Augmented Reality Virtual Reality XR Mixed Reality
András has been a Microsoft MVP for 13 years, and well known to jump on new technologies – Silverlight, Windows Phone, Kinect, HoloLens, ARKit, etc. He has been working on HoloLens, Magic Leap, and other AR/VR projects for clients worldwide.
András is the author of MVPToolkit for Unity, and highly successful Pluralsight courses about UWP and ARKit. In a previous life, he created SongArc, a mobile music game with over 2 million downloads.
And more importantly, what will an average user do? What will computing mean to her and how will she interact with the computer? What will computers look like? A perfect storm is coming with AR/VR/MR, AI, and the cloud. It will fundamentally transform everything we consider computing today – and it will fundamentally change the whole world. And a bit further out, there’s quantum computing… You better be ready!
So you created your HoloLens app, it is fantastic, and you want to show it to people at an exhibition or put it on the head of a big shot CEO. Awesome! But creating an app and making it presentable are two different things. This talk sums up the lessons learned from thousands of hands-on demos with dozens of different applications at expos, conferences and exclusive meeting rooms. What are the technology, storytelling and UX challenges and their solutions in this high risk – high reward scenario? How do you keep people engaged and how do you help them when you can’t even see what they’re seeing? How do you keep the devices working and what is the best Plan B, Plan C and Plan Z if something goes wrong?
When getting started with AR and VR development, the most difficult challenge to overcome is not technical — it is to think and design spatially instead of in 2D. Just like the characters in Edwin A. Abbott’s novella, most design teams find it difficult to escape traditional 2D thinking and seize the opportunities the new technologies present. This talk contains tips & tricks on how to think in 3D, alongside inspiring real-world examples and demos.
Prototyping is a well known technique when it comes to design web sites, mobile or desktop apps. However, with Spatial Computing, tools are still immature, and processes even more so. This talk will introduce lessons learned during the design phase of a project that empowers airplane engineers with augmented reality glasses.
The spatial computing revolution is coming! This talk introduces the main components of how different AR and VR headsets work. The talk covers everything from the optics, through controllers, spatial audio, to tracking and sensors to give a clear understanding of how the state of the art technologies work, what are their strong points and limitations of each approach. If you listen to this talk, you'll have a clear understanding of the capabilities of all major AR and VR headsets, from HoloLens, HoloLens 2, Magic Leap One, Vive, Vive Pro, Oculus Rift, Oculus Quest and others.
Do you remember the name of every person you've ever met? Where you've left your keys? Would you like to?
What if face recognition and an Augmented Reality headset could give you this ability? This highly technical talk will show you how to develop an application from scratch that integrates AR headsets (like the HoloLens or Magic Leap) with on-device and cloud AI algorithms to recognize faces and objects. Imagine looking at a colleague, and the device immediately showing you their profile or last Facebook post so you can pretend to remember what's going on in their lives!
Unity is a game engine. But it's increasingly being used for scenarios that are more enterprise-y: line-of-business applications, AR/VR systems with server connections. For these areas, Unity's performance-centric architecture is less than ideal.
This talks introduces a real-world tested approach to designing Unity applications in a way that supports clean separation of presentation and logic, support for unit testing (even outside the Unity editor), built on the UniRX framework and my open source MVPToolkit for Unity.