Antonia Koop, MD, Kite Rider
Take-aways: understanding the power of VR to deliver high impact training understand the questions you need to ask to identify the value and power of VR for your training programs but also understand the constraints, the uses and limitations for its application in learning and development in a variety of domains (hard skills, soft skills, the concrete technical learning versus how VR can change our thinking and behaviour), sharing of experiences and visions for the future of VR in training and education.
Martin McDonnell, CEO, Soluis & Doug Wolff, Technology Patner Manager, Unreal Engine.
The session will look at the power of immersive tech in architecture and construction. This session will appeal to companies who are interested in what the benefits and limitations are in its uses.
We will also have a number of companies who develop for this sector and also companies who use this technology.
This session will be facilitated by Michael Lewis from Advanced Manufacturing Research Centre (AMRC).
Also joining the session will be Daniel Richardson from Nissan and Keith Russell from VIRTALIS.
Martin is one of the leaders in his field and he will be helping us understand what the future potential is for AR and VR in manufacturing. He will be joined by manufacturers who are already using immersive technology.
Along side the sector specific workshops we will be giving delegates the opportunity to meet the guys from Innovate UK to look at funding opportunities and also to find out what is involved.
Investors lounge: We will also be inviting investors to come along and you can meet these guys in an informal setting.
We'll take a look at what we learned about players, technology, physiology, and psychology through creating Robo Recall, and how those lessons are shaping how we think about what we're working on next.
From building and scaling Everest VR, the team at Sólfar gained a few hard-won lessons for any startup creating VR games and experiences in the middle of a classic Hype Cycle. What did we learn about the technical, design and business challenges of early VR? And how do we climb the slope of enlightenment together?
Jed Ashforth, former PlayStation(R)VR Immersive Experience Specialist at Sony Interactive Entertainment, firmly believes that User Experience is the most important commodity in the world, and so all VR developers should learn to become invisible when no one’s looking so that we can change the future like before. Yep, it’s that old story again. Join Jed on a unique and surprising trip into the future of the VR user experience.
Simon and his guests will be looking at how AR and VR can help us and hinder us wit our social interaction in both work and play.
Find out if you never need to leave your home again!
Joining Simon will be:
Christophe Mallet, Co Founder, Somewhere Else
Maximillian Doelle, Chief Holographic Officer, Kazendi
Virtual reality tricks your brain into believing you're somewhere real. This is the power of Presence, and it's going to revolutionize human research. An IBM Research experiment had subjects play a memory game in VR while wearing an EEG brain sensing headband. Using machine learning techniques, researchers were able to successfully predict memory based on brain activity. In other words, we can predict whether or not you will remember something based on what your brain was doing when you saw it. In another project, players shoot a Nerf gun at a moving target mounted on a Roomba to demonstrate that you can enhance performance on real-world tasks by recreating them in VR and changing sensory input.
Liz Rosenthal, CEO & Founder, Power to the Pixel
Chris Freeman, Lead for Digital Manufacturing and AR, AMRC
Brynley Gibson, Head of Studio, Kuju
Martin McDonnell, Founder, Soluis
A discussion on the story structure of Augmented Empire, with particular focus on the 'Central Crisis' and its effects on gameplay.
It is well known that the majority of approaches to human computer interaction (e.g. use of established technologies such as PCs, tablets and laptops) can place pressures on the human visual system and promote poor ergonomics. Virtual Reality (VR) technologies pose a qualitatively different set of challenges for the human user and this presentation will describe one such issue identified by psychologists at the University of Leeds. However, unlike current mainstream technologies, VR presents an opportunity for humans to interact with computers in ways that were previously unimaginable. This presentation will describe the benefits of placing humans at the heart of software and hardware development to help realise the potential of the VR revolution.