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VR / AR: The Next Computing Interface and Platform

VR AR isn’t just about games anymore. VR AR is the next computing interface & platform.

This presentation will outline the state of the VR AR industry and why it's time for VR AR.
Recorded Sep 14 2016 27 mins
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Presented by
Kris Kolo, President, NYC Chapter, The VR/AR Association
Presentation preview: VR / AR: The Next Computing Interface and Platform

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  • Getting to Caprica - Making VR Really Usable Nov 29 2016 5:00 pm UTC 45 mins
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  • Understanding Strategies for VR/AR in Business – Methods and Cases Nov 29 2016 4:00 pm UTC 45 mins
    Prof. Mark Skilton, Warwick Business School & Strategic Leader in Digital Strategy, enzen
    The session will explore how this rapidly developing area of VR / AR / Mixed Reality and its position and convergence in the areas of advanced Customer Experience, Digital Asset Management and new A.I. led augmentation strategies starting to transform processes and experience.

    We introduce a novel approach to framing digital spaces and how to measure Augmented impact on performance metrics and then explore how this is further developing into A.I. Intelligent spaces and what this may mean for Business Operating Models and future work automation design in what is described as Intelligent Business Strategy.

    We include a few actual cases studies of how Cyber-physical systems driving “Digital Twins” are extending across processes and changing supply chain feedback and interaction for smart energy, smart design and new knowledge capabilities.
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    Can immersive reality actually help us better understand each other? Understand ourselves? How does human cognitive processing change, or become enhanced, once VR and AR are added to the mix?

    What does that mean for our (future) sense of self? What is the impact of literally ‘putting oneself in somebody else’s shoes’ and what that means for human empathy?

    Exploring recent findings on the treatment of phobias, PTSD and mental health issues using VR, and theories around the virtual-physical illusion of presence, this webinar asks how neuroscience has been affected and/or advanced by the development of immersive tech.
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    There is an arms race going on in the Virtual Reality world, and the stakes couldn’t be higher.

    In the upcoming VR boom, the platform that enables user-generated virtual experiences that are both social and shareable will become the next Facebook. And although we shouldn’t count Facebook itself out of this picture, right now it’s anybody’s game to win.

    In this talk I’ll look at four of the major players working to bring social VR to the masses, what they are going to offer, and how they hope to monetize. What gives them the edge, and why should we all care?
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  • VR / AR: The Next Computing Interface and Platform Recorded: Sep 14 2016 27 mins
    Kris Kolo, President, NYC Chapter, The VR/AR Association
    VR AR isn’t just about games anymore. VR AR is the next computing interface & platform.

    This presentation will outline the state of the VR AR industry and why it's time for VR AR.
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    David Mullett, Virtual Reality Content Innovator, Virtualize: david@virtualizevr.com
    We are on the doorstep of the biggest tech revolution in the history of the world. This new digital universe is a virtual reality ecosystem that is a convergence of a range of exploding technologies - virtual and augmented reality, AI, cloud computing, nano, wifi penetration - to name just a few. The radical toolkit provided by VR will transform every industry and sector across the board and even create new ones along the way.

    Every brand and company needs to start thinking strategically now about how they port their existing business into the new VR computation platform.

    - What is your VR strategy?

    - How can you bring VR to your business to create profound solutions that will define a next generation of your companies offerings?

    This talk will be big picture thinking around how you can 'virtualize' your brand and company with strategic VR innovation. We'll talk the types of things you need to be thinking about as we make the leap in the new virtual world web and beyond.

    Contact us: david@virtualizevr.com
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    David Burden - CEO, Daden Limited, an immersive learning and visualisation company
    There are a number of exciting ways in which Virtual and Augmented Reality can be used to visualise data.

    This presentation will look at 3 main approaches - the "virtual command centre", the "data space" and "annotated reality", and consider the pros and cons of each, and how they could be used with the current generation of VR/AR headsets, and how such systems may develop in the future.
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    Maren Demant, Immersive Experience Designer
    Founded by Winnie Christiansen and Maren Demant, Transceiving Reality X [TRX] merges Immersive Theatre and multisensory Virtual Reality for their project 'Empfaenger Verzogen". It aims to explore the interplay of virtual and physical environments to develop a format for Story-living that is driven by technology, personal interaction and sensory perception.

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    If a picture is worth a thousand words, what would an interactive picture be worth? What about an entire interactive world where you can learn, play, and experiment in a safe environment?

    Student engagement is not only a 21st century buzz word, it is an important step in getting students to take on the responsibility of their own learning. Engaging students is not a new issue but, thanks to technology, there are now new ways to bring more engaging content to students – one example is through AR and VR.

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    Ryan A Bell talks about the beginning of content creation in VR, how it fits into social and a very powerful case study of one nonprofit utilizing the empathy machine to reach the masses. Rob Crasco talks about the power of virtual worlds to empower people, bring them together and create true connections across the globe.
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    David Burden - CEO, Daden Limited, an immersive learning and visualisation company
    For years, even decades, people have talked about how virtual and augmented reality and technologies could be used in the classroom, but it is only with the current wave of consumer VR devices that there is in schools on a large scale is becoming practicable. But to be effective we need to understand the pedagogic basis on which such technologies can be used, and provide the tool for teachers to be able to create their own VR experiences tailored to their own students.

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    Alice Bonasio, Technology Author and Journalist
    VR is sometimes perceived as an isolating technology, where the user is cut off entirely from the real world in order to be fully immersed in the virtual one. Yet this doesn’t take into account how much of our lives are lived online, and how our identities and relationships are already built in connected virtual worlds. The Internet and social media have transformed every aspect of society by connecting people in ways that were previously unimaginable. Virtual Reality will build upon this interconnectedness, while at the same time making those connections much more compelling, meaningful and emotional. This introductory webinar will look at the unique aspects of the medium and ask how VR content producers can best leverage them to engage their audience.
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  • Title: VR / AR: The Next Computing Interface and Platform
  • Live at: Sep 14 2016 4:00 pm
  • Presented by: Kris Kolo, President, NYC Chapter, The VR/AR Association
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