Doghead Simulations Exhibiting Virtual Reality Collaboration Software at CES 2018 with HTC VIVE


(Seattle, WA) – Doghead Simulations is pleased to announce its exhibition within the HTC Vive space at the 2018 International CES (Consumer Electronics Show) in Las Vegas, January 8th - 12th. Doghead Simulations will feature their virtual reality meeting and collaboration software– rumii  within the expo, located at the Wynn’s Alsace Ballroom.  

rumii is a multi-platform virtual reality solution developed by recognized industry leaders that fundamentally improves the way people educate and communicate within VR. At the show, rumii will be shown in HTC Vive’s Mixed Reality Bay, showcasing software for the HTC Vive and the new HTC Vive Pro headset that was announced at CES earlier today. 

Media members interested in scheduling an appointment to learn about and demo rumii are invited to email Amber Osborne (

Download rumii for free:

rumii demo video:


5 Reasons Why Virtual Reality Is Getting More Popular

This past weekend we set up rumii at GE2, which brings the best in robotics, Esports, gaming, drone racing, virtual reality, augmented reality, maker-competitions and more. You may ask why we decided to demo at a gaming conference. rumii is a VR product for business and education professionals. It’s a tool to have productive meetings and interactive learning environments. Margo Shiroyama and Audrey Fan of Washington Interactive told us about GE2 and encouraged us to attend. We were quick to sign up because VR is in high demand whether for games or work (we think work can be fun too).

We saw a great turnout at GE2. We saw long lines of people from all age groups waiting to experience the different VR demos (including rumii). The turnout of young folks at our booth was overwhelming. We had groups of high school freshman who were really excited about learning in VR. Their parents asked us if we had any real-life examples of educational institutions using rumii (we do, more on that later).

GE2 line.jpg

Key Takeaways from the next generation:

  • They expect VR to be in their future. They see what we’re building today as what they will be using to work, communicate, and build when they enter the workforce. It’s not a question of “if” or “when” to them.
  • They expect VR to be a normal part of their lives. They are 100% bought-in and could not be more excited.
  • Young people today want to do something with VR. We are constantly asked by them how to get started making VR experiences. Virtual Reality of today is what it was like to experiment building websites with HTML and CSS in 2004.
  • Kids in high school are looking for a new avenue to be creative and take over. 15 years ago it was YouTube. People uploaded videos for fun but over time people discovered they could make a career out of it. Highschooler’s today will be our future “Youtubers” of VR tomorrow.
  • Kids want to do more than go to school, sit in a classroom, and read about what to learn. They want to attend school in VR (think Ready Player One). They want to be a settler in the American Colonies or ride the Apollo 11 to the moon. They want to explore a chemical reaction on a molecular level and experience what it’s like to live as a kid in a different part of the world. All these things can be accomplished with virtual reality.

To the people who say VR is dead or not worth investing in, we encourage you to look at what your kids or young people around you are interested in and excited about. We bet virtual reality is high on their minds. When a young person tries VR, they immediately take the controls and go forth. They aren’t afraid of stepping or moving around the virtual environment. In fact, they want more of it.

What we’re developing today is for the business and educational professionals. We see a strong need for virtual reality collaboration. But we’re also developing for the next generation. We’re giving them something to explore, something to create with and make their own.

3 VR Events You Need To Know In October

October may be a month away but for us, it seems just around the corner. We have a jammed packed schedule of events across the U.S. 

Seattle Startup Week

When: October 2-6, 2017

Where: Seattle, WA

We are more than excited to be invited to speak and demo at Seattle Startup Week this year. Our CEO, Mat Chacon, and COO, Lily Snyder, are both speaking on panels. During the demo night, the team is giving interactive demos of rumii.

Add our sessions to your schedule:

Distinctive & Memorable: Communicating Your Vision Through VR/AR

The Blended Workforce and How to Embrace it

Building Inclusive Technology

Oculus Connect

When: October 11-12, 2017

Where: San Jose, CA

Are you going to be at Oculus Connect in October? Make sure to say "hi" to our CTO, Elbert Perez. He'll be walking around the floor checking out the latest in virtual reality.

MIA Animation

When: October 13-14, 2017

Where: Miami, FL

Always wanted to check out Doghead Simulations but never had the chance? Now you can! Stop by our booth in the exhibition hall at the MIA Animation conference. There you'll get to meet members of our team including our CTO, Elbert Perez, and CCO, Chance Glasco. You'll also have a chance to listen to speakers, attend workshops, and see the latest in creative technologies. 

Make sure to check out Elbert Perez speak on Friday the 13th at 12:30 PM. 

Why You Should Be Excited About Virtual Reality

“We've been exposed to flat rectangles on walls for a long time. We don't know that we don't want that any more.”

This is one quote that we can’t get out of our heads from OrlandoiX this year. It was a discussion point during the panel, one of our co-founders, Elbert Perez, was on. The panel’s focus was The Real Business of VR. This panel was very powerful because it set some themes for the conference: that immersive technology is about computers learning to understand the way humans think and act instead of humans having to learn about how computers work. AR, VR, and MR are so much more than a new gaming platform. It is a change in computing from input to output.

Co-founder, Elbert Perez, discusses the business of VR on a panel at OrlandoiX17.

Co-founder, Elbert Perez, discusses the business of VR on a panel at OrlandoiX17.

A speaker after The Real Business of VR panel talked about why virtual reality won’t actually be a multi-billion dollar industry in the next five years. He displayed graphs that showed how the hardware sales numbers were skewed. He talked about how the Apple AR store will suck up 30% of an app’s revenue, decreasing incentive to make new AR apps.

He talked about how investors are looking hard at VR companies in terms of monetization and adoption of headsets. While it is true that investors are looking at how immersive tech companies will bring in revenue instead of investing solely on an idea, that doesn’t mean these startups are dead in the water.

We couldn’t help but think how people have been staring at 2D screens for so long that they don’t know that they want anything different. This is similar to what our other co-founder, Chance Glasco, said in a recent Forbes article. Quoting Henry Ford, “If I had asked people what they wanted, they would have said faster horses.”

We shouldn't write off a whole industry before it even gets started. 2016 was the first big year for VR. 2017, while it had a slower start, is picking up steam.

The Director of Business Strategy for the Hololens, Ben Reed pointed out in his talk about mixed reality what we think everyone interested in the immersive tech industry needs to know. Augmented reality and virtual reality are on a spectrum. There is a whole area in between that is called mixed reality. This opens up a diverse playing field for companies ready to bring their innovative ideas mainstream.


We are in a renaissance of immersive technology. Everyone from creatives to the business minded are finding ways to incorporate AR, VR, 360 video, and beyond into their daily lives. One only needs to do a quick Facebook search to find group after group of people using this technology.

Some will fail. Not every company will turn into a Michelangelo, Titian, or Donatello but they will be a contributor, pushing the movement forward into the reality of our lives. The Renaissance lasted for centuries. It started after the middle ages and ended in the 17th century. Technology moves much, much faster.

What we learned this year at OrlandoiX is an important message for those interested in the immersive tech industry: it is here to stay. We only have to look at the history of computers to see that immersive technology like AR, VR, and MR, is the next logical step in computing.

The Apple II was released in 1977, selling millions of through 1993. The Apple II was the first PC to gain traction beyond computer hobbyists. Just 14 years later the first iPhone was released. In 2016, only nine years after the release of the iPhone, virtual reality broke into the consumer market and set record investment numbers. We don’t remember those who doubted and dismissed Michelangelo and Donatello. In the same way, the doubters of immersive technology will either be left behind or converted over.

The techniques and styles created by the first renaissance artists were not a one off solution that only they used. Up and coming artists used their techniques and built on top of them. Children growing up in the renaissance only knew that those styles were normal, so naturally, paintings would be done in that fashion.

In the same way, kids today are growing up thinking digital. They think in pictures and video because they used their parent’s iPads since they were toddlers. One example is a kid put into Google Tiltbrush, a VR painting program. The kid drew an igloo around himself. When an adult was put into Tiltbrush, they tried to draw a 2D drawing only to realize that it didn’t work from all angles. This is why the future of immersive technology is unstoppable. Children are already thinking in 3D when it comes to computers. They expect to be able to draw and play in 3D because that is what they’re growing up with.

Immersive technology will be more than the ability to display digital information into our reality or transporting ourselves into a completely digital world. Immersive technology will ask computers to learn how humans work, instead of humans having to learn how computers work. This will only make them more accessible and useful to humans. Imagine what problems can be solved and what inventions can be created when humans can just “go” instead of learning a specific software first.

At Doghead Simulations, we understand the quote about staring at glowing rectangles on walls. We know it will take some convincing at first for companies and remote workers to give virtual reality a chance. What we also know is that these same companies and remote workers are interested in virtual reality. They are curious about the possibilities of working in a virtual office together. Once they meet inside of our software, rumii, it suddenly clicks.


Lily Snyder, Elbert Perez, and Amanda Sweaton demoing rumii at OrlandoiX17.

Lily Snyder, Elbert Perez, and Amanda Sweaton demoing rumii at OrlandoiX17.

What we learned demoing at GTC17

What we learned demoing at GTC17

Yesterday I demoed with my team at GTC17 (GPU Technology Conference) from booth 935. We showed conference attendees our remote conference software, rumii. We also are competing in the NVIDIA VR Content Showcase.

Except that I wasn’t actually at GTC17 and most of my team wasn’t either.