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2016 Conference Programme

10:30 - 11:15

Opening Keynote: Virtual Tipping Point

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Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, 360º… in fact it’s time for designers, developers and ‘thought leaders’ to face up to actual reality! Assume brands, content owners and consumers are confused, because they are, and we’re not making things easier. For VR 2.0 to succeed we need to nail the content and the message or this amazing new frontier Continue Reading »

11:30 - 12:00

Social Interaction, Emotion and Body Language in VR: Lessons Learnt from 15 Years of Research

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Based on our 15 years of VR research, we explain how to create characters whose behaviour feels real and who respond to players. This gives the player a strong illusion of being “together” with another “person” which is not possible without VR.

11:30 - 12:00

Trends in VR Game Development

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In the session, game industry alumni and PhD Aki Järvinen serves a fascinating look into trends and strategic insights regarding the emerging VR market. The talk introduces VR device launches in the context of product growth models, then moves on to outline a general trend landscape around VR, and concludes with a trend diagnosis on game genres among published VR Continue Reading »

12:00 - 12:30

Cutting and Polishing a VR Gem

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Arizona Sunshine is a soon-to-launch VR title, created by a development team of 13 lovely people based in the Dutch city of Rotterdam. This talk will explore the design and content of the game, whilst taking a deep dive into how using the latest CPUs can enhance the realism of your VR title. We’ll look at some tools and tricks Continue Reading »

12:00 - 12:30

The Future of Stories in Virtual Reality

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Telling stories in virtual reality is in it’s infancy with experimental content emerging on all VR platforms. Breaking Fourth believe that the key to VR stories lie with strong character development and long-form narrative design created specifically for the 360 virtual space. Pete will talk about learnings taken from the development of Ctrl and what the future of VR storytelling Continue Reading »

12:30 - 13:00

Emotional Storytelling in Virtual Reality

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The importance of having a strong narrative in virtual reality experience a case study: Jaguar, in collaboration with Mindshare and Hammerhead VR created #FeelWimbledon, an amazing VR fly-over that culminates in the viewer being taken into the world famous Centre Court and into the eyes of Andy Murray.

12:30 - 13:00

Techniques Being Used to Market VR Products and Experiences (The good, the bad and the ugly)

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Bertie will be sharing his experiences in the VR industry over the last 12 months. How VR games and experiences have adapted their approach to the forever changing industry. – An overview of previous marketing for VR. How devs showcased VR in 2014/5 and how it changed with new tech and innovative ideas. – The good and bad? Really bad Continue Reading »

13:45 - 14:15

The Future for Narrative

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Taking learnings from the game, film, TV, comics, theatre, immersive theatre, transmedia and out of home (theme park) industries we’ll share their insights on existing practices and processes that can be applied to the development of narrative design in VR experiences.

13:45 - 14:15

VR Analytics: Is Gaze Tracking Enough?

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Virtual reality represents extraordinary opportunities for creating immersive and engaging content. But for the market to succeed,  it is vital that it provides a positive experience to merit the new investment by developers and customers. Current VR game analytics focus on telemetry and gaze tracking to understand where users went and where they looked. This session explores play testing for Continue Reading »

14:15 - 14:45

Pokemon Go 2.0

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In the last year, Pokemon Go has reaffirmed our belief that augmented reality can be a widely popular (and lucrative) media format. However, the widely popular mobile application is built on technology which has been available for years. Object and Location recognition will be a vital component for augmented reality systems over the next decade. In this talk, we will look Continue Reading »

14:15 - 14:45

VR  in Healthcare – Opportunities and Impact

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Emily explores the opportunities within the healthcare sector for the use of  virtual reality in assessment, treatment and research. She covers the areas where initial impact is expected. She will showcase the two VR experiences that the team at Mindwave have developed. The lessons learnt including opportunities and challenges. What developers need to know and appreciate about the healthcare sector – Continue Reading »

15:00 - 15:30

Healing & Caring in Virtual Worlds

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Whilst research into the use of VR for healthcare dates back to the 1980’s, recent advances in high quality/low cost equipment have seen an explosion of interest in the practical applications in health and social care. By sharing his experience of using VR with patients, Dr Keith Grimes will explore the history of Medical VR, share current projects, and discuss the Continue Reading »

15:00 - 15:30

Sex-tech Will Tear Us Apart? How Our Virtual Lives Affect Our Relationships

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The history of dating shows us that new tech, whether it be the bicycle, the telephone, or video chat, always threatens the relationship status quo in the popular imagination. But what does the evidence so far tell us about the change sex tech makes to our real-time relationships? What emotional challenges do we face in welcoming it? And who and how Continue Reading »

15:30 - 16:00

VR for Everyone: Lessons from Monument Valley in the Success of Land’s End

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A year on from the launch of Land’s End, Peter will look back on how they applied lessons from the hugely successful Monument Valley into the nascent design space of VR and ended up with an adventure that works for everyone.

15:30 - 16:00

VR Production: From Story-telling to Story-living 

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VR is an incredibly exciting new medium with many emerging genres and complex production methods. Successfully creating an engaging and intriguing narrative is at the centre of what makes a VR experience work on a fundamental level, and Sol Rogers will be discussing the difference between 360 degree video and ‘true-VR’ experiences -at REWIND we describe 360 degree video as Continue Reading »

16:00 - 16:30

Techniques for Comfortable Movement in VR

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Player movement is a core part of most traditional games, but has the potential to cause serious discomfort in VR. We present and discuss various techniques for both first-person and vehicular movement in VR designed to maximise comfort, and minimise sim-sickness and disorientation. As all games require different solutions, the underlying theory is also discussed to aid further R&D.

16:00 - 16:30

What is Being Done with VR in Industrial Training?

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Starting with an explanation of how immersive full VR can be, the following examples will be used to explain how VR is being used in industrial training, with live demos using a HTC Vive and examples scenes: – Mining Company in South Africa – Using VR to train engineers what it is really like to fix broken machinery at the Continue Reading »

16:45 - 17:15

Immersion Doesn’t Have to Mean Isolation

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VR has the power to create the most incredible immersive experiences, to take us out of the ‘real’ world and become the centre of a fantasy world. But by interacting with the virtual world in this way, we lose all contact with the real world and our sense of shared experience. seeper managing director Ed Daly argues this is the Continue Reading »

  • Ed Daly Managing Director - seeper
16:45 - 17:15

Virtual Reality: The PlayStation® Way   

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PlayStation® VR launched on the 13th of October and now takes pride of place living rooms across the globe, enabling players from all over the world to discover the wonder of exploring and interacting with virtual worlds. Josie Wardle describes her whirlwind journey of working across all aspects of PlayStation® VR, from its inception to present day. She will detail how the Continue Reading »

  • Josie Wardle Project Manager, Immersive Technology Group - Sony Interactive Entertainment
17:15 - 17:45

Back to School – Lessons Learnt from Developing VR

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VR should be considered a separate medium from both games and films. In developing for VR there are new and unique considerations to engage with and to better create for it, assumptions that we should review. After spending the last couple of years developing for this media, this talk will look to share some of those discoveries and reflections.

17:15 - 17:45

Trying To Connect

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Although VR is being cited as a perfect platform for empathy, establishing emotional connection between an audience and a story, its characters and world, is still a complex murky area… the grammar used unclear, the techniques unexplored and any genuine mastery a long way off. A couple of VR productions in Aardman Animation will share the stuff that’s worked for them, Continue Reading »

  • Daniel Efergan Group Creative Director of Digital - Aardman Animations