CWIC: Track 4

Hyperconnected Entertainment

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The hyper-connected humans of today have a huge array of games and pass-times available for entertainment and relaxation.

For the hyper-active, there are on-line training routines that can be joined in virtual locations around the world; and on the other side of the bitcoin, for the digital 'couch potato', there is an array of immersive and interactive experiences available for hyper-connected entertainment, all at the touch of a button. Sports and theatre fans can share, in real-time, the excitement of matches and shows, from the best virtual seats in the house. What are the latest technologies and techniques in virtual production, that can create these multi-dimensional audio/video experiences so realistically? How are multi-user games engines and the present generation of extended reality headsets supporting/limiting these developments?

Hyperconnectivity extends the opportunities for ever more innovation and commercial applications in the entertainment ecosphere. And now the metaverse is approaching - enabling content consumers to further share and adapt their hyperconnected virtual worlds for wider experiences and deeper social interaction. Will storytelling's foundations in the written word and illustrations be displaced by the like of Star Trek's Holodeck and the metaverse's network of 3D virtual world experiences.

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