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Using 3D mapping to streamline business efficiency and how to do it remotely
Managing infrastructure and facility projects can require daily interaction with spatial information in order to make educated decisions. Our ability to see and interact with remote sites in order to make timely, collaborative decisions is frequently hindered by the technology that we use. Immersive 3D video mapping has recently become a viable operating platform for effective and efficient management of these types of projects. This session will discuss the potential value of Immersive video for visualizing information and making better, faster decisions - from anywhere.
by William Golden
Systems Engineering with the HTC Vive
Join us for an interactive discussion about systems engineering techniques, enabled by VR. Chris will review the practical side of getting up and running quickly with the HTC Vive for an engineering project, and also start a discussion about how we might be at the very beginning of a new way of creating things in the real world.
VR for Acute Pain in Detox
In 2012 the Memorial Hermann Prevention and Recovery Program established an abstinence-based specialty unit, “the Pain Recovery Program”, for individuals with chronic pain and a substance use disorder. This residential program is designed to treat individuals physically dependent on addictive medication for pain/ anxiety and also for those with active addiction and chronic pain. The first phase of treatment is an inpatient medically supervised detoxification. The issue of detox for patients with chronic pain (and their families) is filled with fear and anxiety. VR has been used as an effective intervention for acute pain and anxiety during this anxiety-filled phase of addiction treatment
Mixed Realities and Embodied Cognition
We will explore the evolution of information design and data visualization to draw parallels with the emerging experiences and interfaces that are possible in Virtual/Augmented/Mixed reality. Principles of visual information design, traditionally based on perceptual systems will be discussed, and expanded upon with the new input modalities, and physical illusions enabled by the 18 degrees of freedom in room scale VR. Finally, some ideas around abstraction, and other sensory substitution pathways will be explored.
Intuitive UX in VR
VR presents many new interaction methodologies, from hand-tracking to gaze selection. In a world without a mouse and keyboard, John discusses design paradigms that will allow users to be more expressive with interacting with VR software, and have their interactions be interpreted with greater fidelity. Having launched 2 VR game titles as well as having developed 3D software for oil and gas, aerospace, and NASA, John aggregates these disparate worlds so that developers can make their applications far more approachable for their users.
Metin Nacar - OUVA
Immersion in Health: Designing Interactive Care Environments
OUVA creates products that provide participatory care in hospitals, using the power of immersion and technology. With a unique multidisciplinary team composed of engineers, artists, and doctors, OUVA has been the primary provider of immersive environments that track patients’ full-body motion and respond through the use of engaging feedback.
In this talk, we will discuss challenges and accomplishments in designing for patients, explore other examples of health care environments that combine and art and technology with the goal of providing the audience with the understanding of the benefits of this emerging paradigm in healing spaces.
Rosario Ballesteros - VR Americas
Ethical Self Brain Hacking
Reality is built inside the brain. We will show how some of our work will allow people to unlock its own brain, build new neuro-patterns to learn easier and faster, or to reconstruct harmed neuro-patterns to a faster recovery from illness. Using brain code and patterns are a powerful tool to engage your own brain for higher levels of learning, training, and medical recovery. The analytics obtained through the process create a positive feedback chain to make wiser and more informed decisions. This is the perfect storm for the interaction among software, hardware, and computer vision applications.
Immersive Technologies for Canine Anatomy Education
Creative Anatomy Collective Texas A&M University presents augmented reality/virtual reality prototypes that have been developed to support students’ understanding of spatial relationships and movements in Canine Anatomy. We are a cross-disciplinary collaboration team exploring immersive technologies to enhance learning experience of Anatomy. Anatomy education is fundamental in life science and health education as well as visual and dance studies. In anatomy education, it has been long believed that cadaver dissection is the optimal teaching and learning method. Cadaver dissection definitely provides tangible knowledge of the shape and size of the organs, bones, and muscles. However, a dissection-only approach offers a subtractive and deconstructive perspective (i.e. skin to bone) of the body structure. Consequently, students often have difficulties on mentally visualizing three-dimensional (3D) body from inside out (i.e. bone to skin) and on how individual body parts are positioned relative to the rest of the body.
Our research explores the anatomical information on musculoskeletal structures and the tangible interaction of physical bones in different learning settings and contexts: individual, group, and lecture. Users manipulate a tangible skeletal model of bones affixed with augmented reality (AR) targets or VIVE controllers.
Mixed Reality – Beyond Gaming
This talk compares and contrasts HoloLens and VR, especially for their uses in business applications and collaboration.
From Traditional Animation to VR: Discovering the New Language of Animated VR Storytelling
Many originally thought Virtual Reality would be exclusively be catered to gamers and hardware enthusiasts. However, as consumer ready headsets hit the market we’re seeing more and more interest in story-rich animated experiences for all ages. How, as storytellers can we prepare ourselves to tell stories in this new medium?
This talk will go through the key techniques and experiments in telling a compelling story within an Virtual Reality animated film. Covering the new methods used by VR Animation studios such as Studio Disrupt, Oculus Story Studio, Baobab Studios, and Penrose.