Abstracts and presentation of the speakers

Kasper Hornbæk

Portræt af Kasper Hornbæk

Bio

Kasper Hornbæk is professor and heads the Human-Centred Computing Section at the Department of Computer Science at UCPH. His team aims to fundamentally understand and improve the relation between computational technology and people and inventing new ways for people to interact with technology. His own primary fields of research are human-computer interaction (HCI), usability research, eye tracking, visualization and software engineering.

Visit the webpage for the Human-Centred Computing Section

Joanna Bergström

Portræt af Joanna Bergström

Emerging Possibilities with VR

Abstract

To be announced

Bio

Joanna Bergström researches Human-Computer Interaction with emerging technologies, such as virtual reality and body-based user interfaces. She is an assistant professor at the Department of Computer Science, University of Copenhagen. She received her doctorate from Aalto University, Finland, in 2014, was a visiting researcher at Glasgow University, UK, and a postdoc researcher at Helsinki Institute for Information Technology.

She combines empirical methods, statistical modeling, and theories from neuropsychology to study how the perception of the world and ourselves changes through the embodiment of computer interfaces such as avatars, and how can we better act in and manipulate the world with new interaction techniques that augment our physical capabilities and skills.

Visit the webpage for the Human-Centred Computing Section

Will Gurley

Portræt af Will Gurley

Virtual Amusement in Tivoli (Dæmonen)

Once limited to steel and concrete, the amusement industry is opening up new digital frontiers for experience. So what are the prospects of VR and AR in the themed environment? And what can be learned from Tivoli's experience? 

Bio

Will Gurley is designer and creative developer and has been designing for Tivoli for 10 years. He specialises in ride development and themed experience. He i.a. worked on the creative development of VR for the Tivoli roller coaster Demon and Bring the Spring.

Simon Bruntse Andersen, CEO, and Steen Petersen, CTO, co-founders of Syncsense.io
Portræt af Simon Bruntse Andersen
Simon
Portræt af Steen Petersen
Steen

VR for rehabilitation of patients with personalized virtual environments

Abstract

To be announced

Bio

SYNCSENSE is an R&D company, based in Copenhagen, Denmark. We run and develop a proprietary software platform to support the treatment of in-patients and elderly citizens who suffer from physical inactivity and clinical boredom.

By revitalizing existing pedal systems and combining them with personalized virtual environments - we provide a solution that motivates and empowers patients to be more active. Specifically, we use the capabilities of immersive VR to synchronize the sense of embodiment across realities. Our aim is to enhance healthy aging by shortening the days of hospitalization, prevent re-hospitalization and delay the onset of age- and inactivity-related diseases.

SYNCSENSE was founded in 2018 as a spinout from a research startup in health informatics between the University of Copenhagen and the Technical University of Denmark. Originally, we started in the life science incubator, SUND Hub which is a part of UCPH Innovation Hubs.

Visit SYNCSENSE's webpage

Mikkel Marfelt

Portræt af Mikkel Marfelt

Next generation corporate training: New research and ways to training employees using 3D virtual simulation

Abstract

To be announced

Bio

Mikkel Marfelt is Director of Investor Relations and New Strategic Initiatives for www.labster.com, a science education group dedicated to developing advanced lab simulations which stimulates students' natural curiosity and highlights the connection between science and real-world issues. The labs are being used worldwide including at MIT, Harvard, UC Berkeley, Stanford, ETH Zurich, Imperial College London and +100 other institutions worldwide.

For more info check out these links: CTO TEDTalk: “This virtual lab will revolutionize science class" and Labster's Simulations catalogue

Kenny Erleben

Portræt af Kenny Erleben

What is it possible to achieve with VR and AR?

What role does research play in pushing the development? And what is trending looking at the future?

Bio

Kenny Erleben is an Associate Professor at the Department of Computer Science, University of Copenhagen. He completed his Ph.D. in 2005. His research interests are Computer simulation and numerical optimization with particular interests in computational contact mechanics of rigid and deformable objects, inverse kinematics for computer graphics and robotics, computational fluid dynamics, computational biomechanics, foam simulation, interface tracking meshing.

Visit the webpage for the Simulation Lab at DIKU.

Matias Søndergaard

Portræt af Matias Søndergaard

Rokoko is at the forefront of making easy-to-use tools for animating VR/AR experiences and making them interactive with motion capture technology

Bio

Matias Søndergaard is co-founder and chief product officer at Rokoko.com. Rokoko is a startup based in Copenhagen and San Francisco. We invented the Smartsuit Pro to empower creators on all levels to work with digital motion in creative and intuitive ways. We have a vision of a more natural way to be digitally present. Much in the same way that the pioneers of VR reinvented the screen, we will reinvent the mouse and keyboard. The result will pave the way for taking your full physical identity with you into the virtual space.

Visit Rokoko's webpage

Guido Makransky

Portræt af Guido Makransky

What Does the Evidence say About Virtual Reality Based Learning and Training?

Abstract

I will briefly talk about the state of the art in Immersive Virtual Reality based learning and training and will use the many empirical studies that we have conducted at the Virtual Learning Lab at the Department of Psychology at the University of Copenhagen as examples.

Bio

My current research focuses on understanding the mechanisms of learning in immersive learning environments (including but not limited to virtual and augmented reality).  I focus on combining laboratory research with experiments in classrooms using theories from cognitive psychology and modern methodology. At the VR Learning Lab we can assess the learning process by measuring cognitive and emotional activity in real time with measures such as EEG, GSR, and eye tracking. The goal of my research is to develop evidence-based knowledge that can guide instructional designers to develop learning material more optimally, and to inspire further innovative research in this field.

Visit the VR Leaning Lab's webpage