We'd like to interrupt the current conversation about spatial computing and everything XR/MR/AR/VR and to speak for the technology as a main line production tech with massive creative and cultural potential. We would like to use the development of the Eurosport Olympic Studio as the framing subject and would be very interested in doing it as a co-presentation with Alex Dinnin, Director of Graphic Innovation for Euro Sport. XR/MR/AR/VR is commonly experienced through a wearable device or a handheld device. Our work in the XR area is far larger than a 3D headset. It is as simple a person walking onto a set, without attaching any technology to them, they are immediately in a virtual world, experienced by their audience live with no post-production. xR in virtual production is a different kind of extended reality and will have a significant impact on the future of live broadcast.
A look at the growth and investments in the digital healthcare sector and sub-sector of VR/AR over the last 18+ months, with some early analysis for 2022.
The Boeing Augmented Reality Kit (BARK) has been in development since late 2017 to the present day, and has evolved from a single offline use case to a connected, scalable, secure platform that supports many manufacturing processes at Boeing. This presentation will begin with a short high level overview of BARK for those that may not be familiar with it, and will cover its four applications for the Microsoft HoloLens, their use in the factory, the Services layer for managing and translating data, and the production systems it interfaces with. Following the introduction, the presenter will discuss new patented methods of aligning AR content to both small and large structures (e.g. aircraft) that have been implemented across BARK, and the results of testing performed inside a large commercial aircraft to determine alignment accuracy across the entire fuselage. Finally, the presentation will discuss how BARK has been replicated and tested, piloted, and/or used in production on approximately 22 use cases across every major Boeing manufacturing site and the impact it is having.
Learn about the latest features in Unity MARS and AR Foundation. This session will cover new features, how to integrate them into your existing apps and workflows and what’s next.
Art pushes the boundaries of technology, and technology inspires creativity. Join renowned AR creators Leighton McDonald, Lafiya Watson Ramirez, Aidan Wolf, and Estella Tse as they share their visions, inspirations, design processes when creating AR games and art, exploring the future edge of AR creativity.
Explore why digital technologies and the data generated can change health and healthcare. XR has an essential role in realizing the potential of digital technologies to redefine healthcare. With healthcare increasingly adopting digital technologies and there is an opportunity to ensure we define the value proposition to reflect the full value of these technologies.
As the world becomes increasingly connected, and immersive technologies gain wider adoption within government, business, and the consumer market, a framework for privacy, cybersecurity, and safety is necessary. From headsets to other wearables and related sensors, Extended Reality (XR) technologies are now capable of gathering untold quantities of biometric data about users, potentially everything from a user's location and skin color to their eye and hand positions at any given time. As we build the next version of the Internet/Web 3.0, also known as “The Metaverse,” it is vital that we take a proactive approach and address some fundamental design choices about the principles of how we want it to operate and avoid replicating or exacerbating what is broken about the Web today. The most disastrous elements that must be fixed are data ownership, confidentiality, and accountability. With this in mind, the XR Safety Initiative (XRSI) and many research partners such as the MITRE corporation are engaged in conducting research to propose a Privacy and Safety Framework that sets a baseline set of standards, guidelines, and best practices that are regulation agnostic. Join this dynamic panel where we will go beyond discussing the sheer problems and begin to solutions that lead to better privacy, cybersecurity, and safety in the Metaverse.
With customer buying preferences shifting to virtual with high regard for convenience, comfort, and hygiene, enterprises across the globe must be ready to keep up with the pace of immersive transformation. Join us as we uncover the AR playbook for enterprises of the future, delving into how they can provide immersive experiences and an omni-channel connected journey to their customers, while building a robust recommendation engine for personalisation. We’ll go deep into the following 4 critical aspects of leveraging AR to drive immersive transformation: Invest in building high quality 3D assets for your products; Create an immersive, scalable, and compatible product experience for all smartphones, utilizing those assets; Integrate the immersive experience with omnichannel touch points and the sales pipeline(LMS/CMS/CRM) for a connected customer journey; Rely on the right set of metrics to track and drive continuous innovation in customer experience. We’ll also share our own experience from working with large enterprises, solving for their entire workflow and the disruptions & differentiation they witnessed.
They say 'the rising tide lifts all boats' with the global VR/AR ecosystem at the cusp of a revolution as our industry is burgeoning. There's a movement happening in Vancouver that's never been seen before, it's become a top 2 hub for VR/AR globally and it's continuing to grow. Join us to discover the ingredients of how this all came together, how important community, diversity, inclusion and collaboration is to grow and how this can translate to the entire ecosystem.
5G services are rolling out to users around the world, enabling compelling use cases we might not have thought possible just a few years back. One such case is CloudXR, where an edge computing server renders frames and streams them to your headset to be viewed in near real time. Another is offloading Visual Positioning and SLAM by sending the video feed over 5G to the edge server to perform Computer Vision. Both use cases allow AR & VR devices to optimize performance and cost. In this panel, we will highlight these use cases and real-world proof of concepts deployed today ( Mawari ) on multiple 5G networks ( Deutsche Telekom ) orchestrated using the MobiledgeX platform and Nvidia GPUs at the edge.
A talk showcasing real lessons learned from Music, Gaming and location based entertainment, and how combined with XR/AR/VR they hold the key to making a lasting impact in education as well as healthcare and wellness. The goal of the talk is to present real world examples from my experience as a gamifying pediatrics hackathon semifinalist and member of CHLA’s Innovation studio*, together with game industry experience working under the mentorship of Niantic, and other music and entertainment industry experts. The hope is to inspire the next generation of creativities to apply their talents to more altruistic endeavors and showcase how it can simultaneously be financially and emotionally rewarding.
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
As XR platforms become more constrained by their own closed ecosystems, standards such as WebXR have enabled the creation of new, interoperable user experiences that not only facilitate the consumption of 3D contents, but also enable their creation by taking advantage of the new interaction mechanisms (from the better depth perception that stereoscopic displays allow by default, to the multi-finger tracking solutions than more recent systems allow). Yet, the development of such tools is still a complicated process due to the different input mechanisms and hardware capabilities, making the definition of a common set of interaction techniques a sisyphean task. Against this background, IFE has been working on a framework that aims to simplify the creation of 3D editors for WebXR-enabled browsers, enabling end-users to intuitively create 3D scenes without the limitations of previous interaction paradigms. As the main developer behind this novel framework, Mikel Salazar will showcase the features of this novel framework and present several use cases where it has been applied.
With the increasing need to address the global wellbeing crisis, how does the flourishing of our VR/AR technologies enable the acceleration of human wellbeing and potential? We are witnessing the rise of augmented and virtual reality (VR/AR) technologies as a field ripe for positively impacting human wellbeing. The multiverse will link our digital, physical and transformative spaces, creating a world where deep tech can help create deep humans, who can then create more deep tech. This growing category of technologies present massive opportunities to address mental and emotional wellbeing, physical and social wellness and human performance and potential at a scale and depth previously unimaginable. The widespread adoption of a new technology, such as VR and AR, brings with it a vast landscape filled with opportunities for new category leaders to be created. Crossed with the mission of accelerating human wellbeing through the multiverse, we will continue to see the growth of deep technologies who can redefine the state of global wellbeing at scale.
“Ship of the Dead” is a first-of-its-kind immersive storytelling experience that is viewable in both VR and AR. Based on the short story by international best-selling author, Kate Mosse, audience members use their smartphones or headsets to have a frightening encounter with the Ankou, a ghostly creature from Breton lore. As the audience uncovers the story, their decisions impact whether or not they will become the Ankou’s next victim. This project turns a piece of literature into two experiences that can be enjoyed in both VR and AR. The AR version features the author accompanying readers throughout the narrative. The VR version is self-driven and encourages readers to explore the story world themselves. This will be a lively panel to discuss the creative process behind “Ship of the Dead” and the inevitable intersection of immersive technologies and literature. Aside from a best-selling author, the “Ship of the Dead” team consists of talented heavy hitters who previously worked for Marvel, Magic Leap, Apple, Riot Games, Royal Shakespeare Company, and more. Panelists will discuss a wide array of topics such as: combining the worlds of traditional literature with XR, contract considerations for partnering with a published author, the challenges of creating experiences that are accessible in both VR and AR, the development of a custom cloud-based technology for the experiences, strategies for marketing and distributing an immersive literature piece, and ways to approach authors for potential XR partnerships. Panelists 1. Andy Lanning - Creative Director at Qxr Studios. Former Marvel/DC Comic Book Artist/Writer and Creative Director for Magic Leap 2. Graeme Devine - CTO at Qxr Studios. Former Magic Leap, Apple, Microsoft, Lucasfilms, Activision, and Virgin Interactive Engineer. 3. Kate Mosse - International best-selling British author and OBE (Office of the Most Excellent Order of the British Empire) 4. Lou Doye - Executive Producer at Qxr Studios. Former Immersive and Live Theatre Producer for London’s West End, Royal Shakespeare Company, and Magic Leap. 5. Elena Piech - Experiential Producer at AMP Creative. Former Senior Marketing Manager for AR/VR platform company The Glimpse Group, and an Emmy-nominated journalist. 6. Rory Mitchell - Producer at The Mercantile. Former Beard & Glasses VR. 7. Naomi Augustine Lee - Art Director at Qxr Studios. Former Raytheon, Riot Games, and Magic Leap
Digitizing large physical spaces in Augmented Reality holds tantalizing possibilities across industries. Join us for lessons learned from the digitization of Building Construction Projects. Learn about how to leverage your enterprises' existing building assets to make project management and inventory data spatial & how to use your physical space to design efficient AR workflows. Finally, we'll dive into tech challenges implementing AR in large areas and how to overcome them--including drift, repetitive elements, and vertical travel.
In this session participants will learn how to create real-time cloud-connected augmented and virtual reality (AR/VR) apps in less than 15 minutes. Participants will see how to build native apps for Android with ARCore, iOs with ARKit, HoloLens & MagicLeap with Unity, and web browsers with WebXR and AR.js, all connected to the same cloud. Participants will learn how to change AR content across all platforms simultaneously through the cloud without rebuilding the apps. Participants will see how a small change in one cloud-connected app, can send updates to all other apps across the different AR SDKs & platforms. Platforms for experimentation include: Google ARCore, WebXR, Vuforia, Unity-based apps, and more. Participants are encouraged to either bring their laptops with Unity installed, bring an ARCore-enabled mobile device, or can follow along the live demonstration.
glTF is a standard high-visual quality transmission and display format. It has been optimized for network delivery and throughput to the GPU. It works on all devices from mobile to desktop in browsers and stand-alone mobile apps. This session shows work Khronos and related organizations have done using glTF to reduce transmission size, work with real-time real-world lighting, and function in various application domains such as geospatial, clothing, and commerce. The presenters will illustrate their talks with short demonstrations using popular tools of the various features available.