09:00 AM - 10:00 AM
Moderated by Kai Frazier, Founder & CEO, Curated x Kai, Afrofuturism imagines a future that values Black lives and social justice through the creative power of Black culture, music, film, literature and science fiction. Coined in 1994 by the cultural critic Mark Dery, its roots go back decades and include jazz musician Sun Ra, Parliament Funkadelic, writers Octavia Butler and Samuel R. Delany. As the next generation of artists like Janelle Monáe (Dirty Computer) and filmmakers Ryan Coogler (Black Panther) and Boots Riley (Sorry to Bother You) immerse audiences in a hyper-real Black experience, our panelists will explore Afrofuturism today and how it impacts AR, VR and spatial design.
02:30 PM - 03:00 PM
Users aren't just watching your content, they're feeling it with their wearables. Brain patterns and heart rate are XR storytelling's new inputs. Peek inside the world's first VR & AR content channel powered by a brain-computer interface and heart rate to learn about a new study on XR's therapeutic impact on anxiety.
10:00 AM - 10:30 AM
Mobile Augmented Reality is already a mainstream media platform in use today by more than 1 billion consumers worldwide. With the release of new untethered headsets and more content to experience on them, Virtual Reality is on its way to critical mass as well. Games and entertainment have been the key driver for adoption on the consumer end, but will it be enough to sustain the current speed of adoption? What's the demand for entertainment applications and how can developers monetize? Finally, where are the biggest opportunities for advertisers and creators who seek to engage these hard-to-reach consumers? Will the gaming-focused Oculus Quest open the floodgates and serve as the catalyst for broader consumer adoption? Learn the answers to these questions and more as Stephanie Llamas, head of XR at SuperData, a Nielsen Company, presents critical data and insights from her unique vantage at the center of the exploding VR and AR universe.
04:00 PM - 04:30 PM
Gaming and entertainment technology is evolving rapidly to become more immersive and interactive. Significant investment in 5G infrastructure will enable more content to be delivered to consumers while simultaneously giving those customers more control and detail. Currently, content developers and broadcast/streaming services are working to determine the best container for delivering that content over 5G. MPEG-H is a leading contender as it allows delivery of a single type of audio/video experience to its customer base over multiple platforms (e.g. VR/AR, music video, film, streaming or broadcast). Likewise, MPEG-H can be used for mobile, PCs, the car and a multitude of connected devices, forever changing the workflows of mixers and broadcasters having to work on numerous (and separate) audio mixes for each method of content consumption.
Furthermore, MPEG-H also enables the end consumer to personalize their entertainment experience like never before. Examples would be to allow the hard of hearing to adjust the dialog of a sports broadcast independently of the other audio or allowing the super fan to remove the commentary altogether. Additional features include playing back the entire soundscape on headphones with high immersion using spatial audio processing and allowing the HRTF’s of a device to be changed on the playback device for an even more detailed and accurate representation of the audio. In this talk, we will talk about how THX is working with the industry to enable the creation and delivery of next-generation immersive content to enhance the entertainment experience for consumers.
11:30 AM - 12:00 PM
In celebration of the 50th Anniversary of the Apollo IX mission, Digitas and Unit 9 will showcase the inspiration and creation of JFK Moonshot An Augmented Reality Documentary.
03:00 PM - 04:00 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.
03:00 PM - 04:00 PM
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.
10:30 AM - 11:30 AM
Unity evangelist Dan Miller joins Circuit Stream's Lead XR Instructor Usman Mir to explore and demonstrate the possibilities with AR Foundations. From how to get started, the development process, and use cases beyond gaming, Dan and Usman reveal the current state of mobile AR.
03:00 PM - 03:30 PM
Deskless workers have been receiving quite some attention as of late, and rightly so. 80% of the workforce is deskless, but until now they’ve been largely missing from the digital transformation strategy. Desk workers use CRM packages and ERP systems. Deskless workers have pen and paper. Technology is bringing the deskless workforce on the verge of a new era: connected workers, empowered by mobile and wearable technology.
•The needs of the deskless workforce in industry?
•Smart eyewear for smart workers?
•Software to inform, to guide, to assist?
•The business value? Augmented or Fake Reality?
02:30 PM - 03:00 PM
Augmented Reality (AR) has the potential to be the future of entertainment by igniting imaginations and unlocking entirely new, valuable ways for humans to interact with each other. Imagine visiting Dolores Park and playing a game of virtual Jenga with everyone nearby, or learning about the First Transcontinental Railroad in school building a digital representation with classmates, or building a collaborative AR sculpture at the San Francisco Museum of Modern Art. These examples only begin to describe how AR has the potential to elevate the entertainment world by providing a new way for humans to interact with each other and the world around them.
2019 is set to be a watershed year for AR, and Anjney will discuss the importance of having the technology to support the anticipated massive mainstream adoption; he can also speak to the technology and best practices (for companies, creators, programmers, and others) that will make AR experiences an easily adopted, everyday part of our lives.
11:30 AM - 12:30 PM
Spatial computing and the AR Cloud, how far have we come and how can we go faster?
03:00 PM - 03:30 PM
Raising a baby bird is tough. Building a digital one that looks gorgeous and captures the hearts of both bird and non-bird lovers is even tougher.
In this session, Chandana Ekanayake, Co-founder and Studio Director of Outerloop Games, will share about the specific tools used to create the majestic feathered friend in their new game, Falcon Age. He will also share about the power of using AI, gameplay, and narrative to allow players to build a relationship with a character in VR and non-VR. He’ll wrap up the session with tips on how to create excitement and awareness of your game using social media and Q&A.
03:00 PM - 04:00 PM
Network with your peers and share your session highlights.
NOTE: 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, Mission City Lobby Food court
11:00 AM - 11:30 AM
BREAK – Visit the AWE XR expo hall to interact with the latest and greatest in the industry.
NOTE: 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).