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Social Platforms for Virtual Reality

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?
Recorded Nov 29 2016 39 mins
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Presented by
Alice Bonasio, Technology Author and Journalist
Presentation preview: Social Platforms for Virtual Reality

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  • VR The Future of the Creative World Recorded: Nov 30 2016 49 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.
  • Exploring Mobile VR: Insights and Strategy Recorded: Nov 30 2016 36 mins
    David Mullett, Virtual Reality Content Innovator, Virtualize: david@virtualizevr.com
    Mobile VR is going to be far and away the largest market for virtual reality in both the immediate term and as the VR market expands. This is where VR is going to come in and disrupt entrenched competition in the digital landscape. Currently less than 1% of PCs worldwide are powerful enough to run the Oculus Rift or HTC Vive, so producing VR for low end hardware specs on Mobile VR is going to be the best strategy for accessing large numbers of consumers. 5G and expanding wifi is going to explode current bandwidth limitations and be the backbone for next generation Mobile VR experiences. Together with the new WebVR format, 5G and Mobile VR will be the place to build your disruptive VR application and open up a whole new realm of solution, acquisition, and engagement. Through social VR, sharing, avatars, and solutions-based VR, Mobile VR is going to be the brand of VR that changes the world. What can you build in VR that has the same value, or more value, than non-VR applications?
  • Augmented Construction: How Virtual Environments are Impacting the Physical Recorded: Nov 30 2016 48 mins
    Rob Charlton, CEO, Space Group & Adam Ward, Director, BIM Technologies
    In an age of perpetual advancing technology, it’s often difficult to keep up with what’s going to be the “next big thing”.

    Traditional construction methods are fast being overtaken by modern building processes, and what we’re now terming; digital construction.

    As industry innovators, we’re championing the leap from digital construction to augmented construction. There is scope for augmented reality to play a major role in helping construction teams in the field understand how various systems and components fit together during production. But more importantly, it can facilitate a route for architects to take their designs into a virtual environment before the high risk move to construction.

    The current process for a structure is that it is designed in 3D, transferred to 2D documents and then built in a virtual

    3D format. The transition from 3D to 2D and back again can often lead to errors, therefore, what if we could cut this middle step out altogether?

    Just imagine being able to put on an AR headset and see exactly which line on a 2D construction document corresponds to a given object, such as a section of pipe or cable network. Being able to bring drawings into a physical model, giving a sense of scale, proportion, form and space.

    In this webinar, we’ll take you through the following:

     What is Augmented Construction

     Technological advancements and what benefits they bring to the industry

     How to use AR effectively

     What role does data play in this?

     Example projects, who’s using this now

     The next step
  • Location-based Virtual Reality: Opportunities for Experiential Storyliving Recorded: Nov 30 2016 27 mins
    Maren Demant, Immersive Experience Designer
    The webinar will tackle the possibilities for brand communication with location-based Virtual Reality experiences. VR lets the consumer not just step inside the brands world but also feel, smell and touch. The presentation gives insights on VR theory with a focus on marketing and
    an overview on currents state of the technology.
  • Revolutionising and democratising medical education with VR Recorded: Nov 29 2016 30 mins
    George Kapellos, Mativision
    An in-depth look of the VRinOR platform, a global platform that uses Mativision’s proprietary VR technology for good, helping healthcare professionals from around the world gain access to immersive medical training by experts in their field which leads to better treatment for patients, no matter where they are.
  • Getting to Caprica - Making VR Really Usable Recorded: Nov 29 2016 44 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 Recorded: Nov 29 2016 49 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 Recorded: Nov 29 2016 48 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.
  • The Business of Virtual Reality Recorded: Nov 29 2016 48 mins
    Ed Greig, Chief Disruptor, Deloitte Digital
    Ed Greig will be talking about how Deloitte Digital is working with clients using virtual and augmented realities today, as well as describing how these technologies are being adopted more broadly across industries.

    He will also describe how to assess and work with new technology so that your organisation can get the most out of it before your competitors do.
  • Social Platforms for Virtual Reality Recorded: Nov 29 2016 39 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?
  • Virtual Reality is here. How should your brand activate today? Recorded: Oct 13 2016 76 mins
    Bottle Rocket, Facebook, Playful, BigLook360
    VR is opening new opportunities for brands to engage with their consumers right now. According to Forrester, the demand for VR technology and experiences is expected to increase nearly sixteen times by the year 2020. Join our discussion on how to leverage virtual reality to create a quick and deep understanding of your brand. The technology is ready to activate – from tetherless solutions like VR videos to high-end experiential with hand controllers for trade shows. What are the development factors your brand will need to consider? What types of narrative and interaction will be valuable for your business? Let’s talk about how you can become a recognized innovator in your industry.
  • 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.
  • 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.
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  • Presented by: Alice Bonasio, Technology Author and Journalist
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