VIRTUAL REALITY 101
In the late 2000's, human communications evolved beyond recognition. Mobility brought a new era of information, productivity and digital experiences by enabling high portability of computers. We moved from the 90's Click era to the 2010's Tap era with the introduction of smartphones. Smartphones have served us well, but a bookending of its reign is being written as you read i.e. your smartphone will look like vintage technology very soon. A new device will substitute smartphones, one that will bring even further transforming capabilities to the way we work, play and communicate: VR/AR headsets. With VR/AR we will digitalize reality, we will be able to "de-materialize the world". VR/AR will no longer be a gimmick, or a gaming device, but one that will enable us to acquire competitive advantages far beyond our imagination. Digitization of reality into 3d models has surprising effects: You will be able to bend space and time. In VR/AR you do not weigh anything and you do not occupy any physical space. You can effortlessly replicate yourself as many times needed, and teleport yourself at the speed of light anywhere in the world, feeling as if you were physically present, while making others feel your presence too. Embark on a journey to VR/AR experiences, learning in the process the main use cases as of today, as well as for the future to come.
PEDRO MORENO DE LOS RIOS
Professor Pedro Moreno de los Ríos has extensive experience as a digital business consultant in B2B and B2C environments, specializing in sales and marketing, as well as digital business development, omnichannel and e-commerce strategies, inbound marketing, SEM, SEO, CRO, and more. He has worked in large multinationals and consulting firms, as well as startups. He is also a Ph.D. candidate in Marketing Technology.
1. Students will acquire first-hand experience with the latest VR/AR headsets and applications. 2. Understanding the capabilities and limitations of VR/AR, as well as the main use cases for human communication, entertainment, health, training and productivity. 3. Knowledge of VR/AR technology (chips, sensors, optics, etc. ...).
8-oct. 15-oct. 22-oct. 29-oct. 5-nov. 12-nov.