Agenda

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May 29

08:00 AM - 08:20 AM

Description

"Out There" is the first-ever immersive musical in Spatial Computing - a unique combination of storytelling, music and technology. "Out There" was introduced to the world at Comic Con Paris in late 2019, and is making its U.S premiere in 2020. Creator Thibault Mathieu (Wilkins Avenue) and Sound Supervisors Scot Stafford and Richard Warp (Pollen Music Group) will discuss the project's genesis, and how they produced and operated the largest-scale Location-Based Magic Leap experience to date, worldwide.

Speakers

sound designer and audio technologist , Pollen Music Group
Founder & Creative Producer , Wilkins Avenue AR
co-founder , Pollen Music Group
May 29

08:00 AM - 08:20 AM

Description

"Out There" is the first-ever immersive musical in Spatial Computing - a unique combination of storytelling, music and technology. "Out There" was introduced to the world at Comic Con Paris in late 2019, and is making its U.S premiere in 2020. Creator Thibault Mathieu (Wilkins Avenue) and Sound Supervisors Scot Stafford and Richard Warp (Pollen Music Group) will discuss the project's genesis, and how they produced and operated the largest-scale Location-Based Magic Leap experience to date, worldwide.

Speakers

sound designer and audio technologist , Pollen Music Group
Founder & Creative Producer , Wilkins Avenue AR
co-founder , Pollen Music Group
May 29

08:00 AM - 08:30 AM

Description

With XR headset sales moving closer towards mainstream adoption and the accessibility of attractive content on the rise, so are the performance demands of current and next generation headsets. Eye tracking already offers a myriad of benefits for immersive user experiences and more natural interaction but, what does it have to offer to improve the capabilities and performance of headsets?
Join Doug Eggert as he explains the value of Tobii Spotlight Technology and how this advanced eye tracking specialized for foveation can help overcome two of the biggest challenges facing headset manufacturers today. As the XR market continues to press for wider field of view and higher resolution displays, Tobii Eye Tracking brings a clever solution inspired by nature but designed for XR.

Speakers

Director of Product Management – XR OEM , Tobii
May 29

08:00 AM - 08:30 AM

Description

With XR headset sales moving closer towards mainstream adoption and the accessibility of attractive content on the rise, so are the performance demands of current and next generation headsets. Eye tracking already offers a myriad of benefits for immersive user experiences and more natural interaction but, what does it have to offer to improve the capabilities and performance of headsets?
Join Doug Eggert as he explains the value of Tobii Spotlight Technology and how this advanced eye tracking specialized for foveation can help overcome two of the biggest challenges facing headset manufacturers today. As the XR market continues to press for wider field of view and higher resolution displays, Tobii Eye Tracking brings a clever solution inspired by nature but designed for XR.

Speakers

Director of Product Management – XR OEM , Tobii
May 29

08:00 AM - 08:40 AM

Description

Cloud-rendered Gaming and XR have unique challenges, in that, the user quality of experience must be equivalent to a locally rendered experience. Merely quantifying this quality of experience is a challenge, let alone building the levers to control it. In this talk we will discuss these challenges and various approaches being trialed. The conversation shall span rendering and streaming (Nvidia), Cloud Gaming (Blade Shadow), Cloud AR (Gridraster), media formats (Tencent) and Edge computing (Charter Communications). We shall also discuss GPU multi-tenancy, network readiness for immersive, as well as the trends and enablers for market traction.

Speakers

Head of Content Partnerships , Blade Shadow
Co-Founder/COO , GridRaster
Sr. Director, Emerging Platforms , Charter Communications
Principal Researcher , Tencent
Director XR PM , NVIDIA
May 29

08:00 AM - 08:40 AM

Description

Cloud-rendered Gaming and XR have unique challenges, in that, the user quality of experience must be equivalent to a locally rendered experience. Merely quantifying this quality of experience is a challenge, let alone building the levers to control it. In this talk we will discuss these challenges and various approaches being trialed. The conversation shall span rendering and streaming (Nvidia), Cloud Gaming (Blade Shadow), Cloud AR (Gridraster), media formats (Tencent) and Edge computing (Charter Communications). We shall also discuss GPU multi-tenancy, network readiness for immersive, as well as the trends and enablers for market traction.

Speakers

Head of Content Partnerships , Blade Shadow
Co-Founder/COO , GridRaster
Sr. Director, Emerging Platforms , Charter Communications
Principal Researcher , Tencent
Director XR PM , NVIDIA
May 29

08:20 AM - 08:40 AM

Description

Futurus partnered with United Way of Greater Atlanta, Everfi, and the NFL to create “Call the Play.” The experience is based on the Character Playbook, a digital learning platform designed to help middle school kids learn how to make tough decisions in challenging situations and develop healthy relationships.
The experience debuted at the Super Bowl Live Experience in Atlanta, Georgia in the nine-days leading up to Super Bowl LIII. Over 12,000 attendees passed through United Way of Greater Atlanta's booth. Individuals were given the opportunity to put on a headset and be transported to a 3D replica of the Mercedes-Benz Stadium where they were greeted by NFL Hall of Famer, Jerry Rice, who served as the host of the experience. From there, individuals were able to make selections and learn from how to navigate difficult situations in a safe, judgement-free zone. The children (and adults) who tried the experience learned what responses elicited the most ideal outcomes. This interactive, learning experience proved to be an effective way to communicate how best to navigate tough situations like bullying. It was presented in an engaging and memorable format with which the target audience was able to relate.
Sara Fleeman (United Way of Greater Atlanta) and Annie Eaton (Futurus) will walk audience members through the decision-making, development and deployment processes. They will share insights, challenges and solutions in a fast-paced deployment on the national stage.
Attendees of this session will learn:
• How to make tough decisions on a deadline for a national event.
• Rationale for using VR to create empathy and educate.
• Buying process for a company seeking creative thinking.
• The process behind delivering three digital mediums of characters in one experience – 2D video, 3D character modeling, and volumetric capture.
• Challenges and learnings from hardware deployment on-site.

Speakers

CEO , Futurus
Director, B2B Marketing , United Way of Greater Atlanta
May 29

08:20 AM - 08:40 AM

Description

Futurus partnered with United Way of Greater Atlanta, Everfi, and the NFL to create “Call the Play.” The experience is based on the Character Playbook, a digital learning platform designed to help middle school kids learn how to make tough decisions in challenging situations and develop healthy relationships.
The experience debuted at the Super Bowl Live Experience in Atlanta, Georgia in the nine-days leading up to Super Bowl LIII. Over 12,000 attendees passed through United Way of Greater Atlanta's booth. Individuals were given the opportunity to put on a headset and be transported to a 3D replica of the Mercedes-Benz Stadium where they were greeted by NFL Hall of Famer, Jerry Rice, who served as the host of the experience. From there, individuals were able to make selections and learn from how to navigate difficult situations in a safe, judgement-free zone. The children (and adults) who tried the experience learned what responses elicited the most ideal outcomes. This interactive, learning experience proved to be an effective way to communicate how best to navigate tough situations like bullying. It was presented in an engaging and memorable format with which the target audience was able to relate.
Sara Fleeman (United Way of Greater Atlanta) and Annie Eaton (Futurus) will walk audience members through the decision-making, development and deployment processes. They will share insights, challenges and solutions in a fast-paced deployment on the national stage.
Attendees of this session will learn:
• How to make tough decisions on a deadline for a national event.
• Rationale for using VR to create empathy and educate.
• Buying process for a company seeking creative thinking.
• The process behind delivering three digital mediums of characters in one experience – 2D video, 3D character modeling, and volumetric capture.
• Challenges and learnings from hardware deployment on-site.

Speakers

CEO , Futurus
Director, B2B Marketing , United Way of Greater Atlanta
May 29

08:30 AM - 09:00 AM

Description

Companies always look for ways to create value for their customers and consumers. As any new technologies emerge, they look for ways to grasp the opportunity, changing the world and getting the best ROI. XR and eye tracking are no different. Enterprises who embrace them as a foundation of innovation have increased their competitive advantage.

In this presentation, Johan Bouvin, a veteran in eye tracking for 15+ years will look at the applications of eye tracking and its proven business value as eye tracking is becoming a standard. He will discuss how these successful cases inspire more innovations in the XR applications and create value. Developers and practitioners are invited to explore where to leverage eye tracking and XR in enterprise. And where not to.

Speakers

Senior Director of Sales and Business Development , Tobii
May 29

08:30 AM - 09:00 AM

Description

Companies always look for ways to create value for their customers and consumers. As any new technologies emerge, they look for ways to grasp the opportunity, changing the world and getting the best ROI. XR and eye tracking are no different. Enterprises who embrace them as a foundation of innovation have increased their competitive advantage.

In this presentation, Johan Bouvin, a veteran in eye tracking for 15+ years will look at the applications of eye tracking and its proven business value as eye tracking is becoming a standard. He will discuss how these successful cases inspire more innovations in the XR applications and create value. Developers and practitioners are invited to explore where to leverage eye tracking and XR in enterprise. And where not to.

Speakers

Senior Director of Sales and Business Development , Tobii
May 29

08:40 AM - 09:00 AM

Description

There is no design standard of interaction for virtual reality which makes it difficult to create intuitive experiences. We will go through use cases based on our learnings at LiveLike building apps for broadcasters to watch live sports events with friends and fans.

Speakers

Co-Founder & Chief Creative Officer , LiveLike
May 29

08:40 AM - 09:00 AM

Description

There is no design standard of interaction for virtual reality which makes it difficult to create intuitive experiences. We will go through use cases based on our learnings at LiveLike building apps for broadcasters to watch live sports events with friends and fans.

Speakers

Co-Founder & Chief Creative Officer , LiveLike
May 29

08:40 AM - 09:00 AM

Description

To effectively blur the line between the digital world and the physical world, augmented reality (AR) apps need a sense of presence and context. Krikey, the developers of an AR gaming app, will share how they’re creating a deeper sense of immersion and presence in their newest mobile AR game, Sia’s Adventure.
Attend this session to discover the insights Krikey learned from using Unity’s Mixed and Augmented Reality Studio (MARS) and AR Foundation in the first AR adventure game with human characters, built with Google Maps. You’ll understand how these tools and workflows work together to create deeply interactive AR experiences that intelligently interact with the real world.

Speakers

CTO , Krikey
CEO , Krikey
May 29

08:40 AM - 09:00 AM

Description

To effectively blur the line between the digital world and the physical world, augmented reality (AR) apps need a sense of presence and context. Krikey, the developers of an AR gaming app, will share how they’re creating a deeper sense of immersion and presence in their newest mobile AR game, Sia’s Adventure.
Attend this session to discover the insights Krikey learned from using Unity’s Mixed and Augmented Reality Studio (MARS) and AR Foundation in the first AR adventure game with human characters, built with Google Maps. You’ll understand how these tools and workflows work together to create deeply interactive AR experiences that intelligently interact with the real world.

Speakers

CTO , Krikey
CEO , Krikey
May 29

09:00 AM - 09:20 AM

Description

Computers are rapidly evolving to better perceive the world through technologies like computer vision and voice interfaces. Simultaneously, users increasingly expect multisensory user experiences in lieu of traditional, two-dimensional audiovisual interfaces. How does this new technology affect our perception, and what can we learn from our perceptual systems to inform this multisensory design?

This talk will cover how the human brain perceives the world, how the brain perceives in immersive experiences, and how we can leverage this understanding to build a more empathetic future of spatial computing. Presenters Stefanie and Laura will draw from their expertise as both cognitive neuroscientists and user experience researchers in industry, sharing their observations from rigorous user research studies at the forefront of AR/VR content creation, and synthesis from previous neuropsychological studies on AR/VR interaction models.

Speakers

Senior Experience Researcher , Adobe
UX Researcher , Adobe
May 29

09:00 AM - 09:20 AM

Description

Computers are rapidly evolving to better perceive the world through technologies like computer vision and voice interfaces. Simultaneously, users increasingly expect multisensory user experiences in lieu of traditional, two-dimensional audiovisual interfaces. How does this new technology affect our perception, and what can we learn from our perceptual systems to inform this multisensory design?

This talk will cover how the human brain perceives the world, how the brain perceives in immersive experiences, and how we can leverage this understanding to build a more empathetic future of spatial computing. Presenters Stefanie and Laura will draw from their expertise as both cognitive neuroscientists and user experience researchers in industry, sharing their observations from rigorous user research studies at the forefront of AR/VR content creation, and synthesis from previous neuropsychological studies on AR/VR interaction models.

Speakers

Senior Experience Researcher , Adobe
UX Researcher , Adobe
May 29

09:00 AM - 09:20 AM

Description

Through the touch and the physical play, the children understand reality, discover the world, and develop social interactions. Kids today spend most of their free time interacting with screens, limiting the physical experiences with the real world. We, at Hasbro, want to create the world's best play by combining what best offered by the physical, the digital, and the storytelling through the use of augmented reality and voice.

Hasbro is pioneering the future of play through toy-grade AR platforms and experiences such as Marvel Avengers Hero Vision Iron Man and Bee Vision Bumblebee. Herovision platform relies on smartphone technology, inside an HMD ergonomically designed for kids. The HMD plugs into a roleplay mask (Iron Man or Bumblebee), allowing the kids to see the action from the hero's eyes. Through markers, printed onto the gauntlet, we allow gesture gameplay that mimics the hero. Kids can wear the mask with or without the HMD, allowing both the AR gameplay or the classic roleplay.

Another example is "CLUE with the ghost of Mrs. White", the Clue gameplay now augmented with Amazon Alexa. A board game that delivers classic tabletop gameplay with an immersive audio experience that delight, inspire, and connect people.

Hasbro is a global play and entertainment company committed to Creating the World's Best Play and Entertainment Experiences. From toys and games to television, movies, digital gaming, and consumer products, Hasbro offers a variety of ways to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, BABY ALIVE, MAGIC: THE GATHERING and POWER RANGERS.

Spark Labs is Hasbro’s industry leading, forward-thinking technology and innovation group crafting & delivering outstanding products & experiences that push the boundaries of play!

Speakers

Director - Augmented Reality, Voice experiences , Hasbro
May 29

09:00 AM - 09:20 AM

Description

Through the touch and the physical play, the children understand reality, discover the world, and develop social interactions. Kids today spend most of their free time interacting with screens, limiting the physical experiences with the real world. We, at Hasbro, want to create the world's best play by combining what best offered by the physical, the digital, and the storytelling through the use of augmented reality and voice.

Hasbro is pioneering the future of play through toy-grade AR platforms and experiences such as Marvel Avengers Hero Vision Iron Man and Bee Vision Bumblebee. Herovision platform relies on smartphone technology, inside an HMD ergonomically designed for kids. The HMD plugs into a roleplay mask (Iron Man or Bumblebee), allowing the kids to see the action from the hero's eyes. Through markers, printed onto the gauntlet, we allow gesture gameplay that mimics the hero. Kids can wear the mask with or without the HMD, allowing both the AR gameplay or the classic roleplay.

Another example is "CLUE with the ghost of Mrs. White", the Clue gameplay now augmented with Amazon Alexa. A board game that delivers classic tabletop gameplay with an immersive audio experience that delight, inspire, and connect people.

Hasbro is a global play and entertainment company committed to Creating the World's Best Play and Entertainment Experiences. From toys and games to television, movies, digital gaming, and consumer products, Hasbro offers a variety of ways to experience its iconic brands, including NERF, MY LITTLE PONY, TRANSFORMERS, PLAY-DOH, MONOPOLY, BABY ALIVE, MAGIC: THE GATHERING and POWER RANGERS.

Spark Labs is Hasbro’s industry leading, forward-thinking technology and innovation group crafting & delivering outstanding products & experiences that push the boundaries of play!

Speakers

Director - Augmented Reality, Voice experiences , Hasbro
May 29

09:00 AM - 09:20 AM

Description

Despite the ongoing megapixel race, the visual experience in VR is still nowhere close to the real-world and falls short of consumer expectations and industry needs. Even the latest high-end HMDs retain the common flaws: blur and color fringing outside of the small “sweet spot,” an insufficient field of view due to quality degradation at wide angles, and a tiny eye box.
Almalence has invented a technology to overcome the physical constraints of HMD optical performance that cause picture clarity deficiencies. Utilizing eye tracking and precise and consistent characterization of the HMD optical system, our Digital Lens technique corrects optical aberrations, achieving high apparent resolution and removing color fringing across the entire field of view for any gaze direction, inside and outside the eye box. Objective measurements with the Vive Pro Eye show a twofold visible resolution increase and a tenfold reduction of chromatic aberrations.
In the presentation, we will explore how the Digital Lens literally makes high display resolution visible and how it should be used in future HMDs to achieve the long-awaited breakthrough in picture clarity and optical fidelity.

Speakers

CEO , Almalence
May 29

09:00 AM - 09:20 AM

Description

Despite the ongoing megapixel race, the visual experience in VR is still nowhere close to the real-world and falls short of consumer expectations and industry needs. Even the latest high-end HMDs retain the common flaws: blur and color fringing outside of the small “sweet spot,” an insufficient field of view due to quality degradation at wide angles, and a tiny eye box.
Almalence has invented a technology to overcome the physical constraints of HMD optical performance that cause picture clarity deficiencies. Utilizing eye tracking and precise and consistent characterization of the HMD optical system, our Digital Lens technique corrects optical aberrations, achieving high apparent resolution and removing color fringing across the entire field of view for any gaze direction, inside and outside the eye box. Objective measurements with the Vive Pro Eye show a twofold visible resolution increase and a tenfold reduction of chromatic aberrations.
In the presentation, we will explore how the Digital Lens literally makes high display resolution visible and how it should be used in future HMDs to achieve the long-awaited breakthrough in picture clarity and optical fidelity.

Speakers

CEO , Almalence