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VRX Conference & Expo VRX Conference & Expo April 10-11, 2019|The Netherlands

A groundbreaking agenda featuring the globe's most influential
VR & AR leaders…

Day One: Unlocking the Full Potential of XR

Visionary talks and panels from companies and individuals leading the charge in XR hardware, software, content development and practice


08:00
Registration & Refreshments
Morning session: Where are we at? Where’s the investment? What’s on the horizon?
08:50
VR Intelligence Opening Remarks

VR Intelligence Kathryn Bloxham Events Director & Head of Innovation VR Intelligence

08:55
Chair’s Opening Remarks

VR Intelligence Pete Carkeek MD VR Intelligence

09:00
State of the XR Industry and outlook to 2022
  • VR & AR: Where are we now, where are we going and how big can this get?
  • A true picture of the uptake numbers across all major platforms
  • 5-year outlook: Are we really at the cusp of a new computing revolution?

SuperData, a Nielsen company Stephanie Llamas VP of Strategy & Head of XR SuperData, a Nielsen company

09:20
Navigating the European market – Investment and funding
  • Where’s the real money going from VCs and other investors… and why?
  • Where are the gaps restricting market growth and where the biggest opportunities?
  • Comparing the European market with North America and APAC and understanding drivers
  • Who is up and coming? Who are the players to watch?

Moderator: VR Intelligence Pete Carkeek MD VR Intelligence

Vive X Dave Haynes Director, Europe Vive X

TechStars London Eamonn Carey Managing Director TechStars London

Samsung Next Nick Nigam Principal Samsung Next

10:00
Innovating the Product Experience with VR/AR
  • Guide to the VR/AR landscape for enterprises
  • Key examples of successful VR/AR enterprise solutions
  • Framework to guarantee an ROI with a VR/AR solution

Sixense Enterprises Inc. Amir Rubin CEO Sixense Enterprises Inc.

10:20
Barriers to entering mainstream: What’s halting consumer adoption of XR?
  • Lack of XR content: What’s missing? What’s required? How will content supply meet demand?
  • User experience: How must the UX progress for consumer engagement to skyrocket?
  • Social and demographic issues: Are XR leaders targeting the correct people in the right way?

Moderator: Realised Realities Limited Simon Benson Founder Realised Realities Limited

Google Greg Ivanov Head of AR/VR/Lens Partnerships (EMEA) Google

nDreams Tomas Gillo VP of Development nDreams

LADbible Group Joe Williams Immersive Lead LADbible Group

Ubisoft Deborah Papiernik SVP, New Business Development, Technology and Strategic Alliances Ubisoft

11:00
Refreshments & networking
11:30
Where are the biggest opportunities in enterprise XR?
  • Where does XR provide the biggest impact and deliver the most benefit?
  • Explore how immersive tech is providing savings and increased productivity across industry verticals
  • Assess XR opportunities throughout the business lifecycle, including use cases in design, training, collaboration, service and support and more
  • Find out how to assess if VR/AR is a good fit to the problem at hand

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Audi Jan Pflueger Center of Competence for Augmented and Virtual Reality Audi

BASF Jill Spaeh Global Virtual Design & Construction: BIM Integration & Training Specialist BASF

Heijmans Coen Sanderink Business Developer Digital Infra Heijmans

12:10
5G is coming, but what does it mean for XR?
  • When is it coming and what will that look like?
  • How will 5G enhance cloud-based immersive experiences?
  • Is 5G the answer to the XR revolution or only part of the solution?

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

12:30
Smartphone versus headset: Where is the market going?
  • Smartphone XR: Is it the future? Was it all hype? What is it used for now?
  • Barriers to headset adoption: Will they pass?
  • Pros and cons of smartphone versus headset – What direction is the market going?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Google Greg Ivanov Head of AR/VR/Lens Partnerships (EMEA) Google

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

Reality Clash Tony Pearce Co-Founder Reality Clash

13:10
Lunch & networking

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities


Afternoon session: Disruptors, opportunities and challenges

Chair: Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

14:20
VR’s potential in connecting communities
  • Exciting prospects for social VR on the horizon
  • What’s the wider potential for VR in enhancing the social experience?
  • Importance of VR for connecting global communities

Facebook Felicia Williams Head of Product Design - Social VR London Facebook

14:40
The socialisation of XR: What does it mean for the industry?
  • Benefits of social XR for consumer and enterprise use cases
  • How’s this happening, what are the hurdles and who’s leading the way?
  • What are the possibilities for socialised XR?
  • What do we know about ethics and privacy and socialised XR?

Moderator: Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

vTime Clemens Wangerin Managing Director vTime

The Park Playground Cederik Haverbeke Chief Technology Officer The Park Playground

Facebook Felicia Williams Head of Product Design - Social VR London Facebook

AARP Innovation Labs Cezara Windrem Innovation Catalyst, Head of VR AARP Innovation Labs

15:20
Boundless VR technology: Unlimited Multi-user Immersive Rooms
  • Extend to limitless horizons with NMERSO tracking technology.
  • VIROO: The next generation of VR experiences.
  • Boost your digital transformation strategy with VIROO: A simple and easy way to incorporate VR into business processes.
    • Leverage Design Review Process
    • Power Skills Development
    • Multiply Audience Engagement

Virtualware Sergio Barrera Co-Founder & CTO Virtualware

15:35
Convergence of the XR market – Is mixed reality the future?
  • Emergence of MR: What progress has been made so far and what are the barriers?
  • Will we see the convergence of VR and AR? When?
  • Understanding the technical difference, crossovers and opportunities arising from convergence

Magic Leap Aleissia Laidacker Interaction Director Magic Leap

REWIND Sol Rogers Founder and Chief Executive Officer REWIND

16:00
Refreshments & networking
16:30
Monetisation of consumer XR – What ensures success?
  • What are the prevalent business models and monetisation opportunities working now – and going forward – for VR & AR content?
  • What VR & AR content is currently being monetized successfully? And who’s doing it best?
  • Does the killer game exist? What consumer XR has been monetised successfully?

Moderator: Realised Realities Limited Simon Benson Founder Realised Realities Limited

vTime Clemens Wangerin Managing Director vTime

Reality Clash Tony Pearce Co-Founder Reality Clash

Factory 42 John Cassy Chief Executive Officer Factory 42

Unity Technologies Josh Naylor Evangelism Lead, EMEA Unity Technologies

17:10
Digital Delta: Where customers experience the business value of digitalization through mixed reality
  • Moving towards mixed reality during co-creation with customers
  • Digitalization of customer facing experiences: Benefits, ROI and measurables
  • Examples of where XR has enhanced customer experience and helped to unlock value in their businesses

ABB Tim Scanlon Vice President Customer Experience & Innovation ABB

17:30
AI, blockchain and immersive tech convergence: Heralding a new content & data revolution
  • Artificial intelligence: Learning to adapt for an enhance experience
  • Will blockchain turbocharge XR tech? Existing case studies and potential uses
  • Timescales and challenges – The technology is there, but when will it be necessary?

EndeavorVR Amy Peck Founder/CEO EndeavorVR

17:50
Chair’s closing remarks

Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

18:00
Drinks reception

Day Two: Track #1 – Consumer XR – Immersive Games and Entertainment

08:00
Registration & Refreshments
Morning session: Understanding Consumers’ Needs & Desires
09:05
Chair’s opening remarks

Chairperson: Realised Realities Limited Simon Benson Founder Realised Realities Limited

09:10
Short- and long-term strategies for consumer XR
  • AR, VR or MR – What makes the most sense for consumer engagement?
  • What content should we invest in now and in the future?
  • Without a killer game or app – How can XR players plan to survive?
  • Audience for the future: Funding initiatives to ensure the longevity of XR

Moderator: REWIND Sol Rogers Founder and Chief Executive Officer REWIND

Sky VR Kim-Leigh Pontin Creative Interaction Director Sky VR

Factory 42 John Foster Design Lead Factory 42

Royal Shakespeare Company Sarah Ellis Director of Digital Development Royal Shakespeare Company

09:50
Consumer access to XR – What steps do we need to take?
  • The importance of simplicity for a non-technical audience: What barriers must be overcome for mass consumer adoption?
  • Discoverability and distribution models – How do we expect consumers to find and engage with the right XR experiences for them?
  • How are the new XR computing platforms set to transform creation and distribution?
  • Exploring all channels: What are the benefits of web-based, location based or in the home?

Unity Technologies Josh Naylor Evangelism Lead, EMEA Unity Technologies

10:10
Democratizing XR: The web as the premier spatial computing platform
  • From flat screens to the 3D world: The dream is becoming possible on a wide scale
  • The web: A premiere vehicle for delivering platform-spanning experiences (desktop, tablet, mobile, AR and VR devices)
  • Extending the immersive web to millions of users – Mozilla’s experiments targeting the needs of XR users

Mozilla Andre Vrignaud Head of Mixed Reality Platform Strategy Mozilla

10:30
Refreshments & networking
11:00
The place of VR & AR in arts, culture and heritage
  • Best use cases so far and some of the likely innovations going forward
  • The role of culture in XR distribution
  • Content focus: What are consumers looking for? What content is out there? How can we find out?

Moderator: Realised Realities Limited Simon Benson Founder Realised Realities Limited

BBC David Johnston Senior Product Manager VR/AR BBC

Faber Courtial Maria Courtial Managing Director Faber Courtial

Ubisoft Deborah Papiernik SVP, New Business Development, Technology and Strategic Alliances Ubisoft

11:40
XR for every age: bringing generations together through immersive media
  • The power of interaction in VR and the intergenerational family
  • How can we as an industry create content that is valuable and accessible to all?
  • Case study: What we learnt from dozens of focus groups with consumers of all ages and how we applied human centred design
  • Discuss the golden opportunity in addressing ‘non-traditional’ consumer segments in XR

AARP Innovation Labs Cezara Windrem Innovation Catalyst, Head of VR AARP Innovation Labs

12:00
The rise of LBE: Where, what and how is XR being used?
  • Is location-based entertainment the natural first step to experiencing great virtual reality?
  • How can content creators and brands take advantage?
  • LBE for mixed reality: Is this the best way to show its power?
  • Understanding what’s needed for truly successful LBE

Moderator: KWP Limited Kevin Williams Director KWP Limited

Mythical City Games Jedrzej Jonasz CEO Mythical City Games

The Park Playground Cederik Haverbeke Chief Technology Officer The Park Playground

Muki-International, Ltd. Muki Kulhan Executive Digital Producer Muki-International, Ltd.

mk2 Elisha Karmitz CEO mk2

12:40
How XR & AI will change storytelling over the next decade
  • From history: What can we learn from theatre, science fiction and other media
  • XR and broadcast media: How does XR fit with traditional mass media?
  • Machine learning and artificial intelligence: How bring context & responsiveness to the experience to improve storytelling

Nexus Studio Colin Davis Executive Producer – Interactive Arts Nexus Studio

13:00
Lunch & networking

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities


Afternoon session: Improving the Consumer Experience
14:10
Gaming focus: Challenges, solutions & opportunities for VR gaming
  • VR vs. traditional gaming studios – What’s the difference in development?
  • Graphical challenges: Optimising quality for different platforms
  • VR uptake & headset use: What’s needed for in-home gaming to take off?

Moderator: Force Field XR Jolyon Leonard Creative Department Manager Force Field XR

nDreams Tomas Gillo VP of Development nDreams

Mythical City Games Jedrzej Jonasz CEO Mythical City Games

Independent Sam Gage Virtual Reality Developer Independent

14:50
Image creation for a completely new form of perception
  • Experiencing the emerging secrets within VR film
  • How image creation enhances the VR experience

Faber Courtial Maria Courtial Managing Director Faber Courtial

15:10
Market changes – Content adapts
  • What's new and hot on the VR market? Taking a look at devices and strategies
  • The right path to successfully performing content
  • Location-based VR vs. at-home VR: Are they getting along?

Fibrum Alexander Erdyakov Business Development Director Fibrum

15:25
Immersive storytelling: Creating meaningful experiences
  • The power and challenge of truly interactive storytelling in cinema
  • Storytelling methods – How best to combine art and technology?
  • Significance for the industry over the coming years

Moderator: Muki-International, Ltd. Muki Kulhan Executive Digital Producer Muki-International, Ltd.

Sky VR Kim-Leigh Pontin Creative Interaction Director Sky VR

Faber Courtial Maria Courtial Managing Director Faber Courtial

Nexus Studio Colin Davis Executive Producer – Interactive Arts Nexus Studio

BBC David Johnston Senior Product Manager VR/AR BBC

16:05
Self-publishing your first VR game: A marketing perspective
  • Competition among VR games studios is higher than ever before
  • How you bring your game to market could be the difference between commercial success and failure
  • Strategic insights derived from go-to-market campaign for Apex Construct, including successful and less successful examples
  • Best practices for studios planning to release their games themselves

Fast Travel Games Andreas Juliusson Marketing & Communications Manager Fast Travel Games

16:25
Creating content for out of home VR
  • Key design considerations
  • Exploiting the difference between the different sectors of the market
  • Recommendations for developing compelling out of home VR experiences

nDreams Tomas Gillo VP of Development nDreams

16:45
Immersive theatre: A new way to engage?
  • Using theatre to engage a non-traditional XR audience
  • Monetisation challenges and opportunities
  • Short and long term plans for XR in immersive theatre

University of Portsmouth Pippa Bostock Collaboration Manager, Creative and Cultural Industries University of Portsmouth

Royal Shakespeare Company Sarah Ellis Director of Digital Development Royal Shakespeare Company

17:05
XR in education: Exploring opportunities and challenges
  • Is the education sector a natural home for the most comprehensive immersive experiences?
  • Where is XR best placed within the education sector?
  • What measures are in place or can be taken to counteract monetary constraints?

Coleg Menai Daniel Dyboski-Bryant Project Lead - Exploring VR in Further Education, Language & Remote Learning Coleg Menai

Day Two: Track #2 – Enterprise XR – Best Practice for Business Leaders

08:00
Registration & Refreshments
Morning session: The Enterprise XR Boom – Overcoming Hurdles to Adoption
09:05
Chair’s opening remarks

Chairperson EndeavorVR Amy Peck Founder/CEO EndeavorVR

09:10
Intro to XR in enterprise: What differentiates it and where are the differences?
  • XR for enterprise requirements: Why business applications are leading the way for mass XR adoption
  • Challenges for integration

Audi Jan Pflueger Center of Competence for Augmented and Virtual Reality Audi

09:20
Streamlining XR for business: Integration do’s and don’ts
  • Aligning people, culture and technology to integrate VR & AR for competitive advantage
  • Integrating XR into workflows – Learnings from an industry player
  • Using VR for training and onboarding to reduce cost and improve worker performance
  • How to create in-house content on a budget

Moderator: Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

Bayer Julio Cesar Bolivar Lopez R&D IT Innovation Consultant Bayer

International Committee of the Red Cross (ICRC) Christian Rouffaer Head of Unit - Virtual Reality International Committee of the Red Cross (ICRC)

Audi Jan Pflueger Center of Competence for Augmented and Virtual Reality Audi

10:00
Professional VR solutions: New HP Reverb headset & new partner program
  • HP VR strategy: Reinvent technology with XR solutions for today and tomorrow
  • HP Reverb Headset to transform and upgrade our B2B customers workflows
  • HP VR portfolio of premium hardware and software solution integration reliable, highly immersive experiences
  • HP VR Software partner program

HP Cecile Tezenas du Montcel EMEA VR Business Development Manager HP

10:15
VR ready for large scale use at work
  • VR-specific enterprise applications
  • Headsets and scalability – How does it work?
  • Upcoming opportunities for VR in the workplace

HTC Vive Herve Fontaine Vice President Virtual Reality B2B and Business Development HTC Vive

10:35
Refreshments & networking
11:05
XR and the evolution of design and visualisation
  • The use of AR and VR in design and visualisation: How far has it come?
  • IoT, digital twin and robotics – Enhanced XR experience and feedback with complementary technologies
  • How has XR in manufacturing propelled different industry verticals into the new digital age?
  • How has XR helped streamline design & visualisation in the AEC industries?

Moderator REWIND Sol Rogers Founder and Chief Executive Officer REWIND

BMW Markus Herbig VR Specialist BMW

University of Sheffield AMRC with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

ARUP Julieta Moradei Structural Engineer ARUP

11:45
How AECOM is using immersive technology on large infrastructure projects
  • Projects including:
    • Japoma Stadium, Cameroon
    • Serpentine Pavilion, London
    • A303 / Stonehenge Tunnel

AECOM Amber Alexander Visualisation Specialist AECOM

12:05
Superior human vision experience with multifocal plane VR AR headset
  • Currently dominating AR VR stereoscopic 3D optical architecture does not provide comfortable and natural 3D depth perception for the human vision system
  • Common "image-guided enterprise" requirement in medicine, manufacturing, maintenance: 3D image that guides some action is expected at arm's length distance (versus 3-4m available for most AR/VR headsets/glasses)
  • Multifocal plane stereoscopic 3D headset architecture provides not only superior human vision experience for 3D contents but also an easy upgrade path for existing AR/VR stereoscopic content

Lightspace Technologies Ilmars Osmanis CEO Lightspace Technologies

12:20
The boom of XR for training use-cases – What’s next?
  • Safety, cost saving and enhanced productivity: How has XR revolutionised certain processes?
  • Training XR content – How specific does it need to be?
  • Into the future: How can training in XR be scaled and upgraded across businesses effectively?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

KLM Chris Koomen Product Owner VR KLM

International Committee of the Red Cross (ICRC) Christian Rouffaer Head of Unit - Virtual Reality International Committee of the Red Cross (ICRC)

University of Sheffield AMRC with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

Sixense Enterprises Inc. Amir Rubin CEO Sixense Enterprises Inc.

13:00
Lunch & Networking

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities


Afternoon session: XR Use-Cases Across Industry Verticals
14:10
Modern times: AEC business transformation in the era of AR/VR
  • Emerging technologies: Power to disrupt processes, business models and organizational structures
  • AR / VR tools and innovation processes transforming the traditional AEC and operations business practices
  • Case studies: Product Showcase, Training & Installation, Fields Support & Clash Detection and Analytics
  • Lessons learned: How to establish an inclusive methodology for experimentation and integration

BASF Pieter van Gent Global Virtual Design & Construction Team, Construction Chemicals BASF

BASF Jill Spaeh Global Virtual Design & Construction: BIM Integration & Training Specialist BASF

14:30
AR for enterprise – What’s happening now and in the future?
  • How is AR being used for different enterprise verticals?
  • ROI – Why is important? How do you measure it?
  • Key challenges that have been overcome and how did you do it?

Moderator: The AREA Mark Sage Executive Director The AREA

MTC David Varela Technology Manager - Advanced Visualisation (AR/VR/MR) MTC

Hugo Boss Erkut Ekinci Head of Information Technologies Hugo Boss

ImmerseUK Asha Easton KTN Manager ImmerseUK

MSD Petr Havel Associate Director Structured Experiments MSD

15:10
VR in the REAL world: How do we do it?
  • Building with the principles of Building Information Management and VR techniques
  • Realtime synced models needed for XR to stay relevant after the design phase
  • How do we do it?

Heijmans Coen Sanderink Business Developer Digital Infra Heijmans

Heijmans Sjoerd Mangnus Program Manager Digital Construction Heijmans

15:30
The immersive AEC revolution: Now and future
  • How XR is changing architecture, construction and infrastructure development
  • What is the potential when combining with big data and AI?
  • When is XR likely to be fully embedded into the AEC industry?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Heijmans Sjoerd Mangnus Program Manager Digital Construction Heijmans

Mecanoo Architecten Johan Hanegraaf Design Technology Specialist Mecanoo Architecten

BASF Pieter van Gent Global Virtual Design & Construction Team, Construction Chemicals BASF

ARUP Julieta Moradei Structural Engineer ARUP

16:10
Future of XR in the AEC industry: Collaboration through experiential visualization
  • VR and the San Francisco Bay Bridge Bike Path: Showcasing final engineering designs to the public
  • VR increased engagement, excitement and made the clients willing to push for quicker funding/construction
  • Other case studies:
    • AR/VR within the built environment
    • Typical 3D models vs. hugely advanced VR models for showing to clients/public

ARUP Julieta Moradei Structural Engineer ARUP

16:30
The value of AR & VR in healthcare
  • Addressing the quadruple aim: Patient experience, better outcomes, staff satisfaction & lower cost of care
  • Disruptive technologies helping to transform health: Digitalization, Next generation UI and AI
  • Use cases and user experience are key to integration

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

16:50
Tracking the huge variety of VR & AR use cases in healthcare and medicine
  • Why has training, research, and manufacturing in pharma and healthcare been challenging?
  • How is XR being used today across healthcare?
  • Therapy in VR – Are the trials working and what are the possibilities?
  • Where are the opportunities for this technology to shape the future of the industry?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Independent Sam Gage Virtual Reality Developer Independent

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

MSD Petr Havel Associate Director Structured Experiments MSD

Day Two: Track #3 – Start-Up XR – What does it take to make it?

08:00
Registration & Refreshments
Morning session: State of the Market & Investor Focus
09:05
Chair’s opening remarks

Chairperson: The Boolean Anne McKinnon VR/AR Consultant The Boolean

09:10
State of the XR Industry and outlook to 2022
  • VR & AR: Where are we now, where are we going and how big can this get?
  • A true picture of the uptake numbers across all major platforms
  • 5-year outlook: Are we really at the cusp of a new computing revolution?

SuperData, a Nielsen company Stephanie Llamas VP of Strategy & Head of XR SuperData, a Nielsen company

09:30
Navigating market competition – What does it take?
  • Surviving and thriving to 2020: Clear strategies and tips to navigate turbulence and an ever changing, ever more competitive environment
  • Spotting gaps in the market and maximising marketing opportunities
  • The value of partnerships – How can stakeholders unite their expertise for success?

TechStars London Eamonn Carey Managing Director TechStars London

09:50
Investor panel – What annoys them? What excites them?
  • What are the key questions on an investor’s mind?
  • How do they measure business growth expectations?
  • Where’s the biggest appetite from an investor perspective?

Moderator: Samsung Next Nick Nigam Principal Samsung Next

Vive X Dave Haynes Director, Europe Vive X

TechStars London Eamonn Carey Managing Director TechStars London

Oxford Capital Esther Delignat Investor Oxford Capital

10:30
Refreshments & networking
11:00
Tracking other funding opportunities across Europe and beyond
  • Grass roots, university and government funding – What opportunities are there?
  • Funding types and initiatives: How do you know what’s appropriate for you?
  • Crowdfunding – Does it work?
  • Global opportunities: Who are the XR investment leaders?

Moderator: TechStars London Eamonn Carey Managing Director TechStars London

ImmerseUK Asha Easton KTN Manager ImmerseUK

Deutsche Bank / VR Calm Hannah Blair Software Developer / Founder Deutsche Bank / VR Calm

University of Portsmouth Pippa Bostock Collaboration Manager, Creative and Cultural Industries University of Portsmouth

11:40
Gaining and Delivering on Investment Promises
  • How to successfully pitch for investment: Boot camp in winning them over
  • Outlining your strategy – From the first 6 months to 5+ years
  • Deliverables: What comes within and outside of your control?

Oxford Capital Esther Delignat Investor Oxford Capital

12:00
XR in music: Where are the opportunities?
  • What are the applications of VR and AR in music?
  • Creating engaging immersive music experiences: What are the challenges and considerations?
  • How can immersive music be monetised?
  • Consumer feedback: What does the future look like?

The Boolean Anne McKinnon VR/AR Consultant The Boolean

Mirocolabs Roman Rappak CEO Mirocolabs

12:25
SenseGlove: Intuitive touch and interactivity with virtual objects – A hardware case study
  • Physical assets are widely used in industries for training, design evaluation and process planning, but are expensive
  • Cheaper digital assets are desirable but intuitive interactions are not possible
  • SenseGlove: Technical characteristics, use cases & lessons learned in company development
  • Future outlook & wider context for the XR industry

SenseGlove Dr. Niels Bogerd COO SenseGlove

12:35
Chair’s closing remarks

The Boolean Anne McKinnon VR/AR Consultant The Boolean

12:45
Lunch & networking

Day One: Unlocking the Full Potential of XR

Visionary talks and panels from companies and individuals leading the charge in XR hardware, software, content development and practice


08:00
Registration & Refreshments
Morning session: Where are we at? Where’s the investment? What’s on the horizon?
08:50
VR Intelligence Opening Remarks

VR Intelligence Kathryn Bloxham Events Director & Head of Innovation VR Intelligence

08:55
Chair’s Opening Remarks

VR Intelligence Pete Carkeek MD VR Intelligence

09:00
State of the XR Industry and outlook to 2022
  • VR & AR: Where are we now, where are we going and how big can this get?
  • A true picture of the uptake numbers across all major platforms
  • 5-year outlook: Are we really at the cusp of a new computing revolution?

SuperData, a Nielsen company Stephanie Llamas VP of Strategy & Head of XR SuperData, a Nielsen company

09:20
Navigating the European market – Investment and funding
  • Where’s the real money going from VCs and other investors… and why?
  • Where are the gaps restricting market growth and where the biggest opportunities?
  • Comparing the European market with North America and APAC and understanding drivers
  • Who is up and coming? Who are the players to watch?

Moderator: VR Intelligence Pete Carkeek MD VR Intelligence

Vive X Dave Haynes Director, Europe Vive X

TechStars London Eamonn Carey Managing Director TechStars London

Samsung Next Nick Nigam Principal Samsung Next

10:00
Innovating the Product Experience with VR/AR
  • Guide to the VR/AR landscape for enterprises
  • Key examples of successful VR/AR enterprise solutions
  • Framework to guarantee an ROI with a VR/AR solution

Sixense Enterprises Inc. Amir Rubin CEO Sixense Enterprises Inc.

10:20
Barriers to entering mainstream: What’s halting consumer adoption of XR?
  • Lack of XR content: What’s missing? What’s required? How will content supply meet demand?
  • User experience: How must the UX progress for consumer engagement to skyrocket?
  • Social and demographic issues: Are XR leaders targeting the correct people in the right way?

Moderator: Realised Realities Limited Simon Benson Founder Realised Realities Limited

Google Greg Ivanov Head of AR/VR/Lens Partnerships (EMEA) Google

nDreams Tomas Gillo VP of Development nDreams

LADbible Group Joe Williams Immersive Lead LADbible Group

Ubisoft Deborah Papiernik SVP, New Business Development, Technology and Strategic Alliances Ubisoft

11:00
Refreshments & networking
11:30
Where are the biggest opportunities in enterprise XR?
  • Where does XR provide the biggest impact and deliver the most benefit?
  • Explore how immersive tech is providing savings and increased productivity across industry verticals
  • Assess XR opportunities throughout the business lifecycle, including use cases in design, training, collaboration, service and support and more
  • Find out how to assess if VR/AR is a good fit to the problem at hand

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Audi Jan Pflueger Center of Competence for Augmented and Virtual Reality Audi

BASF Jill Spaeh Global Virtual Design & Construction: BIM Integration & Training Specialist BASF

Heijmans Coen Sanderink Business Developer Digital Infra Heijmans

12:10
5G is coming, but what does it mean for XR?
  • When is it coming and what will that look like?
  • How will 5G enhance cloud-based immersive experiences?
  • Is 5G the answer to the XR revolution or only part of the solution?

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

12:30
Smartphone versus headset: Where is the market going?
  • Smartphone XR: Is it the future? Was it all hype? What is it used for now?
  • Barriers to headset adoption: Will they pass?
  • Pros and cons of smartphone versus headset – What direction is the market going?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Google Greg Ivanov Head of AR/VR/Lens Partnerships (EMEA) Google

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

Reality Clash Tony Pearce Co-Founder Reality Clash

13:10
Lunch & networking

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Afternoon session: Disruptors, opportunities and challenges

Chair: Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

14:20
VR’s potential in connecting communities
  • Exciting prospects for social VR on the horizon
  • What’s the wider potential for VR in enhancing the social experience?
  • Importance of VR for connecting global communities

Facebook Felicia Williams Head of Product Design - Social VR London Facebook

14:40
The socialisation of XR: What does it mean for the industry?
  • Benefits of social XR for consumer and enterprise use cases
  • How’s this happening, what are the hurdles and who’s leading the way?
  • What are the possibilities for socialised XR?
  • What do we know about ethics and privacy and socialised XR?

Moderator: Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

vTime Clemens Wangerin Managing Director vTime

The Park Playground Cederik Haverbeke Chief Technology Officer The Park Playground

Facebook Felicia Williams Head of Product Design - Social VR London Facebook

AARP Innovation Labs Cezara Windrem Innovation Catalyst, Head of VR AARP Innovation Labs

15:20
Boundless VR technology: Unlimited Multi-user Immersive Rooms
  • Extend to limitless horizons with NMERSO tracking technology.
  • VIROO: The next generation of VR experiences.
  • Boost your digital transformation strategy with VIROO: A simple and easy way to incorporate VR into business processes.
    • Leverage Design Review Process
    • Power Skills Development
    • Multiply Audience Engagement

Virtualware Sergio Barrera Co-Founder & CTO Virtualware

15:35
Convergence of the XR market – Is mixed reality the future?
  • Emergence of MR: What progress has been made so far and what are the barriers?
  • Will we see the convergence of VR and AR? When?
  • Understanding the technical difference, crossovers and opportunities arising from convergence

Magic Leap Aleissia Laidacker Interaction Director Magic Leap

REWIND Sol Rogers Founder and Chief Executive Officer REWIND

16:00
Refreshments & networking
16:30
Monetisation of consumer XR – What ensures success?
  • What are the prevalent business models and monetisation opportunities working now – and going forward – for VR & AR content?
  • What VR & AR content is currently being monetized successfully? And who’s doing it best?
  • Does the killer game exist? What consumer XR has been monetised successfully?

Moderator: Realised Realities Limited Simon Benson Founder Realised Realities Limited

vTime Clemens Wangerin Managing Director vTime

Reality Clash Tony Pearce Co-Founder Reality Clash

Factory 42 John Cassy Chief Executive Officer Factory 42

Unity Technologies Josh Naylor Evangelism Lead, EMEA Unity Technologies

17:10
Digital Delta: Where customers experience the business value of digitalization through mixed reality
  • Moving towards mixed reality during co-creation with customers
  • Digitalization of customer facing experiences: Benefits, ROI and measurables
  • Examples of where XR has enhanced customer experience and helped to unlock value in their businesses

ABB Tim Scanlon Vice President Customer Experience & Innovation ABB

17:30
AI, blockchain and immersive tech convergence: Heralding a new content & data revolution
  • Artificial intelligence: Learning to adapt for an enhance experience
  • Will blockchain turbocharge XR tech? Existing case studies and potential uses
  • Timescales and challenges – The technology is there, but when will it be necessary?

EndeavorVR Amy Peck Founder/CEO EndeavorVR

17:50
Chair’s closing remarks

Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

18:00
Drinks reception

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Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities

Day Two: Track #1 – Consumer XR – Immersive Games and Entertainment

08:00
Registration & Refreshments
Morning session: Understanding Consumers’ Needs & Desires
09:05
Chair’s opening remarks

Chairperson: Realised Realities Limited Simon Benson Founder Realised Realities Limited

09:10
Short- and long-term strategies for consumer XR
  • AR, VR or MR – What makes the most sense for consumer engagement?
  • What content should we invest in now and in the future?
  • Without a killer game or app – How can XR players plan to survive?
  • Audience for the future: Funding initiatives to ensure the longevity of XR

Moderator: REWIND Sol Rogers Founder and Chief Executive Officer REWIND

Sky VR Kim-Leigh Pontin Creative Interaction Director Sky VR

Factory 42 John Foster Design Lead Factory 42

Royal Shakespeare Company Sarah Ellis Director of Digital Development Royal Shakespeare Company

09:50
Consumer access to XR – What steps do we need to take?
  • The importance of simplicity for a non-technical audience: What barriers must be overcome for mass consumer adoption?
  • Discoverability and distribution models – How do we expect consumers to find and engage with the right XR experiences for them?
  • How are the new XR computing platforms set to transform creation and distribution?
  • Exploring all channels: What are the benefits of web-based, location based or in the home?

Unity Technologies Josh Naylor Evangelism Lead, EMEA Unity Technologies

10:10
Democratizing XR: The web as the premier spatial computing platform
  • From flat screens to the 3D world: The dream is becoming possible on a wide scale
  • The web: A premiere vehicle for delivering platform-spanning experiences (desktop, tablet, mobile, AR and VR devices)
  • Extending the immersive web to millions of users – Mozilla’s experiments targeting the needs of XR users

Mozilla Andre Vrignaud Head of Mixed Reality Platform Strategy Mozilla

10:30
Refreshments & networking
11:00
The place of VR & AR in arts, culture and heritage
  • Best use cases so far and some of the likely innovations going forward
  • The role of culture in XR distribution
  • Content focus: What are consumers looking for? What content is out there? How can we find out?

Moderator: Realised Realities Limited Simon Benson Founder Realised Realities Limited

BBC David Johnston Senior Product Manager VR/AR BBC

Faber Courtial Maria Courtial Managing Director Faber Courtial

Ubisoft Deborah Papiernik SVP, New Business Development, Technology and Strategic Alliances Ubisoft

11:40
XR for every age: bringing generations together through immersive media
  • The power of interaction in VR and the intergenerational family
  • How can we as an industry create content that is valuable and accessible to all?
  • Case study: What we learnt from dozens of focus groups with consumers of all ages and how we applied human centred design
  • Discuss the golden opportunity in addressing ‘non-traditional’ consumer segments in XR

AARP Innovation Labs Cezara Windrem Innovation Catalyst, Head of VR AARP Innovation Labs

12:00
The rise of LBE: Where, what and how is XR being used?
  • Is location-based entertainment the natural first step to experiencing great virtual reality?
  • How can content creators and brands take advantage?
  • LBE for mixed reality: Is this the best way to show its power?
  • Understanding what’s needed for truly successful LBE

Moderator: KWP Limited Kevin Williams Director KWP Limited

Mythical City Games Jedrzej Jonasz CEO Mythical City Games

The Park Playground Cederik Haverbeke Chief Technology Officer The Park Playground

Muki-International, Ltd. Muki Kulhan Executive Digital Producer Muki-International, Ltd.

mk2 Elisha Karmitz CEO mk2

12:40
How XR & AI will change storytelling over the next decade
  • From history: What can we learn from theatre, science fiction and other media
  • XR and broadcast media: How does XR fit with traditional mass media?
  • Machine learning and artificial intelligence: How bring context & responsiveness to the experience to improve storytelling

Nexus Studio Colin Davis Executive Producer – Interactive Arts Nexus Studio

13:00
Lunch & networking

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities


Afternoon session: Improving the Consumer Experience
14:10
Gaming focus: Challenges, solutions & opportunities for VR gaming
  • VR vs. traditional gaming studios – What’s the difference in development?
  • Graphical challenges: Optimising quality for different platforms
  • VR uptake & headset use: What’s needed for in-home gaming to take off?

Moderator: Force Field XR Jolyon Leonard Creative Department Manager Force Field XR

nDreams Tomas Gillo VP of Development nDreams

Mythical City Games Jedrzej Jonasz CEO Mythical City Games

Independent Sam Gage Virtual Reality Developer Independent

14:50
Image creation for a completely new form of perception
  • Experiencing the emerging secrets within VR film
  • How image creation enhances the VR experience

Faber Courtial Maria Courtial Managing Director Faber Courtial

15:10
Market changes – Content adapts
  • What's new and hot on the VR market? Taking a look at devices and strategies
  • The right path to successfully performing content
  • Location-based VR vs. at-home VR: Are they getting along?

Fibrum Alexander Erdyakov Business Development Director Fibrum

15:25
Immersive storytelling: Creating meaningful experiences
  • The power and challenge of truly interactive storytelling in cinema
  • Storytelling methods – How best to combine art and technology?
  • Significance for the industry over the coming years

Moderator: Muki-International, Ltd. Muki Kulhan Executive Digital Producer Muki-International, Ltd.

Sky VR Kim-Leigh Pontin Creative Interaction Director Sky VR

Faber Courtial Maria Courtial Managing Director Faber Courtial

Nexus Studio Colin Davis Executive Producer – Interactive Arts Nexus Studio

BBC David Johnston Senior Product Manager VR/AR BBC

16:05
Self-publishing your first VR game: A marketing perspective
  • Competition among VR games studios is higher than ever before
  • How you bring your game to market could be the difference between commercial success and failure
  • Strategic insights derived from go-to-market campaign for Apex Construct, including successful and less successful examples
  • Best practices for studios planning to release their games themselves

Fast Travel Games Andreas Juliusson Marketing & Communications Manager Fast Travel Games

16:25
Creating content for out of home VR
  • Key design considerations
  • Exploiting the difference between the different sectors of the market
  • Recommendations for developing compelling out of home VR experiences

nDreams Tomas Gillo VP of Development nDreams

16:45
Immersive theatre: A new way to engage?
  • Using theatre to engage a non-traditional XR audience
  • Monetisation challenges and opportunities
  • Short and long term plans for XR in immersive theatre

University of Portsmouth Pippa Bostock Collaboration Manager, Creative and Cultural Industries University of Portsmouth

Royal Shakespeare Company Sarah Ellis Director of Digital Development Royal Shakespeare Company

17:05
XR in education: Exploring opportunities and challenges
  • Is the education sector a natural home for the most comprehensive immersive experiences?
  • Where is XR best placed within the education sector?
  • What measures are in place or can be taken to counteract monetary constraints?

Coleg Menai Daniel Dyboski-Bryant Project Lead - Exploring VR in Further Education, Language & Remote Learning Coleg Menai

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Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities

Day Two: Track #2 – Enterprise XR – Best Practice for Business Leaders

08:00
Registration & Refreshments
Morning session: The Enterprise XR Boom – Overcoming Hurdles to Adoption
09:05
Chair’s opening remarks

Chairperson EndeavorVR Amy Peck Founder/CEO EndeavorVR

09:10
Intro to XR in enterprise: What differentiates it and where are the differences?
  • XR for enterprise requirements: Why business applications are leading the way for mass XR adoption
  • Challenges for integration

Audi Jan Pflueger Center of Competence for Augmented and Virtual Reality Audi

09:20
Streamlining XR for business: Integration do’s and don’ts
  • Aligning people, culture and technology to integrate VR & AR for competitive advantage
  • Integrating XR into workflows – Learnings from an industry player
  • Using VR for training and onboarding to reduce cost and improve worker performance
  • How to create in-house content on a budget

Moderator: Cooperative Innovations Simon Barratt CEO & Co-founder Cooperative Innovations

Bayer Julio Cesar Bolivar Lopez R&D IT Innovation Consultant Bayer

International Committee of the Red Cross (ICRC) Christian Rouffaer Head of Unit - Virtual Reality International Committee of the Red Cross (ICRC)

Audi Jan Pflueger Center of Competence for Augmented and Virtual Reality Audi

10:00
Professional VR solutions: New HP Reverb headset & new partner program
  • HP VR strategy: Reinvent technology with XR solutions for today and tomorrow
  • HP Reverb Headset to transform and upgrade our B2B customers workflows
  • HP VR portfolio of premium hardware and software solution integration reliable, highly immersive experiences
  • HP VR Software partner program

HP Cecile Tezenas du Montcel EMEA VR Business Development Manager HP

10:15
VR ready for large scale use at work
  • VR-specific enterprise applications
  • Headsets and scalability – How does it work?
  • Upcoming opportunities for VR in the workplace

HTC Vive Herve Fontaine Vice President Virtual Reality B2B and Business Development HTC Vive

10:35
Refreshments & networking
11:05
XR and the evolution of design and visualisation
  • The use of AR and VR in design and visualisation: How far has it come?
  • IoT, digital twin and robotics – Enhanced XR experience and feedback with complementary technologies
  • How has XR in manufacturing propelled different industry verticals into the new digital age?
  • How has XR helped streamline design & visualisation in the AEC industries?

Moderator REWIND Sol Rogers Founder and Chief Executive Officer REWIND

BMW Markus Herbig VR Specialist BMW

University of Sheffield AMRC with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

ARUP Julieta Moradei Structural Engineer ARUP

11:45
How AECOM is using immersive technology on large infrastructure projects
  • Projects including:
    • Japoma Stadium, Cameroon
    • Serpentine Pavilion, London
    • A303 / Stonehenge Tunnel

AECOM Amber Alexander Visualisation Specialist AECOM

12:05
Superior human vision experience with multifocal plane VR AR headset
  • Currently dominating AR VR stereoscopic 3D optical architecture does not provide comfortable and natural 3D depth perception for the human vision system
  • Common "image-guided enterprise" requirement in medicine, manufacturing, maintenance: 3D image that guides some action is expected at arm's length distance (versus 3-4m available for most AR/VR headsets/glasses)
  • Multifocal plane stereoscopic 3D headset architecture provides not only superior human vision experience for 3D contents but also an easy upgrade path for existing AR/VR stereoscopic content

Lightspace Technologies Ilmars Osmanis CEO Lightspace Technologies

12:20
The boom of XR for training use-cases – What’s next?
  • Safety, cost saving and enhanced productivity: How has XR revolutionised certain processes?
  • Training XR content – How specific does it need to be?
  • Into the future: How can training in XR be scaled and upgraded across businesses effectively?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

KLM Chris Koomen Product Owner VR KLM

International Committee of the Red Cross (ICRC) Christian Rouffaer Head of Unit - Virtual Reality International Committee of the Red Cross (ICRC)

University of Sheffield AMRC with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

Sixense Enterprises Inc. Amir Rubin CEO Sixense Enterprises Inc.

13:00
Lunch & Networking

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities


Afternoon session: XR Use-Cases Across Industry Verticals
14:10
Modern times: AEC business transformation in the era of AR/VR
  • Emerging technologies: Power to disrupt processes, business models and organizational structures
  • AR / VR tools and innovation processes transforming the traditional AEC and operations business practices
  • Case studies: Product Showcase, Training & Installation, Fields Support & Clash Detection and Analytics
  • Lessons learned: How to establish an inclusive methodology for experimentation and integration

BASF Pieter van Gent Global Virtual Design & Construction Team, Construction Chemicals BASF

BASF Jill Spaeh Global Virtual Design & Construction: BIM Integration & Training Specialist BASF

14:30
AR for enterprise – What’s happening now and in the future?
  • How is AR being used for different enterprise verticals?
  • ROI – Why is important? How do you measure it?
  • Key challenges that have been overcome and how did you do it?

Moderator: The AREA Mark Sage Executive Director The AREA

MTC David Varela Technology Manager - Advanced Visualisation (AR/VR/MR) MTC

Hugo Boss Erkut Ekinci Head of Information Technologies Hugo Boss

ImmerseUK Asha Easton KTN Manager ImmerseUK

MSD Petr Havel Associate Director Structured Experiments MSD

15:10
VR in the REAL world: How do we do it?
  • Building with the principles of Building Information Management and VR techniques
  • Realtime synced models needed for XR to stay relevant after the design phase
  • How do we do it?

Heijmans Coen Sanderink Business Developer Digital Infra Heijmans

Heijmans Sjoerd Mangnus Program Manager Digital Construction Heijmans

15:30
The immersive AEC revolution: Now and future
  • How XR is changing architecture, construction and infrastructure development
  • What is the potential when combining with big data and AI?
  • When is XR likely to be fully embedded into the AEC industry?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Heijmans Sjoerd Mangnus Program Manager Digital Construction Heijmans

Mecanoo Architecten Johan Hanegraaf Design Technology Specialist Mecanoo Architecten

BASF Pieter van Gent Global Virtual Design & Construction Team, Construction Chemicals BASF

ARUP Julieta Moradei Structural Engineer ARUP

16:10
Future of XR in the AEC industry: Collaboration through experiential visualization
  • VR and the San Francisco Bay Bridge Bike Path: Showcasing final engineering designs to the public
  • VR increased engagement, excitement and made the clients willing to push for quicker funding/construction
  • Other case studies:
    • AR/VR within the built environment
    • Typical 3D models vs. hugely advanced VR models for showing to clients/public

ARUP Julieta Moradei Structural Engineer ARUP

16:30
The value of AR & VR in healthcare
  • Addressing the quadruple aim: Patient experience, better outcomes, staff satisfaction & lower cost of care
  • Disruptive technologies helping to transform health: Digitalization, Next generation UI and AI
  • Use cases and user experience are key to integration

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

16:50
Tracking the huge variety of VR & AR use cases in healthcare and medicine
  • Why has training, research, and manufacturing in pharma and healthcare been challenging?
  • How is XR being used today across healthcare?
  • Therapy in VR – Are the trials working and what are the possibilities?
  • Where are the opportunities for this technology to shape the future of the industry?

Moderator: EndeavorVR Amy Peck Founder/CEO EndeavorVR

Independent Sam Gage Virtual Reality Developer Independent

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

MSD Petr Havel Associate Director Structured Experiments MSD

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities

Day Two: Track #3 – Start-Up XR – What does it take to make it?

08:00
Registration & Refreshments
Morning session: State of the Market & Investor Focus
09:05
Chair’s opening remarks

Chairperson: The Boolean Anne McKinnon VR/AR Consultant The Boolean

09:10
State of the XR Industry and outlook to 2022
  • VR & AR: Where are we now, where are we going and how big can this get?
  • A true picture of the uptake numbers across all major platforms
  • 5-year outlook: Are we really at the cusp of a new computing revolution?

SuperData, a Nielsen company Stephanie Llamas VP of Strategy & Head of XR SuperData, a Nielsen company

09:30
Navigating market competition – What does it take?
  • Surviving and thriving to 2020: Clear strategies and tips to navigate turbulence and an ever changing, ever more competitive environment
  • Spotting gaps in the market and maximising marketing opportunities
  • The value of partnerships – How can stakeholders unite their expertise for success?

TechStars London Eamonn Carey Managing Director TechStars London

09:50
Investor panel – What annoys them? What excites them?
  • What are the key questions on an investor’s mind?
  • How do they measure business growth expectations?
  • Where’s the biggest appetite from an investor perspective?

Moderator: Samsung Next Nick Nigam Principal Samsung Next

Vive X Dave Haynes Director, Europe Vive X

TechStars London Eamonn Carey Managing Director TechStars London

Oxford Capital Esther Delignat Investor Oxford Capital

10:30
Refreshments & networking
11:00
Tracking other funding opportunities across Europe and beyond
  • Grass roots, university and government funding – What opportunities are there?
  • Funding types and initiatives: How do you know what’s appropriate for you?
  • Crowdfunding – Does it work?
  • Global opportunities: Who are the XR investment leaders?

Moderator: TechStars London Eamonn Carey Managing Director TechStars London

ImmerseUK Asha Easton KTN Manager ImmerseUK

Deutsche Bank / VR Calm Hannah Blair Software Developer / Founder Deutsche Bank / VR Calm

University of Portsmouth Pippa Bostock Collaboration Manager, Creative and Cultural Industries University of Portsmouth

11:40
Gaining and Delivering on Investment Promises
  • How to successfully pitch for investment: Boot camp in winning them over
  • Outlining your strategy – From the first 6 months to 5+ years
  • Deliverables: What comes within and outside of your control?

Oxford Capital Esther Delignat Investor Oxford Capital

12:00
XR in music: Where are the opportunities?
  • What are the applications of VR and AR in music?
  • Creating engaging immersive music experiences: What are the challenges and considerations?
  • How can immersive music be monetised?
  • Consumer feedback: What does the future look like?

The Boolean Anne McKinnon VR/AR Consultant The Boolean

Mirocolabs Roman Rappak CEO Mirocolabs

12:25
SenseGlove: Intuitive touch and interactivity with virtual objects – A hardware case study
  • Physical assets are widely used in industries for training, design evaluation and process planning, but are expensive
  • Cheaper digital assets are desirable but intuitive interactions are not possible
  • SenseGlove: Technical characteristics, use cases & lessons learned in company development
  • Future outlook & wider context for the XR industry

SenseGlove Dr. Niels Bogerd COO SenseGlove

12:35
Chair’s closing remarks

The Boolean Anne McKinnon VR/AR Consultant The Boolean

12:45
Lunch & networking

Register your interest to take part in VRX Europe 2020!

Click here to email Kathryn Bloxham about future speakership, sponsorship & exhibition opportunities