Case studies

Project 

Mission: Risk

Westpac Group

Client: Westpac Group

Problem 

Westpac approached MAXART to help them develop a serious game that would help their team members identify and understand key non-financial risks around the bank. The game needed to work in their LMS systems, as well as be 3D and be filled with rich characters and environments.

Solution

Our team at MAXART solved this problem for Westpac by developing a serious game where you play as a risk investigator at the bank. Across 4 separate cases, you work with colleagues across the bank to solve key issues around non-financial risk. The game includes dozens of characters, puzzles, and clues to collect, and a storyline that connects all the cases into a larger storyline.

The project was a huge success with a record number of completions for a piece of non-mandatory learning at Westpac. It collected 3 National training and development awards, including the 2021 AITD Award for Best Use of Gamification/Simulation for Learning.

Technology Uses (Tags)

  1. Serious Games

  2. Gamification

  3. Simulation

  4. Web 3D Games

  5. Learning and Development

  6. Training

Project 

Electrical Installation and Fault-Finding Testing

Energy Queensland

Client: Energy Queensland

Problem 

Since 2019, MAXART has worked closely with Energy Queensland across use cases for technology to improve education and training and programs. Across 2020 and 2021, Energy Queensland asked MAXART to assist with the development of virtual reality (VR) training materials for electrical installation and fault-finding testing.

Solution

Our team at MAXART worked closely with the team at Energy Queensland to develop an entirely digital VR training program, including a facilitator companion application for trainers to assist students in the VR experience via the trainers iPad.

The project was a huge success and Energy Queensland commissioned an additional version for mobiles and tablets, so that the same training could be made more widely available to their remote workers that didn’t have access to classroom environments with VR headsets. The project has collected 2 National training and development awards, including awards for best VR hard skills training and best use of technology for learning.

Technology Uses (Tags)

  1. Virtual Reality

  2. Simulation

  3. Mobile and Tablet Apps

  4. Learning and Development

  5. Training

Project 

IoT Augmented Reality Training Companion

NECA Education and Careers

Client: NECA Education and Careers

Problem 

In 2020, NECA E&C approached MAXART to assist with some companion materials that would accompany a training course that introduces electricians to designing, installing and supporting IoT systems. NECA was seeking to use Augmented Reality to give electricians a visual companion application that demonstrated how IoT systems work in homes.

Solution

Our team at MAXART worked closely with the team at NECA Education and Careers to develop an AR application for iOS and Android that electricians could use to design, install, and support a simulated IoT system in a digital house environment. Trainers could set homework tasks that electricians could complete using the AR app and submit their results to the NECA LMS system.

The project collected 2 National training and development awards, including awards for best AR program including a face-to-face component, and best use of technology for learning.

Technology Uses (Tags)

  1. Augmented Reality

  2. Simulation

  3. Mobile and Tablet Apps

  4. Learning and Development

  5. Training

Project 

Traffic Management VR Training Application

Coles

Client: Coles

Problem 

Coles approached MAXART to help them develop a proof-of-concept application that demonstrated the power of Virtual Reality technology to train workers in Distribution Centres around key traffic management rules that need to be followed when operating vehicles within the centres picking and packing areas.

Solution

To deliver this project our team at MAXART built a simulated distribution centre and Virtual Reality application that allowed team members to drive an order picker, whilst learning and being assessed again their knowledge on traffic management rules within the distribution centre. MAXART also commenced work on a custom VR controller for the program, but due to the impacts of the pandemic the hardware development was placed on hold.

Despite this, the project was a success, and Coles requested that it be updated to include mobile and tablet devices so that more people across the organisation could experience the training. This second phase was delivered in 2021, and the project team has now moved onto additional content and modules.

Technology Uses (Tags)

  1. Virtual Reality

  2. Simulation

  3. Mobile and Tablet Apps

  4. Learning and Development

  5. Training

  6. Custom VR Hardware

MAXART_VW_simulation.jpg

Project 

In Vehicle VR Driving Simulator

Client: Volkswagen

Problem 

Volkswagen was looking for new ways to take test drives to their potential customers. They also wanted a safe and controlled way to demonstrate how to use vehicle safety features that cannot be shown on a regular dealership test drive. This included demonstrating Park Assist, Pedestrian Monitoring, Adaptive Cruise Control and Emergency Braking features.

Solution

Our team at MAXART solved this problem for Volkswagen by developing a world-first in vehicle VR driving simulator that could be used in dealerships, at events and in shopping centre locations. We used a mix of technologies to achieve this outcome, including standalone VR headsets (no tethers, computers, or wires), hand tracking, custom electronics and multi-user support for a passenger and a facilitator to manage the experience. This approach allowed Volkswagen’s customers to drive the real car in VR whilst using the car’s pedals, gear shifter and steering wheel to drive a digital car within a VR experience.

Technology Uses (Tags)

  1. Virtual Reality 

  2. Computer Vision

  3. Digital Twin

  4. Simulation Training

  5. Hardware and Electronics

  6. Apps

MAXART_Queensland Museum_World War 1.jpg

Project 

ANZAC Correspondent

Client: Queensland Museum and ROMEO Digital

Problem 

Queensland Museum, Education Queensland and ROMEO Digital were looking for new ways to educate high school students on the key events of World War 1. Their idea was to develop a mobile application that would transport students back in time to the events of World War 1 so they could experience the events as they unfolded.

Solution

Our team at MAXART worked with ROMEO Digital to develop an iOS and Android story game for Queensland Museum and Education Queensland where users would step back in time to experience WWI through the eyes of an ANZAC war correspondent. Augmented reality (AR) makes history come alive as you collect photographs and stories from Australians across battlefields in Egypt, Turkey and France. It’s history, captured by you.

Technology Uses (Tags)

  1. Augmented Reality

  2. Education

  3. 3D Modelling and Animation

  4. Apps

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Project 

Health Effects of Doping Education

Client: Sports Integrity Australia

Problem 

Sports Integrity Australia was looking for an effective way to educate professional and student athletes on the potential impacts of taking performance and image enhancing drugs and substances. Ideally the solution needed to reach lots of devices that athletes and students would have, and the content needed to be realistic and confronting.

Solution

Our team at MAXART worked with Sports Integrity Australia to develop an iOS and Android mobile AR application that used CGI characters to demonstrate the impacts of taking performance and image enhancing drugs. Our team used a mix of motion capture, AR and 3D technologies to bring the game characters to life. The users could feed these damaging substances to the characters and immediately see both the serious mental and physical health impacts.

Technology Uses (Tags)

  1. Augmented Reality

  2. Education

  3. Motion Capture

  4. 3D Modelling and Animation

  5. Apps

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Project 

Service Technician Training

Client: Volkswagen

Problem 

Volkswagen was looking for new ways to train team service team members on common vehicle servicing tasks. They were seeking a solution that allowed them to train someone that could be located anywhere and at any time, and they wanted them to be able to follow guided instructions whilst doing the tasks (instead of reading a manual or watching a video).

Solution

Our team at MAXART solved this problem for Volkswagen by developing a Virtual Reality service technician training module for VW service staff to train themselves on typical servicing tasks from their home or office and at any time they needed it. This solution will allow VW to reduce costs around delivering face to face training whilst also providing better learning outcomes for their staff by converting previously passive learning (video and eLearning) to active learning experiences (interactive VR simulation).

Technology Uses (Tags)

  1. Virtual Reality 

  2. Digital Twin

  3. Simulation Training

  4. Apps

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Project 

Sentient City

Client: Energy Queensland

Problem 

Energy Queensland was looking to investigate the synergies between new technologies including Augmented Reality (AR), Internet of Things (IoT), Digital Twin and 3D Printing. Their idea was to develop a sentient city simulation where users could physically and digitally interact with infrastructure and visualise the impacts to the network.

Solution

Our team at MAXART solved this problem for Energy Queensland by developing a digitally twinned city, comprising of a connected system of 3D printed infrastructure, custom electronics, IoT sensor networks and Augmented Reality. This ‘sentient city’ was able to demonstrate how the intersection of new technologies with traditional power networks will drive new products and services for the energy sector.

Technology Uses (Tags)

  1. Augmented Reality

  2. IoT

  3. Digital Twin

  4. 3D Printing

  5. 3D Scanning

  6. 3D Modelling and Animation

  7. Custom electronics

  8. Apps

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Project 

Surescan

Client: Suncorp

Problem 

Suncorp wanted to evaluate whether there was a need for 3D mapping and reporting tools within their commercial insurance, risk engineering business. Their existing assessments make use of digital cameras and mobile technology, but they identified that a 3D scanning and reporting app may improve the assessment process and allow them to provide customers with more detailed information and recommendations.

Solution

The six-week project leveraged the latest technology included in hand-held tablets (LiDAR scanning and augmented reality) and aimed to gain understanding of the how this technology could support risk engineering assessors and the commercial insurance business more broadly. We developed an iPad application that uses onboard 3D scanning and camera hardware to capture 3D scans of large environments while the user could annotate and attach photos to relevant parts of the 3D model. These models can then be viewed and edited on-device, or reviewed view a web-based viewing tool.

Technology Uses (Tags)

  1. Light Detection and Ranging (LiDAR)

  2. 3D Scanning

  3. Apps

  4. Mapping

  5. Digital twin

  6. Augmented reality (AR)

  7. Assessing

  8. Risk

  9. Insurance

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Project 

Ethical Decision-Making Education

Client: Sports Integrity Australia (SIA)

Problem 

SIA has an educational focus on teaching athletes how to make decisions in ethically ‘grey’ situations, by reflecting on their values, principles and desired impact. They have identified that young athletes are presented with various difficult decisions and situations that can impact their sporting career, and that effective ethical decision-making training could help young athletes make more informed decisions.

Solution

We proposed that a virtual reality (VR) gamified learning app could be used to aid reflection on values, principles and desired impacts, and encourage young athletes to consider the consequences to their actions in some of the morally ambiguous situations they may experience throughout their career in sport. The game places the player in the shoes of a disgraced athlete, and allows them to interact with various memories of situations that may have led to that outcome.  

Technology Uses (Tags)

  1. Virtual reality (VR)

  2. VR learning

  3. Ethical decisions

  4. Sports Integrity

  5. Fair Sport

  6. Decision making

  7. Gamification

  8. Game based learning

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Project 

Automatic Carpark Attendant

Client: Volkswagen

Problem 

Volkswagen Group Australia has a strong commitment to provide a very best experience for both its customers and staff. They wanted to enhance this experience at their head office, specifically at the entrance to the complex where visitors, customers, and staff are directed to the appropriate parking areas and entrances. 

Solution

We designed a customised digital outdoor display, computer, camera and computer vision solution that instantly shows drivers how to proceed into the complex upon arrival. Staff and known customer license places are directed to the appropriate entrance while all unknowns (assumed visitors) are directed to the visitor’s area. While no cars are present, the system displays the latest VW promotional media.

Technology Uses (Tags)

  1. Computer vision

  2. Automatic license plate recognition

  3. Customer experience

  4. Carpark attendant

  5. Digital display

  6. Animation

MAXART_case_studies_Specsavers.png

Project 

Customer Journey Education

Client: Specsavers

Problem 

Specsavers emphasises the customer journey as a key learning topic for new staff. Because each customer has different needs and may interreact with a different aspect of the business, Specsavers needed a way to efficiently and effectively guide staff through those various aspects of the customer journey. By better understanding the stages the learner can then know how to best direct the customer through the store.

Solution

We were able to adapt new revised training materials developed by Specsavers into an engaging, interactive augmented reality (AR) learning game. Played on any AR compatible tablet or mobile phone, learners meet and greet several customers and must determine which aspects of the customer journey they should be guided through based on their requests. The learner is presented with information about the business and its service areas along the way.

Technology Uses (Tags)

  1. Augmented reality (AR)

  2. Gamified learning

  3. Gamification

  4. Learning app

  5. Onboarding

  6. Customer journey

  7. Customer experience

MAXART_VR.jpg

Project 

Commercial Fitouts

Client: JLL

Problem 

JLL needed a way to view completed commercial environments before they were actually fit-out. Visualising the completed space was a key gap in the journey from floor plan to a happy tenant, so the potential for a technology solution to bridge this gap was identified.

Solution

MAXART worked with JLL to develop two pilot applications to assist their clients in visualising options for commercial fit-outs. One solution was built using a combination of VR Hardware and custom software combined with Matterport 3D scans, digital twinned to the physical location. The second solution was built on the Microsoft Hololens allowing JLL staff to complete a fit-out in an empty corporate office space.

Technology Uses (Tags)

  1. Virtual reality (VR)

  2. Augmented reality (AR)

  3. Commercial fit out

  4. Property development

  5. Visualisation

  6. 3D models