09:00 AM - 09:25 AM
Antti Sunnari will begin with a quick summary of waveguide technology and how with Dispelix’ vision where waveguide and AR wearables are today and their vision for beyond. Learn what’s most important to both the Consumer & Enterprise market today and how we address the 4 key requirements that are a must for AR wearables.
09:30 AM - 10:25 AM
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.
10:50 AM - 11:15 AM
With Reality Faucet, Pantomime has created some of the first physically based augmented reality experiences -- where objects seem real because momentum, friction, collision sounds, gravity, dynamic lighting, shadows conspire to make us believe virtual objects are real. In particular, the 3D LiDAR sensors in modern iPad Pro and iPhone Pro devices is enabling a new frontier in consumer augmented reality -- where users can easily reach in with popular mobile devices.
Levitt will talk about this emerging frontier, how to have the best experiences with interactive LiDAR, and how to leverage this magical new level of realism with your own physically realistic content.
11:20 AM - 12:15 PM
One of the key challenges for augmented reality is the development of ultra-compact, lightweight, low-power near-to-eye display solutions with good image quality. Laser Beam Scanning (LBS) technologies shows great promise to meet these key requirements and deliver form-factors that enable light weight, fashionable, all-day wearable AR smart glasses with the ability to scale resolution and field-of-view (FoV) with low power consumption.
However, to enable the development of devices, products and solutions a broad range of technologies needs to converge holistically which necessities the need for an ecosystem. Towards that end the LaSAR Alliance was recently created. This non-profit organization seeks to create the environment, platform and structure for companies and organizations to collaborate on solutions that facilitates the growth of the augmented reality market.
In this panel, experts from leading companies, and LaSAR Alliance members, (including ST, OSRAM, AMAT, Dispelix and Oqmented) developing the critical technology bricks come together to discuss the challenges, opportunities, and the outlook for LBS solutions enabling near-to-eye displays for integration into all day wearable devices.
01:45 PM - 02:10 PM
Augmented reality has proved to be an exciting area of development for all major technology companies. Pioneers like Facebook are looking towards developing smart glasses in their quest to create the Metaverse concept.
However, headset manufacturers still need to overcome key challenges to reach consumer and enterprise mass adoption. Current AR/MR headsets rely on stereoscopic techniques to produce ‘3D-like’ images that lack real depth, causing them to appear disconnected from the real world.
In this presentation, VividQ COO Aleksandra Pedraszewska discusses how recent advances in Computer-Generated Holography offer the best solution to overcoming these challenges. New cutting-edge developments in holographic display mean users can experience true 3D virtual projections that blend seamlessly with the real world, retaining the same depth information our real eyes perceive. We will explore the principles behind holography, and how recent innovations in the technology are used in AR wearables today.
02:15 PM - 02:40 PM
There’s a massive paradigm shift in how the world experiences, communicates and consumes media. Society today has a deep psychological need to interact and communicate with the everyday world, craving immersive entertainment experiences. This is a motivating reason as to why the entertainment industry is integrating MR in gaming, sports, theme parks, and more. As we look ahead to the future of the entertainment industry, users will truly be able to experience the everyday world without headgear or 2D displays creating a separation from live experiences.
In this session, Jon Karafin, CEO and founder of Light Field Lab, will speak to the next generation of display technology – a true dimensional holographic experience indistinguishable from reality. Going beyond 2D displays and flat screens, the future of entertainment is dimensional holographic displays that escape the screen to create hyper-believable, real-world interactions. The future is all about immersive media and technology from cinemas and live theaters to theme parks and gaming centers – ultimately every display will be a true holographic experience.
03:05 PM - 03:30 PM
Today’s AR displays provide an incomplete illusion of 3D content which leads to visual conflicts with the real world and confusion of our vision. The 3D illusion is only stereoscopic created by two flat images without natural focal depth. This absence of natural depth cues threatens the acceptance of consumer AR due to the unnatural, unpleasant, and unhealthy visual experience. We will explain the adverse effects of visually incorrect AR images and present the solution to this problem with light-field display that is an efficient and simple way of generating optically correct high-resolution real-world-like imagery suitable for both AR and VR devices.
03:35 PM - 04:00 PM
For the efficient metaverse digital twin, the digital world should be connected to the real world around and near you. The more we get to know what is con and pro about the current metaverse platform and content, the better we understand how important your local real world is. Which is, the bigger the metaverse gets, the smaller the real world is. The O2O location-based XR immersive platform is able to make it even.
1.Con and Pro of the current Metaverse Platform
2.Current Trend of Location-based XR Business Model
3.Solution and Suggestion
4.Introduction of NORI CUBE and Meta Class
5.Matter of Content, NFT