11:00 - 12:00
Building large-scale geo-based AR applications, where AR content is truly anchored to geographical locations, has long been a dream for AR enthusiasts. However, due the inaccuracy of GPS and compass, this dream has previously been out of reach.
In this session, Scape will demonstrate how a new tool called ‘ScapeKit’, has been used to build a city-scale version of the popular game ‘Fortnite’, for the real world, in augmented reality.
11:00 - 12:00
LucidWeb is a fast-growing WebXR (WebVR and WebAR) startup based in Brussels. Our mission is to make 360° video, VR and AR and content widely available. Our white-labelled platform LucidWeb Pro helps broadcasters and agencies distribute unique branding and storytelling experiences through the web browser in a convenient way making the WebXR distribution more accessible to online publishers. In this session we would like to demo the platform to show the audience the potential of WebAR.
11:30 - 12:00
There can be few more compelling use cases for VR than ones that help to prevent suffering and pain. Today the World Health Org estimates that 5,000,000,000 people suffer through lack of access to good surgical skills. The reason for this, surgeons are a scarce resource that take 8+ years to train and still lack many of the basic skills to perform. It is in part why every year in the US alone over 400,000 people die because of medical error (source: John Hopkins).
VR holds the answer. It can dramatically lower the cost and accelerate delivery of education. It can provide a safe, measurable place for surgeons to rehearse and refine skills. It can provide unique and deep data insights into performance, decisioning and skills that ultimately will make patients better informed (to choose their surgeons) and provide access to surgical skills in developing countries.
In this talk Vicky will explore the need case, examine the technology and provide application case studies that come from the roll out of Fundamental Surgery, the global leading VR surgical education platform.
11:30 - 12:00
Architects have created places for thousands of years. The digital and physical are now intertwined as designers learn to integrate new technologies like Augmented and Virtual Reality and Artificial Intelligence. Hear case studies from the world's largest architecture firm about how they are using these new tools and what our world will look like as we inhabit this blended realm.
11:30 - 12:00
Free-roam location-based VR is at the pinnacle of current virtual reality applications. It is a fascinating, yet still largely uncharted territory. Join the creators of Golem and Arachnoid VR, who will take you on a journey from building to operating one of the largest free-roam LBVR venues in Europe. Jakub and Martin will present the unique design and technical challenges together with their solutions and lessons learned from the first year of operation. Special attention will be given to the economical aspects, giving the attendees clear hints for an engaging LBVR business.
12:00 - 13:00
Lunch for purchase available in Hall 1, MOC Restaurant (across from Hall 3) and the MOC Bistro (Level 1 above Hall 3)
13:00 - 13:20
After the initial hype in 2016-17, overall VC appetite for VR/AR has cooled significantly in 2018-2019. With the arrival of 5G, new VR/AR headsets coming to the consumer market and early signs of immersive success in the Enterprise, does this mean better times ahead for founders of AR/VR startups looking to raise money. In this session we will invite both VC's and founders to share with the audience their first-hand experiences of the investment landscape through 2020. Where is the money and what opportunities is it looking for?
13:00 - 13:30
Work is getting more complicated with new competitors, changing regulations and compliance needs, desire to bring products and services to market ever-faster, and M&A activities to help gain footholds in new market spaces. These things all lead to a significant set of challenges. For many CEOs today, the long-term focus is about disrupting their businesses with new models and technologies. We’re on the brink of a technological revolution to change how we live, work, and interact with each other, with increasing pervasiveness of artificial intelligence and machine learning allowing a more consumer-like user experience across the enterprise.
Successful organizations are focused on empowering the workforce with tools designed around its needs, unleashing their full creativity, bringing new talent from new places into the organization, and helping them work and collaborate more effectively. In this session, Christian Reilly, CTO of Citrix, describes the future of work as one that integrates devices, people, data, and analytics technologies to deliver the experience, security, and choice that people and organizations need to unlock innovation and stay on the leading edge of productivity.
Key Talking Points:
Talent is driving companies to kick off employee experience strategies, to find and retain the right talent and make that talent productive.
Our physical relationship with “the machines” is changing, moving toward a world where the physical and virtual are one.
Enterprises who can adapt best to the pace of change, shift people and tech resources around, create new workflows based on market conditions, and put the right data in front of people, will win.
Users demand from their technology accessibility, customization, ease of use, device agnosticism, personalization, productivity, and responsiveness.
These technology enablers will be needle-movers in addressing user demands and how work gets done: AR, VR, ML, chatbots, facial recognition, digital assistants, voice as the UI, citizen development.
13:00 - 14:00
Augmented (AR) and Virtual Reality (VR) systems are designed to immerse humans into rich and compelling simulated environments by leveraging our perceptual systems (i.e. vision, touch, sound). In turn, exposure to AR/VR can reshape and alter our perceptual processing by tapping into the brain’s significant ability to adapt to changes in the environment through neural plasticity. Therefore, to design successful AR/VR systems, we must first understand the functioning and limitations of our perceptual and cognitive systems. We can then tailor AR/VR technology to optimally stimulate our senses and maximize user experience. Understanding how to wield AR/VR tools to reshape how we perceive the world also has incredible potential for societal and clinical applications.
By attending this tutorial, attendees will learn how to employ our current understanding of human perception to design more sophisticated and ecological AR/VR systems that optimize user experience and minimize or even eliminate the undesired side effects.
13:00 - 14:00
AWE proudly presents its first-ever Women in Immersive Tech (WiIT) round table, showcasing the launch of their EU-wide initiatives and the groundbreaking projects in cross-platform tech innovation and immersive storytelling being created by six of the most prominent and respected females in our industry.
From web-based XR to pioneering LBE spatial audio-AR with Bose, to cinematic 360VR to XR in education, AI, VolCap and more, this diverse panel will highlight the success stories that have knocked down gender barriers to prove that XR really is 4ALL.
13:00 - 14:00
In this session, Wikitude CTO Philipp Nagele will explore:
- how AR experiences can benefit from working with recognizable objects
- what steps are required to integrate your own objects into an AR experience
- technical challenges to solve for a stable working object tracking in real-time
- the differences between smartphone-based AR and smart glasses AR
13:20 - 15:00
Start-up Pitches
13:30 - 14:00
In the factory of the future, machines will be able to communicate with each other as well as with the digital systems of the entire operation, automatically taking on tasks such as diagnosing problems, ordering and delivering parts, and looking for an engineer who is most suitable for the service needed. Supported by these smart solutions, the workforce will be able to focus on managing the plant, making quick, informed decisions and continuously increasing the speed of production, reducing errors and minimising product waste. Join Tetra Pak to learn more about the factory of the future and how Tetra Pak is driving the industry’s transformation towards Industry 4.0.
14:00 - 14:30
The accelerated deployment of edge computing backed by 5G infrastructure is going to enable entirely new approaches to spatial computing. In this session, I will highlight specific ways these converging technologies will enable horizontal use cases that impact broad user bases through more integrated blending of the physical and the digital worlds.
14:00 - 14:30
Computer-Aided Design (CAD) and Computer-Aided Engineering (CAE) play a key role to the product development. While CAD is used for the geometry construction, CAE tools allow us not only to test the functionality of a product before even building a prototype, but also to optimize our initial design with respect to the requirements of the product. Due to the complexity of the tools, its use is currently limited to a restricted number of expert users.
Siemens Corporate Technology has developed a novel workflow that integrates all the necessary steps from designing a product with a CAD tool, testing its mechanical properties interactively , till its optimization with an in-house tool and all these steps in the same virtual environment. Our workflow contains easy-to-learn user interfaces which extend the use of CAD and CAE tools to non-experts enabling them to design and test their idea without having deep knowledge of complex software tools. This workflow and the several challenges and chances of the use of virtual reality in the simulation field will be discussed in detail during our presentation.
14:00 - 15:00
Developer Example Hands On the new ARKit 3 Features and the combination of Unity AR Foundation and the new AR Workflow in Unity.
14:00 - 15:00
1 in 7 people are neurodivergent. While VR has been proven to be a great tool to help people that think and learn differently, few VR experiences are designed to include this group. During the latest year Gleechi has led one of the largest studies in Design For All related to VR training and education, with particular focus on people with Autism, Dyslexia and ADHD/ADD. In this session David will share what they learned. Did you know that some people are visual learners, while others learn better by listening? In this study we have tested how people learn differently when getting different types of instructions in VR. Did you know that different animation style can impact the learning? In our study we saw that people remember differently if a 3D-environment is realistic or animated. Welcome to a session about helping those who needs it the most.
14:30 - 15:00
In the past few years, we have seen a huge shift from interruption marketing to permission marketing: creating an experience for the user rather than interrupting. XR allows that to happen at the next level and for the first time, create a seamless process from awareness and purchase. In this talk, Sam Huber, founder of Admix, the leading monetisation platform connecting VR/AR content to the largest brands, argues that XR will revolutionise the advertising world for the better, and help brands deliver experiential marketing at scale for the first time.
14:30 - 15:00
Dwr Cymru Welsh Water have a mature VR and AR programmes aimed at enhancing the delivery of information to operational staff and helping reduce risk in the complex decision making process. The teams use a wide range of handheld and wearable technology and won Innovation Awards in 2017 and 2018 and were shortlisted in 2019. Gary will review how AR has helped reduce risk and drive improvements but also as a Chartered Safety Engineer will explore how risks from the software and hardware have been assessed, controlled and implemented ensuring the long term safety and ergonomic comfort of users during whole shift applications.
15:00 - 15:30
“The past few years in the AR/VR industry have shown an increase in understanding around hardware and use cases for augmented and virtual reality devices, and this has happened in stages. The first stage was education around how AR/VR devices and experiences actually work: differences between AR and VR, how spatial tracking and georegistration work, etc. The next stage is currently ongoing, where small scale pilot phases and beta tests show potential in specific use cases; this is where the common case study metrics come from, with use cases like Training, remote expertise, and field service are commonly tied to impressive but vague improvements in case studies. But as the market begins to truly scale, there are near infinite variables that can significantly impact ROI, and lead to disappointing results when compared in a vacuum to the existing case study data.
This talk will hone in on those potential variables both in current popular verticals and use cases as well as less explored areas, and contextualize everything with both quantitative market data and qualitative talking points. This information will serve as a jumping off point for future discussion, preparation, and ideally implementation with some of the unsureness removed from the equation.”