Agenda

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May 27

08:00 AM - 08:20 AM

Description

Being creative in any industry is hard, but working for businesses that are not traditionally art-oriented adds another level of challenges to artists on top of coming up with brilliant ideas. As more and more businesses investing in XR, a new door of opportunities have been open to the artists that are beyond the traditional entertainment industry. As exciting as it sounds, many artists will also find themselves in a situation having to explain their art and its value to other people at their company who are not used to 3D animation or XR production workflows. In this talk, I would like to share my experiences working as an XR 3D Artist at Verizon, a company I thought I would have no business working for just five years ago. I will share how I adapted to the role, the industry, and how I learned to provide my creative inputs using my past projects as examples.

Speakers

Senior 3D Generalist , Verizon 5G Labs
May 27

08:00 AM - 08:20 AM

Description

Being creative in any industry is hard, but working for businesses that are not traditionally art-oriented adds another level of challenges to artists on top of coming up with brilliant ideas. As more and more businesses investing in XR, a new door of opportunities have been open to the artists that are beyond the traditional entertainment industry. As exciting as it sounds, many artists will also find themselves in a situation having to explain their art and its value to other people at their company who are not used to 3D animation or XR production workflows. In this talk, I would like to share my experiences working as an XR 3D Artist at Verizon, a company I thought I would have no business working for just five years ago. I will share how I adapted to the role, the industry, and how I learned to provide my creative inputs using my past projects as examples.

Speakers

Senior 3D Generalist , Verizon 5G Labs
May 27

08:20 AM - 08:40 AM

Description

We will give a behind-the-scenes tour of our latest AR work, take a critical look at the creative and technical challenges encountered in the last two years of NYT Immersive storytelling and describe how our thinking about this storyform evolved over time.

Speakers

Immersive Storytelling - Graphics and Multimedia Editor , The New York Times
Graphics/Multimedia Editor , The New York Times
May 27

08:20 AM - 08:40 AM

Description

We will give a behind-the-scenes tour of our latest AR work, take a critical look at the creative and technical challenges encountered in the last two years of NYT Immersive storytelling and describe how our thinking about this storyform evolved over time.

Speakers

Immersive Storytelling - Graphics and Multimedia Editor , The New York Times
Graphics/Multimedia Editor , The New York Times
May 27

08:40 AM - 09:00 AM

Description

MR is the new trendy thing. However, what brings value is having your custom Holograms, aka custom 3D models, in context and experience.
Why does learning this matters? It is similar as creating a picture in Photoshop and then you don’t know how to put in your app or share it.
With Mixed Reality becoming more common, as designers, we need to understand the file formats and how to make it easier for users to create their own content.
But how does someone do that? It is such a complex process not many people know. There are so many CAD and 3D making solutions with different paradigms. I will break it down which ones work best for MR.

Speakers

Senior UX Designer , Microsoft
May 27

08:40 AM - 09:00 AM

Description

MR is the new trendy thing. However, what brings value is having your custom Holograms, aka custom 3D models, in context and experience.
Why does learning this matters? It is similar as creating a picture in Photoshop and then you don’t know how to put in your app or share it.
With Mixed Reality becoming more common, as designers, we need to understand the file formats and how to make it easier for users to create their own content.
But how does someone do that? It is such a complex process not many people know. There are so many CAD and 3D making solutions with different paradigms. I will break it down which ones work best for MR.

Speakers

Senior UX Designer , Microsoft
May 27

09:00 AM - 09:40 AM

Description

No one could have subscribed to HBO for Game of Thrones if they hadn’t known Game of Thrones existed. We know this is true, and yet, the XR industry is still wondering why non-gamers aren’t flocking to headsets. The reason is simple: we not only need content, we need to get the word out. Does a tree fall in a virtual forest if no one’s there to see it?

The goal of this panel is to demonstrate a structured review method that simplifies the way we talk about immersive experiences. It invites the XR party viewers not currently familiar with immersive content available in headsets, and also engages those well-versed in the industry. The panelists’ approach will open people’s eyes to a new way of thinking about XR narrative and allow them to open their mouths and speak more clearly about XR content. It will also give both new and seasoned XR viewers a little something extra to talk about. After all, it is word of mouth that makes content viral, or even just mainstream.

Speakers

Host/Executive Producer , The Look Club
Host/Executive Producer , Meta
CEO/Creator of Realities , Exelauno
May 27

09:00 AM - 09:40 AM

Description

No one could have subscribed to HBO for Game of Thrones if they hadn’t known Game of Thrones existed. We know this is true, and yet, the XR industry is still wondering why non-gamers aren’t flocking to headsets. The reason is simple: we not only need content, we need to get the word out. Does a tree fall in a virtual forest if no one’s there to see it?

The goal of this panel is to demonstrate a structured review method that simplifies the way we talk about immersive experiences. It invites the XR party viewers not currently familiar with immersive content available in headsets, and also engages those well-versed in the industry. The panelists’ approach will open people’s eyes to a new way of thinking about XR narrative and allow them to open their mouths and speak more clearly about XR content. It will also give both new and seasoned XR viewers a little something extra to talk about. After all, it is word of mouth that makes content viral, or even just mainstream.

Speakers

Host/Executive Producer , The Look Club
Host/Executive Producer , Meta
CEO/Creator of Realities , Exelauno
May 27

09:40 AM - 10:00 AM

Description

The session will focus on how we conceptualize ideas and storylines and how we convert these into AR experiences. The talk will highlight quick prototyping options and approaches, as well as the path to reach full fidelity with the latest PBR workflows and real-time lighting. Modern AR creation pipelines will be discussed and how mobile, desktop, headset and cloud services all come together to provide solutions that scale.

Speakers

Head of Augmented Reality , Adobe
May 27

09:40 AM - 10:00 AM

Description

The session will focus on how we conceptualize ideas and storylines and how we convert these into AR experiences. The talk will highlight quick prototyping options and approaches, as well as the path to reach full fidelity with the latest PBR workflows and real-time lighting. Modern AR creation pipelines will be discussed and how mobile, desktop, headset and cloud services all come together to provide solutions that scale.

Speakers

Head of Augmented Reality , Adobe
May 27

10:00 AM - 10:10 AM

May 27

10:00 AM - 10:10 AM

May 27

11:10 AM - 11:30 AM

Description

See how the innovators of DreamWorks Advanced Creative Technology team use XR to bring the vast worlds and larger than life characters from the big screen to your breakfast table. We’ll explore how we use the newest technology and immersive narratives to connect with our audiences while preserving everything we love about our stories and characters. Embracing the growing capabilities of augmented reality, we work to extend the reach of Trolls World Tour into all of our worlds.

Speakers

Mocap Engineer , DreamWorks Animation
Product Lead Strategy , DreamWorks Animation
Manager of Virtual Production (NLAB) , Netflix
May 27

11:10 AM - 11:30 AM

Description

See how the innovators of DreamWorks Advanced Creative Technology team use XR to bring the vast worlds and larger than life characters from the big screen to your breakfast table. We’ll explore how we use the newest technology and immersive narratives to connect with our audiences while preserving everything we love about our stories and characters. Embracing the growing capabilities of augmented reality, we work to extend the reach of Trolls World Tour into all of our worlds.

Speakers

Mocap Engineer , DreamWorks Animation
Product Lead Strategy , DreamWorks Animation
Manager of Virtual Production (NLAB) , Netflix
May 27

11:30 AM - 11:50 AM

Description

Immersive experience has long found a home in location-based entertainment, bringing a sense of disbelief and amazement. Virtual and augmented reality technology is a natural progression of the innovation around these experiences and adoption has been growing over the past three years in its second emergence in out-of-home entertainment.
While there is enthusiasm around the endless possibilities for xR in the location-based entertainment market, a bumpy road lies ahead with many challenges.
Join Greenlight Insights for a detailed, data-driven presentation exploring the current state of xR in location-based entertainment and where we will be heading.

Speakers

VR/AR Analyst , Greenlight Insights
May 27

11:30 AM - 11:50 AM

Description

Immersive experience has long found a home in location-based entertainment, bringing a sense of disbelief and amazement. Virtual and augmented reality technology is a natural progression of the innovation around these experiences and adoption has been growing over the past three years in its second emergence in out-of-home entertainment.
While there is enthusiasm around the endless possibilities for xR in the location-based entertainment market, a bumpy road lies ahead with many challenges.
Join Greenlight Insights for a detailed, data-driven presentation exploring the current state of xR in location-based entertainment and where we will be heading.

Speakers

VR/AR Analyst , Greenlight Insights
May 27

11:50 AM - 12:10 PM

Description

With the recent arrival of 5G and its bandwidth-widening abilities, the promise of augmented reality is here, delivering hyper-realistic and more personalized AR activations for the attractions industry.
Nexus Studios is enabling the future of attraction experiences via augmented reality. Nexus has developed the first ever “Enhanced Location” at AT&T Stadium, home to the Dallas Cowboys, where fans can take selfies with oversized virtual NFL players.
Imagine a life-sized Beyonce leading concert-goers through Coachella or a hyper-realistic Monet describing his paintings to you at the Museum of Modern Art. The technology Nexus has created can enable these incredible and personal experiences and entice concert-goers, museum lovers, and dedicated sports fans to immerse themselves within the experience and much more.
We’ve all seen AR at its most basic, think Pokemon Go, but Nexus has developed an AR engine that is truly next level when used in conjunction with a 5G network. Through the use of “Enhanced Locations,” the company delivers a true AR experience to sports fans that leverages volumetric content (giant 3D 'holgram'esque' digital layers) that were not previously possible.
Nexus used mapping technologies to prime the stadium location as a stage for AR material to be placed on top. The platform’s innovation is in scanning the environment to create an accurate digital twin from the resulting photogrammetry, bringing to life engaging content and experiences in real-world locations.
In this session, Nexus Head of XR and Interactive Arts, Luke Ritchie, will explore new ways the attractions industry can engage with their visitors via augmented reality.
Key Takeaways:
• A definition of “Enhanced Locations” in an attractions setting
• Examples of venues where “Enhanced Locations” can augment a user’s experience
• A solid knowledge of the creative and technical tools and techniques necessary to enable the future of augmented reality content
• Case study examples of 3D holographic content created for sporting events, that are vastly superior to what's come before in terms of quality, texture and therefore believability

Speakers

Head of XR , Nexus Studios
May 27

11:50 AM - 12:10 PM

Description

With the recent arrival of 5G and its bandwidth-widening abilities, the promise of augmented reality is here, delivering hyper-realistic and more personalized AR activations for the attractions industry.
Nexus Studios is enabling the future of attraction experiences via augmented reality. Nexus has developed the first ever “Enhanced Location” at AT&T Stadium, home to the Dallas Cowboys, where fans can take selfies with oversized virtual NFL players.
Imagine a life-sized Beyonce leading concert-goers through Coachella or a hyper-realistic Monet describing his paintings to you at the Museum of Modern Art. The technology Nexus has created can enable these incredible and personal experiences and entice concert-goers, museum lovers, and dedicated sports fans to immerse themselves within the experience and much more.
We’ve all seen AR at its most basic, think Pokemon Go, but Nexus has developed an AR engine that is truly next level when used in conjunction with a 5G network. Through the use of “Enhanced Locations,” the company delivers a true AR experience to sports fans that leverages volumetric content (giant 3D 'holgram'esque' digital layers) that were not previously possible.
Nexus used mapping technologies to prime the stadium location as a stage for AR material to be placed on top. The platform’s innovation is in scanning the environment to create an accurate digital twin from the resulting photogrammetry, bringing to life engaging content and experiences in real-world locations.
In this session, Nexus Head of XR and Interactive Arts, Luke Ritchie, will explore new ways the attractions industry can engage with their visitors via augmented reality.
Key Takeaways:
• A definition of “Enhanced Locations” in an attractions setting
• Examples of venues where “Enhanced Locations” can augment a user’s experience
• A solid knowledge of the creative and technical tools and techniques necessary to enable the future of augmented reality content
• Case study examples of 3D holographic content created for sporting events, that are vastly superior to what's come before in terms of quality, texture and therefore believability

Speakers

Head of XR , Nexus Studios
May 27

12:10 PM - 12:30 PM

Description

Immersive, interactive projection environments are XR experiences that bridge the physical and digital worlds. Domes, panoramas, globes, and projection-mapped spaces provide a social, collaborative way to experience 360° content, solving some of the practical challenges of deploying XR at scale. In these group experiences audiences can collaborate and connect - whether with data, with brands, or with one another.

Drawing on more than a decade of The Elumenati’s projects with clients from NASA and NOAA to Dreamworks and Deloitte, this talk looks at XR use cases across entertainment, enterprise and education. In location-based entertainment, immersion and interactivity enable social interaction IRL, and bring a fun factor that draws crowds and builds lasting memories. Leveraging these technologies in live brand activations is a crucial element in building CX, creating the engagement that is key to experiential marketing strategies. And a rapidly evolving toolset for content creation enables cross-disciplinary connections in education and design, from research labs to executive briefing centers, and from virtual production to civil engineering. We’ll discuss best practices and lessons learned in implementing immersive XR across these verticals, and brainstorm ways to stay connected in a post-corona future.

Speakers

VP Sales and Marketing , The Elumenati
May 27

12:10 PM - 12:30 PM

Description

Immersive, interactive projection environments are XR experiences that bridge the physical and digital worlds. Domes, panoramas, globes, and projection-mapped spaces provide a social, collaborative way to experience 360° content, solving some of the practical challenges of deploying XR at scale. In these group experiences audiences can collaborate and connect - whether with data, with brands, or with one another.

Drawing on more than a decade of The Elumenati’s projects with clients from NASA and NOAA to Dreamworks and Deloitte, this talk looks at XR use cases across entertainment, enterprise and education. In location-based entertainment, immersion and interactivity enable social interaction IRL, and bring a fun factor that draws crowds and builds lasting memories. Leveraging these technologies in live brand activations is a crucial element in building CX, creating the engagement that is key to experiential marketing strategies. And a rapidly evolving toolset for content creation enables cross-disciplinary connections in education and design, from research labs to executive briefing centers, and from virtual production to civil engineering. We’ll discuss best practices and lessons learned in implementing immersive XR across these verticals, and brainstorm ways to stay connected in a post-corona future.

Speakers

VP Sales and Marketing , The Elumenati