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Best of AWE 2025: The top 7 XR gadgets that caught our eye

Best of AWE 2025: The top 7 XR gadgets that caught our eye

Tom's Guidea day ago

Augmented World Expo (AWE) is a show focused on the world of virtual reality headsets and smart glasses, and how those devices are changing the future.
The 2025 edition was a leap forward from previous years with a massive presence from well-known tech companies like Qualcomm, Sony, and Meta.
Smart glasses are getting better and better, and headsets like the Meta Quest 3 are receiving more ways to play and work. And we haven't even mentioned the various wearables that can connect with your phone or these devices.
Much of the show is focused on the future of headsets and glasses, but there were a number of products that are coming soon or are available now.
We were able to go hands-and face-on with several products. Here's our picks for the best of AWE 2025 that you need to know about.
Yes, these are the AR glasses that Viture has been teasing for a while now.
While I can't tell you much about my hands-on time until they are announced, the fact that I've immediately given them the "best of show" trophy is hopefully enough of a green flag of what you'll get here.
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And what you do get is the best screen I've ever seen with a massive 60-degree field of view — all with that same great color production that Viture is known for.
On top of that, with such a huge field of view, the glasses don't look or feel significantly larger to pull it off, and there's zero fringing around the outer edges of the display.
Put simply, if you've been waiting for the best external display for your eyes on long journeys, I recommend you wait for these.
Snapchat had a massive presence at AWE 2025 with multiple demos of its current Snap Spectacles, including AI-enabled object recognition and linked glasses for multi-person experiences.
The biggest news was that its rebranded Specs will launch in 2026.
Developers have had access to the prototype versions of the new smart glasses since late 2024, with a ton of expected "Lenses" or apps already in development.
Snap CEO Evan Spiegel announced that the new glasses would be lighter and a "much smaller form factor" than the current Spectacles and the dev kits that we've seen.
AWE 2025 was filled with VR accessories that ranged from haptic gloves to giant mech-suit-esque apparati. Unfortunately, many were either prototypes, meant for businesses, or too big for most people to feasibly use in their homes (looking at you, MEK).
bHaptics showed off its TactSuit, a series of wearable VR accessories that add haptic feedback to your VR gaming. And we got to try some, including a vest, gloves, and sleeves.
The accessories work with the Meta Quest 3 headset and were a lot of fun, even during simple tech demos.
They're a bit spendy, but if you're invested in VR gaming, they are worth the cost.
Controlling AR content on glasses has been a bit of a minefield. Either you've got to use a secondary device like a wand (like the Xreal Beam Pro), or it's a whole hand-tracking situation that doesn't really work without more raw computation.
That's where the KiWear Smart Ring comes in — accurately capturing pinch and hand movements to a degree that it all feels like spatial computing without the need for an Apple Vision Pro on your face.
Whether it's pinching to select, swirling your finger around to change the volume, or turning your hand palm-up for additional interactions, it's all here with this ring. It could possibly bring on a new wave of controlling AR content.
We all know that AI goes hand-in-hand with smart glasses to deliver an immeasurably better experience — take a look at the Ray-Ban Metas for example. But it can all be a bit impersonal.
How do you make that AI more personalized to you? A lot of sensors, and that's what Emteq is doing. Simply put, this company has delivered a fitness and wellness tracker better than any smart watch or smart ring ever could be.
With nine optical sensors, it's able to measure your facial muscles to a near-microscopic level. This has uses in being able to create an avatar for talking in video calls, but the real immediate benefit I saw is in healthcare.
Not only can you use the cameras to take a picture of your food and use ChatGPT to give you a caloric breakdown of what you're about to eat, but you can also get a reading on whether you're chewing too fast, which may cause digestion problems.
And then the subconscious muscle twitches in your face can give it a read on your emotional well-being too. This is true personalized AI, and a look at what smart glasses could be as real assistants.
The Wizpr ring caught us by surprise as we wandered the AWE 2025 show floor.
It's an AI-enabled smart ring that features a microphone you can use to speak with AI. We tested it, and you can just about whisper, as the name implies, into the ring to give it commands or prompts.
On the loud show floor, we were able to ask questions like, "What's the weather like?" or "How far away is the nearest Starbucks?" and the interface appeared to hear and understand the prompts.
It can also be used to control some smart home devices like lights or media in your AirPods.
Snapdragon AR1+ is a turbo-boosted version of what you see in the Ray-Ban Metas, but it's so much more than that. You see, one of the common obstacles with AI in smart glasses is the time taken to receive a response from the cloud, or latency.
But this is able to run a 1-billion parameter model entirely locally, which is great for both privacy and speed. On top of that, there are improvements to camera quality, display quality, and energy efficiency.
This chip puts Qualcomm on a path towards smart glasses that cut the cord to any phone or additional computing puck, and sets them towards a future where your smart glasses could replace what you may be reading this on right now.

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AUGMENTED WORLD EXPO REVEALS 2025 AUGGIE AWARD WINNERS, BEST IN SHOW AND XR LEGENDS
AUGMENTED WORLD EXPO REVEALS 2025 AUGGIE AWARD WINNERS, BEST IN SHOW AND XR LEGENDS

Yahoo

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AUGMENTED WORLD EXPO REVEALS 2025 AUGGIE AWARD WINNERS, BEST IN SHOW AND XR LEGENDS

AWE Celebrates Innovation and Legacy in an Unforgettable Milestone for the XR Industry LONG BEACH, Calif., June 12, 2025 /PRNewswire/ -- Augmented World Expo USA 2025 is a wrap! The world's largest event for XR and spatial computing concluded today with the announcement of BEST IN SHOW winners: Best in Show – Snap Inc. Best in Show Playground – Anywhere Bungee VR Best in Show Gaming Hub – TRIP THE LIGHT by Dark Arts Software The winners for the Virtual World Society Nextant Prizes, presented by Tom Furness and Alvin Graylin, are: Rising Star Prize – Danny Pimentel Legacy Prize – Jaron Lanier The XR industry is also celebrating a new lineup of champions. The Auggie Awards have been the most recognized XR and spatial computing industry awards in the world since 2010. Now in their 16th year, the Auggies continue to showcase the best of the best. 20 of the world's most innovative and game-changing developers, brands and creators were recognized with Auggie Awards. See the full list below. In addition,10 pioneers of XR were celebrated by the 2025 XR Hall of Fame, recognizing their lasting contributions to the field. The full list of inductees can be viewed here. AWE USA 2025 was packed with exciting news from exhibitors including Snap, Qualcomm, Niantic Spatial, XREAL, Lenovo and more. See highlights of announcements from the show — here. The Auggie Award winners are….. Best Art or Film – Non-Player Character Musical by Brendan Bradley: The first live, interactive VR musical, debuting with 24 shows at the 2024 Edinburgh Fringe Festival. Video here. Best Campaign – OREO X PAC-MAN SUPERMARCADE by ARKx | Form & Fun |Saatchi & Saatchi Germany: AR shopping experience turning supermarket aisles into a Pac-Man maze, combining digital fun with physical retail via WebAR. Video here. Best Climate Change Solution – Burn Zone: Immersive Truths from California's Wildfires by Lucid Reality Labs: VR experience immersing viewers in the Los Angeles wildfires, fostering empathy and action through an exploration of environmental devastation and climate adaptation. Video here. Best Collaboration Tool – Campfire: A platform for sharing 3D models in life-size spatial environments, enabling real-time collaboration for faster feedback, fewer errors, and quicker product delivery. Video here. Best Consumer App – Pencil! by 4th Wall Breakers: AR-powered drawing app that blends real paper and pencils with mixed-reality lessons, making learning drawing skills fun and easy for all levels. Video here. Best Content Creator(s) – Dilmer Valecillos XR YouTube Channel by Learn XR LLC: Resource for XR developers, offering tutorials and deep dives into AR/VR tools, simplifying complex tech into practical content that empowers a global community and highlights the latest innovations. Video here. Best Creator & Authoring Tool – Niantic Studio: 8th Wall's web-based visual editor lets anyone build and deploy immersive AR/XR experiences with real-time editing, drag-and-drop tools, and advanced features—no coding or app needed. Video here. Best Developer Tool – Lens Studio by Snap Inc: Free AR authoring platform used by 375,000+ creators to design and deploy custom AR experiences across Snapchat, websites, apps, and Spectacles, featuring tools like Ray Tracing, Snap ML, and Lens Cloud. Video here. Best Education & Training Solution – XR Guru Healthcare Pathways Training by XR Guru: AI-powered VR training platform offering immersive, language-supported healthcare courses for CNA, LPN, and nursing licensure, featuring critical thinking exercises and patient simulations. Video here. Best Enterprise Solution – Cactus by Auki Labs - Spatial AI for Retail by Auki Labs: A spatial AI solution that optimizes shelf space, workforce management, and operations, providing real-time insights and integrating with robots and AI to revolutionize retail. Video here. Best Game or Toy – Spatial Ops by Resolution Games: A groundbreaking multiplayer shooter that turns real-world spaces into dynamic battlefields, blending physical and digital realities with customizable arenas and immersive game modes like Free-for-All and Capture the Flag. Video here. Best Headworn Device – XREAL One Series by XREAL: Pioneering cinematic AR glasses with next-gen 3DoF spatial computing, Bose sound, and an optional 6DoF camera, setting a new standard in AR with exceptional visual and audio performance. Video here. Best Healthcare & Wellness Solution – Fundamental Surgery by FundamentalVR: Multimodal spatial computing platform transforming vision care and surgical training with immersive simulations and real-time multi-user capabilities to train clinicians in sight-restoring procedures, improving global healthcare outcomes. Video here. Best Indie Creator(s) – Ferryman Collective: VR theatre company redefining live performance with award-winning productions like The Severance Theory and Gumball Dreams, earning accolades at festivals like Tribeca, SXSW, and Venice. Video here. Best Interaction Product – Omni One by Virtuix Inc: Immersive entertainment system combining a specialized treadmill, standalone VR headset, and game store access, with wireless SteamVR connection for an expanded gaming experience. Video here. Best Location-Based Entertainment – AR in Google Maps for Paris Olympics by Rock Paper Reality & Google: AR experience embedding 3D models of Paris landmarks into Google Maps, offering immersive, geospatial explorations via Google Lens and Street View, revolutionizing location-based AR. Video here. Best Societal Impact – Sign Language Translator by Frame Sixty, LLC: Real-time sign language translation app for Apple Vision Pro that instantly converts sign language into speech and text, enabling seamless communication between Deaf and hearing individuals. Video here. Best Use of AI – Medical AI Agent by Lucid Reality Labs: AI-driven training solution featuring a digital twin of Dr. Patrick Schoettker, offering real-time expert feedback and immersive XR simulations to enhance healthcare education and reduce errors. Video here. Best Web3 Implementation – The Posemesh by Auki Labs by Auki Labs: A decentralized machine perception network using Auki Network and Posemesh to enable privacy-preserving spatial computing, powering collaborative mapping for XR and here. Start Up to Watch – Verse Immersive by Enklu MEDIA CONTACT: alyssa@ View original content: SOURCE AWE (Augmented World Expo)

I just tested these $99 noise canceling earbuds with Bose tech — and they're shockingly good
I just tested these $99 noise canceling earbuds with Bose tech — and they're shockingly good

Tom's Guide

time2 hours ago

  • Tom's Guide

I just tested these $99 noise canceling earbuds with Bose tech — and they're shockingly good

I was 12 when I tried my first pair of Skullcandy earbuds. It was on the bus, and I'd been handed the left bud so that a friend and I could both listen to System of a Down. It was a short experience, but one that left me with a pair of profound realizations — first, that Prison Song is sick. Second, that Skullcandy wasn't very good. So imagine my shock when it was announced that Skullcandy was working with Bose, of all companies, to launch a new pair of earbuds. Imagine further my continued shock and sudden elation when I discovered that the Method 360 ANC are actually really, really good. Like, best cheap wireless earbuds good. The Skullcandy Method 360 ANC are a collaboration with Bose and Skullcandy. That means excellent sound quality, great noise canceling, and a very comfortable fit. All for under $100 at the moment — not bad at all. When I first pulled the Method 360 from their enormous charging case, I was immediately taken. They look like an edgier version of Bose's QuietComfort line of earbuds, all the way down to the silicone wings that help keep them firmly in your ears. Slipping them into my earholes, I found a particularly comfortable fit, as I often have with the similarly shaped Bose options. The fitting options are plenty, and the shape is ergonomic. Lovely. A far cry from the traditional cheap, slightly uncomfortable Skullcandy fare that I've sampled before. Bose's fingerprints are all over the buds and the software experience. The touch controls mirror the QuietComfort line, and even the new 'Skull IQ' app looks an awful lot like the Bose app that controls its headphones and speakers. This is Skullcandy, the funky little logo on the side of the case makes sure we're aware — but not as we know it. I am resigned to the fact that headphone and earbud apps are now a necessity in our modern, smart device culture. I ask only three things: That these apps be powerful, easy to use, and not a big waste of megabytes on my phone's storage. Get instant access to breaking news, the hottest reviews, great deals and helpful tips. The Skull-iQ app is pretty much all these things. It's very simply laid out, with all the options available on the front page. There are no silly names for things like the EQ or multipoint pairing, although I do wish that 'Hearing Modes' was called noise canceling. There are plenty of features in the app, too, although some might lament a lack of spatial audio. I do not — they're $129 ($99 on sale), and when given the choice between ANC and spatial audio, I'll always choose the former. The EQ is one of the best features inside the app. Some cheaper buds don't have the same feature in their own apps, and it's nice to be able to dial in the sound beyond 'would you like some more bass, ma'am?' Sony's WF-C710N buds have noise canceling, and they're very good at it. They cost $120. 1More buds have good noise canceling, and they cost around $80. My Final ZE3000 SV have good noise canceling, and they cost just $69. None of them can hold a candle to the Bose-tuned ANC of the Method 360. I can't tell you it's as good as the QuietComfort Ultra, or the WF-1000XM5. It's not. But, for $129, you aren't going to find any better. It blocks out any environmental noise with relative ease, silencing bus and train journeys so that you can enjoy your music without being interrupted by the soccer fans that you're sharing a coach with. Transparency mode is similarly solid, letting everything in that you want to hear without making it sound like the auditory version of the uncanny valley. Despite their annoying 'Hearing mode' moniker, the ANC and transparency modes are best in class. For the rest of the package, it means a Bose-like shape and app — for the sound things get more involved. Apparently, the Method 360 ANC use Bose's drivers for the sound, which are then molded by both Skullcandy and Bose for a heavier, jaw-shaking Skullcandy signature tone. The result is loads and loads of fun. There's plenty of the low stuff, as you'd imagine. But Skullcandy hasn't just taken the Bose drivers, worked out how much bass they can produce, made them do it, and then called it a day. There's more control than I was expecting, and even some restraint when it comes to bass that is uncharacteristic of the brand. Look, they're still bassy. The kick drums of Bloodbath's Zombie Inferno hit like a rotting freight train, and the sub-bass of K Motionz' Silver Bullet shakes the back of your skull. This is still Skullcandy, and the buds make sure you know it. But there's more detail than most offerings at this price, producing a fairly well-balanced sound signature that even more expensive buds might glance at and realize they're not as safe as they thought they were. Hi-hats and cymbals have plenty of crash, with lots of resolution to be found. Are they HiFi? No, very few things that are wireless at this price are. But they very quickly made me forget that they were under $150, and they even managed to make me forget that they were a Skullcandy product. The charging case is too big. I think it's supposed to be attached to your bag with the lanyard keychain strap thing, but then someone is just going to steal them while you walk around. It's too big for most pockets thanks to its weird design, and the opening mechanism doesn't feel like it's going to last all that long. Thankfully, Skullcandy fixed the deafening announcement voice, who damn near made me drop my phone the first time I connected them. All in all, though? That's pretty much it, which is remarkable for a pair of buds that cost as little as the Method 360 ANC.

AWE 2025 Fueled By Android XR, Snap Specs, And AI
AWE 2025 Fueled By Android XR, Snap Specs, And AI

Forbes

time2 hours ago

  • Forbes

AWE 2025 Fueled By Android XR, Snap Specs, And AI

The theme of the show was evident from the start. Augmented World Expo 2025, now in its 16th year, wrapped up today in Long Beach, California. The XR industry's largest and longest-running event drew more than 5,000 attendees and 250 exhibitors to the cavernous Long Beach Convention Center from June 10 to 12. For the first time, both the conference and expo floor ran a full three days, with expanded programming that included hackathons, keynotes, investor meetups, and breakout areas for startups, game developers, and enterprise providers. The week began, as always, with Ori Inbar's annual keynote. AWE's co-founder took the stage with his usual mix of irreverence and conviction. This year's theme was direct: 'XR is going mainstream.' Inbar said the wait was over. 'The hardware is good enough, the tools are mature, and AI has lowered the barrier to entry,' he said, urging developers to stop building for the future and start shipping to the present. He celebrated XR's strange persistence—joking that we've been waiting for a 'mass market moment' for 30 years—and framed AI as both a complement and a catalyst: 'XR is the killer interface for AI,' he said, to sustained applause. AWE head of Programming Sonya Haskins and CEO and co-founder of AWE, Ori Inbar. Google and Snap delivered first day main stage keynotes that energized the crowd. Snap dominated the hallways with demos of Specs and their mirror technology. Niantic Spatial also had a big presence, as they did last year, before they spun off Pokemon Go to Scopely to focus on WebXR and a digital twin of the physical world. Google's Justin Payne at AWE 2025. Google's Justin Payne introduced Android XR, the company's new spatial computing operating system. Introduced to some fanfare at Google I/O two weeks ago, this was a direct pitch to the developers in the audience. Android XR is built to unify headset and glasses development across Qualcomm and Samsung hardware and deeply integrate with Gemini. 'This is the first Android platform built for the Gemini era,' Payne said. He described Android XR as the logical evolution of Google's long-term investment in vision-based computing—Glass, ARCore, Lens, Live View—now converging with real-time AI. He emphasized that XR devices shouldn't be siloed or episodic. 'The same person will use multiple XR devices throughout the day,' he said, 'and Gemini can follow them between worlds.' Snap's Evan Spiegel took the stage next and as expected he announced that consumer-ready Spectacles are coming in 2026. Snap has spent over $3 billion and 11 years refining its mobile AR platform, which now supports more than 4 million lenses used 8 billion times a day. 'We're obsessed with making computers more human,' Spiegel said. With OpenAI and Gemini onboard, the new Spectacles will support spatial AI interactions, WebXR, and shared gaming overlays. Specs are already in the hands of hundreds of developers, many of whom were demoing real-world applications throughout the Long Beach venue. In the past CTO Bobby Murphy has keynoted AWE, but this is Speigel's inaugural appearance, signaling the growing importance of the medium and its largest annual gathering. Chi Xu, founder and CEO of Xreal. Both Google and Snap highlighted the growing ecosystem of Android XR tools. XREAL's Chi Xu previewed Project Aura, the company's latest eyewear, built for Android XR stack and also unveiled two weeks earlier at I/O. Featuring an upgraded Qualcomm X1S spatial chip, Aura has a 70-degree field of view and native support for Gemini-powered voice interfaces. Xu described it as a long-awaited convergence of hardware, AI, and open platforms: 'All the pieces are finally ready,' he said. At Qualcomm's booth, attendees could test its new AR1+ Gen1 chipset, an on-device AI processor designed for smartglasses. Qualcomm SVP Ziad Asghar framed it as a turning point for wearable computing: 'It's time to build AI glasses that can stand alone.' From L to R: Dylan, Brent, Nolan, Alissa, and Wyatt Bushnell In a packed session featuring Atari and Chuck-E-Cheese founder Nolan Bushnell and his family consisting of entrepreneurs, daughter Alissa, and brothers Brent, Wyatt and Dylan, the family discussed the personal, and professional reality of being a Bushnell. The discussion turned to the lessons XR can learn from arcade design. The Bushnells made a persuasive case for intuitive mechanics and social play, less UI, more instinct. 'Nobody wants to play a tutorial,' one of them said. 'If they don't get it in the first ten seconds, they walk.' They also made a passionate case for location-based XR. Brent's Dream Park demo on the show floor's Playground allows players to interact with digital characters in the physical world. 'This isn't VR anymore,' he said. 'You are the game.' Palmer Luckey at AWE 2025. Palmer Luckey began by explaining his hoarse voice was the result of spending a week in Washington, DC with his main customers. In the news just weeks ago was his surprise reunion with Meta, seven years after being fired. They are together taking over the IVAS project from Microsoft. IVAS was a $22 billion contract to create AR equipped infantry that could use heads-up displays for threat detection, drone management, mapping, targeting, in addition to the thermal imaging (night vision) they use now. 'The best AR hardware isn't coming out of DARPA anymore,' he said. 'It's coming from the consumer sector. Meta, Snap, Google, they've pulled ahead.' His Eagle Eye platform, developed for the U.S. Army, is a high-resolution, multimodal sensor suite that fuses thermal, RF, and spatial data in real time. 'It's not entertainment hardware,' he said. 'It's a tool built for life-and-death decisions, but it will trickle back to consumers.' Author and entrepreneur Tom Emrich signing copies of his new book, Next Dimension. Emrich announced ... More at the show that he is launching a new spatial/XR news site, Remix Reality. Vicki Dobbs Beck of ILM and researcher and author Helen Papagiannis approached XR from a cultural and narrative perspective, emphasizing its potential as a medium for identity, expression, and immersive storytelling. Beck framed ILM's evolving mission as a shift from 'storytelling to storyliving.' Drawing from a decade of immersive projects under the Lucasfilm banner, she described the next frontier as emotionally responsive worlds, powered by real-time AI and character memory. Papagiannis, author of Augmented Human, unveiled her new book Reality Modding, which proposes that reality-like software which is now editable, customizable, and increasingly aesthetic. 'This is about identity and presence,' she said. 'We're no longer just users of technology, we're becoming the medium itself.' Mentra AR glassess will soon be compatible with Android XR. The tone of the show was celebratory but not naive. Inbar acknowledged the ghosts of past hype cycles. XR has been 'the next big thing' for nearly two decades. But this year, the combination of stable platforms, purpose-built hardware, and AI-native developer tools made the proposition feel more grounded. The term 'ambient computing' came up repeatedly—devices that disappear into daily life, interfaces that respond without friction. On the floor, dozens of demos aimed at enterprise deployment, not just entertainment: spatial planning, logistics, training, and field service. Enterprise now represents 71% of the XR market, and it showed. All 5000 people must have tried the new Snap Spectacles by the end of the show. The AWE Playground is always a highlight as it features entertainment experiences for both in-home and out-of-home audiences. Installations ranged from social XR games to large-scale multisensory exhibits. A highlight was an expanded version of Brent Bushnell's Dream Park, a walkable mixed-reality experience that allowed users to embody virtual characters without controllers. They just raised $1.3 M to expand from their Santa Monica pilot. Their 'theme park in a box' can literally be run by a couple of kids in a park. Auki's robot had a. lot of fans. Auki Labs placed QR codes on the floor of the convention center for indoor navigation. This mobile AR experience helped guide their attention-getting robot. Auki is doing a massive retail rollout of their indoor virtual positioning systems on a much larger scale in decentralized protocol, PoseMesh, uses scannable QR codes and self-hosted data to guide robots and humans through physical spaces. Auki also worked with Zappar on enhanced QR codes, which Unilever is now putting on their packaging. Auki won a coveted Auggie award for its Posemesh technology. Trying out Viture for the first time at CES 2023. Virture's Kickstarter raised $3.2 M for these ... More Assisted Reality smartglasses targeting gamers. Founder Marcus Lim has raised over $10M. Every year there are a handful of suite demos in the nearby Hyatt Hotel. Some meetings are better and more relevant than others. This year I got a private detailed tour from the founder David Jiang who I first met at CES in 2023, where he showed me his Viture AR screen reflecting glasses. According to IDC, they account for 52% of AR smartglasses sales worldwide. You plug them into your phone and see a 200' screen in a compact form factor. It's favored by gamers but popular for content consumption and productivity as well. They've come a long way in three short years, diversifying into software, including an app that uses AI to transform movies into 3D, spatial experiences, much like Leia, which does it with a 3D display in tablet form. It is even more impressive when fully immersed in Viture's lightweight headset. With Google and Apple entering the market they're hoping their software will give them a way to leverage the competition into even greater success. Trying out Flow Immersiver on an Xreal AR headset. In the hallways and informal corners of the convention center, old ideas resurfaced in sharper, more polished form. Jason Marsh, founder of Flow Immersive, gave one of his signature roaming demos—an evolving tradition that began seven years ago when he first cornered me outside a session room with a prototype on his tablet. This year, Flow's layered, interactive data visualizations ran smoothly on headsets, phones, and smartglasses. What once felt like an ambitious idea now looked like a viable product, complete with enterprise traction and UX refinements. The evolution of Flow mirrored the tone of the show itself: confident, capable, and finally ready for primetime. Patrick Johnson and the team from Rock, Paper, Reality, with the hideous yet coveted Auggie Award, ... More which they won for their extraordinary work with Google maps on the history of Paris. This year's Auggie Awards reflected both breadth and maturity across the XR spectrum. With a record number of nominations and public votes, the 16th annual ceremony honored excellence across 19 categories: LOS ANGELES, CA - FEBRUARY 11: Director for Medical Virtual Reality Institute for Creative ... More Technologies Albert "Skip" Rizzo at Participant Medias screening of That Which I Love Destroys Me in Los Angeles on Wednesday, February 11, 2015 in Los Angeles, California. (Photo byfor Participant Media) Ten new XR Hall of Fame inductees were honored on June 11, celebrating pioneers whose work has shaped today's $40 billion industry: Their induction honors the foundational work they've done while helping the next generation of creators. The packed theatre was a reminder that today's XR movement is not new, but finally catching up to its own imagination.

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