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Programme

The Leadership Programme on Immersive Technologies (XR)  is a transformative initiative that equips leaders and practitioners with the knowledge and skills to leverage immersive technologies effectively.
Through a series of modules and hands-on activities, participants will explore the strategic integration of XR, unlocking innovative solutions that enhance training, decision-making, collaboration, and user experiences across diverse industries. This programme fosters a community of early adopters and innovators, inspiring collaboration and driving impactful digital transformation.
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Participants

This programme is tailored for leaders and practitioners across various sectors, including educational institutes, retail, transportation, logistics, healthcare, government, and the culture and creative sector. Ideal attendees encompass a spectrum of roles, from content designers and developers to innovation leads, digital experts, and business or policy makers. The event offers a platform for collaboration and knowledge exchange among diverse professionals, fostering the development of cutting-edge solutions and strategies. Additionally, the presence of an internal sponsor, such as a Chief Digital Officer, Chief Information Officer, or Chief Technology Officer, adds valuable insight and support, enhancing the potential for impactful outcomes.

Participants

This programme is tailored for leaders and practitioners across various sectors, including educational institutes, retail, transportation, logistics, healthcare, government, and the culture and creative sector. Ideal attendees encompass a spectrum of roles, from content designers and developers to innovation leads, digital experts, and business or policy makers.
The event offers a platform for collaboration and knowledge exchange among diverse professionals, fostering the development of cutting-edge solutions and strategies. Additionally, the presence of an internal sponsor, such as a Chief Digital Officer, Chief Information Officer, or Chief Technology Officer, adds valuable insight and support, enhancing the potential for impactful outcomes.

Immersive Technologies

Digital Humans
360-Degree
VR & AR
Mixed Reality
Spatial Computing

Extended Reality (XR)

These immersive technologies, referred to as XR (Extended Reality), find applications in various fields, including gaming, education, healthcare, training, simulations, and entertainment, among others. They continue to evolve, offering new possibilities for how people interact with digital content and the world around them.

Extended Reality (XR)

These immersive technologies, referred to as XR (Extended Reality), find applications in various fields, including gaming, education, healthcare, training, simulations, and entertainment, among others. They continue to evolve, offering new possibilities for how people interact with digital content and the world around them.

Learning Objectives

XR Insights

Inspire participants on XR’s potential and impact across various domains and use cases.

Tech Fusion

Guide on building a digital XR strategy and realizing value from immersive technology.

Tech Risks

Grasp the key dilemmas and risks of these technologies.

Tech Insight

Build tech understanding and explore organizational change.

Peer Insights

Learn from industry peers, leading academics, and cutting-edge XR startups.

Community

Build a community of early adopters, changemakers and innovators.

Unique Elements

Topic Range

A broad program with various topics and top international speakers.

Tech Demos

Explore immersive tech demos for inspiration.

Group Tasks

Small team collaboration to apply learnings to immersive projects.

Peer View

Peer-learning and outside-in perspective for participant inspiration.

Global Draw

International appeal, making it interesting for a diverse audience.

City Dive

Explore Rotterdam’s Immersive Tech experiences.

XR Innovation Project

Participants bring their own XR innovation challenge or opportunity to work on during the programme. Throughout the programme there are several exercises and reflection sessions, where participants receive coaching and peer feedback on their project. At the end of the 4 days, programme participants create a short pitch presentation with an action plan including learnings they take back to their organization. During the get back session participants are asked to present initial results, such as a POC of the project they are working on. Between module 4 and the get back session the opportunity is offered to work with a team of students to develop a proof of concept.

XR Innovation Project

Participants bring their own XR innovation challenge or opportunity to work on during the programme. Throughout the programme there are several exercises and reflection sessions, where participants receive coaching and peer feedback on their project.
At the end of the 4 days, programme participants create a short pitch presentation with an action plan including learnings they take back to their organization. During the get back session participants are asked to present initial results, such as a POC of the project they are working on. Between module 4 and the get back session the opportunity is offered to work with a team of students to develop a proof of concept.

Programme Set-Ups

Open Programme

Enrolment with participants from different backgrounds.

Customized Programme

Enrolment with participants from one organization or one domain
(such as education, health, public infrastructure etc.) with examples from the specific domain.

Programme Design

Module 1 - (30 January 2025)

  • Introduction
  • Purpose and value case for XR
  • Fundamentals
  • Inspirational demos
  • Developing your own XR strategy

Module 2 - (31 January 2025)

  • Practical applications & opportunities of XR across different domains
  • Dealing with risks and dilemmas

Module 3 - (6 February 2025)

  • Technology foundations
  • Content development
  • Products & service development using XR growth hacking & change management approaches

Module 4 - (7 February 2025)

  • From experiments to operations integration across processes, platforms, and channels
  • Future trends outlook
  • Pitch your personal action plan to a panel of experts
  • Closure

Programme Design

Module 1 - (30 January 2025)

  • Introduction
  • Purpose and value case for XR
  • Fundamentals
  • Inspirational demos
  • Developing your own XR strategy

Module 2 - (31 January 2025)

  • Practical applications & opportunities of XR across different domains
  • Dealing with risks and dilemmas

Module 3 - (6 February 2025)

  • Technology foundations
  • Content development
  • Products & service development using XR growth hacking & change management approaches

Module 4 - (7 February 2025)

  • From experiments to operations integration across processes, platforms, and channels
  • Future trends outlook
  • Pitch your personal action plan to a panel of experts
  • Closure

Fee Information

4.000 euro (excl VAT); Teams with 3 or more persons receive a discount of 10 %.

Information

Frederike Manders

Lab Manager

Programme Partnership & Contribution