11:50 AM - 12:15 PM
Ingress is the first AR game Niantic produced prior to becoming an independent company, and it continues today with a thriving community of players around the world. It also has always been a place where Niantic developers, producers and engineers pioneer new technologies and game mechanics to advance the story and engage players. Ingress producer Brian Rose and AR software engineer Anthony Maes will share how the team is using the Niantic Lightship ARDK for real-time mapping and meshing combined with in-game incentives to crowdsource millions of AR scans, and push the boundaries of what’s possible in this battle between the Enlightened and the Resistance.
04:05 PM - 04:30 PM
One of AR’s foundational principles is to fuse the digital and physical. The real world is a key part of that formula… and real-world relevance is often defined by location. This means that one of AR’s primary battlegrounds will be in augmenting the world in location-relevant ways. That could be wayfinding with Google Live View, or visual search with Snap Scan and Local Lenses. And these players aren’t alone: Apple, Facebook, Niantic and other AR leaders continue to signal geo-spatial AR ambitions. Who’s doing what to gain pole position and win AR’s Space Race? We’ll break it down through numbers & narratives.
11:20 AM - 11:45 AM
In this session, we will release the latest data on the Chinese spatial computing market, and provide an overview of the current market landscape. CEOs of leading companies in the region will share their opinions on the latest trends, biggest challenges, and excitement to come. A taste of AWE Asia!
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.
09:00 AM - 09:25 AM
A look at the growth and investments in the digital healthcare sector and sub-sector of VR/AR over the last 18+ months, with some early analysis for 2022.
04:30 PM - 06:00 PM
Please join us for the global book launch of "Applied Virtual Reality in Healthcare: Case Studies and Perspectives". More than ten chapter authors will be at the launch to discuss and sign their individual book chapters. Dr. Walter Greenleaf will be available during the day on Thursday, November 11th, and can be easily found at the healthcare track if you would like him to sign your book. A limited number of books will be available on-site to purchase, so please come early. For more details about the book, please go to: https://appliedvirtualrealityinhealthcare.com
The book signing HAS BEEN RELOCATED TO THE FOYER OUTSIDE OF GRAND BALLROOM D (look for the glass door entrance to the Hyatt from the Convention Center.)
09:00 AM - 09:25 AM
In this opening keynote for the 12th annual AWE, Ori Inbar - the founder of AWE and Super Ventures - will welcome the XR Community to the first in-person AR or VR event in 2 years (!) and will highlight the industry's recent achievements as it enters the mainstream. Mr. Inbar will then share his vision for the next decade and call attention to the responsibilities and challenges we all share in ensuring the new wave of Spatial Computing is harnessed to fight humanity's existential threats to create an inclusive, just, and meaningful world worth living in.
11:20 AM - 11:45 AM
Post our successful second year of BRCvr Burn Week, Doug and Athena will share what they learned, new discoveries, best practices and ways utilized to bring the community together while empowering them to create in the digital plane.
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.
02:15 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.
10:00 AM - 10:25 AM
Mixed Reality (XR) offers an opportunity to catalytically change how humans operate in the world, enabling understanding and action never before possible. At the center of this potential are the challenges and opportunities of the human-machine interface and the ability to use these systems in real-world scenarios. Specifically, the challenge entails how (and when) to integrate XR appropriately and generatively into the Perception-Acton loop during real world tasks. The DoD industry base, like many other industries, is investing heavily into XR across many dimensions. The implementation of XR technologies on the individual Soldier entail a complete and robust understanding of not only the optical-mechanical systems themselves but, more importantly, the understanding of the challenges of implementing such a device on the human system. Dr. Palmer will speak to these challenges and opportunities, as well as their portability to other industries looking to enable increased performance, efficiencies, or joy to the users of these devices. Topics will include Data to Decision (D2D) in Context, Architectural Requirements and Trades when implementing on Human Systems, the challenge of Cognitive/Attentional/Physical Load, and Management of Local (XR) – Global (Real World) relations in different contexts.
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.
10:00 AM - 10:55 AM
With the increasing need to address the global wellbeing crisis, how does the flourishing of our VR/AR technologies enable the acceleration of human wellbeing and potential?
We are witnessing the rise of augmented and virtual reality (VR/AR) technologies as a field ripe for positively impacting human wellbeing. The multiverse will link our digital, physical and transformative spaces, creating a world where deep tech can help create deep humans, who can then create more deep tech. This growing category of technologies present massive opportunities to address mental and emotional wellbeing, physical and social wellness and human performance and potential at a scale and depth previously unimaginable.
The widespread adoption of a new technology, such as VR and AR, brings with it a vast landscape filled with opportunities for new category leaders to be created. Crossed with the mission of accelerating human wellbeing through the multiverse, we will continue to see the growth of deep technologies who can redefine the state of global wellbeing at scale.
10:30 AM - 10:55 AM
Leading head-mounted displays deliver immersive visuals and audio, but they’re packaged with plastic controllers that are designed for gaming. Enterprise and government VR users need to use their hands naturally and feel what they see. The success of mission-critical VR applications in VR often depends on having sufficient realism and accuracy. Learn how a new generation of wearable products deliver true-contact haptics through a combination of detailed tactile feedback, force-feedback exoskeletons, and sub-millimeter motion tracking. Hear how application developers for enterprise and government have embraced this technology to improve virtual training, design, education and even robotics.
05:05 PM - 05:30 PM
In this discussion, TACTIC and Treasury Wine Estates speak about the groundbreaking evolution of 19 Crimes and the Living Wine Labels Application that continues to dominate the wine and advertising world with augmented reality innovation. From over six million app downloads and over 400 million impressions since mid-2018 to the launch of celebrity Snoop Dogg’s wine and its accompanying AR experiences - the 19 Crimes wine continues to be one of the main innovators in branded AR content - with evergreen content launching both within the Living Wines Labels app and on the web, with the new web-based content showcasing additional experiences with no need to download a native app. Within the dozens of branded experiences within the Living Wine Labels collection, holograms come alive around wine bottles, with a variety of immersive and interactive AR experiences that have over 35 million sessions worldwide - helping make 19 Crimes wine of the year and an AR cult classic.
04:35 PM - 05:00 PM
In numerous fictional contemporary movies and television productions, the evaluation of crime scenes has been depicted with varying degrees of sophistication. C.S.I. introduced, not only new technology, but established new ways for law enforcement and juries to interpret physical evidence. Not every innovation has had a positive impact on the investigatory process. The Minority Report added the predictive twist and the dangers for abuse that foresight can bring. The underlying technology, however, successfully inspired many tools being used by law enforcement today, including crime predicting software. The scope of this presentation is to highlight the ability of immersive technology, both augmented and virtual, to have a beneficial effect on all aspects of criminological inquiry.
05:35 PM - 06:00 PM
Augmented Reality has been a key driver to enable brands to engage with consumers to make them feel a part of the action from anywhere. Whether they are at home in their living room, or live at an event, AR removes the need to activate at only one location. MVP Interaction and 8th Wall partnered with the Tennessee Titans to create the first-ever augmented reality mural in the NFL. Whether fans were onsite in Nashville or at home, the WebAR experience was easily activated by a QR code, taking traditional LBE experiences into your living room.
Join our session and get an inside look into how companies are utilizing AR to optimize consumer interactions to analyze audience engagement from multiple locations.
01:15 PM - 02:10 PM
"Where Am I? Why am I here? What does this mean?" Literary theorist Nicholas Burbules posed these as essential questions for those experiencing interactive and immersive media experiences. He argued that audiences should not only be asking themselves this, but should also be motivated to "do the work" of finding answers as they negotiate the spatially arranged content of interactive media experiences. This discussion panel will explore the use of space in XR storytelling. Particularly, how can we leverage new and emerging technologies to harness the potential of real, conceptual and virtual spaces to tell engaging ethnographic stories in new modes? This inter-disciplinary discussion will touch on insights from fields as diverse as anthropology, human-centered design, filmmaking, and emotional geography to investigate how XR authorship must not only navigate the spatial dimensions of human relationships and communities within our narratives, but also the spatial relationships between viewers/users ("vusers") and the ethnographic content they engage in XR experiences. As an emergent field, XR storytelling is at a critical juncture in its development, and this conversation will hopefully help map out the contours of what matters - and what makes current trends in immersive XR experiences such a unique opportunity in the history of telling stories about people and communities.
03:05 PM - 03:30 PM
Virtual reality provides mental health clinicians with a virtually unlimited array of possibilities for in-session use. The expertise of a clinician, when paired with a customizable, interactive, immersive environment, allows the client to process and work through a plethora of difficulties. This presentation will introduce the participant to the Virtual Sandtray-VR program and demonstrate examples of use with PTSD, phobias, and adjustment disorders.
01:45 PM - 02:10 PM
In this talk I will describe how AI-driven 3D avatars will help us enable the metaverse. I will motivate how digital humans will impact the future of communication, human-machine interaction, and content creation. I will present our latest 3D avatar digitization technology from Pinscreen from a single photo, and give a live demonstration. I will also showcase how we use hybrid CG and neural rendering solutions for real-time applications used in next generation virtual assistant and virtual production pipelines. I will also show case a demo of a fully autonomous virtual human that we have developed at Pinscreen. I will then present a real-time teleportation system that only uses a single webcam as input, and our latest efforts at UC Berkeley in real-time AI synthesis of entire scenes using NeRF representations.