The drive towards adding VR, AR and XR technology into the new Commercial entertainment - along with LBE VR, VR arcades and the new immersive media attractions. Leading industry specialist unravels this complicated sector and points to current and future developments.
AR/VR provides a natural opportunity for engaging museum visitors with authentic science content by turning a museum exhibit into a compelling canvas for immersive experiences. The session will provide a deep dive into the American Museum of Natural History’s HMD and mobile AR projects, including recently launched AR feature of the Museum’s app as well as a multiplayer VR experience in the gallery that features scientific research on extinct animals. Exploring the recently implemented examples, this talk will take you through the process of designing and prototyping AR/VR experiences to add a digital layer and dynamic focus to current exhibits.
Orbital Views won the Grand Jury Prize at Laval Virtual in 2019 for their LBE production "Apollo: Moon Operations." In 2018, their VR documentary OVERVIEW was awarded "Best Educative Experience" by HTC Vive. This applied case study will focus on the financial, technological and artistic constraints that the company has encountered in its 5 years of existence working for cultural and educative institutions as well as commercial clients.
This talk will focus on the challenges in building a global location based VR network and the future of XR entertainment, eSports and application to enterprise solutions. HOLOGATE is the world-leading creator and distributor of turnkey multiplayer virtual reality hardware and software solutions for the location-based entertainment market. Our in-house creative and development team produce exclusive XR games from inception through activation that are social, fun, easy to learn…difficult to master, and cater to all demographics. Our hope is that our global reach in 21 countries with over 3 million players to-date, will significantly expand the public awareness for VR to help further the success for all VR companies in gaming, entertainment, and enterprise.
Around the world existing destinations like theme parks, malls, and retail spaces have begun to harness the power of XR to reimagine their locations for immersive experiences, and to unlock new streams of revenue. This panel will discuss two different types of location-based entertainment (LBE) experiences that are moving the needle towards XR mass-adoption by putting millions of people through their experiences, and creating opportunities for existing locations to monetize their real estate in new ways. Thomas Wagner, Founder and CEO of VR Coaster, will share his insights from their groundbreaking collaboration with Europapark, Germany’s largest theme park, reimagining the park as a destination for immersive VR entertainment, and introducing free-roam and roller-coaster VR to their legions of loyal park visitors. Frédéric Lecompte, Founder and CEO of Backlight, and the creators of Eclipse, France’s first 4D multiplayer hyper-reality game, will join the discussion to share their learnings from building and traveling with Eclipse around the world as a portable LBE experience. The award-winning Eclipse adventure takes two teams of 2 players (4 total players) into a 40 minute space mission to rescue a crew from a sister spaceship, and to return them back to the mothership in time. We will deep-dive into lessons learned and best practices from Europe's leading LBE companies, and present key takeaways for anyone watching the explosive growth of LBE VR over the past few years.
Free-roam location-based VR is at the pinnacle of current virtual reality applications. It is a fascinating, yet still largely uncharted territory. Join the creators of Golem and Arachnoid VR, who will take you on a journey from building to operating one of the largest free-roam LBVR venues in Europe. Jakub and Martin will present the unique design and technical challenges together with their solutions and lessons learned from the first year of operation. Special attention will be given to the economical aspects, giving the attendees clear hints for an engaging LBVR business.
After the initial hype in 2016-17, overall VC appetite for VR/AR has cooled significantly in 2018-2019. With the arrival of 5G, new VR/AR headsets coming to the consumer market and early signs of immersive success in the Enterprise, does this mean better times ahead for founders of AR/VR startups looking to raise money. In this session we will invite both VC's and founders to share with the audience their first-hand experiences of the investment landscape through 2020. Where is the money and what opportunities is it looking for?