It was such a blast in 2019! Thanks to more than 700 visitors, who joined us in Babelsberg and made this event very special to all of us. Two days were filled with exciting topics, cases, inspiring workshops and speakers from all over the world like our Keynote Speakers Sarah M. Watson from Singapore and Stephanie Riggs from New York or award-winning Creative Director, Ricardo Laganaro, who came all the way from Brasil. At the Industry Stage we discussed topics like "Living Room on 4 Wheels" and if we'll use windscreens as the screens that provide metadata and offer one-touch shopping and learned about eHealth and how Mixed Reality will change diagnosis, operation and therapy in different medical fields and how it's already been used today. And at the Entertainment Stage we learned about how the virtual stage has been used by director Jon Favreau and his team for "The Lion King" and heard Opeyemi Olukemi, Executive Producer at POV Spark, speaking about interactive visual podcasts and VR experiences to leverage the storytelling potential of Instagram, creative rethinking of entertainment technology as key to the future-forward approach to media with a social mission.
A very special thank you goes to all our partners and sponsors, without whom the MediaTech Hub Conference 2019 would not have happened! Missed out? Have a look (just scroll down for videos of all sessions of 2019) and mark your calender for this year's edition of MediaTech Hub Conference on November 11-12, 2020!
Interested in becoming a future partner? Find out more here about the options for 2020.
Tech Critic Sara M. Watson looks at where the techlash has landed us and equips us with critical questions to integrate the futures we are building. Constructive technology criticism that aims to bring stakeholders together in productive conversation and poses alternative possibilities to ensure that we are building a humane, just, and inclusive future.
Narrative designer and immersive technologist Stephanie Riggs introduces her game-changing theory of narrative for the immersive experience and brings together storytelling theory with practice. Stephanie shares her work as Creative Director of Experiential at Refinery29, a celebration of art and culture through interactivity, and in collaborations with Facebook, Amazon, Reebok, Netflix and more.
Voice-first technology, from voice assistants to smart speakers, is experiencing dramatic growth and adoption with no signs of stopping. While we often think about voice tech in terms of consumer products, early movers across entertainment and other industries are already self-disrupting with the aid of voice. Malte Kosub (Future of Voice) outlined the contours of a voice strategy at a critical moment in the development of this new technology.
As the scale, complexity, and variety of modern datasets continues to grow exponentially, these traditional data visualization methods hit their limits and no long accurately communicate insights. XR technologies offer a better way to explore datasets naturally and holistically, while decreasing the amount of time and effort needed to discover actionable insights. Suzanne Borders (BadVR) showed how we will interact with immersive ‘data environments’, and how they will increase the value of our data.
Today, data drives the marketing process from end-to-end. Strategic approaches are vital for unlocking the full potential of data for different industry sectors, as well as for finding new ways to interface analytic tools and AI with creative thinking. With inspiring case studies, Hannes Weissensteiner (ARTEFACT) and Björn Bremer (Ogilvy) shared key strategies for translating data into future-forward marketing.
The continuous exploration of autonomous driving will drastically change the way we spend time in our cars. Windscreens are becoming screens that show the way, provide metadata and offer one-touch shopping. Motorways and intersections become fantasy worlds or space battles. Jeffrey Katz (MBition) and Sebastian Stegmüller (Fraunhofer Institute for Industrial Engineering IAO) discussed when those scenario become reality and what technology will characterize the innovation autobahn.
The full-body VR experience "A Linha" (“The Line”) was rightfully awarded in 2019 in Venice as "Best VR Immersive Experience For Interactive Content". Besides the creative use of scale in a virtual room it captivates its audience with a beautiful setting as well as a story that is tailor-made for the immersive medium. In this talk Ricardo Laganaro (Creative Director) talked about the production process and the technological and creative choices which made “A Linha” a small masterpiece.
Visualizing a tumor in the human body can not only decide over life during an operation – it also helps people to understand the treatment they are about to undergo. This is why imaging procedures with multiple sources and display methods like AR and XR can be used for today’s most modern hybrid operation rooms. We talked to Christoffer Hamilton (Brainlab) and Moritz Queisner (Charité) about how XR will change diagnosis, operation and therapy in different medical fields and how it's already been used today.
Volumetric VideoCapture is continuing its rise of success, making production of „Digital Humans“ so much easier with high end quality. Still, only a few studios worldwide are able to capture volumetric video. With Sven Bliedung (Volucap) and Sarah Vick (Intel Studios) we had two of the very best on stage, to discuss use cases for industry applications and entertainment and to share their practical experiences and business opportunities with us.
Digital Humans are on the rise, populating films, games, VR experiences or commercials. As graphics technology, storytelling, and social media converge to bring these new beings to life, it is worth reflecting on core questions—what are digital humans really, how do they come into the world, who makes them, how, and why? Hermione Flynn shed light on these questions by sharing how the 3D animation and motion capture studio, Mimic Productions, is pioneering the digital human.
The implementation of XR projects requires a process model that is specifically geared to the challenges of the design and implementation of 3D experiences and continuously adapts to new requirements and findings. In this slot, the procedure for an XR project is considered from the idea through implementation to the finished product by Dr. Tina Haase (Fraunhofer Institute for Factory Operation and Automation), Malte Wellmann (HEC) and Philine Oppenheimer (Interhomes).
Is it easier to sell a house or an apartment when the potential owners can experience a sunset in their fancy furnished new rooms in Virtual Reality? Can architects conveniently plan and evaluate projects with XR tools and then use the data for the diciding pitch? Is the technology only suitable for bigger teams and architecture firms that can provide enough hands to build APIs and custom made tool sets? Risa Tadauchi (Zaha Hadid Architects) and Boris Goldshteyn (ALLVR) discussed those questions.
Mark Harrison and Nic Kemp of #DPP gave an exclusive presentation at #mthcon 2019 on their ground breaking research into the future of production. From a small digital agency to a major Hollywood studio, the DPP presented a series of case studies that show the emergence of innovative new tools, services, workflows and business models, and ask if they are shaping a whole new best practice for production.
Kati Bremme (France TV) maps how studios, networks and creative service companies are boosting their productivity, efficiency and creativity across production planning, animation, visual effects, editorial, post and localization with AI and ML applications today, and shed light on their long-term potential to alter jobs and workflows.
Barcroft Studio’s CEO Sam Bracroft discusses how expert knowledge of social platforms and audience insight creates access to the world’s biggest viewer communities for factual content. Publishing to digital giants like Youtube and Facebook as well as upcoming advertiser-funded platforms like Tik-Tok and Instagram is both a science and an art – with which Barcroft Studios make more than 3bn views monthly.
Disney's new CGI remake of The Lion King comes along very lifelike, seemingly having crossed the uncanny valley. One of the reasons might be the virtual stage that has been used by director Jon Favreau and his team. VFX Producer Christoph Roth of MPC London gives insights about how to use virtual reality for planning, shooting in and acting within CGI movies or scenes and shows the tech behind and the challenges on the way.
Listen to Studio Boss Carl L. Woebcken, Line Producer Philipp Klausing and Funding Executive Daniel Saltzwedel in discussion: Like every other industry, film production is becoming more and more dependent on global workflows, high mobility, skilled crews, and digital processes that help increase efficiency – but what does it mean for the future of traditional production hubs like Studio Babelsberg? And how can political initiatives support a smooth digital transformation of filmmaking?
Interactive storytelling expert Opeyemi Olukemi, Executive Producer at POV Spark,
speaks about interactive visual podcasts, VR experiences and new projects to leverage the storytelling potential of Instagram, creative rethinking of entertainment technology as key to the future-forward approach to media with a social mission. How can we make sure the future of storytelling is both accessible and diverse?
Innovation in the streaming space is about far more than winning over mainstream markets. Instead, niche VODs are emerging as pioneering players with unique strategies to capture audiences with special interests. This session maps the importance of technology for success among niche SVODs, providing highly personalised experiences, top-notch curation and beyond.
Metadata are the Link between production, distribution, archive and audience. As metadata are still underestimated and lost in some cases, other players are making business out of it. Alexander Günther (sportcast), Jürgen Grupp (SRG) and Rainer Schäfer (IRT) explain how different European media houses are dealing with different approaches – forming a picture of what is possible today and tomorrow.
New Media Technologies are able to push creativity in the film business potentially. But why are creatives so often hesitating from using innovative Tech in their daily work? How can we set an environment to bridge the gap between Creativity and Tech with chances of experimenting and failure? Germany’s largest production house UFA and Germany’s only Filmuniversity Babelsberg „Konrad Wolf“ are discussing.
Virtual Reality storytelling becomes better and more defined. After the first years of wild experiments, it seems content creators have agreed on a set of rules of how to tell immersive stories. Mária Rakušanová (HTC Vive), Adam Rogers (Intel Studios) and Eddie Lou (Sandman Studios) talk about their experience and show how and why they made certain decisions to bring their ideas to live.