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VRX Conference & Expo VRX Conference & Expo December 6-7, 2018|San Francisco, USA

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

DAY ONE: IMMERSION 2025 - LEADERSHIP STRATEGY SUMMIT

This first day is set up to give a clear picture of the real market opportunities and challenges as VR & AR gain traction in both the consumer and enterprise markets.

It will comprise a number of keynote presentations, expert panel discussions and fireside chats to get to the heart of what’s actually happening in the market right now and where the immediate and future opportunities lie.

09:00
What’s really happened with VR & AR in 2018 – and what’s the real 2019 outlook?
  • How widespread is enterprise penetration? Which sectors are leading the way?
  • Is there really a consumer marketplace for VR and / or AR yet?
  • What’s holding up growth? Hear what’s needed to inject real impetus into the markets
  • Will we see household penetration of VR in 2019? Who’s best placed to deliver it?

SuperData Research Stephanie Llamas VP of Strategy and Head of XR SuperData Research

09:25
Investment Panel: Where’s the smart money heading and why?
  • Where are the gaps restricting market growth and where the biggest opportunities?
  • Who’s gone too big too early? And who’s not even in the game yet that should be?
  • Which start-ups are showing real promise? And how will the returns shake out in the next 24 months?
  • Who, or what, is going to be the big market disruptor and take VR & AR ono the next level

Comcast Ventures Michael Yang Managing Director Comcast Ventures

Maveron David Wu Partner Maveron

HP Tech Ventures Angelo Del Priore Partner HP Tech Ventures

HTC Pearly Chen Chief of Staff to CEO & Director of Vive X HTC

Panel moderated by: Digital Capital Advisors LLC Elgin Thompson Managing Director Digital Capital Advisors LLC

10:15
The reality of XR: everything you want to know about AR/VR and what it takes to scale

Experience and gut feel will only get you so far in XR - when you reach the data and analytics stage, you need cold, hard facts to answer the questions it takes to succeed. So in this session Digi-Capital will tell you everything about where the market is today, where it's going tomorrow, and what you can do to win. To avoid "death by Powerpoint", Digi-Capital will answer your XR questions live on stage using their real-time analytics. As session time is limited, please tell us what you want to know at events@vr-intelligence.com

Digi-Capital Tim Merel Managing Director Digi-Capital

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10:35
XR: Past, Present, and Future

A brief jump into the past before looking at current and future technologies that will shape how XR impacts the way we work in the next 3 to 5 years.

HP Scott Rawlings Global Commercial VR GTM Lead HP

11:00
Networking Break & Exhibition
11:30
Panel Debate: 2025 Vision – will VR & AR ever be as ubiquitous as mobile and what will it take to get there?
  • Do VR & AR really represent a new computing revolution?
  • Is the move to immersion the next huge tech shift following mobile’s vast penetration?
  • Find out why wide enterprise adoption is key to ensuring a buoyant consumer market takes hold
  • Will AR outgun VR in time? When could it happen – and what’s going to cause this shift?

Google Steven Kan Head of Global Strategy, AR and VR Google

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

Qualcomm Prince Gupta Senior Product Manager, XR Qualcomm

Ubiquity6 Anjney Midha CEO Ubiquity6

12:10
Presentation details TBC

Bose Corporation John Gordon Vice President, Consumer Electronics Division Bose Corporation

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12:30
Beyond Reality: The magic behind The VOID

For Curtis Hickman, Chief Creative Officer and Co-Founder of The VOID, the art of illusion has been an obsession for over two decades. As an award-winning magician, Curtis uses his background in the craft to merge virtual and physical environments and create fully immersive VR experiences that transcend the limitations of reality. Join Curtis Hickman as he discusses the practical and virtual magic principles behind The VOID and how these next-generation hyper reality experiences are setting a new bar for the future of entertainment and much, much more.

The VOID Curtis Hickman Chief Creative Officer & Founder The VOID

12:50
Varjo – Starting a new era of professional VR

Until now, professional VR has been somewhat of an oxymoron. In his talk, CEO Urho Konttori will reveal how Varjo profoundly changes the way professionals work, design and create with the world’s first human-eye resolution virtual reality device.

Varjo Urho Konttori Founder Varjo

1:05
Networking Lunch & Exhibition
2:20
The rise and rise of large-scale location based virtual reality

Virtually all VR leaders agree that one of the major challenges for the industry is getting consumers to experience its power. Getting people to try VR without having to purchase an expensive headset is crucial to raising awareness. Purpose built large-scale free roam experiences provide an opportunity for this and are one of the major growing segments of the industry. In this session, some of those on the front line will give their views on what’s working now, where the challenges still remain and where the future is likely heading.

Nomadic Doug Griffin CEO Nomadic

Dreamscape Immersive Jennifer Magee-Cook Head of Production Dreamscape Immersive

PlatformaVR Ilya Kuzyuk CEO PlatformaVR

Panel moderated by: The Armada Christopher Lafayette Founder The Armada

3:00
Sowing, Growing & Reaping – Where were we, where are we and where are we going with Digital Reality?
  • How have we got to where we are and what lessons did we learn?
  • What is selling today and what specifically are our customers asking for?
  • Why are some enterprise applications better suited to Digital Reality than others?
  • Where are we going and what are the key things we need to do to get there?

Deloitte Digital Allan Cook Digital Reality Business Leader Deloitte Digital

3:20
Using immersive computing to affect your bottom line

From healthcare and training/education, to LBE and ecommerce industries, VR/AR is opening new opportunities for companies to innovate and improve every aspect of human life.

Looking specifically at training/education, Sixense, in conjunction with partner Lincoln Electric, are able to facilitate realistic VR simulations of workplace experiences with the VRTEX System, which guarantees significant ROI in terms of decreasing cost of materials and operating costs, delivering faster training and increasing certification rates. All in a safe, reliable, and repeatable immersive environment that reduces insurance premiums.

Sixense Amir Rubin Co-Founder & CEO Sixense

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3:40
Where in the world? A review of the best global expansion opportunities
  • Hear which national governments and city/state authorities are fostering innovation in XR - and why
  • What's on offer? Who's providing the best tax credits, financial and on the ground support?
  • Why understanding local structures and opportunities can positively impact business consistency and scalability

Australian Trade Commission Jessica Richman Director, Investment Australian Trade Commission

Panel moderated by: WPTWC Wallace Poulter Immersive Industry Consultant WPTWC

4:20
Networking Break & Exhibition
4:50
Where are the biggest opportunities for XR in business?
  • Where are VR & AR technologies and content are having the biggest impact and delivering the most benefit
  • Explore how immersive tech is providing real-world savings and increased productivity across industry verticals
  • Assess VR and AR 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

General Motors Tim Bates IT Fellow, Immersive Technologies Strategy General Motors

Lowe's Companies, Inc. Ross Neumann Head of Partnerships, Lowe's Innovation Labs Lowe's Companies, Inc.

CBT Nirva Fereshetian CIO CBT

HTC Vive Vinay Narayan Vice President, Product and Operations (Americas) HTC Vive

Moderated by: 4D Pipeline Tyler Worden Managing Partner 4D Pipeline

5:30
Presentation title TBC
5:45
How things will work together in the future of AR

AR is developing at a rapid pace and the consensus is that it will significantly change the way we interact with the world around us. But there are many questions – and some legitimate concerns - on how this augmented future will look.

In this session, we’ll look at how the questions of permissions, states, and how things work together has to be front of mind as AR systems develop and how the increased prevalence of AR content and interfaces will potentially spawn whole new industries.

Unity Technologies Timoni West Director of XR Research, Unity Labs Unity Technologies

in conversation with XEODesign Nicole Lazzaro President XEODesign

6:10
Networking drinks & Exhibition

DAY TWO TRACK #1 – CAPTURING CONSUMER ATTENTION WITH XR

09:10
Four thoughts on the future of immersive entertainment

In this session, Ted Schilowitz who’s tasked by Paramount with forecasting how emerging technologies and trends will affect the creation, distribution and consumption of entertainment will talk with Wallace Poulter, the former Strategic Insights Director at Magic Leap to dive into four key projections on the future of immersive entertainment.

Paramount Pictures Ted Schilowitz Futurist Paramount Pictures

in conversation with WPTWC Wallace Poulter Immersive Industry Consultant WPTWC

09:35
The VR hockey stick – The path to mass adoption

nDreams CEO and Founder Patrick O’Luanaigh presents an in depth, up-to-date guide of the current VR games market with exclusive insight from other VR leaders. From ‘true’ VR and 5G to VR/AR convergence, Patrick will identify the key growth drivers for the industry, indicate when and why we expect the “hockey stick moment” and what should be kept in mind to capitalize on this future opportunity.

nDreams Patrick O'Luanaigh Chief Executive Officer nDreams

09:55
What's the Story? How VR and immersive tech are creating an entirely new medium for storytelling

This session brings together some of world’s leading storytellers to explore the subject of how new immersive tech developments are changing the game for interactive storytelling

  • Understand how VR can blur the lines between the content and the audience and has to be treated as a completely new medium for storytelling
  • Assess the huge variety of narrative possibilities in VR and how to approach this from a creative standpoint – what needs to change from traditional linear storytelling?
  • Hear how the tech can be both a help and a hindrance in storytelling… and how creatives and tech companies are both adjusting to the new medium to develop the best possible experiences
  • How does the rise of AR / MR play into this? What challenges and opportunities do these new platforms provide for creatives in telling meaningful and engaging stories?

Felix & Paul Studios Paul Raphael Co-Founder / Director Felix & Paul Studios

Penrose Studios Bruna Berford Head of Animation Penrose Studios

Paramount Ted Schilowitz Futurist Paramount

Specular Theory Ryan Pulliam Co-Founder Specular Theory

Moderated by: Entertainment Technology Center Philip Lelyveld Immersive Media Initiative Program Lead Entertainment Technology Center

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10:35
How mobile XR will transform the home viewing experience

Discover why mobile operators and cable providers should adopt mobile XR solutions today to secure their business future. The increase in content on-demand via smartphones and tablets alike, coupled with the popularity of YouTube and Netflix episodic content, has fostered a new generation of viewers who are no longer turning to TV for their primary infotainment at home.

Thanks to advances in XR technology, devices and streaming services, consumers will start viewing news, entertainment and gaming content in more mobile and engaging ways both inside and outside the home especially with the coming of 5G. In this session, you will learn how consumers will benefit from the freedom to see, move, hear, and interact intuitively with content they choose and about the latest Qualcomm Mobile XR platforms that are driving the innovations to deliver these experiences.

Qualcomm Patrick Costello Senior Director - Business Development Qualcomm

10:50
The move to Simulated Reality: How XR without wearables can provide a much more real immersive experience
  • Hear why HMDs provide an immersive experience but limit human interaction, which is restricting full adaptation
  • Understand how removing wearables allows users full merging of the real world and the virtual world and allows for more natural interaction
  • Discover why Simulated Reality offers greater potential for finding the killer application than VR
  • Find out how Simulated Reality has the potential to fundamentally change the way we interact with the digital world

Dimenco Arne Balk Brand Marketing Director Dimenco

11:05
Networking Break & Exhibition
11:35
Building compelling immersive experiences to drive consumer and enterprise adoption

For us to see mass consumer and enterprise adoption of VR & AR, we have to provide experiences that give users better and different experiences than they can get from alternative media.

  • Which technical and experiential components are most important to consider when creating great immersive experiences?
  • What are the latest advances in visual fidelity – how realistic can experiences now truly be?
  • How are improved audio techniques affecting user experience and the feeling of presence?
  • How can enhancing motion, touch and feel in VR and AR help to increase overall sense of immersion?
12:15
Early learnings from the location-based virtual reality market

Location-based entertainment (LBE) has become a driving force for virtual reality to win over mainstream consumers. Survios, a leading VR-exclusive developer and publisher, were quick to recognize the fast-growing rise of VR arcades as an ideal distribution market for their critically-acclaimed VR titles: Raw Data, Sprint Vector, and Creed: Rise to Glory. Now, their games are played in thousands of arcades in 40 countries and they have opened their own flagship VR arcade in Torrence, CA.

In this talk, Ben Kim, VP of Business Development at Survios, highlights the challenges of the burgeoning industry, firsthand lessons learned, and successful case studies for attracting and retaining customers, engaging content that draws in players, and more!

Survios Ben Kim CFO & VP of Business Development Survios

12:35
A route to mass consumer adoption: Location based VR and arcades
  • Get insight on why VR and location-based entertainment pair so well
  • Who's seeing the biggest growth? Where's out-of-home VR working best and why?
  • What are some to the challenges to making a business of LBE VR - for both content creator and facilities
  • Discover why having the right content is crucial - and how centers are managing this

Dave & Busters Kevin Bachus Senior Vice President - Entertainment Dave & Busters

Digital Domain John Canning Executive Producer Digital Domain

CleanBox Technology Amy Hedrick Founder CleanBox Technology

Panel moderated by: The Armada Christopher Lafayette Founder The Armada

1:15
Networking Lunch & Exhibition
2:30
Gaming: What’s the real state of VR gaming?
  • Has the impact of VR on gaming really been underwhelming? Or is that just press talk?
  • Which games are succeeding – and why? And why have big studios like CCP shut the door on VR (for now at least)?
  • What are consumers spending $$$ on? And are there enough of them to justify development costs
  • Is the short term all about location-based licensing – or can real money be made direct to consumer?
  • Are OEMs taking content seriously? And what about AR – is that where the real mainstream adoption comes into play?

Cloudhead Games Denny Unger CEO Cloudhead Games

nDreams Patrick O'Luanaigh Chief Executive Officer nDreams

Skydance Interactive Amy Allison Head of Community Skydance Interactive

Vertigo Games John Coleman Director - Business Development Vertigo Games

Panel moderated by: VentureBeat Dean Takahashi Lead Writer for GamesBeat VentureBeat

3:10
VR games vs. flat screen games: Differences in marketing strategies & execution

The gaming industry has, over the last 30 years, built up a robust and trustworthy understanding of behavior, interests, needs and expectations among traditional flat screen gamers. These insights have worked as the foundation for many marketers throughout the years as they have created and executed their marketing plans.

Today, any marketer focusing on VR games will find themselves in a much less mature market, working in the shadows without concrete knowledge about the consumers while fighting a general skepticism among traditional gaming media. In this presentation, Andreas will explain the key differences between marketing VR games & traditional flat screen games while highlighting the challenges any VR marketer faces and provide suggestions on how to overcome these.

Fast Travel Games AB Andreas Juliusson PR & Marketing Manager Fast Travel Games AB

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3:30
Driving true consumer immersion: The future of XR, AI and new tech advances

XR & AI are accelerating at an astonishing rate. And they’re increasingly coming together to bring ever more immersive consumer experiences. Add to this the evolution of spatial mapping and the AR cloud and the opportunities to create and distribute amazing immersive content are developing rapidly.

So what are the latest advances? Where are we with 3D asset generation and real-world interaction? Are we on the verge of being able to interact with autonomous avatars? Will HMDs, phones or something else end up being the dominant user interface? And crucially, what’s it going to take for consumers to be ready to adopt and interact en masse with immersive content?

Happy Finish Daniel Cheetham CEO Happy Finish

6D.ai Matt Miesnieks CEO 6D.ai

Artie Ryan Horrigan CEO Artie

4:10
What are consumer brands really looking to do with VR & AR… and what’s stopping them?
  • Hear examples of how VR & AR is allowing brands to create interactive and engaging worlds and experiences for customers
  • Many brands are trying it on for size, but is it delivering for them? What are they really looking to use VR & AR for? Do they really understand what it can help them achieve?
  • Are there any downsides? And what's realistic in terms of campaign investment in this early stage of the industry's development?

Nestlé Christine Koppinger Global AR/VR Innovation Lead Nestlé

REWIND Rick Davis General Manager REWIND

MediaMonks Kelly Kandle Experiential Executive Producer MediaMonks

Specular Theory Ryan Pulliam Co-Founder Specular Theory

4:50
End of Conference

DAY TWO: TRACK #2 – PROVING THE ENTERPRISE CASE FOR XR

09:10
Moving immersive tech from POC to deployment in enterprise

HTC Vive Vinay Narayan Vice President, Product and Operations (Americas) HTC Vive

09:30
Gaining buy-in and internal support for enterprise immersive tech adoption
  • Explore the real benefits of immersive tech and how to gain buy-in from the right people
  • Where should immersive tech sit in the business and who should own it?
  • How can you move towards holistic convergence? Navigate the hurdles to incorporating VR & AR into workflows across the business
  • How can innovative leaders gain internal investment in traditional, risk-averse organizations - and encourage staff adoption to prove its worth?

GE Power Connor McCollough Product Architect, Innovation & Business Transformation GE Power

Johnson & Johnson Raj Tiwari Immersive Technologies Service Owner (XR) Johnson & Johnson

Merck USA Douglas Arnold Director, Client Service Leader, Global Science, Technology, and Commercialization Merck USA

Talespin Kyle Jackson CEO Talespin

Panel chaired by: EndeavorVR Amy Peck Founder/CEO EndeavorVR

10:10
How immersive training is accelerating employee productivity at Siemens Energy
  • Learn how Siemens Energy is adopting immersive technology to train their workforce and accelerate digital transformation
  • Get an understanding of how Siemens Energy is benefitting from a joint solution from hardware and software providers (HP & DiSTI)
  • Is maintenance training ready for VR? And what are the key components of a training package?

Siemens PLM Software Kevin Carpenter Director – Global Operations Training Network Siemens Energy Inc

The DiSTI Corporation John Cunningham Chief Revenue Officer The DiSTI Corporation

in conversation with HP Dan Schneider VR Evangelist HP

10:35
How pharma and healthcare companies can use AR/VR to improve efficiency and benefit patients
  • Why is research and manufacturing in pharma and healthcare so difficult?
  • What primary challenges are pharma and healthcare companies facing in these areas?
  • How are AR & VR being used today to solve these really big problems?
  • Where are the opportunities for this technology to shape the future of the industry?

Merck USA Douglas Arnold Director, Client Service Leader, Global Science, Technology, and Commercialization Merck USA

Apprentice.io Angelo Stracquatanio CEO Apprentice.io

Intervoke Tyler Woods CEO Intervoke

11:15
Networking Break & Exhibition
11:40
Building the XR tech stack for enterprise

Immersive technologies can bring huge efficiencies to organizations of all shapes and sizes. But every company is different and has its own processes and IT infrastructure in place. So how are hardware and software companies approaching this. And what’s actually needed to build a workable tech stack for VR / AR in enterprise?

Oculus Andy Mathis Head of Partnerships Oculus

The Microsoft Garage Mike Pell Envisioneer The Microsoft Garage

Clay Air, Inc. Varag Gharibjanian Head of BD & Product Strategy Clay Air, Inc.

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

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12:20
How Digital Lens correction can achieve high picture quality in VR/AR HMDs

It is commonly accepted that picture quality and visual fidelity are crucial factors for truly immersive VR/AR experiences. While increasing the pixel density is technologically feasible, the optical performance of VR/AR HMD lenses remains a problem due to lens design constraints and the laws of physics.

  • Get insight on how the industry needs to think differently to ensure improved visual fidelity as the requirement for ever thinner and more lightweight lenses increases
  • Hear how computational lens correction can help achieve higher resolution, suppress chromatic aberrations and enable wider field of view, while adding no extra size or weight to the optical system
  • Learn how adapting to the changes of optical flow due to eye pupil movement allows users to keep high quality at any gaze direction
  • Discover how objective quality measurements show more than a twofold increase in resolution and tenfold reduction of chromatic aberrations

Almalence Eugene Panich CEO Almalence

12:35
The rise of the digital twin in industrial design & manufacturing
  • Hear the latest updates from Siemens on how they're helping large-scale manufacturing companies use VR to transform their design & manufacturing capabilities
  • Get key examples from across industry of how creating digital copies of a physical assets saves time, improves efficiencies and reduces inventory costs
  • Find out how the application of VR and digital twins has the potential to fundamentally change existing business models and workflows across enterprise

Siemens PLM Software Sashank Ganti Manager, Teamcenter Visualization Siemens PLM Software

12:55
XR and Spatial Learning for Enterprise

With XR smart glasses and spatial computing fast becoming a reality, the opportunities for leveraging Spatial Learning, Spatial Memory, and Situational Memory will make XR mandatory for most Enterprise applications that train, market, persuade, and make workers more productive.

XR Spatial Learning results already improve bottom lines by up to 20%, reduce service resolution times by up to 75%, reduce human errors up to 40%, and can offer up to 80% reductions in travel costs. From Magic Leap One, to Hololens, to Meta, to Vive, to whatever Apple is working on; come learn three XR for Enterprise Tools that leverage the unique properties of Spatial Learning in XR to supersize your training and productivity results.

XEODesign Nicole Lazzaro President XEODesign

1:10
Networking Lunch & Exhibition
2:25
How VR is helping solve labor and training challenges at DHL
  • Understand the labor challenges in the 3PL industry and why it’s in near crisis mode
  • Hear what current training programs DHL has in place and why using VR makes real business sense
  • Get insight on the current challenges DHL faces in the space and what they need help with from VR companies
  • Find out where the potential market opportunities are going forward from DHL and other large enterprises in this area

DHL Supply Chain Lee Burrell Director of Business Development - Automotive, Engineering & Manufacturing DHL Supply Chain

2:45
VR, AR and the future of training, onboarding and knowledge retention across industry
  • Get working examples of how VR and immersive training is already changing the face of enterprise training across industry
  • Efficiency versus efficacy – using VR for training undoubtedly saves time and money… but how good is it as a training tool, really?
  • What’s the place of AR – is it best placed for training, real-time worker guidance, or both?
  • How are the technologies having an impact on recruitment and onboarding?

DHL Supply Chain Lee Burrell Director of Business Development - Automotive, Engineering & Manufacturing DHL Supply Chain

Jacobs Amrita Bajwa VDC Director – West Area Jacobs

Portico Studios Jeff Meador COO Portico Studios

Panel chaired by: HP Jay Fraser Global Head of VR, Training HP

3:25
Presentation title TBC
3:45
Embedding XR in enterprise – the importance of pilot projects and POCs
  • Hear how BASF sees the potential of VR & AR to provide new innovative business models to change how they operate internally and how they sell to and support customers
  • Learn why proving the business case for specific applications is crucial to securing ongoing investment and buy-in from across the business
  • Get insight on why the right opportunity identification is crucial and how pilot projects have to be made very hands-on to ensure relevancy and proof of concept.
  • Find out how to approach the integration of XR technologies in a less daunting manner – and how to pick the right internal teams and external partners for success

BASF Ricardo Rodríguez Global Virtual Design & Construction (VDC) Specialist BASF

BASF Justin DeMarco Business Development, Neopar BASF

4:05
How VR is progressing in Audi dealerships

Audi were one of the first automotive companies to bring VR into dealerships to increase customer engagement and drive sales. They are now moving onto their second generation system and have made some extensive changes. This case study presentation looks at what they’ve done, and why.

  • What did Audi learn from the first generation – and how has this affected the delivery of the new system?
  • What improvements are they seeing – and how are they measuring this?
  • What is their production pipeline like? And what specifically is involved here?

Audi Business Innovation Lorenz Schweiger VR Strategy Audi Business Innovation

4D Pipeline Tyler Worden Managing Partner 4D Pipeline

4:30
Combining mixed reality and IoT to create simple immersive digital assets for enterprise applications
  • Discover what components make up a simple immersive digital asset
  • Understand the value CDM Smith sees in using these assets for both internal use and client projects
  • Hear how CDM Smith is using mixed reality to future-proof infrastructure asset investments
  • Find out which use cases CDM Smith finds most compelling for the use of digital twins

CDM Smith Scott Aldridge Innovation & Disruptive Technology Leader CDM Smith

4:50
End of Conference

DAY TWO TRACK #3 – START UP & SUCCEED IN XR

This track is designed specifically for start-ups and provides an incredible opportunity to hear what it takes to build the right business, secure funding and succeed in the immersive tech marketplace.

09:00 - 09:25
Where is the market demand and where are the gaps for start-ups to exploit?
  • Hear where the primary market demand is for new tech, solutions and experiences
  • Which areas should you avoid? Where is there oversaturation?
  • Make sure you’re not solving a problem that’s already been solved
  • What’s stopping the technology advancing as quickly as it could be – and what opportunities does this provide?
09:00 - 09:25
Investor Panel: What do investors want and what are their frustrations?
  • How much VC money is really left out there for VR & AR focused start-ups?
  • Discover the best ways to get a slice of this funding
  • Get clarity on what realistic investment aims should be
  • The importance of pitch clarity – and exactly what you need investment for
  • Find out what frustrates potential investors most
09:00 - 09:25
Investment Bootcamp:

Get practical insight on how to properly identify and approach investors and how to pitch for investment. Walk away with proven techniques to make your next meetings with investors much more successful

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09:00 - 09:25
How venture capital isn’t the only route to finance
  • Hear about the opportunities for funding outside of VC money
  • What support is available from trade consulates, corporate partnerships & incubators
  • Is working direct with enterprise a realistic prospect to get your start-up off the ground?
09:00 - 09:25
Start-up success stories
  • A series of short presentations from successful start-ups on how they found a recipe for success – and how the navigated potential roadblocks along the way

With insights from these successful startups and more...

The Wild Gabe Paez Founder and CEO The Wild

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

DAY ONE: IMMERSION 2025 - LEADERSHIP STRATEGY SUMMIT

This first day is set up to give a clear picture of the real market opportunities and challenges as VR & AR gain traction in both the consumer and enterprise markets.

It will comprise a number of keynote presentations, expert panel discussions and fireside chats to get to the heart of what’s actually happening in the market right now and where the immediate and future opportunities lie.

09:00
What’s really happened with VR & AR in 2018 – and what’s the real 2019 outlook?
  • How widespread is enterprise penetration? Which sectors are leading the way?
  • Is there really a consumer marketplace for VR and / or AR yet?
  • What’s holding up growth? Hear what’s needed to inject real impetus into the markets
  • Will we see household penetration of VR in 2019? Who’s best placed to deliver it?

SuperData Research Stephanie Llamas VP of Strategy and Head of XR SuperData Research

09:25
Investment Panel: Where’s the smart money heading and why?
  • Where are the gaps restricting market growth and where the biggest opportunities?
  • Who’s gone too big too early? And who’s not even in the game yet that should be?
  • Which start-ups are showing real promise? And how will the returns shake out in the next 24 months?
  • Who, or what, is going to be the big market disruptor and take VR & AR ono the next level

Comcast Ventures Michael Yang Managing Director Comcast Ventures

Maveron David Wu Partner Maveron

HP Tech Ventures Angelo Del Priore Partner HP Tech Ventures

HTC Pearly Chen Chief of Staff to CEO & Director of Vive X HTC

Panel moderated by: Digital Capital Advisors LLC Elgin Thompson Managing Director Digital Capital Advisors LLC

10:15
The reality of XR: everything you want to know about AR/VR and what it takes to scale

Experience and gut feel will only get you so far in XR - when you reach the data and analytics stage, you need cold, hard facts to answer the questions it takes to succeed. So in this session Digi-Capital will tell you everything about where the market is today, where it's going tomorrow, and what you can do to win. To avoid "death by Powerpoint", Digi-Capital will answer your XR questions live on stage using their real-time analytics. As session time is limited, please tell us what you want to know at events@vr-intelligence.com

Digi-Capital Tim Merel Managing Director Digi-Capital

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10:35
XR: Past, Present, and Future

A brief jump into the past before looking at current and future technologies that will shape how XR impacts the way we work in the next 3 to 5 years.

HP Scott Rawlings Global Commercial VR GTM Lead HP

11:00
Networking Break & Exhibition
11:30
Panel Debate: 2025 Vision – will VR & AR ever be as ubiquitous as mobile and what will it take to get there?
  • Do VR & AR really represent a new computing revolution?
  • Is the move to immersion the next huge tech shift following mobile’s vast penetration?
  • Find out why wide enterprise adoption is key to ensuring a buoyant consumer market takes hold
  • Will AR outgun VR in time? When could it happen – and what’s going to cause this shift?

Google Steven Kan Head of Global Strategy, AR and VR Google

Deutsche Telekom Terry Schussler Director, Immersive Technology Deutsche Telekom

Qualcomm Prince Gupta Senior Product Manager, XR Qualcomm

Ubiquity6 Anjney Midha CEO Ubiquity6

12:10
Presentation details TBC

Bose Corporation John Gordon Vice President, Consumer Electronics Division Bose Corporation

Register Now - Don't miss out

12:30
Beyond Reality: The magic behind The VOID

For Curtis Hickman, Chief Creative Officer and Co-Founder of The VOID, the art of illusion has been an obsession for over two decades. As an award-winning magician, Curtis uses his background in the craft to merge virtual and physical environments and create fully immersive VR experiences that transcend the limitations of reality. Join Curtis Hickman as he discusses the practical and virtual magic principles behind The VOID and how these next-generation hyper reality experiences are setting a new bar for the future of entertainment and much, much more.

The VOID Curtis Hickman Chief Creative Officer & Founder The VOID

12:50
Varjo – Starting a new era of professional VR

Until now, professional VR has been somewhat of an oxymoron. In his talk, CEO Urho Konttori will reveal how Varjo profoundly changes the way professionals work, design and create with the world’s first human-eye resolution virtual reality device.

Varjo Urho Konttori Founder Varjo

1:05
Networking Lunch & Exhibition
2:20
The rise and rise of large-scale location based virtual reality

Virtually all VR leaders agree that one of the major challenges for the industry is getting consumers to experience its power. Getting people to try VR without having to purchase an expensive headset is crucial to raising awareness. Purpose built large-scale free roam experiences provide an opportunity for this and are one of the major growing segments of the industry. In this session, some of those on the front line will give their views on what’s working now, where the challenges still remain and where the future is likely heading.

Nomadic Doug Griffin CEO Nomadic

Dreamscape Immersive Jennifer Magee-Cook Head of Production Dreamscape Immersive

PlatformaVR Ilya Kuzyuk CEO PlatformaVR

Panel moderated by: The Armada Christopher Lafayette Founder The Armada

3:00
Sowing, Growing & Reaping – Where were we, where are we and where are we going with Digital Reality?
  • How have we got to where we are and what lessons did we learn?
  • What is selling today and what specifically are our customers asking for?
  • Why are some enterprise applications better suited to Digital Reality than others?
  • Where are we going and what are the key things we need to do to get there?

Deloitte Digital Allan Cook Digital Reality Business Leader Deloitte Digital

3:20
Using immersive computing to affect your bottom line

From healthcare and training/education, to LBE and ecommerce industries, VR/AR is opening new opportunities for companies to innovate and improve every aspect of human life.

Looking specifically at training/education, Sixense, in conjunction with partner Lincoln Electric, are able to facilitate realistic VR simulations of workplace experiences with the VRTEX System, which guarantees significant ROI in terms of decreasing cost of materials and operating costs, delivering faster training and increasing certification rates. All in a safe, reliable, and repeatable immersive environment that reduces insurance premiums.

Sixense Amir Rubin Co-Founder & CEO Sixense

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3:40
Where in the world? A review of the best global expansion opportunities
  • Hear which national governments and city/state authorities are fostering innovation in XR - and why
  • What's on offer? Who's providing the best tax credits, financial and on the ground support?
  • Why understanding local structures and opportunities can positively impact business consistency and scalability

Australian Trade Commission Jessica Richman Director, Investment Australian Trade Commission

Panel moderated by: WPTWC Wallace Poulter Immersive Industry Consultant WPTWC

4:20
Networking Break & Exhibition
4:50
Where are the biggest opportunities for XR in business?
  • Where are VR & AR technologies and content are having the biggest impact and delivering the most benefit
  • Explore how immersive tech is providing real-world savings and increased productivity across industry verticals
  • Assess VR and AR 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

General Motors Tim Bates IT Fellow, Immersive Technologies Strategy General Motors

Lowe's Companies, Inc. Ross Neumann Head of Partnerships, Lowe's Innovation Labs Lowe's Companies, Inc.

CBT Nirva Fereshetian CIO CBT

HTC Vive Vinay Narayan Vice President, Product and Operations (Americas) HTC Vive

Moderated by: 4D Pipeline Tyler Worden Managing Partner 4D Pipeline

5:30
Presentation title TBC
5:45
How things will work together in the future of AR

AR is developing at a rapid pace and the consensus is that it will significantly change the way we interact with the world around us. But there are many questions – and some legitimate concerns - on how this augmented future will look.

In this session, we’ll look at how the questions of permissions, states, and how things work together has to be front of mind as AR systems develop and how the increased prevalence of AR content and interfaces will potentially spawn whole new industries.

Unity Technologies Timoni West Director of XR Research, Unity Labs Unity Technologies

in conversation with XEODesign Nicole Lazzaro President XEODesign

6:10
Networking drinks & Exhibition

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DAY TWO TRACK #1 – CAPTURING CONSUMER ATTENTION WITH XR

09:10
Four thoughts on the future of immersive entertainment

In this session, Ted Schilowitz who’s tasked by Paramount with forecasting how emerging technologies and trends will affect the creation, distribution and consumption of entertainment will talk with Wallace Poulter, the former Strategic Insights Director at Magic Leap to dive into four key projections on the future of immersive entertainment.

Paramount Pictures Ted Schilowitz Futurist Paramount Pictures

in conversation with WPTWC Wallace Poulter Immersive Industry Consultant WPTWC

09:35
The VR hockey stick – The path to mass adoption

nDreams CEO and Founder Patrick O’Luanaigh presents an in depth, up-to-date guide of the current VR games market with exclusive insight from other VR leaders. From ‘true’ VR and 5G to VR/AR convergence, Patrick will identify the key growth drivers for the industry, indicate when and why we expect the “hockey stick moment” and what should be kept in mind to capitalize on this future opportunity.

nDreams Patrick O'Luanaigh Chief Executive Officer nDreams

09:55
What's the Story? How VR and immersive tech are creating an entirely new medium for storytelling

This session brings together some of world’s leading storytellers to explore the subject of how new immersive tech developments are changing the game for interactive storytelling

  • Understand how VR can blur the lines between the content and the audience and has to be treated as a completely new medium for storytelling
  • Assess the huge variety of narrative possibilities in VR and how to approach this from a creative standpoint – what needs to change from traditional linear storytelling?
  • Hear how the tech can be both a help and a hindrance in storytelling… and how creatives and tech companies are both adjusting to the new medium to develop the best possible experiences
  • How does the rise of AR / MR play into this? What challenges and opportunities do these new platforms provide for creatives in telling meaningful and engaging stories?

Felix & Paul Studios Paul Raphael Co-Founder / Director Felix & Paul Studios

Penrose Studios Bruna Berford Head of Animation Penrose Studios

Paramount Ted Schilowitz Futurist Paramount

Specular Theory Ryan Pulliam Co-Founder Specular Theory

Moderated by: Entertainment Technology Center Philip Lelyveld Immersive Media Initiative Program Lead Entertainment Technology Center

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10:35
How mobile XR will transform the home viewing experience

Discover why mobile operators and cable providers should adopt mobile XR solutions today to secure their business future. The increase in content on-demand via smartphones and tablets alike, coupled with the popularity of YouTube and Netflix episodic content, has fostered a new generation of viewers who are no longer turning to TV for their primary infotainment at home.

Thanks to advances in XR technology, devices and streaming services, consumers will start viewing news, entertainment and gaming content in more mobile and engaging ways both inside and outside the home especially with the coming of 5G. In this session, you will learn how consumers will benefit from the freedom to see, move, hear, and interact intuitively with content they choose and about the latest Qualcomm Mobile XR platforms that are driving the innovations to deliver these experiences.

Qualcomm Patrick Costello Senior Director - Business Development Qualcomm

10:50
The move to Simulated Reality: How XR without wearables can provide a much more real immersive experience
  • Hear why HMDs provide an immersive experience but limit human interaction, which is restricting full adaptation
  • Understand how removing wearables allows users full merging of the real world and the virtual world and allows for more natural interaction
  • Discover why Simulated Reality offers greater potential for finding the killer application than VR
  • Find out how Simulated Reality has the potential to fundamentally change the way we interact with the digital world

Dimenco Arne Balk Brand Marketing Director Dimenco

11:05
Networking Break & Exhibition
11:35
Building compelling immersive experiences to drive consumer and enterprise adoption

For us to see mass consumer and enterprise adoption of VR & AR, we have to provide experiences that give users better and different experiences than they can get from alternative media.

  • Which technical and experiential components are most important to consider when creating great immersive experiences?
  • What are the latest advances in visual fidelity – how realistic can experiences now truly be?
  • How are improved audio techniques affecting user experience and the feeling of presence?
  • How can enhancing motion, touch and feel in VR and AR help to increase overall sense of immersion?
12:15
Early learnings from the location-based virtual reality market

Location-based entertainment (LBE) has become a driving force for virtual reality to win over mainstream consumers. Survios, a leading VR-exclusive developer and publisher, were quick to recognize the fast-growing rise of VR arcades as an ideal distribution market for their critically-acclaimed VR titles: Raw Data, Sprint Vector, and Creed: Rise to Glory. Now, their games are played in thousands of arcades in 40 countries and they have opened their own flagship VR arcade in Torrence, CA.

In this talk, Ben Kim, VP of Business Development at Survios, highlights the challenges of the burgeoning industry, firsthand lessons learned, and successful case studies for attracting and retaining customers, engaging content that draws in players, and more!

Survios Ben Kim CFO & VP of Business Development Survios

12:35
A route to mass consumer adoption: Location based VR and arcades
  • Get insight on why VR and location-based entertainment pair so well
  • Who's seeing the biggest growth? Where's out-of-home VR working best and why?
  • What are some to the challenges to making a business of LBE VR - for both content creator and facilities
  • Discover why having the right content is crucial - and how centers are managing this

Dave & Busters Kevin Bachus Senior Vice President - Entertainment Dave & Busters

Digital Domain John Canning Executive Producer Digital Domain

CleanBox Technology Amy Hedrick Founder CleanBox Technology

Panel moderated by: The Armada Christopher Lafayette Founder The Armada

1:15
Networking Lunch & Exhibition
2:30
Gaming: What’s the real state of VR gaming?
  • Has the impact of VR on gaming really been underwhelming? Or is that just press talk?
  • Which games are succeeding – and why? And why have big studios like CCP shut the door on VR (for now at least)?
  • What are consumers spending $$$ on? And are there enough of them to justify development costs
  • Is the short term all about location-based licensing – or can real money be made direct to consumer?
  • Are OEMs taking content seriously? And what about AR – is that where the real mainstream adoption comes into play?

Cloudhead Games Denny Unger CEO Cloudhead Games

nDreams Patrick O'Luanaigh Chief Executive Officer nDreams

Skydance Interactive Amy Allison Head of Community Skydance Interactive

Vertigo Games John Coleman Director - Business Development Vertigo Games

Panel moderated by: VentureBeat Dean Takahashi Lead Writer for GamesBeat VentureBeat

3:10
VR games vs. flat screen games: Differences in marketing strategies & execution

The gaming industry has, over the last 30 years, built up a robust and trustworthy understanding of behavior, interests, needs and expectations among traditional flat screen gamers. These insights have worked as the foundation for many marketers throughout the years as they have created and executed their marketing plans.

Today, any marketer focusing on VR games will find themselves in a much less mature market, working in the shadows without concrete knowledge about the consumers while fighting a general skepticism among traditional gaming media. In this presentation, Andreas will explain the key differences between marketing VR games & traditional flat screen games while highlighting the challenges any VR marketer faces and provide suggestions on how to overcome these.

Fast Travel Games AB Andreas Juliusson PR & Marketing Manager Fast Travel Games AB

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3:30
Driving true consumer immersion: The future of XR, AI and new tech advances

XR & AI are accelerating at an astonishing rate. And they’re increasingly coming together to bring ever more immersive consumer experiences. Add to this the evolution of spatial mapping and the AR cloud and the opportunities to create and distribute amazing immersive content are developing rapidly.

So what are the latest advances? Where are we with 3D asset generation and real-world interaction? Are we on the verge of being able to interact with autonomous avatars? Will HMDs, phones or something else end up being the dominant user interface? And crucially, what’s it going to take for consumers to be ready to adopt and interact en masse with immersive content?

Happy Finish Daniel Cheetham CEO Happy Finish

6D.ai Matt Miesnieks CEO 6D.ai

Artie Ryan Horrigan CEO Artie

4:10
What are consumer brands really looking to do with VR & AR… and what’s stopping them?
  • Hear examples of how VR & AR is allowing brands to create interactive and engaging worlds and experiences for customers
  • Many brands are trying it on for size, but is it delivering for them? What are they really looking to use VR & AR for? Do they really understand what it can help them achieve?
  • Are there any downsides? And what's realistic in terms of campaign investment in this early stage of the industry's development?

Nestlé Christine Koppinger Global AR/VR Innovation Lead Nestlé

REWIND Rick Davis General Manager REWIND

MediaMonks Kelly Kandle Experiential Executive Producer MediaMonks

Specular Theory Ryan Pulliam Co-Founder Specular Theory

4:50
End of Conference

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DAY TWO: TRACK #2 – PROVING THE ENTERPRISE CASE FOR XR

09:10
Moving immersive tech from POC to deployment in enterprise

HTC Vive Vinay Narayan Vice President, Product and Operations (Americas) HTC Vive

09:30
Gaining buy-in and internal support for enterprise immersive tech adoption
  • Explore the real benefits of immersive tech and how to gain buy-in from the right people
  • Where should immersive tech sit in the business and who should own it?
  • How can you move towards holistic convergence? Navigate the hurdles to incorporating VR & AR into workflows across the business
  • How can innovative leaders gain internal investment in traditional, risk-averse organizations - and encourage staff adoption to prove its worth?

GE Power Connor McCollough Product Architect, Innovation & Business Transformation GE Power

Johnson & Johnson Raj Tiwari Immersive Technologies Service Owner (XR) Johnson & Johnson

Merck USA Douglas Arnold Director, Client Service Leader, Global Science, Technology, and Commercialization Merck USA

Talespin Kyle Jackson CEO Talespin

Panel chaired by: EndeavorVR Amy Peck Founder/CEO EndeavorVR

10:10
How immersive training is accelerating employee productivity at Siemens Energy
  • Learn how Siemens Energy is adopting immersive technology to train their workforce and accelerate digital transformation
  • Get an understanding of how Siemens Energy is benefitting from a joint solution from hardware and software providers (HP & DiSTI)
  • Is maintenance training ready for VR? And what are the key components of a training package?

Siemens PLM Software Kevin Carpenter Director – Global Operations Training Network Siemens Energy Inc

The DiSTI Corporation John Cunningham Chief Revenue Officer The DiSTI Corporation

in conversation with HP Dan Schneider VR Evangelist HP

10:35
How pharma and healthcare companies can use AR/VR to improve efficiency and benefit patients
  • Why is research and manufacturing in pharma and healthcare so difficult?
  • What primary challenges are pharma and healthcare companies facing in these areas?
  • How are AR & VR being used today to solve these really big problems?
  • Where are the opportunities for this technology to shape the future of the industry?

Merck USA Douglas Arnold Director, Client Service Leader, Global Science, Technology, and Commercialization Merck USA

Apprentice.io Angelo Stracquatanio CEO Apprentice.io

Intervoke Tyler Woods CEO Intervoke

11:15
Networking Break & Exhibition
11:40
Building the XR tech stack for enterprise

Immersive technologies can bring huge efficiencies to organizations of all shapes and sizes. But every company is different and has its own processes and IT infrastructure in place. So how are hardware and software companies approaching this. And what’s actually needed to build a workable tech stack for VR / AR in enterprise?

Oculus Andy Mathis Head of Partnerships Oculus

The Microsoft Garage Mike Pell Envisioneer The Microsoft Garage

Clay Air, Inc. Varag Gharibjanian Head of BD & Product Strategy Clay Air, Inc.

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

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12:20
How Digital Lens correction can achieve high picture quality in VR/AR HMDs

It is commonly accepted that picture quality and visual fidelity are crucial factors for truly immersive VR/AR experiences. While increasing the pixel density is technologically feasible, the optical performance of VR/AR HMD lenses remains a problem due to lens design constraints and the laws of physics.

  • Get insight on how the industry needs to think differently to ensure improved visual fidelity as the requirement for ever thinner and more lightweight lenses increases
  • Hear how computational lens correction can help achieve higher resolution, suppress chromatic aberrations and enable wider field of view, while adding no extra size or weight to the optical system
  • Learn how adapting to the changes of optical flow due to eye pupil movement allows users to keep high quality at any gaze direction
  • Discover how objective quality measurements show more than a twofold increase in resolution and tenfold reduction of chromatic aberrations

Almalence Eugene Panich CEO Almalence

12:35
The rise of the digital twin in industrial design & manufacturing
  • Hear the latest updates from Siemens on how they're helping large-scale manufacturing companies use VR to transform their design & manufacturing capabilities
  • Get key examples from across industry of how creating digital copies of a physical assets saves time, improves efficiencies and reduces inventory costs
  • Find out how the application of VR and digital twins has the potential to fundamentally change existing business models and workflows across enterprise

Siemens PLM Software Sashank Ganti Manager, Teamcenter Visualization Siemens PLM Software

12:55
XR and Spatial Learning for Enterprise

With XR smart glasses and spatial computing fast becoming a reality, the opportunities for leveraging Spatial Learning, Spatial Memory, and Situational Memory will make XR mandatory for most Enterprise applications that train, market, persuade, and make workers more productive.

XR Spatial Learning results already improve bottom lines by up to 20%, reduce service resolution times by up to 75%, reduce human errors up to 40%, and can offer up to 80% reductions in travel costs. From Magic Leap One, to Hololens, to Meta, to Vive, to whatever Apple is working on; come learn three XR for Enterprise Tools that leverage the unique properties of Spatial Learning in XR to supersize your training and productivity results.

XEODesign Nicole Lazzaro President XEODesign

1:10
Networking Lunch & Exhibition
2:25
How VR is helping solve labor and training challenges at DHL
  • Understand the labor challenges in the 3PL industry and why it’s in near crisis mode
  • Hear what current training programs DHL has in place and why using VR makes real business sense
  • Get insight on the current challenges DHL faces in the space and what they need help with from VR companies
  • Find out where the potential market opportunities are going forward from DHL and other large enterprises in this area

DHL Supply Chain Lee Burrell Director of Business Development - Automotive, Engineering & Manufacturing DHL Supply Chain

2:45
VR, AR and the future of training, onboarding and knowledge retention across industry
  • Get working examples of how VR and immersive training is already changing the face of enterprise training across industry
  • Efficiency versus efficacy – using VR for training undoubtedly saves time and money… but how good is it as a training tool, really?
  • What’s the place of AR – is it best placed for training, real-time worker guidance, or both?
  • How are the technologies having an impact on recruitment and onboarding?

DHL Supply Chain Lee Burrell Director of Business Development - Automotive, Engineering & Manufacturing DHL Supply Chain

Jacobs Amrita Bajwa VDC Director – West Area Jacobs

Portico Studios Jeff Meador COO Portico Studios

Panel chaired by: HP Jay Fraser Global Head of VR, Training HP

3:25
Presentation title TBC
3:45
Embedding XR in enterprise – the importance of pilot projects and POCs
  • Hear how BASF sees the potential of VR & AR to provide new innovative business models to change how they operate internally and how they sell to and support customers
  • Learn why proving the business case for specific applications is crucial to securing ongoing investment and buy-in from across the business
  • Get insight on why the right opportunity identification is crucial and how pilot projects have to be made very hands-on to ensure relevancy and proof of concept.
  • Find out how to approach the integration of XR technologies in a less daunting manner – and how to pick the right internal teams and external partners for success

BASF Ricardo Rodríguez Global Virtual Design & Construction (VDC) Specialist BASF

BASF Justin DeMarco Business Development, Neopar BASF

4:05
How VR is progressing in Audi dealerships

Audi were one of the first automotive companies to bring VR into dealerships to increase customer engagement and drive sales. They are now moving onto their second generation system and have made some extensive changes. This case study presentation looks at what they’ve done, and why.

  • What did Audi learn from the first generation – and how has this affected the delivery of the new system?
  • What improvements are they seeing – and how are they measuring this?
  • What is their production pipeline like? And what specifically is involved here?

Audi Business Innovation Lorenz Schweiger VR Strategy Audi Business Innovation

4D Pipeline Tyler Worden Managing Partner 4D Pipeline

4:30
Combining mixed reality and IoT to create simple immersive digital assets for enterprise applications
  • Discover what components make up a simple immersive digital asset
  • Understand the value CDM Smith sees in using these assets for both internal use and client projects
  • Hear how CDM Smith is using mixed reality to future-proof infrastructure asset investments
  • Find out which use cases CDM Smith finds most compelling for the use of digital twins

CDM Smith Scott Aldridge Innovation & Disruptive Technology Leader CDM Smith

4:50
End of Conference

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DAY TWO TRACK #3 – START UP & SUCCEED IN XR

This track is designed specifically for start-ups and provides an incredible opportunity to hear what it takes to build the right business, secure funding and succeed in the immersive tech marketplace.

09:00 - 09:25
Where is the market demand and where are the gaps for start-ups to exploit?
  • Hear where the primary market demand is for new tech, solutions and experiences
  • Which areas should you avoid? Where is there oversaturation?
  • Make sure you’re not solving a problem that’s already been solved
  • What’s stopping the technology advancing as quickly as it could be – and what opportunities does this provide?
09:00 - 09:25
Investor Panel: What do investors want and what are their frustrations?
  • How much VC money is really left out there for VR & AR focused start-ups?
  • Discover the best ways to get a slice of this funding
  • Get clarity on what realistic investment aims should be
  • The importance of pitch clarity – and exactly what you need investment for
  • Find out what frustrates potential investors most
09:00 - 09:25
Investment Bootcamp:

Get practical insight on how to properly identify and approach investors and how to pitch for investment. Walk away with proven techniques to make your next meetings with investors much more successful

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09:00 - 09:25
How venture capital isn’t the only route to finance
  • Hear about the opportunities for funding outside of VC money
  • What support is available from trade consulates, corporate partnerships & incubators
  • Is working direct with enterprise a realistic prospect to get your start-up off the ground?
09:00 - 09:25
Start-up success stories
  • A series of short presentations from successful start-ups on how they found a recipe for success – and how the navigated potential roadblocks along the way

With insights from these successful startups and more...

The Wild Gabe Paez Founder and CEO The Wild

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

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