3D Print Start Point

Home of the WTFFF?! Podcast - All About the What of 3D Printing

  • Facebook
  • Instagram
  • Twitter
  • YouTube
  • 3D Printing Topics
    • 3D Printers
    • Business
    • Designers
    • Education
    • Food
    • Glossary of 3D Printing Terms
    • Intellectual Property
    • Materials
    • Medical
    • Metal
    • Retail & Services
    • Software
    • Tips & Tools
    • WTFFF?! HP Special Series
  • Reviews
    • 3D Printers & Scanners
    • Accessories & Other
    • Designs & Libraries
    • Events
    • Materials
    • Software & Apps
  • WTFFF?! Podcast Series
    • WTFFF?! Special Series Sponsored By HP
  • Podcast Hosts
  • Press and Resources

How VR, AR and 3D Printing Is Creating Even Higher Demand for 3D Designers with George Egbuonu from VR eCards

By Tracy and Tom Hazzard

WTFFF 518 | Virtual Reality

Virtual reality, augmented reality and 3D printing are three high-growth technologies that are making people and businesses see the value they offer. While 3D models are the last media type to go mainstream, 3D printing is going in the direction of VR and AR. George Egbuonu from VR eCards believes that with innovation come early adopters. He shares how his company has been crossing the chasm and his insights how 3D printing can start going mainstream.

—

 

We have a VR interview that touches 3D printing and 3D modeling, and this modern technology that seems to be getting more and more popular, VR. George Egbuonu is the Founder of VR eCards. He comes out of that 3D model experience background that bridges from 3D printing from user interface and he’s got such a broad background in brand and everything in business that it has come to a place at which you’re starting to see it. It’s application of 3D printing, application of VR, and application of disruptive technology in a way that it’s starting to become real that people are starting to see what you can do with it. Seeing not just the potential of what it is, but the value of what it can do for you, whether that’s the emotional value of connection or financial in terms of building businesses for you. It’s real world adoption and use of the technology, and that’s what it’s going to take in order to advance it. I want everyone to get an understanding of how that transition that he took through his career to getting to that application has enformed what he’s doing.

Listen to the podcast here:

How VR, AR and 3D Printing Is Creating Even Higher Demand for 3D Designers with George Egbuonu from VR eCards

George, thank you so much for joining us on WTFFF. It’s great to have you on the show.

Thanks for having me.

Tracy has a particular area of interest in VR, AR, and all these technologies. She has gone to a few different conferences about it to experience it. I found fascinating that you came out of having a 3D printing background. I’d love for you to start with letting our audience know how you merged into doing the VR eCards, which is your current model of business.

I started off as a mechanical engineer. In the ‘90s, I got into software development. During dot-com era, I worked for Oracle Corporation at that time. I was doing consulting, traveling all around, so I got to experience a lot of tech at that stage when we were transitioning from the old days of Microsoft and all that to the web portion of it. Somewhere along the line, I realized I had good skill set of being able to translate the complex technical things to, at that time what you would call, functional people. I could explain complex technical scenarios or situations to non-techie people in a very simplified manner. I went back to school, got my MBA, and then I worked in corporate America for some of the top companies for a few years, Procter & Gamble, Mars, just some of the Fortune 50 companies around. Eventually I wanted to go out on my own and do my own thing. I got the entrepreneurial bug, like they say. I remember looking at my skill set and saying, “With my experience from engineering, the software, and the business side, what can I do that would encompass all my experience and my skill sets?” At that time, 3D modeling was very new. It’s still very new and people are not familiar with it. I transitioned into the 3D modeling space because it combines design with technology with the business side of it, which was the marketplace, and then I founded a company called FlatPyramid which is a 3D model marketplace. This was way back 2007 to 2008, around that period. 3D models are the last media type to go mainstream and it’s still not mainstream.

At that time, 3D models were being used by advertising and marketing people in printout, TV and media, architecture and design, and product visualization. Those were the typical industries that we’re using 3D model. In the last four or five years, we’ve seen some high growth industries come into the space. With this high growth industries, you have 3D printing, you have augmented reality, and you have virtual reality, which is where I am. With 3D printing, what I started to see, while I was with FlatPyramid, was that when 3D printing started, a lot of people were requesting 3D models. Most people know that 3D models are a file type that you send to your 3D printer to print out whatever you have in the design. I started to get a lot of requests from 3D printing and that’s how I got into 3D printing in the first place. We started making models not for the traditional or typical industries that typically use 3D models. We had a whole new high good industry of 3D printing. Then there’s augmented reality. People started requesting 3D models for augmented reality, and then afterwards 3D models for virtual reality.

Are you seeing an overlap in the 3D models? Is there a distinct difference between models that are for 3D printing, AR and VR?

WTFFF 518 | Virtual Reality

Virtual Reality: 3D models in general are everywhere but it’s still not mainstream.

They’re slightly different. The file format is a bit different and the way the 3D model is made is slightly different also. If you can design for one, you can design for the other. AR and VR typically require what we call low-poly 3D models, so 3D models that are simplified, not very heavy.

You mean in terms of the number of faces and vertices that are in a model?

Exactly.

You’re having a low-poly model because you’re processing a lot of information in this VR environment. If you had a very vertex-and-face-heavy model, you’d burn up a whole lot of CPU resources. You want the opposite when you’re 3D printing because you want good quality when it comes out of the printer?

Exactly. You guys are pros.

We’ve been living in a 3D model world. It’s not our first time. I started modeling in CAD. Even before that, I was learning CAD when it was only 2D back in the 80s. As it got into the early 90s, I was using 3D Studio Release 2. It was the first one that I started modeling with on a low budget CAD software on a PC platform back then. I’ve been creating models for a long time using various software. I’ve experienced some of this stuff. I was doing animations for courtroom accident reconstruction stuff in the early 90s using 3D Studio Release 2, not quite the VR world that I’m sure you are doing now. It was primitive, but it was effective at that time, so I understand. Fortunately, I have thousands of hours at least of creating models. I have a lot more than that. In terms of animating them, I’ve got several thousand hours in that.

That’s pretty good. It’s amazing that it’s everywhere, but it’s still not mainstream. That’s one of the things that is very strange about the 3D models in general.

Why do you think that is, George?

I have this analogy. If we go back and look at the history of how images became mainstream, in the 90s, if you wanted to, you had to hire a photographer to take the pictures or you had to hire an expert to use Photoshop to create the images and designs. When it became very easy to create images with your cell phone, it got mainstream adoption. Same thing with videos. Videos in the 2000s, you had to hire a videographer or you needed someone that knew how to use some sophisticated program Final Cut Pro or Adobe Premiere, or ADI or one of those editing tools, and now everyone has a smart phone that you could shoot a high-definition video with your phone and literally uploaded it to YouTube with no technical skills required. That’s what is happening with 3D models. To create 3D models, you still need to hire a 3D artist or a 3D modeler. If you want to animate it, you need to hire an animator to do the animation. It’s still not wildly acceptable, and that’s the problem at this point.

A problem or opportunity for lots of designers out there, right?

Yes, because there are not too many designers out there that can create a good content. If an average person can create content, then there’s no very simple way like just using your smart phone. You can take a picture and upload it. You can do that with video, but you can’t do that with 3D models. I see a lot of people working on it. There’s a lot of talk about being able to create a 3D model using handheld devices to just scan the object.

Lots of AI creation, we hear that as well. We’ve been seeing it and hearing about it for the last several years, from even some of the earliest episodes of this podcast where we’ve talked with people who were working on different scanning technologies to use your smart phone “to make a 3D picture,” which is what they’re saying would be scanning something with your phone and having a model. Users with their smart phones and the video cameras on their phones to put something up on YouTube, I could see how that might happen someday with models. Of course, the copyright issues, people are going to go crazy with that, but I don’t know if it’s going to get there though. I’ve tested a lot of the tools out there and we’ve tried to use them and I find that it’s not there yet. Is that what you find?

Yes, it’s not quite there yet. The interesting thing is there’s a new direction that this is going into. I believe Google has this new software application that you can create a 3D model in VR. You get into VR and while you’re in VR, you design a 3D model.

We’ve seen that with Microsoft. We’ve seen it with HoloLens where we’ve tried it. We’ve got a demo of that up at Microsoft in Seattle and I was able to go and build some models. I only tried it for fifteen or twenty minutes and it was in its infancy, so what I could do was quite primitive. I can imagine the technology continues to advance. A lot of people will be wanting to create models in that in that VR world because that’s where the models are going to be used.

WTFFF 518 | Virtual Reality

Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers

There’s always this talk about which one is going to succeed. Is it going to be AR? Is it going to be VR? Which one is going to lead the technology adoption to the mainstream? I don’t know if you both have read the book by Geoffrey Moore, Crossing the Chasm. In the book, he talks about the technology adoption life cycle and he says with every new technology, you have the innovators, and you have the early adopters. If you’re able to cross over, then you’ll have the early majority, late majority and the laggards. If you think about that in terms of types of people, you have the technologist, you have the visionaries which will be the early adopters, and then once you cross the chasm, you go mainstream. That’s where you have the pragmatist, you’ll have the conservatives, and then you have the skeptics, or the laggards. He says you don’t want to ever try to sell or talk to the skeptics or the laggards because they are the ones that are still using flip phones.

I’m glad you used that analogy. I’m always coming across people in this 3D printing industry referring to the chasm. I had a business meeting with somebody a month ago about a business plan for somebody doing something in this industry. They used that analogy not so subtly about the chasm in a part of this industry that you have to get over in order to succeed, and it’s so true.

That’s where 3D printing is. That’s where augmented reality and virtual reality are. Those three new high-growth technologies are right there trying to cross the chasm. Initially, you had the innovators which is typically 2.5% of the population. Now we are the early adopters, so you have people like myself and others getting in at this point, but it still has not crossed over yet. That brings me back full circle to why I started VR eCards, which is the company that I currently run. The idea was with VR, you have gamers, you have technologies. Like any new industry, you typically will have the innovators and the early adopters in there, but they’re not the general population. How do we cross over? The way to cross over, it has to pass the grandma’s test. The grandma’s test is you explain to your grandmother and she would understand what you’re talking about. If she can’t, then it’s not going to cross over. It’s not ready yet for mainstream.

If you think about it, when the iPhone first came out, it was easy to explain a phone that could do xDrive. She understood what a phone was, so it was easy for her to grasp it. It’s the same thing with VR at this point. With VR eCards, what we are trying to do is to say “What can we use VR with that is not gaming that a grandma would understand?” What better than an eCard. ECards have been there from the beginning of time. It started off being a paper greeting card, it became an eCard with the Internet in the 90s, and then it became video eCard in the 2000s. In 2017 to 2018, you have the VR eCard. If I sent my grandma an eCard in VR that is personalized with her name and her image built into a 360 video, she can look at it and she can understand it. There’s a purpose for VR at that point. The short form is easy to create, she gets it, and everyone else can understand it at that point. We need simplified applications that the masses can understand.

George, is it that in this case she can understand it with or without a VR headset and with one, it just is more immersive?

Yes. She doesn’t need to have a headset. She could look at it on a cell phone or on the computer just like you have. You get this 360 video, the first form of VR, she can look at it on a headset if she has one. She probably does not have one, so she’ll probably look at it on the computer or the cell phone.

In a way you’re mixing 360 VR and AR together to communicate.

You have to also open it up. One of the things that we’re doing also with VR eCards is we’re making it easy for anyone to come in. We have WebVR Editor that is very simplified so you don’t need any technical skills. It has to be easy that anyone can do it. If you make it very complicated, like what we currently have, then most people wouldn’t get involved.

We’ve been talking about this recently. I did a couple of articles on and we did some interviews with various people who have been doing some VR spaces and some other things around AR. What I like is this idea of bridge. When you talk about the chasm, you talk about people who are walking people across the bridge, across the chasm to the other side. You’re guiding them on the way. Too often, as innovators, we get all the way on the other side and we are like “It’s too bad you’re not catching up. We’re off ahead.” In that, we’re doing a whole disservice to people who are interested but needs some more explanation. Leaving them behind is not doing the industry a service and it’s not doing those people a service either.

That’s the big challenge. They say the chasm is full of so many dead dreams. We have a lot of people who didn’t make it over. They almost got there and they went down.

They weren’t willing to do that, put a hand back and bridge people across. That’s so important. That’s why I got passionate and excited about VR, AR, AI, and all of it in general. I came home from this conference and Tom was like, “What Kool-Aid did you drink?” Before that I’d been like, “It’s two gamer-ish. It’s not there yet,” and it’s because I hadn’t seen the application of it in a way which I go, “Brands are going to get this.” I, like you, came from this world of working with brands. When brands get it, then I can start to see the viability for it to become mainstream. That’s some of the things that I’ve been seeing.

I interviewed a company called Modsy. It’s doing an augmented reality interior design space. There have been lots of them out there. I even worked on some when I was working with Herman Miller back in the early 90s. You get this idea of creating a room and you can drop in furniture or you can change your wall colors and you can plan your space. Doesn’t that sound cool and intriguing? Those spaces have been done in 3D for so long, it makes a lot of sense. What Modsy did that I thought was brilliant was that they went to the big companies. They went to Crate & Barrel and they went to Bed Bath & Beyond, and they went to all these places and they said, “Pay us. We’ll digitize your models for VR and AR so that they’re ready for that because you can’t go from your photographs. We’ll digitize them. You pay us a minimum amount of money to do it and you’ll be in our catalog. You’ll automatically be there and be able to be placed into these environments for our clients.” They used their own need because they didn’t have a marketplace. They didn’t have their own design staff at Bed Bath & Beyond or wherever that might be who could digitize all of these or to create them in 3D models. They did that for them as a service, which is smart of them. It was great because at the end of the day, that’s probably where they’re making more money, I would imagine, than they are from the actual execution of the space. By showing the space, they’re demonstrating consumer viability or mainstream viability of it as well.

The application that is going to cross over has to tap into the emotions of people. If you look at YouTube, why it caught on like wildfire, in the early days it was the cat videos and all that, it was tapping into an emotion of feeling good about your pets and all that. You’ve got to tap into something that people can relate to.

WTFFF 518 | Virtual Reality

Virtual Reality: The application that is going to cross over has to tap into the emotions of people.

That’s why cards, I love that. Your cards are a brilliant model for it. You’ve found a vertical that is an easy way for people to consume and start to experience this. I have no doubt it’ll be successful because it’s very relatable. It’s something people can use now and they don’t need special technology to experience it or to create it. It makes a whole lot of sense. There may be a lot of other ways that VR can be used that would be more advance in the future, but you’ve got to start somewhere.

I’ll give you a quick example. We were at a demo here in LA at one of these tech events. We had a booth set up and we were demoing it. I remember this lady came with her daughter who was probably six or seven years old. We had these Christmas eCard that we had done in VR via VR eCard and it had this snow globe, it had a train, it had a sledge with the Santa going around and it had a Christmas song playing, and all that kind of stuff. This little girl put it on and she was so excited and she was jumping up and down. She didn’t want to take off the headset and was looking around. It was so much fun. We did one for the mom. The mom just had another baby, so we showed her one that had a “Congratulations on your new baby,” and she too was blown away. She was almost in tears and all that because it was very easy for us to personalize it. All we did was congratulations and we put her name there and then we rendered it and the 360 video for her to view. She was so moved and it was very emotional for her, and she was like, “This is so great.” You can see two generations. You can see her daughter connecting, you can see the mom connecting, and I’m sure the grandma will connect also, and that’s the final test.

It’s so true when you can get them laughing or crying, you got them. They will get it.

That’s how people are going to know. When it makes sense to them, there’s a reason to put on the headset, there’s a reason to want to experience VR at least in the initial stages. Later on, you can always have more advanced application just like we have now with all the technology. You have more advanced functionalities. You have majority of the people using it at that point, so it’s easier at that point. People will start coming up with their own ideas, their own different improvements to whatever technology is out at that point. It always works like that.

George, you’re probably the first person we’ve had on the show that I can ask this question because you have the same broad expertise of having come through that 3D model world. It is my opinion that it’s going to fall flat a little bit, the AR and VR environments, if those 3D models are not shoppable, shareable, printable. That’s where there’s a disconnect because there aren’t enough designers, there aren’t enough 3D model makers who are capable of making great products that can bridge all of those 3D printing, AR, VR, and possibly final product. When we get into these rich environments, we’re going to be emotionally connected to them and we’re going to want things that are in there. If we can’t then shop them or buy them or print them out, we’re going to get frustrated by the creations that are there. That I don’t see enough brands working on. Do you?

No, I don’t see enough also, and that’s the problem. Remember what I was saying earlier, which is even the bigger problem, once we stop needing the 3D artists or the 3D modelers themselves, just like we stopped needing photographers, we stop needing videographers, and everybody’s a photographer or videographer even though the quality might not be as great as a professional person would do it. Until we stop needing that in the 3D modeling space and we can create content very easily, it is going to be very hard for them to be enough content. Let’s go back to 3D printing for example. When it first came out, the idea was that I wouldn’t have to go to Home Depot or any of these places to buy a replacement part if my door knob gets damaged or gets broken. I would just go online, download the 3D model, send it to my 3D printer and print a new door knob out, and use it to replace, without having to go to Home Depot. The part number will be the 3D model, ID number, and I will go to some marketplace and download it and that will be it. How do we get all the content out there? If you think about it, anything that can exist in the physical world can exist in the digital world as a 3D model. Same thing with the photo, same thing with the video. You need to create every single object out there to be able to get that wide stream adoption. How are you going to do that if you have a few talented or specialized people that can create it? It’s not possible.

It also goes the other way. You can create anything in the in the virtual world, but not everything is a sound product at the end of the day or can be built with one process. We know that because that’s the world we live in. I think of it more like music. The disconnect has been in the VR, AR and 3D print world, honestly, that they haven’t embraced the artist and invested in them, grown more of them and built up a better library. When we look at iTunes and music, for instance, it’s successful because those musicians are extremely talented and amazing. We could create music with AI and our computer, but it’s not the same, and so that beauty of it is something we should embrace and encourage and advance and get more people into. The more creative we get into it, the better off it is. Our kids, our next generation is going to be amazing at it because the tools are better.

That’s where the competition comes in though. That’s what I saw him with FlatPyramid, for example. That was the 3D model marketplace site that I was running. If you think about it, the reason why it was very successful and why we have thousands of 3D models on the website is because they were getting compensated. There has to be some compensation right there. Human beings like to be compensated for their creativity and originality. Then the cream always rises to the top. Even though you might have ten of the same item, the one that is better always rises to the top. The market place helps weed out a lot of the people that are not very good at what they’re doing, and then the best people always come to the top. We need those environments, we need to incentivize youth and people that are growing up in this day and age, that they can benefit from that. I’m with you on that point. We need to get more people in that space where they have to see some reward for their efforts. That always helps a lot.

It boggles my mind that more models of replacement parts are not available out there on the internet. For many years, ever since even the earliest parts of my career in the 90s, companies have used CAD software to create 3D models of the products that they were manufacturing. Even if they weren’t using additive manufacturing to do it, whether it was Pro/ENGINEER or eventually SOLIDWORKS, they still used so many different software out there that had been used to create 3D models of most products that are purchased. Why aren’t those models available for using replacement parts? Companies don’t release them. They consider them intellectual property. Unless they’re going to release them, you’re not going to find that you can get that door knob printed, even if you could print it with the right material. The only people that are going to go and print replacement parts, for the most part, are people that have the skills to be able to model that replacement part for themselves. I did the same thing. We had a knob on a range hood over our stove that broke and kept falling down into pans of food when you’re cooking. It was driving me crazy, and rather than even bother to go trying to find a replacement part, I just modeled one up and made it better, printed it, and put it on my range hood. It’s been there for three years now. It’s way more ergonomic. It made it work better, but not everybody’s going to do that.

Fast forward to where we are and your vision of when model-making can become as easy as recording video on your cell phone for most people, there’ll be this huge amount of 3D models being created that can be used in VR environments. When that happens, we’re going to be flooding the market with models that are low vertices, low face. Maybe they could still look good in a virtual reality environment, but they’re going to be low quality models that are likely to not be very conducive to people 3D printing and making their own or having them 3D printed. There’s still going to be a gap between a quality product you could order if you’re within a VR environment, “Look at that flatware on the table. Look at the knife and spoon and fork set. That’s the one I want to register for when I get married.” You’re going to see something and want to buy it, but the model is going to be of a quality that when you print it, when you put that fork in your mouth, it’s not going to be smooth. It’s going to be rough. There’re going to be differences.

Brands have underestimated and even VR environments or VR companies have underestimated that, especially adoption by women, because that’s what we see in the consumer market. 86% of what is bought and sold, not even on an e‑commerce but in general across marketplaces of consumer products, are bought and sold by women or bought and influenced by women. You’re talking about a huge percentage of it. They’re going to be like, “I want that. I want that hat. I want that watch. I would like that,” and when they can’t get it, they will be going, “This is fake and this isn’t real.” That’s where the excitement starts to wear off, where they could pull that excitement into the brand experience overall by coming right out of that VR environment and AR environment and right into consumer shopping and brand connections.

The point you made about women being in the space, women are better, in my experience, than men, because they have the attention to detail. We have a few top 3D artists that were women. Initially, we couldn’t tell because online they don’t use their real name. They use a name to sell their products. It was only later when we were trying to send payments to them that we saw that they were females, the top three artists. The ones with the most detailed models out there with attention to detail, every single thing was done to perfection were by women.

What you were saying about incentivizing is it has to go across the system. It’s an investment that needs to be made in what I call ultra brand rich environments, whether they are VR, AR or 3D printed models. It doesn’t matter. Those models don’t have to be the same. You can experience the low-poly version on VR. You pick up that fork and you’re holding it in the VR environment and you’re going, “This feels good in my hand. I’m liking it. Let me see even more video on how it’s created, how it was designed, and so I can go now more immersive and get even more detailed because there happens to be information on that, on the designer herself or himself. I can go ahead and order that and get it made in whatever material I choose.” That is happening offline, and so you aren’t crowding your VR environment with that actual model that ends up 3D printing. It’s happening offline somewhere else. With the overhead of the high class of models, you’d still have to create both versions of it, right?

That’s where you have to have that investment in that chain of understanding of what’s going to happen in these environments. You make this emotional connection and now what can you do with it? Can you create those snow globes? I would want one; my daughter would want one too. Even if it’s not exactly the same experience, that output of it is a reminder of how great that was. Do you think about those things? Can you go further with these? That’s where the exciting feature is. That’s why I got on the AR and VR and got excited about it because I see a world in which those 3D models you’re talking about have more viability where they didn’t when they were 3D printed alone.

We will try to do something like that the 3D viewer so you can view the modeling in 3D on your computer. We tried to do something like that and we had run into some issues. We had a proprietary algorithm. I’m talking about FlatPyramid. What we were doing was that we would create a very high resolution of a 3D model that you can use for very high detailed, high poly 3D model that you can use for 3D printing, and then with our proprietary algorithm, we would do some data manipulation, mesh optimization, compression and all that to get a mobile optimized version or like a low-poly version.

WTFFF 518 | Virtual Reality

Virtual Reality: With any new technology, the first mover advantage is always great.

George, what’s next for you guys at VR eCards?

At VR eCards, we’ve launched, we’re online, we’ve gotten very good reception, got good feedback from people that are using it. We’re trying to scale at this point. We are at the point whereby we’re trying to scale, meaning we’re trying to get it out to the masses, get more people. We have opened it up as a marketplace so anyone can come and use our WebVR Editor for free to create their own VR eCards. You can add text, images, 3D models. You can do animation with the editor, depending on how sophisticated you are. It’s very simple that you can create content very easily with no technical skills. If you are a 3D artist, then we have some advanced features also available so you can create very sophisticated VR eCards that are animated. This is the time to get on board because if users are jumping now and start creating content and get familiar with it, then you lead the charge. With any new technology, the first mover advantage is always great.

I’m sure we have a lot of listeners who are pretty sophisticated in their skill set. I can think of a few off the top of my head.

Thank you so much for sharing with us, George. We appreciate you coming on the show.

Thanks. This is great. I have listened to your show quite a few times so it’s amazing to be on the show.

 

 

How VR, AR and 3D Printing Is Creating Even Higher Demand for 3D Designers – Final Thoughts

The chasm is a real thing. The chasm is there. Any of you that are already building a business, starting a new venture, or considering starting a new venture, you should read that book, Crossing the Chasm, as well. You have to realize that just because you understand it, you have the vision and you believe it, it doesn’t matter if you believe it. You need to have that passion and drive to make it succeed, but you’ve got to realize there’s a chasm and you’ve got to get over it. I would highly recommend people realize what George was saying there because he is right and he laid it out as an example for you. You may think, “VR, that’s a cool technology. Why do it in eCards? ECards have been done, and there are companies that have been doing eCards for years,” but he’s very smart in how he has attacked this and trying to advance this technology. He picked a vertical that has an existing market. He didn’t have to go build a market. There is a market of people wanting eCards. He wanted to create a different kind of an eCard at a different user experience with an eCard and get them to a place at which there is an understanding of technology and its potential and its power, and from that you can go and move into the other things that you want to do.

Too often, when you get to this stage, it’s so easy to leave behind these people. It’s too easy to do that because you’re like, “We’re so much farther ahead,” but it’s much more business stable, business powerful to be able to build a great example and spend the time and energy on creating that perfect application and then model from there. What he’s doing is proving that the technology can be accepted and adopted and you can make something tremendous out of it. Once he succeeds there, then he’s ready to go on to the next vertical or the next opportunity and take a little bit bigger leap out there and he’ll have the credibility to do it. This interview and this episode has a lot of application across a whole host of different technologies, business ideas, and business concepts in any kind of new technology, whether you’re in the 3D printing industry specifically or you’re in software or VR, AR, AI, whatever. That was what was exciting about this episode. It wasn’t the eCards themselves, although they’re cool. You should check them out if you’re the type of person that sends eCards, go give this a try.

You can find the link to the website and all the information about George at 3DStartPoint.com and on Facebook @3DStartPoint. We hope you enjoyed that as much as we did. That was a lot of fun. I loved that mind share and I’m happy when we can bring interviews of people that you don’t meet every day who have this broader experience that they’re bringing to their future venture or their current venture. All this exciting technology we’re doing lately, having been to South by Southwest and doing that whole thing, I’m energized. It’s so much fun, but we’re not doing enough. I’m pulling my hair out because we’re doing too much, but that’s how it feels. It’s energizing and getting me passionate about everything that we’re doing, and what people are talking about. There are so much opportunity and so many things that can be done out there. It’s so exciting to see it and be a small part of it or at least be a fly on the wall. Thanks again. This has been WTFFF 3D Printing Podcast.

Important Links

  • Crossing the Chasm
  • FlatPyramid
  • VR eCards
  • HoloLens
  • Modsy

About George Egbuonu

WTFFF 518 | Virtual RealityGeorge Egbuonu is the founder of VR eCards marketplace that provides you a WebVR Editor to create and share amazing 360 video experiences without any technical skills required. The 360 videos you create can then be shared privately or published on the marketplace as VR Ecards for other users to personalize. Prior to founding VR eCards, he was the CEO of Flat Pyramid – A marketplace for 3d model files used in 3d printing, AR & VR . He holds a Mechanical Engineering degree and Masters in Business Administration (MBA).

 

Listen | Download | View

Hear the episode of the WTFFF?! Podcast by using the player above OR click to download any episode.

Help Us Help You!

Have some feedback? Leave a comment below. We will read and respond

Please also review us on iTunes and share via the social media of your choice.

 

Love the show? Subscribe, rate, review, and share!
  • Here’s How »
Join the WTFFF?! 3D Printing movement today:
  • 3DStartpoint.com
  • 3D Startpoint Facebook
  • 3D Startpoint LinkedIn
  • Hazz Design Twitter
  • 3D Startpoint YouTube

Filed Under: 3D Printers, 3D Printers & Scanners, 3D Printing Topics, Business, Designers, Education, Featured, Materials, Tips & Tools, Vol. 3, WTFFF?! Podcast, WTFFF?! Show Notes Tagged With: 3D Printing Club, 3d printing podcast, 3d-printing, AR, George Egbuonu, Tom Hazzard, tracy hazzard, virtual reality, VR, WTFFF 3D Printing Podcast

  • Facebook
  • Instagram
  • Twitter
  • YouTube
  • 3D Printing Topics
    • 3D Printers
    • Business
    • Designers
    • Education
    • Food
    • Glossary of 3D Printing Terms
    • Intellectual Property
    • Materials
    • Medical
    • Metal
    • Retail & Services
    • Software
    • Tips & Tools
    • WTFFF?! HP Special Series
  • Reviews
    • 3D Printers & Scanners
    • Accessories & Other
    • Designs & Libraries
    • Events
    • Materials
    • Software & Apps
  • WTFFF?! Podcast Series
    • WTFFF?! Special Series Sponsored By HP
  • Podcast Hosts
  • Press and Resources

© Copyright 2015 - 2021 Tracy Hazzard | Tom Hazzard | WTFFF?! 3D Print Podcast | Hazz Design Consulting, Inc. All Rights Reserved

About · Private Policy · Terms of Use · Sitemap · Contact