3:20 pm - 4:30 pm
Maison de la Mutualité
2016 can be seen as Year 1 for immersive technologies. It was the year that VR Oculus Rift and HTC Vive came on the market, and the year of the Pokémon Go augmented reality mobile game.
Since then, over 20 million fixed VR headsets have been sold worldwide (IDATE DigiWorld, based on “AR – VR, On the slope of enlightenment!”, October 2019). Technologies have progressed and product lines have expanded to align with consumers’ digital entertainment habits. Innovations in AR and VR content are flourishing, in video, video games, animation and theme parks.
This session will be an opportunity to explore the latest innovations in immersive content and services, as well as the economic issues at stake.
3:20 pm - Introduction & Animation
3:25 pm - Keynote
3:35 pm: How does VR impact narrative and staging?
3:45 pm: Funding and distribution stakes for VR content
4:05 pm: How are immersive technologies building then ext generation’s family