Ministry of Culture, Sports & Tourism has announced to promote the VR contents industry by
establishing the Realistic Contents Promotion Committee. The VRCIA will propose the Korean VR
Contents Industry Promotion Strategy for government.
김동현 Dong Hyun Kim
– 1991~1996 Chief Researcher, Virtual Reality Lab., KIST
– 1996~1998 Chief Researcher, Virtual Reality Lab., ETRI
– 1999~2000 President, Korea Game Promotion Center
– 2001~2012 Professor, Dept. of Digital Contents, Sejong University
– 2012~2016 Chief, Technology Research Lab., Cybertech Holdings
– 2016~2017 Chief, Virtual Reality Research Lab., Putto Entertainment
– 2017~present Chairman, Virtual Reality Contents Industry Association(VRCIA)
Introducing HP Virtual Reality Headset and VR Backpack G2: A new standard in commercial VR
In this session, VR Backpack G2, which is just launched worldwide launch on 5/28, and latest VR Headset introduced. In addition to product differentiations, the design intent and behind stories will be shared.
Woon Yung is Asia Pacific workstation segment marketing manager and alliance manager in HP desktop and mobile workstations. Woon Yung has 19 years’ experience in workstation industry, spanning various segments including product development, media & entertainment, and OEM.
The rapidly changing landscape of AR & VR presents both opportunities and challenges for enterprise clients. Join Scott Bradley, Managing Partner of Rotor Studios, in exploring how Rotor’s Intelligent
Content Creation process drives quality, flexibility and efficiency in this space. The session will include discussion on how Rotor works with clients such as Toyota to maximise their investment in this area.
Scott Bradley has enjoyed over 25 years in advertising and marketing – starting out as an Editor and then TV Commercial Director, he has witnessed massive changes in content creation and delivery technologies. Now a Managing Partner at Rotor Studios, a company he founded 18 years ago, he is actively navigating the business through the evolving marketing landscape and disruptions caused by rapidly changing technology.
Faster than real-time: creating AR Experiences with AI and 5G
The advent of 5G will significantly boost how we use AR on mobile, without being limited to
device capabilities. The assets will be rendered on the cloud in real time and the camera stream will be
processed remotely through low-latency AI architectures, creating experiences that will be more
immersive and context-aware.
Marco Marchesi is CTO at Happy Finish. After an award-winning career in Media Production and Visual Effects he focused his attention on the engineering side of the creative industry. His research has been applied to Human-Computer Interfaces and Computer Vision at the University of
Bologna and in Conversational Design and Machine Learning at Apple Siri in California. He pursued a PhD in Advanced Technologies for Mixed Reality. In 2016 he joined Happy Finish to lead the development of cutting-edge Virtual Reality, Augmented Reality and Artificial Intelligence applications. Currently Marco’s research is focused on how Machine Learning can change the creative pipeline and how to integrate AI and AR on mobile applications.
From VFX to VR: The VR/AR production technology and case of VFX company
Introduce Dexter Studios, the best VFX Company in Korea, explains VR technology application of VFX companies and VR/AR contents produced by Dexter Studios.
– Cheif VFX Supervisor & Producer
– The Island (2018), On the edge of time(2017), The taking of Tiger Mountain(2014)
-Young Detective Dee2(2013), Flying Swords of Dragon Gate(2011)
-VFX Supervising over 30 projects
How to cpaitalize on the upcoming explosive growth during the 5G era
Weiging is the Head of VR Ecosystem and VIVE X Global Accelerator of APAC and ANZ.
While recruiting VR startups to VIVE X, He is also resposible for VR
Ecosystem enablement. He maintains close ties with VR developer communities and provide various supports to teams for better VR ecosystem.
From PC to PSVR, porting to VR's first consumer console
Alex Moretti co-founded Fallen Planet Studios in 2013, working alongside Oculus even before the 2014 Facebook investment. Since then Fallen Planet Studios has ported to every major VR platform, developed an LBVR licensing model that gives them a reach into 45 countries, and worked directly with the leading manufacturers of VR hardware peripherals to integrate them into the experiences that Fallen Planet creates.
AR solution to improve industrial safety and work efficiency
AR greatly improves work efficiency in factories and manufacturing sites and reduces unfortunate casualties of unskilled workers.
The AR Remote Assistance solution allows workers wearing smart glasses to send their workplace images to a remote expert. Experts can see the scene video, talk to the worker, draw an image on the worker’s glass screen, or help with instructions.
The AR manual visualizes the user manual and work instructions on the facility through smart glass, smart phone, and tablet PC. This helps the worker to intuitively understand work methods and precautions to improve work speed and accuracy.
– CEO, VIRNECT. INC
– Ph. D and research professor, KAIST
– Reviewer, VR/ISMAR/CHI/ISUVR conferences
Multiplayer online VR game; live operation & development strategy
C.P.O. / PIXELPIMPS
(Former) Global team lead / NEXON
Choi currently oversees product development of PIXPELPIMS with his extensive & hands-on experience in gaming industry from PC, Mobile, VR as well as Console.
The business applications of eye-tracking technology-VR/AR/Mobile
– VisualCamp Co-founder/COO&CMO
– PhD in MBA(Marketing) from Soongsil Univ.
– 30 years’ experience in Sales & Global Marketing
– Former Marketing Director of Seoul / Innovative Business Director of ESMEC corporation
– Awarded from Minister of Korean Science & ICT Ministry in 2018
Augmented and Virtual Reality technologies and the blurring lines between physical and digital worlds
Augmented and Virtual Reality Technologies [AR/VR] have come a long way in the past couple years from being a technology seen with skepticism initially to quickly becoming a technology of promise for the future. IDC forecasts the AR/VR market will sky-rocket over the next few years, with global spending on AR/VR technologies expected to reach USD 20.4 billion in 2019, an increase of 68.8% over the USD12.1 billion spent in 2018.
AR/VR technologies are already being deployed by organizations across sectors from marketing to operations, customer engagement and redefining the way we work and engage with the physical world. In this session, the IDC analyst will present the key AR/VR trends, opportunities and how these technologies are helping shape the future of work-live-play.
Avinav is Research Director with IDC, leading the Asia/Pacific Future of Work, AR/VR and mobility practices, based in Singapore. In this role, he provides strategic insights and advisory services to business leaders, C-Level executives for their
business transformation, technology investments and go-to-market strategies. He also manages the startups/innovator program at IDC Asia/Pacific.
Avinav brings deep understanding of the technology sector and analyzes the impact of emerging technologies such as AR/VR, AI, Software Defined-IT, Blockchain as well as demographic changes, and evolving people behaviors on Future of Work and society at large. He has delivered several strategic engagements such as M&A advisory,
digital transformation roadmap, new product launch, and data analytics and governance advisory for clients across Asia Pacific, Europe and North America markets.
Prior to joining IDC, he was with Deloitte’s US Innovation group and before that, he worked for Wipro’s Business Innovation Group. Avinav has authored several whitepapers and reports- published on IDC.com, and by Deloitte University Press and
Wipro Council for Industry Research.He is a featured speaker at various industry conferences and forums. Avinav holds a Bachelor of Business Management from Alliance Business Academy, and Master of Management from ISME. He is also
certified in Six Sigma Black Belt from Indian Statistical Institute and Design Thinking certified by MIT’s Sloan School of Management.
– What is Virtual Youtuber
– Facial Capture
– Motion Capture
– How to make
Jihyun Oh, Unity Lead Evangelist, joined Unity in 2014. He started his career in the game
industry 10 years ago, and has experienced in various fields including PC online game development, services, software development and lectures on game development in university. He introduces the latest tech news and knowledge, solves their difficult issues together and shares the idea with Korea developer community as a lead evangelist.
Founder and CCO of LENS Group Australia, Canada, China and HK. Travis Rice has more than twenty years of experience working with artists and future technology in museums, galleries and the hi-tech sector. Growing from his time with international institutions such as Apple, Biennale of Sydney, First Night Austin, and Blizzard Entertainment he has brought this combination of skills to the forefront by founding the LENS Group. Travis has brought together art and technology in successful international exhibitions and venues all over the world, with work which has been viewed by millions of people in over two dozen countries. As the Chief Content Officer, Curator and Director of the LENS Group Travis brings ties to content producers and technology companies all over the world, from verticals such as fine and performing arts, foreign film, mainstream media and pop culture.
LENS uses A.I. and machine learning to accelerate our next generation custom codec, TORII: built from the ground up for blazing fast and ultra efficient delivery of 4K, VR and AR content. TORII is at the heart of our initiatives in the VR and AR ecosystem and powers our custom VR streaming platform, TYKO which delivers true-meta, VR, AR interactive gaming experiences on all device types including our VR live streaming equipment and our growing content catalogue.
Application of Driving Simulator Systems based on 3D VR for Vehicle Dynamics Research and Development
FORUM8 Executive officer, Manager of System Sales Group.
Since entering the company in 1998, he has been engaged in various kinds of system integration projects and business proposals mixing and matching a good chemistry of VR, FEM and design software packages developed by FORUM8.
He also has much experience in proposing and successfully delivering a great number of unique simulation systems that incorporate many different types of hardware and software, all of which can now be interfaced with UC-win/Road through system integration, to many high-profile customers in the automotive industry.
Korean Defense Reform 2.0 and importance of Military Virtual Training system
– Ptolemy Principal Research Engineer
– KOREA MSIT R&D
– KOREA NAVY, IVTS, DAPA
– KOREA NAVY, LYNX-FMS Simulator, DAPA
– KOREA AIRFORCE T-50 FMT Simulator, DAPA
– Hongik University Graduate School animation
– Over 17 years of proven experience in Information Technology industry as a successful Leader, Strategist, Engagement Manager, Program Manager, Solution Advisor, Delivery Manager, Project Manager, functional and development consultant in delivering solutions and services to the clients- Co-founded Futurristic Business Solutions in late 2014 with my partner with the objective of coming up with disruptive solution based on Augmented and Virtual reality technology.- Built solutions based on AR/VR for Education, Real estate, Automobile, travel industries, healthcare and industrial training verticals.- Played a strategic role in growing a Mobile startup Strumsoft, which was successfully acquired by top US MNC for more than USD 20 M
Maximize Immersive Experience through Virtual Reality
Executive Advisor for International Initiatives, Georgia Institute of Technology, Enterprise Innovation Institute / Strategic Advisor, Ratatat Studio / Associate Director, Georgia Electronic Design Center / Fellow, Communication Research Lab, Ministry of Post of Japan / Chairman, ECMA-TC48 / Samsung Advanced Institute of Technology
The nesessity and method of development of virtual reality contents in mobile environment
Bachelor of Computer Science, Soongsil University, 2005 Korea Game Industry Development Institute, Establishment of Blue Ocean in 2006, MH2-Biochemical Co., Ltd. in 2010, Establishment of Fake Eyes in 2016