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Getting your hands into AR & VR

May 30

02:00 PM - 02:30 PM

Description

An overview of the current state of hand tracking & gesture recognition in the AR/VR market - the importance, challenges, tradeoffs, hardware and software requirements, use cases, trends, and vision of the future

Speakers

Head of BD & Product Strategy , Clay Air Inc

Related Sessions

May 29

10:00 AM - 10:30 AM

Description

LetinAR is a Seoul-based startup developing see-through optical systems for wearable augmented reality devices. Based on our unique pin mirror technology which has quite different approaches from any other existing combiner optics, LetinAR has demonstrated ultrawide field-of-view more than 80 degrees with 8K high resolution. LetinAR also presented a form-factor-oriented glasses prototype device having the same appearance of normal glasses.

In this presentation, we introduce a pin mirror technology and its benefits and contributions to wearable AR hardware including high image quality without any degradation, visual comfort supporting correct vergence and accommodation, wide field-of-view providing immersive experience as well as cost effective manufacturing process.

We believe that the advantages of the pin mirror technology will not only suffice the optical requirements in future AR devices, but also shorten the beginning of AR/VR/MR era.

Speakers

Optic Specialist , LetinAR
May 29

10:00 AM - 10:30 AM

Description

LetinAR is a Seoul-based startup developing see-through optical systems for wearable augmented reality devices. Based on our unique pin mirror technology which has quite different approaches from any other existing combiner optics, LetinAR has demonstrated ultrawide field-of-view more than 80 degrees with 8K high resolution. LetinAR also presented a form-factor-oriented glasses prototype device having the same appearance of normal glasses.

In this presentation, we introduce a pin mirror technology and its benefits and contributions to wearable AR hardware including high image quality without any degradation, visual comfort supporting correct vergence and accommodation, wide field-of-view providing immersive experience as well as cost effective manufacturing process.

We believe that the advantages of the pin mirror technology will not only suffice the optical requirements in future AR devices, but also shorten the beginning of AR/VR/MR era.

Speakers

Optic Specialist , LetinAR
May 29

10:30 AM - 11:00 AM

Description

TAFE NSW, Australia’s largest vocational training institute with over 130 campuses. The TAFE NSW Digital Lab are building VR prototypes and exploring the requirements needed to scale this technology across their organisation. Joe Millward will share what the team has discovered in the first 12 months of this journey. This will cover topics including:
• Building early prototypes and considerations needed scale content
• Fostering and developing advocates and early adopters
• Brand and organisation compliance
• Infrastructure and hardware requirements
• Creating content with longevity
• Adopting a comprehensive analytics strategy
• The importance of experimentation
• Planning for the evolution – steps in change management
• Future-proofing, identifying upcoming changes and trends in XR
Joe will breakdown all of the steps the team are going through as they continue this process. This will give you an insight into areas of focus you need to add to your implementation strategy.
Joe will dive into specific projects to dissect how TAFE NSW is preparing these applications for mass consumption. From developing continuity across multiple applications, what data is important to add to your analytics tool to how to maintain design quality.
He will also share lessons the team has learned as they have revised and improved the applications they have developed over the past 12 months. This including interaction design, audio and aesthetic improvements based on user feedback and analytical data.

Speakers

Innovation Manager , *
May 29

10:30 AM - 11:00 AM

Description

TAFE NSW, Australia’s largest vocational training institute with over 130 campuses. The TAFE NSW Digital Lab are building VR prototypes and exploring the requirements needed to scale this technology across their organisation. Joe Millward will share what the team has discovered in the first 12 months of this journey. This will cover topics including:
• Building early prototypes and considerations needed scale content
• Fostering and developing advocates and early adopters
• Brand and organisation compliance
• Infrastructure and hardware requirements
• Creating content with longevity
• Adopting a comprehensive analytics strategy
• The importance of experimentation
• Planning for the evolution – steps in change management
• Future-proofing, identifying upcoming changes and trends in XR
Joe will breakdown all of the steps the team are going through as they continue this process. This will give you an insight into areas of focus you need to add to your implementation strategy.
Joe will dive into specific projects to dissect how TAFE NSW is preparing these applications for mass consumption. From developing continuity across multiple applications, what data is important to add to your analytics tool to how to maintain design quality.
He will also share lessons the team has learned as they have revised and improved the applications they have developed over the past 12 months. This including interaction design, audio and aesthetic improvements based on user feedback and analytical data.

Speakers

Innovation Manager , *
May 29

11:30 AM - 12:00 PM

Description

The recent resurgence of VR is exciting and encouraging because the technology is at a point that it soon will be available to a very large audience of industry sectors and consumer markets. Yet, it has also been a little bit disappointing to see that VR technology is mostly being portrayed in the public eye as the ultimate gaming environment. But, VR is much more than that; for over twenty years virtual reality has been pushing the edge of innovation in engineering, design, training, and many other areas proving itself as a valuable tool to improve, accelerate, and advance processes and product-to-market operations. Furthermore, VR is also much more than goggles; we need to understand what, how, and where users need VR to then select the appropriate VR platform to deliver the applications. For example, during a product design cycle, team reviews and discussions are necessary, so team-enabling virtual reality platforms like large immersive rooms or walls are more effective platforms as the team can simultaneously share the immersive review experience while maintaining the social interactions of a face-to-face meeting. For VR to become the true new innovation engine, the current market (both consumers as well as technology providers) we need to understand that VR has been pushing the edge of innovation for over twenty years and that many of those advances somehow seem lost in today’s frenzy to bring to market “new and innovative” applications. We need to be aware of the challenges in aspects related to creating engaging, effective, and safe VR applications as well as the challenge to differentiate VR professionals from VR amateurs.

This talk will first present a wide perspective of what VR does as an innovation engine, the options we have today to explore virtual spaces to achieve innovation in different industry sectors, and its potential benefits and limitations when it is integrated in a variety of workflows. The speaker will discuss her over 25 years of experiences on developing VR solutions for specific industries that have been critical to accelerate VR technology development and deployment as well as to quickly determine technology development paths that, although exciting or “cool”, may not yield successful practical outcomes. The talk will follow with a discussion of the speaker’s newest work on bringing social VR systems, those that a single platform allows for multiple users, to the consumer market. These types of platforms used to be complex, expensive, and customized systems. Her work is bringing multi-user VR platforms, like projection rooms and walls, to the ease of use and cost to meet the expectations of today’s VR market. She will discuss specific industry cases that she has lead through collaborations with her research centers in which VR has proven its value to enhance productivity and efficiency. The talk will end providing a vision on the future of VR applicability as a force of change in many industry markets and as a result, its potential to become a key innovation engine to improve many aspects of human life.

Speakers

Executive Director , Emerging Analytics Center, UA Little Rock