At the intersection of the physical and digital, today's commercial real estate leaders are investing in a new digital infrastructure and AR to streamline operations, offer innovative experiences, and monetize physical properties in entirely new ways. In this session, Gloria Gavin, Chief Business Officer at Resonai, and Yuji Doi, Innovation Manager at Kajima Construction, will discuss how any business can transform physical properties into data driven digital assets to enable modern experiences, increase operational efficiencies, and benefit from the new business models and revenue opportunities that are now possible in a growing mixed reality world.
There are many great, functioning examples of virtual environments in the Metaverse. And still there is not a clear reason WHY we are building and creating so frantically as if somehow, the Metaverse gates were about to close. It's interesting that there are very good, affordable devices out there for consumers to get into The Metaverse, but usage data suggests that even hardcore amers aren't spending a long time in headset. With this panel, we will explore: • The way that creators are thinking about the future of storytelling • The psychology of The Metaverse - why will consumers care? • Elevating the human experience • How storytelling will evolve and the tools required to produce a different kind of narrative • What is myth and what is real relative to The Metaverse
What opportunities do Museums have by existing in the Metaverse? Museums in the Metaverse, including XR/AR/VR, have been defying and redefining traditional museums by exploring new boundaries which may only occur and are unique as a result of being in the Metaverse. Using immersive Game Design, Collaborative World-Building, Wearables, Non-Player Characters (NPCs), NFTs, Cultivating Collectors of 3D Assets, and explorations leading towards true Interpolation. Ultimately, these opportunities that are unique to the Metaverse are increasing new pathways to explore engagement, participation, belonging, well-being, and Social Justice with museum audiences in the Metaverse. The Panelists will share examples of opportunities unique to the Metaverse and their impact on their museum communities in and out of the Metaverse.
We are rapidly entering the world of augmented intelligent reality where experiences are built at an intersection of the real and digital worlds. In this talk we will share some amazing success stories: discover how Passio is using Unity to build game-changing experiences by combining AR with AI that runs on user devices to transform fitness, healthcare, home remodel and other industries. Join us and be inspired to create the world of your dreams using the next wave of AI and AR technologies.
Laan Labs takes a development approach to compare what is possible with the various mobile phone 3D Reconstruction technologies and pipelines focusing on LiDAR, Photogrammetry, and TrueDepth. The talk discusses use cases for GIS, AEC, Fashion, Body Scanning (Feet, Torso, Hands, etc), Real Estate, Insurance Industry, Film & TV production. The advantages and drawbacks of each technology are compared in each use case. Lastly, the talk will cover integrating High-Precision scanning from devices like Leica, FARO, Trimble, Riegl info mobile phone workflows covering issues like data gaping and time progressive scanning.
In today's world technology is ubiquitous. COVID-19 has taught us that we can live and operate in a virtual world. We as a society rely on technology more than ever, from doing our jobs to running our homes to education. The future of tomorrow will bring more immersive technologies to everyday use for younger and younger audiences. This talk is meant to spark concerns and curiosity from the technical and non-technical audience about children's safety and well-being in the XR ecosystems aka the Metaverse. We’ll explore hypothetical scenarios and ask difficult questions to ensure we’re protecting the next generation to the best of our ability. Malicious use of these technologies can lead to psychological, physical, reputational, social, and economic harm and put children at risk. In this session, XRSI founder Kavya Pearlman and advisory board member Kai Frazier explore the potential opportunities and risks in XR systems, understand how to mitigate them and how to better protect children and young people as we move fast into the Metaverse. This session will approach the topic from multiple different directions. An introduction to the Metaverse, and child safety specific challenges, concerns, constraints overlap and the types of threats children experience and may experience in the future. This includes discussion on issues of privacy and trust in the context of child safety and well-being. Finally, framing how the industry can respond to these challenges: what research and development are needed in order to move from research prototypes and early demonstrators to a secure, reliable, and trustworthy Metaverse that can play a more significant role in everyday life.
In this session, we will release the latest data on the Chinese spatial computing market, and provide an overview of the current market landscape. CEOs of leading companies in the region will share their opinions on the latest trends, biggest challenges, and excitement to come. A taste of AWE Asia!
Advances in kinesthetic haptics and 3D spatial technology with high-fidelity graphics are putting the final nail in the cadaver coffin and rendering risky human surgical training obsolete. What was once science fiction is now science fact. Immersive technology brings a sensory realism so acute that solutions are now a credible alternative to traditional medical education methods. This session with Richard Vincent and Dr. Rafael Grossman will look at how immersive technologies have accelerated VR capabilities to build "pre-human" competencies that allow medical professionals to acquire and hone skills before they encounter patients. It will look at the technology making this possible and how pre-human competencies enhance patient outcomes through increased safety and precision while reducing costs.
As part of a DoD project, Deloitte recently built a successful 5G Infrastructure and a multitude of technologies built on top adding measured value to one of the largest military branches in the US. In this talk we'll discuss AR, Edge Compute and the impact 5G is having actively across dozens of bases in the Military today and where we see the future of xR going beyond the current 'Metaverse' buzz.
The recent proliferation of new digital technologies and art distribution platforms has resulted in a major shift in the way contemporary artists create and distribute their artworks. Eric Prince, founder and CEO of digital production platform and art marketplace ART[XR], introduces the new digital WebXR medium and present some use cases where artists, galleries, and museums have used this technology to create compelling art experiences. The discussion illustrates how the XR medium has evolved from a solitary process to a collaborative process of artists and developers creating the work together in real time from all over the world. Internationally renowned artist Bill Claps conveys his experience working with the webXR medium to create and present his artworks with the new XR-NFT format, walking us through the process of transforming real world art into digital 3D artworks. Immersive Storyteller and Immersive Media Producer Christi Fenison brings perspective on employing elements of narrative transport, immersion, agency through interaction, and gamification to engage users and drive change. The talk will conclude with a discussion of the implications that this democratization of the art distribution process has for changing the commercial and economic structure of the art world.
There are no WIMPS (Windows Icons Mice Pointers Solo play) in the Metaverse. Instead, we all want to feel like Neo in The Matrix and think WHOAS. Rather than frame our content in windows and endless scrolling feeds we need to design Worlds for people to explore. Instead of clicking on button icons with mice, give people caves full of treasure they can interact with using Hands and Objects. Give people Avatars and Social collaborative play. Let’s not carry forward vestigial pancake monitor design practices to 3D worlds. Let’s not make the same mistakes we made in Web 2 when building Web 3. Whether you are building for Enterprise, Brands, or Games people need Metaverse native UX design. Join us for a deep dive into 12 new design principles for building the people centric Metaverse.
Learn how to use Unity’s XR Interaction Toolkit to build AR/VR applications with a common set of inputs that work across different platforms. Get a hands-on look at how to get started with a sample project, and find out what’s new in version 2.0, including some upcoming 2.1 features.
We all know that harassment is an issue in XR, but why does this happen and what can we do about it? Join our panel of experts, who have extensive experience working with the targets of abuse and designing the policies and systems to address it. You'll leave this talk with concrete suggestions about how companies, designers, and XR users can encourage positive user behaviors to create safer digital worlds with space for everyone.
Using Resolve's VR software, Meta’s data center design and construction teams use Quest 2 for cross functional collaborative feedback sessions of the General Contractor's Master Construction Model. This enables data center end users, like facilities operations, culinary, and security teams, to provide valuable feedback early in the design and construction process. This type of virtual collaboration has saved Meta substantial time and money by identifying issues before construction and optimizing for a safer, more efficient, and sustainable final data center build.
How might we best use XR to power the next generation of healthcare innovation? During this fireside chat with Rebecca Rough, PHD (Defense Health Agency), Col. E. Mark Shusterman, MD (AFWERX), and Maj. Gen. (ret) Josef Schmid III, MD (NASA / Air Force) they will share more about best practices and key considerations around nascent AR/VR technologies enabling remote healthcare solutions, training, and knowledge sharing.
Athena examines the correlation between the states of being outlined in Matthew Ball's 7 core attributes of the metaverse and the state of doing in the 10 Principles of Burning Man. Many XR company leaders talk about the need to responsibly and consciously build the metaverse. Athena outlines how our communal effort will create a foundational fabric for creative collaboration the metaverse.
Products to support hybrid workplace communication, collaboration and co-presence are driving the adoption of Extended Reality (XR) and immersive technologies. In this session, Ashley Coffey will share themes from PEAT’s “Inclusive XR in the Workplace” white paper, and share resources from community efforts to make XR and immersive technologies accessible to people with disabilities. Meryl Evans will share her lived experience, perspectives, and practices that can be used to help ensure that immersive collaboration technologies are designed with disability inclusion in mind.
As we work to integrate XR tech into Meta’s culture, we're thinking about how VR can make well-being part of our work day to alleviate stress and boost productivity. The immersive, fun, and effective nature of VR can motivate people to adopt and maintain healthy behaviors, helping to form positive habits. We’ll start with an overview of how the rising popularity of fitness and well-being applications in the Quest store inspired our journey. From there, we’ll discuss how our XR Hub group is partnering with Meta’s HR organization (Life@) to explore a vision for the future. From including the Quest 2 as part of the Wellness Reimbursement program, to exploring the use of VR apps to improve everyday well-being, we’ll share the encouraging results of our pilot programs.
Ray tracing techniques improve graphics rendering qualities dramatically in recent years. In the coming few years, mobile chipsets will also support hardware accelerated ray tracing, which will bring a more visually believable virtual environment with realistic lighting and shadowing effects. It will become a major technique used in mobile gaming, augmented and virtual reality devices. OPPO, collaborated with partners, began developing its ray tracing technology early in 2018 and had initially adopted a hybrid rendering method to gradually introduce ray tracing to existing mobile devices. This talk will introduce the short history of mobile ray tracing, forecast its trends in mobile devices and explore the potential applications.
Story is the most powerful agent for change that we have as a society, and the potential for impact becomes even more evident as we witness the intersection of art and technology. Join creators, producers, and thought leaders for an engaging conversation around how they approach a project with an impactful mindset. What are the best practices for this type of creation, distribution, and production? How can content and stories made within the XR industry continue or expand these trends?