PROGRAM

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  • May 7th


  • May 8th


  • May 9th


  • 09:00 - 09:40
    The gap between how marketers think and consumers behave.
    Where
    Main Stage

  • 09:45 - 10:15
    TBA
    Where
    Main Stage

  • 10:30 - 11:00
    Chagall, music producer, songwriter, singer & performer conveys the beauty of incorporating tech into her performance.
    Where
    Stage 3

  • 11:10 - 11:40
    What is preventing you and your organisation from using immersive platforms? This talk will be a practical guide for mangers, giving an overview of key technology trends, a quick analysis of existing opportunities and challenges and a best practise strategy to accelerate your business with innovation initiatives.
    Where
    Stage 3

  • 13:00 - 13:40
    As technology becomes deeply integrated into every aspect of our lives, people have begun to expect more emotionally intelligent interactions. But smartphones don’t know if we’re having a good day or a bad day, connected homes can't really communicate with empathy, and cars couldn’t care less about compassion. Technology is developing more IQ, but it still lacks EQ. Artificial intelligence is starting to tune in to emotional signals, but in a limited way. Current design practices account for just a few emotions. In the near future, designers, developers, and entrepreneurs will be called on to develop technology with greater emotional intelligence. Join Pamela in exploring the new world of emotion AI and its implication for our work.
    Where
    Main Stage

  • 13:45 - 14:15
    How, assisted by GPU architectural advances, Real Time Ray Tracing, AI and advances in 3D processing are helping creative people produce stunning and lifelike content and designs.
    Where
    Stage 3

  • 13.45 - 14:15
    5G will usher in the fourth industrial revolution", says Lowell McAdam, chairman of the board at Verizon, but what does this really mean for the average person, the media and entertainment industries and how we interact with the world? This talk will explore the realities of a technology primed to hit Europe in 2019, and its impact on new media channels, immersive experiences, live events and how brands can innovate to help tell their story.
    Where
    Main Stage

  • 14:25 - 14:55
    In creating the B&O AR Experience, one of the most well received AR apps on the market, Bang & Olufsen and OutHere have reinvented the design process for how to create user experiences for a new generation of technology and consumer behavior. And by utilising the work generated from the app into the rest of the brand’s ecosystems across an array of different customer touchpoints they extend and expand the brand’s reach while generating a good increase in sales in the process. During their talk, B&O and OutHere take us through their process of bringing AR into the brand’s ecosystem and end by showing us the infinite possibilities the future of Mixed Reality holds.
    Interfaces & Digital Transformation
    Where
    Stage 3

  • 15:10 - 15:30
    The narratives around emerging and existing technologies are complex and dividing. Sensors are embedded in all aspects of our lives and are curated to augment our everyday interactions. Utilized in proximity to our bodies in wearable technologies, networks and topologies of urban and natural landscapes, we are living in the sensor age. Sensing speaks to us emotionally of texture, olfaction and flavor. It transcends our bodies and frames our ways of experiencing, creating and understanding. As we augment our interactions through technology, morphing our notion of physicality, what interactions might we optimize for, collectively?
    Interfaces & Digital Transformation

  • 16:30 - 17:10
    Nine of the top 20 internet companies are already from China, and in many areas, China is even ahead of Silicon Valley. Digital China has produced spectacular successes but also some head-scratching failures. And Europe can learn from both if they want to succeed in the future.
    Where
    Main Stage

  • 09:40 - 10:20
    Oobah Butler is a filmmaker and writer. Over the past two years, his work has gone from quietly admired on VICE Magazine and The Guardian to being renowned globally, recently being interviewed in the New Yorker, profiled by Scott Simon on NPR and endorsed by individuals such as Turner Prize-winning artist Grayson Perry, WIRED Editor Nicholas Thompson and scores of other world-renowned journalists like Grace Dent, Marina Hyde and Joel Golby. For the most part, his work uses comedy and absurdity to comment on the modern era. For example, after releasing his film and article in which he made the shed he lives in TripAdvisor's top-rated restaurant in London, Oobah dominated headlines globally in the climate of 'fake news', being interviewed on television stations all over the world. Singaporean parliament used his work as an example to inform new laws on fake news; The Washington Post penned a feature about his work. The likes of The Guardian and The New Yorker referenced it as a critique of online reviewing culture, while it was endorsed by the likes of NOMA chef Rene Redzepi and Observer food critic Jay Rayner. Whether it’s swindling his way as a fake jeans designer, Georgio Peviani, to the top of Paris Fashion Week like he did in his latest video - again gathering over 20 million views online - or sending fake versions of himself to be on TV around the world, his ambition is to explore different worlds in an interesting, contemporary way.
    Where
    Main Stage

  • 10:25 - 11:05
    The traditional design workflow is getting a turbo boost from algorithms. Yes, the robots are taking over. With new types of generative design processes like genetic algorithms, the designer’s role is changing from the traditional, top down approach of drawing ideas on paper, into a systems approach. Designers traditionally sketch and develop ideas intuitively. With a performance based generative design, instead of imagining a design solution, the designer develops a fitness criterion and coaxes the algorithm towards a final design.
    Where
    Main Stage

  • 11:55 - 12:25
    Come and experience how accessable virtual production tools can help elevate your digital content by animating characters and scenes in novel ways. The presentation will include a real-life case of how a media company have utilised virtual production tools for making more, engaging animation content and a live demo of a virtual production setup.
    Interfaces & Digital Transformation
    Where
    Stage 3

  • 13:00 - 13:30
    Where
    Main Stage

  • 13:40 - 14:10
    Boot up the options for your digital voice assistant of choice and you’re likely to find two options for the gender you prefer interacting with: male or female. As third gender options are being recognized across the globe, it feels stagnant that technology is still stuck in the past only providing two binary options. That's why Virtue and Pride created Q, the world's first genderless voice for AI.
    Where
    TBA

  • 15:00 - 15:40
    As a thought leader in Augmented Reality, Galit explores the wild and imaginative side of immersive technologies, but also their impact on our everyday lives and culture. She is a notable speaker that appears in international conferences (from TED to Slush Tokyo), as well as a leading consultant and mentor for agencies, brands, institutions and think tanks. Her book ‘Augmenting Alice - The Future of Identity, Experience and Reality’ explores the manner in which Augmented Reality implementation will redefine core concepts within the human experience, contributing to changed perceptions of reality, culture, space, identity, and ethics.
    Where
    Main Stage

  • 15:45 - 16:25
    Historian and futurist. Author of Cult of the Amateur, Digital Vertigo, The Internet Is Not The Answer and How To Fix The Future. Producer of the Keen On Democracy podcast and How To Fix Democracy video series. Founder of Audiocafe. Cheerful pessimist.
    Where
    Main Stage

  • 09:10 - 09:20
    CopenX founder & CEO Therkel Sand, gives a brief overview of the current state of the VR/AR industry.
    Interfaces & Digital Transformation

  • 09:30 - 09:55
    At the heart of Marshmallow Laser Feast’s work is an inquiry into the nature of being. To truly see ourselves, we must look through the eyes of another. By momentarily inhabiting the perceptual systems of other expressions of life, we discover more about our own nature. Through interdisciplinary practices of art, science and immersive technology, MLF delivers a state of disembodied awareness beyond the normal boundaries of the human animal. In this place, you are free to explore the connection between all living things and discover the wonder of a larger symphony in which the human contribution is but a harmony.
    Create & Storytelling
    Where
    CopenX Stage

  • 09:55 - 10:20
    Unity is the creator of the world’s most widely-used real-time 3D development platform. Join us at this session to learn about how you can speed up productions of real-time film and animation using XR tools in Unity. We will also share information about Unity's latest offerings for AR development, which can be used to promote your animation content and drive user engagement.
    Interfaces & Digital Transformation

  • 10:40 - 11:10
    We live in the age of great technological abundance – and many of us never take a full advantage of it. Albeit allegedly complicated and technologically advanced, immersive audio is not always what it seems – both in terms of complexity and experience one gets. Join us on Sennheiser audio seminar where we will talk about immersive audio experience – and why being an amateur technology enthusiast in 2019 will get you far beyond what you would expect.
    Create & Storytelling
    Where
    CopenX Stage

  • 11:10 - 11:45
    Both Beat Games and SYBO have succeeded in creating a breakthrough success on a medium that at the time was quite new. Subway Surfer has surpassed 2 billion downloads on mobile and Beat Saber was an instant success and is currently the best-rated virtual reality game on Steam. In this talk, Harri Manninen from Nordic XR Startups will pick the brains of Mathias and Jaroslav to understand the important factors of conquering a new medium with the right tools at the right time. They’ll also look at the bigger picture of why people were ready to jump on the mobile gaming and VR bandwagon, right when they launched and where they might go next.
    Create & Storytelling
    Where
    CopenX Stage

  • 12:20 - 12:40
    William is a psychology researcher and studied clinical psychology at Stockholm University before dropping out to become an entrepreneur. In 2014 he founded Mimerse with the mission of spreading evidence based psychological treatments through immersive technology. At Mimerse he designs, develops and evaluates new tools for mental health in collaboration with global corporations and clinics. William also co-founded Scandinavia's leading VR/AR-agency Vobling (acquired by Bublar in 2018) where he's done client work for companies like IKEA, SAAB, Tobii and Merck and Co.
    Body & Mind
    Where
    CopenX Stage

  • 12:20 - 12:40
    Introduction to the Levitate Project which is a EU Future Emerging Technologies Project. The aim of the project is to create a radically different way of Human Computer Interaction. This is achieved by using ultrasonic wavefronts to create levitated objects that can be seen, heard and felt. In this session, Sofia will share the futuristic perspectives on how this type of feedback can enrich interaction with physical interfaces, as well as its potential to be combined with immersive virtual reality.
    Interfaces & Digital Transformation
    Where
    Break-out

  • 12:40 - 13:05
    The narratives around emerging and existing technologies are complex and dividing. Sensors are embedded in all aspects of our lives and are curated to augment our everyday interactions. Utilized in proximity to our bodies in wearable technologies, networks and topologies of urban and natural landscapes, we are living in the sensor age. Sensing speaks to us emotionally of texture, olfaction and flavor. It transcends our bodies and frames our ways of experiencing, creating and understanding. As we augment our interactions through technology, morphing our notion of physicality, what interactions might we optimize for, collectively?
    Interfaces & Digital Transformation
    Where
    Break-out

  • 12:40 - 13:00
    How do we envision the usage of immersive and augmented technologies in medical simulation? A presentation on the journey of creating the solution in use at CAMES Rigshospitalet. How and why the development and production ended up being completed in house by the end user, Cames, themselves.
    Body & Mind
    Where
    CopenX Stage

  • 13:00 - 13:20
    Khora VR has created both a pain distraction solution for children and content for one of the largest studies of using 360 video for treatment of social anxiety together with the Capital Region in Copenhagen. The presentation will share insights from these projects and discus how Virtual Reality through partnerships can be implemented in an evidence based culture.
    Body & Mind
    Where
    CopenX Stage

  • 13:05 - 13:25
    How Neurofeedback VR has the potential to create Generation Jed-I (don’t want to be sued by disney)
    Interfaces & Digital Transformation

  • 13:20 - 13:50
    What are the challenges companies face, when trying to implement new solutions using VR or AR in the Healthcare system and how can they be overcome. Moderated by Morten Schrøder.
    Body & Mind

  • 13:25 - 13:50
    A conversation about the new types of digital interactions that will arise when more of our senses will be digitalized and our whole bodies will be integrated into immersive experiences. How are we going to interact with virtual environments in the future? And how is this going to affect the way we understand and use immersive tech? In the panel will be Sofia Seinfeld from Levitate, Tre Azam from Myndplay, Yasaman Sheri from Gingko Bioworks and Galit Ariel from Wondarland. Moderator: Simon Lajboschitz, founder of Khora VR.
    Interfaces & Digital Transformation

  • 14:05 - 14:25
    Immersive technologies has the power to give us virtual bodies. Being in a virtual environment, looking at your virtual body and believing it is your own body is called body ownership illusion. In this talk, Tiare will give an introduction to how this illusion can be used and how far we can take it. What might happen, if users could interact with the virtual world just as they do with the real world, directly through their (virtual) bodies and how changing the body we interact with, rather than changing the virtual world or tools, could be used to improve virtual interactions. Research shows that what you perceive as your own body can change, based on what you see, feel, and believe. For example, under certain circumstances you might begin to feel that a virtual body, or part thereof, replaces your own physical body. This is called a body ownership illusion. In her research, Tiare explores how such body ownership illusions might be leveraged to overcome the limitations of our physical bodies and to create more efficient and engaging interactions. For instance, you could feel body ownership of an unnaturally long virtual arm that allows you to interact with distant objects. Or you could "own" a virtual hand that appears to be reaching towards an overhead target, while your physical hand rests much more comfortably at waist-level. This enables new ways of interacting with virtual or augmented reality. Consequently, while most approaches to interaction design attempt to modify the virtual world or tools with which we interact, Tiare proposes to modify the body we interact through instead - or at least our mental image thereof.
    Body & Mind
    Where
    CopenX Stage

  • 14:05 - 14:25
    Some estimations tell that humans make, on average, up to 35000 decisions per day. Some go unnoticed, whereas others take much more time and effort to consider and imagine possible outcomes. In her talk Ksenia will showcase how immersive experiences support easier decision making in certain cases, drawing on the latest projects run by Tieto Enhanced Reality Lab across several different industries.
    Interfaces & Digital Transformation
    Where
    Break-out

  • 14:25 - 14:45
    Can changing your skind color or gender, change your attitude, perception and behaviour? One of the super powers of virtual reality is the ability to give people another body. Imagine being in VR, looking at yourself, only to discover that your skin tone or gender has changed. Could this change racial bias? Or be used to embody domestic violent offenders in the body of a virtual female victim? In this talk Sofia will take a deep dive into the latest research of how virtual embodiment could change society and our perception of self.
    Body & Mind
    Where
    CopenX Stage

  • 14:25 - 14:45
    At CopenX Thomas Poppelgaard will deliver a session where he will share his vision about Remote Mixed Reality and how we are about to enter the next digital era of working in MR, realtime, from any device. Removing the physical compute and enabling realtime streaming, removes the physical local process compute and enables the next generation computing process.
    Interfaces & Digital Transformation
    Where
    Break-out

  • 14:45 - 15:05
    Using Augmented Reality to Share Embodied Experiences for Expert-Novice Skills Transmission Lynda is a PhD Fellow working in the Multisensory Experience Lab and the Augmented Cognition Lab at Aalborg University Copenhagen, researching the neurocognitive effects of embodied interactions and perspective-taking in Augmented Reality. Her goal is to create new systems to share first-person perception and embodied experiences.
    Body & Mind
    Where
    CopenX Stage

  • 14:45 - 15:05
    XR adoption in the enterprise sector has accelerated over the last year and the application of it are starting to mature. In this talk we will take a broader look at some of the enterprise applications of VR primarily within training. Building on that we will look at some do’s and don’ts in using VR and a guide on how to implementation the first Proof-of-concept.
    Interfaces & Digital Transformation

  • 15:05 - 15:30
    Technology allows us to interact through a virtual body and exceedingly blurs the line between what is real and what is virtual. How will this impact our interaction with everyday technology in future? And what are the ethical implications of embodiment in VR? We aim applications of embodiment at positive impact. But are there situations when embodiment may not be desired?
    Body & Mind
    Where
    CopenX Stage

  • 15:05 - 15:30
    Moderated by Therkel Sand, Founder & CEO of CopenX.
    Interfaces & Digital Transformation
    Where
    Break-out

  • 15:45 - 16:05
    Starting exploring the VR field in 2013 after producing internationally acclaimed new media experiences and video game, Arnaud Colinart, who co-founded the French immersive studio Atlas V will interrogate what left from Virtual Reality after the ‘’peak of inflated expectations’ through projects he worked on as director and producer.
    Create & Storytelling
    Where
    CopenX Stage

  • 16:05 - 16:30
    How do you use sensorial effects as a storytelling tool in VR? Maria Herholdt Engermann and Signe Ungermand, founders of the awards-winning VR production house MANND, invites you to journey within the mindset of creating sensorial VR experiences with a story that audiences take to heart. Several of their projects have been exhibited at some the largest A-ranked film festivals across the world, and this presentation will explore different storytelling methods and the embodiment theory used within their work, covering titles such as Separate Silences and X-Ray Fashion.
    Create & Storytelling
    Where
    CopenX Stage

  • 16:30 - 16:50
    Location-based entertainment in VR shows a lot of promise. Combining visual effects with tactile and sensory stimulation, creating fully immersive films to ignite your senses. Different kinds of artistic experiences arise, that allow the users to physically interact with the environment in a way they can’t in their own home. The experiences are designed to bridge the technology gap and provide users with the equipment needed to walk freely within their VR environment. Is Location-based VR the next step for VR and the immersive technology towards a more mainstream appeal?
    Create & Storytelling