09:00 AM - 09:25 AM
An exploration of the skills and strategies that are necessary to create stand-out experiences in the fast-paced and disruptive world of AR creation. Led by Luke Hurd and Lianne Baron, this presentation will cover how Creators tailor large-scale AR experiences to meet the needs of different audiences, using AR installations at Coachella as the backdrop.
If you're a beginner or an experienced AR creator, this is sure to provide valuable insights that you can use to enhance your skills, stay competitive and grow your career.
09:00 AM - 09:25 AM
Both large and small companies are looking at VR with AR passthrough MR. The use of smaller and smaller optics, particularly systems using pancake optics, seems to have accelerated this trend. Everything that works well with Passthrough MR is a major problem to solve in Optical MR and vice versa. This presentation will discuss the optical, display, and human factor issues associated with Optical MR compared to VR with Passthrough MR.
09:00 AM - 09:55 AM
It was recently announced that the Quest Store has made over $1.5 billion on sales of games and apps. With new headsets coming into the market steadily, how do VR game creators adapt to the ever-expanding VR ecosystem? New technologies that greatly affect game feel are released on a regular basis, such as hand tracking, haptics in headsets, mixed reality etc. How can creators stay ahead of the curve when designing a game that won't be released for months or years? Despite the fact that the player base expands and potential for ROI improves, there are still only a few active publishers in the VR space - who are they, and what are they looking for? Is self-publishing of VR titles sustainable?
09:00 AM - 09:55 AM
VR and AR tools have provided numerous ways to align and expand the physical and virtual, and our interpersonal interactions can be shaped by these experiences. New research from StanfordVR has provided additional context to our learnings about avatars and virtual environments. Whether you are a developer, artist or stakeholder, come discuss the latest with our panel of industry leaders, researchers, artists, and visionaries.
A variety of perspectives will be taken into account, from philosophy to AI-generated content, platforms, avatar embodiment, and ethics. Based on audience questions, the group will also cover cross-reality methods for training, entertainment, and personal development as takeaways for creating effective and memorable experiences.
09:00 AM - 09:55 AM
In this exciting panel we will be talking to the game legends, Survios, about how they collaborated with Qualcomm and T-Mobile to develop the next generation of AR gaming with the Puzzle Bobble game.
We will explore how Survios utilized the Snapdragon Spaces platform to develop and deliver an outstanding demo of Puzzle Bobble. What game mechanics were used and how the platform was utilized. What considerations made this IP attractive for developing on the Snapdragon Spaces platform.
We will hear from an expert from Qualcomm on the features of the Snapdragon Spaces platform that were used.
We will also hear from T-Mobile’s XR lead, Cerilenne Menendez Mendoza about how connectivity and the T-mobile network has powered this 5G XR game.
09:00 AM - 09:55 AM
The grand challenge of the 21st Century is to create socially and ethically adept hybrid networks of humans and machines. The augmentation of human abilities and global ecological systems will play a critical role in our future. AI agents are already deeply integrated into society and integral to many activities from dating, driving, coding, to policing and Large Language Models and Multimodal AI have already changed the way we communicate, work, and play. But, while Augmented Ecologies are now reaching beyond industry experts and scientists to the rest of us with generative AI, these new hybrid ecologies between humans and machines will diminish individual human autonomy and agency if we do not empower people to create, manage and participate in them. This panel will look at this grand challenge for the future of an Augmented World!
09:00 AM - 09:55 AM
XR technologies present several opportunities to harness its capabilities to create a better world. This means building technological processes, infrastructure and services, discovering safe protocols and using the technologies to prevent harm to humans and societies.
XRSI is working together with many organizations to build some of these protocols and going as far as ensuring trust remains at the center of it. The panel will discuss various multidisciplinary aspects of ongoing research and development efforts that have significant impact on Public Safety. The panel brings together experts from Federal agencies like FBI, Standard Developing Organization like XRSI, and global non profit Cyber Bytes Foundation, each sharing their vision and contributions on how their collective efforts are helping shape the future and safeguards citizens in the US and worldwide.
09:30 AM - 10:25 AM
Coming Soon!
10:00 AM - 10:25 AM
Mimic Productions, a 3D studio that makes the world's most realistic digital humans for all industries will present their case studies and future ambitions for virtual beings. David Bennett, a pioneer in the VFX, performance capture, 3D gaming and VR industries, with credits that include James Cameron's Avatar and most recently The Matrix 4. The visual presentation will focus on how photorealistic digital humans can be used in culture, with an industry insight into the current and future (AI) technologies that are used to create avatars. David has played a major role in the development of facial animation through innovation in new tools and techniques to streamline and enhance the capabilities of avatars and has plans to continue this journey through the use of AI technologies. https://www.mimicproductions.com
10:00 AM - 10:25 AM
10:00 AM - 10:25 AM
Coming Soon!
10:00 AM - 10:25 AM
Stellantis and have been creating new VR training programs to transform the effectiveness of their workers in concert with the UAW.
Virtual Reality training is perfectly suited to the complex Stellantis manufacturing environment. One of the main aims of their training is to reduce to zero the danger of personal accidents and expensive mistakes. VR allows for highly realistic simulation training, that is deeply engaging for learners.
The goals of the VR training program are:
• Improve training outcomes for workers
• Improve safety, quality and proficiency of workers
• Ultimately they want to use AR / VR to improve production outcomes
• drive proficiency, efficiency and quality
• create real time manufacturing aids
Umajin have created a powerful VR / AR Authoring platform, that significantly reduces the cost of content creation. It provides:
• 3D content pipeline to make it easy to bring in existing assets. With the NVIDIA Omniverse tools the 3D models can be imported from the live manufacturing data from the Siemens CAD systems.
• It allows for multi participant scenarios
• Accurate tracking of people, tools and props within the VR environment
• LMS integration
• After action review
10:00 AM - 10:55 AM
How do you overcome the challenges and benefits of building your own social VR community? Join this expert panel, including VR Dev YouTubers, BCVR (Burning Man VR) World Builders, passionate VR Community organizers, and global management firm employees using VR, as they answer that question and explore how to create a positive experience for users, community managers, and world builders while avoiding the drawbacks of walled gardens like data collection, lack of ownership, and arbitrary limitations and rules. Don't miss this insightful discussion on the future of the open Metaverse!
10:00 AM - 10:55 AM
Brought to you by XRGuild, this panel is a cross-section of AR and XR teams using a mix of technologies for immersive play, immediate information, real-time training and augmentation of the workforce. Whether the use cases are public or private, the inquiries we engage when creating new AR and XR experiences are quite similar:
* How do we engage a process of transparency and informed consent when sharing data?
* Where do individuals and collaborative teams need insight into where data is shared or used?
* How do we effectively communicate how data is used in research and development of new tools?
* Where do we engage conversations around ethics, privacy, data sharing, identity and policy together across our industries?
* How do generative tools and AI fit into our ideas of informed data sharing and consent with attribution?
* What role can the public and the creative industries play in shaping a more cohesive and meaningful immersive and intearctive experience for the public? Where are the gaps in that experience today?
* When there are disagreements between companies, nations or industry perspectives, how are these decisions being made today, and how can we be doing this work more effectively together?
This panel will feature some of the specialists and speakers from the board and leadership of XRGuild, subject to their availability (and ensuring that these are not repeats from other panels or talks). Evo Heyning will moderate this panel with a diverse mix of AR/XR voices contributing.
10:10 AM - 11:55 AM
This panel will discuss the emergence of XR theatre production, including VR and AR integration with narrative original and adaptive works, as well as how to blend XR technologies with live and virtual audiences. The theatre world has developed communities for live, virtual productions that include multi-site AR and VR integrations, as well as hybrid events that deliver mixed effects for remote audiences. This session will include some of the leading producers and technologists in global immersive theatre and dance, including Pip Brignall, from The Round; Kiira Benzing, with Doubleeye Studios; Blair Russell, with Crux, and Chris Pfaff, Chris Pfaff Tech Media LLC (moderator) and will include both live and recorded demos of immersive theatre.
10:40 AM - 11:05 AM
When AR and VR are used to train people in advance or assist them on the fly, users are typically given information about the current task step (cues), either immediately before or while doing it. Many tasks, in the real world and in AR and VR, also use precues about what to do after the current step. We have been exploring how precueing multiple steps in advance in AR and VR can influence performance, for better or for worse. Our work addresses tasks ranging from simple path following to manipulating physical and virtual objects with one or both hands. I will present some of our results on the effectiveness of different numbers and types of precues, and explain their implications for task training and guidance.
10:40 AM - 11:05 AM
The DPT pixel is a single microLED emitter whose emission wavelength can be tuned all the way from red to blue and beyond, including white light. This removes the need for ‘RGB’ sub-pixels made from different material systems, and no further colour conversion/filtering or complex stacking architectures are required. DPT enables colour uniformity, eliminates complex fabrication processes, simplifies system design to deliver high-performance microLED displays and optical solutions, offers the most advanced approach to full-colour microLED displays, and brings these advantages to the whole display industry.
11:00 AM - 11:25 AM
Theft, hacks, and phishing scams have been an issue since Web2 first existed. The problem is exacerbated in Web3 because there are so many additional vulnerabilities with smart contracts and digital wallets. The main difference between Web3 and Web2 personal security? In Web3, it only takes a single click to lose everything you own.
As businesses from gaming and entertainment industries to enterprise and DeFi platforms actively explore Web3 payment processes and currency options, the question becomes – who is responsible for protecting the user’s assets? Is it the individual or the brand? Spoiler Alert: both are. Individuals need to be savvy about the risks and businesses and brands should innovate responsibility, making built-in security frameworks a priority. Brittany Mier y Teran, Head of Business Development for Harpie, hopes to bridge the gap, sharing best practices and strategies for how brands and individuals can make safer decisions while trading, gaming, and interacting in the digital age. This talk will discuss the most common risk factors for personal asset security in Web3 – from social engineering and payload app scams to website hijacking and phishing to simple human error and social media misinformation.
11:00 AM - 01:00 PM
Outlets located throughout the Convention Center & Hyatt. Food available for purchase.