Virtual / Augmented Reality (Day #1)

Join professional developers in creative industries to learn about making your AR and VR applications more interactive! What machine learning, motion tracking and computer vision techniques can be used to improve the experiences and how can modern devices such as Kinect 2 or Leap Motion help? Discover it all during this nucl.ai track.

Now in its 7th edition, nucl.ai brings together hundreds of developers from creative industries and interactive media to resolve the biggest technical and design problems with Artificial Intelligence. One of the event's tracks focuses specifically on “Virtual / Augmented Reality” for an entire day. (Day #1: Monday, July 20th)

19 Day Tickets Left! Attending Companies & Studios

  • Opaque Multimedia
  • Square Enix
  • Creative Assembly
  • Epic Games
  • MASA Group
  • Ubisoft Studios
  • Microsoft Game Studios
  • Unity Technologies
  • INRIA Research Lab
  • CCP Games
  • ...

I had a great time attending the AI Conference and met so many amazing and nice People there. Once again thank you for giving us students the Oportunity to visit this great Conference!

Jonas Jentsch

Gamedesign Student

Mediadesign Hochschule, GERMANY

The most informative and conference I've been too. Great value and great people. I'll be back.

Chris J. Rock

Wooga, GERMANY

This year's Game/AI Conference was the best one I've gone to so far. The programme was a great balance of high- and low-level, tech and design, as well as academia and industry. The organization was flawless and the location was great.

Jurie Horneman

Independent game designer / programmer

Awesome conferences, where professionals are sharing their knowledge, and their passion. It's quickly going to be the reference in the AI community.

Xavier Dolci

Lead AI Programmer

Ubisoft, FRANCE

This conference was a real deal — cutting edge presentations and experienced speakers. My take away list from this one is impressive! I feel this event can really push Game AI forward!.

Mieszko Zielinski

AI Programmer

People Can Fly, POLAND

I thought the conference was a great success. I learned a lot from the speakers at the conference, as well as interacting with the attendees.

Frederik De Caster

AI Programmer

Creative Assembly, ENGLAND

Thank you for this amazing conference! Great speakers, interesting subjects and nice people. Ten years that I’m looking for a good conference on AI in video games, I’m really happy to have found it.

Gabriel Robert

Senior AI programmer

Ubisoft, PARIS

Well done for putting on such a great conference, the program was varied, interesting and inspiring. Definitely hoping to return next year.

John Lusty

Lead Coder

Ninja Theory, CAMBRIDGE

The quality of the talks was consistently high and the event well organised. I thoroughly enjoyed the opportunity to discuss AI with so many people passionate about the subject and hope to return next year.

Vicky Smalley

Senior AI Programmer

Sony Computer Entertainment Europe

Thanks for organising a thoroughly enjoyable conference. It's nice to meet so many people with a common interest in AI. It was great to finally meet a number of people who I've spoken to via email over the past 2 years...

Neil Armstrong

Lead AI Programmer

Blitz Games Studios, ENGLAND

Thanks for hosting such an excellent conference. I found it great to meet such a broad cross section from the AI development community. It has certainly given me some inspiration for my upcoming projects. I will definitely try to come back next year!

David Partouche

Senior AI Engineer

CCP Games, ENGLAND

Congrats once again on pulling the conference off: it was by far the most inspiring work-related event I've ever been to. I hope it will become a regular event.

Remco Straatman

Lead AI Programmer

Guerrilla Games, AMSTERDAM



Day Tickets
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All Access
(3 days)

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from € 256

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Notes

  • The main amphitheatre (including some talks in this track) are accessible with regular Conference tickets, starting at €119.
  • Discounts are available for small teams and for those between jobs; email events(at)aigamedev.com for a coupon code.

Image Credit: Eve Online

Recent devices for both augmented and virtual reality provide a variety of new challenges, many of which can be addressed with artificial intelligence techniques. This includes computer vision algorithms, object identification and tracking, gesture recognition and motion tracking — among many others.

Keywords

  • computer vision
  • object identification
  • gesture recognition
  • motion tracking
  • character interaction

Format

  • Keynote
  • Presentations
  • Panel Discussion
  • Expert Q&A

Track Schedule (Day #1: Monday, July 20th)

Download Virtual / Augmented Reality schedule in .ics format.

Track Schedule (Day #1: Monday, July 20th)

Day #1: Monday, July 20th

Crowds and Ambient Life

Real-time Decisions

Virtual / Augmented Reality

Chris Mackenzie and Vikram Saran

14:00 Data Processing for Novel Input Devices (Amphitheatre)

Ricardo J. Méndez, Numergent Limited

12:00 Multi-Kinect Motion Tracking and Interactive Installations (Masterclass)

Ricardo J. Méndez, Vikram Saran, Richard Kogelnig, Alex J. Champandard

16:45 Insights into the Next User Interfaces & Devices (Expert Panel) (Masterclass)

Alex J. Champandard, AiGameDev.com

16:15 Living-Room Augmented Reality and Project Trains (Masterclass)

Spyridon Samothrakis, University of Essex

9:45 Object Recognition with Neural Networks (Workshop) (Laboratories)

Richard Kogelnig, Chris Mackenzie, Vikram Saran

14:45 Hardware Demo Time in the Conference Lobby! (Laboratories)

Download Virtual / Augmented Reality schedule in .ics format.

Keynotes and Presentations

Data Processing for Novel Input Devices

Devices like the Kinect v2, Tango and FaceWare Live allow new possibilities for user input. We are working on several plugins for Unreal Engine 4 that make use of data provided by this equipment. Since they are based on image recognition and machine learning, one of the biggest challenges in working with these devices is that they occasionally provide unstable, undefined, unpredictable or outright unusable data.

In this talk we will discuss the following (based on demos shown in the nucl.ai labs):

  • the common types and formats of data presented by these devices,
  • the pre-processing these devices tend to do on their data,
  • the methods we use to sanitize and sanity-check the data we make available to developers,
  • techniques we’re currently experimenting with as well as those we discarded,
  • how this data has been used in applications

Chris Mackenzie, Opaque Multimedia

Chris Mackenzie is the Director of Experimental Development at technology and design group Opaque Multimedia where he gets to spend his time wrangling weird and wonderful emerging technologies until they're enjoyable to use. Before working with Opaque, Chris worked in game design, production and consulting for a range of health,...

Read full biography »

Chris Mackenzie, Opaque Multimedia

Chris Mackenzie is the Director of Experimental Development at technology and design group Opaque Multimedia where he gets to spend his time wrangling weird and wonderful emerging technologies until they're enjoyable to use. Before working with Opaque, Chris worked in game design, production and consulting for a range of health,...

Read full biography »

Vikram Saran, Opaque Multimedia

Vikram Saran is the resident Physics Guru at Opaque Multimedia and a lecturer on game physics engines at Swinburne University. He combines the two with his research on marrying games with NUI and VR technologies. He is currently working on [redacted] and improving Kinect-based animations in Unreal Engine 4 through...

Read full biography »

Vikram Saran, Opaque Multimedia

Vikram Saran is the resident Physics Guru at Opaque Multimedia and a lecturer on game physics engines at Swinburne University. He combines the two with his research on marrying games with NUI and VR technologies. He is currently working on [redacted] and improving Kinect-based animations in Unreal Engine 4 through...

Read full biography »

Multi-Kinect Motion Tracking and Interactive Installations

What goes into creating a multi-user multi-Kinect interactive installation to convey a somewhat abstract message, other than blood, sweat, and a lot of development time?

I’ll discuss the process, our use of both open-source and off-the-shelf AI libraries, as well as when we roll our own. I’ll go over the challenges of building them, with a distributed team, with fuzzy design requirements to convey even fuzzier concepts, and against fixed and very tight deadlines.

Ricardo J. Méndez, Numergent Limited

Ricardo has moved from financial analysis on large banking systems, to juggling around medical data, to performing financial sensitivity analysis for bank overseers, to building games and tools. He's currently working large interactive installations, maintaining Unity-related open source projects and generally trying to keep himself entertained.

Read full biography »

Ricardo J. Méndez, Numergent Limited

Ricardo has moved from financial analysis on large banking systems, to juggling around medical data, to performing financial sensitivity analysis for bank overseers, to building games and tools. He's currently working large interactive installations, maintaining Unity-related open source projects and generally trying to keep himself entertained.

Read full biography »

Insights into the Next User Interfaces & Devices (Expert Panel)

Look beyond gamepads and keyboards in this group discussion among all the day's speakers will try to find common ground about problems with existing devices, the best user interfaces available now, and what are the most promising ones for future games and interactive applications.

Topics will include vision-based approaches vs. depth-based cameras, single vs. multiple trackers, as well as insights how these impact design. Questions from the audience are very welcome for all the speakers!

Ricardo J. Méndez , Founder & Interactive Media Technologist at Numergent Limited

Vikram Saran , Physics Specialist at Opaque Multimedia

Richard Kogelnig , Game Developer at Mi'pu'mi

Alex J. Champandard , Conference Co-Ordinator & Co-Founder at AiGameDev.com

Living-Room Augmented Reality and Project Trains

As goggle-based AR slowly matures, there's a window of opportunity for projector-based AR experiences. It's also a great way to learn about the technology and the impacts on design required to pull off augmented reality in practice — with a setup that works reliably now already!

This short tutorial about Project Trains will show some of the biggest lessons learned from building an interactive living room experience from two kids, from the computer vision aspect to the crafting (litterally) of a projector-based experience with augmented toy tracks.

Alex J. Champandard, AiGameDev.com

Alex is the mastermind behind AiGameDev.com, the largest online hub for artificial intelligence in games. He has worked in the industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in Europe, most recently on the multiplayer bots for Killzone...

Read full biography »

Alex J. Champandard, AiGameDev.com

Alex is the mastermind behind AiGameDev.com, the largest online hub for artificial intelligence in games. He has worked in the industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in Europe, most recently on the multiplayer bots for Killzone...

Read full biography »

Object Recognition with Neural Networks (Workshop)

This workshop is a tutorial for recognizing images of objects with modern neural networks. You'll use open-source libraries and get up-to-speed with Deep Learning, understanding how to apply deep neural networks in practice as both classifiers (to predict labels from input features) or regressors (to predict an output based on inputs).

This hands-on tutarial will show you how to get up and running on your own laptop, how to train neural networks and adjust their parameters, and how to "augment" input datasets for better results. You'll see how this works in code, at your own pace, and with help and advice from the authors of a popular open-source library.

Spyridon Samothrakis, University of Essex

Spyros Samothrakis is currently a Senior Research Officer at the University of Essex. He holds a PhD in Computer Science with a focus on Computational Intelligence and Games from the University of Essex, an MSc in Intelligent Systems from the University of Sussex and a BSc in Computer Science from...

Read full biography »

Spyridon Samothrakis, University of Essex

Spyros Samothrakis is currently a Senior Research Officer at the University of Essex. He holds a PhD in Computer Science with a focus on Computational Intelligence and Games from the University of Essex, an MSc in Intelligent Systems from the University of Sussex and a BSc in Computer Science from...

Read full biography »

Hardware Demo Time in the Conference Lobby!

Try out a variety of devices from input sensors and headsets, as well as a demo for the previous talk using Kinects. Also throw fireballs in a magical fairyland brought into life by Leap Motion Hand Tracking and the Oculus Rift (DK2). Get your hands on the Rift, Hydra, Leap Motion and other devices and experience what VR is about!

Richard Kogelnig , Game Developer at Mi'pu'mi

Chris Mackenzie , Director of Experimental Development at Opaque Multimedia

Vikram Saran , Physics Specialist at Opaque Multimedia

Speakers & Organizers

Chris Mackenzie

Vikram Saran

Ricardo J. Méndez

Richard Kogelnig

Alex J. Champandard

Spyridon Samothrakis

Browse Conference Tracks

Character Animation Technology

Real-time Decisions

Agent Behavior

Procedural Content Generation

Virtual / Augmented Reality

Crowds and Ambient Life

Advanced Analytics & Data Science

Systemic Design, AI Directors

Cognitive Bots & Language