VRARA Germany chapter members Thomas Fickert, Jan Pflüger and Philip Wogart preview their sessions on digital transformation and locomotion within VR at the online global summit this week, and reveal the headline conclusions of their new market report
➨What? VRAR Global Summit
➨ When? 1 June to 3 June 2020
➨ Where? Online
➨ How much? Free, but paid-for options are available
Following the release of their new VR/AR Market Report Germany Q2 2020 report, Germany chapter president Thomas Fickert, adviser Jan Pflüger and Philip Wogart, DACH executive director and co-chair of the location-based entertainment committee, preview their participation at the online VRARA Global Summit taking place this week.
VRWT: Thomas, how will your networking session at the VRARA Global Summit on 3 June approach digital transformation and learning? What are the key points to consider and what can attendees expect from the discussion?
Thomas: Beside my role as president of the Germany VRARA chapter, I’ve been running my own company in the immersive sector for more than eight years. In this capacity, I’ve had the chance to gain a lot of experience regarding the potential of immersive technologies within the context of digital transformation for businesses. In that time, I’ve also been confronted with the still existing challenges in building teams at scale—with qualified experts and specialists in the emerging field of immersive technologies, tools and platforms.
I’m happy to have such an experienced group of experts and panelists from the German VRARA advisory board participating in my session. They can share their experiences in digital transformation, the skills gap in the immersive sector and educational strategies to fix them.
We will briefly recap the evolution of immersive tech in the context of the industrial and media sectors, discuss various learnings gained in practice plus the discovered skill gaps, as well as current strategies and approaches in the field of immersive education.
VRWT: Jan, tell us about your new role as chapter adviser for Germany. How did this happen and what do you hope to achieve with the VRARA?
Jan: I met Philip a few years ago at a VR event and we had some very interesting discussions about our views on the future. When we met again last year, we talked about the VRARA and found a great match between the advisory role and my interests in supporting community building for XR.
As an adviser to the VRARA team, I will bring my long-term experience in the field of XR, especially in the enterprise area, to address the right topics to focus on. I’m aiming to foster collaboration between the many areas represented within the VRARA to help shape the future of the XR ecosystem.
Overall, we want to strengthen the XR community in Germany, but also affect the global scene with our strong partners and dedicated network.
VRWT: You were also instrumental in writing some of the introduction to the new VR/AR Market Report Germany Q2 2020? What were some of its headline observations and conclusions?
Jan: One of the outcomes of this report was the identification of three main needs for the German XR Market: virtual collaboration, ecosystem standards and growth, and developer qualification.
These topics are representative of the current trends of the XR area in general. However, I would like to underline the request of the involved companies for more cooperation and networking within the XR landscape. The creation of the market report has already been proven to be a successful example of collaboration.
The variety of services listed within shows that we have a broad and successful landscape, whose companies can successfully compete in the market and who are equipped to develop future-proof solutions. Immersive technologies will continue to be a driver of digital transformation and we have all the ingredients for sustainable growth of the XR ecosystem.
VRWT: Philip, you are also a key player in the Germany chapter, but at the VRARA Global Summit you are moderating a large panel discussion on locomotion in VR. Where are we at in terms of capabilities? And what are some of the solutions that can achieve better results?
Philip: Besides looking after the DACH region for the association (Germany, Austria and Switzerland), I also chair the committee for location-based entertainment. In this role, I have been in close contact with operators and developers across the globe who make and deploy some of the most sophisticated VR experiences available today, where cutting edge hardware meets beautifully crafted virtual environments.
This panel, in particular, brings together eight voices from four different companies, which all have solved movement is VR differently; whether that is precision optical tracking, omni-directional motorised treadmills, or redirected walking algorithms. This all goes way beyond the standard teleportation or free-locomotion, and shows how movement in VR is not only integrally tied to a user’s immersion and sense of presence, but also how real a simulation training or experience can actually be.
We will be discussing this and much more and I invite any of your readers who want to understand the impact of creating infinite worlds in which you literally move within without necessarily traversing the corresponding real-world square metres to join us for the largest panel discussion of the summit.