Finding XR’s Sweet Spot with Sam Sannandeji
Description
Recognized as a leader in extended reality (XR) learning, Sam Sannandeji is founder and CEO of Modest Tree, a Canadian company providing immersive software to empower non-technical people to create and maintain their own augmented reality and virtual reality training. He brings both a technical, hands-on expertise of how XR works with an understanding of the needs and pain points immersive technologies can successfully address.
In this fifth installment in our seven-part series on the frontiers of learning technology, Celisa talks with Sam about the future of XR, its potential dangers and opportunities, and related advice for learning businesses on how to make practical use of augmented or virtual reality.
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[00:21 ] – Intro and background info about Sam
The Frontiers of Learning Technology
[01:23 ]- When you hear the phrase “frontiers of learntech,” what comes to mind?
The groups or the industries of people who are trying to change the scope of the platform as it exists. As the training is evolving, our consumption of it is evolving as well. Our attention span is lowering so we need things to be flashier. Being on the frontiers of learntech hopefully means our training continues to evolve to meet those needs.
Defining AR, VR and XR
[02:08 ] – Can you briefly define AR, VR, and XR?
- XR is the variable of X. Once you put the X in there, it could be whatever you want—mixed reality, augmented reality, extended reality, etc.
- VR takes someone into a virtual world, immersing them in that environment and closing off the existing world.
- AR is often wearable, and we use it to augment our existing reality.
Over-Hyped Trends in Learntech
[03:39 ] – Which trend or trends in learntech do you think might be the over-hyped, shiny objects that are maybe distracting us from what really matters?
The shiny objects are the new headset or new device that’s coming out. We get distracted by these because of the marketing. Sam says 90 percent of the time, we don’t get what’s actually promised. You don’t need to spend thousands of dollars or be part of a special group to get access to a new device. Rather, wait until it becomes something that all consumers can pick up at the store.
People are getting distracted from the fact that VR is great when you use it for the purpose of building muscle memory and for creating immersive learning environments. For Sam, the focus of learntech is about how to evolve from the old way of doing things in training using these technologies. Not to get derailed by a shiny object like a new headset, but rather focusing on the main concept of the method of delivery of the content.
The Near Future of Learntech
[05:47 ] – Which trends in learntech have the most potential for significant positive impact in the next three years or so?
Sam hopes the trends related to devices or equipment become mainstream and affordable. He’s seen increased usability in trends like VR, particularly because of the current state of the world not being able to meet face-to-face.
The new technology and evolving game technology related to the training and learning has become very valuable. If that continues and the hardware also follows along, Sam says the trend will continue. We will be at a point where everybody can have that headset, they’re okay with this new method of delivery, and can now comfortably use it.
The Near Future of XR
[07:12 ] – How would you characterize the future of XR in the next three years or so?
For XR, it always comes down to the lower technology that’s underneath it. We’ve seen huge leaps in the graphical powers of computers lately with some of the new graphic cards coming out. We’ve seen some new leaps in the chip sets for the phones that are coming out that are allowing us to push the boundaries for XR technologies as well.
We’re still trying to figure out what that sweet spot is between AR and VR and MR—or whatever the different X for the R is. We’re trying to still figure out which is the one that people are going to like.
Sam Sannandeji
Until we get mainstream usability out of it, the hardware cost is going to be key. Sam doesn’t think we’re going to make that huge leap in three years, but he does see it in the next five years or six years if we get to a point that there is a standard in the industry of VR headsets.
For example, phones are all pretty standard now. The hardware is different but interface-wise they are similar. The technology related to XR needs to do the same from a usability perspective. The gaming industry is pushing it forward a bit but there still is yet to be that standard headset. For example, everyone in the industry has different preferences for these. There need to be more standards and uniformity so that there can be broader adoption.
Sponsor: BenchPrep
[10:12 ] – If you’re looking for a partner to help you explore the frontiers of learning technology, check out our sponsor for this series.
BenchPrep is a pioneer in the modern learning space, digitally transforming professional learning for corporations, credentialing bodies, associations, and training companies for over a decade. With an award-winning, learner-centric, cloud-based platform, BenchPrep enables learning organizations to deliver the best digital experience to drive learning outcomes and increase revenue.
The platform’s omni-channel delivery incorporates personalized learning pathways, robust instructional design principles, gamification, and near real-time analytics that allow organizations across all industries to achieve their goals. More than 6 million learners have used BenchPrep’s platform to attain academic and professional success. BenchPrep publishes regular content sharing the latest in e-learning trends.
To download BenchPrep’s latest e-books, case studies, white papers, and more go to www.benchprep.com/resources.
The More Distant Future of XR
[11:21 ] – What might XR look like out in the distant future?
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