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The immersive orbit: Paths and possibilities

Keynote for Reality Check, Art Directions, International Film Festival Rotterdam 2026

In a recent discussion about AI in film, critic Alyssa Wilkerson talked about attending the Wizard of Oz “remake” at the Sphere in Las Vegas. While she had criticisms about the adaptation – and the use of AI – , what unexpectedly struck her was “being in room with other people who are experiencing wonder”.

This is what makes immersive special. When it works, it gives the audience a chance for a living experience – sonically, visually, physically. Maybe one of these things, maybe all of them. It’s a way of creating for participation, presence and, hopefully, that wonder. And in our current world, where so much is filtered through screens and news and content just flashes by our passive bodies, to have a lived experience resonates.

And what a diversity of immersive options we have: we have cinematic VR, digital art, immersive theater and dance, creations fashioned on algorithms and AI, room-scale VR journeys, sound installations, games, transmedia, and more.

Being at a film festival, I was thinking about the trajectory of the contemporary documentary film industry. In the 90s, it had to prove documentaries were a worthy art and entertainment form. There wasn’t much dedicated funding, but soon that emerged, along with an increase in press exposure and dedicated festivals, then the hype of the 2010s and a focus on impact and impact producing, to the explosion/standardization of economically-fueled content, driven by streamers, to a reclaiming of creative documentary and the fostering of space and eco-systems for under-covered representation, and now more funding for craft and vision and a call for alternative distribution networks as the conglomerates merge and become master gatekeepers.

Immersive could still be considered niche, as was documentary in the 90s.

So how do we build a thriving ecosystem for creativity, technology and cultural relevance to flourish? Can we leapfrog the trajectory straight to diversity, resilience, adaptability and sustainability?

We can feel frustrated in this industry that is still growing: so many panels about the challenges, so many challenges about the landscape, so many landscapes to try to navigate as they change.

Big media companies that seemed to hold the future in their hands with equipment and investment are being lured into a different direction. There are of course real concerns of what will happen: with limited hardware and production and development, do we risk losing content, talent and attention? A stream that feeds the commercial side and fuels the updates, which in turn keeps the ecosystem going.

But there’s also so much to be positive about. Investment is happening. Art is happening.

There are big budget productions succeeding in the LBE space, and smaller, artistic works touching people one-on-one. Hollywood directors are trying out immersive formats as an extension of their IPs. There are distributors focusing solely on XR, and others integrating it into their film slates. There are researchers looking at what works and how it does. There is an emerging impact space.There is a crossover of artists to “immersive” and a welcoming of their practice.  New hardware and software breeds new ways of creating, offers new equipment to design and imagine for.

Festival options are expanding: new programmes are popping up regularly, as solely XR festivals, as established sections of major festivals, boutique strands in others, and work bleeding into theater, performance and digital art festivals. Many are launching pitching sessions or markets alongside their curatorial programmes. There are new labs emerging.

We’re seeing immersive work in galleries, cinemas, public spaces and museums. It’s showcased in health, education and civic contexts.

Financing opportunities are growing – more public money, traditional funders welcoming XR proposals, and entirely new strands, initiatives and funds emerging.

People are making work, and it’s good. In fact, there’s not enough work. We need more to span the breadth of formats and subjects and style – animation, essay, verite, sonically forward, archival, comedy! – to make space for experimentation.

The big commercial projects are succeeding, but we also need to make sure that we take care of smaller, independent artists. This is where our independent industry shines – there is no one prescription for how it works and openings for those who want to take them.

We should celebrate those who have been investing in and successful in making immersive work, the consistent players of the industry, while keeping opportunities open to take chances on newcomers and crossover artists.

We should celebrate the scaling up of work, but be careful about thinking that a piece needs to be seen by everyone, everywhere. Where possible – it’s great to think about adaptations of a piece so it can reach the most people. But sometimes a piece can be purely one thing for one environment, and we should not sideline their creation because the bang for buck is restricted.

Makers should have that conversation with themselves and explores the possibilities.

In the same way, to make work that succeeds we need to be thinking – and teaching – about the core aspects of design, narrative and experience. Good stories and structure that makes sense in the immersive space. How to adapt the mindset of creating content for 2D or other art formats into a mindset for an immersive form – especially how to use its form and opportunities in an advantageous narrative or experiential way.Spatial design and sound design. Experience and interactivity design. Not just physical comfort, but also cognitive and emotional. What makes the experience good for the audience, and therefore successful and encourages them to try more.

A thriving immersive ecosystem is fueled by a lifecycle of integrated parts.

At the educational level ->

There are many great University departments and programmes dedicated to the research, development and understanding of the XR and new media fields. They are often intertwined with production programmes, but those also sit in gaming, visual arts, filmmaking. These environments are breeding grounds for experimentation.

Non-academic and cultural organizations are hosting classes and webinars exploring everything from ethics to social design to impact. New fellowships are designed to catch cross-over artists and prepare them for XR mindsets and models. The more entry points and deepening of the field the better.

At the production level ->

More and more production companies are focusing on XR. Markets are popping up, producers are shopping for projects and out there for partnerships.

But say you’re an artist who has an idea, but no clue technologically how to do it. Do you need to learn Unreal engine yourself? How can you hire someone and how do you know they’re good? Where can you find talent for sound design and 3D animation and game engine design?

Could we have an accessible network or union of producers, game engine specialists, 3D animators or sound designers?

Regarding technologies – Just as countries are developing LLMs with their own language and cultural contexts to maintain techno-sovereignty, we also need to look into open source models for software and hardware. Having all the equipment and infrastructure in the hands of a few companies is never good, and need to develop more accessible, equitable platforms. Technologies change, we need to be agile and adaptable.

We still need more funding, investment and creative financing opportunities. There is active lobbying across Europe for more established XR money integrated into public arts funding.

We should also look to private funding through foundations, cultural organizations, companies with aligned subject areas, NGOS and impact organizations.

At the same time, investment isn’t just financial. We also need support networks that invest in artists, and help connect them to each other, to mentors and knowledge, and to exhibition opportunities.

At the exhibition and distribution level ->

More and more spaces devoted to XR are opening, and collaborations and coalitions are mapping the landscape to find the strengths and gaps.

But we need models for alternative spaces, as well toolkits and support to help them understand how, what equipment is needed and how to get it, how to build the installation or run the program.

Vis a vis the impact conversation, there is untapped potential for bringing immersive and XR to new audiences, and outside the traditional venue. To those who may engage because of the content rather than the format.

One reason why exhibition is SO important is not only that we need to build audiences, but also to show what is possible. If an artist cannot travel to festivals or not lucky enough to have a solid venue where they live, how can they know what is out there? How can they be inspired?

Is it crazy to think about a Vimeo-like subscription platform where artists and curators could access projects outside of the proprietary platforms?

Regarding archives and adaptation, we need ways to preserve and present older work. Libraries for experiences so people can learn and inspire and make, and tools to make it possible to exhibit pieces built with older technologies.

At the discourse and recognition level ->

The industry still does not have enough critical feedback and press coverage – there are a small number of outlets focused on XR, and some reviews of artworks, artists or exhibitions in major outlets. But we also don’t want to insult each other – this also keeps critical discourse in private chats and doesn’t leave room for artists to get exposure or artworks to have criticism.

Solutions to our challenges – as well as cross-cutting priorities like diversity of voices and approach, and user experience/design –  could be applied at any of these levels. Which is why we need to invest in all of them to build off each other.

If you’re in this room, you probably know all of this already. So we’re gathered here to think about the pathways forward.

We don’t want to define things too much or write too many prescriptions that we risk taking the organic energy out of the field.

But there are so many exciting works on the horizon, so many ideas, so many executions. The glory of immersive is that there are many, many ways to tell the same story, to interpret the same ideas, to reflect the same questions – in narrative, in style, in format, in execution, in experience. The possibilities are exponential. So let us find ways to address some of these challenges to help make the exponential possibility possible.

Decoding XR: from VR to dome adaptation

In 2018, IDFA DocLab launched a partnership with the Artis Planetarium to present dome-based immersive artworks during the festival. Some selections are expressly designed for dome projections, while others are installation or headset-based DocLab selections, adapted through an initiative of DocLab, Artis, WeMakeVR and the Netherlands Film Fund. As with any artistic format, there are certain technological, physical and social parameters that affect content, narrative and style design, making it a unique artistic and presentation opportunity.

For the 2025 programme, FEEDBACK VR, UN MUSICAL ANTIFUTURISTA was selected for adaptation. I talked to both the two sides of this collaboration – the artist creator Claudix Vanesix and WeMakeVR’s Avinash Changa – about adapting FEEDBACK from VR headset to dome projection and the general approach to creating art works for a dome. The conversations happened separately, but I edited together for flow.

Avinash Changa – Years ago, Caspar [Sonnen] had this idea about the dome of the planetarium – isn’t that just a giant headset that we could put people in? I get the thought, but it doesn’t really work like that, because you only have half of the headset. When you’re wearing a VR headset, you simply look everywhere, especially below the horizon. We can’t just convert the file to play in the dome – that’s just not the case, because from technical, creative, narrative perspective, from an interaction perspective, from an embodiment and sense of presence perspective, all of these things are fundamentally different. So, technically, yes, it’s half of a really big headset, but it’s also not in many ways.

No one really had any inkling, any idea what the consequences would be of taking a piece from a VR headset to a dome. Would it work? We did not know if the experience would make sense to the audience, would be enjoyable? Would the narrative come across, versus content that was designed specifically a dome type presentation?

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originally published on XR Must

IDFA Doclab 2025: OF(F) the Internet

NOTHING TO SEE HERE by Celine Daemen, Photo: Roger Cremers, IDFA DocLab

At IDFA Doclab, you can be sure of two things: 1) the ever evolving and creative programming means you never can be sure what you will experience, and 2) whatever it is, you will be surrounded by thought-provoking work, people and conversations. DocLab is always a great way to close out the year – with a playful and hospitable spirit grounded in an investment in building the immersive ecosystem.

It’s not just the carefully curated (thanks to Caspar Sonnen and Nina van Doren) slate of interesting art works, which take many forms. Attendees here are along for the whole ride – from the exhibition to the R&D Summit, from the DocLab forum to the experimental playrooms. The team has built an event that feels like a gathering of community (one of smart, creative and open people).

This year’s theme was OF(F) the Internet, a reflection of where the industry has come from and a challenge to ground ourselves in the present and the collective experience. “The artists we showcase, their work couldn’t have existed without interactive media and technology,” notes Sonnen, Head of New Media. “So it’s very much a celebration of the most beautiful things that arise out of the internet and new technology. At the same time, it also invites us to reflect – what if we leave the internet sometimes, instead of being perpetually connected to it.” And what does it mean to be involved in an artistic field that often isolates us from the world around us? How can we bridge it with collective, and connective, experiences?

Despite being grounded in a documentary festival (IDFA), the boundary of what is perceived as non-fiction is very fluid here. But this is not out of place for two reasons – IDFA has long featured its Paradocs section of films which “push the limits of the documentary form”, and the long-debated question of “what is reality” in documentary is at the core of much immersive artTo an extent, all documentaries are a reflection of how what we see as truth is often mediated by our context and affected by what’s around us. As Sonnen says, “we have a soft spot for artists who are comfortable to not be obsessed with whether what they’re making is fiction or documentary, but who love to explore new types of technology to create a thing we like to call ‘perception art’: art that forces us to rethink and reflect what human perception is, what human behavior is.”

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originally published on XR Must

Is getting stood up in the virtual world better or worse than in real life?

Is getting stood up in the virtual world better or worse than in real life?

Or if your date or encounter just doesn’t deliver what you had hoped from the other person? Could you still enjoy the experience even if it wasn’t magical?

As the XR pendulum swings back from cold technology to the infiltration of the human connection, it grapples with the difficulty of the user experience no longer just dependent on the maker’s talent, but also – gasp – on the investment of other people. At this year’s Venice Immersive, the programme is ripe with pieces that call for connection, whether verbally or physically, and as people chatted in the courtyard about what they’d seen and what they’d liked, it was common to hear “it depends on who you’re with…”.

I experienced this firsthand for Fanny Fortage’s HEARTBEAT, a potentially very intimate piece where two people exchange heartbeats and stare at each other. I had a feeling about my 20:20 time slot, that the other ticket holder would be a few spritz’ in and forget to come, cancel or share their ticket. (Because I seem to have that luck. The same thing happened to me for ROAMance at IDFA’s DocLab, when my partner – utterly necessary for the piece – was a no show. Getting stood up in XR still feels pretty crappy, even though it’s likely not personal.)

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originally published on XR Must

One big family: Onassis and the intersection of culture, technology and art

The Onassis Foundation has a big mission: to be a catalyst and embrace constant innovation and creative disruptions that will lead to a better society. And while this is a tall mission for any cultural organization, for the past 50 years, Onassis has formed a constellation of programmes and initiatives to nurture, inspire and challenge thinkers and makers to work and experiment in every art sector. And this investment in people and artists has also paid off in the new media industry – nearly every immersive festival or programme these days has at least one piece emerging from Onassis’ orbit.

Alongside Onassis Stegi, the dynamic space for cultural creativity, the foundation’s stream dedicated towards technology began in 2017 with the opening of the Digital Innovation department. To map the work of Onassis is less like a family tree and more like a bush, with one branch growing into or around another. But several things unite all the strands – the desire to experiment at the intersection of art and technology, and the priority of feeding into and building an ecosystem that serves the artist from idea to exhibition; an integrated space to learn, make and grow.

Within the cosmos of the digital and innovation work are several programmes and spaces based in Athens, Greece and New York, USA, serving both Greek and international artists. “We are interested in artists’ ideas, not their ID,” explains Panagiotakou. The ONX summer school, which just wrapped, brings together creative professionals, students and businesses to explore technology, culture and worldbuilding. Onassis Ready art space, which plans to open in Fall 2025, will serve as a factory of ideas, the home of Onassis ONX and AIR, as well as a performance and exhibition space.

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originally published on XR Must

“You Can Cheat on Reality”: Emeline Courcier on Her Immersive Artwork ‘Burn From Absence’

For her immersive artwork Burn From Absence, artist Emeline Courcier creates an archive where there was none. Using artificial intelligence, she recreates a family album, visualizing and verifying a history that has been hidden, documenting it from her perspective. In the four-channel installation, digitally created images illustrate an audio track layering her family members’ memories of life in Laos, the ‘Vietnam’ war, and new beginnings in France. She produced it during an immersive residency at the Phi Centre in Montreal, which is also serving as the work’s distributor.

While AI usually mines and perpetuates the dominant narrative, Courcier completely upends that, building an archive that is a reckoning and a reclaiming and, despite its AI-creation, very real. After its premiere at IDFA last November, where it won the DocLab Special Mention for Digital Storytelling, Documentary spoke to Courcier about truth, archives, and working with deeply personal material.

Did you always intend to use AI to recreate these memories?

 I think using AI is really the core of the project, but how I treated it really evolved during the process.

In 2023, I had heard about AI, but never used it before. I was opposed to it at first, as a lot of artists were—but I was kind of curious at the same time, because what I like is the fact that you can cheat on reality. 

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originally published on Documentary

A look back at IDFA DocLab R&D Summit 2024

There was an irony at the core of IDFA’s DocLab programme this year. Distribution, which has long been a topic of conversation in the community, was front and center at its day-long DocLab R&D Summit. A difficult discussion for any art form, but as technologies are rapidly changing – both in the software used to create and produce, and the hardware to watch an exhibit – the issue at hand for XR is even more challenging.

DocLab is always experimenting with form (and function) – pushing the boundaries of new media, XR and live performance – so it’s not surprising that the work exhibited reflects creativity and experimentation and ranged from singular to collective experiences. While there was a lot of AI – and technology-influenced work, there were also in-person encounters, architectural installations and many multi-formed pieces. There were less VR-headset based works in the curatorial programme, or being pitched in the DocLab Forum. Which was ironic to me in reflection of the distribution challenges the industry faces. 

But DocLab’s curation gave us opportunities to embrace and ponder those questions.

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originally published on XR Must

Back from IDFA DocLab: 30 pieces of Phenomenal Friction

Phenomenal friction. When the New Media team at IDFA came up with this title, they knew it would reflect a recognition of tensions around the world, but the team had no idea that it would land in the midst of a war and public outcries that stirred up the festival, leading to several filmmakers – including immersive makers – pulling their work from showcase.

Phenomenal friction, as described by Caspar Sonnen, head of New Media, reflects a landscape where emerging technologies are changing how we see the world around us, but also one where we are still encountering and challenging each other’s identities and mindsets in the physical space.

This year’s DocLab and immersive exhibition brought together over 30 pieces from the most diverse set of artists and makers thus far, allowing the audience to encounter worlds not just different from their own, but also created by those living in the other worlds.

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originally published on XR Must

Kundura DocLab 2023: New crossroads of form, genres, and languages

Like other languages, filmmaking is one that is learned but also raised in historical, societal, and cultural patterns. As Augusto Boal posits in his book Theatre of the Oppressed, “By learning a language, a person acquires a new way of knowing reality and of passing that knowledge on to others.” In May 2023, Kundura DocLab brought together documentary theater- and filmmakers from Turkey and surrounding countries to explore the intersections of the two practices and encourage new languages.

Connecting Documentary Theater and Documentary Film

An initiative of Beykoz Kundura, an arts and cultural center in Istanbul, the DocLab’s first edition invited ten artists, half in each practice, for a one-week intensive workshop and creative incubator at the center’s campus in Beykoz. The program was designed as a mix of practical training sessions, project sharing, and personal exercises and exploration.

Anthropology has used both film and theater as tools to conduct and visualize research, and so it is fitting that documentary film can take inspiration from theater and vice versa. In the DocLab’s service region, which includes Turkey, Lebanon, Israel, Iran, Georgia, and Romania, strong storytelling language and creativity exist, in addition to histories of conflict, political challenges, and claims for freedom. How do filmmakers preserve their own narratives and creativity when many of the opportunities for funding or distribution expect certain subjects or styles? 

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originally published online and in Fall 2023 Documentary Magazine

Building a documentary culture in Turkey


Film still from Can Candan’s ''My Child'

Stories, exposure, education, networks, funding: Around the world, these things are not a given, nor are they easy to access.

In Turkey, the cultural and political context has made it difficult for documentary filmmakers to survive as working artists, despite their energy and interest. In a country with such a strong history, culture and language, there are many stories to be told. A national preoccupation with politics, however, means that even art is never completely free from responsibility.

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…printed in Summer 2019 Issue of Documentary Magazine