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VRX Europe 2017 May 11-12, 2017|London, UK

A groundbreaking agenda to set you up for VR success…

Day 1, Thursday 11th May

Day 2, Friday 12th May

Day 1, Thursday 11th May

9.00

Chairman’s opening

Gordon Bellamy, Visiting Professor, University of Southern California

9.05

VR - The state of the industry 2017

With 6.3M high-end headsets and over 80M Google Cardboards shipped last year, roughly 70% of VR innovators agree that growth was right on track. As with any early stage technology, there is a slow start that quickly amps up, putting VR in line with media's historical narrative. Increasing innovation, accessibility and quality content will lead the industry to reach just under $40 billion by 2020, up from $1.8B in 2016.

Market transparency is important now more than ever since companies are staking billions of dollars on the potential of this nascent and nebulous medium. Join Stephanie Llamas, SuperData's VP of Research and Strategy, as we look back on consumer VR’s flagship year, and look forward to the opportunities of today and beyond.

Learn what questions you need to be asking and how to use those answers to make big decisions. Walk away with hard data including worldwide VR revenue by platform, year-over-year comparisons and sales projections, as well as insights on what will drive consumer adoption, and the industry at large going forward.

Stephanie Llamas, Head of Immersive Technology Insights, SuperData Research

9.30

The current VR market – what’s really happening and how can you take advantage of the biggest opportunities arising?


This session will bring more insight into what's  driving virtual, augmented and mixed reality right now… and what’s going to take it from today's early stage market to a mass market by the end of the decade.

You'll get the latest UK unit sales and EU consumer data insights from Context World and brand new US consumer data insights from Greenlight.

Short presentations, and moderated audience Q&A to follow, will put you in a position to align your strategy with the most buoyant areas of the market and provide a path to success over the coming years

Clifton Dawson, CEO, Greenlight Insights
Jonathan Wagstaff, Country Manager - UK & IE, Context World

10.20

VR: Making it Real

In this session, Frank Soqui of Intel's Virtual Reality and Gaming Group (VRG) discusses the rapidly expanding landscape of computing, which is fundamentally changing how we experience and engage with technology. With today’s experience still largely flat and two-dimensional, tomorrow’s will be completely immersive, and that tomorrow IS today. Through sight, sound and touch, everyone is now empowered to build, solve, create, and play without limits – and Intel is powering that evolution every step of the way. 

Frank Soqui, General Manager of Virtual Reality and Gaming, Intel

10.50

Networking Break & Exhibition

11.20

Hollywood meets VR. How virtual reality is impacting film

In this session, Oscar winning visual effects guru Tim Webber, who has been working with the Hollywood studios across VR & AR, will talk about the current state of VR in film and the timeline he sees for the future. Drawing on his own experience on Gravity as a test bed for VR experience due to it's immersive nature, he'll discuss whether it's largely promotional tool at the moment which will transition to content and if so what sort of content that should be. How far away from full-scale feature length stories in VR does he think we are... if that's even a realistic and desirable end-game?

Tim Webber, Chief Creative Officer, Framestore in conversation with J'aimee Skippon-Volke, Festival Director / VFX Producer, Byron Bay Film Festival

11.45

What are the real current – and future - possibilities for VR content development?

As one of the co-creators of Virtual Reality Modeling Language back in the early 90s, Tony Parisi was one of the early pioneers of VR. Now he brings his expertise to Unity and in this session, he'll give his thoughts on where the biggest challenges and opportunities are in the creation of incredible virtual reality experiences. Touching on current technology limitations and solutions, genre preferences he's seeing and case examples of stand-out content, this is a one stop session to understand exactly where the real current - and future - possibilities for VR content development lie.

Tony Parisi, Head of VR/AR Strategy, Unity Technologies

12.10

A future of immersive content – perspectives on how VR, AR and MR content can dominate consumer attention in the coming years

This session brings together the global leaders developing VR content and immesive experiences for some of the biggest brands in the world. Where are they seeing the most interest and who's looking to use VR as consumer engagement tool? What's working best right now, and what does the future hold? And what's the place of AR and MR is this fast moving world of immersive content?

Panelists include:

Sol Rogers, CEO, Rewind
Ola Björling, Global Director of VR, MediaMonks
Henry Cowling, Creative Director, Unit9

Panel chaired by: John Cassy, CEO, Factory 42

12.55

Networking Lunch & Exhibition

2.10

Microsoft HoloLens: The path to mixed reality


During this session, Leila Martine will share details on Microsoft HoloLens, the world’s first, fully self-contained holographic computer. In addition, in 2017, Microsoft’s hardware partners will release new VR headsets capable of Mixed Reality. During this session, Leila will share case studies for how businesses are already transforming within scenarios such as design, manufacturing, training, collaboration and entertainment.

Leila Martine, Director of New Devices, Microsoft

2.30

Putting fans at the heart of live sports using mixed reality

With years of experience working with brands in VR, REWIND has recently taken on a huge new challenge to drive innovation in mixed reality after being one of three UK agencies accepted on the HoloLens Agency Readiness Partner Program.

Building on their strong relationship with Red Bull Air Race, company CEO Sol Rogers will outline their MR experience Flight Deck, which gives fans a unique perspective on one of the fastest motorsports in the world. He’ll talk about how the project was conceived, how it was developed, what the future holds and how he sees MR ushering in a new era in the field of live sports viewing and interaction. 

Sol Rogers, CEO, REWIND

2.50

Tracking the rise of virtual reality in China

This session brings together two of China’s biggest game companies who are investing hugely in VR and they'll uncover the specific trends their seeing in the consumer adoption of VR in China.

You’ll get direct insight on where the biggest opportunities lie and how best to take advantage of the massive investments being made in the region in both local and international companies.

Cassia Curran, International Business Development Manager, NetEase Games and Yuli Zhao, VP Corporate Development, Youzu Interactive in conversation with Stephanie Llamas, Head of Immersive Technology InsightsSuperData Research

3.15

Sony and the future of VR

Following the release of the PlayStation VR in October 2016, in this session Simon Benson will give his assessment of the current VR market and trends Sony is seeing as the platform matures and the user base grows.  

Simon Benson, Director - Immersive Technology Group, Sony Interactive Entertainment

3.35

WebVR and the mass creation and distribution of virtual reality experiences


If VR is going to scale at the rate we all hope, we need to avoid it being perceived as a closed platform built for – and by – a relatively small community of techies. VR experiences need to be shareable, searchable, discoverable and give users freedom of choice in an open format. Enter WebVR. This panel of renowned experts in both the backend and frontend of virtual reality systems will discuss the current state of play for WebVR, the challenges and opportunities it promises… and how they see it developing over the next couple of years.

Salvador de la Puente González, Senior Software Engineer, Mozilla
Dominique Hazael-Massieux, Web Technology Expert, W3C
Thomas Flynn, Cultural Heritage Lead, Sketchfab
Diego Gonzalez, Developer Advocate, Samsung Electronics

Panel chaired by: Tony Parisi, Head of VR/AR, Unity Technologies

4.15

Networking Break & Exhibition

4.40

HTC Vive - Opening up new worlds in VR

Get the latest on where HTC is plugging resource and investment in the development of the Vive as a high fidelity VR device and the content to support it.

Peter Frølund, Vice President, Europe, HTC Vive

5.00

Making VR social – tracking the possibilities, the challenges and the killer apps


Creating enjoyable and useful social experiences is arguably the holy grail for those looking to take VR mainstream and it certainly has the potential to become an inherently social medium. It's no secret that Facebook is banking on it becoming a major platform for social networking… and multiple apps and games are already being developed to allow users to share locations, contact and experiences in VR.

This session brings together some of those leading the charge in making VR a social activity. Panelists will look at some of the technological and UX hurdles and how they’re solving them as well as giving their views on how behaviour in VR should be monitored and the question of harassment prevention should be tackled. What do they think are going to be the killer social apps for VR as the technology and content matures?

Panelists include:

Clemens Wangerin, Managing Director, vTime
Raz Schwartz, UX Research Lead, Oculus
Sylvia Xueni Pan, Lecturer in Virtual Reality, Goldsmiths, University of London

Panel chaired by: Gordon Bellamy, Visiting Professor, University of Southern California

5.45

End of Day One – Networking Drinks & Exhibition

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Event Presentations • Event Audio • On Demand Subscription

Day 2, Friday 12th May

  Track #1: VR for Games and Interactive Entertainment
9.15

What really makes a great VR game?


Creating a truly immersive and engaging gaming environment where users can lose sense of reality is what VR is all about. This session will give you key insight from some of the industry’s leading studios and platforms into what makes a VR gaming experience work. Get practical takeaways about how to master user interfaces in VR, how to balance speed, accuracy and interactivity in gameplay and the different approaches to developing for mobile VR versus tethered and room-scale.

Panelists include:

David Corless, VP of Publishing, nDreams
Simon Harris, Executive Producer, VR, Supermassive Games
Callum Underwood, Senior Developer Strategy, Oculus
Stephane Intissar, CEO, OZWE Games

Panel chaired by: Gordon Bellamy, Visiting Professor, University of Southern California

10.00

Activation Energy: Getting Users Comfortable with VR and Immersion

The people at CCP Games think about VR a lot, especially about improving the overall user experience. In this session, EVE: Valkyrie Executive Producer Owen O’Brien will explore how the company is addressing the challenge of “activation energy” - getting consumers to actually want to immerse themselves in VR. He’ll be looking at what it takes to get someone at home to go through the trouble of putting on a VR headset and play a game, and why this has turned out to be a lot harder for VR than traditional games.  

Owen O’Brien, Executive Producer, CCP Games

10.20

Assessing platform crossover opportunities in television and VR


Alongside the internet, terrestrial TV holds its position as one of the big universal media platforms. And with the rise of VR promising so many new content possibilities, big broadcasters and entertainment companies are seeing huge crossover potential. So how can VR companies work with the television industry to increase awareness of VR? Which television genres and formats are best suited to virtual reality? What are the IP extension opportunities and new revenue opportunities arising between traditional TV and VR? And if virtual reality really does represent a true media paradigm shift, how will television have to adapt?

Panelists include:

Sarah Edwards, SVP, Creative Development,
Sony Pictures Entertainment
Nick Hall, Digital Director, Endemol Shine UK
David Johnston, Senior Product Manager - VR, BBC 
Neil Graham, Executive Producer Sky VR and Sky Cinema, Sky

Panel chaired by: David Bomphrey, Director of Strategic Partnerships, EMEA, Jaunt VR

11.05

Networking Break & Exhibition

11.30

Building the AAA VR fans expect

From the development team on the acclaimed STAR WARS Battlefront X-wing VR Mission

The emotional impact is the magic of VR but fans expect a lot. By focusing on the fundamentals of dramatic pacing and spectacle, combined with great game-feel and a coherent world, the team at Criterion Games created a slice of STAR WARS magic that shows what VR gaming can achieve.

Kieran Crimmins, Art Director, Criterion Games (an EA Studio)
James Svensson, Producer, Criterion Games (an EA Studio)

11.50

The real possibilities VR game design presents


With all its VR games, CCP aims to create worlds that are both believable and that people want to spend time in. Thriving on the end-to-end immersive fantasy of VR, Andrew has a wealth of experience designing VR inputs and interactions, and will talk about the real myriad of possibilities VR game design presents to developers. Leaning on practical experience, Andrew will talk about the experimentation carried out by the EVE: Valkyrie team on user experience and address how the rulebook is being re-written with every step taken into this new and exciting medium.

Andrew Willans, Lead Designer, CCP Games

12.10

Heeding the lessons learned of past platforms when developing for VR


VR has long been coveted as the ultimate platform for truly immersing yourself and becoming a part of the games you are playing. But what will emerge as the best method for integrating storytelling that engages an audience who has the freedom to look wherever they want? What are the new frontiers when it comes to integrating multiplayer/social components? What is a suitable session length, considering how session length of mobile games have changed as the medium has become more mainstream?

This presentation takes a case study approach to explore the lessons learned from storied past platforms and current pitfalls already being witnessed in VR to reveal what developers working on VR titles should heed as warning signs when diving into the new platform. The speaker will leverage his team’s past in creating mega popular hit titles across mobile, social, AAA and multiplayer to define what could become best practices for VR design, storytelling, social, gameplay mechanics, monetization and more. He will also divulge best practices that will ensure developers are thinking of the player first, while remaining in the context of the platform, to ensure an experience that makes players want to come back for more.

Oskar Burman, CEO, Fast Travel Games

12.30

An exploration in space and time - a post-mortem of the development process on Detached

In this session Lukasz will give a case study presentation on the development process behind the acclaimed interstellar duel game, Detached. What did he and the team learn and how will they take the lessons forward in future VR experience projects?

Lukasz Hacura, CEO, Anshar Studios 

12.45

Networking Lunch & Exhibition

2.05

Google VR – what now, what next?

Greg Ivanov, Business Development, Daydream and Android, Google

2.25

How VR will change the face of the film industry over the next decade


As VR takes hold across the whole entertainment spectrum, film studios are having to adopt new ways of storytelling to make truly immersive virtual reality cinematic content. Experimentation is rife and some amazing content is already being produced, but challenges still abound and frankly everyone’s trying to work out what's next.

This panel will hear from some of those at the cutting-edge of VR film and animation and will look at how the medium is going to hugely disrupt movie making - and watching - over the next decade.

Mária Rakušanová, Director of VR and New Media,
Raindance Film Festival
J'aimee Skippon-Volke, Festival Director / VFX Producer,
Byron Bay Film Festival
Monika Bielskyte, Co-Founder and Creative Director,
AFE - ALLFUTUREEVERYTHING
David Bomphrey, Director of Strategic Partnerships, EMEA,
Jaunt VR

Panel chaired by: Josh Davies, CEO, HITFILM & FXHOME

3.10

The global rise of Virtual Reality Cinema

Jip Samhoud, Founder, The Virtual Reality Cinema

3.30

The distribution and monetization of VR content

Creating great VR content is one thing. But distributing it to consumers and monetizing it is another thing altogether. In this session, we'll get key insight from VR creators and distribution platforms to talk through how they're seeing pricing, business models and distribution opportunities playing out as virtual reality content becomes ever more widespread. What lessons can be learned from the evolution of mobile and other digital content over the last decade?

Panelists include:

John Coleman, Director of Business Development, Vertigo Games
Matt Jeffery, Head of Digital Games, Rebellion
Sami Guillermet, Business Strategy Director, VRrOOm
Jip Samhoud, Founder, The VR Cinema

Panel chaired by: Gordon Bellamy, Visiting Professor, University of Southern California

4.15

The crossover opportunities in AI and VR – how to make VR worlds really feel real


Mark Stephen Meadows, CEO, Botanic in conversation with Dave Ranyard, CEO Dream Reality Interactive

4.40

End of conference

  Track #2: VR for Enterprise Applications & Brand Marketing
9.15

Tracking core business applications and uses for VR and AR

Hear from some of the leading industry experts on how VR is taking hold for enterprise across a huge variety of industries. In this session we'll be discussing how VR is providing viable cost saving and performance driving solutions for Automotive, Aerospace, Manufacturing, Retail, AEC and other industry verticals.

We'll be looking at VR and AR opportunities throughout the product and building lifecycle, including use cases in training, design, collaboration, sales & marketing, retail, service and support and more. We'll also be addressing some of the barriers you may face and how these can be overcome.

Panelists include:

Alistair Thompson, EVP International, The Mill
Camillo Weinz, Strategic Innovation Manager, TUI Group
Brian Waterfield, Virtual Reality & High-end Visualisation Technical Lead, Jaguar Land Rover
Antti Ylimutka, Head of Product Management, Umbra

Panel chaired by: Simon Jones, Director, Unreal Engine Enterprise at Epic Games

10.00

Trends in VR business use – what’s the data saying?

Enterprise applications have quietly been setting the stage to drive VR consumer adoption, and 2017 will be the year they begin to shine. But developers need to know when VR and AR are the best tools to solve an enterprise problem, and when they are being used just for their novelty. So where are the opportunities in this space? And should developers diversify by creating applications for both consumers and businesses?

Stephanie Llamas, Head of AR/VR Strategy, SuperData Research

10.20

Making of the Audi LeMans tribute VR

Leif Petersen, CEO, IGNYTE GmbH

10.45

Presenting and learning in a new dimension, using AR &VR

Dominic Späth, CEO, Lebeman GmbH
Sean Early, AR/VR Consultant, Inscale

11.05

Networking Break & Exhibition

11.35

Using VR to drive innovation in food service and retail


In this session, René Batsford, who has a wealth of experience in delivering digital innovation for companies such as McDonald’s and EAT will outline where he sees the big wins coming in the application of virtual reality in the sector. Looking at his “5 Ps of VR” (Places, Products, Processes, People and Performance), René will draw on experiences he’s developed around using VR for staff training, restaurant location and layout optimisation, improving customer & brand experience and more.

René Batsford, Former Digital Innovation Manager, McDonald's

11.55

Addressing the technical hurdles to bring mass enterprise adoption of VR


Large-scale manufacturing and construction industries have been using virtual reality and 3D visualization technologies for decades. But with the new wave of VR, enterprise across the board is seeing huge scope for applications to drive efficiencies and increase productivity. But certain technological hurdles still remain and educating business leaders on how to incorporate VR into their workflow is still a challenge. This panel will look at how areas such as mobilization, platform sharing, hardware requirements and VR vs AR vs MR are being addressed by different industries as immersive technologies take hold.

Leila Martine, Director of New Devices, Microsoft
Igor Kovalev, PD IT Manager, Ford
Doug Wolff, Partner Technology Manager, Unreal Engine Enterprise at Epic Games
Chris Freeman, AR Technical Lead, Advanced Manufacturing Research Centre (AMRC)

Panel chaired by: Amy Peck, VR/AR Consultant, EndeavorVR

 

12.40

Networking Lunch & Exhibition

2.00

VR and Architecture: Revolutionizing Design, Development and Sales


In this session AEC industry experts will talk about how the industry is increasingly using VR and AR technology both to improve productivity and win business. Looking at how the technology can be applied right across architecture from improving design workflow, through virtual walk-throughs for clients and onto customer sales and marketing, the panelists will provide a whole of host of examples that are applicable to the wider AEC community as a whole.


Khaled El-Ashry, Architect/Design Systems Analyst,
Foster + Partners

Matthew Vitti, VR Architect, TCA Architects
Helen Campbell, Digital Services Director, Atkins Global

Panel chaired by: Nathan Gaydhani, Strategic Partnerships & Research, Cityscape Digital

 

2.45

Creating real and trusted personalities in VR 


This presentation looks at how bots in VR need to be able to both express themselves believably and read the user's body language and personality. If you’re using avatars in customer facing roles it goes without saying that they represent your brand and the personality they express has to be both believable and trusted. 

Mark, who’s had a long history in VR and AI will cover how he’s been working with big organisations in healthcare and financial services to create believable, secure and trusted avatars that bring VR applications to life.

Mark Stephen Meadows, CEO, Botanic.io

 

3.05

Using VR for Immersive Training & Experiential Education

 

In the digital world, the pressure to act at pace is unrelenting. People expect their sources of information to reflect this – enabling them to find, absorb and act on relevant, insightful intelligence faster than ever before. We are just at the beginning of what new user interfaces, like VR, can accomplish in the enterprise. Hear how the current generation of VR technology is being used create the next UI for communication, learning and training. Can current technology deliver on all the promises of VR or should you wait for the next iteration?  And what’s the place for AR / MR usage in this area too?


Adam Nagus, Global Visual Intelligence and Analytics Director, Accenture

 

3.25

Intel putting VR at the centre for brands
 

Intel’s VR team are flying in from the US to reveal how they’re working with a whole variety of brands to realise the true advantages of enterprise VR.

Lisa Watts, VR Marketing Strategist, Intel

3.40

Collaborating with brands to create VR

What does creating VR for a brand entail? What is the purpose of it? How can we collaborate with stakeholders to deliver value? And how can we ensure we deliver an authentic experience for users?

Bringing his extensive experience in VR development on PlayStation VR Worlds and leaning on his recent work on The Chainsmokers Paris VR project as a starting point, Brynley will explore this topic.

Brynley Gibson, Head of Studios, Kuju / Curve Digital Entertainment

4.00

What are brands really looking to do with VR… and what’s stopping them?

Brand perception, prestige and awareness are critical to success. The immersive nature of VR allows you to create worlds and experiences for your customers that will allow you to develop relationships that build on emotion, excitement and awe.

But what are brands really looking to use VR for? And what's realistic in terms of campaign investment in this early stage of the industry's development. This panel of experts from brands and agencies blazing the trail will uncover the key things consumer facing brands need to be thinking about when looking to create the best VR experiences.

Dean Taylor, Director of Creative Strategy, Momentum Worldwide
Resh Sidhu, Creative Director VR, Framestore 
Brynley Gibson, Head of Studios, Kuju / Curve Digital Entertainment

Panel chaired by: René Batsford, Former Digital Innovation Manager, McDonald's

4.45

End of Conference

Conference start and end times

Day 1 (May 11) Registration from 7.15am, Conference Sessions Start at 9.00am, Conference Sessions End at around 5.45pm. Networking Drinks run 5.45pm - 7.30pm.

Day 2 (May 12) Registration from 8.00am, Conference sessions Start at 9.15am, Conference Sessions End at around 5.00pm.

IMPORTANT ACCESS NOTE:

  • The conference room and all sessions are only open to full conference attendees, NOT exhibition only pass holders
  • Exhibition only pass holders get access to the exhibition from 9.30 - 5.00pm on Friday May 12 only

 

Purchase the Post-Conference Materials

Event Presentations • Event Audio • On Demand Subscription