Game Changer Cross Reality & Artificial Intelligence Event

AI, AR, VR – How new technologies are turning the corporate world upside down

With Augmented Reality (AR) and Virtual Reality (VR) almost everyone can do something today. The new trend is Cross Reality – a mix of AR, VR and Mixed Reality, a technology that mixes real reality with virtual reality. Cross Reality and Artificial Intelligence will turn our corporate world upside down in the future. The new technologies will be a game changer in many economic sectors. On Tuesday, 22 January 2019, we will present the latest developments in these areas. We will also use exciting showcases to demonstrate how Cross Reality and AI are already being used successfully.

Renowned experts from science and business will also discuss how cross reality and artificial intelligence can play together in the future.

Let’s get starts!

“By 2022, a global market share for virtual and augmented reality of over 209 billion US dollars is forecast. Every third decision maker is convinced that VR will have an influence on their own business model within the next three years,” says Professor Matthias Pfaff, Chair of Virtual Design at the University of Kaiserslautern. “Whoever starts now with a Virtual Reality application can be one step ahead of the competition”. The leading VR expert is firmly convinced of this. He will talk about how Cross Reality revolutionizes the future as a game changer in an exciting speech.

What is it about the AI hype?

The hype about artificial intelligence is great. The expectations as well. Companies expect it to support them, especially when it comes to decision-making. But what does the implementation of AI technologies in companies really look like today? Dr. Stefan Wess, CEO of Empolis Information Management GmbH, has published several books and numerous articles on artificial intelligence over many years. In his speech, he raises the question of where we really stand today when it comes to AI.

SHOWCASES

Cross Reality – Live Experience

Spot on – Products are staged

It can be furniture, technical equipment and machines or cars: with the Sphere platform, impressive, web-based virtual reality brand and product presentations can be created in seconds. Without any specialist knowledge. Customers are immersed in industrial goods and companies increase their sales success. With Sphere, products are re-staged in Virtual Reality and brought to life. The efficiency advantages for companies are probably enormous: VR offers customers a guided purchasing process that is almost free of external environmental influences. This gives companies and brands full control over the experience. ZREALITY has just been awarded first prize by the Luxembourg Forum Mind & Market for its specially developed platform.
In the demo area, the application can be live experienced.

Time travel is possible

World premiere in Luxembourg: A trend-setting tourism offer has just been launched in Luxembourg: tourists drive through the city with Virtual Reality (VR) glasses and find themselves in 1867. This innovative journey through time is the world’s first mobile VR city tour. The company Urban Timetravel S.A. with offices in Luxembourg and Kaiserslautern is a spin-off from the DT:Hub of DDG. The event provides a small foretaste of Luxembourg’s journey through time. A project for which other cities, including world metropolises, could also show interest in the future.

New Galaxy of Entertainment

Granola Studios is a creative technology company based in Berlin that has developed a revolutionary live streaming platform for 3D animated entertainment. The goal: to experience stars and favorite artists in an impressive concert atmosphere without leaving home. It will be a completely new universe of entertainment that can be experienced with conventional display devices (smartphones, tablets, PCs) or virtual and augmented reality glasses.

Solutions for Escape Rooms

With its solutions specifically for the automation of escape rooms in the entertainment sector, the Luxembourg company Firis SA is serving a booming trend. At the same time, the electronics design company has also concentrated on occupational safety and learning materials based on virtual reality technologies. Look forward to exciting insights.

New customers and markets at the touch of a button – thanks to AI

bearch one2one from DATAlovers automatically predicts your next customers and markets. You simply enter your ideal customer/ A-customer and bearch one2one provides you with a list of suitable new companies including contact data prioritized according to conversion probability. Just try it out on site and take new customers home with you.

Register now!

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Date Tuesday, 22 January, from 17.30

Venue
Embassy of the Grand Duchy of Luxembourg
Klingelhöferstraße 7 10785 Berlin

Contact
Julie Jacobs
Tel.: +49 30 263957-26
Fax: +49 30 263957-27
E-Mail: julie.jacobs@mae.etat.lu

Organizer
Business Club Luxemburg, in cooperation with the Federal Association of German Startups, DDG – Digital Devotion Group, Deutsche Telekom and VR Business Club

Program:

Admission 17:30 Uhr

Welcome 18:00 Uhr

Wolfgang Elsäßer, Board Member Business Club Luxembourg

Moderation: Maren Courage, Founder VR Business Club

Speeches 18:10 Uhr

Game Changer Cross Reality (VR, AR, MR) – How this technology will change communication. Prof. Matthias Pfaff, leading expert for VR and Chair of Virtual Design

Game Changer Artificial Intelligence (AI) – Hype meets Reality? Dr. Stefan Wess, CEO of Empolis Information Management GmbH

Showcases 18:40 Uhr

ZREALITY GmbH – Presentation of the platform ZREALITY Sphere
Urban Timetravel S.A. – CR Tourism Projects
Firis S.A.
Granola Studios GmbH

Panel discussion 19:20 Uhr

Roy Uhlmann, Startup Entrepreneur, Member of the Board & Coordinator of the AI Platform of the Bundesverband Deutsche Startups e.V, Prof. Matthias Pfaff, Dr. Stefan Wess, Axel Menneking

Networking Cocktail with Live Experience Stations

Registration:

Please register by 15 January 2019 at www.businessclub-luxemburg.de

Note:

The number of participants is limited. With the registration the participant agrees with film, sound and/or picture recordings by the organizer as well as their publication.