Julieta Aguilera, Ph.D.
Immersion and scientific visualization
What can Virtual Reality and Scientific Visualization tell us about understanding climate change? Immersive, sensory-rich media and interactive models of cosmic scale position us in space to explore relationships. And even though space may seem obvious (we live in the world, moving through space in order to sustain ourselves and life around us), the notion of reality is not necessarily the same for different people. In fact, reality itself is mostly in our heads as we navigate space noticing the effects of our actions and building models of the world in three dimensions and over time. These are spatial and temporal models, not too different from the models that astrophysicists build to understand the Universe we are immersed in at grander scales. The sensory understanding of the world, both experiential and mediated, is a form of literacy that is now required in order to personally and collectively understand and act on the consequences of human influence on the planet: climate change.
The future of meditation with biometrically controlled VR, AR, and MR.
Consumers aren't just watching media, they're feeling it. In this session, you'll peer around the corner at the future of interactive media with a look at how brain-computer interfaces and wearables are providing unique inputs for virtual, augmented, and mixed realities. Discover how XR therapies controlled by brain patterns and heart rate could one day replace or enhance the effectiveness of certain pharmaceuticals.
The Age of Smart Information
Bold, insightful, and uncompromising, M. Pell is recognized as a thought leader in the fields of Holographic Envisioning and Smart Information. Pell’s book “Envisioning Holograms” is considered a must-have for tomorrow’s most influential storytellers and explorers.
M. Pell currently leads Design for The Microsoft Garage, the company’s outlet for experimental projects and curiosity-fueled explorations worldwide. As a lifelong Designer/Coder, he has consistently been on the leading edge of design and innovation over his thirty-years in high-technology. Career highlights include creating the original Adobe Acrobat and PDF, working with Pixar to pioneer 3D type generation with RenderMan, developing a rapid design methodology called Fast Design, and being the inventor on over a dozen U.S. Patents.
Pell’s evolution from intrepid entrepreneur, to VC-backed startup veteran, to corporate man for Adobe and Microsoft has given him a unique perspective on how to combine business, experience, and technology to create breakthrough experiences. More at http://futuristic.com
By combining Artificial Intelligence (AI) and Augmented Reality (AR), we are fundamentally transforming the very nature of information, and the myriad ways we communicate with each other about anything, and everything. Deceptively powerful and stunningly beautiful, this monumental leap forward in conveying information effectively has always been right there in front of us, waiting to be unlocked, hiding in plain sight. All it took was the convergence of human ingenuity, artificial intelligence, and the rise of a medium capable of magic. Join this session to learn more about how we are all helping to launch The Age of Smart Information.
The Future of Learning - A world without distractions
In this talk, Johanna Pirker talks about the power of virtual reality technologies to support learners, especially in the digital age full of distractions. She reviews decades of research to explore different VR learning applications and shares new concepts of learning using the example of the award-winning environment “Maroon” to explore how VR can and should be used to support learners.
Second-best Practices for Spatial Computing
James Powderly is a designer and an engineer who has made empowering tools and innovative experiences on two planets and across an improbable set of domains, including: space robots, graffiti, medical equipment, architecture, DIY, fashion tech, viral media and augmented reality.
After graduating from NYU’s ITP in 2002, James worked at Honeybee Robotics building and operating the Mars Exploration Rovers’ science instruments on the red planet. He was an inaugural research fellow in the Eyebeam OpenLab, where he co-founded the Graffiti Research Lab and created DIY projects like LED Throwies and Laser Tag. James was awarded the Golden Nica and the Interactive Design of the Year from Design Museum, London in 2010 for the Eye Writer project and was featured in the Golden Lion winning Korean-Pavilion at the 2014 Venice Architecture Biennale. His artwork is currently featured in, Broken Nature: the XXII Triennale Milano 2019.
In 2012, James began working on XR wearables and fashion tech at Samsung HQ in Seoul. For the past four years, James has worked at Magic Leap leading user interaction and experience design for the Magic Leap One, the Lumin Operating System and a suite of core apps, like the Helio browser and Avatar Chat.
“You can’t always get what you want. But if you try sometimes well you just might find you’ll get what [users] need” ~ M. Jagger
James Powderly, Director of User Interaction and User Experience at spatial computing startup Magic Leap, will careen through his vision, a set of tested design practices, a mixed-bag of bias and the healthy doses of miscalculation that shaped the Magic Leap One device - and the state-of-the-art for 3D user interaction and interface design in XR today.