10:05 - 10:30
WebXR offers advantages over native. What if we could just put a native Meta Quest 2 game on the web and gain those advantages? It would not perform well--or would it? Come visit our talk to answer all these questions and many more. WebXR is ready. We will show you.
10:05 - 10:30
WebXR offers advantages over native. What if we could just put a native Meta Quest 2 game on the web and gain those advantages? It would not perform well--or would it? Come visit our talk to answer all these questions and many more. WebXR is ready. We will show you.
13:00 - 13:25
The Open Geospatial Consortium (OGC) is an international Standards Development Organization focusing on development of community and consensus-based standards for geospatial data and services since 1994. Over decades, the OGC members and community have been developing standards to describe the many dimensions of the “real world” on Earth (and in space). Since 2012, many OGC standards working groups have focused on Augmented Reality use cases. In this session, we will introduce the specifications produced by two OGC working groups that will enable developers to reduce their engineering effort and increase interoperability of location-based AR experiences. The speakers will present projects developed using the GeoPose implementation standard and the draft Points of Interest data model.
13:00 - 13:25
The Open Geospatial Consortium (OGC) is an international Standards Development Organization focusing on development of community and consensus-based standards for geospatial data and services since 1994. Over decades, the OGC members and community have been developing standards to describe the many dimensions of the “real world” on Earth (and in space). Since 2012, many OGC standards working groups have focused on Augmented Reality use cases. In this session, we will introduce the specifications produced by two OGC working groups that will enable developers to reduce their engineering effort and increase interoperability of location-based AR experiences. The speakers will present projects developed using the GeoPose implementation standard and the draft Points of Interest data model.
13:30 - 13:55
In this joint presentation, AJ & Adam will discuss:
• The history of media.
• The current transition from 2D (consumption based) media to 3D (immersion / interaction based) media.
• The opportunities for brands & startups to take part in the transition.
• Practical advice for brands making the leap to 3D.
• Q&A with the audience.
13:30 - 13:55
In this joint presentation, AJ & Adam will discuss:
• The history of media.
• The current transition from 2D (consumption based) media to 3D (immersion / interaction based) media.
• The opportunities for brands & startups to take part in the transition.
• Practical advice for brands making the leap to 3D.
• Q&A with the audience.
14:00 - 14:25
You have an important subject-matter and a great idea for the visualisation, but how do you draw people in so that they engage with your world changing XR experience?
How do you go beyond spatial computing hype and truly design XR experiences that make their mark on the users and their surroundings in a lasting and positive way?
When creating engaging experiences that have a real world impact, the main focus should be on how to make it relatable, accessible and engaging.
Discover what to think about when designing XR experiences using the “five-finger method,” going from motivation through action and reaction to interaction and finally leaving your audience with a reflection that they bring with them after the experience has ended.
Additionally, what role does webXR play in this and how important is it for true accessibility and inclusivity, leading to empowerment?
14:00 - 14:25
You have an important subject-matter and a great idea for the visualisation, but how do you draw people in so that they engage with your world changing XR experience?
How do you go beyond spatial computing hype and truly design XR experiences that make their mark on the users and their surroundings in a lasting and positive way?
When creating engaging experiences that have a real world impact, the main focus should be on how to make it relatable, accessible and engaging.
Discover what to think about when designing XR experiences using the “five-finger method,” going from motivation through action and reaction to interaction and finally leaving your audience with a reflection that they bring with them after the experience has ended.
Additionally, what role does webXR play in this and how important is it for true accessibility and inclusivity, leading to empowerment?
14:30 - 15:00
Join us for this very special panel featuring top EU creators in XR building AR apps and filters for the world to enjoy. Find out more about their latest projects in a lightning round where they'll each be given only 5 minutes to present in an extended "elevator pitch" sort of format.
14:30 - 15:00
Join us for this very special panel featuring top EU creators in XR building AR apps and filters for the world to enjoy. Find out more about their latest projects in a lightning round where they'll each be given only 5 minutes to present in an extended "elevator pitch" sort of format.
15:15 - 15:40
How AI powered tools making design accessible for freelancers and small studios? During this session we gonna discuss the implications of democratizing design through AI, the state we are currently in (case study) and the opportunities it presents for the next generation of creators. AI is here to help the workflow but also challenge traditional conceptions of design and creativity. Timelines gets shorter and shorter but exceptions from AR greater and greater.
15:15 - 15:40
How AI powered tools making design accessible for freelancers and small studios? During this session we gonna discuss the implications of democratizing design through AI, the state we are currently in (case study) and the opportunities it presents for the next generation of creators. AI is here to help the workflow but also challenge traditional conceptions of design and creativity. Timelines gets shorter and shorter but exceptions from AR greater and greater.
15:45 - 16:10
Unity is a game engine. But it's increasingly being used for scenarios that are more enterprise-y: line-of-business applications, AR/VR systems with server connections. For these areas, Unity's performance-centric architecture is less than ideal.
This talk introduces a real-world tested approach to designing Unity applications in a way that supports clean separation of presentation and logic, support for unit testing (even outside the Unity editor), built on the UniRX framework and my open source MVPToolkit for Unity.
15:45 - 16:10
Unity is a game engine. But it's increasingly being used for scenarios that are more enterprise-y: line-of-business applications, AR/VR systems with server connections. For these areas, Unity's performance-centric architecture is less than ideal.
This talk introduces a real-world tested approach to designing Unity applications in a way that supports clean separation of presentation and logic, support for unit testing (even outside the Unity editor), built on the UniRX framework and my open source MVPToolkit for Unity.
16:15 - 17:05
Coming Soon!
16:15 - 17:05
Coming Soon!
17:10 - 18:00
Join European creatives, Busterwood and FlatPixel and the Snap AR team to learn how they create imaginative and impactful AR experiences for a global audience. Get a behind-the-scenes look at AR activations that reimagine art and history at the Louvre, and create productivity apps for Spectacles. Donatien Bozon, director of Snap’s AR Studio in Paris, Oscar Falmer, Snap AR Developer Relations lead in Europe, and several European-based AR developers will share their first-hand experience and give you valuable insights that will advance your skills, help build your business, and inspire a new generation of mobile AR.
17:10 - 18:00
Join European creatives, Busterwood and FlatPixel and the Snap AR team to learn how they create imaginative and impactful AR experiences for a global audience. Get a behind-the-scenes look at AR activations that reimagine art and history at the Louvre, and create productivity apps for Spectacles. Donatien Bozon, director of Snap’s AR Studio in Paris, Oscar Falmer, Snap AR Developer Relations lead in Europe, and several European-based AR developers will share their first-hand experience and give you valuable insights that will advance your skills, help build your business, and inspire a new generation of mobile AR.