Conference and Expo
05./06.07.2017

Cologne, Germany

DAY ONE (05.07.)

DAY TWO (06.07.)

TRACK 1

BRANDS & ENTERPRISE BUSINESS DEVELOPMENTS


Industrial & enterprise best practices

09:40   20 min

Jody Medich (Singularity University)

Making Superhumans: The future of HMI

09:40   20 min 
Making Superhumans: The future of HMI

09:40   20 min 
Making Superhumans: The future of HMI

Jody Medich (Singularity University)



Have you ever dreamed of being a superhuman or having superpowers? When Jody was a kid, she wanted the Jedi mind trick. And then to be like Jean Grey from the X-men. She would spend hours upon hours just focusing on objects, failing to move them with her mind. Well, technology can make that happen. Jody will show that cognitive ergonomics can significantly reduce the mental burden of Human Machine Interface. And when that happens, we will be able to amplify human ability making us superhuman. The question remains: what will be your superpower?


Have you ever dreamed of being a superhuman or having superpowers? When Jody was a kid, she wanted the Jedi mind trick. And then to be like Jean Grey from the X-men. She would spend hours upon hours just focusing on objects, failing to move them with her mind. Well, technology can make that happen. Jody will show that cognitive ergonomics can significantly reduce the mental burden of Human Machine Interface. And when that happens, we will be able to amplify human ability making us superhuman. The question remains: what will be your superpower?

10:00   25 min

Hervé Fontaine (HTC VIVE)

HTC Vive for Enterprises

10:00   25 min 
HTC Vive for Enterprises

10:00   25 min 
HTC Vive for Enterprises

Hervé Fontaine (HTC VIVE)




Beyond gaming, the HTC Vive is now used by thousands of enterprises. From home planning, car showrooms, architecture walkthrough, industrial design to medical surgeons simulation training, the simplicity and affordability of the HTC Vive Business Edition has enabled many professional use cases in just over 1 year. Car manufacturers start to share their vision that every designer and engineer will use VR in their daily work very soon. With the Vive Business Edition, HTC is the first mass market VR brand to have created a VR headset complying to enterprises requirement.



Beyond gaming, the HTC Vive is now used by thousands of enterprises. From home planning, car showrooms, architecture walkthrough, industrial design to medical surgeons simulation training, the simplicity and affordability of the HTC Vive Business Edition has enabled many professional use cases in just over 1 year. Car manufacturers start to share their vision that every designer and engineer will use VR in their daily work very soon. With the Vive Business Edition, HTC is the first mass market VR brand to have created a VR headset complying to enterprises requirement.
11:00

11:20   25 min

Bianca Jürgens (Mercedes-Benz)

Virtual Reality Methods in Vehicle Development at Mercedes-Benz Cars

11:20   25 min 
Virtual Reality Methods in Vehicle Development at Mercedes-Benz Cars

11:20   25 min 
Virtual Reality Methods in Vehicle Development at Mercedes-Benz Cars

Bianca Jürgens (Mercedes-Benz)



The common vehicle development is shaped by consistently shortening development cycles and advancing complexity. To cope with these challenges increasingly virtual methods are deployed. The Virtual Reality Center at Mercedes-Benz in Sindelfingen provides methods and techniques for the creation of Virtual Reality scenarios for the entire vehicle development department. The talk "Virtual Reality Methods in Vehicle Development at Mercedes-Benz Cars" offers an overview over the different VR methods in the vehicle development at Mercedes-Benz Cars including the integration of technological innovations created by the current virtual reality hype.


The common vehicle development is shaped by consistently shortening development cycles and advancing complexity. To cope with these challenges increasingly virtual methods are deployed. The Virtual Reality Center at Mercedes-Benz in Sindelfingen provides methods and techniques for the creation of Virtual Reality scenarios for the entire vehicle development department. The talk "Virtual Reality Methods in Vehicle Development at Mercedes-Benz Cars" offers an overview over the different VR methods in the vehicle development at Mercedes-Benz Cars including the integration of technological innovations created by the current virtual reality hype.

12:00   30 min

Jens Angerer (Audi)

The True Meaning Of Mixed Reality

12:00   30 min 
The True Meaning Of Mixed Reality

12:00   30 min 
The True Meaning Of Mixed Reality

Jens Angerer (Audi)



Augmented and Virtual Reality are both parts of a Mixed Reality (xR), that is promised to change our lives. At Audi Jens Angerer is embracing this change by answering the question what xR means for the way we work and collaborate. In his talk he will be giving an exclusive look behind the scenes: What makes an xR experience great? How is Audi using xR to develop and build its cars? Why does the DIGILITY Hackathon help shape the future of xR? 


Augmented and Virtual Reality are both parts of a Mixed Reality (xR), that is promised to change our lives. At Audi Jens Angerer is embracing this change by answering the question what xR means for the way we work and collaborate. In his talk he will be giving an exclusive look behind the scenes: What makes an xR experience great? How is Audi using xR to develop and build its cars? Why does the DIGILITY Hackathon help shape the future of xR? 
13:00
14:00

14:30   25 min

Clemens Conrad (Vectorform)

Leveraging AR for Enterprise Transformation

14:30   25 min 
Leveraging AR for Enterprise Transformation

14:30   25 min 
Leveraging AR for Enterprise Transformation

Clemens Conrad (Vectorform)



Manufacturers around the world are undergoing a major transformation, as demand for digital innovation and market share increases at a rapid pace. Industry 4.0, a trend of automation and data exchange in manufacturing technologies, is driving the emergence of next-generation 'Smart' factories. Hear from Vectorform as they deliver use cases on the impact of AR in enterprise transformation, including a spotlight on its partnership with global furniture manufacturer, Blum. ​


Manufacturers around the world are undergoing a major transformation, as demand for digital innovation and market share increases at a rapid pace. Industry 4.0, a trend of automation and data exchange in manufacturing technologies, is driving the emergence of next-generation 'Smart' factories. Hear from Vectorform as they deliver use cases on the impact of AR in enterprise transformation, including a spotlight on its partnership with global furniture manufacturer, Blum. ​
15:00

15:10   25 min

Mark Zwerner (OSRAM)

The transformation of the OSRAM brand – making the invisible visible

15:10   25 min 
The transformation of the OSRAM brand – making the invisible visible

15:10   25 min 
The transformation of the OSRAM brand – making the invisible visible

Mark Zwerner (OSRAM)



How AR helped OSRAM to make invisible technologies visible and coming to life for the visitors at CES 2017 and how this helped changing the OSRAM brand perception from a light bulb manufacturer to a high-tech company.


How AR helped OSRAM to make invisible technologies visible and coming to life for the visitors at CES 2017 and how this helped changing the OSRAM brand perception from a light bulb manufacturer to a high-tech company.

16:00   25 min

Kerim Ispir (RE'FLEKT)

The Secret Life of Industrial Augmented Reality

16:00   25 min 
The Secret Life of Industrial Augmented Reality

16:00   25 min 
The Secret Life of Industrial Augmented Reality

Kerim Ispir (RE'FLEKT)



PokémonGo has come and gone, sparking a hype behind anything and everything to do with Augmented Reality. Yet sceptics point out that there is still a lack of AR in our daily business lives despite such obvious benefits. Can this really be true? Even before digital monsters started popping up on our screens, Augmented Reality has been seeping into industrial scenarios for daily usage. This presentation will cover the ‘how’ and ‘why’ of industrial AR with a focus on the Leybold case - an Atlas Copco company that incorporated AR into their digital strategy to provide their customers with AR step-by-step instructions for their product line on smart devices.


PokémonGo has come and gone, sparking a hype behind anything and everything to do with Augmented Reality. Yet sceptics point out that there is still a lack of AR in our daily business lives despite such obvious benefits. Can this really be true? Even before digital monsters started popping up on our screens, Augmented Reality has been seeping into industrial scenarios for daily usage. This presentation will cover the ‘how’ and ‘why’ of industrial AR with a focus on the Leybold case - an Atlas Copco company that incorporated AR into their digital strategy to provide their customers with AR step-by-step instructions for their product line on smart devices.

16:40   25 min

Martin Wild (MediaMarktSaturn Retail Group)

Meet Paula – Future Shopping Experiences at MediaMarktSaturn

16:40   25 min 
Meet Paula – Future Shopping Experiences at MediaMarktSaturn

16:40   25 min 
Meet Paula – Future Shopping Experiences at MediaMarktSaturn

Martin Wild (MediaMarktSaturn Retail Group)



Digital technologies transform the very foundation of how we live – and also the way we go shopping. Martin Wild, Chief Digital Officer of the MediaMarktSaturn Retail Group, will show what retail will look like in the future: robots will guide us, Augmented and Virtual Reality will merge on- and offline worlds to an all new shopping experience and artificial intelligence will help us to find what we are really looking for.


Digital technologies transform the very foundation of how we live – and also the way we go shopping. Martin Wild, Chief Digital Officer of the MediaMarktSaturn Retail Group, will show what retail will look like in the future: robots will guide us, Augmented and Virtual Reality will merge on- and offline worlds to an all new shopping experience and artificial intelligence will help us to find what we are really looking for.

17:20   25 min

Rosa Riera (Siemens)

Branding the Future of Technology at Siemens with VR

17:20   25 min 
Branding the Future of Technology at Siemens with VR

17:20   25 min 
Branding the Future of Technology at Siemens with VR

Rosa Riera (Siemens)



Siemens recently launched its new employer brand. This has been shaped by data and technology. Yet it is the experience of the people who work at the company that lies at its heart. 

Since the most powerful way to share what it is like to work somewhere is by having a conversation, Siemens’ new employer brand is focused on sparking conversations among and between its current employees and future prospects.

Siemens launched its new employer brand by releasing a series of VR documentaries that give insight into what it is like to work at the company. It chose the medium of virtual reality for these documentaries because of its incredible power and immersiveness as a storytelling tool. The emotional, human impact of these documentaries is designed to spark conversations about Siemens as an employer. Beyond this, the technological novelty of VR is itself a trigger for sparking conversations about the future of engineering and the company’s place within it.

In her talk, Rosa Riera will share how Siemens developed its new employer brand strategy. She will also discuss the multi-dimensional measurement strategy, featuring both hard and soft metrics, that the company has developed for tracking the effectiveness of its new employer brand, including its virtual reality components.


Siemens recently launched its new employer brand. This has been shaped by data and technology. Yet it is the experience of the people who work at the company that lies at its heart. 

Since the most powerful way to share what it is like to work somewhere is by having a conversation, Siemens’ new employer brand is focused on sparking conversations among and between its current employees and future prospects.

Siemens launched its new employer brand by releasing a series of VR documentaries that give insight into what it is like to work at the company. It chose the medium of virtual reality for these documentaries because of its incredible power and immersiveness as a storytelling tool. The emotional, human impact of these documentaries is designed to spark conversations about Siemens as an employer. Beyond this, the technological novelty of VR is itself a trigger for sparking conversations about the future of engineering and the company’s place within it.

In her talk, Rosa Riera will share how Siemens developed its new employer brand strategy. She will also discuss the multi-dimensional measurement strategy, featuring both hard and soft metrics, that the company has developed for tracking the effectiveness of its new employer brand, including its virtual reality components.

TRACK 2

DESIGN AND DEVELOPMENT FOR DIGITAL REALITIES


Tools, engines, SDK’s, User Experience Design

10:00

10:30   20 min

Dominic Eskofier (NVIDIA)

Nvidia's Research and Development for VR

10:30   20 min 
Nvidia's Research and Development for VR

10:30   20 min 
Nvidia's Research and Development for VR

Dominic Eskofier (NVIDIA)



NVIDIA will give a behind the scenes view on its latest RnD initiatives like near-eye holographic displays, foveated rendering, 16Khz panels, varifocal displays like lightfield displays and much, much more and give a sneak peek of a possible future in VR in the next ten years.


NVIDIA will give a behind the scenes view on its latest RnD initiatives like near-eye holographic displays, foveated rendering, 16Khz panels, varifocal displays like lightfield displays and much, much more and give a sneak peek of a possible future in VR in the next ten years.
11:00

11:20   20 min

Thomas Bedenk (Exozet Berlin)

Designing Multisensory VR for Impact in Marketing

11:20   20 min 
Designing Multisensory VR for Impact in Marketing

11:20   20 min 
Designing Multisensory VR for Impact in Marketing

Thomas Bedenk (Exozet Berlin)



Audi showcased their latest Audi e-tron Sportback concept car virtually during the Formula E event in Berlin. Exozet created an engaging VR showcase enriched with haptic feedback using three wind machines. Exozet's Head of VR Thomas Bedenk takes an in-depth look on how the project evolved from initial concept to final experience. The production team iterated intensely on storytelling and level of interactivity while focusing on the core goal of making this experience stand out to the target audience.
Thomas will highlight aspects like pacing, guiding attention and elements of surprise specifically for car marketing at sport events. Balancing realism and excitement, interactivity and direction as well as comfort and action while keeping an eye on the budget were key to success.


Audi showcased their latest Audi e-tron Sportback concept car virtually during the Formula E event in Berlin. Exozet created an engaging VR showcase enriched with haptic feedback using three wind machines. Exozet's Head of VR Thomas Bedenk takes an in-depth look on how the project evolved from initial concept to final experience. The production team iterated intensely on storytelling and level of interactivity while focusing on the core goal of making this experience stand out to the target audience.
Thomas will highlight aspects like pacing, guiding attention and elements of surprise specifically for car marketing at sport events. Balancing realism and excitement, interactivity and direction as well as comfort and action while keeping an eye on the budget were key to success.
12:00

12:10   20 min

Jonas Kunze (flyingshapes)

Product Design In-depth – a Virtual Reality Approach to Concept Modeling

12:10   20 min 
Product Design In-depth – a Virtual Reality Approach to Concept Modeling

12:10   20 min 
Product Design In-depth – a Virtual Reality Approach to Concept Modeling

Jonas Kunze (flyingshapes)



Jonas Kunze of Flying Shapes will present their vision of the future of product design. Classic CAD applications constrain their users and enforce an abstract way of working in a naturally three-dimensional environment. This limitation can be overcome by translating the modeling process back into its natural habitat with the help of Virtual Reality. He will discuss the concept and development of their VR designer software and examine which interface and visualization decisions they have come across on their way. While their product has not yet been released, they want to share some of their insights and put some of their future ideas up for discussion. The key topics of the talk will be their usage of common frameworks, their approach to test-driven development for VR applications and their user interface principles.


Jonas Kunze of Flying Shapes will present their vision of the future of product design. Classic CAD applications constrain their users and enforce an abstract way of working in a naturally three-dimensional environment. This limitation can be overcome by translating the modeling process back into its natural habitat with the help of Virtual Reality. He will discuss the concept and development of their VR designer software and examine which interface and visualization decisions they have come across on their way. While their product has not yet been released, they want to share some of their insights and put some of their future ideas up for discussion. The key topics of the talk will be their usage of common frameworks, their approach to test-driven development for VR applications and their user interface principles.
13:00
14:00

14:30   20 min

Nils Hasler (The Captury)

Markerless Motion Capture for Virtual Reality

14:30   20 min 
Markerless Motion Capture for Virtual Reality

14:30   20 min 
Markerless Motion Capture for Virtual Reality

Nils Hasler (The Captury)



Being able to experience your own body improves your feeling of immersion in almost any VR experience. We present a markerless tracking solution that doesn't interfere with the user.


Being able to experience your own body improves your feeling of immersion in almost any VR experience. We present a markerless tracking solution that doesn't interfere with the user.

14:55   20 min

Stephan van den Brink (Manus VR)

How will we work in virtual space

14:55   20 min 
How will we work in virtual space

14:55   20 min 
How will we work in virtual space

Stephan van den Brink (Manus VR)



What is far more important than the ability to see 3D space, is the ability to manipulate it with your hands in real time. VR for the hands has the potential to change how we all work in reality and virtual space.


What is far more important than the ability to see 3D space, is the ability to manipulate it with your hands in real time. VR for the hands has the potential to change how we all work in reality and virtual space.
16:00

16:40   25 min

Daniel Seidl (Innoactive), Dennis Abmeier (Volkswagen Group)

The Volkswagen Digital Reality Hub: A VR collaboration space for remote teams

16:40   25 min 
The Volkswagen Digital Reality Hub: A VR collaboration space for remote teams

16:40   25 min 
The Volkswagen Digital Reality Hub: A VR collaboration space for remote teams

Daniel Seidl (Innoactive), Dennis Abmeier (Volkswagen Group)



Autonomous driving and electric vehicles will transform the automotive industry rapidly: New factories and manufacturing processes need to be planned and thus thousands of people need to be trained. Interdisciplinary teams can make this transformation happen - but mostly they are separated around the world. So what would happen if the smartest heads at Volkswagen could meet instantly in Virtual Reality - independently from their physical location? Volkswagen and Innoactive present the Digital Reality Hub: The new virtual workspace where teams can collaborate in VR.


Autonomous driving and electric vehicles will transform the automotive industry rapidly: New factories and manufacturing processes need to be planned and thus thousands of people need to be trained. Interdisciplinary teams can make this transformation happen - but mostly they are separated around the world. So what would happen if the smartest heads at Volkswagen could meet instantly in Virtual Reality - independently from their physical location? Volkswagen and Innoactive present the Digital Reality Hub: The new virtual workspace where teams can collaborate in VR.

17:20   25 min

Leif Petersen (IGNYTE)

Creating the Virtual for Real: Racing from LeMans to the HOLOGATE

17:20   25 min 
Creating the Virtual for Real: Racing from LeMans to the HOLOGATE

17:20   25 min 
Creating the Virtual for Real: Racing from LeMans to the HOLOGATE

Leif Petersen (IGNYTE)



An in-depth look at the process of creating next level VR experiences. Leif Petersen, CEO of IGNYTE GmbH will highlight the creative and technical process that powers remarkable immersive content. His talk will guide you through the challenges involved with creating the Audi LeMans tribute VR and how his company evolved to create the HOLOGATE. An immersive multiplayer VR platform and the next step for location based entertainment.


An in-depth look at the process of creating next level VR experiences. Leif Petersen, CEO of IGNYTE GmbH will highlight the creative and technical process that powers remarkable immersive content. His talk will guide you through the challenges involved with creating the Audi LeMans tribute VR and how his company evolved to create the HOLOGATE. An immersive multiplayer VR platform and the next step for location based entertainment.

Day 1

Demo

Please log into MyDigility and register for the demo using the REGISTER button in the program overview. Participation is restricted.

10:00   480 min  Workshop Lab

Microsoft VIP Demonstration of HoloLens

10:00   480 min   Workshop Lab
Microsoft VIP Demonstration of HoloLens

10:00   480 min   Workshop Lab
Microsoft VIP Demonstration of HoloLens

Microsoft will offer  VIP individual demonstrations of HoloLens on both days of the DIGILITY, duration 30 minutes. Register now for one of the few places and find out, in an exclusive individual consultation in a separate room, how you can use mixed reality in your company in the future.
Microsoft will offer  VIP individual demonstrations of HoloLens on both days of the DIGILITY, duration 30 minutes. Register now for one of the few places and find out, in an exclusive individual consultation in a separate room, how you can use mixed reality in your company in the future.

Workshops

Workshops Day 1

Please log into MyDigility and register for the workshops using the REGISTER button in the program overview. Participation is restricted.

10:00   120 min

Sönke Kirchhof (INVR.SPACE)

Creating Cinematic VR Content

10:00   120 min 
Creating Cinematic VR Content

10:00   120 min 
Creating Cinematic VR Content

Sönke Kirchhof (INVR.SPACE)



Cinematic VR is a promising field within the development of content for VR Environments. Innovative cinematic experiences come into being that involve the user and thereby expand the limits of immersive cinematic storytelling. Established and Independent Filmmakers are already dedicated to create and realize Cinematic VR content since more than a few moths since the medium of VR got recharged by Facebook, Samsung, Google, HTC and a lot more companies involved.


Cinematic VR is a promising field within the development of content for VR Environments. Innovative cinematic experiences come into being that involve the user and thereby expand the limits of immersive cinematic storytelling. Established and Independent Filmmakers are already dedicated to create and realize Cinematic VR content since more than a few moths since the medium of VR got recharged by Facebook, Samsung, Google, HTC and a lot more companies involved.
12:00
13:00
14:00

15:00   90 min

Petr Legkov (SALT AND PEPPER Software | Virtual Spice)

How to identify a meaningful VR product for your business

15:00   90 min 
How to identify a meaningful VR product for your business

15:00   90 min 
How to identify a meaningful VR product for your business

Petr Legkov (SALT AND PEPPER Software | Virtual Spice)



This workshop will cut through the fog of the hype around VR applications for businesses and allow the participants to distinguish between entertainment focused VR applications, "vaporware products“, that are advertised but far from production ready, and meaningful products that are ready for a company-wide rollout.
By contrasting between good and bad VR products, Petr Legkov will outline important details on user experience design details that will help you to s-elect the best product for your business.


This workshop will cut through the fog of the hype around VR applications for businesses and allow the participants to distinguish between entertainment focused VR applications, "vaporware products“, that are advertised but far from production ready, and meaningful products that are ready for a company-wide rollout.
By contrasting between good and bad VR products, Petr Legkov will outline important details on user experience design details that will help you to s-elect the best product for your business.

16:45   75 min

Ulf Hyltmark (SapientRazorfish)

VR x UX Workshop: Rescind Reality

16:45   75 min 
VR x UX Workshop: Rescind Reality

16:45   75 min 
VR x UX Workshop: Rescind Reality

Ulf Hyltmark (SapientRazorfish)

The Emerging Experiences team of SapientRazorfish will run a workshop that helps you understand the fundamentals of designing and creating user experiences (UX) in virtual reality (VR).

This workshop will start with exploring the state of experience design in VR, some key experience principles and how to apply them. Ulf Hyltmark will go through the main pillars of a VR experience: view and ergonomics, input and interaction, user journey and guidance, content and locomotion. This will be followed by a hands-on ideation, sketching and prototyping session.

The SapientRazorfish workshop is for people looking to understand how to design for VR and quickly bring concepts to life to test.
The Emerging Experiences team of SapientRazorfish will run a workshop that helps you understand the fundamentals of designing and creating user experiences (UX) in virtual reality (VR).

This workshop will start with exploring the state of experience design in VR, some key experience principles and how to apply them. Ulf Hyltmark will go through the main pillars of a VR experience: view and ergonomics, input and interaction, user journey and guidance, content and locomotion. This will be followed by a hands-on ideation, sketching and prototyping session.

The SapientRazorfish workshop is for people looking to understand how to design for VR and quickly bring concepts to life to test.

TRACK 1

SIGNIFICANT IMPACTS ON AR & VR



Emerging technologies (3D, Artificial Intelligence etc.) & societal impact

09:45   30 min

Mel Slater (eventLab | University of Barcelona | Virtual Bodyworks)

Use Virtual Reality for a Change

09:45   30 min 
Use Virtual Reality for a Change

09:45   30 min 
Use Virtual Reality for a Change

Mel Slater (eventLab | University of Barcelona | Virtual Bodyworks)



Virtual Reality has a history of about 50 years, and went through a wave of popular dissemination and interest in the early 1990s, only to vanish again from public view. How can we help to make sure that VR can survive this latest advance? While the 1990s venture eventually failed through lack of appropriate hardware, the early 21st-century venture, while overcoming the hardware problem, requires new and revolutionary content to make the act of 'suiting up' for VR worthwhile, above and beyond traditional computer games, TV and movies. In this talk, I will discuss methods and applications that are only possible in VR. We can use VR for a change, and we can use VR for a change.


Virtual Reality has a history of about 50 years, and went through a wave of popular dissemination and interest in the early 1990s, only to vanish again from public view. How can we help to make sure that VR can survive this latest advance? While the 1990s venture eventually failed through lack of appropriate hardware, the early 21st-century venture, while overcoming the hardware problem, requires new and revolutionary content to make the act of 'suiting up' for VR worthwhile, above and beyond traditional computer games, TV and movies. In this talk, I will discuss methods and applications that are only possible in VR. We can use VR for a change, and we can use VR for a change.

10:30   25 min

Jay Donovan (TechCrunch)

digital dARwinism Part Two: Smarter Tools

10:30   25 min 
digital dARwinism Part Two: Smarter Tools

10:30   25 min 
digital dARwinism Part Two: Smarter Tools

Jay Donovan (TechCrunch)



Sometimes people consider technological advances as divisive experiences—as roadblocks that keep us from being "in the now" and from being connected to each other. Augmented Reality / Mixed Reality experiences are actually NOT misaligned with the human experience. In reality, AR and MR are closely aligned with our human passions to make, envision, and interact.

However, they serve us best as a set of tools. And tools facilitate a strategy...they are not a strategy in and of themselves. It is important to remember this because useful experiences must first be needed before they can be facilitated with useful and appropriate technology. The good news is there are plenty of problems to be solved where AR / MR can make a difference.

As an u-pdate to some predictions I made in 2016, I will explore if those are still on target and how Machine Learning and Artificial Intelligence tools will affect those predictions for how Augmented and Mixed Reality provide humans with advanced visualization tools.


Sometimes people consider technological advances as divisive experiences—as roadblocks that keep us from being "in the now" and from being connected to each other. Augmented Reality / Mixed Reality experiences are actually NOT misaligned with the human experience. In reality, AR and MR are closely aligned with our human passions to make, envision, and interact.

However, they serve us best as a set of tools. And tools facilitate a strategy...they are not a strategy in and of themselves. It is important to remember this because useful experiences must first be needed before they can be facilitated with useful and appropriate technology. The good news is there are plenty of problems to be solved where AR / MR can make a difference.

As an u-pdate to some predictions I made in 2016, I will explore if those are still on target and how Machine Learning and Artificial Intelligence tools will affect those predictions for how Augmented and Mixed Reality provide humans with advanced visualization tools.
11:00

11:10   25 min

Kathleen Schröter (Fraunhofer Heinrich Hertz Institute)

From VR/AR tech to “make a difference” use cases – where is the value, where is the money?

11:10   25 min 
From VR/AR tech to “make a difference” use cases – where is the value, where is the money?

11:10   25 min 
From VR/AR tech to “make a difference” use cases – where is the value, where is the money?

Kathleen Schröter (Fraunhofer Heinrich Hertz Institute)



In her presentation, Kathleen will give us an inside on the latest cases Fraunhofer HHI has been working on regarding volumetric video and 360video and on top, she is bringing us the inside from her 3IT Partners who are already using VR not only as a gimmicky technology. Cases include not only Entertainment but Medical & Therapeutic as well as Market Research applications where this new toy can save a lot of money and really help people’s life in a bigger scope.


In her presentation, Kathleen will give us an inside on the latest cases Fraunhofer HHI has been working on regarding volumetric video and 360video and on top, she is bringing us the inside from her 3IT Partners who are already using VR not only as a gimmicky technology. Cases include not only Entertainment but Medical & Therapeutic as well as Market Research applications where this new toy can save a lot of money and really help people’s life in a bigger scope.

11:50   40 min

Patrick Ehlen (Loop AI Labs)

Fireside chat: The future of AI

11:50   40 min 
Fireside chat: The future of AI

11:50   40 min 
Fireside chat: The future of AI

Patrick Ehlen (Loop AI Labs)



With more sophisticated machine vision and artificial intelligence capabilities making their way into any connected device, cameras will shift from being simple sensors to being the gateways to sophisticated contextual visual systems. What are the implications for the VR & AR industries? What kinds of solutions will be coming to the market soon, and how should we be preparing for the accompanying shifts?


With more sophisticated machine vision and artificial intelligence capabilities making their way into any connected device, cameras will shift from being simple sensors to being the gateways to sophisticated contextual visual systems. What are the implications for the VR & AR industries? What kinds of solutions will be coming to the market soon, and how should we be preparing for the accompanying shifts?
13:00
14:00

14:30   25 min

Jelle van Dijk (University of Twente)

Out of your mind, into the body? From theory to inspiration

14:30   25 min 
Out of your mind, into the body? From theory to inspiration

14:30   25 min 
Out of your mind, into the body? From theory to inspiration

Jelle van Dijk (University of Twente)



How do we mix the digital and the physical in ways that are intuitive to our own bodies? Indeed it may feel sometimes as if we have lost touch with our bodies. This seems related to the way digital technologies have gradually taken over increasingly large parts of our everyday lives.

So what about these new kinds of interfaces, VR, AR, and the like? Would something like Google Glass help to get back in touch with ourselves? Or would it actually make things worse, recruiting now our whole body as a means to lose ourselves once more in the digital world? In this talk, I show how interactive technologies are shaped by certain philosophical assumptions, which go back to Descartes’ famous split between ‘mind’ and ‘body’.

From the 1940s onwards, Cognitive Science reinvented this Cartesian dualism, claiming our minds were essentially software, and our body the corresponding hardware (including the sensors and actuators to connect our software-minds to the physical world). I believe that unless we get rid of this mind-body split, we will keep designing things that fail to appreciate what "intuitive to our own body" really means. Simply mixing physical with digital is not enough. We need more than the Oculus Rift Developer Kit; we need the right sort of conceptual apparatus to go with it.

This is why I introduce an alternative philosophy, one that rejects any Cartesian dualism. It is based on theories of embodiment; in particular that of Maurice Merleau-Ponty. The framework I propose aims to do justice to the full design potential of mixing physical and digital. By reframing our understanding of the role of the body, it opens up an exciting new design space. It offers inspiration to anyone designing for VR, AR, IoT, Ubicomp and Wearables in all sorts of application domains, such as health, well-being, automotive, the office and the home.


How do we mix the digital and the physical in ways that are intuitive to our own bodies? Indeed it may feel sometimes as if we have lost touch with our bodies. This seems related to the way digital technologies have gradually taken over increasingly large parts of our everyday lives.

So what about these new kinds of interfaces, VR, AR, and the like? Would something like Google Glass help to get back in touch with ourselves? Or would it actually make things worse, recruiting now our whole body as a means to lose ourselves once more in the digital world? In this talk, I show how interactive technologies are shaped by certain philosophical assumptions, which go back to Descartes’ famous split between ‘mind’ and ‘body’.

From the 1940s onwards, Cognitive Science reinvented this Cartesian dualism, claiming our minds were essentially software, and our body the corresponding hardware (including the sensors and actuators to connect our software-minds to the physical world). I believe that unless we get rid of this mind-body split, we will keep designing things that fail to appreciate what "intuitive to our own body" really means. Simply mixing physical with digital is not enough. We need more than the Oculus Rift Developer Kit; we need the right sort of conceptual apparatus to go with it.

This is why I introduce an alternative philosophy, one that rejects any Cartesian dualism. It is based on theories of embodiment; in particular that of Maurice Merleau-Ponty. The framework I propose aims to do justice to the full design potential of mixing physical and digital. By reframing our understanding of the role of the body, it opens up an exciting new design space. It offers inspiration to anyone designing for VR, AR, IoT, Ubicomp and Wearables in all sorts of application domains, such as health, well-being, automotive, the office and the home.
15:00

15:10   25 min

Eren Aksu (Emblematic Group)

The future of Mixed Realities

15:10   25 min 
The future of Mixed Realities

15:10   25 min 
The future of Mixed Realities

Eren Aksu (Emblematic Group)



"The Future of Mixed Realities" by Eren Aksu will start by describing the story of Emblematic Group and consequently the history of the VR Industry as we know it. The talk will mainly focus on what is next for the Virtual Reality industry, the challenges media companies & brands are going to face in the near future, and describe underlying opportunities for growth in the digital realm.
The second part of the talk will describe where the VR / AR industry and society is going to be 5-10-100 years from now on a deeper level and what it's going to take to get there; describing along way the specific technologies and industries that will combine and come together to create the future of human communication & interaction (AI, WEB VR, EEG Readers etc.)


"The Future of Mixed Realities" by Eren Aksu will start by describing the story of Emblematic Group and consequently the history of the VR Industry as we know it. The talk will mainly focus on what is next for the Virtual Reality industry, the challenges media companies & brands are going to face in the near future, and describe underlying opportunities for growth in the digital realm.
The second part of the talk will describe where the VR / AR industry and society is going to be 5-10-100 years from now on a deeper level and what it's going to take to get there; describing along way the specific technologies and industries that will combine and come together to create the future of human communication & interaction (AI, WEB VR, EEG Readers etc.)

16:00   30 min

Lisa Weitemeier (WDR), Lutz Knappmann (Süddeutsche Zeitung)

Panel: Immersive Media in Journalism

16:00   30 min 
Panel: Immersive Media in Journalism

16:00   30 min 
Panel: Immersive Media in Journalism

Lisa Weitemeier (WDR), Lutz Knappmann (Süddeutsche Zeitung)



This panel will highlight how German media outlets incorporate VR from a tools and storytelling perspective.


This panel will highlight how German media outlets incorporate VR from a tools and storytelling perspective.

16:35   35 min

Jody Medich (Singularity University), Mel Slater (eventLab | University of Barcelona | Virtual Bodyworks), Jelle van Dijk (University of Twente), Clemens Conrad (Vectorform)

Panel: Designing The Evolution of Humans and Computers

16:35   35 min 
Panel: Designing The Evolution of Humans and Computers

16:35   35 min 
Panel: Designing The Evolution of Humans and Computers

Jody Medich (Singularity University), Mel Slater (eventLab | University of Barcelona | Virtual Bodyworks), Jelle van Dijk (University of Twente), Clemens Conrad (Vectorform)



As we move into the world of immersive technologies and related technologies like AI and robotics, what have we learned about the way humans make sense of computers, and how will this help us build the future of human computer interaction? How will the experience of computing become embedded more deeply in the human experience, and how will this shape the evolution of our species? What do we see now as promising new developments in this direction, and what looks like dead ends?


As we move into the world of immersive technologies and related technologies like AI and robotics, what have we learned about the way humans make sense of computers, and how will this help us build the future of human computer interaction? How will the experience of computing become embedded more deeply in the human experience, and how will this shape the evolution of our species? What do we see now as promising new developments in this direction, and what looks like dead ends?

17:15   30 min

Dominic Eskofier (NVIDIA), Jay Donovan (TechCrunch)

Panel: What Happens When Apple Goes AR?

17:15   30 min 
Panel: What Happens When Apple Goes AR?

17:15   30 min 
Panel: What Happens When Apple Goes AR?

Dominic Eskofier (NVIDIA), Jay Donovan (TechCrunch)



What AR capabilities is Apple likely to be rolling out in fall? Will Apple's move be beneficial, or harmful for current market players in AR? How will this help the AR ecosystem grow? Will this increase market acceptance of VR, or will it steal the market focus and investment in VR?


What AR capabilities is Apple likely to be rolling out in fall? Will Apple's move be beneficial, or harmful for current market players in AR? How will this help the AR ecosystem grow? Will this increase market acceptance of VR, or will it steal the market focus and investment in VR?

TRACK 2

START-UPS & INVESTMENTS



Startup ideas and trends in investment

10:00
11:00

11:10   15 min

Leen Segers (LucidWeb)

LucidWeb Pro, mobile first, device agnostic VR applications

11:10   15 min 
LucidWeb Pro, mobile first, device agnostic VR applications

11:10   15 min 
LucidWeb Pro, mobile first, device agnostic VR applications

Leen Segers (LucidWeb)



With WebVR's growing importance, as a publisher, with LucidWeb Pro it has never been easier to publish a Virtual Reality (VR) app. A VR app that maximises reach by instantaneously being available across mobile, desktop and the most popular VR headsets. No store approval required. With the number of VR compatible phones increasing, the user journey starting from a VR compatible phone to the 'VR mode' will become increasingly important and as a brand or agency, one you can't afford to miss. LucidWeb Pro provides you with the tools to publish and u-pdate your own VR application, instantaneously and cross platform. The talk will highlight VR application examples in car manufacturing, education, entertainment and promotion. Co-founder Leen Segers is also co-founder of the Women in XR Europe initiative, counting more than 350 members across Europe. She is also driving the first Women in XR Fund (SF/US), with confirmed VC partners The VR Fund and Norwest Venture Partners.


With WebVR's growing importance, as a publisher, with LucidWeb Pro it has never been easier to publish a Virtual Reality (VR) app. A VR app that maximises reach by instantaneously being available across mobile, desktop and the most popular VR headsets. No store approval required. With the number of VR compatible phones increasing, the user journey starting from a VR compatible phone to the 'VR mode' will become increasingly important and as a brand or agency, one you can't afford to miss. LucidWeb Pro provides you with the tools to publish and u-pdate your own VR application, instantaneously and cross platform. The talk will highlight VR application examples in car manufacturing, education, entertainment and promotion. Co-founder Leen Segers is also co-founder of the Women in XR Europe initiative, counting more than 350 members across Europe. She is also driving the first Women in XR Fund (SF/US), with confirmed VC partners The VR Fund and Norwest Venture Partners.

11:40   20 min

Daniel Sproll (realities.io), David Finsterwalder (realities.io)

Realities.io - Inside the Realities.io Strategy Room

11:40   20 min 
Realities.io - Inside the Realities.io Strategy Room

11:40   20 min 
Realities.io - Inside the Realities.io Strategy Room

Daniel Sproll (realities.io), David Finsterwalder (realities.io)

A good year after the launch Realities has become one of the top 20 apps on Steam - but at the same time it seems the VR hype is fading and 'Is VR dead?' has become the favorite clickbait in some parts of the tech press. Time to take a step back, look at what happened during those crazy last 15 months, assess the status quo and have an outlook at some of the critical developments ahead. How is the market developing & who is making money? Who became a victim of the hype and what can be learned from their mistakes? What are the chances & challenges for early stage VR startups and what is the difference between Europe and the US? What needs to happen for VR to go mainstream? Join us for a glimpse inside the realities.io strategy room!
A good year after the launch Realities has become one of the top 20 apps on Steam - but at the same time it seems the VR hype is fading and 'Is VR dead?' has become the favorite clickbait in some parts of the tech press. Time to take a step back, look at what happened during those crazy last 15 months, assess the status quo and have an outlook at some of the critical developments ahead. How is the market developing & who is making money? Who became a victim of the hype and what can be learned from their mistakes? What are the chances & challenges for early stage VR startups and what is the difference between Europe and the US? What needs to happen for VR to go mainstream? Join us for a glimpse inside the realities.io strategy room!
12:00

12:10   20 min

Masaru "Nogi" Ohnogi (gumi)

Panel: The Funding Landscape for VR & AR in 2017 and Beyond

12:10   20 min 
Panel: The Funding Landscape for VR & AR in 2017 and Beyond

12:10   20 min 
Panel: The Funding Landscape for VR & AR in 2017 and Beyond

Masaru "Nogi" Ohnogi (gumi)



TBA


TBA
13:00
14:00

14:30   15 min

Emeline Cadot (Paperplane), Luiz Strecker (Paperplane)

Paperplane - Connecting the world by augmented reality messaging

14:30   15 min 
Paperplane - Connecting the world by augmented reality messaging

14:30   15 min 
Paperplane - Connecting the world by augmented reality messaging

Emeline Cadot (Paperplane), Luiz Strecker (Paperplane)



Augmented reality is still a niche technology in its infancy. But experts do believe that AR is the next big thing in the tech universe. But how can we convince millions of people to use it? Paperplane wants to integrate 3D messaging into our everyday communication. More precisely, in social consumer applications, so no one needs to think about the underlying technology behind, rather than enjoying being connected to family and friends and send personal AR messages from any place, at any time to everyone.


Augmented reality is still a niche technology in its infancy. But experts do believe that AR is the next big thing in the tech universe. But how can we convince millions of people to use it? Paperplane wants to integrate 3D messaging into our everyday communication. More precisely, in social consumer applications, so no one needs to think about the underlying technology behind, rather than enjoying being connected to family and friends and send personal AR messages from any place, at any time to everyone.
15:00

15:15   20 min

Manuela Schoesser (CoSpaces)

Virtual Reality - Transforming Education

15:15   20 min 
Virtual Reality - Transforming Education

15:15   20 min 
Virtual Reality - Transforming Education

Manuela Schoesser (CoSpaces)



Virtual reality is taking the world by a storm (some might say). And while VR has mostly been considered an exciting technology in entertainment, it is already extending its reach to far more “conservative” areas – education being one of them. But what is the true impact and potential of VR in education? Is it just a fun diversion? Something the kids consume more for entertainment purposes rather than actual learning? This talk is about how and why VR has the capability to not only succeed in education but also to transform it.


Virtual reality is taking the world by a storm (some might say). And while VR has mostly been considered an exciting technology in entertainment, it is already extending its reach to far more “conservative” areas – education being one of them. But what is the true impact and potential of VR in education? Is it just a fun diversion? Something the kids consume more for entertainment purposes rather than actual learning? This talk is about how and why VR has the capability to not only succeed in education but also to transform it.

16:00   15 min

Fabio Buccheri (Noys VR), Fatih Inan (Noys VR)

NOYS VR: Established Resources in Art and Music, New Realities in Performance

16:00   15 min 
NOYS VR: Established Resources in Art and Music, New Realities in Performance

16:00   15 min 
NOYS VR: Established Resources in Art and Music, New Realities in Performance

Fabio Buccheri (Noys VR), Fatih Inan (Noys VR)



Many companies and brands are facing problems to implement their concepts into XR Projects. From 360 storytelling, to 3d audio, to interactive experiences, to virtual worlds, the game- and film industry already consists of a lot of experts in all these areas.
This talk will be about how NOYS VR are tackling these challenges by adapting established standards and combining them to new art & creation processes for this new medium.

Although this example is based on the music, gaming entertainment industry, it shows how different industries can benefit from each other and monetize through innovative content while putting the customers into new and social realities.


Many companies and brands are facing problems to implement their concepts into XR Projects. From 360 storytelling, to 3d audio, to interactive experiences, to virtual worlds, the game- and film industry already consists of a lot of experts in all these areas.
This talk will be about how NOYS VR are tackling these challenges by adapting established standards and combining them to new art & creation processes for this new medium.

Although this example is based on the music, gaming entertainment industry, it shows how different industries can benefit from each other and monetize through innovative content while putting the customers into new and social realities.

16:20   15 min

Christian Sander (Dear Reality)

The future of sound: Augmented Audio and Virtual Acoustics

16:20   15 min 
The future of sound: Augmented Audio and Virtual Acoustics

16:20   15 min 
The future of sound: Augmented Audio and Virtual Acoustics

Christian Sander (Dear Reality)

"Sound is 50% of the experience!“ Hollywood legend George Lucas once said. And what is true for film, applies even more for any immersive media. 3D positional audio has been accepted to be one of the key technologies for any VR/AR application. But especially for a convincing AR experience the augmented sound has to match the real environment in many different aspects. So far we have seen a lot of different space in VR/AR, but now we need to make them audible for the users, too!
"Sound is 50% of the experience!“ Hollywood legend George Lucas once said. And what is true for film, applies even more for any immersive media. 3D positional audio has been accepted to be one of the key technologies for any VR/AR application. But especially for a convincing AR experience the augmented sound has to match the real environment in many different aspects. So far we have seen a lot of different space in VR/AR, but now we need to make them audible for the users, too!

16:40   15 min

Stuart Mason (ARTandVR), Fifer Garbesi (ARTandVR)

ARTandVR: Creating the Ecosystem for Art and Technology to Coevolve

16:40   15 min 
ARTandVR: Creating the Ecosystem for Art and Technology to Coevolve

16:40   15 min 
ARTandVR: Creating the Ecosystem for Art and Technology to Coevolve

Stuart Mason (ARTandVR), Fifer Garbesi (ARTandVR)



ARTandVR was birthed from the belief that bridging the growing chasm between the art and tech communities could catalyze the radical change needed to become a humanist, progressive society. Bringing together the best in underground art and indie coding, the results are multi-layered, sensorial, and groundbreaking.

In the shifting landscape of VR, we are evolving to provide the best ways to support artists in the tech space, from monetizing their work to providing resources and collaborators. Our public events showcase artists' work, driving interest in VR from the broader community and providing on-site purchases. The next step is to provide these works virtually for events around the world. To support our artists working in the physical world, we are developing a partnership to allow people to try those pieces out in their home with Augmented Reality.


ARTandVR was birthed from the belief that bridging the growing chasm between the art and tech communities could catalyze the radical change needed to become a humanist, progressive society. Bringing together the best in underground art and indie coding, the results are multi-layered, sensorial, and groundbreaking.

In the shifting landscape of VR, we are evolving to provide the best ways to support artists in the tech space, from monetizing their work to providing resources and collaborators. Our public events showcase artists' work, driving interest in VR from the broader community and providing on-site purchases. The next step is to provide these works virtually for events around the world. To support our artists working in the physical world, we are developing a partnership to allow people to try those pieces out in their home with Augmented Reality.

17:00   60 min

Petr Legkov (SALT AND PEPPER Software | Virtual Spice), Johannes Start (Vectorform)

Presentation of Winners / Results from Digility Hackathon, sponsored by AUDI

17:00   60 min 
Presentation of Winners / Results from Digility Hackathon, sponsored by AUDI

17:00   60 min 
Presentation of Winners / Results from Digility Hackathon, sponsored by AUDI

Petr Legkov (SALT AND PEPPER Software | Virtual Spice), Johannes Start (Vectorform)

Day 2

Demo

Please log into MyDigility and register for the demo using the REGISTER button in the program overview. Participation is restricted.

10:00   480 min  Workshop Lab

Microsoft VIP Demonstration of HoloLens

10:00   480 min   Workshop Lab
Microsoft VIP Demonstration of HoloLens

10:00   480 min   Workshop Lab
Microsoft VIP Demonstration of HoloLens

Microsoft will offer  VIP individual demonstrations of HoloLens on both days of the DIGILITY, duration 30 minutes. Register now for one of the few places and find out, in an exclusive individual consultation in a separate room, how you can use mixed reality in your company in the future.
Microsoft will offer  VIP individual demonstrations of HoloLens on both days of the DIGILITY, duration 30 minutes. Register now for one of the few places and find out, in an exclusive individual consultation in a separate room, how you can use mixed reality in your company in the future.

Workshops

Workshops Day 2

Please log into MyDigility and register for the workshops using the REGISTER button in the program overview. Participation is restricted.

10:00   120 min

Daniel Seidl (Innoactive)

Multiple collaborative VR training and PoC's with the Innoactive VR Collaboration Platform

10:00   120 min 
Multiple collaborative VR training and PoC's with the Innoactive VR Collaboration Platform

10:00   120 min 
Multiple collaborative VR training and PoC's with the Innoactive VR Collaboration Platform

Daniel Seidl (Innoactive)



Multinational enterprises face challenges as distributed teams have to plan new factories and train employees - but without having co-presence and visual context. With VR, simulation and training is unleashed for anyone at anyplace.

But: Creation of such a VR planning simulation or training PoC takes valuable time and resources.
This workshop shows how to use the Innoactive VR Collaboration Platform to set-up such use cases by yourself. After the successful PoC, use our Unity3D SDK to create customized collaboration scenarios and deploy them to your organization.


Multinational enterprises face challenges as distributed teams have to plan new factories and train employees - but without having co-presence and visual context. With VR, simulation and training is unleashed for anyone at anyplace.

But: Creation of such a VR planning simulation or training PoC takes valuable time and resources.
This workshop shows how to use the Innoactive VR Collaboration Platform to set-up such use cases by yourself. After the successful PoC, use our Unity3D SDK to create customized collaboration scenarios and deploy them to your organization.
12:00
13:00
14:00

15:00   90 min

Stefan Göppel (RE'FLEKT)

Interactive 360° VR Experiences in Minutes

15:00   90 min 
Interactive 360° VR Experiences in Minutes

15:00   90 min 
Interactive 360° VR Experiences in Minutes

Stefan Göppel (RE'FLEKT)



Get hands on with REFLEKT 360, the latest interactive 360 editing tool and learn how to create and publish your own 360 experiences without any programming or coding skills. In our workshop, we will show you how easy it is to tell your unique 360 story in minutes - whether to entertain the masses, for corporate branding or educational storytelling.
Get started with the 360 revolution and be one of the first to drive interactive 360 experiences for the masses.


Get hands on with REFLEKT 360, the latest interactive 360 editing tool and learn how to create and publish your own 360 experiences without any programming or coding skills. In our workshop, we will show you how easy it is to tell your unique 360 story in minutes - whether to entertain the masses, for corporate branding or educational storytelling.
Get started with the 360 revolution and be one of the first to drive interactive 360 experiences for the masses.

16:45   75 min

Jörg Bange (Bange + Wasert Rechtsanwälte), Arne Ludwig (Headtrip)

Get started! Handling your VR-Project.

16:45   75 min 
Get started! Handling your VR-Project.

16:45   75 min 
Get started! Handling your VR-Project.

Jörg Bange (Bange + Wasert Rechtsanwälte), Arne Ludwig (Headtrip)



Everybody talks about it. But how do you do it?
This workshop gives you an insight on the relevant issues for your VR project: Defining your project, calculate the costs, finding your service provider, managing the project and related legal issues such as agency agreements, licensing, marketing and data protection.


Everybody talks about it. But how do you do it?
This workshop gives you an insight on the relevant issues for your VR project: Defining your project, calculate the costs, finding your service provider, managing the project and related legal issues such as agency agreements, licensing, marketing and data protection.
There might be slight time changes due to speaker availabilities or organisational changes.