Stereopsia 2024, the new think tank for the XR industries at European level

With its wide-ranging coverage of immersive, cultural and industrial activities, Stereopsia in Brussels is the end-of-year event for many professionals. An opportunity to decompress before the start of a new year? With a revamped formula, enhanced by a real marketplace for creative activities (art, design, etc.), not forgetting the European prizes awarded on the evening of 10 December, Stereopsia 2024 is back in its place in December to better celebrate 2024… and look ahead to 2025.

XRMust is a partner of Stereopsia

Stereopsia: A bolstered 2024 edition

After two autumn editions, Stereopsia is returning to its original niche, while retaining the Maison de la Poste in Brussels as the main exhibition and discussion venue for all its activities. With real continuity from last year, it is even strengthening with new ambitions for its 3 thematic days:

  • Europe and its prospects, and related themes: interoperability, ethics, etc.
  • Science-based industries, manufacturing professions, Industry 5.0 and creativity, presentations by start-ups, case studies by manufacturers (Pico, Meta, etc.), with the support of XR Wallonia- HITT.
  • A day dedicated to the cultural and creative industries, including heritage and museums, festival organisers, etc., with the support of XR4Heritage.
Stereopsia 2023

Link to all conferences

Exhibitors

This year even more, Stereopsia is the meeting place between the XR industries and the European authorities, Parliament and Commission, with the presence of at least a dozen members of parliament and 3 MEPs coming to discover the specificities of each sector, and several Belgian political leaders. At the same time, the event welcomes national delegations, notably from Spain and Ireland, to meet national ecosystems.

Being Europe’s gateway to immersive innovation is one of Stereopsia’s objectives. Since the creation of XR4ALL in 2017, which has now become XR4Europe, we frequently meet members of DG Connect or Creative Europe to consolidate their relationships with the sectors concerned. The growing presence of politicians at Stereopsia is proof of the quality of our work over the long term.

Alexandra Gérard, Director of Stereopsia

Stereopsia – European XR Awards® 2023

The second day closes with the return of the European XR Awards®, recognising the best in European immersive design. An evening full of surprises and demonstrations, according to the organisers. 18 projects will be on show in a central showroom over the three days (link). These 3 days of professional showcases will be followed by 3 days of presentations at the Virtual Palace for the general public (100% free – link).

What’s new: the EMIC Market

Co-constructed with Pascal Diot (Venice Production Bridge), the EMIC Market is the big new feature of this year’s event. The acronym stands for European Market for Immersive Creativity, and it’s a meeting place dedicated to creativity in all its forms. Artistic, industrial, design, architecture, etc. It will feature dedicated discussions, and will integrate the Booster (Stereopsia’s historic project pitching session) to discover the creators of tomorrow on 10 and 11 December.

250 Decision Makers have already confirmed their participation at EMIC, and this first event is arousing the interest of professionals. It’s a new opportunity that follows on from European support from the European Creative Media programme, to welcome all immersive creativity (including a Belgian focus), across all industries. The CCIs have not been forgotten, far from it, but we’re opening the doors a little wider so that we have all the talent in one place who are likely to be working in the arts, but also in industry, heritage, 3D, etc.

Alexandra Gérard, Director of Stereopsia

Among the Decision Makers expected: financial funds (national, regional, city), cultural establishments, co-producers, broadcasters, etc. Stereopsia confirms that the XR ecosystem is growing, and creative studios – from all sectors – are looking for networking opportunities and contacts. The emphasis this year is therefore on matchmaking opportunities (with new dedicated software) and on-the-spot discussions. (link)

Leave a Reply

@ Magazine

Decoding XR: REEDUCATED, Jon Bernson, Matt Huynh & Nicholas Rubin

A technical in-depth look at the documentary Reeducated, winner of the Special Jury Recognition for Immersive Journalism award at SXSW Online 2021 During SXSW Online 2021, we fell in love with Reeducated, a brilliant example of immersive journalism that opened

HTC’s new VIVE ORIGINALS experience ventures into the realm of performance art and the metaverse

VIVE ORIGINALS, a content brand under HTC VIVE, will be debuting exclusively a VR experience version of the immersive metaverse theatre project “Light the Night: Redhat Killer” at the upcoming MWC Barcelona. This theatre project is made with volumetric capture,

Inside Venice Gap Financing 2023: GARDEN ALCHEMY (Tindrum production, The Animation Workshop)

A final article to wrap up XRMust’s overview on the Venice Gap-Financing 2023, the part of the Venice Production Bridge that, during the 80th Venice International Film Festival, will offer selected European and International projects the opportunity to close their

Everything You Need To Know – Sundance New Frontier 2022

The oldest interactive (new media) festival is back, January 20-30 in Park City. With his “fully biodigital” selection, presented simultaneously on a virtual venue (The Spaceship – launched in 2021), and a free-to-access venue in Park City (The Craft), Sundance

“It’s a new interactive chapter that follows in the footsteps of these two heroes’ films” – Finbar Hawkins, Bram Ttwheam, Lawrence Bennett​​ (WALLACE & GROMIT IN “THE GRAND GETAWAY”)

The standard-bearer of the Venice Immersive 2023 competition, the new WALLACE & GROMIT is one of the most eagerly awaited VR titles of the coming months. A fascinating story in several chapters (even if it’s very narrative-oriented, it’s still a

XR + Ecology = 404 error?

For a long time, those involved in XR and digital creation have been sailing at a dead end: what is the environmental impact of digital equipment or infrastructures? What is the footprint of a work, from production to distribution? These