No one could have subscribed to HBO for Game of Thrones if they hadn’t known Game of Thrones existed. We know this is true, and yet, the XR industry is still wondering why non-gamers aren’t flocking to headsets. The reason is simple: we not only need content, we need to get the word out. Does a tree fall in a virtual forest if no one’s there to see it? The goal of this panel is to demonstrate a structured review method that simplifies the way we talk about immersive experiences. It invites the XR party viewers not currently familiar with immersive content available in headsets, and also engages those well-versed in the industry. The panelists’ approach will open people’s eyes to a new way of thinking about XR narrative and allow them to open their mouths and speak more clearly about XR content. It will also give both new and seasoned XR viewers a little something extra to talk about. After all, it is word of mouth that makes content viral, or even just mainstream.
In this session, Benny will showcase how a 130-year-old brand has found ways to innovate its physical experience by integrating digital experiences.
In this session, leading experts will discuss the state of the volumetric capture ecosystem. What are some of the challenges of volumetric capture, from talent sourcing/scheduling to output/post-processing? Non-standard formats have been a big challenge from playback to the distribution of content on viewing hardware. What would 5G help with, in terms of distribution?
The new medium of immersive computing offers so much opportunities for expression, and at the same time puts creatives in a tricky spot when they have to consider all the parameters that is beyond their control. When every users have different ergonomic and environmental preferences, it's important for us to design and build dynamic experiences that fits into the audience's context. We will explore why proceduralism and machine learning play a crucial role in growing content and experiences in the new spatial medium. Followed up with examples and case studies, we will review the insights and lesson learnt on how to use technology to augment new forms of hardware input and creative directions.
In theatre and film, the 'mise en scène' refers to the 'placing on stage', or arrangement of design and scenic elements. Often this takes places within a frame of a stage or screen, but in XR, the literal frame of storytelling is removed. This session will go through the elements of mise en scène as seen in theatre, and best practices for XR.