Dr. Caecilia Charbonnier – Artanim / Dreamscape Immersive, Switzerland

Bio: Caecilia Charbonnier first obtained a Master of Advanced Studies (MAS) in 2006 in Computer Graphics from EPFL and a PhD degree in Computer Science in 2010 from MIRALab – University of Geneva. She is the Co-Founder and current President & Research Director of Artanim, a center specialized in motion capture technologies, Co-Founder of Dreamscape Immersive, a leading VR company, and President of the National Thematic Network Virtual Switzerland. She is also Senior Lecturer at the Department of Radiology and Medical Informatics, Faculty of Medicine, University of Geneva, and Professor of Practice at the School of Arts, Media and Engineering, Herberger Institute, Arizona State University. Her interdisciplinary work focuses on the use of motion capture for 3D animation, VR/AR, live performances, movement science, orthopedics and sports medicine. The results of her research have been published in over 100 international scientific articles and awarded several prizes and distinctions. She is one of the two creators of the award-winning and breakthrough VR technology leveraged by Dreamscape and Hollywood studios and talents to create the ultimate immersive experience for location-based entertainment, education and enterprise solutions.

THE PRESENTATION

Title: Technics and Challenges in Creating Highly Immersive Experiences in Free-Roam Location-Based VR

Abstract: Artanim develops the VR technology driving Dreamscape Immersive, the location-based VR company combining the emotional power of Hollywood storytelling, the visceral excitement of great theme-park rides and this extraordinary VR technology to create mainstream global entertainment and the next-generation of educational programs. In this talk, the technics and challenges in creating highly immersive experiences in free-roam location-based VR will be discussed, mainly from a technological point of view, but not only. Our vision on how we began creating this technology will also be presented, as well as how the concepts of presence and self-embodiment in virtual environments drove our developments in the past 9 years.

THE INTERVIEW