An opportunity to pick up your badge early and avoid the rush on Day 1.
Although access to the venue will be restricted, we’ll get you signed in so you’re ready to hit the ground running the following morning.
You want to come in? You’ll need a badge. And Registration is the solution to that mini quest.
The internet brought us the Information Revolution, catapulting the human race forwards and creating new businesses and opportunities in its wake. XR technology is now bringing us the “Experience Revolution”. Simon Benson, co-founder of the Immersive Technology consultancy “Realised Realities” shares his thoughts on how the Experience Revolution will grow from it’s humble beginnings as a VR entertainment platform in 2016 into something that has the potential to replace the smartphone as the number 1 consumer electronics device in the coming years.
Three years ago, we were in the mist of what kind of games we wanted and could make and more important how we can make a living from it. VR was the answer for us.
VR has slipped into the valley of disappointment for many. And while everyone still expects great things from it, the installed base, the controls, the pricing and the use cases are just not there yet, we hear.
In the console space there is a simple truth: Software drives hardware. But with VR it appears to be the other way around – hardware development creates a platform that nobody is really sure how to fill and the solution is assumed to be cheaper or better hardware.
But what if the software is the porblem? What if games need to move away from relying on the ‘spectacle’ of virtual space, which wears off after a while and towards creating VR only games that provide a unique experience (other than motion sickness)? Creators could be looking at innovating elements such as playspace, user guidance and spatial narrative to work with the power and limitations of VR and create games that are not simply 360 degree versions of existing ones.
What kind of games will emerge as VR matures? What is genuinely better about VR games other than being more immersive? What kinds of games are needed to sustain the platform? The session is not pretending to be able to answer all these questions, but rather identify areas which need to be rethought and initiate a discussion around them.
Takeaway: What kind of VR games need to be created to mature the market?
A detailed look at the burgeoning VR eSports market, along with some design thought, analysis of early VR eSports titles and some well researched future gazing. I’ll discuss why this combination is likely to be a huge commercial opportunity in the future and how developers can get into it.
360 VR Film has rapidly become part of the digital media landscape. We take a look at narrative and experiential immersive content, discussing the process of these exciting film making techniques. We will demystify the 360 film process, looking at what we have learnt so far and discuss the challenges and opportunities which are ahead for this medium.
Over the past year, some people have declared VR a dead on arrival technology. Huge expectations were not met with, giving rise to pessimism surrounding the new technology that was poised to change everything. In this talk, Martin de Ronde will give his witness account of these first years of VR, as his company Force Field worked in the eye of the proverbial storm from day one. This account will highlight the mistakes made by different actors on the VR stage, the huge potential that still remains and how he feels the market will shape up following the perceived failure of VR to deliver.
In these early days, monetizing VR is not without its challenges. In this talk, we review different business models, comparing with what worked on desktop/mobile/social, and look at what real estate can tech us about monetizing VR.
Sweet. It’s time to eat.
More people engaged with Snapchat’s Super Bowl lens than watched the game live. More people use AR daily than go on Twitter. Pokemon Go is the biggest mobile game. It’s time we stopped debating whether this tech works once and for all.
With more than 550 million AR enabled devices projected to be in consumer hands by the end of 2018, AR represents the greatest opportunity to create compelling new experiences since the appearance of the smartphone and possibly since the dawn of the internet. With our own AR demonstrations, we’ll look at the technology, creating applications, the market timings and exciting new AR possibilities.
As the ramp of XR experiences begin to take place, this talk will look at various parts of the value chain and how it will impact XR overall by covering real cast studies from the wild.
When AR is synchronised with known physical locations, rather than just temporary generic surfaces, we will create new types of AR experiences. Learn why persistent AR applications will enrich our world with a deeply integrated layer of information and interactions.
Advances in Location-based AR technology create a new and massive opportunity. Learn how forward-thinking companies already mix real places with virtual content. We’ll see how they overlay visuals and locative audio for events, games, marketing, and more. We’ll go over some of the pitfalls every developer needs to know and how to overcome them.
My talk is an overview of how Blue Donut Studios came into developing AR and VR and how that has shaped the development of our business and how it fits with everything we do. This is a reflection of the last two years and a sharing some of our learning experiences and how we are moving forward this year.
Virtual Arts is a new startup formed in Cambridge, UK , developing Augmented Reality, Virtual Reality and Mixed Reality Tech and Content. In this talk we will go through our journey to developing our first Augmented Reality game “Lightstream Racer” and the learnings we made along the way
Apple’s ARKit was launched last year and is seen by them as the third use of the camera. Android are following up with ARCore this year. We know the market will be north of 500 million compatible devices later this year. So where is the gold rush? Why aren’t all developers canning all previous projects and jumping onto AR? Well, some are while others are watching and waiting before making a move.
You want to come in? You’ll need a badge. And Registration is the solution to that mini quest.
Coatsink’s Marty Green goes talks Unity performance tools, improving frame rate, keeping consistent frame rate and load times for Gear VR.
Learn how to build mobile AR applications with Unity and Android ARcore.
Trying to figure out how to make the most of VR can be tricky. The Third Floor Immersive team are proven, award-winning collaborators, trusted to work with some of the best known IPs in the world. We provide rapid prototyping for clients, working with them to creatively develop memorable, immersive experiences. This talk will explain how we build flexible systems to empower designers to experiment and iterate freely without needing to code.
I will describe what are common challenges during designing experiences for VR and how you can smartly change them into opportunities to create new type of experience. Based on The House of Fables’ game Wrath of Loki.
Kevin has been producing and directing innovative music experiences and campaigns for over a decade. In this talk he will take us through the creative, technical and logistical challenges and processes behind 3 of his recent music VR projects: launching an interactive techno club for Google and Boiler Room, creating a branching-narrative music video for Dimitri Vegas and Like Mike in Ibiza, and taking users into the studios and memories of Ed Harcourt and the Mystery Jets, with a focus on user experience and how to bring interactivity to live action video in VR.
Food is good. Go get some.
Video game developer and publisher Wargaming.net has, over the past five years, forged partnerships with museums around the world to tell the stories of the vehicles of WW2. One of the ways we’ve brought these stories to life is through emerging technologies like Augmented and Virtual Reality. These technologies are opening up new possibilities for museums to connect with younger museum goers, address otherwise intractable accessibility issues, and allow for interactions not possibile with physical artifacts. This talk explores how we grappled with these issues in our new SturmTiger AR experience, which we (together with developer Gravity Jack) created on Microsoft Hololens and Google Tango for the Bovington Tank Museum in 2017.
VR as a medium has so much potential, so why do we so often end up using it to recreate pre-existing game experiences? With the potential of immersive entertainment, what new and exciting things could we be doing, and how do brands figure into these experiences? REWIND is leading the way in immersive content creation, and in this talk, learn how they’ve used Virtual Reality to create memorable experiences only possible in the medium.
Tiago shares his experience of building ways to empower developers to create social multiplayer games and B2B projects, with a case study in a project his studio did with BNP Paribas and how that is changing the way one of the top investment banks uses VR for everyday operations.
– An innovative background on the growth of AR and VR as a tool for Industry
– Developing products for Blue Chip clients and showing a return on investment
– A glimpse of the future of Augmented and Virtual Reality
How studios can design and develop profitable serious use immersive technology applications with games as a public awareness vertical, without treating work for hire as a negative studio survival requirement.
The Edge – Be Brave, a case study that show how VR in Retail allows to better communicate brand values in an engaging, impactful and memorable way. This is the beginning of a new era, where virtual reality contributes to increase revenues and in-store traffic. At the end a view at new frontiers of entertainment, a temporary store where to experience the emotions of immersive virtual reality.
Biba is a company that was trying to do something almost inconceivable–creating a screen-based AR intervention that could actually get kids and parents more active outside! This talk walks through how we approached critical design challenges and forged strategic alliances in bringing our suite of mobile games to market alongside some of the heaviest hitters in the Playground industry.
…Distributive Cognitive and Immersive technologies as a blank canvas to augment our minds and help our kind transcend and evolve
The next generation of human-computer interaction will radically change the way we interact with one another, with other computational systems, how we buy and sell, how we create and produce, how we research, and how we perceive the world and affect it. This session aims to share a few of the projects we’ve been working on with partners like IBM, HTC, United Nations and Unity to accelerate this change, + other technologies to keep an eye on in our road to transcendence.