13 Mar 2019 | AWE Team
AWE Celebrates 10th Year; Announces Initial Agenda
AWE USA 2019

Industry Thought Leaders from Adobe, Boeing, Bose, Facebook, Google, Mozilla, Unity & More Take The Stage To Share Important Business Insights at the 10th Annual AWE Augmented Reality/Virtual Reality Show.


AWE, the long-running, influential augmented and virtual reality event, celebrates its tenth year with three full days of curated, compelling content for anyone interested in the AR/VR space. Last year, more than 6,000 people attended the show, earning AWE Forbes’ acclaim as “the most essential AR/VR conference and expo.” This year promises to live up to the momentous occasion that is a decade of AWE!


AWE USA 2019 offers something for everyone, taking an exciting and critical look at the evolution and real-world applications of AR/VR in both the consumer market and enterprise. More than 250 speakers - representing household brands and new disruptors, leaders solving major technical challenges and bringing AR/VR to new sectors - will cover a wide range of industries including aerospace, fashion, healthcare, media, real estate, retail, and much more.


Featured sessions for 2019 include:

  • 3 Transformative Powers of VR for Education - Monica Arés, Facebook

  • Rapid Prototyping for AR - Austin McCasland and Diane Wang, Google

  • Building a New Monetization Model for VR - Rikard Steiber, HTC Vive

  • Sound First, Heads Up and Hands Free John Gordon, Bose

  • Enabling Augmented Reality at Scale for Enterprise Technology Support - Sinem Guven, IBM Watson

  • Entertainment, XR + 5G - JR Dawkins, Verizon Media

  • The Reality of Earth and Space: Navigating the Successful Path to AR/VR Solutions - Shelley Peterson, Lockheed Martin

  • How Augmented Reality is Transforming Consumer Engagement (Panel) - Josephine Munis, Live Nation; Christine Koppinger, Nestle

  • Roadmap from the Web to Navigate the AR World - Sean White, Mozilla

  • Mental Models and Systems for Spatial Computing - Timoni West, Unity Technologies

  • 3D will be normcore - Silka Miesnieks, Adobe

  • Challenges and Approaches on Integrating a Cutting Edge Technology in Modern Healthcare Businesses - Anton Ebert, Siemens Healthcare


Key topics being discussed this year include:

  • 2019: Year of the Creator - A number of authoring tools aimed at equipping the next generation of creators with fast and easy tools for building AR/VR experiences without code are setting the stage for 2019 to be the Year of the Creator.  

  • 5G - The next-generation of AR/VR applications are going to require greater bandwidth and lower latency than 4G can deliver; hence why the future of immersive tech depends upon the rollout of 5G.

  • Ads and Marketing - AR proved itself last year by increasing sales for early adopters like Houzz; 2019 is shaping up to be another good year for mobile AR ads as well as VR marketing and consumer research campaigns.

  • AR Cloud - The race to build an index of the real world is on, with companies working to align digital content with the physical environment on a global scale in order to enable next-level augmented reality.

  • Enabling AR/VR - Thanks to advancements in enabling areas of tech like computer vision, spatial audio gesture recognition and eye tracking, AR/VR experiences are becoming more natural and immersive.

  • Enterprise - AR/VR are now well-established tools providing ROI at a number of Fortune 500 companies, with larger and even full-production rollouts of AR/VR solutions expected to ramp up in the next few years.

  • Future of Mobility - AR/VR are helping to design, assemble, service and shop for the cars of tomorrow, and may very well serve as the primary form of in-vehicle entertainment when we no longer need to pay attention to the road.

  • Gaming, eSports, and Location Based Entertainment - You need to experience a new reality to believe it, which is why immersive gaming, eSports and LBE signal the best way forward for AR/VR at a time when the average consumer cannot afford good immersive experiences.

  • Privacy & Ethics - AR/VR are raising critical issues around access, privacy, consent and harassment. At the same time, we have the opportunity to make a conscious effort in including people of all gender identities, sexual orientations, ethnicities and socioeconomic backgrounds in the future of computing.

  • WebXR - Web-based AR/VR content will impact immersive tech adoption and overall use by exposing the masses to augmented and virtual reality without requiring an app download.


Plus

  • More time to interact with speakers via extended Q&A in each session

  • Brand new tracks: Gaming & Entertainment, Training & Education, Sales & Marketing, and XR Enablement


Date, Location & Tickets

AWE USA 2019 is open to the public and takes place in Santa Clara, California from May 29-31, 2019. Early Bird tickets are on sale until April 1 www.awexr.com.


Press & Analysts Encouraged To Attend

Members of the press and analysts looking to attend AWE 2019 and cover the show should apply for a complimentary pass via the dedicated press & analyst portal.

 

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