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VRX Conference & Expo VRX Conference & Expo April 10-11, 2019|The Netherlands

A groundbreaking agenda featuring the globe’s most influential VR & AR leaders from across enterprise, entertainment and tech…

Day One, April 10, 2019

What’s the real state of the XR industry? What are the big challenges and opportunities arising?

Visionary talks and panels from companies and individuals leading the charge in XR hardware, software, content development and usage

  • VR & AR - where are we now, where are we going and how big can this get? Are we really at the cusp of a new computing revolution?
  • A true picture of the uptake numbers we’re seeing across all the major platforms
  • Tracking investment and market consolidation – where’s the real money going from VCs and other investors… and why?
  • Core use-cases in enterprise – how VR & AR have the capacity to transform business lines across industry. What’s really happening?
  • What are the prevalent business models and monetization opportunities working now – and going forward - for VR & AR content?
  • What VR & AR content is currently being monetized successfully? And who’s doing it best?
  • Surviving and thriving to 2020 – clear strategies and tips to navigate turbulence and an ever changing, ever more competitive environment
  • The socialization of virtual reality – how’s this happening, what are the hurdles and who’s leading the way?
  • AI, blockchain and immersive tech convergence: Heralding the 4th industrial revolution
  • Ethics and privacy issues emerging. Learning from the mistakes of social media

Day Two – April 11, 2019

Track 1: Consumer VR & AR

  • The virtual consumer: Who are they? Where are they? What do they want?
  • The real state of VR gaming. Outlining true successes and failures to debunk the myths
  • Do consumers understand AR? And where will they be using it as the market develops?
  • How VR will change the face of film and broadcast media over the next decade
  • Democratizing VR & AR content creation. What’s the place of the traditional game engines and new platforms and how is VR content development going to play out in the coming years?
  • The power and challenge of truly interactive storytelling in cinema – and what it means for the industry over the coming years
  • Discoverability and distribution models – how do we expect consumers to find and engage with the right VR & AR experiences for them?
  • How are the new computing platforms of VR & AR set to transform creation and distribution in the music industry? Will it be as transformative as the rise of the streaming?
  • The impact of VR & AR on sport: How’s it going to massively change how fans experience big game events in the next five years
  • The rise of LBE. Is location-based entertainment the natural first step to experiencing great virtual reality? And how can content creators and brands take advantage?
  • Understanding the crucial place of audio in creating truly immersive experiences
  • Virtual reality advertising: what's happening, what's scalable, and what's working?
  • The power of VR & AR for brand engagement and showcasing products directly to consumers
  • The place of VR & AR in arts, culture and heritage – best use cases so far and some of the likely innovations going forward

Track 2: Enterprise VR & AR

  • Why business applications are leading the way for mass VR & AR adoption
  • Unlocking the potential of VR & AR to transform how – and where - people work
  • Proving the viability of AR & VR for business use - how to measure success
  • Using VR for training and onboarding to reduce cost and improve worker performance
  • VR and the evolution of design and visualization in high-end manufacturing
  • Addressing the technical hurdles to bring mass enterprise adoption of VR
  • Aligning people, culture and technology to integrate VR & AR for competitive advantage
  • Tracking the huge variety of VR & AR use cases in healthcare and medicine
  • The massive impact coming from VR & AR on B2B marketing
  • The immersive AEC revolution: How VR & AR are changing architecture, construction and infrastructure development
  • Communicating the value and best applications of VR & AR to business leaders across industry
  • Is the education sector a natural home for the most comprehensive VR experiences?

Track 3: Making it as a startup

  • Market trends. What are the biggest challenges and opportunities? Where are the gaps?
  • Investor panel – what annoys them, what excites them?
  • Tracking other funding opportunities across Europe and beyond
  • Case studies from successful start-ups
  • How to successfully pitch for investment – boot camp

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See who’ll be there * Full agenda summary * Registration deadlines * Exclusive discount code