01:40 PM - 02:20 PM
As the immersive media industry takes shape, we're finding it breaks the mold in more ways than one. Storytellers are embracing new formats and matching them with new narrative mechanisms. These immersive stories leverage alternative funding models and new distribution channels, like location-based and VR storefronts. Without an industry status quo, leading women are stepping up to blaze trails in immersive media.
01:40 PM - 02:20 PM
As the immersive media industry takes shape, we're finding it breaks the mold in more ways than one. Storytellers are embracing new formats and matching them with new narrative mechanisms. These immersive stories leverage alternative funding models and new distribution channels, like location-based and VR storefronts. Without an industry status quo, leading women are stepping up to blaze trails in immersive media.
02:00 PM - 03:00 PM
Our group poses the question: what if the “Metaverse” is made up of an open ecosystem of interoperating, simultaneously running applications that blend the advantages of AR, VR, the web, open source, and standards? We demonstrate a joint WebXR system for multi-user, multi-app composited application development using open standards (WebXR).
To participate in the demonstration, enter the Mozilla Hub via https://awe.webaverse.com/ supported devices & browsers since Hubs runs in the browser it works across many different platforms.
For 2D experience: Hubs works on most modern desktop browsers on Windows, Mac and Linux. It also works on most mobile browsers for Android, and Safari on iOS.
For VR experience: For Desktop VR (Oculus Rift, Windows Mixed Reality, or HTC Vive) Hubs works when used with a WebVR compatible browser (e.g. Firefox). Users must also have either Oculus Desktop App (Oculus rift), or SteamVR installed (Windows Mixed Reality, HTC Vive). For Standalone VR devices (Pico Neo 2, Oculus Quest and Oculus Go) Hubs works in the Mozilla Firefox Reality Browser or the Oculus Browser. Mobile phone powered VR systems, such as Samsung Gear and Google Cardboard, work using Google Chrome browser. Note that some features may be limited on low-powered devices such as mobile phones.https://hubs.mozilla.com/docs/hubs-create-join-rooms.html#supported-devices--browsers
02:00 PM - 03:00 PM
Our group poses the question: what if the “Metaverse” is made up of an open ecosystem of interoperating, simultaneously running applications that blend the advantages of AR, VR, the web, open source, and standards? We demonstrate a joint WebXR system for multi-user, multi-app composited application development using open standards (WebXR).
To participate in the demonstration, enter the Mozilla Hub via https://awe.webaverse.com/ supported devices & browsers since Hubs runs in the browser it works across many different platforms.
For 2D experience: Hubs works on most modern desktop browsers on Windows, Mac and Linux. It also works on most mobile browsers for Android, and Safari on iOS.
For VR experience: For Desktop VR (Oculus Rift, Windows Mixed Reality, or HTC Vive) Hubs works when used with a WebVR compatible browser (e.g. Firefox). Users must also have either Oculus Desktop App (Oculus rift), or SteamVR installed (Windows Mixed Reality, HTC Vive). For Standalone VR devices (Pico Neo 2, Oculus Quest and Oculus Go) Hubs works in the Mozilla Firefox Reality Browser or the Oculus Browser. Mobile phone powered VR systems, such as Samsung Gear and Google Cardboard, work using Google Chrome browser. Note that some features may be limited on low-powered devices such as mobile phones.https://hubs.mozilla.com/docs/hubs-create-join-rooms.html#supported-devices--browsers
02:10 PM - 02:30 PM
AR is being used to create new, engaging, effective ways for consumers to interact with brands and businesses. By adding AR gamification and location-based context, businesses are increasing reach, user sentiment, and actual foot traffic.
Having worked with global and national brands like AT&T, Simon Malls, Starbucks, Mcdonalds, and Samsung, Niantic's sponsorship platform has been evolving to a new form of AR marketing that is non-intrusive, organic, and engaging. Gaming is the new way to reach the so-called "unreachable" demographic, those who can no longer be engaged with via traditional forms of marketing. With the gaming narrative and experience in mind, we will walk through how location-based AR games can drive foot traffic to brick-and-mortar stores and provide highly contextual and timely moments of engagement with customers. Pulling from real world results, we will share case studies on what works in location-based AR gaming and how brands can leverage this new form of marketing.
Having worked with global and national brands like AT&T, Simon Malls, Starbucks, Mcdonalds, and Samsung, Niantic's sponsorship platform has been evolving to a new form of AR advertising that is non-intrusive, organic, and engaging. Gaming is the new way to reach the so-called "unreachable" demographic, those who can no longer be engaged with via traditional forms of advertising. With the gaming narrative and experience in mind, we will walk through how location-based AR ads can drive foot traffic to brick-and-mortar stores, create location context for digital brands, and provide highly contextual and timely moments of engagement with customers. Pulling from real world results, we will share case studies on what works in location-based AR gaming and how brands can leverage this new form of advertising.
02:10 PM - 02:30 PM
AR is being used to create new, engaging, effective ways for consumers to interact with brands and businesses. By adding AR gamification and location-based context, businesses are increasing reach, user sentiment, and actual foot traffic.
Having worked with global and national brands like AT&T, Simon Malls, Starbucks, Mcdonalds, and Samsung, Niantic's sponsorship platform has been evolving to a new form of AR marketing that is non-intrusive, organic, and engaging. Gaming is the new way to reach the so-called "unreachable" demographic, those who can no longer be engaged with via traditional forms of marketing. With the gaming narrative and experience in mind, we will walk through how location-based AR games can drive foot traffic to brick-and-mortar stores and provide highly contextual and timely moments of engagement with customers. Pulling from real world results, we will share case studies on what works in location-based AR gaming and how brands can leverage this new form of marketing.
Having worked with global and national brands like AT&T, Simon Malls, Starbucks, Mcdonalds, and Samsung, Niantic's sponsorship platform has been evolving to a new form of AR advertising that is non-intrusive, organic, and engaging. Gaming is the new way to reach the so-called "unreachable" demographic, those who can no longer be engaged with via traditional forms of advertising. With the gaming narrative and experience in mind, we will walk through how location-based AR ads can drive foot traffic to brick-and-mortar stores, create location context for digital brands, and provide highly contextual and timely moments of engagement with customers. Pulling from real world results, we will share case studies on what works in location-based AR gaming and how brands can leverage this new form of advertising.
02:30 PM - 03:10 PM
In this session, leading news organizations will reflect on the current state of immersive journalism. Talking points will include storytelling and the use of interactive narratives, ethical considerations, what medium (AR vs VR) is better for specific stories, and the process of choosing what projects are worth turning into immersive experiences.
02:30 PM - 03:10 PM
In this session, leading news organizations will reflect on the current state of immersive journalism. Talking points will include storytelling and the use of interactive narratives, ethical considerations, what medium (AR vs VR) is better for specific stories, and the process of choosing what projects are worth turning into immersive experiences.
03:00 PM - 04:00 PM
Watch VR artist The Sabby Life paint live in virtual reality using the VR art app Tilt Brush. See a galactic scene unfold and explore the alien landscape as she paints live.
Join the VR experience here: https://account.altvr.com/events/1475671672559239766
AltspaceVR Minimum Specs and Supported devices:
https://help.altvr.com/hc/en-us/articles/115003538414-Minimum-System-Specifications
03:00 PM - 04:00 PM
Watch VR artist The Sabby Life paint live in virtual reality using the VR art app Tilt Brush. See a galactic scene unfold and explore the alien landscape as she paints live.
Join the VR experience here: https://account.altvr.com/events/1475671672559239766
AltspaceVR Minimum Specs and Supported devices:
https://help.altvr.com/hc/en-us/articles/115003538414-Minimum-System-Specifications
03:10 PM - 03:30 PM
Learn how Artie’s technology enables developers to create games in Unity that have next-gen interactive features, including speech recognition and computer vision.
03:10 PM - 03:30 PM
Learn how Artie’s technology enables developers to create games in Unity that have next-gen interactive features, including speech recognition and computer vision.
03:10 PM - 03:30 PM
The Entertainment Technology Center at USC has now run three Challenges asking students and recent graduates what they would like to be able to create in 3-5 years that they cannot easily create now, and what needs to happen to make it possible. This session will further describe the Challenge and show some of the winning 3-minute pitch videos.
03:10 PM - 03:30 PM
The Entertainment Technology Center at USC has now run three Challenges asking students and recent graduates what they would like to be able to create in 3-5 years that they cannot easily create now, and what needs to happen to make it possible. This session will further describe the Challenge and show some of the winning 3-minute pitch videos.