Digging Up Digital Cadavers in XR, with Sector 5 Digital's Jeff Meisner

Published: Jan. 8, 2020, 10 a.m.

Today's guest -- Sector 5 Digital's Jeff Meisner -- hopes to put grave robbers out of business, among other things. He pops in to talk to Alan about all the experiential learning experiences his company has developed, from digital cadavers to study anatomy, to the VR design process of Bell Helicopters.\n\n\n\n\n\n\n\nAlan: Hi, I'm Alan Smithson. And\ntoday, we're speaking with Jeff Meisner, CEO of Sector 5 Digital,\nabout their pioneering work on the Fantastic Journey Anatomy VR Ride,\nFork Lift Training Simulator, and the work they did with Bell\nHelicopters, shortening design times from years to months. All of\nthis and more on the XR for Business Podcast.\n\n\n\nJeff, welcome to the show, my friend.\n\n\n\nJeff: Thanks, Alan.\n\n\n\nAlan: I am super excited. So,\nJeff, you are doing some incredible work at Sector 5. Let's start\nwith the Fantastic Journey Anatomy VR. Right. This just blows my\nmind.\n\n\n\nJeff: Yeah. Yes. Just as a\nhistorical perspective on this, we've been working with this\nparticular healthcare client for a couple of years now. And we\nstarted out initially doing a 3D digital cadaver, basically, that\nallowed them to do facial anatomy. And the company is in the business\nof doing injections into the face and hand. And so they needed a way\nto have safe areas so the injectors would have training. So we\ncreated a basic virtual training tool and that was initially in 3D,\nnot in VR, but it was driven through our tablets and things like\nthat. So it had kind of an AR component to it.\n\n\n\nAlan: You will learn in 3D\ndramatically better than even just on a 2D screen.\n\n\n\nJeff: Yeah, exactly. And we actually did a conference which had over somewhere between 200-300 of their folks training with a massive 3D screen in front of them. So it was used as a training aid, and really now, it's gone global. So it started initially in the U.S. and got picked up by this company, because they are a global company. And what they wanted to do was take that next step, if you will. And so We're creating this, what we call a VR Fantastic Anatomy Journey. We're going to be taking their folks through\u2026 well, if you know what Fantastic [Voyage] is \u2014- as most people do -- but taking them through the human body. So you're going to have a really cool edutainment-type experience, whereby you\u2019re going to be on somewhat of a VR roller coaster, although it being through the body, we're going to be adding some elements of teaching at various points. So it'll stop and you'll be asked questions. It's really, the major focus is to be very much a learning experience. But one of the things we're finding \u2014- and I know you are too, Alan \u2014- is if you make it fun for people, it becomes a much more memorable experience and they want to do it again and again. We're combining kind of that gaming-type element, if you will, but with actual data and experience, to make it something that their injectors are going to be learning from, and not just the entertainment element.\n\n\n\nAlan: When you guys started\nrolling out the 3D digital cadaver, how are they measuring against\nbaseline? So, what was their baseline learning before? Just a\ntextbook? Or..?\n\n\n\nJeff: No, they were actually\nusing "live" cadavers, and cadavers -- and this may sound a\nlittle gruesome -- but they're somewhat hard to come by, especially\noutside of the US. The regulatory issues that you deal with are very,\nvery high barriers there. When we came along with the virtual cadaver\ninitially, as I said, it was really only being used in a very small\narea. But when they realized that they could take this globally, and\nthey now didn't have the same barriers that they had in the past,\nthat really opened things up for them and opened up their eyes as to\nthe value that this would bring.