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White Papers
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Virtual Reality Learning
& Certificiation

2021

An overview of the foundations and theoretical perspectives related to innovation and technology transfer, with a focus on the potential of virtual reality (VR) as a tool for innovative learning and training strategies. It discusses the growth and barriers of VR adoption and includes an interview on the impact of COVID-19 on higher education and online learning.

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Replacing The Smartphone

2019

The smartphone is one of the most central 'all-in-one' devices in modern technology. Through technological transfer and consolidation, it has become the crown jewel of user engagement, integrating media experiences, tools, and utilities into a single device. But what comes next? This paper provides a roadmap outlining the disruptive factors necessary to supersede the smartphone.

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Anchor 1
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Content Providers

2017

Pilot article written after a case study performed during my internship at Littlstar (rebranded to Rad.Live). 

This article explores Littlstar, a VR content platform functioning similarly to OTT services. While VR offers unique storytelling possibilities, challenges like accessibility (expensive headsets) and monetization (lack of established VR advertising) hinder its growth.

Root Cause Analysis

for AAA Games

April 2024

This short instructional document includes a step-by-step process of RCA, and techniques like the 5 Whys analysis pioneered by Sakichi Toyoda. Additionally illustrates how RCA resolves current issues and prevents future occurrences and unnecessary resources being spent late in production.

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Projects

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