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:
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.
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.
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.
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.
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.
There can be few more compelling use cases for VR than ones that help to prevent suffering and pain. Today the World Health Org estimates that 5,000,000,000 people suffer through lack of access to good surgical skills. The reason for this, surgeons are a scarce resource that take 8+ years to train and still lack many of the basic skills to perform. It is in part why every year in the US alone over 400,000 people die because of medical error (source: John Hopkins).
VR holds the answer. It can dramatically lower the cost and accelerate delivery of education. It can provide a safe, measurable place for surgeons to rehearse and refine skills. It can provide unique and deep data insights into performance, decisioning and skills that ultimately will make patients better informed (to choose their surgeons) and provide access to surgical skills in developing countries.
In this talk Vicky will explore the need case, examine the technology and provide application case studies that come from the roll out of Fundamental Surgery, the global leading VR surgical education platform.
AWE proudly presents its first-ever Women in Immersive Tech (WiIT) round table, showcasing the launch of their EU-wide initiatives and the groundbreaking projects in cross-platform tech innovation and immersive storytelling being created by six of the most prominent and respected females in our industry.
From web-based XR to pioneering LBE spatial audio-AR with Bose, to cinematic 360VR to XR in education, AI, VolCap and more, this diverse panel will highlight the success stories that have knocked down gender barriers to prove that XR really is 4ALL.
The accelerated deployment of edge computing backed by 5G infrastructure is going to enable entirely new approaches to spatial computing. In this session, I will highlight specific ways these converging technologies will enable horizontal use cases that impact broad user bases through more integrated blending of the physical and the digital worlds.
In the past few years, we have seen a huge shift from interruption marketing to permission marketing: creating an experience for the user rather than interrupting. XR allows that to happen at the next level and for the first time, create a seamless process from awareness and purchase. In this talk, Sam Huber, founder of Admix, the leading monetisation platform connecting VR/AR content to the largest brands, argues that XR will revolutionise the advertising world for the better, and help brands deliver experiential marketing at scale for the first time.
This presentation will give you hard data and lessons learned on what is and isn't working in augmented reality and virtual reality in Europe today, as well as a clear view of where the market is headed over the next five years. We'll explore the biggest opportunities for European AR/VR companies going forward, as well as how AR/VR companies are thriving in 2019.