Testing optical performance of components and the image quality of a completed XR headset is an important but not well-known part of the product development and mass production cycle - in fact, today's headsets would likely not be existing without it.
In this presentation, we will give an overview of the various steps in the production process where optical testing comes into play and discuss new developments like active alignment technology where we make use of real-time test data to assemble XR modules for best image quality.
Finally, we describe a new generation of test equipment that uses custom high-end optics specially tailored to XR that integrates both "big" and "small" picture-scale image quality test capabilities in one instrument, bringing test technology to the next level to support tomorrow's high-resolution XR headsets.
Using Virtual Reality can be highly effective when it comes to training. But how do you create such an immersive learning experience that is both engaging and leaves an impact?
In this talk, Warp VR CEO Thijs de Vries and Learning & Development specialist Nadine Steiger from Erste Bank share their unique vision on building interactive, immersive training scenarios with 360° video, storytelling and gamification. They will share what type of training topics Erste Bank is using VR for and how they have easily deployed and scaled this form of training to thousands of learners.
Join in to hear:
• Erste Bank's best practices on using VR for training
• How to combine gamification, storytelling and 360° video
• About Warp VR, the no-code platform that is used to create these VR training courses
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?
Solving the vergence-accommodation conflict – the mismatch between perceived and focal distances for stereoscopic 3D displays – represents a critical hurdle to overcome for augmented reality (AR). Overcoming this would smooth interactions with virtual content, blurring the line between the simulated and the real, yet the industry has yet to settle on an approach.
In this presentation, IDTechEx outlines the range of display and optical systems proposed to solve the vergence-accommodation conflict, weighing up technological suitability and market forces to suggest likely candidates for wide deployment. Technologies including retinal projection, holographic and light field displays, and focus-tunable lenses are detailed and benchmarked on promotion of social acceptability, manufacturing feasibility and other factors. Alongside assessment of industry forces, this leads to the presentation of adoption roadmaps, plotting a path for integration into immersive consumer AR devices.
LEITNER - one of the world's leading companies in the development and construction of ropeways - has always relied on unmistakable strengths that delight customers all over the world. From now on also in the Metaverse. As part of "INTERALPIN 2023 - The Leading International Trade Fair for Alpine Technologies!", LEITNER presented the first professional ropeway on a Metaverse platform as a world premiere. First exclusively for the trade fair visitors on site, publicly accessible from mid-September. This talk will provide entertaining and informative project insights, report on the reasons why LEITNER decided to take this step, and what contribution the Metaverse can make to the company in the future.
This talk explores the transformative potential of combining digital twins and augmented reality (AR) technologies to address the challenges of high training costs and facility management downtime. While these technologies are already extensively used in gaming and marketing, the crucial question is: can they go beyond their current applications, and more importantly, are these technologies ready for broader implementation? Attendees will gain valuable insights from successful case studies and practical strategies for effectively implementing these technologies across diverse industries.
In the rapidly evolving educational landscape, extended reality (XR) is being explored as a frontier for medical training. Dr. Ruby Woodward, drawing from her interdisciplinary research at Cambridge University and hands-on experience with GigXR, will delve into the potential of these technologies, guiding listeners through the intersection of XR and medical education.
She will introduce attendees to HoloScenarios—an innovative application that leverages XR to produce hyperrealistic holographic simulations emulating high-risk acute medical scenarios. Moreover, she will discuss the integration of conversational artificial intelligence (AI) with teaching methods to enhance communication training for healthcare practitioners.
The talk will emphasize the importance of aligning such technological innovations with established medical principles and learning theories. By highlighting insights from collaborative endeavors with experts spanning academia, clinical practice, and technology, the discussion will underscore the multidisciplinary approach essential for guaranteeing the efficacy and integrity of XR in medical education. This presentation will elucidate the symbiosis of XR, AI, medicine, and pedagogy.
Join Dr. Woodward as she outlines the hurdles, breakthroughs, and innovative solutions driving the future of medical education in the XR domain.
The Metaverse hype came and went, Web 3.0 seems to have been frozen by the Crypto Winter and AI is both thrilling and terrifying. Many companies are challenged by what technologies can bring the most value in the short-, mid- and long term. How do we start and where can we go?
Some of the most exciting advancements are in the realm of AI-powered simulation, optimization, digital twins, virtual humans and sensor technology. The best strategies bring a human-centric approach to leveraging these technologies.
In this talk, we will share how this digital evolution will be the enabler not only of business optimization and simulation, but will also lay the foundation for the products and services of the future. We will combine human capital with visionary practices and pave the path to the future with technology and vision.
We will review:
• What Spatial Computing, the 3D Internet and Web 3.0 really mean for companies
• Augmenting Human Performance
• Digital Twins and Simulation – visualizing and optimizing processes
• Building parallel innovations paths
With the use of a standard phone and a 3D scan of a location, you can determine your position with an impressive accuracy of 5cm - a game changer for AR. This technology opens doors to a variety of features including AR indoor navigation, AR workflows, and even remote assistance across large facilities. Spatial applications will make AR a tool for daily use, creating massive ROI for businesses. This talk will show how to use AR for daily operations and ultimately how to increase your ROI.
The ability to effectively and efficiently interact with and understand indoor spaces creates opportunities and significantly benefits industries that rely on indoor navigation, such as retail, hospitality and healthcare. Aryve is an advanced solution from svarmony that provides users with an innovative approach to the challenges of indoor navigation. Unlike traditional navigation methods such as GPS, aryve integrates state-of-the-art Visual Positioning Systems (VPS) that enable precise indoor positioning and orientation.
In his presentation, Sascha Kiener, CEO of svarmony, will go into detail about the critical technology behind aryve and the opportunities it creates to bring about change in various industries. By seamlessly connecting the physical and digital worlds, aryve offers a new “navigation experience.” From assisting visitors in large shopping malls to improving patient navigation in complex hospital structures, the tool demonstrates a wide range of applications.
As adoption of the technology increases, companies have the opportunity to differentiate themselves from their competitors by providing AR in-vehicle navigation. In addition, new revenue streams can emerge through partnerships, data monetization and personalized advertising.
The presentation highlights the potential of aryve and what benefits it provides to those who adopt the technology. Through the use of VPS systems and augmented reality, indoor navigation is on the verge of a significant redesign that promises improved user experiences and new business opportunities across various industries.
Join us for this very special panel featuring top EU creators in XR building AR apps and filters for the world to enjoy. Find out more about their latest projects in a lightning round where they'll each be given only 5 minutes to present in an extended "elevator pitch" sort of format.
Discover how the world's largest pump manufacturer, Grundfos, is using XR to drive value across sales, HR, and operations.
During this interactive session, you'll learn how Grundfos, the world's leading pump and water systems manufacturer, is using the SynergyXR platform to drive organizational value by:
• Creating rapid 3D scans of customer sites to accelerate the sales cycle.
• Using virtual showrooms of facilities as environments to develop and boost recruiting and onboarding.
• Providing virtual training and assistance to customers and technicians to reduce downtime.
• Experts from Grundfos and SynergyXR will share how their partnership is improving business processes and delivering measurable value to both internal and external customers.
They'll also highlight the tools, tips, and tricks your company can use to kickstart your own XR project.
The automotive industry will be the mass metaverse adopter with windshields acting as a new medium for AR (holographic) objects immersed into the reality. With cars being driverless computers on wheels, the occupants will experience new content consumption playing games and discovering information about the surroundings while commuting from A to B. No headsets or glasses needed.
Understanding what is hype and what is of true value is essential for large enterprises as they navigate an ever evolving technical and consumer landscape. A year or so ago, the Metaverse was the hot buzzword, now it's been superseded by ChatGPT and the rush to invest in Large Language Models. Where does the Apple Vision Pro come into it? Is it worth investing research time and cost? Vendors, start-ups and consultants can offer over-optimistic appraisals of new technologies, adding to the hype and confusion.
Andy discusses what's important to an Enterprise Innovation team - from an objective viewpoint - focusing particularly on Augmented and Virtual technologies, giving examples of projects undertaken in this space, lessons learned, and predictions for the next few years.
The fusion of humans and technology provides a unique opportunity to create new tools to solve some of the world's most pressing problems, including those in education. This talk offers a visionary perspective on how the convergence of Artificial Intelligence, Immersive Technologies, and brain-computer interfaces will revolutionize the way we teach, assess and learn. We will journey the spectrum of what’s possible, from the transformative potential of AI-driven adaptive learning systems that cater to the individual's unique learning style, to an adaptive, and deeply personalized AI learning management system that will deepen the learning experience by fostering the development of crucial skills in learners.
However, no transformation comes without challenges. As we navigate the inevitable job displacement resulting from technological advancement, it's vital to ensure that education equips individuals with the skills needed for the emerging job landscape. Moreover, the commitment to making education accessible, inclusive, and equitable is non-negotiable. This talk invites you to envision and shape an educational future that's not only technologically advanced but also responsible and spectacularly beneficial for all. Don't miss this exciting journey into the next era of learning.
How AI powered tools making design accessible for freelancers and small studios? During this session we gonna discuss the implications of democratizing design through AI, the state we are currently in (case study) and the opportunities it presents for the next generation of creators. AI is here to help the workflow but also challenge traditional conceptions of design and creativity. Timelines gets shorter and shorter but exceptions from AR greater and greater.
The Åland Islands, or Åland, is an autonomous region of Finland. Comprising around 6,700 islands, this Swedish-speaking archipelago is in the Baltic Sea. Many young people live across this region and find connecting to youth services and peer groups a challenge, especially in winter.
Barry Haughey (Founder HoloGen, Dublin Ireland) and Mia Hanstrom (Director of SKUNK youth service, Aland Island) partnered in working together to pilot a wide regional youth project using VR. The idea was to demonstrate that existing support for young people can be delivered using immersive technology, bringing the service to the participant. Historically, some young people have been unable to avail of creative, educational and social activities because they were unable to get to a physical environment, we aimed to demonstrate this was no longer the case.
For this pilot, we used the VR platform, Rec Room to create a private youth club and open a weekly meetup where participants, shared stories, played multiuser games and tournaments and even tried some mindfulness. All of these sessions were hosted by experienced youth workers from the Aland region.
In this Talk, we will hear from 2 young people, Kasper Dreyer and Julia Strand, who were participants in the VR pilot and will share some of their experiences, Mia Hanstrom (Director of SKUNK youth service, Aland Island) and Barry Haughey (Founder of HoloGen) who will discuss the growing potential of immersive technology within rural youth work and education.
The productivity metaverse is in the trough of Gartner’s hype cycle and that means it is actually taking off. All around the globe, industries and governments are eagerly pushing and realizing the first benefits of projects leveraging XR. We will share some joint research conducted by Ernst and Young jointly with Nokia that highlights concrete commercial and productivity impacts of XR today. And then – because we are dreamers and innovators– we’ll provide some insights on the road to 6G. What can 6G bring that is already in planning, and how can the XR community ensure 6G addresses its needs and hopes and by the same token take full advantage of the power of a sensing network?
Step into a visionary world where architecture and design transcend traditional boundaries. Sahar Fikouhi will explore how augmented reality is poised to revolutionize the way we conceive, create, and experience built environments. Discover how AR blurs the lines between the physical and digital realms, enhancing the creative process and enabling architects and designers to dream bigger and bolder.
Unity is a game engine. But it's increasingly being used for scenarios that are more enterprise-y: line-of-business applications, AR/VR systems with server connections. For these areas, Unity's performance-centric architecture is less than ideal.
This talk introduces a real-world tested approach to designing Unity applications in a way that supports clean separation of presentation and logic, support for unit testing (even outside the Unity editor), built on the UniRX framework and my open source MVPToolkit for Unity.