MIT Reality Hack Hackathon: Part 1

Appearances & Press, Augmented reality, BCI, Brain - computer interface, Focus: AR/VR, Innovation, LinkedIn post, Virtual reality, XR

This is the transcript to accompany a GIIDE post. I just spent a wonderfully fun, intelligent, scintillating, and completely engaging 5 days at MIT at the “Reality Hack” hackathon as a mentor, and judge.  This is part 1, where I’ll be talking about the experience and what happens in a hackathon like this.  Part 2 will be about my impressions, insights and takeaways.  But first, for those who aren’t familiar – a hackathon is an event that takes developers, designers, UX people, and others, and throws them together for a few days to create

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MIT Reality Hack | Hackathon

Appearances & Press, Augmented reality, Focus: AR/VR, futureofwork, Virtual reality, XR

I’m extremely excited to have been chosen as a mentor and judge at the upcoming MIT Reality Hack, March 23-27, 2022. Five straight days of watching students and creators come together to create XR projects – the last one (in 2020) saw 75 teams create projects that included climate change visualizations in VR, AR storyboarding tools, spatialized hashtags, VR accessibility toolkits, VR games and much more. Am curious to see what they come up with this year!

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What is the Metaverse?

Augmented reality, Focus: AR/VR, Virtual reality

What follows is the transcript for a GIIDE entry, audio storytelling softward that makes audio fully interactive. I’ve seen so many articles and posts and pontifications and prognostications and just, well HYPE, about what the Metaverse means, since Mark Zuckerberg brought the concept into the public eye last fall with the Meta name change. Linkedin has caught FIRE with all of the experts. I’m generally speaking, hype averse – so have avoided adding my voice to the melee until now. As they say about opinions…everyone has one. And I certainly have my own –

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A journalist asks: XR predictions for 2022

Augmented reality, Predictions, Virtual reality, Virtual world technology, XR

I was asked by a journalist to answer the question, “What do you see as the biggest trends in AR/VR/XR in 2022?” – and although I typically think a little further out than that, here are some of my thoughts on the matter. I took out the bits he’s using in the article, and will post links to that when it comes out – but these are what I think some of the most important short term trends for XR will be next year.

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Presenting at AWE 2020

Appearances & Press, Augmented reality, Focus: AR/VR, speaking engagements

Coronovirus or not, I’m extremely honored to be presenting (on stage, or virtually! – not sure yet) at Augmented World Conference & Expo on May 29th, 2020 . It’s the leading AR/VR event series in the world. and the epicenter of Spatial Computing; an event that brings the entire AR/VR industry together. The title of my presentation is Augmented reality, digital intimacy, and the future of brands & interaction. I’ll be exploring the digital intimacy created by AR, and extrapolate how these new realities will change the way brands and consumer relate. There will

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Book published!

Appearances & Press, Artificial intelligence, Augmented reality, Best of, Deepfakes, Digital Avatars, Digital marketing, Focus: AR/VR, Virtual reality

Excited to announce that I’ve joined the ranks of published authors, and some illustrious colleagues – I’m Chapter 19, “Immersive Media and Branding: How Being a Brand Will Change and Expand in the Age of True Immersion” in the just-published-today Handbook of Research on the Global Impacts and Roles of Immersive Media. My chapter explores the impact immersive technologies—augmented reality and virtual reality—will have on consumer branding and business in the near and longer term future. Weaving multiple use cases and examples throughout, I discuss the next phase of experiential marketing: how immersive branding

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