Agenda

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Description

Despite the fact that humans have never been more connected, we still see divisiveness and rhetoric that separates us in tangible ways far exceeding physical distance. Join Unity's Vice President of Social Impact, Jessica Lindl, as she interviews three creators about how their work is changing the world for the better as they use real-time 3D to bring to life their dreams for a better future.

DressX‘s Co-Founder, Daria Shapovalova, will share how LA-based DressX creates digital fashion to reduce the carbon footprint of the fashion industry and has actually measured the real carbon reduction of their process.

Embodied Labs’ CEO and Founder Carrie Shaw will discuss how she's using VR to help caregivers. Virtual reality allows you the opportunity to step into someone else’s shoes–to deeply understand the lived experience of another person. Caregivers know what to expect, how to relate, and how to respond more clearly, support more confidently, and serve with greater purpose.

Speakers

VP of Social Impact , Unity
Co-Founder , DressX
CEO & Founder , Embodied Labs
Head of Product Marketing and Business Development , Scatter

Description

Despite the fact that humans have never been more connected, we still see divisiveness and rhetoric that separates us in tangible ways far exceeding physical distance. Join Unity's Vice President of Social Impact, Jessica Lindl, as she interviews three creators about how their work is changing the world for the better as they use real-time 3D to bring to life their dreams for a better future.

DressX‘s Co-Founder, Daria Shapovalova, will share how LA-based DressX creates digital fashion to reduce the carbon footprint of the fashion industry and has actually measured the real carbon reduction of their process.

Embodied Labs’ CEO and Founder Carrie Shaw will discuss how she's using VR to help caregivers. Virtual reality allows you the opportunity to step into someone else’s shoes–to deeply understand the lived experience of another person. Caregivers know what to expect, how to relate, and how to respond more clearly, support more confidently, and serve with greater purpose.

Speakers

VP of Social Impact , Unity
Co-Founder , DressX
CEO & Founder , Embodied Labs
Head of Product Marketing and Business Development , Scatter
Jun 2

04:35 PM - 05:05 PM

Description

Guests Benny Arbel along with Helen Freeman will cover how education is the only area of our lives that the digital revolution has not significantly improved. The experience gap between children's education and consumer life is massive and still growing. How Inception along with leading educational publishers like Oxford University Press is overcoming those barriers. Why XR is a key to ushering in the long-awaited digitization of children's education.

Speakers

Founder and CEO , InceptionXR
Director of Oxford Children's Books , Oxford University Press Inc
Jun 2

04:35 PM - 05:05 PM

Description

Guests Benny Arbel along with Helen Freeman will cover how education is the only area of our lives that the digital revolution has not significantly improved. The experience gap between children's education and consumer life is massive and still growing. How Inception along with leading educational publishers like Oxford University Press is overcoming those barriers. Why XR is a key to ushering in the long-awaited digitization of children's education.

Speakers

Founder and CEO , InceptionXR
Director of Oxford Children's Books , Oxford University Press Inc
Jun 2

04:40 PM - 05:05 PM

Description

More than a decade ago, the industry started to signal interest in enabling core XR technologies. Around 6~8 years into that phase, the industry started seeing first generation XR devices introduced into the market with varying degrees of success. Just 2 years ago, we started to see an explosion in user interest in XR-related products, in part due to the pandemic influencing user behavior, but also thanks to companies trail-blazing in products and services. The question we continue to ask ourselves is: what are the devices and the user experience that should be offered to the end-users in the next 3~5 years? Goertek is proud of its legacy, and its continued investment into the XR category and we look forward to using this session to engage with the XR community.

Speakers

Head of Product Marketing - US , Goertek Electronics
Jun 2

04:40 PM - 05:05 PM

Description

More than a decade ago, the industry started to signal interest in enabling core XR technologies. Around 6~8 years into that phase, the industry started seeing first generation XR devices introduced into the market with varying degrees of success. Just 2 years ago, we started to see an explosion in user interest in XR-related products, in part due to the pandemic influencing user behavior, but also thanks to companies trail-blazing in products and services. The question we continue to ask ourselves is: what are the devices and the user experience that should be offered to the end-users in the next 3~5 years? Goertek is proud of its legacy, and its continued investment into the XR category and we look forward to using this session to engage with the XR community.

Speakers

Head of Product Marketing - US , Goertek Electronics
Jun 2

04:40 PM - 05:05 PM

Description

To MC Hammer, the lyric “Can’t Touch This” was a boast. In the Enterprise Metaverse, avoiding haptics and missing out on the benefits of realistic touch feedback could be a costly mistake. Learn how enterprise, government, industrial, and military organizations can use haptics to their advantage in virtual training, design, robotics, and more.

Speakers

Chief Revenue Officer , HaptX
Jun 2

04:40 PM - 05:05 PM

Description

To MC Hammer, the lyric “Can’t Touch This” was a boast. In the Enterprise Metaverse, avoiding haptics and missing out on the benefits of realistic touch feedback could be a costly mistake. Learn how enterprise, government, industrial, and military organizations can use haptics to their advantage in virtual training, design, robotics, and more.

Speakers

Chief Revenue Officer , HaptX
Jun 2

04:40 PM - 05:05 PM

Description

The term "artificial intelligence" in popular media generally conjures up specters of computers gone mad: dystopian futures where humans have lost all control to self learning computers. But AI is all around us and in use every single day, from customer service bots to NPCs in video games. Join this session as we explore how AI is currently being used with XR, and how it can be used to enhance our experiences in the future.

Speakers

Business / Emerging Tech Strategy Consultant , Consultant
Jun 2

04:40 PM - 05:05 PM

Description

The term "artificial intelligence" in popular media generally conjures up specters of computers gone mad: dystopian futures where humans have lost all control to self learning computers. But AI is all around us and in use every single day, from customer service bots to NPCs in video games. Join this session as we explore how AI is currently being used with XR, and how it can be used to enhance our experiences in the future.

Speakers

Business / Emerging Tech Strategy Consultant , Consultant

Description

While VR presents amazing opportunities for solitary experiences that can be fun and absorbing, we don’t generally seek out isolation when pursuing out-of-home entertainment. The shared emotions and memories we take away from successful social experiences in VR, whether communal, collaborative or competitive, can be extremely compelling and even cherished. With extensive experience in LBE (location-based entertainment), gaming, immersive experience design, technology development, user experience, and related financing, the panel will explore the growing importance being placed on immersive social experiences in the VR/AR-for-LBE space, for both shared-location and virtual group experiences. We’ll also discuss the affiliated technologies, platforms, and methods of user engagement, communication, and gamification that are fueling the most impactful LBE-VR/AR experiences.

Speakers

Creative Creative Officer , ARound
SVP, Strategic Partnerships and Business Dev. , Medici XC
CXO , Pendulum
VP of Business Development , Niantic Labs

Description

While VR presents amazing opportunities for solitary experiences that can be fun and absorbing, we don’t generally seek out isolation when pursuing out-of-home entertainment. The shared emotions and memories we take away from successful social experiences in VR, whether communal, collaborative or competitive, can be extremely compelling and even cherished. With extensive experience in LBE (location-based entertainment), gaming, immersive experience design, technology development, user experience, and related financing, the panel will explore the growing importance being placed on immersive social experiences in the VR/AR-for-LBE space, for both shared-location and virtual group experiences. We’ll also discuss the affiliated technologies, platforms, and methods of user engagement, communication, and gamification that are fueling the most impactful LBE-VR/AR experiences.

Speakers

Creative Creative Officer , ARound
SVP, Strategic Partnerships and Business Dev. , Medici XC
CXO , Pendulum
VP of Business Development , Niantic Labs

Description

The Metaversities Project is a groundbreaking initiative to bring college campuses and classes into Virtual Reality. Spearheaded by VictoryXR and Morehouse College, which began offering courses in VR in 2021, the Metaversity Project has expanded to include 10 institutions of higher learning in 2022.

A Metaversity is a digital twin of a college campus where students can gather from any physical location as avatars to attend classes conducted by their professors in real time. Each offers a virtual replica of the campus that provides a sense of belonging and connection with the school. But each campus also opens up into worlds of possibility, classrooms that may be nothing like those in the real world but instead might be oceans, planets, cellular organisms, or fictional locations.

At a Metaversity, students can conduct chemistry experiments without danger, perform dissections repeatedly to gain a deeper understanding of anatomy, and experience historical events in a visceral way.

A Metaversity brings all the promises and affordances of virtual reality to actual higher education courses. Education in the metaverse is here, now.

This panel will delve into what a Metaversity is, how it works, outcomes and success stories, and the implications of this pioneering model for the future of higher education.

Speakers

CEO , VictoryXR
Metaversity Director and Professor , Morehouse College
XR Lead , T-Mobile
Founder , Th3 Third Door
Immersive Learning Consultant , MetaVRse

Description

The Metaversities Project is a groundbreaking initiative to bring college campuses and classes into Virtual Reality. Spearheaded by VictoryXR and Morehouse College, which began offering courses in VR in 2021, the Metaversity Project has expanded to include 10 institutions of higher learning in 2022.

A Metaversity is a digital twin of a college campus where students can gather from any physical location as avatars to attend classes conducted by their professors in real time. Each offers a virtual replica of the campus that provides a sense of belonging and connection with the school. But each campus also opens up into worlds of possibility, classrooms that may be nothing like those in the real world but instead might be oceans, planets, cellular organisms, or fictional locations.

At a Metaversity, students can conduct chemistry experiments without danger, perform dissections repeatedly to gain a deeper understanding of anatomy, and experience historical events in a visceral way.

A Metaversity brings all the promises and affordances of virtual reality to actual higher education courses. Education in the metaverse is here, now.

This panel will delve into what a Metaversity is, how it works, outcomes and success stories, and the implications of this pioneering model for the future of higher education.

Speakers

CEO , VictoryXR
Metaversity Director and Professor , Morehouse College
XR Lead , T-Mobile
Founder , Th3 Third Door
Immersive Learning Consultant , MetaVRse
Jun 2

05:10 PM - 05:35 PM

Description

Due to the demanding optical architectures of diffractive waveguide gratings used for augmented reality applications, the gratings must be manufactured to extremely high accuracies, or the image quality will suffer. The grating period has to match the designs within tens of picometers, and the tolerances for the relative orientation of the gratings are in the arcsecond range. Both the production masters and the replicated gratings need to be characterized nondestructively, and the grating areas scanned to ensure uniformity. The measurement system should work for surface relief and volume holographic gratings in various material systems. We describe a Littrow diffractometer that can perform this challenging task. A narrow-band and highly stable laser source is used to illuminate a spot on the sample. Mechanical stages with high-accuracy encoders rotate and tilt the sample, until the laser beam is diffracted back to the the laser. This so-called Littrow condition is detected through a feedback loop with a beam splitter and a machine vision camera. The grating period and relative orientation can then be calculated from the stage orientation data. With the system properly constructed, and custom software algorithms performing an optimized measurement sequence, it is possible to reach repeatability in the picometer and arcsecond range for the grating period and relative orientation, respectively. By carefully calibrating the stages or by using golden samples, absolute accuracy for the grating period can also reach picometer range.

Speakers

Team Lead, Optics , OptoFidelity
Jun 2

05:10 PM - 05:35 PM

Description

Due to the demanding optical architectures of diffractive waveguide gratings used for augmented reality applications, the gratings must be manufactured to extremely high accuracies, or the image quality will suffer. The grating period has to match the designs within tens of picometers, and the tolerances for the relative orientation of the gratings are in the arcsecond range. Both the production masters and the replicated gratings need to be characterized nondestructively, and the grating areas scanned to ensure uniformity. The measurement system should work for surface relief and volume holographic gratings in various material systems. We describe a Littrow diffractometer that can perform this challenging task. A narrow-band and highly stable laser source is used to illuminate a spot on the sample. Mechanical stages with high-accuracy encoders rotate and tilt the sample, until the laser beam is diffracted back to the the laser. This so-called Littrow condition is detected through a feedback loop with a beam splitter and a machine vision camera. The grating period and relative orientation can then be calculated from the stage orientation data. With the system properly constructed, and custom software algorithms performing an optimized measurement sequence, it is possible to reach repeatability in the picometer and arcsecond range for the grating period and relative orientation, respectively. By carefully calibrating the stages or by using golden samples, absolute accuracy for the grating period can also reach picometer range.

Speakers

Team Lead, Optics , OptoFidelity
Jun 2

05:10 PM - 05:35 PM

Description

This talk will discuss issues to consider when integrating augmented reality solutions across a large enterprise: commercial, government, or military. Whether or not you have a fully formed technology, integrating an immersive technology solution into a large organization requires more than just focusing on the technology and the end user. We will cover some of the hidden areas of concern you need to know about.

Speakers

President, CTO & Founder , BUNDLAR
Jun 2

05:10 PM - 05:35 PM

Description

This talk will discuss issues to consider when integrating augmented reality solutions across a large enterprise: commercial, government, or military. Whether or not you have a fully formed technology, integrating an immersive technology solution into a large organization requires more than just focusing on the technology and the end user. We will cover some of the hidden areas of concern you need to know about.

Speakers

President, CTO & Founder , BUNDLAR
Jun 2

05:10 PM - 05:35 PM

Description

There are very few technologies that have truly impacted the way humans live. Telecommunications was one, the Internet was another. Fitness has been the same since the days of Chariots of Fire and the rules we adhere to go back centuries. However, we now have VR (and AR on the horizon) enabling experiences in fitness that we didn’t think possible a short time ago. This is the most exciting time for the fitness industry. It's time to think completely differently about the category. VR has the ability to be the most authentic fitness platform available because of its immersion. Immersion leads to real results. Which is exactly what is needed to help combat a growing sedentary population throughout the world.

Speakers

Chief Product Officer , FitXR
FitXR
Jun 2

05:10 PM - 05:35 PM

Description

There are very few technologies that have truly impacted the way humans live. Telecommunications was one, the Internet was another. Fitness has been the same since the days of Chariots of Fire and the rules we adhere to go back centuries. However, we now have VR (and AR on the horizon) enabling experiences in fitness that we didn’t think possible a short time ago. This is the most exciting time for the fitness industry. It's time to think completely differently about the category. VR has the ability to be the most authentic fitness platform available because of its immersion. Immersion leads to real results. Which is exactly what is needed to help combat a growing sedentary population throughout the world.

Speakers

Chief Product Officer , FitXR
FitXR