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AR-Driven “Enhanced Locations” Taking Over Attractions Industry

May 27

11:50 AM - 12:10 PM

Description

With the recent arrival of 5G and its bandwidth-widening abilities, the promise of augmented reality is here, delivering hyper-realistic and more personalized AR activations for the attractions industry.
Nexus Studios is enabling the future of attraction experiences via augmented reality. Nexus has developed the first ever “Enhanced Location” at AT&T Stadium, home to the Dallas Cowboys, where fans can take selfies with oversized virtual NFL players.
Imagine a life-sized Beyonce leading concert-goers through Coachella or a hyper-realistic Monet describing his paintings to you at the Museum of Modern Art. The technology Nexus has created can enable these incredible and personal experiences and entice concert-goers, museum lovers, and dedicated sports fans to immerse themselves within the experience and much more.
We’ve all seen AR at its most basic, think Pokemon Go, but Nexus has developed an AR engine that is truly next level when used in conjunction with a 5G network. Through the use of “Enhanced Locations,” the company delivers a true AR experience to sports fans that leverages volumetric content (giant 3D 'holgram'esque' digital layers) that were not previously possible.
Nexus used mapping technologies to prime the stadium location as a stage for AR material to be placed on top. The platform’s innovation is in scanning the environment to create an accurate digital twin from the resulting photogrammetry, bringing to life engaging content and experiences in real-world locations.
In this session, Nexus Head of XR and Interactive Arts, Luke Ritchie, will explore new ways the attractions industry can engage with their visitors via augmented reality.
Key Takeaways:
• A definition of “Enhanced Locations” in an attractions setting
• Examples of venues where “Enhanced Locations” can augment a user’s experience
• A solid knowledge of the creative and technical tools and techniques necessary to enable the future of augmented reality content
• Case study examples of 3D holographic content created for sporting events, that are vastly superior to what's come before in terms of quality, texture and therefore believability

Speakers

Head of XR , Nexus Studios

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