VRDC Fall 2017 Schedule Scheduler | 'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck

VRDC Fall 2017 Session Scheduler

View, browse and sort the ever-growing list of VRDC Fall 2017 sessions by pass type, track, and format. With VRDC Fall 2017 Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our Mobile App. You can download the app on iTunes or Google Play.

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    • Thursday | 10:00am
    • 1, 10:00am - 11:00am
      Location:  Continental 4, Ballroom Level, Tower 3
      Speakers:
      Daniel Citron (Google), Rob Jagnow (Google), Cy Wise (Owlchemy Labs)
      Format: Lecture
      Track: Games & Entertainment
      Pass Type: VRDC Pass
      1, 10:00am - 11:00am
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speaker:
      Nathaniel Guy (NASA Jet Propulsion Laboratory)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
      1, 10:00am - 11:00am
      Location:  Continental 3, Ballroom Level, Tower 3
      Speakers:
      Adam Orth (First Contact Entertainment), Dirk Van Welden (I-illusions), Will Smith (FOO), Chris Pruett (Oculus VR)
      Format: Panel
      Track: Games & Entertainment
      Pass Type: VRDC Pass
    • Thursday | 11:30am
    • 1, 11:30am - 12:30pm
      Location:  Continental 3, Ballroom Level, Tower 3
      Speaker:
      Noah Falstein (The Inspiracy)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
      1, 11:30am - 12:30pm
      Location:  Continental 4, Ballroom Level, Tower 3
      Speakers:
      Devin Reimer (Owlchemy Labs), Alex Schwartz (Owlchemy Labs)
      Format: Lecture
      Track: Games & Entertainment
      Pass Type: VRDC Pass
      1, 11:30am - 12:30pm
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speakers:
      Adam Glazier (Google), Nadav Ashkenazi (Google), Per Karlsson (Google)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
    • Thursday | 2:00pm
    • 1, 2:00pm - 2:30pm
      Location:  Continental 4, Ballroom Level, Tower 3
      Speaker:
      Aruna Inversin (Digital Domain)
      Format: Lecture
      Track: Brand Experience
      Pass Type: VRDC Pass
      1, 2:00pm - 2:30pm
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speaker:
      Harvey Ball (VRTK)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
    • Thursday | 2:45pm
    • 1, 2:45pm - 3:15pm
      Location:  Continental 3, Ballroom Level, Tower 3
      Speaker:
      Scott Montgomerie (Scope AR)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
      1, 2:45pm - 3:15pm
      Location:  Continental 4, Ballroom Level, Tower 3
      Speakers:
      Dan Rubenfield (VREAL), Brett Holton (VREAL)
      Format: Lecture
      Track: Games & Entertainment
      Pass Type: VRDC Pass
      1, 2:45pm - 3:15pm
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speaker:
      Rick Davis (REWIND)
      Format: Lecture
      Track: Brand Experience
      Pass Type: VRDC Pass
    • Thursday | 3:45pm
    • 1, 3:45pm - 4:15pm
      Location:  Continental 3, Ballroom Level, Tower 3
      Speaker:
      Serafina Pechan (Alkaline Games)
      Format: Lecture
      Track: Brand Experience
      Pass Type: VRDC Pass
      1, 3:45pm - 4:15pm
      Location:  Continental 4, Ballroom Level, Tower 3
      Speaker:
      Mike Booth (Facebook)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
      1, 3:45pm - 4:15pm
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speaker:
      John Austin (A Stranger Gravity)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
    • Thursday | 4:30pm
    • 1, 4:30pm - 5:00pm
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speakers:
      Rob Morgan (Playlines), Dustin Freeman (Playlines)
      Format: Lecture
      Track: Brand Experience
      Pass Type: VRDC Pass
      1, 4:30pm - 5:00pm
      Location:  Continental 3, Ballroom Level, Tower 3
      Speaker:
      Mahdi Azmandian (Mixed Reality Lab, USC Institute for Creative Technologies)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
      1, 4:30pm - 5:00pm
      Location:  Continental 4, Ballroom Level, Tower 3
      Speaker:
      Kim Pallister (Intel)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
    • Thursday | 5:15pm
    • 1, 5:15pm - 5:45pm
      Location:  Golden Gate 7, Lobby Level, Tower 3
      Speaker:
      Jim Toepel (Mindshow)
      Format: Lecture
      Track: Games & Entertainment
      Pass Type: VRDC Pass
      1, 5:15pm - 5:45pm
      Location:  Continental 3, Ballroom Level, Tower 3
      Speaker:
      Arno Hartholt (USC Institute for Creative Technologies)
      Format: Lecture
      Track: Innovation
      Pass Type: VRDC Pass
      1, 5:15pm - 5:45pm
      Location:  Continental 4, Ballroom Level, Tower 3
      Speaker:
      Hannah Gamiel (Cyan, Inc.)
      Format: Lecture
      Track: Games & Entertainment
      Pass Type: VRDC Pass
  • 'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck

    Location:  Continental 3, Ballroom Level, Tower 3
    Format: Lecture
    Track: Games & Entertainment
    Pass Type: VRDC Pass - Get your pass now!
    Vault Recording: TBD
    Audience Level: Intermediate

    To succeed, MR games must transform from cabinets of curiosities to fun emotionally compelling interactive narrative spaces. Advances in input, displays, and AI open up vast new opportunities in game design and narrative. In this talk, attendees will time travel to VRDC Fall 2020 and take a peek at the 3 MR games many will want to play. The talk features 3 compelling future MR scenarios to illustrate 5 core MR design techniques. The speaker will dive deep into the design requirements for compelling MR that takes advantage of virtual world overlays, depth maps of existing terrain, NPC and object interaction, and character customization.

    Takeaway

    MR developers will take away 3 concrete actionable toolsets. First the MR world's terrain, frame, and event triad and how it shifts from traditional games. Then the MR immersive narrative framework replacements for traditional game and story progression. Finally, the MR AI requirements to feed and drive the MR narrative engine.

    Intended Audience

    Developers interested in creating interactive MR narrative spaces that challenge traditional definitions of game design and 360 films. These MR experiences create situational and embedded narratives avoiding the choose your own adventure interaction and dreaded cut scenes to give more meaning to play.