01:00 PM - 01:25 PM
The NVIDIA CloudXR SDK empowers developers to deliver highly complex applications and 3D data to low-powered VR & AR devices. We discuss what NVIDIA CloudXR is, how to get started integrating the SDK into your applications, and the benefits customers have shared during their development. We learn from Bentley Systems as they discuss how NVIDIA CloudXR introduces new ways of work while preserving and elevating existing AEC/O workflows for design and building.
02:55 PM - 03:20 PM
The potential of virtual worlds are limitless, but working with VR content has its challenges, especially when it comes to recording or recreating a virtual experience. Unlike the real world, capturing an immersive scene isn’t as easy as taking a video on your phone or hitting the record button on your computer. Learn how NVIDIA VR Capture and Replay enables developers and users to accurately capture and replay VR sessions for performance testing, scene troubleshooting and more. What started as an internal project to allow for VR performance testing across NVIDIA GPUs is now available as an early access SDK.
02:35 PM - 03:30 PM
Story is the most powerful agent for change that we have as a society, and the potential for impact becomes even more evident as we witness the intersection of art and technology.
Join creators, producers, and thought leaders for an engaging conversation around how they approach a project with an impactful mindset. What are the best practices for this type of creation, distribution, and production? How can content and stories made within the XR industry continue or expand these trends?
02:25 PM - 03:00 PM
Though the metaverse may be a novel channel accelerated by a global pandemic, its ethos is not. Fans build brands because there’s no greater loyalty than real love. Virtual worlds offer real benefits for engagement. From digitally twining real locations to building bespoke new worlds—(meta)worlds matter more than ever before.
Consumers want exclusive, one-of-a-kind experiences, and now that those experiences exist in completely new virtual formats. But like any other channel, these worlds live and die with content. Although virtual content exists within a three-dimensional world, it has to offer the same level of immediacy, interactivity and engagement that drives traffic to 2D sites. Hungry brands are now beginning to realize what AAA game studios have known for years: there’s a ton of opportunity on the table, and we’re just getting started.
Right now, savvy companies are creating fully realized digital environments for brands, products and IP—driving actual value to stakeholders and customers. While imagination is the only limit to what virtual worlds can accomplish, success starts with purpose. If the metaverse is marketing, then brands have an enormous opportunity to connect with fans like never before.
In this panel, meta-worldbuilders Josh Rush (CEO / Surreal Events), Craig Laliberte (Sr. Business Development Lead / Epic Games) and Greg Mize (VP, Marketing & Innovation / Atlanta Braves) discuss how the Braves became the first MLB team to join the metaverse with Digital Truist Park. They also explore how brands can amplify reach, sales and engagement in the metaverse by putting fans first. Batter up!
11:40 AM - 12:05 PM
The University of Pennsylvania Cancer Center is one of the largest and most technologically advanced centers of its kind in the world. While this esteemed institution is well-known for its work in the areas of immunotherapy, precision surgery, and proton therapy it is quickly gaining a reputation for work being done in the field of medical virtual reality. This technology is now being utilized to help manage the stress and anxiety experienced by patients and caregivers alike. It is quickly finding a place in the areas of patient education, as well as the education the medical trainees. Researchers and clinicians at PENN continue to explore and develop XR applications for the benefit of patients, medical trainees, and caregivers.
11:00 AM - 11:25 AM
Whether hands free mobile displays or in situ data overlay, head-mounted augmented reality offers much to improve productivity and reduce human error in space. Unfortunately, existing solutions for tracking and holographic overlay alignment tend to rely on, or at least assume, earth gravity. Nothing inherent to a microgravity environment would make AR tracking impossible but several factors need to be taken into account. First, the high-frequency camera pose estimation uses SLAM, which relies on data from IMU sensors, which, by default accommodate the acceleration of gravity in their base measurements. Second, most holographic alignment strategies assume a consistent down direction. This session will explore strategies to mitigate these limitations.
10:40 AM - 11:05 AM
Smart glasses in a normal form factor will significantly change our everyday lives. tooz envisioned this more than a decade ago when the tooz journey began in the corporate research labs of ZEISS Germany. Starting with the first curved waveguide, tooz developed several generations of optical engines and provided a continuous stream of patented inventions to the smart glass industry. 5 years ago, Deutsche Telekom/T-Mobile joined the journey as a 50% shareholder and enabled the development of full smart glasses solutions based on tooz’ waveguides. At AWE 2022, tooz will launch its next breakthrough innovation on its mission to lead this market: tooz ESSNZ Berlin is the first market-ready smart glasses reference design with vision correction that will change the daily interaction of consumers with data, media and ecosystem interfaces. The underlying tooz technology is highly customizable, scalable, and marketable – Not in the future, but already today.
09:00 AM - 09:55 AM
OnBoardXR is a seasonal, virtual festival of short, live performances and artists showcasing their own experimental XR tools in a single 3D virtual event. Audiences may access the show from almost any device to experience roughly one hour of curated synchronous, short spatialized performances. Join this session to see highlights from the last year, including full body motion capture dance, IOT connecting the physical and virtual worlds, structured improvisation and semi-traditional theater using avatars and web cameras.
07:00 PM - 08:00 PM
The annual Auggie Awards have been the most recognized industry AR & VR awards show in the world since 2010. Now in its 13th year, the Auggies continue to showcase the best of the best in augmented and virtual reality. Winners will be presented with a prestigious Auggie Award live on stage.
01:05 PM - 02:00 PM
What opportunities do Museums have by existing in the Metaverse? Museums in the Metaverse, including XR/AR/VR, have been defying and redefining traditional museums by exploring new boundaries which may only occur and are unique as a result of being in the Metaverse. Using immersive Game Design, Collaborative World-Building, Wearables, Non-Player Characters (NPCs), NFTs, Cultivating Collectors of 3D Assets, and explorations leading towards true Interpolation. Ultimately, these opportunities that are unique to the Metaverse are increasing new pathways to explore engagement, participation, belonging, well-being, and Social Justice with museum audiences in the Metaverse. The Panelists will share examples of opportunities unique to the Metaverse and their impact on their museum communities in and out of the Metaverse.
05:05 PM - 05:30 PM
We will discuss practical challenges and real world experience of deploying XR in a large organization for applications across manufacturing, training and remote support. The talk will cover both VR and AR and nuances of each approach from a hardware and software perspective. We will also delve into the importance of open XR standards in enterprise XR strategy from technical feasibility to business considerations such as IT integration, scalability, and future proofing your XR investment.
03:35 PM - 04:00 PM
Shopping in the virtual world is still in its early days. Virtual showrooms and Virtual product experiences on the other hand have gradually evolved to a level where consumers can get a realistic shopping experience, even on the Web. Metadome.ai is building a unique Metaverse experience where Auto and Retail brands can host their products and create immersive shopping journeys for their customers. Our experiences empower users to create virtual avatars and have the maximum degree of freedom to interact, configure and play with the virtual world via virtual test drive and other gamification modules. A seamless user journey, with highly optimised load times and programmatic compression, helps us to load 3D content as fast as 2D content, across all platforms and devices.
Come experience with us, as we bring the real world aspects into the Metaverse, overcoming the slips of a disconnected digital journey, and transforming the marketing and sales funnel by pushing the boundaries to make the virtual world more reliable, relatable, and realistic.
11:20 AM - 11:45 AM
Join HP Extended Reality experts as they discuss the current state and challenges facing VR business deployments. You’ll come away with an exciting new timely software solution ExtendXR that addresses the urgent market need for end-to-end mid to large organization XR deployment and management.
Talking Points:
· Showcase positive impacts that demonstrate the VR at the commercial tipping point
· How VR sets the stage for end-to-end XR solutions
· Highlight more immediate challenges and struggles
· Solutions that address these challenges for a more comprehensive commercial XR approach
03:05 PM - 03:30 PM
Learn how to quickly create real-time cloud-connected 3D/AR/VR apps in a few simple steps. Join to see how you can build apps for the Metaverse for Android, iOs, HoloLens, MagicLeap, Unity, Unreal, and web browsers, all connected to the same cloud. In the session, we will learn how to change 3D content across all platforms simultaneously through the cloud without rebuilding the apps. We will look at why Metaverse developers are looking for new cloud solutions and why 3D-focused cloud infrastructure is needed. Participants are encouraged to either bring their laptops with Unity installed, bring their mobile device, or can follow the live demonstration.
02:50 PM - 03:15 PM
With promises of the metaverse making headlines around the world and consumer spending on video gaming in the U.S. totaling over $60.4 billion in 2021, defining where you fit in this rapidly evolving landscape is more important now than ever before. In this session, join Joanna Popper, Global Head of VR, Go-to-Market at HP and Roblox VP of Product Bjorn Book-Larsson for a fireside chat exploring the keys to human co-experience in digital worlds in an effort to empower aspiring developers and brands as they seek to define their entry path, zeroing in on the importance of identity and a shared fabric.
10:10 AM - 10:35 AM
Good friends Alex Goldberg and Lee Kebler reminisce on some of the most influential examples of spatial computing from the films that they grew up with, and they elaborate on products and services that might have been subsequently influenced. There will be a Q&A session at the end where they encourage audience members to share some of their personal favorite examples.
03:05 PM - 03:30 PM
What XR experience draws you in? What's throws you out? Good User Experience keeps the users in the “Flow” state while the bad one makes the users nauseous. In this talk, I will share with you the dos and don'ts of UX design for XR.
02:05 PM - 02:30 PM
The recent proliferation of new digital technologies and art distribution platforms has resulted in a major shift in the way contemporary artists create and distribute their artworks. Eric Prince, founder and CEO of digital production platform and art marketplace ART[XR], introduces the new digital WebXR medium and present some use cases where artists, galleries, and museums have used this technology to create compelling art experiences.
The discussion illustrates how the XR medium has evolved from a solitary process to a collaborative process of artists and developers creating the work together in real time from all over the world.
Internationally renowned artist Bill Claps conveys his experience working with the webXR medium to create and present his artworks with the new XR-NFT format, walking us through the process of transforming real world art into digital 3D artworks.
Immersive Storyteller and Immersive Media Producer Christi Fenison brings perspective on employing elements of narrative transport, immersion, agency through interaction, and gamification to engage users and drive change.
The talk will conclude with a discussion of the implications that this democratization of the art distribution process has for changing the commercial and economic structure of the art world.
02:05 PM - 02:30 PM
There are no WIMPS (Windows Icons Mice Pointers Solo play) in the Metaverse. Instead, we all want to feel like Neo in The Matrix and think WHOAS. Rather than frame our content in windows and endless scrolling feeds we need to design Worlds for people to explore. Instead of clicking on button icons with mice, give people caves full of treasure they can interact with using Hands and Objects. Give people Avatars and Social collaborative play. Let’s not carry forward vestigial pancake monitor design practices to 3D worlds. Let’s not make the same mistakes we made in Web 2 when building Web 3. Whether you are building for Enterprise, Brands, or Games people need Metaverse native UX design. Join us for a deep dive into 12 new design principles for building the people centric Metaverse.
05:00 PM - 05:15 PM
Leading XR, Civic & Big Tech Organizations Unite to Kick-off a Workforce Diversity Program for the Metaverse