AR has shown great promise to date but what is holding it back from mass adoption? Holography has long been considered the ultimate display technology. The science fiction ideal of engineering and manipulating light to produce 3D projections appealed to the imagination of millions through franchises such as Star Wars or Star Trek. While physically possible, the tremendous computing requirements to create full-depth holographic display made it unreachable for commercial applications. Until now. We will look at the solutions required for the mass adoption of AR/MR - holographic display and associated technical advances that make holography a commercially viable solution. We will show why and how holography solves for a crucial problem of today’s AR/VR/MR - the lack of depth perception, which results in the vergence-accommodation conflict and simulation sickness (eye-fatigue and nausea). We will discuss how holographic display overcomes these issues and - most importantly - paves the way for immersive 3D without the near-eye display, expanding the horizon of AR/MR today beyond headsets and smart glasses.
My proposal is to discuss WiFi VR / Edge VR / 5G VR. I will walk through Radeon Relive VR, which is AMD’s driver-level solution for connecting high-performance PCs, Workstations or Servers directly to the new generation of AIO VR Headsets. This presentation will address the market opportunities for this solution including ‘Edge VR’ for XR business (w/ 5G hub).
There are many tasks that require collaboration, with participants that are co-located, remote, or mixed. I will present ongoing research at Columbia University that explores how AR and VR can improve communication between collaborating users, increasing how effectively they work together. Domains that I will address range from maintenance and assembly, to rehabilitation, to urban visualization, and also demonstrate the complementary advantages of different kinds of AR and VR displays.
AI/AR industry has attracted attention never seen before of academia and industry, into which numerous talents and resources have been invested. However, academic achievements are not equal to products, which need to be adjusted and optimized in technology, engineering, product, etc. according to specific application scenarios. This talk will share with you some difficulties, misconceptions and experience in commercializing AR based on HiScene’s practice.
It is commonly accepted that picture quality and visual fidelity are crucial factors for truly immersive VR/AR experience. While increasing the pixel density is technologically feasible, the optical performance of VR/AR HMD lenses remains a problem due to lens design constraints and the laws of physics. Besides the requirement that the lenses should be thin and lightweight, an HMD optical system includes a moving element, the eye pupil, which makes the problem of achieving high picture quality even more challenging if not irresolvable. The proposed solution is a computational lens correction which allows to achieve higher resolution, suppress chromatic aberrations and enable wider field of view, while adding no extra size or weight to the optical system. By adapting to the changes of optical flow due to eye pupil movement, such lens correction also allows to keep high quality at any gaze direction, allowing the eye pupil to move off the optical axis of the lens. The objective quality measurements show more than twofold increase in resolution and tenfold reduction of chromatic aberrations.
An overview of the current state of hand tracking & gesture recognition in the AR/VR market - the importance, challenges, tradeoffs, hardware and software requirements, use cases, trends, and vision of the future
In this session, Hai Yan, Senior Engineer at Beijing 7invensun Technology Co. will explore - What is eye tracking? - Significance and application of eye tracking technology in 5G+XR - About 7invensun
For years, many have tried to develop a see-through, near-eye display technology that combines beautiful design, excellent image quality and scalable mass production with high yields. At Dispelix, we’ve figured it out. Dispelix is helping product companies to create beautiful AR glasses based on single-waveguide full-color displays with superior image quality and mass manufacturability.
Not only does it take great hardware and apps to bridge our digital and physical worlds, but also endurance to survive as the market matures.
Microsoft has released HoloLens 2 on MWC. I think it is the benchmark for mixed reality devices, but it only reaches the pass mark. In order to be used by ordinary consumers, headsets must be turned into glasses to eliminate their fears of tech equipment.
In the early nineties, I co-invented the CMOS image sensor at the Jet Propulsion Labs in Pasadena. Although it was clear to all of us from the start that this technology would transform the world of digital imaging, industry adoption was initially non-existent. In 1995, I founded Photobit Corporation, obtained an exclusive license for the new technology, and built a team to publicize and commercialize it. Now, two decades later, CMOS image sensors are in every smartphone and digital camera, and is the enabling technology behind image and scene recognition for the XR industry. In this talk, I will discuss the elements which propel the adoption of disruptive technologies, and will talk about my personal experiences and challenges as a woman and CEO in the world of advanced technology.
Recent EEG studies of face to face collaboraion have found that brain activity can synchronize. This produces a feeling of greater connection and better performance on collaborative tasks. In the talk we report on the first brain synchronization studies conducted in AR and VR, and how AR and VR could be used to increase synchronization. This research points to a future were AR/VR technology could be used for new forms of communication and creating empathy between people.