Agenda

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Nov 11

09:00 AM - 09:55 AM

Description

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.

Speakers

Co-Founder , Kevaid
Partner , Streem
XR Creative Director and Artist , Estella Tse, LLC
Spatial Interaction Designer , LATE-FX
Multidisciplinary Artist , Bad Chick Studios
Nov 11

10:00 AM - 10:25 AM

Description

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.

Speakers

Visual Musician , Forge Modern
Nov 11

10:50 AM - 11:15 AM

Description

3D creativity has been viewed by creatives as both exciting and daunting. While we’ve all been blown away by the intricate fantasy worlds that game developers build, and the immersive 3D visual effects in movies, many of us thought creating in 3D was too technically demanding. Our imaginations have run wild with the possibilities – yet we couldn’t imagine using it ourselves.
The pandemic has changed that. When we couldn’t get together for photo shoots and other creative projects, companies turned to 3D to create. Fashion brands used 3D to speed their design processes. Lowe’s used it to digitize their entire catalog for virtual shopping. And 3D virtual photography was the foundation for a Ben & Jerry’s marketing campaign.
What does this mean for creatives moving forward? New technologies and workflows are driving seamless and intuitive creation with end-to-end software integration, as many of our future experiences will likely come through a 3D, immersive interface. In this session, Sebastien Deguy, Vice President of 3D & Immersive at Adobe, will discuss how 3D goes beyond marketing campaigns and into creating entire immersive worlds in virtual or augmented reality that are purely the product of a creative person’s imagination.

Speakers

VP 3D & Immersive , Adobe
Nov 11

11:20 AM - 12:15 PM

Description

The basis of human creativity is to discover new possibilities for expression. Today, emerging technologies empower artists to find new, accessible ways to showcase their creations and inspire their audiences by deviating from conventional forms. Many artists are finding holographic interfaces to be the ideal canvas for making and sharing 3D art. In this panel, we'll learn how 3D artists are adapting their work and creating new pieces for cutting edge holographic technologies today.

Speakers

Advisor , Dulce Dotcom
Creative Technologist , Taco Lamp
Mixed Reality Technologist , Dulce Dotcom
VR Artist , Bingko
Nov 11

01:45 PM - 02:10 PM

Description

RPR joined forces with the Microsoft Mixed Reality Capture Studio to create a hologram of Siduri Wine’s founder, Adam Lee, for a first-of-its-kind webAR experience. We fused Adam’s hologram with photorealistic, 3D content in the real-world and made it easily accessible through WebAR. Through the experience working with Siduri and Microsoft, we learned a lot about best practices of developing a WebAR experience with holograms and we'd like to share them with you. Try It Now at www.siduri.com/ar

Speakers

CTO , Atomic Digital Design
Nov 11

02:15 PM - 02:40 PM

Description

FXG (tech side) and Hope for Haiti (non-profit side) created a VR app for social impact in Haiti. We have replicated a Haitian school with interactive elements . The experiential app is modeled off one of Hope for Haiti's partner schools in rural Haiti, along with a recreated landscape and environment. Users can explore the three room school, interact with different elements such as a well, chalkboard, flag pole, and other exploratory features. The space is designed to not only provide an engaging and hands-on experience, but also to give users an alternative (and more positive) perception of Haiti, by building an emotional connection to the environment, through the immersive powers of virtual reality technology. There is a dedicated classroom that contains multimedia elements to highlight the work of Hope for Haiti in the community through video, photos, audio, and engaging vignettes. An event was curated inside of the space, alongside an online, NFT auction, featuring donated artworks by various artists and public features, with the goal of raising 50k USD to provide 7,000 children across Haiti with the resources, supplies, and clean water that they need in order to have a successful school year.

Speakers

Head of US Operations , FXG
Dir. of Innovative Philanthropy , Hope for Haiti
Nov 11

03:05 PM - 03:30 PM

Description

Gamified experiences are the norm for effective XR content. What's the motivation behind it and how XR products applied gamification to make the content more engaging? In the post-covid era, how can gamification level up your business and create memorable products that keep your users coming back? Let's find out!

In this session, I will talk about:
1. What is gamification?
2. Motivations
3. Gamification in XR
4. VR Simulation
5. AR Gamification
6. Q & A

Speakers

Founder , XReality Pro