FREE PUBLIC EXHIBITION SCHEDULE

The FREE public exhibition will run from 10:00AM to 6:00PM in the Mezzanine at the Ontario Science Centre on Saturday, October 21, 2017.  This is for exhibits only and does not include the private training sessions happening in a separate room.

Immersed 2017 Professional Sessions Schedule


All sessions are held in the Telus Room adjoining the Mezzanine at the Ontario Science Centre.

Thursday

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    Registration / Badge Pick-up / Breakfast

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    Opening Remarks
    Neil Schneider, Executive Director, The Immersive Technology Alliance

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    Immersive Technologies Today
    Kevin Carbotte, Tom’s Hardware

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    Proving VR’s Viability by Example
    Frank Soqui, General Manager of VR, Intel Corporation

    VR gaming and entertainment is in the midst of evolution and adoption. In addition, Commercial and Enterprise applications are quickly emerging, driven by TCO and ROI needs by the business.

    Intel will be discussing the value proposition of Intel Architecture as well as using examples in recent partnerships to show the business value of VR.

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    Immersive Investment Markets
    Sean Peasgood, Sophic Capital

    Over the past 4 years, VR/AR/MR companies have raised billions to bring these technologies to market. Many companies, including Oculus which Facebook bought for $2 billion, were bought by Fortune tech companies. Several of these no longer exist, and many will need additional capital to survive. Now we are preparing for a new wave of immersive technology that is even more affordable than its predecessors. Mr. Peasgood will discuss how entrepreneurs can learn to finance their venture at the lowest cost of capital, and how investors can profit from this new wave of reality investment.

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    NETWORKING LUNCH / EXHIBITS

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    AI in Virtual Reality
    John Cutter, IBM Augmented Reality

    (AR) and Virtual Reality (VR) hold the potential to affect nearly every facet of daily business. Those implications go beyond the disruptive nature of even the mobile phone. Explore the business and development implications with John as he discusses the convergence between Artificial Intelligence and VR/AR. John will discuss real world examples from IBM and the industry at large, draw on the lessons learned, and expand on future trends that businesses should seriously consider when using AR or VR.

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    VR Journalism
    Saleem Khan, JOVRNALISM

    Mr. Khan will be talking about truth, propaganda and the fate of reality in the immersive world. Mounting evidence points to global powers and non-state actors manipulating public perceptions through digital media, with outcomes that are increasingly altering the course of nations and societies. As virtual, augmented and mixed reality come to the fore, these emergent information media with profound, powerful and transformative effects promise — and threaten — to redefine our understanding of truth and reshape our world. This requires us to rethink how we develop these technologies and content to ensure uncorrupted facts and knowledge, and our survival.

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    Augmented Reality, Where we Will all Live
    Dr. Jon Peddie, Jon Peddie Research

    Augmented reality is a distinct, specialized, broad reaching immersive technology that has little to nothing to do with virtual reality. There are eight unique implementations with multiple permutations of implementations – one size does not fit all. Augmented reality includes helmets, smartphones, consumer style glasses, heads-up displays, and projector systems. Augmented reality is extremely complicated, requiring precise geolocation, user position and poise, eye tracking, directional microphones, and communications. Augmented reality will change how we live our lives and reduce, if not eliminate fear which will modify society forever.

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    COFFEE BREAK / EXHIBITS

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    Impending Standards in Immersive Technology
    Neil Trevett, President, The Khronos Group

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    Building Realism in Augmented Reality for Simulation and Training
    John Baker, Chosen Realities

    Immersive technology is budding into a field wide open for opportunities, with simulation and training set to take a large stake in revenues early on. What elements need to be in place to help push your success? What technologies should you focus on? Where will the technology go? Hear about the critical lessons learned from building the U.S. military’s augmented reality infantry trainer – and how these lessons may apply to your needs.

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    My Path to Modern Immersion
    Buzz Hays, Head of Product, Lytro

    From his first job in the entertainment business at the local drive-in movie theatre at the age of 15 to 3D Hollywood pioneer to his current position as Head of Product at Light Field tech company Lytro, Buzz’s career has always centered around transformative technologies married with creative storytelling​. Mr Hays will share the story of his exciting relationship to immersive technology, what he learned along the way, and where he hopes his creative path will ultimately lead.

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    Futurists Panel
    Ajay Fry, InnerSpace (Space Channel)
    Frank Soqui, General Manager of VR, Intel
    Buzz Hays, Head of Product, Lytro
    Habib Zargarpour, Visual Effects Supervisor
    Tricia Dugan, VP of Go To Market, Immersive, HP

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    NETWORKING RECEPTION

Friday

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    Registration / Badge Pick-up / Breakfast

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    VR at the Point of Care
    David Parker, IoT Consultant

    David will be presenting the findings of a recently finished virtual reality feasibility pilot at Mount Sinai Hospital where palliative patients were able to experience their last wish via virtual reality. Also covered is how this unique idea came about, the struggles of getting it into a strict and heavily process driven industry like health care, and also some of the key learnings from infection control to patient best practices.

    Finally, David will discuss the ethical concerns of sustaining this service at all ends of the ecosystem, and some ideas on how the market can overcome them.

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    Tom’s Hardware Panel
    Kevin Carbotte, Tom’s Hardware
    Frank Soqui, Intel
    Neil Trevett, Nvidia
    Kevin Chang, Google’s Daydream Labs
    Frank Vitz, AMD Radeon Technology Group

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    Lessons Learned in Location Based Entertainment
    Bernie Roehl, CEO, Virtual Escapes
    Simon Chu, CEO, Escape VR
    Derick Downey, Professor, Illinois State University
    Aurelian Rus, Ambassador, VRPlayin

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    NETWORKING LUNCH / EXHIBITS

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    How Broadcast Television is Exemplifying Mixed Reality’s Future
    Éric Minoli, Vice-President and CTO
    Groupe Média TFO (Toronto)

    Studio-based television production largely depends upon fixed sets. These are expensive to build, take place to store and are slow to erect. Virtual sets have long been proposed as the viable alternative, giving the benefit of effectively instantaneous implementation, boosting productivity in the studio. But traditional broadcast virtual studio systems have proved expensive and require long and detailed design stages, eliminating the cost benefit.

    Groupe Média TFO, a not-for-profit broadcaster and content creator, has developed a fresh approach to virtual studios: the LUV – Laboratoire d’univers virtuels. It uses the power of the Unreal gaming engine to create an infinite variety of virtual worlds at the click of a mouse. For the first time, this unique space produces huge amounts of kids’ content daily. No need for post-production, everything happens in real-time. It gives a completely free rein to its talented team of creative writers, using sophisticated effects (fire, water, fog), yet remaining within a tight, public service budget.

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    Latest Developments in Immersive Cinema and Broadcasting
    James Stewart, CEO, Geneva Film Company
    Jeff Miller, Sales Director, Humaneyes (Vuze Camera)
    Nick Brown, Stereographer, Stereo D Toronto
    Samuel McLean,Marketing & Sales, Suometry

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    Creating Physical Immersive Environments demands Immersive Technologies
    Nathan Weir, FORREC

    Theme parks and entertainment spaces have always been rigorous in their design by using the latest design tools. With the advent of Immersive technologies, theme park designers now have additional powerful ways to both present and design their projects. Nathan Weir, the resident technology expert at FORREC, will discuss how Immersive tech has grown in the entertainment industry and how it is currently being used to improve their designs within the company’s workflow.

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    COFFEE BREAK / EXHIBITS

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    VR For Legalized Cannabis Education
    Shain Wasserman, Shain Michael Design

    Shain Michael Design was given the opportunity to work with several cannabis companies to help create digital media and virtual reality experiences. With the impending legalization of cannabis in Canada quickly approaching, proper awareness and education for the public is of utmost importance. Is virtual reality a viable platform for teaching people about this controversial substance? How can we use this digital tool to aid in providing awareness and knowledge of the cannabis industry?

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    Grasping Data With Immersive Technology
    Ben Zimmer, Enable Education

    By Dec 31st more data will have been created in 12 months than the previous 5,000 years.

    There are 3 billion people and 22 billion devices connected to the Internet. And today, not only are we connected to the internet with our laptops and mobile phones but things like cars, fitness trackers, fridges and even toothbrushes are connecting, creating and sharing data.

    There is too much data and the challenge for students, educators and businesses is knowing how to use data in a meaningful way. A way where data can be used to drive engagement, leverage your imagination, learn and work more productively and solve critical problems.

    In this presentation we will demonstrate how students, educators and businesses can visually tranform data to insights, intelligence and take action on it. It will provide the audience with a forward looking view into emerging career opportunities in Data Science, Augmented Reality, the Industrial Internet of Things and Smart Factories.

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    The Artistry of VR
    Olga Nabatova, Artist

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    Using VR / AR For Healthcare Education and Marketing
    Dan Greenwald, CEO, White Rhino

    VR and immersive technology can powerfully enhance healthcare education, and make healthcare education-based marketing and sales more effective. Dan will be speaking about some of those opportunities in healthcare and will go into depth on a VR project his company recently completed for Olympus Urology. You’ll learn how VR was uniquely used to educate physicians, while at the same time driving a record-setting marketing campaign for the Olympus Urological division.

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    Why Blockchain Currency is Important to Marketers and Immersive Media
    Michael Reed, CEO, Practical

    While crypto currencies like Etherium and Bitcoin have taken the world by storm, the benefits go well beyond transferring resources from one place to the next - they also provide marketers valuable data which could make their operations more successful.

    Mr. Reed will explain what crypto-currency is and discuss the unique applications of crypto-economies to media such as virtual reality, mixed reality, and augmented reality. Which applications is this best suited for? Why do we need it? What are the true benefits of this new type of economy? How can businesses take advantage today?

    These questions and more will be answered so delegates can better understand this new class of economy.

Saturday Private Training

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    Technical Challenges in Providing Occlusion to Your AR Experience
    John Baker, Chosen Realities

    Overlaying virtual objects in front of your face is one thing, but inserting these objects realistically into the environment is another. Learn about how to account for both static occlusion (occlusion from non-moving real objects) and dynamic occlusion (occlusion from moving real objects).

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    Blade Runner 2049 3D: More Native Than Native

    Nick Brown, Stereographer at Stereo D, Supervising Stereographer for Blade Runner 2049.

    Mr. Brown will be discussing the creative and technical process of converting Blade Runner 2049 into stereo 3D. Working closely with Denis Villeneuve and Roger Deakins to set the 3D look, he will discuss how 3D was used with creative intention to add a visceral sense of realism to the already immersive world of Blade Runner. Implementing new technology and advanced depth capture techniques, he will show how conversion, when done properly, can actually look more native than native.

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    Innovations in Motion Capture
    Erik Bakke, Motion Workshop