Zac is the co-founder and CEO of JigSpace, a company focused on making it simple to create and share 3D instructions for anything. Zac starts his story in Tasmania, off the coast of the mainland of Australia. We talk about his early passion for 3D development, the formation of JigSpace, and the amazing journey he and his team have been on since.
Read MoreDavid is the founder of GigXR, a global provider of immersive 3D training solutions that transform collaborative learning in healthcare. David shares his musical background, his experience from starting 6 companies, and the passion and strategy he has for GigXR.
Read MoreAmy shares her perspective after attending the recent Y-Combinator Demo data and startup events at SXSW. We talk about market trends, her venture fund, some specific companies she’s gotten excited about, and some advice for entrepreneurs.
Read MoreAlzheimer’s, Parkinson’s, end of life, and other impacts of aging can be traumatic for the affected, their families, and their caregivers. Carrie shares her personal journey and the tools she’s creating to help improve the quality of life for our aging population.
Read MoreJoe describes the way they are experimenting and innovating in higher education using spatial computing technologies. He reviews a few of the specific experiences they are creating and how they decide whether something makes sense in VR or AR.
Read MoreAlan shares his passion for the potential and early signs of transformative impact that AR & VR are beginning to have in Retail, Education, and Enterprise. He also shares some lessons learned as a founder and how he’s helping other founders today.
Read MoreAmy explores the impacts of AR and VR on work, healthcare, and education. In the enterprise, she details some of the key use cases as well as adoption hurdles and approaches to overcome them.
Read MoreTom shares his belief in the potential for VR and AR to transform education. He discusses the challenges of being very early to market and shares some survival tactics relevant to non-game, consumer-focused VR companies.
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