For agencies and companies interested in investing in virtual reality. VRTÜL (pr. "Virtual") is a San Diego based Virtual Reality studio specializing in VR directing, filming, and post-production.
Kaleidoscope Unity Developers Brendan Dickinson and Arthur Littlefield traveled to San Francisco last month to see what's new at the 2016 Game Developers Conference (#GDC16), the world’s largest and longest-running professionals-only game industry event. Here's their summary of what's new in VR and the game development industry.
Enabling Mobile Virtual Reality Gaming | Nizar RomdanJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
Dennis Adamo from daydream.io Corporation gave a presentation on virtual reality. Daydream.io created a VR platform called daydream.VR for entertainment and communication. Their target market is novice VR users and smartphone users. By 2020, the VR market is projected to reach $150 billion in revenue. Daydream.io launched their VR app Headbangerz in 2016 and it had over 45,000 downloads.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
CES 2016 Virtual Reality Report:gaming and video market ramps up new interaci...琳証 黃
Virtual reality was a major focus at CES 2016 with cinema VR and immersive VR devices leading the way, providing wider fields of view than augmented reality devices. Game VR also attracted large crowds and the VR industry is growing beyond just games to include education, medical, design, video, and social applications.
Kaleidoscope Unity Developers Brendan Dickinson and Arthur Littlefield traveled to San Francisco last month to see what's new at the 2016 Game Developers Conference (#GDC16), the world’s largest and longest-running professionals-only game industry event. Here's their summary of what's new in VR and the game development industry.
Enabling Mobile Virtual Reality Gaming | Nizar RomdanJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
Dennis Adamo from daydream.io Corporation gave a presentation on virtual reality. Daydream.io created a VR platform called daydream.VR for entertainment and communication. Their target market is novice VR users and smartphone users. By 2020, the VR market is projected to reach $150 billion in revenue. Daydream.io launched their VR app Headbangerz in 2016 and it had over 45,000 downloads.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
CES 2016 Virtual Reality Report:gaming and video market ramps up new interaci...琳証 黃
Virtual reality was a major focus at CES 2016 with cinema VR and immersive VR devices leading the way, providing wider fields of view than augmented reality devices. Game VR also attracted large crowds and the VR industry is growing beyond just games to include education, medical, design, video, and social applications.
VR, a new technology over 40,000 years oldWithTheBest
Virtual Reality is at once both cutting edge, and a descendant of humanity's most ancient arts. Google's Chief Game Designer will bring some perspective to the origins of VR, why it matters to us in terms of evolution and storytelling, and give an overview of how Google is now supporting VR with tech like Google Cardboard, Android N, Daydream VR, and Spotlight Stories.
Cristal Festival 2015 - "How Great Brands create immersive Virtual Reality wi...Cristal Events
Happy Finish is a digital production company with 120 employees across 6 offices on 4 continents. They specialize in VR, AR, and interactive experiences for brands. Some of their projects include:
- An AR experience for Skoda where commuters could customize a car model and see themselves driving it.
- Interactive screens using Kinect sensors for EE mobile stores to showcase network benefits.
- A world-first AR app for Lufthansa that let users explore premium economy seats by interacting with a virtual model.
- A VR tour of New York City from a taxi roof for Subway that immersed users in the cityscape and sounds.
- A VR beer experience for Becker Beer that transported users to
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
The document discusses the current state and future projections of the virtual reality (VR) and augmented reality (AR) industries. It predicts that 500,000 to 1 million VR and AR devices will be sold in 2016. It also notes that VR revenue could reach $120 billion by 2020 according to Digi-Capital forecasts. The document outlines some of the major segments within the VR industry in 2016/2017 including hardware, games, video content, apps, and location-based VR experiences.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
Virtual Reality Playbook for Marketing and PRStefan Spinnler
Virtual Reality is on the rise and will become part of marketing and PR strategies around the world. This Playbook offers ideas and guidelines for marketers and PR professionals on how to make VR work for them.
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
Dummy's guide to Virtual Reality - Top 5 basic things you should know about VRVictoria Robertson
The Top 5 things every beginner should know about virtual reality.
VR is going mainstream and you should know the very basics if you don't want to seem like a dummy.
Virtual reality’s intrusion into digital marketingMary Julia
The advent of virtual reality is intruding into the way digital marketing was being done. It had made brands to make their marketing to make an impression on the customers and they become more immersive and memorable.
The document discusses the potential uses and applications of virtual reality technology. It describes how VR could revolutionize entertainment through virtual filmmaking, painting, and music production. It also outlines practical applications of VR like training simulations for pilots, interactive medical education, and providing new experiences to the disabled. The document concludes that VR is still in early development but has potential to significantly impact many areas of life by overcoming real-world restrictions.
This document summarizes a presentation about systematic innovative thinking. It discusses techniques for generating innovative ideas, including starting with conceptual solutions rather than problems, thinking within rather than outside constraints, and applying principles like subtraction, unification, multiplication and division of components. Examples are given like the Walkman, which removed the record function from a tape recorder, and crowdsourcing, which unifies people to work on problems. The document advocates using these techniques to develop new innovations.
VR, a new technology over 40,000 years oldWithTheBest
Virtual Reality is at once both cutting edge, and a descendant of humanity's most ancient arts. Google's Chief Game Designer will bring some perspective to the origins of VR, why it matters to us in terms of evolution and storytelling, and give an overview of how Google is now supporting VR with tech like Google Cardboard, Android N, Daydream VR, and Spotlight Stories.
Cristal Festival 2015 - "How Great Brands create immersive Virtual Reality wi...Cristal Events
Happy Finish is a digital production company with 120 employees across 6 offices on 4 continents. They specialize in VR, AR, and interactive experiences for brands. Some of their projects include:
- An AR experience for Skoda where commuters could customize a car model and see themselves driving it.
- Interactive screens using Kinect sensors for EE mobile stores to showcase network benefits.
- A world-first AR app for Lufthansa that let users explore premium economy seats by interacting with a virtual model.
- A VR tour of New York City from a taxi roof for Subway that immersed users in the cityscape and sounds.
- A VR beer experience for Becker Beer that transported users to
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
The document discusses the current state and future projections of the virtual reality (VR) and augmented reality (AR) industries. It predicts that 500,000 to 1 million VR and AR devices will be sold in 2016. It also notes that VR revenue could reach $120 billion by 2020 according to Digi-Capital forecasts. The document outlines some of the major segments within the VR industry in 2016/2017 including hardware, games, video content, apps, and location-based VR experiences.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
The rise of VR & AR era. Why this time is different?Vasily Ryzhonkov
When Facebook bought virtual reality company Oculus in early 2014, virtual reality blew up. While game and movie studios began reimagining the future, others looked back at the "old days" of VR — a loosely remembered period in the 1990s when gloves and goggles were super cool and everyone was going to get high on 3D graphics.
Computer enthusiasts and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turns out the technology wasn’t ready yet. What’s happening now — because of Moore’s Law, and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream. Now, we’re in the midst of a virtual reality revolution.
So the question I want to pose here – is this time different?
Are we going to this future or it’s only media hype?
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
Virtual Reality Playbook for Marketing and PRStefan Spinnler
Virtual Reality is on the rise and will become part of marketing and PR strategies around the world. This Playbook offers ideas and guidelines for marketers and PR professionals on how to make VR work for them.
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
Dummy's guide to Virtual Reality - Top 5 basic things you should know about VRVictoria Robertson
The Top 5 things every beginner should know about virtual reality.
VR is going mainstream and you should know the very basics if you don't want to seem like a dummy.
Virtual reality’s intrusion into digital marketingMary Julia
The advent of virtual reality is intruding into the way digital marketing was being done. It had made brands to make their marketing to make an impression on the customers and they become more immersive and memorable.
The document discusses the potential uses and applications of virtual reality technology. It describes how VR could revolutionize entertainment through virtual filmmaking, painting, and music production. It also outlines practical applications of VR like training simulations for pilots, interactive medical education, and providing new experiences to the disabled. The document concludes that VR is still in early development but has potential to significantly impact many areas of life by overcoming real-world restrictions.
This document summarizes a presentation about systematic innovative thinking. It discusses techniques for generating innovative ideas, including starting with conceptual solutions rather than problems, thinking within rather than outside constraints, and applying principles like subtraction, unification, multiplication and division of components. Examples are given like the Walkman, which removed the record function from a tape recorder, and crowdsourcing, which unifies people to work on problems. The document advocates using these techniques to develop new innovations.
Virtual reality and journalism via Google CardboardDetlef La Grand
This document outlines the history and development of virtual reality technology from early stereophotography experiments in the 1860s to modern VR headsets and platforms. It then describes how VRapp.co allows users to create, upload, and share virtual reality environments from 360 degree photos, videos, or CAD images for viewing on smartphones within affordable branded VR goggles. The goal is to use VR to (re)experience places like holidays, events, homes, or museums from a first-person perspective or confront fears without actual movement.
Presentation at Nordic Ecommerce Summit in Malmö 2016.
Seasons are rapidly changing and so are the trends and behaviours in the e-commerce landscape. What is next to expect and prepare for in the European e-com market? Magnus Thorsell will report on trends around the globe and specifically look at the dragons and giants in China and America to forecast what is coming our way. Chatbots, mobiles or smart buttons? What will make your business remarkable and how do you prepare?
This document discusses projects from the creators of the first virtual reality movie that focus on the challenges of travel planning and capturing experiences to share with others. It references the Academy Award nominated Presence project and challenges related to travel planning and using photogrammetry to share captured experiences. The document provides contact information for Peter Wilkins from Emergent VR.
"The Digital Paralympics, from London to Sochi"
The presentation will look at how London 2012 established Paralympic sport in the nations consciousness combining broadcast and digital and social media to maximum effect. The presentation will look at challenges, lessons learned and how Channel 4 subsequently delivered a successful Sochi Winter Paralympic Games.
Qantas asked Start VR to create a VR experience using 360 video to showcase parts of Australia potential visitors may not be familiar with - with the objective to increase flight bookings to these remote locations
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Glimpse Inside the 2016 Digital Storytelling ToolkitVictor Hernandez
Invest in your future and begin the new year by updating your digital toolkit with the latest and greatest of the emerging storytelling techniques -- Star Wars-style!
This workshop is where attendees 'get their geek on' by gaining up close insights into the latest tech innovations, and how they can be used to tell more digitally engaged stories.
What will we talk about to begin 2016? Social journalism trends? Mapping tools? Apple Watch? AR/VR? Breakthroughs in mobile reporting? Image detection? Content curation? And lots more.
Our guest will be Victor Hernandez, Director of Media Innovation for Banjo and current fellow at the Donald W.Reynolds Journalism Institute at University of Missouri where he is researching wearable technologies and newsrooms.
This document discusses immersive journalism using virtual reality. It covers key concepts like presence and empathy in VR storytelling. Early projects from 2012 showed the emotional impact of presence in VR. Examples of impactful news stories and documentaries using 360 video and volumetric VR are provided from 2014 to 2016. Critical issues like the differences between 360 video and volumetric capture, evolving hardware, and ethics are discussed. Ideal uses for volumetric VR mentioned are locations that can't be filmed, spatial stories, and interactive or recreated historical scenarios.
This document discusses using virtual reality (VR) for marketing purposes. It provides examples of companies that have used VR for promotional campaigns, product demonstrations, and other applications. VR can be implemented through mobile apps, 360-degree photos and videos, and interactive 3D games. The Tribe VR offers VR consulting and development services, with in-house expertise in game development, mobile apps, web design, and 3D modeling. They can help companies develop and integrate VR content and applications for marketing campaigns.
Melanie Cook on how to use VR for marketing and advertisingSapientNitroAPAC
In the words of Mugatu, Virtural Reality (VR) “is sooo hot right now!” The world’s biggest brands are all experimenting with how it can help them engage consumers and ultimately improve their bottom lines.
This is mostly because VR and AR offer a deeper level engagement that is more immersive than we’ve ever seen before.
Melanie Cook, Head of Strategy at SapientNitro Southeast Asia, hosted a breakfast at the Singapore office to share how brands can take advantage of VR experiences.
The talk, part of SapientNitro’s #whatsticks series, was broken down into the four steps that every brand or agency needs to take to make sure their VR experience is a hit;
1. Define a specific use
2. Create a tangible value exchange
3. Think like the cohort of 3d thinkers
4. Get your ducks in a row
(The user experience has to be outstanding, the commercials have to line up and the entire organisation needs to work together to make it happen.)
Melanie doesn’t advocate that the brands should only focus on VR, “Your brand story should continue to be experienced in mobile, print, digital, data visualisation, infographics, multimedia, video, gaming, podcasting, social etc.”.
Beginners guide to create powerful stories in Virtual Reality. VR is a completely new medium that allows a lot more freedom than traditional filmmaking. Explore your options.
Get the whole PDF ebook at: http://eepurl.com/bXtoOP
VR Journalism Workshop at Journalism InteractiveJournovationSU
Slides from Professor Dan Pacheco's workshop on VR Journalism at the 2016 Journalism Interactive Conference in Gainesville, Florida. More materials related to this can be found at http://www.vrstorytelling.org/vr-session-at-2016-journalism-interactive/
MASS VIRTUAL REALITY MARKETING AIN’T ROCKET SCIENCEsinnerschrader
Google Cardboards (Virtual Reality Viewers made from cardboard) are not for nerds, but for the the masses. Put your phone in and you are ready for the new world: Virtual Reality. 16 million Cardboards are world-wide in circulation. That are more than 80% of all VR Viewers out there.
Without a doubt, Virtual Reality Marketing will be/is in fact an important topic. Part of the customer journey already takes place there. Virtual Reality shops, travel bookings, user generated content, VR concerts, VR analytics,… are happening right now.
In this workshop we will show you the state of the art, examples, best practices and future trends focused on mass virtual reality marketing with the Google Cardboard.
Charge your phones and get ready! Cardboards will be provided.
https://mrcardboard.eu/next-conf-workshop-mass-virtual-reality-marketing-no-rocket-science/
https://www.youtube.com/watch?v=dMslikjhqQM&feature=youtu.be
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
VR is an industry that will experience continuous growth in the upcoming years. However, a significant amount of consumers are unaware, or uninterested in VR technology. In this presentation, we will review the current landscape for VR, observe VR awareness among consumers, and analyze how brands are utilizing the technology.
IAB Canada: Globacore's VR Brand Case StudiesBen Unsworth
Interactive Advertising Bureau Canada (IAB) The Business of Digital Series: VR.
VR Brand Case Study
Roomscale VR EscapeTombVR for Samsung, Lexus used the magic of virtual reality to transport visitors to the Canadian Autoshow into cars they selected from the models on show, IEEE 4 Player Mars Experience and More form Interactive agency Globacore showing how they delivered an immersive VR brand experience with Oculus Rift, Gear VR, HTC Vive, and Cardboard
Videos from presentation:
Samsung EscapeTombVR: https://vimeo.com/165209615
IEEE Mars Experience: https://vimeo.com/153415427
Lexus F-Sport Racing: https://vimeo.com/153139865
VR Car Interior Quality Test: https://vimeo.com/144767535
Call for partners for Experium, delivered by Vin Sumner of Clicks and Links the COMIT Community Day held on September 8th at Hemel Hempstead, hosted by Sir Robert McAlpine
Sila Sveta is an interactive media company that creates immersive digital experiences through video booths, installations, and events. They have produced projection mapping and multimedia shows globally. Their video booths capture photos and videos of prominent guests immersed in digital backdrops at events. They have created booths using projections, LED screens, and a robotic arm at prestigious events like the Met Gala and Disney D23 Expo. Sila Sveta offers turnkey production services and has won numerous awards for their creative and technical work.
AWE USA 2018 Startup Pitch: Isadore Katz with SuometryAugmentedWorldExpo
A startup pitch at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
AWE USA 2018 Startup Pitch: Isadore Katz with Suometry
Funds from around the world are represented at the event, looking to discover frontier technology and identify new investment opportunities.
http://AugmentedWorldExpo.com
This document summarizes an eye tracking technology company called VisualCamp. It discusses their eye tracking virtual reality head mounted display which allows for gaze interaction, eye typing at 75 characters per minute, and content and advertisement analysis. It outlines their target markets in virtual reality, education, and medical devices. Finally, it provides details on their team, advisory board, patent portfolio, and profit model which involves both software licenses and gaze analysis services.
Computer vision aims to program computers to interpret and understand images in the way humans do. While humans are better at complex visual tasks, computers excel at simpler problems. Computer vision is challenging due to issues like noise, variation, and its inverse and ill-posed nature. Examples of computer vision applications discussed include image search, facial recognition, medical imaging, robotics, and self-driving cars. The field involves algorithms for early vision tasks like segmentation and recognition, as well as hardware like cameras. It is an active area of research with many emerging applications over the next 5 years.
This document summarizes techniques for creating immersive experiences for dome theaters, including 360 degree fulldome video, VR, and stereoscopic 3D. It discusses challenges like high resolution requirements, camera movements, editing, and peripheral issues. It also provides an overview of software tools for 3D modeling, rendering, compositing and audio mixing for dome projects. Resources for live capture techniques, photogrammetry, and timelapse are also mentioned.
John Switzer presents on 360 video, which uses omni-directional cameras to capture spherical video that can be stitched together and viewed immersively. 360 video traces its origins to panoramic paintings in 1787 but has recently grown popular through advances in technology making capture and viewing more accessible. Key differences between 360 video and virtual reality are that 360 video involves live-action footage of real environments while virtual reality renders fully digital environments.
Company introduction for DiYPRO Co. Ltd., South Korea.
Fresnel Factory.com is owned by DiYPRO.
This company is a manufacture for fresnel lens.
Fresnel lens is using for concentrate solar energy, shape LED light, magnifier and motion detector.
From the brochure, you can find our capacity for small and large fresnel lenses.
The document discusses TRS's V3D plug-in for Milestone Smart Client. It allows users to view a 3D virtual model of a site within Smart Client. The plug-in features an easy-to-use geometric editor, supports textures to enhance realism, and enables bi-directional interaction between the virtual model and real cameras. It aims to improve environment comprehension for security designers, management, and operators through dynamic 3D browsing and a global view of the site.
Goertek’s Experience with the Qualcomm Virtual Reality (VR) Accelerator ProgramAugmentedWorldExpo
A talk from the Develop Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Goertek’s Experience with the Qualcomm Virtual Reality (VR) Accelerator Program with
Said Bakadir (Qualcomm)
Allen Chien (Goertek)
Qualcomm Technologies announced the VR HMD Accelerator Program to help device manufacturers quickly develop premium standalone VR HMDs. Goertek is Qualcomm’s primary original device manufacturer (ODM) partner and has developed multiple generations of VR HMD reference designs. This talk will share Goertek’s experiences with Qualcomm Technologies’ HMD Accelerator program and demonstrate how the program enables OEMs to improve their overall development experience and shorten time to commercialization. This program allows them to focus on their own customizations and content while leveraging Goertek’s engineering, design, and manufacturing experience in VR.
Qualcomm Technologies announced the VR HMD Accelerator Program to help device manufacturers quickly develop premium standalone VR HMDs. Goertek is Qualcomm’s primary original device manufacturer (ODM) partner and has developed multiple generations of VR HMD reference designs. This talk will share Goertek’s experiences with Qualcomm Technologies’ HMD Accelerator program and demonstrate how the program enables OEMs to improve their overall development experience and shorten time to commercialization. This program allows them to focus on their own customizations and content while leveraging Goertek’s engineering, design, and manufacturing experience in VR.
http://AugmentedWorldExpo.com
As the industry strives toward immersive VR experiences, we are guided by the extreme requirements associated with intuitive interactions, visual quality, and sound quality, in order to achieve the ultimate mobile VR experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom (6 DoF) in VR experiences, reduces latency, and cuts the cord. In this presentation, you will learn about:
• The enhanced user experiences that 6 DoF provides over 3 DoF
• The evolution of motion tracking
• How Qualcomm’s on-device VIO implementation provides a precise head pose at a high frequency yet at low latency and power
• The impact of 6 DoF on VR content development
This document provides an introduction to machine vision, including what machine vision is, its common applications, and the typical components of machine vision systems. Machine vision uses cameras and computer vision tools to analyze images and make automated decisions about industrial parts and processes. It is commonly used for applications like inspection, gauging, guidance, and identification in industries like automotive, consumer products, and pharmaceuticals. Key components of machine vision systems include cameras, lenses, lighting, vision software, and input/output modules for communication. The document reviews various machine vision concepts and terminology.
2020 vision - the journey from research lab to real-world productKTN
This presentation, delivered by Jag Minhas, CEO and Founder, Sensing Feeling, was the first presentation of the Implementing AI: Vision Systems Webinar.
Building New Realities in AEC with NVIDIA Quadro VR WebinarNVIDIA
Register to watch this on-demand webinar at http://info.nvidianews.com/proviz-webinar-series-provr.html
Discover the coming innovations in the use of virtual reality for building design, share new technologies and VR workflow integrations that are being used today, and get a look at what’s coming next in VR from NVIDIA.
Key takeaways:
- Learn about our VR technologies and solutions, pro apps for VR, and professional VR best practices.
- Hear how the AEC industry is integrating VR into their clients’ design experiences.
- Share your findings in the role of VR for immersive building design and ask questions during the live chat session.
Presented by Dave Weinstein, Andrew Rink, and Ron Swidler.
David Lock is the Director of Operations for Vuzix Corp., a leading supplier of wearable display technology. Vuzix has developed several generations of smart glasses using innovative waveguide optics that provide thin, see-through, bright displays without distortions. Their latest products include the M2000AR industrial smart glasses and an upcoming pair of fashionable binocular smart glasses. They have also developed the IWear 720 video headphones for mobile entertainment and virtual reality. Smart glasses are enabling apps originally written for smartphones and tablets to be used hands-free, and are changing business practices across many industries by providing real-time information and remote assistance capabilities to users.
This document provides an introduction to building virtual reality display systems for hobbyists and educators. It discusses the history and applications of VR, key engineering challenges in the field, and gives an overview of the Stanford EE 267 course where students build their own VR head-mounted displays. The document covers topics such as the graphics pipeline, sensor fusion for tracking, and spatial sound. It also profiles the open-source VRduino hardware platform used in the course for orientation tracking, input interfacing, and more. Overall, the document serves as a guide for those interested in developing VR technology through a do-it-yourself approach.
Selecting the right camera for a computer vision project requires considering many factors related to the camera's sensor, lenses, resolution, dynamic range, and interfaces. Key factors include the wavelengths needed, object sizes and distances, lighting conditions, motion speeds, and form factor constraints. A well-designed camera acquisition system is important for consistent and robust computer vision performance. This presentation discusses these various camera considerations and provides recommendations for evaluating options and integrating cameras into projects.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/nvidia/embedded-vision-training/videos/pages/may-2016-embedded-vision-summit-gallo
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Orazio Gallo, Senior Research Scientist at NVIDIA, presents the "Computational Photography: Understanding and Expanding the Capabilities of Standard Cameras" tutorial at the May 2016 Embedded Vision Summit.
Today's digital cameras, even at the entry-level, produce pictures with quality comparable to that of high-end cameras of a decade ago. Image processing and computational photography algorithms play a significant role in this improvement. In this talk, Orazio explains the algorithmic processing that cameras perform to produce high-quality images and how this processing interplays with computer vision algorithms. He then discusses algorithms that expand the capabilities of standard cameras by allowing more accurate measurements or new applications.
This document outlines a study exploring how artists and composers create content for extended reality (XR) technologies like virtual, augmented, and mixed reality. The study will involve 12 artist-composer pairs creating 360-degree videos with 3D soundtracks. Artists will participate in workshops on the technologies and record improvised performances captured with 360 cameras. Composers will create musical mockups and final 3D audio mixes to accompany the videos. Interviews will analyze the creative processes and gauge satisfaction. The goal is to understand the impact of XR tools on creation and propose methodologies for artists new to virtual reality. Results may include spectator testing and comparisons between augmented and 360-degree videos.
Efficient Website Management for Digital Marketing ProsLauren Polinsky
Learn how to optimize website projects, leverage SEO tactics effectively, and implement product-led marketing approaches for enhanced digital presence and ROI.
This session is your key to unlocking the secrets of successful digital marketing campaigns and maximizing your business's online potential.
Actionable tactics you can apply after this session:
- Streamlined Website Management: Discover techniques to streamline website development, manage day-to-day operations efficiently, and ensure smooth project execution.
- Effective SEO Practices: Gain valuable insights into optimizing your website for search engines, improving visibility, and driving organic traffic to your digital assets.
- Leverage Product-Led Marketing: Explore strategies for incorporating product-led marketing principles into your digital marketing efforts, enhancing user engagement and driving conversions.
Don't miss out on this opportunity to elevate your digital marketing game and achieve tangible results!
In this humorous and data-heavy Master Class, join us in a joyous celebration of life honoring the long list of SEO tactics and concepts we lost this year. Remember fondly the beautiful time you shared with defunct ideas like link building, keyword cannibalization, search volume as a value indicator, and even our most cherished of friends: the funnel. Make peace with their loss as you embrace a new paradigm for organic content: Pillar-Based Marketing. Along the way, discover that the results that old SEO and all its trappings brought you weren’t really very good at all, actually.
In this respectful and life-affirming service—erm, session—join Ryan Brock (Chief Solution Officer at DemandJump and author of Pillar-Based Marketing: A Data-Driven Methodology for SEO and Content that Actually Works) and leave with:
• Clear and compelling evidence that most legacy SEO metrics and tactics have slim to no impact on SEO outcomes
• A major mindset shift that eliminates most of the metrics and tactics associated with SEO in favor of a single metric that defines and drives organic ranking success
• Practical, step-by-step methodology for choosing SEO pillar topics and publishing content quickly that ranks fast
Can you kickstart content marketing when you have a small team or even a team of one? Why yes, you can! Dennis Shiao, founder of marketing agency Attention Retention will detail how to draw insights from subject matter experts (SMEs) and turn them into articles, bylines, blog posts, social media posts and more. He’ll also share tips on content licensing and how to establish a webinar program. Attend this session to learn how to make an impact with content marketing even when you have a small team and limited resources.
Key Takeaways:
- You don't need a large team to start a content marketing program
- A webinar program yields a "one-to-many" approach to content creation
- Use partnerships and licensing to create new content assets
In today's digital world, customers are just a click away. "Grow Your Business Online: Introduction to Digital Marketing" dives into the exciting world of digital marketing, equipping you with the tools and strategies to reach new audiences, expand your reach, and ultimately grow your business.
website = https://digitaldiscovery.institute/
address = C 210 A Industrial Area, Phase 8B, Sahibzada Ajit Singh Nagar, Punjab 140308
Build marketing products across the customer journey to grow your business and build a relationship with your customer. For example you can build graders, calculators, quizzes, recommendations, chatbots or AR apps. Things like Hubspot's free marketing grader, Moz's site analyzer, VenturePact's mobile app cost calculator, new york times's dialect quiz, Ikea's AR app, L'Oreal's AR app and Nike's fitness apps. All of these examples are free tools that help drive engagement with your brand, build an audience and generate leads for your core business by adding value to a customer during a micro-moment.
Key Takeaways:
Learn how to use specific GPTs to help you Learn how to build your own marketing tools
Generate marketing ideas for your business How to think through and use AI in marketing
How AI changes the marketing game
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
The advent of AI offers marketers unprecedented opportunities to craft personalized and engaging customer experiences, evolving customer engagements from one-sided conversations to interactive dialogues. By leveraging AI, companies can now engage in meaningful dialogues with customers, gaining deep insights into their preferences and delivering customized solutions.
Susan will present case studies illustrating AI's application in enhancing customer interactions across diverse sectors. She'll cover a range of AI tools, including chatbots, voice assistants, predictive analytics, and conversational marketing, demonstrating how these technologies can be woven into marketing strategies to foster personalized customer connections.
Participants will learn about the advantages and hurdles of integrating AI in marketing initiatives, along with actionable advice on starting this transformation. They will understand how AI can automate mundane tasks, refine customer data analysis, and offer personalized experiences on a large scale.
Attendees will come away with an understanding of AI's potential to redefine marketing, equipped with the knowledge and tactics to leverage AI in staying competitive. The talk aims to motivate professionals to adopt AI in enhancing their CX, driving greater customer engagement, loyalty, and business success.
We will explore the transformative journey of American Bath Group as they transitioned from a traditional monolithic CMS to a dynamic, composable martech framework using Kontent.ai. Discover the strategic decisions, challenges, and key benefits realized through adopting a headless CMS approach. Learn how composable business models empower marketers with flexibility, speed, and integration capabilities, ultimately enhancing digital experiences and operational efficiency. This session is essential for marketers looking to understand the practical impacts and advantages of composable technology in today's digital landscape. Join us to gain valuable insights and actionable takeaways from a real-world implementation that redefines the boundaries of marketing technology.
Did you know that while 50% of content on the internet is in English, English only makes up 26% of the world’s spoken language? And yet 87% of customers won’t buy from an English only website.
Uncover the immense potential of communicating with customers in their own language and learn how translation holds the key to unlocking global growth. Join Smartling CEO, Bryan Murphy, as he reveals how translation software can streamline the translation process and seamlessly integrate into your martech stack for optimal efficiency. And that's not all – he’ll also share some inspiring success stories and practical tips that will turbocharge your multilingual marketing efforts!
Key takeaways:
1. The growth potential of reaching customers in their native language
2. Tips to streamline translation with software and integrations to your tech stack
3. Success stories from companies that have increased lead generation, doubled revenue, and more with translation
What’s “In” and “Out” for ABM in 2024: Plays That Help You Grow and Ones to L...Demandbase
Delve into essential ABM ‘plays' that propel success while identifying and leaving behind tactics that no longer yield results. Led by ABM Experts, Jon Barcellos, Head of Solutions at Postal and Tom Keefe, Principal GTM Expert at Demandbase.
Conferences like DigiMarCon provide ample opportunities to improve our own marketing programs by learning from others. But just because everyone is jumping on board with the latest idea/tool/metric doesn’t mean it works – or does it? This session will examine the value of today’s hottest digital marketing topics – including AI, paid ads, and social metrics – and the truth about what these shiny objects might be distracting you from.
Key Takeaways:
- How NOT to shoot your digital program in the foot by using flashy but ineffective resources
- The best ways to think about AI in connection with digital marketing
- How to cut through self-serving marketing advice and engage in channels that truly grow your business
From Hope to Despair The Top 10 Reasons Businesses Ditch SEO Tactics.pptxBoston SEO Services
From Hope to Despair: The Top 10 Reasons Businesses Ditch SEO Tactics
Are you tired of seeing your business's online visibility plummet from hope to despair? When it comes to SEO tactics, many businesses find themselves grappling with challenges that lead them to abandon their strategies altogether. In a digital landscape that's constantly evolving, staying on top of SEO best practices is crucial to maintaining a competitive edge.
In this blog, we delve deep into the top 10 reasons why businesses ditch SEO tactics, uncovering the pain points that may resonate with you:
1. Algorithm Changes: The ever-changing algorithms can leave businesses feeling like they're chasing a moving target. Search engines like Google frequently update their algorithms to improve user experience and provide more relevant search results. However, these updates can significantly impact your website's visibility and ranking if you're not prepared.
2. Lack of Results: Investing time and resources without seeing tangible results can be disheartening. The absence of immediate results often leads businesses to lose faith in their SEO strategies. It's important to remember that SEO is a long-term game that requires patience and consistent effort.
3. Technical Challenges: From site speed issues to complex metadata implementation, technical hurdles can be daunting. Overcoming these challenges is crucial for SEO success, as technical issues can hinder your website's performance and user experience.
4. Keyword Competition: Fierce competition for top keywords can make it hard to rank effectively. Businesses often struggle to find the right balance between targeting high-traffic keywords and finding less competitive, niche keywords that can still drive significant traffic.
5. Lack of Understanding of SEO Basics: Many businesses dive into the complex world of SEO without fully grasping the fundamental principles. This lack of understanding can lead to several issues:
Keyword Awareness: Failing to recognize the importance of keyword research and targeting the right keywords in content.
On-Page Optimization: Ignorance regarding crucial on-page elements such as meta tags, headers, and content structure.
Technical SEO Best Practices: Overlooking essential aspects like site speed, mobile responsiveness, and crawlability.
Backlinks: Not understanding the value of high-quality backlinks from reputable sources.
Analytics: Failing to track and analyze data prevents businesses from optimizing their SEO efforts effectively.
6. Unrealistic Expectations and Timeframe: Entrepreneurs often fall prey to the allure of quick fixes and overnight success. Unrealistic expectations can overshadow the reality of the time and effort needed to see tangible results in the highly competitive digital landscape. SEO is a long-term strategy, and setting realistic goals is crucial for success.
#SEO #DigitalMarketing #BusinessGrowth #OnlineVisibility #SEOChallenges #BostonSEO
In this dynamic session titled "Future-Proof Like Beyoncé: Syncing Email and Social Media for Iconic Brand Longevity," Carlos Gil, U.S. Brand Evangelist for GetResponse, unveils how to safeguard and elevate your digital marketing strategy. Explore how integrating email marketing with social media can not only increase your brand's reach but also secure its future in the ever-changing digital landscape. Carlos will share invaluable insights on developing a robust email list, leveraging data integration for targeted campaigns, and implementing AI tools to enhance cross-platform engagement. Attendees will learn how to maintain a consistent brand voice across all channels and adapt to platform changes proactively. This session is essential for marketers aiming to diversify their online presence and minimize dependence on any single platform. Join Carlos to discover how to turn social media followers into loyal email subscribers and ultimately, drive sustainable growth and revenue for your brand. By harnessing the best practices and innovative strategies discussed, you will be equipped to navigate the challenges of the digital age, ensuring your brand remains relevant and resonant with your audience, no matter the platform. Don’t miss this opportunity to transform your approach and achieve iconic brand longevity akin to Beyoncé's enduring influence in the entertainment industry.
Key Takeaways:
Integration of Email and Social Media: Understanding how to seamlessly integrate email marketing with social media efforts to expand reach and reinforce brand presence. Building a Robust Email List: Strategies for developing a strong email list that provides a direct line of communication to your audience, independent of social media algorithms. Data Integration for Targeted Campaigns: Leveraging combined data from email and social media to create personalized, targeted marketing campaigns that resonate with the audience. Utilization of AI Tools: Implementing AI and automation tools to enhance efficiency and effectiveness across marketing channels. Consistent Brand Voice Across Platforms: Maintaining a unified brand voice and message across all digital platforms to strengthen brand identity and user trust. Proactive Adaptation to Platform Changes: Staying ahead of social media platform changes and algorithm updates to keep engagement high and interactions meaningful. Conversion of Social Followers to Email Subscribers: Techniques to encourage social media followers to subscribe to email, ensuring a direct and consistent connection. Sustainable Growth and Minimized Platform Dependence: Strategies to diversify digital presence and reduce reliance on any single social media platform, thereby mitigating risks associated with platform volatility.
Dive deep into the cutting-edge strategies we're employing to revolutionize our web presence in the age of AI-driven search. As Gen Z reshapes the digital realm, discover how we can bridge the generational divide. Unlock the synergistic power of PPC, social media, and SEO, driving unparalleled revenues for our projects.
This session will aim to comprehensively review the current state of artificial intelligence techniques for emotional recognition and their potential applications in optimizing digital advertising strategies. Key studies developing AI models for multimodal emotion recognition from videos, images, and neurophysiological signals were analyzed to build content for this session. The session delves deeper into the current challenges, opportunities to help realize the full benefits of emotion AI for personalized digital marketing.
2. 2 Inspirasign.com
Meet the VR Production Team
Casey Sapp
Matt DeJohn
• Founder, CEO of VRTÜL
• Award Winning VR Executive Producer
• Published author and speaker on consumer VR applications
• VRTÜL Head of Production
• Award-winning Stereo and VFX Supervisor (Legend 3D, DD)
• Awarded numerous VFX patents
• Published whitepaper author and speaker on VR Production, Stereo
3D, and VFX
Mary Ida Bonadio
• VRTÜL Sales & Marketing Director
• 20+ years of agency and advertising experience
• Emerging media expert
6. 6 Inspirasign.com
01
Monoscopic vs.Stereoscopic
Monoscopic
• Higher resolution presentation (currently)
• Easier post-production
02 Stereoscopic
• Higher sense of presence
• Ability to perceive depth and the relationships between
elements can be crucial
• Files can be utilized as mono or stereo
7. Dr. Ariel Ortiz, Obesity Control Center
Case Study on VR Production
14. 14 Inspirasign.com Geometry
Case Study
● Other Case Study Notes:
○ Audio - wireless microphones
○ Lighting
■ No overhead light - allowed for proper exposure of
surgery site.
○ Nadir correction
■ Branded OCC logo over Nadir to cover tripod.
■ Alternative: paint out tripod.
○ Additional feeds
■ Endoscope feed used for picture in picture
■ Possible to integrate other 2D views into the 360
canvas.
16. 16 Inspirasign.com Delivery
Case Study
● Delivery Methods
○ 360 Video - any device
■ Android, IOS, Windows phone, Desktop
○ Cardboard VR headset
■ Any modern smartphone
○ Gear VR
■ Samsung Galaxy S6, S6 Edge, Note, and S7
○ Desktop Solutions
■ Vive, Oculus, Etc.
17. 17 Inspirasign.com Hosting
Case Study
● Video Hosting Options
○ Free services: YouTube, VRIDEO, Facebook, etc
○ Custom apps: Android, IOS
■ Multiple files within same app (ex: multiple lessons)
■ Pay wall capable
■ Can be secure to comply with privacy rules
18. For additional info during your early stages
of VR development:
Casey Sapp, Founder
(407) 718-9156
casey@vrtul.io
WWW.VRTUL.IO