One aspect of the TEC conference is the variety of workshops and panels that are curated specifically for those with interest in entertainment and tech. Below is a list of what we have in store for our 2nd annual conference.
Virtual and augmented reality
The augmented reality game Pokémon Go took the world by storm in 2016, being downloaded over 500 million times and becoming one of the most used apps in the world. VR Cinema is a movie theatre in Europe that lets moviegoers view the same movie through different perspectives, thanks to their VR headset. At Cedar Sinai Hospital in Los Angeles, doctors have found that using virtual reality to let chronically ill patients escape their hospital room to virtually swim with whales or hike a national park decreases their pain and alleviates stress.
Over the next 24 months we’re set to see close to ten augmented reality glasses enter the marketplace, and big companies like Apple, Facebook, Google, and Snap recently laid out expansive strategies to deal with this technology. Everyday business is set to be disrupted by these emerging technologies also, as businesses use virtual reality to simulate their business for cost savings. This is now, so come along as we explore how our world is changing drastically due to virtual and augmented reality and what we need to do to keep up.
Ten years ago, the way we consumed music looked a lot different than it does today. Rapid advancements in technology make for an ever-changing musical landscape. What remains constant is that music is found in all mediums of entertainment, which creates opportunities to monetize music. We will explore Music Licensing and the important steps to take such as mixing, mastering to broadcast quality, registering and copyrighting your music before it is submitted for placement.
This panel will dive into multiple ways to monetize your music by publishing them to Digital Stores such as iTunes and Spotify, the importance of Digital Music Marketing to utilize social media and digital outlets to engage fans with your content, collaborating with brands, and exploiting the newly created streams to monetizing your music.
As technology continues to modify the world around us, we have also created a tech infrastructure that is directly connected to our body. Wearable technology includes, but is not limited to everything from microchips in our body, activity trackers, glasses, etc. When we think of Wearable Tech, the first products that comes to mind are the Fitbit or the Apple Watch. But we are beginning to see technology being incorporated into the very fabric of our clothing, allowing us to do things like use devices to unlock media content. The purpose of this Panel is to explore how the Internet of Things (IoT), has grown as a network that allows all of our electronic devices, vehicles, appliances, apparel, etc., to communicate and exchange data, and how this exchange is affecting our lives.
Steam- Will we be ready?
With the broadening impact of technology on more and more industries there are considerable efforts to increase the pool of skilled labor expected to be in high demand. Who has adequate access to STEAM education and career preparation? Where do we need to focus to be ready?
This panel invites timely discussion among those leading the way with narrowing the STEAM skills gap for communities of color. Topics to include current and emerging technologies in the K-12 classroom, the latest in STEAM curriculum, and steps taken to remove barriers and provide access to all.
The use of the imagination for self-development and social change is one of the more powerful tenets of Afrofuturism. In this workshop, Dr. Renaldo Anderson and Dr. Lonny Brooks will lead participants in hacking up the card game “The Thing from the Future” to guide the audience through thought provoking descriptions of civic minded artifacts to reinvent pathways to learning, teaching, inventing and communicating in ways to help shape the future.