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Keynote Stage
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Doors open for Registration8:00am - 9:00am Jun 2
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Opening Remarks9:00am - 9:10am Jun 2
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THE VOID: Creating The Illusion of Reality.9:10am - 9:30am Jun 2THE VOID uses state of the art technology, practical effects, and illusion design to create the most immersive virtual reality in the world today. This session discusses the magic that makes it all possible.
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The intangible tangible. Practical applications of Mixed Reality in architectural design- theoretical evolutions - aspirational goals9:30am - 9:50am Jun 2Augmented reality in the realm of architecture and design represents the
next evolution of the ability to create evolve and communicate the design
product. Transitioning us from a framed view of our design documentation
to an enveloping event rooted in the human experience. This talk will
identify opportunities and present a vision around how this technology
will evolve the design practice and allow designers to remain relevant in
a world that is gradually moving towards AI. -
What Should Matter in VR9:50am - 10:10am Jun 2Today we know the impact of networked, digital media in cultural production has been vast bringing both opportunities and challenges/threats to creators. We have accessible and cheaper tools of production, but also new incumbents acting as gatekeeping monopolies; we have direct engagement with our audiences, but also major issues regarding privacy and big data; and we have faster and faster broadband but unevenly distributed around the world. This next evolution of technology, called the “final platform” by Oculus Rift’s chief scientist, brings full-blown immersion into this networked digital world we live in. But this next evolution of technology – VR - will also more than likely amplify the pressures that define the Internet as we know it today. How then, do we ensure that we design this “final platform” in a way that addresses these pressures and indeed creates a more inclusive, mindful and intentional media space? This talk addresses not only why VR matters but what should matter to VR
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Perspectives Looking Down the Road and Around the Bend, from the Futurist at 20th Century Fox10:10am - 10:30am Jun 2Perspectives looking down the road and around the bend, from the Futurist at 20th Century Fox” Ted Schilowitz has been exploring new forms of entertainment for the past 3 years in his role at FOX and will chat with Will from Upload VR on some of the discoveries and learning along the way as it relates to VR, AR and Immersive Bricks and Mortar Cinema experiences.
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Coffee Break10:30am - 11:00am Jun 2
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The Immersive Web11:00am - 11:15am Jun 2VR and AR are on track to become a multi-billion dollar industry. With the first wave of commercial VR deployment coming in early 2016, we can expect to see growing adoption of consumer systems, driven by high production value games and cinematic experiences that surprise, delight and entertain a large audience. These initial titles are solitary affairs, downloaded and installed as “apps” that are cut off from the rest of our digital lives, and delivered as big-budget projects that require high-friction engagement with the consumer. But it will not always be this way. Over time, VR will converge with AR and the World Wide Web to enable a new type of virtual experience: connected, social, and low-friction, requiring no downloads or installs, accessible at the click of a link, and democratized so that anyone can create and publish VR/AR content. In short: the Immersive Web. The development of the Immersive Web is already underway. Experimental versions of web browsers enable VR, and an ecosystem of tools, content and services is emerging. Join virtual reality pioneer, author and entrepreneur Tony Parisi as he shares his view of the coming virtual and augmented future, and a snapshot of the state of the art.
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Eye-Interaction: The Next Frontier of AR/VR/MR and Unlocking Human Potential11:15am - 11:30am Jun 2A dialogue between your mind, through your eyes, and the outside world, properly channeled, has the potential to augment and amplify human intelligence. Jim Marggraff, the founder of Eyefluence, Inc., will speak about and demonstrate the inspirational implications of transforming intent into action through your eyes. Eyefluence has created the world's first eye-interaction technology software that enables a user to control an HMD with their eyes faster and easier than fingers on a smartphone and strives to jump start the adoption of all wearable displays, including Glass, AR, and VR devices for enterprise, industrial, and consumer applications. Jim will explain how eye-interaction will unlock human potential by changing the way you interact with technology, communicate with others, and engage with the world around you.
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Tools for Indistinguishable Realities11:30am - 11:45am Jun 2Currently, we use Augmented Reality mainly to superimpose virtual content within the physical space. As such we build applications to extend the Graphical User Interface into the physical space. But when used correctly, Augmented Reality (AR) can serve as a portal that seamlessly connects our physical and virtual realities. The physical world can become a new computing interface that allows us to externalize our ideas into physical/digital actions.
"What is virtual" is typically defined by the experience of personal desktop computing. But once we achieve a seamless fusion between the virtual and the physical, this separation will disappear and we will experience indistinguishable realities. This new definition of reality demands new tools – tools to build Hybrid Objects with virtual and physical affordances that map directly onto one another; tools that allow the user to modify and interact according to personal preferences.
In this talk I will speak about the Reality Editor and the OpenHybrid.org platform which offers simple tools to build, modify and interact with Hybrid Objects: objects that combine the virtual and the physical seamlessly. -
Using Augmented Reality to Turn Customer Experience into Factual Data11:45am - 12:00pm Jun 2Turning customer experiences into factual data is a key metric for brands. However, most immersive experiences are constrained to the individual, leaving brands with little or no feedback from the user, and customers no avenue to share their voice. It should be a two-way street and technology should allow customers to tell brands what they want in a fun non-intrusive way, while providing brands advanced data collection capabilities. Ashley Crowder, CEO of VNTANA, the world’s only scalable, affordable and interactive hologram system will discuss new ways for brands to use augmented reality to create innovative experiences, while actively collecting valuable data that can be analyzed to improve products, learn more about customers and reduce costs by eliminating inefficiencies. Additionally, Ashley will touch on how brands can provide customers an engaging way to give voluntary feedback, through group experiences without the use of wearables, which is most i
deal for public spaces and purchasing locations such as malls, retail, restaurants and stadiums. -
digital dARwinism: ramblings about the evolution of tools12:00pm - 12:15pm Jun 2Sometimes people consider technological advances as divisive experiences—as roadblocks that keep us from from being "in the now" and from being connected to each other. Augmented Reality/Mixed Reality experiences are actually NOT misaligned with the human experience. In reality, AR and MR are closely aligned with our human passions to make, envision, and interact. However, they serve us best as a set of tools. And tools facilitate a strategy...they are not a strategy in and of themselves. It is important to remember this because useful experiences must first be needed before they can be facilitated with useful and appropriate technology. The good news is there are plenty of problems to be solved where AR/MR can make a difference. And even though there will always be problems with uses of technology (mostly because there will always be problems with PEOPLE who use technology) the inevitable value of AR and MR will help humans have more natural experiences and be more meaningfully connected to each other.
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Exploring User Experience in a Fundamentally Different Medium12:15pm - 12:30pm Jun 2Virtual and Augmented Reality introduce a fundament shift in understanding user experience. We discuss some of the challenges faced in virtual and augmented reality and how new approaches to analytics and data acquisition can be used to address emerging optimization needs.
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Lunch for purchase in Hall D Sponsored by DAQRI12:30pm - 1:30pm Jun 2
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Visual Language Recognition: Eyes for Siri1:30pm - 1:45pm Jun 2Ryan will share the implications of mobile devices being able to read written language like humans do. We will explore how wearable computers can help us in every day tasks where reading is required. Imagine Siri having a pair of eyes that can read your bills and teach you how to read Chinese!
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Machines and the city1:45pm - 2:00pm Jun 2The outdoor urban environment is saturated with information. Nevertheless, accessing this information remains an unintuitive task. Interaction with a local friend while walking down the streets is vastly different than that with the mobile phone. What are the challenges on the way for a new local search?
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Revolutionizing Beauty Through Augmented Reality2:00pm - 2:15pm Jun 2Augmented reality has been transforming the beauty industry, thanks to ModiFace's industry-leading facial tracking and simulation technology. Augmented reality applications from companies such as Unilever, Amore Pacific, Sephora, L'Oreal, and P&G are redefining marketing for beauty brands and creating unique and rewarding experiences for consumers. In this talk we will review several case studies of major Fortune 500 beauty brands who are fully embracing augmented reality, and look at the next generation of virtual mirrors and beauty AR technology that will usher a new age in beauty e-commerce, in-store shopping, and mobile product exploration.
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Superhuman by Design: The challenges, opportunity, and future of enhancing ability through augmented reality2:15pm - 2:30pm Jun 2
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Coffee Break2:30pm - 3:00pm Jun 2
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Illusions of Life3:00pm - 3:15pm Jun 2As more of our lives are transformed into virtual illusions orchestrated by AI systems, how will programmers and designers overcome the overwhelming pressure to simply “give the people what they want,” and instead encode the serendipity and seeming randomness of real life into future systems? Or will such randomness be designed into a gamified and illusion-based future so that human desires can be more easily manipulated? What happens to a society — or to an individual — when placed into an echo-chamber and exposed to only what we want to encounter, or have been convinced we want to encounter?
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The Coming Age of Empathic Computing3:15pm - 3:30pm Jun 2Unlike other technologies, AR and VR has the potential to enable people to experience what someone else is seeing, hearing and feeling. This talk describes the coming age of Empathic Computing and how AR and VR technology can be combined with wearable physiological sensors to create shared empathic experiences. Examples will be shown from current research projects from leading groups from around the world, and important directions for future work will be presented.
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Are we Living in a Simulation?3:30pm - 3:45pm Jun 2Is this the Real Life? Is this just fantasy? Are we living in a simulation already or should we be? How would we know? How can AR and VR in the near future help us better understand this fundamental question and perhaps change the equation, for better or worse?
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Break3:45pm - 4:00pm Jun 2
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AR vs. VR Debate: Is the future Augmented or Virtual?4:00pm - 4:40pm Jun 2A semi-friendly discussion to explore the difference between augmented and virtual reality and how they will ultimately work together. What are the best/worst use cases for each now and in the future?
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AWE USA 2016 Wrap Up4:40pm - 5:00pm Jun 2
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Enterprise AR by AREA - Rooms G&H
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Welcome8:55am - 9:00am Jun 2
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Welcome9:00am - 9:05am Jun 2
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Smart Glasses and AR in Aerospace Manufacturing: Finding the Niche9:05am - 9:20am Jun 2Smart glasses and augmented reality invoke both excitement and skepticism, especially in the context of manufacturing and assembly in aerospace. While many people are overly optimist and think they can pick up a pair of smart glasses and start building an airplane, there are just as many skeptics that think smart glasses will ever be a viable tool within the manufacturing process. The reality is that smart glasses, along with augmented reality (AR) software, is a feasible and powerful tool that could fundamentally shift the current process of complex manufacturing, but only if applied in a strategic and thoughtful way. Smart glasses with AR provides a live view of the physical, real-world environment in first person while supplementing that view with additional data such as text, graphics, 3D models and more. This hands free access to assembly drawings and other reference material is critical in aerospace assembly or any manufacturing process that still requires skilled technicians to complete complex or detailed work.
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Successful AR use cases in production and manufacturing in Boeing9:20am - 9:40am Jun 2Augmented Reality (AR) has been shown to provide significant benefits to manufacturing and assembly tasks including reduced assembly times and improved first-time quality. Although there are still many obstacles preventing AR from being streamlined directly into the manufacturing workflow, today’s technology is capable of providing an AR product which is a vast improvement on current industrywide processes and procedures. As such a Boeing Research and Technology (BR&T) team based in Huntington Beach, Ca. has spent the last several years investigating potential cost-saving use cases as well as developing enabling technology aimed at supporting AR in an aerospace manufacturing environment. This presentation will highlight recent successful AR pilots throughout the company, covering a variety of use cases and programs.
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AR In Manufacturing9:40am - 10:00am Jun 2Information access is key to the manufacturing and production process, and the flow of information creates a Digital Tapestry across a product’s life cycle from conceptualization to sustainment. Join us to explore how wearables and augmented reality technologies aid our employees by providing enhanced information access.
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Augmented Reality in Application for MRO10:00am - 10:20am Jun 2The complexity of maintenance, repair and overhaul (MRO) processes in the aviation industry is increasing. The ongoing digitalization of our shop floors eliminates paper as a valuable source of information for our workers. New digital assistant systems are needed for ubiquitous information access and integration of our employees into the digital shop floor of tomorrow. In this presentation we will provide an insight into Augmented Reality in application for MRO of civil aircrafts at Lufthansa Technik. We will show how Augmented Reality based assistance systems can help to speed up processes and maximize process quality. We will present a selection of successfully implemented projects in this area and identify key challenges which have to be met for a sustainable application of Augmented Reality in MRO.
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Discussion and Q&A10:20am - 10:30am Jun 2
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Coffee Break10:30am - 11:00am Jun 2
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Smart glasses and AR solutions in power and energy industry11:00am - 11:20am Jun 2The electric utility industry is facing many issues, an aging workforce, reduced electricity demands, renewable energy integration and others. To cope with a younger, more inexperienced workforce a “great leap forward” in technology is needed. Smart wearable technology and augmented reality offer promise to relieve some of these operational pressures utilities face. As with most technologies, adoption by industry rests on the ability to determine if actual, measureable efficiency gains can be obtained. This presentation will review where the utility industry currently is with adoption of wearables and AR and will describe the efforts of the industry to quantitatively assess the impact of these technologies. Results from an international, ongoing, collaborative research effort by the Electric Power Research Institute (EPRI) will be presented.
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Augmented Reality in Technical Communication11:20am - 11:40am Jun 2Each day technicians are dispatched to perform complex processes for installation, configuration and maintenance of mission critical telecommunications equipment. In order to support customers in 140 countries, including 45 of the world’s 50 largest telecoms operators, Huawei technical documentation teams prepare, publish and support delivery of full digital instructions to technicians to ensure the complete and error-free performance of procedures.
With partners, Huawei Technical Communication Innovation Department is developing processes to add Augmented Reality to product technical documentation in a consistent and robust manner. In this talk we will describe our project goals, approach and results of our research to date. -
Industrial Augmented Reality Use-Case Taxonomy11:40am - 12:00pm Jun 2Newport News Shipbuilding is an early adopter of industrial Augmented Reality. After many pilots and projects, the company is preparing the first large scale roll-out of AR technology for industrial use. In this presentation we will discuss the use-case approach and terminology from Newport News Shipbuilding’s perspective, and discuss how return-on-investment and technology-readiness-levels are assessed and managed prior to a deployment. Several specific examples of new AR projects at NNS will illustrate the approach. We will conclude with discussion of principle challenges associated with industrial augmented reality.
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Addressing Electrical Cabinet Wiring Challenges with AR12:00pm - 12:20pm Jun 2Shipbuilding is an odd mix of traditional craft work and high-tech manufacturing. Due to the long construction schedules, complex designs, and limited production shipbuilding remains a largely manual activity with pockets of automation. We are applying augmented reality to the task of wiring electrical cabinets in a project called spARky, funded by the National Shipbuilding Research Program (NSRP, www.nsrp.org). The goal of the project is to reduce the cost of installing wires by showing users the end point connections and the desired routing of each wire through the free space of the cabinet. This will replace the historical use of simple wire tables. A handheld tablet computer will show augmented wire model data inside of the actual cabinet. This will enable correct routing and cable bundling with first-time quality and no rework.
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Discussion and Q&A12:20pm - 12:30pm Jun 2
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Lunch for purchase in Hall D Sponsored by DAQRI12:30pm - 1:30pm Jun 2
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Enterprise Wearables: How We Got Started1:30pm - 2:30pm Jun 2This panel will focus on the discovery process around selecting a high impact use case and what business factors were considered in the initial implementation.
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Coffee Break2:30pm - 3:00pm Jun 2
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Augmented Reality in a Children's Hospital: Past, Present and Future3:00pm - 3:15pm Jun 2This session offers an overview of the practical uses of AR in a children’s hospital setting for the purpose of normalizing the patient experience. We will present how AR was used at C.S. Mott Children’s Hospital in the past, discuss a project currently underway which puts AR in the hands of certified child life specialists, and share a vision for the future of therapeutic AR in pediatrics.
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AR case studies in healthcare moderated by ODG Panel3:15pm - 4:00pm Jun 2Medical professionals and patients are leading the way in pilot programs and deployment of Smartglasses. Join us for a discussion of current and forthcoming ventures.
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VR
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Welcome8:55am - 9:00am Jun 2
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VR Design Lessons from Multiplatform First Person Gaming9:00am - 9:20am Jun 2VR is a technology that crosscuts across the PC, console, and mobile platforms. As VR filters into the games space across these 3 distinct platforms there are lessons to be taken from each of mobile, console and PC. Each shows distinct advantages and disadvantages for its platform, but more importantly each is a unique adaptation for immersion and experience. There are lessons to learn and experiments that can help us fashion a better understanding of how to build for VR. Observations strive to show how to design and build a better VRX, a UI/UX for VR. Taking lessons from game projects he has worked on and applying them to current VR projects, he aims to show where assumptions worked and where they had to be rebooted as he and his team build a new VR games project.
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UX/UI Design for VR and Mixed Reality9:20am - 9:40am Jun 2Virtual Reality and Mixed Reality will become the biggest technology disruptions since the smartphone, but most UX/UI design is still focused on flat, 2D screens. What do UX designers and engineers need to do to make the jump to spatial 3D?
The futuristic, 3D interfaces of movies and video games are rarely functional in practice. And the tried-and-true rules of flat UX design often fail to translate into 3D.
This talk explains the spatial UX/UI toolbox being created by pioneers in the space. We’ll take a look at what works, what doesn’t, why, and how you can apply these UX/UI principles to your own projects.
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Feeling Sound with SubPac Physical Audio Systems - From the Creator to the Consumer9:40am - 10:00am Jun 2Discussion on SubPac physical audio technology and how FEELING sound is a necessary part of the future of all media. SubPac's plug and play technology is used by the some of the world's biggest music producers, VR companies, and gaming studios as well as the deaf and hard of hearing community. Feeling is believing.
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The 4 Tiers of the VR Marketplace10:00am - 10:15am Jun 2With so many different approaches for building simulated experiences now emerging, it can be difficult to communicate to clients and potential stakeholders the various techniques. Heller discusses the four emerging categories for branded and licensed content. By knowing the capabilities and limitations of each approach, you can tailor your creative, funding, and distribution strategy for what best suits your goals.
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Experience for Everyone? The What, Where and Why of VR10:15am - 10:30am Jun 2A non-stop guide to entertaining an audience with filmmaking, marketing, retail experience and education in the new Virtual Frontier, plus what to expect next. Sit back and enjoy the ride!
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Coffee Break10:30am - 11:00am Jun 2
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Solving chronic complex care problems in healthcare with VR11:00am - 11:15am Jun 2The session will address how new consumer technology--Virtual Reality-- can be used to transform chronic complex care problems, such as those presented by dementia patients and the key factors designers need to consider in developing wellness integrated health solutions. Dr.Kim will share her experience using VR sessions on some of her own patients and other seniors in the community.
After treating thousands of aging seniors, Dr.Kim uncovered a concerning and growing trend among her older patients. It is the link between Social Isolation and deteriorating health. Without regular contact, many seniors simply suffer in silence, which often allows minor health issues to spin out of control. Social Isolation has been shown to lead to depression and anxiety in patients who previously never had those diagnoses. In extreme cases, social isolation can sadly lead to needless suffering and even premature death. However, social isolation is easily preventable, as studies have shown that those who have regular conversation with caring individuals have a higher quality of life and reduced hospital admission rates. This session will shed light on how one can combine compassion, empathy, and emerging technology to solve REAL problems that touch millions of lives in our society. -
VR in construction: Digital Job Walks11:15am - 11:30am Jun 2Virtual Reality is changing the way people interact with the world in their personal and work life. Especially for old industries as fundamental construction, there are many interesting ways to use VR to create more effective workflows. One huge improvement of the workflow on construction sites will be something HoloBuilder calls "Digital Job Walks". On HoloBuilder.com, people can easily upload and link sphere images (that now can be taken easily with 360° cameras like the Theta S) to Virtual Tours. Construction Professionals, they can add Text as well as 2D & 3D objects to the sphere images to visualize ideas and make annotations. The online service allows to created Digital Job Walks quick and easy which save time and money for builders throughout the entire construction process. Advantages can be found at all stages of a construction project. During the bidding process, subcontractors can make more realistic and accurate bids because they can visit the planned construction site virtually before making a bid. During the construction project, professionals don’t have to travel back and forth between construction site but can visit all sites remotely instead. The virtual visits do not only save travel costs, more frequent updates over the cloud will also make the identification and reaction time to mistakes much faster, which notably reduces rework costs. While these are just the main advantages, there are many more which will lead to the use of VR and AR in construction. While the idea has been around for a while, HoloBuilder's easy and simple creation process of Digital Job Walks is transforming the industry.
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Training surgeons with Virtual Reality11:30am - 11:45am Jun 2How we created Medical Realities and The Virtual Surgeon; an Interactive Virtual Reality Training Tool to help provide surgical training to Doctors and Medical Students and to solve the critically urgent problem of training sufficient surgeons to keep up with the ever growing demand. Over the past 12 months; we have been conducting tests and technically refining Medical Realities; and developing the proof of concept model. MR first test video has been viewed on YouTube over 15,000 times. In 2015 Medical Realities received the award for Best Use of Virtual Reality at the Tech Expo and is now actively seeking funding to take Medical Realities to the next level.
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Taking Immersive Experiences into Education, Enterprise and Medicine11:45am - 12:00pm Jun 2For a year and a half, Shauna Heller worked with non-gaming developers at Oculus, where she learned a few things about how the rest of the world is thinking about VR. With education, enterprise and medicine poised to be the breakout stars of virtual reality, Heller departed to launch the VR agency, Clay Park, to help steer purposeful development and guide top developers in these fields. In addition to this work, Heller also advises large brands and corporations on creating compelling content that will make an impact on the medium and help drive broad adoption of VR and set themselves up for success in AR. In this session, Heller shares her findings on the current state of non-gaming VR, offers pro tips and insights for creating enterprise apps and discusses trends in VR and AR development for the second half of 2016 and beyond.
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Introduction to Light Fields12:00pm - 12:15pm Jun 2Augmented Reality displays are fundamentally holographic: as a user moves around, the subject matter should change to reflect that view, like a hologram. And there is no better way to convey holographic imagery than light fields. In this brief session, we'll cover what light fields are, a short history of the art, and why it's superior to volumetric imaging for augmented reality displays.
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BEYOND HMDs: Why Develop VR/AR Applications for the Classroom12:15pm - 12:30pm Jun 2According to the National Math and Science Initiative (www.nms.org), U.S. students recently finished 25th in math and 17th in science in the ranking of 31 countries by the Organization for Economic Cooperation and Development. By empowering today’s students to continue STEM studies, we can help address our nation’s STEM workforce inequities and impact innovation and economic development in America and across the globe.
In this session, attendees will; 1) Understand how using AR/VR as an educational tool effectively engages students, 2) Learn incorporating AR/VR how in a STEM curriculum and empowers students with mastery-based learning through trial and error, 3) Discover the importance of creating AR/VR apps for the education market -
Lunch for purchase in Hall D Sponsored by DAQRI12:30pm - 1:30pm Jun 2
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The Future is a User-Created Reality1:30pm - 1:50pm Jun 2VR will impact nearly everything, and it will take more than headsets and game developers to get there. This talk will explore why democratizing the creation and distribution of VR experiences is essential for the ultimate success of this powerful medium.
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The Secrets of Avatar Design for Social VR1:50pm - 2:10pm Jun 2The critical component for social is people and in a VR space, people are avatars. I have 15 years experience working with avatars in social environments and am sharing two ingredients in the secret sauce necessary to make avatars effective at strengthening connections to other people.
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Avatarism - The Personalization of VR/AR/MR2:10pm - 2:30pm Jun 2As AR/VR/MR developments progress at a rapid rate, the need to personalize experiences and interactions with realistic and believable manifestations of human actors, live participants themselves and virtual agents (tasked to represent virtual people, etc.) has become an important expectation and goal. Social VR, Virtual Theater, Musical performances, Storytelling, history and educational experiences along with a myriad of other AR/VR/MR experiences will require these dynamic, believable human simulations which act, and re-act, with enough precision to satisfy our complex neurologically ingrained perceptual needs, as they relate to realistic and comfortable human interactions in synthetically generated and augmented environments, etc. The speaker will discuss state-of-the art development, techniques and agenda required to support the field of human construct development, tracking and behavior, including physical 3D body / form capture, facial expression / body motion capture designed to inhabit interactive, immersive environments and scenarios. Acting / performer concerns will be discussed, as well as, the progress of available commercial technology needed to address the complex aspects of creating ideal, believable virtual personae and the desired habitation of these "constructs" into the virtual and augmented world(s) and what to expect from this process going forward.
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Coffee Break2:30pm - 3:00pm Jun 2
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Mobile First: The Importance of Mobile as a Foundation for Virtual Reality3:00pm - 3:15pm Jun 2Google started something special with their Cardboard initiative; shipments topping 5 million after little over a year are proof of that. Powering experiences through a mobile device serves as a way to keep costs low and accessibility high-a goal of every new technology. The true impact of Cardboard, and all its spinoffs, competitors, and software initiatives, is only beginning to be seen. The permeation of VR within and across verticals is an important trend to watch as the potential of these experiences is fully harnessed. So many verticals and use cases can be revolutionized just by utilizing a mobile device in a new way. This talk will cover current talking points and predictions for the who, what, when, where, why, and how of mobile VR.
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VR Investor Panel3:15pm - 3:45pm Jun 2
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DEVs - Rooms 1&2
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Welcome8:55am - 9:00am Jun 2
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uSens ARVR Inside-out Tracking Developer Session: Getting Started and Design Tips and Tricks9:00am - 9:30am Jun 2During this AWE 2016 Developer Session, uSens Inc. will be providing a developer tutorial and demonstrating its new hand tracking module for mobile AR and VR. This session will include recommended best hand tracking uses cases for uSens current hardware and SDK, alongside sharing some examples. uSens developers will present what the hand tracking technology can do currently, sharing some road map updates, and most importantly showing how to integrate it using Unity 3D, C++ or Java. Attendees will be considered priority early adopters to receive Beta Dev kits which will include hardware and software needed to develop with uSens hand tracking. The uDev Network will open directly after AWE, and attendees of this session may receive dev kits there.
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Creating a Virtual Reality experience with Unity9:30am - 10:00am Jun 2In this talk Unity Evangelist Mark Schoennagel will present a complete overview on how to create a Virtual Reality experience using Unity 5.4. Along with seeing a step-by-step demonstration of Unity, Mark will also show attendees some VR best practices while building a VR game.
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How to use EasyAR SDK to create amazing AR apps10:00am - 10:30am Jun 2How to use EasyAR SDK to create amazing AR apps: - What's EasyAR SDK - EasyAR Key Feature - Case study: EasyAR in China Market - How to start to use the SDK - practical advises.
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Coffee Break10:30am - 11:00am Jun 2
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AR Interoperability and Standards11:00am - 11:30am Jun 2-Open Standard APIs – the Foundation for AR – A State of the Union
Discover how the latest advances in mobile SOCs combine with cross-platform APIs to create the foundation for deploying AR devices and use cases. This session includes the very latest updates to silicon roadmaps and capabilities together with an open standard APIs ‘state of the union’ industry review. Standards covered include OpenVX for low power vision processing and Vulkan for next–generation GPU acceleration - that together will accelerate the availability of Augmented Reality on a mobile device near you.
-Augmented Reality Learning Experience Models – A work in progress standard
AR and wearables promise to provide significant boosts in operational efficiency by making information available to employees needing task support in context in real time. At this time, however there is no general purpose conceptual model and data model specification for representing activities (also known as employee tasks and procedures) and the environment in which these tasks are performed (also known
as the workplace).
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CraftAR The Image Recognition and Augmented Reality toolbox11:30am - 11:45am Jun 2Catchoom has delivered over 450 million interactions to date and has 13+ years of experience in AR under its belt. CraftAR is the flagship product of Catchoom, available as SaaS or on-premise solution, acclaimed by clients for its high speed and accuracy. This talk will help you get started with the main CraftAR tools. In particular, we will cover our Image Recognition SDKs (Cloud and On-Device), the latest capabilities of our Augmented Reality SDK, the CraftAR Creator and last but not least, our plugin for Unity.
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Using voxels to accurately determine the state of complex equipment in AR.11:45am - 12:00pm Jun 2Voxels, or 3D pixels, present an alternative to more traditional polygonal representations of 3D content with certain unique implications for AR applications. This talk will describe some of the ways that NGRAIN is using voxel-based representations of complex equipment to accurately determine the state of complex equipment, useful for applications such as assembly verification, first article inspection, and real-time feedback in AR.
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First Look at Blippar's New API12:00pm - 12:30pm Jun 2Blippar is empowering the developer and creative community to create AR via the new Blippar API. Ryan Schmaltz, EVP Platforms, will be introducing the new product suite and his team will demonstrate the advanced features which allow developers to create the most amazing, immersive and interactive AR experiences.
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Lunch for purchase in Hall D Sponsored by DAQRI12:30pm - 1:30pm Jun 2
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To Mix Reality, First You Must Create The Universe1:30pm - 1:45pm Jun 2The next generation of mixed reality understands your physical space, and can use it both for tracking and advanced interactions. How can we help developers transition from traditional marker-based AR into creating highly-interactive mixed reality experiences? Recently, we invited a dozen brave developers to dive headfirst into this world at its early stages – and what transpired was both inspiring and revealing. In this talk, we'll describe the private beta launch of Occipital's Bridge Engine for mixed reality, and we'll share the results of what developers were able to achieve after just a few short days.
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How Microsoft Hololens is disrupting enterprise AR1:45pm - 2:00pm Jun 2Enterprise AR has largely been applications on Android-based devices such as phones, tablets, and smart glasses. The introduction of the Hololens has taken us from monolithic apps to a Mixed-Reality Operating System. Tasks such as video conferencing and data sharing are now as simple as familiar as using Skype and web browsers. The question is less ‘What can Hololens do?’ as ‘What can’t Hololens do?’ A medical use-case will be discussed.
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Creating Mixed Reality Apps and Games with Project Tango2:00pm - 2:15pm Jun 2See the types of experiences enabled by Google's Project Tango and how to build your own apps and games. Jared Finder will show apps made possible by Project Tango technology and the tools created to make them.
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Smart Instructions: Augmented Reality and the Information Age2:15pm - 2:45pm Jun 2As we know, one of the main bottlenecks for AR becoming a reality for industrial use has been content creation. In this session, we will be highlighting WorkLink, the most complete Smart Instruction creation tool available that enables non-technical staff to produce highly interactive, animated augmented reality training materials within a complete ecosystem of data generation, access and analysis. Through a live demonstration, participants will see how the hurdle of content creation has been addressed with tools that quickly and easily make the average person an expert in creating rich, animated AR instructions without the requirement of extensive training. The speaker will discuss how feedback is captured and reviewed to ensure the instructions are effective, while tracking who is using them, how long processes take, that compliance measures were checked off and more. Attendees will also hear how with these rich analytics, management and content authors can then modify and republish content to improve on workflows and overall quality and safety of procedures.
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Smart Glasses – Opportunities, Challenges and Barriers to Widespread Adoption3:00pm - 3:45pm Jun 2This panel-style discussion explores market challenges in accelerating the adoption of smart glasses across a range of markets and applications. Four markets are explored: Consumer, Industrial, Military/First Responder, and Professional Services – viewpoints and priorities on user expectations can vary significantly from one market to the next; segment specific barriers ranging from cultural to practical also carry variations as well as commonalities. This session will help buyers understand priorities and trade-offs, as well as helping device manufacturers learn the quirks and challenges to overcome in winning over specific market segments.
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Wearables
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State of the Nation9:00am - 9:15am Jun 2
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Keynote: The Internet of Sports9:15am - 9:35am Jun 2The quantified self and the Internet of Things are all terms that are on everyone's tongues today, and the future is looking bright and promising. Within this context, the Olympic & Paralympic sports are benefiting greatly from the technology advances in the consumer market. Nevertheless, these sports do present unique and rare challenges that call for innovative and creative thinking. I will share with you insights into some of the projects that TEAM USA is working on in preparation for the Rio 2016 Olympic and Paralympic Games.
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Tracking NFL players via UWB wearables9:35am - 9:55am Jun 2In the 2015-16 NFL season, all players were tracked every game, multiple times a second. This was accomplished with each player wearing two ultra-wideband tags tracked by 20 receivers at each NFL venue. This talk will describe the technical details of that solution.
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How Wearables are Helping to Monitor and Manage Head Impact Risks in Sports9:55am - 10:15am Jun 2The ability to directly monitor head impact biomechanics using wearable sensors has fundamentally changed our understanding of the corresponding risks in a wide range of sports. One key finding is that significant tissue damage and changes in neural connectivity may result even in the absence of clinically diagnosed concussion symptoms. We will discuss our recent advances in evolving wearable sensors into advanced neuro-trauma dosimeters, suitable for monitoring cumulative damage due to repetitive head impacts and developing remove-from-play thresholds. These efforts combine measured head impact biomechanics, finite element modeling of the corresponding forces generated in the brain, and high resolution MRI imaging of the resulting changes in neural connectivity. We will also discuss related applications of wearable head impact sensors in the development of new concussion diagnostics such as blood biomarkers and eye tracking.
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Hykso's Thesis for Sports Wearables: You Have to Start with the Pros.10:15am - 10:30am Jun 2As we studied extensively successful wearable startups, we saw a trend, and this trend is the same one that brought up companies like Under Armour, Nike, Speedo and more. But this trend is now harder than ever to maintain because investors don't believe in fast transitions from pros to mass market. We proved them wrong as 35% of our current sales are now coming from fitness boxers and weekend warriors. I'll explain why.
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Coffee Break10:30am - 11:00am Jun 2
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Wearables: Panacea or Pandora's Box? A Security Perspective11:00am - 11:20am Jun 2Consumers are now widely adopting wearable technology – consulting firm Deloitte predicted there will be 100 million wearable cameras, smartwatches, fitness trackers and other gadgets on the market by 2020. But with this mass adoption of wearable devices, comes a new data ecosystem that must be protected. Wearables are opening up new pathways that facilitate the tracking, sharing and storing of consumers’ personal health, location and daily activity data. Someone’s heart rate, blood pressure, finances, demographics and daily routine including exercise habits and commuting patterns are being collected and used to improve everyday life. That’s why embracing the protection of this new, intricate data ecosystem is imperative to the success of wearable industry. By effectively addressing the security vulnerabilities, privacy concerns and regulation issues that come with the evolving wearable industry, this brave new world can be enjoyed by all.
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Scaleable Innovation for Social Good: UNICEF's Wearables for Good Challenge11:20am - 11:40am Jun 2Although the ability to do nearly anything with today’s consumer technology is seemingly ubiquitous, there are still millions of people around the world without access to even the most basic services. Thanks to visionary engineers, designers and business people, emerging low power, smart technologies such as wearables, sensor-based and connected devices are overcoming barriers in infrastructure, healthcare and economic development.
Wearable and sensor technology have the potential to deliver life-enhancing and life-saving services. Currently they are mainly used as gadgets that are nice to have, but they have the potential to be things people need to have. When designed specifically for the end-user, in a local context, wearable and sensor technology could revolutionize the way we deliver services to populations at the last mile.
Can we develop innovative, affordable solutions to make wearables and sensor technology a game-changer for women and children across the world? What is the path forward to scaling these solutions to demonstrate social impact?
This presentation will demonstrate how UNICEF brought together leaders in the space for the Wearables for Good Challenge, and discuss how disruption of this market - at all levels - can change the way the industry is thinking about wearables and sensor technology, including how to benefit the next billion. -
Why your innovation and wearable integration process is broken11:40am - 12:00pm Jun 2Innovating within an already established sector, company or institution is HARD! In this session we will talk about how and why the innovation and integration new data types like wearables inside, Wellness/Healthcare, Retail/Brands, and Media/Advertising is broken and what to do about it. We will talk about best practices in the industry on innovating and integrating wearable platforms and data streams from companies who have (or at least tried to ;) figured out how to make innovation work inside the megaliths of today's Fortune 500s all the way down to startups.
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Have You Upgraded your Body to Version 2.0?12:00pm - 12:20pm Jun 2As of 2015, the most successful wearables on the market were, and will continue to be, those worn around the wrist, which are expected to account for 9 in 10 wearables bought worldwide. The global wearables market is expected to reach a value of 19 billion U.S. dollars in 2018, more than ten times its value five years prior. But, the future of wearables is bigger than the wrist. The ever increasing popularity of the Internet of Things necessitates that our physical and cognitive relationship with wearable technology will change rapidly in the near future.
What does this mean for mHealth and the "connected" body in general? This talk will discuss the impact of wearables, IoT and predictive analytics on health and the consumer. -
Lunch for purchase in Hall D Sponsored by DAQRI12:30pm - 1:30pm Jun 2
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Why "Wearables" Are Out And Something Much Better Is Next1:30pm - 1:50pm Jun 2The word "wearables" will soon be a thing of the past. Everything we wear will have some component that collects data to help improve our quality of life. In order for this to happen the space has to evolve in 2 main categories. Function and fashion have to come first, and we must move beyond data to answers. This talk will be about the approach it will take to create wearables we don't think about as wearables but as parts of or every day lives we don't want to live without.
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Extimacy! - Can technology make us more human?1:50pm - 2:10pm Jun 2SENSOREE therapeutic biomedia is mood technology with auditory, visual, and tactile displays to promote extimacy – externalized intimacy – showing how you feel on the inside to the outside world. SENSOREEs technology communicates emotions and gives insight into the human experience. SENSOREE wearable designs give the body a voice – self awareness, communication, insight, empathy, and fun!
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Wearables 2.0 - bridging consumer and medical worlds2:10pm - 2:30pm Jun 2The last few years have seen the multiplication of wearable technologies that give people the possibility to track their activity, calories spent or sleep. Tech savvy consumers embrace these devices though the relevance and accuracy of the information that is provided is still limited. The next generation wearables will bring medical grade data in the hands of consumer, address a clear consumer need and clinical question, and enable a new consumer driven approach to clinical discovery. In this talk we’ll discuss the latest trends that shape the next generation of wearables bridging medical and consumer worlds.
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Break2:30pm - 3:00pm Jun 2
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New Experiences for New Types of Wearables3:00pm - 3:20pm Jun 2What happens when you make wearables that are not about hitting goals, but discovering change in the moment; when a device aims to make living today just a little bit better - more productive, more calm, more focused? This talk will share insights learned from creating a wearable product with a totally different idea of outcome and experience and what we’ve learned from collecting 1 billion+ minutes of calm, focus and tension while delivering millions of in-the-moment notifications to people around the world.
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State of Mind - BCIs and how they will enhance the human experience3:20pm - 3:40pm Jun 2We are rapidly advancing technologies that open new windows to the world around us and advance the possibilities of many, if not all, industries and lifestyle choices. We use machine learning based an array of behavioral data but the one segment that is missing, that could be referred to as the 'TRUTH' is the information coming directly from our brains. New technologies allow us to read and act upon neural response and coulee be key to a truly augmented world.
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Wrap-up3:40pm - 3:55pm Jun 2
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Expo Hall
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Expo Hall10:00am - 3:00pm Jun 2
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