Mixed Reality (XR) offers an opportunity to catalytically change how humans operate in the world, enabling understanding and action never before possible. At the center of this potential are the challenges and opportunities of the human-machine interface and the ability to use these systems in real-world scenarios. Specifically, the challenge entails how (and when) to integrate XR appropriately and generatively into the Perception-Acton loop during real world tasks. The DoD industry base, like many other industries, is investing heavily into XR across many dimensions. The implementation of XR technologies on the individual Soldier entail a complete and robust understanding of not only the optical-mechanical systems themselves but, more importantly, the understanding of the challenges of implementing such a device on the human system. Dr. Palmer will speak to these challenges and opportunities, as well as their portability to other industries looking to enable increased performance, efficiencies, or joy to the users of these devices. Topics will include Data to Decision (D2D) in Context, Architectural Requirements and Trades when implementing on Human Systems, the challenge of Cognitive/Attentional/Physical Load, and Management of Local (XR) – Global (Real World) relations in different contexts.
WorldsAI is the platform for the enterprise metaverse. Our live digital twin platform combines spatial data, sensor streams and deep learning to convert actions in the physical world into a live data stream that can be used to measure, analyze and automate real-world processes in ways that were never possible before. Our platform is an important, new software infrastructure - a live 1:1 map of the world that empowers companies to extend digital transformation beyond their firewall to their partners and suppliers. WorldsAI introduces an entirely new way for organizations to experience their world and augment people’s capabilities through more meaningful interactions with spatial AI.
Spatial began as a replacement for Zoom and Slack. Yet, with the launch of web and mobile versions, and a freemium business model, Spatial is now primarily used out of headset for used for everything from community art exhibitions with OpenSea and SuperRare, conferences with the Wall Street Journal, and even as a complete replacement for the physical office. This is where LARVOL has led the way as a fully distributed company using Spatial for all interactions. In fact, their CEO Bruno has even vowed to spend his entire year working in the Metaverse! Jacob Loewenstein and Abby Fraser together will talk about the platforms evolution and how LARVOL began using Spatial for meetings but now even has their own NFT gallery!
Various scenarios, realistic and flexibly applicable anywhere. With a combination of augmented reality hardware and software, the company specializing in virtual simulation systems, MXR Tactics, aims to increase the efficiency of healthcare, security, forensics and industry increase by 40-60 percent. Latest XR streaming technology and AI-based real-time tracking paves the way.
In this discussion we explore Toyota’s endeavor to employ VR for soft-skill training as their first North American VR Safety training in which realistic headset simulations are created to guide team members in holding leadership accountable for maintaining safety protocols. Aaron Sparks, Project Engineer at Toyota will be speaking to Toyota’s research and why as a company they decided to move forth with an immersive VR experience to guide team members through difficult coaching conversations while allowing them to strive for an interdependent safety culture through enhanced training. Kat Kinkead, Producer at Groove Jones will explore to the challenges of building a VR application that delivers an effective interpersonal training experience. Together, these discussions will uncover the nuances of animation and environment design that contribute to simulated social authenticity.
Red 6, a revolutionary technology firm at the forefront of synthetic training was founded on the vision to revolutionize training for the warfighter by creating CARBON, the world’s first outdoor synthetic training environment that enables within visual range maneuvering. This vision is now a reality and Red 6 is in the fight for the future for our national security. Using a combination of Augmented Reality and Artificial Intelligence, CARBON allows real pilots, in real airplanes, to visually fly against any synthetic threat. Ultimately it will scale to connect all warfighters, across all domains into a visual, joint synthetic battlespace to create a new reality for warfighters and more.
Whereas consumer virtual reality (VR) systems can support scenarios that are quite visually and aurally realistic, most of todayâs VR hardware is lacking when it comes to physical touch. This can be especially problematic for cases where the goal is to train users for the use of real-world physical equipment. Although not widely implemented, enhancing existing VR systems with physical props and other physical cues can enable users to feel what they see, resulting in better training transfer to the real world. This talk will explore where such physicality is important and present some example props and use cases. Attendees will leave the talk with ideas of why and how they might incorporate physicality into their XR simulations.
Grundfos is the world’s largest pump manufacturer and recognized for developing innovative water solutions that keeps millions of people connected every day. With more than 19,000 employees spread across the globe, they're always looking for new and better ways to communicate, collaborate and connect. That’s why, for more than a decade, they’ve been partnering with SynergyXR to become a frontrunner in using a wide range of XR technologies. Since 2010, we’ve been helping Grundfos design and develop XR applications that’ve been driving value across the organization. Starting with award-winning VR and MR training solutions that helped reduced training times from weeks to days, our partnership has now blossomed to Grundfos being a frontrunner in using our new platform, SynergyXR. As a DIY, XR platform that creates synergy across all XR applications, Grundfos has harnessed the power of SynergyXR and applied it to several use cases spread throughout the value chain. From evaluating candidates for their prestigious graduate program to hosting immersive sales meetings in virtual reality, Grundfos has demonstrated how XR is helping companies stay successful – even during a global pandemic. During this interactive joint session, we’ll delve into how Grundfos uses SynergyXR to boost their value chain. We’ll explore specific use cases and spotlight how their global teams, from C-suite to front-line workers have responded to these innovations. We’ll also give the audience a live demo of SynergyXR so they can experience first-hand why it’s an XR game change
Guided practice? Competition? Escape rooms? Do different approaches to procedure training in VR make a significant difference to your learners' speed to certification or knowledge retention? We compared our learners' results from three different approaches to teaching the same procedure.
With the Metaverse we’re moving from an Internet we look at to a spatial Internet that surrounds us. Companies approaching this new reality face incredible challenges: how can we design experiences that are user centric in a three dimensional space? How can we adapt successful formula from the 2D world without losing the added benefits from immersive worlds? How can team work and share their early vision with clients or leadership? One of the reasons why most of today’s XR UIs feel and look like pure 2D is very similar to the early days of the Internet. Right now XR is at a stage where the web was three decades ago: unespiring, complicated to get in and overall “risky”. The tools used nowadays to ideate and design this new metaverse were not made for this purpose, slowing down the adoption of this new media: companies are struggling to pitch their strategy and vision, teams are not getting funded and blockbuster games are very rare . We do believe that within 2-3 years, metaverse will evolve in shape and form from what we have right now and we need fast, accessible and collaborative tools to ideate, communicate and iterate.
Abstract: Dana Williams and American High School opened the world's first virtual reality high school in August of 2021. For the first time, students attend class - live with a teacher and other students from around the world - on a virtual reality campus. While some people are working on VR for the classroom, American High School made VR THE classroom. With projections that 10 million VR headsets will be sold this year, these young VR enthusiasts will begin looking for a better remote learning environment and the proof of concept by Dana Williams, funded in part by Qualcomm and built by VictoryXR, paves the way for a monumental paradigm shift.