The document announces an event called "The Space Day" on August 23rd that will explore the use of digital technology in the arts through talks, panels and workshops. Some of the topics to be discussed include bringing Shakespeare to life with motion capture, connecting audiences through interaction, attracting and retaining attention in a digital landscape, and the power of global arts projects. The event will be held at The George Hotel in Edinburgh and tickets can be purchased online.
The 44th Move — Deep Blue, Kasparov and the Future of (Visual) DesignAndreas Markdalen
Drawing comparison to the world of chess, this talk looks at a possible future evolution in the craft of visual design with the addition of artificial intelligence and automation. Human beings and computers are to work alongside as we enter an era of “Advanced Design”.
Ruth Catlow is an artist and co-founder of Furtherfield, an arts organization that uses digital technologies and participatory art practices to engage harder to reach groups. Furtherfield creates online and physical spaces for exhibitions, workshops, and residencies exploring arts, technology, and social change. It also produces works like Play Your Place, an open online game where communities collaboratively design levels representing desired changes in their neighborhoods. Furtherfield's goal is to create globally accessible art that responds to and creates open data about different places, shaped by local insights and a diverse range of people.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
Trabajo Emergente presentado en CoSECiVi'14.
Resumen:
El articulo parte de los conceptos de juego creativo y juego
instrumental descritos por autores del ámbito de los estudios de juegos como Bernie DeKoven y Miguel Sicart. Teniendo en cuenta cierto paralelismo entre la corriente de pensamiento actual en torno al papel del público de proyectos de creación artística contemporánea y el concepto de juego creativo planteamos la opción de repensar al jugador como co-creador de la experiencia lúdica. Para ello proponemos un ejercicio práctico; el diseño de un audiojuego multijugador local, titulado They Are, y analizamos los errores y aciertos a la hora de
plantear el proyecto desde este tipo de postura centrada en ceder parte de la autoría al jugador.
FutureEverything is an innovation agency that hosts an annual festival in Manchester, England. The festival is both a cultural event and a research vehicle, using participatory design methods to experiment with new ideas and technologies. Through year-round labs and the 4-day festival, FutureEverything explores emerging digital cultures and ways that art, technology and public participation can shape the future of cities. The document discusses several past projects from the festival that prototyped new social applications or gathered city-wide data through public participation.
The document discusses several challenges and criticisms of augmented reality (AR) technology. It lists 10 reasons why AR may fail, such as high costs, limited coverage area, cognitive overload from using it, and social issues. It also notes that consumer AR glasses are still years away. However, it advocates for continuing to develop AR by telling stories in new ways, having diverse creators work with the technology, and focusing on user value over strict definitions. The overall message is to address challenges but remain optimistic about AR's potential.
Alyssa Landry is an experienced creative director and writer specializing in experiential media such as virtual reality, augmented reality, and live entertainment. She has created both narrative and interactive VR/AR experiences for companies like Double Eye Studios and Incarna Studios. Her background also includes writing for live shows at Disney parks and original musicals.
Following on from an amazing year of Trend reports for CES, MWC, SXSW and Google Glass! We were asked to attend WIRED 2014 Conference to cover the outstanding talks, Tech and inspiration happening over the two days in London!
The 44th Move — Deep Blue, Kasparov and the Future of (Visual) DesignAndreas Markdalen
Drawing comparison to the world of chess, this talk looks at a possible future evolution in the craft of visual design with the addition of artificial intelligence and automation. Human beings and computers are to work alongside as we enter an era of “Advanced Design”.
Ruth Catlow is an artist and co-founder of Furtherfield, an arts organization that uses digital technologies and participatory art practices to engage harder to reach groups. Furtherfield creates online and physical spaces for exhibitions, workshops, and residencies exploring arts, technology, and social change. It also produces works like Play Your Place, an open online game where communities collaboratively design levels representing desired changes in their neighborhoods. Furtherfield's goal is to create globally accessible art that responds to and creates open data about different places, shaped by local insights and a diverse range of people.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
Trabajo Emergente presentado en CoSECiVi'14.
Resumen:
El articulo parte de los conceptos de juego creativo y juego
instrumental descritos por autores del ámbito de los estudios de juegos como Bernie DeKoven y Miguel Sicart. Teniendo en cuenta cierto paralelismo entre la corriente de pensamiento actual en torno al papel del público de proyectos de creación artística contemporánea y el concepto de juego creativo planteamos la opción de repensar al jugador como co-creador de la experiencia lúdica. Para ello proponemos un ejercicio práctico; el diseño de un audiojuego multijugador local, titulado They Are, y analizamos los errores y aciertos a la hora de
plantear el proyecto desde este tipo de postura centrada en ceder parte de la autoría al jugador.
FutureEverything is an innovation agency that hosts an annual festival in Manchester, England. The festival is both a cultural event and a research vehicle, using participatory design methods to experiment with new ideas and technologies. Through year-round labs and the 4-day festival, FutureEverything explores emerging digital cultures and ways that art, technology and public participation can shape the future of cities. The document discusses several past projects from the festival that prototyped new social applications or gathered city-wide data through public participation.
The document discusses several challenges and criticisms of augmented reality (AR) technology. It lists 10 reasons why AR may fail, such as high costs, limited coverage area, cognitive overload from using it, and social issues. It also notes that consumer AR glasses are still years away. However, it advocates for continuing to develop AR by telling stories in new ways, having diverse creators work with the technology, and focusing on user value over strict definitions. The overall message is to address challenges but remain optimistic about AR's potential.
Alyssa Landry is an experienced creative director and writer specializing in experiential media such as virtual reality, augmented reality, and live entertainment. She has created both narrative and interactive VR/AR experiences for companies like Double Eye Studios and Incarna Studios. Her background also includes writing for live shows at Disney parks and original musicals.
Following on from an amazing year of Trend reports for CES, MWC, SXSW and Google Glass! We were asked to attend WIRED 2014 Conference to cover the outstanding talks, Tech and inspiration happening over the two days in London!
PAN Studio designs unique experiences that blend technology, theatre, games and art. They create immersive experiences that engage audiences through multi-sensory interactions and elicit powerful emotional responses. Some of their past projects include Hello Lamp Post, an interactive game where players could text message with street furniture, and various installations for cultural institutions that incorporated interactive elements.
Unleashed Devices is an exhibition featuring DIY, hacking, and open source art projects that critically and creatively explore technology. The artists reconstruct, remix, and reinvent everyday electronic devices, shifting visions of how data and technology are used. These repurposed devices become sites for new creative works. The projects not only challenge conceptions of technology but also art, music, and design. They reveal the power of DIY and sharing as forms of social reflection and participation. The exhibition includes interactive installations, performances, and hardware/software-based artworks. Artists developed different modes of visualizing data taken from visitors and their actions, creating innovative media installations and new experiences.
This document announces an event called #Hackstock Immersive Arts Without Boundaries that is celebrating interactive and immersive technology in art. It will include virtual and augmented reality experiences, holograms, 360 videos, and live performances. The event is aimed at pioneers in science, technology, gaming, media, film, music and YouTube who are exploring new ways to create interactive art that pushes boundaries and expands human perception, empathy and experience of space and time. It will be held at The Trampery, a creative space in London that helps members achieve innovative projects using new technologies across different art forms and disciplines.
The document discusses themes from the SXSW 2014 conference around technology, creativity, and people. It provides examples of technological innovations on display at the conference related to virtual reality, drones, 3D printing, and more. It also discusses how creativity must be applied to technology to continue driving progress, and how the future will be created by people who understand people and can innovate. The overall message is that technological advancement relies on both creativity and understanding human needs and behaviors.
This document outlines the agenda for the 2015 MUSE Awards ceremony, including categories, nominees, and speakers. It provides an overview of the event, recognizing excellence in digital media, technologies, and engagement strategies by museums. Jesse Lindsey will give a keynote on how to make museums a game experience. There are awards in categories like applications, audio tours, digital communities, education initiatives, games, mobile apps, and more.
At The Brooklyn Brothers, we regularly get together to discuss all things trend related. The sessions, hosted by the rising stars Vicky Simmons & Sarah Cotterill, and the brilliant Matt Springate enable us to learn everything current and future facing.
We hope you enjoy them too.
(This will also be posted on The Brooklyn Brothers Slideshare account, where you will be able to download)
The document discusses the history of digital and electronic art from its early experimental stages in the early 20th century to its expansion through new technologies today. It provides examples of pioneering digital artists like Nam June Paik who incorporated new electronic media into their work. It also explores how digital art has expanded to include virtual and networked spaces, interactive installations, locative media, and works that blend real and virtual elements.
This is a presentation of initial pairings we put together for the ICT & Art Connect project stand at the EU ICT 2013 showcase event on the new Digital Agenda. In some cases, these art-tech pairs had just met and had to only talk about their own background rather than new any new ideas for a project they had, but once paired some very good connections developed.
This document provides a summary of articles from the May 2011 issue of Brooklyn Brothers Brainfood magazine. It discusses the success of Avatar and Call of Duty: Black Ops in 2010, generating $27 million and $360 million in day-one box office and sales respectively. Several cultural trends and events are also mentioned, including the rise of magic shows, dubstep music, dance performances, and future-focused exhibits on dirty cities and reimagined urban spaces.
This document provides an introduction to inventions from the UK and discusses the television show Dragons' Den. It outlines several famous UK inventions such as the television, telephone, and World Wide Web. It then prompts the reader to watch a pitch video for a Harry Potter magic wand remote on Dragons' Den and answer questions about the product and whether it seems like a good investment. The reader is assigned homework to write tips for a successful pitch.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
This document summarizes several advertising campaigns and initiatives:
1. An Unicef ad features a boy building a transformer suit to help refugees.
2. An agency held a contest giving office space to an entrepreneur for $10/year to celebrate its 10th anniversary.
3. A Tourism Ireland campaign promotes Ireland as an "escape" from the London Olympics, targeting Londoners with videos showing Ireland as peaceful versus stressed London.
From Art to Digital Innovation - FutureEverythingDrew Hemment
Talk on art and digital innovation, and how art organisations can become active in this area, with a focus on FutureEverything.
Presented at the Digital Creativity Conference organised by British Council (Tokyo, 12-13 Feb 2011) http://bc-dcc-e.tumblr.com/
Blog on my talk here http://futureeverything.org/blog/from-art-to-digital-innovation/
The document provides information about the Edinburgh Digital Entertainment Festival, which features live entertainment combined with digital technology. The festival includes event cinema screenings, virtual reality experiences, gaming workshops, talks and panels, street cinema, art installations, and a tech hub. It will take place from August 4-28, 2016 at various venues including the Assembly Rooms and Picturehouse Travelling Cinema in Edinburgh. The festival aims to bring together arts, entertainment and digital technology.
The Sony Wonder Technology Lab underwent renovations to better reflect how technology has evolved. Visitors now create digital profiles that are incorporated into interactive exhibits along the ramps of the four-story museum. Highly advanced and sometimes unreleased technologies are showcased, allowing visitors to feel virtual open heart surgery or program robots. The bright, transparent design aims to demystify technology and show how it can spark creativity.
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
This document discusses how museums are using new media and technology to engage wider audiences. It provides examples of museums using augmented reality (AR), virtual reality (VR), mobile apps, social media, and virtual tours to bring exhibitions to people who cannot visit in person. Key examples mentioned include VR exhibitions at the Smithsonian American Art Museum, 360-degree tours of museums like the British Museum and Metropolitan Museum of Art through Google Expeditions and YouTube, and museums using Instagram, websites and apps to share content. The document also discusses using these technologies in museum archives and giving students feedback. It provides guidance on pitching new exhibit ideas, including framing the context, describing the proposal, technical details, and resources needed.
This document summarizes programming for the ISEA2004 CRUISE including stages, installations, workshops, and discussions held on the Silja Opera ferry between Stockholm, Marienhamn, and Tallinn. Projects explored themes of networked experience, geopolitics of media, gaming, activism, and tactical strategies. Discussions focused on defenses, arms presented by the International Corporation of Lost Structures. Media artists and designers turned the ship into a nomadic experience laboratory with sound projects mapping locations via GPS.
PAN Studio designs unique experiences that blend technology, theatre, games and art. They create immersive experiences that engage audiences through multi-sensory interactions and elicit powerful emotional responses. Some of their past projects include Hello Lamp Post, an interactive game where players could text message with street furniture, and various installations for cultural institutions that incorporated interactive elements.
Unleashed Devices is an exhibition featuring DIY, hacking, and open source art projects that critically and creatively explore technology. The artists reconstruct, remix, and reinvent everyday electronic devices, shifting visions of how data and technology are used. These repurposed devices become sites for new creative works. The projects not only challenge conceptions of technology but also art, music, and design. They reveal the power of DIY and sharing as forms of social reflection and participation. The exhibition includes interactive installations, performances, and hardware/software-based artworks. Artists developed different modes of visualizing data taken from visitors and their actions, creating innovative media installations and new experiences.
This document announces an event called #Hackstock Immersive Arts Without Boundaries that is celebrating interactive and immersive technology in art. It will include virtual and augmented reality experiences, holograms, 360 videos, and live performances. The event is aimed at pioneers in science, technology, gaming, media, film, music and YouTube who are exploring new ways to create interactive art that pushes boundaries and expands human perception, empathy and experience of space and time. It will be held at The Trampery, a creative space in London that helps members achieve innovative projects using new technologies across different art forms and disciplines.
The document discusses themes from the SXSW 2014 conference around technology, creativity, and people. It provides examples of technological innovations on display at the conference related to virtual reality, drones, 3D printing, and more. It also discusses how creativity must be applied to technology to continue driving progress, and how the future will be created by people who understand people and can innovate. The overall message is that technological advancement relies on both creativity and understanding human needs and behaviors.
This document outlines the agenda for the 2015 MUSE Awards ceremony, including categories, nominees, and speakers. It provides an overview of the event, recognizing excellence in digital media, technologies, and engagement strategies by museums. Jesse Lindsey will give a keynote on how to make museums a game experience. There are awards in categories like applications, audio tours, digital communities, education initiatives, games, mobile apps, and more.
At The Brooklyn Brothers, we regularly get together to discuss all things trend related. The sessions, hosted by the rising stars Vicky Simmons & Sarah Cotterill, and the brilliant Matt Springate enable us to learn everything current and future facing.
We hope you enjoy them too.
(This will also be posted on The Brooklyn Brothers Slideshare account, where you will be able to download)
The document discusses the history of digital and electronic art from its early experimental stages in the early 20th century to its expansion through new technologies today. It provides examples of pioneering digital artists like Nam June Paik who incorporated new electronic media into their work. It also explores how digital art has expanded to include virtual and networked spaces, interactive installations, locative media, and works that blend real and virtual elements.
This is a presentation of initial pairings we put together for the ICT & Art Connect project stand at the EU ICT 2013 showcase event on the new Digital Agenda. In some cases, these art-tech pairs had just met and had to only talk about their own background rather than new any new ideas for a project they had, but once paired some very good connections developed.
This document provides a summary of articles from the May 2011 issue of Brooklyn Brothers Brainfood magazine. It discusses the success of Avatar and Call of Duty: Black Ops in 2010, generating $27 million and $360 million in day-one box office and sales respectively. Several cultural trends and events are also mentioned, including the rise of magic shows, dubstep music, dance performances, and future-focused exhibits on dirty cities and reimagined urban spaces.
This document provides an introduction to inventions from the UK and discusses the television show Dragons' Den. It outlines several famous UK inventions such as the television, telephone, and World Wide Web. It then prompts the reader to watch a pitch video for a Harry Potter magic wand remote on Dragons' Den and answer questions about the product and whether it seems like a good investment. The reader is assigned homework to write tips for a successful pitch.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
This document summarizes several advertising campaigns and initiatives:
1. An Unicef ad features a boy building a transformer suit to help refugees.
2. An agency held a contest giving office space to an entrepreneur for $10/year to celebrate its 10th anniversary.
3. A Tourism Ireland campaign promotes Ireland as an "escape" from the London Olympics, targeting Londoners with videos showing Ireland as peaceful versus stressed London.
From Art to Digital Innovation - FutureEverythingDrew Hemment
Talk on art and digital innovation, and how art organisations can become active in this area, with a focus on FutureEverything.
Presented at the Digital Creativity Conference organised by British Council (Tokyo, 12-13 Feb 2011) http://bc-dcc-e.tumblr.com/
Blog on my talk here http://futureeverything.org/blog/from-art-to-digital-innovation/
The document provides information about the Edinburgh Digital Entertainment Festival, which features live entertainment combined with digital technology. The festival includes event cinema screenings, virtual reality experiences, gaming workshops, talks and panels, street cinema, art installations, and a tech hub. It will take place from August 4-28, 2016 at various venues including the Assembly Rooms and Picturehouse Travelling Cinema in Edinburgh. The festival aims to bring together arts, entertainment and digital technology.
The Sony Wonder Technology Lab underwent renovations to better reflect how technology has evolved. Visitors now create digital profiles that are incorporated into interactive exhibits along the ramps of the four-story museum. Highly advanced and sometimes unreleased technologies are showcased, allowing visitors to feel virtual open heart surgery or program robots. The bright, transparent design aims to demystify technology and show how it can spark creativity.
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
This document discusses how museums are using new media and technology to engage wider audiences. It provides examples of museums using augmented reality (AR), virtual reality (VR), mobile apps, social media, and virtual tours to bring exhibitions to people who cannot visit in person. Key examples mentioned include VR exhibitions at the Smithsonian American Art Museum, 360-degree tours of museums like the British Museum and Metropolitan Museum of Art through Google Expeditions and YouTube, and museums using Instagram, websites and apps to share content. The document also discusses using these technologies in museum archives and giving students feedback. It provides guidance on pitching new exhibit ideas, including framing the context, describing the proposal, technical details, and resources needed.
This document summarizes programming for the ISEA2004 CRUISE including stages, installations, workshops, and discussions held on the Silja Opera ferry between Stockholm, Marienhamn, and Tallinn. Projects explored themes of networked experience, geopolitics of media, gaming, activism, and tactical strategies. Discussions focused on defenses, arms presented by the International Corporation of Lost Structures. Media artists and designers turned the ship into a nomadic experience laboratory with sound projects mapping locations via GPS.
1. NEXT GENERATION ARTS
& ENTERTAINMENT
The UK’s leading arts and digital media minds talk futurology and next
generation storytelling, focusing on the meeting point between creativity
and technology, the currency of attention, bringing Shakespeare to life with
motion capture and connecting the world through audience interaction.
THE SPACE DAY
Arts practitioners are invited to join for a day
of talks, panels and workshops exploring the
use of digital technology in the arts.
23 AUGUST
FREE - TICKETED
Sign up at EDEF.CO.UK
22 AUGUST
11:00 NATIONAL THEATRE LIVE:
FROM STAGE TO SCREEN
Flo Buckeridge - National Theatre
12:00 THINKING OUTSIDE THE
BOX: HOW TO ATTRACT
AND RETAIN ATTENTION IN
A DIGITAL LANDSCAPE
Will Saunders - BBC Studios
14:00 MIXING THE WORLD: THE
POWER OF GLOBAL ARTS
PROJECTS
Alan Gemmell OBE - British Council
Alex Fleming - British Council
Tim Partridge - Flying Object
15:00 WHERE CREATIVITY MEETS
TECHNOLOGY
Tony Orsten - The Imaginarium
Studios
16:00 THE TEMPEST: A NEW KIND
OF WONDER
Ben Lumsden - The Imaginarium Studios
Pete Griffin - Royal Shakespeare Company
Sarah Ellis - Royal Shakespeare Company
Tawny Schlieski - Intel
17:00 AUDIENCE AS PRODUCER:
THE FUTURE OF CONTENT
Presented by FutureFest - powered by Nesta
Ed Brooke - The Leith Agency
Eline van der Velden - Makers Channel
Josh McNorton - FutureFest
Nicole Yershon - Ogilvy Group
Tim Plyming - The Space
EDEF.CO.UK
0131 623 3045
EDEF & FRINGE BOX OFFICES
TICKETS
£10 / £8 per talk
£50 / £40 day ticket
£25 / £20 Half Day ticket (8 Aug)
T H E S PA C E & B B C A C A D E M Y P R E S E N T
The Imaginarium Studios
04 - 28 AUG 2016
THE GEORGE HOTEL
19-21 George Street
Edinburgh, EH2 2PB
IDEAS STUDIO | TALKS & PANELS
GAMING | VIRTUAL REALITY & FUTURE TECHNOLOGY
NEXT GENERATION ARTS & ENTERTAINMENT
P R E S E N T E D B Y
2. GAMING
Gaming has become part of our cultural landscape and offers a myriad
of opportunities to creative makers. Find out from the experts how anyone
can create games, discuss cross-media collaboration and funding for your
projects, and examine how games can be excellent tools for learning.
8 AUGUST
14:00 MAKING GAMES FOR VR
Tom Beardsmore - Coatsink
15:00 ...AND I LEARNED HOW
TO MAKE IT TALK - HOW
YOU CAN USE GAMES FOR
CREATIVE EXPRESSION
Iain Simons - National Videogame Arcade
16:00 THE ART OF
COLLABORATION: BRINGING
THE ARTS INTO GAMING
Darren Emerson - VR City
Jess Johnson - Artist
Simon Ward - Artist
Timea Tabori - IGDA Scotland
Yann Seznec - Musician, Sound
Designer & Artist
9 AUGUST
11:00 WHERE THE FUTURE
LIES...HOW DIGITAL
BROADCASTING IS
CHANGING
Huw Marshall - S4C
12:00 FROM GENERATION
NINTENDO TO GENERATION
MINECRAFT: THE CHANGING
FACE OF GAME EDUCATION
Gareth Cavanagh - Irontown Interactive
Luci Holland - Edinburgh Game Symposium
Dr William Huber - Abertay University
14:00 PLAYFUL LEARNING…GAMES
IN EDUCATION
David Whelan - Immersive VR Education
Stuart Ball - Microsoft
15:00 JOINING THE DIGITAL
DOTS: HOW CELTIC GAMES
COLLABORATION CAN
WORK ACROSS SECTORS
AND LOCATIONS
Donal Phillips - Northern Ireland Screen
Iain Tweedale - BBC Wales
Stephen Reid - Immersive Minds
16:00 SHOW ME THE MONEY:
FUNDING FOR GAMES
Dave Sharp - Binary Asylum
17:00 SHOWCASE: THE BEST OF
PROTOPLAY AND DARE TO
BE DIGITAL
Dr William Huber - Abertay University
Timea Tabori - IGDA Scotland
Yann Seznec - Musician, Sound
Designer & Artist
IN
Davi
Stua
15:00 JOI
DO
CO
WO
AN
Dona
Iain
Step
16:00 SHO
FUN
Dave
177:00 SHO
PRO
BE
Dr W
Explore new technology at the #EdDigiFest
Tech Hub. Find out more at EDEF.CO.UKVirtual Umbrella
15 AUGUST
11:00 VIRTUAL REALITY: CAN YOU
BELIEVE THE HYPE?
Sol Rogers - REWIND:VR
12:00 VIRTUAL REALITY WILL BREAK
MUSEUMS
Adrian Hon - Six to Start
14:00 VIRTUAL REALITY THE
PLAYSTATION®
WAY
Simon Benson - Sony Interactive
Entertainment Worldwide Studios
15:00 FUTURE REALITIES:
EXPLORING MIXED AND
AUGMENTED REALITY
Mark Atkin - Crossover Labs
16:00 ARTIFICIAL INTELLIGENCE:
CAN MACHINES POSSESS
EMOTIONS?
Dr Mary Ellen Foster - University of
Glasgow
Patrick Levy Rosenthal - Emoshape
17:00 VR WRITERS ROOM LIVE
Charles Cecil MBE - Revolution Software
Dave Cook - Card Shark Comics
Dave Ranyard - Dream Reality Interactive
Kate Edwards - IGDA
Tanya Laird - Digital Jam
VIRTUAL REALITY &
FUTURE TECHNOLOGY
Virtual Reality (VR) is transforming our world. Meet innovators working at
the edge of these new realities, explore the application of VR in deep space,
find out whether machines can be emotional, and discover the next level of
social networking and the role of live entertainment in a virtual future.
16 AUGUST
11:00 TO REALITY AND BEYOND:
TURNING VIRTUAL WORLDS
INTO PHYSICAL MODELS
THROUGH 3D PRINTING
Joe Stevens - Whispering Gibbon
12:00 HACT - THE ART OF KEEPING
TECH SIMPLE
Paul Long - Metro Boulot Dodo
14:00 AN INTRODUCTION TO
MUSIC VIRTUAL REALITY
WITH MELODYVR
Melody VR + panel
15:00 THE NEW STATE OF
STORYTELLING: THE
IMPORTANCE OF EMPATHY
IN VR NARRATIVES
Dan Efergan - Aardman Animation Studios
Jane Gauntlett - Artist/Producer
Tyson Sadler - RYOT
16:00 HOW TO TURN SOCIAL
NETWORKS INTO SOCIABLE
NETWORKS
Vicky Roberts - Starship Group
17:00 ANSIBLE: VIRTUAL REALITY
FOR SUPPORTING FUTURE
MARS ASTRONAUTS
Peggy Wu - Smart Information Flow
Technologies
Experience virtual worlds in our
Virtual Reality Studio.
More speakers announced online
- check website for full details.