09:20 AM - 09:40 AM
A decade ago, advancements in hardware technology drove innovations in network infrastructure and cloud resource availability -- and we've collectively been reaping the benefits ever since. But this symbiosis of high-speed wireless connectivity and device capabilities is being upended by the arrival of 5G. The advanced network platform is poised to enable an edge computing and hardware revolution, and this has significant (some might say "huge") implications for creators and technologists. The fact is: 5G is here, and innovators are skating to where the puck is going to be. Learn how you can meet them there and be ready when this new technology presents new opportunities for the augmented reality industry. (Spoiler: that time is now.)
09:20 AM - 09:40 AM
A decade ago, advancements in hardware technology drove innovations in network infrastructure and cloud resource availability -- and we've collectively been reaping the benefits ever since. But this symbiosis of high-speed wireless connectivity and device capabilities is being upended by the arrival of 5G. The advanced network platform is poised to enable an edge computing and hardware revolution, and this has significant (some might say "huge") implications for creators and technologists. The fact is: 5G is here, and innovators are skating to where the puck is going to be. Learn how you can meet them there and be ready when this new technology presents new opportunities for the augmented reality industry. (Spoiler: that time is now.)
09:20 AM - 09:40 AM
User flows for mixed reality are difficult to review effectively using traditional 2D tools like presentations and animated mockups. Instead of creating 2D storyboards, you can build prototypes straight in VR.
During the talk, we can review production workflows of companies like Walmart, Unity Technologies and Cartoon Network. Spatial apps need spatial tools. You get speed, effectiveness and feeling of the scale inside the VR. In XR there is a HUGE demand to quickly prototype ideas and have a very iterative process and an efficient workflow. We want to see more apps that feel like born in VR and not like a PC/web kind of app inside the VR, same true for AR with all limitations you have to count on usability, comfort of menu navigation and more.
Too much development is happening on guessing without a vivid immersive prototype, which can be approved by stakeholders, the cost of development, especially when it comes to XR, is very high. How can we easily and quickly create prototypes and see the whole simulation in a headset/in a device to decide whether to commit the budget and move forward? With VR prototyping and animation software tools like Tvori or Microsoft Marquette, you can quickly create 3D UI and with Tvori you can animate your users workflow. Within just hours and days instead of months, you get a full simulation of the experience, in a headset, before you actually start coding.
Think of a VR game development in Unity. It is extremely hard to get a feeling of scale if you are not prototyping inside VR. You will have to keep putting ON and OFF the headset and probably not getting the proper scale.
Spatial apps need spatial creation tools.
09:20 AM - 09:40 AM
User flows for mixed reality are difficult to review effectively using traditional 2D tools like presentations and animated mockups. Instead of creating 2D storyboards, you can build prototypes straight in VR.
During the talk, we can review production workflows of companies like Walmart, Unity Technologies and Cartoon Network. Spatial apps need spatial tools. You get speed, effectiveness and feeling of the scale inside the VR. In XR there is a HUGE demand to quickly prototype ideas and have a very iterative process and an efficient workflow. We want to see more apps that feel like born in VR and not like a PC/web kind of app inside the VR, same true for AR with all limitations you have to count on usability, comfort of menu navigation and more.
Too much development is happening on guessing without a vivid immersive prototype, which can be approved by stakeholders, the cost of development, especially when it comes to XR, is very high. How can we easily and quickly create prototypes and see the whole simulation in a headset/in a device to decide whether to commit the budget and move forward? With VR prototyping and animation software tools like Tvori or Microsoft Marquette, you can quickly create 3D UI and with Tvori you can animate your users workflow. Within just hours and days instead of months, you get a full simulation of the experience, in a headset, before you actually start coding.
Think of a VR game development in Unity. It is extremely hard to get a feeling of scale if you are not prototyping inside VR. You will have to keep putting ON and OFF the headset and probably not getting the proper scale.
Spatial apps need spatial creation tools.
09:40 AM - 10:00 AM
During the last ten years, augmented, mixed and virtual reality have been increasingly investing our lives. However, these immersive and interactive technologies are still not so well known by the general public. Due to a certain complexity in the creation as well as the distribution of such experiences, there is still quite a long way to go in order to truly democratize these technologies. However, as time passes, more and more solutions are engineered to that end. This talk will aim at overviewing the current world of creation and distribution of XR experiences by and for the general public.
09:40 AM - 10:00 AM
During the last ten years, augmented, mixed and virtual reality have been increasingly investing our lives. However, these immersive and interactive technologies are still not so well known by the general public. Due to a certain complexity in the creation as well as the distribution of such experiences, there is still quite a long way to go in order to truly democratize these technologies. However, as time passes, more and more solutions are engineered to that end. This talk will aim at overviewing the current world of creation and distribution of XR experiences by and for the general public.
09:40 AM - 10:00 AM
In this talk, Kirin will outline the technical challenges of bringing a compelling AR gaming experience into the real world - incorporating physical positional data at a room scale, while immersing the user in a world scale fantasy. When taking gaming into an open and ever- changing environment, game design needs to be addressed in a new way. There are certain ‘set up’ elements to AR that need to be weaved into the experience itself, so the gamer feels in control of their own experience and remains engaged (room scanning as one example). But the opportunity of a truly AR gaming experience is huge - augmenting players’ current and real reality. This lets you tap into a new level of excitement, anticipation or fear, making for a more meaningful and habit forming experience that leverages 3D directional audio, haptics, and compelling AR visuals.
09:40 AM - 10:00 AM
In this talk, Kirin will outline the technical challenges of bringing a compelling AR gaming experience into the real world - incorporating physical positional data at a room scale, while immersing the user in a world scale fantasy. When taking gaming into an open and ever- changing environment, game design needs to be addressed in a new way. There are certain ‘set up’ elements to AR that need to be weaved into the experience itself, so the gamer feels in control of their own experience and remains engaged (room scanning as one example). But the opportunity of a truly AR gaming experience is huge - augmenting players’ current and real reality. This lets you tap into a new level of excitement, anticipation or fear, making for a more meaningful and habit forming experience that leverages 3D directional audio, haptics, and compelling AR visuals.
09:40 AM - 10:00 AM
Despite herculean efforts from industry heavyweights, the promise of AR smartglasses with mass-market appeal has remained stubbornly out of reach. Key technology breakthroughs are needed in microdisplays and optics to enable bright, vivid content in an all-day-wearable size that doesn't obscure the real world.
In this showcase, we'll start with a brief history of AR headsets, displays and optics. We'll explore some of the technology hurdles and tradeoffs, and describe a novel way of thinking about the problem. Then we'll reveal the first live demonstration of the QPI, the wearable display technology needed to unlock the massive economic potential of the next great wave of personal computing.
09:40 AM - 10:00 AM
Despite herculean efforts from industry heavyweights, the promise of AR smartglasses with mass-market appeal has remained stubbornly out of reach. Key technology breakthroughs are needed in microdisplays and optics to enable bright, vivid content in an all-day-wearable size that doesn't obscure the real world.
In this showcase, we'll start with a brief history of AR headsets, displays and optics. We'll explore some of the technology hurdles and tradeoffs, and describe a novel way of thinking about the problem. Then we'll reveal the first live demonstration of the QPI, the wearable display technology needed to unlock the massive economic potential of the next great wave of personal computing.
10:10 AM - 10:30 AM
Experts will discuss all things on Intellectual Property (IP)! Get acquainted with how to build your own IP or work with partners to use their existing IP, what to expect when dealing with licensed-IP, and how to implement licensed-IP into your games and marketing. Our panelists will focus on in-bound and out-bound IP licensing for creating value in a game, and the related advertising issues for those games.
10:10 AM - 10:30 AM
Experts will discuss all things on Intellectual Property (IP)! Get acquainted with how to build your own IP or work with partners to use their existing IP, what to expect when dealing with licensed-IP, and how to implement licensed-IP into your games and marketing. Our panelists will focus on in-bound and out-bound IP licensing for creating value in a game, and the related advertising issues for those games.
10:10 AM - 10:30 AM
In 2019, Synesthetic Echo made and released Bumblebee Jam, an explorative choose-your-own-adventure musical experience, set in a world where flowers produce music. It was of the first games / creative tools played exclusively with AR audio wearables, such as Bose AR glasses and headphones. Designing for the new medium always presents challenges, so in this talk, Maria will share her design process and discoveries that helped to make Bumblebee Jam accessible and memorable experience.
Attendees will learn what are the primary design considerations for AR audio, how to set up a fast development pipeline, how to structure user tests and how to ensure a smooth publishing process.
10:10 AM - 10:30 AM
In 2019, Synesthetic Echo made and released Bumblebee Jam, an explorative choose-your-own-adventure musical experience, set in a world where flowers produce music. It was of the first games / creative tools played exclusively with AR audio wearables, such as Bose AR glasses and headphones. Designing for the new medium always presents challenges, so in this talk, Maria will share her design process and discoveries that helped to make Bumblebee Jam accessible and memorable experience.
Attendees will learn what are the primary design considerations for AR audio, how to set up a fast development pipeline, how to structure user tests and how to ensure a smooth publishing process.