VR AIX THECAMP LOGO

SCHEDULE

8:00 > 8:30

Welcome Coffee

8:30 > 8:35
Main auditorium
Welcome

Jean-Michel Blottière – President, Games for Change Europe
André Zollinger – Head of International Development, The Camp
Opening Words / Day 1
8:40 > 9:00
Main auditorium
Neuroscience

Noah Falstein – Founder, The Inspiracy / Former Chief Game Designer,
Google – USA
Neuroscience, VR, and Social Impact

The fields of Neuroscience and VR/AR/MR are mutually supportive. Neuroscience informs VR developers in how to most effectively create a sense of presences, and VR provides a new tool for medicine to treat a variety of cognitive disorders. This talk will delve into that relationship, and show how Neuroscience can improve VR quality as well as create deeper emotional resonance to improve empathy and spur social impact.

9:05 > 9:25
Main auditorium
User Experience

Celia Hodent – Game UX Consultant / PhD in Psychology – USA
UX and Cognitive Science Applied to Game Development (including VR/AR)

User experience (UX) and cognitive science are becoming trendy in the industry, but how can these disciplines concretely help a team develop and improve a video game? UX and cognitive science combined are at the service of the intended design, and can provide very concrete and easy-to-use tips to anticipate and solve problems, sometimes even before the playtesting phase.

9:30 > 9:50
Main auditorium
Mental Health

Isabela Granic – CEO, The Play Nice Institute – The Netherlands
The Sciences & Art of Designing VR Games for Mental Health

Worldwide, anxiety and depression are the most prevalent mental health problems. Innovative, scalable and engaging intervention approaches that target these mental health concerns are urgently needed. We combine behavioural science, biofeedback technologies and emotionally evocative game design to develop virtual reality experiences that promote emotional health and well being. I’ll present one example: DEEP-VR is a sublime, underwater VR experience that is controlled by the player’s own breathing. The power of this embodied experience to transform emotional distress and train emotional resilience will be demonstrated with data and demonstrations.

9:55 > 10:15
Main auditorium
Emotional Currency

Evan Hirsch – COO, The Play Nice Institute – The Netherlands
Emotional Currency, The Missing Design Element in Digital Hearth

A wave of digital tools has promised to help physicians, providers and patients achieve better outcomes for a multitude of problems, yet few succeed to deliver improved outcomes. Games, VR or any experiences must be designed for end-to-end user engagements to succeed in commercial or behavioral terms. To help designers improve the efficacy of their products, we will present an interactive design framework that brings together emotional currency, the “black arts” of commercial game design with some psychology principles.

10:20 > 10:40
Main auditorium
Business

Odile Limpach – Professor, Cologne Game Lab – TH-Köln, Former CEO Bluebyte-Ubisoft – Germany
Exploration of the business ecosystem for VR-AR-MR

Presenting the various actors of the VR/AR/MR markets and the multiple fields of applications for industry and services, I will discuss the market evolution, the current forecasts, the possible future developments, as well as the ongoing market structure disruption. I will especially explore the role of several economic factors like crowfunding, user centricity and UX (User Experience) as sources of growth for VR-AR and MR.

10:40 > 11:00

Networking Break

11:00 > 11:20
Main auditorium
Empowering Users

Daffy London – VR Director of Avengers VR Experience and I am Robot, Daffy London – UK
The VR Ego - embodying social VR

Daffy London will discuss the empowering nature of VR through his most recent works. In Avengers he discusses the self. Using suggestion to enable people to step outside of themselves to not only look like a new persona, but to feel different to. In extension, he will then discuss the broader implications of this using examples of his new piece I AM A ROBOT, a social VR experiement which premiered at SIGGRAPH 2017, sponsored by Future Reality Lab, NYU, Professor Ken Perlin, Connor DeFanti, Wenbo Lan.

11:25 > 11:45
Main auditorium
Multi-User VR

Igal Nassima – Founder, Superbright – USA
Blind Dates to Museum of Sex - Pushing the boundaries of multi user room scale VR Experiences.

Superbright have been leveraging game engines and VR combined with motion capture systems and haptics to create unique installation experiences. In this presentation I will be sharing the process behind our latest projects – Virtually Dating for Facebook/Conde Nast Studios and Diplo VR Experience for the Museum of Sex. We will be discussing content creation techniques, technology platforms for Social VR, their potentials and limitations.

11:50 > 12:10
Main auditorium
Immersive Journalism

Jamie Pallot – Co-Founder, Emblematic Group – Former Editor, Vanity Fair – USA
From the Ice Cap to the Trading Floor: Immersive Journalism using VR and AR

New technologies are allowing journalists to tell important stories in ways never before possible. Formats like volumetric VR can make users feel “present” on scene, while new methods of data capture, such as photogrammetry and volumetric video capture, enable locations and protagonists to be recreated with an astonishing degree of realism. The presentation examines both the power of this new medium as well as some of the challenges—practical and ethical—that it represents.

12:15 > 12h35
Main auditorium
Empathy & Présence in VR/AR

Gabo Arora – Creative Director & Senior Advisor at the United Nations; Founder & President of LightShed, a virtual reality and social impact startup; and an award-winning filmmaker represented by Within/Vrse.works – USA
Representing the Pain of Others

One of the curious features of modern life is that it supplies countless opportunities to engage with the horrors taking place throughout the world. Images of atrocities have become commonplace via the small screens of the television and the computer, and the even smaller screens of mobile phones. But are viewers inured to action by the depiction of cruelty? Or are they incited? Is the viewer’s perception of reality eroded by the daily barrage of such images? What does it mean to care about the sufferings of people in faraway zones of conflict? This talk explores how VR, with its newfound immersive capabilities, can represent and shape our relationship to the pain of others.

12:40 > 13:00
Main auditorium
Empathy & Présence in VR/AR

Luciana Carvalho Se – Powering VR, AR & MR innovation | Business Dev @ REWIND | Inclusion | TedX speaker | Co-chair VRAR TLA – UK
VR beyond empathy
13:00 > 14:30

Networking Lunch – Thematic Roundtables

14:30 > 15:00
Main auditorium
Fast Forward Attendees Presentation
A fast forward presentation at which each attendee has just a single minute to introduce himself or herself and invite you to find out more
15:05 > 15:30
Main auditorium
Keynote – Storytelling

Karen Dufilho – Executive Producer, Google Spotlight Stories – USA
Once Upon A Time in Silicon Valley

Are the latest technologies altering the nature of story-telling? VR, AR, MR, 360 and developing and adaptive canvases offer those who want to tell stories a new canvas in which to create on. Real-time game engines, bespoke tools, known and developing ever-advancing platforms have an instant, global reach and appeal. Karen will discuss how her team balances the desire to innovate with the anchor of time-honored make-me-care story-telling craft.

15:35 > 16:00
Main auditorium
Games for Change & VR For Impact

Susanna Pollack – President, Games for Change – USA
Topic tbc

Workshops

16:00 > 17:30
Youth Camp xp
Project Mentoring

Noah Falstein – Founder, The Inspiracy / Former Chief Game Designer, Google
Avoiding Design Disasters

There is a huge amount of material to learn and master to become a great game designer, and doing so with a game that aspires to do more than entertain, and do it in VR add new levels of complexity, akin to learning to not just qualify to fly a small plane, but aiming to be a test pilot for NASA. However, there are many surprisingly similar common mistakes that novice game designers tend to make when tackling a serious game/game for change/game for health, etc. This workshop will focus on how to avoid the worst of those mistakes, and although you may not learn how to fly like a master pilot, I hope I can at least help you avoid crashing on the taxiway!

16:00 > 17:30
CO3
User Experience

Celia Hodent – Game UX Consultant / PhD in Psychologie – USA
UX and Cognitive Science Appliedto game development (including VR/AR)

User experience (UX) and cognitive science are becoming trendy in the industry, but how can these disciplines concretely help a team develop and improve a video game? UX and cognitive science combined are at the service of the intended design, and can provide very concrete and easy-to-use tips to anticipate and solve problems, sometimes even before the playtesting phase.

16:00 > 17:30
Inspire Lab
VR & Mental Health

Isabela Granic – CEO – The Play Nice Institute
Evan Hirsch – COO – The Play Nice Institute
An Analogue Design Process to Make Science Sticky

Whether you are designing an experience for commercial entertainment or to improve a user’s life through behavioral change, the fundamentals of successful product design remain the same.  Using a common mental health issue as our basis, this hands-on workshop will give users an overview of the core –analogue- design process PlayNice uses to integrate science, design and FUN, to develop applications that keep users coming back for more science based, improved outcomes.

16:00 > 17:30
CO5
Target Group

Odile Limpach – Professor, Cologne Game Lab – TH-Köln, Former CEO Bluebyte-Ubisoft Germany
Refining your mission statement and target group

Knowing precisely your user and having a clear mission statement directly impacts your game design and overall project evolution. In this workshop, the participants will develop, practice and review the mission statement of their project. We will also apply simple methods to discuss and precise their target group.

16:00 > 17:30
AO3
Immersion Journalism

Jamie Pallot – Co-Founder, Emblematic Group – Former Editor, Vanity Fair
Everything You Didn’t Know About Making VR Documentaries But Were Afraid to Ask

A workshop covering the essential aspects of VR journalism, from financing to technology to creative vision. The workshop will address the practical, technical, and creative challenges behind producing award-winning content for partners like PBS Frontline, The New York Times, The Wall Street Journal, The World Economic Forum, and more. Topics addressed will include financing; new techniques such as photogrammetry and volumetric video capture; creative solutions for achieving high quality results on limited budgets; and ethical questions raised by the practice of VR journalism.

16:00 > 17:30
CO2
Empathy & Présence in VR/AR

Gabo Arora – Creative Director & Senior Advisor at the United Nations; Founder & President of LightShed, a virtual reality and social impact startup; and an award-winning filmmaker represented by Within/Vrse.works / USA)
Masterclass on Building for Empathy & Presence in VR/AR

The workshop will dissect in detail the workflow, challenges and impact of Clouds Over Sidra and The Last Goodbye.

16:00 > 17:30
Inspire Lab
AR/MR/VR for Good

Luciana Carvalho Se – Powering VR, AR & MR innovation | Business Dev @ REWIND | Inclusion | TedX speaker | Co-chair VRAR TLA
No tech for tech’s sake: building purposeful AR/MR/VR experiences
16:00 > 17:30
AO2
Storytelling

Karen Dufilho – Executive Producer, Google Spotlight Stories
Tell a story in 360? I dare you.
16:00 > 17:30
CO4
Project Mentoring

Francesco Cavallari – Founder & President, Video Games Without Borders
My Project Will Fail Because…

A student will pitch their project in front of other students and mentors. The audience will challenge his/project trying to identify key issues/risks that may cause the project to fail. Together we propose actions to avoid or mitigate the issues/risks.

17:30 > 18:00

Networking Break

18:00 > 22:00
Youth Camp xp
Seeking a New Self

Andrew Daffy – VR Director of Avengers VR Experience and I am Robot, Daffy London
Igal Nassima – Founder, Superbright
Seeking a New Self

Daffy (with Igal Nassima) will be available to discuss his findings during his time with Ken Perlin and NYU on his journey towards making I AM ROBOT (sponsored by Future Reality Lab, NYU, Professor Ken Perlin, Connor DeFanti, Wenbo Lan). How he pushed just under a 1000 people through a single experience without it stopping, showing the impact the experience had on its participants, and looking at new ways to keep encouraging positivity and self discovery in this increasingly isolated world of VR.

18:00 > 18:30
Auditorium
Discover The Camp

André Zollinger – Head of International Relations, The Camp – France
The Camp, the first European campus dedicated to emerging technology and social innovation
18:35 > 19:00
Auditorium
Digital Presence

Eric Viennot – Head of The Hive, The Camp – France
Bruno Samper – CEO & head of VR/AR department, NEDD – France
VR/AR/MR, how we use the body as an interface to hack the brain.

First we will present the augmented reality installation ‘The Tree of inspirations’, created for The Camp. Afterwards we will present some other project examples that we are developing. These will show how we conceive VR/AR/MR like a holistic experience, that hacks the brain and re-appropriates the whole body as an interface for the digital presence.

19:00 > 19:30
Outdoor

Explore The Tree of Inspiration

19:30 > 23:00

Networking Dinner