Exhibit Hall Hours:
June 22, 10:00am – 6:00pm | June 23, 10:00am – 6:00 pm | June 24, 10:00 am – 6:00 pm


Day 1: Wednesday, June 22

Exhibit Hall open 10:00-18:00

9:00
Registration Opens
10:40 – 11:15
Keynote: Here be Dragons: Using Market Insights to Conquer Virtual Reality’s Unknown Realms
When Virtual Reality was confined to the imaginations of sci-fi writers, few thought it would grow to be a $40B industry by 2020E. And yet we are currently looking at $4B in revenue by year’s end as gaming leads the way for other sectors. But while the industry prepares to venture into the foray, survival relies on answering key questions: Why VR and why now? How will first-movers be able to maintain their advantage in the long run? And how will the medium transform the way we consume media, interact with people and advance innovation? In this keynote, I will walk attendees through the landscape of VR and its opportunities in human advancement. I will also guide the audience through VR’s place within media’s historical narrative, showing actionable market insights that examine its future potential.
11:15 – 12:00
Keynote: How to Make VR Applications Using Unity
From the base concept of Virtual Reality to handy tips for making amazing VR contents will be covered. Unity’s VR related roadmap will be recaped. 10 minutes’ short live coding for VR contents will be done.
12:00 – 13:00
Lunch Break
13:00 – 13:30
The Future of the VR/AR Market
Prospect of the VR/AR Market & Industry.
13:30 – 14:00
VR Content Development and Trends Experienced in Silicon Valley
Numerous investors, VCs who are interested in high-tech industry are located at Silicon Valley. The trend of investment from Silicon Valley shows the global trend of investment. And now a days, Silicon Valley is concentrating on VR/AR industries. The business model of VR/AR contents is now following this trend of investment. During this session, we’ll take a look at how VR project has been developed based on this investment environment. The speaker of this session, Mr. Jung has more than decades of experiences at inviting investments with Game contents at Silicon Valley. Attendees can share his valuable experience and knowledges by this session
14:00 – 14:30
Clinical VR: A Brief Review of Today and the Future
Virtual reality (VR) has undergone a transition in the past 20 years that has taken it from the realm of expensive toy and into that of functional technology. During this period an impressive research literature has evolved that has demonstrated VR’s added-value for assessing, treating and studying a wide variety of clinical conditions including: anxiety disorders, PTSD, acute pain management, autism spectrum disorder, ADHD, stroke and TBI. To do this, scientists have constructed virtual airplanes, skyscrapers, spiders, battlefields, social events populated with virtual humans, fantasy worlds and the mundane (but highly relevant) functional environments of the schoolroom, office, home, street and supermarket. This presentation will provide an overview of the many forms of VR that have been applied across a diverse range of clinical health conditions and research questions. This will include an overview of the use of VR for Exposure Therapy with anxiety disorders and PTSD and a summary of research and clinical applications for cognitive assessment/rehabilitation, motor rehabilitation, and pain distraction. For more information on this topic, please visit our website: http://medvr.ict.usc.edu/ and YouTube channel: http://www.youtube.com/user/albertskiprizzo.
14:30 – 15:00
Afternoon Break
15:00 – 15:30
VR/AR Application – Psychotherapy
To what extent can we utilize VR? We are able to practice psychotherapy with VR. Come to this session to see for yourself, the effects and possibilities VR has on psychotherapy.
15:30 – 16:00
VR/AR in Marketing, Branding, Advertising
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.
16:00 – 16:30
New VR/AR Platform-PC
Gretech is Korean No.1 Video service provider which is based on PC platform. And recently, Mobile Video market has been explosively grown. Gretech is preparing for VR video contents and market. They will explain how PC Platform can be competitive on VR market & Industry.
16:30 – 17:00
Immersive Virtual Reality Therapy for Addictive Disorders
The cure for addiction need to be available at anytime and anywhere because the major elements which bring about impulse on addiction is exposed at patients everyday life. To let patients to have this cure whenever they want, we need to set ‘Mental Health Platform’ which are made of VR addicion cure contents. With this platform, we can make patients to access this VR programe when they feel impulse during their life. By this platform, medical team can provide confortable space to patient where both can have natural communication. The session will introduce the new level of cure programe for addiction disorders.
17:00 – 17:30
Augmented Reality Virtual Mirror for Plastic Surgery
ILLUSIO is using augmented reality to give plastic surgery patients a view of what they will look like after surgery. With the incredible diversity in individual breast characteristics, it is very difficult for patients and their surgeons to be on the same visual page when discussing the outcome of surgery. With ILLUSIO, the surgeon can manipulate a virtual model of the patient’s breasts in real time…sharing the same vision of what she will look like.
17:30 – 18:00
Virtual Reality, Social Engineering, and Humanity’s Future of Re-Engineered People
In our lifetimes I predict that we will use VR to re-engineer or modify the human brain and its sensitivity to stimulus. For example, if the amygdala in our brain is involved in regulating fear while our frontal lobe is responsible for delayed gratification, perhaps we can treat gambling addition, PTSD, or perhaps we can create super soldiers. How one might ask? When we introduce the brain to trauma, to over stimulation, or to repeated experiences, it learns and adjusts like a machine learning algorithm. Perhaps we can adjust our brains to this change in the real world through VR. In fact, I propose that perhaps VR allows to go so far as to create super soldiers, super doctors, super race car drivers, and more. We may find ourselves soon re-engineering our brains through VR-driven stimulation. We may find ourselves re-engineering humanity.


Day 2: Thursday, June 23

Exhibit Hall open 10:00-18:00

9:00
Registration Opens
10:30 – 11:15
Keynote: Populating Virtual Reality Worlds with Virtual Human Agents
With recent advances in Virtual Reality technology have led to the evolution of intelligent virtual humans. This has been driven by seminal research and development in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. Virtual human representations, no longer at the level of a prop to add context or minimal faux interaction in a virtual world, can be designed to perceive and act in a 3D virtual world, engage in face-to-face spoken dialogues with real users (and other virtual humans) and in some cases, they are capable of exhibiting human-like emotional reactions. This presentation will provide a brief rationale and overview of research that has shown the benefits derived from the use of virtual humans in healthcare applications. Recent work using intelligent virtual human agents in the role of virtual patients to train novice clinicians, as job interview/social skill trainers for persons with autism, and as online healthcare support agents will be described, along with a look into the future of this next major movement in Virtual Reality. For more information on this topic, please visit our website: http://medvr.ict.usc.edu/ and YouTube channel: http://www.youtube.com/user/albertskiprizzo.
11:15 – 12:00
Keynote: Beyond Fun and Games: VR as a Tool of the Trade
12:00 – 13:00
Lunch Break
13:00 – 13:30
How To Make a VR Game
Mr. Choi will examine what it means to have a VR experience and discuss about the current situation of VR game development and the contents market which is critical for the VR game industry.
13:30 – 14:00
Government Development Projects for the VR Industry
In the time where the VR industry is growing, I will address the necessary roles of the government and civilians must take on in order for Korea to gain Initiative in the VR Industry. I will also examine factors such as customers, contents developers, service suppliers that start ups must consider in the perspective of a business model.
14:00 – 14:30
The Difference in Perspectives towards VR in the Civilian and Military Markets
The different views between civilian and soldiers on VR and the Korean army’s current situation in VR and combat simulation
14:30 – 15:00
Afternoon Break
15:00 – 15:30
VR Successful Industrial Analysis and Content Creation Measures
Video contents have been remarkably developed with HD, UHD and VR. And VR is not limited at certain field and spread out to various field of business. And VR also change the customers’ propensity to consume. Most business relevant get ready for new chance to grab a this market. Sometimes they ignore the core problems such as production cost. This session will introduce how to make VR Contents with the lowest cost.
15:30- 16:00
Things to consider when designing UX for VR
The world of User Experience Design has been 2-dimensional since human started to draw or write. With the long history, designers accumulated amazing skills on how to deal with the limitation of 2D. Suddenly, VR came to us. VR experience is so much immersive that the traditional UI elements may disturb this immersiveness. In this session, the core problems that make it harder to design better UX for VR, fundamental difference between 2D & VR environment, and ideas for better UX for VR will be discussed.
16:00 – 16:30
Constructing and Operating VR Contents’ Platforms Based on 360° Filming
VR contents we have today can be divided into two categories: Interactive contents which are used in games and theme parks and Videos based on 360° Filming. Currently, 360° Videos are usually uploaded on webpages such as YouTube and Facebook from private users sharing their personal experiences. There is an absence of a marketplace for paid videos. Yoon Seung-Hoon will discuss based on experience ways we can develop the VR video contents industry.
16:30 – 17:00
Development Process on Low Latency Wireless VR Streaming Technology
Unlike any other art form such as lierature, painting, music, movie, or video game, VR can give you lifelike experiences. How can VR can change our culture and our lives? Let me share my experiences on VR over the past few years and what we can expect from it for the future. At Clicked, we have prospected Low Latency wireless VR Streaming technology would be the most crucial technology in VR industry. We have started developing it 2 years ago, and now we are about to release it globally. Here is the development process and applied case study of the technology.
17:00 – 17:30
Immersive Environments for Military Applications: Opportunities and Challenges for VR, AR and beyond
17:30 – 18:00
Building the Future Foundations for a VR World
gumi Inc. is one of Japan’s leading mobile gaming companies, listed within the 1st section of the Tokyo Stock Exchange. gumi founded an $80M VR fund called Venture Reality Fund in Silicon Valley which focuses on seed or early stage startups and Tokyo VR Startups which organize the first VR incubation program in Tokyo and Japan’s top VR community. During this session, attendees will be given valuable information on how Future Foundations for VR will look like.




Day 3: Friday, June 24

Exhibit Hall open 10:00-18:00