Augmented reality provides numerous industrial applications taking advantage of its immersive potential. In the beauty industry, impressive results have been obtained with virtual try-on applications where smartphones or displays are used as virtual mirrors. Another perspective of AR consists in augmenting the virtual content directly on the real world, instead of augmenting it on a screen, via video projections. This area has been less explored due to its complexity. However, it has a huge impact on the user’s experience since it changes the way we perceive and interact with the world. This talk will focus on this spatial augmented reality approach and more particularly on systems composed of video projectors and cameras. At L’Oréal a spatial augmented reality system was developed to cover various immersive applications in beauty industry. Some of the use cases and challenges of such a solution will be discussed.
The drive towards adding VR, AR and XR technology into the new Commercial entertainment - along with LBE VR, VR arcades and the new immersive media attractions. Leading industry specialist unravels this complicated sector and points to current and future developments.
How AR and AI can increase our involvement, memory, and attention in education. How to use AR to become an artist – based on SketchAR as №1 AR-app of 2018
For a truly open and shared augmented reality experience to work, there needs to be a universal understanding of the world that computer-moderated systems can tap into in order to serve up their content and experiences. Jason Fox is the chair of the reality mapping and modeling working group at Open AR Cloud. In this session, he will present a plan for building this model of reality.
AR/VR provides a natural opportunity for engaging museum visitors with authentic science content by turning a museum exhibit into a compelling canvas for immersive experiences. The session will provide a deep dive into the American Museum of Natural History’s HMD and mobile AR projects, including recently launched AR feature of the Museum’s app as well as a multiplayer VR experience in the gallery that features scientific research on extinct animals. Exploring the recently implemented examples, this talk will take you through the process of designing and prototyping AR/VR experiences to add a digital layer and dynamic focus to current exhibits.
A good, practical and user-friendly Augmented or Virtual Reality application can provide clear return on investment for many businesses. Adopting software-driven solutions while the hardware in the market matures will give you a competitive edge while others are still catching up. However, there's still a major roadblock: where do you get data in the formats required for AR & VR? Realtime 3D, 360 Media, Point Cloud Data are neither cheap nor easy to come by – especially when it needs to be highly optimized to run on portable devices with limited battery life and performance.
Orbital Views won the Grand Jury Prize at Laval Virtual in 2019 for their LBE production "Apollo: Moon Operations." In 2018, their VR documentary OVERVIEW was awarded "Best Educative Experience" by HTC Vive. This applied case study will focus on the financial, technological and artistic constraints that the company has encountered in its 5 years of existence working for cultural and educative institutions as well as commercial clients.
Scaling emerging technologies is a tall task for many organizations, especially one that is the largest food company with over 2,000 brands. Learn how Nestlé is tackling the challenge of adopting XR, from a tactical novelty to a strategic technology pillar to bring value to consumers and employees.
There is no design standard of interaction for virtual reality which makes it difficult to create intuitive experiences. We will go through use cases based on our learnings at LiveLike building apps for broadcasters to watch live sports events with friends and fans.
This talk will focus on the challenges in building a global location based VR network and the future of XR entertainment, eSports and application to enterprise solutions. HOLOGATE is the world-leading creator and distributor of turnkey multiplayer virtual reality hardware and software solutions for the location-based entertainment market. Our in-house creative and development team produce exclusive XR games from inception through activation that are social, fun, easy to learn…difficult to master, and cater to all demographics. Our hope is that our global reach in 21 countries with over 3 million players to-date, will significantly expand the public awareness for VR to help further the success for all VR companies in gaming, entertainment, and enterprise.
Most people know how to navigate an online map in flat projection. But when you have the whole world in 3D, things become exponentially tricky. Learn how Google Earth developed a User Interface that maximized immersion and minimized nausea for its VR interface.
VR has disappeared from Gartner’s Hype Cycle in 2018, as it is seemingly reaching maturity. Is it really though? We decided to ask the most forward thinking organisations where VR truly stands: has adoption reached the expected scale? If it has, what were the success factors and the hurdles along the way? If on the contrary, the adoption was inferior to expectations, what caused the disillusionment? After months of researching the topic in a series of interviews and roundtables with visionary enterprises, we are ready to share the results: where VR truly stands in Enterprise, and how to bring it to the next level. The entire session will be situated around the opportunity for attendees to learn about the challenges of adopting and scaling VR in Enterprise. We will provide key findings from an analysis of more than 20 companies. Based on the findings we will share the primary adoption challenges. We will showcase best practices in scaling VR, as well as an extensive list of unsuccessful attempts. The speaker will present data, a variety of industry case studies and testimonials that illustrate how different Enterprise teams tackled technology adoption in their workplace. The Volkswagen Group will be one of the examples. In addition, to measure whether the audience has made the same experience, we will invite the attendees to fill out a survey at the beginning of the presentation, where we will ask what obstacles they suspect to be most common in the Enterprise technology adoption. At the end we will juxtapose the results of the survey with facts gathered in our research. Attendees will walk out with a cheat sheet on how to align technology, culture and people to increase chances of a successful technology adoption as well as key learnings from experienced visionaries.
There are over 1 Billion AR enabled smartphones on the planet, so with the largest install base of all XR platforms, mobile AR has the least barriers to entry - the hardware is the phone you already own. In this panel we will share lessons from mobile AR solutions that are creating profit and products that will go from Handy (p.s. the German word for cell phone!) to hands-free in wearable in the future. What does building today teach us about consumer readiness to adopt mobile AR, and what are the use-cases that are set to explode in 2020? In this panel we will look at examples from real estate, remote assistance, shopping, and automotive.
Up until now, the AR/VR community has been focused on personal spatial computing and developing AR/VR experiences and technologies for smart phones and AR/VR eyewear. But in the last decade a wider field of spatial computing, which draws on many of the same technologies - computer vision, AI, sensors, natural interfaces, for self driving cars, personal assistants, IoT and more, has matured. Spatial Computing represents a break with the personal computing model associated with classic AR/VR. This talk will look at how and why we should design the future of AR/VR as part of the broader field spatial computing which will turn reality into the next platform for computing and disrupt many of our personal computing paradigms.