ic_loader
Product
HyperCRC
Mixed reality spatial design platform

Results

Allows customers to switch between 40 materials and customise 4 objects, within four immersive 3D environmentsShowcased during EIT Digital 2019Mentored by Virgin Galactic

HyperCRC tech

Unity / HTC Vive SDK

Cheaper, faster and more sustainable product showcases

Hyper CRC is an innovative spatial design platform that fuses virtual reality with tangible motion-tracked models, thus enabling companies and their clients to physically experience design visions.

Imagine you’re an interior designer working for a large airplane company. You’ve been assigned to create an exquisite yet functional airplane interior. Being a versatile artist, you’re likely going to prepare a couple of designs showcasing different seat arrangements and decorative features. Putting your client’s satisfaction first, you’ll want to give them a full experience of what sitting in every designed space feels like. So far, given the cost & time of preparing such a product showcase, it has been reserved only for the determined buyers. Yet, product presentations are likely to change with Hyper CRC.

I want to build an innovative platform like that

Helping global brands with a breakthrough project

UNIT9 approached us looking for a tech and creative partner that'd be highly knowledgeable about cutting-edge technology and could be trusted with a large-in-scope project commissioned by a multinational giant. Our main role was to help UNIT9 with the underlying technology of Hyper and digital assets, including Hyper website & Hyper SDK.

Hyper – innovation, ease-of use and sustainability

Innovation: There aren’t too many mixed reality products available right now, let alone projects that can prove to be groundbreaking for the whole market segment. Hyper CRC is an example of an initiative that pushes the technological boundaries, uses immersive technology, and attracts the attention of the XR tech community.

Ease of use: Think of the airplane example from the introduction. Until Hyper arrived, manufacturers had to physically build interiors with materials desired by their clients. Imagine how costly and time-consuming it was. With Hyper, a set of VR goggles, a couple of seats, and sample fabrics are more than enough to provide a convincing experience. Utilizing them is considerably cheaper and easier to deliver while giving the client higher flexibility in terms of the materials reviewed.

Sustainability: Sticking to the airplane example, imagine what happened with the mocked-up interiors. No, they weren’t recycled for every other showcase. They’ve gone to waste. VR has proven to be 100% eco-friendly. Even the materials used for the touch & feel part of the experience can be reused.

Creating a revolutionary VR experience

The issue with VR apps is that the items you see in front of your eyes are not touchable, intractable since they are not physically there. Hyper is trying to create a bridge between these two worlds by mapping physical objects in VR and make them interactable.

One of the MVPs of Hyper includes two actual airplane seats, so when you put on the VR goggles,you find yourself inside an airplane. The virtual seats appear exactly at the same place where the physical seats are so you can sit and adjust their details to your likings: including material or color.

I want to create a great XR experience

A universal framework for VR projects – Hyper SDK

Since Hyper’s use cases are plenty and it can be applied to many industries, we proposed to create a core SDK and place our reusable code there. This will help us when we are working on different projects, prototypes, or MVPs because the core framework will always be the same. Apart from that, we’ve created a tower defense game using the Hyper SDK. No doubt, it’s a great way to showcase tech capabilities through gamification.

Overcoming groundbreaking challenges

In our book, a good project must be challenging. And Hyper’s sole description sounds like one of these groundbreaking challenges.

Indeed, that was the case. For the duration of this project, we had to deal with two major obstacles:

Technology - VR tech is getting better... but it’s still not perfect. Headsets still cause eye fatigue for many users, causing the experience to be limited in time (usually no more than 10-15 minutes). Trackers sometimes get blocked out and don’t track the positions accurately. Interactions are still limited because of the lack of a common, solid technology for tracking user's hand movements.

Solution? We stuck with solid platforms and documented which conditions work best for the technology we currently have, to maximize the experience time and make it extra memorable. In the end, Hyper is a great learning experience for us in terms of user interaction with VR tech. Additionally and together with UNIT9, we tested & evaluated new technologies, including RFIDs for tracking or Microsoft Azure Kinect.

Organisational - Collaborating with 4 different partners is a challenge in itself. Each partner had a separate vision for the product and coming to a unanimous decision could have been really hard.

Solution? We had weekly partner meetings and each partner summarized the week from their perspective. These meetings were really helpful for creating a bigger picture of the product. We also divided the tasks based on partners’ responsibilities. We have all agreed that the business development is in Viewport’s hands, while production is on Unit9 and Apptension.

Would you like to talk to creative technologists?

Digital Project Manager at UNIT9:

“Apptension work on the HyperCRC project over the past year has been absolutely amazing. Our director has been very happy with their work.” - Clutch Review

Credits

Tech partner
Zbigniew Czarnecki
Creative Strategist
Michał Gutkowski
Product Owner
Halil Kabaca
Project Manager
Maciej Korpik
Project Manager
Jakub Stachowiak
Scrum Master
Aleksandra Leończyk
Unity Developer
Łukasz Cywiński
Unity Developer
Michał Przyszczypkowski
Unity Developer
Krzysztof Skoracki
Unity Developer
Michał Soczyński
Unity Developer
Piotr Urbański
Unity Developer
Patryk Ziemkowski
Technical Leader
Mariusz Wójcik
Technical Leader
Wojciech Panek
Senior Frontend Developer
Michał Kleszcz
Senior Frontend Developer
Artur Gutkowski
Frontend Developer
Michał Kubiak
Frontend Developer
Tadeusz Lewandowski
Frontend Developer
Patryk Poleszczuk
DevOps
Aleksander Ambrożkiewicz
QA Specialist
Miłosz Banaśkiewicz
QA Specialist
Arkadiusz Buchholz
QA Specialist
Patrycja Markowska
QA Specialist
Tomasz Prządka
UX Designer
Daniel Gutowski
Production Support
Dominika Stefańska
Unsupported browser
We recommend that you use one of these browsers. You can go to https://whatbrowser.org/ to update your browser.
Chrome 55+
Firefox 50+
Microsoft Explorer 10+
Microsoft Edge 11+
Safari 10+
Chrome 55+
Firefox 50+
Microsoft Explorer 10+
Microsoft Edge 11+
Safari 10+
Chrome 55+
Firefox 50+
Safari 10+
This website require javascript in order to work properly.
Please enable JavaScript