This session will discuss how collaborating with NGOs can support your XR projects to make a positive impact on the environment, while boosting your product’s reach, visibility and generating new and engaging in-game content.
Using the VR Game 'The Great Ocean' as a case study, producer Michael Geidel from Actrio Studio will present how working with scientists and non-governmental organizations (NGOs) is making a unique and positive impact on their development of The Great Ocean by receiving support and advice on shaping elements of the game, as well as collaborative promotional support to widen the reach of the game. Joining Michael will be Sally Ward from Whale and Dolphin Conservation (WDC) to discuss how gaming and XR is making a difference to their urgent conservation work by collaborating on game development concepts to include important conservation facts, increasing their reach to new audiences and raising vital funds for their work through meaningful in-game applications.
This talk explores the transformative potential of combining digital twins and augmented reality (AR) technologies to address the challenges of high training costs and facility management downtime. While these technologies are already extensively used in gaming and marketing, the crucial question is: can they go beyond their current applications, and more importantly, are these technologies ready for broader implementation? Attendees will gain valuable insights from successful case studies and practical strategies for effectively implementing these technologies across diverse industries.
In the rapidly evolving educational landscape, extended reality (XR) is being explored as a frontier for medical training. Dr. Ruby Woodward, drawing from her interdisciplinary research at Cambridge University and hands-on experience with GigXR, will delve into the potential of these technologies, guiding listeners through the intersection of XR and medical education.
She will introduce attendees to HoloScenarios—an innovative application that leverages XR to produce hyperrealistic holographic simulations emulating high-risk acute medical scenarios. Moreover, she will discuss the integration of conversational artificial intelligence (AI) with teaching methods to enhance communication training for healthcare practitioners.
The talk will emphasize the importance of aligning such technological innovations with established medical principles and learning theories. By highlighting insights from collaborative endeavors with experts spanning academia, clinical practice, and technology, the discussion will underscore the multidisciplinary approach essential for guaranteeing the efficacy and integrity of XR in medical education. This presentation will elucidate the symbiosis of XR, AI, medicine, and pedagogy.
Join Dr. Woodward as she outlines the hurdles, breakthroughs, and innovative solutions driving the future of medical education in the XR domain.
Using Virtual Reality can be highly effective when it comes to training. But how do you create such an immersive learning experience that is both engaging and leaves an impact?
In this talk, Warp VR CEO Thijs de Vries and Learning & Development specialist Nadine Steiger from Erste Bank share their unique vision on building interactive, immersive training scenarios with 360° video, storytelling and gamification. They will share what type of training topics Erste Bank is using VR for and how they have easily deployed and scaled this form of training to thousands of learners.
Join in to hear:
• Erste Bank's best practices on using VR for training
• How to combine gamification, storytelling and 360° video
• About Warp VR, the no-code platform that is used to create these VR training courses
The Åland Islands, or Åland, is an autonomous region of Finland. Comprising around 6,700 islands, this Swedish-speaking archipelago is in the Baltic Sea. Many young people live across this region and find connecting to youth services and peer groups a challenge, especially in winter.
Barry Haughey (Founder HoloGen, Dublin Ireland) and Mia Hanstrom (Director of SKUNK youth service, Aland Island) partnered in working together to pilot a wide regional youth project using VR. The idea was to demonstrate that existing support for young people can be delivered using immersive technology, bringing the service to the participant. Historically, some young people have been unable to avail of creative, educational and social activities because they were unable to get to a physical environment, we aimed to demonstrate this was no longer the case.
For this pilot, we used the VR platform, Rec Room to create a private youth club and open a weekly meetup where participants, shared stories, played multiuser games and tournaments and even tried some mindfulness. All of these sessions were hosted by experienced youth workers from the Aland region.
In this Talk, we will hear from 2 young people, Kasper Dreyer and Julia Strand, who were participants in the VR pilot and will share some of their experiences, Mia Hanstrom (Director of SKUNK youth service, Aland Island) and Barry Haughey (Founder of HoloGen) who will discuss the growing potential of immersive technology within rural youth work and education.
Get ready to meet a dynamic community of Gen Z Girl XR creators, brought to you by Women in Immersive Tech and moderated by Richard, founder of IVG.World. Discover how they’re reshaping the fast-fashion industry. Allow us to introduce you to Tereze, Marta, Najda, Natalia, and Amelia, who have transformed from newbies to metaverse creators and startup founders. They’re young and fearless. Join us in hearing the insights of the next generation. Welcome to ‘Bad*ss Girls in XR: Fueling Futures.