THURSDAY PROGRAMME

TALKS

10:20-10:25 | INTRODUCTIONS

Dave Birss, Editor and Chair of VRUK Festival

10:25-10:30 | WELCOME TO RAVENSBOURNE

Gary Pritchard, Dean of the School of Media, Ravensbourne

10:30-11:00 | HOW STREET ART AND GRAFFITI TRANSLATE INTO 3D ENVIRONMENTS

Lee Bofkin, Co-founder, Global Street Art and Chu,Graffiti Artist

Lee Bofkin, co-founder of Global Street Art, an organisation that has supported over 1500 murals in London since 2012, explains key trajectories in street art before introducing legendary British graffiti artist Chu, whose experience in 3D technology environments is staggering, and who is currently producing stunning city scapes using Google’s Tilt Brush.

11:00-11:30 | THE MILL AND EMERGING TECHNOLOGY - A NEW FRONTIER IN COLLABORATION

Jarrad Vladich, Emerging Technology Producer, The Mill

Jarrad will explore The Mill’s latest Immersive projects detailing the collaboration and importance of building relationships in the new arena of emerging tech.

He will look at the reliance on new channels of communication to create ground-breaking creative work by guiding the audience through various case studies including; Reeps One ‘Does Not Exist’, the multi-award winning Guardian ‘6×9’ and a series of other experiences created in collaboration with the Guardian for Google’s Daydream platform.

11:30-12:00 | DRONES, LIDAR AND PHOTOGRAMMETRY - ENVIRONMENT SCANNING FOR VIRTUAL REALITY

Joe Steel, VFX Artist

In this session, Joe will explore the methods, reasons for using the combination of scanning techniques and finally, processing the data for different applications.

12:00-12:30 | VR AT GOOGLE: WHAT WE'VE BUILT, WHAT WE'VE LEARNT AND WHERE WE'RE HEADED

Greg Ivanov, Business Development, Google Play

Google Cardboard was a 20% project and went on to become the world’s largest VR platform after being announced at I/O in 2014. Three years later Daydream and a set of new devices are set to take VR to the next level. This talk will contextualize Google’s VR efforts and and its vision for the future of this new medium.

12:30-13:00 | CAN IMMERSIVE TECHNOLOGIES CHANGE OPERA AND BALLET?

Tom Nelson, Head of Audience Labs, Royal Opera House

The Royal Opera House in Covent Garden is home to two of the world’s greatest performing companies, The Royal Opera and The Royal Ballet. In order to reach new audiences and reinvigorate our art forms, we need to find opportunities to tell our timeless stories in new ways. Are immersive technologies the key?

13:00-13:30 | INTERACTIVE NARRATIVE EXPERIENCES: VR LEARNING

Kim-Leigh Pontin, Creative Interaction Director, Sky VR Studios

The case for VR in the gaming world is well understood, but this market share is a subsection of an already specialised audience. Linear narrative is still the model of choice for mainstream audiences, yet inside VR, the lack of agency that linear experiences embody can feel frustrating. How can content makers harness the unique qualities of VR, and the desire for agency that the medium affords, without sacrificing the power of a well told story? How can we evoke an emotional response through these new forms of narrative? And what are the implications, ethically, psychologically and philosophically, that content makers need to consider?

14:00-14:30 | VIRTUAL/PHYSICAL ART: BLENDING TRADITIONAL ART FORMS WITH 3D AND VR TECHNOLOGIES

Michael Takeo Magruder, Visual Artist

What creative possibilities arise when traditional art forms are augmented with emerging 3D and VR technologies? In this talk Michael will present a selection of his projects and collaborations in this area and discuss how such work can open new opportunities for artistic expression and visitor experience.

14:30-15:00 | IMPACT

Jane Gauntlett

15:00-15:45 | AUDIO AND MUSIC PANEL

Reeps One, Beatboxer; Yuli Levtov Co-founder and Director, Reactify; Helen Sartory, Performer; Zoran Cvetkovic, Professor of Signal Processing, King’s College London

16:00-16:30 | VR AND THEATRE

Toby Coffey, Head of Digital Development, The National Theatre

Why is theatre relevant to VR and why is VR relevant to theatre? Toby will give an overview of the philosophy of the Immersive Storytelling Studio and give examples of work done there that include VR as well as other technologies.

16:30-17:00 | WHAT NEW EXPERIENCES CAN BE UNLOCKED WITH VR?

Landia Egal, VR Producer

Insights Into the journey of a VR producer, this talk focuses on the uses of VR as a new media platform, a tool for narration, creation and business. From storytelling to B2B to the place of VR in arts, culture and heritage, how can we take virtual reality beyond Eye Candy?

17:00-17:30 | CREATING 'FLIGHT DECK' THE WORLD'S FIRST MIXED REALITY MOTORSPORT COMPANION FOR RED BULL

Sol Rogers, Founder and MD, REWIND

Sol Rogers, CEO and Founder of REWIND, an approved Microsoft HoloLens developer, will give a deep dive into developing Flight Deck. The MR experience takes the excitement of the Red Bull Air race to a whole new level and demonstrates the future of live sport. Sol will discuss how the teamed leveraged the unique features of the HoloLens and overcame challenges, plus plans for the future.

18:00-18:30 | NETWORKING DRINKS AND PERFORMANCES

WORKSHOPS

11:00-12:00 | CREATING ENGAGEMENT IN DEVELOPMENT ISSUES THROUGH 360 FILM/VR

Catherine Feltham, Film Director & Producer, WaterAid

In this session Catherine will explore some of the benefits of 360 film and VR for charities and NGOs.  She will take you behind the scenes of WaterAid’s first VR film ‘Aftershock’ and share some key learnings from the project from directorial approaches to distribution.

11:30-12:30 | IMMERSIVE AUDIO AND PRO TOOLS WITH AVID

Dave Tyler, Avid

Immersive audio workflows are evolving rapidly both for cinema and VR. Dave Tyler will explore the latest developments in immersive audio and explain how Pro Tools can facilitate these new audio workflows.

 

14:00-15:00 | MISTIKA VR - STITCHING WORKSHOP

Peter Amies, SGO

Spend time with Mistika expert user Peter Amies, who will talk you through the challenges of working with 360 content, the future of VR and how SGO’s latest offering Mistika VR addresses these challenges with real-time, optical flow, affordable stitching solution.

14:30-16:00 | GETTING STARTED WITH WEB VR AND A FRAME

Shaun Dunne, Studio Zero & Indira Knight, Future Cities Catapult

Learn how to build cross device Virtual Reality experiences using HTML and a little JavaScript. Aframe is the best framework for WebVR and in this workshop we will start from the basics and go as far as we can to get you to explore building the future of the Web.

 

16:00-17:00 | 360 TIPS AND TRICKS ON SET AND IN POST PRODUCTION

Joe Steel, VFX Artist

Joe will share his experiences of 360 filming and post production workflows in after effects. He will be highlighting methods of shooting 360 to help in post production, including examples of rig removal, 3D tracking and stabilisation.  

 

RESEARCH SESSIONS

11:30-12:30 | TURNING VR INSIDE OUT

Alex May, Digital Artist

As a developer of interactive projection mapping tools, Alex May considers how to externalise the virtual and render it in physical space. Countering the expectation that VR is a solo experience that insulates the viewer from the world, May looks at other techniques to display it.

13:00-14:00 | THE UNQUIET LANDSCAPE: VR TECHNIQUES IN THE ART OF GIBSON/MARTELLI

Ruth Gibson and Bruno Martelli, 3D Artists

Gibson and Martelli have integrated interactive narratives with humans in motion in a range of landscape settings from the Canadian lakes and the expanses of the Arctic to dystopian scenes in Bethnal Green. Since the late 1990s they have deployed a range of virtual and augmented reality technologies in conjunction with physical installations. This workshop explores their current work.

15:00-17:00 | NATURAL MEDIA WORKSHOP

Carl H. Smith, Director of the Learning Technology Research Centre (LTRC), Nick Lambert, Head of Research & Jazz Rasool, Researcher, LTRC, Ravensbourne, Tony Langford & Robert Pepperell, FOVOLAB, Cardiff Metropolitan University:

We will examine, using practical examples, the potential to develop more ‘natural’ media and technologies by broadening the focus of attention to the whole visual, auditory, tactile and sensual field. We are living in an increasingly mediated world. As a result, we are becoming dependent on digital systems that create narrow perceptual channels and bottlenecks. We have a vast perceptual bandwidth, which is gradually being shut down and eliminated by the predominance of screen-based interaction. This workshop will explore what is the peripheral space of the other senses such as hearing, touch, taste and smell and in addition examine artificial senses such as the recently released ‘North Sense’ by Cyborgnest.