Bobby is VP of Special Projects at ODG, where he launches ground-up partnership networks, spanning Asia, the E.U. and U.S.. ODG is a leading developer and manufacturer of mobile headworn computing and augmented, virtual and mixed reality technologies based in San Francisco. ODG’s growing portfolio of smartglasses deliver smarter glasses for a smarter world and is changing the way we view the world.
Bobby joined ODG in it’s early days in 2009 where he has since evangelized augmented reality technology and made partnerships with the Department of Defense, Fortune 500 companies and software development companies around the globe. Bobby holds 6 US patents in the augmented reality space.
David is a technologist and a restless entrepreneur with a passion for creating feedback loops between innovation and teams and revenue streams, applying new and old business models to changing industries, and pushing people to do the very best they can do.
David’s background is in software, an assortment of university dabbling, creating companies and helping entrepreneurs.
He served as CEO of the game technology company Unity Technologies since co-founding it in 2003 and until October 2014, with an unflinching vision to democratize game development, and to develop technology and business models for the next phase of the games industry.
Straight out of Russia…
Ed joined RT’s team in 2008 and since then has been in charge of producing thousands of stories for the network’s flagship global news channel. He was an executive producer for Monte-Carlo TV Festival winning breaking news story in 2012. He has managed both the story-telling and the technical aspects of the news-making process from beginning to end; now he is applying the same skills and entrepreneurship to the revolutionary world of VR.
Their RT360 department, a the team of 20+, has already produced more than 100 360 and VR experiences in six different languages, which have racked up more than 32 million views. RT was also one
of the first channels to broadcast live in 360 on YouTube in April 2016 and launched a dedicated
mobile app for optimal viewing of 360-degree videos last winter.
Nogi is head of Global Business Development of gumi Inc., one of Japan’s leading mobile gaming companies, listed within the 1st section of the Tokyo Stock Exchange. gumi founded a $50M size VR fund called The Venture Reality Fund with a local General Partner in Silicon Valley, which focuses on seed or early stage AR/VR startups, and Tokyo VR Startups/Seoul VR Startups/Nordic VR Startups, which organizes the first VR incubation programs in Tokyo/Seoul/Helsinki. Nogi is a 15-year veteran of international business, and he has been instrumental to the acceleration of gumi’s overseas business outside of Japan that now accurately contributes nearly half of worldwide revenues. He has visited more than 20 countries to explore AR/VR space within a year. Nogi was the former CEO of gumi Korea and the CEO of GCREST America, a provider of PC and mobile social games.
Luciana Carvalho Se – CSTA, AMBCS, RSA Fellow
Luciana splits her time between growing the Realities Centre London — a new innovation space, incubator and academy for B2B/enterprise VR, AR, MR and AI — and Unfold UK, promoting women/diversity in future in the UK. Passionate about VR and tech for good, she carries ongoing research on the possibilities and challenges immersive tech presents as re neuroscience, empathy and female empowerment.
Creative squirrel, chaos kid & in love with the idea of new worlds, Sara is on a mission to explore what the heck VR is. Especially fascinated by UX & art in VR she is working on the VR game Lucid Trips, teaches VR at Design Factory International Hamburg and guides longtime VR Trips in collaboration with academic researchers as the worlds first VR Shaman. A passionate advocate of sharing & caring Sara is an active member of the international and local VR community.
After three years and exploring the early days of VR with hamburg based VR Nerds collective Sara is now setting up VR Base Berlin.
BeAnotherLab is an interdisciplinary multinational group dedicated to understanding, communicating and expanding subjective experience; focusing their work in understanding the relationship between identity and empathy from an embodied perspective.
Since 2012 the group uses virtual reality and techniques derived from neuroscientific research in developing innovative applications in art, scientific research, social projects, healthcare and education, putting a strong emphasis in the impact of their work in people’s lives. Their work is based on an inclusive distributed model of action-research and collaborative design methods.
VR in psychotherapy
Despite 20 years of research showing that VR-based exposure therapy is effective, even on par with the real-world equivalent, there has been very little innovation in format and implementations into regular care are practically non-existent. Modern, consumer VR technology provides an opportunity to change this, offering a way of providing attractive, evidence-based treatments on an unprecedented scale. In his talk, Philip Lindner will provide a brief historical overview of VR-based psychological treatments, describe the pros and cons of using VR in psychotherapy (both technical and therapeutic), and talk about the current state and future of this field, covering both opportunities and thresholds.
In his talk on CopenX, Simon will elaborate on why Microsoft is all-in on Mixed Reality, with
‘Windows Mixed Reality’ coming up and of course the AR-glasses, ‘Microsoft HoloLens’.
After the first launch of developer kits of the Microsoft HoloLens, it is time to evaluate and move forward.
This talk will include Microsoft’s take on the industry on how other in-house product lines will further integrate and improve the mixed reality experiences.
VR Porn and genders – Can VR break stereotypes in porn ?
Dinorah Hernandez has been in the adult industry for six years, during which she’s produced over 400 adult films, 120 of them in virtual reality. In February 2017 she launched the ‘VRCosplayX’ specializing in the merge with gamers favourite fantasy-characters and porn.
According to Hernandez, the differences between traditional 2D and VR porn include a shift in power dynamics, with the woman more dominant and calling the shots. However BaDoink’s VR porn is mostly shot from the guy’s point of view…
Badoink VR launched ‘Virtual Sexology’ summer 2016 to bring sexual therapy into the VR-Porn Experience and to help men relax and remain an erection in the bedroom with breathing exercises and the importance of kegels exercises educated and performed by the adult actress August Ames.
By summer 2017, and in time for CopenX, BadoInk will launch their first ‘Virtual Sexology’ addressed towards females.
With a background in film producing and media directing and with a passion for technology and experience design, Mads has found himself involved in a wide variety of alternative projects exploring the frontier of new media storytelling. He considers himself a craftsman and creative producer, and sometimes an artist and conceptual junkie.
“Post-human sex, genders and Virtual Reality as an extension of capitalist reality.”
As part of this presentation, Sidsel will screen some video works and discuss the role of CGI (computer generated imagery) and Virtual Reality in connection to Paul B Preciado’s notion of the ‘pharmacopornographic’ model of society.
These animations will question gendered aspects of tech production and bring about reflections on the commodity status of 3D objects by considering Virtual Reality as an extension of capitalist reality.
This talk will also focus on the female avatar ‘EVA v3.0’ which is product sold online by TurboSquid, a company that supplies stock 3D models for computer games and virtual adult entertainment.
The EVA v3.0 avatar is the main protagonist in in my recent work: The CGI and VR animations: , 2016); No right way 2 cum, 2015 and Seroquel®, 2014- and an object in my research on post-human sex.
After the presentation, Sidsel will join Dinorah Hernandez from BadoInk VR in a discussion about sex and the portraying gender in adult entertainment and whether VR will mark a new era in terms of sex
The CopenX-audience will be able to see and try DICKGIRL 3D(X), No right way 2 cum
Daniel Appelquist is the Director of Web Advocacy for Samsung Internet. Dan has been working on the Web before the Web was the Web. He is a web and mobile industry veteran, writer and speaker, having worked for dot-coms, telcos and the UK government. In 2005 he founded Mobile Monday London and the W3C Mobile Web Initiative. He currently co-chairs the W3C Technical Architecture Group with Sir Tim Berners-Lee. He has been and remains an advocate for the open web.
Psychologist and founder of ‘Dabeco’ (Danish Treatment for Computer and Online Addiction
Inspired by cognitive behavioral therapy and the power of the narrative in stories, he underlines how crucial the social elements are in understanding online addiction.
David Madsen treats people who has lost sight in the virtual universe.
As a former professional Counter Strike online-gamer, David knows himself what it means to spend the majority of hours and social life in front of a screen.
After many years of anticipation, virtual reality is now commercially available. There is a lot of optimism about the technology, but little discussion of the new risks that it might bring. In his talk, Michael Madary will first cover some of the most important scientific results about the psychological effects of virtual reality. He will use those results as a basis for identifying possible risks and offer some concrete recommendations for minimizing those risks in order to take full advantage of the great opportunities that virtual reality has to offer.
Rokoko is a hardware startup based in Copenhagen and San Francisco and the inventors of the sensor-based motion capture solution, the Smartsuit. Their vision is to create a physical virtual presence that completes the VR experience and democratizes motion capture.
Sophie Bech, Head of Experiences, born in Aarhus, DK 1984, cand.mag in Media Science from SDU.
Sophie has a wide variety of experience in multiple fields within the art industry, which has provided her with a unique insight into cross-disciplinary creative environments.
She uses them to make transcending experiences in discovering all the wonders the Smartsuit will make possible all over the world.
Dominic has been called “the single most influential European Virtual Reality specialist”. As one of the early pioneers of the modern VR movement, Dominic has been involved in the industry ever since Oculus founder Palmer Luckey showed him the original duct-taped prototype of the Oculus Rift back in 2012, when it was still a garage-made kickstarter project. After this, Dominic became a huge Virtual Reality ambassador: He co-founded and still moderates the largest community for Virtual Reality on the internet, and is a co-founder of EUVR – a European non-profit organization that helps push the envelope for European VR devs, manufacturers and consumers.
Xavi is Head of VR for BaDoinkVR and VRcosplayX. He has over 7 years of solid experience in product design and user experience. He joined Badoink in 2014 and is in charge of overseeing all of Badoink’s VR related products.
How to create immersive content for VR, how BadoInk has used their audience for tests and feedback-loops, tailoring the experience for their desires.
Julie Heyde is a game jammer with a crush on semi-realistic VR sports games with a twist of dark humor and brutality. Working on #utopia #SelfieTennis, #SkiJump, #Archery & #RAGNAROKvr as the #ChickenBitch of @VRUnicorns. Raised in VikingLand and fueled by beer, mushrooms and rainbows while flying with unicorns and riding on wolves.
Robert Scoble is a Futurist at UploadVR. As entrepreneur in residence at Upload VR, formerly Rackspace’s Futurist, Scoble travels the world looking for what’s happening on the bleeding edge of technology and brings that learning to Facebook and other places like his newsletter and blog.
Robert Scoble Keynote at CopenX 2016:
He’s interviewed thousands of executives and technology innovators around the world and co-authored “The Age of Context” and “Naked Conversations” with Shel Israel, and they are working on a third named “Beyond Mobile” expected to be published November 2016. Scoble engages with his one million strong following on social media. As entrepreneur in residence at Upload, he’ll be spending 2016 working with the virtual reality ecosystem to figure out what media and conference businesses Upload needs to build next. He’ll also be assisting startups in the Upload Collective (a co-working space) in their efforts to get to market.
Chris is a Founding Partner and 360/VR Software Architect at Mettle. He is Head Developer for the SkyBox software products, which offer the most complete set of 360/VR production tools available for Adobe After Effects and Premiere Pro.
Mettle Customers: ABC Disney, Adobe, BBC, Discovery VR, C|NET, Facebook, Google, NBC Universal, FOX and many more…
Workshop: Chris Bobotis, Developer of SkyBox 360/VR Plugins, gives an overview of Mettle software. Learn how to use Adobe After Effects and Premiere Pro to create Cinematic 360|VR video. Includes 360|VR video samples from mettle customers.
Technical Lead on EditorVR – Unity Technologies
Amir Ebrahimi is the Principal Software Engineer at Unity Technologies. Mr. Ebrahimi holds a Bachelor of Science in Computer Science from Georgia Institute of Technology. He worked in different tech and startup companies before he joined Unity as a Technical Account Manager.
Amir Ebrahimi Keynote at CopenX 2016:
After a couple of years at Unity he ventured out as an entrepreneur starting Luminary Studioes, later LUMINARY, before he came back to Unity
Built a community hub in the Virtual Reality industry in Denmark, by founding the 1st VR store in the World, Khora and becoming one of the leading Danish VR experts. This has enabled him to establish key connections in different industries that needed VR ranging from: Architecture, Education, to Healthcare, Art and Vcommerce (VR-ecommerce).
Simon Lajboschitz keynote at CopenX 2016:
Peder Sandqvist is a Creative Technologist and Head of VR/AR at DigitasLBi Nordics. Peder believes that VR/AR will change the world and is set on exploring this future together with the agency’s clients. He has created VR projects with companies such as Volvo, Tesla, Husqvarna, Dior and OnePlus, including the ground breaking VR experience supporting the global launch of the all-new Volvo XC90, aiding the blockbuster sell-out of all 1927 Early Edition cars exclusively online in less than 47 hours.
Peder Sandqvist Keynote at CopenX 2016
Anders works with emerging technologies and explore their role in immersive digital experiences. He was an early adopter of mobile development in the 00’s and have now shifted his focus to what he believes is the next technological breakthrough, VR/AR.
Anders Bo Pedersen Keynote at CopenX 2016:
Today he works with VR/AR input modalities at The Eye Tribe. The Eye Tribe is a Copenhagen based startup developing eye tracking technology for integration into a wide range of products like mobile devices and VR/AR headsets. Eye tracking in virtual environments enables features like intuitive interaction, gaze driven optical effects and foveated rendering.
Anders holds a M.Sc from the IT University of Copenhagen, is the founder of several startups and plays an active role in the local startup community. He’s always open to sharing knowledge and experience, so do come say ‘hi’.
Shafi is colorectal cancer surgeon at The Royal London and St Bartholomew’s hospitals. Associate Dean at Barts and the London Medical School. In 2015 awarded the Silver Scalpel award as the best national trainer in surgery by the Association of Surgeons in Training. He has been elected a member of council for the Royal College of Surgeons of England and sits on a number of advisory panels for government.
Shafi Ahmed Keynote at CopenX 2016:
Medical Realities is an innovative group offering medical training products, specializing in virtual reality, augmented reality and serious games. By using consumer-level virtual reality devices such as the Oculus Rift, Medical Realities can reduce the cost of training, reach a wider audience & provide a completely safe learning environment for medical students.