Vicki Dobbs Beck | ILMxLAB
Goro Fujita | Facebook, Inc.
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.
Paul Davies | The Boeing Company
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.
Daisy Berns | LBE News
Leila Amirsadeghi | ONEDOME
Joanna Popper | HP
Ned Atkins | Exit Reality
Selma Sabera Ruzdijic | MEOW WOLF
Aaron Pulkka | Two Bit Circus
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?
Christine Koppinger | Nestle
Eden Chen | Fishermen Labs
Jason Yim | Trigger Global
Josephine Munis | Live Nation
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.
Chris Bobotis | Adobe
Silka Miesnieks | Adobe
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.
Connell Gauld | Zappar
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.
Anjney Midha | Ubiquity6
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.
John Gordon | Bose
Jan Pflüger | Audi AG
In this session Jan is going to give an overview about the manifold requirements XR solutions must fulfill for a successful implementation in an enterprise environment. Some of the key learnings will be shared and he also will point out the small differences existing between the consumer world and enterprise approaches.
Samantha Wolfe | We Are Phase2
Tracy Quitasol | OMD Worldwide
John Buzzell | You Are Here Labs
Dan Ferguson | Groove Jones
Anthony Flores | DisruptED
Keith Curtin | Zappar
This panel brings together top marketing and creative executives working on XR creative content for brands. Each of the panelists will share their experiences and lessons learned as they developed projects for the top companies in some of the biggest locations in the world.
Joanna Popper | HP
In the search for new audiences and driving innovation, studios and production companies have experimented with well known franchises and original content in this emerging market. Joanna Popper is the Global Head of Virtual Reality for Location Based Entertainment at HP Inc, and was previously EVP of Media and Marketing at Singularity University and VP of Marketing at NBCUniversal. She highlights global case studies of what’s working and what’s not, and the technology that drives these compelling new media experiences and specifics of the main global markets.
Graham Roberts | The New York Times Company
Leaning into the future of Immersive storytelling and spatial computing at The New York Times