Difference between revisions of "Vision Summit 2016"
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{{Event Infobox | {{Event Infobox | ||
− | |image= | + | |image={{#ev:youtube|2hYDtxCtzdA|350}} |
|Type=Conference | |Type=Conference | ||
|Format= | |Format= | ||
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|Location=Loews Hollywood Hotel, Hollywood, CA, U.S. | |Location=Loews Hollywood Hotel, Hollywood, CA, U.S. | ||
|Dates=2/10/2016 - 2/11/2016 | |Dates=2/10/2016 - 2/11/2016 | ||
+ | |Previous=[[Vision Summit 2015]] | ||
+ | |Next=[[Vision Summit 2017]] | ||
|Website=http://visionsummit2016.com/ | |Website=http://visionsummit2016.com/ | ||
}} | }} | ||
− | '''Vision Summit 2016''' also known as '''Vision 2016 Virtual and Augmented Reality Summit''' is the first annual [[VR]] and [[AR]] [[Events#Conferences|conference]] hosted by [[Unity]]. The 2 day event takes place in Loews Hollywood Hotel, Hollywood, California on February 10 and 11 2016. | + | '''Vision Summit 2016''', also known as '''Vision 2016 Virtual and Augmented Reality Summit''', is the first annual [[VR]] and [[AR]] [[Events#Conferences|conference]] hosted by [[Unity]]. The 2 day event takes place in Loews Hollywood Hotel, Hollywood, California on February 10 and 11 2016. |
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==Vision VR/AR Awards== | ==Vision VR/AR Awards== | ||
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! Winner | ! Winner | ||
|- | |- | ||
− | | Vision Inspire Award || [[Fantastic Contraption]], [[Faster Than Light]], [[I Expect You to Die]] | + | | Vision Inspire Award || [[Fantastic Contraption]], [[Faster Than Light]], [[I Expect You to Die]] || [[I Expect You to Die]] by Schell Games |
|- | |- | ||
− | | Best VR Experience || [[Fantastic Contraption]], [[Job Simulator]], [[Thunderbird: The Legend Begins]] | + | | Best VR Experience || [[Fantastic Contraption]], [[Job Simulator]], [[Thunderbird: The Legend Begins]] || [[Thunderbird: The Legend Begins]] by Innervision Games |
|- | |- | ||
− | | Best AR Experience || [[Eleanor of Ayer]], [[Faster Than Light]], [[Table Zombies]] | + | | Best AR Experience || [[Eleanor of Ayer]], [[Faster Than Light]], [[Table Zombies]] || [[Eleanor of Ayer]] by Gelly Bomb Games |
|- | |- | ||
− | | Technical Achievement Award || [[EasyAR Engine]], [[Modbox]], [[Residential Condominium: Architectural Visualization]] || | + | | Technical Achievement Award || [[EasyAR Engine]], [[Modbox]], [[Residential Condominium: Architectural Visualization]] || [[Modbox]] by Alientrap |
|- | |- | ||
− | | Artistic Achievement Award || [[Lucid Trips - Whateverland]], [[SENS]], [[TECHNOLUST]] || | + | | Artistic Achievement Award || [[Lucid Trips - Whateverland]], [[SENS]], [[TECHNOLUST]] || [[TECHNOLUST]] by IRIS VR Inc |
|- | |- | ||
− | | Best Game || [[Budget Cuts]], [[Classroom Aquatic]], [[I Expect You to Die]] | + | | Best Game || [[Budget Cuts]], [[Classroom Aquatic]], [[I Expect You to Die]] || [[Budget Cuts]] by Neat Corporation |
|- | |- | ||
− | | Best Film/Interactive Story || [[Apollo 11 VR]], [[The Fabulous Journeys of Teo & Leonie]], [[The Shoebox Diorama]] || | + | | Best Film/Interactive Story || [[Apollo 11 VR]], [[The Fabulous Journeys of Teo & Leonie]], [[The Shoebox Diorama]] || [[Apollo 11 VR]] by Immersive VR Education |
|- | |- | ||
− | | Best Live-Action Experience || [[Get Barreled in Tahiti with Samsung Gear VR]], [[Sinking]], [[U2 Song for Someone - Vrse]] || | + | | Best Live-Action Experience || [[Get Barreled in Tahiti with Samsung Gear VR]], [[Sinking]], [[U2 Song for Someone - Vrse]] || [[U2 Song for Someone – Vrse]] by Chris Milk, U2, Apple, Vrse |
|- | |- | ||
|} | |} | ||
+ | |||
+ | ==Speakers== | ||
+ | ===Keynote=== | ||
+ | *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=== | ||
+ | *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) | ||
[[Category:Events]] [[Category:2016 Events]] | [[Category:Events]] [[Category:2016 Events]] |
Latest revision as of 08:20, 17 April 2024
Vision Summit 2016 | |
---|---|
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 the first annual VR and AR conference hosted by Unity. The 2 day event takes place in Loews Hollywood Hotel, Hollywood, California on February 10 and 11 2016.
Vision VR/AR Awards
Speakers
Keynote
- 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
- 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)