The medium of 360/VR requires a new taxonomy for discussing point of view (POV). The simple designations of first, second, and third person that we use to categorize books, movies, and video games don't cover all the options and combinations available in this new, immersive medium of virtual reality. Using my experience as a 360/VR content creator, professional screenwriter, and Professor of Virtual Reality Filmmaking, I have created the new taxonomy for VR, which will allow us to better discuss, analyze, and communicate clearly about this medium. I will present -- and explain the applications of -- this taxonomy, which includes 4 POV tiers: 1) Narrative, 2) Visual, 3) Experiential -- whether the viewer feels invisible, acknowledged, active, or passive -- and 4) Transcendental -- the viewer’s relationship to gravity, time and space.
Mobile Augmented Reality is already a mainstream media platform in use today by more than 1 billion consumers worldwide. With the release of new untethered headsets and more content to experience on them, Virtual Reality is on its way to critical mass as well. Games and entertainment have been the key driver for adoption on the consumer end, but will it be enough to sustain the current speed of adoption? What's the demand for entertainment applications and how can developers monetize? Finally, where are the biggest opportunities for advertisers and creators who seek to engage these hard-to-reach consumers? Will the gaming-focused Oculus Quest open the floodgates and serve as the catalyst for broader consumer adoption? Learn the answers to these questions and more as Stephanie Llamas, head of XR at SuperData, a Nielsen Company, presents critical data and insights from her unique vantage at the center of the exploding VR and AR universe.
Compelling, adaptive, and responsive content will define the future of mixed reality. Join games veteran David Elton in an exploration of how video game mechanics will drive the evolution of location-based entertainment experiences
Learn how DreamWorks innovators and the Advanced Creative Technology team took audiences on a virtual tour of the Hidden World and sent them base jumping through Berk in a virtual race with your favorite characters. Using real-time technology via game engine, you will see how immersive storytelling turned the beloved How to Train Your Dragon franchise into unique VR experiences.
Topics to be covered: • What are the key factors that entertainment venues are looking for in a VR attraction? • Design considerations for LBE providers & end-users • Deciding between Road-shows vs Brick & Mortar Location. Is one better than the other? • Marketing strategy for LBE venues • Where is the industry going? • What hurdles are we facing?
Augmented Reality (AR) has the potential to be the future of entertainment by igniting imaginations and unlocking entirely new, valuable ways for humans to interact with each other. Imagine visiting Dolores Park and playing a game of virtual Jenga with everyone nearby, or learning about the First Transcontinental Railroad in school building a digital representation with classmates, or building a collaborative AR sculpture at the San Francisco Museum of Modern Art. These examples only begin to describe how AR has the potential to elevate the entertainment world by providing a new way for humans to interact with each other and the world around them. 2019 is set to be a watershed year for AR, and Anjney will discuss the importance of having the technology to support the anticipated massive mainstream adoption; he can also speak to the technology and best practices (for companies, creators, programmers, and others) that will make AR experiences an easily adopted, everyday part of our lives.