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
Admix, a monetisation platform for Extended Reality (XR), recently announced the launch of the world’s first programmatic 3D ads for extended reality environments like VR and AR. Join us to learn how to leverage the Admix SDK to start monetising your XR content today!
ApertusVR offers a brand new "no vendor lock-in" approach for virtual and augmented reality on different operating systems and on different virtual and augmented reality hardware. This higher abstraction level enables that the business logic has to be implemented once and then it works on any platform. Moreover these different virtual and augmented reality hardware can be shared a same virtual reality scene at the same time. The ApertusVR engine only contains libraries in order to easily integrate the virtual and augmented reality technologies into an already existing product. By the help of the factory plugins and samples ApertusVR could boosts up the creation of a minimum viable product from scratch.
The Augmented Economy is here and your business will never be the same again. In this fast moving session Amar Dhaliwal, CEO of Atheer, will describe what the emergence of the Augmented Economy will mean to your business and how you can take advantage of the possibilities while avoiding the pitfalls.
In the past, numerous use cases have been piloted to demonstrate the potential of XR for business applications. An example of this is the VR product configurator, in which customers can already experience products virtually in order to make a purchase decision. Such applications are usually associated with a large hardware investment and built statically. But how do the future services reach the mobile customer? Which business models are promising and what are the requirements for a successful rollout? We want to discuss these aspects in the panel with the experts from the different areas and thereby shed light on the way from service to customer.
What if Virtual Reality could be redefined? With Touching Masterpieces we enabled the blind to enjoy for first time a VR experience for the blind and visually impaired – not with a headset, but with a pair of gloves.
When beginning to arrange elements of an AR experience, questions of ergonomics threaten to derail the process from the onset. In fact, lacking control of our audience's actions when they view content we make in AR, we risk our message being lost altogether. Foundations of Responsive Content in AR calls out the problems of ergonomic and content variables in AR experiences, and presents concepts and techniques we can begin implementing to make AR more immersive, accessible, and responsive to our audience. Complete with a usable template and walkthrough of its functionality, attendees will leave with an understanding of where to begin with responsive content in AR, as well as the practical means to begin building it.
Thinking about launching your own enterprise AR strategy? Worried that it all sounds too technical? In just 15 minutes we can show you how easy it is to author your own AR application for industrial use cases with REFLEKT ONE. It will all be done in 3 simple steps: import, edit and publish. We will cover all the basics from importing your existing 3D and XML data to placing Points of Interest (POIs) and creating your first step-by-step procedure with animations. What’s more, we will even push it straight to a device so that it can be used immediately! No programming skills needed and beginners welcome.
Somehow everybody only seems to be talking about the possibilities of AR, instead of the constraints and what those constraints mean for your game. One of the biggest constraints that we came across as we launched AR game titles to public and beta users, was that it's really hard to use touch on the screen as a Control when you're using the same screen as your View. This made us go back to the drawing board and completely rethink how to do controllers in Augmented Reality, and prototype a string of crazy demos to explore this space. This talk covers all of those outlandish demos, all the thinking that went behind them, all the gotchas we came across, and finally where we think that sweet spot between possibilities and constraints is for game controllers in Augmented Reality. Here's a sample of the non-touch game controls we will cover: * world position as triggers for actions in the game * face tilt to control your racing car or flying airplane * face expressions to fire and blast enemies, or gobble up objects * hand pinch gesture to pick up and drop things in the scene * hand gestures to navigate game menu * hand and face combination gestures!
On Snapchat, AR usage isn’t experimental, it’s habitual — with 70% of our 203 million users interacting with AR everyday. In this session, learn about the unique characteristics of the Gen Z and Millennial generation that will redefine the role of the camera in consumers lives and how hundreds of marketers globally are tapping into AR to reach their audience at scale.
Audio augmented reality (AAR) is poised to become the new selling feature of headphones. Under the covers, AI and Machine Learning will propel new, sensor-driven audio augmented reality experiences. We’ll look at ways XR developers and Data Scientists can leverage AI and Machine Learning to enhance sensor driven experiences for a new breed of wearable audio devices.
At AWE 2019 in Santa Clara, Volvo Cars and Varjo announced their cooperation in development of one of the most advanced use cases for XR that has been achieved, driving a real car on the road with the human-eye resolution headset XR-1 from Varjo. The world leading performance in terms of resolutions, latency and eye-tracking of the XR-1 headset makes it possible to overlay digital content on the video pass-through video stream in order to evaluate new design and functions of new cars during development. The overlaid virtual content is connected to the signals from the physical car, which enables interaction with all vehicle functions while driving. This talk will take you through the journey of development of the Augmented Reality Car and give insights in the technical challenges that has been resolved both by Varjo and Volvo Cars. It will also present how this new tool is used for advanced use cases like active safety, design reviews and technology development at Volvo Cars.
Augmented Reality (AR), the enrichment of the real world with perfectly matched useful information. Accompanied by upcoming driving modes such as highly automated driving, the complexity of cars especially of their advanced driver assistance systems (ADAS) grows rapidly. Augmented content displayed via AR head-up displays enables to inform each driver intuitively in the best way and simplifies the interaction between drivers and complex ADAS systems. The new disruptive waveguide technology from DigiLens and Continental enables AR head-up displays that can be packaged easier. Continental reports from the first waveguide head-up display with windshield compensation.
• Virtualware is introducing a game-changing approach which leverages workforce training, product design process and customer engagement: A boundless all-in-one VR solution with no limits in terms of space and users. An enterprise-grade, affordable and simple solution designed for business professionals day-to-day work. Made up with the most advanced virtual reality technology and a software platform that allows companies to easily manage equipment and deploy content. • A large scale free-roam multi-user Immersive Room https://www.youtube.com/watch?v=wtd2Gtg4vK4&t=7s • VR AWARDS finalist for VR Enterprise Solution of the Year http://www.virtualwareco.com/news/finalist-for-vr-awards/