VR Mass Appeal – How to Get the Masses to Create and Consume VR Content
Here, the event will take place:
MOTION STAGE (Hall 5.2, Booth G-30)
VR is undoubtedly a growing trend within tech, media, filming and gaming. The popularity, though, is primarily amongst industry leaders and early adopters. Shahar will share insights he has learned from launching VUZE, the first consumer 3D 360° VR camera and software studio, to discuss democratizing the VR industry, the challenges and tradeoffs of expanding the market and how to increase consumer and prosumer interest in consuming and creating content through:
Current VR cameras on the market are made for veteran professionals who understand how to capture and edit with professional tools. In order to reach the consumer and prosumer market, VR cameras and supporting software need to be simple enough for everyday people and prosumers to use.
With VR cameras costing five digits, more solutions need to be made that consumers and even prosumers can afford.
Consumers want to consume high quality content whether they are watching it on their phone, YouTube or through a headset. The VR industry has yet to meet this demand with the lack of one uniform playback method.