Since 2010, AWE’s mission has been to shepherd the AR and VR (XR) industry into the mainstream; we strive to showcase the best of the best - thought leaders, practitioners, startups, and leading corporations. For the next decade our aspiration is to continue to work with you to guide the industry into becoming an essential part of our lives and work. In his welcome keynote address, the co-founder of AWE will envision the Spatial World of 2030. If we know where we are going, we have more confidence in taking the first step.
In an ideal world, we would coexist seamlessly with technology, without screens as barriers. Projection mapping is the versatile engine that could power a future where isolating, screen-based experiences transform into communal, interactive ones. In this session, we will discuss the existing role of projected augmented reality, what we believe the near future holds for a blooming immersive industry, and how we at Wayfair are exploring new XR experiences to redefine the way customers shop for the home.
In this session, Benny will showcase how a 130-year-old brand has found ways to innovate its physical experience by integrating digital experiences.
Said Bakadir, Director, Product Management in XR will talk about the current XR landscape. He will also talk about existing technology trends and requirements and of those in the near future that will need to be addressed in order to continue to grow both the enterprise and consumer XR industries.
The digital revolution has changed every aspect of our lives, the very essence of how we live, work and play. It's defied predictions of visionaries and techno prophets where instead of creating an alternative cyber space parallel to our reality, the opposite is happening: information is no longer confined to the pixels on our screens. The entire physical world -- even living and breathing matter -- is being infused with data, demanding new, unprecedented forms of interactivity. In this talk, Ivan Poupyrev will discuss his explorations of the present and the future where technology, connectivity and intelligence are woven into the very fabric of our lives. He will outline his vision of the world as an interface where everything is connected and interactive, viewed through a lens of projects that cover over 20 years of research and that spans and connects a variety of fields from augmented and virtual reality, haptics and touch interfaces, to radars, smart fabrics and interactive living plants. The talk will present his most recent explorations in creating future ambient computing environments: development of a pico-radar for awareness and touchless gesture interaction (Project Soli), and designing a platform for manufacturing interactive, connected soft goods at scale (Project Jacquard).
Augmented and virtual reality (also known XR) has the potential to transform the retail industry as a powerful merchandising tool, and 3D representations of products will be everywhere in retail, appearing on mobile, web and AR/VR devices enabling customers to interact with photorealistic products in virtual showrooms. Retailers will also benefit from 3D, as they will be able to create richer representations of their products across a diverse set of platforms. This technological advent is proving itself game-changing for retail, but without 3D being experienced consistently across all platforms and devices, the production remains siloed, expensive and tough to scale. Making the future XR- & 3D-rich retail landscape a reality will require collaboration of many different retail & technology companies that must ensure customers can find these experiences on many different platforms—from search results to social feeds to ad units to apps, ecommerce, websites, mobile AR devices, VR/AR headsets, & more. In this session, including Khronos Group 3D Commerce Working Group members, come together to discuss some of the current challenges of bringing XR & 3D applications to retail & explain what efforts are being made so far to overcome them.
In this session, leading experts will discuss the state of the volumetric capture ecosystem. What are some of the challenges of volumetric capture, from talent sourcing/scheduling to output/post-processing? Non-standard formats have been a big challenge from playback to the distribution of content on viewing hardware. What would 5G help with, in terms of distribution?
The flat web is evolving to become spatial. With standards and browser updates gradually being rolled out and development platforms now available to enable WebAR and WebVR experiences - we are witnessing the rise of the Immersive Web. What is the state of the Immersive web today? What needs to happen to fully usher it in? And what role does it play in our Augmented and Virtual futures? Join Erik Murphy-Chutorian, CEO and Founder of 8th Wall, the leading development platform for reality content on the web, as he shines a light on the massive opportunity of WebAR and WebVR.
The new medium of immersive computing offers so much opportunities for expression, and at the same time puts creatives in a tricky spot when they have to consider all the parameters that is beyond their control. When every users have different ergonomic and environmental preferences, it's important for us to design and build dynamic experiences that fits into the audience's context. We will explore why proceduralism and machine learning play a crucial role in growing content and experiences in the new spatial medium. Followed up with examples and case studies, we will review the insights and lesson learnt on how to use technology to augment new forms of hardware input and creative directions.
The Fashion industry is one of the most powerful growth engines in eCommerce. Online sales from just Accessories and Bags for example is expected to reach $85 billion by 2020. But Fashion returns are estimated to be between 30% to 50% - amounting to losses of billions of dollars annually. Augmented Reality can change all that. The potential of AR to transform retail fashion is huge. AR is already impacting many fashion experiences, from viewing designer bags in 3D to trying on shoes, eyewear, earrings, hats and other accessories with your smart phone. AR is also now enabling shoppers to experience virtual fashion shows with the world’s top models right in their own living rooms. For an industry that is plagued by high return rates and focused on design and brand, the ability to evaluate apparel online for fit and design is a true game-changer. This panel will examine the current state of AR in fashion, explore the progress of virtual try-on solutions and take a look at the future where personal virtual mirrors could change retail in a profound way.
Join Dave Bushore (Executive Producer, Marvel Studios), Vicki Dobbs Beck (Executive in Charge, ILMxLAB), and Michael Koperwas (Visual Director, ILMxLAB), as they share how Marvel Studios and ILMxLAB expanded and allowed fans to step into the Marvel Cinematic Universe through Avengers: Damage Control. They'll discuss how they brought immersion, developing for an interactive space, and the unique wish fulfillment opportunities and experiences that location-based entertainment offers to Earth's Mightiest Heroes.
In theatre and film, the 'mise en scène' refers to the 'placing on stage', or arrangement of design and scenic elements. Often this takes places within a frame of a stage or screen, but in XR, the literal frame of storytelling is removed. This session will go through the elements of mise en scène as seen in theatre, and best practices for XR.
Imagine a world of online shopping where you’ll never again have to purchase anything with only a small, blurry product picture to reference; where you can see stunning 3D models of every sneaker, couch, and coffee mug before you purchase; where you’ll never have to wonder what a product will actually look like when it finally gets delivered to you. Join VNTANA’s Ashley Crowder as she explores how simplifying the creation, management, and distribution of 3D assets across the web, AR, and VR benefits both brands and consumers; how XR is being utilized to create a more seamless and advanced e-commerce experience, driving revenue and fostering brand affinity.
Creating and deploying beautiful and meaningful experiences for mass market audiences can be challenging. How can large organizations lead the change? How can startups and independent developers succeed in the consumer market with applications that go beyond just fun games and bring meaningful and impactful experiences to users? How can developers create new experiences with real benefits for large audiences, without the high budgets of AAA video game teams, and without having to build from scratch, deploy and promote standalone applications in app stores? How can we build and expand the Ecosystem?
With the proliferation of AI, AR, VR, and the increased consumer appetite for more experiential and personalized forms of entertainment, an inflection point for the entire media entertainment industry will be upon us sooner than later. How will the industry respond? In this session, entertainment execs will discuss where they see the future of entertainment heading. Questions to be addressed: -Will there be room for both the old-school and new-school versions of content creation (i.e. passive vs. interactive, communal vs personalized experiences, out-of-home vs in-home)? -If incorporating AI and Virtual Beings into future entertainment offerings, what are the psychological, ethical, and moral considerations that need to be made? -Will AI and a more personalized interactive form of entertainment undermine the writers and creators of classic entertainment? Who will control the content if it's user-driven? -How will AI affect IP? How will movie studios be able to monetize interactive, ever-changing virtual beings when each one means different things to different people based on their own personalized experiences with them?
The common conception that integrating and launching XR technologies in mobile applications is expensive and challenging is an outdated notion. Integration is easier than ever with low code and no code SDKs. In online fashion retail, 3D scanning apps will have a massive impact on the consumer experience. For traditionally sized apparel, it means a better fit which leads to higher sales and fewer returns. Mobile 3D scanning also broadens the online market of bespoke products by allowing customers to easily provide 3D scans to businesses who can extract accurate measurements on a consistent basis Through the development and demonstration of low-code solutions for implementing 3D scanning into mobile e-commerce applications, Scandy is changing the way the world views integrating and launching XR technologies.
Augmented reality has been floating around for years with games that have taken the world by storm, promises of a digital world on top of the real one, talks of new forms of entertainment, and so much more. But, each of these applications has to date fallen short of providing real benefits to the world. AR in eCommerce, on the other hand, has been making a major impact on many companies' top line revenue. For the few companies that have bit the bullet on the high price tag to roll out wide-scale AR for their products, they have been pleasantly surprised at increased sales conversions, lowered return rates, and happier customers. Seek has been at the forefront of making this possible. With customers ranging from Walmart and Overstock to Nestle and Vans, Seek has emerged as the leader in helping brands implement AR for eCommerce. Through Seek's proprietary 3D pipelines, world-class web-based AR deployment technology, and award-winning Seek Studio that allows brands to manage their content, Seek has opened the door for brands large to small to begin seeing major impacts on their eCommerce business today.