Join us for this healthy debate as we roll up our sleeves to discuss how to envision and build a human-centered future towards a democratised, interoperable, multi-layered reality across worlds, platforms and industries. What are the 4.0 tools, techniques and teams needed for this convergence into Life 3.0, and how do take ownership and responsibility to make these new worlds a better place, for you and for me and the entire metahuman race*?
*robots and cyborgs included
Harassment has been a consistent feature of networked gaming for at least 30 years, and the potential for damage has only increased with the popularity of social virtual worlds in VR. Beginning in 2016, stories of verbal and physical harassment in Social VR have periodically entered the news cycle, casting the VR platforms as negligent and instigating calls for ever more solutions. These solutions have ranged from user-controlled wearables or features connected to avatars to direct platform moderation, as well as finally community driven efforts.
However, implementing tools to combat abuse requires a balancing act on multiple fronts:
- protecting users from abuse through facilitating meaningful UX design to support social experience;
- keeping social platforms active in moderation and subjecting users to mass surveillance;
- attracting new users by making social VR appealing and warning them about the potential dangers.
The Metaverse has pushed human creativity, interaction and expression past the realms of 20th century technology which boxed digital social interactions and content in 2D. Now, 3D self-representation can build experiences in which embodiment, presence and agency are enhancing human interaction in real-time. Meanwhile, avatars offer new ways for people to meet, create and collaborate in virtual environments – be that in the workplace or for entertainment.
Yet, for the Metaverse to truly come to life, hardware, software, and content need to rise in harmony with the infrastructure and architecture that support it. The defining products and experiences will come from collaborations and partnerships built on different technologies, disciplines, companies and experiences.
Pearly Chen and fellow panellists will explore how the ecosystem can come together to build spaces in which we can all create, express ideas and interact in this new world. Unpacking the latest in immersive technologies, panellists will address ways we can regain natural interactions in virtual worlds and unlock use cases that past generations of technology could not achieve. Authenticity will be at the heart of this discussion, with panellists sharing insights on why this must come first for us all, as the Metaverse pushes the boundaries of content and interaction.
For XR creators, creating content has been difficult and expensive. XR creators have had to rely on DSLRs or even professional 3D devices. Now with Pivo, XR creators can make content easily, 1/5 the cost! Using Pivo, we would like to bring XR content to the mainstream, by democratizing the tools & hardware!
Extended reality is going mainstream in Africa, benefiting more industries and sectors, including arts, culture and tourism, digital education, entertainment and healthcare services on the continent.
Join this presentation showing how Extended Reality (XR) supports many excellent small and medium-sized enterprises (SMEs) in developing high-quality immersive experiences powered by software and hardware.
Discover unique use cases and adoption of XR in education, heritage digitization, media and marketing experiences across key regions in Africa and the prospects of the technology in building an inclusive Metaverse for the future.
How to create an impact by producing media content from war and conflict areas using virtual and augmented reality.
How Frontline in Focus XR uses 360° video to transport journalists from around the world to war zones and other hard-to-reach settings to help them report stories and conduct interviews. Our team of local journalists assists with work along the way.
Learn how and why journalists should produce stories using VR and AR.
VR is not an empathy machine, it’s a conversation engine.
When it comes to issues of race, VR is not about trying to fix a problem or relive trauma, it’s about creating a safe space for everyone to practise self-discovery and talking about challenging subjects with others.
“Let’s Talk About Race” is a series of three VR training modules on microaggressions, bias and privilege developed by George Brown College (Toronto, Canada) in collaboration with London-based soft skills VR provider Bodyswaps.
In this talk, GBC’s Project Leader Michael Avis is joined by Bodyswaps’ CEO Christophe Mallet to discuss what they’ve learned about educator/technologist collaboration, the do’s and don’ts of trying to scale VR deployment in large education institutions, and dig into some of the results they gathered from 2000+ learners.
With the acceleration and convergence of emerging technologies: Metaverse, blockchain, AI, super computers , 5G infrastructure all coming together in an ever faster pace, we are about to experience the age of the superhumans, where technology expands human abilities beyond what we can even imagine today.