April 22nd - 23rd
Portland, OR at OMSI
Don't miss your chance to attend this amazing conference
Design Reality’s Immersed Conference is scheduled for April 22nd-23rd at the Oregon Museum of Science and Industry (OMSI). The two-day AR/VR conference will explore the current state of the Immersive Technologies and their impact on how we work, live, learn, heal, and consume. Design Reality builds on its monthly premier immersive tech event series to produce a conference offering a multitude of insights and opportunities.
Sunday, April 22nd
Monday April 23rd
IMMERSED CONFERENCE SCHEDULE
Who Should Attend?
- Business Professionals in all industries
- Entrepreneurs, Investors and Influencers
- Designers, Developers and Tech enthusiasts
- Storytellers and creatives
Why should you attend?
Attendees will benefit from insightful takeaways delivered through educational workshops, expert speaker presentations, use cases for various verticals, and demonstrations during the expo.
Attendees will have the opportunity to:
Collaborate - meet innovators, entrepreneurs and thought-leaders
Experience - new immersive technology, expo demonstrations
Network - with multi-industry professionals, experts and thought-leaders
Learn - new perspectives and how to apply it to your professional path.
Topics to be explored include:
- The overall state of the AR/VR industry
- Medical and Mental Health Applications for Immersive Tech
- Education and Critical Thinking
- Navigating Legal Matters for the AR/VR Industry
- 360 Film and Post Production
- Architecture, Engineering, and Construction
Featuring an opening key note Monday morning from Voice of VR's Kent Bye!
Opening Keynote - Voices of VR Podcast
Dr. Juliette Levy
The University of the 21st Century: Immersive Learning through Immersive Technology
Educational Technology is a significant part of the contemporary higher education ecosystem, which will only continue to expand to accommodate more platforms and metrics. But beyond delivery and measurements, how will technology improve higher education? Can we be better teachers in VR? Can we be better learners in VR? Does VR make us smarter? Juliette Levy is associate prof of History at the University of California, Riverside and has been adopting technology in the classroom for the past 10 years and will discuss her experiences with VR. Currently, she is collaborating with Portland based studio Shovels&Whiskey on a learning module in VR that allows students to experience and critically assess a text. Follow her on Twitter @profjuliette
HP - Applications of Virtual Reality in Healthcare
With advances in computer technology and software sophistication, the robustness and pervasiveness of VR solutions continues to progress. Healthcare-minded technologist are producing more impactful experiences for users and more clinically relevant applications. In this session, Fran Ayalasomayajula, HP’s Global Healthcare Lead for Population Health Information Technology and Innovations will take us on an exploration of virtual reality in healthcare, beginning with an overview of the technology by market segment, including medical education and training, patient education, surgical planning and digital therapeutics. Through an examination of these use cases, along with citations related to the clinical efficacy of virtual reality, attendees will gain an appreciation for the vast and growing areas of potential adoption and business opportunity.
For over 20 years, Fran Ayalasomayajula, executive healthcare strategist and technologist, has been dedicated to serving the interests of populations around the world in an effort to improve the quality of healthcare, provision access to healthcare, and increase health literacy and patient engagement.
Currently the Global Healthcare, Population Health Information Technology and Innovations Lead for HP, Inc., Fran directs the organization in the development of strategies and innovations designed to advance and deliver improved clinical outcomes and better population health. Prior to HP, Fran worked for major healthcare institutions, including WHO, CDC, BMS, and UHG. Fran holds degrees in epidemiology, public health, information technology, and certification in project and clinical trial management.
Using AR and VR to Showcase Brands
With consumers expecting and responding to enhanced and immersive visual experiences, how will you work with your clients to shepherd their brands and products into these new mediums? Join Portland 3D animation and VFX studio 9iFX for a discussion on how to incorporate VR and AR technology into your agency’s toolkit. We will look at concerns around maintaining brand integrity and creating a solid business case for these new technologies. We will also look at specific examples of successful outcomes in this area. Low cost tools and options will be presented to allow you to get started in providing this service, as well as a discussion around best practices for aligning with a technology partner to add these capabilities to your agency.
If you have an eye to the future of visual storytelling and communications, you will want to attend this seminar to get started in the right direction.
Keith is a 20 year veteran of the digital media and agency world. His strongest role is that of a “translator”, bringing together the languages of design, technology and business intelligence. He has also worked as an educator, teaching in Communications and Liberal Arts at the college and university level.
He currently works as the Business Development Manager at Portland 3D animation and VFX studio 9iFX, where he enjoys bringing clients to the world of visual storytelling
Torch - Game development has never been easier. And that's 3D's problem.
Did you realize screens have been the primary interface for computing for nearly 50 years? You are probably reading this text on a screen right now! Emerging technologies like Augmented Reality and Artificial Intelligence hold the potential to make our interactions with technology more contextually aware and dynamically integrated to our physical world. Paul will explore how game development tools became the default workflow for immersive applications and why that may ultimately keep us glued to our screens if we don't also evolve the creative development process.
Paul Reynolds is CEO and co-founder of Torch creating immersive prototyping and design tools for professional creatives. He has over 18 years experience in the video games and interactive 3D industry. Prior to starting Torch he was at Magic Leap for nearly 3 years as Senior Director of SDKs and Applications. He lives in Portland, Oregon with his wife Ashley.
WILD – My job is to make you powerful.
XR is cool technology that feels like the future, but why should we care? The hardware is expensive, bulky and the software is experimental. For spatial computing to take hold on society we must create experiences that extend beyond the novel and empower the people that choose to participate. Technologies that distract us can have a moment, but those that elevate us will create a movement. On the other side of this work is an experiential age where our technology will exponentially advance our capabilities, intelligence, and connection.
Gabe is the Founder and CEO of WILD, the creators of Wildspace, a cloud-based realtime collaboration platform for designers to create and share spatial design in AR and VR. He has worked in spatial computing for over a decade building interactive experiences for brands including Google, Verizon, Nike, and Samsung. If you are still reading this you should follow him @gzeap and then consider joining the team at WILD.
Jerri Lynn Hogg, PhD
THE HUMAN BEHAVIOR SIDE OF IMMERSIVE TECHNOLOGY
While we are generating all kinds of new immersive technology, new ways of connecting, and new means for seeing the world around us we don’t really know the potential impact and to what extent it might be shifting our brains, our neuropathways, how we think, how we make meaning, and how we engage.
Virtual reality, augmented reality, and other immersive technologies are changing approaches in everything from clinical treatments and Autism therapy to e-coaching and behavior change. All this while facilitating high levels of personal efficacy. Core human fundamentals and awareness of the media technology landscape will be discussed through the lens of psychology and how used in tandem they can provide an illusion of nonmediation with positive outcomes.
Jerri Lynn Hogg is a media psychologist, director of the Media Psychology program at Fielding Graduate University, 2015 President of the American Psychological Association’s Society for Media Psychology and Technology, co-creator of Fielding’s Certificate in Brand Psychology and Audience Engagement , and co-author of Mad Men Unzipped.
She integrates her passion for branding, augmented/virtual reality, technology, and digital environments with research to advance the understanding of the positive use of media and technologies and their physical, cognitive, and emotional impact. Jerri Lynn is a coveted industry speaker and with over 50 scholarly presentations on media psychology, is a pioneer in the field of Media Psychology. She recently spent six months working with the U.S. Department of Defense Global Operations on an anti-terrorism simulation using narrative psychology to degrade and counter terrorist messaging in Iraq, Syria, and North Africa. Her current focus is on brand psychology strategies; augmented and virtual environment design solutions; and narrative messaging for positive change.
Jerri Lynn is a frequent expert speaker on immersive media (ISMAR, AWE, Digital Hollywood, & American Psychological Association) with several publications on augmented and virtual reality including “Cognitive Design Considerations for Augmented Reality”, “Audience Profiling: Engaging in the AR/VR/Realtime World”, “ What Is the Real World Anyway? Exploring Design in Built and Virtual Worlds?”, and “Sense of presence”.
You can find her on Twitter @HoggJL. She also authors a blog for PsychologyToday.com called “The Digital Life.”
Convergent Trends and Trajectories Impacting Immersive Tech
In order to grow or chart new career paths in Immersive Tech, there are new skills and tools you must learn in order to navigate the onslaught of rapidly changing technologies. Extensive research from MIT’s Erik Brynjolfsson and Andrew McAfee shows, beyond a reasonable doubt, that people are falling behind because technology is advancing so fast and our skills and organizations are not keeping up. It matters not whether you are a developer, designer, creative, storyteller, entrepreneur, or business professional. This presentation will discuss current trends and possible trajectories through 2050 and the tools and techniques needed to navigate your future.
With more than 25 years tracking technologies, launching dozens of products, spearheading initiatives and defining new markets, Adriana is a Technology and Innovation Catalyst across multiple industries and technologies. She has been quoted or featured in publications that include: The Milken Institute Report: ‘Minds-to-Market’, San Diego Business Journal and magazines like PM Networks, PharmaTech Europe, SmallTimes, Hispanic Business, and San Diego Magazine. Adriana has served as advisor and/or speaker at technology conferences and devoted 12+ years to philanthropy and to NanoTecNexus – an award-winning nanotechnology organization she founded in 2003.
With MarketTecNexus, a research and advisory practice, Adriana provides solutions and systems to help clients with strategic growth planning by strategically focusing on convergent technologies, trends and markets.
More speakers to be announced soon!
A NEW REALITY: Empathy, empowerment and embodiment in VR
This panel discussion will focus on research and use cases that demonstrate how virtual reality and virtual worlds are helping users feel empowered and more connected to others.
Diving into digital marketing and social media during its nascent stage, Lisa Peyton is today among the leaders in the field. Based in Portland, Ore., she serves as Intel’s Global Social & Immersive Media Strategist working alongside her regional counterparts to launch global campaigns that engage audiences worldwide. With over a decade of digital strategy experience, her work includes implementing successful campaigns for both B2B and B2C audiences for brands such as Intel Corporation, Alaska Airlines and Hewlett Packard Enterprise.
As a pioneer in the social media industry, Lisa has been both guided by the industry’s evolution and had a hand in directing it, capitalizing on the power of social media to increase her clients’ connection with their customers and achieve their overall marketing objectives.
Today, she is focused on new immersive technologies such as virtual reality and augmented reality to help drive relevant, branded experiences.
Her passion for both psychology and technology drove her to complete a Master’s degree in Media Psychology, furthering her understanding of how humans connect via digital platforms. Ensuring these underlying social needs are met across digital channels serves as the foundation and philosophy behind her work.
Shovels and Whiskey
Tawny Schlieski is a research scientist, and a virtual reality producer. She spent 17 years at Intel, including her most recent role as Director of Research for Client Computing. She is founder and president of the Oregon Story Board, a non-profit dedicated to building diversity and inclusion in the VR economy, and she runs Shovels and Whiskey, a VR prototyping studio in Portland, Oregon. Her work centers on new forms of communication and storytelling enabled by emergent technologies, including rethinking education and collaboration, creation and play, and immersive technology at work. Her recent partnership with the Royal Shakespeare Company on The Tempest delivered record breaking audiences, and two Innovation Lions at Cannes.
Tawny has a master’s degree in political science from Duke University, and has studied and worked in the theater throughout her career.
Donna Z. Davis
Donna Z. Davis joined the University of Oregon School of Journalism and Communication faculty in 2010, where she now serves as director of the Strategic Communication master’s program in Portland.
Davis earned her PhD in mass communication from the University of Florida, where she studied relationship formation in 3D immersive virtual environments. Her ethnographic research continues to focus on the potential uses of virtual reality, virtual worlds, gamification, and other emerging social media, with special interest in disability communities and advocacy. She is currently working on a three-year National Science Foundation grant studying both the potential positive and/or negative effects of embodiment in the creation of life experience, relationships, identity and community in social VR (see www.ourditigalselves.org ). She and her co-PI, Tom Boellstorff from UC Irvine are also exploring how the evolution of emerging VR technologies are changing those experiences.
She was also an inaugural faculty fellow for the SOJC Agora Journalism Center for Innovation and Civic Engagement, extending her work with people with Parkinson’s disease who participate in a support community in a virtual world. She also recently received Agora funding to study the role of presence and immersion in 360-degree video use on advocacy behaviors for an environmental organization.
WebVR - Intro to the Metaverse - Build AR/VR Apps Inside of the Browser
Stephanie is an Immersive Media Artist and 3D Designer focused on Social VR. Her goals are understanding the ontology of virtual spaces using a hands on approach, and partaking in a shapeshifter culture. In these new territories she is often present in a psychedelic or anthropomorphic form. Professionally, she has taught Digital Art and WebVR at universities, conferences, and the MIT Media Lab.
VR for Higher Education
How to develop engaging educational experiences.
Creating 3D objects and environments for VR/AR
Michael Miller and Keith Reinbold, 9iFX
Navigating Startup Law for Immersive Tech Companies
More workshops to be announced!
at Ground Kontrol
Sunday April 22nd from 7-9pm