Are you looking to pilot an XR training program? Are you ready to scale from pilot to widespread adoption? This presentation will share tools, strategies, and real-world examples to help you build an effective XR training program at your organization.
We’ll share practical, real-world stories from the biggest companies in the world and how they went from getting early buy-in to running a successful pilot to scaling up to hundreds of locations.
Jason McGuigan, Lenovo’s Head of Virtual Reality, will discuss how the current avalanche of AI powered services are acting as a major force multiplier for XR developers. With the launch of the Lenovo ThinkReality VRX, Jason will discuss how some of Lenovo’s software partners are adopting these technologies to enhance their products and deliver profound new experiences to their customers.
He will share examples of these tools in action and discuss how the adoption of GAI will allow smaller teams to do more, reduce the costs of development, and speed the time to market. The results of these advances will be nothing short of revolutionary as enterprise organizations will be able to solve for a greater variety of use cases in higher quality, more cost-effective VR solutions.
Did you know that collaboration in the metaverse can benefit greatly from haptics? Learn how realistic, multiuser touch feedback can be cost-effective and fun for teamwork in networked, immersive environments. We’ll also announce preliminary results of exciting new partnerships. Join us as we explore insights and developments which indicate an exciting 5-year path ahead for haptics-enabled training and industrial environments.
There are billions of computing devices on Earth filled with millions of apps and hundreds of billions of media files. How do we bring their users into the future? 3D-aware AI technology is a stepping stone that provides a clear upgrade path for these users, creators, and developers ensuring full forwards and backwards compatibility of apps and media content. This talk will discuss free and paid tools powered by machine learning, as well as specific yet generalizable workflows for content capture, creation, development, editing, and distribution of software and media content. It will also highlight effective solutions for displaying XR content to all those people who are reluctant to put on a headset.
Industry statistics show up to 80% of all AR Pilots never make it through to commercial deployment, forever stuck in a dead zone known as “Pilot Purgatory”. Why do some deployments succeed where most others fail? From understanding the use case and expected outcomes, to selecting the right partners and technology to deliver an exceptional user experience, this session explores the five most important steps you must take to make AR deployments successful.
With XR emerging as the next computing platform, creators, brands, and media companies are intensifying their efforts to capture audiences' attention in the immersive space.
In this talk, we explore how XR can reinvent the most compelling form of communication in the world—the power of stories.
Through concrete examples of storytelling applied to industries such as entertainment, education, and food, we dive into the capabilities of XR storytelling to engage new audiences and win the attention battle.
Discover the groundbreaking journey of Starburst® and their Juicyverse virtual experience. Explore how they achieved three unprecedented milestones in seamlessly bridging the real and virtual worlds in a revolutionary experience in TheMall. Witness the future of interactive marketing and unlock new possibilities for immersive interactions on the web.
In this strategy-forward session, Prince will outline MicroOLED's principles for mass adoption of AR with a focus on commercial/enterprise applications. The session will address what's holding back AR, and propose a path forward to accellerate adoption across a range of use cases from navigation and wayfinding to process and procedure, which can all be addressed with MicroOLED's Light AR solution, today.