04:00 PM - 04:30 PM
The National Basketball League (NBA) is one of the most progressive, forward looking and technologically advanced professional sports leagues in the world. Join David Browning, Senior Product Manager for NBA Digital and hear about the wide scope of VR/AR/MR products that they have brought to the market in the past few years. As well as a discussion on where HMD sports content will likely go in the coming years.
10:30 AM - 11:00 AM
Compelling, adaptive, and responsive content will define the future of mixed reality. Join games veteran David Elton in an exploration of how video game mechanics will drive the evolution of location-based entertainment experiences
10:00 AM - 10:30 AM
LetinAR is a Seoul-based startup developing see-through optical systems for wearable augmented reality devices. Based on our unique pin mirror technology which has quite different approaches from any other existing combiner optics, LetinAR has demonstrated ultrawide field-of-view more than 80 degrees with 8K high resolution. LetinAR also presented a form-factor-oriented glasses prototype device having the same appearance of normal glasses.
In this presentation, we introduce a pin mirror technology and its benefits and contributions to wearable AR hardware including high image quality without any degradation, visual comfort supporting correct vergence and accommodation, wide field-of-view providing immersive experience as well as cost effective manufacturing process.
We believe that the advantages of the pin mirror technology will not only suffice the optical requirements in future AR devices, but also shorten the beginning of AR/VR/MR era.
05:00 PM - 05:30 PM
From face filters to avatars, augmented reality and virtual reality is equipping people with new ways to express themselves and change the way they are perceived to the rest of the world. This panel will discuss how spatial computing is impacting identity and the implications of being able to remix who we are.
02:15 PM - 03:00 PM
This panel brings together top marketing and creative executives working on XR creative content for brands. Each of the panelists will share their experiences and lessons learned as they developed projects for the top companies in some of the biggest locations in the world.
04:30 PM - 05:00 PM
Come hear Matt Miesnieks, CEO and co-founder of 6D.ai, dive into the latest AR technical challenges 6D is tackling, catch a glimpse of what’s to come with the most recent breakthroughs and learn more about how spatial computing solutions are being applied across businesses, organizations and entertainment alike.
10:30 AM - 11:00 AM
Across the country thousands of VR Arcades are popping up, from bespoke VR Entertainment Centers to Mom and Pop Arcades. How do you enter this exciting new Market, and what opportunities exist today? Is now the time to open a VR Entertainment Center or content development studio?
Who should attend?
1.) Entrepreneurs and Investors considering entering the Location Based VR Space
2.) Content Studios considering product development for Location Based Entertainment
3.) Event planners and Experience Operators considering operating VR Experiences at Events
4.) Venues considering hosting VR Events
We will address
The (5) User Roles of Location Based VR UX, and how they work together
- The Guest
- The Event Agent
- The Experience Operator
- The Venue
- The Product Developer
Tools for operating a great VR event
- Consumer grade vs Professional Event Grade Gear
- Things you didn't realize you need, from hygiene to tripods
- Event agent tools to grow and manage a guest list
- Sample Event Budget for a profitable Mom & Pop Arcade
VR UX Product Design for Location Based Entertainment
- Professionally Operated Product vs Consumer
- Sports Ladders vs a Park Rides, retention or throughput
- Guest Media Take Aways
- VR Content for the Instagram
Legal and Budget Considerations
- Balancing the Budget, who pays who
- Product Marketing Events and Loss Leaders
- Hiring the skill sets needed for the best Agents and Operators
- Why you must have an event waiver, stories from the trenches
04:30 PM - 05:30 PM
An exploratory session speaking to entertainment industry veterans and new indie gaming startups.
02:30 PM - 03:00 PM
What’s inspiring a growing technical and creative community to build AR experiences with a sound first approach? Michael Ludden will speak about the wearable devices and tools that developers and creators are using to build audio augmented experiences with Bose AR. Showcasing some of the more compelling and available “heads up and hands-free” applications, built by members of the Bose developer and creative community, you’ll hear how Bose AR is enabling new experiences for millions of users. Learn more at bose.com/ar.
04:12 PM - 12:00 PM
Mobile devices have reached 5 billion people today, that includes kids who now use phones and tablets to learn, entertain themselves and play games.
But there is a growing concern amongst parents whether their kids are getting the right and a healthy amount of screen time.
We talked to hundreds of parents who all said that they suffer from this guilt, where they always have to make this choice of screen time or the real world time. We learned that most kids didn’t move or interact when engaging with the devices. Looking at the popular experiences for kids it was obvious that most of the them were made for adults with some minor adjustments for kids.
Can Augmented Reality solve this critical issue? Can it bring good screen time for kids? Can it make them active? Can it make them move a million steps?
We believe it can! We want to share our journey of how we used our game development, machine learning, physical therapy, and education backgrounds to make children move a million steps towards learning, connecting with the real world, and holistic wellbeing.
12:00 PM - 12:30 PM
Many have been waiting for VR’s “killer app” in order to push the technology mainstream, but in reality, a significant library of quality content already exists just waiting to be discovered. To solve this discrepancy, VIVEPORT’s "Netflix of VR" monetization model is helping developers connect with new customers and new streams of revenue.
Join Rikard Steiber, President of Viveport, for key insights into how Viveport is helping developers earn more revenue and enticing users to spend more time than ever in VR.
12:30 PM - 01:30 PM
Circuit Stream AR developer Nakisa Donnelly shares her development experience getting started with Magic Leap and also building more complex applications. She'll dive into how Unity works with the ML1 and explain how to implement core features like haptic feedback, spatial audio, and gestures.
01:30 PM - 02:30 PM
Storytelling strategies vary among platform, media and genre. As technology changes how we define storytelling, we’ve find ourselves as test subjects within different experiences. Are today’s game consoles tomorrow's set top box? Is the future of narrative a real time vr experience or a branching narrative? Or is leaning back making a come back? Dive into this interactive session that questions where the line is for the future of storytelling?
Presented by The Television Academy’s Interactive Media Peer Group
04:12 PM - 04:42 PM
In recent years there has been a huge growth in interest in watching people play games, both through streaming services as well as through Esports events to the extent that it is now possible to get college scholarships for participating in these events. At the same time, technologies such as virtual reality, augmented reality, and tracking systems have seen rapid improvements in quality and adoption.
At PlayStation’s Magic Lab at Sony Interactive Entertainment, we have been exploring ways to leverage these technologies to create novel spectating experiences. We believe that there are many opportunities to make spectating a more dynamic, interactive experience allowing for increased engagement for both players and spectators. This session will cover some of the exploration that we have conducted in this space.
11:30 AM - 12:00 PM
Ellen DeGeneres, America's most loved comedian and popular TV host, entered the augmented reality era with the "Game of Games" show. Over 900,000 app users get to tune in and play along with Ellen with AR by unlocking prizes that jump from the TV screen into viewers' phones. The app has hit 741,614 AR gift box markers scanned from NBC broadcasts of Game of Games, during the weekly Play Along Live game.
At AWE, HitPoint Studios gives an insight into the creative and technical process of building the "Game of Games" Game app and how to connect traditional TV shows with AR technology.
04:30 PM - 05:00 PM
The future of live experiences such as sports, concerts and theatre venues is radically changing. The rollout of 5G will trigger a revolution in AR and spatial mapping technologies.
Nexus Studios, a leader in immersive storytelling, and AEG, the world’s leading sports and live entertainment company, are working closely to enhance live experiences with immersive technologies.
By creating a highly accurate digital overlay of the venue that can be accessed via your phone’s camera, venues will soon offer an array of new services to offer customers.
In this session we'll explore the opportunities within this digital infrastructure, and cover new ways for brands to engage with customers.
Together, Nexus Studios and AEG are designing the venue of the future.
04:30 PM - 05:00 PM
An exploration of various strategies to implement XR technologies into the music festival experience and drive fan engagement.
05:30 PM - 06:00 PM
National Geographic Night Sky Odyssey is one of the most unique and compelling examples of leveraging AR in the entertainment and education space. Guests are provided with a take-home AR headset by Aryzon, and using their own smart phones are presented with a immersive tour of the dark sky. Using the phones GPS, compass and accelerometer, the specially designed version of Escapist Games Star Chart overlays high definition renderings of the original 17th century illustrations of the 88 constellations. Names of the stars and planets as well as the illustrations are perfectly superimposed over the actual night sky, bringing to life, like never before the heavens above us. Learn how this exciting new example of AR has enthralled audiences in its first year of sold out shows, and is enabling locations around the world to offer this revolutionary technology to excite and engage visitors of all ages.
02:00 PM - 02:30 PM
How exactly does Virtual and Augmented Reality game human perception so things we know aren’t there seem to exist? Can simple and robust public learning experiences empower and delight people of all ages to experiment and discover the answers for themselves? The answer is yes. This talk will present examples and discuss how UX best practices can be applied to create effective inquiry-based learning experiences that unpack seemingly complex modern technologies. Through iterative design coupled with repeated visitor testing, we deconstructed the surprising perceptual science and technology behind VR and AR into 16 cool hands-on experiences that spark “aha” moments and minimize the need for wordy explanations. We keep concepts intuitive, playful, and fun to understand. Our traveling exhibition goal is to show visitors they're smarter than they suspect, inspire students to aim for STEM careers, and help teachers lead deeper NGSS and Common Core dives both in and out of the classroom.
This 45 second video shows an example exhibit and part of our visitor testing process: https://youtu.be/Sgh0Sys57lY
Without needing to learn the terms, visitors discover the secrets of how things like Motion Parallax, Stereo Vision, 3D Audio Spatialization, Outside-In, and Inside-Out Tracking work in concert to make virtual, augmented and mixed reality experiences possible.
03:00 PM - 03:30 PM
The medium of 360/VR requires a new taxonomy for discussing point of view (POV). The simple designations of first, second, and third person that we use to categorize books, movies, and video games don't cover all the options and combinations available in this new, immersive medium of virtual reality. Using my experience as a 360/VR content creator, professional screenwriter, and Professor of Virtual Reality Filmmaking, I have created the new taxonomy for VR, which will allow us to better discuss, analyze, and communicate clearly about this medium. I will present -- and explain the applications of -- this taxonomy, which includes 4 POV tiers: 1) Narrative, 2) Visual, 3) Experiential -- whether the viewer feels invisible, acknowledged, active, or passive -- and 4) Transcendental -- the viewer’s relationship to gravity, time and space.