10:00 AM - 10:25 AM
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
04:05 PM - 04:30 PM
Worlds is the Spatial AI Platform for real-world digital transformation. Our software helps organizations transform critical, real-world activities into a live data stream where users can learn, analyze and build automation into their physical world in ways that have never been possible before.
In this talk, Jason Fox, VP of Worlds Labs, will discuss and demonstrate how cameras, sensors, digital twins, and AI all come together inside the Worlds platform to fully sense and measure the physical world.
04:05 PM - 04:30 PM
In this joint talk with Epic Games and German mixed-reality studio NSYNK, we showcase enterprise AR apps, using VisionLib’s Model Tracking in Unreal Engine for best-in-class XR experiences. VisionLib for Unreal makes a good fit and opens new opportunities for the XR developer community and enterprises, as it expands the choice of providers of 3D real-time engines for XR experiences.
We’re giving exclusive insights on the Porsche Taycan AR Event App, the first broadcast-quality AR app for journalists. Launched in early 2021, it brought the visual quality and precision otherwise only known from broadcast solutions to a mobile phone – for content creators to explore the technical features of Taycan augmented directly on the vehicle and, at the same time, to produce high-quality media content for reporting. The project has received a lot of attention on social networks and in the media.
VisionLib was one of the first SDKs, who made model tracking available to AR developers early. It has become a de-facto standard tracking technique. For good reasons: it's the only technique for enterprise-grade marker-less object tracking, is reliably precise, can handle object movement and remains working under changing or even adverse light conditions.
When it comes to uncompromised results, Unreal Engine is the state-of-the-art real-time engine and editor with photorealistic rendering, lifelike animation and much more – on an open, extensible platform that won't tie developers down.
02:15 PM - 02:40 PM
Steve Lukas from Qualcomm Technologies will talk you through design considerations and the tools that will open your third eye of AR. Learn about the unique design concepts for bringing your mobile app into augmented reality.
05:35 PM - 06:00 PM
09:30 AM - 09:55 AM
The presentation will introduce the groundbreaking VR & AR training application and simulators that we have developed for the nuclear power plant in Toronto, Canada. We will cover the design process and rationale behind the XR training applications, the development process, limitations and their solutions, as well as lessons learned while working in this demanding and hazardous environment. We will also touch on the importance of muscle memory, of removing abstractions and on how these XR apps were received and subsequently adopted by the nuclear power industry.
10:00 AM - 10:25 AM
There remains a huge gap between hopes for scalability of wearable AR to the general public and real world success stories involving large volumes of paying customers. ARtGlass has bridged that gap. CEO Greg Werkheiser and Vice President Lexi Cleveland will present with client Therese Alvich of Merlin Entertainments. They’ll share lessons applicable across many verticals from a journey scaling to serve millions of thrilled visitors to iconic cultural sites globally who pay for 45-120 minute tours. How and why did ARtGlass and their client sites break through quietly, inexpensively, and with a team characterized by atypical diversity?
10:00 AM - 10:25 AM
As AI and machine learning advance, human augmentation becomes less dystopian and more utilitarian. There is definite trepidation about the increase of machines in the workforce, many fear for their livelihood, robotic overlords and other such visions of how a robot / AI future would look. Some roles may disappear, others will emerge bringing employment to more people. Recent global disruptions, shifting marketplaces, and other unexpected situations have magnified the need for flexibility and new ways of working. Technology will further revolutionize the relationship between people and technology, powering us towards greater productivity.
As organizations gradually transition out of ‘survival’ and review what lies ahead, the experience and lessons learned from 2020’s biggest remote working experiment show us the best world of work is ours to create, if we are willing to adapt. Leaders must address the significant upskilling and augmentation that will be required to elevate their workforces and communicate a compelling vision in which technology plays an additive, not subtractive role, in the lives of employees- empowering them, making work more interesting, productive and meaningful, so that people can think, learn, and create.
Talking points:
• How NEW is augmentation at work?
• Is it replacing or enhancing, or both?
• Greater digital divide, or new employment opportunities?
• Does EQ currency come into play?
02:35 PM - 03:00 PM
Virtual reality (VR) implementations greatly matured over the past few years and it's been able to transform the way people learn. Enterprises are now forced to adopt VR to provide the best training for their employees. To take full advantage of VR training, it needs to be connected to the rest of the organization and included in the employee’s daily learning experience.
But taking VR from proof of concept to scale comes with challenges. Previously, enterprises only needed to focus on exploring the viability of VR. In order to deploy VR training at scale, they need to demonstrate its effect on the bottom line. You need a comprehensive method for tracking and measuring success within VR. The outcomes should be mapped against processes, objectives and compliance requirements. Then tied into existing legacy learning management systems. (LMS)
This presentation will walk through the three stages of scaling VR training: implementation, measurement and distribution. The successful deployment of VR training will depend on support from stakeholders and solving real business challenges. This presentation will also take an in-depth look at our case study with a medium-sized power utility company in the US where we increased knowledge retention by 59% and compliance by 40%.
04:05 PM - 04:30 PM
Immersive educational experiences have become a hot topic in schools across the globe especially post-COVID. Virtual reality has allowed educators to create virtual spaces and inhabit them in ways that have only previously been imagined. Extending the educational experience in Science and Humanities through VR/AR technologies has made Morehouse College a stand-out in the XR space. Victory XR built a digital twin campus accessible through the Engage platform of Morehouse College, a small, liberal arts college in Atlanta, GA and alma mater of Dr. Martin Luther King, Jr. Courses in biology, chemistry, and history were taught in Spring 2021 by Dr. Ethell Vereen, Dr. Muhsinah Morris, and Dr. Ovell Hamilton with cross-disciplinary modules infused by English professor, Dr. Tanya Clark. There were many lessons learned pivoting to remote learning in VR while educators worldwide were still getting acclimated to the facilitation of online learning. Being in VR allowed for students to construct their knowledge in a world free of distractions. The experiences in VR were thoughtfully developed to give students better access to meeting and exceeding the learning outcomes for the courses. Based on the preliminary surveys of students in the VR courses, this level of learning was beyond what they had ever experienced in the face-to-face classroom. The VR setting proved to be the best investment at a time when students had become fatigued with the constant use of available online team collaboration tools as the only way to meet for class. While VR has been shown to increase learning outcomes, mainly in individual gameplay tasks, there is a lack of data correlating student success and engagement to the learning outcomes spanning many disciplines. Now with this ambitious VR project incorporated into the curriculum at Morehouse College, there is data to support that courses across disciplines in science and the humanities can benefit from immersive VR in efforts to help students master the subject matter faster than they could in person. This is the first of such data at any undergraduate institution.
11:20 AM - 12:15 PM
Mainstream attention is finally focused on the convergence of technologies that the AWE community have been shaping for the past decade, and the "Metaverse" is having a moment. The idea has seemingly captured everyone's attention, with many rushing to define it and stake their claim. When you cut through the hype, who are the people truly shaping this future? Join Cathy Hackl for a short talk on the State of the Metaverse, followed by an inspiring discussion joined by leading voices featuring Roblox, AB InBev, and Nike. Together, they'll elevate the Metaverse conversation from a buzzword to an actual informed dialogue on the future of the Internet. They'll cover how culture and many industries are evolving - from fashion, sports, gaming, and beyond. We may even be joined by a panelist, born in the metaverse. This exciting session will give attendees a foundational perspective on the Metaverse that outlines both the pitfalls and opportunities in the years ahead.
09:30 AM - 09:55 AM
As the world becomes increasingly connected, and immersive technologies gain wider adoption within government, business, and the consumer market, a framework for privacy, cybersecurity, and safety is necessary. From headsets to other wearables and related sensors, Extended Reality (XR) technologies are now capable of gathering untold quantities of biometric data about users, potentially everything from a user's location and skin color to their eye and hand positions at any given time. As we build the next version of the Internet/Web 3.0, also known as “The Metaverse,” it is vital that we take a proactive approach and address some fundamental design choices about the principles of how we want it to operate and avoid replicating or exacerbating what is broken about the Web today. The most disastrous elements that must be fixed are data ownership, confidentiality, and accountability. With this in mind, the XR Safety Initiative (XRSI) and many research partners such as the MITRE corporation are engaged in conducting research to propose a Privacy and Safety Framework that sets a baseline set of standards, guidelines, and best practices that are regulation agnostic. Join this dynamic panel where we will go beyond discussing the sheer problems and begin to solutions that lead to better privacy, cybersecurity, and safety in the Metaverse.
11:30 AM - 12:25 PM
2021 has seen the launch of three important market studies focused on the XR Industry. In May, Ecorys and XRA released an update to an earlier examination of the EU XR marketplace and concludes that Europe’s long-standing VR research and manufacturing, highly-skilled workforce, strong creative industry, and cultural diversity put the continent at a clear competitive advantage to seize emerging opportunities and become an important player in the global XR industry. In July, the law firm Perkins Coie and XRA released the fifth annual XR Industry Insider Survey which found that among industry stakeholders that despite, or even due to the Covid 19 global pandemic, there is sustained optimism around immersive technologies and an expectation that while hurdles exist there will be increased investment in the sector. Finally, XRA will release its second annual survey of decision makers for enterprises across six different sectors and what their expectations are around the adoption and use of immersive technologies in their fields. Join our panel for a 360 degree view of the health and prospects of XR.
04:35 PM - 05:00 PM
Digitizing SOPs, complex process portfolios, possibly with ever so slight variations for hundreds of SKUs and hundreds of tasks in thousands of square feet can eb a daunting task, but does not have to be. Let us show use some examples and how to boost your OEE by double digits while you get to zero mistakes and 100% quality.
Focusing on the complex requirements of regulated processes and integrating a large scale flexible AR process guidance system on pharma shop floors is where goodly innovations feels right at home.
Join us for the session to get energized and inspired to transform your workflows and create a bulletproof paperless to streamline complex regulated manual processes in GxP areas like pharmaceutical production, packaging, laboratory, cell & gene therapy how much more.
With a proven track record, as experts for this sectors, Goodly Innovations will show you what's possible today, and give you a peek in the exiting future.
11:50 AM - 12:45 PM
We are living through a watershed year for immersive experiences. Our covid isolation has accelerated every form of immersive experiences. Streaming concerts, augmented museums, virtual meetings and immersive story telling. All of these verticals have reached to the world of immersive story tellers to keep us all connected.
Across all of these activities, spatial audio has emerged as one of the most important and visceral elements of the immersive story telling toolbox.
Apple has unleashed headtracked spatial audio on the more than 90 million Airpods pro users, Dolby Atmos, Sony 360 and Apple have been accelerating the adoption of spatial audio standards, and customers now have awareness of the power of immersive sound.
Join us as we discuss spatial audio production, delivery methods and the ever expanding customer experiences made possible by spatial audio. We will imagine the future of spatial audio and talk about the evolution of practical tools that are available today.
11:20 AM - 12:15 PM
With video meetings, remote training and virtual brand activations becoming more the norm than the exception, the limits of collaborating and engaging audiences at a distance with traditional tools have never been more apparent. Corporations, small businesses, brands and individuals are turning to virtual and augmented reality (collectively known as XR) to solve for these pain points. However, incorporating this technology into your business model and marketing strategy can be daunting. In this panel, we speak with experts in the field to learn about their various approaches, the technology that is making this possible, and how it’s augmenting the way we communicate, engage audiences and do business.
05:35 PM - 06:00 PM
Abstract: Dana Williams and American High School opened the world's first virtual reality high school in August of 2021. For the first time, students attend class - live with a teacher and other students from around the world - on a virtual reality campus. While some people are working on VR for the classroom, American High School made VR THE classroom. With projections that 10 million VR headsets will be sold this year, these young VR enthusiasts will begin looking for a better remote learning environment and the proof of concept by Dana Williams, funded in part by Qualcomm and built by VictoryXR, paves the way for a monumental paradigm shift.
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!
01:45 PM - 02:10 PM
RPR joined forces with the Microsoft Mixed Reality Capture Studio to create a hologram of Siduri Wine’s founder, Adam Lee, for a first-of-its-kind webAR experience. We fused Adam’s hologram with photorealistic, 3D content in the real-world and made it easily accessible through WebAR. Through the experience working with Siduri and Microsoft, we learned a lot about best practices of developing a WebAR experience with holograms and we'd like to share them with you. Try It Now at www.siduri.com/ar
02:45 PM - 03:10 PM
JLG is the world’s leading designer and manufacturer of access equipment. We deliver powerful, versatile equipment, along with unsurpassed training, service, and technologies. As the access industry leader, we feel it is our responsibility to innovate to advance the job site of tomorrow, today. Our approach to innovation is customer-inspired, enabling us to bring to market valuable solutions that provide tangible performance, productivity, and uptime benefits to our customers. The JLG Connected Solutions and Technical Publications team, identified augmented reality, a quickly emerging technology, as one that could help eliminate multiple customer pain points in the access industry.
There were two main challenges JLG set out to solve with the use of augmented reality. The first was the need for customers, primarily heavy equipment contractors who rent aerial lifts, to know what machine/s or accessories were needed for specific jobs. JLG currently offers a product portfolio of 150+ products with many configurations. While rental companies are oftentimes familiar with the full depth of offerings, those that rent from these companies are not. The second challenge was to find a solution for transitioning from traditional paper manuals to something more user-friendly and easier to access on the go.
In the fall of 2018, JLG engaged with AR/VR software development company, Futurus, to bring their vision for a more connected future to life. Ultimately, the solution would provide far more than the initial two challenges it set out to solve.
The award-winning app is designed to provide efficient on-site management tools for JLG machine operators and technicians. The app includes Machine Visualization, Accessory Visualization, Decal Viewer, Operation Guidance, and Machine Inspection Assistance modules. These tools provide JLG customers easy access to view machine and accessory options, perform inspections, and understand machine decals and controls, all while using augmented reality technology via a downloadable app.
This session will leave attendees with the following takeaways:
• How to gain visibility while championing immersive technology within a large organization.
• Considerations for prototyping and production before you start your own project.
• Options for leveraging various types of immersive content in one cohesive experience.