The document summarizes presentations from the SXSW (South by Southwest) conference in 2017 related to digital health, AI, and emerging technologies. It includes:
1) Summaries of keynote speeches on topics like deep learning, CRISPR, and a speech by Joe Biden.
2) A list of startup companies that pitched at SXSW, many related to health, including technologies for remote doctor access and AI-based medical devices.
3) Summaries of panels on cognitive APIs, health technologies, wearable tech, and virtual/augmented reality applications.
Presentation done by Carlo Terreni, during "Strategic approaches for better marketed tourism destinations" workshop, of the ENTER2015 eTourism conference.
SiDE Presentation by Prof. Paul Watson of Newcastle UniversityAlex Kavanagh
This is a presentation given by Professor Paul Watson of Newcastle University about the digital inclusion project SiDE (http://www.side.ac.uk) that was given at SuperMondays SuperAgeing on Tuesday 31st August 2010 at the Culture Labs at Newcastle University, UK
ENoLL presentation in the User Empowerment Mutual Learning SeminarEIP_AHA C2, celebrated in Eindhoven, October 23th, 2013
Best practices and trends in the Living LAb community about user engagement and empowerement in eHealth and Ageing
SXSW 2016 Recap: Highlights of Brands and TechnologiesDavid Berkowitz
Which marketers stood out the most at South by Southwest Interactive? Which technologies look most impactful? Which speakers stood out? Find out in this annual tradition from MRY's David Berkowitz. Featured brands include Visa, Budweiser, Capital One, Miracle-Gro, McDonald's, Samsung, and more.
SGCI-URSSI-Sustainability in Research ComputingSandra Gesing
Sustainability in research computing has many facets such as funding and career paths for facilitators and research software engineers. The concern about sustainability is addressed in projects like the Science Gateways Community Institute (SGCI) and the conceptualization of the US Research Software Sustainability Institute (URSSI). Many further initiatives and projects are concerned with sustainability and the discussion at the ACI-REF VR Intermediate Workshop led to some consolidation ideas.
Presentation done by Carlo Terreni, during "Strategic approaches for better marketed tourism destinations" workshop, of the ENTER2015 eTourism conference.
SiDE Presentation by Prof. Paul Watson of Newcastle UniversityAlex Kavanagh
This is a presentation given by Professor Paul Watson of Newcastle University about the digital inclusion project SiDE (http://www.side.ac.uk) that was given at SuperMondays SuperAgeing on Tuesday 31st August 2010 at the Culture Labs at Newcastle University, UK
ENoLL presentation in the User Empowerment Mutual Learning SeminarEIP_AHA C2, celebrated in Eindhoven, October 23th, 2013
Best practices and trends in the Living LAb community about user engagement and empowerement in eHealth and Ageing
SXSW 2016 Recap: Highlights of Brands and TechnologiesDavid Berkowitz
Which marketers stood out the most at South by Southwest Interactive? Which technologies look most impactful? Which speakers stood out? Find out in this annual tradition from MRY's David Berkowitz. Featured brands include Visa, Budweiser, Capital One, Miracle-Gro, McDonald's, Samsung, and more.
SGCI-URSSI-Sustainability in Research ComputingSandra Gesing
Sustainability in research computing has many facets such as funding and career paths for facilitators and research software engineers. The concern about sustainability is addressed in projects like the Science Gateways Community Institute (SGCI) and the conceptualization of the US Research Software Sustainability Institute (URSSI). Many further initiatives and projects are concerned with sustainability and the discussion at the ACI-REF VR Intermediate Workshop led to some consolidation ideas.
Second only to the general concept of Web 2.0, virtual worlds are the source of more articles in PubMed than any other emerging social technology. Of the many virtual worlds, Second Life (a free, open source 3d virtual world platform) is the one with the strongest presence in health care communities, from patient groups and medical education to research and professional meetings. Second Life can enable health systems to create either public or secure private spaces for functions from patient education, outreach, staff training, remote meetings, or more. As with any social technology, understanding the context and norms of the online space are essential to making institutional engagement a success. In this session, we will look at case studies illustrating how some organizations have used Second Life for communication, collaboration and community engagement.
On 24 and 25 August, Satwant Kenth and Iris Lapinski ran a workshop for the summer workshop of the OpenSociety Institute about mobile apps design with 30 aspiring journalists participating.
The presentation gives a broad overview of crowdsourcing and crowdsensing. It motivates the ideas of several types of crowdsourcing and crowdsensing applications using typical examples from business and society.
This is an interesting ppt on social media and networking, their role in medical education with 12 tips to use them effectively for medical education...
Keynote address 'Opening Science' at NORFest 2023 on November 2, 2023 at the Royal Irish Academy in Dublin Ireland. Keynote speaker: Chelle Gentemann, science lead for NASA’s Transform to Open Science Mission and co-chair of the U.S. White House Office for Science and Technology and Policy (OSTP) Sub-working group on the Year of Open Science
Games for Health Technology lecture in Kuopio Stroke Symposium during 13th Congress of European Forum for Research in Rehabilitation, Helsinki. Senior Advisor, Arto Holopainen
NetSquared - for Social and User-driven Open InnovationMarlon Parker
Presentation presented at the NetSquared NetTuesday Meetup in Cape Town, South Africa. The presentation looks at Social and User-driven Open Innovation and how Living Labs support such approaches to new services and technological developments
Accessibility as Innovation - giving your potential users the chance to inspi...Jonathan Hassell
Many organisations seem to fear that making their products accessible means dumbing them down: they might then work for everyone, but they will lose a lot of their pizzazz in the process.
In this eAccess-13 presentation Jonathan Hassell presents the contrary view - that organisations that really look into the different needs of their disabled audiences often find this breaks them out of fixed positions, allowing them to take innovative leaps in product design.
Using examples from the typewriter to the iPhone classic ‘Zombies, Run!’ and his own recent projects involving the Microsoft Kinect games controller, Jonathan guides you through a way of thinking about product development which is inclusive, creative and potentially very lucrative.
GAETSS Gamification and Enabling Technologies August 2014 NewsletterDavid Wortley
In GAETSS August Newsletter
• UKTI Digital Gaming International Festival - Liverpool
• The CRe-AM Creative Industries Community Project
• propels Diabetes Study – Education and Exercise Tracking
• APAN Healthcare Webcast on Enabling Technologies to Empower the Disabled
• i-CREATe 2014 Singapore Conference on Assistive Technologies
• Global Health Education TimeTag TV Portal
• BBC Radio Leicester Interview on Lifestyle Technology and Gamification Institute
• PERA LEAP Programme for Funding Innovation
• World Innovation Summit on Education (WISE) Accelerator Initiative
• BankTech Asia 2014
• IFTTT Applications and the Internet of Things
• Upcoming Conferences and Seminars Listing
• Slideshare Archives
Global Innovation and Disruptive Technology PlatformAzamat Abdoullaev
Global Innovation
Global Flows
Encyclopedic Intelligence
Open Innovation Platform
AI, Cognitive Computing
Smart World
Intelligent City, Smart Cities, Green Cities, Innovation Cities
Future Technology, Cyber War, Smart Territories
Future World
Smart Cities
I-Communities
Environmental pollution is causing a wide range of diseases and premature deaths. Yet, public understanding of these important issues are lacking. The Smart Citizens Lab helps citizens to use open source hard- and software to complement existing environmental sensor networks and gain a better understanding of the current state of pollution, and make this insight actionable.
This presentation was delivered first at the Montréal Smart City Expo, March 26 2015.
Accessibility innovation through gestural and sign-language interfacesJonathan Hassell
CSUN 2014 talk by Professor Jonathan Hassell describing how Hassell Inclusion, Gamelab UK, and Reflex Arc are using Natural User Interface technologies like Microsoft Kinect to create a whole new generation of assistive technologies based around the movements, gestures and signs different groups of disabled people make.
Two projects are described:
Nepalese Necklace movement games for blind and partially-sighted children that encourage blind and partially-sighted children to engage more readily with their early mobility training through making the body- and spatial-awareness exercises they have to perform the controls for motivational 3D audio-games;
uKinect sign language eLearning games to help people who use sign language to more easily transition into employment by enabling them to learn workplace-specific sign vocabularies using instructive video and our innovative Kinect sign-language recognition system.
NB. All videos in my CSUN presentation had captions, but it's not currently possible to caption the embedded videos in this slideshare. If you need access to the captioned videos, email jonathan@hassellinclusion.com
Second only to the general concept of Web 2.0, virtual worlds are the source of more articles in PubMed than any other emerging social technology. Of the many virtual worlds, Second Life (a free, open source 3d virtual world platform) is the one with the strongest presence in health care communities, from patient groups and medical education to research and professional meetings. Second Life can enable health systems to create either public or secure private spaces for functions from patient education, outreach, staff training, remote meetings, or more. As with any social technology, understanding the context and norms of the online space are essential to making institutional engagement a success. In this session, we will look at case studies illustrating how some organizations have used Second Life for communication, collaboration and community engagement.
On 24 and 25 August, Satwant Kenth and Iris Lapinski ran a workshop for the summer workshop of the OpenSociety Institute about mobile apps design with 30 aspiring journalists participating.
The presentation gives a broad overview of crowdsourcing and crowdsensing. It motivates the ideas of several types of crowdsourcing and crowdsensing applications using typical examples from business and society.
This is an interesting ppt on social media and networking, their role in medical education with 12 tips to use them effectively for medical education...
Keynote address 'Opening Science' at NORFest 2023 on November 2, 2023 at the Royal Irish Academy in Dublin Ireland. Keynote speaker: Chelle Gentemann, science lead for NASA’s Transform to Open Science Mission and co-chair of the U.S. White House Office for Science and Technology and Policy (OSTP) Sub-working group on the Year of Open Science
Games for Health Technology lecture in Kuopio Stroke Symposium during 13th Congress of European Forum for Research in Rehabilitation, Helsinki. Senior Advisor, Arto Holopainen
NetSquared - for Social and User-driven Open InnovationMarlon Parker
Presentation presented at the NetSquared NetTuesday Meetup in Cape Town, South Africa. The presentation looks at Social and User-driven Open Innovation and how Living Labs support such approaches to new services and technological developments
Accessibility as Innovation - giving your potential users the chance to inspi...Jonathan Hassell
Many organisations seem to fear that making their products accessible means dumbing them down: they might then work for everyone, but they will lose a lot of their pizzazz in the process.
In this eAccess-13 presentation Jonathan Hassell presents the contrary view - that organisations that really look into the different needs of their disabled audiences often find this breaks them out of fixed positions, allowing them to take innovative leaps in product design.
Using examples from the typewriter to the iPhone classic ‘Zombies, Run!’ and his own recent projects involving the Microsoft Kinect games controller, Jonathan guides you through a way of thinking about product development which is inclusive, creative and potentially very lucrative.
GAETSS Gamification and Enabling Technologies August 2014 NewsletterDavid Wortley
In GAETSS August Newsletter
• UKTI Digital Gaming International Festival - Liverpool
• The CRe-AM Creative Industries Community Project
• propels Diabetes Study – Education and Exercise Tracking
• APAN Healthcare Webcast on Enabling Technologies to Empower the Disabled
• i-CREATe 2014 Singapore Conference on Assistive Technologies
• Global Health Education TimeTag TV Portal
• BBC Radio Leicester Interview on Lifestyle Technology and Gamification Institute
• PERA LEAP Programme for Funding Innovation
• World Innovation Summit on Education (WISE) Accelerator Initiative
• BankTech Asia 2014
• IFTTT Applications and the Internet of Things
• Upcoming Conferences and Seminars Listing
• Slideshare Archives
Global Innovation and Disruptive Technology PlatformAzamat Abdoullaev
Global Innovation
Global Flows
Encyclopedic Intelligence
Open Innovation Platform
AI, Cognitive Computing
Smart World
Intelligent City, Smart Cities, Green Cities, Innovation Cities
Future Technology, Cyber War, Smart Territories
Future World
Smart Cities
I-Communities
Environmental pollution is causing a wide range of diseases and premature deaths. Yet, public understanding of these important issues are lacking. The Smart Citizens Lab helps citizens to use open source hard- and software to complement existing environmental sensor networks and gain a better understanding of the current state of pollution, and make this insight actionable.
This presentation was delivered first at the Montréal Smart City Expo, March 26 2015.
Accessibility innovation through gestural and sign-language interfacesJonathan Hassell
CSUN 2014 talk by Professor Jonathan Hassell describing how Hassell Inclusion, Gamelab UK, and Reflex Arc are using Natural User Interface technologies like Microsoft Kinect to create a whole new generation of assistive technologies based around the movements, gestures and signs different groups of disabled people make.
Two projects are described:
Nepalese Necklace movement games for blind and partially-sighted children that encourage blind and partially-sighted children to engage more readily with their early mobility training through making the body- and spatial-awareness exercises they have to perform the controls for motivational 3D audio-games;
uKinect sign language eLearning games to help people who use sign language to more easily transition into employment by enabling them to learn workplace-specific sign vocabularies using instructive video and our innovative Kinect sign-language recognition system.
NB. All videos in my CSUN presentation had captions, but it's not currently possible to caption the embedded videos in this slideshare. If you need access to the captioned videos, email jonathan@hassellinclusion.com
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CRISPR-Cas9, a revolutionary gene-editing tool, holds immense potential to reshape medicine, agriculture, and our understanding of life. But like any powerful tool, it comes with ethical considerations.
Unveiling CRISPR: This naturally occurring bacterial defense system (crRNA & Cas9 protein) fights viruses. Scientists repurposed it for precise gene editing (correction, deletion, insertion) by targeting specific DNA sequences.
The Promise: CRISPR offers exciting possibilities:
Gene Therapy: Correcting genetic diseases like cystic fibrosis.
Agriculture: Engineering crops resistant to pests and harsh environments.
Research: Studying gene function to unlock new knowledge.
The Peril: Ethical concerns demand attention:
Off-target Effects: Unintended DNA edits can have unforeseen consequences.
Eugenics: Misusing CRISPR for designer babies raises social and ethical questions.
Equity: High costs could limit access to this potentially life-saving technology.
The Path Forward: Responsible development is crucial:
International Collaboration: Clear guidelines are needed for research and human trials.
Public Education: Open discussions ensure informed decisions about CRISPR.
Prioritize Safety and Ethics: Safety and ethical principles must be paramount.
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CHAPTER 1 SEMESTER V - ROLE OF PEADIATRIC NURSE.pdfSachin Sharma
Pediatric nurses play a vital role in the health and well-being of children. Their responsibilities are wide-ranging, and their objectives can be categorized into several key areas:
1. Direct Patient Care:
Objective: Provide comprehensive and compassionate care to infants, children, and adolescents in various healthcare settings (hospitals, clinics, etc.).
This includes tasks like:
Monitoring vital signs and physical condition.
Administering medications and treatments.
Performing procedures as directed by doctors.
Assisting with daily living activities (bathing, feeding).
Providing emotional support and pain management.
2. Health Promotion and Education:
Objective: Promote healthy behaviors and educate children, families, and communities about preventive healthcare.
This includes tasks like:
Administering vaccinations.
Providing education on nutrition, hygiene, and development.
Offering breastfeeding and childbirth support.
Counseling families on safety and injury prevention.
3. Collaboration and Advocacy:
Objective: Collaborate effectively with doctors, social workers, therapists, and other healthcare professionals to ensure coordinated care for children.
Objective: Advocate for the rights and best interests of their patients, especially when children cannot speak for themselves.
This includes tasks like:
Communicating effectively with healthcare teams.
Identifying and addressing potential risks to child welfare.
Educating families about their child's condition and treatment options.
4. Professional Development and Research:
Objective: Stay up-to-date on the latest advancements in pediatric healthcare through continuing education and research.
Objective: Contribute to improving the quality of care for children by participating in research initiatives.
This includes tasks like:
Attending workshops and conferences on pediatric nursing.
Participating in clinical trials related to child health.
Implementing evidence-based practices into their daily routines.
By fulfilling these objectives, pediatric nurses play a crucial role in ensuring the optimal health and well-being of children throughout all stages of their development.
1. 상품기획 연구회 4월 세미나
공공병원 의사가 말하는 디지털헬스케어
서울특별시 서울의료원 피부과/시민공감서비스디자인센터
김현정
1
2. SXSW ?
• 정보기술(IT) 영화 음악을 아우르는 세계 최대 창조산업 축제.
• 혁신을 가장 빠르게 받아들이는 콘텐츠·기술 분야의 최신 이슈를 한자
리에서 접할 수 있다.
• 매년 3월 미국 텍사스주 오스틴에서 열리며 30만명이 넘는 관람객이
몰린다.
• 1987년 이 지역 소규모 음악 축제로 시작해 영화와 스타트업으로 분야
를 확장했다.
• 트위터 ,포스퀘어 등 세계적으로 유명한 다수의 스타트업이 이곳에서
7. BREAKOUT TREND OF THE EVENT
• Trend that gained the most traction
during SXSW Interactive 2017.
• Deep Machine Learning | accepted by
Vint Cerf, Chief Internet Evangelist at
Google and Founder of the People-
Centered Internet
8. • DAVID CARR PRIZE
– https://www.sxsw.com/wp-
content/uploads/2017/01/Armstrong_Mike.pdf
(인공 지능의 도덕성과 감정에 대한 에세이)
• SPEAKER OF THE EVENT
– Joe Biden https://youtu.be/IykG7_zHXoo
9. • 90 Seconds- Your Cloud Video Creation Platform
• Abartys Health-unify the three major components of healthcare: patients, doctors, and insurers.
The team hopes to lower healthcare costs by helping companies manage and streamline their
data
• EpicMD-Based in sunny Miami, this service offers an affordable, mobile healthcare network that
allows people to connect with U.S. board-certified doctors whenever they want.
• InstaChk- Our artificial-intelligence algorithm bridges the gap between the physical world and the
digital world, enabling advertisements to reach the right consumers at the right time and the right
place.
• Jukedeck -state-of-the-art tech we’re building that brings artificial intelligence to music
composition
• myAlfred-busy schedules manage everyday tasks with artificial intelligence that prioritizes events
and helps the user find time for the important things in life.
• Populace-Use Populace to see how many people are at specific venues, avoid the crowds, or go
where the action is
• SkinVision :https://vimeo.com/127475391#embed
• soundBYTE App
• Storyo-This app, created in Portugal, helps consumers organize their memories through collaborative
storytelling by combining photos, Facebook posts and more. The outcome is a cohesive memory
experience.
• Chore Check
• UAV-IQ
• Deary -Deary provides seniors with in-home services by responding to their voice and simple input
commands, while streamlining senior housing service provision and saving costs for operators
• ProPlanr
SXSW Release It
17. 2017 Interactive Innovation
Awards Finalists
• Health, Med & Biotech
DIY CRISPR Kit by The ODIN, San Francisco, CA
miniPCR by Amplyus, Cambridge, MA
Molekule by Molekule, San Francisco, CA
PRIME Needle Free Injector by Portal
Instruments, Cambridge, MA
Voxel Bay by the Research Institute at
Nationwide Children’s Hospital, Columbus, OH
18. https://www.portalinstruments.com/
• Chronic disease self-managed in the
home with biologic-based therapies
place the burden of drug administration
on the patient, and can lead to disease
management anxiety and less than
optimal outcomes
• https://www.portalinstruments.com/
21. https://molekule.com/
Molekule’s patented technology, Photo Electrochemical Oxidation
(PECO), works at the molecular level to eliminate indoor air pollution.
Take a deep breath and see what makes Molekule the first of its kind.
22. http://voxelbay.nchri.org/
• https://youtu.be/uVRilk_6UWI
• Voxel Bay is a fully-immersive virtual reality ecosystem that was built from the ground
up at Nationwide Children’s Hospital.
• It’s primary aim: engage patients with a completely immersive experience that
facilitates distraction through engagement in a completely novel, challenging and fun
environment.
• Voxel Bay is a vital first step toward to redefining the patient experience during
intravenous procedures, and beyond.
• Voxel Bay’s success is built on three pillars : targeted games and experiences which
provide unique and fun interaction, a custom headset specifically designed for clinical
pediatric use, and a suite of tools which puts the caregiver in control of
the environments and activities.
• The platform is currently involved in a clinical trial at Nationwide Children’s Hospital.
https://youtu.be/RDqhpV4B-zU
23. 2017 Interactive Innovation
Awards Finalists
• Scifi No Longer
Airobotics Automated Drone Platform by Airobotics,
Petah Tikva, ISR
DuoSkin by MIT Media Lab, Cambridge, MA |
Microsoft Research, Redmond, WA
Nanit Thinking Baby Monitor by Nanit, New York, NY
Navii / LoweBot by Fellow Robots, San Francisco, CA
Quantum UIX by Quantum Interface, Austin, TXDIY
CRISPR Kit by The ODIN, San Francisco, CA
25. 2017 Interactive Innovation
Awards Finalists
• Wearable Tech
– BLIND CAP by Cheil | Samsung | The Spanish
Paralympic Committee, Madrid, ESP
– Halo 2 Made for iPhone Hearing Aids by Starkey
Hearing Technologies | Karten Design, Eden Prairie,
MN
– LINK AKC™ Smart Dog Collar by Link AKC, Stamford,
CT
– Music: Not Impossible by Not Impossible, Los
Angeles, CA
– Radar Pace by Intel & Oakley, Foothill Ranch, CA
26. Samsung's Blind Cap vibrates when
Paralympic swimmers need to flip
• https://youtu.be/8caXvQpWFeo
32. 2017 SXSW Accelerator
Pitch Event Winners
• Health and Wearables Technologies
Finalists
– Bloomlife: women’s health company
designing the future of prenatal care
– iSono Health :breast cancer screening
by developing a platform that
combines automated ultrasound with
AI
– Litmus Health :clinical data science
platform focused on health-related
quality of life.
– Saathi : fully biodegradable sanitary
pad from waste banana tree fiber
– Sound Scouts
33. • Sound Scouts
– game-based technology to deliver an
accessible, reliable, low cost hearing
screening solution to eliminate undetected
hearing loss and elevate life outcomes.
2017 SXSW Accelerator
Pitch Event Winners
The National Acoustic
Laboratories (NAL) is the research
division of Australian Hearing, a Statutory
Authority under the Commonwealth
Department of Human Services
34. • Innovation In Connecting
People
– Blendoor by Stephanie
Lampkin, San Francisco, CA
– REWORD by Leo Burnett
Melbourne, Southbank, VIC,
AUS
– Samsung: Bedtime VR stories
by Unit9, London, UK
– Sydney Opera House
#comeonin by DDB Group
Australia, Sydney, NSW, AUS
– The Superbook by Sentio, San
Francisco, CA
• Innovative 3-DIY
– 3Doodler PRO by 3Doodler,
New York, NY
– The FormBox by Makyu
Industries, London, UK
– Miia™ Truly Personalized CPAP
by Metamason, Los Angeles,
CA
– Onyx One 3D Printer by
Markforged Inc., Cambridge,
MA
– Original Prusa i3 MK2 by Prusa
Research, Prague, CZE
2017 Interactive Innovation
Awards Finalists
https://www.unit9.com/project/samsung-bedtime-vr-stories
36. • JAPAN FACTORY VS KOREAN START UP NIGHT
• https://www.facebook.com/jpnfactorysince2017/
37. PEOPLE’S CHOICE
https://www.caringcrowd.org/
• CaringCrowd® knows that progress
takes generosity, collaboration and
commitment. That’s why Johnson &
Johnson is pledging to match all
donations (up to $250 per person per
project) until we reach our $100,000 cap.
• All active projects are eligible for
matched donations, so the benefits can
be widespread.
Second Interactive Innovation Awards
Finalist Showcase.