Your web browser is out of date! We recommend you update your browser to receive the best possible browsing experience.

VRX Conference & Expo VRX Conference & Expo December 7-8, 2017|San Francisco, USA

Groundbreaking sessions to set you up for success

09:00 - 09:25
Where are the real opportunities in the immersive tech market?

Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. This opening keynote session looks back to understand where we’ve got to in a relatively short time and looks forward to the opportunities of today and beyond.

Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer and enterprise adoption, and the industry at large going forward.

SuperData Research Stephanie Llamas Head of Immersive Technology Insights SuperData Research

09:25 - 09:50
The investor perspective: where are the gaps restricting market growth and where the biggest opportunities?

In this session, seasoned VR/AR investor Michael Yang will give his views on how the current state of the the immersive tech market - where the primary appetite for investment now is and which areas start-ups need to be focusing on to stand the best chance of securing funding.

With reference to hardware, software, content and sector plays, you’ll get front-line insight from one of the most active and experienced investors in the business.

Comcast Ventures Michael Yang Managing Director Comcast Ventures

Jefferies Evan Osheroff Head of AR/VR Jefferies

09:50 - 10:05
What’s holding up mass consumer adoption of VR?

With reference to YouGov’s latest quarterly survey on consumer perceptions of VR, hear the latest on how aware consumers are of the technology and content types on the market. Discvoer who’s buying and what they’re buying, how their using the technology, what they want more of and what’s stopping mass adoption.

YouGov Tom Fuller Mapping the Future YouGov

10:05 - 10:35
All the realities: Powering the future 

In this session, Frank Soqui of Intel's Virtual Reality and Gaming Group (VRG) discusses the rapidly expanding landscape of computing, which is fundamentally changing how we experience and engage with technology. With today’s experience still largely flat and two-dimensional, tomorrow’s will be completely immersive, and that tomorrow IS today. Through sight, sound and touch, everyone is now empowered to build, solve, create, and play without limits – and Intel is powering that evolution every step of the way.

Intel Frank Soqui GM Virtual Reality & Gaming Intel

10:35 - 10:50
How to enable the next Billion VR/AR/MR users

The current approaches of Mobile VR and Desktop VR have challenges in scaling to mass adoption. Mobile VR has issues with battery life, graphical fidelity and form factors. Desktop VR has issues around system cost and being tethered. A new fundamental VR/AR/MR architecture which solves all of these limitations will be presented, leveraging Cloud edge computing and next generation networks.

NGCodec Oliver Gunasekara CEO NGCodec

10:50 - 11:10
Forget the headset! The key to truly immersive interactive experiences is in the real world

With the rapid advancements in game engines, projection mapping and motion capture, augmented reality is set to overtake virtual reality for both business and pleasure. In this session, Marc Petit will argue that the opportunities to develop amazing immersive and fully interactive experiences are now only limited by the imagination of the creatives and storytellers themselves.

You’ll hear how brands and studios now have the capacity to create content that truly immerses users in stories and scenarios - without the isolating inconvenience of headgear. Marc will share specific examples focusing on how the latest wave of immersive tech is bringing content to life and putting users into enhanced physical spaces to increase their feeling of presence.

Unreal Engine (Epic Games) Marc Petit General Manager Unreal Engine (Epic Games)

11:10 - 11:40
Networking Break & Exhibition
11:40 - 12:00
Using blockchain to drive real commerce in VR

In this session, Second Life creator Philip Rosedale will talk about his latest exploits in creating a viable virtual economy and the essential role blockchain technology is playing in this. He’ll walk you through the current obstacles to commerce in VR and why systems that focus on low fees and high transaction rates will ultimately win out as a true virtual economy comes to life.

High Fidelity Philip Rosedale CEO High Fidelity

12:00 - 12:40
Where are the biggest enterprise use cases arising for VR/AR/MR

With the consumer VR market yet to reach mass adoption, technology companies and content creators are looking beyond games and entertainment to secure business. So where are the biggest opportunities arising? Which verticals are taking the lead, and where are the biggest applications?

Looking at the latest current market data and use cases for applications as diverse as healthcare, education, design and manufacturing, this panel provide a real overview of the current demand for VR and other immersive tech.

Intel Frank Soqui GM Virtual Reality & Gaming Intel

Unreal Engine (Epic Games) Marc Petit General Manager Unreal Engine (Epic Games)

Stanford University Walter Greenleaf Research Scientist Stanford University

YOU ARE HERE John Buzzell President YOU ARE HERE

Panel chaired by: SuperData Research Stephanie Llamas Head of Immersive Technology Insights SuperData Research

12:40 - 1:00
A short history of VR and immersive technology in the automotive sector

In this presentation, Elizabeth Baron who has been working in visualization and immersive technology for Ford for 20+ years will give a brief history of how the tech and applications have changed in this period… and how she sees the future panning out in the use of VR/AR/MR in the automotive industry and beyond.

  • How – and why - Ford has been using VR and other immersive technology for decades
  • Why VR isn’t just about Oculus and HTC Vive… but how the latest wave of VR technology has changed the game
  • The range of applications Ford and other OEMs are seeing for VR and what benefits they’re seeing
  • The rise of AR and MR technology and applications – and how that could change things going forward
  • Future perspectives on the rise of immersive technology in automotive

Ford Elizabeth Baron VR & Advanced Visualization Tech Specialist Ford Motor Company

1:00 - 2:20
Networking Lunch & Exhibition
2:20 - 3:20
Behind the lens – front line strategic insights from the leading HMDs

A series of one-to-one conversations with senior executives at the leading HMDs giving amazing insights on how hardware, content, platforms and business models will play out as the VR market matures.

Google Steven Kan Global AR & VR Strategy Google

INTERVIEWED BY: nDreams Patrick O'Luanaigh CEO nDreams


Oculus Yelena Rachitsky Executive Producer of Experiences Oculus

INTERVIEWED BY Crimes of Curiosity Jess Engel Founder, Producer Crimes of Curiosity


HTC Rikard Steiber President Viveport and SVP Virtual Reality HTC

INTERVIEWED BY: REWIND Sol Rogers CEO REWIND

3:20 - 4:00
The rise and rise of location based virtual reality

Most VR leaders agree that one of the major challenges for the industry is getting products and experiences in the hands of consumers. Getting people to experience great VR without having to purchase an expensive headset is crucial to raising awareness. Experiential arcades, bars, pop-ups and theme parks all provide an opportunity for this and in this session, some of those on the front line will give their views on what’s working now, and where the future of out-of-home VR is likely heading.

Nomadic VR Jim Preston Executive Producer Nomadic VR

Dreamscape Immersive Bruce Vaughn CEO Dreamscape Immersive

Fictional Force Tim Martin CEO Fictional Force

Panel chaired by: VR Studios Mary Jesse Chief Strategy Officer VR Studios

4:00 - 4:30
Networking Break & Exhibition
4:30 - 4:50
A new narrative – how to ensure storytelling is at the center of VR content creation

This session will explore the subject of interactive storytelling in VR. We’ll focus on how it’s blurring the lines between games and movies and has to be treated as a completely new medium for storytelling.

Baobab Studios Maureen Fan CEO Baobab Studios

4:50 - 5:30
Combining immersive tech with amazing storytelling for the ultimate VR experience

This session looks at the myriad of narrative possibilities in VR and how the new wave of HMDs, platforms and processors are responding to creative needs. Hear how technology can be both a help and a hindrance in storytelling for games and cinematic applications… and how creatives and technology providers are both adjusting to the new medium to develop the best possible VR experiences.

Penrose Studios Eugene Chung Founder & CEO Penrose Studios

Within Aaron Koblin CTO and Co-Founder Within

Virtuosity Brett Leonard Founder Virtuosity

Paramount Pictures Ted Schilowitz Futurist in Residence Paramount Pictures

Panel Chaired By: Holor Media Kymber Lim CCO + Co-Founder Holor Media

5:30 - 6:15
A future of immersive content – perspectives on how VR, AR and MR content can dominate consumer attention in the coming years

This session brings together the global leaders developing VR content and immersive experiences for some of the biggest brands in the world. Where are they seeing the most interest and who's looking to use VR as consumer engagement tool? What's working best right now, and what does the future hold? And what's the place of AR and MR is this fast-moving world of immersive content?

REWIND Sol Rogers CEO REWIND

MediaMonks Kelly Kandle VR Executive Producer MediaMonks

Framestore Christine Cattano Global Head of VR Framestore

Unity Technologies Tony Parisi Global Head of VR/AR Unity Technologies

PANEL CHAIR: BDH Immersive John Durrant Creative Director BDH Immersive

6:15
Networking drinks & exhibition
VR FOR GAMES AND INTERACTIVE ENTERTAINMENT
09:15 - 10:00
How VR will change the face of film over the next decade

As VR starts to take hold in Hollywood and beyond studios are having to adopt new ways of storytelling to make truly immersive virtual reality cinematic content. Experimentation is rife and some amazing content is 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 movie making - and watching - over the next decade.

Paramount Pictures Ted Schilowitz Futurist in Residence Paramount Pictures

Digital Domain Wayne Kennedy Director of Creative Development Digital Domain

Sony Pictures Entertainment Jake Zim SVP, Virtual Reality Sony Pictures Entertainment

Panel chaired by: The Virtual Reality Company Guy Primus CEO The Virtual Reality Company

10:00 - 10:15
The four waves of Augmented Reality (that Apple owns)

We’ve been saying for the last couple of years that Augmented/Virtual Reality is the fourth wave of consumer technology, and that AR could become much bigger than VR. But AR itself is not one giant wave, it’s a set of four big ones: mobile AR software, mobile AR hardware, tethered smartglasses and standalone smartglasses. These four waves could drive AR from tens of millions of users and $1.2 billion in 2016, to over a billion users and $83 billion in 5 years' time. Surf’s up, so find out how big each wave will be, when it will break, how Apple could dominate, and how to ride the curl for fun and profit.

Digi-Capital Tim Merel Managing Director Digi-Capital

10:15 - 11:00
Assessing crossover opportunities in television and VR

Alongside the internet, TV holds its position as one of the big universal media platforms. And with the rise of VR promising so many new content possibilities, big broadcasters and entertainment companies are seeing huge crossover potential. So which television genres and formats are best suited to virtual reality? What are the IP extension opportunities and new revenue opportunities arising between traditional TV and VR? And if virtual reality really does represent a true media paradigm shift, how will television have to adapt?

Discovery Communications Rebecca Howard SVP Emerging Platforms & Partnerships Discovery Communications

Nickelodeon Chris Young SVP, Entertainment Lab Nickelodeon

Samsung NEXT Jacob Loewenstein Business Development & Product Strategy Samsung NEXT

Sky John Jelley VP Business Development Sky

Panel chaired by: 3 Rodeo Noah Heller Managing Partner 3Rodeo

11:00 - 11:30
Networking Break & Exhibition
11:30 - 12:10
Beyond the lens – the importance of audio and haptics in developing true immersion

What you see in virtual reality is obviously crucial. But what else do you need to consider when you’re creating really compelling VR experiences? This session looks at how components such as audio, touch and even smell can hugely affect user experience and the feeling of presence when we move to immersive 3D. How does this impact the overall approach to creating – and experiencing - incredible VR?

G'Audio Lab Adam Levenson VP, Business Development G'Audio Lab

Leap Motion Barrett Fox Lead VR Interactive Engineer Leap Motion

XEODesign Nicole LazzaroPresident XEODesign

PANEL CHAIR: EndeavorVR Amy Peck Founder EndeavorVR

12:10 - 12:25
The disruptive power of VR in fashion, art, and music

In this session, Nausharwan Mir will talk about the impact he's seeing VR having on cultural disciplines in Japan and beyond. He'll showcase his company's service which allows creatives to convert their work to virtual reality and experience the new gateway of VR technology in fashion, art and music.

STYLY Mir Nausharwan Chief Alliance Officer STYLY

12:25 - 12:50
How VR will break into the mainstream

Referencing some of the stand-out VR experiences that have come to market so far and - more importantly - what’s coming, in this conversation, Tony Parisi and Clive Downie will talk about how they see the future of VR panning out short, medium and longer term. They’ll focus on the huge opportunities VR brings to film, gaming, live events and beyond, as well as the part business usage and other immersive technologies will play in bringing the medium truly into the mainstream.

Unity Technologies Clive Downie CMO Unity Technologies

Unity Technologies Tony Parisi Global Head of VR/AR Unity Technologies

12:50 - 2:20
Networking Lunch & Exhibition
2:20 - 3:05
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?

Double Fine Productions Chad Dawson Lead Designer Double Fine Productions

Polyarc Games Tam Armstrong CEO Polyarc Games

ARM Pablo Fraile Director of Ecosystems ARM

Panel Chair: University of California Gordon Bellamy Visiting Scholar University of California

3:05 - 3:25
VR Arcades: The benefits & opportunities for roomscale VR developers

As VR starts to take a real hold in consumer entertainment, Survios has utilized the rapid expansion of VR arcades as a major opportunity to distribute their critically-acclaimed VR games Raw Data and Sprint Vector to the mainstream.

In this talk, VP of Business Development at Survios, Ben Kim talks about how working closely with arcades--they have a growing partner network of location-based VR arcades in over 35 countries--to showcase their games has evolved into a core element of their distribution strategy and widened the pool of addressable consumers for roomscale 6DoF VR tech. Additionally, discover how arcade involvement is affecting Survios' game and UX design philosophies. Finally, Kim shares how the marriage of arcade partnerships alongside more traditional game distribution channels is paying off for the VR-exclusive company.

Survios Ben Kim CFO & VP Business Development Survios

3:25 - 3:45
A roadmap to distributing and monetizing immersive media content

In this session, Ryan Horrigan will talk about how Félix & Paul Studios see the business models for VR/AR/MR content monetization playing out. He'll touch upon why the winners will be those that remain nimble and largely platform agnostic, and why a lot of VR content producers should be looking to pre-sales and deficit financing models from prior media for inspiration. Hear why he thinks truly sustainable widespread direct to consumer monetization is not far round the corner with the back end of 2018, early 2019 representing a realistic inflection point for the monetization of non-gaming entertainment content.

Félix & Paul Studios Ryan Horrigan Chief Content Officer Félix & Paul Studios

3:45 - 4:30
Unlocking ways to distribute & monetize 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?

Cloudhead Games Denny Unger CEO Cloudhead Games

Kite & Lightning Jennifer Chavarria Head of Studio Kite & Lightning

Vertigo Games John Coleman Director of Business Development Vertigo Games

HTC Vive Jenna Seiden Head of Content Acquisition & Partnerships, Viveport HTC Vive

Panel Chair: University of California Gordon Bellamy Visiting Scholar University of California

4:30
End of Conference
VR FOR ENTERPRISE APPLICATIONS AND BRAND MARKETING
09:10 - 10:10
Applying VR/AR for use in Enterprise

Hear from some of the leading industry experts on how VR, AR and MR are taking hold for enterprise across a huge variety of industries. Our panel will explore how the new wave of immersive tech is providing viable cost saving and increased revenue in Automotive, Aerospace, Manufacturing, Retail, Apparel and other industry verticals.

We'll be looking at VR and AR opportunities throughout the product lifecycle, including use cases in product design, simulation, manufacturing, sales & marketing, retail, service and support and more. The panel will address the following:

  • Challenges of VR/AR/MR in the enterprise
  • What particular ROI are to be expected?
  • How to assess if VR/AR is a good fit to the problem at hand

You’ll get specific examples from our panel (the good, the bad, the ugly) to formulate your own guide to assessing if VR/AR/MR is a good fit for the challenges you face.

VF Corporation Safir Bellali Vans Innovation Lead / Global Innovation VF Corporation

Gulfstream Aerospace Drew Holbrook Immersive Realities - Technical Specialist Gulfstream Aerospace

Ford Elizabeth Baron VR & Advanced Visualization Tech Specialist Ford Motor Company

Panel chaired by: 4D Pipeline Tyler Worden Managing Partner 4D Pipeline

10:10 - 10:30
Delivering XR at scale in enterprise

The opportunities immersive technology and applications bring are hugely increasing across all sectors, from retail and hospitality to heavy industry and manufacturing. Find out what you need to be aware of in terms of primary resource, process and technological changes in order to embed VR and AR in your business at scale. Hear why the right opportunity identification and deployment is crucial and how to ensure the infrastructure is firmly in place to succeed.

Accenture Jason Welsh Managing Director, Extended Reality Accenture

10:30 - 11:10
Overcoming the barriers to bring mass enterprise adoption of VR

Large-scale manufacturing and construction industries have been using virtual reality and 3D visualization technologies for decades. But with the new wave of VR, enterprise across the board is seeing huge scope for applications to drive efficiencies and increase productivity. But certain technological and cultural hurdles still remain and educating business leaders on how to incorporate VR into their workflow is still a challenge. This panel will look at how these hurdles are being overcome by pioneering companies in different industries as immersive technologies take hold.

Accenture Labs Mary Hamilton Managing Director Accenture Labs

Qualcomm Technologies, Inc. Hiren Bhinde Director, Product Management Qualcomm Technologies, Inc.

Qualcomm Technologies, Inc. Patrick Dahms Sr. UX Engineer, Product Design VR/MR BMW of North America, LLC

MindArk Klas Moreau CEO MindArk

Panel chaired by: EndeavorVR Amy Peck Founder/CEO EndeavorVR

11:10 - 11:40
Networking Break & Exhibition
11:40 - 12:20
How VR and immersive tech are changing the face of architecture and AEC

Bringing together the country’s 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.

Gensler Mark McManus Regional Creative Media Leader Gensler

AECOM Morgan Garrard Director of Systems Innovation AECOM

Perkins+Will Iffat Mai Practice Application Development Leader Perkins+Will

Room Scale Labs Matthew Vitti VR Architect Room Scale Labs

Panel chaired by: Cityscape Digital Nathan Gaydhani Strategic Partnerships & Research Cityscape Digital

12:20 - 12:35
Mobile XR advancements are transforming the enterprise

As mobile XR (VR/AR) device offerings continue to evolve and expand with breakthrough technologies such as 6DoF, 3D audio and intuitive tracking, more immersive and interactive user experiences are the new reality. Driven by this mobile innovation, use cases outside of gaming and entertainment have emerged in enterprise and are transforming industries like education, manufacturing, healthcare and more to improve areas such as training, collaboration and productivity.

Hugo Swart of Qualcomm Technologies, Inc. will share how technology advancements help uncover benefits that businesses gain when utilizing cutting-edge XR technologies in the workplace. With the ever-increasing business demand for operational efficiencies, growth of XR outside the consumer space is accelerating rapidly. Now is the time to get ahead of the curve and learn how to leverage the latest XR technologies to bring greater long-term value to your company.

Qualcomm Technologies, Inc. Hugo Swart Senior Director of Product Management Qualcomm Technologies, Inc.

12:35 - 1:00
VR and the future of training at Walmart

In this joint case-study session Derek and Brock will talk about some of the drivers for using VR for scenario based training and more at Walmart. They’ll talk about the lessons learned from an initial pilot program and why Walmart has decided to scale up the project and roll it out across all 200 of its Walmart Academy training centers nationwide by the end of 2017.

Hear where they’ve been seeing the best results so far, which training scenarios are best suited to VR and how cost and efficiency metrics are always kept front of mind as the program develops. Discover some of the challenges and current limitations they’re seeing as the project scales, but walk away with a clear picture of how VR and immersive training could ultimately change the face of enterprise training completely over the next few years.

Walmart Brock McKeel Senior Director of Operations Walmart

Walmart Andy Trainor Senior Director - US Central Operations Walmart

STRIVR Derek Belch CEO STRIVR

1:00 - 2:20
Networking Lunch & Exhibition
2:20 - 2:40
How mixed reality can accelerate the automotive design process

Honda's Advanced Design lead and Trigger, their mixed reality agency, will discuss a volumetric design tool created in Hololens and piloted during the design of Acura's latest concept vehicle. The presentation will examine Honda's reasons for investigating mixed reality, the challenges faced through each stage of development and how they will build off the successes for the next phase of development.

Honda Advanced Design Ricky Hsu Creative Director Honda Advanced Design

Trigger Jason Yim President and Executive Creative Director Trigger

2:40 - 3:00
The huge opportunities mixed reality provides for collaborative working

Delivering massive critical infrastructure projects, Scott and his team have seen the real benefits of VR and immersive technology since even before the emergence of the DK1. In this presentation, he’ll talk about why the focus has now moved more to mixed reality and where he’s seeing the biggest business benefits coming as the technology matures. Looking at a wide range of opportunities where MR can positively impact project management, from design, training and on-site visualisation to public outreach and ongoing maintenance, hear why Scott sees the collaborative power of MR being so powerful for multiple stakeholder groups working on single projects.

Scott Aldridge Scott Aldridge Innovation & Disruptive Technology Leader, CDM Smith

3:00 - 3:20
The growing place of VR and immersive tech in retail

VR and immersive tech are starting to show their 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.

Wayfair Mike Festa Director of Wayfair Next Wayfair

Nestlé Christine Koppinger Digital Innovation Manager/ VR Specialist Nestlé

Session chaired by: Accenture Extended Reality Raffaella Camera Go-to-Market Lead for North America Accenture Extended Reality

3:20 - 4:00
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.

Nestlé Christine Koppinger Digital Innovation Manager/ VR Specialist Nestlé

REWIND Sol Rogers CEO REWIND

ImmersiveXR Adam Twersky Principal ImmersiveXR

Panel Chair: Samsung NEXT Jacob Loewenstein Business Development & Product Strategy Samsung NEXT

4:00 - 4:20
How View Dynamic Glass drives B2B marketing and sales with VR

View Dynamic Glass produces glass for buildings that tints itself intelligently, but faced the issue of getting remote clients to quickly understand an experiential based product. They turned to Groove Jones to help show off their best installations in North America in 2 minutes. Now on their fourth project together, View is leveraging the power of virtual reality to support their marketing strategy and drive business. Here, they will explore the different tactics the company uses, practical lessons learned and real results.

View Dynamic Glass Jaime Salinas Senior Campaign Manager, Marketing View Dynamic Glass

4:20 - 5:00
How VR and immersive content can effect real social change

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.

United Nations Foundation Rachel Henderson Communications Manager, Nothing But Nets United Nations Foundation

The Institute for the Future Toshi Anders Hoo Director - Emerging Media Lab The Institute for the Future

Condition One Danfung Dennis Founder / CEO Condition One

Panel chaired by: Variable Labs Barry Pousman CEO Variable Labs

5:00
End of Conference
09:00 - 09:25
Where are the real opportunities in the immersive tech market?

Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. This opening keynote session looks back to understand where we’ve got to in a relatively short time and looks forward to the opportunities of today and beyond.

Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer and enterprise adoption, and the industry at large going forward.

SuperData Research Stephanie Llamas Head of Immersive Technology Insights SuperData Research

09:25 - 09:50
The investor perspective: where are the gaps restricting market growth and where the biggest opportunities?

In this session, seasoned VR/AR investor Michael Yang will give his views on how the current state of the the immersive tech market - where the primary appetite for investment now is and which areas start-ups need to be focusing on to stand the best chance of securing funding.

With reference to hardware, software, content and sector plays, you’ll get front-line insight from one of the most active and experienced investors in the business.

Comcast Ventures Michael Yang Managing Director Comcast Ventures

Jefferies Evan Osheroff Head of AR/VR Jefferies

09:50 - 10:05
What’s holding up mass consumer adoption of VR?

With reference to YouGov’s latest quarterly survey on consumer perceptions of VR, hear the latest on how aware consumers are of the technology and content types on the market. Discvoer who’s buying and what they’re buying, how their using the technology, what they want more of and what’s stopping mass adoption.

YouGov Tom Fuller Mapping the Future YouGov

10:05 - 10:35
All the realities: Powering the future 

In this session, Frank Soqui of Intel's Virtual Reality and Gaming Group (VRG) discusses the rapidly expanding landscape of computing, which is fundamentally changing how we experience and engage with technology. With today’s experience still largely flat and two-dimensional, tomorrow’s will be completely immersive, and that tomorrow IS today. Through sight, sound and touch, everyone is now empowered to build, solve, create, and play without limits – and Intel is powering that evolution every step of the way.

Intel Frank Soqui GM Virtual Reality & Gaming Intel

10:35 - 10:50
How to enable the next Billion VR/AR/MR users

The current approaches of Mobile VR and Desktop VR have challenges in scaling to mass adoption. Mobile VR has issues with battery life, graphical fidelity and form factors. Desktop VR has issues around system cost and being tethered. A new fundamental VR/AR/MR architecture which solves all of these limitations will be presented, leveraging Cloud edge computing and next generation networks.

NGCodec Oliver Gunasekara CEO NGCodec

10:50 - 11:10
Forget the headset! The key to truly immersive interactive experiences is in the real world

With the rapid advancements in game engines, projection mapping and motion capture, augmented reality is set to overtake virtual reality for both business and pleasure. In this session, Marc Petit will argue that the opportunities to develop amazing immersive and fully interactive experiences are now only limited by the imagination of the creatives and storytellers themselves.

You’ll hear how brands and studios now have the capacity to create content that truly immerses users in stories and scenarios - without the isolating inconvenience of headgear. Marc will share specific examples focusing on how the latest wave of immersive tech is bringing content to life and putting users into enhanced physical spaces to increase their feeling of presence.

Unreal Engine (Epic Games) Marc Petit General Manager Unreal Engine (Epic Games)

11:10 - 11:40
Networking Break & Exhibition
11:40 - 12:00
Using blockchain to drive real commerce in VR

In this session, Second Life creator Philip Rosedale will talk about his latest exploits in creating a viable virtual economy and the essential role blockchain technology is playing in this. He’ll walk you through the current obstacles to commerce in VR and why systems that focus on low fees and high transaction rates will ultimately win out as a true virtual economy comes to life.

High Fidelity Philip Rosedale CEO High Fidelity

12:00 - 12:40
Where are the biggest enterprise use cases arising for VR/AR/MR

With the consumer VR market yet to reach mass adoption, technology companies and content creators are looking beyond games and entertainment to secure business. So where are the biggest opportunities arising? Which verticals are taking the lead, and where are the biggest applications?

Looking at the latest current market data and use cases for applications as diverse as healthcare, education, design and manufacturing, this panel provide a real overview of the current demand for VR and other immersive tech.

Intel Frank Soqui GM Virtual Reality & Gaming Intel

Unreal Engine (Epic Games) Marc Petit General Manager Unreal Engine (Epic Games)

Stanford University Walter Greenleaf Research Scientist Stanford University

YOU ARE HERE John Buzzell President YOU ARE HERE

Panel chaired by: SuperData Research Stephanie Llamas Head of Immersive Technology Insights SuperData Research

12:40 - 1:00
A short history of VR and immersive technology in the automotive sector

In this presentation, Elizabeth Baron who has been working in visualization and immersive technology for Ford for 20+ years will give a brief history of how the tech and applications have changed in this period… and how she sees the future panning out in the use of VR/AR/MR in the automotive industry and beyond.

  • How – and why - Ford has been using VR and other immersive technology for decades
  • Why VR isn’t just about Oculus and HTC Vive… but how the latest wave of VR technology has changed the game
  • The range of applications Ford and other OEMs are seeing for VR and what benefits they’re seeing
  • The rise of AR and MR technology and applications – and how that could change things going forward
  • Future perspectives on the rise of immersive technology in automotive

Ford Elizabeth Baron VR & Advanced Visualization Tech Specialist Ford Motor Company

1:00 - 2:20
Networking Lunch & Exhibition
2:20 - 3:20
Behind the lens – front line strategic insights from the leading HMDs

A series of one-to-one conversations with senior executives at the leading HMDs giving amazing insights on how hardware, content, platforms and business models will play out as the VR market matures.

Google Steven Kan Global AR & VR Strategy Google

INTERVIEWED BY: nDreams Patrick O'Luanaigh CEO nDreams


Oculus Yelena Rachitsky Executive Producer of Experiences Oculus

INTERVIEWED BY Crimes of Curiosity Jess Engel Founder, Producer Crimes of Curiosity


HTC Rikard Steiber President Viveport and SVP Virtual Reality HTC

INTERVIEWED BY: REWIND Sol Rogers CEO REWIND

3:20 - 4:00
The rise and rise of location based virtual reality

Most VR leaders agree that one of the major challenges for the industry is getting products and experiences in the hands of consumers. Getting people to experience great VR without having to purchase an expensive headset is crucial to raising awareness. Experiential arcades, bars, pop-ups and theme parks all provide an opportunity for this and in this session, some of those on the front line will give their views on what’s working now, and where the future of out-of-home VR is likely heading.

Nomadic VR Jim Preston Executive Producer Nomadic VR

Dreamscape Immersive Bruce Vaughn CEO Dreamscape Immersive

Fictional Force Tim Martin CEO Fictional Force

Panel chaired by: VR Studios Mary Jesse Chief Strategy Officer VR Studios

4:00 - 4:30
Networking Break & Exhibition
4:30 - 4:50
A new narrative – how to ensure storytelling is at the center of VR content creation

This session will explore the subject of interactive storytelling in VR. We’ll focus on how it’s blurring the lines between games and movies and has to be treated as a completely new medium for storytelling.

Baobab Studios Maureen Fan CEO Baobab Studios

4:50 - 5:30
Combining immersive tech with amazing storytelling for the ultimate VR experience

This session looks at the myriad of narrative possibilities in VR and how the new wave of HMDs, platforms and processors are responding to creative needs. Hear how technology can be both a help and a hindrance in storytelling for games and cinematic applications… and how creatives and technology providers are both adjusting to the new medium to develop the best possible VR experiences.

Penrose Studios Eugene Chung Founder & CEO Penrose Studios

Within Aaron Koblin CTO and Co-Founder Within

Virtuosity Brett Leonard Founder Virtuosity

Paramount Pictures Ted Schilowitz Futurist in Residence Paramount Pictures

Panel Chaired By: Holor Media Kymber Lim CCO + Co-Founder Holor Media

5:30 - 6:15
A future of immersive content – perspectives on how VR, AR and MR content can dominate consumer attention in the coming years

This session brings together the global leaders developing VR content and immersive experiences for some of the biggest brands in the world. Where are they seeing the most interest and who's looking to use VR as consumer engagement tool? What's working best right now, and what does the future hold? And what's the place of AR and MR is this fast-moving world of immersive content?

REWIND Sol Rogers CEO REWIND

MediaMonks Kelly Kandle VR Executive Producer MediaMonks

Framestore Christine Cattano Global Head of VR Framestore

Unity Technologies Tony Parisi Global Head of VR/AR Unity Technologies

PANEL CHAIR: BDH Immersive John Durrant Creative Director BDH Immersive

6:15
Networking drinks & exhibition

Purchase the Post-Conference Materials

Event Presentations • Event Audio • On Demand Subscription

VR FOR GAMES AND INTERACTIVE ENTERTAINMENT
09:15 - 10:00
How VR will change the face of film over the next decade

As VR starts to take hold in Hollywood and beyond studios are having to adopt new ways of storytelling to make truly immersive virtual reality cinematic content. Experimentation is rife and some amazing content is 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 movie making - and watching - over the next decade.

Paramount Pictures Ted Schilowitz Futurist in Residence Paramount Pictures

Digital Domain Wayne Kennedy Director of Creative Development Digital Domain

Sony Pictures Entertainment Jake Zim SVP, Virtual Reality Sony Pictures Entertainment

Panel chaired by: The Virtual Reality Company Guy Primus CEO The Virtual Reality Company

10:00 - 10:15
The four waves of Augmented Reality (that Apple owns)

We’ve been saying for the last couple of years that Augmented/Virtual Reality is the fourth wave of consumer technology, and that AR could become much bigger than VR. But AR itself is not one giant wave, it’s a set of four big ones: mobile AR software, mobile AR hardware, tethered smartglasses and standalone smartglasses. These four waves could drive AR from tens of millions of users and $1.2 billion in 2016, to over a billion users and $83 billion in 5 years' time. Surf’s up, so find out how big each wave will be, when it will break, how Apple could dominate, and how to ride the curl for fun and profit.

Digi-Capital Tim Merel Managing Director Digi-Capital

10:15 - 11:00
Assessing crossover opportunities in television and VR

Alongside the internet, TV holds its position as one of the big universal media platforms. And with the rise of VR promising so many new content possibilities, big broadcasters and entertainment companies are seeing huge crossover potential. So which television genres and formats are best suited to virtual reality? What are the IP extension opportunities and new revenue opportunities arising between traditional TV and VR? And if virtual reality really does represent a true media paradigm shift, how will television have to adapt?

Discovery Communications Rebecca Howard SVP Emerging Platforms & Partnerships Discovery Communications

Nickelodeon Chris Young SVP, Entertainment Lab Nickelodeon

Samsung NEXT Jacob Loewenstein Business Development & Product Strategy Samsung NEXT

Sky John Jelley VP Business Development Sky

Panel chaired by: 3 Rodeo Noah Heller Managing Partner 3Rodeo

11:00 - 11:30
Networking Break & Exhibition
11:30 - 12:10
Beyond the lens – the importance of audio and haptics in developing true immersion

What you see in virtual reality is obviously crucial. But what else do you need to consider when you’re creating really compelling VR experiences? This session looks at how components such as audio, touch and even smell can hugely affect user experience and the feeling of presence when we move to immersive 3D. How does this impact the overall approach to creating – and experiencing - incredible VR?

G'Audio Lab Adam Levenson VP, Business Development G'Audio Lab

Leap Motion Barrett Fox Lead VR Interactive Engineer Leap Motion

XEODesign Nicole LazzaroPresident XEODesign

PANEL CHAIR: EndeavorVR Amy Peck Founder EndeavorVR

12:10 - 12:25
The disruptive power of VR in fashion, art, and music

In this session, Nausharwan Mir will talk about the impact he's seeing VR having on cultural disciplines in Japan and beyond. He'll showcase his company's service which allows creatives to convert their work to virtual reality and experience the new gateway of VR technology in fashion, art and music.

STYLY Mir Nausharwan Chief Alliance Officer STYLY

12:25 - 12:50
How VR will break into the mainstream

Referencing some of the stand-out VR experiences that have come to market so far and - more importantly - what’s coming, in this conversation, Tony Parisi and Clive Downie will talk about how they see the future of VR panning out short, medium and longer term. They’ll focus on the huge opportunities VR brings to film, gaming, live events and beyond, as well as the part business usage and other immersive technologies will play in bringing the medium truly into the mainstream.

Unity Technologies Clive Downie CMO Unity Technologies

Unity Technologies Tony Parisi Global Head of VR/AR Unity Technologies

12:50 - 2:20
Networking Lunch & Exhibition
2:20 - 3:05
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?

Double Fine Productions Chad Dawson Lead Designer Double Fine Productions

Polyarc Games Tam Armstrong CEO Polyarc Games

ARM Pablo Fraile Director of Ecosystems ARM

Panel Chair: University of California Gordon Bellamy Visiting Scholar University of California

3:05 - 3:25
VR Arcades: The benefits & opportunities for roomscale VR developers

As VR starts to take a real hold in consumer entertainment, Survios has utilized the rapid expansion of VR arcades as a major opportunity to distribute their critically-acclaimed VR games Raw Data and Sprint Vector to the mainstream.

In this talk, VP of Business Development at Survios, Ben Kim talks about how working closely with arcades--they have a growing partner network of location-based VR arcades in over 35 countries--to showcase their games has evolved into a core element of their distribution strategy and widened the pool of addressable consumers for roomscale 6DoF VR tech. Additionally, discover how arcade involvement is affecting Survios' game and UX design philosophies. Finally, Kim shares how the marriage of arcade partnerships alongside more traditional game distribution channels is paying off for the VR-exclusive company.

Survios Ben Kim CFO & VP Business Development Survios

3:25 - 3:45
A roadmap to distributing and monetizing immersive media content

In this session, Ryan Horrigan will talk about how Félix & Paul Studios see the business models for VR/AR/MR content monetization playing out. He'll touch upon why the winners will be those that remain nimble and largely platform agnostic, and why a lot of VR content producers should be looking to pre-sales and deficit financing models from prior media for inspiration. Hear why he thinks truly sustainable widespread direct to consumer monetization is not far round the corner with the back end of 2018, early 2019 representing a realistic inflection point for the monetization of non-gaming entertainment content.

Félix & Paul Studios Ryan Horrigan Chief Content Officer Félix & Paul Studios

3:45 - 4:30
Unlocking ways to distribute & monetize 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?

Cloudhead Games Denny Unger CEO Cloudhead Games

Kite & Lightning Jennifer Chavarria Head of Studio Kite & Lightning

Vertigo Games John Coleman Director of Business Development Vertigo Games

HTC Vive Jenna Seiden Head of Content Acquisition & Partnerships, Viveport HTC Vive

Panel Chair: University of California Gordon Bellamy Visiting Scholar University of California

4:30
End of Conference
VR FOR ENTERPRISE APPLICATIONS AND BRAND MARKETING
09:10 - 10:10
Applying VR/AR for use in Enterprise

Hear from some of the leading industry experts on how VR, AR and MR are taking hold for enterprise across a huge variety of industries. Our panel will explore how the new wave of immersive tech is providing viable cost saving and increased revenue in Automotive, Aerospace, Manufacturing, Retail, Apparel and other industry verticals.

We'll be looking at VR and AR opportunities throughout the product lifecycle, including use cases in product design, simulation, manufacturing, sales & marketing, retail, service and support and more. The panel will address the following:

  • Challenges of VR/AR/MR in the enterprise
  • What particular ROI are to be expected?
  • How to assess if VR/AR is a good fit to the problem at hand

You’ll get specific examples from our panel (the good, the bad, the ugly) to formulate your own guide to assessing if VR/AR/MR is a good fit for the challenges you face.

VF Corporation Safir Bellali Vans Innovation Lead / Global Innovation VF Corporation

Gulfstream Aerospace Drew Holbrook Immersive Realities - Technical Specialist Gulfstream Aerospace

Ford Elizabeth Baron VR & Advanced Visualization Tech Specialist Ford Motor Company

Panel chaired by: 4D Pipeline Tyler Worden Managing Partner 4D Pipeline

10:10 - 10:30
Delivering XR at scale in enterprise

The opportunities immersive technology and applications bring are hugely increasing across all sectors, from retail and hospitality to heavy industry and manufacturing. Find out what you need to be aware of in terms of primary resource, process and technological changes in order to embed VR and AR in your business at scale. Hear why the right opportunity identification and deployment is crucial and how to ensure the infrastructure is firmly in place to succeed.

Accenture Jason Welsh Managing Director, Extended Reality Accenture

10:30 - 11:10
Overcoming the barriers to bring mass enterprise adoption of VR

Large-scale manufacturing and construction industries have been using virtual reality and 3D visualization technologies for decades. But with the new wave of VR, enterprise across the board is seeing huge scope for applications to drive efficiencies and increase productivity. But certain technological and cultural hurdles still remain and educating business leaders on how to incorporate VR into their workflow is still a challenge. This panel will look at how these hurdles are being overcome by pioneering companies in different industries as immersive technologies take hold.

Accenture Labs Mary Hamilton Managing Director Accenture Labs

Qualcomm Technologies, Inc. Hiren Bhinde Director, Product Management Qualcomm Technologies, Inc.

Qualcomm Technologies, Inc. Patrick Dahms Sr. UX Engineer, Product Design VR/MR BMW of North America, LLC

MindArk Klas Moreau CEO MindArk

Panel chaired by: EndeavorVR Amy Peck Founder/CEO EndeavorVR

11:10 - 11:40
Networking Break & Exhibition
11:40 - 12:20
How VR and immersive tech are changing the face of architecture and AEC

Bringing together the country’s 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.

Gensler Mark McManus Regional Creative Media Leader Gensler

AECOM Morgan Garrard Director of Systems Innovation AECOM

Perkins+Will Iffat Mai Practice Application Development Leader Perkins+Will

Room Scale Labs Matthew Vitti VR Architect Room Scale Labs

Panel chaired by: Cityscape Digital Nathan Gaydhani Strategic Partnerships & Research Cityscape Digital

12:20 - 12:35
Mobile XR advancements are transforming the enterprise

As mobile XR (VR/AR) device offerings continue to evolve and expand with breakthrough technologies such as 6DoF, 3D audio and intuitive tracking, more immersive and interactive user experiences are the new reality. Driven by this mobile innovation, use cases outside of gaming and entertainment have emerged in enterprise and are transforming industries like education, manufacturing, healthcare and more to improve areas such as training, collaboration and productivity.

Hugo Swart of Qualcomm Technologies, Inc. will share how technology advancements help uncover benefits that businesses gain when utilizing cutting-edge XR technologies in the workplace. With the ever-increasing business demand for operational efficiencies, growth of XR outside the consumer space is accelerating rapidly. Now is the time to get ahead of the curve and learn how to leverage the latest XR technologies to bring greater long-term value to your company.

Qualcomm Technologies, Inc. Hugo Swart Senior Director of Product Management Qualcomm Technologies, Inc.

12:35 - 1:00
VR and the future of training at Walmart

In this joint case-study session Derek and Brock will talk about some of the drivers for using VR for scenario based training and more at Walmart. They’ll talk about the lessons learned from an initial pilot program and why Walmart has decided to scale up the project and roll it out across all 200 of its Walmart Academy training centers nationwide by the end of 2017.

Hear where they’ve been seeing the best results so far, which training scenarios are best suited to VR and how cost and efficiency metrics are always kept front of mind as the program develops. Discover some of the challenges and current limitations they’re seeing as the project scales, but walk away with a clear picture of how VR and immersive training could ultimately change the face of enterprise training completely over the next few years.

Walmart Brock McKeel Senior Director of Operations Walmart

Walmart Andy Trainor Senior Director - US Central Operations Walmart

STRIVR Derek Belch CEO STRIVR

1:00 - 2:20
Networking Lunch & Exhibition
2:20 - 2:40
How mixed reality can accelerate the automotive design process

Honda's Advanced Design lead and Trigger, their mixed reality agency, will discuss a volumetric design tool created in Hololens and piloted during the design of Acura's latest concept vehicle. The presentation will examine Honda's reasons for investigating mixed reality, the challenges faced through each stage of development and how they will build off the successes for the next phase of development.

Honda Advanced Design Ricky Hsu Creative Director Honda Advanced Design

Trigger Jason Yim President and Executive Creative Director Trigger

2:40 - 3:00
The huge opportunities mixed reality provides for collaborative working

Delivering massive critical infrastructure projects, Scott and his team have seen the real benefits of VR and immersive technology since even before the emergence of the DK1. In this presentation, he’ll talk about why the focus has now moved more to mixed reality and where he’s seeing the biggest business benefits coming as the technology matures. Looking at a wide range of opportunities where MR can positively impact project management, from design, training and on-site visualisation to public outreach and ongoing maintenance, hear why Scott sees the collaborative power of MR being so powerful for multiple stakeholder groups working on single projects.

Scott Aldridge Scott Aldridge Innovation & Disruptive Technology Leader, CDM Smith

3:00 - 3:20
The growing place of VR and immersive tech in retail

VR and immersive tech are starting to show their 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.

Wayfair Mike Festa Director of Wayfair Next Wayfair

Nestlé Christine Koppinger Digital Innovation Manager/ VR Specialist Nestlé

Session chaired by: Accenture Extended Reality Raffaella Camera Go-to-Market Lead for North America Accenture Extended Reality

3:20 - 4:00
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.

Nestlé Christine Koppinger Digital Innovation Manager/ VR Specialist Nestlé

REWIND Sol Rogers CEO REWIND

ImmersiveXR Adam Twersky Principal ImmersiveXR

Panel Chair: Samsung NEXT Jacob Loewenstein Business Development & Product Strategy Samsung NEXT

4:00 - 4:20
How View Dynamic Glass drives B2B marketing and sales with VR

View Dynamic Glass produces glass for buildings that tints itself intelligently, but faced the issue of getting remote clients to quickly understand an experiential based product. They turned to Groove Jones to help show off their best installations in North America in 2 minutes. Now on their fourth project together, View is leveraging the power of virtual reality to support their marketing strategy and drive business. Here, they will explore the different tactics the company uses, practical lessons learned and real results.

View Dynamic Glass Jaime Salinas Senior Campaign Manager, Marketing View Dynamic Glass

4:20 - 5:00
How VR and immersive content can effect real social change

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.

United Nations Foundation Rachel Henderson Communications Manager, Nothing But Nets United Nations Foundation

The Institute for the Future Toshi Anders Hoo Director - Emerging Media Lab The Institute for the Future

Condition One Danfung Dennis Founder / CEO Condition One

Panel chaired by: Variable Labs Barry Pousman CEO Variable Labs

5:00
End of Conference

Purchase the Post-Conference Materials

Event Presentations • Event Audio • On Demand Subscription