The third edition of the international festival dedicated to immersive technology in Science and R&D.
Welcome to explore Science and Tech in immersive ways!
VR_Sci Fest is a unique experiment, where technology, science, and creativity come together to find the best ways of using X-Reality technologies to benefit people around the world.
The theme of the festival this year is <SERIOUS GAMES>
…are designed for a primary purpose other than pure
entertainment, but in the collaboration with game industry. The "serious" adjective is generally
prepended to refer to industries like healthcare,
city planning, engineering, and politics.
VR_Talks will bring together some of the masterminds of immersive technologies to come to Stockholm and share their ideas and projects in which science and creativity are intertwined, immersing us into new experiences, new thoughts, and new openings.
FREE event / require to reserve seat
Mattias is the Global Product Manager for VR at Tobii Pro. Tobii Pro is a division of Tobii Group, a leading provider of eye tracking technology. He was instrumental in bringing the world’s first human behavior analysis tool with eye tracking for VR to the market and sets the roadmap for future developments of VR solutions. He regularly educates on the possibilities with eye tracking and VR and how to apply the technology to research, marketing and training. Berglund holds a Master of Science in Design and Product Realization from the Royal Institute of Technology in Stockholm.
Leading Unity development and research in simulations, VR and AR at Volvo Cars. With a background in music and fashion, started to pursue innovation and entrepreneurship studies in Copenhagen ~ 10 years ago.. collaborating and working together with Unity, Lego, on various research projects, combining emerging technologies.. expertise in Eye Tracking -The Eye Tribe (Acquired By Oculus), and brain waves, Streaming, investor in tech startups and fashion.
Anders is the CEO of Vobling, a global industry leading XR Agency, part of the Bublar Group (publ). Vobling is powering the adaptation of XR in business, primarily focusing on the manufacturing and retail industries. Anders is an experienced leader and business development professional with extensive experience in XR and related technologies. Former Head of New Business @ TV4-Group and founder of VR startup Rayvr.
With a background in user experience and digital service design, Ksenia is driven by bringing the human perspective to disruptive tech innovation. In her current position as Head of Enhanced Reality Lab, she is applying innovative ways of working and design thinking methods to enable companies across multiple industries collaborate, innovate and deliver outstanding results using the latest advancements in technology. Over the past years Ksenia has been exploring multiple dimensions of immersive experiences and their application in employee and customer experience. Ksenia is a true advocate of digital empowerment, human-centricity and equality.
Scott is working on learning and education in virtual reality. He is investigating how spatial knowledge and intuition in areas of science such as physics, biology, and chemistry can be acquired through room-scale, motion-tracked virtual interaction. This includes exploring methods for directly integrating technical knowledge into the virtual space — which is vital to maximizing the potential of VR for learning experiences. At the same time, taking advantage of virtual reality also means breaking from the
textbook knowledge paradigm so that learning can be exploratory rather pre-baked and linear.
Ylva Hansdotter is a PhD Candidate at UCD, School of mechanical and materials engineering, and she focuses her research on the use of positive and immersive storytelling to stimulate social change. Ylva’s work background is mostly from the private sector; most recently as a VR executive at HTC Vive where she also directed a program to support VR-experiences with positive effect towards the UN Sustainable Development Goals.
Andrey is a multidisciplinary artist, designer, and immersive technologies expert. Was born in Karaganda, Kazakhstan, grew up in Kaliningrad, Russia. Graduated from Penza Art College K.A. Savitsky (2004-2008) as a graphic designer. Included in top 15 mural artists in Russia. Now based in Vilnius, Lithuania. Andrey is CEO and founder of SketchAR which is a fully-fledged tool for teaching drawing using augmented reality, machine learning, and neural networks.
With background as a 3D Artist with a bit more focus on the technical perspective i got involved with VR/AR around 2012/2013. Samuel has always loved working with interactive media and focused on pushing visual quality to make believable assets/sceneries, and trough that he has had the privilege to work with a variety of projects in both Education & Entertainment using VR & AR.
Petter has a background in innovation, games industry and informative illustration and today works as a research engineer and XR developer at RISE (Research Institutes of Sweden). For four years Petter have been working at the ICT devision in Västerås with the focus of mapping the practical challenges of applied VR, AR and MR within industry companies.
Marcus is CEO of IPPD Solutions, where he is helping private companies work with the military. He has played a critical role in introducing new AR/VR technologies as a subject matter expert and technology scout in the military simulation ecosystem. Previously, Marcus was a Senior Advisor at HTC VIVE where he was part of the launch team and lead initiatives to drive adoption of commercial VR hardware.
Linnea began playing games during the ’90s, and through a passion for creating experiences she discovered that she also had a passion for making games. After shipping games in the Call of Duty, Battlefield, Star Wars and Mirror’s Edge franchises, Linnea now works as Creative Director on the VR game Budget Cuts.
Since 2004 Björn has acquired experience in many fields while making interactive content on multiple platforms. A Technical Artist at heart he combines his skills in design, programming and art, often with a focus on the end user experience. Toran, a holographic VR puzzle game, was first created during Castle Game Jam 2016. Shortly afterwards the team founded Really Interactive, a VR and AR development studio and consultancy. The development of Toran continued intermittently, culminating in a release on Steam in April this year.
A unique cinema experience with 15 synchronized VR headsets showing the best VR/360 degree films about popular Science and Technology.
FREE and OPEN event
In Made by Me VR experience, Google brings you to the factory of their supplier Flex in Zhuhai, China, where you can walk in a worker’s shoes for a day. You can check out the surroundings on a factory floor, scan the faces of coworkers during an impromptu break-time concert, or simply focus on the person speaking. You also hear directly from workers, who discuss wages, working conditions, product quality, favorite hobbies, and life aspirations.
VR-film “Second Step – From Moon to Mars and Beyond”. In this intriguing Virtual Reality film (360° / stereo 3D / 10 min long) - available in English - the viewer gets the outstanding opportunity to set off for a fascinating VR journey into space, visiting a number of thrilling settings of current and future space missions, such as the landing spot of Apollo 11, the planned Lunar Orbital Platform-Gateway and the Shackleton-Crater at the South Pole of the Moon. The film conveys an authentic sensation of how it must feel to actually be on the moon, climaxing in the visit of Mars - a desert planet of superlatives, with the most immense volcanoes and the deepest canyon in the solar system.
A commission and collaboration with The Guardian Virtual Reality team, Songbird is a fairytale with a dark heart. You will be transported to the island of Kauai in 1984 and into a painted replica of a lush cloud forest filled with colourful birds. Here, you are invited to search for the last known ʻōʻō, an iconic black bird with yellow leg feathers and a beautiful song, a bird whose existence has been threatened to the point of extinction.
The installation is supported by VIVE and produced in collaboration with Carte Blanche and The Animation Workshop
Awards: Thessaloniki Documentary film festival – Best VR
Festival du nouveau cinéma Montreal – Special mention
Timetravel to the year 2025 - and experience Stockholm when Slussen is ready. See how the new Slussen grow underneath while you stand 70 meters up in the air on a construction crane. What about traffic? What disappears - and what will remain? Anton Säll, reporter at DN Sthlm, is your ciceron in the future cityscape - in a unique presentation of the new traffic and meeting place.
The Guardians of the Kingdom VR experience is an interwoven story of two mothers — one human, one whale — and the connections that bind them. It is the story of reconciliation between a giant who was once hunted and the people of the Kingdom of Tonga. It is the story of a place called home for generations by both the whales and the Tongans. It is a love story above and below, in the Kingdom of Tonga.
Immerse yourself in a plant cell! Explore the submicroscopic inner world of a plant and learn about cell structures and their functions. This stunning VPC: Cell Explore film is part of Plant Energy Biology's custom-built suite of Virtual Plant Cell 360 degree and virtual reality educational resources.
A timeless journey, based on Arnold Böcklin’s painting.
Isle of the Dead is a timeless journey, starting from an everyday apartment towards our final destination, guided by Charon, ferryman of the Underworld. This VR experience is a loose recreation of the eponymous work painted in 1883 by the Swiss symbolist painter Arnold Böcklin.
A journey in a 3D space remecting visionary writer Arthur C. Clarke’s futuristic predictions. In a dark expanse that could be the cosmos, we hear a voice: that of Arthur C. Clarke, whose face – taken from a BBC archive dating back to the 1960s – appears in the distance. His features quickly dematerialize into a multitude of shimmering pixels, creating an enveloping and immersive space out of which the thoughts of the famed author of “2001: A Space Odyssey” emerge.
Interactive VR installation at Fotografiska Studio Live
Free admission for Fotografiska members. Non-members pay the usual entrance
"The weight of all that is not there" is a flow of consciousness, the description of an area of absence. A memory corrupted by time, by trauma, by nostalgia: deteriorated rows - a deep, visual white noise. There is no plausible emotion before the impossibility of understanding overlapping sensations and inner voices, if not a detached astonishment.
"The weight of all that is not there" tells the failures, the abandonments, the renunciations - the weight of all that we would have liked next, and what is missing: how heavy is the void?
Special edition of VR Sci Fest at Tekniska Museet.
Free admission for Tekniska Museet members. Non-members pay the usual entrance
A synchronized cinematic experience in virtual reality. VR Films in 360 degrees
An interactive VR experience with PIXAN Spirits of NAAY
Come and create your own hero in our "Hero factory". With the help of Augmented Reality you will sketch your own hero and decide which super power, appearance and personality it has. In this workshop we will use mobile phones as well as pen and paper for all sketching.
Come and draw your hero and create your own story using augemented reality "Sketch AR" With the help of Microsoft Hololens you will be able to sketch on a white wall. You can also bring your hero from Workshop 01 "HERO FACTORY" and sketch this with. In this workshop we will use Microsoft Hololens and large white wall to sketch.