Extended reality (XR) is the best medium for teaching individual students with interactive visuals. We typically lose attention within eight seconds, and only 20% of what we learn is from text. Experiential learning introduces elements of the virtual world into the real world to make learning more hands-on, but not everyone has an MR or VR lens. However, we do have AR devices, in a mobile form. It is predicted that mobile users will adopt the use of MR and VR lenses in the near future. In the meantime, there should be a mechanism in place to allow learners to use the mobile devices they already have to consume content. This type of mechanism would give users confidence in the technology and help them graduate to future technologies with ease. We will present a mechanism that enhances the learning process with the help of XR technology and explain how we use technology to promote experience-based learning irrespective of the type of device learners have. Make teaching inspiring and personal.
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.
In celebration of the 50th Anniversary of the Apollo IX mission, Digitas and Unit 9 will showcase the inspiration and creation of JFK Moonshot An Augmented Reality Documentary.
Spatial computing and the AR Cloud, how far have we come and how can we go faster?
Enterprises discuss how they’re leveraging AR/VR to: • Improve safety by training for hazardous environments • Speed up new employee onboarding • Reduce the risk of injury
Many have been waiting for VR’s “killer app” in order to push the technology mainstream, but in reality, a significant library of quality content already exists just waiting to be discovered. To solve this discrepancy, VIVEPORT’s "Netflix of VR" monetization model is helping developers connect with new customers and new streams of revenue. Join Rikard Steiber, President of Viveport, for key insights into how Viveport is helping developers earn more revenue and enticing users to spend more time than ever in VR.
"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."
Two years ago, Martha Mendizabal, cofounder of TecnoLatinx XR Lab, and former Wall Street derivatives broker, transitioned from investment finance to social entrepreneurship. Martha will share personal insight and experiences that have focused her work over the past 20 months. This session will explore how shared value partnerships between business and social ventures have accelerated TecnoLatinx’ mission and impact; What solutions TecnoLatinx uses to generate education and employment opportunities in underserved communities; How students and teaching-artists are driving EmTech knowledge transfer that puts computing power in underserved communities; and how her team works to establish new use cases of artist expression while celebrating the experiences, power and spirit of diverse communities in Los Angeles.
LUNCH -- Food and beverages are available for purchase at the following food stands located within the Santa Clara Convention Center: Pete’s Coffee Cart, Great America Lobby Food Court, Concession Stand C (located inside the exhibit hall) and Concession Stand A (located inside the exhibit hall).
Many of our technological innovations seem to expand the computational abilities without the human in the loop. Augmented Reality is one of the view technologies that promises technological advances that enable us humans a better connection with the ubiquitous technology around us. We are not there yet to make use of such a user interface. We currently have individual islands of interactivity via AR. This conference may have many spatial demos as well, however, a single ubiquitous layer that penetrates all screens, surfaces, machines, and environments are not available. This is what the PTC Reality Lab researches. The core of this research is the ability to use AR in a scalable distributed platform to bridge among technological domains to allow the weaving of multiple technologies into one user experience. The resulting user experience is called One Reality. The goal for One Reality is to provide one seamless, ubiquitous flow of user experience for all technologies that touch the user’s decision making. This talk will iterate on the different stages of Augmented Reality User Interfaces and identifies One Reality as the 3rd stage in the evolution of AR user interfaces. This visionary talk aims to inspire the audience to think beyond the known applications for Augmented Reality.
Circuit Stream alumnus Suzan Oslin is now transforming user experience design in immersive media as eXperience aRchitect at UXXR Design. Joined by our Lead XR Instructor Usman Mir, they'll demonstrate the design potential with Unity and how you can get started developing for Oculus Quest.
I will talk about the ROI on these type of interactive educational experinces and how they can help the schools in their community with their stem intiatives thru AR/VR.
Augmented Reality has been touted as a transformative technology for education and the classroom experience. However, going from an idea to deployment in the classroom in today’s education system requires a variety of design decisions, curriculum considerations and expertise in classroom dynamics. This talk will walk attendees through the process of creating and deploying Genius XR - an Augmented Reality iPhone/iPad app that includes a library of 3D vocabulary lessons for ELL students and a XR Makerspace with creative collaboration tools for teachers and student-driven learning. Topics discussed will include design considerations for accessibility and adoption in the classroom by both students and teachers, standard curriculum requirements for AR applications and lessons/best practices learned from user-testing with teachers and students.
Wargaming’s Special Projects team deploys high-exposure XR projects at the intersection of heritage and gaming, leveraging World of Tanks (160million+ registered users). From life-sized AR tanks coming out of HoloLens portals into museums, to recent graphics-bending AR collab projects with History Channel & Google, I’ll discuss how this games company explores these new platforms a little differently: with a quick-turnaround & agile approach, for a massive gaming audience with a high affinity toward history. I’ll talk about the mass media coverage, the early blue-ocean partnerships, attracting rarified new media talent & mindshare, brand positioning, and the invaluable R&D exploration, all leading toward an increasingly ubiquitous commercial XR future.
The way we’ve been telling stories in the last couple of centuries hasn’t changed much. The narratives are driven by conflict and that conflict is often very polarized. They tend to be driven by a sense of rightness, making them linear and foreseeable. If you defeat the bad guy the story is over. But the system that produced the bad guy persists, and is not really addressed. In a linear story, there is only a "before and after" the conflict is solved. In collective storytelling, there are different options to solve a conflict, based on a wider range of views, needs and experiences. When it comes to our futures, we experience hope, we feel fear, but we sometimes forget that we also have influence. We can choose the future we want to work towards. Stories can open up new worlds and inspire people to be more engaged. But can we go a step further? Can we move from XR for good to XR for change? Can people’s behavior be nudged as a result of storytelling? So they stand up to crime, reactionary policies, or natural disaster?
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.
We are seeing Holographic Ambassadors combined with Sentiment Analysis pose great potential for brands to convert shoppers to buyers, reduce product returns and build brand loyalty through measurable interactions. With sentiment analysis, brands are no longer combined to the binary model of analytics, but rather can utilize a spectrum of sentiment to best programmatically deliver targeted AR experiences.
How exactly does Virtual and Augmented Reality game human perception so things we know aren’t there seem to exist? Can simple and robust public learning experiences empower and delight people of all ages to experiment and discover the answers for themselves? The answer is yes. This talk will present examples and discuss how UX best practices can be applied to create effective inquiry-based learning experiences that unpack seemingly complex modern technologies. Through iterative design coupled with repeated visitor testing, we deconstructed the surprising perceptual science and technology behind VR and AR into 16 cool hands-on experiences that spark “aha” moments and minimize the need for wordy explanations. We keep concepts intuitive, playful, and fun to understand. Our traveling exhibition goal is to show visitors they're smarter than they suspect, inspire students to aim for STEM careers, and help teachers lead deeper NGSS and Common Core dives both in and out of the classroom. This 45 second video shows an example exhibit and part of our visitor testing process: https://youtu.be/Sgh0Sys57lY Without needing to learn the terms, visitors discover the secrets of how things like Motion Parallax, Stereo Vision, 3D Audio Spatialization, Outside-In, and Inside-Out Tracking work in concert to make virtual, augmented and mixed reality experiences possible.
This session will explore how Breeders' Cup World Championships used live 360 VR broadcasting combined with AI machine learning technologies to immerse and train the next generation of thoroughbred horse wagerers. Audiences will learn from Greenfish Labs Executive Producer on the thought process, development, and best practice of this unique second screen experience to change consumer behaviorism in this historically rich sporting event.