Virtual Reality Summit - Seoul - Day 1 - Wednesday, June 28th, 2017

9:00 am
Registration
10:30 am
Opening

Introduction in the quick and convenient creation of VR games, movies and various contents by using Unity VR Engine. 

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Speaker
Jihyun Oh
Evangelist
Unity Technologies Korea
11:15 am
Keynote:

Clark Dodsworth will provide his perspective on the funded out-of-home VR experiments: Void, Zero Latency, IMAXVR, VRCades, and others he’s investigated in other settings such as aquariums. 

Clark will then broaden to include AR, and point out some of the things both can do better than other tools, specifically in delivering a thoroughly impactful sense of scale, and the first person perspective. Clark believes much of the VR entertainment work being done by developers today will be only a step on the path to breaking genuinely new ground in entertainment with AR, in 4 to 6 years  

Clark will also discuss the non-visual sensory modalitites. There is a profound improvement of the illusion of presence when spatialized audio is well-implemented and integral. 

The discussion will close with perspectives on the topic of context—both personal context of the user and context as driver of what the user sees--both AI driven ways to automatically help meet users’ expectations

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Speaker
Clark Dodsworth
Director of Strategy and Product Development
SimEx-Iwerks Entertainment, Inc.
12:00 pm
Lunch Break
1:00 pm
VR Investment
The Keynote Description will be available shortly.
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Speaker
Sunny Dhillon
Partner
Signia Venture Partners
1:30 pm
VR in Broadcasting 1:
The Session Description will be available shortly.
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Speaker
Sungwoo Bae
VR Creative Director
SBS (Seoul Broadcasting System)
2:00 pm
VR in Broadcasting 2:

Marisa Sommerville will provide an overview of future of VR/mixed reality and traditional entertainment media consumption. How do major networks and content providers such as NBC, ABC, Fox, CBS, Netflix etc. approach VR today. They all want in the mix. In 1928 the FRC (now FCC) issued the first broadcast television license. Less than 80 years later, there are over 300 cable networks and television broadcasters. Today, AppleTV is making available 360-degree videos via Twitter’s Periscope Global Map and more live sporting events are being added to Samsung Gear VR, UFC, Soccer, Basketball and Golf. How will cable networks and broadcasters stay in the game?
To answer the question, Marisa will discuss current projects that integrate broadcast VR and reality-content entertainment including: With Mixed Reality Projects currently in development in which viewers at home, experience the show from the POV of the players and are able to watch, on their TV’s or smart devices, the world seen by the participants. Projects under development include CyberBattle, MUSIC VIDEO BATTLE VR and AVATAR MATCHMAKER VR.

Marisa Sommerville will provide an overview of future of VR/mixed reality and traditional entertainment media consumption. How do major networks and content providers such as NBC, ABC, Fox, CBS, Netflix etc. approach VR today. They all want in the mix. In 1928 the FRC (now FCC) issued the first broadcast television license. Less than 80 years later, there are over 300 cable networks and television broadcasters. Today, AppleTV is making available 360-degree videos via Twitter’s Periscope Global Map and more live sporting events are being added to Samsung Gear VR, UFC, Soccer, Basketball and Golf. How will cable networks and broadcasters stay in the game?

To answer the question, Marisa will discuss current projects that integrate broadcast VR and reality-content entertainment including: With Mixed Reality Projects currently in development in which viewers at home, experience the show from the POV of the players and are able to watch, on their TV’s or smart devices, the world seen by the participants. Projects under development include CyberBattle, MUSIC VIDEO BATTLE VR and AVATAR MATCHMAKER VR.

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Speaker
Marisa Sommerville
CEO
Artist Lane Productions
2:30 pm
B2B VR Session 1:

With all the buzz and attention about VR where does it fit in the Digital Marketing space? Dan has worked with world-class brands like AT&T, American Airlines, LEGO, Legendary Pictures, Lionsgate, McDonald’s, Samsung, 20th Century Fox, and Universal Studios on their digital strategies. Most recently, Dan’s studio - Groove Jones, won the 2017 Shorty Award for Best VR of the Year for the work they did with FX Networks’ American Horror Story. In this session, Dan will dive into case studies and the insights that help brands that are looking for innovative and progressive ways to connect with their audiences.

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Speaker
Dan FergusonGroove Jones
EVP Digital Interactive Strategy
Groove Jones
3:00 pm
VR Journalism Session 2:

The unique ability of VR to put you into someone else's shoes creates new opportunities for immersive journalistic storytelling, and journalists in the United States and Europe are jumping in. Learn how major newsrooms like the New York Times, Wall Street Journal and the Guardian are allowing their audience to experience stories from the inside out in 360 video and CGI. Pacheco will also share his experience producing USA Today's Harvest of Change, which in 2014 was the first application of VR by a commercial news organization in the world, and what his journalism and film students have produced in his VR Storytelling class.

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Speaker
Dan Pacheco
Professor and Horvitz Endowed Chair of Journalism Innovation
Syracuse University
3:30 pm
VR HW & SW Session 2

With the experience in Chinese VR market, this presentation aims to further discover the hidden potential of mobile VR in multi-industrial applications, and creat the strategic layout of mobile VR industry applications from the breakthrough point-education industry to various worldwide industries. Nibiru is looking forward to collaborate with South Korean companies to construct a sound and virtuous “VR&MR+” mode and promote the perfect VR&MR industry application techniques to the world.  

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Speaker
Tony Chia
Founder
RuiYue (Nibiru) Technology Co., Ltd
4:00 pm
VR Interface Session 1:

Looxid Labs' Emotion Analysis System simultaneously analyzes the user's emotional status through "Machine Learning." This system provides personalized contents depending on the user's emotional status. This technology could be applied to various industries such as marketing/advertising as well as gaming, entertainment, education, and healthcare.

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Speaker
Jaehyun Nam
CSO
Looxid Labs
4:30 pm
VR Interface Session 2:

Are you planning to selll VR experiences?  If you're opening a VR arcade, movie theatre, shopping mall installation or anything whereby ROI is critical to your success, you need a seated VR solution.

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Speaker
Elliott Myers
CEO
Roto VR
5:00 pm
VR Solution Session 1:
The Session Description will be available shortly.
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Speaker
Sunghee Han
Professor
Seoul National University Medical School / SNUH
5:30 pm
VR Solution Session 4:
The Session Description will be available shortly.
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Speaker
Saik Kim
CEO
YK Games
6:00 pm
End of First Conference Day

Virtual Reality Summit - Seoul - Day 2 - Thursday, June 29th, 2017

9:00 am
Registration
10:30 am
Opening
The Session Description will be available shortly.
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Speaker
Hyeoksoo Lee
Professor/CEO
Suwon University/ Strategy& Implementation
11:15 am
Keynote:

Greenlight Insights is a world  leader in market intelligence for the VR and AR industry, Greenlight Insights forecasts global VR-related revenues to reach $7 billion by the end of 2017. As spending on headsets and gaming content drives near-term industry growth, new sectors will emerge as new catalysts for future growth. Clifton will discuss current and future trends.  Greenlight has a strong interest and presence in China and in 2016 set up a wholly owned foreign enterprise in Beijing, China. It is committed to providing better services to support and conduct research activities and represent Greenlight Insights' presence in Asia. 

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Speaker
Clifton Dawson
CEO
Greenlight VR
12:00 pm
Lunch Break - "Tiltbrush Demonstration" by "Min Park / CEO, Studio Cliff"
1:00 pm
VR Engine

Ever since the beginning of VR, from VR Tech Demos to the recent RoboRecall which was released in the Oculus Store for free, Epic Games, by creating its own game titles, have been developing the Unreal Engine to be the most adequate engine for all popularized VR platforms. In this session, we will look into the features that make Unreal Engine 4 most optimized for the VR platform, examples of the most well-known contents, ways to create contents using VR Editor, and finally, examples of usage of Unreal Engine 4 AR and its future

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Speaker
Kwangsub Shin
Developer Relations Lead
Epic Games Korea
1:30 pm
VR HW & SW Session 1:
The Session Description will be available shortly.
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Speaker
Carl Lan
Director of Corporate Development & Global Partnerships
HTC VIVE
2:00 pm
VR HW & SW Session 4:

Consumer and Professional VR Solutions - HW(GPU)/SW(VRWorks SDK) drives the world's greastest VR experiences

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Speaker
Seon Uk Kim
Senior Technical Manager
NVIDIA
2:30 pm
VR HW & SW Session 3:

Microsoft is realizing MR with Hololens technology. On top of that, Microsoft has inexpensive MR products from 6 different manufacturers that can be used on a PC with Windows 10. In this session, I will discuss the advantages and applications of Microsoft's MR Platform.

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Speaker
YoungWook Kim
Senior Technical Evangelist
Microsoft
3:00 pm
Social VR
The Session Description will be available shortly.
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Speaker
3:30 pm
VR Journalism Session 1:

Dogma VR is a ideologic Manifesto of practical rules for the creation of the Pure Cinematic Immersive Experiences. An evolution of Von Trier/Vinterberg's Dogma 95 adapted to the filming of Virtual Reality live fictional contents, it aims to create limits in the process of development, storytelling and production in order to keep the Viewer in the suspension of disbelief of the artificial reality without sensitive interruptions. 

The Conference explores the steps for the Pure Immersive Experience, the reasons why the market will require fictional contents in 360 and how to start and develop a business from that.

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Speaker
Gianluigi Perrone
CEO/Creative Director
Polyhedron VR Studio
4:00 pm
B2B VR Session 2:

VR ecosystem must be solved by B2B(Business To Business). As imbalance of hardware and contents is slowing down the market, users are in need of free experience BM then sales approach. What is needed to create a BM where all 3 parties(contents provider, hardware sales/provider and user) will be satisfied. For the above we will examine case by case what effort is needed. Current pleasure (Play) will expand to future VR(Work9. For the future VR market let’s find out what needs to be planned and what we need to prepare.

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Speaker
Youngho Kim
CEO
PGMAN Games
4:30 pm
VR Application Session 1:
The Keynote Description will be available shortly.
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Speaker
Dr. Su Kim
Visiting Research Fellow
Center for Advanced Medical Imaging Sciences, Harvard Medical School
5:00 pm
VR Application Session 2:

Adult industry so often led the application side of many of our technological revolutions - and it's $100B global market - contributing to a powerful economical bottom-up. This session talks about the current market situation in adult industry, especially how the IoT, Robot, AI and VR are emerging it's market, and how this industry can contribute to solving a human sexuality issues in the society among elderly, disabled and others with limited opportunity.

Adult industry so often led the application side of many of our technological revolutions - and it's $100B global market - contributing to a powerful economical bottom-up. This session talks about the current market situation in adult industry, especially how the IoT, Robot, AI and VR are emerging it's market, and how this industry can contribute to solving a human sexuality issues in the society among elderly, disabled and others with limited opportunity.

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Speaker
Ayaka Hahn
Co-founder & CEO
ImagineVR
5:30 pm
VR Application Session 3:

A look inside the developments in VR military/training simulations.

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Speaker
Soonjae Kwon
Chief Researcher
Ptolemy System
6:00 pm
End of Conference
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