Learn more about our speakers.

“Beyond gaming: How Minecraft can teach us” Mya Dellow (Year 8 student)
Minecraft is a creative virtual building game. First released in 2009, it has sold more than 54 million copies across all platforms. Mya’s presentation will explore the opportunities for using Minecraft as an educational tool. She will explain what makes Minecraft such an disruptive learning platform and provide examples of where it is already being used for learning and education.

This is not about what Minecraft is but how Minecraft can teach us.

“Intent Casting: A Customer Driven World” Ruben Martin (Quivers)
For many years, corporations have been using the process of RFPs, RFQs, and RFIs to inform suppliers they are ready to receive proposals for new solutions, products, or services. This has been an effective way to find the best-fit offering without requiring the organization to do significant searching. However, for the most part, this approach has not made its way to the non-corporate arena. Consumers are still expected to search for their favourite product or service, spending substantial time trying to find and compare items which may not be exactly suitable to their needs. During this talk, we will delve into the concepts of “Intent Casting” and how the business world is being turned upside-down when Consumers expect organizations to find them and meet their needs.
“Disrupting the Museum: getting digital media to engage and reach broader
Paula Bree (Powerhouse Museum)
Working in digital media sometimes requires different ways of thinking about how to make sure that it is reaching the right audiences. As museum visitors are more networked than ever and ‘deviced’- up when they come to our galleries we have to approach each project differently to ensure we reach these visitors from the web to the floor and back. In this talk Paula shares with the audiences her experiences and vision of digital disruptions in the museum sector.
“Expressive Machines: Connecting Computers with People” Marc Sagar (University of Auckland)
Face to face interaction is vital to social learning. However, detailed interactive models which capture the richness and subtlety of human expression do not currently exist. Mark’s research at The Laboratory for Animate Technologies at The University of Auckland combines face simulation with brain simulation to create interactive self-animated expressive Avatars which interactively learn. In this talk Mark will demonstrate the disruptive impact of state of-the art expressive machine technology for such domains as education and learning, digital signage and interactive marketing. The highlight of Mark’s talk will be the demonstration of BabyX, an experimental computer-generated psychobiological simulation of an infant. The audience will be able to experience first hand the look-and-feel of this cutting edge technology.