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.
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?
Throughout history our tools have defined the shape of our world—and so it will be with the augmented world. If a tool makes something easy, creators will explore and innovate in that space. If a tool makes something difficult, they’ll take their first idea and move on. In this session we’ll break down the unique challenges and opportunities for the XR tools that will empower a diverse group of creators to shape the next generation of augmented worlds.
Knowing how people will react and engage with your spatial computing experience is an important part of ensuring success. Researching with your target users is the best way to do this but user research on new and emerging platforms can be challenging, particularly as we move "beyond screens" to smart and spatial computing interfaces. Existing user research methods may be less effective meaning we need to experiment with new ways to understand how successful the design of an experience will be. Using examples we will explore the hurdles of researching new and emerging technology and discuss techniques for gathering great user research insights. This talk is aimed at product managers, designers and developers of spatial computing experiences who want to run their own user research.
A deep dive into Google's Immersive Arts team, a group of designers and technical artists creating original Augmented Reality and Virtual Reality experiences.