With XR headset sales moving closer towards mainstream adoption and the accessibility of attractive content on the rise, so are the performance demands of current and next generation headsets. Eye tracking already offers a myriad of benefits for immersive user experiences and more natural interaction but, what does it have to offer to improve the capabilities and performance of headsets?
Join Doug Eggert as he explains the value of Tobii Spotlight Technology and how this advanced eye tracking specialized for foveation can help overcome two of the biggest challenges facing headset manufacturers today. As the XR market continues to press for wider field of view and higher resolution displays, Tobii Eye Tracking brings a clever solution inspired by nature but designed for XR.
Companies always look for ways to create value for their customers and consumers. As any new technologies emerge, they look for ways to grasp the opportunity, changing the world and getting the best ROI. XR and eye tracking are no different. Enterprises who embrace them as a foundation of innovation have increased their competitive advantage.
In this presentation, Johan Bouvin, a veteran in eye tracking for 15+ years will look at the applications of eye tracking and its proven business value as eye tracking is becoming a standard. He will discuss how these successful cases inspire more innovations in the XR applications and create value. Developers and practitioners are invited to explore where to leverage eye tracking and XR in enterprise. And where not to.
Despite the ongoing megapixel race, the visual experience in VR is still nowhere close to the real-world and falls short of consumer expectations and industry needs. Even the latest high-end HMDs retain the common flaws: blur and color fringing outside of the small “sweet spot,” an insufficient field of view due to quality degradation at wide angles, and a tiny eye box.
Almalence has invented a technology to overcome the physical constraints of HMD optical performance that cause picture clarity deficiencies. Utilizing eye tracking and precise and consistent characterization of the HMD optical system, our Digital Lens technique corrects optical aberrations, achieving high apparent resolution and removing color fringing across the entire field of view for any gaze direction, inside and outside the eye box. Objective measurements with the Vive Pro Eye show a twofold visible resolution increase and a tenfold reduction of chromatic aberrations.
In the presentation, we will explore how the Digital Lens literally makes high display resolution visible and how it should be used in future HMDs to achieve the long-awaited breakthrough in picture clarity and optical fidelity.
A decade ago, advancements in hardware technology drove innovations in network infrastructure and cloud resource availability -- and we've collectively been reaping the benefits ever since. But this symbiosis of high-speed wireless connectivity and device capabilities is being upended by the arrival of 5G. The advanced network platform is poised to enable an edge computing and hardware revolution, and this has significant (some might say "huge") implications for creators and technologists. The fact is: 5G is here, and innovators are skating to where the puck is going to be. Learn how you can meet them there and be ready when this new technology presents new opportunities for the augmented reality industry. (Spoiler: that time is now.)
Despite herculean efforts from industry heavyweights, the promise of AR smartglasses with mass-market appeal has remained stubbornly out of reach. Key technology breakthroughs are needed in microdisplays and optics to enable bright, vivid content in an all-day-wearable size that doesn't obscure the real world.
In this showcase, we'll start with a brief history of AR headsets, displays and optics. We'll explore some of the technology hurdles and tradeoffs, and describe a novel way of thinking about the problem. Then we'll reveal the first live demonstration of the QPI, the wearable display technology needed to unlock the massive economic potential of the next great wave of personal computing.
KDDI has been working on various kinds of XR activities with leading partners to open the 5G era. In this session, some representative XR features such as Visual Positioning Service (VPS), a Digital Human, Free-viewpoint Video, and others will be presented.
For over 10 years, Qualcomm Technologies, Inc has been researching and developing products that power all the best XR devices on the market. Join Prince Gupta as he talks about the features and functionality needed to power the XR devices and experiences of tomorrow.
In this session, Matt will take a look at how the major AR Cloud platforms have practically built the first pieces of the AR Cloud and how it is enabling new services to fulfill the potential of AR today. Plus what still needs to be built, how long will it take and who will win the market?
Mainstream consumer AR HMD development is limited by the slow iteration cycle of technology, experiences, and consumers. To accelerate this cycle, Niantic is combining its expertise in creating AR experiences (downloaded by millions), hosting live-events (attracting tens of thousands each) and leveraging its strategic partnerships with leading AR companies (such as Qualcomm). In this talk, hardware designers and manufacturers can learn how they can collaborate with Niantic to bring next-gen AR to the masses.
Auggie Awards Ceremony
For over a decade, BC Biermann has been a leading pioneer in augmented reality urban art with interactive murals in cities such as Geneva, Venice, Moscow, San Francisco, Austin, Pittsburgh and the world's largest AR mural in San Diego. In this talk, BC will reflect on his tribulations and breakthroughs as an innovator in creating large outdoor AR installations for a wide variety of private and commercial clients ranging from the University of Geneva to SXSW Interactive to Qualcomm, and an upcoming, first of its kind augmented sculpture installation for JW Marriott. Finally, BC will detail how his experience can benefit both artistic and commercial voices in the future augmented city.
Artivive is creating an entirely new medium for artists around the world: augmented reality. Our AR platform/app is currently used by museums on 3 continents. With built-in network effects from the large install base, Artivive will become as fundamental to artists and art institutions in the 21st century as the canvas and the brush. Our vision is to change how art is created and consumed and build the community around augmented reality art.
The St. Jude Hall of Heroes, a first-of-its-kind collaboration between ALSAC, Facebook, Flight School, BBDO and Oculus, launched on Giving Tuesday as part of the Virtual Reality (VR) for Good initiative. Facebook and Oculus wanted to challenge the creative industry to innovate around one world-wide problem; helping to end childhood cancer on a global level. Our donations for Giving Tuesday were up 54% over the prior year.
The Hall of Heroes is set entirely in Virtual Reality and features 12 stylized hero statues of current and former St. Jude patients. They are drawn using a superhero "lens" to combine each patient's personality, likes, hopes and dreams into one, cohesive vision.
A focused panel discussion amongst artists and technologists working at the intersection of XR and the performing arts on opportunities, challenges and the future for integrations.