01:45 PM - 02:40 PM
Now is the time for brands who partner with sports leagues, musicians and other entertainment venues to invest in a proactive and scaled XR gameplan to connect with their consumers who desire more immersive fan engagement. The panel will explore new ways for brands to leverage innovative XR experiences to enhance the fan experience; from using Web AR to give fans access to behind the scenes experiences, to immersive up close experiences with world-famous athletes, musicians and celebrities - these connected experiences are only the beginning of what's possible.
02:15 PM - 02:40 PM
Learn how MRTK Figma Toolkit can help your UX design process for Mixed Reality. With MRTK Figma Toolkit, you can use 2D versions of the HoloLens 2 style UI components for creating UI layouts and storyboards. Figma Toolkit's Unity plugin can import the Figma file and recreate corresponding MRTK components in Unity. This will save a lot of time and effort for designer-developer collaboration.
02:15 PM - 02:40 PM
Nearly two years into the pandemic, we are all still wondering what's next after Zoom. With over forty remote spatial collaboration platforms, including Facebook's new Workrooms and Microsoft's AltSpace, how many will survive 2022? What are the use cases? What's hot, who's in danger and what is the future of remote work, training and education generally.
02:15 PM - 02:40 PM
An in-depth look at the challenges companies & ISVs are facing as they go from managing dozens of XR devices to thousands, and the three key ingredients required to make it happen.
02:15 PM - 02:40 PM
StereoKit is an open source Mixed Reality engine built on the shoulders of OpenXR. It prioritizes fast iteration, good documentation, and a friendly, pleasant-to-use API. This presentation is a quick introduction to StereoKit and how to use it to build HoloLens and VR applications using C# and OpenXR.
02:15 PM - 02:40 PM
P&C’s smart AR Glasses are a wearable HMD device equipped with an AI engine and the XR2 platform. The information is displayed on our HMD clearly as a flat graphic overlay or augmented 3D objects and immersive contents. Our AR Glasses are slim type optical system with a see-through solution achieved with the Qualcomm Snapdragon 865 XR2 platform, the best solution for the AR industry. P&C’s proprietary, vSLAM platform, provides a convenient augmented reality, allowing a seamless merging of the real and augmented objects in medicine, education, military and smart factories.
02:15 PM - 03:10 PM
3D has drastically increased revenue for the fashion industry. 3D eCommerce has proven to increase conversion rate by 94% and increase cart size by 61%, but that is just the beginning. Once fashion brands have 3D assets they can be sold as NFTs, placed in games for users to dress their avatars and so much more. How should brands be thinking about their 3D strategy? What works well in the Metaverse and what doesn't? Join 3D experts from VNTANA, Together Labs and Epic Games who have worked with freelancers to Fortune 1000 brands to create successful 3D fashion experiences across eCommerce to the metaverse and beyond.
02:15 PM - 03:10 PM
Marvel Themed Entertainment and MadHouse Productions join forces to immerse guests in all-new stories in an all-new format, Escape Rooms, leveraging AR and VR technologies to the bring the Marvel Universe to life in a whole new way!
02:45 PM - 03:10 PM
Engineers seeking to implement AR in production environments and at scale need to integrate AR-enabling technologies with existing IT architectures. The developers of AR solutions also need to offer their partners, customers and employees a range of acceptable options from which they can choose when developing or preparing to use AR-enabling components in a wide range of use cases and under diverse constraints. Unfortunately, current AR systems are vertically integrated and tightly controlled by the vendor who is offering the component or solutions.
Recognizing the needs of the AR industry to increase interoperability, there are many ongoing and emerging initiatives in international Standards Development Organizations and industry groups to specify standards. In this session attendees will learn the current status of these initiatives. With this insight, customer and product teams will be able to prioritize where to invest their resources and achieve the impacts that AR can offer with the highest flexibility and lower costs.
02:45 PM - 03:10 PM
Journey with XR national and international speaker Christopher Lafayette as he covers the intriguing world of Non Fungible Tokens and what they bring to the XR Ecosystem.
Chris will cover the topics of
1) Non Fungible Tokens Defined, Today.
2) How are NFTs made: Art vs Natural Assets
3) Where are they stored?
4) NFTs in Virtual Worlds
5) Relevant Industries
02:45 PM - 03:10 PM
Our future Metaverse is a shared 3D experience of the physical world and our many digital worlds. Naturally, the physical world is spatial and distributed. This spatial distribution means that physical objects and spaces are self-evident, and each of us can independently explore the world’s diversity.
This PTC Reality Lab talk will explore a UI and platform vision for empowering the future builders and explorers of the physical world.
02:45 PM - 03:10 PM
Music has always been enhanced by the visual arts, from album covers to music videos to laser light shows. In the last few years, artists have begun leaning into AR as the next frontier for such experiences, but never at scale, and never holistically across the broad spectrum of listening experiences, be it at home by yourself, out on a walk, hanging with friends, or attending a live concert or festival. Thanks to the unique capabilities of Niantic's new Lightship ARDK, with additional support and partnership from Unity and Warner Music, the two-time Auggie award winning AR studio, HEAVY.io will be showcasing their newest project (it's a secret, we can't tell you yet!), presenting a new paradigm for audio-visual experiences at the convergence of music, AR, NFTs, and participative art creation.
02:45 PM - 03:10 PM
Holoride takes everyday journeys and transforms them into immersive experiences by combining navigational and car data with XR. The technology has the power to change backseat entertainment forever while its Elastic SDK helps creators build breathtaking content and seamlessly implement it for enjoyment within the car.
In a rather conversational format, Nils Wollny (CEO & co-founder holoride) and Jesse Schell (founder Schell Games) will look at what’s so exciting about developing games with holoride’s Elastic SDK and how the content creator community can benefit from this completely new media format called Elastic Content. The session will further examine lessons learned from past and current projects and share insights about their most recent title in development, Cloudbreaker, which is scheduled to be released in 2022. Both Nils and Jesse will conclude with valuable tips on how to make the most out of the holoride experience, outline how to leverage the Creator Space with its powerful tools, and how to benefit from this exciting in-car entertainment revolution.
02:45 PM - 03:40 PM
The design process today has dramatically changed for architecture, engineering, and construction (AEC) teams. The pressure of remote work, outdated tools, and faster timelines all are compounded by even higher client demands. What's the secret to maintaining the cutting-edge in this stressful market?
Join Gabe Paez, Founder and CEO of VR collaboration Workspace The Wild, as he moderates a panel discussion with three innovative design teams that are thriving in today's competitive industry through the use of immersive technology. Learn how they brought VR into their design process, how it's transformed their work and organizational culture, and how it's yielded a tangible ROI along the way.
03:15 PM - 03:40 PM
Invisible and odorless as the metaverse itself learn the 5 secret interaction ingredients increase engagement, presence, productivity
as well as reduce nausea, churn, and broken dreams. Journey to Wonderland’s kitchen and learn how to leverage next-gen XR UX techniques. Expand your XR UX design vocabulary to take advantage of improvements made possible by higher resolution hand tracking, haptics, photogrammetry, machine learning, and higher resolution visual displays. This talk covers XR UX advances made since Lazzaro’s popular AWE 2019 UX Standards talk. Improve you kPIs. Come see what’s cooking.
03:15 PM - 03:40 PM
Conor will dive into OpenBCI's latest development: Galea, which combines mixed reality (XR) headsets with state-of-the-art biosensing and brain-computer interfacing (BCI) techniques. Galea comes equipped with multiple sensors to simultaneously monitor biometric data streams in real time and is designed to seamlessly attach to head-mounted displays (HMD), including virtual reality (VR) or augmented reality (AR) devices. The talk will also focus on the amazing possibilities and potential pitfalls of this technology being introduced to the world.
03:15 PM - 03:40 PM
Digital Manufacturing technologies are of critical importance to The Boeing Company and other large manufacturers. The use of Augmented Reality as part of a production system offers significant benefits to cost and quality. Laura Bogusch is the Vice President for Materials and Manufacturing Research at the Boeing Company, where she leads a large international team developing a range of technologies that will enable Boeing to implement the most advanced capabilities in its manufacturing operations. In this talk, Laura will highlight her priorities that are focused on enabling a digital thread using Model Based Engineering, and the role that Augmented Reality plays.
03:15 PM - 03:40 PM
The ISAR SDK (Interactive Streaming for Augmented Reality) is a developer tool enabling remote rendering and real-time streaming of entire XR apps from cloud or on-premises infrastructures to mobile XR devices. This approach breaks the performance limitations of mobile XR devices (HoloLens 2, Oculus Quest 2, iOs/Android,…) and allows developers to empower their apps or even create new experiences with high-quality content. More than 100 enterprises already use applications with the ISAR technology. In this session you’ll learn more about the ISAR SDK and its benefits as well as get a live integration demo.
03:15 PM - 04:10 PM
In a world where the COVID pandemic has deprived the public of live music and where artists have had to invent new ways of communicating online with their audience, it is not difficult to imagine that the future of concerts could be through virtual worlds.
The catalyst for this massive market opportunity is rooted in how habits have changed in 2020. During COVID, everyone has become a digital native. Musicians are looking for new ways to reach their audiences and vice-versa. As social platforms with the built in mechanisms for engagement that concert goers crave, games presented an opportunity for a new type of virtual music experience as an extension of the live music circuit.
As we enter into this rapidly emerging virtual concert market, games and music are intersecting more and more where just as we’re defining what the metaverse is, we’re also defining what virtual concerts are as these two industries converge.
In this one of a kind panel, we hear from Mavericks at the forefront of the gaming and music industry, and from the venture capitalist perspective to better understand where the cross section of these industries is at, and what it means for the future of these industries, their respective stakeholders and you.
It’s when technology is in the hands of the artists that we see the most exciting future that stimulates innovation, conversation, and audience-first designs that are leading towards a vibrant 1:1 digital twin of the music industry in the Metaverse. Whoever gets this next move right in this space is going to win big.
03:35 PM - 04:00 PM
Toyota challenged all team members to “Start Your Impossible” - a call to re-imagine Toyota for the next hundred years, embracing technology, collaborating across the organization, challenging the status quo, and taking risks.
Accepting the challenge, three team members decided to address the Accessory Sales process, historically ranked among the lowest levels of satisfaction in the industry-wide automotive purchase process. The goal was not only to prove that AR could interact with a physical vehicle, but to demonstrate AR as a viable sales tool. The results were better than expected: Customers benefitted by having unlimited accessory catalog access via a “virtual try-on”; Dealerships benefitted from both an increase in sales and a decrease in operating costs by not having to maintain a large accessory inventory; and Toyota Motor North America (TMNA) benefitted by collecting data on accessory trends. The collaborative team presenting: David Kleiner – TMNA’s Applied Technology & Research Lab (ATRL), Jazmieka Smith – Toyota Logistics Services (TLS), and Dan Ferguson – Groove Jones.