14:40 - 15:05
Learn how specialized Virtual Reality NeuroTherapy (VRNT) is used for in-patient, out-patient and telehealth care for Spinal Cord Injury, Brain Injury and Stroke recovery to enhance neurological engagement for improved range of motion, pain management and quality of life.
14:40 - 15:05
The modern warfighter has limited situational awareness and performs under a high cognitive load while operating and executing missions utilizing autonomous systems. Currently, operators are head and eyes down, losing the ability to fully know what is happening in the environment around them.
The use of AI-generated 3D models and AR pre-visualization tools can eliminate mission repetition and reduce commander intent communication while allowing for full situational awareness. The warfighter will also see a reduction in the expertise required in unmanned system flight control enabling them to "launch and forget" until notified of pertinent activity.
XR tools enable seamless command and control of unmanned system while providing safety to the operator.
14:00 - 14:25
For XR creators, creating content has been difficult and expensive. XR creators have had to rely on DSLRs or even professional 3D devices. Now with Pivo, XR creators can make content easily, 1/5 the cost! Using Pivo, we would like to bring XR content to the mainstream, by democratizing the tools & hardware!
17:35 - 18:00
UX concepts in XR are the key for inclusive access to physical and digital content, products and services. Marco Richardson and Nina Blömer are discussing the topic Technical Opportunities VS community-based limitations and behaviors.
The duo is showing how to unlock the full power of Web 2.0 with technical aspects of metaverse in the first run, build trust and daily habits – step by step.
They will show how to build bridges to your data, XR is the IO interface with complete different UX concepts and ways, how we interact with digital content in the real word. One important fact is to empower people to make the UX shift.
10:05 - 10:30
At SQUARS, we strongly believe that the future of AR is on the web. Our vision is to empower everyone to easily create, share, and experience their own AR content with cutting-edge WebAR technology. Join our discussion on how we at SQUARS are nurturing an environment in which individuals, professionals, and enterprises can reach their full potential and strengthen their business with AR-enriched content.
10:35 - 11:00
Moving from VR to AR enables us to visually engage in the real world but presents great challenges for optics. How do we create a display that does not look like a display?
10:35 - 11:00
This talk will help you to understand the key benefits of using VR for training, and the main factors you need to be aware of when considering implementing VR training.
Overview:
- Learn how companies use VR gamification to drive engagement with employees
- Understand how VR training can address the issue of equipment scarcity
- And how companies use VR to take the risk out of Health & Safety training.
We will share our learnings across the following topics:
- How do you identify the right use case and business case for VR training?
- Understanding the 3 key uses of VR for training: 1. Knowledge 2. Skills and 3. Behaviour
- What are the key steps you need to take to effectively (and profitably) use VR in your enterprise?
- How can you best scale the integration across a large enterprise safely and securely?
- What makes for a successful implementation, including metrics and ROI?
12:30 - 12:55
First introduced in 2011, the Epson Moverio Smart Glasses range is the result of Epson’s expertise in
projection technology (the N°1 global projector manufacturer for more than 20 years) and more
than a decade of experience driving the deployment of smart glasses into key vertical markets.
Using augmented reality (AR) powered by Epson’s unique Si-OLED microdisplay technology, Moverio
Smart Glasses are delivering real benefits to a range of industries through a broad range of use
cases: from expanding virtual work life possibilities and creating innovative and inclusive visitor
experience, to transforming industrial maintenance & training though remote assistance and
workflow guidance.
Whether you are an enterprise end user, software development company, or system integrator,
there is an opportunity for you to benefit from Epson’s smart glasses unique capabilities.
Join us to learn more about our technology and how it can benefit your company and business
today!
10:05 - 10:30
In addition to supplying Moverio - a range of finished models of AR smart glasses, for certain verticals, Epson is now offering their core microdisplay technology together with the original optical engine to market.
The new solution is set to transform various emerging applications and innovative products, by enabling easy integration of AR capability and making it easy to develop a custom head-mounted binocular see-through display.
16:30 - 16:55
K-pop has become a truly global phenomenon, and last 2 years of the pandemic, K-pop has jumped into the metaverse, a shared virtual world, creating another way to connect to their fans in digital world and XR was the best solution of creating virtual space.
Session will explain how XR solutions have been adopted in K-pop and how it expanded its usage through out the K-culture.
10:15 - 10:50
Join us for this healthy debate as we roll up our sleeves to discuss how to envision and build a human-centered future towards a democratised, interoperable, multi-layered reality across worlds, platforms and industries. What are the 4.0 tools, techniques and teams needed for this convergence into Life 3.0, and how do take ownership and responsibility to make these new worlds a better place, for you and for me and the entire metahuman race*?
*robots and cyborgs included
14:35 - 15:00
Give me an A! Give me a W! Give me an E! Grab an icy cold one and take a seat in our VIP Box seats where your ticket includes exclusive access to recent industry home runs revealing how a fan’s experience is evolving for new XR-powered sports, via hyper-personalised, frictionless, data-driven engagement across activations, platforms and worlds, and what’s next for these expanding XR franchises.
13:00 - 13:25
XR4EUROPE is a Pan-European association that federates all the XR professionals, organisations and initiatives to support the development of, promote and represent XR innovation, industry and creativity from Europe.
This European Not-For-Profit Association was created in May 2021, and is the result of the XR4ALL project supported by the European Commission’s H2020 programme which ran from December 2018 to August 2021. The founding members are former XR4ALL consortium members and European territorial clusters.
The aim of XR4Europe is to contribute to the development of XR in Europe. It is important to note that there are many private and public initiatives in Europe for the development of XR. These initiatives are positive, but the fragmentation of these supports does not allow sufficient resources to be mobilised for major structuring projects, whether in terms of technology, equipment or content.
In addition to providing appropriate services to its members, XR4Europe wants to contribute to reducing this fragmentation and to become an interlocutor of the sector with user companies and public authorities.
09:40 - 10:05
With new technologies come new opportunities & challenges. This is no different for emerging technologies, 5G is one of the basic requirements to make the most of its many applications. Without a stable and solid data connection, 5G preferably, we are lost. Unlike other continents, Europe is not as connected as one might think. In large parts of Europe, people do not even have a stable Internet connection, let alone 5G technology.
What does this mean for the European market, for overall accessibility, its workforce, education, the XR ecosystem, hardware and software development? All domains that work with these emerging technologies, or even depend on them today and going forward.
Does Europe, its population, the European XR ecosystem really experience the difference with other continents/places where 5G is embedded and not only in the industry, in companies but even among the general public as well?
What are the consequences from the lack of accessibility? How are industries, businesses dealing with this lack daily? Unknown is unloved by the public, but how much are we falling behind in Europe because of that? Do we still have the ability to compete on a global scale?
A topic that - in today's world - is more relevant than ever, or at least should be!? Our panel members share their insights, each from their own experience and expertise. We're opening the discussion in the hope to inspire the people needed to defend Europe's position, to defend its interests on the world stage.
15:00 - 15:50
AR glasses continue to become more compelling on a larger scale as we see thinner lenses, more powerful processors, interactive software, and increasing interest. Experts in specialty fields like architecture and medicine have pushed forward the desire for AR technology while we're also seeing increased interest from average consumers who want to know more about this technology.
With that in mind, we're already heading in the right direction so how do we capture the momentum and help AR glasses go mainstream?
13:25 - 13:50
Leaders from the Korean XR ecosystem share the latest news and information on innovations of Korean developers.
17:05 - 17:30
Table stakes for the "The Metaverse" are to allow each user to be immersed into a virtual world that evolves with them. For too long this has been considered impractical due to the budget implications intrinsic in doing them manually. New advances in AI are shifting the calculus in a major way. In particular, new techniques make it possible to drastically scale up asset creation, improve runtime performance, and, most importantly, create a living world.
17:05 - 17:30
The technology that brought us Deepfakes is permanently reshaping the way we create content of all kinds - from movies and music to apps and websites. The idea of applying algorithms to manipulate or generate media isn't new, but several advances in computer science have brought the technology out of the halls of academia and into the hands of anyone and everyone with a desire to create. In this session, we'll explore how synthetic media and computational design are inspiring all sorts of machine-assisted creativity, how it's changing the overall creative process, and see examples of how this will bring about an explosion of immersive content that will shape the metaverse.
15:35 - 16:00
In the current ecosystem of Spatial artificial intelligence (SAI), access to, applications of and benefits from SAI continue to center power within a small number of individuals and organizations. Citizens are in no way able or prepared to engage with SAI as it exists today, an issue of inequity that will only grow in scope and scale as SAI’s capabilities, capacities and uptake also grow. To address this inequity, a holistic reimagining of the current ecosystem is needed. In this space, my colleagues and I have highlighted the need for what we call ‘Collective SAI’. As we imagine it, Collective SAI would be a citizen-run technological tool that, through its accessibility, transparency, independence and utility, would provide counterbalance to the current power dynamics that define the SAI ecosystem. By matching technology with technology in a practical and achievable way, such an approach is arguably our best hope to ensure equity and justice in the world of SAI now and into the future.
15:30 - 16:00
When Pfizer was scaling up the vaccine production during the pandemic two pain points were identified. The production lines were difficult to access to train new employees and the storage of the product involved complex procedures that required additional guidance.
Join our session on how Pfizer PGS Digital Manufacturing Innovative Technology Team leveraged AR and VR technology to overcome these obstacles and bring the vaccine to the world at lightspeed.