The optimization of product placement and assortment in-store and on-shelf helps maximize sales and reduce costs. Using mobile VR with embedded eye-tracking, Accenture teamed with Qualcomm and Kellogg’s to reinvent how brands and retailers gather consumer data and perform research —more rapidly and affordably at larger scale. Kellogg’s was launching Pop Tarts Bites and needed market data to determine placement, assortment and promotion. Using Qualcomm’s reference headset powered by the Snapdragon 845 with embedded eye-tracking, and software from InContext Solutions and Cognitive3D, Accenture Extended Reality (XR) developed a pilot VR solution that immersed consumers in a full-scale, simulated store, enabling them to move through the space, shop, pick up products and place them in carts--all while tracking what consumers were looking at, for how long and why. The pilot proved the high degree of correlation between the VR test results and those of traditional testing methods. More importantly, eye-tracking provided deeper behavioral data that led to a different merchandising conclusion—to place Pop Tarts Bites on a lower shelf, increasing total brand sales by 18 percent during testing
2 different use cases running on the Insider Navigation platform: 1. Schiphol Airport: Maintenance without prior knowledge of the venue, managing in real-time assets gets faster, more accurate and efficient. Quality rate the assets and report defects. All this information is linked to any database system and work orders can be put in place quickly. 2. US Navy: big vessels are hard to navigate in. In case of an emergency certain items like pumps and the engine have to found immediately plus showing their values in real-time including offering manuals for solving issues.
Millions of people live in fear of their job being taken by a robot, but the truth is that autonomous industrial robots have not yet lived up to their initially inflated expectations. Without next generation enterprise software that uses MR to connect people with robots and AI-driven task optimization, robotics vendors will never unlock the complexity and scale needed to drive ROI for their customers and investors. Join this session to learn how connecting technology-augmented human workers with robots is the key to unlocking the potential of autonomous robots.
30 years ago we began working with 3D visualization to support product design review and analysis. 3D computer graphics was a struggle in 1989. There was no general purpose software available, and the computing hardware had serious performance limitations. This early work led to the development of a practical, large scale virtual reality system in the early 1990s. This system was used as the electronic mockup to support the design and construction of the Virginia Class submarine. In the late 90s we began to look at mobile computing and wearable computing. Before the ubiquity of cell phones and the advent of smartphones, mobile and wearable computing was hard. We used a series of Palm Pilot and PocketPC devices, as well as some unique, purpose-built computing devices. Around 2000 we also started to work with wireless networking. This was before the term WiFi was in use. We were using PCMCIA cards running something called "WaveLAN". We looked at amplified signals for connection to planes and boats. And we looked at area connectivity inside of ship hulls. In the early 2000s we worked on the development of a Virtual reality system for welder training. This was an early Mixed Reality installation with tracked physical hardware and VR display. In the later 2000s we started developing some applications in the area of computer vision using OpenCV with digital SLRs and FireWire digital video cameras. The final piece in the XR puzzle came with investigation of AR in 2013. We worked with early SLAM implementations (PTAM) and various toolkits: KinectFusion, Metaio, ARUCO (markers), and finally Google Tango. We developed some early Tango applications for electrical wiring and cable installation. This led to a prototype application for overlay of product model geometry on the work surface as a replacement for paper drawings. We have been using this in limited-scope production. We will show some examples of how our AR installation tool is being used in final production of end products.
Immersive tech presents a new channel, in the omnichannel marketplace, to enable brands to combine experiential marketing and product sales, in the same container, for greater consumer reach and depth of connection. Developing virtual commercial space enables new revenue models and, in the long term, it could disrupt both consumer behavior and, also, the commercial real estate industry.
"Solution providers are innovating some crazy cool stuff in XR. Brands and retailers are almost ready to bite...but there is one hang-up. How can we make AR easy for the shopper...because after all - shopper will not download an app while they are shopping. This is a case study of how Georgia-Pacific worked with one of their clients and one of the solution providers to create a solution that overcomes the major shopper barrier."
This session will explore the great potential of XR to transform the way companies view, analyze, and explore their data. Suzanne Borders will demonstrate how immersion adds value as an interface to large, complex, multi-variate datasets. She will discuss how companies can begin utilizing the technology to increase the accuracy of the insights discovered within their data, while simultaneously making the process of discovery faster. The discussion will tie in to Suzanne's discoveries and insights gained while developing and deploying XR data analytic solutions with BadVR.
This panel will present varied viewpoints regarding how to build and operate an ethical enterprise in the VR/AR field. Explore challenges and opportunities of funding a B-corp or nonprofit, and the importance of operating by an ethical code in a field dominated by companies not necessarily operating on an ethical basis.
Topics to be covered: • Realtime data analytics for Parkinson’s Disease Research • Virtual Reality NeuroTherapy and Applications in Rehabilitation • Eye-Tracking in AR/VR for Brain Health • Surgical Training in VR • Surgical Assistance with AR