on the web just for performance reasons,” said Baker. “We still have a ways to go on the full-body customizations.”

Full-body avatars - Frame 3.0

I was curious about whether Frame had had some conversations with parent company Virbela, who have had full-body avatars since the beginning. However, it’s not that simple, as Virbela is a native app as opposed to a browser-based platform.

“It’s a bit of a different world because they’re a Unity-based application,” said Baker. “In terms of the back-and-forth, there’s not really much because we use Babylon.js.”

All the Pretty Lights

Frame is also a year behind Virbela in announcing graphics performance updates. Graphics and display are big topics at the company because they are key areas where developers can compromise to achieve performance. That’s a big deal for a platform designed to run on everything from headsets to computers to mobile phones.

“It’s always going to be more important to us that people can get into Frame than that they can have an amazing graphical experience,” said Baker. “People do use Frame to explore digital twins and then they do need that level of graphical fidelity.”

And, that level of graphical fidelity is available to those users. The platform has long had a feature that tones down display quality automatically to the highest level that can be achieved by the user’s hardware while maintaining a stable experience. There is also a system in the works for builders to upload separate versions of their worlds for devices with different abilities.

Performance requirements aside, one of the worlds that we visited was at least as visually impressive as the average VR application – and more impressive than a number of them.

“There are still some visual experiences that you really need to be in a native application for, but the gap is narrowing,” said Baker, who was also the guest on our latest episode of XR Talks. (If you missed it live on Twitter Spaces yesterday, you can listen to it on YouTube here or Spotify here.)

Tools for Builders

Another area where the company tries to achieve compromise is with developer tools. The plan has always been to keep the platform agile and approachable, but it’s quickly growing into a fully-featured world-building tool for developers who need it.

“When we first started Frame, our whole thing was like ‘no nonsense, no download, no code,’ and we still very much believe in that vision,” said Baker. “But now we’re kind of branching out because we do see people that want to do those kinds of things… and if you don’t want to, you don’t have to.”

Worldbuilders have more ability than ever to create and bring in their own assets, as well as enable visitors to do the same. They can also see who created or edited which assets and when through new analytics tools.

Welcome to Frame 3.0

There are a growing number of browser-based immersive spaces. And most of them can be accessed from portals placed within a Frame. That is one of the many reasons that this is one of our favorite platforms in the immersive web. And it just keeps getting better.

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