Ori Inbar, Co-founder and Executive Director of AWE and Super Ventures will kick off the 4th AWE EU with a special welcome address and his annual state of the industry. For 50 years, computing has been a two-dimensional representation of a three-dimensional world. Now, tech giants and thousands of startups who are seeking growth opportunities beyond mobile have set spatial computing on a trajectory for exponential growth. Most large corporations are adopting spatial computing to improve their businesses driven by strong evidence it delivers measurable ROI, and consumers begin to appreciate the radical benefits of this technology which could signal the next dimension of humanity. In 2019, everyone must enter the next dimension to understand the impact it’s bound to have on their lives and businesses.
At the 18th of October at last years at AWE EU in Munich, Open AR Cloud (OARC) officially launched and started taking on founding members and partners. We reached more than 240 members and 36 partners by November 1st. This AWE, Jan-Erik Vinje, the managing director of OARC will present what the OARC community has achieved together the last year, what the working groups are currently focusing on and what are the major upcoming initiatives from the organization. There will be updates on the State of The AR Cloud report, on OARC's ongoing initiative to create a universal standard for the geospatial position and orientation of real and digital objects (GeoPose). OARC believes GeoPose could be as important to the spatial computing era as the URL has been for the web era. Importantly OARC will also present the pioneering work they have done together with the XR Safety Initiative that OARC announced a strategic partnership with at the May 28th AR Cloud Symposium in Santa Clara.
The panel members will discuss how they are overcoming the barriers to enterprise AR adoption and how the AREA is supporting wider AR adoption.
Much like radio broadcasting in the early 20th century, cable news in the 80’s and the internet in the 90’s, VR has the potential to redefine how we learn about and experience events around the world. When VR attains its full potential, users all over the world will be able to have fully immersive experiences of sporting upsets, regime falls, artistic revelations, political demonstrations and cultural celebrations as they unfold in real time, no matter where they are. Similarly, VR will also revolutionize communication within industries and organizations, with use cases in healthcare, tourism, education, manufacturing, and many other enterprises. VR will make it easier for potential buyers to view real estate properties, enable gas and pipeline operators to conduct remote inspections of oil rigs, help paraplegics partially restore their mobility, and train soldiers for military parachute jumps. However, until 2019, VR creation and distribution has been too costly, time-intensive, complex and riddled with technical glitches to build any significant traction. The industry anticipates 5G networks will unlock the bandwidth and lower latency required for the next wave of VR applications. However, in order to fully capitalize on the imminent rollout of 5G and the vision for VR to fully actualize, we also need solutions that make VR content creation and delivery simple and accessible. Halsey Minor, founder and CEO of Live Planet, believes that eliminating roadblocks for VR creators to make immersive and experiential dreams come true will result in the surge of irresistible VR content needed to attract the masses and drive real adoption. In this panel discussion, Halsey and other VR industry colleagues will share insights on why 5G alone is not enough, and how the VR industry can seize the moment through innovation that empowers and enables creators.
Getting Started developing for Magic Leap: An overview guide and live demo of various features of the ML 1 live in Unity. See how to enable Controller tracking and input, enable spacial meshing and various objects and how to implement hand and eye tracking, all live with this session.
With 200 million active users and over $20 billion expected market investments by 2020, Virtual Reality (VR) is inevitably making its way into the consumer market. With the rise of technologies like VR, Augmented Reality (AR) and mixed Reality (MR), collectively known as XR, researchers are expressing concerns about the safety, privacy, ethics and security. Kavya Pearlman, Co-founder of the XR Safety Initiative is working with such researchers to stay ahead of the bad actors, and help establish security and safety standards for XR technologies. XRSI is conducting research, spreading awareness and building information security and policy framework to address concerning in emerging technologies such as XR. The Talk will walk the audience thru the following: -What are the potential threats in XR -Why should we care about XR Safety -Who all should be concerns Additionally Pearlman would share high level overview of some recently discovered "novel" cyber attacks in various VR apps and platforms, to demonstrate how XR technologies are absolutely susceptible to hacking and manipulation. Finally the closing of the talk with -How can any XR stakeholder get involved and make a positive impact via XRSI.
"For marketers, the user numbers are too large, the engagement and results too promising, and the potential brand halo too compelling to ignore." - BCG. David Ripert, CEO of Poplar, an AR creative platform, will present case studies of some of Poplar's 60+ campaigns with top brands including L'Oréal, King Games, Universal Music, Speedo, Disney, Bayer, Jack Daniels, Nestlé, Absolut and Red Bull; showing how AR can help brands engage with their customers- across various use cases like social media AR (Snap, FB, Instagram), retail product try-ons, field sales training and B2B marketing.
VR and AR allows us to do much more than just playing games. New tools means new ways to think, work and overall live. During this presentation, the European Parliament Innovation department will go through use cases that illustrate what the future of work could become.
Lunch for purchase available in Hall 1, MOC Restaurant (across from Hall 3) and the MOC Bistro (Level 1 above Hall 3)
This presentation will begin with a short introduction to the Boeing Augmented Reality Kit (BARK) platform architecture. The presenter will discuss (1) its interfaces to production systems for retrieval of work instructions and configuration controlled 3D data, (2) the Services layer and automated building of 3D “jobs” for mobile devices, and (3) the front end applications running on the Microsoft HoloLens, Smartphones and Tablets. We will then cover the first four use cases and applications to airplane manufacturing – BARK Wire Install, Locator, Viewer and Part Install. Following this, we will review work now completed to move the BARK back end into the cloud, and how we incorporated requirements around Information Security, Infrastructure and Safety into the design. Finally, the presenter will discuss some architecture considerations as the platform evolves and grows to incorporate new use cases in Boeing factories, and larger groups of more diverse users.
Ambarish will talk about how the future of augmented reality is via the web and will be device agnostic. He will talk about the future of 3D Internet and why it will be that way as well as do live demo of 4 types of AR via web