12:15 - 13:15
Join us for a presentation as founders of Korean Start-Ups share pitches of their companies. See the future of immersive tech!
12:20 - Ken Kim, 3i
12:25 - Alexis Choo, NP Inc.
12:30 - Dominica Lee, P&C Solution
12:35 - JinSong Roh, MetaVu Co., Ltd.
12:40 - ByeongSu Kim, Neogames
12:45 - Dahye Choi, Brandi
12:50 - Jaehun Kim, Ejune System
12:55 - Hobin Chen, Haegin
13:00 - Danny Cho, Marvrus
13:05 - Jurang Kim, Woonjin Thinkbig
10:25 - 12:00
Join us as start-ups pitch to our panel of judges for a chance to be named AWE's "Start-Up to Watch" for 2022. The winner will be announced during the Event Wrap-Up on the Main Stage.
11:00 - 18:00
Whether you want to see the latest tech in our Expo hall or daring, first-of-its-kind, immersive AR & VR demos, join us in the AWE Expo Hall or the Playground to enjoy the best the XR industry has to offer!
10:00 - 15:00
Whether you want to see the latest tech in our Expo hall or daring, first-of-its-kind, immersive AR & VR demos, join us in the AWE Expo Hall or the Playground to enjoy the best the XR industry has to offer!
11:00 - 13:00
We encourage you to enjoy one of the many amazing restaurants located around the area of the Lisbon Exhibition and Congress Centre.
11:00 - 13:00
We encourage you to enjoy one of the many amazing restaurants located around the area of the Lisbon Exhibition and Congress Centre.
18:00 - 20:00
Please join us for Happy Hour from 1800 - 2000 in Pavilion 1. Network while checking out spectacular experiences provided by AWE-some XR companies. Also enjoy a cocktail and some light snacks. Sponsored by META®.
12:45 - 13:35
The recently funded Horizon Europe project XR4Human, comprises a consortium of researchers, developers and users to promote a Human-centered XR system. The consortium aims at developing European standards for XR that help accelerate an ethical and human-centered development process for hardware and software manufacturers, thereby benefiting technically and commercially from highly usable and inclusive systems. Privacy, safety, ethical, legal and interoperability issues are discussed with the view of bridging the gap between industry and academia as well as cross-industry collaboration, to solve the challenges of tomorrow.
Join these inspiring speakers for a discussion around responsible innovation that takes into consideration privacy, safety, ethical and legal implications and their intersection for a socially acceptable XR governance.
13:50 - 14:20
This session continues a discussion that started on awe.live that features examples of incredible use-cases emerging for how “immersive and experiential” technologies are providing new capabilities to help build education, awareness, and empathy around the major challenges facing humanity.
Highlights will include three specific initiatives driving SDGs (Sustainable Development Goals), positive impact and how XR will help create a “Metaverse for Good.” Marcus Shingles, CEO of Exponential Destiny (a 501c3 non-profit that is primarily led by youth from under-served communities) and Dace Campbell, XR thought leader, will also share two global prize competitions: AWE’s "XR Prize Challenge: Fight Climate Change Challenge" and ExpoD’s “Metaverse for SDG Global Prize & VR Competition,” recently launched with the support of the UN’s ITU agency. Both competitions will give the entire AWE community an opportunity to participate and get involved!
15:35 - 16:00
Silently, WebXR has been enabling a fast and accessible new class of XR development. Additionally, a platform that allows self-distribution and control over content will become even more important with increasing device fragmentation. Learn about how development and deployment of XR web apps make the web the ultimate development platform.
13:20 - 13:45
The immersive quality of XR has potential for good as it's used to expose people to social situations they otherwise wouldn't experience, creating greater awareness and empathy.
When Joanne Popińska was producing The Choice, she had no idea that less than six months after it was released the United States Supreme Court would overturn Roe v Wade, ending the constitutional right to abortion almost 50 years after it was established.
Enjoy this Fireside Discussion as Joanne discusses her original goals, her surprise at how the Supreme Court decision impacted reception of her work, and the overall impact of this XR experience.
16:05 - 16:30
Virtual Manufacturing is the exercise of reproducing the physical behavior of a machine or a plant virtually, through software simulation applied to the Digital Twin. This allows engineers to integrate both mechanical design data and control software, meaning a machine can be tested entirely in the virtual world even before its construction and assembly, thus reducing the development and construction time drastically.
We needed a tool to do these activities that was totally customizable in order to integrate all the dynamics and benefits of virtualization. For this reason we developed a new software based on Unreal Engine that brings virtual manufacturing to an entire new business level.
Key benefits are:
- Development more flexible
- Photo-Realistic 3D graphics
- Advanced Human-computer interaction
- Ability to simulate a greater amount of objects
- +800% in logic calculation performance.
In Addition , our idea is to use the virtual model on the same platform to provide support for all business functions.
17:05 - 17:30
This is a joint presentation by KONE and Tampere University. KONE provides its customers with elevators, escalators and innovative solutions for modernization and maintenance, and is one of the global leaders in its industry. Tampere University is one of the most multidisciplinary universities in Finland.
In this talk we share our experiences and good practices for industry-academia collaboration gathered during a co-creation project for a VR environment. We co-created a collaborative VR environment and tools to support maintenance method development and related technical documentation creation as part of the product development process. The development was done in close industry-academia collaboration using an agile approach. Our talk aims at inspiring other industrial companies and giving insight for XR companies and academic actors.
10:30 - 10:55
The Metaverse, the final frontier.
These are the voyages of many creators on a mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.
14:00 - 14:25
The launch of area target recognition capabilities is opening new use case capabilities.
It's removing 3D object recognition needs and can be used over 30 000 m² like in Schriphol Airport.
Come and see new capabilities of area target and discover plenty of new use cases through intervention GPS, retail store experience, digital human guide for culture and more.
10:55 - 11:20
Harassment has been a consistent feature of networked gaming for at least 30 years, and the potential for damage has only increased with the popularity of social virtual worlds in VR. Beginning in 2016, stories of verbal and physical harassment in Social VR have periodically entered the news cycle, casting the VR platforms as negligent and instigating calls for ever more solutions. These solutions have ranged from user-controlled wearables or features connected to avatars to direct platform moderation, as well as finally community driven efforts.
However, implementing tools to combat abuse requires a balancing act on multiple fronts:
- protecting users from abuse through facilitating meaningful UX design to support social experience;
- keeping social platforms active in moderation and subjecting users to mass surveillance;
- attracting new users by making social VR appealing and warning them about the potential dangers.
11:05 - 11:30
HaptX, Inc. was founded in 2012 with a compelling, if audacious, vision: develop a system capable of providing accurate physical inputs (touch, force, temperature) across an entire user’s body to a degree that the virtual world becomes indistinguishable from the physical world. This system is both an engineering and business challenge, as it requires a commitment to a long-term development roadmap that delivers desirable products along the way. This presentation will cover some of the highlights and pitfalls of the journey to bring such a system to market through a laser focus on enterprise customers. Enterprise customers have been impactful early adopters, because their use cases are so clear; listening closely to their needs has created a durable partnership that benefits the entire industry. Developing haptic technologies that are enterprise-grade is a challenge that HaptX has been working on for a decade now. Yes, it is hard to start a hardware-based startup company. But the best is yet to come and is tantalizingly close.
13:25 - 14:15
Immersive games make it possible to combine technology and physicality to create an exhilarating experience in immersive reality unlike anything previously available. When you add multiplayer games to the mix and create opportunities for competitive gaming through esports, there's tremendous potential for growth.
Esports is a billion dollar industry and while VR & AR games make up only a small portion of that, this is an emerging field with ongoing potential for growth and many opportunities for start-ups and savvy investors. Join our panel to hear more about immersive gaming & esports, how to become involved, pitfalls to avoid, and more.
09:00 - 09:25
Ori Inbar, CEO and Co-Founder of AWE, will welcome attendees to the 13th annual AWE EU 2022 event with a fresh premise: XR makes dreams a reality!
He will kick off with how XR helped achieve his own personal dreams and proceed with covering how XR has been helping businesses deliver on their goals, people realize lifelong ambitions, and most crucially - fight the biggest threats facing humanity in the next decade.
Since 2010, AWE has been showcasing how XR can make dreams come true and AWE EU will continue with that tradition and help aspiring XR professionals fulfill more of their dreams while making a positive impact around the world with AR, VR and the Metaverse.
17:30 - 17:55
With the acceleration and convergence of emerging technologies: Metaverse, blockchain, AI, super computers , 5G infrastructure all coming together in an ever faster pace, we are about to experience the age of the superhumans, where technology expands human abilities beyond what we can even imagine today.