Future of Immersive Leisure - Las Vegas - Day 1 - Wednesday, September 13th, 2017
Selecting a computer system to properly support your VR experience is not as simple as stopping at your local computer store and buying whatever they have on the shelf. What type of process can ensure you have the optimal design/configuration to maximize performance while controlling costs? What are some of the possible stumbling blocks along the way and how can an expert team help you avoid them?RAVE Computer has years of experience in development of systems for the defense industry Training & Simulation community and brings that expertise to the commercial market.
-A fireside chat with renowned immersive entertainment and special effects pioneer Douglas Trumbull of Trumbull Studios. Interview conducted by Kevin Williams, Founder of KWP.
-In this fireside chat, Douglas Trumbull will discuss his bold vision of a more dynamic, expansive immersive entertainment frontier drawing on his ground-breaking immersive entertainment and film experience feats.
-From creating one of the first interactive theater simulators to developing the Back to the Future ride for Universal to serving as Vice-Chairman of the IMAX Corporation, Trumbull has pioneered and witnessed numerous aspects of the immersive out-of-home entertainment revolution.
-His company has developed an immersive cinematic format called MAGI that harnesses super high frame rates, and utilizes a wide range of technologies, including compelling technology to deliver brighter, larger scale images with greater depth.
-Trumbull Studios is planning to launch this year an array of MAGI Pod theaters utilizing the format.
The much talked about commercial application of VR hardware, in a retail package, is covered in this session, bringing together leading exponents of the development and most importantly operation of VR in an amusement setting, charting the pitfalls and opportunities.
The defining of a new phase of VR development - looking at the untethered, and free roaming application of immersive entertainment. Is this new technology a natural successor to the familiar and dependable revenue generation by Laser Tag? Will VR break the mold?
Use of the latest projection and tracking technology has created a new and compelling medium that has rocked the marketing and promotional world. This session will focus on the drive to take this immersive representation and deploy it in the heart of the entertainment sector.
YDreams Global (www.ydreamsglobal.com - TSX-V:YD) is a Canadian technology public company, with offices in Vancouver, Dubai, São Paulo and Rio de Janeiro, that combines Augmented and Virtual Reality Technology, Design and Intelligence to respond to the challenges and demands of today’s users and consumers. The company has over 15 years of history and over 1000 projects worldwide.
Arkave VR is the company latest spinoff. A gaming platform for VR, connected in a network of “pay to play” arenas. The patented technology developed by YDreams allows up to three people to play together in the same Arena, seeing each other as avatars, with full body sensors and no wires, which creates a unique and immersive experience. The company is opening a franchising business model to accelerate growth.
The need to create a new, compelling and versatile destination attractions that can fit in various sizes of venues is being driven by the latest immersive technology. Developers of ground-breaking projects that hope to shape this sector of the business reveal their secrets on how this is being achieved.
Licensing: A Vital Business Strategy for Immersive Out-of-Home Entertainment” - Providing compelling content is vital to any successful venture. This presentation by seasoned location-based entertainment attorney, Wendy Heimann-Nunes, will help you get the most out of licensing opportunities, both as a licensor and licensee. A properly conceived, well-executed,and strong licensing relationship is critical. Please join Ms. Heimann-Nunes as she provides insights into the licensing of intellectual property for immersive location-based entertainment, including a discussion of the benefits and key challenges. This presentation will assist you in gaining a greater understanding of the most important legal and business considerations you might face when contemplating and engaging in licensing activities for immersive location-based entertainment.
The ability to find the best content that works within the restraints of the Out-of-Home entertainment market, requires a special set of skills. Developers that are driving their content from the consumer VR gaming into the attraction and leisure market define the difficulties and opportunities encountered.
This session will focus on the effective launch and monetization of independent immersive non-gaming IP by examining a case study of the "Flatline Experience,," an immersive VR experience with in-home and out-of-home components that has achieved critical and commercial acclaim. It will discuss how to launch such experiences to a new audience of "Cetennials" and how to broaden the audience for those experiences beyond hardcore audiences to pervade the larger pop culture. In addition, the session will examine how this IP was monetized across five windows by exploiting diverse immersive elements. As such, it will highlight how franchise development for each of the five windows was assured by adhering to the core brand IP (home entertainment, pop-up, location-based, immersive theatre.)
The use of immersive technology in establishing the new dawn for the destination entertainment environment is covered in this far-reaching conclusion to the conference. A panel of ground-breaking specialists discuss the difficulties and possibilities, and how this latest investment marks the dawn of a new age for the industry.
Enjoy free drinks in Mandalay Bay’s latest attraction – Polar Journey, an immersive adventure to uncover the fascinating aspects of the Polar regions with several small Media based experiences, realized by Attraktion! GmbH.
Zero Latency is excited to introduce attendees of FOIL to our groundbreaking free-roam technology in our very newly open first west coast arena. Be one of the first people to play Zero Latency VR in Las Vegas.
Virtual Reality Powered by Zero Latency, which opened on 9/8, is the first multi-player free-roam VR experience in Las Vegas. The arena, will immerse up to eight players in a completely interactive digital universe, allowing them to physically navigate considerable distances through the 2,000-square-foot arena while collaborating with other players in heart-racing challenges. Teams can choose from three different games for a 30-minute experience, depending on what kind of adventure they seek. Games include Zombie Survival, an intense shooter, Singularity, a sci-fi shoot and explore adventure, and Engineerium a gun-free puzzle game set in a fantasy world.Drinks and hot appetizers will be offered starting at 7:30 and will be available while supplies last
Sponsored by Zero Latency, the irrefutable world-leader in location-based free-roam Virtual Reality entertainment. The event is only open for attendees of FOIL. Bob Cooney from Zero Latency will introduce attendees to Zero Latency VR
Future of Immersive Leisure - Las Vegas - Day 2 - Thursday, September 14th, 2017
How three guys without development backgrounds built a software company competing at the forefront of the worldwide LBVRE market--and how others can benefit from their unique perspective.
Moving far beyond the traditional 4Dfx audience experience, the leading exponents of the art of immersing an audience in a theater based experience give their insights into the requirements of the technology and the challenges that are driving advancements in this sector.
Seen as the future of the land-based casino and gaming industry, the use of the latest immersive technology creating a vast opportunity to cross-over between the attraction and the gaming experience. Leading developers and operators driving this new business offer their views.
One of the most compelling elements of the drive in immersive entertainment is its ability to be incorporated within existing attractions - the need for the best technology, and reliable application, is addressed by an influential panel of speakers.
The use of virtual, augmented, and projected technology has become defined by the term Mixed Reality, but the requirements, opportunities and issues in its deployment in the entertainment sector are considerable, and leaders deploying this new genre of hardware give their valuable view on this new business.
Another aspect of the new business landscape in immersive technology is the cross-over that can be achieved from the home, commercial and even mobile entertainment markets. The ability to create an overarching business model to encapsulate this opportunity is discussed by leaders in this drive.
An increasing number of museums are turning to VR and AR to deepen visitor engagement with their exhibits and content and allow them to explore these resources freely in new dimensions. They are offering a wider range of immersive experiences using VR, AR, and other technologies, including immersive games, to spark greater visitor interest in and involvement with museum content and themes. This session will highlight groundbreaking immersive experiences that radically transform the museum experience, traverse the museum and home markets, and have special implications for other leisure facilities.
Most developers of VR and AR location-based entertainment content are facing major obstacles. It’s difficult to raise money for that content. It’s even harder to monetize that content. Meanwhile, there are many alternative ways to finance and monetize such content. This session will present key advice on alternative models for content financing and content monetization relating to VR/AR location-based entertainment and key ways for US-based developers of VR and AR location-based entertainment content to monetize their product in the Chinese market.