Agenda

Day 1: April 11

8:15am

Registration Opens

9:00am – 9:45am

Opening Keynote: Taking the Red Pill: Past, Present and Future of Virtual Reality
Forecasted to reach $40 billion in worldwide sales over the next few years, the current momentum behind all things virtual is seemingly unstoppable. But the promise of virtual reality has been with us for a long time. Throughout its history several prominent firms have tried, but ultimately failed to deliver on its true potential. So what makes this generation of VR different? And why are we to believe that it will happen now? And, perhaps most importantly, if it does happen this time around, what are the implications? In this keynote, Joost Van Dreunen will explore some of the ways in which we’ve been thinking about virtual reality, review the current market landscape, and explore what’s in store now that we’ve decided to go head first down the rabbit hole.

9:45am – 10:30am

Consumer AR and VR Everywhere
The sudden availability of lower-cost, high quality AR/VR gear has led to an explosion of creativity and development aimed at the consumer marketplace. The audience has moved beyond the first adopters in the hardcore gamer community and now includes an ever-growing, and ever-lesser expensive number of AR/VR products and programs designed for use by individuals in the home, children and by individuals on-the-go.

10:30am – 11:00am

Morning Break and the exhibit hall is open

11:00am – 11:45am

AR/VR Investments now and Future Trends
Investments in AR/VR hit $1.1 Billion in early March, 2016. Venture capitalists, corporations, corporate venture funds, hedge funds, private equity and even crowd funding sites are contributing to the increased flow of capital into the space. The interest and activity are increasing with AR/VR revenue forecast to hit $120 Billion annually by 2020. A panel of experts will provide insights into what future investment, entrepreneurial and development opportunities will look like in terms of technology, markets, and applications.

11:45am – 12:30pm

VR/AR in Marketing, Advertising and Branding
Creativity and innovation are the hallmarks of the early adopters of VR and AR who are engaging their audiences with advertisements that are rich immersive experiences. Presenters will demo exemplary projects and discuss technologies, designs, cost, client relationships, consumer acceptance and more with these new media.

12:30pm – 1:30pm

Lunch and the exhibit hall is open

1:30pm – 2:15pm

Keynote: VR and Film
Bringing together insights from Feature Film, Console Gaming, Live Events and interactive art – we’ll look at the skills and techniques influencing VR content. Everyone is talking about new VR technologies, but what are we going to use them for? Even more importantly, how will you get it to your audience? Tailoring content to specific platforms, and choosing the right platform for you project is critical to the process and we’ll look at the market landscape of Head-Mounted Displays, Mobile VR and WebVR and what they mean for creators. Learn the tricks, tools and theory for creating 3D, 360° content and immersive design

2:15pm – 3:00pm

VR and Education: 21st Century Jobs REQUIRE 21st Century Education and Tools
Education has been identified as the area that would most benefit from VR technologies. Business leaders say that training a pipeline of workers should start as early as kindergarten. Will VR be the most effective pedagogy for improving STEM education literacy and economic competitiveness in tomorrow’s workforce? Can industry reap benefits today by using VR for vocational training or for professions where high cost or dangerous environments are involved such as first responders, aeronautics and more? The expert panel will discuss the impact and feasibility of implementing educational VR technologies in industry and classrooms.

3:00pm – 3:30pm

Afternoon Break and exhibit hall is open

3:30pm – 4:15pm

VR/AR and the Gamer Community
The dedicated gamer community is a key driver of the excitement and the market growth of Virtual Reality. Panelists will provide a look and perspective on current and future hardware configurations as well as content creation schemas and platforms. Discussion will also include what is required going forward for game quality, cost and the community’s continuing enthusiasm.

4:15pm – 5:00pm

Developing for Room-Scale VR using Unity3d
A primer for both beginner and advanced Unity developers and how to target room scale VR experiences with a step by step walkthrough along with a review of the current best practices for room scale design.

5:00pm – 6:00pm

Networking Reception

Day 2: April 12

8:15am

Registration Opens

9:00am – 9:45am

VR and Journalism
The New York Times delivered 1.2 Google Cardboard viewers to its in-home subscribers in November, 2015 and since then the NYTImes has carried a number of VR features. The Wall Street Journal is also providing VR-based coverage. This session will discuss the contemporary and future use of VR in the news business.

9:45am – 10:30am

Keynote: The Coming of the Immersive Web
Virtual Reality is on track to become a multi-billion dollar industry. With the first wave of commercial VR deployment coming in early 2016, we can expect to see growing adoption of consumer systems, driven by high production value games and cinematic experiences that surprise, delight and entertain a large audience. These initial titles are solitary affairs, downloaded and installed as “apps” that are cut off from the rest of our digital lives, and delivered as big-budget projects that require high-friction engagement with the consumer. But it will not always be this way. Over time, VR will converge with the World Wide Web to enable a new type of virtual experience: connected, social, and low-friction, requiring no downloads or installs, accessible at the click of a link, and democratized so that anyone can create and publish VR content. In short: the Immersive Web. The development of the Immersive Web is already underway. Experimental versions of web browsers enable VR, and an ecosystem of tools, content and services is emerging. Join virtual reality pioneer, author and entrepreneur Tony Parisi as he shares his view of the coming VR future and a snapshot of the state of the art.

10:30am – 11:00am

Morning Break and the exhibit hall is open

11:00am – 11:45am

VR in Architecture, Engineering and Construction (AEC)
Architectural drawings and scale models are not adequate since individuals visualize 2D designs differently. Differing personal interpretations can result in expensive misunderstandings. Virtual Reality can put the user IN the virtual building or the engineers inside the utility conduits –before the first brick is laid. Augmented or Mixed reality adds information to an existing structure in an understandable way as well. This panel of experts will discuss current technologies and projected adoption path of VR/AR into the AEC industries.

11:45am – 12:45pm

Frontier Tech Startup Showdown

12:45pm – 1:45pm

Lunch and the exhibit hall is open

1:45pm – 2:30pm

VR and the Health Sciences
Medicine is one of the pioneering arenas for Virtual Reality. Research and development and actual patient treatments have been taking place in university and hospital settings. Uses range from PTSD treatment to surgical simulation and training. Panelists will provide examples of current efforts and discuss future uses in the health sciences now that the technologies are becoming more powerful.

2:30pm – 3:15pm

Keynote: VR Insights for Brands and Agencies

3:15pm – 3:45pm

Afternoon Break and exhibit hall is open

3:45pm – 4:30pm

Beyond Fun and Games: VR as a Tool of the Trade
The recent resurgence of VR is exciting and encouraging because the technology is at a point that it soon will be available for a very large audience in the consumer market. However, it has also been a little bit disappointing to see that VR technology is mostly being portrayed as the ultimate gaming environment and the new way to experience movies. VR is much more than that, there has been a wide number or groups around the world using VR for the past twenty years in engineering, design, training, medical treatments and many other areas beyond gaming and entertainment that seem to have been forgotten in the public perception. Furthermore, VR technology is also much more than goggles, there are many ways to build devices and systems to immerse users in virtual environments. And finally, there are also a lot of challenges in aspects related to creating engaging, effective, and safe VR applications. This talk will present our experiences in developing VR technology, creating applications in many industry fields, exploring the effect of VR exposure to users, and experimenting with different immersive interaction models. The talk will provide a much wider perspective on what VR is, its benefits and limitations, and how it has the potential to become a key technology to improve many aspects of human life.

4:30pm – 5:15pm

Integration of the Frontier Technologies
AI, VR, AR, Robotics, Novel Manufacturing, and more…these are all elements of the new “Frontiers” of technology. Yet, they cannot be considered in isolation from each other, and in fact, much of their rise as well as their potential usage lies in their interactions with each other, across domains and disciplines. For example, robots are already being heavily designed in virtual space before they even take shape or set foot in physical space (witness, for example, the amount of virtual modeling required for the recent DARPA Robotics Challenge)….lending to interactions in VR. Also, while navigating the physical world, robots already must process various sensory inputs in order to make sense of the world from “their” perspective…already a form of “Robotic AR”. As such, whether it be self driving cars, flying drones, or human exoskeletons, AR is already a given on top of the sensory perception that robots are already employing, and a necessary component to their deployment. So whether during design, implementation, or manifestation of the various technologies, we will see a growing degree of cross-fertilization and cross-utilization of these frontier technologies, as they complement and “augment” each other.