Design Unfolded: M-XR Interview with Elliott Round

[ad_1]

The world of VR and AR is one that is emerging, slowly interweaving itself amongst cultural conversations amid the zeitgeist. However, in the ways that brands and people consider the integration of technology in their everyday life, London-based tech firm M-XR (formerly Mimic-XR) has intently surveyed the arena and believes the industry has not hit peak maturation. Imploying their forward-thinking prowess, M-XR is using machine learning and 3D capture technology to import the real world into the digital realm as a means to develop inventive experiences to suit the needs of companies to creators. Recently, speaking at Samsung‘s Design Unfolded experience, alongside debuting its immersive project with BYBORRE, HYPEBEAST caught up with its co-founder Elliott Round to discuss how he and his business partner established the studio as a means to change how people will interact with the 3D world in the near future.

Can you give some background behind what M-XR is?

M-XR is really interested in the 3D space, so VR and AR — also anything 3D from live visual effects, films and games. We’re really focused on how can we make this industry more user-friendly, in terms of the creation process. At the moment, it’s very tedious: It’s a lot of manual work. And as a result of that, the creative tends to get forgotten or the budget’s so high. So, we’re really interested in how can you use tech and specifically AI to build tools that can almost automate a lot [of] this process to then empower the creator.

How did you find your way into working with VR and AR?

I was working in the film industry, [and] we moved into doing 360 and that was quite fun. But, you couldn’t really interact with it. That’s when I started playing around with a program called Unity. We started with some interactive work and you could pick stuff up, you could interact with the characters. It stopped being film and it was more like you [were] transferred into space and environment. And that was really exciting all of a sudden, but I was never [into] 3D games until that point; I thought it was a bit geeky, and I was like, “Okay, you can do some cool stuff with this like live music, events, exhibitions — all that kind of stuff.”

But, the problem was [that] it took so long to do anything, and, even then, it still looks a bit kinda crappy. So I kind of took a step back, and I was like, “If this really wants to pick up, how can we move it forward?” And the thing that seems to be the biggest problem was how would you create the content that goes into these worlds? I started looking to photogrammetry, which you’d just take a bunch of pictures and make some models. But the problem is, it isn’t real because it doesn’t have any textures and materials and suede, leather or plastic wouldn’t react to light differently at all.

So that’s when Ryan and I founded MXR, originally called mimic. And we started looking into how could we actually acquire these materials. So when we do a scan, we have all the properties of how it reacts to light. The technology has been progressing-and-progressing over the past couple of years. And now we can really capture a whole variety of material properties when we scan an object and put it into a digital environment, and if we light it the same way as the real objects, they’re indistinguishable.

Do you think the work you are doing could overtake the physical world?

I don’t think VR should be seen as replacing the real world. I love traveling and seeing real-life stuff; I don’t want to ever replace that. I [do] think it is great to enable people to shrink the world. There are places that you can’t visit for a whole plethora of reasons, VR can enable that. Equally, if you want to buy a product, you can’t always get that product or if you’re buying online you can only see it from a certain viewpoint or angle. If you can see it in AR, then you’re more likely to buy something and keep it rather than buy it and return it. Normally, you might see something online but can’t tell [if] that it is black suede or leather. I have no idea. If you can do that virtually, then there’s less disparity and you know what you’re getting into.

You’re almost breaking down the information gap.

Exactly. It’s almost like the Internet’s kind of blown up and got really far. We’ve started to hit a bit of a wall where we’re trying to take this 3D world we live in and compress it into a flat, 2D space. But there are times when that just doesn’t work, and I think that’s what VR and AR are already starting to show that you’re surpassing that.

If you’re creating something which genuinely serves a purpose and you’re using it as a tool, which you can’t natively just [use] on a touchscreen, then you’ve got something that isn’t a novelty.

What do you foresee a struggle in the VR and AR industry?

I think the biggest problem is audience uptake. We are seeing all this stuff and it’s like, ”Oh, this is amazing. Why is no one else getting on that? Why is no one using VR?” And the biggest problem is that there wasn’t enough content for the headsets, which are crazy expensive. So, you’re only buying if you’re a hardcore gamer; therefore, people are only going to make gaming experiences.

Now you’re getting headsets like the Oculus Quest, which is just dirt cheap for what it can do. This starts opening up the window for anyone that wants to try VR, and as a result of that, you’re getting more content creators. [It’s] starting to snowball a bit — not as rapidly as I think it should — but it’s starting to get there. But now it’s a really exciting time where you’re getting people play around [with] VR. Before it felt like you were only getting people from the film and games industry who’ve already got a pre-held notion of what this format should be. [This] is a new thing and it needs to be treated that way; It isn’t a film and it isn’t games.

Why do you feel brands haven’t fully understood how to implement the technology into their infrastructure?

AR three or four years ago came out, and it wasn’t really where it should have been. It was a bit premature and, as a result, you’ve got loads of people that threw a bunch of money at it and people got burned. So [now], people are a bit kind of cautious, but it’s really starting to pick up now. But with a lot of the big brands, I think they’re kind of waiting for someone else to make that first move. And in addition to that, they haven’t got the departments. I don’t think they see that there’s a huge need for as of yet. It’s coming, but a lot of these big studios and brands don’t have an in-house team to create an experience. They kind of hit a wall.

How does M-XR look to creating a product that goes past just being novel?

When the iPhone first came out and people were playing those hold a beer glass and you drink it or you’ve got a ball and you’re kind of navigating [through] a maze [games]. I feel like that’s where we are right now with AR because it’s so new. It’s like, “What do you do with that?” I think you can categorize something as being really good if you can take a VR piece and it [doesn’t] translate to a 2D format, then I think that’s a great use of that medium because it only exists in that [space] — and I think that’s the same with AR. If you’re creating something which genuinely serves a purpose and you’re using it as a tool, which you can’t natively just [use] on a touchscreen, then you’ve got something that isn’t a novelty; It has an actual use and it is something that you’re going to keep coming back to and not for just a bit of fun.

Leave a Reply

Your email address will not be published. Required fields are marked *