CreativeXR Opens Applications for Third Accelerator Programme

Digital Catapult and Arts Council England launched CreativeXR back in 2018 to provide funds, tools and other assistance for those working on virtual reality (VR) and augmented reality (AR) projects. The programme has proven to be a success, returning for the third year with new contributors. 

For 2020 CreativeXR has been awarded an Epic Megagrant by Epic Games which will be used to support up to five projects built using Epic’s Unreal Engine. The second new contributor is StoryFutures Academy which will mentor up to four companies in story development, design and continuing narrative.

“Now in its third year, we’re excited by the worldwide acclaim CreativeXR projects are attaining globally. Our brilliant partnership with Arts Council England continues to allow us to help 20 production companies a year take risks to uncover new ways of telling stories and try out new commercial models,” said Jeremy Silver, CEO, Digital Catapult in a statement. “This year we’re delighted to partner with Epic Games and StoryFutures Academy; together we are paving the way to develop the new immersive formats of the future, making the UK the best place in the world to produce creative immersive content.”

Applications have now opened for companies and teams interested in taking part, the deadline for applications being 17th April 2020. Having helped 40 teams receive funding to develop prototypes over the last two years CreativeXR has become a pivotal accelerator programme offering access to workshops and peer-to-peer learning, whilst also hosting an annual Showcase and Market event attended by global companies such as HTC Vive, Oculus, Bose and Intel for teams to pitch their work.

“We’re delighted to be partnering with CreativeXR for the second consecutive year, this time as the Storytelling Partner. As the UK’s National Centre for Immersive Storytelling, we are aligned with the vision of CreativeXR, and believe that great stories are fundamental to the success of the next wave of immersive experiences,” said Rebecca Gregory-Clarke, Head of Immersive, StoryFutures Academy: the National Centre for Immersive Storytelling.

As in previous years once 20 projects have been selected to take part in the CreativeXR programme VRFocus will let you know who made the cut.

CreativeXR: Supporting the UK’s Immersive Content Industry

It can be tough starting out in the XR industry, developing projects purely for their creativity and forward-thinking, or something more commercial, either for consumer or enterprise use cases. It’s why funding initiatives like CreativeXR – a collaboration between Digital Catapult and Arts Council England – have proven to be so popular, with this particular UK-focused programme recently hosting its own event, CreativeXR Showcase and Market. VRFocus was in attendance, chatting to developers about their projects and organisers to see how the initiative was working. 

Hosted in London, this was the second CreativeXR programme run by the two organisations, originally opening up applications at the beginning of the year. Looking for submissions which focused on creative, consumer-facing experiences enabled by immersive technologies, the initiative had a large number of projects apply, whittling them down to 20. Each one received £20,000 GBP of funding to develop their prototype to a far enough stage that it could be shown at the event, with two going on to receive further funding.

Held over two days, the CreativeXR Showcase and Market offered attendees the chance to testing early designs like  Goliath by Anagram; an interactive theatrical documentary whose story revolves around a man who has spent a decade in psychiatric hospitals battling psychosis, finding friendship in online gaming. Or UnDust by Satore Tech which combined Magic Leap One with Akram Khan’s Dust for the English National Ballet.

The event wasn’t purely about the demos. Digital Catapult had several talks lined up, with one of the highlights being From Story Telling to StoryLIVING: A Journey to a Galaxy Far, Far Away, a session held by Vicki Beck, Executive in Charge, ILMxLAB. She went through the short but impressive history of ILMxLAB, discussing early projects all the way up to one of its latest, the VR experience Vader Immortal: A Star Wars VR Series – Episode II – unfortunately she didn’t share any details for episode 3.

CreativeXR image

Below is a little mashup of several interviews VRFocus conducted. Digital Catapult and Arts Council England haven’t confirmed if CreativeXR will return in 2020 at the moment but judging by this year’s response it would certainly be welcome.

The Latest in British Immersive Content Goes on Display at CreativeXR Showcase and Market

At the start of the year, Digital Catapult in conjunction with Arts Council England launched the second CreativeXR programme to foster new and upcoming immersive talent, helping fund their prototypes. 20 projects were then selected to receive £20,000 GBP of funding as well as access to facilities and industry mentors. That has all led up to today, with the launch of the CreativeXR Showcase and Market, where these projects will be put on display for the first time.

Therese & Peta: A Tale of Two-Spirits
Image Credit: Therese & Peta: A Tale of Two-Spirits by Queer Media UK

Taking place in association with the BFI London Film Festival (LFF), and in partnership with StoryFutures Academy: The National Centre for Immersive Storytelling, the CreativeXR Showcase and Market will enable these projects to reach key immersive industry figures, national and international distributors, commissioners and investors.

The 20 projects being funded by CreativeXR are:

  • Interference by Abandon Normal Devices – an immersive audio-visual experience that brings together Jodrell Bank Observatory’s groundbreaking heritage site and world-leading research.
  • DAZZLE 2020 by Gibson/Martelli and Peut-Porter – reimagining the 1919 Chelsea Arts Club Dazzle Ball, DAZZLE 2020 embraces participatory forms of theatre and inclusion in XR.
  • Invisible Light by 59 Productions – a mixed reality theatrical project that combines live performance, set design, projection mapping, 360-degree sound and augmented reality.
  • Therese & Peta: A Tale of Two-Spirits by Queer Media UK – A virtual journey to retrace the story of the most famous photo of the AIDS crisis.
  • Rory Mullarkey’s Flood by Megaverse – A VR experience that dives into a gritty, full-body sensory experience anticipating the climate disaster that’s part fantasmagoria, part physical theatre, and totally live.
  • BEDLAM by Minky Productions – A virtual reconstruction of Bethlehem Hospital, the world’s first “hospital for lunatics” in the early 17th century.
  • Under Attack by Also Known As – A room-scale VR installation that uses spatialised sound, smells and haptic feedback to enhance the sense of immersion and to inspire participants to invest in protecting media freedom.
  • Goliath by Anagram – a powerful interactive theatrical documentary following the story of a man who, after spending a decade in psychiatric hospitals battling psychosis, finds redemption and friendship in the world of online games.
  • Now Was The Time by imitating the Dog – a mixed reality production that explores new alternative versions of European history.
  • The Time Machine by The Old Market (TOMtech & Make Real) – An experience which blurs the world of live performance, XR and gaming. Mixing theatrical storytelling with multi-platformed technology, the project brings us a new form of playable theatre.
  • Breathe by Darkfield – A location-based experience in total darkness, which communicably explores conscious dreaming, using speech recognition to deepen the audience’s connection with recorded characters.
  • UnDust by Satore Tech – an augmentation of Akram Khan’s Dust for the English National Ballet, tracing form, movement and light to perform scenes from Khan’s piece.
  • Basic Tension 3 by Basic Tension and Off World – A mobile-based mixed reality experience intended to challenge social, racial and psychological perceptions of the body.
  • What is Normal? By Call & Response – an immersive conversational experience with people with learning disabilities and autism.
  • Present by Fight in the Dog – an immersive, augmented reality comedy experience for couples and individuals, guided by stand-up comedian Jordan Brookes.
  • Zia Dance Duet by BespokeVR Ltd – a full-body immersive experience, dancing with an artificial intelligence dancer named Zia who responds fluidly to your unique dancing style.
  • Through the Wardrobe by Colour My Reality – a mixed reality installation where the user is invited to touch and explore items that unlock the endless possibilities of gender identities and expressions.
  • Madrid Noir: The Prologue by No Ghost – an interactive VR detective game for the new immersive era.
  • Basilisk: Enter the Fold by Studio Leg – A semi-fictional interactive VR experience, where a mind-reading superintelligence carries out its own product launch.
  • Game Over by Blackwatch Entertainment in association with Circa69 – combining AR, audio installations, 360-degree video and live-action, the project creates an audience-led immersive and interactive promenade theatrical experience using multiple performance spaces.

“We are very excited to share the output from this year’s collaboration with Arts Council England. Telling new and compelling stories in new and compelling formats is still an opportunity that virtual, augmented and mixed reality technologies offer,” said Jeremy Silver, CEO at Digital Catapult in a statement. “If it were easy to turn these stories into mainstream, popular experiences, then our CreativeXR programme and its accompanying Market would not be necessary, but they are. It’s vital that we encourage both the creative talent to pioneer new formats and encourage commissioners to be confident to invest.”

Goliath

“As part of Verizon, we pride ourselves on being on the cutting edge of technology, creating next generation experiences for consumers and brands alike. As we move into a 5G world, the true potential of existing technologies like AR, VR, and MR will be unlocked meaning we will have the ability to deliver these experiences to audiences at scale, and in real-time. CreativeXR is an opportunity for us to not only work with the brightest XR creators, innovators, and entrepreneurs, but lend our guidance and experience in the commercial world, connect them with our clients, and help them realise the true power of their work.” adds Mark Melling, Head of RYOT and 5G lead, EMEA at Verizon Media.

VRFocus will be attending the CreativeXR Showcase and Market to bring you all the latest updates.

The VR Job Hub: The Void, Digital Catapult & The Wild

Due to the healthy growth of the virtual reality (VR) and augmented reality (AR) industries, there are a plethora of job roles out there to suit most skills and needs. It’s how VRFocus manages to provide a veritable mix of vacancies every week, and today is no exception.

Location Company Role Link
Lindon, UT The VOID Dev Ops Engineer Click Here to Apply
Lindon, UT The VOID Office Manager Click Here to Apply
Orlando, FL The VOID General Manager – Disney Springs Click Here to Apply
Bay Area, SF The VOID General Manager Click Here to Apply
Santa Monica, CA The VOID Guest Experience Team Lead Click Here to Apply
Santa Monica, CA The VOID VR Technician Click Here to Apply
San Diego, CA The VOID Lead VR Technician Click Here to Apply
London, UK Digital Catapult Lead Technologist – Immersive Click Here to Apply
London, UK Digital Catapult Innovation Coordinator Click Here to Apply
London, UK Digital Catapult Policy & Research Manager Click Here to Apply
London, UK Digital Catapult Senior Events Manager Click Here to Apply
Portland, OR The Wild Account Executive Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Digital Catapult’s Augmentor Programme Returns to Help Early Stage VR/AR Companies

Digital Catapult, a UK-based digital technology innovation centre which runs initiatives like the CreativeXR programme with Arts Council England has announced the launch of a 12-week accelerator called Augmentor. Supporting early-stage immersive virtual reality (VR) and augmented reality (AR) companies, applications are now open.

Augmentor is a 12-week accelerator programme offering immersive companies technical and business mentorship, access to state-of-the-art facilities and regular check-ins with investors. Ten companies will be selected to take part, helping them fine-tune their technology and commercially viable business proposition ahead of pitching to investors at a showcase in January.

Successful applicants will receive masterclasses delivered by Digital Catapult as well as partners and mentors, including HTC Vive X, Edge Investments, Remagine Ventures, Station 12 and Mercia Technologies.

“Immersive technologies increasingly display massive untapped potential for business applications from product design to hazardous conditions training, across many different industrial sectors,” comments Jeremy Silver, CEO, Digital Catapult in a statement. “Unlocking this depends on early stage companies innovating in this space, finessing their propositions and securing investment. We have established Augmentor to provide the skills companies need to approach investors with greater confidence and clearly establish their product market fit.”

HTC Vive“Augmentor has been instrumental in supporting new and early-stage VR/AR startups in the UK,” comments Dave Haynes, Director of Vive X Europe. “It’s been a pleasure to mentor many of the companies, helping them prepare to meet their first investors. This led to HTC leading an investment in KageNova last year through our Vive X program.”

This will be the third Augmentor programme Digital Catapult has run, with previous successes including self-serve AR platform HoloMe and end-to-end reality capture and digital delivery platform, Reality Zero One. Up to now, participants have managed to secure over £3.1 million GBP of investment since taking part in the programme, thanks to Digital Catapult partnering with some of the world’s leading investment funds.

Applications are now open until 6th September at the official Augmentor website. VRFocus will continue its coverage of the Augmentor programme, reporting back with further updates.

20 Projects Selected for CreativeXR’s Second Year

In January Digital Catapult and Arts Council England began the application process for the second year of CreativeXR, an accelerator programme for immersive content prototypes. Today, they’ve announced the 20 successful candidates to receive funding and mentorship.

Digital Catapult

The 20 teams will each receive £20,000 of funding and access to immersive facilities and industry mentors, allowing them to focus on R&D to create riskier, content-driven projects using virtual reality (VR), augmented reality (AR), and mixed reality (MR) technology. They’ll gain guidance from industry experts from a range of organisations including: RYOT Studio, Royal Opera House, Serpentine Galleries, Science Museum, BBC, Unity, Abbey Road Studios, NBCUniversal, and the Royal Shakespeare Company.

“CreativeXR is all about encouraging the development of new formats leading to new markets for cultural applications of immersive technologies,” said Jeremy Silver, CEO, Digital Catapult in a statement. As a new medium, the ideas and approaches that can succeed are as likely to come from edges of contemporary art or from more commercially focussed industrial design. This year’s cohort is an inspiring combination of inventiveness, tech ability and commercial approach. We’re super excited to see them get started on their projects, and to be working again with Arts Council England.”

The 20 teams selected to join the CreativeXR programme are:

Photo credit: Tim Ireland/PA

“It’s fantastic to be working with Digital Catapult again on a second round of CreativeXR.  These projects demonstrate the potential of immersive content to produce new forms of creativity and cultural experience when artistic vision is combined with technology. We’re very pleased to have all the teams on board, and look forward to seeing their projects develop,”  Francis Runacres, Executive Director of Enterprise and Innovation, Arts Council England adds.

The programme will culminate in a final showcase event later this year, where teams will have the opportunity to pitch their prototypes to commissioners, distributors and financiers. As CreativeXR continues to support the UK’s arts and cultural sector, VRFocus will keep you updated on the latest developments.

Applications are now Open to Join Digital Catapult’s CreativeXR Programme

A year ago digital technology innovation centre Digital Catapult and the Arts Council England launched CreativeXR, a programme aimed at supporting the development of new virtual reality (AR), augmented reality (AR) and mixed reality (MR) experiences. Today, they’ve announced that applications are now open for CreativeXR 2019.

Digital Catapult

The initiative is looking to fund 20 immersive projects, with successful applicants able to receive up to £20,000 GBP of early-stage investment to develop their prototype. Those chosen will also gain access to mentoring from industry leaders, as well as Digital Catapult’s nationwide network of Immersive Labs and opportunities to pitch for further development funding.

For 2019 CreativeXR ‘is seeking submissions which focus on creative, consumer-facing experiences enabled by immersive technologies’ states a press release. Examples given include:

  • Artistic pieces
  • Cultural experiences (including those inspired by museum, gallery, library or heritage experiences)
  • New forms of storytelling (fiction or non-fiction)
  • New forms of interactive entertainment

“CreativeXR is about stimulating the strength of British storytelling and commissioning talent. Immersive technologies offer many new content opportunities to be bold and experimental in creating engaging and authentic experiences,” comments  Jeremy Silver, CEO, Digital Catapult, in a statement. “This collaborative effort with Arts Council England pushes UK creative startups to innovate in order to reach new audiences, tell new stories, and establish new business models. We hope it will encourage a new boldness in investors and commissioners too.”

Photo credit: Tim Ireland/PA

“We’re excited to partner with Digital Catapult again to recognise the best immersive content creators in the UK and offer them the support they need to reach their full potential,” says Francis Runacres, Executive Director, Innovation and Enterprise at Arts Council England. “The popularity of last year’s programme indicates the huge appetite for this kind of support, while the incredibly high-calibre of immersive experiences that emerged from it demonstrate the UK’s leadership in this space and potential for further growth.”

CreativeXR 2018 received over 1,000 registrations of interest and over 250 applications from its Open Call, seeing twenty teams create prototypes and five teams receive further funding to complete their projects. These five experiences will be previewed at a showcase event at Digital Catapult on 4th February 2019.

Interested applicants have until 17 February 2019 to submit their proposals. For further updates on the programme, keep reading VRFocus.

Digital Catapult Examine’s the UK’s VR/AR Industry in new Content Series

Technology innovation centre Digital Catapult has been at the forefront of virtual reality (VR) and augmented reality (AR) promotion within the UK. Today, it has announced a new partnership with Springwise, a global source for innovation intelligence, on a new content series of reports, podcasts and events delving into the state of immersive technology in the UK.

The first podcasts cover immersive technologies like VR and AR. Featuring guests including Rebecca Gregory-Clarke, Digital Catapult’s Head of Technology – Immersive; Janosch Amstutz, Founder and CEO of HoloMe; Alex Kitching, co-Founder of Lume; and Linda Ligios, Managing Editor at Springwise, these podcasts are now available via iTunes and SoundCloud.

“Springwise and Digital Catapult complement each other in many ways and this collaboration will enable us to combine our expertise to explore trends and innovations in the UK’s immersive landscape,” said Amanda Kamin, Director of Marketing, Communications and Events at Digital Catapult in a statement. “We are both working to connect people in the startup and scaleup community with industry and academia, and Springwise’s incisive, thought-provoking content blends with and enhances our editorial offering and in-depth industry knowledge of the immersive sector.”

Digital Catapult and SoundCloud will likely use the partnership to expand into other areas of expertise covering AI and 5G. Additionally, Springwise will be launching a special bespoke content subscription package for startup companies and those who are already part of an existing Digital Catapult programme.

“Springwise is excited to be partnering with Digital Catapult to explore the world of immersive technology, and deliver to our audience a deeper dive into the opportunities and challenges for innovators and businesses in this sector. Springwise has launched a host of new content in 2018 to help our global audience learn more about the thinking behind emerging technology and business ideas. We share a mission with Digital Catapult to discover new ways to solve big challenges and make connections and look forward to new collaborations coming out of our work together,” adds Springwise Managing Director Sophia Dempsey.

As the collaboration continues to produce further content, VRFocus will keep you updated.

Venice VR: State Of The Art

A year has passed since my first trip to Venice VR; the new element of the Venice Film Festival which has grown steadily in the last three years. Last year’s exhibition set the bar high for the professionalisation of the exhibition experience. This year the expo came back with gusto, with over 40 pieces on display on ‘VR Island’ and a total of 21 companies taking part in the Production Bridge – the marketplace event where teams can pitch to an array of interested investors. With so much to see at the exhibition, and a noticeably larger and even more international crowd congregating around it, the once abandoned little island of Lazzaretto Vecchio didn’t really know what hit it.

Venice Film Festival - LogoFirst off, I was of course very happy to see a strong UK presence, which included content from Sky, the BBC, Breaking Fourth, and our adoptive Tiny Planets, who have spent time at Digital Catapult over the last year. The marketplace also featured new work from the National Theatre, and two companies supported by our CreativeXR programme, Limbik Theatre and Up Creatives, who did us proud as they pitched for further investment for their projects.

Musing about this festival in relation to last year, it seems that no sooner have we set a new standard for how these things should be done – we’re pushing the boundaries all over again. One more year of progress translates to an exponential leap in ambition for some, and this year saw a noticeable increase in live-action VR hybrids, multiplayer experiences, free roaming pieces involving backpack computers, full body tracking, vibrating floors and the occasional haptic chair.

On the installation end of the spectrum, widely lauded pieces included The Horrifically Real Virtuality, DVgroup’s latest offering featuring an appropriately surreal encounter with Ed Wood, Bela Lugosi and Umami, Tiny Planets and Novelab’s tale about rediscovering memories through food.

The Horrifically Real VirtualityOn the more stand-alone end, the BBC and Anagram’s Make Noise, which marks the 100th anniversary of women getting the vote in the UK, features simple but very effective interactions triggered by your voice. Baoab Studios’ Crow: The Legend is a great example of how a small amount of agency and embodiment can go a long way; including you within the narrative without you having to drive it.

Penrose Studio’s Arden’s Wake: Tide’s Fall, Atlas V’s Battlescar, and Breaking Fourth’s Lucid also serve as great examples of how a good story, well executed, even without interaction can be incredibly effective and accessible.

There seems to be an interesting tussle between producers pushing hard at the boundaries of interactive storytelling, finding ever more complex and imaginative staging approaches and blurring the lines between the real and virtual worlds – and those wanting to simplify and create solid, robust experiences that are more suitable for a broad, entry-level audience.

This is in part reflective of the different audiences that producers are making a play for. Whilst the latter is probably more friendly to a wider user base, and is likely to have online distribution as it’s ultimate goal, the former is perhaps better suited to the kind of highly motivated, spectacle-seeking audiences who willingly seek out obscure locations and part with (often significant) amounts of money to spend an evening locked in an Escape Room with some people they hopefully like. Of course, they both have their merits and challenges – one suffers from a lack of installed user-base, and the other is challenged by the investment and logistical headaches to overcome in order to run an installation at significant scale.

A hot topic of debate at an industry panel, hosted by Venice VR programmer Liz Rosenthal on distribution and monetisation options, about which she recently wrote an article for Digital Catapult, was around the success and failure of location based entertainment (LBE). Eddie Lou, Founder of Sandbox Immersive Festival in China discussed the failure of the ‘first wave’ of arcade experiences in China over the last 2-3 years, and cites the low quality of content and overall experience as a key factor. Marcie Jastrow, SVP of Immersive Media at Technicolor, on the other hand, points to an earlier point of failure of dedicated location-based venues, and says that the real problem is getting people to go at all. It is difficult, she explains, to
convince people to go out of their way to find such an experience if they don’t really know what it is, and therefore don’t have the confidence that it will be worth their while. She suggests that the answer is not in building ‘VR Cinemas’ but in finding the places that already have the greatest footfall, and building content for that particular audience. “Go somewhere where there are thousands and millions of people, and all you’re looking for is 1% to have their ‘aha’ moment” says Jastrow, pointing to the relative success of the Periscape VR installation at JFK airport in New York, which is reportedly breaking even. Her point is clear; “find the distribution channels before you make the content.”

PeriscapeVRThis brings us to an interesting, if not entirely new, debate; are we creating art, or are we creating an entertainment business? And more to the point, can we have both? This conversation stretches into all corners of the creative world, of course, but it is an interesting one to be having at this stage of our immersive evolution. If we are focussing more on commercial sustainability, then certainly we can afford to be a lot more ruthless about working out where there are
opportunities for finding these ready-made audiences – whether they be museums, shopping centres, airports, or music festivals. But then there are those that would argue we don’t yet know enough about what works to be limiting our artistic experimentation in this way.

Looking around at Venice, there are some experiences that seem to fall more obviously into one or other category, but not all of them. I personally see the value in both, but in any eventuality there is one obvious and universal truth; you need to know who your audience is. Whether you’re targeting the masses, or going for the most niche audience of megafans, as long as you know them well, understand what they like and know how to find them – then you’re off to a good start. Experimentation is great as long as we are learning something from it, because in the end, whether your heart is in business or artistic
expression, we all want the same thing – a sector that can see out the so-called ‘winter of VR’ and sustain itself long term.

Venice VR represents another fascinating peek at the way these audiences of the future may be whiling away their time, and I look forward to seeing how this debate about LBE and commercially successful experiences may have moved on by this time next year. I also can’t help but wonder, given recent product launches, how much augmented reality (AR) storytelling we might see in the festival circuit over the coming year, and I can’t wait to find out.

VR Awards Announces First Annual Investors Lunch

The VR Awards are one of the most prestigious awards in the immersive technology space, dedicated to achievement in virtual reality (VR). Now the organisers of the VR Awards are working with companies and brands including AWE, Super Ventures and Digital Catapult to launch the inaugural VR Awards Investors Lunch which will precede the Awards ceremony.

The VR Awards is recognised as one of the largest events celebrating achievement in VR, and combines the awards ceremony and dinner with year-round initiatives to promote VR and immersive technology.

The Investors Lunch will take place at 12:30pm on Tuesday 16th October and will be an exclusive event for international technology investors. The lunch will provide an opportunity for guests to meet with other investors and discuss investment funds and strategies as well as broker new deals. After the lunch, investors are invited to the VR Awards ceremony.

Executive producer of the VR Awards, Daniel Colaianni: “At the VR Awards, we endeavour to push the boundaries of what we can achieve, both in Virtual Reality and in reality. This is the logical next step in evolving our brand further and creating a greater conversation about what is possible in the world of XR.”

Tom Emrich of Super Ventures commented: “Events like the VR Awards and the Investors’ Lunch are critical to the overall success of the XR (AR/VR/MR) industry, especially at such an early stage. We are proud to support an event that brings startups and investors together to encourage investment in this next wave of computing.”

Rebecca Gregory-Clarke, Lead Technologist, Immersive Technology, at Digital Catapult added: “We’re pleased to support the Investors Lunch, bringing together international investors to encourage and stimulate investment into leading-edge immersive technology. This builds on our work, through our Augmentor programme, of helping innovative and commercially-focused immersive companies with technical and business mentorship, access to state-of-the-art facilities and support to pitch their ideas to investors.”

VR Awards 2017 press-photo-winners

Further information on the VR Awards can be found on the official website. For future coverage on the VR Awards and other VR-related events, keep checking back with VRFocus.