Cloud-rendered Gaming and XR have unique challenges, in that, the user quality of experience must be equivalent to a locally rendered experience. Merely quantifying this quality of experience is a challenge, let alone building the levers to control it. In this talk we will discuss these challenges and various approaches being trialed. The conversation shall span rendering and streaming (Nvidia), Cloud Gaming (Blade Shadow), Cloud AR (Gridraster), media formats (Tencent) and Edge computing (Charter Communications). We shall also discuss GPU multi-tenancy, network readiness for immersive, as well as the trends and enablers for market traction.
To effectively blur the line between the digital world and the physical world, augmented reality (AR) apps need a sense of presence and context. Krikey, the developers of an AR gaming app, will share how they’re creating a deeper sense of immersion and presence in their newest mobile AR game, Sia’s Adventure. Attend this session to discover the insights Krikey learned from using Unity’s Mixed and Augmented Reality Studio (MARS) and AR Foundation in the first AR adventure game with human characters, built with Google Maps. You’ll understand how these tools and workflows work together to create deeply interactive AR experiences that intelligently interact with the real world.
Through the touch and the physical play, the children understand reality, discover the world, and develop social interactions. Kids today spend most of their free time interacting with screens, limiting the physical experiences with the real world. We, at Hasbro, want to create the world's best play by combining what best offered by the physical, the digital, and the storytelling through the use of augmented reality and voice. Hasbro is pioneering the future of play through toy-grade AR platforms and experiences such as Marvel Avengers Hero Vision Iron Man and Bee Vision Bumblebee. Herovision platform relies on smartphone technology, inside an HMD ergonomically designed for kids. The HMD plugs into a roleplay mask (Iron Man or Bumblebee), allowing the kids to see the action from the hero's eyes. Through markers, printed onto the gauntlet, we allow gesture gameplay that mimics the hero. Kids can wear the mask with or without the HMD, allowing both the AR gameplay or the classic roleplay. Another example is "CLUE with the ghost of Mrs. White", the Clue gameplay now augmented with Amazon Alexa. A board game that delivers classic tabletop gameplay with an immersive audio experience that delight, inspire, and connect people. Hasbro is a global play and entertainment company committed to Creating the World's Best Play and Entertainment Experiences. From toys and games to television, movies, digital gaming, and consumer products, Hasbro offers a variety of ways to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, BABY ALIVE, MAGIC: THE GATHERING and POWER RANGERS. Spark Labs is Hasbro’s industry leading, forward-thinking technology and innovation group crafting & delivering outstanding products & experiences that push the boundaries of play!
In this talk, Kirin will outline the technical challenges of bringing a compelling AR gaming experience into the real world - incorporating physical positional data at a room scale, while immersing the user in a world scale fantasy. When taking gaming into an open and ever- changing environment, game design needs to be addressed in a new way. There are certain ‘set up’ elements to AR that need to be weaved into the experience itself, so the gamer feels in control of their own experience and remains engaged (room scanning as one example). But the opportunity of a truly AR gaming experience is huge - augmenting players’ current and real reality. This lets you tap into a new level of excitement, anticipation or fear, making for a more meaningful and habit forming experience that leverages 3D directional audio, haptics, and compelling AR visuals.
Experts will discuss all things on Intellectual Property (IP)! Get acquainted with how to build your own IP or work with partners to use their existing IP, what to expect when dealing with licensed-IP, and how to implement licensed-IP into your games and marketing. Our panelists will focus on in-bound and out-bound IP licensing for creating value in a game, and the related advertising issues for those games.
Gaming has undergone a drastic transition to digital streaming, online connectivity, and service-oriented publishing. What insights do these trends and fan communities for games like Fortnite, League of Legends, Roblox, and more have for VR?
With a key focus on making accessible, family friendly laugh out loud content, Co-founder Jessica will explore the process for building their multi-player location based entertainment game, Oddball, for the Oculus Quest. She will cover the challenges and tips for making quality content accessible.
Callie Leone, Max Noir & Vivian Chazen will lead an interactive discussion on leveraging XR to develop physical, emotional, and cognitive resilience. These industry leaders will highlight best practices, content, and experiences that have impacted their journeys overcoming concussions, epilepsy, and cancer. They will explore what areas of today’s marketplace have from gaming to healthcare and art and invite the audience to participate in an unconventional way showcasing the importance of empathy and neurodiversity in creating VR.
The oncoming wave of Virtual Reality and Augmented Reality technology will impact medicine, clinical care, and personal health and wellness. Although entertainment, social connection, and gaming will drive the initial adoption of VR and AR technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness. VR and AR technology will also help facilitate the shift of medicine to direct personal care and facilitate precision medicine approaches. We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare – ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery, and Physical Rehabilitation, to name just a few. VR technology can also improve clinical measurements and assessments by making them more objective and functional, and improve medical training such as surgical skill training and procedure planning by applying simulation-based learning principals. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR and AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
Research has already shown that Virtual and Augmented Reality could be effective in several healthcare domains like patient engagement, medical training, and even telemedicine. But what if we could use Mixed Reality to augment a surgeon's performance -- enhance their eyesight, make them more efficient, and enable them to work flawlessly? The typical operating room contains several million dollars in computer-aided surgery (CAS) equipment, yet surgeons often avoid these systems due to their complexity, lack of precision, and radiation exposure. Surgeons have to take their eyes off patients and squint at 2D navigation displays, a distraction that slows them down and puts patients at risk. One minute in the operating room now costs nearly $1000, while revisions to spinal fusion surgeries alone cost $1 billion a year. Disruptive innovation happens slowly in the medical device industry, and in this era of spiraling costs hospitals urgently need new solutions to augment and scale surgical capabilities. At AWE 2020, Proprio CEO and Co-founder Gabriel Jones will discuss how computer vision, robotics, machine learning, and immersive interfaces are converging to transform one of the most complex professions, and how inter-disciplinary teams of game designers and robotics engineers are solving hard problems in healthcare.
There are more than 900 published studies on the therapeutic use cases of virtual and augmented reality. In this session, two XR technologists will present the results of three-peer reviewed journals looking at the impact of AR and VR on brain patterns associated with positivity, calm, and other mood states.
In this talk, we show how facial expressions and heart rate can be used as an input. We discuss how they allow us to personalise user experience and how combined with VR, they can help tackle health issues such as facial palsy, but also autism or mental health. Emteq has a unique approach to help people with Facial Palsy, with tailored therapy for home and clinics. We integrated an array of sensors in all-in-one VR headsets. EMG sensors give real-time feedback about muscle activity, showing patients movements that are invisible in a mirror. PPG sensors give additional feedback on relaxation level. Using an iterative user-centred design approach, we developed a VR application for facial rehabilitation.