http://www.calit2.net/~jschulze/tmp/futureofvr/
We are live streaming the presentations in the auditorium
to allow remote participation. The URLs for the video streams are:
Day 1
https://www.youtube.com/watch?v=vc9SPApLu20
Day 2
https://www.youtube.com/watch?v=Li8Z1XjEafo
The presentations will be recorded,
the recordings will be made available after post-processing. Check back here a
week or two after the conference.
Amir Rubin: Tuesday, 10:45am
|
Amir Rubin, Co-Founder and CEO of Sixense,
is a pioneer and visionary in virtual reality and an entrepreneur with over
20 years of experience building companies and developing products in the
fields of VR, simulation, video games, and motion tracking. Sixense is shaped around Amir’s two fundamental tenets
for virtual reality: (1) to deliver the best user experience, the technology
should be transparent to the user, and (2) a platform’s success depends on
its ability to enable application developers. |
David Brin: Wednesday, 10:45am
|
David Brin, PhD “Our far-out future? The return of the Village” Virtuality may
provide us with "godlike" powers of visualization. And yet, in many
ways it will bring back many patterns of our ancestors. Bio: David Brin is a scientist,
inventor, and New York Times bestselling author. With books translated into
25 languages, he has won multiple Hugo, Nebula, and other awards. A film
directed by Kevin Costner was based on David’s novel The Postman, with other
works under option. David’s science-fictional Uplift Saga explores
genetic engineering of higher animals, like dolphins, to speak and join our
civilization. In EARTH and EXISTENCE he explores near future trends
that may transform our world. |
|
Andrew Allen, Ph.D. Programmer, researcher,
artist UC San Diego |
|
Prof. Sheldon Brown UCSD Sheldon Brown holds the
John D. and Catherine T. MacArthur Foundation Endowed Chair in Digital Media
and Learning. He is the Director of the Arthur C. Clarke Center for Human
Imagination and is UCSD Site Director of the NSF Sponsored Center for Hybrid
Multicore Productivity Research (CHMPR). He is the former Director of the
Center for Research in Computing and the Arts (CRCA) and is a Co-PI and
founder of New Media Arts for the California Institute of Information
Technology and Telecommunications (Calit2). In the Visual Arts Department his
undergraduate teaching is in the Computing in the Arts area and with the
Interdisciplinary Computing in the Arts major. His courses focus on the
engagement of real-time computer graphics, media and electronic controls for
installation works. At the graduate level, his teaching is across all
disciplines. His artwork examines relationships between information and
space, which manifest as public artworks, and installations that combine
architectural settings with mediated and computer controlled elements. Recent
projects include: The Scalable City an interactive game installation, 3D
movie and other artifacts show at venues including the Shanghai MOCA, The
Exploratorium, The National Academy of Science, Ars
Electronica, and many others. StudioLab, 2003
installation at Image/Architecture, Florence Italy; Smoke and Mirrors,
2000-2002 an installation at the Fleet Science Museum, and a touring
environment; Istoria, a series of sculptures; Mi Casa es Tu
Casa/My House Is Your House, 1997 - 2000, a networked virtual reality
installation between the National Center for the Arts in Mexico City and the
Children's Museum of San Diego; In the Event, 1995, at the Seattle Center Key
Arena, Seattle WA, 60ft. x 8 ft. x 2 ft., 28 video monitors, 9 computers,
video disk, 3 live feeds, 70 cast aluminum panels; The Video Wind Chimes,
1994, at the Yerba Buena Center for the Arts, San Francisco, CA, four video
projectors, electronic controls, aluminum, plastic; and Apparitions, 1994, a
virtual reality environment, at the University Art Gallery at UCSD. Brown has
received awards and fellowships from the National Endowment for the Arts, The
National Science Foundation, The Rockefeller Foundation, the Seattle Arts
Commission, the Hellman Foundation, the Asian Cultural Council, AT&T
Foundation, Intel Corporation, IBM, nVidia, Sony,
Silicon Graphics Inc., Sony Corporation, and others. He has previously been
on the faculty of the School of the Art Institute of Chicago and the Kansas
City Art Institute. His current work, Istoria, is a
set of tableau sculptures, developed with visualization software he is
developing through a residency at the Institute for Studies in the Arts at
Arizona State University. |
|
Thomas A. DeFanti, Ph.D. Research Scientist Qualcomm Institute Thomas A. DeFanti is an internationally recognized pioneer in
visualization and virtual reality technologies. As a leader in the
development of next-generation networks to advance science, DeFanti has also overseen a multitude of innovations in
the area of computer networks. DeFanti
received a B.A. in Mathematics from Queens College in 1969, a M.S. in
Computer Information Science from Ohio State University in 1970, and here
three years later in 1973 a Ph.D. in Computer Information Science. He did his
PhD work under Charles Csuri in the Computer
Graphics Research Group. For his dissertation, he created the GRASS
programming language. In 1973, he joined the faculty
of the University of Illinois at Chicago. In the next 20 years at the
University, DeFanti has amassed a number of
credits, including: use of EVL hardware and software for the computer
animation produced for the Star Wars movie. With Daniel J. Sandin, he founded the Circle Graphics Habitat, now known
as the Electronic Visualization Laboratory (EVL). DeFanti
contributed greatly to the growth of the SIGGRAPH organization and
conference. He served as Chair of the group from 1981 to 1985, co-organized
early film and video presentations, which became the Electronic Theatre, and
in 1979 started the SIGGRAPH Video Review, a video archive of computer
graphics research. DeFanti
is a Fellow of the Association for Computing Machinery. He has received the
1988 ACM Outstanding Contribution Award, the 2000 SIGGRAPH Outstanding
Service Award, and the UIC Inventor of the Year Award. |
|
Serafin
Diaz, VP Engineering “Computer Vision at
Qualcomm R&D” |
|
Prof. Margaret Dolinsky: Margaret Dolinsky is
among the most notable artists creating Virtual Reality works in the final
years of the twentieth century” [Jacqueline Ford Morie,
PhD thesis 2008 SmartLab at the University of East
London] |
\ |
Dr. Yoan Eynaud (Post-doctoral scholar) and Clinton Edwards
(Staff biologist), Scripps Institution of Oceanography
“Widening our view of the
reef: How 3D reconstruction might change coral reef ecology" The use of virtual reality
associated technologies in marine ecology is growing rapidly. The Sandin Lab at the Scripps Institution of Oceanography is
using 3D digital imaging to explore coral reef benthic dynamics across
multiple gradients of local human impacts and environment factors. Indeed,
understanding how marine organisms interact and compete for space on the
ocean floor is essential if we want to preserve one of the most diverse and
productive ecosystems on earth. Using individual islands as replicates across
the Pacific Ocean, we are tracking the fate of reefs over time. Thousands of
individual high-resolution images of the reef floor are combined using
Structure from Motion to form 3D and 2D mosaics. These biological maps
provide an interactive view of the reef allowing us to track the fate of
individual organisms at a landscape scale, and thus gain an explicit
understanding of the rules that govern reef dynamics. In this presentation,
we will describe how we use 3D and 2D reconstruction of the reef for both
research and outreach purposes. |
|
Name: Stephen
Guerin Title: CEO,
Simtable Faculty,
Santa Fe Institute CSSS Talk Title:
Full Circle AR: coupling projected interactive surfaces to crowd-sourced
reality capture Summary: Simtable
develops interactive physical sandtables for
emergency response leveraging agent-based models wildfire, flood, hazmat and
traffic. I will discuss recent development efforts of our LiveTexture
platform for crowd-sourced capture of animated point clouds of realtime events along with a live demonstration of the Simtable. |
|
Ed Helwig,
Research Scientist/Developer at Livermore Software Technology Corporation. “Industry
Potential for Virtual Reality Tomorrow” - Virtual Reality with Virtual
Engineering as a future industry trend to enhance design and decision making. |
|
Jeffrey Johnson Jeffrey is a geospatial
software engineer with 15+ years of experience building and delivering
applications for the web. Jeff is a developer with a broad range of skills
who can work at any level, from writing code and fixing bugs to managing
complex projects and making architectural decisions while coordinating
technical policy with corporate strategy. He spent several years working with
international civil aviation authorities on early versions of AIXM an
emerging standard for the interchange of aviation data developed jointly by
FAA and Eurocontrol and NGA. Jeff is also deeply
involved with the City of San Diego’s Open Data and Civic Technology
initiatives. He is a graduate of Humboldt State University where he studied
Geography, Cartography, Geology and Geospatial Technology. |
|
Prof. Falko
Kuester Calit2 Professor for Visualisation and Virtual Reality Associate Professor,
Department of Structural Engineering Associate Professor,
Department of Computer Science and Engineering Director, Calit2 Center of
Graphics, Visualization and Virtual Reality (GRAVITY) Director, Center of
Interdisciplinary Science for Art, Architecture and Archaeology (CISA3) Jacobs School of
Engineering, University of California, San Diego Dr. Kuester
received an MS degree in Mechanical Engineering in 1994 and MS degree in
Computer Science and Engineering in 1995 from the University of Michigan, Ann
Arbor. In 2001 he received his PhD from the University of California, Davis
and currently is the Calit2 Professor for Visualization and Virtual Reality
at the University of California, San Diego. Dr. Kuester
holds appointments as Associate Professor in the Departments of Structural
Engineering and Computer Science and Engineering and serves as the director
of the Calit2 Center of GRAVITY (Graphics, Visualization and Virtual Reality)
and Director of the Center of Interdisciplinary Science for Art, Architecture
and Archaeology (CISA3). |
|
Prof. Thomas E. Levy Thomas Evan Levy is
Distinguished Professor and holds the Norma Kershaw Chair in the Archaeology
of Ancient Israel and Neighboring Lands at the University of California, San
Diego. He is a member of the Department of Anthropology and Judaic Studies
Program, and leads the Cyber-archaeology research group at the Qualcomm
Institute, California Center of Telecommunications and Information Technology
(Calit2). Elected to the American Academy of Arts and Sciences, Levy is a
Levantine field archaeologist with interests in the role of technology,
especially early mining and metallurgy, on social evolution from the
beginnings of sedentism and the domestication of
plants and animals in the Pre-Pottery Neolithic period (ca. 7500 BCE) to the
rise of the first historic Levantine state level societies in the Iron Age
(ca. 1200 – 500 BCE). A Fellow of the Explorers Club, Levy won the 2011
Lowell Thomas Award for “Exploring the World’s Greatest Mysteries.” Levy has
been the principal investigator of many interdisciplinary archaeological
field projects in Israel and Jordan that have been funded by the National
Geographic Society, the National Endowment for the Humanities, National
Science Foundation, and other organizations. Tom also conducts ethnoarchaeological research in India. Levy, his wife
Alina Levy and the Sthapathy traditional craftsmen
from the village of Swamimalai co-authored the book
Masters of Fire - Hereditary Bronze Casters of South India. Bochum: German
Mining Museum, 2008). Tom has published 12 books and several hundred
scholarly articles. Levy’s recent book is entitled Historical Biblical
Archaeology – The New Pragmatism (London: Equinox Publishers, 2010 that in
2011won the ‘best scholarly book’ from Biblical Archaeology Society
(Washington, DC). Levy and his colleague Mohammad Najjar
won Biblical Archaeology Review’s ‘Best BAR Article’ for “Condemned to the
Mines: Copper Production & Christian Persecution.” His most recent book
is: Levy, T.E., M. Najjar, and E. Ben-Yosef, eds.
2014. New Insights into the Iron Age Archaeology of Edom, Southern Jordan -
Surveys, Excavations and Research from the Edom Lowlands Regional Archaeology
Project (ELRAP). Los Angeles: Cotsen Institute of
Archaeology Press UCLA He is Co-PI on the NSF
IGEERT $3.2 million grant entitled “Training, Research and Education in
Engineering for Cultural Heritage Diagnostics (TEECH). Levy directs the UC
San Diego Levantine and Cyber-Archaeology Laboratory and is Associate
Director of the Center of Interdisciplinary Science for Art, Architecture and
Archaeology (CISA3) at UC San Diego’s Qualcomm Institute – California
Institute of Telecommunications and Information Technology (Calit2). Tom was
recently elected Chair of the Committee on Archaeological Policy (CAP) of the
American Schools of Oriental Research (ASOR). |
|
Peter Otto is an expert in
the language and aesthetics of musical and media expression, and also
accomplished in advanced hardware/software design and engineering, including
instrumentation and facilities design, systems and networking applications,
and a wide array of media technology research and development areas.
Classically trained in musical performance and composition, he completed his
graduate work at California Institute of the Arts in Los Angeles in 1984, and
continued there on faculty for several years. His vitae
includes long associations with seminal figures Morton Subotnick and Luciano Berio, as
well as studies and collaborations with Pulitzer Prize winners Mel Powell and
Roger Reynolds. He currently holds appointments at UCSD as Technology
Director on the Faculty of Music and as Director of Research &
Development in the Sonic Arts R&D group at UCSD's CalIT2, established in
2009. As an educator he is a founding faculty member and advisor to UCSD
Music's highly regarded Interdisciplinary Computing and the Arts Major
(ICAM), a program which has produced top performers in the nation's most
advanced digital media industries and leading universities. As a hardware
designer he invented the first digital audio workstation control surface (Waveframe's Contact MIDI Panel), designed the
hardware-based spatial audio system TRAILS, and more recently designed audio
systems for CalIT2 (StarCave, HiperWall
and other systems). Audio and music facility credits include CalIT2's Spatial
Audio Lab (Spatlab) and collaborative designs for
CalIT2's Black Box and Digital Cinema Theatres, and new systems and studios
at UCSD Music's new Prebys Music Center
(Experimental Theatre and other systems). Other design work includes advanced
research projects in high-definition multi-channel audio streaming and
production systems, most notably for CineGrid, a
networked ultra-high-definition digital cinema R&D consortium. Research
sponsors and collaborators include SkySound (LucasArts), Qualcomm, Inc., Cisco, Meyer Sound Labs,
National Institutes of Health, HMC Architects, CineGrid,
Walt Disney Productions, NTT, Biamp, Google, Comhear, Kyocera, NASA, NSF, Cubic, Harman, DTS, and
others. In software design, Otto has written software for diverse
applications in multi-channel and spatial audio, including binaural and
multi-channel sound design environments and utilities, and a variety of
spatial audio imaging packages. An entrepreneur, he has founded two software
companies and consulted for top tier firms in the private sector. His
performance design work has been heard in major American, European and Asian
venues such as Carnegie Hall, Juilliard, Los Angeles Philharmonic, SIGGRAPH,
Theatre Olympics (Japan), The Holland Festival, Foundation Maecht (Fr.), Santa Cecilia (Italy), Barbican and Royal
Albert Halls (London), Ars Electronica (Austria),
and many others. |
|
Arnaud Paris, VR Supervisor
for VideoStitch: |
|
Prof. Ravi Ramamoorthi Director, UC San Diego
Center for Visual Computing Professor CSE Department ;
affiliate in ECE University of California,
San Diego News: I started here at
the University of California, San Diego CSE@UCSD on Jul 1, 2014, moving from
UC Berkeley. My goal is to build a world-leading graphics and vision group at
UCSD. (See launch of new UC San Diego Center for Visual Computing with
newspaper article at UT San Diego, UCSD TV Computing Primetime on Visual Computing
and earlier UCSD News Release on my appointment). |
|
Patty Rangel Producer, VR Geek, Artist,
Writer and Speaker |
|
Jason Riggs Founder / CEO at OSSIC Engineering leader with 20
years experience in loudspeaker & headphone
R&D in both engineering and leadership roles. I enjoy creating
innovative solutions to complex problems, and thinking outside the box. I
excel at user-centered design innovation for audio products. I am passionate
about building great audio products and companies. |
|
Jared
Sandrew Chief
Creative Officer @ Legend3D 2D
to 3D / VR live-action |
|
Stuart W. Volkow Commercial Trends in VR and AR The convergence of affordable technologies is
creating a new industry with diverse categories. 2016 is a tipping point year
for mass awareness of VR experiences, the emergence of a viable consumer
market, and practical educational and industrial applications. Market growth
and acceptance will be slowed by conflicting standards, confusing hardware,
and a shortage of quality content. After
a long gestation period of over 20 years, Virtual Reality and Augmented
Reality has arrived as a sustainable consumer medium
in a variety of forms. The milestone sale of Occulus
Rift to Facebook for $2 Billion (reportedly $400 M in cash) has set the
stage. Technological improvements, including 4K lightweight displays,
improvements in graphics and video processing chipsets, excellent
micro-mechanical gyroscopic 3D tracking and odometry,
low cost, high-fidelity depth cameras, and gesture control interfaces, have
come together to create practical, affordable, immersive systems.
Applications to immersive worlds and gaming are obvious starting points for
appropriate titles. Virtual tourism, sports, journalism and immersive
storytelling may become mainstream even faster than
gaming. Industrial growth markets will include design, engineering, medicine,
and field servicing of complex equipment. |
Allen Yang, UC Berkeley: Various demonstrations from the
Yang laboratory.
Amir Rubin, Sixense: STEM. Sixense’s new, modular wireless controller for
entertainment and scientific visualization applications.
Ching
Lee, UCSD: Perspective Puzzle, uses Oculus Rift and
game pad for interaction.
David Nuernberger, UCSD: VR
Rock Climbing. Uses Play Station and Oculus Rift to augment a
real rock climbing experience with a fictitious environment.
Eric, VideoStitch: Live
streaming of panoramic stereo video from a GoPro rig to an Oculus Rift.
Helen Situ, NextVR: High end
panoramic 3D video viewed with the Samsung Gear VR.
John Mangan, UCSD: Virtual
Reality demonstration from Prof. Kuester’s GRAVITY
laboratory at UCSD.
James Strawson, UCSD: Virtual
Reality demonstration from Prof. Kuester’s GRAVITY
laboratory at UCSD.
Jonathan Lin, UCSD: Sorting Objects. Uses
Oculus Rift, Leap Motion and Ring Mouse to move items from one place to
another.
Michael Hess, UCSD: Virtual Reality demonstration from
Prof. Kuester’s GRAVITY laboratory at UCSD.
Philip Weber, UCSD: CalVR. 3D
models, stereo panoramas, point clouds and other data rendered with Prof.
Schulze’s laboratory’s CalVR virtual reality engine.
Stephen Guerin, Simtable:
Projections onto a sand pit allow augmented reality scientific visualization of
terrain data and fire simulations.
Steven McCloskey, UCSD: Nano VR. Oculus Rift and Razer
Hydra controlled by Unreal Engine improve understanding of phenomena in the nano world.
Saurabh Goyal, SDSU: A virtual exploration of the air quality in
National City. Uses an Android phone with a Google
Cardboard-style viewer for low cost visualization of information relevant to
asthma patients.
StarCAVE at
Atkinson Hall: 34 HD projectors generate a 360 degree surround VR image, driven
by 18 high end graphics PCs networked with 10 Gbit/sec.
Trish Stone will present various projects from the past few years. Presentation
times: 12-2pm Tue+Wed only.
WAVE at SME building: 35 narrow bezel displays show
passive stereo images driven by a cluster of 19 high end graphics PCs networked
with 40 Gbit/sec. Christopher McFarland will present
various projects from the past few years. Presentation times: 12-2pm Tue+Wed only.
Walking directions to the WAVE lab: leave Atkionson
Hall towards the south, walk past the bear leaving it on your left hand side, bear
slightly left at Warren Mall, cross the street, SME building is now on your
right, swimming pools are on your left. Enter SME building through side door to
the left of the main entrance. Door will be open.