Sandra E. Lopez is VP for Intel Sports responsible for partnering with the sports industry to deliver the next generation storytelling platform: Immersive Media. Her team is focused on leading the business, marketing, and market development efforts of Intel Sports and Intel Studios. In addition, her team works closely with the partners to develop go-to-market strategies focused on driving business growth.
Previously, she was within Intel’s New Technology Group, leading and managing the Fashion wearable business. In this role, Lopez was a vocal advocate for the convergence between fashion and technology. Prior to her current position, she was director of strategic partnerships for fashion and fitness, with responsibility for defining and carrying out Intel’s business strategy for wearables technology.
Earlier in her Intel career, Lopez held various roles within corporate marketing, including director of new business marketing and director of consumer marketing. In the latter role, she led Intel’s brand repositioning work to earn an Intel Achievement Award in 2010. She also earned industry honors. In 2013, she won a Marketers That Matter award, a program that recognizes top marketing executives in the San Francisco Bay Area. In 2015, she was named among the Top 10 Latina Executives by LATINA Style Inc.
Before joining Intel in 2005, Lopez worked at Adobe Systems Inc., Macromedia, Computer Associates International Inc. and several other technology companies.
Lopez holds a bachelor’s of science degree in economics and textiles and clothing from the University of California at Davis. In addition, she attended the Stanford Intel Accelerator Program. She is an active member of several Intel organizations focused on both women and Latino advancements, including Intel’s Hispanic Leadership Council and Pay It Forward Program. As part of contributing to the community, she is focused on building the next generation of female leaders.
The panel will analyze what is going on today on the Sport industry around immersive technologies VR/AR/MR. What are the more advanced use cases around xR tech applied to sports, and particularly to the fan engagement. What is from the consumer point of view what generates fan engagement, and how to monetize this fan engagement, how to transform it into a business generation machine. We will have also the technology point of view, where are the current challenges of the immersive technologies to generate a true and sustainable fan engagement beyond the first WoW effect and what the industry is already doing to overcome them.