Tag Archives: VR

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

At DOK: a deep dive into Leipzig’s DOK Neuland and DOK Exchange programmes

REVIVAL ROADSHOW by Anne Fehres and Luke Conroy

The DOK Neuland XR exhibition and DOK Exchange conference, taking place as part of DOK Leipzig (27 October – 2 November), explore the realities and future of XR. DOK Neuland, curated by Dana Melaver, is a public showcase of XR projects, performances and workshops and DOK Exchange XR, curated and coordinated by Weronika M. Lewandowska, is an industry programme, with critical discussions, a prototyping zone and development showcase.

We spoke to them about their respective programmes and how they are intertwined and complement each other.

W.L. – The themes for DOK Neuland and DOK Exchange are different, but also somehow connected. We’ve always collaborated, and this year we collaborated more.

D.M. – We’re interested in similar things, have similar visions for what a sustainable XR community looks like. We come together, but we arrive at similar intersections from different roads.

Immaterial [the 2025 DOK Neuland theme] is something that was percolating, and then as the projects came in, it just made more and more sense.

W.L. – Our themes are integrated in the idea to bring a bigger picture to what is happening right now in XR.  It was very crucial that Dana was part of our pre-selection process for XR in development, the showcase and the prototyping zone.  We were in dialogue about it. One of our past projects in the prototyping zone, REVIVAL ROADSHOW, is presented this year at Neuland. We see it can be good to find new projects at the prototyping stage which could be interesting to curators. I am also focused in the DOK Exchange XR program on digital literacy and next generation of creators and audiences, how this audience will develop and how we can support young creators to develop critical skills in a time when fiction and reality blurs.

Our inner discussion is also visible in our podcast episode – where Dana is a guest with Prodromos Tsiavos from the Onassis Foundation – where we share similar thoughts about what is important in ethical design and that we take care of the next generation in our programs.

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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

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

Audio is no longer an afterthought

Spatial Sound panel, moderated by Dr. Markus Zaunschirm, with Anan Fries, Shervin Saremi and Oliver Kadel, Photo: Susann Bargas Gomez

In 1989, speaking of virtual reality, Jonathan Carey wrote that “spectacular power cannot be reduced to an optical model but is inseparable from a larger organization of perceptual consumption…The full coincidence of sound with image, of voice with figure, not only was a crucial new way of organizing space, time and narrative, but it instituted a more commanding authority over the observer, enforcing a new kind of attention.

In the last decades, the visual often dominates the conversations around virtual reality, but other senses play a big role in emplacing the experiencer. John Berger might have pushed the ways of seeing, but unconsciously we also we see with our ears.

In XR experiences, we are trying to get as close to putting people in a specific place or situation as possibleThis means either directly recording a scenario/location, or layers the recordings to rebuild a soundscape that reflects “what we hear”. With the emergence of spatial sound recording and other technologies, we now have the ability to capture reality’s sound more closely and to compose soundscapes that are richer, deeper and more complex. In virtual reality and immersive installations, this more advanced audio experience is what can truly make someone feel connected.

Audio is no longer an afterthought, but something to be built into all stages of development and production, and this year’s DOK Exchange XR conference put spatial audio front and center. Here’s a chat with coordinator Weronika Lewandowska about the inspiration, and a reflection on some of the discussions.

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originally published on XR Must

Reality is not a simulation – IDFA DocLab 2024

The DocLab section of the IDFA is a key event for digital creation, in the broadest sense of the term, and returns this year with a new program of excellence, and a professional Forum showcasing future projects in the sector. Caspar Sonnen, programmer since 2007, talks to us about this essential event.

Karen Cirillo – So let’s start with the theme: This Is Not a Simulation.

Caspar Sonnen – DocLab is turning 18 this year, which is a reality check and a great provocation to look around and explore the relationship between art and technology. Technology has allowed us to create unbelievable and truly personalized versions of reality. But having digital access to everything everywhere at once has taken reality out of context, obscuring our perceptions and making it harder to connect with things that we don’t want to see.

Over the years new media, AI and VR have enabled us to step into astonishing new worlds, so much so that some people seriously believe reality might actually be a simulation itself. Something to play with, disrupt and walk away from if we don’t like it anymore.  

But for everyone else, reality is not a game, It is not something we can walk away from. Reality is a shared experience, and in many ways, it is that collective experience of reality that feels increasingly broken.

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originally published on XR Must

A look into Alternate Realities: Sheffield Docfest 2024

Perinatal Dreaming. Understanding Country, by Marianne Wobcke / Big Anxiety Research Centre, Volker Kuchelmeister, Lucia Barrera


The Alternate Realities programme at this year’s just-concluded Sheffield DocFest is pared back, featuring a VR competition, an exhibition and summit in collaboration with the International Documentary Association (IDA). I spoke with Artistic Director Raul Niño Zambrano and co-curators Abby Sun and Keisha Knight about the vision and thoughts behind this year’s immersive experience and its spirit of collaboration.

Raul Niño Zambrano – With Alternate Realities, it has always been a thing asking how do we define it and what do we want? For us, it’s important to see it as an extension. Just as we do for films, we are not looking for one specific type or style. Our responsibility is to show the whole spectrum. We pick up what we think is really worth highlighting. And I think that’s happening also in the XR field, their possibilities are endless. You see how an installation starts as virtual reality, but then becomes an installation, or the other way around. We’re looking at the intersection of art, technology and documentary, and trying to give a message – What are all these pieces saying all together?

For this year’s Alternate Realities programme, you are collaborating with IDA and the programme is co-curated by Keisha Knight and Abby Sun.

Raul – Yes, everything started because of Experimental Realities, a workshop they did in the USA asking a group of emerging artists about the future of immersive. When we talked, we thought it resonated a lot and was a good match.

One of the big questions was how do we see immersive media in the future? What does immersive really mean? Of course it has to do with technology and media, but what happened when we tried to distance a bit from that, we found that you come more to embodiment and to the senses and to haptic. I also felt that that was resonating with our film program; our tagline this year is Reflections on Realities.

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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