This channel is for Augmented Reality, Virtual Reality and Mixed Reality professionals, content developers, app developers, software engineers, hardware engineers, architects, sales professionals, marketing managers, project and program managers, and anyone else who is interested in AR and VR technology.
With Microsoft HoloLens, Facebook's Oculus Rift, HTC/Valve's Vive, Project Morpheus from Sony (Playstation VR), Samsung Gear VR, and now Magic Leap, (to name a few - the list is getting longer all the time!) there's no getting away from the fact that AR and VR have arrived!
We are on the doorstep of the biggest tech revolution in the history of the world. This new digital universe is a virtual reality ecosystem that is a convergence of a range of exploding technologies - virtual and augmented reality, AI, cloud computing, nano, wifi penetration - to name just a few. The radical toolkit provided by VR will transform every industry and sector across the board and even create new ones along the way.
Every brand and company needs to start thinking strategically now about how they port their existing business into the new VR computation platform.
- What is your VR strategy?
- How can you bring VR to your business to create profound solutions that will define a next generation of your companies offerings?
This talk will be big picture thinking around how you can 'virtualize' your brand and company with strategic VR innovation. We'll talk the types of things you need to be thinking about as we make the leap in the new virtual world web and beyond.
There are a number of exciting ways in which Virtual and Augmented Reality can be used to visualise data.
This presentation will look at 3 main approaches - the "virtual command centre", the "data space" and "annotated reality", and consider the pros and cons of each, and how they could be used with the current generation of VR/AR headsets, and how such systems may develop in the future.
Founded by Winnie Christiansen and Maren Demant, Transceiving Reality X [TRX] merges Immersive Theatre and multisensory Virtual Reality for their project 'Empfaenger Verzogen". It aims to explore the interplay of virtual and physical environments to develop a format for Story-living that is driven by technology, personal interaction and sensory perception.
This presentation gives insights into what they've learned so far from the project and an outlook for use cases and opportunities of locationbased perceptible VR experiences.
If a picture is worth a thousand words, what would an interactive picture be worth? What about an entire interactive world where you can learn, play, and experiment in a safe environment?
Student engagement is not only a 21st century buzz word, it is an important step in getting students to take on the responsibility of their own learning. Engaging students is not a new issue but, thanks to technology, there are now new ways to bring more engaging content to students – one example is through AR and VR.
These new technologies are allowing students to get inside the content and learn from a different perspective - giving them a better understanding. Initial research is showing much improved engagement from the student’s perspective. Join us for some ideas on using AR and VR to go beyond the page and improve your students' engagement.
Virtual Reality puts you on the other side of the computer screen, but it isn’t all about games. VR has the ability to enable individuals, bring them together and invoke true empathy and feelings. This technology has the potential to change people’s lives for the better.
Join us for an informative discussion of the power of Social VR.
Ryan A Bell talks about the beginning of content creation in VR, how it fits into social and a very powerful case study of one nonprofit utilizing the empathy machine to reach the masses. Rob Crasco talks about the power of virtual worlds to empower people, bring them together and create true connections across the globe.
For years, even decades, people have talked about how virtual and augmented reality and technologies could be used in the classroom, but it is only with the current wave of consumer VR devices that there is in schools on a large scale is becoming practicable. But to be effective we need to understand the pedagogic basis on which such technologies can be used, and provide the tool for teachers to be able to create their own VR experiences tailored to their own students.
This presentation will look at the scope for the use of VR technologies in schools, describe some of the pioneering systems, and summarise the pedagogic underpinnings of VR use. It will then describe the Fieldscapes system as one example of a VR authoring system that will allow educators to create and share VR content, and how for the short-medium term a mix of VR and non-VR usage will need to be supported in order to cope with school ICT budgets, issues and concerns and different modes of use in and out of the classroom.
Everyone knows what a huge success Pokemon Go has been - combining Augmented Reality with GPS location tracking. We can also see the impact of personalized ads “following us” when we visit different websites online... But how will we feel when we start seeing personalized location based marketing in the ‘real’ world, as Augmented Reality starts to change the way we experience supermarkets, high streets, and even getting around on public transport?
Join us as we speak to two highly regarded experts in the world of Augmented and Mixed Reality:
- Nik Badminton - Futurist & CEO at Design:Culture:Mind
- Josh Downs - AR/VR Community Manager, BrightTALK
- James Girling - AR & VR Channel Founder
Using Keichi Matsuda’s "Hyper-Reality" video as a starting point, we will be asking where we think boundaries will be set by consumers and how much our lives will change as a result of Augmented Reality infiltrating our daily lives.
VR is sometimes perceived as an isolating technology, where the user is cut off entirely from the real world in order to be fully immersed in the virtual one. Yet this doesn’t take into account how much of our lives are lived online, and how our identities and relationships are already built in connected virtual worlds. The Internet and social media have transformed every aspect of society by connecting people in ways that were previously unimaginable. Virtual Reality will build upon this interconnectedness, while at the same time making those connections much more compelling, meaningful and emotional. This introductory webinar will look at the unique aspects of the medium and ask how VR content producers can best leverage them to engage their audience.
No doubt, you’ve heard about the mobile app that’s taken the world by storm. Within a week of going live in the US, Pokémon Go reached 26 million daily active users, approximately 60 percent of which were Millennials. Businesses across the country have taken notice and many have begun exploring ways to take advantage of this trend, such as leveraging proximity to Pokéstops and generating Pokémon-themed marketing content and campaigns.
Suzan Szollar and a panel of some of our adventurous Digital Insight financial institution clients will discuss what they’ve tried, and what business goals may be supported by participating in augmented and virtual reality mobile gaming. They’ll also share our recommended approach to stepping into this space, and what’s on the horizon for Pokémon Go.