SEE. HEAR. PLAY.
Gaming Showcase, VR/AR/MR & Tech Expo
Saturday, March 2, 2019
12pm - 4pm with panel discussions at 1:30pm & 3pm
Open to the students, faculty and the public. FREE to attend!
See you there!
CCBC - Community College of Baltimore County, Catonsville Campus Math and Science Hall Main Lobby & Lecture Halls
800 S Rolling Rd, Catonsville, MD 21228
Gaming & Tech Expo
Demo showcase with post game jammers from UMBC, MICA and Stevenson University, local area game developers, and AR/VR/XR/MR companies. To include two exciting panel discussions focused on gaming and technology for impact on global education, social good and the United Nations Sustainable Development Goals.
Panel & Displays
• PeaceTech Lab Accelerator Participant, Junub Games
• United Nations VR & New Media, Former Executive Producer
• World Food Programme AR Display
• University of Maryland Baltimore County
• Quantum Technologies
• High Rock VR Studios
• Balti Virtual HoloTats & Learning Display
• Warschawski Studio
• IGDA (International Game Developers Association) Baltimore Chapter
• VR/AR Association DC Chapter
Panel 1:30pm: “Gaming & Technology’s Impact on Higher Education & Global Innovation" will discuss how innovation, technology are continually evolving the landscape of higher education providing greater opportunities to have a foundational impact both in global innovation as well as providing solutions in business, communities, and governments.
Panel 3pm: “Immersive Technologies: The Power to Share & Build” will discuss how storytelling and narratives expressed through immersive technologies VR/AR/MR/XR and gaming are providing powerful channels to connect, share and build compassion leading the path towards sustainable communities and the United Nations Sustainable Development Goals.
Featured presenters and speakers:
AR Display & Panel Discussion Moderator, Kristin Gutekunst - Kristin is a New Media Producer and Campaign Manager adept in the development of high-level advocacy strategies, public engagement campaigning, grassroots mobilization, and innovative communications such as immersive and new media. To date, she has produced four 360’ virtual reality films for the United Nations, and has served as associate producer and strategic advisor on many more in the UNVR’s portfolio - a program she co-founded and led as Executive Producer. Since early 2018, she has been working with the World Food Programme as Lead Producer for a touring interactive exhibit on data, innovation and technology’s impact on food security, launching the UN’s first augmented reality experience. She recently founded Our Witching Hour, a consultancy dedicated to strategic design and production of content and campaigns for impact.
World Food Programme Display: "Disrupting Hunger? Yes We AR!" (06:00 minutes): Bangladesh, Jordan, South Sudan, January 2019 - A World Food Programme Production powered by Millennium Art and Katapult Communications
The World Food Programme's "Disrupting Hunger? How We AR!" is the first augmented reality experience produced by the United Nations. Through the real life stories of aid beneficiaries, employees and partners, see how data, innovation and technology are already being streamlined to improve the WFP’s programmatic and humanitarian aid response, helping to disrupt hunger around the world.
In each experience, viewers will receive context on the food security situation in each country, including the cost of a plate of food and examples of innovative solutions that include biometrics, blockchain, cash-based transfers and e-vouchers, the use of drones and satellite imagery, and mobile phone data collection.
Eager to get involved? You can help fight global hunger by downloading the "Share the Meal" app >> sharethemeal.org
PeaceTech Lab Accelerator Participant, Junub Games - Lual Mayen was born in South Sudan during the ongoing civil war. He and his family had to flee on foot to Uganda, where he grew up in a refugee camp. He witnessed violence overtaking South Sudan and the killing and displacement of millions. This inspired him to teach himself new skills and become a game developer in hope of changing the perception and beliefs of people in the war affected areas, particularly young people. He started making games for peace-building, conflict resolution and games seeking to provide an entertaining and informative community activity that changes the focus from destruction to the construction of peaceful communities.
He’s a "Forbes under 30" scholar and now a visiting scholar at American University.
Honored as the Global Gaming Citizen by the Game Awards in partnership with Facebook. The Game Awards recognizes and upholds creative and technical excellence in the global video game industry.
PeaceTech Lab harnesses the power of cross-discipline and cross-generational collaboration among conflict management professionals, the tech sector, academia, and government. The Lab is a data hub, cultivating partnerships with social media and big data companies to develop tools for early warning, decision-making, collaboration, and evaluation. Unlike many tech developers, PeaceTech Lab is focused on building solutions for environments where violent conflicts occur, which are often low-bandwidth, power-deprived, and dangerous. PeaceTech Lab inspires an industry of PeaceTech entrepreneurs who innovate and build products that both save lives and invite private sector investment. For more information, please contact Kelly Hoye at email@example.com
"Eye to Eye" MR demo with Sadiq Ahmed Using Microsoft Hololens “Eye to Eye” Hologram sets you in a real world setting by showing a practical application of an analysis of human eye Hologram in a physical space. This MR interaction transforms what was once only a figment of the imagination into reality.
Sadiq Ahmed: With a Masters in Computer Science (MCS) and over 19 years of proven, demonstrated experience in architecture, designing and implementing multi-tier applications and system integration solutions using Microsoft/Open Source based tools in multiple domains of Business Application, Artificial Intelligence, Image Processing, Finance, B2B, Operation Research, VoIP, Security Application Forensics, SSL VPN, e-commerce, Social, Content management, Cloud, Big Data, NoSQL, Financial products including enterprise Framework as well as Virtual Reality, Augmented Reality and Mixed Reality.
Balti Virtual is a software studio that aims to inspire the world by creating world-class AR/VR content. With over 20 years of experience, their team works to provide technological solutions to companies in every industry, including education, healthcare, manufacturing, and more. Founded in 2015, Balti Virtual boasts an impressive client list that includes international corporations such as Paypal, Marvel, and Under Armour, as well as renowned schools like Johns Hopkins, UVA, and Cornell University. The company is starting to develop their own proprietary products such as Holotats, their line of AR temporary tattoos, and Holo Popups, their new AR children’s books.
Len Sullivan, HighRock VR Studios
From marketing and operations to 3D computer software and video game design, Len's extensive experience in leading business strategy, content marketing, and strategic marketing is vital to HighRock’s consultative approach. As co-founder of Pylot Studios with our Director of 3D Technology, Yavuz Goncu, Len has made a career out of using innovative techniques to drive engaging marketing solutions, and in 2014 brought this experience to HighRock.
Rachel Henderson, Warschawski
Rachel is an award-winning senior communications professional with more than 15 years of marketing, PR and storytelling experience. Vice President of Warschawski, the #1 rated Small Agency in the U.S. for many years, Rachel provides strategic guidance on agency client accounts, oversees the execution of integrated marketing communication campaigns and ensures all clients receive the highest quality of service and care. As the head of Warschawski’s XR Storytelling practice, Rachel is a highly sought after thought leader and speaker on VR and brings this expertise to the agency and its clients. As a member of the agency’s senior leadership team, Rachel plays an active role in the agency’s strategic direction and new business development.
Rachel also served as Communications Manager for the United Nations Foundation’s “Nothing But Nets” campaign, the world’s largest grassroots effort to fight malaria. She was a producer on the campaign’s award-winning documentary VR experience, “Under the Net.”
Rachel has won more than a dozen communications and film industry awards, including several for her work on “Under the Net”; for her role on the LIVESTRONG Global Cancer Campaign; and for her role on the Huggies® Every Little Bottom program.
Sophia Moshasha & VR/AR Association
Sophia is an experienced marketing, PR and event professional who specializes in engaging businesses and consumers. She currently directs marketing and PR efforts for Brightline Interactive, a creative technology company that produces custom virtual and augmented reality experiences for brands and agencies. She is also the VP of the VR/AR Association (VRARA), DC Chapter. Sophia focuses on promoting the growth of VR and AR technology through hosting events and forums, securing partnerships and speaking opportunities at industry and community conferences, thought leadership articles and whitepapers, and other publicity mediums.
Dr. Marc Olano - University of Maryland Baltimore County- Gaming & Interactive Media
Marc Olano has been doing research on uses of graphics hardware for real-time 3D graphics and non-graphics applications for over 25 years. He is currently is an Associate Professor in the CSEE department at the University of Maryland, Baltimore County, director of UMBC's game development track and the 3D photogrammetric scanning facility, and is on the advisory boards for the 324-node high performance computing facility and PI2 Virtual Reality facility. He is also Editor in Chief of the Journal of Computer Graphics Techniques, an open-access journal dedicated to practical graphics research.
Dr. Olano received his PhD from the University of North Carolina for the first high-level shading language for graphics hardware, now one of the defining features of all graphics accelerators. After his PhD, he worked at Silicon Graphics on some of the earliest commercial efforts to develop programmable graphics hardware. Since coming to UMBC, his work has focused on applications of this now ubiquitous hardware for computation, visualization and, of course, games. In support of the games aspects of that research focus, he spent a year at Firaxis games working on Civilization V and a year at Epic Games working with the Unreal Engine 4 rendering team, and has also worked with Activision, 2K, Big Huge Games, and Oxide Games.
Jenna Cipolloni studies Electronic Media and Film at Towson University. She works as a marketing assistant for Weil, Akman, Baylin & Coleman, P.A. and freelances for the Baltimore production company Hartlove-Goodyear. She enjoys experimental and documentary filmmaking.
J.B. Yaskovich is a Maryland-based artist specializing in filmmaking, music videos, producing, photography, cinematography, and other video-related formats.
Part of the Expo will be complementing the Global Game Jam 2019 www.globalgamejam.org:
The Global Game Jam® (GGJ) is the world's largest game creation event that takes place at physical locations worldwide. It's essentially a hackathon focused on game development. The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It's all condensed into a 48 hour development cycle and encourages people with all kinds of backgrounds to contribute, collaborate and innovate in the global spread of game development and creativity.