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VR The Future of the Creative World

Will Virtual Reality connect us to the world or separate us?

Join world creator Rob Crasco and speaker Ryan A Bell for a special live discussion on immersive media, tipping points and the future of creating. In this session you’ll learn how to get started in VR, the mentality of the future creator, building worlds and, of course, what will happen in the future.
Live online Nov 30 5:00 pm UTC
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Presented by
Ryan A Bell, Head of Studio, VRScout & Rob Crasco: VR Influencer/Entrepreneur
Presentation preview: VR The Future of the Creative World

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  • VR The Future of the Creative World Nov 30 2016 5:00 pm UTC 45 mins
    Ryan A Bell, Head of Studio, VRScout & Rob Crasco: VR Influencer/Entrepreneur
    Will Virtual Reality connect us to the world or separate us?

    Join world creator Rob Crasco and speaker Ryan A Bell for a special live discussion on immersive media, tipping points and the future of creating. In this session you’ll learn how to get started in VR, the mentality of the future creator, building worlds and, of course, what will happen in the future.
  • Getting to Caprica - Making VR Really Usable Nov 29 2016 5:00 pm UTC 45 mins
    David Burden - CEO, Daden Limited, an immersive learning and visualisation company
    This webinar will look at the challenges currently facing VR across a variety of "serious business" use cases from education and training to data visualisation and what the technology needs to do in order to get beyond the "wow" and move into being a productive, useful and truly in-demand technology.
  • Understanding Strategies for VR/AR in Business – Methods and Cases Nov 29 2016 4:00 pm UTC 45 mins
    Prof. Mark Skilton, Warwick Business School & Strategic Leader in Digital Strategy, enzen
    The session will explore how this rapidly developing area of VR / AR / Mixed Reality and its position and convergence in the areas of advanced Customer Experience, Digital Asset Management and new A.I. led augmentation strategies starting to transform processes and experience.

    We introduce a novel approach to framing digital spaces and how to measure Augmented impact on performance metrics and then explore how this is further developing into A.I. Intelligent spaces and what this may mean for Business Operating Models and future work automation design in what is described as Intelligent Business Strategy.

    We include a few actual cases studies of how Cyber-physical systems driving “Digital Twins” are extending across processes and changing supply chain feedback and interaction for smart energy, smart design and new knowledge capabilities.
  • Hacking the Brain: Unlocking the power of NeuroVR Nov 29 2016 3:00 pm UTC 45 mins
    Luciana Carvalho Se, Chief Evangelist, Racefully & Founder SE3 Solutions
    Can immersive reality actually help us better understand each other? Understand ourselves? How does human cognitive processing change, or become enhanced, once VR and AR are added to the mix?

    What does that mean for our (future) sense of self? What is the impact of literally ‘putting oneself in somebody else’s shoes’ and what that means for human empathy?

    Exploring recent findings on the treatment of phobias, PTSD and mental health issues using VR, and theories around the virtual-physical illusion of presence, this webinar asks how neuroscience has been affected and/or advanced by the development of immersive tech.
  • Social Platforms for Virtual Reality Nov 29 2016 11:00 am UTC 60 mins
    Alice Bonasio, Technology Author and Journalist
    There is an arms race going on in the Virtual Reality world, and the stakes couldn’t be higher.

    In the upcoming VR boom, the platform that enables user-generated virtual experiences that are both social and shareable will become the next Facebook. And although we shouldn’t count Facebook itself out of this picture, right now it’s anybody’s game to win.

    In this talk I’ll look at four of the major players working to bring social VR to the masses, what they are going to offer, and how they hope to monetize. What gives them the edge, and why should we all care?
  • Retraining the Brain with Augmented Reality [Emerging Tech Virtual Summit] Recorded: Oct 12 2016 18 mins
    Sara Clark, Enterprise Task Manager and Tilmon McCullum, Area Solution Architect, Microsoft
    Emerging technology is solving big problems, especially in the healthcare industry. In this session, you’ll hear from a team of Microsoft experts who have proposed a way to use HoloLens to treat serious neurological conditions, such as Parkinsons Disease.

    Augmented Reality, Virtual Reality, IoT, Artificial Intelligence and IoT are quickly and vastly disrupting the healthcare industry. Save your seat to discuss the future of tech and treatment!
  • VR / AR: The Next Computing Interface and Platform Recorded: Sep 14 2016 27 mins
    Kris Kolo, President, NYC Chapter, The VR/AR Association
    VR AR isn’t just about games anymore. VR AR is the next computing interface & platform.

    This presentation will outline the state of the VR AR industry and why it's time for VR AR.
  • Virtual Reality is About to Change Everything: Developing VR Innovation Strategy Recorded: Sep 14 2016 46 mins
    David Mullett, Virtual Reality Content Innovator, Virtualize: david@virtualizevr.com
    We are on the doorstep of the biggest tech revolution in the history of the world. This new digital universe is a virtual reality ecosystem that is a convergence of a range of exploding technologies - virtual and augmented reality, AI, cloud computing, nano, wifi penetration - to name just a few. The radical toolkit provided by VR will transform every industry and sector across the board and even create new ones along the way.

    Every brand and company needs to start thinking strategically now about how they port their existing business into the new VR computation platform.

    - What is your VR strategy?

    - How can you bring VR to your business to create profound solutions that will define a next generation of your companies offerings?

    This talk will be big picture thinking around how you can 'virtualize' your brand and company with strategic VR innovation. We'll talk the types of things you need to be thinking about as we make the leap in the new virtual world web and beyond.

    Contact us: david@virtualizevr.com
  • Using Virtual and Augmented Reality as Data Visualisation Environments Recorded: Sep 14 2016 45 mins
    David Burden - CEO, Daden Limited, an immersive learning and visualisation company
    There are a number of exciting ways in which Virtual and Augmented Reality can be used to visualise data.

    This presentation will look at 3 main approaches - the "virtual command centre", the "data space" and "annotated reality", and consider the pros and cons of each, and how they could be used with the current generation of VR/AR headsets, and how such systems may develop in the future.
  • Location-based Virtual Reality: Practical Experiences and Opportunities Recorded: Sep 14 2016 38 mins
    Maren Demant, Immersive Experience Designer
    Founded by Winnie Christiansen and Maren Demant, Transceiving Reality X [TRX] merges Immersive Theatre and multisensory Virtual Reality for their project 'Empfaenger Verzogen". It aims to explore the interplay of virtual and physical environments to develop a format for Story-living that is driven by technology, personal interaction and sensory perception.

    This presentation gives insights into what they've learned so far from the project and an outlook for use cases and opportunities of locationbased perceptible VR experiences.
  • AR & VR in Education - Going Beyond the Page! Recorded: Sep 13 2016 46 mins
    Paige Brooks-Jeffiers - Director for Innovative Strategies, Office for Professional Development and Innovation
    If a picture is worth a thousand words, what would an interactive picture be worth? What about an entire interactive world where you can learn, play, and experiment in a safe environment?

    Student engagement is not only a 21st century buzz word, it is an important step in getting students to take on the responsibility of their own learning. Engaging students is not a new issue but, thanks to technology, there are now new ways to bring more engaging content to students – one example is through AR and VR.

    These new technologies are allowing students to get inside the content and learn from a different perspective - giving them a better understanding. Initial research is showing much improved engagement from the student’s perspective. Join us for some ideas on using AR and VR to go beyond the page and improve your students' engagement.
  • Social VR: Empowering Individuals and Effecting Positive Change Recorded: Sep 13 2016 49 mins
    Ryan A Bell, Head of Studio, VRScout & Rob Crasco: VR Influencer/Entrepreneur
    Virtual Reality puts you on the other side of the computer screen, but it isn’t all about games. VR has the ability to enable individuals, bring them together and invoke true empathy and feelings. This technology has the potential to change people’s lives for the better.

    Join us for an informative discussion of the power of Social VR.

    Ryan A Bell talks about the beginning of content creation in VR, how it fits into social and a very powerful case study of one nonprofit utilizing the empathy machine to reach the masses. Rob Crasco talks about the power of virtual worlds to empower people, bring them together and create true connections across the globe.
  • VR in Education: Moving the Classroom to Mars (and other field trips)! Recorded: Sep 13 2016 40 mins
    David Burden - CEO, Daden Limited, an immersive learning and visualisation company
    For years, even decades, people have talked about how virtual and augmented reality and technologies could be used in the classroom, but it is only with the current wave of consumer VR devices that there is in schools on a large scale is becoming practicable. But to be effective we need to understand the pedagogic basis on which such technologies can be used, and provide the tool for teachers to be able to create their own VR experiences tailored to their own students.

    This presentation will look at the scope for the use of VR technologies in schools, describe some of the pioneering systems, and summarise the pedagogic underpinnings of VR use. It will then describe the Fieldscapes system as one example of a VR authoring system that will allow educators to create and share VR content, and how for the short-medium term a mix of VR and non-VR usage will need to be supported in order to cope with school ICT budgets, issues and concerns and different modes of use in and out of the classroom.
  • Marketing & Advertising in a personalized world: the impact of Augmented Reality Recorded: Sep 13 2016 61 mins
    Nik Badminton, Futurist & CEO, Design:Culture:Mind, Josh Downs, BrightTALK & James Girling, AR/VR Channel Owner
    Everyone knows what a huge success Pokemon Go has been - combining Augmented Reality with GPS location tracking. We can also see the impact of personalized ads “following us” when we visit different websites online... But how will we feel when we start seeing personalized location based marketing in the ‘real’ world, as Augmented Reality starts to change the way we experience supermarkets, high streets, and even getting around on public transport?

    Join us as we speak to two highly regarded experts in the world of Augmented and Mixed Reality:

    - Nik Badminton - Futurist & CEO at Design:Culture:Mind
    - Josh Downs - AR/VR Community Manager, BrightTALK
    - James Girling - AR & VR Channel Founder

    Using Keichi Matsuda’s "Hyper-Reality" video as a starting point, we will be asking where we think boundaries will be set by consumers and how much our lives will change as a result of Augmented Reality infiltrating our daily lives.
  • The Social Future of Virtual Reality Recorded: Sep 13 2016 49 mins
    Alice Bonasio, Technology Author and Journalist
    VR is sometimes perceived as an isolating technology, where the user is cut off entirely from the real world in order to be fully immersed in the virtual one. Yet this doesn’t take into account how much of our lives are lived online, and how our identities and relationships are already built in connected virtual worlds. The Internet and social media have transformed every aspect of society by connecting people in ways that were previously unimaginable. Virtual Reality will build upon this interconnectedness, while at the same time making those connections much more compelling, meaningful and emotional. This introductory webinar will look at the unique aspects of the medium and ask how VR content producers can best leverage them to engage their audience.
  • Gateway to Gamification: Using Pokemon Go to Connect with Bank Customers Recorded: Aug 11 2016 59 mins
    Suzan Szollar, Solution Manager at NCR/Digital Insight
    No doubt, you’ve heard about the mobile app that’s taken the world by storm. Within a week of going live in the US, Pokémon Go reached 26 million daily active users, approximately 60 percent of which were Millennials. Businesses across the country have taken notice and many have begun exploring ways to take advantage of this trend, such as leveraging proximity to Pokéstops and generating Pokémon-themed marketing content and campaigns.

    Suzan Szollar and a panel of some of our adventurous Digital Insight financial institution clients will discuss what they’ve tried, and what business goals may be supported by participating in augmented and virtual reality mobile gaming. They’ll also share our recommended approach to stepping into this space, and what’s on the horizon for Pokémon Go.
  • Using virtual reality to engage big-ticket B2B buyers Recorded: May 5 2016 48 mins
    Simon Lodge, senior creative strategist and David Chandler, director, strategic accounts
    Virtual reality is one of the most talked about marketing trends of the moment. Sceptics argue that the technology is over-hyped. But is it time for B2B brands to start thinking seriously about VR content?

    In this webinar, Simon and David cut to the chase. They highlight real examples of businesses using VR to deliver tangible benefits. And they explore the powerful contribution the technology can make to B2B marketing strategies. A specific area of focus will be sales and marketing surrounding high-value investments with long-tail consideration.

    Viewers will gain:

    Insight into potential B2B applications of VR.
    An understanding of how VR investment can add value and enhance top-of-funnel elimination.
    Ideas for enhancing customer service with VR technology.
    A realistic view of the investment and dedication required to get VR off the ground.
  • Virtual Reality – Overcoming the Challenges of Remote Working Recorded: Feb 18 2014 48 mins
    Korrine Jones
    Many ITSM teams are collectives of internal staff, partners and vendors dispersed across space, organisational boundaries and time. However, only a small proportion of our virtual ITSM teams are successful in achieving high levels of productivity and performance. A key challenge to performance is building real trust across the extended team. Drawing on a range of real case studies, this presentation provides a range of key tips for overcoming the challenges and creating high performing virtual, dispersed and remote teams.
  • The (Augmented) Reality of the Situation: Emerging Trends and Issues Recorded: Aug 1 2013 38 mins
    Dr. Mike Jude, program manager for Connected Home
    Why This Matters to You:

    - Learn what AR really is (hint: it isn’t social networking)
    - Understand the public policy and regulatory issues associated with AR
    - Pinpoint the opportunities in the AR market, specifically how can you make money using AR
  • Augmented Reality for Web Developers Recorded: May 17 2012 25 mins
    Peter O'Shaughnessy
    Peter O'Shaughnessy is a developer in Pearson's Future Technologies team. His latest project - an Augmented Reality talking phrasebook for tourists - uses Wikitude's new ARchitect framework, which lets you create AR interfaces using HTML, CSS and JavaScript.

    Peter talks about the opportunities for Web Developers to start building AR applications using frameworks like ARchitect, as well as up-and-coming Web standards like WebRTC.
For anyone interested in AR & VR technology
This channel is for Augmented Reality, Virtual Reality and Mixed Reality professionals, content developers, app developers, software engineers, hardware engineers, architects, sales professionals, marketing managers, project and program managers, and anyone else who is interested in AR and VR technology.

With Microsoft HoloLens, Facebook's Oculus Rift, HTC/Valve's Vive, Project Morpheus from Sony (Playstation VR), Samsung Gear VR, and now Magic Leap, (to name a few - the list is getting longer all the time!) there's no getting away from the fact that AR and VR have arrived!

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  • Title: VR The Future of the Creative World
  • Live at: Nov 30 2016 5:00 pm
  • Presented by: Ryan A Bell, Head of Studio, VRScout & Rob Crasco: VR Influencer/Entrepreneur
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