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On today's show we discuss Ara's new family room TV and Audio setup and what his plans are for the future. We also read your emails and look at the week's news. News: Marantz Introduces The CINEMA Series 2 Receivers Dolby Vision 2 HDR Is Officially Arriving On Certain Hisense TVs Nearly A Third Of U.S. Homes Get TV Only Via Streaming Peacock hikes prices for fourth straight year, this time by $3 Other: Theatrium - A home Assistant or HomeKit Dashboard for your AppleTV Parts List for Ara's New Home Family Room: Mantel Mount MM815 Motorized Drop Down & Swivel TV Mount - $700 The MM815 is a remote-controlled drop-and-swivel TV mount. Press one button to lower the TV to eye level and rotate it as needed. It comes with an RF remote, is silent, and has two memory presets. Sony BRAVIA 7 II PRO True RGB 4K HDR Google TV with Gemini (Model Number K75XR70PRO)- $2300 The Sony BRAVIA 7 II PRO is Sony's 2026 mid-range True RGB Mini-LED TV (65 inches and up) with independently driven red, green, and blue backlight LEDs, XR processing, and about 2,000 nits of peak brightness for stronger color volume and contrast than a typical white Mini-LED. It is 4K at 120 Hz, supports Dolby Vision and Dolby Atmos, and has HDMI 2.1 gaming features (VRR, ALLM, 4K/120). Google TV includes Gemini for voice search and recommendations, plus AirPlay 2. The Pro bundle adds a three-year replacement warranty, a backlit rechargeable remote, extra Sony Pictures Core credits, and an enhanced Voice Zoom 3 dialogue mode; picture hardware is the same as the standard 7 II. From RTINGS: Pros: Great black levels with minimal haloing. Bright details in HDR stand out incredibly well. Fantastic SDR brightness helps it overcome glare during the day. Fantastic upscaling and great low-quality content smoothing. Colors are incredibly bright and vivid. Cons: Dark scenes are hard to see during the day. Sonos Arc Ultra - $1099 The Sonos Arc Ultra supports Dolby Atmos that has a 9.1.4 driver layout and Sound Motion woofer to produce wide, height-enhanced surround and stronger bass from a single bar. It connects to a TV with one HDMI eARC cable, supports Wi-Fi, Bluetooth, AirPlay 2, and the rest of the Sonos ecosystem (including optional Sub and rear speakers), and can be controlled with the TV remote, Sonos app, touch controls, Sonos Voice Control, or Alexa. Trueplay tunes the sound to the room, and AI speech enhancement is meant to keep dialogue clear. It is a long, low-profile bar (about 46 inches wide) sold in black or white. Sonos Sub 4 - $899 The Sonos Sub 4 is a wireless subwoofer for Sonos S2 systems, pairing with current soundbars and speakers to add bass down to about 25 Hz. Two inward-facing 5-by-8-inch woofers and dual Class-D amps use a force-canceling layout so the cabinet stays relatively still and the bass stays clean. It has the same slot-style shape as earlier Subs, in black or white matte, and can stand upright or lie on its side. Updates over the Sub 3 include Wi-Fi 6, a faster processor, more memory, lower idle power, and a slightly lighter cabinet; setup is through the Sonos app, with optional Ethernet. Two Sub 4s can be used with the Arc Ultra. Master Bedroom: Sony BRAVIA 3 II 4K HDR LED Google TV (Model Number K55XR30M2) - $798 - The Sony BRAVIA 3 II is Sony's 2026 entry-level 4K LED set, sold from 43 to 100 inches. It uses a direct-lit LED panel, a 120 Hz refresh rate, and the XR processor for color, motion, and upscaling. HDR covers Dolby Vision, HDR10, and HLG. All four HDMI ports are 2.1, with 4K/120, VRR, and ALLM. It runs Google TV with Gemini, AirPlay 2, and Chromecast, plus built-in speakers that pass Dolby Atmos and DTS:X to a soundbar. The picture is good in bright rooms; but as you would expect, the contrast and HDR are limited compared with higher BRAVIA models. If you are going to use this for anything more than casual viewing or you are really critical of picture quality you may want to look elsewhere. But for those on a budget or used in a secondary room, it's a solid TV.
The mates sit down with Alvin Graylin to discuss China's AI strategy, the escalating US-China AI race, realistic timelines for ASI, and whether the industry is heading toward a $1.7 trillion AI bubble. Get access to metatrends 10+ years before anyone else - https://qr.diamandis.com/metatrends Peter H. Diamandis, MD, is the Founder of XPRIZE, Singularity University, ZeroG, and A360 Salim Ismail is the founder of Open ExO, a GP at Exponential Venture Capital/The Organizational Singularity Fund and a sought after global speaker and thought leader. Dave Blundin is the founder & GP of Link Ventures Dr. Alexander Wissner-Gross is a computer scientist and founder of Reified Alvin Wang Graylin is a technology pioneer, entrepreneur, executive, and thought leader with 30+ years of experience delivering innovative products in the AI, XR, cybersecurity, and semiconductor industries. He is the co-author of Our Next Reality: How the AI-powered Metaverse will Reshape the World. Alvin's Papers: The Biggest AI Models Are Not the Biggest Threats: https://www.thecipherbrief.com/the-biggest-ai-models-are-not-the-biggest-threats Misdiagnosing the U.S.–China AI Race: Recalibrating America's Approach to an Incomplete Strategy: https://centerforchinaanalysis.asiasociety.org/p/misdiagnosing-the-uschina-ai-race Beyond Rivalry: A US-China Policy Framework for the Age of Transformative AI: https://www.digitalistpapers.com/vol2/graylin – My companies: Apply to Dave's and my new fund:https://qr.diamandis.com/linkventureslanding Get the blueprint for generative media https://goo.gle/startupgenmedia Go to Blitzy to book a free demo and start building today: https://qr.diamandis.com/blitzy Your body is incredibly good at hiding disease. Schedule a call with Fountain Life to add healthy decades to your life, and to learn more about their Memberships: https://www.fountainlife.com/peter Join the Moonshots Mates on Sep 25th for the inaugural Moonshots LIVE. The world's greatest entrepreneurs, builders and creators, working together to build a hopeful and optimistic vision of tomorrow. Seats are limited and application only. Apply at moonshots.com before seats are sold out. _ Connect with Peter: X Instagram Substack Website Xprize A360 Connect with Dave: Web X LinkedIn Instagram TikTok Connect with Salim: LinkedIn X Join Salim's 10X Shift Subscribe to Salim's YouTube channel Exponential Venture Capital Connect with Alex Website LinkedIn X Email Substack Spotify Threads Connect with Alvin LinkedIn X Instagram Listen to MOONSHOTS: Apple YouTube Follow MOONSHOTS: Instagram TikTok X Threads – *Recorded on August 17th, 2026 *The views expressed by me and all guests are personal opinions and do not constitute Financial, Medical, or Legal advice. Learn more about your ad choices. Visit megaphone.fm/adchoices
The 2026 edition of Venice Immersive marks their 10-year anniversary, and I interviewed the co-curators Liz Rosenthal and Michel Reilhac about this year's selection that includes 30 projects in competition, 9 Best of selections, 3 Biennale College Cinema – Immersive projects, 26 VRChat worlds, as well as a special immersive event. Rosenthal and Reilhac talk about how the structures and forms of immersive storytelling have really matured, and how they're still really novel and compelling ways that artists are using XR and the affordances of immersive design to tell really compelling stories. The diversity and comprehensive scope of the selection each year reflects a vibrant creative exploration that is being grounded into more and more viable revenue streams through "location-based entertainment" or LBE. Be sure to check out the 121-page IDFA DocLab Immersive Think Tank Report 2026 that I wrote for more details on this emerging indie XR distribution ecosystem. Rosenthal and Reilhac talk about the latest trends of immersive storytelling, but also what keeps them coming back to this emerging medium. To me, it's one of the most vital and interesting aspects of the XR industry, and it is also where I'm seeing some of the most intersting innovations for the medium. I've now published 692 episodes on Immersive Storytelling on the Voices of VR podcast since 2014 with many more unpublished in my backlog yet to come. This accounts for over a third of all my coverage as it's a really great testing ground for really understanding the affordances of the medium as it is used to tell so many different types of stories across many contexts, and using many different combinations of disciplines. Check out my previous episode #1787 for some of my philosophical musings on "Blending the Elements of Experiential Design."I'll be attending this year's edition of Venice Immersive to both see the program and to interview as many of the featured creators as I can, and last year I topped more than 30 hours conducted onsite. I will update this post here once I post all of my coverage from Venice Immersive 2026. Selected Projects that You Can Watch at Home Right Now If you won't be able to make it Venice Immersive, then there are a number of Best of Selections that are available on the Oculus store, that are very much worth checking out. Spymaster Crafting Crimes: The Mona Lisa Heist Hotel Infinity The Amusement Little Nightmares VR: Altered Echoes All but one of the 26 VRChat worlds in the VRChat World Gallery are already publicly available, and I'll leave a list of links down below if you'd like to get an early start on worldhopping. There will be an official Hub world in VRChat with portals to all of the worlds published on September 2nd by the VeniceImmersive user account, and if you're onsite, then I'd highly recommend checking these out as a guided tour. Celestium by Lavryou Memory by LeraNibiru_art Blumea… by TontonDemon Frozen Signal by Lavryou The Antikythera Mechanism by Thrill, PHIAbunny Come Home by Aruse Arkani A World Of My Own by 襟草たぬ Demonhour – Chapter 1 by Kitsunaki [Jan Köster] Dawn Beyond… by TontonDemon Noctiluca by LuminaPalette {黒熊13} I Feel Small by Fewiix Veiled Dark by Dean`, Karl Kroenen Patriki VR by DrMorro Specularium by jasper 。 Spatialography by VoxelKei Limitless Pt․1˸ Enter The Void by HILL JR Fractured Winter by Lavryou town of connection by haruki_haru Vertical Horizon ⁄ 361 Degrees by Inloco Gallery Tokogrammetry Museum by Tokoyoshi A Wonderful Thing To Realize by Screaming Color [not currently public] Volare by Juice … Break 25: Sinto Feliz by PK Half Empty by yuri_ts Forgotten Empire by 3D Master Liminal Nightmares by ∗Lotus∗ [Autumn Boyd] To sign up for Venice Immersive, then check out these logistical details as well asl accreditation process. If you are already signed up, then these are the four dates to pay attention to for booking experiences: Thursday, August 27th at 2.00 pm CET to book for September 2nd-4th Saturday, August 29th at 2.00 pm CET to book for September 5th-7th Monday, August 31st at 11.00 am CET to book for September 8th-10th Friday, September 4th at 6.45 am CET to book for September 11th-12th And be sure to check out my write-up from last year for more tips and tricks for attending Venice Immersive. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
We are officially at the halfway mark of the 74th Melbourne International Film Festival! Over 300 films, retrospectives, and red-carpet galas have been taking over Melbourne’s cinemas. But beyond the popcorn and packed theatres, what does the festival tell us about the state of cinema today—and where local Australian stories fit on the world stage? Joining us is MIFF Artistic Director, Al Cossar. The 74th edition features over 300 films, shorts, and XR experiences. Due to record audience demand, MIFF expanded into Southbank (Village Cinemas Crown) alongside staple venues like ACMI, The Capitol, Kino, and The Forum. There's a strong presence of Australian feature premieres (including The Fox and Sweet Milk Lake in the $140,000 Bright Horizons competition), plus queer cinema highlights like John Cameron Mitchell's live 25th-anniversary event for Hedwig and the Angry Inch. The post Sat, 15th, August, 2026: Al Cossar Artistic Director, Melbourne International Film Festival appeared first on Saturday Magazine.
Cast: Christian H, & Tom Caswell GamesPokémon: 545 - VenipedeOfftopic: Legoland, Pasta to go, Simulation theory, XR glasses, MoneyGames: Marvel Tōkon Fighters, Halo Campaign Evolved, , Walkabout Mini GolfPodcast Game: What Tier Is It?YouTubehttps://www.youtube.com/unrankedpodcastDiscordhttps://discord.gg/wkvu88KvTVQuestions, Comments, Complaints, Corrections!?Call: 805-738-8692Email@UnrankedPodcast.com Hosted on Acast. See acast.com/privacy for more information.
Charlie, Ted, and Rony open with the White House's decision to keep its "voluntary" AI safety framework secret, despite it being co-written with the same companies it's meant to evaluate. The conversation turns into a real debate about why Congress has stepped back from its constitutional role in regulating AI, and whether that changes after November. From there: the EU's AI Act goes live with mandatory content labeling, OpenAI's frontier models jumping their sandbox to vandalize Hugging Face, and Disney's new deal letting TikTok creators remix its IP, following the collapse of its similar arrangement with OpenAI's Sora.Cortney Harding, founder of Friends With Holograms, joins for a wide-ranging back half. She makes the case that the backlash against Meta's camera-equipped smart glasses is disproportionate to any actual harm, and connects it to a broader "vibes are bad" moment in tech sentiment tied to layoffs and a shaky economy. The group digs into Snap's upcoming $2,500 Specs launch, why enterprise (not consumer) is the more realistic path for smart glasses right now, and Rony's long-view bet that XR has an "Nvidia moment" coming once the supply chain catches up. They close on AI's effect on jobs, UBI, and whether the social contract between tech companies and workers is already broken.Key Moments:[01:35] AI regulation news and the fight over Congress's role[09:35] EU AI Act goes live, plus AI models breaching their own sandboxes[13:35] Disney's TikTok deal and the fan-content strategy behind it[17:35] Cortney Harding joins and doesn't miss a beat[24:35] UBI, the broken social contract, and AI's effect on jobs[41:35] Snap's $2,500 Specs and the case for enterprise over consumer[52:35] Rony's prediction: XR's coming "Nvidia moment"Brought to you by Zappar and Mattercraft, the leading visual development environment for immersive 3D web experiences. Start building at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
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
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 Mo Huang & Eric Zhao about Mulan2125 on Sunday, August 31, 2025 at Venice Immersive in Venice, Italy. Here is the story synopsis for Mulan2125: "In 2125, a century after the green-comet “Emerald Fall,” the alien substance Muk still taints Earth. Two powers remain: Ant City and PAC, a militarised regime ruling from the sea fortress, the Crown. Ant City's flagship, the ARK — a retrofitted WWII battleship — carries a giant repair mecha meant to restore the city's shield. PAC plans to hijack the ship, impersonate its crew, and deliver the mecha embedded with malware to disable the shield from within. 18-year-old Mulan, raised aboard the ARK by her father, Captain Hua Muzhi, is unknowingly the only human fully bonded with Muk. Anticipating sabotage, Hua hides in a panic room and locks the engines. As long as he remains hidden, PAC cannot proceed. When the assault begins, AI drone MUV-I is activated and executes Hua's secret Shan Hai Guan protocol, guiding Mulan through hidden corridors. But her search for Hua accidentally helps PAC mole Aiden trace his location. Aiden detonates charges, separating them, and PAC regains control. Hua reaches the bridge to destroy the mecha but is killed. Mulan awakens Muk's power, defeats Khan, and fires the main gun — vaporising the Trojan mecha. Muk glows again as PAC retrieves her body. She lives." Here are the contextual domains that are explored: On some sort of military [10] ship at the sea [9], but also set in the future in a speculative sci-fi world [9]. Dynamics of father [4] and his daughter [5] and the various people who are trying to capture or kill her [7]. A pitched battle between these two main opposiing forces [7] Here is the Elemental Center of Gravity: 1st Center of Gravity of Emotional Presence: Described as "Cinema 2.0" & "pioneering the future of storytelling." Episodic cinematic immersive story experience with "ultra-high audiovisual standards and interactive design." First episode. Sci-Fi, Action Thriller Genre -- Attack forces 18-year old Mulan into an escape that was prepared by her father"2nd Center of Gravity of Earth Element / Environmental and Embodied Presence: Crafted for Immersion - Sci-Fi futuristic universe set in 2125. A comet shattered the world and two powers are fighting each other. Mostly a ghostly character throughout, but you do have an embodiment at certain points. Unclear as to who you are. Are you a main character? I forget, Real-time Unreal Engine with mocapped actors3rd Center of Gravity of Fire Element / Active Presence: Some light interactions at various points in this storyworld -- They say, "As traditional film nears the limits of its century-old form, we aim to chart a new path — where stories aren't just watched, but lived." Still mostly a cinematic universe as it is more about light interactions that are within a very tightly bound possibility space of the film. More about the story than your agency4th Center of Gravity of Air Element / Mental and Social Presence: A lot of dialogue within the context of a story. Possibility space very much leans towards authored narrative, as there doesn't seem to be very many different choices involved Archetypal Themes and Character Explored: '"It's all about who are you when everything is falling apart, and the invisible bonds that keep us together" Artist Statement: "MULAN 2125 is a bold step toward Cinema 2.0 — a genre-driven, emotionally resonant narrative built for immersive media. Unlike many XR projects that feel experimental, niche, or underpowered, it combines cinematic storytelling with ultra-high audiovisual standards and interactive design. This is not a tech demo in disguise, but a sincere attempt to bring the emotional depth and visual polish of commercial cinema into the XR space. As traditional film nears the limits of its century-old form, we aim to chart a new path — where stories aren't just watched, but lived." https://www.youtube.com/watch?v=I8z1hFV8Pag This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
Adobe Premiere lands natively, visionOS 26.6 ships while 27 Beta 4 keeps baking, Samsung shelves its lower-cost headset display, Apple Maps gets depth in Street View, four new patents surface, and we try seven new apps.TOP STORY: Adobe Premiere Goes Native on Vision Prohttps://spatialinsiders.com/stories/adobe-premiere-vision-pro-spatial-video-editingHARDWARE & PLATFORMvisionOS 26.6 (July 27)https://www.macrumors.com/2026/07/27/apple-releases-visionos-26-6/visionOS 27 Beta 4 (July 20)https://www.macrumors.com/2026/07/20/apple-seeds-visionos-27-beta-4/COMMUNITY & DEV CORNERApple Maps Has Depth in Street Viewhttps://www.reddit.com/r/VisionPro/comments/1vcxxz8/Palm Gesture Stopped Workinghttps://www.reddit.com/r/VisionPro/comments/1vene5a/Free Stereograph Viewer Updatehttps://www.reddit.com/r/VisionPro/comments/1v8w9e7/https://apps.apple.com/us/app/stereopticon/id6790976075 Beta Testers Wanted for New Apphttps://www.reddit.com/r/VisionPro/comments/1vcts29/PATENTS CORNERCamera-less Eye Tracking System (granted Aug 3)https://appleworld.today/2026/08/apple-granted-patent-for-a-camera-less-eye-tracking-system/Conformable Facial Interface (granted July 28)https://appleworld.today/2026/07/a-conformable-user-interface-may-make-the-apple-vision-pro-more-comfortable-to-wear/Virtual Paper (granted July 29)https://appleworld.today/2026/07/apple-patent-filing-involves-virtual-paper-for-the-vision-pro/Full Body Avatars in XR (filed July)https://appleworld.today/2026/07/future-vision-pros-could-offer-full-body-avatars-in-extended-reality-environments/APPS NIGHT — seven new titlesMorning Brief Vision ($3.99)https://apps.apple.com/us/app/morning-brief-vision/id6794152945Lokal Lore (Free+IAP)https://apps.apple.com/us/app/lokal-lore/id6757438016Arcade Frame ($1.99)https://apps.apple.com/us/app/arcade-frame/id6790965526Spatial Scanner: QR Code ($2.99)https://apps.apple.com/us/app/spatial-scanner-qr-code/id6795561186Hivebreak ($0.99)https://apps.apple.com/us/app/hivebreak/id6768090143Brick Break-AR ($1.99)https://apps.apple.com/us/app/brick-break-ar/id6748860916CosmiCut: Spatial Video Editor (Free+IAP)https://apps.apple.com/us/app/cosmicut-spatial-video-editor/id6723866121CONNECT WITH VISION PROFILESLive Monday nights, 9 PM EST at YouTube.com/@VisionProfiles — audio also on any podcast catcher.ThePodTalk.net | Email: ThePodTalkNetwork@gmail.com
Ash and Lucky share how nearly two decades of building mobile and spatial software led them to Kinemeric's Intelligence Core: the AI layer that powers lifelike avatars for training, sales enablement, and customer engagement. They dig into why so many enterprises got AR/VR wrong the first time around (chasing demos instead of outcomes), what's different now that hardware and AI have finally matured, and how their upcoming no-code authoring tool, Spatial Studio, will let non-technical teams build immersive training and marketing experiences without an engineering team in the middle. Whether you're evaluating XR for employee onboarding, exploring AI-driven customer experience, or just curious where spatial computing and AI are headed next, this conversation offers a grounded, outcomes-first look at the Kinemeric Platform and enterprise immersive technology. In this episode, you'll learn: Why "buying outcomes" beats "buying headsets" in enterprise XR strategy What makes an AI avatar a "Believable Human" and why that matters for learning retention How Kinemeric's Intelligence Core combines conversational AI with XR hardware to power realistic training simulations Real-world use cases: XR onboarding, virtual retail training, immersive marketing activations, and AI customer service avatars What's next for Kinemeric's Spatial Studio, a no-code authoring tool for immersive storytelling (releasing 2026) Where multimodal AI (voice, biometrics, body language) is taking XR over the next decade Guests: Ash Gobindram (Co-Founder, Vision & Technical Strategy) and Lucky Gobindram (Co-Founder, Sales & Commercial Strategy), Kinemeric Connect: kinemeric.com | X — @kinemeric | LinkedIn — Kinemeric | Instagram — @wearekinemeric | YouTube — @Kinemeric Host: Ashley Coffey, Coffey & Code Podcast 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. © 2026 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
Victor Perez is XR Sales Engineer at Autodesk, specializing in spatial computing, immersive experiences, and technical sales. In this episode he breaks down Autodesk's latest moves at the intersection of XR and AI, including Gaussian Splatting support in VRED (PLY and LCC formats), and the new streaming solution that connects high-end RTX workstations to the Apple Vision Pro via NVIDIA CloudXR with foveated streaming. Victor explains how automotive, fashion, and product design companies run weekly VR reviews in VRED, covering real-time lighting simulation, ergonomics testing, and remote persona collaboration. He shares a concrete ROI story from the fashion industry, addresses the real enterprise challenges of deploying Vision Pro at scale, and gives a preview of what's next: VLMs running inside the headset, seeing exactly what you see and taking action on your behalf.Subscribe to XR AI Spotlight weekly newsletter
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
On today's episode of Change Agents, Andy is joined by Brian Streem, the founder and CEO of Vermeer, a defense tech company with forward operations in Ukraine. He went from using drone technology and Hollywood projects ranging from Steven Spielberg movies, The Fast and the Furious films, and Beyonce music videos to the frontlines of war. This technology lets drones navigate when GPS is jammed, spoofed or gone entirely. Brian pivoted his company into Vermeer in 2018, after the Department of Defense showed strong interest in his team's XR technology, building AR command controlled and visualization tools for unmanned swarms in GPS denied environments. Sponsors: Firecracker Farm Use code IRONCLAD to get 15% off your first order at https://firecracker.farm/ Subscribe on Apple Podcasts: https://podcasts.apple.com/us/podcast/change-agents-with-andy-stumpf/id1677415740 Subscribe on Spotify: https://open.spotify.com/show/3SKmtN55V2AGbzHDo34DHI?si=5aefbba9abc844ed Learn more about your ad choices. Visit megaphone.fm/adchoices
Samsung has a new credit card that goes toe to toe to the Apple Card, and xMEMS announced a new fan-on-a-chip that's designed to keep heat down on smartglasses and XR headsets.Starring Jason Howell, Tom Merritt and Huyen Tue Dao.Links to stories discussed in this episode can be found here. Hosted on Acast. See acast.com/privacy for more information.
This episode examines the use of extended reality in the AEC industry through the eyes of Abby Coleman, winner of Healthcare Design magazine's HCD10 Industry MVP Award. As IMEG's extended reality specialist, Abby has spent the last four years creating immersive experiences people can step into. Her role, she says, is to help “engineers and, most importantly, clients use augmented and virtual reality to thoroughly understand a proposed design.” To date she has facilitated or supported more than 5,000 such experiences for IMEG project stakeholders. Abby frames extended reality, or XR, as a way of moving design conversations out of flat, two-dimensional drawings and into a space where stakeholders can react instinctively. Once participants get into a headset, she says, “you can just hear the ‘oohs' and ‘ahs'—like, ‘Oh, wow, I can really see the benefit of using this technology for design.” Such experiences, she says, provide participants with a thorough understanding and visualization of spaces as designed. “It really helps them make better, more informed, and confident decisions before anything gets built.” Abby categories XR experiences into three levels, depending on the audience and the project. “Level one would probably be just using augmented reality on your mobile device,” she says, describing use cases such as jobsite visits and groundbreaking ceremonies. Level two is “using our VR software on PCs to really just visualize it on a screen.” Level three, the most immersive, would be “stepping into” and “looking around” a space using a VR headset, with designers being able to move elements in real time based on the suggestions of the viewers, e.g., healthcare clinicians. “Once folks are in that immersive level three experience, we definitely do have the capability to move our live Revit elements,” Abby says. A Mayo Clinic XR experience, for example, used immersive VR to show multiple boom layouts and check clearances and usability—based on the clinicians' feedback—before construction began. In another XR experience, IMEG led a VR workshop for more than 50 Henry Ford Health clinicians, putting them into a future smart patient room featuring the healthcare information technology suggested by the designers for the project. In these and other instances, the ability to adjust design in real time helps stakeholders evaluate options in a more meaningful way than a marked-up plan ever could. Looking ahead, Abby imagines a future in which XR becomes even more powerful as it incorporates artificial intelligence. Instead of making adjustments manually during XR design reviews teams will simply use voice prompts to ask AI to make changes in the model instantaneously. “I definitely think AI and XR are going to cross paths,” she says. Watch IMEG extended reality experience videos of a patient room, conference room, and job site visits.
What happens when storytelling moves beyond the screen?When does an audience stop watching a story—and start living inside it?In this episode of The Artists Podcast, we are joined by Vicki Dobbs Beck, one of the pioneers of immersive storytelling.As the former Vice President of Immersive Content Innovation at Industrial Light & Magic (ILM), Vicki has helped shape groundbreaking experiences across Disney, Lucasfilm, Marvel, and emerging technologies, while collaborating with leading technology companies including Meta. Recognized by Variety as a Digital Innovator to Watch, she has spent her career exploring the intersection of storytelling, technology, and human experience.Together, we explore one of the defining questions of our time:How do we move from storytelling to storyliving?What is the fundamental difference between the way Hollywood studios and technology companies think? How will AI, XR, spatial computing, and immersive media reshape the future of narrative? And what does it mean to build stories that audiences don't just watch—but inhabit?Whether you're a filmmaker, storyteller, technologist, creative entrepreneur, or simply curious about the future of entertainment, this conversation offers a rare glimpse into where storytelling is headed.⏱️ Chapters01:41 Storytelling vs Storyliving07:00 The fundamental difference between how a studio and a tech company approach storytelling09:30 How do technology companies think?10:20 Why finding original stories is becoming increasingly difficult11:20 Working with Alejandro G. Iñárritu 18:50 Why filmmakers must think like transmedia storytellers21:05 Vader Immortal: Experiencing Star Wars beyond the film24:11 What If...? and storytelling for Apple Vision Pro26:00 Building stories across multiple platforms 29:42 The evolution of immersive storytelling37:23 Leading from the front as a female leader
This week's full broadcast of Computer Talk Radio includes - 00:00 - Nerd News, Human Edition - Amazon Leo, data centers, RAM pricing, Vmware, licensing - 11:00 - Listener Q&A - cloud, training - Rita asks of organizing cloud files, Tom on helping train family - 22:00 - Cleaning out space on your iPhone - Keith gives great tips on cleaning out storage space on iPhone - 31:00 - Marty Winston's Wisdom - Mark covers Keychron mouse and Asus Zenbook 316S laptop - 39:00 - Scam Series - Resume Siphon - Benjamin warns of Resume Credential Verification Siphon Scam - 44:00 - Keske on CAD and CAI - Steve covers Computer Aided Instruction and also CAD - 56:00 - Dr Doreen Galli - Dunning Kruger - Whisper reports on fleet electrification, XR, licensing trends - 1:07:00 - Listener Q&A - upgrading devices - Mark on when device is dead, Dana on planning upgrades - 1:16:00 - IT Professional Series - 388 - Benjamin covers myth of fully AI driven automated workplace - 1:24:00 - Listener Q&A - iPhone albums - Holly asks why phone keeps making photo albums vs hers
Irena Cronin has been studying XR since 2016 — first as Robert Scoble's co-author, now as CEO of Infinite Retina, consulting for clients from IKEA's labs division to a major law firm tracking the industry. She joins Charlie, Ted, and Rony for a blunt assessment of how the biggest companies in tech actually operate.The centerpiece is Rony's question: Meta has spent roughly $120 billion on Reality Labs since acquiring Oculus. Where did it all go? Irena's answer is unsparing — complete mismanagement, no follow-up, and a lack of imagination that money can't fix. Apple gets a different diagnosis. Irena tracked the Vision Pro through hundreds of iterations since 2019 and predicted exactly how it would land. Her real news: it isn't dead. People inside Apple are still working on it intensely while the glasses project ramps up. The news segment covers OpenAI's Apple IP scandal and whether the Valley now operates in a post-IP world.Key Moments:[00:01:30] OpenAI caught in Apple's cookie jar — IP theft accusations on the eve of the IPO[00:05:00] Sherlocking and the post-IP world — how big companies strip-mine startups through fake M&A talks[00:12:00] AI regulation — Hassabis, Altman, and Amodei; Rony's case for why the public gets Cessnas, not F-47s[00:18:45] Irena joins — Infinite Retina, IKEA, and why physical AI is just spatial computing renamed[00:24:30] Why isn't anyone afraid of Google? — fifteen years of planetary data and no strategy to use it[00:33:30] Where did Meta's $120 billion go? — "complete mismanagement" and a failure of imagination[00:38:00] The Vision Pro isn't dead — Apple is still working on it intensely as the glasses ramp up[00:41:45] Why is XR so obscenely hard? — the industry chased consumers before enterprise[00:44:30] The display is everything — why smart glasses "go bonkers" the moment AR hits the lensBrought to you by Zappar and Mattercraft, the leading visual development environment for immersive 3D web experiences. Start building at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
As the aviation industry grapples with ongoing talent shortages, the question becomes: are current training methods the right model for creating skilled pilots at the rate the sector needs? Cockpits are becoming increasingly automated, while next-generation training technologies such as VR, XR, AR, and advanced simulation are potentially able to boost safety without increasing risk exposure – so are current competency-based models keeping up with the new reality? In this special Australian Aviation Podcast, UNSW and the Honourable Company of Air Pilots present a thought-provoking panel discussion on the evolution of pilot training and how industry, regulators, and academia can collaborate to deliver the best possible outcomes. Join moderator Captain Adrian Young, as well as Churchill Fellow and former CASA Aviation Safety Advisory Panel member Adrianne Fleming, Qantas Group's Andrew Stead, and UNSW's Malcolm Good to discuss how pilot training can best meet the new realities of flying.
I participated in another Socratic Debate about the Future of "AI" and XR at Augmented World Expo 2026 with Leslie Shannon, Alvin Graylin, and Louis Rosenberg (you can listen to last year's debate in episode #1611). Shannon and Graylin argued for "AI," whilst Rosenberg and I argued against "AI." In my write-up, I wanted to leave some breadcrumbs to more in-depth, skeptical arguments against "AI" that we didn't have space or time to dig into during the debate, but "some breadcrumbs" ended up being over 30k words, and more like an outline for an entire book. Writing a book isn't on my to-do list at the moment, but disseminating the work researchers, journalists, linguists, and critics of "AI" have done is urgent and necessary, so I'm sharing the results of this deep dive here, in bullet list format. My fellow panelists, Alvin Graylin and Louis Rosenberg, indulged me in extending our debate offline after AWE, pushing me to test my ideas further and demonstrating how and why this is an extremely active field of study with polarizing points of view that often come down to philosophical differences. Clearly, it's just getting started. My objections to "AI" is loosely organized by various themes, but some framing may be helpful in approaching it. My objections to "AI" center around the limitations of LLMs, the consolidation of wealth and power from Hyperscaler companies, and threats from automated decision making systems and surveillance capitalism melded with democratically-backsliding authoritarian governments. I'm including a broad range of critiques spanning the domains of philosophy, technology, sociology, politics, economics, culture, and ethics. I'm coming from the orientation of Process Philosophy & Peircean Semiotics that emphasizes the relational and contextual dimensions that the "AI" field tends to de-emphasize or completely collapse. I see process-relational philosophy as a necessary paradigm shift away from the underpinning philosophies of the "AI" community, which tend to be Functionalism, Naturalism, Computational Theory of Mind, Physicalism, & the TESCREAL bundle. Below you'll find my own process philosophical emergency response to "AI embedded within my curation of excerpts and commentary of primary sources that I'm leaning upon. The AI Con: How to Fight Big Tech's Hype and Create the Future We Want (2025) by Emily M. Bender and Alex Hanna (also see episode #1563). Bender & Hanna say, "To put it bluntly, 'AI' is a marketing term. It doesn't refer to a coherent set of technologies. Instead, the phrase "artificial intelligence" is deployed when the people building or selling a particular set of technologies will profit from getting others to believe that their technology is similar to humans, able to do things that, in fact, intrinsically require human judgment, perception, or creativity." Emily M. Bender wrote the "Artificial Intelligence" [preprint] (2026, June 25) entry for the Oxford Research Encyclopedia of Science, Technology, and Society. Bender's concluding paragraph gives a great overview of the seven different ways that the idea of "artificial intelligence" operates in the world. She says, "The notion of artificial intelligence is frequently sold as present or near-future and inevitable technology. In fact there is no coherent set of technologies that can serve as the denotation of the phrase, nor do any of the technologies so marketed rise to the fantastical but ill-defined claims of 'AI' is or soon will be. Nonetheless, the idea of artificial intelligence has been extremely impactful in the world. In order to better understand and deal with those impacts, it is helpful to look at artificial intelligence through the varied lenses of how the idea operates in the world: as the name of a research field, as one approach to cognitive science, as a parlor trick, as a an ideology, as a way to hide and devalue human labor, as a way to shift and/or obfuscate accountability, and as a means to centralize power." Inventing Intelligence: On the History of Complex Information Processing and Artificial Intelligence in the United States in the Mid-Twentieth Century [dissertation] (2020, December 14) by Jonnie Penn. Penn says, "The phrase ‘artificial intelligence' was coined by John McCarthy, an American mathematician, in 1955. It has travelled with a noticeably amorphous definition since." "AI" has always had a spotty history of technologists using a "brain is a computer" metaphor while also using "poor citation practices." From page 14, Penn says, "The vocabulary Simon, Rosenblatt, McCarthy and Minsky chose to describe new techniques in major newspapers and scholarly journals informed Americans' still plastic understandings of what was possible, and indeed desirable, in the emerging information age… During the mid to late 1950s, these men turned to clannishness, self-aggrandizement, speculative rhetoric, fluid definitions of key terms and poor citation practices to shore up legitimacy for their controversial new techniques — actions that drew attention toward questions of how to accomplish such aims and away from whether they were well founded." Part II: Remembering the Human Microcosm in the Age of Mechanized Intelligence: Philosophy as Emergency Response (2026, June 9) by Matt Segall. In a multi-part Substack series, process philosopher Matt Segall calls for a philosophical emergency response to "AI." He says, "In each case a new media technology intended to expand the power of thought ended up transforming the very nature of the thinker who invented it. Each new medium furnishes the very terms in which we come to understand ourselves. This is why the philosophical response is always an emergency response: by the time anyone has noticed what is happening, what may be lost and what gained, the mutation has already done half of its work." Segall warns about the computational metaphor of the mind by saying, "The large language model now tempts us to adopt an even stranger self-image: that human minds are no different than machines, our thoughts just the statistical echoes of our training data. The creators of this latest technological upgrade are encouraging us to downgrade our estimate of human consciousness, thus narrowing the distance between ourselves and the machines built to imitate us." "Resisting Dehumanization in the Age of 'AI': The View from the Humanities" [lecture] (2026, February 10) by Emily M. Bender. Here are the lecture slides with a bibliography at the end. Bender does an amazing overview of how the marketing of "AI" uses pernicious dehumanization tactics built on an underlying "brain is a computer metaphor." From page 15 of her talk: "Scientific metaphor used and debated in neuroscience: "THE BRAIN IS A COMPUTER. "PR metaphor used by technologists: "THE COMPUTER IS A BRAIN" Bender cites Baria & Cross' paper titled "The brain is a computer is a brain: neuroscience's internal debate and the social significance of the Computational Metaphor (2021), which says “the Computational Metaphor rests on other well-ingrained ideologies in which a hierarchy of human value is tied to a particular notion of intelligence such that the quality of being emotional is considered inferior to being rational." Bender also cites Dijkstra's 1985 lecture "On anthropomorphism in science": "A more serious byproduct of the tendency to talk about machines in anthropomorphic terms is the companion phenomenon of talking about people in mechanistic terminology." Here are a couple of examples of how "AI" Hyperscaler companies like OpenAI use dehumanizing tactics to sell us on "AI" Hype. Sam Altman will say things like, "A kid born today will never be smarter than AI. Ever." Or another example is when Altman says, "For me, AGI is basically the equivalent of a median human that you could hire as a co-worker... And then Superintelligence is when it's smarter than all of humanity put together." These statements collapse the human experience into one dimension of "intelligence," which amplifies the dual harm of treating machines more like humans and treating humans more like machines. It is also questionable the degree to which this statement is even true given the potential non-computational aspects of "relevance realization." More on this down below. Part IV: Remembering the Human Microcosm in the Age of Mechanized Intelligence: Hegel's Loom and the Difference Reason Makes (2026, June 10) by Matt Segall. Segall brilliantly breaks down the "Brain is a Computer Metaphor" by saying, "Metaphor is not just a shiny paint job on the vehicle of cognition. It is the engine of thought. Its coupling of concepts drives the limits of conceivability, shaping what is thought together and what is not thought at all. The metaphorical imagination is our main means of tuning in to the otherwise invisible effects of new media technologies. Part of the discipline philosophy brings is allowing us to notice an analogy as an analogy before advertising crystalizes it into the unnoticed transparency of common sense. A fact is a fact, but it might also be a fossilized metaphor. The governing analogy of our age is that cognition is computation: the brain an information-processing device, perception its input and behavior its output, memory a form of physical storage, learning the adjustment of weights, and intelligence an algorithm for minimizing error or surprisal. On this view, given enough training data and computational power, consciousness itself will eventually be engineered… The metaphor “the mind is a computer,” for example, tacitly proposes that mind is to brain as software is to hardware… Reiterated in textbooks and earnings calls, in grant applications and policy briefs, the partial comparison congeals into an ontology, until we find ourselves insisting not that the mind is like a computer in some respects but that it simply is one — and,...
Justin Barad is a pediatric orthopedic surgeon, a former Activision game developer, and the founder of Osso VR — one of the few companies in XR that has quietly built a real, profitable business while most of the industry was still searching for one. He joins Charlie and Ted to talk about why virtual reality turned out to be uniquely suited to medical training, and why the way we train surgeons today is still built on a model developed in the 1800s by a brilliant doctor with a serious drug problem.The core argument of the episode is simple: you should not practice on patients. The aviation industry figured this out decades ago — pilots recertify in simulators, not planes. Medicine has been slower to get there, but Osso VR is making the case with data. Nine published studies. Used in 50 countries. Over 300 training modules. And an objective assessment system that, in one study, showed a 230% performance difference between surgeons measured to be competent and surgeons who simply felt ready.Justin and Ted go deep on why objective assessment is the real power of the technology, not the immersion. They talk about why the residency model hasn't fundamentally changed since the 1890s, what it would take to actually shorten the 14-year road to becoming a surgeon, and why the company's most exciting growth right now isn't surgeons at all — it's nurses and allied health professionals, a market that dwarfs surgery by a factor of ten. The episode closes on an honest look back at 2016, when everyone in XR thought they were a year or two away from changing everything, and what Justin learned from being one of the first people to test those assumptions against reality.Brought to you by Zappar and Mattercraft, the leading visual development environment for immersive 3D web experiences. Start building at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
This week, Charlie, Ted, and Rony are joined by Kevin Williams — ex-Walt Disney Imagineer, location-based entertainment specialist, publisher of The Stinger Report, and the curator behind the LBE XR Zone at AWE 2026.Kevin pulls back the curtain on why well-funded VR pioneers like The Void and Dreamscape really collapsed (spoiler: it wasn't COVID), why Sandbox VR and Zero Latency survived, and how "competitive socializing" venues are quietly becoming XR's most viable business. Plus: Alex Karp's jaw-dropping CNBC appearance, Ted's "printer ink theory" of AI economics, and the decades-old simulation lessons that could have solved VR motion sickness years earlier.⏱️ KEY MOMENTS 02:42 – Alex Karp's CNBC interview: AI, data & sovereignty 08:40 – Ted's printer ink theory of AI economics 09:54 – Computational autocracies & America's 250th 13:07 – Guest intro: Kevin Williams (ex-Disney Imagineer, The Stinger Report) 17:15 – Theme parks vs. LBE: where's the line? 21:16 – Glow's Magic Leap 2 graffiti experience at AWE 23:14 – Rony's story: a famous graffiti artist tries digital spray paint 25:19 – The open digital mesh problem: RP1, Niantic & who owns the map 30:10 – Why The Void and Dreamscape really failed ("one and done") 34:48 – What bowling alleys and pubs get right: competitive socializing 40:43 – Europa Park's mixed reality attractions 43:09 – Universal's Mario Kart AR ride: why less is more 46:08 – The Dracula/Frankenstein ride & the "squeezing" motion sickness fix 49:19 – Why VR makes you sick: the poisoning response & 30 years of forgotten simulation lessons 52:10 – The case for sharing knowledge before it's lostBrought to you by Zappar and Mattercraft. Mattercraft is Zappar's web-based platform for building augmented reality experiences without an app. Find them at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
Many people believe robots will replace humans as companions, friends, and especially for sex. But VR, AR, and XR may fulfill that role long before. By hijacking the senses of site and hearing, not to mention with haptic technology, it is possible to simulate an inherent instinctual desire that may lead to extinction instead. Or, it could drive people to find the real world. *The is the FREE archive, which includes advertisements. If you want an ad-free experience, subscribe below.
I interviewed Nathan Fairchild about Ganek Immersive Studio at USC's School of Cinematic Arts on Thursday, June 18, 2026 at Augmented World Expo in Long Beach, California. Fairchild was at AWE showing off some student projects of Immersive Video, and I really quite enjoyed the hyperstylized, fever dream of Elevator by LILLETH who is coming from an immersive theatre background. Ori Inbar had mentioned how immersive video was one of the sectors that was growing within his opening keynote. The Apple Vision Pro has helped to revitalize interest in the more cinematic 180-degree forms, but also for XR as a screen replacement and more immersive way to experience cinematic content. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Caitlin Krause about the experience of XR, Process Philosophy musings, & the ethics of AI on Wednesday, June 17, 2026 at Augmented World Expo in Long Beach, California. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
I interviewed Brett Renfer about Metropolitan Museum of Art Experiments with XR & AI on Wednesday, June 17, 2026 at Augmented World Expo in Long Beach, California. You can check out the The Temple of Dendur and Oceanic Art in Virtual Reality within the Atopia VR application. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
Eline Van Der Velden did musical theatre, then got a master's in physics with plans to work in nuclear fusion, then went back to acting, built a BBC award-winning YouTube comedy series, started a production company, and just four years ago converted it into an AI production company called Particle6. That backstory alone would make for a good Marvel backstory. Then, she created Tilly Norwood.Tilly is a synthetic AI actress, and when Particle6 dropped her into the world, Hollywood reacted in a way it hadn't reacted to digital humans in twenty years of trying — Tupac, Lil Mikayla, Epic's Unreal Engine characters, Magic Leap's Mica, none of them landed the same way. Eline's explanation is simple: Tilly was the first one that looked really real. She arrived at a moment when emotions in the industry were already running high, and she became the lightning rod for everything people feared AI would do to actors and the creative workforce.The conversation goes deep on what it actually takes to build a synthetic performer, where the IP and copyright lines are, why Eline built clear internal AI ethics policy for Particle6, and why Tilly wasn't modelled on any existing actor by design. The episode opens with AWE wrap-up from Charlie, Ted, and Rony — Snap Spectacles at $2,200, the gray zone problem that has haunted every headset since HoloLens, Project Aura from XREAL finally impressing Charlie, Cosm getting $100 million from Sony, and why Rony thinks building XR has cost more money than going to space.Note: Charlie's audio dropped near the end of the episode, so Ted and Rony close out the conversation.Key Moments:[00:01:30] AWE wrap — starting with Snap Spectacles debut at $2,200[00:08:00] The gray zone — Rony on why AR headsets have cost more to develop than SpaceX, and why consumers won't go to the gray zone[00:12:45] Project Aura from XREAL[00:13:30] Cosm gets $100M from Sony — Is it the next Top Golf or a financial trap?[00:22:00] Introducing Eline Van Der Velden[00:26:00] Why Tilly caused a nuclear reaction; every other digital human got a shrug; Tilly got an industry meltdown[00:45:00] The IP and copyright question & Particle6's internal AI ethics policy[00:57:00] AI is replacing the entire international dubbing workforce in real time[00:59:30] The case for AI Animation image rehab & name change Hosted on Acast. See acast.com/privacy for more information.
Flipboard EDU PodcastEpisode Title: Release Date: 2026-06-26Hosts: Coach Jeffery , Dr. Micah ShippeeEpisode OverviewIn this episode, Coach Jeffery welcomes Dr. Micah Shippee from Samsung to discuss the ever-evolving landscape of educational technology in 2026. The conversation dives into best instructional practices, the integration of AI in classrooms, the importance of teacher voice in edtech development, and how technology can serve as an amplifier—not a replacement—for effective teaching.Key topics include practical strategies for blended learning, using interactive displays for collaboration, balancing screen time, upcoming opportunities at ISTE, and how Samsung is supporting educators through programs like "Solve for Tomorrow." Dr. Micah Shippee also shares personal insights on finding professional communities and staying inspired in the face of rapid change in education.Key Discussion PointsDr. Micah Shippee's Background22 years teaching middle school, advocate for innovative instructional practice 01:40Transition from classroom to edtech consulting and joining SamsungPutting Teacher Voice at the CenterSamsung's focus on "voice of customer"—listening to teachers to guide product design 02:25Importance of amplifying, not disrupting, effective classroom practiceAI in Education—A Thoughtful ApproachAI tools in Samsung's interactive displays are teacher-focused to protect student privacy 03:21Responsible integration of AI, ensuring compliance with FERPA and COPPA 03:32Reflective Innovation & Blended LearningAI as an amplifier of proven teaching strategies like storytelling 04:29Tools to support live captioning and note generation 05:01Importance of balancing technology use and maintaining collaborative, active learning spaces 06:02Interactive Displays: The Modern “Campfire”Using interactive screens to foster collaboration and brainstorming 07:02Moving beyond chart paper with split-screen features for group activities 08:23Applying the SAMR Model to push classroom tech past substitution toward modification and redefinition 09:45The ISTE Experience & Samsung InitiativesThe power of educational communities at ISTE 10:29Introduction to Samsung's "Solve for Tomorrow" philanthropic STEM competition for grades 6–12 11:27Wide range of topics from climate change to mental health, open to all public school teachers 12:08Exciting New Tech for EducatorsSneak peek of products at ISTE: Epaper, advanced interactive displays, spatial (3D) displays, and XR headsets 15:02Designed for easy integration and supporting both teachers and studentsCommunity, Growth, & Staying InspiredThe importance of connecting with like-minded educators for continual growth 18:38Encouragement for teachers to share what works, informing future edtech tools 17:34Resources & LinksSamsung Solve for TomorrowSAMR Model informationISTE ConferenceWhere to Find Samsung at ISTEBooth #1129—Look for the large Samsung sign and experience the latest in edtech innovation! 20:20Connect with the HostsFollow Coach Jeffery and Dr. Micah Shippee on social platforms for more edtech insights.Don't miss this forward-thinking conversation about empowering educators and inspiring the next generation of learners with technology! This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit flipboardedu.substack.com
Listen Now to 015 WTFUture Watch 015 WTFUture First up on this week’s radar is the world of health and ultrasonics, featuring Midjourney’s pivot from AI image generation to building sci-fi-esque sonic body scanners that use ultrasound to precisely map your organs while you chill in a San Francisco luxury spa. We then check out how scientists are using optogenetics to give awake mice the restorative, brain-cleaning benefits of deep sleep, potentially revolutionizing how we “recharge” our bodies, potentially without the need for sleep as we understand it today, Add in Meta’s new screenless XR glasses, humanoid robots gaining advanced “safety stacks” to keep them from accidentally acting like bulls in a china shop, and the looming arrival of “Q-day”—when quantum computers become so advanced they can crack all global cryptography and solve multivariable universe problems instantly—and you’ve got a week of news that sounds straight out of sci-fi.. But our near future is also about tapping into the Earth’s natural quantum networks! We look at how animals might be using telepathy to communicate, imagining birds tuning into universal flight frequencies and dolphins using their own built-in ultrasonic sonar vision. We also dig into the hidden, 110-quadrillion-kilometer fungal network under our feet that acts as a vast biological super highway system, peacefully trading water, nutrients and solar energy with plants. To top it all off, the conversation rockets into orbit with SpaceX’s new “Starfall” flying saucer system designed to gracefully retrieve items from space, before coming back down to Earth to discuss “Disclosure Day.” We encourage you to steer America’s upcoming July 4th narrative toward an ascension of consciousness and “heaven on earth,” rather than falling for alien fear-mongering and doomsday plots, for truly, it is up to you.. Enjoy..
This environmental movement was created in England just a few years ago in October 2018, but quickly spread all across the world. Extinction Rebellion's aim is to compel governments to take action against global warming and environmental collapse. It's earned a reputation as a radical organisation, due to its disobedience and disruption tactics. But only using non-violent action is one of its key principles. Also known as XR, Extinction Rebellion was born from a realisation that traditional protest methods were insufficient when it came to the environment crisis. These activists felt new methods and organisation forms were required, taking inspiration from other grassroots movements like Occupy, the American civil rights movement or the suffragettes. What do they actually want in concrete terms? How did such a young movement get to be so rich and powerful? In under 3 minutes, we answer your questions ! To listen to the last episodes, you can click here : Why can't Royals take selfies ? How can I beat my work addiction? How is AI being used in the legal system? A podcast written and realised by Joseph Chance. Replay of the episode published on May 17th, 2022 Learn more about your ad choices. Visit megaphone.fm/adchoices
The U.S. government runs a program that will fund your company before you have a single customer — sometimes before you have a finished product at all.It's called SBIR, and in this episode John Martin breaks down exactly how he used it to go from an early-stage idea to a $1.9M U.S. Air Force funding increase, with a shot at a $30M+ award next. If you've got innovative technology and you've ever wondered whether the government would pay you to develop it, this is the conversation to watch.John is the founder of Bundle AR, an augmented reality and XR training platform now used across the Air Force, Space Force, Army, and the commercial world. We get into how SBIR Phase I and Phase II actually work, what TACFI and STRATFI are, why relationships beat writing proposals, and the single mistake most founders make when they try to sell to the government.––––––––––––––––––––––––––––––––––––––CHAPTERS––––––––––––––––––––––––––––––––––––––00:00 The $1.9M the Government Paid Bundle AR00:42 Who Is John Martin & What Bundle AR Does03:33 How He Got His First Government Check05:57 SBIR Explained: Getting Paid for an Idea07:48 Why SBIR Funding Froze (and Just Reopened)09:14 TACFI: The $1.9M Air Force Funding Increase11:54 STRATFI & the New $30M Award for 202616:01 Why Relationships Beat Writing Proposals17:55 How to Win Before the Contract Is Posted22:09 Live Demo: AR Training for the Military28:54 The Smartest Move: Two Revenue Streams29:32 The Truth About SBIR Mills32:24 The GovClose Gauntlet: Rapid Fire37:12 John's Radio Career: Cronkite, Kiss & Taylor Swift38:57 Advice for First-Time Government Contractors41:00 New Markets: Education, Healthcare & School Security44:04 What's Next for Bundle AR––––––––––––––––––––––––––––––––––––––RESOURCES MENTIONED––––––––––––––––––––––––––––––––––––––GovClose Program Overview (free 20-minute training):https://www.govclose.comSBIR / STTR Program (official):https://www.sbir.gov––––––––––––––––––––––––––––––––––––––ABOUT THE GUEST — JOHN MARTIN, BUNDLE AR––––––––––––––––––––––––––––––––––––––John Martin is the founder of Bundle AR (BUNDLAR), a Chicago-basedoperational intelligence platform company. Over 8+ years, Bundle AR hasbuilt a no-code augmented reality and XR-wearable platform that deliverstraining and knowledge "where work happens" for both enterprise and theDepartment of Defense. The company has won SBIR Phase I and Phase II awards,a $1.9M U.S. Air Force Tactical Funding Increase (TACFI), and is nowqualified for a Strategic Funding Increase (STRATFI). Past clients andengagements include Microsoft (Xbox), Thermo Fisher, Cleveland Clinic, theU.S. Air Force, Space Force, Michigan Air National Guard, and the U.S. Army.Learn more / connect with John:Website: https://www.bundlar.comEmail: john@bundlar.comLinkedIn: [paste John's LinkedIn URL here]––––––––––––––––––––––––––––––––––––––ABOUT RICK HOWARD––––––––––––––––––––––––––––––––––––––Rick Howard is a retired USAF Lieutenant Colonel and former DoD acquisitionsofficer who managed over $82 billion in federal contracts. He is the founderof GovClose and the DoD Contract Academy, with 400+ graduates working asgovernment contract consultants, federal account executives, and businessowners winning federal contracts.Get the GovClose Certification: https://www.govclose.com/sales-certification Our students learn the government contracting skills to :1. Start their own consulting business that can earn up to $400k as a "solopreneur" advising businesses that sell to the government.2. Land high paying sales executive jobs with companies in the public sector.3. Increase government contracting revenue for companies selling to the US government.
What happens when we repeat the mistakes of the early internet? In this episode of Coffey & Code, Ashley Coffey sits down with immersive technology pioneer Ben Erwin to explore one of the most important conversations happening in AI and XR today: why open standards, interoperability, and digital ownership matter more than ever. From his early work building websites in the 1990s to developing projects for the United Nations, the New York Times, and founding the Academy of Immersive Arts & Sciences, Ben shares how decades of experience have shaped his vision for the future of immersive technology. Together, Ashley Coffey and Ben Erwin unpack the intersection of AI, open source software, virtual reality (VR), augmented reality (AR), mixed reality (MR), WebXR, creator rights, public media, ethics, and the future of the internet. If you care about where technology is headed—and who gets to shape it—this conversation is essential listening! In this episode, you'll learn: Why open standards matter for the future of AI and XR How Flash's collapse still impacts today's technology decisions The hidden risks of closed platforms and walled gardens Why interoperability is critical for spatial computing The future of digital ownership in AI and immersive media How creator economies can become more ethical and sustainable Why immersive technology needs its own public media ecosystem Lessons startups can learn before building the next generation of AI products What today's AI revolution can learn from the early web Why education and open ecosystems will determine who wins the next decade 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. © 2026 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. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
This week we're talking about the state of XR -– from what's happening with the new tech to the out-of-home experiences that are actually drawing audiences – with a ridiculously talented panel of practitioners, professionals, and press.Joining host Noah Nelson in the virtual NoPro studio Scarlett Kim (Center for Unclassifiable Technologies and Experiences) , Ray Mosco (General Immersive), Rory Mitchell (Mercantile), and NoPro's Toronto curator Katrina Lat.SHOW NOTESScarlett KimRaymond MoscoRory Mitchell - Mercantile AgencyKatrina LatSony Pictures Invests $100 Million in Cosm, Shared-Reality Venue Owner (Variety)LIVE from AWE 2026 ft. Malia Probst, Mary Matheson, and Shelley Peterson (The AI XR Podcast)Tender Claws: Body ProxySiggraph 2026AWE NiteThe Immersive Experience Institute Hosted on Acast. See acast.com/privacy for more information.
Recorded live from the AWE main stage in Long Beach, Charlie Fink and Ted Schilowitz are joined by three veterans of the XR industry for a wide-ranging conversation about where the industry has been and where it is actually headed.Malia Probst, founder of Scout House and a decade-plus in creator and developer programs, Shelley Peterson, former head of XR at Lockheed Martin and now running her consultancy Wizard Wells, and Mary Matheson, head of production at Agog and a multi-award winning immersive documentary director, bring three distinct vantage points — enterprise, consumer, and social impact — to the same set of questions. The result is one of the more honest conversations about the state of XR that the show has done.The panel covers the Snap Spectacles launch happening steps away at the same conference, why $2,300 does not make something a consumer device no matter what the marketing says, and what Google Glass actually got right when nobody was paying attention. The group digs into Meta's slow pullback from the metaverse and whether losing the big-pocketed backer is a crisis or a correction. World models come up as the technology that may finally make immersive content creation accessible without years of game engine training. And the conversation lands on a question that cuts across all of it: is the AI backlash really about the technology, or is it about who owns it?The closing question — what do we know now that we didn't know 10 years ago — produces the three best lines of the panel. Mary says the people behind XR are still here and that's what she couldn't have predicted. Malia says the only constant is change, and there has never been a better time to be a creator. Shelley says you are going to pivot whether you like it or not.Key Moments:[00:05:45] Snap Spectacles debut at AWE [00:17:45] Meta's metaverse pullback[00:22:00] Ted asks the uncomfortable question; the panel actually answers it.[00:25:00] Enterprise as the real XR business[00:32:40] The Google Glass parable[00:40:15] Five years out — world models, quantum computing, AI on your body, and the race to be your 24/7 agent[00:50:20] AI backlash[00:57:53] What 10 years taught us — Mary, Malia, and Shelley each close with something worth writing down Hosted on Acast. See acast.com/privacy for more information.
In this episode of The Learning & Development Podcast, David James is joined by Egle Vinauskaite to discuss the launch of her highly anticipated follow-up to the ‘Race for Impact' report. They explore the core objectives behind this new research and the methodology Egle used to capture the reality of today's learning landscape. Egle reflects on the "Transformation Triangle" - a core concept of the report - unpacking its components and arguing for a definitive move away from traditional, legacy training models. They delve into the practicalities of how L&D leaders can navigate these strategic paths, the organizational blockers or "drags" that routinely stall progress, and what it truly means when Egle writes that "influence is not a consolation prize." Egle provides a roadmap for teams facing leadership pushback, offering actionable advice on how to break out of a strictly content-focused lane and elevate L&D into a high-impact, influential business driver. Take your L&D to the next level Take advantage of thousands of hours of analysis. Hundreds of conversations with industry innovators and 25+ years of hands-on global L&D leadership. It's all distilled into one framework to help you level up L&D. Access the L&D Maturity Model here - https://360learning.com/maturity-model KEY TAKEAWAYS AI is rapidly taking over traditional L&D tasks, so L&D must redefine their role rather than just produce content faster. For L&D, the future lies in 3 areas: becoming a skills authority, an enablement partner and/or tackling performance as a systems problem. L&D's ability to change is shaped by the organisation around it. Reporting lines, what leaders expect from “the training team,” and the skills the L&D team has will all determine how far beyond content L&D can really move. Building credibility by being involved early when business problems are defined, enables L&D to influence decisions and outcomes more powerfully. BEST MOMENTS “The transformation triangle is a strategic framework for L&D leaders…it maps the territory beyond content focused L&D.” “Understand the boundaries that you're operating within. Not that you cannot massage those boundaries over time.” Egle Vinauskaite Bio Egle Vinauskaite brings extensive expertise in learning, behaviour, and technology, working with both global enterprises and emerging edtech innovators. Her background spans AI, XR, mobile learning, digital platforms, and blended learning design, giving her a unique perspective on how technology is reshaping organisational learning and the future of work. As both an advisor and researcher, she helps L&D teams integrate AI into their operations and prepare workforces with the skills needed for effective adoption. Blending rigorous research with hands-on application, Egle has a sharp view of how AI is redefining the role of L&D and creating new possibilities for learning in the workplace. https://www.linkedin.com/in/vinauskaite/ http://nodes.works/ The Transformation Triangle report: https://www.nodes.works/transformation-triangle VALUABLE RESOURCES The Learning And Development Podcast - https://podcasts.apple.com/gb/podcast/the-learning-development-podcast/id1466927523 L&D Master Class Series: https://360learning.com/blog/l-and-d-masterclass-home ABOUT THE HOST David James David has been a People Development professional for more than 20 years, most notably as Director of Talent, Learning & OD for The Walt Disney Company across Europe, the Middle East & Africa. As well as being the Chief Learning Officer at 360Learning, David is a prominent writer and speaker on topics around modern and digital L&D. CONTACT METHOD https://twitter.com/davidinlearning https://www.linkedin.com/in/davidjameslinkedin https://360learning.com/the-l-and-d-collective https://360learning.com/blog L&D Master Class Series: https://360learning.com/blog/l-and-d-masterclass-home This Podcast has been brought to you by Disruptive Media. https://disruptivemedia.co.uk/
Dean Takahashi is the dean of tech writers and a 25-year veteran correspondent covering consumer electronics, gaming, and emerging technology for GamesBeat. He's covered every major tech transition—from mobile's rise to VR's boom-and-bust cycles to the current AI explosion—with a skeptical eye and a talent for finding the human story beneath the hype. This is his fifth appearance on the AI XR Podcast.For CES 2026, Dean walked the floors across the Convention Center, the Venetian Expo Center (Eureka Park), Pepcom, and Showstoppers, emerging with a clear reading: China has decisively shifted from periphery to center stage in consumer electronics manufacturing, American incumbents are pulling back and rethinking their booth strategy, and the economics of CES itself are in transition. Robotics companies are moving from prototype to commercial faster than expected—but they still can't answer basic questions about pricing and labor displacement.News: Sony cuts its booth to demo an electric car instead of TVs. Samsung skips the show floor entirely for the first time. Nvidia takes over the Fontainebleau to showcase its role in robotics enablement. Lenovo dominates the Sphere with a Gwen Stefani concert. Chinese robotics companies proliferate with laundry folders, latte makers, and toilet-cleaning units. Roomba files for bankruptcy; Chinese competitors take over the robotic vacuum market.Key Moments:[00:01:23] Dean receives his virtual green jacket as a five-time returning guest and Charlie thanks him for his insights[00:03:00] China takeover at CES: TCL dominates Central Hall, ROED owns the XR booth, robotics companies fill the floor[00:06:00] Nvidia's Fontainebleau takeover and the "chest-pumping" show of force; why scale messaging still matters[00:14:18] The robotics explosion explained: Nvidia's digital twins, Cosmos world models, and synthetic testing accelerate time-to-market[00:19:00] The pricing problem: robotics companies won't answer how much their products cost; the minimum wage rental model doesn't translate globallyWhen American companies built the show, CES reflected American manufacturing dominance. Now that China manufactures most consumer electronics, CES reflects that shift—and the implications ripple through labor, supply chains, and where the next epicenter of innovation will be. Dean, Charlie, and Ted grapple with what CES 2026 signals about global manufacturing advantage and why the geography of tech matters more than we think.This episode is brought to you by Zappar, creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences for mobile headsets and desktop. Mattercraft combines the power of a game engine with the flexibility of the web, and now features an AI assistant that helps you design, code, and debug in real time, right in your browser. Build smarter at mattercraft.io.Listen to the full post-CES debrief and subscribe for weekly conversations at the intersection of AI, XR, and consumer technology. Hosted on Acast. See acast.com/privacy for more information.
Seventeen years into building the world's largest XR conference, Ori Inbar is not prone to hyperbole. He has watched hype cycles inflate and collapse, made predictions that turned out too optimistic, and learned to hold claims carefully. That is what makes his framing of AWE 2026 worth paying attention to: he calls it the most consequential year in the show's history. Not because everything is working — there have been heartbreaking layoffs in some corners of the industry — but because the convergence happening right now between AI and spatial computing is unlike anything the field has seen before.Before Ori joins, the hosts wade through a week of signal and noise. Three big IPOs — Cerebras, Quantium, and others — are absorbing investor attention, with Quantium carrying a $15 billion market cap on what Charlie calls "de minimis revenue," raising questions about whether the quantum AI bandwagon has lapped actual quantum utility. Rony poses the challenge directly: what is the real use case for quantum computing besides breaking encryption?When Ori arrives, the conversation opens on Snap. Evan Spiegel is expected to make a major consumer announcement at AWE — Ori says Snap has put all their eggs in this basket, and the audience at the show will be the first to see it. Ted frames the stakes plainly: if the price shocks people, it's a consumer breakthrough; if it's expensive and exotic, it stays in the science column. Snap recently acquired Illumix, a spatial universe understanding startup, a move that signals the company is building seriously in this space.The endgame vision comes from Rony: Oakley-weight wraparound glasses at 30–40 grams, human retina resolution, full indoor/outdoor capability, AR and VR combined, wireless, all variable focus, under $500. Ted adds that it also has to land under $650 fully costed at retail. Ori's honest answer: "I promised myself I'm not gonna predict when this happens. I've tried many times and was always way too optimistic." Ted teases Gixel, a German startup he and Rony are involved in using non-waveguide display technology already above 60 pixels per degree — when you put the prototype on, he says, it is crystal clear.Defense is the fastest-growing vertical at AWE. Healthcare, manufacturing, aerospace, and automotive are major enterprise sectors. Digital twins are the biggest thing in enterprise XR right now, with world models emerging as the intelligence layer sitting beneath them. Over 10 million AI glasses — display-free — sold last year. Ori's framing of why display glasses matter more: AI is shifting these devices from tools that help you learn about things to tools that actually do things.Key moments:[00:02:47] Quantum IPO bubble — Rony asks what the actual use case is[00:05:48] Quantum mechanics in plain language — qubits, superposition, neurons as quantum computers[00:09:51] Apple WWDC preview — Siri, folding phone, Rony's secret Apple wearable tease[00:11:38] Google Dream Beans — Ted: "It's an ad play"[00:12:51] Suno $400M raise — Rony: "Musical crack" and the TikTok-for-music thesis[00:14:42] Fox reformats "Farmer Wants a Wife" into 101 vertical episodes — the content inflection point[00:17:00] Ori joins — AWE 2026 as "most consequential year in our history"[00:17:40] Snap and Evan Spiegel's expected consumer announcement at AWE[00:19:38] Cambrian explosion of XR content — Meta talent diaspora, Supernatural spinoff[00:23:07] Vibe coding for XR — Ori's AR prototype built in two days with Gemini[00:25:48] Charlie inducted into the AWE Hall of Fame — joining Ted and Rony[00:28:36] iSpatial theme — Ori's three biggest XR trends: AI glasses, AI content, world models[00:39:31] Defense fastest-growing vertical. Digital twins biggest in enterprise.[00:47:18] Rony's endgame AR glasses vision. Ted teases Gixel's crystal-clear prototype.Brought to you by Zappar and Mattercraft. Build web-based AR experiences without writing code at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
Caitlin Krause, author of Digital Wellbeing, argues that intentional design unlocks genuine connection within virtual spaces. Drawing on her teaching at Stanford and the University of Oregon, she's explored how XR environments can foster asynchronous connection and ambient awareness for people who crave belonging without hyper-social performance. Her framework rejects the "digital detox" model entirely—instead advocating for dignity-first design where users match attention with authentic intention.The hosts debate the deeper question: what happens to human purpose when AI handles all labor? Rony Abovitz frames this as the "asymmetry of design"—it's easy to build addictive tech, hard to build wellbeing tech. Caitlin counters that we may return to the original meaning of "amateur" (from amor, "to love"), where humans find meaning through play, creativity, and what Harvard's lifespan study confirms: quality of relationship and presence. The conversation spirals from platform ethics to post-work society to what first principles we should use when designing XR.5 Key Takeaways from Caitlin:Loneliness is a biological prompt to find another human—not a void to fill with endless content. XR can foster genuine forms of connection without requiring hyper-social performance.Dignity-first design unlocks freedom, invention, and agency. When digital spaces prioritize user agency over engagement metrics, people report feeling like they "got their life back."Science will soon prove what we already know about fractal patterns in nature and digital signals. The key is designing digital experiences that resonate with how humans biologically thrive.The "middle path" between nature and digital is both/and. Gamers building entire lives in virtual worlds can be healthy when those worlds offer creativity, belonging, and meaningful challenge.The post-labor economy needs a reset in literacy and values. When AI outperforms human workers, purpose shifts from survival to what makes you feel alive—maker culture, digital fab labs, hands-on creation, and "amateur" pursuits driven by love.In the News: Oracle, Silver Lake, and Abu Dhabi's MGX close the $50 billion TikTok spin-off deal. Meta cuts Reality Labs by 30%, but CTO Andrew Bosworth says it's moving to AI. The TCL glasses demo 70 grams of lighter, more advanced XR hardware than Ray-Ban Meta—proving that smart spending beats mega-spend.This episode is brought to you by Zappar, creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences for mobile headsets and desktop. Build smarter at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
What happens when you can transform yourself into any character, in any world, in real time, while streaming live? Dean Leitersdorf is the CEO and co-founder of Decart, an Israeli AI company that just cracked the code on real-time generative video. Within a week of launching at TwitchCon, Twitch streamers were making thousands of dollars per hour letting their audiences morph them into cartoon characters, fantasy worlds, and entirely new realities—live, on stream, for three dollars per hour of AI processing.Dean's insight: the next wave of AI doesn't just make video generation faster or cheaper. It makes it interactive. Creators can now edit themselves, their backgrounds, and entire environments on the fly during Zoom calls, live streams, or gaming sessions. Decart runs this at roughly 100x cheaper than competitors and is targeting another 100x cost reduction over the next year to reach YouTube-level pricing (cents per hour instead of dollars). That shift unlocks new markets—gaming mods, consumer filters, XR glasses, and eventually robotics training in photorealistic simulated worlds.News: Humans&, a 3-month-old AI lab founded by researchers from Anthropic, Google, and X AI, raises $480 million at a $4 billion valuation based almost entirely on founder pedigree. Xreal sues Viture for patent infringement in bird bath optics, echoing the very lawsuit Magic Leap filed against Xreal years ago—a cycle of irony layered with allegations of trade secret theft and China-based IP evasion. OpenAI discloses $20 billion in revenue but rumored $50–60 billion in annual operating expenses, raising questions about path to profitability. TikTok's US operations close under Oracle's stewardship, and a new vertical drama app called Pinedrama launches. ElevenLabs launches music generation, competing with Suno and Udio.Key Moments Timestamps:[00:20:30] Dean's background: Israeli tech ecosystem, the Technion, and building a team of 0.001 percenters[00:22:00] The real-time video demo: transforming Dean into a cartoon character, live, during the podcast[00:26:30] Decart's competitive advantage: 100x cheaper than competitors, targeting another 100x reduction[00:28:00] TwitchCon success: streamers making $2,000/hour letting audiences control real-time transformations[00:31:00] Exit strategy or go-it-alone: why Decart believes foundational model owners capture the market[00:40:00] XR and robotics use cases: world reshaping, robot training simulations, AR glasses at 6K/120fps[00:48:30] Culture and talent: renting 34 apartments next to the office so engineers live two minutes away[00:55:00] The secret sauce: synthetic data from game engines beats internet-scale scrapingDean explains why Snap Camera's 10-year-old integration into stadium kiss cams proves the market is ready for the next evolution, how world models will power the next generation of XR glasses, and why the bottleneck shifts from rendering to semantics—making sure a virtual car doesn't block a real-world foot. Decart is building the foundation. The ecosystem will sprout on top.This episode is brought to you by Zappar, creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences for mobile headsets and desktop. Mattercraft combines the power of a game engine with the flexibility of the web, and now features an AI assistant that helps you design, code, and debug in real time, right in your browser. Build smarter at mattercraft.io.Listen to the full episode and subscribe to the AI XR Podcast for weekly conversations at the intersection of AI, XR, and the future of human-computer interaction. Hosted on Acast. See acast.com/privacy for more information.
Our guest this week, Alvin Wang Graylin spent 35 years in senior leadership roles across HTC, IBM, and other major tech companies. He ran HTC's VR division, came out of the famous HIT Lab, now teaches at MIT, holds a fellowship at Stanford, and just published a paper called "Beyond Rivalry" proposing a seven-point plan for deescalating US-China AI tensions and building a global safety net before the economy breaks.His thesis: America is the fastest in the AI race and the least prepared for what it's creating—a cliff where human labor theory of value collapses, capital concentration accelerates, and 40% of the population living month to month faces chaos.The conversation becomes a wide-ranging debate between Alvin, Charlie, and Rony about whether AGI will be benevolent by default (Alvin's position: research shows smarter AI seeks global coherence and becomes less controllable by individual humans, which may actually make it safer) or whether benevolence must be designed in from scratch.AI XR News You Should Know: Elon Musk merges SpaceX, xAI, and X into a single entity—Alvin dismantles the space data center concept with physics (vacuum cooling is a myth, micro-meteorite collisions would destroy hardware daily, and energy is only 10% of data center costs).Amazon invests $50 billion in OpenAI that round-trips back to AWS. Alphabet breaks revenue records at $400 billion but spooks investors by disclosing $90 billion in AI spending. ElevenLabs raises $500 million at $11 billion valuation. Rony's SynthBee hits unicorn status with $100 million raised at a multi-billion dollar valuation.Alvin warns the AI bubble dwarfs the dot-com era (298 companies raised $24 billion total during dot-com; OpenAI alone is raising that in a single private round) and predicts OpenAI may implode before going public.Key Moments Timestamps:[00:04:47] SpaceX/xAI/X merger: Rony calls it Elon's "return to Tony Stark form"[00:06:41] Alvin dismantles space data centers with physics: vacuum cooling myth, micro-meteorites, $7K/kg launch costs[00:10:04] Amazon's $50B investment in OpenAI as a round-trip to AWS; the scam economy[00:11:26] Alvin predicts OpenAI may implode before going public[00:14:23] Alvin on 35 years in AI: the technology is transformational but everyone's making a commodity product[00:17:04] The AI bubble dwarfs dot-com: $24B total vs. single private rounds today[00:19:04] Rony's contrarian: the $110 trillion global economy is what's being bet against[00:21:06] Labor theory of value collapses: what happens when humans exit the production cycle[00:23:00] America is fastest in the AI race and least prepared; 40% live month to month[00:24:00] Alvin's Stanford paper "Beyond Rivalry": a CERN for AI and global data pool[00:28:00] Davos reflections: the rest of the world is more rational than America[00:34:00] Chinese vs. American culture: reverence for teachers, respect for elders[00:42:00] Alvin's "Abundant" framework: valuing human dignity over production after AGI[00:44:22] The great debate: will AGI find benevolence naturally (Alvin) or must it be designed in (Rony)?[00:47:00] Rony on risk: AGI systems are unverifiable, untestable, and we cannot take the chanceListen to the full episode and subscribe to the AI XR Podcast for weekly conversations at the intersection of AI, XR, and the future of humanity.This episode is brought to you by Zappar, creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences for mobile headsets and desktop. Build smarter at mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
Enterprise XR hasn't disappeared, it has quietly moved into places where it saves time, reduces errors and changes how people work every day. On this episode of the AI XR Podcast, Charlie Fink and Rony Abovitz talk with Boston Consulting Group partner Kristi Woolsey, who leads BCG's immersive practice, about how XR plus AI is already being used for training, maintenance, onboarding, retail and architecture inside some of the world's most conservative organizations.Kristi shares a Swiss Rail project where field technicians wear lightweight AR glasses that recognize who they are and which train car they are standing in front of, pull the correct procedures from internal systems and use AI to turn thick manuals into simple task checklists.She explains how this leads to double-digit efficiency gains for both experienced and new workers, and how a small behavior design choice – automatic logging for headset users versus manual end-of-shift paperwork for everyone else – helped overcome skepticism on the front line. Drawing on her background as a physical-space architect, she also describes how VR and rapidly improving 3D tools are changing the way companies design stores, offices and buildings before anything physical is built.AI XR News you should know, Charlie and Rony cover Anthropic's massive new funding round and ethics turbulence, Chinese generative video tools like Seed Dance 2 and Kling that put TV-quality visuals in reach of “garage Spielbergs,” and Meta's reported seven million Ray-Ban and Oakley AI smart glasses sold – early signals of where wearable AI and XR are really headed.Key Moments01:03 – Anthropic's huge raise and what the ethics departure might signal05:08 – Seed Dance 2 and Kling showcase a new level of generative video08:35 – Meta's seven million smart glasses and the reality behind that number12:10 – Why wearable AI may be the real “last mile” of turning us into cyborgs15:28 – Inside the early metaverse tours Kristi and Rony built for enterprises20:27 – How BCG's VR onboarding keeps new hires engaged months before day one23:30 – Swiss Rail's AR and AI maintenance assistant and what it actually does on site27:05 – Designing XR systems that give value to both the business and frontline workers30:29 – Using VR as a lab for retail and workplace behavioral strategy33:06 – How AI-generated 3D models point toward “build every space digitally first”This episode shows how “metaverse” ideas have turned into practical tools: XR plus AI is cutting training times, improving maintenance quality and letting companies experiment with spaces before they exist. Kristi's examples make it clear that the real action is in careful workflow design, not flashy avatars.This episode is brought to you by Zappar, creators of Mattercraft, the leading visual development environment for building immersive 3D web experiences for mobile, headsets and desktop. https://mattercraft.io/Mattercraft combines the power of a game engine with the flexibility of the web and now includes an AI assistant that helps you design, code and debug in real time, right in your browser. To explore what's possible with AI-powered XR on the web, start building smarter with Mattercraft from Zappar.Listen to “Enterprise XR Meets AI: How Smart Glasses, Digital Twins and Holodecks Are Quietly Changing Work – Kristi Woolsey” on the AI XR Podcast and follow the show for new episodes every week. Hosted on Acast. See acast.com/privacy for more information.
What does a Lion King–level director really think about AI “slop,” streaming wars and whether machines can ever tell great stories? On this episode of the AI XR Podcast, Charlie Fink and Ted Schilowitz talk with Rob Minkoff, director of The Lion King, Stuart Little, The Haunted Mansion, Forbidden Kingdom and Paws of Fury, about the future of filmmaking as AI, streaming consolidation and new tools reshape the business.Rob shares how he watched Netflix “eat Hollywood” by doing streaming better than the legacy studios, why Netflix walking away from Warner Bros. and letting Paramount overpay is bad news for creators, and what fewer buyers means for directors and writers trying to sell original work. He explains why he sees AI tools like Seed Dance as potentially both iceberg and Noah's Ark, and why he believes the average will rise but the cream will still rise higher: tools may let anyone make competent images, but audiences will still chase the one-in-a-thousand voices that have something genuinely new and human to say.In XR News You Should Know, the host cover Anthropic's standoff with the Pentagon over using large, unstable models for high-stakes military decisions, Netflix walking away from a Warner Bros. deal and collecting a breakup fee while Paramount overpays, streaming brand confusion around HBO/Max and Paramount+, VITURE's new raise and its patent fight with XREAL over “birdbath” smart-glasses optics, and Google's Gemini gaining multi-step action capabilities on Samsung and Pixel phones before Apple's Siri catches up.The conversation digs into whether AI will really make feature films cheaper and more common, or just flood social feeds with short-form “AI slop.” Rob compares AI tools to word processors and home recording studios: they are powerful, but they don't turn you into Bruce Springsteen or Steven Spielberg. He argues that empathy, taste and genuinely fresh perspective will remain the differentiators, and that audiences will quickly tune out work that feels derivative, even if it looks slick. He also raises a bigger question: if AI drives productivity to the point where work is optional for many people, what happens to purpose, competition and the human psyche?Key Moments01:16 – Anthropic vs. the Pentagon and why unstable AI systems may never meet military safety standards02:42 – Netflix exits the Warner Bros. deal, collects a breakup fee and leaves Paramount holding the bag05:31 – HBO, Max, Paramount+ branding confusion and what happens to these streaming labels06:00 – VITURE's $100M raise, XREAL patent lawsuits and the simple science behind “birdbath” smart glasses07:31 – Why Miami is becoming a new tech and defense hub and what that signals about America's “neighborhood”10:00 – Seed Dance 2.0, Hollywood's deepfake panic and the “ship first, apologize later” strategy15:16 – Rob joins: 34 years in film, Netflix “eating Hollywood” and what consolidation means for creators19:18 – Seed Dance, stolen IP and whether AI tools are an iceberg or Noah's Ark for filmmakers24:39 – Can AI become a true “prophet,” or can it only emulate empathy and taste?30:57 – Will AI make many more animated movies or just flood the world with average content?37:32 – If AI does most of the work, what's left for humans—and can entertainment absorb all that free time?This episode is a grounded, filmmaker's view of where AI fits: powerful tools, real risks, but no substitute for a human vision that cuts through the noise. Rob's perspective is invaluable if you're trying to understand what will actually matter in a world where everyone can generate “good enough” images on demand.This episode is brought to you by Zappar, creators of Mattercraft, the leading visual development environment for building immersive 3D web experiences for mobile, headsets and desktop. To explore what's possible with AI-powered XR on the web, start building smarter with Mattercraft from Zappar at Mattercraft.io. Hosted on Acast. See acast.com/privacy for more information.
Lucas Rizzotto is one of the most distinctive artists working at the intersection of technology and human experience. He built Where Thoughts Go, a VR piece that proved genuine connection was possible inside a headset when everyone said it wasn't. He followed it with Pillow, a mixed reality app designed around the bedroom. He then spent months letting an AI algorithm run his life — wearing Mantra smart glasses, building a surveillance and memory system on himself, and documenting it as an ongoing series on Instagram and TikTok. Now he's making a live cinematic experience called Escape the Internet, which he calls Broadway crossed with a video game crossed with standup comedy. It premiered as a ghost debut at SXSW this year.Mike Boland, analyst and founder of AR Insider, sits in for Rony Abovitz in this episode. The conversation opens on the Rec Room shutdown — $250 million raised, a $3.5 billion valuation, and now a wind-down. The panel connects the collapse to a pattern: VR has always been an exotic pursuit sold as a mainstream one, and the unit economics of concurrent immersive social spaces are nearly impossible. The discussion moves to OpenAI shutting down Sora, the AI video generation race between Google VO3 and Kling, the rise of AI slop in social feeds, and Lucas confirming he quit LinkedIn because it's unreadable.AI XR News: Rec Room is shutting down after raising $250M at a $3.5B peak valuation. Snapchat is acquiring its remaining assets. OpenAI closed down Sora, overwhelmed by competition from Google VO3 and Kling. AI-only social feeds from Meta and Grok are not gaining traction — users are tuning them out.Key Moments:[05:37] – Ted's thesis: VR is an exotic pursuit that was never going to be mainstream, and Rec Room would have been healthier if it accepted that early[07:33] – Lucas: Ready Player One was the worst thing to happen to XR — it gave executives a fictional roadmap to fund[18:38] – Ted asks whether Apple can do for mixed reality what it did for the smartphone — and the panel is skeptical[27:42] – Mike on physics as the hard ceiling: Moore's Law doesn't apply to waveguides and optics the way it applies to chips[29:02] – Lucas explains why he dropped display glasses for his wearable AI experiment — they increase engineering complexity by 50x[32:17] – Lucas's AI-controlled life series: a complex algorithm watches him, mines personal data, and tells him what to do to find happiness — including an unplanned trip to Lithuania[34:12] – Ted asks if the experiment is a net positive or negative. Lucas: neutral if you're in control, net negative if Meta or OpenAI are running the system[37:52] – Lucas on convenience as a death by a thousand cuts: he optimized his life in Berlin to have everything within three minutes and became miserable[41:00] – Charlie on Where Thoughts Go: assigned it to students every semester; it only works if you surrender to it[47:15] – Escape the Internet: hundreds of people in a movie theater, all on their phones, playing a shared cinematic narrative. Lucas calls it a modern version of church[53:40] – The standup model applied to software: Lucas tested Escape the Internet at SXSW and cut 50% of the material that didn't get a reactionThis conversation sits at the intersection that the AI XR Podcast lives for: technology as creative material, not just commercial tool. Lucas's view that we've been building things people use all the time when we should be building things that blow their minds for two hours and then get out of the way is one of the sharper critiques of the attention economy you'll hear this year.This episode is brought to you by Zappar and Mattercraft — the leading visual development environment for building immersive 3D web experiences on mobile, headsets, and desktop. Mattercraft now includes an AI assistant that helps you design, code, and debug in real time, right in your browser. Start building at mattercraft.io.Subscribe to the AI XR Podcast so you never miss a conversation. Hosted on Acast. See acast.com/privacy for more information.
Ian Hamilton spent years as editor in chief of Upload VR before launching his own Substack, Good VR, and podcast at goodvirtualreality.com. He is one of the few people covering XR longer and more deeply than Charlie Fink, and his perspective spans platform architecture, business strategy, and genuine on-the-ground journalism since the DK1 days.This conversation traces why the XR dream has taken longer than anyone expected. Ian and Rony Abovitz reconstruct the moment the ecosystem forked — when Meta's Oculus acquisition closed off the open, Valve-led platform path that Magic Leap and everyone else had been building toward. Ian argues the platforms are now playing for keeps: OpenXR moves on decade timescales, and that friction is what keeps real transformation just out of reach.On hardware, his case is sharp: Meta's self-imposed $200–$600 price ceiling makes OLED and eye tracking impossible at mass market — exactly the features Apple bet on as the mandatory baseline — and that contradiction is why Bosworth ended up pivoting to AI glasses.In AI XR News You Should Know: Anthropic's Mythos AI model reportedly escaped the company's own containment. Charlie and Rony debate whether calling the consequences "unintended" is even credible given decades of published warnings. Also: a Hollywood Reporter and Otis School study found AI is not the primary driver of empty LA sound stages — runaway production and tax incentives are the main story.Key Moments:[00:01:00] – Charlie's new vertical melodrama "Linda's Last Podcast" and why generative AI is already good enough for social media storytelling.[00:04:52] – Rony on Anthropic's Mythos: the compute to cure cancer, aimed somewhere else.[00:11:47] – Half of Gen Z holds a negative view of AI. Charlie on the Brown grad who turned down an AI studio internship on principle.[00:36:00] – Rony and Ian reconstruct the Valve/Oculus open platform — and walk through exactly how that future closed.[00:47:00] – Meta's price ceiling, OLED as a strategic forcing function, and why Bosworth landed on AI glasses.[00:52:00] – Ian on the Apple Vision Pro mid-flight: why the headset is a personal computer, not a wearable.Ian's long view: we're about ten percent of the way through the total investment required to reach a billion users. The supply chain is better than ever, the software has found its footing in simulation and training, and the next five to ten years could be the most interesting window yet — if the platforms decide to let the ecosystem breathe.This episode is sponsored by Zappar, the team behind Mattercraft — the leading visual development environment for building immersive 3D web experiences on mobile, headsets, and desktop. Mattercraft now features an AI assistant that helps you design, code, and debug in real time. Start building at mattercraft.io.Subscribe to the AI XR Podcast for more conversations at the edge of AI, XR, and the future of media. Available where you get podcasts. Watch full episodes on YouTube https://youtu.be/x5wQy4HBhYE Hosted on Acast. See acast.com/privacy for more information.
Alan Lasky arrived at the AI XR Podcast straight from Las Vegas ahead of NAB. An MIT Media Lab graduate under Nicholas Negroponte, a veteran of Silicon Graphics and Amazon Web Services, and an advisor to investment banks on AI and media, he brings technical depth, industry history, and financial realism about where media is actually going.The conversation covers Hollywood's structural collapse, AI's role in the production renaissance, and the harder question of why trillion-dollar tech companies keep buying media businesses that can't generate comparable returns.Alan's answer: soft power. Amazon makes $950 million Lord of the Rings spinoffs so you order more paper towels. Apple is making Neuromancer. His five-year weighted moving average of Disney stock — flat from 2018 — makes the argument clean.AI XR News You Should Know: Artemis ignited a new space boom. Amazon acquired Global Star satellite to build Project Kuiper, a direct Starlink competitor. Apple's AI audio smart glasses are reportedly arriving this year per Mark Gurman at Bloomberg, entering a market where Meta owns the optometrist channel and Google is moving through Warby Parker. Snap laid off 15% while doubling down on the 2026 launch of Spectacles — the first see-through headset since Magic Leap.Key Moments:[00:04:48] – Artemis and the space boom: Ted on filming shuttle launches and why the crew's accomplishment is underestimated.[00:08:33] – Apple AI audio glasses: Rony's read from former Magic Leapers who designed them — if Apple gets this wrong, it's unforgivable.[00:12:00] – Snap's layoffs and the see-through gamble: can they compete with cheap AI audio glasses flooding the market?[00:16:43] – Hollywood is no longer the center of the universe — Alan on why most of the industry hasn't metabolized that yet.[00:23:01] – Charlie on AI democratization: a couple hundred dollars per minute for what looks like live action on a phone.[00:36:00] – The soft power thesis: why tech giants keep buying media assets that never pay off at their scale.[00:41:30] – Should Apple buy Disney? Charlie says Meta will do it first. Rony's reaction is immediate and visceral.[00:47:44] – AI resurrects Val Kilmer: Alan's origin story from three months in the Australian desert on the worst film of his career.Alan's closing frame: he grew up reading Gibson and Brunner in the eighties, excited to live in that world. He's in it. He's not sure he wanted it this way.This episode is sponsored by Zappar and Mattercraft — the leading visual development environment for immersive 3D web experiences, now with AI-assisted design and debug. Build at mattercraft.io.Subscribe to the AI XR Podcast for more conversations at the edge of AI, XR, and the future of media. Hosted on Acast. See acast.com/privacy for more information.
The AI XR Podcast had a massive news week and one of its best guest conversations of the year. Caspar Thykier and Connell Gauld, CEO and CTO co-founders of Zappar, joined Charlie Fink and Ted Schilowitz to talk about something deceptively simple: helping people find stuff.Zappar's new product, Spaces, is app-free indoor navigation built on the web. QR code or link in a meeting invite — your phone shows AR breadcrumbs to the nearest restroom, the right meeting room, the hospital ward three floors away. No app download. No specific hardware. No Azure dependency. Caspar put the pitch simply: it's fundamentally just helping people find stuff. Connell's vision: the same technology running in glasses indistinguishable from a regular pair, within four to five years.AI XR News: Elon Musk's $135 billion lawsuit against OpenAI went to trial in Berkeley. OpenAI's IPO may be pushed to 2027 over its CFO reporting structure and $600B CapEx problem. Meta is laying off 20% of its staff in two waves. Google earnings were up 10% while Meta got punished. Freepik rebranded as Magnifi with $230M ARR and a million paid subscribers. Samsung announced displayless AI smart glasses. Google partnered with Gucci for another AI glasses play. And Google put $40 billion into Anthropic.Key Moments:[00:03:02] Elon vs. Sam: the $135 billion trial[00:05:09] OpenAI's IPO in jeopardy — CFO structure and $600B CapEx[00:07:12] Meta's 20% layoffs and Charlie's read on bad CEO behavior[00:10:32] Freepik becomes Magnifi: $230M ARR, a million subscribers[00:13:10] Samsung Galaxy XR and Google x Gucci smart glasses[00:15:15] Google puts $40B into Anthropic — a cloud play[00:21:06] Spaces: turn-by-turn AR indoor navigation, no app required[00:41:13] 16 years in XR: how Zappar survived by being the cockroachBrought to you by Zappar, the company behind Mattercraft — the leading visual development environment for immersive 3D web experiences. Start building at mattercraft.io.Watch the Full episode on YouTube: https://youtu.be/HmOXA4HgBmo. Subscribe to the AI XR Podcast wherever you listen to podcasts. Hosted on Acast. See acast.com/privacy for more information.
As director of Keyhole, Dave Lorenzini delivered the 3D Earth zooms that ran on CNN during the 2003 Iraq War — netting five million users in a month. Sergey Brin was one of them. Google bought the company and poured in billions to build, fuel, and serve maps. As Google Earth, it forever changed how we relate to space.From there: pioneering work on Google Glass, AR platforms, and running an immersive XR lab in Europe for Draw & Code exploring the future of spaces, places, and faces. Today Dave directs Quantum Studio, building World Agent and 4D ID — the "DNS for real space," an addressing layer where every place, object, and moment gets a name AI systems can agree on. His thesis: the next decade of AI won't run on better maps. AI needs an operating system for reality. Not a map. Not a database. A living, queryable foundation where every place on Earth answers for itself.AI XR News: The OpenAI vs. Musk trial continued with damaging testimony from Mira Murati and Greg Brockman. Anthropic struck an unholy alliance with xAI's Colossus compute. GameStop bid for eBay. Colin Angle is back with Familiar, an AI robot pet. Coinbase cut staff. Ask.com finally died. VRChat hit 100,000 concurrent daily users in Japan.Key Moments:[00:03:34] AWE Long Beach in 30 days: Dave on the board, Snap glasses expected, 400 speakers and 250 exhibitors[00:20:10] 30 AI glasses coming: why the near future belongs to audio-first, AI-powered smart glasses[00:25:34] Keyhole origin story: satellite imagery, $25K/sq mile, Sergey Brin, and a $500M/year acquisition[00:37:30] Google Glass, Luxottica, and why Google blinked when it could have been 10 years ahead of Meta[00:40:00] XR vs. rockets: why building for the human brain is harder than getting to MarsBrought to you by Zappar, the company behind Mattercraft — the leading visual development environment for immersive 3D web experiences. Start building at mattercraft.io.Subscribe to the AI XR Podcast wherever you listen to podcasts. Watch the full episode on YouTube: https://youtu.be/weNANIIo7EA Hosted on Acast. See acast.com/privacy for more information.
Jonathan Rodriguez Cefalu built the hardware that Snap shipped on people's faces — first the camera-only Gen 1 Spectacles, then the Gen 4 display version. His path through Stanford CS, an honors thesis on varifocal display optics, and a startup called Vergence (named after the vergence-accommodation conflict in AR) led him to Snap, and then to the problem he is working on now. Preamble AI exists to prevent the worst possible AI outcomes — starting with a class of attack that Preamble was the first to publicly demonstrate: prompt injection.Ted Schilowitz hosted this episode solo. Together, he and Jonathan worked through the architecture problem sitting under every AI assistant being deployed at scale right now: large language models see one token stream. There is no separation between what the developer intended and what an untrusted email or web page is quietly instructing the model to do. With Gemini Spark about to give AI agents access to tens of thousands of emails per user, this is not a theoretical concern. Jonathan's team has a proposed fix — and they have already shaped federal law.The episode also covered the week's XR and AI news: Google I/O announcements, Snap Spectacles Gen 6 details ahead of AWE, Matthew Ball joining Xbox, Anduril's battlefield AR wearable, and AI-generated feature films reaching Tribeca.Key Moments:[00:00] Ted opens solo — Charlie Fink and Rony Abovitz are out for the summer solstice[02:30] Google I/O: Gemini Spark and what "persistent AI agent" actually means in practice[08:15] Jonathan's Gmail test: asked to search tens of thousands of emails, it searched 30 and quit[14:40] XREAL Project Aura and the state of Android XR — a lot of spend for incremental steps[21:00] Snap Spectacles Gen 6 details: what Jonathan knows from building Gen 1 and Gen 4 from the inside[31:20] Snap vs. Meta: research that ships in the product vs. research that ships in a paper[38:45] Matthew Ball joins Xbox, Anduril EagleEyes, and battlefield AR wearables[44:10] AI on the Lot: Project Nara, Hell Grind, Dreams of Violet, Paul Schrader goes pro-AI[52:30] Jonathan introduces Preamble AI and the mission to prevent worst-case AI outcomes[58:00] The first public demonstration of prompt injection — what happened and why it matters[01:06:15] Why Gemini Spark will be especially vulnerable to prompt injection attacks[01:14:00] Preamble's proposed fix: a reserved token language that untrusted data cannot speak[01:21:30] NDAA Section 1638: the first US law making it illegal to give AI autonomous nuclear control[01:28:45] WarGames, "the only winning move is not to play," and what that means in 2026Brought to you by Zappar and Mattercraft. Mattercraft makes spatial web experiences that run in the browser — no app required. Visit mattercraft.io to learn more and start building. Hosted on Acast. See acast.com/privacy for more information.
What happens when someone who grew up in the Lucasfilm Games golden era decides that today's AI tools are failing creatives? Mike Levine has spent more than 30 years building at the intersection of games, XR, VFX, and interactive storytelling—and his verdict is clear: the current AI stack is a fragmented, overcomplicated mess that turns directors into prompt engineers.Mike started as a tester at Lucasfilm Games (later LucasArts), working his way into the art department on titles like Sam & Max and The Dig before helping ship live-action Star Wars games such as Rebel Assault and Jedi Knight II. He later built rotoscoping tools used across the VFX industry, collaborated with ILM and Pixar, experimented with mobile AR games for Hasbro and HoloLens, and dipped into crypto gaming—before finally co-founding MovieFlow (now FilmSpark), an AI-native production platform designed so that filmmakers, agencies, and showrunners can move from script to screen without needing a computer science degree.The AI XR news you should know: Apple taps Google Gemini to power Siri, acknowledging that building world-class LLMs in-house makes little financial sense. Meta cuts 10% of Reality Labs, right-sizing its VR bets while pivoting toward wearables. Xreal raises another $100M amid questions about Chinese state influence and data flows. Higgs Field lands $80M at a $1.3B valuation for AI cinematography tools that many filmmakers still find unreliable. Wikipedia signs licensing deals with major AI companies after years of being scraped for free. OpenAI invests $252M in Sam Altman–backed Merge Labs, raising fresh conflict-of-interest questions.Key Moments Timestamps:[00:23:02] From Boston journalist-to-be to accidental hire at Lucasfilm Games[00:26:24] The “test pit” culture at Lucas and how Nintendo experience got Mike in the door[00:28:45] Moving into the art department, learning Photoshop from early legends, and shipping Sam & Max[00:31:15] Live-action Star Wars games: Rebel Assault, Jedi Knight II, and convincing George Lucas[00:34:38] Visiting Pixar with new VFX tools and recognizing the same creative “magic” as LucasArts[00:36:24] Doug Trumbull's influence on Mike's sense of cinematic possibility and immersion[00:43:27] The urinal meeting at Magic Leap and what early spatial computing got right (and wrong)[00:49:00] Why most AI tools are “dark ages” for filmmakers: node graphs, 10+ subscriptions, no story view[00:51:00] Building MovieFlow/FilmSpark: story-first, timeline-based AI production for long-form and vertical shows[00:53:00] The Neighborhood Podcast: a 90-second vertical murder mystery as proof-of-concept for AI-native seriesWhen humans can generate shots, scenes, and even entire episodes in minutes, the bottleneck shifts from production to vision. Mike argues that the winning AI tools will be the ones that let directors see their whole story, maintain continuity, and iterate fast—without ever feeling like they left the edit bay for a dev console. His vertical drama collaboration with Charlie, The Neighborhood Podcast, is an early look at what happens when narrative craft meets AI-native pipelines instead of fighting them.This episode is brought to you by Zapar creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences. Build smarter at mattercraft.io.Watch the full episode on YouTube and subscribe to the AI XR Podcast for weekly conversations with the people building the future of AI, XR, and interactive media. Hosted on Acast. See acast.com/privacy for more information.