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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


Morning session: Where are we at? Where’s the investment? What’s on the horizon?
09:00
State of the XR Industry and outlook to 2024
  • 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?

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

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
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

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 Simon Benson Founder Realised Realities

Google Greg Ivanov Head of Virtual Reality, Augmented Reality and Lens Partnerships for EMEA Google

nDreams Tomas Gillo VP of Development nDreams

LADbible Group Joe Williams Immersive Lead, LADbible Group

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 CEO & Founder 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
Panel discussion: 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?

Google Greg Ivanov Head of Virtual Reality, Augmented Reality and Lens Partnerships for EMEA Google

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

Ozwe Games Jocelyn Weiss Technical Director Ozwe Games

Afternoon session: Disruptors, opportunities and challenges
14:30
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

14:50
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 Director Cooperative Innovations

vTime Clemens Wangerin Managing Director vTime

The Park Playground Cederik Haverbeke CTO The Park Playground

15:30
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

16:30
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

17:10
Digital delta: Where customers experience the business value of digitalization through mixed reality
  • Moving towards mixed reality for enterprise – What are the business priorities?
  • Digitalization of customer facing experiences: Benefits, ROI and measurables
  • Examples of where XR has enhanced customer experience and boosted brand reputation

ABB Tim Scanlon Vice President Customer Experience & Innovation ABB

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

Morning session: Understanding Consumers’ Needs & Desires
09:20
Chair’s opening remarks

Realised Realities Limited Simon Benson Founder Realised Realities Limited

09:30
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 Cezara Windrem Innovation Catalyst, Head of VR AARP

10:10
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

11:20
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: KPW Kevin Williams Director KPW

Mythical City Games Jedrzej Jonasz Founder & CEO Mythical City Games

The Park Playground Cederik Haverbeke CTO The Park Playground

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

mk2 Elisha Karmitz CEO mk2

12:00
Democratisation of XR content: Looking at grey areas
  • What’s the place of the traditional game engines and new platforms and how is VR content development going to play out in the coming years?
  • Platform based solutions and content: How will platforms and apps maintain privacy?
  • IP and content rights – Factors for consideration in a streaming consumer market
  • Partners or competitors? Understanding how to work in a limited and complex ecosystem
12:20
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?
  • The eSports sector: Craze or here to stay?

nDreams Tomas Gillo VP of Development nDreams

Forcefield Entertainment Arthur Houtman CEO Forcefield Entertainment

Ozwe Games Jocelyn Weiss Technical Director Ozwe Games

13:00
How XR will change the face of film and broadcast media over the next decade
  • From history to animation: Film genres and their relevance to XR production
  • Successful cinematic projects – What made them work? What have we learnt?
  • AR and broadcast media: The future of immersive consumer interaction?

BBC David Johnston Senior Product Manager BBC

Afternoon session: Improving the Consumer Experience
14:20
Storytelling in VR: 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

Factory 42 John Foster Design Lead Factory 42

15:00
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

15:20
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?

ImmerseUK Asha Easton KTN Manager ImmerseUK

BBC David Johnston Senior Product Manager BBC

Faber Courtial Maria Courtial Managing Director Faber Courtial

16:20
Creating content for out of home VR

nDreams Tomas Gillo VP of Development nDreams

17:40
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

17:20
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

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

Morning session: The Enterprise XR Boom – Overcoming Hurdles to Adoption
09:20
Chair’s opening remarks

EndeavorVR Amy Peck CEO & Founder Endeavor VR

09:30
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

09:50
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 Director Cooperative Innovations

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

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

ICRC Christian Rouffaer Head of Unit - Virtual Reality ICRC

11:20
XR and the evolution of design and visualisation in high-end manufacturing
  • 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?

Moderator: REWIND Sol Rogers Founder and Chief Executive Officer REWIND

BMW Markus Herbig VR Specialist BMW

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

University of Sheffield Advanced Manufacturing Research Centre with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

12:00
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

12:20
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?

KLM Chris Koomen Product Owner VR KLM

ICRC Christian Rouffaer Head of Unit - Virtual Reality ICRC

University of Sheffield Advanced Manufacturing Research Centre with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

13:00
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

Afternoon session: XR Use-Cases Across Industry Verticals
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

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

15:40
Future of XR in the AEC industry: Collaboration through experiential visualization

ARUP Julieta Moradei Structural Engineer ARUP

16:00
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?

Heijmans Sjoerd Mangnus Program Manager Digital Construction Heijmans

mecanoo_architecten Johan Hanegraaf Design Technology Specialist Mecanoo

BASF Ricardo Rodriguez Global Virtual Design & Construction Team, Construction Chemicals BASF

ARUP Julieta Moradei Structural Engineer ARUP

16:30
Modern times: AEC business transformation in the era of AR/

BASF Ricardo Rodriguez Global Virtual Design & Construction Team, Construction Chemicals BASF

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

16:40
The value of AR & VR in healthcare

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

17:10
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?

Oxford VR Sam Gage Head of VR Development Oxford VR

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

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

Morning session: State of the Market & Investor Focus
09:20
Chair’s opening remarks
09:50
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?

Tech Stars London Eamonn Carey Managing Director Tech Stars London

10:10
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?

Vive X Dave Haynes Director, Europe Vive X

Tech Stars London Eamonn Carey Managing Director Tech Stars London

11:20
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?

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

12:40
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

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


Morning session: Where are we at? Where’s the investment? What’s on the horizon?
09:00
State of the XR Industry and outlook to 2024
  • 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?

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

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
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

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 Simon Benson Founder Realised Realities

Google Greg Ivanov Head of Virtual Reality, Augmented Reality and Lens Partnerships for EMEA Google

nDreams Tomas Gillo VP of Development nDreams

LADbible Group Joe Williams Immersive Lead, LADbible Group

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 CEO & Founder 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
Panel discussion: 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?

Google Greg Ivanov Head of Virtual Reality, Augmented Reality and Lens Partnerships for EMEA Google

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

Ozwe Games Jocelyn Weiss Technical Director Ozwe Games

Afternoon session: Disruptors, opportunities and challenges
14:30
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

14:50
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 Director Cooperative Innovations

vTime Clemens Wangerin Managing Director vTime

The Park Playground Cederik Haverbeke CTO The Park Playground

15:30
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

16:30
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

17:10
Digital delta: Where customers experience the business value of digitalization through mixed reality
  • Moving towards mixed reality for enterprise – What are the business priorities?
  • Digitalization of customer facing experiences: Benefits, ROI and measurables
  • Examples of where XR has enhanced customer experience and boosted brand reputation

ABB Tim Scanlon Vice President Customer Experience & Innovation ABB

ORDER THE FULL EVENT BROCHURE

See who’ll be there * Full agenda summary * Registration deadlines * Exclusive discount code

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

Morning session: Understanding Consumers’ Needs & Desires
09:20
Chair’s opening remarks

Realised Realities Limited Simon Benson Founder Realised Realities Limited

09:30
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 Cezara Windrem Innovation Catalyst, Head of VR AARP

10:10
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

11:20
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: KPW Kevin Williams Director KPW

Mythical City Games Jedrzej Jonasz Founder & CEO Mythical City Games

The Park Playground Cederik Haverbeke CTO The Park Playground

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

mk2 Elisha Karmitz CEO mk2

12:00
Democratisation of XR content: Looking at grey areas
  • What’s the place of the traditional game engines and new platforms and how is VR content development going to play out in the coming years?
  • Platform based solutions and content: How will platforms and apps maintain privacy?
  • IP and content rights – Factors for consideration in a streaming consumer market
  • Partners or competitors? Understanding how to work in a limited and complex ecosystem
12:20
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?
  • The eSports sector: Craze or here to stay?

nDreams Tomas Gillo VP of Development nDreams

Forcefield Entertainment Arthur Houtman CEO Forcefield Entertainment

Ozwe Games Jocelyn Weiss Technical Director Ozwe Games

13:00
How XR will change the face of film and broadcast media over the next decade
  • From history to animation: Film genres and their relevance to XR production
  • Successful cinematic projects – What made them work? What have we learnt?
  • AR and broadcast media: The future of immersive consumer interaction?

BBC David Johnston Senior Product Manager BBC

Afternoon session: Improving the Consumer Experience
14:20
Storytelling in VR: 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

Factory 42 John Foster Design Lead Factory 42

15:00
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

15:20
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?

ImmerseUK Asha Easton KTN Manager ImmerseUK

BBC David Johnston Senior Product Manager BBC

Faber Courtial Maria Courtial Managing Director Faber Courtial

16:20
Creating content for out of home VR

nDreams Tomas Gillo VP of Development nDreams

17:40
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

17:20
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

ORDER THE FULL EVENT BROCHURE

See who’ll be there * Full agenda summary * Registration deadlines * Exclusive discount code

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

Morning session: The Enterprise XR Boom – Overcoming Hurdles to Adoption
09:20
Chair’s opening remarks

EndeavorVR Amy Peck CEO & Founder Endeavor VR

09:30
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

09:50
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 Director Cooperative Innovations

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

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

ICRC Christian Rouffaer Head of Unit - Virtual Reality ICRC

11:20
XR and the evolution of design and visualisation in high-end manufacturing
  • 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?

Moderator: REWIND Sol Rogers Founder and Chief Executive Officer REWIND

BMW Markus Herbig VR Specialist BMW

Volkswagen Oliver Hille Technical Innovation Manager Volkswagen

University of Sheffield Advanced Manufacturing Research Centre with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

12:00
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

12:20
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?

KLM Chris Koomen Product Owner VR KLM

ICRC Christian Rouffaer Head of Unit - Virtual Reality ICRC

University of Sheffield Advanced Manufacturing Research Centre with Boeing Professor Rab Scott Head of Digital University of Sheffield AMRC with Boeing

13:00
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

Afternoon session: XR Use-Cases Across Industry Verticals
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

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

15:40
Future of XR in the AEC industry: Collaboration through experiential visualization

ARUP Julieta Moradei Structural Engineer ARUP

16:00
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?

Heijmans Sjoerd Mangnus Program Manager Digital Construction Heijmans

mecanoo_architecten Johan Hanegraaf Design Technology Specialist Mecanoo

BASF Ricardo Rodriguez Global Virtual Design & Construction Team, Construction Chemicals BASF

ARUP Julieta Moradei Structural Engineer ARUP

16:30
Modern times: AEC business transformation in the era of AR/

BASF Ricardo Rodriguez Global Virtual Design & Construction Team, Construction Chemicals BASF

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

16:40
The value of AR & VR in healthcare

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

17:10
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?

Oxford VR Sam Gage Head of VR Development Oxford VR

Philips Research Richard van Heijningen Philips Group Innovation Philips Research

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

Morning session: State of the Market & Investor Focus
09:20
Chair’s opening remarks
09:50
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?

Tech Stars London Eamonn Carey Managing Director Tech Stars London

10:10
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?

Vive X Dave Haynes Director, Europe Vive X

Tech Stars London Eamonn Carey Managing Director Tech Stars London

11:20
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?

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

12:40
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

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