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Designing VR/AR applications with SketchBox

  • In this workshop we’ll explain the fastest way to go from an idea, to a rough prototype of an AR/VR application using Sketchbox – no code required. Sketchbox is the first design tool crafted for augmented and virtual reality. Stop waving your hands and using paper sketches to explain yourself. Instantly get a feel for your AR & VR ideas by seeing them in VR without writing code, or a touching a mouse. We’ll cover some general UI/UX principles for AR & VR and then we’ll quickly prototype an example application together. By the end of this workshop you’ll have a deeper understanding of immersive UX principles and you’ll be able to prototype AR&VR ideas using Sketchbox.

Geo-Enable your VR/AR/MR Experiences with ArcGIS

Come learn how to geo-enable your data and create powerful VR/AR/MR experiences using Esri technology, the industry leader in digital mapping software and solutions. First, we’ll discuss our existing data offerings and capabilities available as part of the ArcGIS Platform. Next, we’ll show how to prepare and distribute your data for use in immersive augmented and virtual experiences. Finally, we’ll show how AR/VR apps can be developed on native app frameworks using the ArcGIS Runtime.


Connecting Artists and Scientists for Interdisciplinary Collaboration

Art and science are natural companions. Both are a means of investigation and discovery. Both involve ideas, theories, and hypotheses that we test in places where mind and hand come together—the laboratory and studio. Artists, like scientists, study—materials, people, culture, history, religion, mythology— and learn to transform information into something else. In Kyle’s portion of the workshop, he will share best practices and lessons learned about his work to connect artists and scientists, which includes: creating an organization that funds collaborations between artists and scientists; catalyzing 15+ interdisciplinary art/science projects; hosting artist and scientist networking events; and creating an interdisciplinary digital media lab for artists and scientists to collaborate. Then, JP will share insights, challenges, and future directions regarding current collaborations between artists and scientists, including projects like The World in a Single Cell and VR Microscopy.


AR Design Considerations

Designing for AR is fundamentally different than other platforms. This workshop will help you understand the differences between the different leading AR platforms and learn what to consider to leverage the strengths of each. Learn how to take advantage of the information available to you to make something compelling. We’ll also go through some apps that have executed different aspects of AR well.


Medical VR: Overview and Design

Immersive tech is pervasive and the new mediums of VR|AR are currently tested in every market vertical, from education to entertainment to industrial uses, training and manufacturing. Healthcare is already experiencing a radical shift towards digital solutions that cut the cost while being more effective and beneficial for both the patients and the providers. This workshop aims to outline some key areas of application of Medical VR and introduce the core design components for the development of successful interventions.


Agile Overview Workshop

In this workshop, we’ll take a look at the agile process at a high level as well as scrum methodology, and how this can be applied to short term projects like a hackathon, as well as long term future projects. We’ll also take a look at the different roles and meeting utilized in scrum and explore the benefits to the product as well as the team.


Hello World HoloLens

This workshop is a step-by-step demo that shows how to start with a Cube in Unity and use a run it on HoloLens. The Unity Editor and base functionalities are presented, the build for UWP is generated and opened with Visual Studio to be deployed on HoloLens. We go through some important content from MRTK. It is also presented how to directly run the project from Unity on HoloLens. Because the solution is UWP, we can test it on HoloLens but also on Immersive Headset.

Integrating Unity Projects and Github

  • This workshop is designed to introduce using Github and integrating Git repositories with Unity effectively. During the presentation, Forrest will demonstrate how to create and push an Unity project using Git and provide an interactive presentation with different scenarios that teams are likely to encounter and how to solve challenges that are posed when working with Unity and Git. By the end of this workshop, participants will understand how to push their Unity projects on to Github and manage codebases in collaborative environments. We’ll use Unity, Sourcetree, Git, and Git LFS to help developers visualize source control practices and be able to deploy repositories with ease.

XR in the Web Browser

Web browsers are ubiquitous. The computation power even in phones is sufficient for many xR applications. Because the browser with much of run-time environment is pre-installed, only the xR specific application and content need to be downloaded. This environment is perfect for casual xR games and applications. This workshop covers XSeen, an open-source prototype for handling 3D content in a browser. Level: Beginner. Prerequisites: None, familiarity with JavaScript is helpful.

Rapid Ideation: Bringing big ideas to life fast!

Everyone, alright almost everyone, has ideas. Teams can struggle and find themselves faced with too many options, stuck in endless conversations or even worse, making compromises that leave people uninspired because they just are tired of talking.

Learn techniques that teams can use to structure brainstorming, focus their energies to unlock creativity and make products faster. Join us as we share the the Lightning Decision Jam method from Jonathan Courtney as well as other techniques that designer leaders are using to define their most important challenges, prioritize what to execute on and produce solutions quickly.  At the end of this workshop you will be able to help your team avoid tangents and get back to the business of bringing your creations to life!


Developing for Room Scale VR with Unity

From 3d Model to Photo-Real in Unreal Engine: Architectural Environments

This workshop will give a quick overview to the software and workflow for going from zero to hero interactive environments that can provide realistic context in which your experiences can take place. Amazing VR tools and interactions can feel unfamiliar and foreign when they live in the abstract. A healthcare training simulation requires a hospital room, and guided VR meditation takes place in a zen garden, a retail experience requires a showroom. Giving your experiences familiar contexts can ground the viewer and allow them to focus on whatever hack you dream up!


Intro to using Mixed Reality Toolkit (MRTK) for Microsoft Immersive Headsets

UX for Created Realities

  • The User Experience of Created Realities will draw from classic UX tactics from a broad range of disciplines and blend it with new practices. In this workshop Joshua Walton, former Principal UX Designer for Microsoft HoloLens, will share tactics for rapid prototyping, working through a project, and new areas for UX within Created Realities.

Making meaningful content in VR

  • In this workshop, we’ll take a tour of the “special powers” of VR as well as some of its innate challenges.  We’ll explore the powerful forms of experience in VR, including immersion, embodiment, and empathy, as well as look at how one can use technology and design practices to create content that take a user further than play or entertainment.

Getting started with Unity for AR

Learn about how ARCore, ARKit and Vuforia each work within the Unity ecosystem. Walk through a high level overview of each SDK, how to integrate it into Unity and how to start building AR apps. There will be general tips focusing on some of the strengths of each SDK and resources to use across all AR applications. You’ll get an overview of ARCore / ARKit and gett started with Vuforia.


Developing Premium AR on the Mira Prism

The Mira Prism is an accessible, smartphone-powered AR headset that completely removes the barrier to entry for developers to start building premium AR. With our Unity-based SDK, you use tools you’re already familiar with to create next-level AR content that works in either headset or handheld format, with support for: 3DoF IMU-based Orientation Tracking; 6DoF Optical Marker & World Tracking powered by Wikitude; Spectator Mode; 60 degree FOV (headset mode); and more. Come build the future of AR today!


Getting started with Unity for VR

Learn about Unity’s newest release and get started with Unity 2018.1 and templates. This small intro will give an overview of how to build generic VR rig that will work with all high end VR HMD’s as well as a quick example of coding a physics based interaction system. You’ll get an overview of native Unity VR and get started with a basic interaction example.


Intro to Unity

Learn about key concepts and best practices for building games and applications in Unity. This workshop is targeted at first time unity users or anyone looking to get a small refresher course. It will walk through building a small game as you learn about UI, user input, unity terminology and basic scripting. You’ll get an overview of terminology and systems + build a small demo game.

How To Raise Money for Your Startup

  • So you got a great product and team and you want to try to create a company and make your vision a reality. How do you raise money? Where do you find investors? What do they want to see? We will talk about sources of financing, how to build a pitch deck, and explain what investors want to see.

Garage Stories: Innovation + Storytelling

Hands-on experience workshop that will help you incorporate effective storytelling into your project, either it is a film, a game or even an app; to make sure that you are not only creating “fun experiments” but compelling and engaging experiences for your “visitors”.