Whether in a classroom or lab, on a construction site, at the office, or comfortably at home, immersive XR is revolutionizing the way people of all ages collaborate and learn. Attend sessions in XRDC’s Education & Training Track to learn how augmented, virtual, and mixed reality can make education and training more accessible, affordable, personalized, and engaging. Leave more informed, connected, and inspired, with new opportunities to leverage the growing investment and high adoption rate of immersive technologies in learning environments.
The construction, building and utilities industries have at times been slow to adopt technology in the past, sometimes even called "old fashioned". However, they are quickly becoming breakout success stories for applications in AR, and the construction and utilities spaces are ripe with opportunity to take advantage and lead the adoption of this technology. In this session, Scott Montgomerie, co-founder/CEO/CTO of Scope AR, will take a case study approach to show how high-caliber organizations including Caterpillar Inc., Martin Bros. and others are changing how their organizations work around employee training, collaboration, machinery repair, troubleshooting and diagnosing problems, and more through innovative uses of augmented reality. He will also discuss how AR tools can automatically collect data and provide actionable insights, resulting in improved comprehension, efficiency and knowledge retention for enterprises.
At the NASA Jet Propulsion Laboratory, developers are building a number of different applications that use mixed and virtual reality to change the way NASA explores space and sees the world. Using MR/VR applications, JPL's scientists and engineers can plan activities for the Mars Curiosity rover and analyze Martian geology while walking on a 3D reconstruction of the Martian surface. Engineers designing rovers and spacecraft can preview full-scale holographic prototypes before any parts are built. Astronauts aboard the International Space Station can use MR interfaces to receive virtual assistance from experts on the ground and work more efficiently. Other MR/VR projects support viewing Earth science data visualizations, robotic cave exploration, and more. This talk will present recent projects that leverage immersive technology to tackle unique visualization and interaction challenges, and discuss research that shows the beneficial effects of using MR to accomplish these tasks.
Patrick will talk about new applications of VR inside the automotive field that add data from a vehicle's surroundings into the mix.
In this session, current technical limitations and UI/UX challenges will be highlighted.
Presence in VR is a game-changer for human research. By matching brain activity to in-game events and using machine learning to make sense of it in VR, researchers get a window into natural human cognition. This talk will cover two research projects. The first is called the Neural Signature of Memory, and it uses machine learning to analyze brain activity to predict memory in VR. The second experiment, called 3d-Printed Roomba Basketball and shows how VR enhances performance on real-world tasks. Attendees will be the first in the world to see newly collected research results.