Learn how DreamWorks innovators and the Advanced Creative Technology team took audiences on a virtual tour of the Hidden World and sent them base jumping through Berk in a virtual race with your favorite characters. Using real-time technology via game engine, you will see how immersive storytelling turned the beloved How to Train Your Dragon franchise into unique VR experiences.
Emerging mediums like mixed and virtual reality allow audiences to experience new worlds and connect with characters like never before. We will discuss ILMxLAB’s ongoing pursuit of innovation in storytelling, and its potential to change the world of entertainment and more.
Since Houzz launched its View in My Room 3D tool, more than two million people have used augmented reality when buying products in the Houzz app. People that have interacted with the feature are 11X more likely to make a purchase and spend 3X more time on the app. Learn how Houzz built a powerful AR shopping feature for mass market impact, and find out what’s next for true mass market applications in AR shopping.
The building industry is going through a fast-paced technological transformation, revolutionizing design, construction, assembly, manufacturing, and maintenance, workflows. Digitalization is at the core of this process and XR technology, with its ability to merge physical and digital content, serves as a fulcrum of this integrated environment. The presentation will cover real-world use cases and future development including the potential synergy between XR, eye tracking, and brain-computer interface.
With 200 million active users and over $20 billion expected market investments by 2020, Virtual Reality (VR) is inevitably making its way into the consumer market. With the rise of technologies like VR, Augmented Reality (AR) and mixed Reality (MR), collectively known as XR, researchers are expressing concerns about the safety, privacy, ethics and security. Kavya Pearlman, Co-founder of the XR Safety Initiative is working with such researchers to stay ahead of the bad actors, and help establish security and safety standards for XR technologies. XRSI is conducting research, spreading awareness and building information security and policy framework to address concerning in emerging technologies such as XR. The Talk will walk the audience thru the following: -What are the potential threats in XR -Why should we care about XR Safety -Who all should be concerns Additionally Pearlman would share high level overview of some recently discovered "novel" cyber attacks in various VR apps and platforms, to demonstrate how XR technologies are absolutely susceptible to hacking and manipulation. Finally the closing of the talk with -How can any XR stakeholder get involved and make a positive impact via XRSI.
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, Mission City Lobby Food court
The XR developer’s dilemma is deciding which platform to make content for, and which will gain the largest audience. Given limited time and resources, targeting multiple platforms would be ideal, yet contains its own share of unique challenges. In this session, Andrés Ornelas and Coby Palivathakul share lessons learned applying a content-first approach to building Spatiate, a multi-platform collaborative art creation app designed for high-end Spatial Computing coupled with the reach of mobile AR. Learn best practices for approaching multi-platform, discover the unexpected benefits of building across realities, and walk away knowing how you can indeed play to the lowest common denominator while still maximizing each platform’s capabilities.
Virtual reality has changed how we create. From games and movies to experiences and tools, we are just beginning to see what is possible. But what happens when you take traditional artistic methods and transfer them to VR? Learn how Oculus is creating new tools, specifically for Touch, to help more people express themselves.
This presentation will begin with a short introduction to the Boeing Augmented Reality Kit (BARK) platform architecture. The presenter will discuss (1) its interfaces to production systems for retrieval of work instructions and configuration controlled 3D data, (2) the Services layer and automated building of 3D “jobs” for mobile devices, and (3) the front end applications running on the Microsoft HoloLens, Smartphones and Tablets. We will then cover the first four use cases and applications to airplane manufacturing – BARK Wire Install, Locator, Viewer and Part Install. Following this, we will review work now completed to move the BARK back end into the cloud, and how we incorporated requirements around Information Security, Infrastructure and Safety into the design. Finally, the presenter will discuss some architecture considerations as the platform evolves and grows to incorporate new use cases in Boeing factories, and larger groups of more diverse users.
We are in the thick of the 5th industrial revolution and VR/AR are two core technologies that are leading the way. From healthcare and training/education, to LBE and retail, VR and AR are helping companies increase customer and employee engagement, satisfaction and retention, reduce cost and risk, and create a powerful competitive advantage. In this talk, Amir will discuss just how VR and AR are shaping today and tomorrow’s business climate.
Sports are timeless, yet with each generation, innovation and changing social dynamics alter and enhance how fans experience them. Today, fans are looking for more ways to engage with their favorite sports– they want to analyze, critique and connect with their teams in real time. With widespread technological advances, including connectivity, portability, livestreaming, mobile and social video, sports fans are consuming media in different, evolving ways. Fanbases are more active and influential, and are demanding new and unique experiences. Can Immersive Media Experiences help enable teams, leagues, sponsors and rights-holders to adapt to these wide-ranging changes?
Engagement is all about meaningful customer interactions. Engagement is one of XR’s superpowers. When someone puts on a headset or uses an AR app, they are engaged in a brand experience. More and more companies are starting to realize this immersive opportunity. The Superpowered Consumer Engagement panel brings together brand leaders and technology to discuss how engagement played a key role in digital innovation activations.
Topics to be covered: • What are the key factors that entertainment venues are looking for in a VR attraction? • Design considerations for LBE providers & end-users • Deciding between Road-shows vs Brick & Mortar Location. Is one better than the other? • Marketing strategy for LBE venues • Where is the industry going? • What hurdles are we facing?
The opportunity for mobile XR is very strong and with 5G networks being deployed this year it will allow for more ubiquitous use of XR experiences and devices thus creating a bigger impact on society. Using XR viewers (AR or VR headworn connected to smartphones or other compute accessories through USB-C) allows for lighter and smaller designs while offering immersive and powerful computing and performance. There is already great ecosystem momentum for this new category of devices. In this session, learn about the use cases for XR viewers, the different form factors of XR viewers, architecture challenges, technology considerations and more. Learn how you can enable great XR experiences of 5G now.
While there are numerous case studies covering the quantitative benefits of enterprise augmented reality (AR), an important qualitative benefit has emerged. Businesses spanning multiple industries across the globe have seen a fundamental behavioral change in how people train, work, collaborate, and plan. These changes go beyond the simple productivity, quality, and safety gains traditionally touted with AR, and can have an even more transformative effect in the long term. Attend this session and learn how businesses are capitalizing on this to drive re-invention of conventional business models, operational management, and resource utilization, as well as unlocking higher-value jobs for the hands-on workforce through an AR-led digital workforce transformation.
When the screen in front of us becomes the world around us, new possibilities are opened – not just for entertainment, but for virtually any type of content or experience. Hear from Chris Bobotis, head of Immersive at Adobe, whose job is to help artists, filmmakers, and creative visionaries bring their talents to the new canvas and re-discover – or even reinvent – the art of narrative. Whether inventing new forms of creative expression, transforming customer experiences or igniting new business models, we can re-invent storytelling and content creation tools as we know them. Join us as we discuss storytelling in the context of technology and explore the evolution of stories across mediums.
Come and learn how to build AR experiences with ZapWorks, the award-winning suite of creator tools. For the first time we’ll be unveiling the new WebAR capabilities which take the robust ZapWorks ecosystem and allows for the publishing of AR experiences to the mobile web. This session is open to mixed levels of ability and will include drag and drop (we’ll build some fun face filters) and scripted experiences for the developers in the room.
3D digital design will be as normal as 3D physical design today. Everyplace we go, every object we hold, every action we perform will be designed for our 3D environments. What world do you want to live it? Let's talk about how to make it exceptional, accessible and humanity centered.
Augmented Reality (AR) has the potential to be the future of entertainment by igniting imaginations and unlocking entirely new, valuable ways for humans to interact with each other. Imagine visiting Dolores Park and playing a game of virtual Jenga with everyone nearby, or learning about the First Transcontinental Railroad in school building a digital representation with classmates, or building a collaborative AR sculpture at the San Francisco Museum of Modern Art. These examples only begin to describe how AR has the potential to elevate the entertainment world by providing a new way for humans to interact with each other and the world around them. 2019 is set to be a watershed year for AR, and Anjney will discuss the importance of having the technology to support the anticipated massive mainstream adoption; he can also speak to the technology and best practices (for companies, creators, programmers, and others) that will make AR experiences an easily adopted, everyday part of our lives.