Come out to XRDC and see how AR/VR is revolutionizing healthcare!

With just four weeks to go until XRDC kicks off in San Francisco later this month, event organizers want to be sure you don’t miss out on some of the fascinating opportunities you’ll have to see the future of healthcare at this premier conference for augmented, virtual, and mixed reality innovators.

Doctors, researchers, scientists and patients alike are rapidly adopting AR/VR/MR applications to evolve healthcare as we know it, and you can learn all about it on XRDC’s Healthcare track of cutting-edge talks.

The Dolphin Swim Club: A Healing Underwater VR Experience“, for example, is a promising XRDC talk that will see Dolphin Swim Club founder Marijke Sjollema and director Benno Brada breaking down exactly how the Club (a nonprofit organization and project that uses the healing power of art and nature to craft therapeutic VR experiences) works — and what it’s learned about the therapeutic uses of VR.

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Oculus, Microsoft, and Viveport sign on as top-tier sponsors of XRDC!

Organizers are working hard to ensure that XRDC in San Francisco next month is the best it can be, and today we’re excited to announce that tech titans Microsoft, Oculus, and Viveport have signed on to help out as Platinum Sponsors of the show!

This is a big deal because XRDC is the premier conference for augmented, virtual, and mixed reality innovators, and each of these heavy-hitting sponsors will be there showcasing their latest tech and techniques.

You’ll have opportunities to meet with representatives from each of these sponsors, and they’re also expected to be preparing some great talks for the XRDC Partners track that you won’t want to miss!

So head over to the XRDC website now and register to attend the conference, which will feature a plethora of great VR/AR talks spanning games, entertainment, and beyond into subjects such as healthcare, journalism, travel, manufacturing, retail, live events, real estate, and so much more.

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XRDC speaker Q&A: Laura Dodds on digitally recreating Sir David Attenborough

When working in virtual reality, it’s not often that developers get to recreate the image of people who’ve influenced the world in so many important ways. But at XRDC this year, Dream Reality Interactive art director Laura Dodds will be discussing about what it’s like to recreate someone’s presence in virtual reality and honor their work in the process.

In Dodds’ talk, you can learn about her work on Hold the World with Sir David Attenborough, the renowned broadcaster and naturalist, and how Dream Reality refined its pipeline to work with a VR game that depicts real-world people and creatures.

To learn more about Dodds and her thoughts on virtual reality development, we reached out for a quick Q&A which you can now read below.

Attend XRDC 2018 to learn about immersive games & entertainment, brand experiences, and innovative use cases across industries.

Tell us about yourself and your work in VR/AR/MR.
Before joining Dream Reality Interactive just under two years ago, I hadn´t worked extensively in VR, AR or MR. However I found the team’s passion for these mediums infectious and their expertise and experience in them impressive.  I worked on three small VR projects before launching into Hold The World as Art Director.  Later in the year I also worked on Orbu, a mobile puzzle game set in Japanese zen gardens which was my first experience working in AR.

Without spoiling it too much, tell us what you’ll be talking about at XRDC.
I’ll be talking about the VR project Hold The World. Specifically I’ll be focusing on the art side and how we combined lots of techniques and developed pipelines to create something coherent and worthy of David Attenborough!

What excites you most about AR/VR/MR?
I am most excited about the innovative ways in which developers design, adapt and create content in this field. As AR/VR/MR are such rapidly evolving mediums the language and conventions on these platforms are still emerging.

Who would you like to meet at XRDC?
I would love to meet anyone working on AR / VR / MR projects especially developers in the art disciplines.

What was the most fascinating part of working on a project headlined by Sir David Attenborough?  
I think the most fascinating part was working with the volumetric video capture of Sir David Attenborough.  It was amazing to have the opportunity to work with such a new technology and then get such rewarding results.  When I got the first clip of Attenborough in Unity and watched it in headset I was astonished – it was like I was really meeting him.  Later, it was a surreal experience meeting him in person after having spent so many hours with his digital incarnation!

XRDC is the premier conference for augmented reality, virtual reality, and mixed reality innovation, produced by organizers of the Game Developers Conference. Subscribe to regular XRDC updates via emailTwitter and Facebook.

Gamasutra, XRDC, and GDC are sibling organizations under parent company Informa

Immerse yourself in the future of AR/VR training & education at XRDC!

Top talent from across the fields of augmented, virtual, and mixed reality will be at XRDC in San Francisco next month, where you’ll have a chance to study the cutting edge of how this tech is being used to help people learn.

XRDC is the premier conference for augmented, virtual, and mixed reality innovators, focusing on use cases for immersive experiences across industries entertainment, healthcare, education, training, industrial design, brand experience, and more.

These are youthful industries, but we’re already seeing some remarkable applications in a diverse array of educational endeavors. On XRDC’s Enterprise Training & Education track of talks you’ll find some standout examples, including a great talk on “VR Training Use Cases: BMW to American Football.” In it, STRIVR’s Ginny Willis and Rosstin Murphy will showcase four real and diverse use-cases for training in VR: American pro football quarterback training, BMW factory floor mistakes, nursing interactions, and soft skills empathy training.

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XRDC speaker Q&A: Charles Yust on the potential of interactive AR exhibits

Augmented reality has proven not just an incredible tool for game design, but also healthcare technology, factory management tech, and more. But according to XRDC speaker Charles Yust, it’s also a great way to get museum visitors excited about the arts.

At XRDC 2018, Yust will be taking the stage to discuss his work with frog design on the Magritte Interpretive Gallery at SFMOMA (which you can visit right now!) To learn more about making AR projects for museums, we reached out to Yust for a quick Q&A about his work, which you can now read below.

Attend XRDC 2018 to learn about immersive games & entertainment, brand experiences, and innovative use cases across industries.

Tell us about yourself and your work in VR/AR/MR.
I am a Principal Design Technologist at frog design and lead our AR/VR technology capability. frog is a design and innovation consultancy that has been around since designing PCs for Apple in the early ‘80s. In addition to physical product design, we have grown to encompass design strategy and designing digital experiences on behalf of our clients globally across many verticals. Our XR practice reflects our diverse clientele and I have personally worked on a HoloLens MR maintenance application leveraging Edge networking for a global Telecom, led the development of the first IKEA Place AR prototype ahead of the announcement of ARKit at WWDC 2017, and led a team that created a low cost HW/SW solution for burn patients (and developed the software experience), among others. We have leveraged XR in other interesting ways including using it during the design process for research and prototyping, and showcasing physical and digital product design at scale for clients. We don’t get the opportunity to talk about it very often given our confidentiality agreements, but I am excited to share some of our past work at XRDC.

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Learn about AR and VR’s unique therapeutic potential at XRDC 2018!

Are you read for XRDC in San Francisco next month? We’re almost there, and as the final pieces fall into place we wanted to take a moment to quickly highlight another exciting session at the event that promises to expand your understanding of how augmented reality and virtual reality can be used to help heal people.

A key part of XRDC 2018’s Healthcare track of talks, this panel session on “Digital Medicine: What’s Different About XR for Health?” brings together leaders from the forefront of therapeutic VR and AR applications.

Attend XRDC 2018 to learn about AR/VR/MR for games, entertainment, healthcare, enterprise training, education, automotive, and innovative use cases across industries.

You’ll hear about such diverse areas as treating chronic pain, improving mood with neurofeedback, training caregivers in virtual environments, and more. Together, panelists Noah Falstein (President, The Inspiracy), Sarah Hill (CEO, Healium), Josh Sackman (President, AppliedVR), Carrie Shaw (CEO, Embodied Labs), and Sophia Batchelor (student, UC Berkeley) will discuss what health applications share with each other, as well as how they differ from each other and other kinds of XR.

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XRDC speaker Q&A: Kyle Vaidyanathan on designing interactions in VR

At XRDC 2018, a group of designers from across the VR world will be teaming up for a panel on design thinking in immersive environments. Among the ranks of those designers stands Kyle Vaidyanathan, a software engineer at Unity with experience building tools for game-makers to make great experiences in VR.

To learn more about Vaidyanathan’s work, and introduce you to his video game background before XRDC, we’ve reached out to him for a quick Q&A, which you can now read below!

Attend XRDC 2018 to learn about immersive games & entertainment, brand experiences, and innovative use cases across industries.

Tell us about yourself and your work in VR/AR/MR.
As a kid I spent a lot of time playing Neopets and Runescape (and later Minecraft of course), which were essentially their own virtual realities in terms of community and immersion. Later I started working with game engines and found VR and AR to be the most interesting platforms to target because a lot that hasn’t been made yet and there’s always new tech.

Without spoiling it too much, tell us what you’ll be talking about at XRDC.
Embracing the ways designing for XR is different and also similar to other platforms.

What excites you most about AR/VR/MR?
The continual improvement of hardware and software platforms/engines that enable better applications.

Who would you like to meet at XRDC?
Anyone working on XR creation software or multiplayer communities.

What has changed in the last year in your process of making tools for XR designers?  
MR use cases/tech has become more available, and therefore computer vision has become more important to understand.

XRDC is happening October 29th and 30th in San Francisco at the Westin St. Francis Hotel. Now that registration is open, you’ll want to look over XRDC passes and prices and register early to get the best deal!

For more information about XRDC, which is produced by organizers of the Game Developers Conference, check out the official XRDC website. You can also subscribe to regular XRDC updates via emailTwitter and Facebook.

Gamasutra, XRDC, and GDC are sibling organizations under parent company Informa

From Beat Saber to Moss, don’t miss all the insightful XRDC game talks!

Want to get a behind-the-scenes look at the design and development of Beat Games’ Beat Saber? How about the charming PlayStation VR adventure game Moss? Then you’ll want to be at XRDC in San Francisco next month, because the folks who made those games will be part of the event’s roster of expert speakers!

XRDC is the premier conference for augmented, virtual, and mixed reality innovators, focusing on use cases for immersive experiences across industries entertainment, healthcare, education, training, industrial design, brand experience, and more.

AR/VR/MR games are a key part of the show, and on XRDC’s Games & Entertainment track of talks you’ll find all sorts of great stuff to check out — including “The Story of Beat Saber“, a talk from Beat Games chief Jaroslav Beck which aims to show you what it took to build Beat Saber effectively, as well as some useful best practices for working on a VR game with a team based in different locations.

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At XRDC, study the healing effects of swimming with VR dolphins!

Preparations for XRDC in San Francisco next month are reaching a fever pitch, but organizers want to take a quick moment to let you know about a really exciting talk that you’ll be able to see at the event.

It’s all about the potential therapeutic power of well-made VR experience, and as such is a key piece of the XRDC Healthcare track of talks. Titled “The Dolphin Swim Club: A Healing Underwater VR Experience“, this talk will see Dolphin Swim Club founder Marijke Sjollema and director Benno Brada breaking down exactly how the Club (a nonprofit organization and project that uses the healing power of art and nature to craft therapeutic VR experiences) works and what it’s learned.

This is a big deal because the Club developed waterproof VR goggles that allow users to swim in real water, with virtual dolphins, and experience real therapeutic effects. This unique VR content is currently being used in over 350 hospitals and healthcare institutions worldwide, and is present in several scientific studies at Stanford University and elsewhere.

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XRDC speaker Q&A: Lucas Toohey and the metrics XR developers need right now

Building any VR application means gathering alot of key metrics about your potential users while playtesting the game, but what if you could learn a lot of those metrics in a much shorter timeframe?

At XRDC 2018, Observer Analytics CEO Lucas Toohey will be on hand with a number of datasets and relevant metrics for developers working in VR right now. To learn more about Toohey’s work and how he came to posess such useful insights, we reached out for a quick Q&A which you can now read below

Attend XRDC 2018 to learn about immersive games & entertainment, brand experiences, and innovative use cases across industries.

Tell us about yourself and your work in VR/AR/MR.

In 2016, our founding team built a social VR application that allowed esports enthusiasts to watch their favorite streams in an interactive environment. Our goal was to bring the massive amount of 2D content that existed and enhance the viewing experience by adding an interactive 3D layer. Throughout development, we continued to struggle with not knowing how users were spending time in the experience. Because designing for three dimensions is a new frontier, our design and development decisions were rooted in assumption and we simply hoped that our app was intuitive to use. In 2017, we decided to stop development on our own app and switched gears to solve the bigger problem in front of us. We’ve spent the last year building an analytics platform specifically for immersive content, with the goal of leveraging data to eliminate the guesswork for all XR content creators.

Without spoiling it too much, tell us what you’ll be talking about at XRDC.

At XRDC, I will be giving a talk that highlights a few of the interesting insights we’ve learned about VR design and development. We’ve been working with developers and content creators for the past year or so, collecting and analyzing billions of data points around user behavior in VR. I will be discussing a few unique insights that we believe everybody creating XR should know. Topics discussed will include designing for physical movement, optimizing user onboarding, and usage statistics for well-performing applications.

What excites you most about AR/VR/MR?

What excites me the most about this new technology is being able to utilize a variety of new inputs (controllers, hand tracking, and eye tracking, etc.) to create experiences like we’ve never seen before. I believe that standalone headsets with 6DoF tracking will accelerate the adoption of VR, making these experiences accessible to everyone. With these new input methods come a new set of design and development standards, something that I’m very passionate about helping define as the industry matures.

Who would you like to meet at XRDC?

I’d love to connect with anyone building VR/AR experiences. Regardless of the size of the team or budget for the project, I’m always interested in meeting developers and content creators that are passionate about XR and interested in discussing how data can be leveraged to create the best experiences.

VR developers have to review a lot of analytics and data in their work, what are some of the best techniques you can advise for them to process and parse that data and not be overwhelmed by it?

The best advice I can give is to encourage devs to integrate and start using analytics early on in the development cycle. We suggest that teams integrate analytics when they begin to playtest the experiences. This allows you to better understand what data is being collected, validate or invalidate assumptions early, and build the habit of using data throughout the design and development process. Regarding simplification and best practices, I’d have to suggest using a tool like ours: built around ease of integration and automated data collection. We know that analytics and data can feel overwhelming so by automating most of the data collection up front, we save teams time and energy by populating our dashboard with a few dozen graphs and charts right out of the box. Looking into the future, our goal is to make analytics more prescriptive, rather than reactive, to automate the analysis process for teams to extract more value from immersive data.

XRDC is happening October 29th and 30th in San Francisco at the Westin St. Francis Hotel. Now that registration is open, you’ll want to look over XRDC passes and prices and register early to get the best deal!

For more information about XRDC, which is produced by organizers of the Game Developers Conference, check out the official XRDC website. You can also subscribe to regular XRDC updates via emailTwitter and Facebook.

Gamasutra, XRDC, and GDC are sibling organizations under parent UBM Americas