On Saturday the showfloor stage (located at the very centre of Virtual Reality Show London) – is a place to discover all that this incredible tech has to offer, and learn from some of the hottest names working in VR today. The Showfloor Stage is open to all ticket holders. It will showcase a wide range of applications, with facts and figures, real-world case studies and product demonstrations that give attendees a unique insight into the latest cutting-edge developments… as well as a glimpse at what the future holds for immersive technologies.

Our scheduled conferences are listed below. If you click on your conference of interest, you can open a dedicated conference page with information on the agenda, speakers and the detail of the content each will be presenting.

SATURDAY 07 APRIL — SHOWFLOOR STAGE

ROYAL ACADEMY: PAINTING THE FUTURE: PHOTOREALISTIC VR FOR CULTURAL INSTITUTIONS

In celebration of its 250th birthday, London’s Royal Academy of Arts decided to explore VR technology as part of its ‘From Life’ exhibition. Royal Academy: Painting the Future (produced by Factory 42 for Google Arts and Culture and Sky Arts) is a collection of VR experiences explaining the journey of several artists creating artwork for From Life using VR.

London based studio Alter Equals took charge of the photorealistic 3D reconstructions of artists’ studios needed for the stories of Jonathan Yeo and Humphrey Ocean. The session explains how the high quality of the reconstructions were achieved and how such technique can be at the service of cultural institutions like museums, monuments, and art galleries not only to find new ways to engage their audience but also to improve the visit on site as well.

INTERACTIVE LIGHTSEEKERS DEMO

PlayFusion Ltd is an independent, employee- owned robotics & AI company, pioneering the future of mixed-reality connected applications. PlayFusion’s proprietary technology platform enables entirely new, compelling experiences that are seamlessly connected, telemeterised, and dynamic. Built from the ground up, our technology is the fastest, most ef cient, feature-rich, and robust of any product on the market today. Our team has domain expertise in the following areas: Computer Vision, Audio Recognition, IoT Hardware, Machine Learning, Deep Data, Trading Card Game Design and Toy Design. The team surprised the industry by using the technology platform to deliver Lightseekers (Digital Game, Connected Smart Action Figures and Full Trading Card Game) in retail stores in less than 2 years. Lightseekers was recognized as ‘Best of Show’ at New York Toy Fair and won 2017 TIGA awards for Best Small Studio and Technical Innovation.

Lightseekers, an epic action-adventure role-playing game, is a unique fusion of fantasy and reality, powered by PlayFusion’s proprietary technology. It integrates:

• A mobile game
• Smart AI-infused action gures • AR-enhanced trading cards
• An interactive TV show

All brand touch points in the universe interact with each other and crucially, every aspect is enhanced by PlayFusion’s AI & robotics technology, providing seamless, compelling, magical experiences for gamers of all ages. Lightseekers is set in the fantastical world of Tantos – a playful, vibrant, colourful world. Players are challenged to protect the world by thwarting the plans of the evil Umbron and to discover the secrets of a mysterious ancient race. Physical smart action gures help enrich players’ journeys and can even be used as a game controller! Cards, when scanned into the game, deliver immersive augmented reality experiences, reward players and unlock powerful in-game abilities.

Following the delight and surprise of Lightseekers, PlayFusion has also entered into a number of licensing arrangements for its proprietary technology platform with signi cant leading companies in the digital, games, toy and retail industries. Applications for PlayFusion’s advanced computer vision technology are unlimited. Driven by the competitive demands of the games industry the technology is constantly evolving and PlayFusion’s innovative team are already looking at applications in new market areas including:

• Automotive
• Education
• Medical and Health
• Manufacturing
• Sports and Leisure

and anywhere that enhanced reality solutions can be of bene t….. PlayFusion is an official BAFTA partner and is part of their VR Advisory group.

TESLASUIT: TOMORROW’S CHALLENGES SOLVED TODAY

This session will cover:

  • Smart clothing and technology convergence – the new way to approach corporate, emergency and logistics training.
  • Simulation and on-boarding.
  • Teslasuit early preview demonstration: haptics, motion capture, temperature control and biometrics.

ABOUT TESLASUIT

Teslasuit is a full-body haptic feedback platform for gaming and Virtual Reality. It can transfer sensation from the VR environment to a human body through electric impulses controlled by a mini computer (control unit) with an onboard advanced motion capture system.

Kodama is a 3D controller for Augmented and Mixed Reality. Enabled by our patent pending 3D tracking technology and software SDK, Kodama unlocks interactivity on headsets and screens. The product sells for both developers and consumers, like the iPhone apps model.

The Problem

What is the problem that your innovation is addressing?

Augmented Reality has the potential to replace the screens and monitors we use today.

In the same way that the classic 2D mouse unlocked the age of computing in the 80s, Augmented Reality needs to become a highly interactive experience.

Existing Augmented Reality solutions focus more on the visual and only feature limited interactions: pointers, sketchy hand gesture or pattern recognition or even no controls at all, resulting in a passive experience, limiting the range of what is possible with augmented reality.

Kodama enables Augmented reality to fulfil its full potential and promise.

The Solution

What is your solution to the problem? What are the key features of your technology product/service – how is it innovative?

Kodama has developed a physical 3d input device and a SDK solution:

-The device knows it’s position in 3D space and features touch inputs as well as haptic feedbacks, it’s gives a physical presence to the digital enabling users to manipulate 3D. The manipulation is intuitive: there is nothing to wear, users can just grab, move, and feel the digital through the haptic feedback.

-The tracking doesn’t rely on optics, it works in any lighting condition and the trackers can be hidden with hands.

-Our SDK enables content developers to augment their existing software solutions with the Kodama, or to simply create a new range of solutions that were not possible to develop without Kodama.

Kodama improves life and efficiency in the context of AR because it makes the medium fully interactive rather than passive.

Connor Jackson from 3Cubed will be addressing the skills gap in VR and discussing what employers look for in their ideal candidates, for VR professionals and industry newcomers.

3CUBED are a specialist search rm, working solely within the exploding industries of VR, AR, MR and AI. Based in Central London, they work worldwide, with an extensive network of clients and candidates across the globe. Founders Helen Brown, Harriet Grant and Alex Perry have almost 20 years of combined experience working in talent attraction in both large and small companies. They set up 3CUBED Search in the summer of 2016 with the sole intention of becoming the first specialist international search rm working solely within the Virtual, Mixed & Augmented Reality and AI industries.

Their aim is to work with the most exciting, forward-thinking and innovative companies in the industry. At 3CUBED, you’ll nd a dedicated team who believe passionately in honesty, integrity and professionalism as business fundamentals. They can often be found at industry events and expos and are available as a resource – both for those looking to work and those looking to hire. They’re able to provide a range of candidates from c-level / executives to producers, artists designers, new business and sales, to developers, computer vision experts, data scientists, researchers and much more. For candidates, they work with exciting and innovative start-ups, through to international tech giants, and will take the time to understand your individual needs and requirements, in order to place you into a role that supports both your personal and professional growth. They have transparent fee structures, simple contracts, offer to work on a contingency basis (you’ll only pay fees if they successfully place a candidate with you), and have a dedicated account contact for every client.

CAN WE TURN PATIENTS INTO PLAYERS BY CREATING AN IMMERSIVE AND MASS-APPEAL VR EXPERIENCE?

This is what Magic Moovr creators Dr. Rachel Gawley and Carley Morrow set out to discover when their proposal was accepted as part of a large European research project. Magic Moovr is an immersive Virtual Reality game and environment that adapts to the physical and cognitive ability of the player. This mass-appeal and socially inclusive ‘party game’ has been developed by researchers, game designers and health professionals to be accessible and entertaining for as many people as possible
in relation to ability/disability and age.

“Our ultimate vision is to empower patients and their loved ones by turning them into players and participants. Magic Moovr takes them out of reality and into a virtual world where they can see different, play different and be different.” AppAttic CEO, Carley Morrow

Taking expertise from neurological physiotherapists and a ‘game rst’ approach, Magic Moovr was developed using a design thinking process involving patients, clinicians, carers, and the general public. The game leverages next-generation Virtual Reality technology including the new Pico Neo, which is the rst all-in-one VR headset to have 6DoF head and controller tracking. The game is versatile and can leverage controller-less interaction and will be demonstrated using one of Leap Motion’s upcoming 180-degree embeddable VR/AR modules, which has been shared with AppAttic to showcase the power and simplicity of how hands in VR can potentially be used for stroke rehabilitation.

“We’re leveraging emerging six degrees of freedom (6DoF) mobile VR headsets and advanced hand tracking to create a fully immersive, wireless and controller-less experience. These near-future technologies are in advanced stages of development and are expected to become ubiquitous personal entertainment and productivity devices in the coming years.” AppAttic CTO, Dr Rachel Gawley. The game has been designed as part of MAGIC PCP, a Horizon 2020 challenge to research, develop and trial prototypes of novel applications and technology solutions that demonstrate potential to improve the physical function and personal independence, in the rst six months of stroke onset in the home environment.

CREATING IN A NEW WORLD – THE POWER OF IMMERSIVE ART

Digital art has opened up a whole new world of expression. This session will introduce immersive tech as a new medium for artistic expression, delving into the immense possibilities for creativity. It will address the challenges of creating in a 360° environment, of developing artworks that can be influenced by the viewer’s perspective and the need for a new concept of exhibition.

Moving beyond the mechanics and techniques of creating in 360°, our speakers will explore how the fusion of colour, shape, movement and sonic elements can create a journey for the viewer that allows a new kind of narrative within a single work.