09:40 AM - 10:00 AM
During the last ten years, augmented, mixed and virtual reality have been increasingly investing our lives. However, these immersive and interactive technologies are still not so well known by the general public. Due to a certain complexity in the creation as well as the distribution of such experiences, there is still quite a long way to go in order to truly democratize these technologies. However, as time passes, more and more solutions are engineered to that end. This talk will aim at overviewing the current world of creation and distribution of XR experiences by and for the general public.
10:10 AM - 10:30 AM
In 2019, Synesthetic Echo made and released Bumblebee Jam, an explorative choose-your-own-adventure musical experience, set in a world where flowers produce music. It was of the first games / creative tools played exclusively with AR audio wearables, such as Bose AR glasses and headphones. Designing for the new medium always presents challenges, so in this talk, Maria will share her design process and discoveries that helped to make Bumblebee Jam accessible and memorable experience.
Attendees will learn what are the primary design considerations for AR audio, how to set up a fast development pipeline, how to structure user tests and how to ensure a smooth publishing process.
10:30 AM - 10:50 AM
Voice cloning has made tremendous progress in the last couple of years and is shaping up to shake the increasingly audio-focused world. We'll demonstrate how synthetic voices can integrate with AR/VR experiences and how AR/VR creatives can get started. We'll discuss the importance and engagement benefits of augmenting voice experiences with custom voices, dive into technical details, discuss the current state of the art in voice cloning, see dozens of examples of where it can make an impact, and give a glimpse of what the future holds.
10:50 AM - 11:10 AM
What is human movement data? What is it good for? And how can it take XR experiences and spatial computing to the next level?
Sarah will examine cognitive neuroscience research around the importance of 3D human movement data for creating empathetic connections and learning. She will share the hidden potential XR has for impacting the brain in pro-social ways utilizing this data and touch on the possibilities of combining AI with these data sets. If time allows she will give a short demo of MEU which is he first social platform built around 3D movement data and part of the AWE Playground.
01:00 PM - 01:20 PM
The wait is over. The adoption of 5G and Spatial Computing technologies has begun. With new devices and networks, how can we ensure the experiences live up to the hype? Join us as we discuss the next-gen creative technologies you'll need for our 4K, 5G, heads-up and hands-free future.
08:40 AM - 09:00 AM
To effectively blur the line between the digital world and the physical world, augmented reality (AR) apps need a sense of presence and context. Krikey, the developers of an AR gaming app, will share how they’re creating a deeper sense of immersion and presence in their newest mobile AR game, Sia’s Adventure.
Attend this session to discover the insights Krikey learned from using Unity’s Mixed and Augmented Reality Studio (MARS) and AR Foundation in the first AR adventure game with human characters, built with Google Maps. You’ll understand how these tools and workflows work together to create deeply interactive AR experiences that intelligently interact with the real world.
09:00 AM - 09:20 AM
Through the touch and the physical play, the children understand reality, discover the world, and develop social interactions. Kids today spend most of their free time interacting with screens, limiting the physical experiences with the real world. We, at Hasbro, want to create the world's best play by combining what best offered by the physical, the digital, and the storytelling through the use of augmented reality and voice.
Hasbro is pioneering the future of play through toy-grade AR platforms and experiences such as Marvel Avengers Hero Vision Iron Man and Bee Vision Bumblebee. Herovision platform relies on smartphone technology, inside an HMD ergonomically designed for kids. The HMD plugs into a roleplay mask (Iron Man or Bumblebee), allowing the kids to see the action from the hero's eyes. Through markers, printed onto the gauntlet, we allow gesture gameplay that mimics the hero. Kids can wear the mask with or without the HMD, allowing both the AR gameplay or the classic roleplay.
Another example is "CLUE with the ghost of Mrs. White", the Clue gameplay now augmented with Amazon Alexa. A board game that delivers classic tabletop gameplay with an immersive audio experience that delight, inspire, and connect people.
Hasbro is a global play and entertainment company committed to Creating the World's Best Play and Entertainment Experiences. From toys and games to television, movies, digital gaming, and consumer products, Hasbro offers a variety of ways to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, BABY ALIVE, MAGIC: THE GATHERING and POWER RANGERS.
Spark Labs is Hasbro’s industry leading, forward-thinking technology and innovation group crafting & delivering outstanding products & experiences that push the boundaries of play!
11:30 AM - 11:50 AM
09:40 AM - 10:00 AM
In this talk, Kirin will outline the technical challenges of bringing a compelling AR gaming experience into the real world - incorporating physical positional data at a room scale, while immersing the user in a world scale fantasy. When taking gaming into an open and ever- changing environment, game design needs to be addressed in a new way. There are certain ‘set up’ elements to AR that need to be weaved into the experience itself, so the gamer feels in control of their own experience and remains engaged (room scanning as one example). But the opportunity of a truly AR gaming experience is huge - augmenting players’ current and real reality. This lets you tap into a new level of excitement, anticipation or fear, making for a more meaningful and habit forming experience that leverages 3D directional audio, haptics, and compelling AR visuals.
10:30 AM - 10:50 AM
Gaming has undergone a drastic transition to digital streaming, online connectivity, and service-oriented publishing. What insights do these trends and fan communities for games like Fortnite, League of Legends, Roblox, and more have for VR?
11:10 AM - 11:30 AM
With a key focus on making accessible, family friendly laugh out loud content, Co-founder Jessica will explore the process for building their multi-player location based entertainment game, Oddball, for the Oculus Quest. She will cover the challenges and tips for making quality content accessible.
02:30 PM - 02:50 PM
Research has already shown that Virtual and Augmented Reality could be effective in several healthcare domains like patient engagement, medical training, and even telemedicine. But what if we could use Mixed Reality to augment a surgeon's performance -- enhance their eyesight, make them more efficient, and enable them to work flawlessly?
The typical operating room contains several million dollars in computer-aided surgery (CAS) equipment, yet surgeons often avoid these systems due to their complexity, lack of precision, and radiation exposure. Surgeons have to take their eyes off patients and squint at 2D navigation displays, a distraction that slows them down and puts patients at risk. One minute in the operating room now costs nearly $1000, while revisions to spinal fusion surgeries alone cost $1 billion a year. Disruptive innovation happens slowly in the medical device industry, and in this era of spiraling costs hospitals urgently need new solutions to augment and scale surgical capabilities.
At AWE 2020, Proprio CEO and Co-founder Gabriel Jones will discuss how computer vision, robotics, machine learning, and immersive interfaces are converging to transform one of the most complex professions, and how inter-disciplinary teams of game designers and robotics engineers are solving hard problems in healthcare.