A talk on what on why Active VR gameplay, social experiences and virtual reality livestreams will have a profound impact on what virtual reality can become.
Moving around without limits in a virtual world through first-person navigation is currently a challenge for both seated and room-scale VR setups due to space constraints, safety issues, and simulator sickness. This panel will discuss how Active VR, where your movement in the virtual world is controlled by physical walking or running, enables popular VR experiences like first-person shooters or exploration games comfortably and safely without simulator sickness.
360Heros CEO Michael Kintner will cover the technology and processes used to shoot, media manage and create 360 videos. Kintner will introduce 360Heros new 360Abyss v4 for underwater virtual reality content capture and the Bullet360 system, an electronic control board technology developed by 360Heros for simultaneously operating multiple cameras in VR content capture hardware.
This talk will cover how you can take advantage of NVIDIA technologies for VR no matter what industry you are working in. Then we will present on a new technology for light field based displays supporting focus cues that provide a more natural viewing experience for the end user
There is an unprecedented world-wide interest, investments and efforts in VR/AR by every major technology, media and entertainment company. VR and AR have the potential to dramatically transform the way consumers and enterprises consume and process content across most of the sectors; from films, gaming, travel, medicine, education to many others. In the last twelve months there has been an explosion of starts-ups innovating new camera designs, production software and publishing technologies as well as those that create original content for gaming and other entertainment. The challenge for these start-ups and venture investors is the uncertain adoption and growth dynamics of VR & AR. Google Cardboard accelerates the user base but there is still the fundamental question about initial market size and how fast it can grow to build viable businesses. As a result, the capital needs for VR/AR start-ups are yet to be defined to match the expected market growth. The Investor Panel will discuss the significant opportunities driven by VR&AR as well as the corresponding challenges affected by uncertain market adoption dynamics and scaling business.