Schedule

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  • June 27


  • June 27 - Workshops


  • June 28


  • June 28 - Workshops


  • The meaning of “innovation” into the school: it’s not about tools but about teachers and students mindset. The impact of the digital transformation into the school and into the “teaching&Learning”. The new role of the teacher as facilitator, the relationship between VR/AR lessons and the holistic approach of our school.
    Art, Architecture & Design
    Where
    Auditorium

  • Virtual reality has accelerated development throughout the past years, but as a consumer product, it is surviving its third wave; within the cultural sector, bringing light to the narratives of the past with the latest technologies in this consumer marketplace forces  the dichotomy of appeal and intimidation. But what if the reason for this is the wrong market fit? This talk will give a an insight on the unexplored VR audiences within cultural sector - children. Musemio is exploring how by incorporating the latest data analytic techniques, individuals can optimise experience while collating and disseminating feedback to the user, which makes VR more than a source of entertainment but rather an effective learning tool capable of revolutionizing the way creative industries understand behavior and spark the interest of their future users.
    Art, Architecture & Design

  • I’ll explain how brain works with AR, about some scary things of computer vision.
    Art, Architecture & Design
    Where
    Auditorium

  • In fact, many architects, urban planners, sociologists, psychologists, geographers, and scientists in cross disciplines argue that as our media have become ever more virtual, the design and development of our physical spaces—through architecture and urban planning—have become even more important. If our media and our built spaces do not follow the same evolutionary paths, what is the relationship between these two fields of production and experience?​ This lecture will give a highlight on the dynamic and complex relationship between new media and architecture. We will look at architecture as a blanc canvas for rich media and embodiments of particular ideas and values—and at the impact that communication media have had on the practice of architecture and the way we experience our built environments.
    Art, Architecture & Design
    Where
    Auditorium

  • He is interested in how increasingly our physical and digital selves co-exist, and how these different strands of reality challenges us to think about what reality for us personally actually is. This relates in the short term to technologies like Virtual and Augmented reality. But in the longer term it includes artificial intelligence, robotics, and more broadly data networks such as Google Maps and others. She will explore how these realities are merging, and will form a new reality where they combine to create our collective future where our virtual and real lives are intimately intertwined, we all have multiple forms and we can be anywhere, anytime.
    Art, Architecture & Design
    Where
    Auditorium

  • In a not-so-far-away future, immersive content may well no longer be a specific sub-sector, but embrace the whole content industry. From news to entertainment, from films to videogames, we could actually imagine a future where all content is immersive. Europe must be prepared. The strengths of its cultural and creative industries, its diversity, its brands, its professionals, its start-ups are crucial assets to shape Europe’s leadership in immersive content.

  • Spatial Sound introduced by XR technologies is a big revolution. Every immersive game or experience now contains sound sources that our brain can easily localize in the virtual space, with a precision of a few centimeters. But... What about MUSIC ? Is Spatialized Music pleasant for everyone? Is the soundtrack of a VR Music Video something “Diegetic” ? Is the good old “Stereo” format still enough for extra-diegetic music we sync into immersive experiences? Let’s ask questions about the music listening experience of the future!
    Entertainment

  • Most people know how to navigate an online map in flat projection. But when you have the whole world in 3D, things become exponentially tricky. Learn how Google Earth developed a User Interface that maximized immersion and minimized nausea for its VR interface.
    Entertainment
    Where
    Auditorium

  • Virtual and Augmented reality give us the power to communicate like no other media can, but how do we really unleash the power of these tecnologies? Conveying a message is not just a matter of presenting it to the user, it's a whole process that takes in consideration hardware, graphics, code, audio and many other things. Are all the experiences out there the same? Can we somehow categorize them?
    Entertainment
    Where
    Auditorium

  • A story through some pratical cases of immersive experiences in virtual reality selected from more than 200 productions under the direction of Guido Geminiani over the last 5 years, a unique journey as unique is the technique and language developed, a look into the sector that virtual reality has always been balanced between the doubt, that it is too early, and the fear it has already been late with a question: Is This the time of virtual reality?
    Entertainment

  • Walk trough of different use of VR and AR in storytelling for brands. How the new medium are helping a brand communicate and interact with the audience and how the different major platform are reshaping the way of communicate.
    Entertainment

  • The talk will cover recent advances in real-time rendering made possible by NVIDIA's introduction of real-time ray-tracing hardware coupled with extensive research in denoising algorithms, opening the doors to photorealistic physically based light transport simulations previously requiring multiple processing hours.
    Entertainment

  • By invitation only.
    Where
    M9 Lab - 2nd Floor

  • Business cases and guidelines to bring technology innovation inside the organizations.
    Industry 4.0

  • In Electrolux the digital transformation journey is underpinned by the following tagline: think big, try small and scale up fast. We start from real needs of the organization and look for a solution within the ecosystem. Experiencing the spirit and cooperating with Uqido we realised a first application to move training to a different paradigm. Exploiting the huge potential of VR technology our application offers to the users a new learning experience: smooth, enjoyable and measurable.
    Industry 4.0

  • Augmented and Virtual Reality are the evolution of PC and smartphone. But also the evolution of software and Internet. In AR and VR are converging AI, Machine Learning, IOT, 5G, Cloud and now we talk about “spatial computing”. Why does this have to affect businesses? What are the real benefits for companies? We will understand this together with the analysis of concrete cases of use.
    Industry 4.0

  • A journey through a new concept of company, aiming to go beyond Industry 4.0. The advantages brought by introducing new technologies to the direct service of the customers, from the CRM to immersive and virtual reality, in a continue escalation to gain the most involving and real scenarios. How to make technological products simple to manage taking advantage of technology itself, to simplify even more the user experience and make the wonder ordinary.
    Industry 4.0

  • VR has the potential to make the workplace a better place. However, creating VR that truly impacts behavior and delivers operational change is extremely difficult. During this talk, we’ll look at the various value propositions of VR for Learning & Development alongside astounding research and recent examples of successful projects. Then we’ll discuss what we’ve learned so far developing immersive training from the Tamagotchi Effect to the UX of inhabiting someone else’s virtual body.
    Industry 4.0
    Where
    Auditorium

  • E-mobility and autonomous driving are disrupting manufacturing. Production and logistics processes are being reinvented as we speak. Discover how VR speeds up the entire transformation, leading to faster ramp-up and enormous cost savings. A story inspired by the Volkswagen Group.
    Mobility & Tourism
    Where
    Auditorium

  • Human factors are widely defined as the application of psychological and physiological principles to the engineering and design of products, processes, and systems. In the last few decades, the consideration of these aspects has become very relevant to the design of human-interaction with AR/VR technologies. How the human mind respond to a simulated environment? How can the sense of presence be enhanced by understanding the principle of functioning of our brain? How can we effectively simulate beauty, luxury, sustainability, comfort, safety, and many other human perceptions, taking into account the technological limitations of the available device and techniques? How can we overcome the cognitive loads of users when presenting information in Augmented or Mixed Reality situations? How can we effectively mix information coming from our different ‘natural sensors’ distributed across our body in order to best simulate particular experiences? These are only a few of the questions that cognitive neuroscience has started to address in the last few years. In this presentation, a summary of what this approach can offer to the design of more efficient user experiences in AR/VR will be presented, together with some practical examples from applied research.
    Healthcare

  • Dementia is a largely hidden condition, with friends and family supporting unconditionally. There is a lack of understanding and lack of provision within the wider community. Gwynedd Council operates a dementia friendly community initiative and approached us looking for ways to extend the reach of this important work using innovative technology. The application Dementia First Hand is a groundbreaking use of VR technology to teach soft skills in Welsh and English which aims to transform our understanding of living with dementia. This education through immersion offers us an opportunity to rewire thinking and make the world a better place. The VR experience has been used at dementia workshops since July 2018. It is already having a positive impact on the local community, with some users having highly emotional responses to the content. They have demonstrated the transformative power of VR and its ability to engender empathy through experiencing events from another person’s perspective. This presentation will discuss the technical methodology, the narrative approach, and how VR can radically affect perceptions of people in health and social care settings.
    Healthcare

  • A discoverer and explorer in virtual, augmented and mixed reality, artificial intelligence, telepresence, disruptive media and several additional applied sciences. Christopher is a Silicon Valley and International speaker. He’s creating a series of Advanced Coworking Platforms, building fully equipped Immersive Holodecks, and creating Immersive Technology Applications and Hardware. He's also executed and managed business development for thousands of campaigns and projects. An expert in lab-to-market acceleration. Through advising, He’s working with corporations and startups to help bring more diverse culture into hardware, software, and content development.
    Healthcare

  • A place where Italians can not only rediscover where they come from but also understand how their rich but contradictory past helps build the future. This collective journey unfolded over more than a century and is brought to life in an original, innovative and emotionally engaging museum that adopts multimedia and interactive technology to serve historical narration. Visitors are immersed in the changing culture, lifestyles, natural/urban landscapes, sciences and ways of working that typified the acceleration imposed by history on the 20th century and which is ongoing. They will understand the actions by the population, economy and politics behind these changes and that interacted with them.
    Art, Architecture & Design
    Where
    Auditorium

  • We are waiting for you for an aperitif together with speakers, partners and guests and it's a chance to say goodbye for the next year!
    Where
    Caffè Diemme Italian Attitude - M9 District 

  • PwC's innovative end-to-end services to help organizations improve effectiveness and quality in production and service delivery thanks to integrated systems and technology.
    Industry 4.0
    Where
    M9 Lab - 2nd Floor

  • By invitation only.
    Industry 4.0
    Where
    M9 Lab - 2nd Floor

  • Audio in Augmented Reality can change the way people visit museums and churches, making those visits more accessible. Applying this new technology can enhance the experience of visiting monuments, providing contents that “augment” reality on the emotional and cognitive level, and offering a much more immersive audio experience. Moving along the visiting tour people can enjoy the cultural heritage more effectively with the support of a location-based narrative. Combining the diffusion of personal devices with the interest of tourists and of believers in being informed about what they are visiting, it’s possible to create audio guides that can recognize the visitor’s position and offer the most suitable content according to it. Developing audio guides based on Universal Design principles can make more inclusive visiting tours for visually impaired people, but it can also ensure a more thorough and memorable experience for everyone. On the other side, these technologies are useful to monitor and manage flows of tourists and believers that are in the surroundings and inside the places of worship. Limits and opportunities of these new technologies will be analyzed, together with the correct approaches to adopt.      Speakers: • Sister Veronica Amata Donatello – CEI Disabilities Director
 • Dr. Barbara Leporini – researcher at ISTI -CNR – and Francesco Pedrini - A4Smart srls
 • Professor Donata Levi- full professor of history of art critics and museums UnIUD
 • Mrs. Ilaria D'Uva – CEO of D'Uva Srl
 • Mr. Pierpaolo Campostrini - San Marco Prosecutor in charge of technologies
    
    Art, Architecture & Design
    Where
    Streaming Room - 3rd Floor