~/talk

Entertainment in the XR Era

Talkat AWE USA 2018 · 2018-05-30..06-01· [creative-coding]
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Panelists argue XR already supports real projects: Warner Bros. pilots with IMAX VR centers and Dreamscape location-based titles, Nickelodeon builds a kid-focused social Nick Metaverse with multiplayer slime blasters, studios prototype full‑body tracking and active‑track backpacks for free‑roam VR, and The Void/Dreamscape show sensory effects like heat and touch in Star Wars and an alien zoo. Business reality: ticketed LBE and service work fund early revenue, porting across headsets costs dev time, and standalone devices like Oculus Go lower the demo barrier.

AI-written summary · about

  1. 0:00Introduction and panelists
  2. 4:22Defining XR and immersion
  3. 7:52Monetization in immersive media
  4. 11:25Original vs branded IP strategies
  5. 15:57Bridge content and episodic storytelling
  6. 20:30Social and multiplayer XR experiences
  7. 22:36Location-based entertainment opportunities
  8. 26:49Technical challenges in XR production
  9. 29:40Home use and standalone headsets
  10. 31:47Dream projects in XR
  11. 33:53Advice for XR creators
  12. 37:43Call for diversity in XR
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