14:00 - 14:25
Roughly half of all modern games include NPCs or AI characters, making them an integral part of the user experience. However, when applied to XR applications, current-gen AI characters tend to stumble into the "uncanny valley" because they feel robotic and inauthentic. We found that this valley can be bridged by combining two up-and-coming technologies. Behavioral AI brings characters to life with believable movements and actions in virtual environments, while conversational AI provides them the capability to engage in meaningful, evolving dialogues.
This talk delves into the mechanisms and potential outcomes of integrating these two distinct technologies. It's a journey toward a future where interactive characters are far more than simplistic avatars—they move, react, and converse in a manner that echoes authentic human behavior. Let's explore this frontier together, aiming to leapfrog the uncanny valley and construct characters that don't merely mimic life, but reflect it.
10:05 - 10:30
Join Andreas Fraunberger of Junge Römer and Christopher Widauer, Artistic Director of The Mozart Experience Vienna, as they explore the value of generative content in the production of XR experiences to increase efficiency and creativity. The presentation will demystify the integration and optimization of AI tools and provide ways to master and understand their potential. Tailored for forward-thinking producers, industry players, and the XR community, this keynote is a beacon to guide you into the uncharted territories of AI-infused immersive production.
10:35 - 11:00
Over the past decade we have seen VR and AR advance significantly, and now the rise of artificial intelligence - but how do they connect? This talk covers the convergence of these technologies, detailing how hands, eyes, voice and body is the ultimate interface for AI (multimodal interfaces). We will show informative examples from state-of-the-art R&D from Aldin and discuss foundational technologies that the industry is building. The talk will give understandable insights into relationships between VR/AR/AI and how they are leading to the next personal computing platform, what new opportunities are arising and how it can make computing more natural and powerful.
11:05 - 11:30
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
12:30 - 12:55
Studios and brands can super-power their creative teams by harnessing the power of Generative AI to create novel content in a fraction of the time of traditional methods.
Generated imagery, photography, audio, and, increasingly, code and 3D assets can be used in the ideation, production, and marketing of AR games and apps.
Companies are better positioned to reduce crunch time and cap costs by understanding the different options and best practices related to Generated AI content.
13:00 - 13:25
As we look ahead toward some version of a ‘metaverse’, more attention than ever is being paid to the opportunities of immersive tech. Headsets are improving so much that researchers are already talking about the increasingly blurred lines between virtual and reality. Now AI technologies like ChatGPT offer the chance to interact with virtual beings/generative agents in a hyper-real, but astonishingly natural way.
In this talk I will share 5 points that are important to consider when designing a VR experience that includes believable virtual characters with a conversational AI platform powered by a GPT model. These principles have emerged from our work in building a prototype to help address loneliness and reduce associated cognitive decline in the elderly where accessibility is a prime concern.