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After last year’s successful launch of the Virtual Reality Developers Conference alongside the Game Developers Conference, this year saw another incredible VRDC, this time as a standalone event at San Francisco.

VRDC is a renowned event that brings together creators of immersive Virtual Reality (VR) and Augmented Reality (AR) experiences. Creators can share best practices, demo new technology, build an understanding of the market and monetization trends, gain new business partnerships, exchange ideas with key innovators in the field and network with professionals. In fact, this VRDC’s impressive advisory board drew in more than 750 professionals worldwide. The sold out conference included a program that was packed with immersive sessions covering trending topics within the booming industry.

Highlights of VRDC 2016

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                                                                                                            Source: VRDC

  • Along with more than 750 professionals attending the event, representatives from countries across the global were seen including, but not limited to, Japan, UK, France, Mexico, Germany, Thailand, and South Korea.
  • The VRDC partners lounge saw key industry leaders showcasing their latest technologies including Google VR, HTC Vive, Microsoft, FOVE, Intel, Morph3D, Viveport and many more.
  • Sessions covered in the event’s schedule included government, healthcare, entertainment and retail among others with talks on the latest industry trends led by the White House, Google, IBM, and more.
  • Some of VRDC’s highly anticipated sessions included an exploration of WebVR led by VR pioneer Tony Parisi, a discussion on using AR to visualize, analyze, and manipulate big data in the workplace by Rosstin Murphy of IBM, the tremendous value of hand tracked controls in VR for training applications, the challenges of starting up in VR, a panel on the ethics of VR, making VR accessible to all types of gamers, and eye tracking, a hot topic in the world of VR.
  • An unprecedented advisory board was assembled to help make this event a success with representatives from major platform holders like Google (Noah Falstein), Oculus (Robert Stevenson), Valve (Chet Faliszek), Sony Interactive Entertainment (Richard Marks), and Magic Leap (Graeme Devine), as well as creators behind experiences like Job Simulator (Alex Schwartz, Owlchemy Labs), Fantastic Contraption (Colin Northway) & VR experience experts like Jazmin Cano (High Fidelity), Timoni West (Unity Labs), Tracey John (Minds + Assembly) & Christina Heller (VR Playhouse).

In the words of Meggan Scavio, General Manager of GDC and VRDC, “Our conference hosted an incredible group of professionals spanning different countries, industries, and key companies truly passionate about this booming industry. We could not be more pleased with the outcome of VRDC and are thrilled to grow the events in 2017 on the heels of such successful launches.”

The Full List of Attendees

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Highly Anticipated Sessions

1. WebVR: Building for the Immersive Web

Tony Parisi, a VR pioneer, explored the benefits the web can bring to virtual reality in his discussion including the ability for consumers to experience VR without downloading and installing apps and seamless transitions from one experience to the other via hyperlinks. Watch WebVR come online in late 2016, powered by a new generation of browsers including desktop Chrome and Firefox, and mobile browsers for Samsung Gear VR and Google Daydream.

2. Thinking with Your Body: Faster Iteration for Mixed Reality Design

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Source: VRDC

In this discussion, Omer Shapira of NVIDIA showed the benefits of designing around the human body instead of the game engine camera. The talk covered proprioception, human motion planning, LOD in UX design, cues for spatial reckoning, measuring tool effectiveness, and personal space. Using practical experience from NVIDIA, Fake Love, Framestore and other experience studios, Omer examined ways of tending to the granularity of our bodies, exploiting our perceptual blind spots.

3. For Every Gamer: Making VR and AR Truly Accessible

VR and AR are taking on widespread applications making it important to think about the 20 percent of gamers that have some form of disability according to VRDC. A panel of speakers discussed the importance of including this segment of users who should not be ignored.

4. Applications of Eye Tracking in Virtual Reality

SMI outlined how eye tracking can be used to personalize the 3D experience and how this technology revolutionizes users’ interaction with the virtual world. SMI further emphasized the future of eye tracking technology beyond interactions and what we could see in the future.

5. Hand Tracked Controls: Design and Implementation for Serious VR

The session discussed the tremendous value of hand tracked controls in VR for training applications and highlighted the key design decisions developers face when implementing hand tracked controls and hand/object interaction in VR

The conference featured other in depth lectures and expert panels illustrating the future of virtual and augmented reality and how this technology is find applications to nearly all aspects of life.

In the words of Meggan Scavio, General Manager of GDC and VRDC, “Our conference hosted an incredible group of professionals spanning different countries, industries, and key companies truly passionate about this booming industry. We could not be more pleased with the outcome of VRDC and are thrilled to grow the events in 2017 on the heels of such successful launches.”

So, what’s next for VRDC?

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Source: VRstatus

VRDC will take place February 27-28, 2017 alongside the Game Developers Conference (GDC) February 27- March 3, 2017 in San Francisco. [email protected] will have two tracks covering VR/AR for games and entertainment. The following fall, VRDC will return again as a standalone event covering innovative VR/AR use cases of all kinds, spanning an array of verticals and industries.

 

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