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VRX Europe 2018 VRX Europe 2018 May 17-18, 2018|Amsterdam

Business Critical Sessions from VR/AR Pioneers and Those Influencing the Direction of This Nascent Industry

We generally hand-pick speakers based on feedback and recommendations from a tight network of senior executives across the immersive tech industry. But if you've got an incredible story to tell, some content that will blow our minds or some tech that really breaks the mould, get in touch about speaking opps on jkees@vr-intelligence.com



Download Full Agenda
VISIONARY TALKS AND STRATEGIC INSIGHTS
9:00
Where do VR/AR and immersive tech fit into the future of consumer entertainment and enterprise markets?
  • With so much hype and investment around VR/AR, where are the real opportunities for growth?
  • What’s holding back uptake from both consumers and businesses?
  • Which technologies and platforms are leading the way? And how is this set to change in the coming years?
  • Where are the markets headed? Where will adoption be in 2, 5 & 10 years?

SuperData Stephanie Llamas Head of Immersive Technology Insights SuperData

9:25
How can we accelerate consumer mass adoption - what trends do you need to watch right now?
  • What are the key factors slowing mass consumer adoption of VR and immersive tech?
  • How is the immersive tech community working together to increase awareness?
  • Which types of immersive content and experiences are seeing the biggest growth – and why?
  • What lessons can be learned from other tech market parallels?

SuperData Stephanie Llamas Head of Immersive Technology Insights SuperData

Inition Adrian Leu Chief Executive Officer Inition

GfK Jan Wassmann Global VR Leader - Research GfK

VR Industry Forum Rob Keonon President VR Industry Forum

Jaunt David Bomphrey Director of Strategic Partnerships Jaunt

10:10
Where's the money flowing in VR/AR across Europe?
  • Get insight on the current investment landscape across Europe and beyond. Where’s the majority of the money going, and why?
  • Where are we seeing consolidation within the market? Who is standing out?
  • What impact will funding reallocation and market consolidation have on emerging businesses?
  • Will market consolidation limit the creative content being produced? How will it affect adoption?

St Brides Partners Ltd Barry Downes Chief Information Officer St Brides Partners Ltd

10:30
Insight from the East and West – How does the European VR market compare to the US and Asian markets?
  • How is the VR industry developing in Europe in comparison to Asia and the US?
  • Who and what have been most successful in driving uptake in global markets?
  • What steps can Europe take to achieve equal or greater adoption and growth?

nDreams Patrick O’Luanaigh CEO nDreams

EndeavorVR Amy Peck Founder & CEO EndeavorVR

Pixeltek Gaming Solutions Pvt Ltd Vitek Goyel CEO/Founder Pixeltek Gaming Solutions Pvt Ltd

GfK Jan Wassaman Global VR Leader – Research GfK

11:10
Networking Break & Exhibition
11:40
“1 billion people in VR” Possible, probable or somewhere in between?

Mark Zuckerberg stood up at Oculus Connect in 2017 and announced his goal to get ‘1 billion people in virtual reality’. So where are we against this ambitious target? How are the headsets selling, how is VR headset and interface design evolving and improving, and what steps are needed to reach a mass-market billion-person audience? Is this likely to happen, and if so, how many years away are we?

How does location-based VR feed into this? Will VR virtual worlds play a key part in this growth? And does AR connect to this goal or not? Patrick looks at the latest data and draws on conversations with all the key headset manufacturers and his experience running one of the largest VR developers and publishers to analyse this goal and share his vision for the future of VR.

nDreams Patrick O’Luanaigh CEO nDreams

12:00
A beautiful mind: Why Immersive technology is the perfect partner to Artificial Intelligence

Traditional interfaces to AI are clunky and not fit for purpose - just look at the classic mouse and keyboard combination we currently use to interact with bots today. Our existing interfaces to technology are realised on 2D, web based screens and link to DB tables and a computational number crunching model. In order to interface naturally to AI we want to use human expression, eyes, hands, voice gestures and be mindful and present in a 3D world, either our own or a virtual one, or most likely a mix of both. Over the next few years we will increasingly see immersive technology being used to interface with AI in more and more natural ways. The ultimate goal being to interact with technology in just the same way we interact with each other.

Dream Reality Interactive Dave Ranyard Chief Executive Officer Dream Reality Interactive

12:20
Content discoverability challenges and opportunities – how can we deliver the ultimate customer experience?
  • How is the lack of standardisation and fragmentation of the hardware market affecting content distribution?
  • What are the big players doing to improve virtual experiences and maintain customer engagement?
  • Why is it so important to become platform agnostic? And how else can we, as a community, ensure accessibility of content?

Jaunt David Bomphrey Director of Strategic Partnerships Jaunt

Axel Springer Anika Giese Head of BD Virtual Reality Axel Springer

12:45
Networking Lunch & Exhibition
2:00
PlayStation®VR: The Journey Continues

Hear from PlayStation Europe’s Director of Developer Relations and Strategic Content as he outlines the journey that PlayStation®VR has been on since its launch in Oct 2016, the current shape of the rapidly growing portfolio, some of the emerging trends and patterns as he looks to the future in both games and experiences on the platform, and those elements which constitute a strong experience for PSVR consumers.

Sony Interactive Entertainment Europe Nick Rooke Director, Developer Relations Sony Interactive Entertainment Europe

2:20
Overcoming barriers and maximising opportunities for AR in enterprise
  • Find out which industries and applications are investing in enterprise AR now – and what’s holding up more widespread adoption
  • Hear examples of which use-cases are having the biggest impacts and where the best results are being seen
  • Get the latest on how companies are developing standards to aid better and broader deployment of the technology
  • Discover where AR really has the potential to transform how people and processes work in enterprise

Welsh Water Gary Smith Head of Integrated Management Systems and Asset Information Welsh Water

4D Pipeline Tyler Worden Managing Partner 4D Pipeline

AR for Enterprise Alliance Mark Sage Executive Director AR for Enterprise Alliance

3:20
Educating immersive tech leaders of the future – where is the talent coming from?
  • How do universities and other institutions across Europe and beyond see opportunities in the new wave of immersive tech
  • What’s the landscape of courses currently available. And how are they being funded?
  • Where are HR departments seeing the best talent coming from? What skillsets are are transferable from other industries / applications?
  • What are the challenges facing game developers moving into enterprise content development and how can we overcome the skills gap?

VR First Ferhan Özkan Chief Executive Officer VR First

3:40
Networking Break & Exhibition
4.10
Is social VR really possible? And is VR dead if it’s not?
  • Defining social VR, co-experiences and user generated content – what does all this actually mean and how does it play out in the current applications that are available?
  • Truly social VR. Are we there yet? Will we ever be?
  • How will the socialisation of VR affect mass perception of the medium? Is mass adoption of VR unreachable if we don’t crack the social dimension?
  • How can we design social experiences that are safe and enjoyable? And how can platform and framework standardisation help this?

Avatar SDK Victor Erukhimov CEO Avatar SDK

vTime Paul Hollywood Product Director vTime

Google Greg Ivanov Head of Daydream Business Development, EMEA Google

Sine Wave Rohan Freeman Chairman Sine Wave

Cooperative Innovations Simon Barratt Director Cooperative Innovations

4.50
The Next Wave of Immersive Computing: sharing Google's vision and product roadmap for key initiatives in AR and VR

In this session, we will share our vision in immersive experiences such as virtual and augmented reality. We will discuss our latest product releases as well as best practices and experiences by some top apps and games developers.

Google Greg Ivanov Partner Development Manager Google

5.10
With great power comes great responsibility – Can VR and immersive tech really make the world a better place?

VR and associated immersive technologies have the capacity to evoke empathy like no other media. In this session we'll hear from some of those leading the way with content development and immersive projects to boost awareness of humanitarian or environmental causes. Hear the latest on how charities, international aid agencies and brands are all benefiting from using immersive experiences to drive social change.

  • Hear examples of how immersive tech can be used to effect real social change?
  • What are the opportunities in health, education and environmental causes?
  • How are charities using VR to increase funding and awareness of projects?

VR Base Daan Doornink Co-Founder VR Base

Fountain Digital Labs Svetlana Dragayeva Creator of Virry and CEO Fountain Digital Labs

Wieden + Kennedy Anita Fontaine Creative Director Wieden + Kennedy

BBC Tom Burton Head of Interaction BBC

5:50
Closing Remarks & Networking Drinks
7:00
VR/AR ASSOCIATION - Logo VRARA Netherlands Rising Stars Party (Rosarium, Amsterdam)

As a VRX attendee, you receive free access to the VRARA after party at Rosarium on May 17; where the VRAR Association will be showcasing Holland’s most exciting young start-ups. To claim your free ticket, register at the link below using your name as the discount code – ie, VRARARisingStars-Firstname-Surname (eg. VRARARisingStars-Jasmine-Kees).
Register here!

GAMES & INTERACTIVE ENTERTAINMENT
9:30
Where are we now and what's next for experiential entertainment and immersive games?
  • Is VR/AR really the 4th wave of computing and are we reaching the golden age of these new media?
  • What tools do we currently have & how best can we use them? And which ones are still in need of improvement?
  • What is the impact of immersive tech on the creative industry – media, art, film? Does it fundamentally change the way we view content consumption going forward?
  • Where are the biggest opportunities arising, and how can you take advantage of them?
  • What are the key hurdles still to be overcome and which steps (technical, creative, business) are yet to be made?

Realised Realities Simon Benson Founder Realised Realities

10:00
Changing Channels: The Evolution of Film and TV

As VR starts to take hold in Hollywood and beyond studios and broadcasters are adopting new ways of storytelling to make truly immersive virtual reality narrative and factual experiences. Experimentation is rife with amazing content already being produced, but challenges still abound and frankly everyone’s trying to work out what's next. This panel will hear from some of those leading the charge in bringing VR 'film' to the fore and will look at how the medium is going to hugely disrupt television and film production - and watching - over the next decade.

ARTE Kay Meseberg Lead VR Coordinator (France and Germany) ARTE

BBC Tom Burton Head of Interactive BBC

Sky Kim Leigh Pontin Creative Interaction Director Sky

Byron Bay Film Festival J'aimee Skippon-Volke Producer & Director Byron Bay Film Festival

10:45
Taking VR Content Mainstream

How Europe’s largest entertainment company is exploring new forms of narrative and volumetric capture with globally recognised talent in order to take VR beyond a gaming audience

Sky Kim Leigh Pontin Creative Interaction Director Sky

Factory 42 John Cassy Chief Executive and Co-Founder Factory 42

11:10
Networking Break & Exhibition
11:40
ARkit, ARcore and driving the democratisation of mass AR content
  • What new opportunities are ARkit and ARcore driving?
  • How will mobile platform and content democratisation impact adoption?
  • How will content creators stand out on a democratised platform?
  • Will AR diminish VR's market potential and how will industry leaders navigate the two-speed market?

Realised Realities Simon Benson Founder Realised Realities

Dream Reality Interactive Dave Ranyard Chief Executive Officer Dream Reality Interactive

12:15
The future of storytelling: realtime entertainment

More information coming soon…

The Mill Jarrad Vladich Executive Producer, Emerging Technology The Mill

REWIND Sol Rogers Chief Executive Officer REWIND

BBC Tom Burton Head of Interactive BBC

Company Ben Lumsden Business Development Manager Epic Games

1:00
Networking Lunch & Exhibition
2:20
Why true interactivity is critical to user experience in VR – and how to do it best

Video games have always been an interactive form of media to a point. But with the new wave of VR, the opportunities for enhanced interaction making the experience more “real” for the user are huge and early adopters are demanding seamless and ever more immersive experiences. So, how are the leading studios approaching interactivity in VR? What can be done to drive increases character and object interaction and what’s the place for new technology advances like eye and motion tracking? Where can audio, touch and even smell help in augmenting the immersive experience for users?

Sony Interactive Entertainment Europe Nick Rooke Director, Developer Relations Sony Interactive Entertainment Europe

Fast Travel Games Daniel Kihlgren Kallander Game Designer Fast Travel Games

nDreams Patrick O’Luanaigh CEO nDreams

Realised Realities Simon Benson Founder Realised Realities

3:40
Evolution of B2B & B2C VR Content

More information coming soon…

Fibrum VR Alexander Erdyakov Business Development Director Fibrum VR

3:15
Breaking barriers and getting VR into the hands of consumers
  • What’s stopping consumers experiencing great VR? Which types of content are seeing the biggest uptake… and why?
  • How are content creators working with hardware/platform companies to ensure the distribution and discoverability of quality experiences?
  • A look at new platforms enabling immersive tech – exploring Web VR and its potential in distribution

Resolution Games Tommy Palm Chief Executive Officer Resolution Games

Will Freeman Freelance Video Game Journalist

3.35
Unlocking ways to distribute & monetise VR games and content

Creating great VR content is one thing. But monetizing it is another thing altogether. In this session, we'll get key insight from VR creators, platforms and networks to talk through how they're seeing pricing, advertising opportunities and business models playing out as virtual reality content becomes ever more widespread. What lessons can be learned from the evolution of mobile and other digital content over the last decade?

Forcefield VR Arthur Houtman Chief Executive Officer Forcefield VR

Resolution Games Tommy Palm Chief Executive Officer Resolution Games

Panel moderated by: Realised Realities Simon Benson Founder Realised Realities

4:10
End of Summit and Closing Remarks
ENTERPRISE APPLICATIONS & BRAND MARKETING
9:20
Gaining buy-in and internal support for enterprise immersive tech adoption

Large-scale manufacturing and construction industries have been using virtual reality and 3D visualization technologies for decades. But with the new wave of VR and AR, enterprise across the board is seeing huge scope for applications to drive efficiencies and increase productivity. But certain technological hurdles remain and educating business leaders on how to incorporate immersive tech into their workflow is still a challenge. How can innovative leaders gain internal investment in traditional, risk-averse organisations? And encourage staff adoption to prove its worth? This session will explore the benefits of immersive tech across industry and how to gain buy-in from the right people.

4D Pipeline Jed Fisher Managing Partner 4D Pipeline

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

Epic Games Doug Wolfe Partner Technology Manager - Unreal Engine Enterprise Epic Games

EndeavorVR Amy Peck Founder & CEO EndeavorVR

10:00
Collaborative production planning with virtual reality technologies

More information coming soon…

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

10:20
The growing place of VR and immersive tech in retail

Immersive tech is starting to show its mettle as a core part of retail’s future. New pilot projects are underway from companies at the forefront of the industry which are now showing the real potential of virtual shopping. In this session, we'll hear direct from retailers on the opportunities arising and get their perspectives on how VR/AR/MR will fit with existing physical and online retailing shopping experiences as the technology and applications become more prevalent.

IKEA Michael Valdsgaard Leader Digital Transformation Inter IKEA Systems B.V.

Procter & Gamble Ioana Matei Virtual Reality Solutions Procter & Gamble

AkzoNobel Corinne Avelines Global Head of Digital & eCommerce AkzoNobel

EndeavorVR Amy Peck Founder & CEO EndeavorVR

11:00
Networking Break & Exhibition
11:30
How VR and immersive tech are changing the face of architecture and AEC

Bringing together the biggest architecture & construction firms, this session will focus on how AEC firms are using VR and other immersive technologies both to improve productivity and win business. Looking at how VR can be applied right across architecture from improving design workflow, through virtual walk-throughs for clients and onto customer sales and marketing, this panel will provide a whole of host of examples that are applicable to the wider AEC community as a whole.

Mecanoo Johan Hanegraaf Design Technology Specialist Mecanoo

Foster + Partners Francis Aish Partner - Head of Applied Research and Development Foster + Partners

AECOM Amber Alexander Visualisation Specialist AECOM

sandboXRealities Nathan Gaydhani Head of Immersive Professional Services SystemActive

12:15
From innovative solution to successful deployment

Virtual techniques have been established as an important part of the digital transformation. Today’s potential to influence traditional methods and processes and generate new and innovative outputs is obvious. At the same time, it is difficult to define the right strategy to integrate these new technologies and how to transform existing processes without the risk of interfering ongoing business. In this session we want to give a short insight about our generic approach to transfer innovative technologies, such as Audis VR driven sales application, which becomes used at hundreds of dealerships worldwide into reality and talk about the lessons learned.

Audi Marcus Kühne VR Strategy Lead Audi

Audi AG Jan Pflüger Coordination Augmented- and Virtual Reality, Center of Competence AR&VR Audi AG

12:40
From Concept to Design Approval in VR

More information coming soon…

BMW Markus Herbig VR Specialist BMW

1:00
Networking Lunch & Exhibition
2:20
Beyond the pill - How Pharma is harnessing the power of VR & AR to bring data to life

This session will explore the compelling reasons why VR/AR is gaining traction in healthcare and some of the current challenges to adoption within this highly-regulated industry.

  • Using the extraordinary power of VR to keep user’s laser focused by removing all distractions whilst immersing them in an interactive exploration of clinical trial data
  • Making scientific content come alive by demonstrating the mechanism of action to create a better understanding of how the treatment works within the body
  • How VR is proving to be the ultimate sales rep “leave behind” marketing tool by creating memorable brand experiences that providers want to share with colleagues
  • How to make the impossible an option? Tackling the challenges of VR/AR adoption and innovation within a highly-regulated industry

GSK Chimeren Peerbhai Global Digital Product Management Lead GSK

2:40
How VR/AR simulations are revolutionising training across industry?
  • What sort of training situations are best suited to VR? And where’s the place for AR?
  • Find out how cost and efficiency metrics are measured in development
  • Hear about the challenges and limitations of immersive training – and how best to overcome them

KLM Chris Koomen Product Owner Virtual Reality KLM

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

Microsoft Joe Varrasso HoloLens Partner Sales Lead Microsoft

Plain Concepts Richard Lewington Marketing Project Manager Plain Concepts

4D Pipeline Jed Fisher Managing Partner 4D Pipeline

3:20
Personalising MINIs with fun and compelling mobile Augmented Reality and Hololens experiences

Learn about how Augmented Reality and Hololens is helping sell more MINIs and accessories. In this presentation, we'll discuss both the technology and the process that was developed to help meet the needs of MINI dealerships and markets; and about how using 3D and Augmented Reality can result in a fun, compelling, helpful, and personalized "My MINI" consumer experience.

4D Pipeline Jed Fisher Managing Partner 4D Pipeline

3:40
What are brands really looking to do with VR… and what’s stopping them?

Brand perception, prestige and awareness are critical to success. The immersive nature of VR allows you to create worlds and experiences for your customers that will allow you to develop relationships that build on emotion, excitement and awe. But what are brands really looking to use VR for? And what's realistic in terms of campaign investment in this early stage of the industry's development. This panel of experts from brands and agencies blazing the trail will uncover the key things consumer facing brands need to be thinking about when looking to create the best VR experiences.

REWIND Sol Rogers Chief Executive Officer REWIND

The Mill Jarrad Vladich Executive Producer, Emerging Technology The Mill

MediaMonks Robert-Jan Blonk Virtual Reality Producer MediaMonks

EndeavorVR Amy Peck Founder & CEO EndeavorVR

4:20
End of Summit and Closing Remarks
VISIONARY TALKS AND STRATEGIC INSIGHTS
9:00
Where do VR/AR and immersive tech fit into the future of consumer entertainment and enterprise markets?
  • With so much hype and investment around VR/AR, where are the real opportunities for growth?
  • What’s holding back uptake from both consumers and businesses?
  • Which technologies and platforms are leading the way? And how is this set to change in the coming years?
  • Where are the markets headed? Where will adoption be in 2, 5 & 10 years?

SuperData Stephanie Llamas Head of Immersive Technology Insights SuperData

9:25
How can we accelerate consumer mass adoption - what trends do you need to watch right now?
  • What are the key factors slowing mass consumer adoption of VR and immersive tech?
  • How is the immersive tech community working together to increase awareness?
  • Which types of immersive content and experiences are seeing the biggest growth – and why?
  • What lessons can be learned from other tech market parallels?

SuperData Stephanie Llamas Head of Immersive Technology Insights SuperData

Inition Adrian Leu Chief Executive Officer Inition

GfK Jan Wassmann Global VR Leader - Research GfK

VR Industry Forum Rob Keonon President VR Industry Forum

Jaunt David Bomphrey Director of Strategic Partnerships Jaunt

10:10
Where's the money flowing in VR/AR across Europe?
  • Get insight on the current investment landscape across Europe and beyond. Where’s the majority of the money going, and why?
  • Where are we seeing consolidation within the market? Who is standing out?
  • What impact will funding reallocation and market consolidation have on emerging businesses?
  • Will market consolidation limit the creative content being produced? How will it affect adoption?

St Brides Partners Ltd Barry Downes Chief Information Officer St Brides Partners Ltd

10:30
Insight from the East and West – How does the European VR market compare to the US and Asian markets?
  • How is the VR industry developing in Europe in comparison to Asia and the US?
  • Who and what have been most successful in driving uptake in global markets?
  • What steps can Europe take to achieve equal or greater adoption and growth?

nDreams Patrick O’Luanaigh CEO nDreams

EndeavorVR Amy Peck Founder & CEO EndeavorVR

Pixeltek Gaming Solutions Pvt Ltd Vitek Goyel CEO/Founder Pixeltek Gaming Solutions Pvt Ltd

GfK Jan Wassaman Global VR Leader – Research GfK

11:10
Networking Break & Exhibition
11:40
“1 billion people in VR” Possible, probable or somewhere in between?

Mark Zuckerberg stood up at Oculus Connect in 2017 and announced his goal to get ‘1 billion people in virtual reality’. So where are we against this ambitious target? How are the headsets selling, how is VR headset and interface design evolving and improving, and what steps are needed to reach a mass-market billion-person audience? Is this likely to happen, and if so, how many years away are we?

How does location-based VR feed into this? Will VR virtual worlds play a key part in this growth? And does AR connect to this goal or not? Patrick looks at the latest data and draws on conversations with all the key headset manufacturers and his experience running one of the largest VR developers and publishers to analyse this goal and share his vision for the future of VR.

nDreams Patrick O’Luanaigh CEO nDreams

12:00
A beautiful mind: Why Immersive technology is the perfect partner to Artificial Intelligence

Traditional interfaces to AI are clunky and not fit for purpose - just look at the classic mouse and keyboard combination we currently use to interact with bots today. Our existing interfaces to technology are realised on 2D, web based screens and link to DB tables and a computational number crunching model. In order to interface naturally to AI we want to use human expression, eyes, hands, voice gestures and be mindful and present in a 3D world, either our own or a virtual one, or most likely a mix of both. Over the next few years we will increasingly see immersive technology being used to interface with AI in more and more natural ways. The ultimate goal being to interact with technology in just the same way we interact with each other.

Dream Reality Interactive Dave Ranyard Chief Executive Officer Dream Reality Interactive

12:20
Content discoverability challenges and opportunities – how can we deliver the ultimate customer experience?
  • How is the lack of standardisation and fragmentation of the hardware market affecting content distribution?
  • What are the big players doing to improve virtual experiences and maintain customer engagement?
  • Why is it so important to become platform agnostic? And how else can we, as a community, ensure accessibility of content?

Jaunt David Bomphrey Director of Strategic Partnerships Jaunt

Axel Springer Anika Giese Head of BD Virtual Reality Axel Springer

12:45
Networking Lunch & Exhibition
2:00
PlayStation®VR: The Journey Continues

Hear from PlayStation Europe’s Director of Developer Relations and Strategic Content as he outlines the journey that PlayStation®VR has been on since its launch in Oct 2016, the current shape of the rapidly growing portfolio, some of the emerging trends and patterns as he looks to the future in both games and experiences on the platform, and those elements which constitute a strong experience for PSVR consumers.

Sony Interactive Entertainment Europe Nick Rooke Director, Developer Relations Sony Interactive Entertainment Europe

2:20
Overcoming barriers and maximising opportunities for AR in enterprise
  • Find out which industries and applications are investing in enterprise AR now – and what’s holding up more widespread adoption
  • Hear examples of which use-cases are having the biggest impacts and where the best results are being seen
  • Get the latest on how companies are developing standards to aid better and broader deployment of the technology
  • Discover where AR really has the potential to transform how people and processes work in enterprise

Welsh Water Gary Smith Head of Integrated Management Systems and Asset Information Welsh Water

4D Pipeline Tyler Worden Managing Partner 4D Pipeline

AR for Enterprise Alliance Mark Sage Executive Director AR for Enterprise Alliance

3:20
Educating immersive tech leaders of the future – where is the talent coming from?
  • How do universities and other institutions across Europe and beyond see opportunities in the new wave of immersive tech
  • What’s the landscape of courses currently available. And how are they being funded?
  • Where are HR departments seeing the best talent coming from? What skillsets are are transferable from other industries / applications?
  • What are the challenges facing game developers moving into enterprise content development and how can we overcome the skills gap?

VR First Ferhan Özkan Chief Executive Officer VR First

3:40
Networking Break & Exhibition
4.10
Is social VR really possible? And is VR dead if it’s not?
  • Defining social VR, co-experiences and user generated content – what does all this actually mean and how does it play out in the current applications that are available?
  • Truly social VR. Are we there yet? Will we ever be?
  • How will the socialisation of VR affect mass perception of the medium? Is mass adoption of VR unreachable if we don’t crack the social dimension?
  • How can we design social experiences that are safe and enjoyable? And how can platform and framework standardisation help this?

Avatar SDK Victor Erukhimov CEO Avatar SDK

vTime Paul Hollywood Product Director vTime

Google Greg Ivanov Head of Daydream Business Development, EMEA Google

Sine Wave Rohan Freeman Chairman Sine Wave

Cooperative Innovations Simon Barratt Director Cooperative Innovations

4.50
The Next Wave of Immersive Computing: sharing Google's vision and product roadmap for key initiatives in AR and VR

In this session, we will share our vision in immersive experiences such as virtual and augmented reality. We will discuss our latest product releases as well as best practices and experiences by some top apps and games developers.

Google Greg Ivanov Partner Development Manager Google

5.10
With great power comes great responsibility – Can VR and immersive tech really make the world a better place?

VR and associated immersive technologies have the capacity to evoke empathy like no other media. In this session we'll hear from some of those leading the way with content development and immersive projects to boost awareness of humanitarian or environmental causes. Hear the latest on how charities, international aid agencies and brands are all benefiting from using immersive experiences to drive social change.

  • Hear examples of how immersive tech can be used to effect real social change?
  • What are the opportunities in health, education and environmental causes?
  • How are charities using VR to increase funding and awareness of projects?

VR Base Daan Doornink Co-Founder VR Base

Fountain Digital Labs Svetlana Dragayeva Creator of Virry and CEO Fountain Digital Labs

Wieden + Kennedy Anita Fontaine Creative Director Wieden + Kennedy

BBC Tom Burton Head of Interaction BBC

5:50
Closing Remarks & Networking Drinks
7:00
VR/AR ASSOCIATION - Logo VRARA Netherlands Rising Stars Party (Rosarium, Amsterdam)

As a VRX attendee, you receive free access to the VRARA after party at Rosarium on May 17; where the VRAR Association will be showcasing Holland’s most exciting young start-ups. To claim your free ticket, register at the link below using your name as the discount code – ie, VRARARisingStars-Firstname-Surname (eg. VRARARisingStars-Jasmine-Kees).
Register here!

Purchase the Post-Conference Materials

Event Presentations • Event Audio • On Demand Subscription

GAMES & INTERACTIVE ENTERTAINMENT
9:30
Where are we now and what's next for experiential entertainment and immersive games?
  • Is VR/AR really the 4th wave of computing and are we reaching the golden age of these new media?
  • What tools do we currently have & how best can we use them? And which ones are still in need of improvement?
  • What is the impact of immersive tech on the creative industry – media, art, film? Does it fundamentally change the way we view content consumption going forward?
  • Where are the biggest opportunities arising, and how can you take advantage of them?
  • What are the key hurdles still to be overcome and which steps (technical, creative, business) are yet to be made?

Realised Realities Simon Benson Founder Realised Realities

10:00
Changing Channels: The Evolution of Film and TV

As VR starts to take hold in Hollywood and beyond studios and broadcasters are adopting new ways of storytelling to make truly immersive virtual reality narrative and factual experiences. Experimentation is rife with amazing content already being produced, but challenges still abound and frankly everyone’s trying to work out what's next. This panel will hear from some of those leading the charge in bringing VR 'film' to the fore and will look at how the medium is going to hugely disrupt television and film production - and watching - over the next decade.

ARTE Kay Meseberg Lead VR Coordinator (France and Germany) ARTE

BBC Tom Burton Head of Interactive BBC

Sky Kim Leigh Pontin Creative Interaction Director Sky

Byron Bay Film Festival J'aimee Skippon-Volke Producer & Director Byron Bay Film Festival

10:45
Taking VR Content Mainstream

How Europe’s largest entertainment company is exploring new forms of narrative and volumetric capture with globally recognised talent in order to take VR beyond a gaming audience

Sky Kim Leigh Pontin Creative Interaction Director Sky

Factory 42 John Cassy Chief Executive and Co-Founder Factory 42

11:10
Networking Break & Exhibition
11:40
ARkit, ARcore and driving the democratisation of mass AR content
  • What new opportunities are ARkit and ARcore driving?
  • How will mobile platform and content democratisation impact adoption?
  • How will content creators stand out on a democratised platform?
  • Will AR diminish VR's market potential and how will industry leaders navigate the two-speed market?

Realised Realities Simon Benson Founder Realised Realities

Dream Reality Interactive Dave Ranyard Chief Executive Officer Dream Reality Interactive

12:15
The future of storytelling: realtime entertainment

More information coming soon…

The Mill Jarrad Vladich Executive Producer, Emerging Technology The Mill

REWIND Sol Rogers Chief Executive Officer REWIND

BBC Tom Burton Head of Interactive BBC

Company Ben Lumsden Business Development Manager Epic Games

1:00
Networking Lunch & Exhibition
2:20
Why true interactivity is critical to user experience in VR – and how to do it best

Video games have always been an interactive form of media to a point. But with the new wave of VR, the opportunities for enhanced interaction making the experience more “real” for the user are huge and early adopters are demanding seamless and ever more immersive experiences. So, how are the leading studios approaching interactivity in VR? What can be done to drive increases character and object interaction and what’s the place for new technology advances like eye and motion tracking? Where can audio, touch and even smell help in augmenting the immersive experience for users?

Sony Interactive Entertainment Europe Nick Rooke Director, Developer Relations Sony Interactive Entertainment Europe

Fast Travel Games Daniel Kihlgren Kallander Game Designer Fast Travel Games

nDreams Patrick O’Luanaigh CEO nDreams

Realised Realities Simon Benson Founder Realised Realities

3:40
Evolution of B2B & B2C VR Content

More information coming soon…

Fibrum VR Alexander Erdyakov Business Development Director Fibrum VR

3:15
Breaking barriers and getting VR into the hands of consumers
  • What’s stopping consumers experiencing great VR? Which types of content are seeing the biggest uptake… and why?
  • How are content creators working with hardware/platform companies to ensure the distribution and discoverability of quality experiences?
  • A look at new platforms enabling immersive tech – exploring Web VR and its potential in distribution

Resolution Games Tommy Palm Chief Executive Officer Resolution Games

Will Freeman Freelance Video Game Journalist

3.35
Unlocking ways to distribute & monetise VR games and content

Creating great VR content is one thing. But monetizing it is another thing altogether. In this session, we'll get key insight from VR creators, platforms and networks to talk through how they're seeing pricing, advertising opportunities and business models playing out as virtual reality content becomes ever more widespread. What lessons can be learned from the evolution of mobile and other digital content over the last decade?

Forcefield VR Arthur Houtman Chief Executive Officer Forcefield VR

Resolution Games Tommy Palm Chief Executive Officer Resolution Games

Panel moderated by: Realised Realities Simon Benson Founder Realised Realities

4:10
End of Summit and Closing Remarks
ENTERPRISE APPLICATIONS & BRAND MARKETING
9:20
Gaining buy-in and internal support for enterprise immersive tech adoption

Large-scale manufacturing and construction industries have been using virtual reality and 3D visualization technologies for decades. But with the new wave of VR and AR, enterprise across the board is seeing huge scope for applications to drive efficiencies and increase productivity. But certain technological hurdles remain and educating business leaders on how to incorporate immersive tech into their workflow is still a challenge. How can innovative leaders gain internal investment in traditional, risk-averse organisations? And encourage staff adoption to prove its worth? This session will explore the benefits of immersive tech across industry and how to gain buy-in from the right people.

4D Pipeline Jed Fisher Managing Partner 4D Pipeline

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

Epic Games Doug Wolfe Partner Technology Manager - Unreal Engine Enterprise Epic Games

EndeavorVR Amy Peck Founder & CEO EndeavorVR

10:00
Collaborative production planning with virtual reality technologies

More information coming soon…

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

10:20
The growing place of VR and immersive tech in retail

Immersive tech is starting to show its mettle as a core part of retail’s future. New pilot projects are underway from companies at the forefront of the industry which are now showing the real potential of virtual shopping. In this session, we'll hear direct from retailers on the opportunities arising and get their perspectives on how VR/AR/MR will fit with existing physical and online retailing shopping experiences as the technology and applications become more prevalent.

IKEA Michael Valdsgaard Leader Digital Transformation Inter IKEA Systems B.V.

Procter & Gamble Ioana Matei Virtual Reality Solutions Procter & Gamble

AkzoNobel Corinne Avelines Global Head of Digital & eCommerce AkzoNobel

EndeavorVR Amy Peck Founder & CEO EndeavorVR

11:00
Networking Break & Exhibition
11:30
How VR and immersive tech are changing the face of architecture and AEC

Bringing together the biggest architecture & construction firms, this session will focus on how AEC firms are using VR and other immersive technologies both to improve productivity and win business. Looking at how VR can be applied right across architecture from improving design workflow, through virtual walk-throughs for clients and onto customer sales and marketing, this panel will provide a whole of host of examples that are applicable to the wider AEC community as a whole.

Mecanoo Johan Hanegraaf Design Technology Specialist Mecanoo

Foster + Partners Francis Aish Partner - Head of Applied Research and Development Foster + Partners

AECOM Amber Alexander Visualisation Specialist AECOM

sandboXRealities Nathan Gaydhani Head of Immersive Professional Services SystemActive

12:15
From innovative solution to successful deployment

Virtual techniques have been established as an important part of the digital transformation. Today’s potential to influence traditional methods and processes and generate new and innovative outputs is obvious. At the same time, it is difficult to define the right strategy to integrate these new technologies and how to transform existing processes without the risk of interfering ongoing business. In this session we want to give a short insight about our generic approach to transfer innovative technologies, such as Audis VR driven sales application, which becomes used at hundreds of dealerships worldwide into reality and talk about the lessons learned.

Audi Marcus Kühne VR Strategy Lead Audi

Audi AG Jan Pflüger Coordination Augmented- and Virtual Reality, Center of Competence AR&VR Audi AG

12:40
From Concept to Design Approval in VR

More information coming soon…

BMW Markus Herbig VR Specialist BMW

1:00
Networking Lunch & Exhibition
2:20
Beyond the pill - How Pharma is harnessing the power of VR & AR to bring data to life

This session will explore the compelling reasons why VR/AR is gaining traction in healthcare and some of the current challenges to adoption within this highly-regulated industry.

  • Using the extraordinary power of VR to keep user’s laser focused by removing all distractions whilst immersing them in an interactive exploration of clinical trial data
  • Making scientific content come alive by demonstrating the mechanism of action to create a better understanding of how the treatment works within the body
  • How VR is proving to be the ultimate sales rep “leave behind” marketing tool by creating memorable brand experiences that providers want to share with colleagues
  • How to make the impossible an option? Tackling the challenges of VR/AR adoption and innovation within a highly-regulated industry

GSK Chimeren Peerbhai Global Digital Product Management Lead GSK

2:40
How VR/AR simulations are revolutionising training across industry?
  • What sort of training situations are best suited to VR? And where’s the place for AR?
  • Find out how cost and efficiency metrics are measured in development
  • Hear about the challenges and limitations of immersive training – and how best to overcome them

KLM Chris Koomen Product Owner Virtual Reality KLM

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

Microsoft Joe Varrasso HoloLens Partner Sales Lead Microsoft

Plain Concepts Richard Lewington Marketing Project Manager Plain Concepts

4D Pipeline Jed Fisher Managing Partner 4D Pipeline

3:20
Personalising MINIs with fun and compelling mobile Augmented Reality and Hololens experiences

Learn about how Augmented Reality and Hololens is helping sell more MINIs and accessories. In this presentation, we'll discuss both the technology and the process that was developed to help meet the needs of MINI dealerships and markets; and about how using 3D and Augmented Reality can result in a fun, compelling, helpful, and personalized "My MINI" consumer experience.

4D Pipeline Jed Fisher Managing Partner 4D Pipeline

3:40
What are brands really looking to do with VR… and what’s stopping them?

Brand perception, prestige and awareness are critical to success. The immersive nature of VR allows you to create worlds and experiences for your customers that will allow you to develop relationships that build on emotion, excitement and awe. But what are brands really looking to use VR for? And what's realistic in terms of campaign investment in this early stage of the industry's development. This panel of experts from brands and agencies blazing the trail will uncover the key things consumer facing brands need to be thinking about when looking to create the best VR experiences.

REWIND Sol Rogers Chief Executive Officer REWIND

The Mill Jarrad Vladich Executive Producer, Emerging Technology The Mill

MediaMonks Robert-Jan Blonk Virtual Reality Producer MediaMonks

EndeavorVR Amy Peck Founder & CEO EndeavorVR

4:20
End of Summit and Closing Remarks

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