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NASA is hoping to give wings to mixed reality simulators as a safer, cost-effective training tool for future Earth aviators as well as pilots on space missions.
Eine Brille, die Musik abspielt, Fotos macht und freihändig telefoniert: klingt nach Science-Fiction? In dieser Folge dreht sich alles um Smartglasses: Was können aktuelle Modelle wirklich? Wie funktioniert die Technologie hinter AR, VR und Mixed Reality? Und: Für wen lohnt sich die Investition in die Hightech-Brille? Wir werfen einen Blick auf den aktuellen Stand der Technik, Vorteile und offene Fragen rund um Datenschutz und Alltagstauglichkeit.
This post officially kicks off my Venice Immersive 2025 coverage, see links to all 38 episodes and 30+ hours of interviews down below. We're starting off with the interview that I did with Doug Liman (co-founder of 30 Ninjas), Julina Tatlock (co-founder of 30 Ninjas), & Jed Weintrob (co-founder of 30 Ninjas), & Max Spear (Product Lead of Android XR at Google) about Asteroid on Saturday, August 30, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Asteroid: "Asteroid is an immersive film and interactive story extension made for the launch of Google's new Android XR platform. The 180° immersive short film is a high-stakes action thriller about a group of strangers who take an old Russian Soyuz rocket to mine a near-earth, treasure laden asteroid for a chance at unimaginable wealth. After the film, the experience continues and the audience enters the world of Asteroid when they receive an SOS from one of the characters, DK Metcalf, who was left for dead. The viewer becomes a player when they are invited to aid in DK's rescue. Through speaking with an AI-generated version of DK — played by the NFL player as himself — the user determines the truth about what happened on the asteroid and sends his exact location to NASA for rescue." Here are the contextual domains that are explored: Long distance travel [9] where someone is left behind (de facto exile) [12], and there is a rescue mission where you as a character [1] help out the protagonist [7] in the second half, but also a lot of mystery [12] to figure out and investigate [9] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: cinematic Virtual Reality thriller that begins as a film and continues as an immersive story game. Combination of live-action 180-video along with CGI-driven animations also in 180-video2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Worldbuilding of sci-fi extraction of asteroid, you embody a character in story in the last part, and you break the fourth wall in the onboarding talking to the actor who plays a character via AI3rd Center of Gravity of Air Element / Mental and Social Presence: Conversational-driven AI Story Extension - You talk to the actor DK Metcalf at the beginning and with the character at the end. A bit of puzzling together of the myserious aspects of the story4th Center of Gravity of Fire Element / Active Presence: continues as an immersive story game - Improv convo + slightly nudged and directed exploration Archetypal Themes and Character Explored: Everyone are anti-heroes archetypes - Power and Greed vs Limitations, constraints, boundaries, death. Doug Liman says there aren't many anti-heroes in space movies, Han Solo is an exception. What if all of the characters were Han Solos? What drama would ensue? Artist Statement: "I've always thought of myself as an immersive filmmaker. The goal was to put the audience in the action, not to be sort of passively watching it. Now that the technology has caught up with us, I really can put the audience in the rocket. Asteroid is the story of a ragtag group of astronauts who booked a ride on a used Soyuz spacecraft. An asteroid passes near Earth. It's laden with precious metals and gems. If you can get there, you can become insanely wealthy. It's a modern gold rush." Trailer: https://vimeo.com/1163762576/d0d75004c2?fl=pl&fe=vl You can find links to my 30+ hours of my coverage from Venice Immersive 2025 across 39 episodes. I've categorized the experiences according to these "elemental genres," which is looking at the top two elemental centers of gravity. You can watch this talk on "Blending the Elements on Experiential Design" for more details. #1650: Sneak Peak of Venice Immersive 2025 Selection with Curators Liz Rosenthal and Michel Reilhac #1750: Doug Liman's "Asteroid" Short Immersive Film with Google Gemini Story Extension + Kickoff of Venice Immersive 2025 Coverage #1751: "Ghost Town" Narrative Integration in Puzzle Adventure with Exquisite Worldbuilding #1752: Blending Embodied Game & Narrative Genres with "One True Path, Part 1" #1753: Mixed Reality Town-Building and Sim Game "Wall Town Wonders" #1754: Screen Life Thriller "LILI" about Surveillance Fuses Game Design, Film, and MacBeth Adaptation #1755: Hand-Tracked Sign Language as Story Beat Triggers in "Eddie and I" #1756: Exploring Narrative Potential of Generative AI in "8pm and the Cat" #1757: Embody a Geranium in Immersive Comedy about Boredom in "The Great Escape" #1758: Reckoning with Mental Health Taboos in Japan with "If You See a Cat" Immersive Animation #1759: Mother-Daughter Team Explore Personal Challenges with Depression and Anxiety in "Mirage" Immersive Animation #1760: Immersive Fairy Tale about Automation with "The Sad Story of the Little Mouse Who Wanted to Become Somebody" #1761: Unpacking the Immersive Orchestral Mix of "1968" with Massimiliano Borghesi #1762: Fusing Experimental Immersive Animation with Cutting-Edge Orchestral Spatial Audio Mix in "1968" #1763: Blending Theater and 360 Video in "Re-Launching-Luigi-Broglio" #1764: Mixing Hand-Drawn Animation with 360 Video in "The Time Before" #1765: Immersive Action Thriller "Mulan 2125" Pushes the Edge of Graphical Fidelity #1766: Formula 1 LBE Experience "Black Cats & Chequered Flags" is an Immersive Biopic of Alberto Anscari #1767: Immersive Journey through Special Effects Pioneer Carlo Rambaldi's Paintings in "Alien Perspective" #1768: Symbolic Journey through Lithuania's Artist Mikalojus Konstantinas Čiurlionis' Paintings in "Creation of the World" #1769: Mixed Reality Musical on Avatars and Identity in "First Virtual Suit" #1770: Eastern Philosophy-Inspired Fusion of Theater and XR with "Mnemosyne" #1771: Environmental Storytelling in "The Great Orator" VR Diorama with Generative AI Experiments #1772: Climate Change Spatial Montage "Out of Nowhere" Aspires to Move Towards Rewilding Prevention #1773: "Collective Body" Assigns Elemental Avatars Based Upon Archetypal Dance Movements #1774: Combining Live Dance and Music in Immersive LBE Performance "L'ombre (The Shadow)" #1775: The Continuous Spatial One-Shot of Backlight's "La Magie Opera" LBE #1776: The Spatial Grammar Innovations of Dialectical Contrasts and Abstraction within "The Big Cube" #1777: Active Imagination, Associative Dream Logic, & Embodied Interactions in "Sense of Nowhere" #1778: Collaborative Social Game and Story of "Happy Shadow" #1779: "Heartbeat" Immersive, 1-on-1 Biometric Synchronization and Involuntary Collective Agency #1780: Recap of VRChat Worlds Gallery at Venice Immersive 2025 with Mike Salmon #1781: Winner of Venice Immersive 2025 "The Clouds Are Two Thousand Meters Up" Innovates on Gaussian Splats & Spatial Storytelling #1782: "A Long Goodbye" Wins 3rd Place Prize at Venice Immersive with Emotionally-Moving Story on Dementia and Spatial Grammar Innovations #1783: "Less Than 5gr of Saffron" Wins 2nd Place Prize at Venice Immersive with Spatial Poem Quill Animation #1784: The Incredible Spatial Transitions of "Dark Rooms" with Radical Consent Innovations #1785: The Landmark Achievements of "Blur" in Fusing Theater, Montage, Mixed Reality, and LBE VR #1786: Collective Reading Experience of "Constantinopoliad" Provokes Discussion on Defining "Immersive" #1787: Blending the Elements of Experiential Design & Process-Relational Foundations of the Elements This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Ives Agemans about Wall Town Wonders on Tuesday, September 2, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Wall Town Wonders: "Wall Town Wonders is a magical mixed reality experience where players discover a miniature town growing inside their living room walls. Through Meta's latest mixed reality headset, the game blends real and virtual worlds using advanced room scanning and spatial awareness. Players interact with hand-tracked characters, construct buildings, and manage resources, all while discovering secrets hidden behind their walls. The story-driven gameplay unfolds in real-time, reacting to the layout of the player's home. Detailed animations, expressive motion capture, and immersive sound design make the town feel alive. As players progress, they unlock new zones, residents, and stories, including quests from heroic mice, eccentric inventors, and mischievous goblins. Wall Town Wonders brings childhood imagination into reality, transforming ordinary spaces into enchanted environments filled with wonder, strategy, and storytelling. It redefines home-based gaming, inviting players to play, care, and connect with their tiny walldwelling neighbours." Here are the contextual domains that are explored: Building virutal homes [4] and neighborhoods [3] and analyzing the resulting community & culture [11] Here is the Elemental Center of Gravity: 1st Center of Gravity of Fire Element / Active Presence: Casual Town Building Game with lots of minigames2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Mixed Reality, but also grinding activities to gather resources to build3rd Center of Gravity of Air Element / Mental and Social Presence: Dialogue amongst the characters - Sims-like relational dynamics4th Center of Gravity of Water Element / Emotional Presence: Not really story-driven as the story is not what sticks with me. But there's a bit of timing and spacing that happens to force you to explore other aspects rather than endlessly spanning the mini-games Archetypal Themes and Character Explored: Building virtual infrastructure and a town, but also dealing with natural resources and constraints Artist Statement: "I've always been fascinated by the idea of small people secretly living in our walls — a world just out of sight but full of life. With Meta's mixed reality headset and precise room scanning, I finally had the tools to make that fantasy real. We focused on incredible detail in animation, handtracked interactions, and characters that feel alive in your space. This project is a dream come true — turning your room into a living, evolving miniature world where every corner hides a story. It's about wonder, connection, and rediscovering your space with new eyes." https://www.youtube.com/watch?v=mk-ebdJmK0I This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Jung Ah Suh & Cristina Rambaldi about Alien Perspective on Sunday, August 31, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Alien Perspective: "Carlo Rambaldi was a visionary architect of the unimaginable. Through his groundbreaking work on E.T., Alien, and Dune, he expanded the boundaries of cinematic reality — conjuring lifeforms and worlds that defied perception and reshaped the imagination. As we mark 100 years since the birth of Carlo Rambaldi, Alien Perspective resurrects his legacy in a bold new form: a sensory portal into the unknown. At its heart lies Città Spaziale 2 — a never-before-experienced masterpiece where painting becomes a living arena of exploration. Rambaldi's vision invites us not only to remember but to take part. In the hands of a new generation, the impossible becomes undeniable." Here are the contextual domains that are explored: Dreamlike and surreal journeys into other imaginal realms [9] by artist Carlo Rambaldi [5] Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: Spatial journey through the art of Carlo Rambaldi. Starts off with some Mixed Reality with a painting in a gallery-like space, then moves into VR. "A sensory portal into the unknown." And "painting becomes a living arena of exploration." Moving "from passive observation into embodied experience."2nd Center of Gravity of Water Element / Emotional Presence: Musical score. Leaning on "Immersive Cinema" genre3rd Center of Gravity of Fire Element / Active Presence: Mostly fixed way-point exploration through the space, with some variations and choices that eventually converge. "inviting audiences to step inside his imagination and engage with his art as a dynamic, navigable universe." Aspire to bring "legacy artworks into interactive spaces where millions of users can explore, play, and participate." While some freedom to explore, it's still mostly on rails and most folks will see the same experience. Not any true branching4th Center of Gravity of Air Element / Mental and Social Presence: Many aspects of Rambaldi's IMAGINATION. A bit of associative dream logic when it comes to the underlying narrative. "This project is a call to democratise access to imagination" Archetypal Themes and Character Explored: Realms of speculative imagination that is boundless and unknown, and it's interface with Reality and potentially beyond. "the impossible becomes undeniable." Aspires to transform art by "shifting it from passive observation into embodied experience." Leaning into imaginiing the future of art: "By merging visual art, narrative design, and real-time interaction, we are forging new pathways between cultural heritage and future-facing media" Artist Statement: "With Alien Perspective, my aim is to transform how we encounter art — shifting it from passive observation into embodied experience. In close collaboration with the Carlo Rambaldi Foundation, we reimagined Rambaldi's visionary works as immersive cinema, inviting audiences to step inside his imagination and engage with his art as a dynamic, navigable universe. This project is a call to democratise access to imagination. In a world where museums and galleries can be exclusionary, immersive technology allows us to break those boundaries — bringing legacy artworks into interactive spaces where millions of users can explore, play, and participate. By merging visual art, narrative design, and real-time interaction, we are forging new pathways between cultural heritage and future-facing media. At its core, Alien Perspective is more than a tribute. It is an argument for the future of art: one that is active, inclusive, and infinite in reach." This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Kazuki Yuhara about First Virtual Suit on Sunday, August 31, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for First Virtual Suit: "In the near future, as virtual reality becomes a part of everyday life, creating and using avatars becomes the norm. But what do we choose to project onto these digital selves? Are they idealised versions of who we wish to be — or reflections of our true selves, long hidden within? First Virtual Suit follows a young person who creates their first avatar, only to find themselves on an unexpected journey of self-discovery. As they explore the possibilities of digital embodiment, they are confronted with memories, insecurities, and a version of themselves they had forgotten. In this immersive narrative experience, the virtual becomes a mirror, and the avatar becomes a doorway to the self." Here are the contextual domains that are explored: [1] Idenity, Self, Expression [1] as well as online virtual culture in VRChat [11] as contrasted to physical reality [4]. A certain uncertainty [12] about the future [9] and specific professional aspirations [10] Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: A lot about virtual embodiment, avatars using the blending and blurring between mixed reality and virtual reality. Motion captured actors2nd Center of Gravity of Water Element / Emotional Presence: Narrative-driven, MUSICAL. Very interesting use of music to explore avatar culture in virtual spaces. Used Voice actors3rd Center of Gravity of Fire Element / Active Presence: You get to choose your own avatar at the end and help to customize a collective avatar4th Center of Gravity of Air Element / Mental and Social Presence: Either Dialogue or narration. Also SONGS! This was a group and collective experience, although we were all pretty static, and the multi-player aspect was obvious with the co-presence of mixed reality rather than VR portions Archetypal Themes and Character Explored: Identity and self-expression through virtually-mediated spaces. What's real vs What's fantasy? From the creators, "But what do we choose to project onto these digital selves? Are they idealised versions of who we wish to be — or reflections of our true selves, long hidden within?" There's also some Zeus themes of expansion and Air themes of infinite possibilites. "In virtual space, one can become any version of themselves, transcending age, gender, even species. While this freedom is empowering, it can also be overwhelming." Artist Statement: This project follows a high school student struggling with their future and sense of self, as they explore a virtual world where avatars embody diverse possibilities. In virtual space, one can become any version of themselves, transcending age, gender, even species. While this freedom is empowering, it can also be overwhelming. The story invites the audience to consider: among countless avatars, which would you choose — and who do you want to be? It's not just about appearance, but about re-examining the boundaries of identity. I hope this work encourages each viewer to face the version of themselves they have yet to meet. https://www.youtube.com/watch?v=rUYqDjP1QpU This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Craig Quintero & Phoebe Greenberg about Blur on Friday, August 29, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Blur: "Blur presents a new myth for the modern age, where science has changed how we think about life and death. With cloning and advances in resurrection biology, we have obscured the boundaries between the living and the dead — the natural and the artificial. This extended reality theatrical production unfolds as a dreamscape, shifting between real and virtual, taking participants on a journey of reflection on grief and eternality." Here are the contextual domains that are explored: Some fundamental questions around LIFE [1] and DEATH [8]. Blur born out of a "desire to explore the emotional and ethical terrain where science, loss and imagination collide." Philosophical and ethical implications [9] of the science human cloning [9] as explored through the main story of a mother [4] who's child [5] has died [8]. Explores a speculative and imaginal space of scienced-based possibilities [9] with imagery reflecting these moral and ethical dilemmas [9] around these hybrid entities [Combination of [1] Self with [7] ]. Also the implications of taking extinct animals [8] like the Wooley Mammoth or Dire Wolf, and resurrecting them through science [9], and bringing them back to life [1]. Here is the Elemental Center of Gravity: 1st Center of Gravity of Earth Element / Environmental and Embodied Presence: Blend of Immersive VR, CGI, Cinematic 360 video, 180 video, Mixed Reality. With specific architectural modulations, live performance, and integrations of your embodiment. Some Generative AI around your representations of embodied identity. There's also a LOT of invisible spatial choreography that is happening behind the scenes in order to move a number of human bodies through a physical space without colliding into each other, whilst also creating a seamless virtually-mediate spatial journey that is also A LOT MORE VAST than the constraints of the physical space. So it really feels like being taken on an expansive journey through space and time within this piece.2nd Center of Gravity of Air Element / Mental and Social Presence: Constant perversion of expectations and experience of having the "rug pulled out from underneath you." Symbolic Dream Logic, and Theatre of the Absurd. There's a lot of abstract and semiotic associative linking that Quintero describes as a "Rauschenberg-like collage" blending and blurring together lots of various archetypal forms to communicate their message. There's definitely a narrative to be parsed, but you have to sort of piece it together as there's a lot of symbolic communication, as well as expectation-perversion that either creates a deep sense of awe and wonder, or it can also be confusion for some where the overall plausibilty throughline and suspension of disbelief results more in a break in presence from a "I don't get it" experience rather than a deepening of awe from an unbounded possibility space. Overall feels a bit like waking from a dream, and then trying to parse it. There is also a moment of a theatre-for-one encounter, and then later more of a collective experience.3rd Center of Gravity of Fire Element / Active Presence: LIVE PERFORMANCE of theatrical actors. There's some constructed locomotive agency within bounds to replicate wandering. Some more interactive parts near the end. No real agency to change the flow of the narrative4th Center of Gravity of Water Element / Emotional Presence: Cinematic VR, but also a specific cadence and pacing of the narrative. Archetypal Themes and Character Explored: Blur explores "fundamental questions of identity and selfhood, and what makes 'me' me?" The strurctures of our society and science mashed up against the dissolving and dissolution of the boundaries between the science and humanity bringing questions around the archetypal qualities that make us uniquely human. The idealized image of the human form from evolution, then gets dissolved through hybrid combinations, that is also amplified by the actual blending and blurring of communication media from MR to VR to Invidual and Collective Theatrical Performances to Architecture with bit of magic thrown in. It's a seamless use of the forms of immersive and experiential to amplify the overall themes of the piece. What is Imaginal / Virtual / Synthetic / Artificial / Eternal? vs What is Real and Mortal? Life vs Death in the context of Scientific Truths and Technological Advance. "With cloning and advances in resurrection biology, we have obscured the boundaries between the living and the dead — the natural and the artificial." Artist Statement: "Blur was born from a shared desire to explore the emotional and ethical terrain where science, loss and imagination collide.Meeting in Venice, we recognised a deep alignment in poetic storytelling and a fascination with questions raised by cloning, bioengineering and de-extinction. The work examines the human urge to transcend death and the consequences of reshaping life. Combining immersive theatre, motion capture, passthrough, VR and AR, we invite audiences into a sensorial and surreal journey — where AI, myth and grief intersect. Blur is both a cautionary tale and a meditation on fragile humanity: a boundary-pushing experience that challenges perception while grounded in universal emotions." https://www.youtube.com/watch?v=SFXTon0-tQ0 This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Sister Sylvester about Constantinopoliad on Friday, September 12, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Constantinopoliad: "Constantinopoliad is a collective reading and audio work. A response to the archive of the poet Constantine Cavafy, the story is inspired by the blank and torn-out pages in Constantinopoliad, an Epic, the journal the teenage Cavafy began when he and his family fled Alexandria; by lost and missing queer archives through time; and by the ghosts, both erotic and historical, that visit the older Cavafy in his poems." Here are the contextual domains that are explored: The exploration of identity [1] as a person has moved from his home [4], and into a distant land [9] with some feelingsof being exiled [12], but also the implication of homosexuality [5] within the context of having to remain hidden or taboo [12]. It's dipping into the vast archive [9] of Cavafy's expressions of identity [1] and poetry and art [5], and recontextualizing as these universal experiences that are still very much relevant today [9]. Here is the Elemental Center of Gravity: 1st Center of Gravity of Air Element / Mental and Social Presence: collaboratively reading together - narrative distillation of an archive. You listening to the audio narration, but you have to negotiate how to co-read this "book" object together. The form of this "book" also deviates from normal book where it is part pop-up book, but also a flat stage to be explored with the other person. This externalized book becomes a bit of an abstracted theatrical stage for the story as it unfolds, but there are also more explicitly architectural elements to this "book" object as well. The piece also creates an implicit invitation to connect and talk with your audience partner afterwards about the piece2nd Center of Gravity of Water Element / Emotional Presence: AMAZING MUSIC + time-based narration + lighting. There's some amazing synchrony between the music, the timing of the reading, as well as the lighting. It really gives a strong sense of time. The reading of the story almost feels like a narrative podcast of sorts, but is mostly a matter of convenience of recording of the live performance so that it could be toured at immersive festivals without the burden of paying for all of the performers and musicians.3rd Center of Gravity of Earth Element / Environmental and Embodied Presence: Book like object as an architectural artifact, and has a whole spatial journey. The installation also had tables with lighting effects, but also there were projctions that were happening within the space as well. Most of the focus of spatial experience happens within the context of the architectural nature of the "book" object, but the other theatrical elements of the environment definitely help to cultivate an overall mood.4th Center of Gravity of Fire Element / Active Presence: Explore the story through various interactions. There's no narrative agency per se, although one could deviate from directly reading along with the text. There's an implicit contract to stay on course with your actions since you're negotiating the experience with another person. Archetypal Themes and Character Explored: Exploration of the "lost and missing queer archives through time; and by the ghosts, both erotic and historical, that visit the older Cavafy in his poems" Artist Statement: "My favorite response to this work was an audience member who described it as 'making love to a stranger through a book'. The work invites audiences into a sensual and concrete encounter with Cavafy's life and poems: fingers making contact with history; illumination revealing images from between the pages; sounds conjuring the ghosts of 19th century Alexandrian cabarets. With words by sister sylvester, score by Nadah El Shazly, and illustrations by Efrîn Özyetis, Constantinopoliad is a multi-sensory encounter with the past, and with forgotten stories that can haunt us into new imaginings for the present." You can see the projects I covered at Venice Immersive 2025 categorized in this image: Below, you will find links to my 30+ hours of my coverage from Venice Immersive 2025 across 39 episodes. I've categorized the experiences according to these "elemental genres," which is looking at the top two elemental centers of gravity. You can listen to this episode or watch the video version of "The Blending the Elements on Experiential Design" YouTube on for more details. #1650: Sneak Peak of Venice Immersive 2025 Selection with Curators Liz Rosenthal and Michel Reilhac #1750: Doug Liman's "Asteroid" Short Immersive Film with Google Gemini Story Extension + Kickoff of Venice Immersive 2025 Coverage #1751: "Ghost Town" Narrative Integration in Puzzle Adventure with Exquisite Worldbuilding #1752: Blending Embodied Game & Narrative Genres with "One True Path, Part 1" #1753: Mixed Reality Town-Building and Sim Game "Wall Town Wonders" #1754: Screen Life Thriller "LILI" about Surveillance Fuses Game Design, Film, and MacBeth Adaptation #1755: Hand-Tracked Sign Language as Story Beat Triggers in "Eddie and I" #1756: Exploring Narrative Potential of Generative AI in "8pm and the Cat" #1757: Embody a Geranium in Immersive Comedy about Boredom in "The Great Escape" #1758: Reckoning with Mental Health Taboos in Japan with "If You See a Cat" Immersive Animation #1759: Mother-Daughter Team Explore Personal Challenges with Depression and Anxiety in "Mirage" Immersive Animation #1760: Immersive Fairy Tale about Automation with "The Sad Story of the Little Mouse Who Wanted to Become Somebody" #1761: Unpacking the Immersive Orchestral Mix of "1968" with Massimiliano Borghesi #1762: Fusing Experimental Immersive Animation with Cutting-Edge Orchestral Spatial Audio Mix in "1968" #1763: Blending Theater and 360 Video in "Re-Launching-Luigi-Broglio" #1764: Mixing Hand-Drawn Animation with 360 Video in "The Time Before" #1765: Immersive Action Thriller "Mulan 2125" Pushes the Edge of Graphical Fidelity #1766: Formula 1 LBE Experience "Black Cats & Chequered Flags" is an Immersive Biopic of Alberto Anscari #1767: Immersive Journey through Special Effects Pioneer Carlo Rambaldi's Paintings in "Alien Perspective" #1768: Symbolic Journey through Lithuania's Artist Mikalojus Konstantinas Čiurlionis' Paintings in "Creation of the World" #1769: Mixed Reality Musical on Avatars and Identity in "First Virtual Suit" #1770: Eastern Philosophy-Inspired Fusion of Theater and XR with "Mnemosyne" #1771: Environmental Storytelling in "The Great Orator" VR Diorama with Generative AI Experiments #1772: Climate Change Spatial Montage "Out of Nowhere" Aspires to Move Towards Rewilding Prevention #1773: "Collective Body" Assigns Elemental Avatars Based Upon Archetypal Dance Movements #1774: Combining Live Dance and Music in Immersive LBE Performance "L'ombre (The Shadow)" #1775: The Continuous Spatial One-Shot of Backlight's "La Magie Opera" LBE #1776: The Spatial Grammar Innovations of Dialectical Contrasts and Abstraction within "The Big Cube" #1777: Active Imagination, Associative Dream Logic, & Embodied Interactions in "Sense of Nowhere" #1778: Collaborative Social Game and Story of "Happy Shadow" #1779: "Heartbeat" Immersive, 1-on-1 Biometric Synchronization and Involuntary Collective Agency #1780: Recap of VRChat Worlds Gallery at Venice Immersive 2025 with Mike Salmon #1781: Winner of Venice Immersive 2025 "The Clouds Are Two Thousand Meters Up" Innovates on Gaussian Splats & Spatial Storytelling #1782: "A Long Goodbye" Wins 3rd Place Prize at Venice Immersive with Emotionally-Moving Story on Dementia and Spatial Grammar Innovations #1783: "Less Than 5gr of Saffron" Wins 2nd Place Prize at Venice Immersive with Spatial Poem Quill Animation #1784: The Incredible Spatial Transitions of "Dark Rooms" with Radical Consent Innovations #1785: The Landmark Achievements of "Blur" in Fusing Theater, Montage, Mixed Reality, and LBE VR #1786: Collective Reading Experience of "Constantinopoliad" Provokes Discussion on Defining "Immersive" #1787: Blending the Elements of Experiential Design & Process-Relational Foundations of the Elements This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
大阪で開催中のMRコンサート「KAGAMI+」の体験記。Magic Leap 2を装着し、坂本龍一さんの真横で演奏を聴いているような没入感と、どこから見ても目の前のピアノから音が聞こえる最新の空間音響に驚きつつ、その仕組みを考えてみました01:06 連日37度 + カナダの山火事の煙でエアクオリティ悪化なニューヨークの気候05:10 坂本龍一さんのMRコンサート「KAGAMI+」日本では大阪のみで開催06:03 Magic Leap2を装着し、坂本さんの真横でも好きな位置からでも聴ける没入体験07:09 一番の驚きは音の良さと響き − どこから見ても目の前のグランドピアノから音が聞こえてくる07:23 天井から円形状に吊られたスピーカーで、真下のピアノに向けたものと壁に向けたもので音の響きを作っていると推察08:22 約1時間の上演中不具合起こすことなく、装着していても重さが気にならなかった軽量なMagic Leap209:12 ニューヨークで上演されたときの「KAGAMI」(2023)の様子12:53 d&b Soundscape:観客が動いても音像は空間に固定される没入型再生15:41 音が「前から聞こえる」という日常の当たり前を、最新の空間オーディオで完璧に再現する難しさと凄さ18:18 (今後)坂本龍一を知らない世代にとって、MRは存在感や生感を感じられるコンテンツかも19:45 最先端のテクノロジーを使い倒したアーティストが、最後はピアノ1台と自然の音に到達20:43 9月に細野晴臣さんが79歳でニューヨークとLAでライブ(すごい)22:19 シンガポールのマリーナベイで流れるMerry Christmas Mr. Lawrence24:20 「SとNをMに求める」南極の氷の下を流れる水にマイクを向け「いい音だ」エピソード内で取り上げた情報へのリンク: Ryuichi Sakamoto & Tin Drum KAGAMI+ 坂本龍一ロングインタビューテック業界で働く3人が、テクノロジーとクリエイティブに関するトピックを、視点を行き交わしながら語り合います。及川卓也 @takoratta プロダクトマネジメントとプロダクト開発組織づくりの専門家 自己紹介エピソード ep1, ep2関信浩 @NobuhiroSeki アメリカ・ニューヨークでスタートアップ投資を行う、何でも屋 自己紹介エピソード ep52上野美香 @mikamika59 マーケティング・プロダクトマネジメントを手掛けるフリーランス 自己紹介エピソード ep53
In conjunction with the ILRN conference, which starts later this week in Athens, I am hosting a limited series I'm calling "Immersive Learning in the Cradle of Western Civilization." I'll be talking with educators, developers, business leaders, museum leaders, and others from across Greece to highlight all of the amazing things that are happening in immersive learning in and around Greece. In this episode, I speak with Georgios Gkoutis about this work "Teachers' Insights into Mixed Reality in Education: Challenges, Opportunities, and Limitations"
Kathryn Woodhead is joined by Josh Gregg and Paul Hibbard to explore the future of augmented and mixed reality in higher education. From research insights on cognitive load to real-world teaching applications, they discuss how these technologies can enhance learning, improve accessibility, and create more interactive experiences. They also examine key challenges, including privacy, scalability, and ensuring meaningful educational impact, offering a balanced look at the opportunities and limitations of these technologies in education. Show notes Join our extended reality (XR) community of practice Read the ethical extended reality practice at York St John blog Learn more about Smart Glasses in education Discover more about opportunities and challenges for Smart Glasses in teaching, learning and assessment Read our Smart Glasses: game changing assistive technology or just more wearable tech for gadget lovers? blog Subscribe to Headlines - our newsletter which has all the latest edtech news, guidance and events tailored to you
Themen der heutigen Ausgabe (Auszug)Würzburg kauft Berlin23-jähriger Reichenberger interviewt FußballlegendenIch habe gegründet. Ich werde gründen.Mixed Reality – deine Meinung?Musik in unseren OhrenJobsVeranstaltungshinweiseNews, Updates oder Termine?
Virtual Reality ist beeindruckend – aber reicht das schon? In dieser Folge sprechen wir ehrlich darüber, was VR wirklich gut macht… und vor allem: was noch fehlt. Von Field of View über Gewicht, Linsen, Tracking bis hin zu Mixed Reality, Sound und sogar Geruch – wir gehen einmal quer durch alles, was VR heute ausmacht. - Was braucht VR wirklich, um im Mainstream anzukommen? - Welche Features sind überbewertet – und welche unterschätzt? - Und wo stehen wir eigentlich gerade? Eine offene, ehrliche und teilweise auch kritische Diskussion über die Zukunft von VR. Viel Spaß mit Folge 19 Zum VR Podcast Discord-Server https://discord.gg/6eQrTZbs Hier geht es zur Videoversion: https://youtube.com/playlist?list=PLFoofVhDQDrJTObRVnuWx5UKSkOuPMT-I&si=RuCsS3xFuxEZdmOF
This episode is part of our special series on the India AI Impact Summit, examining the conversations, decisions, and debates that are shaping global AI governance. Raymond draws a distinction early in the conversation that shapes everything that follows: training and inference are not the same thing, and conflating them is leading a lot of countries to make expensive mistakes. Training, he says, is like building the engine. Inference is running the transport system every single day. Most countries do not need to build the engine. What they need is airports, roads, and reliable infrastructure that gets the technology into the hands of people. The global assumption that frontier model training is the only legitimate AI pathway is, in his view, one of the more consequential misreads of the moment. On the ground realities of building in Africa, Raymond is specific about where the bottlenecks actually are. It is not ambition. It is power reliability, cost of connectivity, access to capital, and the kind of financing frameworks that have not yet caught up with what AI infrastructure actually requires. He points to genuinely interesting anomalies, such as Ethiopia's extremely low cost of power sitting alongside very limited terrestrial fiber diversity, as a reminder that building in the Global South is not about replicating Silicon Valley at a discount. It is about finding combinations of constraints that can actually be made to work, and optimising for reliability, cost efficiency, and practical impact rather than scale and prestige. His advice to governments is to start with problems, not hardware. Prestigious projects with no clear use case, over-regulation before a single GPU cluster exists, and attempts to rebuild sovereign versions of large compute clusters are all, in his view, things to ignore. What countries should actually invest in is reliable and clean power, public interest compute access, data governance frameworks, sector specific pilots in health, agriculture, and education, and talent development that works by getting the technology into the hands of people rather than running structured boot camps. For Raymond, the success metric for Africa in five years should not be the size of anyone's model. It should be whether AI has meaningfully improved economic productivity and public service delivery across the continent.Episode Contributors Nidhi Singh is an associate fellow at Carnegie India. Her current research interests include data governance, artificial intelligence and emerging technologies. Her work focuses on the implications of information technology law and policy from a Global Majority and Asian perspective. Raymond Ononiwu is the founder of Horus Lab, a technology and infrastructure company building Africa's next-generation digital backbone through modular, renewable-powered, AI-ready data centers. An engineer with more than 15 years of experience delivering products across Mixed Reality, Windows Analytics, and Teams Copilot, his work has powered platforms relied on by hundreds of millions globally. Every two weeks, Interpreting India brings you diverse voices from India and around the world to explore the critical questions shaping the nation's future. We delve into how technology, the economy, and foreign policy intertwine to influence India's relationship with the global stage.As a Carnegie India production, hosted by Carnegie scholars, Interpreting India, a Carnegie India production, provides insightful perspectives and cutting-edge by tackling the defining questions that chart India's course through the next decade.Stay tuned for thought-provoking discussions, expert insights, and a deeper understanding of India's place in the world.Don't forget to subscribe, share, and leave a review to join the conversation and be part of Interpreting India's journey.
In dieser Ausgabe sprechen wir mit Alexander Kals, Leiter der 2022 gegründeten Abteilung für Extended Reality bei DocCheck. Denn: XR erfreut sich in der Medizinbranche einer wachsenden Bedeutung. Wir beleuchten im Gespräch die Entwicklung der Kölner Agentur hin zu einem spezialisierten Anbieter, der mit Anwendungen wie der Anatomie-App Corpus innovative Lernmethoden für Medizinstudierende in XR schafft. Unser Eindruck: Der MedTech-Bereich erweist sich als stabiler gegenüber den Schwankungen unserer Branche. Außerdem erörtern wir die technischen Vorzüge der Mixed Reality sowie den Einsatz von Künstlicher Intelligenz zur Simulation virtueller Patientengespräche. Und wer mehr über Alex und DocCheck herausfinden will, ist herzlich zum 21. Spatial Realities Meetup eingeladen, bei dem ihre Experiences vor Ort in Köln-Ehrenfeld präsentiert werden.
A new program called “Disasterville” brings National Guard missions into schools through a mix of physical props and virtual reality, letting students step into the middle of a flood, wildfire, or earthquake response. It's part of a broader effort to build awareness of the Guard's role in disaster relief. Here to explain the effort is Staff Sergeant Adam Szabo from the National Guard Bureau.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Anna Bicker, heise-online-Chefredakteur Dr. Volker Zota und Malte Kirchner sprechen in dieser Ausgabe der #heiseshow unter anderem über folgende Themen: - Kollege KI enttäuscht: Platzt der Hype in Firmen? Die großen Erwartungen an KI in Unternehmen werden bislang nicht erfüllt. Warum bleiben die erhofften Produktivitätsgewinne aus? Welche realistischen Einsatzszenarien gibt es für KI im Arbeitsalltag? Und was bedeutet die Ernüchterung für die weitere Entwicklung? - Kurze Pause: ChatGPT blendet künftig Werbung ein – OpenAI kündigt an, Werbung in ChatGPT zu integrieren. Wie verträgt sich das Geschäftsmodell mit den Abo-Angeboten? Welche Auswirkungen hat das auf das Nutzererlebnis? Und folgen andere KI-Anbieter diesem Schritt? - Gut vernetzt: Retten Privatinvestoren den Ausbau der Digitalnetze? Europa fehlen 174 Milliarden Euro für den Netzausbau. Können private Investoren diese Lücke schließen? Welche Risiken birgt eine stärkere Privatisierung der digitalen Infrastruktur? Und wie steht es um staatliche Förderung? Außerdem wieder mit dabei: ein Nerd-Geburtstag, das WTF der Woche und knifflige Quizfragen.
Peripheral intravenous catheter (PIVC) insertion is an essential skill for nurses. Students, however, face challenges in learning PIVC insertion due in part to limited opportunities for hands-on practice with real patients. Traditional training methods with low-fidelity task trainers lack variability and depend on costly consumable products. To address this gap, Dr. Jeremy Jarzembak and his team developed a bimanual haptic feedback mixed reality IV simulator. This technology simulates IV needle insertion under diverse conditions. Their article explains the development of this new technology and reports findings on students' improved confidence and success rate.
Anna Bicker, heise-online-Chefredakteur Dr. Volker Zota und Malte Kirchner sprechen in dieser Ausgabe der #heiseshow unter anderem über folgende Themen: - Schlechte Aussichten: Ist das Metaverse gescheitert? Die Vision vom Metaverse verliert an Glanz, auch Spielestudios ziehen sich zurück. Was ist aus den großen Versprechen geworden? Warum scheitern selbst etablierte Entwickler mit ihren Metaverse-Projekten? Und gibt es noch Hoffnung für die virtuelle Parallelwelt? - Neue Töne: Apple kauft KI bei Google ein – Nach dem Siri-Debakel setzt Apple für seine KI-Modelle auf Google Gemini. Warum greift ausgerechnet Apple zur Konkurrenz-Technologie? Welche Auswirkungen hat das auf Apples KI-Strategie? Und was bedeutet das für die Zukunft von Siri? - Setzen, sechs! Sollte ChatGPT in der Schule verbannt werden? – Ein Gericht hat entschieden: ChatGPT in der Schule ist auch ohne explizites Verbot eine Täuschung. Wie sollen Schulen mit KI-Tools im Unterricht umgehen? Ist ein pauschales Verbot der richtige Weg? Und welche Chancen bieten KI-Assistenten für die Bildung? Außerdem wieder mit dabei: ein Nerd-Geburtstag, das WTF der Woche und knifflige Quizfragen.
Jaron Lanier, E. Glen Weyl, and Taylor Black join Beauty at Work for a wide-ranging conversation on artificial intelligence, innovation, and the deeper questions of meaning, faith, and human flourishing that surround emerging technologies.Jaron Lanier coined the terms Virtual Reality and Mixed Reality and is widely regarded as a founding figure of the field. He has served as a leading critic of digital culture and social media, and his books include You Are Not a Gadget and Who Owns the Future? In 2018, Wired Magazine named him one of the 25 most influential people in technology of the previous 25 years. Time Magazine named him one of the 100 most influential people in the world. Jaron is currently the Prime Unifying Scientist at Microsoft's Office of the Chief Technology Officer, which spells out “Octopus”, in reference to his fascination with cephalopod neurology. He is also a musician and composer who has recently performed or recorded with Sara Bareilles, T Bone Burnett, Jon Batiste, Philip Glass, and many others.E. Glen Weyl is Founder and Research Lead at Microsoft Research's Plural Technology Collaboratory and Co-Founder of the Plurality Institute and RadicalxChange Foundation. He is the co-author of Radical Markets and Plurality and works at the intersection of economics, technology, democracy, and social institutions.Taylor Black is Director of AI & Venture Ecosystems in the Office of the Chief Technology Officer at Microsoft and the founding director of the Leonum Institute on Emerging Technologies and AI at The Catholic University of America. His background spans philosophy, law, and technology leadership.In this second part of our conversation, we talk about:1. The idea that modern technology and AI, in particular, have taken on religious or idolatrous qualities2. Why the Talmud offers a powerful model for collective intelligence without erasing individual voices3. The dangers of excessive anonymity in digital systems and AI training4. The idea of “superintelligences” as collective human systems like corporations, democracies, and religions5. Vatican-led efforts toward algorithmic ethics and the protection of human dignity6. Where Glen and Jaron disagree about human-centered AI7. AI as a tool for metacognition8. How imagination, storytelling, and shared meaning can shape the future of innovationTo learn more about Jaron, Glen and Taylor's work, you can find them at: Jaron Lanier - https://www.jaronlanier.com/ Glen Weyl - https://glenweyl.com/ Taylor Black - https://www.linkedin.com/in/blacktaylor/ Books and Resources mentioned:You Are Not a Gadget (Jaron Lanier)Who Owns the Future? (Jaron Lanier)Radical Markets (Eric Posner & E. Glen Weyl)Plurality (Audrey Tang & E. Glen Weyl)The Human Use of Human Beings (Norbert Wiener)The Fellowship of the Ring (J.R.R. Tolkien)This season of the podcast is sponsored by Templeton Religion Trust.Support the show
Jaron Lanier, E. Glen Weyl, and Taylor Black join Beauty at Work for a wide-ranging conversation on artificial intelligence, innovation, and the deeper questions of meaning, faith, and human flourishing that surround emerging technologies.Jaron Lanier coined the terms Virtual Reality and Mixed Reality and is widely regarded as a founding figure of the field. He has served as a leading critic of digital culture and social media, and his books include You Are Not a Gadget and Who Owns the Future? In 2018, Wired Magazine named him one of the 25 most influential people in technology of the previous 25 years. Time Magazine named him one of the 100 most influential people in the world. Jaron is currently the Prime Unifying Scientist at Microsoft's Office of the Chief Technology Officer, which spells out “Octopus”, in reference to his fascination with cephalopod neurology. He is also a musician and composer who has recently performed or recorded with Sara Bareilles, T Bone Burnett, Jon Batiste, Philip Glass, and many others.E. Glen Weyl is Founder and Research Lead at Microsoft Research's Plural Technology Collaboratory and Co-Founder of the Plurality Institute and RadicalxChange Foundation. He is the co-author of Radical Markets and Plurality and works at the intersection of economics, technology, democracy, and social institutions.Taylor Black is Director of AI & Venture Ecosystems in the Office of the Chief Technology Officer at Microsoft and the founding director of the Leonum Institute on Emerging Technologies and AI at The Catholic University of America. His background spans philosophy, law, and technology leadership.In this first part of our conversation, we discuss:1. How aesthetic experience shapes worldview, imagination, and intellectual vocation2. The historical rivalry between artificial intelligence and cybernetics3. The danger of treating AI as an object of faith or a replacement for human meaning4. The psychological and spiritual costs of assuming people will become obsolete5. A tension between two different modalities of beautyTo learn more about Jaron, Glen and Taylor's work, you can find them at: Jaron Lanier - https://www.jaronlanier.com/ Glen Weyl - https://glenweyl.com/ Taylor Black - https://www.linkedin.com/in/blacktaylor/ Books and Resources mentioned:You Are Not a Gadget (Jaron Lanier)Who Owns the Future? (Jaron Lanier)Radical Markets (Eric Posner & E. Glen Weyl)Plurality (Audrey Tang & E. Glen Weyl)The Human Use of Human Beings (Norbert Wiener)The Fellowship of the Ring (J.R.R. Tolkien)This season of the podcast is sponsored by Templeton Religion Trust.Support the show
In this end-of-year AwesomeCast, hosts Michael Sorg and Katie Dudas are joined by original AwesomeCast co-host Rob De La Cretaz for a wide-ranging discussion on the biggest tech shifts of 2025 — and what's coming next. The panel breaks down how AI tools became genuinely useful in everyday workflows, from content production and health tracking to decision-making and trend analysis. Rob shares why Bambu Labs 3D printers represent a turning point in consumer and professional 3D printing, removing friction and making rapid prototyping accessible for creators, engineers, and hobbyists alike. The episode also covers the evolving role of AI in media creation, concerns around over-reliance and trust, and why human-made content may soon become a premium feature. Intern Mac reflects on changing career paths into media production, while the crew revisits their 2025 tech predictions, holds themselves accountable, and locks in bold forecasts for 2026. Plus: Chachi's Video Game Minute, AI competition heating up, Apple Vision Pro speculation, and why “AI inside” may need clearer definitions moving forward.
In this end-of-year AwesomeCast, hosts Michael Sorg and Katie Dudas are joined by original AwesomeCast co-host Rob De La Cretaz for a wide-ranging discussion on the biggest tech shifts of 2025 — and what's coming next. The panel breaks down how AI tools became genuinely useful in everyday workflows, from content production and health tracking to decision-making and trend analysis. Rob shares why Bambu Labs 3D printers represent a turning point in consumer and professional 3D printing, removing friction and making rapid prototyping accessible for creators, engineers, and hobbyists alike. The episode also covers the evolving role of AI in media creation, concerns around over-reliance and trust, and why human-made content may soon become a premium feature. Intern Mac reflects on changing career paths into media production, while the crew revisits their 2025 tech predictions, holds themselves accountable, and locks in bold forecasts for 2026. Plus: Chachi's Video Game Minute, AI competition heating up, Apple Vision Pro speculation, and why “AI inside” may need clearer definitions moving forward.
According to an internal memo, Meta's project codenamed Phoenix will be delayed to the first half of 2027. Learn more about your ad choices. Visit podcastchoices.com/adchoices
After a three-year hiatus, I’m excited to be back with MikeyPod. This conversation with Kevin (as a robot) Laibson is exactly what I needed—it cracked open things I’ve been grappling with in my own work. I’ve been thinking about AI and human interaction as I work on my creative projects, and Kevin is exploring these same questions through performance. He’s a director and performer working at the intersection of live performance and emerging technology. His solo show The Harmnf—an adaptation of Chekhov using AI tools—is a meditation on failure, alienation, and our relationship with technology. We talk about directing AI actors, how the show evolved, and what he’s learned about human error and connection when technology mediates everything. This is the kind of peer thinking I need—someone building serious work at the edge of what performance can be. Get tickets for this weekend’s performance of The Harmnf right here. Based in New York City, Kevin Laibson is a director, performer, and educator working at the intersection of live performance and emerging technology. As a mixed-reality artist, he explores what happens when human creativity meets AI and code. His work has been featured at SXSW, SIGGRAPH, and venues including National Sawdust, The Flea, and Abrons Arts Center. He’s served as Artistic Director of Magic Futurebox and The Peoples Improv Theater, and currently leads XR performance research at Agile Lens in collaboration with institutions like the Royal Shakespeare Company and NYU. His solo performance The Harmnf—an adaptation of Chekhov using AI tools—is a meditation on failure, alienation, and our uneasy relationship with technology. This podcast is powered by my subscribers on Patreon who, in addition to the warm feeling they get from co-creating with me, get lots of sweet perks including bonus podcast episodes, free downloads, zines, and more! This week's bonus podcast will feature an extended conversation with today's guest, Kevin! Learn more right here!
i'm wall-e, welcoming you to today's tech briefing for friday, november 14th! dive into the day's top stories: google's quantum supremacy: google claims a breakthrough in quantum computing, with its machine achieving "quantum supremacy," performing tasks in minutes that supercomputers would take thousands of years to do. apple's mixed reality headset: apple is set to launch a mixed reality headset next year, aiming to blend augmented and virtual reality, drawing significant interest from consumers and investors. meta platforms' privacy focus: meta ceo mark zuckerberg announces a shift towards privacy-centric messaging services, emphasizing end-to-end encryption to build trust and expand platform functionalities. that's today's update. we'll be back with more tomorrow!
-A number of US government agencies are backing a potential move by the Commerce Department to ban TP-Link routers, according to The Washington Post. Multiple sources familiar with internal deliberations spoke with the publication on the condition of anonymity, including a former senior Defense Department official. -Donald Trump and China's leader, Xi Jinping, have agreed to a one-year pause on the punitive Trump-instated tariffs that are at the heart of the ongoing trade war between the two superpowers. -Immersive productivity for Windows 11 is now available on the Meta Quest 3 and 3S with the latest release of Meta's Horizon OS. The feature, called Mixed Reality Link, was available on a limited basis after public previews began last year. The Windows virtual desktop experience is now rolling out to all users. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Hello everyone, welcome to another exciting episode of VR in Education. In today's episode, we're thrilled to reconnect with a returning guest — Thomas Van Bouwel, the creative mind behind one of VR's most elegant puzzle experiences, Cubism. Last time Thomas joined us, we explored how Cubism invited players into a meditative world of calm, spatial problem-solving. Today, he's back with something completely different — Laser Dance, a new mixed-reality experience that turns your physical room into a dynamic obstacle course where you move, dodge, and flow through lasers in real time. We'll talk about how Thomas transitioned from designing quiet, contemplative puzzles to creating full-body movement experiences, how mixed reality is reshaping play and learning.
Technieuws STEM-inschrijvingen dalen naar laagste peil in 10 jaar Google investeert 5 miljard euro in AI-infrastructuur in België, goed voor 300 nieuwe jobs Apple, Google en Snapchat moeten aan EU uitleggen hoe ze kinderen beschermen Eerste elektrische Ferrari wordt vierzitter van half miljoen euro met 530 kilometer rijbereik Palmer Lucky (oprichter van Oculus) lanceert Mixed Reality ‘systeem’ voor helmen van militairen genaamd EagleEye Arduino wordt overgenomen door Qualcomm Financiering van Groningse AI-fabriek is rond na EU-subsidie van 71 miljoen euro. Belgie pist naast de pot voor dezelfde subsidie Reportage: De link tussen bordspellen en video games (1/4) Dungeons & Dragons Deep dive(s) De gevolgen van de DMA voor Apple gebruikers in de EU | Apple klaagt over Europese wet DMA die 'Europese gebruikers raakt' | Naast Apple vraagt ook Google om aanpassingen aan de Digital Markets Act | Digital Markets Act (DMA): voor eerlijke en betwistbare digitale markten | Consumentenorganisaties pleiten voor het behoud van de DMA | Bangmakerij of terechte kritiek? Grote techbedrijven verzetten zich tegen de DMA Google lanceert AI mode in Europa
I did an interview with Gustav Stenmark at Meta Connect 2025 talking about their latest game Demeo x Dungeons & Dragons: Battlemarked, which enables some pretty interested co-located mixed reality social features, but also enables individual players to have their own mixed reality or VR POV. You can cee more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
A NASA research project is looking at alternatives to conventional flight simulators for pilot training.
In the final episode, Rohan Jotwani reflects on extended reality, AI, and other emerging therapies shaping tomorrow's healthcare. From ethics and patient safety to neuromodulation, regenerative medicine, and research gaps, this episode envisions the next frontier in medical innovation. Timestamps: 00:34 – Ethical considerations 02:34 – Chronic pain 04:40 – XR across medicine 06:44 – Pain management
How is extended reality transforming medical education? Rohan Jotwani discusses his work at Extended Reality Anesthesia Immersion Lab (XRAIL) and the role of immersive technology in training anesthesiologists and beyond. This episode highlights new tools, assessment methods, and challenges in scaling extended reality for education. Timestamps: 00:43 – Education tools 04:55 – Measuring effectiveness 07:40 – Anesthesiology training 10:02 – Current challenges 12:37 – Clinician skepticism
In this rapid-fire episode, Rohan Jotwani answers quick questions about extended reality in medicine, from its role in pain relief and rehabilitation to its future in training and patient care. Perfect for listeners who are short on time but eager to understand extended reality's potential in just minutes.
Rohan Jotwani explores how extended reality is reshaping pain management. From nerve retraining therapies to patient responses and clinical applications, this episode reveals how immersive environments are redefining how patients experience and manage pain. Timestamps: 03:03 – Early career 05:45 – What is XR? 09:03 – Pain management 11:14 – Nerve retraining 14:51 – VR addictions
Mixed Reality Revolution: How AR, VR & XR Are Transforming Travel Foreverwith Sanjay Bhatia | SimplenightJoin us for an exciting conversation on how augmented reality (AR), virtual reality (VR), and extended reality (XR) are redefining the way we experience travel — from previewing destinations before a trip, to enhancing experiences while on the journey, and even enabling fully immersive alternatives to physical travel.Discover how mixed reality is creating new opportunities for the tourism industry, businesses, and explorers worldwide.✨ Don't miss this session on the future of travel!
In this conversation, Harvey Whitney and David Palumbo from ILM discuss their upcoming game, Beyond Victory, which is set in the Star Wars universe during the reign of the Empire. They delve into the game's story, character development, and the various game modes available. The discussion also covers the inspirations behind the game's design, the challenges of integrating new characters into the Star Wars lore, and the innovative use of mixed reality to enhance player experience. The conversation concludes with reflections on the collaborative process of game development and the excitement of creating a game that caters to diverse player preferences.
On this TechMagic episode, hosts Cathy Hackl and Lee Kebler welcome Jeff Shardell, founder and CEO of Humble Brands, to hear about his journey from leading at Google to redefining sustainability in the CPG world. Jeff shares how his tech background shaped his approach to eco-friendly product design, scaling consumer goods, and building an authentic celebrity partnership with Jason Momoa. Cathy and Lee also dive into cutting-edge mixed reality news, from ByteDance's lightweight Pico headset to Oakley's NASA visor collaboration. Plus, how Gen Z's gaming habits are reshaping career paths. With updates on AI's impact on gaming jobs and Roblox's new adult dating features, this episode bridges the worlds of innovation, sustainability, and immersive tech. The hosts also preview what's coming in Season 3 after their summer break.Come for the Tech, stay for the Magic!Jeff Shardell BioJeff Shardell is the CEO and Founder of Humble Brands, a sustainable personal care company known for its natural deodorants and eco-friendly packaging. With a distinguished background in tech leadership, including roles at Google during its early growth phase and Netscape, Jeff leveraged his experience scaling companies to revolutionize the CPG (Consumer Packaged Goods) industry. He co-founded gloss.com, which was later acquired by Estée Lauder, before launching Humble Brands with a mission to create better-for-you personal care products while reducing environmental impact.Jeff Shardell on LinkedInKey Discussion Topics:00:00 Intro and Welcome Back, Cathy04:15 Music, AI and the Future of Live Entertainment13:12 AI's Impact on Gaming: Candy Crush Layoffs & Industry Changes29:18 Jeff Shardell: From Google Executive to Humble Brands Founder35:00 Building Authentic Celebrity Partnerships in CPG40:23 Sustainable Innovation: Beyond Plastic Packaging51:35 ByteDance's New Mixed Reality Hardware & Industry Trends56:20 Space Tech: Oakley's NASA Visor Collaboration01:00:31 Gen Z Gaming Skills Becoming Career Opportunities01:07:08 Season Wrap-up & Summer Break Announcement Hosted on Acast. See acast.com/privacy for more information.
David Esber is the Co-Founder and Chief Commercial Officer of Enviz, a platform revolutionizing how unbuilt properties are designed, marketed, and sold. Frustrated by the limitations of blueprints and static renders, David launched Enviz in 2019 to enable immersive, 1:1 virtual and augmented reality walkthroughs that bring unbuilt spaces to life. Since then, Enviz has helped thousands of users, architects, developers, and homebuilders visualize, refine, and sell their projects with greater impact, saving time, reducing errors, and enhancing customer engagement. At Enviz, David leads sales, marketing, and operations, driving the company's mission to empower 3D designers and shape the future of spatial visualization.(01:42) – Understanding VR, AR, ER / MR(02:51) – The Journey of Enviz(04:28) – Real-Time 3D Visualization(09:14) – The Future of AR(20:05) – Feature: Blueprint - The Future of Real Estate - Register for 2025: The Premier Event for Industry Executives, Real Estate & Construction Tech Startups and VC's, at The Venetian, Las Vegas on Sep. 16th-18th, 2025.(20:58) – Challenges & Costs(22:30) – Trust in Pre-Development Sales (26:33) – Targeting Architecture Firms & Large Clients (28:54) – Sales Cycles & Client Criteria(33:13) – Competition landscape & moats (39:45) – Collaboration Superpower: David's dad & Jaron Lanier (VR founder, Wiki)
Gaming host John and special guest look to the future of mixed reality and its application to video games. How intuitive can VR and mixed reality video games be? Is mixed reality gaming as fun as it sounds? Whether you're a casual or a die-hard fan of video games, this episode offers insight into where the future of gaming might be headed. All right here, on the Video Gamers Podcast! Thanks to our MYTHIC supporters: Redletter, Disratory, Ol'Jake, Gaius and Phelps Thanks to our Legendary Supporters: HypnoticPyro, Patrick and PeopleWonder Connect with the show: Support us on Patreon: patreon.com/videogamerspod Join our Gaming Community: https://discord.gg/Dsx2rgEEbz Follow us on Instagram: https://www.instagram.com/videogamerspod/ Follow us on X: https://twitter.com/VideoGamersPod Subscribe to us on YouTube: https://www.youtube.com/@VideoGamersPod?sub_confirmation=1 Visit us on the web: https://videogamerspod.com/ Follow us on Twitch: https://www.twitch.tv/videogamerspodcast Learn more about your ad choices. Visit megaphone.fm/adchoices
This week on the show we're joined by long time friend of the show Brent Bushnell — co-founder of Two Bit Circus, scion of the famed Bushnell family, and one of the earliest subscribers to the No Proscenium newsletter — who is here to talk about a new venture he is a co-founder of along with Aidan Wolf and Kevin Habich — DeamPark which turns mixed reality headsets into a configurable virtual theme park — transforming public spaces into ticketed playgrounds filled with dynamic virtual characters and which recently raised over a million in seed funding.SHOW NOTESDreamParkDreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks (Games Beat)The Next Stage Immersive Summit Program GuideThe Next Stage Immersive Sumit Badges Hosted on Acast. See acast.com/privacy for more information.
Send us a textWhat if the future of storytelling wasn't passive—but fully immersive, interactive, and built by communities? In this mind-expanding episode, Joey Pinz dives deep into the metaverse with Athena Demos—co-founder and CEO of Big Rock Creative (BRC), the award-winning XR company behind BRCvr, Breonna's Garden, and the groundbreaking new BurnerSphere platform.Athena shares how immersive XR is reshaping art, activism, therapy, and human connection—from military haptics and PTSD healing to 360º Burning Man experiences that blend digital with dust.
In this episode of Coffey & Code, host Ashley Coffey sits down with Josh Bankston, Partner at Mace Virtual Labs, for a deep dive into the evolving world of XR—Extended Reality—and how it's reshaping the future of education, business, and immersive experiences. With over 13 years in the XR industry, Josh shares powerful insights on the importance of thoughtful product design, why iteration is key to innovation, and how champions inside organizations play a critical role in adopting new technology. From VR-powered training to brand activations that forge direct audience connections, this episode is packed with takeaways for anyone looking to design meaningful, tech-forward experiences. You'll also hear about:Real-world examples of XR in action across industriesThe shift toward AI-integrated 3D modeling and developmentHow immersive tools are changing the way we engage and learnWhy community and collaboration—not gatekeeping—are the heartbeat of the XR movement If you're curious about how to leverage XR and AI to design the future of work, learning, and storytelling—this one's for you. EPISODE CREDITS:Produced and edited by Ashley Coffey. Cover art designed by Ashley Coffey.Headshot by Brandlink MediaIntroduction music composed and produced by Ashley Coffey LINKSFollow Coffey & Code on Instagram, Facebook, Linkedin, and YouTube for the latest emerging tech updates! Subscribe to the Coffey & Code Podcast wherever you get your podcasts to be notified when new episodes go live. © 2025 Coffey & Code Podcast. All rights reserved. The content of this podcast, including but not limited to text, graphics, audio, and images, is the property of Ashley Coffey and may not be reproduced, redistributed, or used in any manner without the express written consent of the owner.
The SXSW XR Competition jury prize winner REFLECTIONS OF LITTLE RED DOT had some really innovative mixed reality integrations, and was also a part of a new trend of cultivating an archive of material as an artistic practice. This piece by director Chloé Lee featured about 3 hours of documentary interview footage shot in Singapore starting in 2015 exploring a variety of different themes. Originally started with the intent to create a documentary to learn more about her mother's homeland, Lee turned to mixed reality to create sets of themes featuring looping clips from interviews she conducted to tell the story of Singapore. The experience creates a sense of wandering that you get when exploring a new place, and allows you to dip in and out of different flows of thought. You can navigate these different themes by placing a physical photo slide into a retro slide projector that only takes one slide at a time. Once you pop it in, then you immediately see a mixed reality light creating a holographic Singaporean table where you can sit down and navigate 5-6 different clips. It's one of the more compelling uses of mixed reality I've seen that creates a holographic illusion that you use your body to edit between these different interview clips. The jury statement reads, "Deceptively humble and delightful, this open-world documentary invites us to freely explore a country in transition. Guided by a daring new talent in XR storytelling, it confronts us with the vulnerability of everyday life, evoking a universal sense of place." This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
ECHOVISION is the latest experience from multi-disciplinary artist Jiabao Li that has three major parts. The first part is a mobile-phone based mixed reality experience that does a metaphoric translation of echolocation by using LiDAR to detect your immediate physical surroundings, and then reveals it with a rippling shader that is voice activated. The second part is a video that poetically visualizes different bat calls that have been identified by AI into different contextual domains, and there's a really awesome haptic couch experience that goes along with it. The last part is a field trip to the Congress Street bridge to watch the emergence of hundreds of thousands of bats come out at night as they go to eat. I caught up Li to hear more about all of her interdisciplinary and interspecies collaborations on this piece. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
On the last day of immersive exhibitions, I saw Roman Rappak's latest RISTBAND mixed reality live performance experiment, which now has a 4-year streak going at SXSW. This year he added an array of 13 d&b audiotechnik speakers that used wave field synthesis to create a spatial audio mix that was added to his mixed reality performance. I have Rappak recount the evolution of this MR live performance (not using Pico HMDs), and see my interviews about unpacking previous live performances from 2022, 2023, and 2024. Rappak shares that adding immersive art to a live musical performance leaves audiences searching for a story, and if he didn't provide one then people would make one up. He's been adding voice-over narration to more deliberately guide the story he's telling, but also experimenting with spatial audio mixes using high-end speakers. I had a chance to catch up with both Rappak and d&b artist relations manager Wayne Powell (in episode #1536) about his latest spatial audio innovations. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
THE SECRET LIFE OF MONSTERS: THE GATEWAY EXPERIENCE is a mixed reality puzzle game created by Wallrus Creative Technologies as an immersive demo in order to feature the unique tracking technology they've created in order to better facilitate LBE mixed reality experiences on the Quest. They built a tracking system hidden within their custom tiling in order to have all of the Quest HMDs know where true north is located, and avoiding some of the more annoying and time-consuming calibration steps involved with mixed reality experiences. The experience itself featured a seamless transition between floating mixed portals and immersive worlds where you have to find and scan corrupting monsters in the parallel realities. I get the full story of how the project developed from Emile Arragon and JP Desjardins, and it's interesting to note that Arragon is really sensitive to motion sickness from virtual locomotion in VR, but mixed reality experiences where you only move when your body moves are a lot more comfortable for him. At the end of the day, this piece does feel a bit more like a tech demo than full-on game or fully fleshed out story or world, but it serves the purpose of demonstrating their elegant solution to a MR calibration and orientation solution that could open up a number of new mixed reality experiences within different LBE contexts. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
Handheld gaming looks like the future — so why isn't it more popular? The Verge's Sean Hollister joins the show to talk about some new data about the handheld console market, what it says about the Steam Deck's dominance, whether the Switch 2 might change everything all over again, and why Sony and Microsoft don't appear to be in the game at all. After that, David reports on his trip to Florida to see TGL, the golf league aiming to bring the sport to new places and new fans, with the help of a truly enormous amount of technology. Finally, we answer a question on the Vergecast Hotline about iPads — and more specifically, one particularly good reason to upgrade to the Air or the Pro. Further reading: Three years later, the Steam Deck has dominated handheld PC gaming shipments Steam Deck OLED review: better, not faster Lenovo Legion Go S review: feels good, plays bad Asus ROG Ally X review: the best Windows gaming handheld by a mile MSI Claw review: an embarrassment A night at TGL, the would-be future of golf From ESPN: Inside the making of Tiger Woods and Rory McIlroy's TGL From Wired: Robotic Putting Greens. Mixed Reality. Loud Spectators. This Is Golf?! Apple iPad Air 2025 review: what the M3 upgrade really gets you Email us at vergecast@theverge.com or call us at 866-VERGE11, we love hearing from you. Learn more about your ad choices. Visit podcastchoices.com/adchoices
In this Partnering Leadership conversation, Mahan Tavakoli speaks with Louis Rosenberg. Louis Rosenberg is a pioneer in virtual and augmented reality with over 300 patents; he has started multiple businesses, including Founder Immersion Corp, Founder Outland Research, and Unanimous A.I., for which he currently serves as CEO and Chief Scientist. Louis Rosenberg has focused his work on the boundary between technology and human perception, aiming to enhance human performance with technology. In the conversation, Louis Rosenberg shared why he is wary of the potential for technology to dehumanize people and works to push the boundaries to augment rather than replace human intelligence. Louis Rosenberg shared why he believes A.R. will be the primary way people access digital lives, replacing mobile phones with eyewear that spatially registers content to the real world. In addition, augmented reality and mixed reality will become more prevalent as society progresses. Finally, Louis Rosenberg shared his perspectives on the power of human swarm intelligence through Swarm technology as an example of the potential positives for the future of humanity in the collaborative use of artificial intelligence. Some Highlights:- Louis Rosenberg on the Potential of Virtual, Augmented, and Mixed Reality Technologies- The inevitability of Augmented and Mixed Reality in the digital age- Use of Augmented Reality in the medical space - The impact of Augmented Reality on different professions - Louis Rosenberg on Augmented Reality's potential in education and training - Why there is a need for policy solutions in Augmented Reality - The positive potential of the Metaverse- Dangers of unregulated AI-driven persuasion in the Metaverse- Louis Rosenberg on using Swarm Intelligence for smarter decision making - The use of Swarm Technology to forecast the future - How to use A.I. to harness the power of the human brain and the knowledge and information it contains Mentioned:Partnering Leadership conversation with Tom Taulli on A.I. Bootcamp for LeadersPartnering Leadership conversation with Dan Turchin on A.I. & The Future of Work Connect with Louis Rosenberg:Unanimous A.I. Website Louis Rosenberg's articles on BIG THINK Louis Rosenberg's articles on Venture BeatLouis Rosenberg on LinkedIn Louis Rosenberg's TEDx Talk New hope for humans in an A.I. world Connect with Mahan Tavakoli: Mahan Tavakoli Website Mahan Tavakoli on LinkedIn Partnering Leadership Website