Computers are rapidly evolving to better perceive the world through technologies like computer vision and voice interfaces. Simultaneously, users increasingly expect multisensory user experiences in lieu of traditional, two-dimensional audiovisual interfaces. How does this new technology affect our perception, and what can we learn from our perceptual systems to inform this multisensory design? This talk will cover how the human brain perceives the world, how the brain perceives in immersive experiences, and how we can leverage this understanding to build a more empathetic future of spatial computing. Presenters Stefanie and Laura will draw from their expertise as both cognitive neuroscientists and user experience researchers in industry, sharing their observations from rigorous user research studies at the forefront of AR/VR content creation, and synthesis from previous neuropsychological studies on AR/VR interaction models.
In this session, Benny will showcase how a 130-year-old brand has found ways to innovate its physical experience by integrating digital experiences.
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 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.
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.