Veteran VR Developers Reveal How Gaming Influences Enterprise XR Services

Lee Woosung, a Division Director at Skonec Entertainment speaks on the co-existence between gaming and enterprise XR application development

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Veteran VR Developers Reveal How Gaming Influences Enterprise XR Services
Virtual RealityNews Analysis

Published: July 31, 2024

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Rory Greener

The gamification trap… XR is always linked to gaming, whether business like it or not. The real-time 3D engines powering AR/VR/MR applications, like Unreal and Unity, found fame and traction as gaming development tools. Now, these services are leveraged to create enterprise solutions. For example, Unity is a critical component of the workplace-focused Vision Pro.

While gaming did not kick off business use of 3D graphics software, it definitely helped to drive investment and interest in related technology. Especially in the past 20 years, when gaming has become massively mainstream.

However, businesses do not want games or devices seen as gaming devices in the workplace- and, understandably so, as gaming perceptions can create an unfocused view of workplace XR-notably evident with some Metaverse promises of years past.

However, this does not mean the enterprise XR community should disregard the gaming sector and its developers. XR game developers commonly also work on business apps for training and other purposes, so the insight of such firms is invaluable.

XR Today spoke exclusively to Lee Woosung, a Division Director at Skonec Entertainment, who discussed building XR applications on various end devices, distributing to new regional markets, and creating enterprise-focused services.

How Game Development Influences Enterprise XR App Development

Aside from its success in creating virtual gaming applications, Skonec has clients representing other sectors, such as education and architecture, “Skonec’s primary customers are gamers in the XR market, but we also serve various organizations that require specialized education and training, such as defence companies, police agencies, and fire departments,” Woosung remarked.

Enterprises are trying to understand how interactive 3D environments can drive new positive enterprise gains. From the developer side, groups like Skonec must leverage the correct elements of XR gaming to inform its immersive workplace services—a delicate balance.

Woosung explained:

VR is particularly effective in addressing the challenges of dangerous or costly training environments. For instance, training firefighters in real-life fire situations is impractical and hazardous. However, VR can recreate these dangerous scenarios, allowing firefighters to train safely and repeatedly. This repeated training ensures that, in the event of a real emergency, they can respond quickly and effectively, minimizing potential damage.

Woosung also added that “VR’s unique strength lies in its ability to provide realistic and immersive training experiences where traditional methods fall short. By simulating a wide range of environments and scenarios, users can master critical skills and reactions, making VR an invaluable tool for education and training in high-risk fields.”

Lessons Learnt: Developing Across Devices

During its tenure, Skonec has developed XR applications for many years across various headset/end devices such as Samsung Gear VR, console VR, and PCVR. Woosung explained that during this period, Skonec “gained extensive know-how in virtual environment optimization and UX design tailored specifically for VR.”

Woosung added:

HMDs (Head-Mounted Displays) come with various specifications and operating systems. High-end devices may offer superior graphics and additional sensors, while entry-level devices often face limitations in battery life and processing power. Consequently, the performance of each device significantly impacts the content experience. Therefore, it is crucial to develop content optimized for the performance and characteristics of each device.

The Division Director also noted that headset SDKs can help considerably with the XR application development process, with Woosung explaining that “at Skonec, we’ve worked with the SDKs of most commercially available HMDs, including the Vive series, Oculus/Meta series, and Pico series.”

Woosun remarked, “this experience has allowed us to standardize our development process and create flexible workflows for various environments, ensuring optimized development in virtual settings.”

It is easy to get caught up in the headset market. It seems that many new vendors and headsets are emerging monthly. However, it could be argued that this has always been the case for industry veterans and enthusiasts—from Google Glass to Samsung VR and the original Oculus models. Now, devices are merely becoming more mainstream and sophisticated.

While AR/VR/MR content must all be approached individually from a developer, distributor, and user perspective, the development process across each technology can provide valuable insight into creating services across the XR spectrum.

Woosung explained:

A key difference between VR content and traditional content lies in UI/UX. Unlike monitors and smartphones, which display content within a frame, VR immerses users in an expansive space, necessitating a unique user experience. Skonec has dedicated significant effort to crafting diverse user experiences using controllers, hand tracking, and curved UI elements. We’ve accumulated substantial UX expertise, ensuring an optimized experience for virtual environments.

XR Localisation and International Distribution

Skonec is in a position that few in the industry can achieve: international rollout. While this covers the gaming side of the Skonec business, from a developer perspective, localization, communication, and hardware support are lessons for the enterprise industry to also engage with. As gaming is still the core driving factor behind general XR investment, there are a number of transferable considerations.

Woosung explained that there are two “primary challenges” in expanding XR content globally and, in Skonec’s case, towards Western markets: Time difference and cultural understanding.

Woosung added:

The 14-hour time difference between the United States and Korea means that issues often arise outside of our business hours, leading to delays in responding. To provide seamless global customer support, having a local base is crucial, but establishing one requires significant resources. Initially, we had to manage global support without a local presence, which posed many difficulties. To meet app distribution deadlines in Western countries, we communicated with local personnel and coordinated with the store’s quality control team in their time zones to verify the system. Successful localization and distribution require planning service responses that account for these time differences.

Moreover, speaking on cultural understanding and developing XR content ready for new audiences, Woosung noted:

The cultural gap between the West and East Asia is considerable, encompassing differences in language, food, and lifestyle. What we find interesting may not resonate with Western audiences. Therefore, it’s essential to thoroughly analyze the needs of Western users. Building a community on social media from the development stage and involving Western users in the process can help align the content with their preferences. By asking questions like “Would it be fun to make something like this?” and “What about this feature?” through various community channels, and incorporating their feedback, we can create content that Western users find engaging and relatable.

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