Future of Fun

Life in a Virtual and Augmented World
Virtual Reality image for MITEFnw's Future of Fun event

Mit Future of Fun 5 19 16

 

 

Virtual reality. VR. To borrow from The Matrix, “buckle your seatbelt, Dorothy, 'cause Kansas is going bye-bye.”

VR at its best blurs the line between real and virtual. “Have you ever had a dream, Neo, that you were so sure was real? What if you were unable to wake from that dream? How would you know the difference between the dream world and the real world?”

VR allows us to see and experience the world — or even a different world — through another’s eyes. We’re talking more than a gamer’s vision. You name it, someone’s considered or pursued it. Virtual tourism. Virtual sports. Virtual teaching and training. Virtual offices. Virtual family and holiday gatherings. Even virtual distraction, for medical and health care providers.

VR has caught the imagination of technology designers, content producers and consumers. And it just may be the next big thing.


Our presenters help us understand the emerging technological innovations and the societal implications of VR’s artificial world.

Artefact’s CMO, Emilia Palaveeva, kicks off the evening off with a brief introduction to VR.

Our keynote speaker is Dr. Tom Furness, founder of the Virtual World Society, International Director of the Human Interface Technology Laboratory, Senior Scientific Advisor to Envelop VR, General Manager of RATLab and professor at the University of Washington, to name a few. Known as the grandfather of VR, Dr. Furness discusses the evolution of VR and the technology’s potential impact on our future.

Travis Bowles, Senior Design Researcher for HoloLens at Microsoft, joins us to explore the human-VR and AR interface and what we’ve learned to date, as well as best practices.

To address VR in the gaming space, from light entertainment to NASA asteroid hunting, we've invited Chris Millar, CEO of Fun Bits Interactive.

Ari Hollander, CTO and founder of Deepstream VR addresses the critical topic of creating engaging VR content, without which VR is just hardware.

At the conclusion of our program, Emilia Palaveeva leads a Town Hall-style Q&A session to address questions from the audience.

Join us May 19 to explore the innovations and challenges of creating virtual experiences.

Impact Hub Seattle

Impact Hub
220 Second Ave South
Seattle, WA 98104

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