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.
Over the next decade, 10 million manufacturing jobs will likely be needed, yet millions are expected to go unfilled, according to a report from Deloitte and the Manufacturing Institute. An exodus of retiring workers, combined with increasing product complexity and customer demand, requires manufactures to take new approaches for delivering relevant information to front-line workers. Augmented reality delivers transformative value by facilitating and improving training, knowledge transfer and the communication of critical information from retiring experts to the new and existing workforce. Please join Michael Campbell, EVP of Augmented Reality Products at PTC to discover how you can accelerate time-to-value for augmented reality in your business, alleviate the skills gap crisis and empower your workforce with the critical information they need to: Increase productivity Reduce scrap & rework Elevate service quality Improve safety & compliance The future of factory floor and field service workforce communication will increasingly rely on augmented reality as an efficient, flexible workforce multiplier.
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.
Augmented and Virtual Reality have become common technologies in the gaming and film/media industry. Despite its popularity, the amount of process- and value-added applications for enterprise-oriented solutions is still on a modest level. Modular and flexible approaches for individual setups seem to be a promising strategy for escaping the "show-case trap“. A Shared Experience Platform, combining multitechnological assets with multiuser demands, will help to identify and implement specific criterias for future use-case development.
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.
Building a successful ecosystem involves many factors, This talk will cover how Canada in particular became a powerhouse country for VR/AR development, such as Vancouver which became a top 2 ecosystem for the technology. Join Panel members while they discuss how Canada has become a leader in VRAR through targeted cluster development with the help from Industry, solutions, education, and government policy and programs.
Futuristically imagining Augmented Reality in our daily lives, what could help us understand how it will affect our thinking? We can learn a lot about neuroscience, psychology and observing phenomenons that came with the use of the internet, mobile devices, desktop computers. Combining the scientific observations with future scenarios and an understanding of UX & interaction design, we will be able to envision a number of potentially mind-blowing changes. Parts of the work is aggregated on https://blog.aucta.io
Showing and exploring through examples, this session will introduce the Vive Pro Eye and discuss design methodologies to introduce eye tracking in VR applications. Code samples will be explored in Unity and actual application development will be shown with features that are demonstrated with the addition of eye tracking in VR. Finally, case studies in the areas of gaming, training/simulation, and enterprise applications that have successfully extended their feature-set by adding eye tracking to deployed VR products will be discussed and explored.
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? 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 showcase best practices in scaling VR. 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, Aeroground Munich Airport and Fraport will be one of the examples.
Around the world existing destinations like theme parks, malls, and retail spaces have begun to harness the power of XR to reimagine their locations for immersive experiences, and to unlock new streams of revenue. This panel will discuss two different types of location-based entertainment (LBE) experiences that are moving the needle towards XR mass-adoption by putting millions of people through their experiences, and creating opportunities for existing locations to monetize their real estate in new ways. Thomas Wagner, Founder and CEO of VR Coaster, will share his insights from their groundbreaking collaboration with Europapark, Germany’s largest theme park, reimagining the park as a destination for immersive VR entertainment, and introducing free-roam and roller-coaster VR to their legions of loyal park visitors. Frédéric Lecompte, Founder and CEO of Backlight, and the creators of Eclipse, France’s first 4D multiplayer hyper-reality game, will join the discussion to share their learnings from building and traveling with Eclipse around the world as a portable LBE experience. The award-winning Eclipse adventure takes two teams of 2 players (4 total players) into a 40 minute space mission to rescue a crew from a sister spaceship, and to return them back to the mothership in time. We will deep-dive into lessons learned and best practices from Europe's leading LBE companies, and present key takeaways for anyone watching the explosive growth of LBE VR over the past few years.
The digitalization of our construction sites is on and the evolution of our operating skills is now inevitable! Indeed, today we design more and more complex buildings thanks to computers. However, more complexity leads us to rethink our processes. Therefore, it is necessary to ensure that the works are delivered on time and that the specific skills on site follow, ensuring the health and safety of all. The application of the Building Information Modeling (BIM) methodology is an essential component of the new project construction process. It provides a structure for project management, data architecture, 3D modeling engineering and the use of a collaborative platform. Process are evolving, digital tools which bring BIM to site and then site's data back to BIM are too. The use of augmented and virtual reality allows us to visualize our 3D model and meta data for use cases such as quality control or prevention safety of operators on the site. VINCI Construction France, a VINCI Group subsidiary and France's leading construction company, works across all building, civil engineering, networks, specialty business activities and property development.
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.