THE DEFINITIVE EVENT FOR INNOVATORS IN VR/AR

Virtual and Augmented Reality are already capturing the imaginations of millions around the world. If you are passionate about creating games, films, ads, art, journalism and more with these cutting-edge technologies, then join us at the Vision 2016 Virtual and Augmented Reality Summit.

Vision VR/AR Summit is an all-new cross industry event for artists, engineers, programmers, designers, musicians, directors and producers, hardware manufacturers and researchers. It will be a unique event focused on furthering the knowledge base of anyone developing virtual and/or augmented reality content.

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AGENDA

  •  

    TBA ...

  •  
    Lunch
  •  

    1) Nvidia VR strategy and positioning
    2) VR Works Nvidia introduction and cooperation with Unity
    3) Funhouse Developing Platform introduction

    Robby Zhou
     
    - Nvidia
  •  

    TBA...

    Eric Shamlin
     
    - Secret Location
  •  

    Timoni West of Unity's Labs team will be discussing UX, input, architecture, and rendering lessons learned while putting Unity in virtual reality.

    Timoni West
     
    - Unity
  •  

    TBA...

    Chet Faliszek
     
    - Valve
  •  

    Virtual reality relies on the suspension of belief, on the manipulation of human perception to imitate a real life experience. It’s the execution of the craft that enables users to immerse themselves in the world presented to them, be it in a game, a movie or a brand experience. Niels Monsieurs, Executive Producer of MediaMonks Shanghai will shows us the craft, technology and attention to detail required to make virtual reality real. Using examples of their award-winning work, Niels will demonstrate the depth of knowledge, advanced technology and skilled craftsmanship that brought the likes of Etihad and Greenpeace to virtual life.

    Niels Monsieurs
     
    - MediaMonks
  •  

    1) PlayStation®VR introduction
    2) The VR user experience and future potential
    3) How can VR content creators leverage the PlayStation®4?
    4) PlayStation®VR technology highlights
    5) VR business and vision

    Takehito Soeda
     
    - Sony Interactive Entertainment Shanghai Ltd
  •  

    Game is an interactive media we all love. Touching and looking the 3D object in VR is fascinating but true depth of gameplay immerses with being able to freely approach or avoid the object and situation on your term rather than just waiting it comes to you. JOYCITY jumped into the VR game experiment from 201 and we challenged free locomotion in VR with our game Gunship Battle 2 VR. Come and find out how we approached the free locomotion in VR without VR motion sickness we all worry about.

    Chan Hyun Kim
     
    - JOYCITY
  •  
    END OF DAY 1
  •  

    TBA ...

  •  
    Lunch
  •  

    TBA...

    Michael Hjorth
     
    - Starbreeze Studios
  •  

    TBA...

    Alvin Wang Graylin
     
    - HTC
  •  

    This presentation will share the development of the NetEase's first Daydream Google platform mobile VR game "Twilight Pioneers". "Twilight Pioneers" is a made with Unity game, and also the first listed game on Google Daydream platform. The presentation will share the development, solvement of difficulties, similiarities and differences with the traditional game development.

    Shen Wendi
     
    - Netease Game
  •  

    Virtual reality is changing ways of creating and consuming traditional media such as videos. The immersive experiences produced by 360 videos open up new opportunities for everyone in the industry. Application areas range from journalism, entertainment, education, real estates to numerous other industrial and business use cases. Samsung has been involved with the entire ecosystem around this new emerging media with introduction of GearVR, Gear360 camera, and the SamsungVR content service. We will talk about Samsung's vision and how we think the VR media industry is shaping up.

    Taeyong Kim
     
    - Samsung
  •  

    In 2016, the VR development is still on an early stage, and the whole industry is experiencing a gradual cooling process, its future is still full of uncertainty. However, it is encouraging that many new product form and technology direction are still emerging and evolving, and we have a strong desire of the integration between the virtual world and the real world. With such a situation and the future we are looking for, how to rationally evaluate the boundaries of the current VR product? And how to predict VR in the medium and long term evolution? Which technical direction will become the main bottleneck of the iteration of VR products? How to make a product with good user experience under the restriction of the existing technology? For these topics, Jiesi Ma, the Director of Product in Xiaomi VR, is going to share his opinion with you.

    Ma Jiesi
     
    - Xiaomi VR
  •  

    TBA...

    Jonathan Flesher
     
    - Baobab Studios
  •  

    The industry application integration experience of virtual reality + the real economy from start-up period to the present during VR 2.0 ; A number of technological innovation achievements in industrial development process ; The strategies of virtual reality to help the cultural and entertainment industry transformation are presented from the perspectives of content innovation technology, platform transmission technology and interactive application technology; Outline the next generation of human-computer interaction platform and the information industry revolution industrial development map from the industrial pattern of upland.

    Wen Junlei
     
    - Chinese Academy of Sciences
  •  
    END OF DAY 1
  •  

    TBA...

    Kelly Liu
     
    - WestSummit Capital
    Mike Lewis
     
    - Vive X
    Tipatat Chennavasin
     
    - The Venture Reality Fund
    Yoda Inoue
     
    - Colopl VR Fund
    Koh Soo Boon
     
    - iGlobe Partner
  •  

    At Dr. Panda we develop mobile games that help children to learn about the world. Creation of interactive content for a younger audience, while very rewarding, comes with its own unique set of challenges. As smartphone penetration is reaching an all-time high and interest in AR grows exponentially, we look into approaching this technology from a kid’s perspective. Throughout our presentation, we will share with you our mistakes and what we have learnt during the development of AR enabled physical toys and digital apps for a very young audience.

    Lukasz Wolinski
     
    - Dr. Panda
    Adrian Rutkowski
     
    - Dr. Panda
  •  

    Meet Daydream and Tango, Google's new platforms for high-quality mobile VR and AR. Google Head of AR/VR Strategy, Steven Kan will share insights on Google's AR/VR strategy and how to create great content for Daydream and Tango. Let's make great AR and VR for everyone.

    Steven Kan
     
    - Google
  •  

    Art is an advanced product derived from human social development, it has the ability to change the world. Games are called the ninth art, but compared to the other eight kind of art, it has only 30 years development history and there is still a long way to go. We do believe that after the exploration, it will make its own contribution for social development. Based on its widespread popularity, it's not hard to image that how big the influence it will make in future. The topic I want to discuss is "To look ahead the future from the big screen game, AR and VR. What will the games look like in future? How to take the entertainment experience into next level? "

    Yao Kun
     
    - Viva Games
  •  
    Lunch
  •  

    TBA...

    Wu Yongmin
     
    - Net Dragon Websoft
  •  

    With the national development strategy of Internet Plus, Industry 4.0 and the fast growth of many new technologies, Artificial intelligence, natural human-computer interaction have already became an important part of the digital transformation. Microsoft call out the “Conversation as a Platform” concept in BUILD 204, it makes AI be more smart and easy to use. In this session, you will learn: - How to use Bot Framework to bring in the human-computer interaction revolution. - Microsoft Cognitive Services makes your app, bot, and service smart.

    Wang Bo
     
    - Microsoft
  •  

    MPC (More Personal Computing) is leading the new HCI. Under this topic, Microsoft covers Ink, Cortana, Kinect, Surface Hub, HoloLens, etc. As one of the Windows 10 devices, HoloLens provides brand new experience which completely distinguished from 2D screen experience for end users. Holographic shows the potential in vertical industries include manufacturing, retail, education, design, architecture, etc. In this section, you will learn about the values and characteristics of Hologram, best practice to design and develop on Holographic platform and how to make breakthroughs in industry scenarios.

    Liu Xinyu
     
    - Microsoft
    Wang Bo
     
    - Microsoft
  •  

    Virtual Reality is a popular topic nowadays, today we are going to talk about what will the VR technology bring to us in medical area. From medical education to clinical treatment and the late rehabilitation, the application of new technology has brought infinite imagination.

    Jiang Yang
     
    - Superb Medical Skills
  •  

    VR hardware technologies evolved very fast in recent years, which bring more rigorous requirements for computer graphic technology. How to effectively squeeze more performance from GPU and how to reduce the latency as much as possible become the focus among relative companies. With the release of new rendering APIs(DX12 and Vulkan), as well as those SDKs that IHV integrated from bottom to top for VR specifically, and the SW-HW collaboration between IHV and engines, additionally those optimization methods from old school, all of those will make VR dev and optimization more easier and cheaper, which allows developers only need to focus on the content itself.

    Ran Jin
     
    - AMD
  •  

    HoloLens is the Microsoft's latest mixed reality head display equipment. It brings us not the cool holographic images but great natural experience including the voice control and the gesture control. Undoubtedly, it has comprehensive application fields such as manufacturing, health care, construction, entertainment, and good market prospective. HoloLens can be looked as a holographic computation tool or platform with Windows 10 systems. It’s also the first standard device with holographic platform building on the UWP(universal windows platform). We suggest developers to use Unity as holographic apps’ development tools. This session focus on: 1. Windows10 UWP framework concepts including Holographic platform 2. How to develop, deploy and publish holographic app by Unity 3. Development and optimization experience sharing for Holographic app

    Mei Yingguang
     
    - Microsoft
  •  

    The design method of NPP in China has changed to a new generation of 3D design platform, which provide a new design product – 3D models. With the popularization of VR technology, it provides a new idea to reflect the value of 3D models better. The combination of VR technology and 3D models can be applied to the whole life cycle of NPP, included design, construction, operation and decommission. VR technology will play an important role in promoting economy and safety of NPP.

    Yu Xiao
     
    - Shanghai Nuclear Engineering Research and Design Institute
  •  
    END OF DAY 2
  •  

    TBA...

    Li Shen
     
    - PTC Vuforia
  •  

    This session will introduce how new media artists can use Unity to create large-scale exhibitions, events, public arts and the process of design and development. How artists can mix art, culture and technology into the experience they created.

    Hsin-Chien Huang
     
    - Storynest Studio
  •  

    Infernal Affairs is a well-known cinematic property, probably the most acclaimed cinematic IP from HK/Chinese cinema. It is an honour for us to be working for and be associated with this property. At the moment, VR content are quite limited to gaming, or stimulation-driven experience like horror or excitements, but not a lot of cinematic VR experience is out there. VR is a medium that is bound to go mainstream, and we want to tell stories with this medium, what better than to do it with such a well-known property. In this presentation Howard is going to share the experience in making cinematic VR content, what challenges he faced, how his team solved them and what he think the future of cinematic VR should and will be.

    Howard Tian
     
    - Media Asia HK
  •  
    Lunch
  •  

    2016, as the first year of virtual reality, the major GPU vendors had provided lots of new virtual reality technologies for us. Whether it is a desktop or mobile platform, advanced virtual reality technology, for application developers and virtual reality head display developers, opened new doors, providing next-generation virtual experience for consumers. I will share with you the experience of using these new technologies.

  •  

    Virtual Reality (VR) becomes more and more emerging these years since the technology advancement following the Moore’s Law makes the brand new experience first technically come true, it is definitely one of the most significant eye catching technologies in 2016. However, VR apps demands more computational resources than traditional applications due to high resolution, high frame rate and dual screen rendering. To get the most immersive experience in VR, it's crucial to take full advantage of all available hardware resources. Many games and experiences these days put a huge emphasis on GPU work and let the multicores built-in to modern mainstream CPUs sit idle on the sideline. Luckily for us, Unity has plenty of powerful features on hand that take advantage of these available resources, providing stunning visuals with minimal performance impact on the GPU. In this talk, we'll explore how to push immersion in VR as far as possible through fully utilizing the computing power of the CPU.

    Finn Wong
     
    - Intel
  •  

    VR game is a new evolution of console entertainment, how can we produce a higher level game with a higher efficiency?

    Liu Bo
     
    - Geronimo Interactive
  •  

    Immersion, presence, empathy machine are some of the words that have been used to describe VR. In this presentation we will explore a range of techniques designers can use to evoke emotion from the player. In cinema, we know that an "Establishing shot" sets up context for the scene, a "close up shot" gives us insight into what characters emotions are, but does the language of cinema still apply in VR? What is the language of VR? How do we build a scene and stage the characters to elicit a specific emotion or reaction. How does interactivity make or break that immersion?

    Tomasz Dzierza
     
    - Crytek
  •  

    Ever wonder why VR provides such a compelling experience? Are you curious what "Presence" is, on a physical level? Do you know why people get "motion sick" instead of just "motion aware"? This talk aims to discuss these very questions as we explore what is going on behind the scenes. Come discover how knowing more about the human body will help you develop better VR experiences

    Mike Geig
     
    - Unity
  •  
    END OF DAY 2

SPEAKERS

Steven Kan

Head of Global AR\VR Strategy

Google

Takehito Soeda

President

SIE Shanghai Ltd.

Tony Parisi

Global Head of VR/AR Strategy

Unity

Taeyong Kim

VP of Graphics R&D

Samsung

Jay Wright

President

PTC Vuforia

Sylvio Drouin

VP

Unity Labs

Tang Mu

VR General Manager/President of Pictures

Xiaomi

Alvin Wang Graylin

China President

HTC Vive

Chet Faliszek

Videogame Writer

Valve

Tomasz Dzierza

Lead Technical Designer

Crytek

Ma Jiesi

Director of VR

Xiaomi

Timoni West

Principal Designer

Unity Labs

Jonathan Flesher

Head of Business Development

Baobab Studios

Eric Shamlin

VP Managing Director

Secret Location

Michael Hjorth

Chairman

Starbreeze Studios

Yao Kun

CEO

Viva Games

Robby Zhou

VR Business Development

Nvidia

Niels Monsieurs

Executive Producer

MediaMonks

Li Shen

Sales Business Manager

PTC Vuforia

Chan Hyun Kim

Executive Producer

JOYCITY (Korea)

Liu Bo

CEO

Geronimo Interactive

Hsin Chien Huang

New Media Artist

Storynest

Lukasz Wolinski

CTO

Dr. Panda

Adrian Rutkowski

R&D Engineer

Dr. Panda

Shen Wendi

Senior Technical Manager

Netease Game

Howard Tian

Co-Founder

GoVR Immersive Ltd.

Wen Junlei

Professor

Chinese Academy of Sciences

Mei Yingguang

Development Technical Advisor

Microsoft

Finn Wong

Senior Application Engineer

Intel

Jiang Yang

Founder

Superb Medical Skills

Mike Geig

Technical Evangelist

Unity

Ran Jin

VR Manager

AMD China

Liu Xinyu

Software Engineer

Microsoft

Wang Bo

Software Engineer

Microsoft

Wu Yongmin

VR Manager

Net Dragon

Michael Lewis

Director

Vive X

Yoda Inoue

Associate

Colopl VR Fund

Kelly Liu

Principal

WestSummit Capital

Koh Soo Boon

Founder

iGlobe Partners

Tipatat Chennavasin

Co-founder

The Venture Reality Fund

VR/AR award

Submissions from Asia for the Vision VR/AR Awards 2017 Are Colsed Now!

To submit, please visit the submission page and fill out the form. Because the medium is new and the number of commercially available practices are limited, the judges are accepting work-in-progress submissions. The entries can be made with any kinds of engine.

JOIN

  •  In order to be considered, projects must either currently be in development / early access, or have been released in 2016.
  •  Contest entrants must be a part of the development team for the project they are submitting.
  •  A single project can be submitted to a maximum of two categories (other than the Vision Inspire Award, as all submissions will be considered for this category).
  •  Acceptable VR/AR platforms: Oculus Rift, Google Cardboard, Steam VR (HTC Vive), PlayStation VR, Gear VR, Microsoft HoloLens and other Vuforia supported platforms.
  •  Individuals and teams are welcome to enter multiple projects so long as they adhere to all other rules.
  •  Projects must be available for one or more of the devices listed in the submission form.
  •  Projects which are currently in development must be in stable, usable condition. This means that it must be representative of the final product, and that it will not crash or include bugs which prevent accurate testing.
  •  Projects must utilize virtual or augmented reality technology.

Event Guide

Sponsors

Platinum sponsors

Media Partners

CLOSE
 
Building the Metaverse in the Metaverse

Timoni West of Unity's Labs team will be discussing UX, input, architecture, and rendering lessons learned while putting Unity in virtual reality.

CLOSE
VR Toolkit for Engineering Emotions

Immersion, presence, empathy machine are some of the words that have been used to describe VR. In this presentation we will explore a range of techniques designers can use to evoke emotion from the player. In cinema, we know that an "Establishing shot" sets up context for the scene, a "close up shot" gives us insight into what characters emotions are, but does the language of cinema still apply in VR? What is the language of VR? How do we build a scene and stage the characters to elicit a specific emotion or reaction. How does interactivity make or break that immersion?

CLOSE
Coming soon

Coming soon

CLOSE
Challenging the Free Locomotion In VR Game

Game is an interactive media we all love. Touching and looking the 3D object in VR is fascinating but true depth of gameplay immerses with being able to freely approach or avoid the object and situation on your term rather than just waiting it comes to you. JOYCITY jumped into the VR game experiment from 2013 and we challenged free locomotion in VR with our game Gunship Battle 2 VR. Come and find out how we approached the free locomotion in VR without VR motion sickness we all worry about.

CLOSE
Development of AR Enabled Products for Kids

Our goal is to provide to kids educational games that allow them to better understand the world around them. The great thing about AR is that it gives a totally new dimension for interactions which can, if used the right way, increase the engagement kids have with the game. In order to reach this degree of interaction we looked for the possibility for kids to colour house furnitures and some of our game characters on a paper and then import them directly in the game to interact with the 3D version of these colorings and learn more about these objects.In presentation we are going to share with the community how with the help of Unity and Vuforia plugin we tackled these challenges.

CLOSE
Application of VR in Medical Field

Virtual Reality is a popular topic nowadays, today we are going to talk about what will the VR technology bring to us in medical area. From medical education to clinical treatment and the late rehabilitation, the application of new technology has brought infinite imagination.

CLOSE
How to Develop the Holographic Apps and Games with Unity

HoloLens is the Microsoft's latest mixed reality head display equipment. It brings us not the cool holographic images but great natural experience including the voice control and the gesture control. Undoubtedly, it has comprehensive application fields such as manufacturing, health care, construction, entertainment, and good market prospective. HoloLens can be looked as a holographic computation tool or platform with Windows 10 systems. It’s also the first standard device with holographic platform building on the UWP(universal windows platform). We suggest developers to use Unity as holographic apps’ development tools. This session focus on: 1. Windows10 UWP framework concepts including Holographic platform 2. How to develop, deploy and publish holographic app by Unity 3. Development and optimization experience sharing for Holographic app

CLOSE
The Age of Hologram - “Black Technology”& the New Generation of HCI

MPC (More Personal Computing) is leading the new HCI. Under this topic, Microsoft covers Ink, Cortana, Kinect, Surface Hub, HoloLens, etc. As one of the Windows 10 devices, HoloLens provides brand new experience which completely distinguished from 2D screen experience for end users. Holographic shows the potential in vertical industries include manufacturing, retail, education, design, architecture, etc. In this section, you will learn about the values and characteristics of Hologram, best practice to design and develop on Holographic platform and how to make breakthroughs in industry scenarios.

CLOSE
Creative Interactions, Fresh User Experience - Conversation as a Platform

With the national development strategy of Internet Plus, Industry 4.0 and the fast growth of many new technologies, Artificial intelligence, natural human-computer interaction have already became an important part of the digital transformation. Microsoft call out the “Conversation as a Platform” concept in BUILD 2016, it makes AI be more smart and easy to use. In this session, you will learn: - How to use Bot Framework to bring in the human-computer interaction revolution. - Microsoft Cognitive Services makes your app, bot, and service smart.

CLOSE
Google's global VR/AR Strategy

coming soon

CLOSE
What’s Augmented? What’s Reality?

This presentation will discuss the state of AR today and how, where, and why it is deployed. This talk provides insights on augmented reality markets, applications and technology

CLOSE
Virtual Reality as media - trends, challenges, and the future

Virtual reality is changing ways of creating and consuming traditional media such as videos. The immersive experiences produced by 360 videos open up new opportunities for everyone in the industry. Application areas range from journalism, entertainment, education, real estates to numerous other industrial and business use cases. Samsung has been involved with the entire ecosystem around this new emerging media with introduction of GearVR, Gear360 camera, and the SamsungVR content service. We will talk about Samsung's vision and how we think the VR media industry is shaping up.

CLOSE
The Innovations of VR Technologies in Film Industry

coming soon

CLOSE
Build an VR ecosystem to Change Traditional Entertainment

coming soon

CLOSE
New Opportunities from the thriving VR Industry

The industry application integration experience of virtual reality + the real economy from start-up period to the present during VR 2.0 ; A number of technological innovation achievements in industrial development process ; The strategies of virtual reality to help the cultural and entertainment industry transformation are presented from the perspectives of content innovation technology, platform transmission technology and interactive application technology; Outline the next generation of human- computer interaction platform and the information industry revolution industrial development map from the industrial pattern of upland.

CLOSE
Storyteller of Science

This session will introduce how new media artists can use Unity to create large-scale exhibitions, events, public arts and the process of design and development. How artists can mix art, culture and technology into the experience they created.

CLOSE
The Making of the VR Film "Internal Affairs"

Infernal Affairs is a well-known cinematic property, probably the most acclaimed cinematic IP from HK/Chinese cinema. It is an honour for us to be working for and be associated with this property. At the moment, VR content are quite limited to gaming, or stimulation-driven experience like horror or excitements, but not a lot of cinematic VR experience is out there. VR is a medium that is bound to go mainstream, and we want to tell stories with this medium, what better than to do it with such a well-known property. In this presentation Howard is going to share the experience in making cinematic VR content, what challenges he faced, how his team solved them and what he think the future of cinematic VR should and will be.

CLOSE
How VR/AR Can Bring Innovations in Future Gaming and Entertainment

Art is an advanced product derived from human social development, it has the ability to change the world. Games are called the ninth art, but compared to the other eight kind of art, it has only 30 years development history and there is still a long way to go. We do believe that after the exploration, it will make its own contribution for social development. Based on its widespread popularity, it's not hard to image that how big the influence it will make in future.The topic I want to discuss is "To look ahead the future from the big screen game, AR and VR. What will the games look like in future? How to take the entertainment experience into next level? "

CLOSE
Scumbag Brain: The Science of VR

Ever wonder why VR provides such a compelling experience? Are you curious what "Presence" is, on a physical level? Do you know why people get "motion sick" instead of just "motion aware"? This talk aims to discuss these very questions as we explore what is going on behind the scenes. Come discover how knowing more about the human body will help you develop better VR experiences.

CLOSE