Agenda

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May 31

03:00 PM - 04:00 PM

Description

Immersive technologies present a series of ethical dilemmas for experiential designers who have to make morally-ambigious design decisions. For example, the Holocaust Museum had to request Niantic Labs remove it as a PokéStop within Pokémon GO. Respecting this sensitive cultural context seems like an obvious moral intuition, but it also points to a larger open question of who owns virtual space? Should the AR cloud be considered an extension of private property? Or should it be more of a First Amendment free speech zone that democratizes creative expression? Can both be true? How should designers navigate these types of complicated moral dilemmas when the interests of the individual are in conflict with the interests of the collective? This keynote talk by The Voices of VR podcast host Kent Bye will explore the full landscape of ethical and moral dilemmas that creators of augmented reality technologies will be facing in the near future ranging in topics of privacy, ownership, consent, identity, economics, cultural norms, and implicit social contracts.

Speakers

Producer , Voices of VR Podcast
May 31

10:30 AM - 11:00 AM

Description

As technology constantly evolves, so is the way we integrate it into our workplaces. What does the future hold? What innovations will we need to keep up and how will this impact our future workforce and how they engage and train? In this session, we will look at virtual reality and how it impacts our daily workplace and future success and discuss how it can help solve current industry challenges — like the skills and labor gap.

Speakers

Business Manager, Raymond VR Simulator , Raymond Corporation
May 31

09:00 AM - 09:30 AM

Description

The optimization of product placement and assortment in-store and on-shelf helps maximize sales and reduce costs. Using mobile VR with embedded eye-tracking, Accenture teamed with Qualcomm and Kellogg’s to reinvent how brands and retailers gather consumer data and perform research —more rapidly and affordably at larger scale. Kellogg’s was launching Pop Tarts Bites and needed market data to determine placement, assortment and promotion. Using Qualcomm’s reference headset powered by the Snapdragon 845 with embedded eye-tracking, and software from InContext Solutions and Cognitive3D, Accenture Extended Reality (XR) developed a pilot VR solution that immersed consumers in a full-scale, simulated store, enabling them to move through the space, shop, pick up products and place them in carts--all while tracking what consumers were looking at, for how long and why. The pilot proved the high degree of correlation between the VR test results and those of traditional testing methods. More importantly, eye-tracking provided deeper behavioral data that led to a different merchandising conclusion—to place Pop Tarts Bites on a lower shelf, increasing total brand sales by 18 percent during testing

Speakers

Head of Brands , Epic Games - Unreal Engine
Sr. Director Business Development , Qualcomm
May 31

09:30 AM - 10:30 AM

Description

USC's JOVRNALISM has combined photogrammetry, 360, audio, AR -- and worked within Snapchat Lens Studio limits -- to create interactive, immersive experiences around homelessness, immigration and more. This session discusses how using the technology -- which is meant for light content -- can be used for serious, non-fiction storytelling. (One example: http://bit.ly/JOVRNALISM-HR-01)

Speakers

Creative Technologist , USC JOVRNALISM
Multimedia journailst , USC JOVRNALISM
Professor/Founder , USC JOVRNALISM
Interactive Developer and Designer , University of Southern California
May 30

05:00 PM - 06:00 PM

Description

Coming Soon

Speakers

Senior Director, AR/VR Software , Samsung Research America
Director of Developer Relations, XR and Gaming , Samsung Electronics America
May 31

03:00 PM - 03:30 PM

Description

Due to its ability to transport people into places and experiences beyond their reach, XR has tremendous applicability outside of enterprise solutions and gaming. Particularly, immersive media can be used to connect family members of all ages no matter their travel budget, time or mobility constraints. In VR people can hang out together, share memories and experiences, travel to new worlds, engage in health and wellness activities, and so much more.

In this session, we’ll discuss the research from dozens of focus groups with consumers of all ages conducted by AARP Innovation Labs and how we took that research, applied design thinking, and took a user centered approach to develop the new VR platform, Alcove. We’ll share how XR is a powerful tool for families to stay connected and build relationships when they can’t physically be together.

We’ll also share how through the development of this platform we’ve engaged the ecosystem of startups that deliver consumer content beyond simple entertainment and gaming, and how we, as an industry, can create virtual and mixed reality content that is valuable and accessible to all.
Additionally, we’ll discuss learnings and tips for building applications that incorporate the needs and considerations of people all ages, and explore the golden opportunity this industry has in addressing non-traditional consumer segments.

Speakers

Innovation Catalyst & Head of VR , AARP Innovation Labs
May 29

02:30 PM - 03:00 PM

Description

In this session Jan is going to give an overview about the manifold requirements XR solutions must fulfill for a successful implementation in an enterprise environment. Some of the key learnings will be shared and he also will point out the small differences existing between the consumer world and enterprise approaches.

Speakers

Founder , AdvisXR
May 29

01:30 PM - 02:00 PM

Description

Sports are timeless, yet with each generation, innovation and changing social dynamics alter and enhance how fans experience them. Today, fans are looking for more ways to engage with their favorite sports– they want to analyze, critique and connect with their teams in real time. With widespread technological advances, including connectivity, portability, livestreaming, mobile and social video, sports fans are consuming media in different, evolving ways. Fanbases are more active and influential, and are demanding new and unique experiences. Can Immersive Media Experiences help enable teams, leagues, sponsors and rights-holders to adapt to these wide-ranging changes?

Speakers

Intel Sports CTO , Intel
Managing Director , Intel
May 31

10:00 AM - 10:30 AM

Description

Millions of people live in fear of their job being taken by a robot, but the truth is that autonomous industrial robots have not yet lived up to their initially inflated expectations. Without next generation enterprise software that uses MR to connect people with robots and AI-driven task optimization, robotics vendors will never unlock the complexity and scale needed to drive ROI for their customers and investors. Join this session to learn how connecting technology-augmented human workers with robots is the key to unlocking the potential of autonomous robots.

Speakers

CEO , LogistiVIEW
May 30

10:30 AM - 11:00 AM

Description

My proposal is to discuss WiFi VR / Edge VR / 5G VR. I will walk through Radeon Relive VR, which is AMD’s driver-level solution for connecting high-performance PCs, Workstations or Servers directly to the new generation of AIO VR Headsets. This presentation will address the market opportunities for this solution including ‘Edge VR’ for XR business (w/ 5G hub).

Speakers

Director and Worldwide Head of VR Alliances , AMD
May 30

10:00 AM - 10:30 AM

Description

AR has shown great promise to date but what is holding it back from mass adoption?

Holography has long been considered the ultimate display technology. The science fiction ideal of engineering and manipulating light to produce 3D projections appealed to the imagination of millions through franchises such as Star Wars or Star Trek. While physically possible, the tremendous computing requirements to create full-depth holographic display made it unreachable for commercial applications. Until now.
We will look at the solutions required for the mass adoption of AR/MR - holographic display and associated technical advances that make holography a commercially viable solution. We will show why and how holography solves for a crucial problem of today’s AR/VR/MR - the lack of depth perception, which results in the vergence-accommodation conflict and simulation sickness (eye-fatigue and nausea). We will discuss how holographic display overcomes these issues and - most importantly - paves the way for immersive 3D without the near-eye display, expanding the horizon of AR/MR today beyond headsets and smart glasses.

Speakers

CEO & Co- founder , Vivid-Q
May 29

11:30 AM - 12:00 PM

Description

Panelists will discuss the unique challenges and opportunities of XR facing sports institutions with deep traditions and history, such as the PGA Tour and the Boston Red Sox. Topics will cover technology, audience targeting and the often-under-appreciated elements of education and deployment for legacy brands.

Speakers

CEO , Trigger Global
Marketing Producer , Boston Red Sox
Director, Digital Platform Innovation , PGA TOUR
May 29

05:00 PM - 05:30 PM

Description

This rapidly emerging technology has enabled capabilities with unbelievable returns. We will share the scoop on the latest activities and the numbers we are seeing, and we will also share a few thoughts on "adventures" to avoid.

Speakers

Founder | XR Industry Pioneer , Wizard Wells
May 30

04:30 PM - 05:00 PM

Description

Sharing reliable information via a virtual platform is key to success in day to day work activities. Integrating wearable technology in the right marriage of hardware and software is an all important 1st step that leads to a game changer versus a dud. How can we properly mix the two and have success?

Speakers

Fleet Engineering Innovation and Technology Project Manager , Southern Company
May 31

01:30 PM - 02:00 PM

Description

This session will explore the great potential of XR to transform the way companies view, analyze, and explore their data. Suzanne Borders will demonstrate how immersion adds value as an interface to large, complex, multi-variate datasets. She will discuss how companies can begin utilizing the technology to increase the accuracy of the insights discovered within their data, while simultaneously making the process of discovery faster. The discussion will tie in to Suzanne's discoveries and insights gained while developing and deploying XR data analytic solutions with BadVR.

Speakers

CEO , BadVR
May 30

10:00 AM - 10:30 AM

Description

Over the last three years, we've seen AR mature from being a platform for gimmicky marketing ploys to being on the verge of becoming a high-impact technology that is poised to change the way entire verticals operate. Enterprise-grade applications are poised to remake functions like customer experience, training, and compliance. Before we get there, there's still a bit more work to do on UI/UX, hardware and the underlying "picks and shovels" dev tools. Matt Miesnieks and Niko Bonatsos talk candidly about how technical advances in the next 12 to 18 months will shape both real monetization of emerging AR tech and renewed interest in investment in the space.

Speakers

Writer , TechCrunch
CEO , 6D.ai
Managing Director , General Catalyst Partners LLC
May 29

01:00 PM - 02:00 PM

Description

HTC VIVE's Head of Product Vinay Narayan and Circuit Stream's Lead XR Instructor Usman Mir share the development potential of HTC VIVE's latest eyetracking SDK: Pro Eye. Discover the possibilities Pro Eye opens for developers, experience enterprise use cases, and learn how to build an eyetracking app yourself from expert VR instructors.

May 30

02:00 PM - 02:30 PM

Description

The partnership between XpertEye and Proceedix offers a best-in-class solution to empower smart operators and technicians. The combination leverages both mobile technology and smart glasses for remote assistance and instruction and inspection execution.

Speakers

Key Account Manager , AMA XpertEye
CEO , Proceedix
May 29

12:00 PM - 12:30 PM

Description

The building industry is going through a fast-paced technological transformation, revolutionizing design, construction, assembly, manufacturing, and maintenance, workflows. Digitalization is at the core of this process and XR technology, with its ability to merge physical and digital content, serves as a fulcrum of this integrated environment. The presentation will cover real-world use cases and future development including the potential synergy between XR, eye tracking, and brain-computer interface.

Speakers

Director, Mixed Reality , Trimble
May 31

11:00 AM - 11:30 AM

Description

This session will cover how sound is an integral part of spatial experiences from enhancing immersion, reducing cognitive load and, at times, replacing the need for visuals. Advances in hearables will support a new wave of creation using audio to augment reality.

Speakers

Managing Partner , WXR Fund