From her background as a product designer, Tamiko Thiel brings a focus on user experience, bodily engagement, spatiality and social content into her VR artworks (since 1994) and AR artworks (since 2010). In this brief overview of a diverse cross section of her works, she will talk about the key considerations that drove her explorations of the unique possibilities of XR, and the aesthetic and experiential development of her artworks.
WebXR offers advantages over native. What if we could just put a native Meta Quest 2 game on the web and gain those advantages? It would not perform well--or would it? Come visit our talk to answer all these questions and many more. WebXR is ready. We will show you.
In this joint presentation, AJ & Adam will discuss:
• The history of media.
• The current transition from 2D (consumption based) media to 3D (immersion / interaction based) media.
• The opportunities for brands & startups to take part in the transition.
• Practical advice for brands making the leap to 3D.
• Q&A with the audience.
The Open Geospatial Consortium (OGC) is an international Standards Development Organization focusing on development of community and consensus-based standards for geospatial data and services since 1994. Over decades, the OGC members and community have been developing standards to describe the many dimensions of the “real world” on Earth (and in space). Since 2012, many OGC standards working groups have focused on Augmented Reality use cases. In this session, we will introduce the specifications produced by two OGC working groups that will enable developers to reduce their engineering effort and increase interoperability of location-based AR experiences. The speakers will present projects developed using the GeoPose implementation standard and the draft Points of Interest data model.
You have an important subject-matter and a great idea for the visualisation, but how do you draw people in so that they engage with your world changing XR experience?
How do you go beyond spatial computing hype and truly design XR experiences that make their mark on the users and their surroundings in a lasting and positive way?
When creating engaging experiences that have a real world impact, the main focus should be on how to make it relatable, accessible and engaging.
Discover what to think about when designing XR experiences using the “five-finger method,” going from motivation through action and reaction to interaction and finally leaving your audience with a reflection that they bring with them after the experience has ended.
Additionally, what role does webXR play in this and how important is it for true accessibility and inclusivity, leading to empowerment?