Agenda

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May 29

11:00 AM - 11:30 AM

Description

BREAK – Grab a cup of coffee, tea, or decaffeinated coffee sponsored by Deloitte in the Mission City Ballroom (Foyer) and Visit the AWE XR expo hall to interact with the latest and greatest in the industry.
Note: Sponsored coffee break is for full conference pass holders. For Expo Pass holders, food and beverages are available for purchase at the following food stands located within the Santa Clara Convention Center: Pete’s Coffee Cart, Great America Lobby Food Court, Concession Stand C (located inside the exhibit hall) and Concession Stand A (located inside the exhibit hall).

May 30

11:00 AM - 11:30 AM

Description

BREAK – Grab a cup of coffee, tea, or decaffeinated coffee sponsored by Deloitte in the Mission City Ballroom (Foyer) and Visit the AWE XR expo hall to interact with the latest and greatest in the industry.
Note: Sponsored coffee break is for full conference pass holders. For Expo Pass holders, food and beverages are available for purchase at the following food stands located within the Santa Clara Convention Center: Pete’s Coffee Cart, Great America Lobby Food Court, Concession Stand C (located inside the exhibit hall) and Concession Stand A (located inside the exhibit hall).

May 29

03:30 PM - 04:30 PM

Description

HTC VIVE's Head of Product Vinay Narayan and Circuit Stream's Lead XR Instructor Usman Mir share the development potential of HTC VIVE's latest eyetracking SDK: Pro Eye. Discover the possibilities Pro Eye opens for developers, experience enterprise use cases, and learn how to build an eyetracking app yourself from expert VR instructors.

May 31

01:00 PM - 02:00 PM

Description

Circuit Stream alumnus Suzan Oslin is now transforming user experience design in immersive media as eXperience aRchitect at UXXR Design. Joined by our Lead XR Instructor Usman Mir, they'll demonstrate the design potential with Unity and how you can get started developing for Oculus Quest.

May 31

11:30 AM - 12:30 PM

Description

Enterprises discuss how they’re leveraging AR/VR to:

• Improve safety by training for hazardous environments
• Speed up new employee onboarding
• Reduce the risk of injury

Speakers

Developer and Analyst , Ford Motors
Innovation Manager , *
Dir., Oregon Reality (OR) Lab , Univ. of Oregon
Virtual Reality Specialist , KLM
CEO , Emergent Enterprise
May 29

10:00 AM - 10:30 AM

Description

Immersive technologies like VR and AR arguably represent the most powerful storytelling medium we have ever had. Until recently, AR brand applications and experiences have been relegated to experiments and bespoke activations, trapped within the confines of purpose-built applications. But the industry is moving fast. Really fast. And while change is great, it can also be confusing, misleading and messy.

How are brands using AR? Who is adopting? Is it really working? Join Unity Technologies’ Tony Parisi as he explores the utility of AR, examining its usefulness, scalability, and enjoyment through case studies, lessons learned and experiences from the field.

Speakers

CPO , Lamina1
May 29

03:00 PM - 03:30 PM

Description

Augmented Reality is having a profound impact on the way people shop online. By enabling consumers to interact with and try products before purchasing as they would in a brick and mortar store, Augmented Reality has been proven to increase sales conversions, reduce product returns and extend online engagement. This presentation will examine the latest technologies, trends and strategies for deploying AR for e-Commerce.

Speakers

CEO , CGTrader
Director of e-Commerce , Fat Boy
May 30

01:00 PM - 02:30 PM

Description

Submissions Close April 1st

Speakers

Co-founder & CEO , Vyking | AR Full-Body Tracking
Founder , ZEG
Founder , PlugXR
President , LexSet
Co-founder & CEO , Merxius
CEO , wiARframe
CEO , SpatialFirst
CEO , BadVR
May 31

03:00 PM - 03:30 PM

Description

To-date, most 3D graphics have been rendered on opaque displays. Now, not only are we putting holograms into the real world, but we're also doing it on additive displays! How do we render holograms that look good in this environment, and how do we make them look like they belong?

The Mixed Reality Lighting Tools are a collection of easy Unity based solutions, from replicating your environment's lighting, to casting believable additive shadows. Come find out how easy it is to make your Mixed Reality application more immersive!

Speakers

Mixed Reality Academy Lead Engineer , Microsoft
May 29

05:00 PM - 06:00 PM

Description

Virtual Reality may be a media and funding star in 2019, but the seeds of today's VR revolution were planted by the early pioneers who took the world by storm in the mid '90's.

How did we create compelling VR experiences on PCs whose graphics and CPU capabilities throttled the dreams of these early visionaries? How did they create markets, sell products when the bell curve of available platforms ranged from low end PCs to high-end supercomputers? What mistakes were made, how can today's designers and developers learn from our experience and avoid making costly errors that can derail companies and careers? The "original gangstas" of VR will answer all, and share their accumulated wisdom with AWE attendees for the first time.

Speakers

Director of Marketing , HaptX
CPO , Lamina1
Founder, President , XR Guild
Co-Founder , AWE
Principal Engineer, Alexa Voice Services , Amazon
Chief Analyst , Greenlight
Principal , Horizon Communications
May 29

12:00 PM - 01:00 PM

Description

AR is exciting but as user become used to the technology delivery matters increasingly. WebXR brings VR but also now AR to the web. The specification is lead by the W3C and being currently implemented by all major browsers vendor, from mobile phone to high-end augmented reality HMDs. This new path provides a way to make content available without relying on dedicated app stores while bringing new challenges. This talk will touch on what is feasible today and how to start developing AR content on the way using experimental and stock browsers.

Speakers

WebXR consultant , European Parliament and UNICEF
May 31

09:00 AM - 09:30 AM

Description

In this fireside chat, we'll dive deep into the Niantic Real World Platform. What problems is it trying to solve? For whom? What types of experiences will be unlocked? How does it compare with competing efforts from Apple, Google, or 6D.ai? What impact could Harry Potter have on the industry?

Speakers

Creator & Host , The AR Show
AR Strategy Lead , Niantic
May 30

03:00 PM - 04:30 PM

Description

Submissions Close April 1st

Speakers

Co-Founder and CEO , TogethAR
CEO , Immersal
CEO , SyncThink
CEO , Flow Immersive
CEO , PleIQ Smart Toys
CEO & Founder , OVA
CTO , FundamentalVR
CEO , echoAR
CEO , Sixdof Space
May 29

09:30 AM - 10:00 AM

Description

This keynote will give you hard data and lessons learned on what is and isn't working in AR/VR today, as well as a clear view of where the market is headed over the next 5 years

May 31

10:30 AM - 11:00 AM

Description

30 years ago we began working with 3D visualization to support product design review and analysis. 3D computer graphics was a struggle in 1989. There was no general purpose software available, and the computing hardware had serious performance limitations. This early work led to the development of a practical, large scale virtual reality system in the early 1990s. This system was used as the electronic mockup to support the design and construction of the Virginia Class submarine.

In the late 90s we began to look at mobile computing and wearable computing. Before the ubiquity of cell phones and the advent of smartphones, mobile and wearable computing was hard. We used a series of Palm Pilot and PocketPC devices, as well as some unique, purpose-built computing devices.

Around 2000 we also started to work with wireless networking. This was before the term WiFi was in use. We were using PCMCIA cards running something called "WaveLAN". We looked at amplified signals for connection to planes and boats. And we looked at area connectivity inside of ship hulls.

In the early 2000s we worked on the development of a Virtual reality system for welder training. This was an early Mixed Reality installation with tracked physical hardware and VR display.

In the later 2000s we started developing some applications in the area of computer vision using OpenCV with digital SLRs and FireWire digital video cameras.

The final piece in the XR puzzle came with investigation of AR in 2013. We worked with early SLAM implementations (PTAM) and various toolkits: KinectFusion, Metaio, ARUCO (markers), and finally Google Tango. We developed some early Tango applications for electrical wiring and cable installation. This led to a prototype application for overlay of product model geometry on the work surface as a replacement for paper drawings. We have been using this in limited-scope production. We will show some examples of how our AR installation tool is being used in final production of end products.

Speakers

Principal Engineer , Electric Boat Corp
May 31

01:00 PM - 01:30 PM

Description

Many of our technological innovations seem to expand the computational abilities without the human in the loop. Augmented Reality is one of the view technologies that promises technological advances that enable us humans a better connection with the ubiquitous technology around us. We are not there yet to make use of such a user interface. We currently have individual islands of interactivity via AR. This conference may have many spatial demos as well, however, a single ubiquitous layer that penetrates all screens, surfaces, machines, and environments are not available. This is what the PTC Reality Lab researches. The core of this research is the ability to use AR in a scalable distributed platform to bridge among technological domains to allow the weaving of multiple technologies into one user experience. The resulting user experience is called One Reality. The goal for One Reality is to provide one seamless, ubiquitous flow of user experience for all technologies that touch the user’s decision making. This talk will iterate on the different stages of Augmented Reality User Interfaces and identifies One Reality as the 3rd stage in the evolution of AR user interfaces. This visionary talk aims to inspire the audience to think beyond the known applications for Augmented Reality.

Speakers

Vice President of Innovation Engineering , PTC
May 30

04:30 PM - 05:00 PM

Description

Microsoft has released HoloLens 2 on MWC. I think it is the benchmark for mixed reality devices, but it only reaches the pass mark. In order to be used by ordinary consumers, headsets must be turned into glasses to eliminate their fears of tech equipment.

Speakers

CEO , Shadow Creator
May 30

02:00 PM - 02:30 PM

Description

Imagine being able to view and interact with 3D objects in your environment in real time, directly in your mobile browser. No app required. AR for the web is here, and we’re pretty excited about it.

8th Wall Web is a complete implementation of 8th Wall’s SLAM engine, built entirely using standards-compliant JavaScript and WebGL, and hyper-optimized for real-time AR on mobile browsers.

8th Wall Web SDK allows you to create custom AR experiences for the mobile web using JavaScript and WebGL.

8th Wall’s AR Camera allows for prototyping and sharing of AR content on the mobile web by uploading 3D models. No coding required.

Come learn about the latest developments at 8th Wall and see how to create both custom Web AR experiences as well as AR Camera in a matter of minutes.

Speakers

Director of Technical Operations , 8th Wall
May 30

12:00 PM - 12:30 PM

Description

MAXST, a persistent challenger, is proudly specialized in Augmented Reality working with prominent Korean enterprises, such as Hyundai, Samsung Display, Samsung Electronics, and KT. MAXST’s cloud-based AR platform pursues innovation in terms of AR development tools, AR production costs, and profitability. We also believe Visual SLAM is critical basis for Future AR. We will reveal our stories and insight to the immersive world of today and tomorrow.

Speakers

CMO , MAXST
May 30

11:30 AM - 12:00 PM

Description

ABB and RE’FLEKT will discuss what it takes to introduce AR into your organization’s product lifecycle. We will talk you through our joint AR story and reveal how AR solutions are already improving a range of workflows from support to maintenance and training Let this industry example enlighten you on how to build your own business AR apps out of everything you already have within your company.
The challenges for improving repair and maintenance scenarios in industry are clear: Increase first-time fix rates, minimize the risk of choice for the technician, optimize the use of existing content, and much more. However, technical solutions that can help the company achieve these remain scarce. Outdated business technology (phone, fax, user manuals etc.) and innovations designed for consumer markets (Skype, Facetime, Slack etc.) simply don't fulfil the need for an easy-to-use support tool for industrial environments and scenarios.
Content automation and remote collaboration have empowered ABB to pursue their vision of defining the future workplace..
This is where AR and MR have emerged as a practical, deployable solution for visualization, interaction and guidance in remote support scenarios. RE’FLEKT are experts in creating augmented enterprise ecosystems fueled by AR content through simply using internal data and knowledge that’s already available. This approach has helped ABB to aim for bringing significant improvements to the areas of Remote Assistance, Guided Instructions, Error Diagnostics and Mobile Integrated Procedures.

Speakers

President & General Manager , RE'FLEKT
Industrial Automation Service Product Manager , ABB