255 - VIRTUAL REALITY (WHAT IS THE REALITY?): SOCIAL, BUSINESS, AND ENTERTAINMENT

Gail Gessert, CEO, Gessert Media
Jim Malcolm, GM, HumanEyes Technologies
June 11, 1:45 pm - 2:45 pm  •  Siskiyou

Consumers have embraced the digital era! They experience media on their phones, tablets, computers, and now with new technological advances, virtual reality (VR) devices. They no longer live in a linear, 2D world. Consumers are expecting more and more, and particularly from a 3-D environment. After a long history, the future of VR has new focus! How businesses and 3-D content creators can truly engage everyday consumers in VR is in some sense still elusive. At the same time, however, the industry is taking giant leaps forward. Regardless of the learning curve on just how to best use the technology, one thing is for sure: while the consumer is expecting more and more, VR as an industry will advance.

In this interview-style session, you'll hear and view, first hand, what defines "the realities" about VR. The focus will be on how VR is blossoming in its applications and why so many storytellers are now flocking to the medium. Industry examples and case studies with visuals will be shared, demonstrating how educators, corporations, entertainment, and social networks are building their businesses and brands through 3-D visual innovation. You'll leave this session with a foundation in Virtual and Augmented Reality (VR/AR) that will help you spawn ideas to implement your own future virtual reality projects.