16:35 - 17:00
By replacing avatars with authentic humans, you can truly experience holographic collaboration. It enables deeper personal connections and trust building, specially for greater impact and engagement in employee training and onboarding. We discuss how a volumetric video cloud can help solving scalability and interoperability challenges of live volumetric video, for holograms are only as powerful as their flexibility and accessibility to be consumed on your PC, smartphone, or XR device. Real people, virtually anywhere.
15:10 - 15:35
The Åland Islands, or Åland, is an autonomous region of Finland. Comprising around 6,700 islands, this Swedish-speaking archipelago is in the Baltic Sea. Many young people live across this region and find connecting to youth services and peer groups a challenge, especially in winter.
Barry Haughey (Founder HoloGen, Dublin Ireland) and Mia Hanstrom (Director of SKUNK youth service, Aland Island) partnered in working together to pilot a wide regional youth project using VR. The idea was to demonstrate that existing support for young people can be delivered using immersive technology, bringing the service to the participant. Historically, some young people have been unable to avail of creative, educational and social activities because they were unable to get to a physical environment, we aimed to demonstrate this was no longer the case.
For this pilot, we used the VR platform, Rec Room to create a private youth club and open a weekly meetup where participants, shared stories, played multiuser games and tournaments and even tried some mindfulness. All of these sessions were hosted by experienced youth workers from the Aland region.
In this Talk, we will hear from 2 young people, Kasper Dreyer and Julia Strand, who were participants in the VR pilot and will share some of their experiences, Mia Hanstrom (Director of SKUNK youth service, Aland Island) and Barry Haughey (Founder of HoloGen) who will discuss the growing potential of immersive technology within rural youth work and education.
15:45 - 16:15
We present a 5G mixed reality remote maintenance demonstrator that supports hands-free remote assistance in industrial settings. The demonstrator provides mixed reality and virtual reality views for on-site and office workers linked via a shared digital space where they are represented as avatars around the digital twin of a machine. Working on actual machines in a real production line, our system uses the hierarchical CAD-data of those machines to provide for a realistic immersive environment. We focus on data-scarcity with cloud-services to protect intellectual property, while embracing the possibilities offered by new technology, such as remote rendering over wireless networks. The presented demonstrator exhibits several key characteristics of an industrial metaverse application as has been showcased on several occasions like the Open Day of the German Government in 2023.
17:35 - 18:00
Extended reality is going mainstream in Africa, benefiting more industries and sectors, including arts, culture and tourism, digital education, entertainment and healthcare services on the continent.
Join this presentation showing how Extended Reality (XR) supports many excellent small and medium-sized enterprises (SMEs) in developing high-quality immersive experiences powered by software and hardware.
Discover unique use cases and adoption of XR in education, heritage digitization, media and marketing experiences across key regions in Africa and the prospects of the technology in building an inclusive Metaverse for the future.
15:40 - 16:30
Get ready to meet a dynamic community of Gen Z Girl XR creators, brought to you by Women in Immersive Tech and moderated by Richard, founder of IVG.World. Discover how they’re reshaping the fast-fashion industry. Allow us to introduce you to Tereze, Marta, Najda, Natalia, and Amelia, who have transformed from newbies to metaverse creators and startup founders. They’re young and fearless. Join us in hearing the insights of the next generation. Welcome to ‘Bad*ss Girls in XR: Fueling Futures.
14:00 - 14:25
In the rapidly evolving educational landscape, extended reality (XR) is being explored as a frontier for medical training. Dr. Ruby Woodward, drawing from her interdisciplinary research at Cambridge University and hands-on experience with GigXR, will delve into the potential of these technologies, guiding listeners through the intersection of XR and medical education.
She will introduce attendees to HoloScenarios—an innovative application that leverages XR to produce hyperrealistic holographic simulations emulating high-risk acute medical scenarios. Moreover, she will discuss the integration of conversational artificial intelligence (AI) with teaching methods to enhance communication training for healthcare practitioners.
The talk will emphasize the importance of aligning such technological innovations with established medical principles and learning theories. By highlighting insights from collaborative endeavors with experts spanning academia, clinical practice, and technology, the discussion will underscore the multidisciplinary approach essential for guaranteeing the efficacy and integrity of XR in medical education. This presentation will elucidate the symbiosis of XR, AI, medicine, and pedagogy.
Join Dr. Woodward as she outlines the hurdles, breakthroughs, and innovative solutions driving the future of medical education in the XR domain.
13:30 - 13:55
This talk explores the transformative potential of combining digital twins and augmented reality (AR) technologies to address the challenges of high training costs and facility management downtime. While these technologies are already extensively used in gaming and marketing, the crucial question is: can they go beyond their current applications, and more importantly, are these technologies ready for broader implementation? Attendees will gain valuable insights from successful case studies and practical strategies for effectively implementing these technologies across diverse industries.
10:05 - 10:30
Chile is leading in Latam the process of transforming its energy matrix towards a more efficient and sustainable one. For the implementation of new H2V Green Hydrogen plants, it is key to have the support and understanding of the communities, in this presentation we will review the strategy that is being implemented for the development of the roadmap with intensive use in immersive experiences for both technical and communicational and educational uses.
10:35 - 11:00
This talk will share experiences gathered through out the design and implementation phase of a multilingual XR learning application that enables experiential learning of work safety related behaviors in forklift operations. The applications first explains important terms for forklift operation and makes them tangible and establishes the comprehension of forklift specific terms in a common target language (in this case German, but could be any other language as well. This makes instruction, training and safety training more understandable.
After the introduction to the terms, the forklift is put into operation virtually and the trainee is given work assignments that involve safety-critical situations. The trainee must act correctly in accordance with the theoretical training. If the trainee does not act correctly, a virtual accident occurs.
In order to properly address Kolb’s learning cycle appropriated feedback and after action review abilities are provided. We will report on experiences, challenges and solutions we developed throughout the user- and stakeholder-centered development of this application and the embedding into the existing curriculum of the BFI Austria, one of the largest vocational training providers in Austria.
17:05 - 17:30
Virtual Reality (VR) has the potential to revolutionise education. In this keynote, we will share how GoStudent transforms how students acquire foreign speaking abilities and gain confidence with VR. But how do you make sure that businesses are using nascent technologies for the right reasons? How do you make sure to distinguish hype from sustainable innovation with real impact? In this keynote Alex will also share how he applied processes and learnings stemming from 5 years in Google’s AR/VR unit (Daydream, now known as Google Labs) to guide product development at GoStudent.
11:35 - 12:00
This session will discuss how collaborating with NGOs can support your XR projects to make a positive impact on the environment, while boosting your product’s reach, visibility and generating new and engaging in-game content.
Using the VR Game 'The Great Ocean' as a case study, producer Michael Geidel from Actrio Studio will present how working with scientists and non-governmental organizations (NGOs) is making a unique and positive impact on their development of The Great Ocean by receiving support and advice on shaping elements of the game, as well as collaborative promotional support to widen the reach of the game. Joining Michael will be Sally Ward from Whale and Dolphin Conservation (WDC) to discuss how gaming and XR is making a difference to their urgent conservation work by collaborating on game development concepts to include important conservation facts, increasing their reach to new audiences and raising vital funds for their work through meaningful in-game applications.
11:05 - 11:30
Having grown up in a digital informational world, the future workforce requires a more active and engaging approach to training. AR, MR, and VR combine real and virtual environments to provide the experiential learning workers need. Join Johannes Stettmeier as he maps out key benefits and important considerations for commercial immersive learning and training programs.
14:30 - 14:55
Using Virtual Reality can be highly effective when it comes to training. But how do you create such an immersive learning experience that is both engaging and leaves an impact?
In this talk, Warp VR CEO Thijs de Vries and Learning & Development specialist Nadine Steiger from Erste Bank share their unique vision on building interactive, immersive training scenarios with 360° video, storytelling and gamification. They will share what type of training topics Erste Bank is using VR for and how they have easily deployed and scaled this form of training to thousands of learners.
Join in to hear:
• Erste Bank's best practices on using VR for training
• How to combine gamification, storytelling and 360° video
• About Warp VR, the no-code platform that is used to create these VR training courses