Light & Shadows

Business Case

Light & Shadows supplies Virtual and Augmented Reality solutions to major industrial accounts.
Here is how and why Light & Shadows integrated the 3dRudder motion controller in Interact, a software for modelization and VR simulation.

About the project

Light & Shadows was founded in 2009 and then considered a pioneer of VR. We are a user-driven company whose purpose is to help our clients make a smart use of new technologies such as virtual reality and augmented reality. We operate 2 departments: Marketing -where we use 3D data to enhance customers’ experience – and Industry -where we help clients implement VR and AR solutions that will improve the way they work.

I’ve been in charge of the Industry department for Light & Shadows for almost 2 years now and I’ve noticed a growing demand for more autonomy. We used to provide our clients with a fully customized, ready-to-use application, which was great, but then they could not modify it by themselves. That’s why we developed Interact. Interact is a software that empowers our clients: they can create their own VR simulation, test various scenarios and modify them in a few clicks, with no need for technical background.

About Antoine Lasnier, VR and Robotics project leader, and Light & Shadows

Antoine Lasnier graduated with both a Master Degree in Production and Automation and in Robotics and Embedded Systems. He is VR and Robotics project leader for Light & Shadows and in charge of the Interact software.

Light & Shadows provides 3D, VR and AR content to clients for marketing and industrial purposes. Their services help companies make use of these technologies to improve the way they work.

Light & Shadows developed Interact, a software for modelisation and VR simulation that enables companies to create and manage their own VR scenarios.

How they use the 3dRudder

Interact is bound to offer the largest hardware compatibility as well as the most comprehensive motion management options. That’s why we integrated the 3dRudder motion controller.

The first time we tried the 3dRudder, we were convinced it was an interesting motion controller because using your feet to move frees up your hands. But at that time, most of the applications we developed required to be standing to simulate life-like working condition (of a machine operator for example).

We then released Interact, and simultaneously specialized in 3D scans. Consequence is we had some very big sites to visit in VR and we soon realized our clients were not comfortable with blink teleportation.

That’s when we understood the 3dRudder was the appropriate motion solution. With the 3dRudder, our clients now can move freely in their VR simulation in a comfortable and intuitive way. Most of end users are not familiar with VR and having a controller that’s easy to use is of paramount importance. And I consider it key that the 3dRudder frees up the hands for interaction.

I can very well imagine a hybrid VR simulation into which the operator is standing at his virtual machine and then ‘walks’ virtually to the other side of the factory using the 3dRudder controller to do so. I’ve already talked to some of my high-profile clients about the 3dRudder and the possibilities it offers, and I can see they are interested in its technology. As I see it, the price of the 3dRudder makes it very affordable for a very large number of companies.

Integrating the 3dRudder

Integration was very easy. 3dRudder provided us with the SDK for Unity and it took us 3 days to integrate the 3dRudder including testing, debugging and optimization.
As our software can be used in a lot of different ways, thinking of all specific cases probably took us the longest time. Also, the fact that the 3dRudder has 4 axes, with lots of movement combinations, requires to think thoroughly before starting.
Overall, I’d say documentation is comprehensive with specific examples that prove very useful.