FUTURE FRAMES #6 - Quo vadis immersive: Die Relevanz der Tonebene am 21.10.2026 im MediaTech Hub Potsdam mit Martin Rieger

FUTURE FRAMES #6: Quo vadis immersive? The Relevance of the Audio Layer

21.10.2026
16:00
MediaTech Hub Potsdam, August-Bebel-Str. 26-53 (Haus 4), 14482 Potsdam

On October 21, 2026, from 4 PM to 6 PM CET, MediaTech Hub Potsdam hosts FUTURE FRAMES #6: a deep dive into why audio is the underrated half of every immersive experience.

When we talk about XR and VR, we tend to think pictures first: headsets, screens, volumetric capture. The sound layer carries equal weight (often more) for whether an immersive moment actually lands. This edition of the FUTURE FRAMES series puts the spotlight on spatial audio.

What is FUTURE FRAMES

FUTURE FRAMES is the recurring on-site format of MediaTech Hub Potsdam, where Simon Sturzenegger and one expert sit down for a focused session on a current MediaTech topic. Format: short context, deep-dive conversation, open Q&A, networking. Edition #6 is fully dedicated to immersive sound.

What the Session Covers

  • Quo vadis immersive: Where XR, VR, and AR are heading and what role sound plays in shaping believable spaces
  • The relevance of the audio layer: Why a great VR scene falls apart without the right sonic foundation
  • Production reality: Ambisonics, object-based audio, head-tracked binaural: what works on which platform, what costs you
  • Spatial storytelling: Using sound to direct attention, build presence, and carry emotion in 360° environments
  • From production to playback: Common pitfalls between studio mix and the actual XR target device

The Speakers

Hosted by Simon Sturzenegger, Head of Technology at MediaTech Hub Potsdam.

  • Martin Rieger – Founder of VRTonung, sound engineer for 3D and spatial audio. Over 100 international productions across VR, 360° film, theatre, and walkable installations. Works with brands and agencies on immersive sound design from concept to final mix.

Reserve your seat and join the conversation in Potsdam.

💡 FUTURE FRAMES Special: Hands-on with Spatial Audio

Martin will bring real production examples: not slides about theory.

Expect concrete case studies from VR films, XR installations, and 360° brand projects. The goal: leave the session with a working sense of when spatial audio actually matters, when stereo is enough, and where the technical constraints sit on each platform.

For producers, directors, and creative technologists working on immersive formats, this is the part of the toolbox most teams underinvest in. After this session, you will know what to ask for and what to budget for.


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