A deep dive into Google's Immersive Arts team, a group of designers and technical artists creating original Augmented Reality and Virtual Reality experiences.
In this session, Benny will showcase how a 130-year-old brand has found ways to innovate its physical experience by integrating digital experiences. If I need to refine the title and description I will let you know as soon as possible.
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.
No one could have subscribed to HBO for Game of Thrones if they hadn’t known Game of Thrones existed. We know this is true, and yet, the XR industry is still wondering why non-gamers aren’t flocking to headsets. The reason is simple: we not only need content, we need to get the word out. Does a tree fall in a virtual forest if no one’s there to see it? The goal of this panel is to demonstrate a structured review method that simplifies the way we talk about immersive experiences. It invites the XR party viewers not currently familiar with immersive content available in headsets, and also engages those well-versed in the industry. The panelists’ approach will open people’s eyes to a new way of thinking about XR narrative and allow them to open their mouths and speak more clearly about XR content. It will also give both new and seasoned XR viewers a little something extra to talk about. After all, it is word of mouth that makes content viral, or even just mainstream.
In this panel we will bring together global organizers of XR communities to discuss how the work that we do in our communities helps to enable a global inflection point of awareness and infrastructure for XR. We will talk about where XR communities meet and connect both online and virtually, and how we have seen these groups evolve over the past few years & offer ways that folks new to the industry can become involved in this 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.
Understanding how people will react and engage with new and emerging platforms can be challenging. Particularly, when we move “beyond screens” to the new interfaces of smart and spatial computing. These types of experiences often depart from existing mental models of human-machine interaction and can be tricky to prototype to let people explore. Traditional behavioral research methods often become less effective, meaning we need to experiment with new ways to learn about how successful an experience will be. Using examples from research into mixed and augmented reality experiences, we will explore these hurdles and discuss techniques for gathering insights when existing research methods prove inadequate.
The world is currently experiencing different waves of digital transformations simultaneously. With the launch of various AR enhancements in iOS providing AR compatible devices that are already in the hands of our customers, and the excitement/investments we saw at the 2019 Augmented World Expo, we believe augmented reality is going to fundamentally transform how our customers interact with our products and services. At The Capital One Lab we focus on solving potential problems that might occur at the intersection of finance and tech. One of the projects we decided to take on was a formative research sprint to better understand Mixed Reality Technology and it's opportunity and learned that augmented reality is a digital transformation wave that will fundamentally transform how our customers interact with our products and services. In this talk we will share what we are doing in this space, the technologies we are evaluating, the business/user research we’ve followed, business opportunities we have, the roadmap, and more.