Vision Summit 2016
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Vision Summit 2016 | |
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Information | |
Type | Conference |
Presenter | Unity |
Sponsor | Oculus VR, Qualcomm Vuforia, Sony, SteamVR |
Location | Loews Hollywood Hotel, Hollywood, CA, U.S. |
Dates | 2/10/2016 - 2/11/2016 |
Previous | Vision Summit 2015 |
Next | Vision Summit 2017 |
Website | http://visionsummit2016.com/ |
Vision Summit 2016, also known as Vision 2016 Virtual and Augmented Reality Summit, is a conference hosted by Unity on the topics of VR and AR.
The 2 day event takes place in Loews Hollywood Hotel, Hollywood, California on February 10 and 11 2016.
Speakers[edit]
Keynote[edit]
- Alex McDowell - Creative Director of 5D Global Studio
- Palmer Luckey - Founder of Oculus VR
- Dr. Jeff Norris - Mission Operations Innovation Lead at NASA's Jet Propulsion Laboratory
- Gabe Newell - Founder and CEO of Valve
- Clay Bavor - VP of VR at Google
- John Riccitiello - CEO of Unity
- Dr. Richard Marks - Director of the PlayStation Magic Lab at Sony
- Joachim Ante - CTO of Unity
Other Speakers[edit]
- Adding Interactivity to Immersive Cinema with Unity by Andrew Cochrane (Mirada Studios)
- Adding natural motion to VR experiences by Fred Meyer (Vizuality Studio Ltd.) and Phil Morris (Vizuality Studio Ltd.)
- Adventures in Cinematic VR: A Year in Review by Eric Shamlin (Secret Location)
- Augmented Creativity: Bridging the real and virtual worlds to enhance creative play by Mattia Ryffel (Disney Research Zurich)
- Building Inside the Box: Creating Complex Rooms and Covering a Lot of Ground in Room-Scale VR by Jono Forbes (Archean / Defective Studios)
- Cityscapes in Mixed and Virtual Reality by Kelly Malone (Taqtile)
- Creating Mixed Reality Apps with Vuforia by David Beard (PTC Inc)
- Don’t just teleport - How to walk around something that is bigger than your tracked space by Diego Montoya (RE’FLEKT GmbH) and Daniel Sproll (RE’FLEKT GmbH)
- Emotional Presence in Virtual Reality: The Making of Café me and Sisters by Robyn Gray (Otherworld Interactive)
- Enterprise-Grade AR for Operational Environments: A Postmortem by Steve Richey (Float Mobile Learning)
- Finding Monsters Adventure VR Experience by Gabriela Thobias (Black River Studios) and Rafael Ferrari (Black River Studios)
- Ghostly Mansion: Solving the mystery of developing for Project Tango by Aaron Pulkka (Rabbx Inc.)
- Making world sensing games with Project Tango by Johnny Lee (Google)
- Multiplatform VR - Shipping a Vive, Oculus, and PlayStation VR in Unity by Alex Schwartz (Owlchemy Labs) and Devin Reimer (Owlchemy Labs)
- Postmortem: Bringing Adventure Time to Virtual Reality by Holden Link (Turbo Button) and Nic Vasconcellos (Turbo Button)
- The Cognitive Implications of Widespread VR by Timoni West (Unity Technologies) and Dioselin Gonzalez (Unity Technologies)
- Using Vuforia to Build Breakthrough Experiences on Mobile and Eyewear by Brigitte Alexander (PTC Inc)
- Virtual Reality Arcades: Today and Tomorrow by Ivan Blaustein (VRcade) and Jamie Kelly (VRcade)
- What People Do in VR: Designing believable experiences by Kimberly Voll (Radial Games)
- Audio challenges in virtual reality by Nicolas Tsingos (Dolby Laboratories)
- How to Successfully Adapt Mobile Games into VR Games by Guy Ben dov (Side-Kick Games)