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We have published a first list of sessions to give you a better idea of what is awaiting you QUO VADIS 2016, including talks by Jakob Johansson (Gleechi), Thomas Bedenk and Michael Hug (TON & SPOT audiodesign) on one of this year's main topics, Virtual Reality. You can also look forward to lectures by speakers from Ubisoft, Bigpoint, Ghost Games and many more.



Hands in games and virtual reality

Jakob Johansson (Gleechi)


Hands are the most basic tools we use to interact with our surroundings, yet, hands are constantly avoided in games and Virtual Reality. While different input hardware for hands are flooding the market, the output, what you actually see, is still at a crude state. With the help from 8 years of robotics research focused on hand interaction we will address the problems related to generating natural hand motion and interaction. We will address the issues this creates for virtual reality and discuss how to work with the large amount of different hand input on the market.





VR Motion Sickness… unheard

Michael Hug (TON & SPOT audiodesign)

One of the main obstacles of getting VR games accepted by players in significant numbers is the experience of motion sickness while playing the game due to sensory discrepancy in vision vs. body movement. While some technical and visual enhancements have already reduced the problem it is still present in a way which might prohibit the large scale breakthrough of VR. This talk will present the current state of the thesis in research (in cooperation with Mediadesign university of applied sciences, Berlin) exploring the possible reduction of motion sickness through incorporation of 3D audio and psychoacoustic movement simulation.





Cognitive Psychology of Virtual Reality - Basics, Problems and Tips

Thomas Bedenk (

Every new medium brings with it a whole new universe to be explored for creative minds and content creators. While the human physiology stays the same their media literacy develops with every generation of new media. Understanding the cognitve psychology of virtual reality helps to create experiences custom made for this new frontier of entertainment. While you are always drawing from what came before, the key to making a truly unique experience is embracing its limitations and possibilites rather than just reproducing the old content with an added dimension of fidelity. While cognitive psychology is a wide field this talk will focus specifically on aspects directly helpful for the current state of VR technology.


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