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.
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.
The real world and the digital world are merging. AR/VR technologies are reshaping the way we communicate and interact with each other. They're also changing the way we represent ourselves - our virtual identities. Due to the emergence of AR/VR, the next computing platform will be driven by expressive virtual avatars that mirror the fidelity of real-life interactions, enabling true telepresence, where people could meet, play games, work, and basically do anything with people anywhere in the world. In this talk, Kaspar will talk about how personal avatars are being used in different industries today (from VR meeting, gaming to fashion) and what are the issues and opportunities we have.
As an essential part of Volkswagen’s holistic brand strategy, 361/DRX, a spin-off of international brand experience agency AVANTGARDE, has created a path-breaking AR experience bringing together the best of creativity and technology. The Volkswagen sales congress in Bilbao at the end of September where visitors could take AR Selfies with national soccer coach Jogi Löw, marked the kick-off for a far-reaching Augmented Reality campaign.
In his session, Daniel Sack, Managing Director at 361/DRX, explains how Volkswagen’s AR experience will set new standards - in building brand-related communities as well as enabling outreach, interaction and engagement on a large scale through social media. By implementing an innovative content management platform that enables fans, brands, influencers, celebrities and their agencies to integrate their own AR content, 361/DRX bridges the real and the virtual word. Furthermore, Daniel will present an outlook to further measures planned in order to deliver a benchmark case in Digital Reality Storytelling for brands.
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
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.
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.
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!
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.
Not only is Blockchain evolving quickly, but the wave of exponential technologies is upon us. It is a daunting task to stay abreast of all this tech. However, we can leverage technology to shape that way we will work in the future.
Aside from the practical elements of deploying blockchain and emerging technology, we must consider how the definition of value will evolve, how the digital landscape will seamlessly merge with reality and most importantly, how we want to craft the future.
In this talk, we will look at:
• The role of Blockchain relative to other technologies
• How Blockchain fits into future enterprise solutions
• How to leverage multiple technologies
• Future workforce considerations
• The Peer-to-Peer Economy
• Self Sovereign Identity & Data
• Where to start and how to scale
• Big Picture planning vs. current limitations
Creating a permanent link between the virtual space and the real-world is a key feature of any indoor navigation application. We’ll make a summary of tracking technologies available on the market, like markers, point cloud based relocalization, beacons, or ceiling antennas, analyze their characteristics, strengths, and weaknesses. A range of recommended use cases will be presented and discussed. We’ll also have a look at potential extensions of the technology, like an interactive virtual character.
Seeing is believing: Increasing pixel count and improving image rendering will never deliver complete visual immersion.
The optical interface holds the key to engaging the eyes and the brain in a way that delivers true visual fidelity.
In this presentation we will show the limitations of the fixed optical set-up in today's headsets and the benefits that can be achieved by introducing variable power optics that stimulate our eyes to respond and focus as they do in the real world.
We are demanding connectivity and increasing the potential attack surface. With an increasing amount of people getting connected to internet, the security threats that cause massive harm are increasing also. Whenever we think about the cyber security the first thing that comes to our mind is ‘cyber crimes’ which are increasing immensely day by day. Various governments and companies are taking many measures in order to prevent these cyber crimes. Besides various measures cyber security is still a very big concern to many.
The first section discusses the evolution of Automotive DNA. The second section outline Automotive Security Problem – “What people opinion”. The third section describe about type of hacker. The fourth section outlines What Makes Future Cars more vulnerable to security threats. The fifth section outline what hardware and software recommendation with respect to security.