Frist Day - 24.5.
The world is going through a digital transformation and it is up to thought leaders, brands, developers and artists to push this renaissance forward. Now is the time for tipping points, aha moments and new technologies to make some very important waves. This presentation was built on the idea of knowing where we are and starting discussions on where we’re going and how to get there.
Pioneering brands have already started utilizing AR Ai VR and MR. Small studios like Baobob have made names for themselves
Space travel has been for the exclusive enjoyment of robots and astronauts - until now. NASA is now using immersive storytelling tools like Facebook 360, YouTube 360, Google VR and Microsoft HoloLens to convert mission data into shared experiences for people on Earth. It’s not just for fun – these new visualization products are also being used by our scientists and engineers as tools to design better spacecraft and explore far away worlds. As both content producer and content provider, see how and why NASA’s Jet Propulsion Laboratory shares its mission data and resources from the Curiosity Rover on Mars, to the Cassini spacecraft at Saturn, and beyond.
VR / AR / MR / HR - What's the Hell is Reality?
Start, Current Trends and Future Visions of Augmented Reality
Technology Platforms of Use
History of VR & AR
The Future of XR
When will VR replace smartphones and computers and will finally become the next computing platform? I don't know. But we can take a look into what will VR become in next years. When can we expect it to overcome its biggest problems? What sense can be stimulated? And how will VR and AR merge into one platform.
Case study: #prisonEXIT
Tens of innocent people are in jail right now just for their public opinion and speech. Try that feeling of a politicial prisoner between murders and thugs. VR 360° microsite immerse you right to the action…
Case study: VR content application in digital marketing
PanoBoard is the leader on the Czech market in the distribution of VR content to varied portfolio of clients, mainly through mobile applications and eponymous VR glasses PanoBoard. Come and learn more about the application and delivery of VR content for the marketing use, what are the options for user behavior tracking in a virtual environment, how can you use and further analyze these data and how to prepare remarketing campaigns in virtual reality. There will ba also several case studies prepared about how our clients work with VR content.
Case study: VR and marketing
Case study: Technical side of Sygic travel VR
Lukas's talk will focus on the technical aspects of the Sygic Travel VR project. He will talk about the selection of 360 video equipment, experience in using the equipment on the road, post processing of 360 videos, transcoding the content and hosting it. He will also show the limits of the current 360 video technology.
Case study: How to create VR creative project from concept through content creation and editing of 3D models
When creating VR projects for our clients, we use the experience we have from the "classical PRESENTIGO" in which the last three years we created 2D + 3D presentations for business teams. Our VR projects in itself joins WOW factor! This is an incredibly exciting time!
Explanatory part where the dealer shows an important part of customer and product benefits. On top of that the trader has available a variety of infographics improving the overall impression and understanding of the presentation.
Company management in VR
Is it really possible to control a company through virtual reality? Are there any benefits or is it just a fad?
Business nowadays is about data. You need them to understand your company and your market. Tools like Tableau, PowerBI or Google Analytics took business analytics to the edge of possible. Is 3D next logical step or is it just a complication in a way how human brain consume data abstractions?
Vojta is a founder in startup Stories which takes data processing and visualization to yet another level by graphing business problems and networks between them. He will talk about challenges and real business needs of C- level managers consuming their daily amount of data.
Content in VR
Education in VR
Classrooms are great. No rain, no wind, moderate temperatures, a great place to learn. Altough those rooms are also incredibly unstimulating, boring. Transporting students to new interesting environments makes a huge difference. Their minds open up and they actually see the things and phenomena no matter how small, big or abstract. Let's make it a personal experience to remember. They can create. Printing press made books available and was huge for education. What is the printing press of VR and how to scale to most schools globally? We think we know.
Case study: Education in AR
Investment in VR
The facts that the biggest projects in VR AR are happening in US or Canada, that Asia is advancing fast and that Chinese government is hugely supportive of this industry are all well known. Nevertheless, Europe is waking up as a sleeping giant: the research projects and industrial applications were happening in Europe since the 90’ and in some cases even earlier and countries like France, UK or Germany are now stepping out of shadow as global players. I will be looking at some key projects and trends, pointing out the underlying reasons why some places do better than others. I want to also look at some examples of successful investments into start-ups and reflect if the grow-to-sell is the only business model that works these days.
Keynote projectin from stage 1
How to compete with the world's top developers of VR hardware
A description of the path and a summary of the knowledge and competencies needed to make one's own VR headset. Introducing what VRgineers are working on, what and for who it is, how we're doing and where we are heading.
VR in Škoda auto
Virtual reality has been used in the automotive industry for many years, and the scope of use is growing, because VR technology allows faster and cheaper car development. Nearly all areas of development are covered now, from styling, through mechnical desing to production preparation. VR techniques are also used in other areas: production line planning, service or quality control training, in marketing for creating photorealistic images and videos, 3D car configurator, and more.
Augmented Reality - the new boom and what is behind
Augmented and mixed reality - what it is, how it differs from virtual reality
Augmented reality before: tablets, smartphones, and markers
Use of smartphone augmented reality and its advantages
New AR technologies: sensors, movement tracking, room mapping
New AR technologies: Microsoft HoloLens
New AR technologies: Google project Tango
Other AR technologies: Vuzix, Epson Moverio
Augmented reality use cases in industry, manufacturing, and logistics
Augmented reality use cases in public sector and healthcare
Augmented reality in education
Games with augmented reality
Challenges in augmented reality projects
Hololens: principle, features, applications and future
Difference between VR and AR
How its made
Disadvantages and limitation
Our plans and collaboration
Immersive 3D spaces vs. VR 3D HMD systems
Virtual reality and head-mounted displays (HMD) celebrates more than 20 years. It used to be a domain just for military and “NASA” business. Today everybody has the chance to have special HMDs and look-through AR displays (glasses) at home. It dramatically changed both consumer approach to virtual reality and industry needs in general.
We present today's status of immersion spaces (CAVE, immersive desks and walls, domes…) from the practical point of view, we show real examples and applications from installations in Czech Republic and surrounding countries. We will discuss real customer applications and various limitations of technology. The focus will be concentrated to VR 3D HMD as ‘new’ publicly perceived phenomenon and how it affects professional business. We are going to show some real examples from dome/planetarium business and air/automotive industries.
There are still many limitations of VR, we discuss some of these problems and we try to predict future development in this area. We mainly compare ‘old mistakes’ from 90's and how to avoid them today…
Grandpano Neuroplasticity in practice of Virtual reality or how to fool your brain
Multiplatform VR applications across all fields :Real Estate, Events, Education, Marketing solutions, etc.
Creating unique experience and positive-shared emotions that will bring unexpected results.
What is neuroplasticity, how does it work? Its influence for Virtual reality.
Gamification, UX in VR.
Case studies and Insights
Is it possible to earn money in VR?
Key problems in VR in terms of target audience. Blue Effect Postmortem - the development of the first Czech VR game.
Augmented Reality in Robotic Surgery
Surgery has greatly changed in the last 30 years, from open surgery to keyhole surgery and now in the 21st century the advent of robotic surgery. Augmented Reality is set to continue this evolution to better treat patients by guiding surgeons around the anatomy, showing them where to cut and where to avoid. Join Mirek Janatka, a researcher in Surgical Robot Vision from University College London, as he explains what robotic surgery is and introduces how Augmented Reality could soon be used in the operating theatre.
Presentation Virtual Reality and Eye disorders
The presentation mainly points at VR and the revealing of hidden or unconscious eye disorders. It is approaching and listing basic eye disorders, which are possible to reveal thanks to VR glasses, further it describes the individual disorders and the visual quality. It focuses mainly on the hidden strabismus, microstrabismus, amblyopia, big refractive differences, astigmatism,, the dry eye. The presentation recommends how to behave with eye disorders, and how to correct them. It describes the process of 3D vision. The paper ends with world’s surveys connected with VR.
The influence of HW on VR and its future from the point of view of the Intel company
Vít Jedlička - Liberland
Liberland is a sovereign state that originated on the borders of Croatia and Serbia as a result of a border dispute. There is no state seeking this area along the western bank of the Danube - and, as a "terra nullius", i.e. the land of anyone has allowed the emergence of a new state.
So far, it has become a bit virtual (it has tens of thousands of members from around the world and hundreds of thousands of fans and supporters). Our friends from octopusengine thought less than a year ago that Liberland was as good as having a version in virtual reality. We took advantage of the model that came from the large urban planning contest for the form of Liberland. And this model - and the first VR version - we want to introduce to you at the CZECH VR fest.
Liberland's motto is "Live and Let Live," because Liberland has a great deal of personal and economic freedom for its people. This is what we will do in the next versions in VR that will be multi-user.
The future of social VR: (Re)building communication bridges and ties
Future development of new technologies and increasing use of social networking in virtual reality may influence and potentially change the use of collaborative work and communication between individual members of globally dislocated teams. Brief analysis of past developments in the field of social VR and research development trends that will be implemented in near-by future will be introduced and discussed.
Architektura ve VR
New reality - VR, ML and IoT
At octopusengine.org, we are discovering the untapped possibilities that VR offers. We are not trying to replicate the real world for 100%, we try "on the contrary" to create something completely new.
We see the basic potential not only in display options but in interactions. At the same time, we want to emphasize actual data from the real world (from large databases and spreadsheets or the Internet of Things)
We experiment with original controls, visualizations of information and yet we go deeper through the method of trial and error to the very essence of virtual reality.
Vojenství a VR
Virtual reality as a tool for testing and therapy in neuropsychiatry: 2D or 3D imaging?
Virtual reality is increasingly emerging as a tool for testing and treating of psychiatric illnesses. The quasi-realistic view of real life situations, which can significantly increase the ecological validity of therapeutic methods, is the key. The 3D image is the foremost interest, with the undisputed advantage of increasing immersion, or nesting, and thus the expected effect of therapy. The lecture will be devoted to mechanisms of increasing immersion and their suitability for clinical use.
Programme ETA - Research on societal challenges and opportunities of the 21st century
Social sciences and humanities including art and design are characterized as an area through which the current society obtains self-reflection and knowledge about itself in today's changing world. By co-developing new or improving existing products, procedures, processes or services, social sciences and humanities contribute to the quality of life of the individual and society. Dynamic social changes are driven by, among other things, the development of digitization, Internet, Virtual Reality, Robotics, Cybernetics, Artificial Intelligence and other emerging technologies. In addition to economic impacts, they have impacts on the social and cultural life of man. This presentation will focus on the conditions of the first public tender of the programme, which will focus on developing the innovation ecosystem in the social sciences and humanities.
Second Day - 25.5.
VR: Beyond the Novelty
The initial experience of VR is one of awe and wonder. It excites and astounds. Then the novelty wears off, and the HMD comes off. Is there a future for VR beyond the novelty?
Let's build an EditorVR tool together!
EditorVR released as an experimental feature for Unity just before the holidays last year, allowing VR authors to create VR inside of VR. Your own VR project may require custom tools in order to aid in the creation of content and for your artists/designers to be most productive. Amir Ebrahimi, technical lead on the project, will show you how to create custom tools using the EditorVR framework and also provide some of the design philosophy behind the architecture.
The possibilities of displaying the output of VR applications in internet browsers, which are offered to us in the present time. Which are the obstacles of creating the WebVR content in Unity 3D tools, PlayCnavas, A-Frame for desktop and mobile internet browsers.
(We will prepare a practical demonstration on 3 domains for each of these 3 tools)
How we use VR to break the laws of physics
Tomas "Frooxius" will reveal how to create awesome xR apps and experiences. As one of the few original pre-DK1 era developers, creator of beloved SigtLine mind bending experiences, countless award winner, with first hand Silicon Valley experiences, you can take his word on it. “The thing about VR is that it’s a very different medium from a computer screen, so all the other design practices that you are familiar with don’t transfer well. Even if they do, they don’t truly utilize the potential of new technology. It doesn’t matter if you are designing games, educational or social experiences.
Bohemia VR. The game maps Czech historical monuments using technology called photogrammetry. Castles can be seen in virtual reality even from completely inaccessible places. Traveler in Time - " The Player" - has the task of finding a number of relics in each locality with time travel and teleportation. After scrolling the relics, the player can learn more about these rare items and keep them in their own depository. The whole virtual tour will be accompanied by a raven who can be trained to help search the relics. The game aims to popularize the history of the Czech Republic in a modern and entertaining way.
However, because the virtual and mixed reality is very young, he decided to popularize it with lectures and started a YouTube channel where he tries to bring the development of virtual reality to a wider audience.
Case study: Intermedia in VR
Case study: The Virtual See You Later Gallery project – Contemporary Case study: art in virtual reality
In its new project, See You Later Gallery aims for its own transformation and re-creation within the new environment of the medium of VR. At the same time, it has one more significant ambition. The project seeks to enable contemporary artists and animators, musicians and other creators to create a unique site specific work in VR, which would (the same way as it would do in the actual See You Later Gallery) confront the mystery of death. Environmentally focused projects with educative overlap, such as an encounter with the extinct species of animals, will be given significant attention. The contemporary art will be granted its space as well. The very first site specific artistic work in VR in the Czech Republic is produced by Josef Bolf. Frightening city of dark dreams, an idea based partly on the author's imagination and partly on his already existing paintings, is currently being “built”.
Virtual reality as a medium of art has been looking for its firm place among the possible means of expression for a few years now. Artworks vary from 3D “paintings”, to complex virtual environments within which the viewer moves around freely. With the proceeding development of tools for an active control of the VR application, experiments with the audiences’ interactivity start to appear.
There is no other institution or individual in the Czech Republic working with virtual reality as a new medium the way See You Later Gallery does. Therefore, this project has a potential to significantly expand the possibilities of VR within the field of contemporary art. It is currently in the form of a prototype, and its further development is dependent on securing of sufficient funding.
Case study: THE VIEWER AS THE PROTAGONIST AND DIRECTOR OF THE NARRATIVE OF THE FUTURE
Since beginnings, film was intended for a passive viewer depended on his/her identification with protagonists. Today, virtual reality, rather than enabling mere observation from a distance, allows the viewers to act as “passengers” – protagonists in the midst of the events. The cinematographer becomes a mechanical switch, the director is a concept maker rather than being a god who decides what the viewers will see. On the other side he/she has the ability to create seemingly complex worlds. With the intensity of the experience, the author has a greater responsibility for the viewers and their health. How do you deal with this?
Case study NaFilM: Use of VR in informal education
This case study will focus on the use of virtual reality in the film exhibition curated by the NaFilM: National Film Museum project. The technology is used to showcase what virtual reality techniques looked like in the early 20th century. In the exhibition there is an immediate connection between modern technologies and the prehistory of media - where the medium itself is the content and creates new meanings. We will present the historical context surrounding the new attractions and technologies of the world fairs, the concept of immersive experiences and their evolution over time, and our experiences with the development of the content and structure of this particular use of VR in informal education.
Case study DUST: VR as a medium for contemporary dance
The piece is inspired by how almost every element on Earth was formed at the heart of a stardust, including our bodies. It invites the audience to experience dance performance from the perspective of eternal particle, float in the immediate presence of the dancer and explore the fragile world which immerses them visually, as well as physically and emotionally.
DUST combines volumetric recordings of dance, photogrammetric imagery and live-stream, which positions it alongside the innovative works in the field of VR / MR.
DUST was exhibited in renowned Victoria & Albert Museum in London, Pervasive Media Studio in Bristol, presented at Somerset House, Bartlett and Sensorium conference. It was featured in Creative Applications, Creators Vice and Prosthetic Knowledge.
Case Study UMPRUM: Virtual Reality Teaser for Horror Movies Festival
This is a case study about creating a visual style and VR teasers for the horror movie festival Massakr. The studio assignment was completed during the winter semester 2016/2017 in the studio of Graphic Design and Visual Communication, at the Academy of Arts Architecture & Design in Prague. Why was it important for students to introduce themselves to the world of virtual reality? How does graphic design relate to VR? What does it take to devote a semester to creating VR movies? What were the results and outcomes, and was the students efforts worth it?
E-sports or what is the life of the young generation today
The world of computer games has been experiencing a revolution in the recent years. Thousands of players around the world are earning more than top managers by playing games on PC, and it does not seem like this trend is going to change in the near future. Why would it. In a single tournament, the best players compete even for 500 million Czech Crowns. And so, e-sports, as the professional PC gaming scene calls itself, attracts an increasing number of new players every year.
Malování ve VR Etnetera
Karel Cettl - Etnetera
Marek Kulkovský - Etnetera
Czech VR League Finals
Czech VR League follows the trend of progaming scene, which has is uses in virtual reality as well. Therefore, we opened qualification tournaments throughout all Czech Republic, which selected the best candidates for Czech Republic champions in virtual reality.
The game discipline became the highly praised representative of VR games - Space Pirates Trainer - inspired by renowned arcades. The goal is simple - to shoot and not die. The top scorers are defending their talent at the Czech VR Fest on the evening of the second day, May 25th. Visit Stage 2 at 3PM, where you will witness how the history of virtual progaming is written until 6:45PM.
The aim of the lecture is to acquaint the general public with the specifics of the AR with an emphasis on the technical aspects of the development of the applications using this technology, as well as the general comparison of the possibilities and the limits against the VR and the indication of the possible merger of the two approaches.
Video production: 360°
Film producer Jakub Pinkava and director Adam Martinec will take you on their personal journey through learning and using a new technology, searching the right content and purpose of spherical videos. From development, through production to distribution, the technology has to be taken in mind with all of its benefits and disadvantages. In cinema, it has always been like that and will never be different.
3D content creation
VR in serious games
The talk will focus on how modern VR devices can be used in Serious games for training military. It will be based on author's personal experience with working on VR related projects in Bohemia Interactive Simulations during 2016. The talk contains theoretical part of how VR can be used as well as technical part about implementation challenges.
Human anatomy VR
The development and process of designing UI / UX and 3D content of medical VR applications for the platform Samsung GearVR from the perspective of VFX Artist.
Vývoj na Hololens
Matěj Istenik - Inloop
Ownership and the legislation
Worldwide patent database Espacenet shows thousands of patents from the area of virtual reality. World of industrial property rights protection – is not illusion, it is real and useful. Everyone who wishes to engage in research and development, even in virtual reality, should find out what has been already found before. Not to waste energy and money on inventing what has been already invented, to avoid violation of rights of the others. If one manages to come to innovative solutions he or she should protect them properly. Therefore, the question of optimal use of industrial property rights system is for every researcher, developer, designer, entrepreneur relevant and essential.