Augmented, Virtual and Mixed Reality Directory

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From 360 films to immersive installations

My journey in 360 video starts in 2015, I make a lot of institutional films before discovering a wider spectrum of immersive technologies. I discover and work in holograms, augmented reality, I do an artificial intelligence hackathon and I become passionate about virtual reality video games. Originally I came from the theatre field, so 360° video fascinated me for the work as a staging director close to performance. Following an artistic residency organized by the French Ministry of Culture, I rebuilt the bridge between scenography and RV. Moreover, many museums ask for immersive installations that include a certain staging, we no longer just want to lock people in a helmet. So I'm working on a digital installation with many immersive technologies about Vikings. It's quite difficult to describe my work because since I'm a freelancer (2018) I've become the Ali Baba of immersive technologies ^^ I'm as much a consultant, production director, artistic director of immersive installations and 360° documentary director. I made a film called FILAMU that runs festivals because I talk about Tanzania and the relationship Afro- Americans have with Africa, but in a humorous way. Many people think that 360° video is already a dead medium, but the constraints it brings make me very creative. Also, financiers are trying to develop an economic model based on ticketing for LBE, they are looking for experiences that people cannot get at home: Installations with actors, complex games, simulators. 360° video is very accessible, and therefore its monetization is complicated. But personally I think it's great because it opens up perspectives for people who are not very popular, there are 360 communities all over the world and their content are accessible, I can be immersed in India, Africa, Australia...

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My Thoughts on Immersive Tech

As a child I was always excited about new technology. I had magazines with flying car concepts, and I would get delighted watching movies that involve future tech. While growing up I obsessed about the potential of virtual reality in video games. While I loved playing video games as a 90s kid, I always felt like they were already behind. I thought the experience could be more immersive. I find it funny, when I look back at my childhood, I was a kid fascinated by immersive tech. I was already wondering when consumer VR would be a reality. I could not imagine I would be in this industry that I fell into while I was in graduate school at Savannah College of Art and Design. A friend of mine in my Media Theory class did a project on virtual reality. He was able to borrow a professor's Oculus Developer Kit 2 (DK2) headset for it.This was the first time I tried out a virtual reality headset, and while not perfect, I thought it was an awesome experience. It was at that point, I knew I wanted to be a part of the VR industry. I made my graduate thesis virtual reality focused and participated in the 2017 Oculus Launch Pad program. After graduate school, I got my current job doing VR design for a company called The Danse, a virtual and augmented reality company located in Memphis, Tennessee. I find virtual reality and other forms of immersive technology like augmented, mixed, and extended reality (AR, MR, XR) to be the future, especially in regards to education, training, and art. Immersive tech is an excellent tool for both education and training simulations. At The Danse, we do a lot of training and educational simulations for enterprise and universities in both virtual and...

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Imagining New Realities

Growing up as a kid with an overactive Imagination to now being a software engineer during the rise and growth of XR content is a dream come true for me. My mom would often tell stories about how growing up I’d have these large scale storylines and events happening with my toys. My Ninja turtles would be at war with the transformers and holding a hazy truce with the Power Rangers. In my mind experiences and people are really just a collective , just one large intertwining story that we all get to share a piece of . The power in developing XR content to me is having the ability to give people the opportunity to be the center of both mine universes and their stories in a way where my imagination and their full engagement and interaction synergize together to create something incredible and new . XR has grown to be so much more than entertainment in the past years . XR content is being developed to help people with pain relief in new innovative ways, it is being used to help rehabilitate and reintroduce parolees to a world that’s changed while they were serving time during incarceration , we are even finding new ways to educate children and bring them to places across the world or let them relive historical events in ways that would have been thought impossible just 30 years ago all from the comfort of a classroom. I get approached constantly with new exciting opportunities and I have to fight myself constantly not to rush to every brilliant and exciting project I see offered because there are so many new and revolutionary applications to Immersive technology and we are in the golden age of experimentation , prototyping, and learning what it means to truly immerse somebody in an...

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Three movers in immersive tech and their impact in commercial verticals

I’ve been involved in the immersive space from the initial growing pains of a veryraw strategy to “get a VR headset in every home”,to more practical applications of real world use cases that enhance business performance. As sophistication around technologies has evolved, successful use cases can be found in almost every vertical, showing definitive ROI and quantifiable results such as reduction inhuman error,greater data retention, and end consumer repeat engagement. These success cases have sparked the vigorous piloting of new ideas and applications, capitalizing on the creativity of those who have sustained long-term vision for these technologies. I see three primary movers in immersive technology today: 1. Quantifiable ROI; 2. A more sophisticated knowledge around appropriate use cases for each technology offering; and 3. Successes AND failures in business models, better informing operational decisions. While I often refer to entertainment as the “low hanging fruit” of immersive tech, it is also the gateway to greater adoption. What starts in entertainment doesn’t stay there (all recurring themes if you’ve ever been to one of my presentations). Entertainment platforms are a reliable foundation for proving out industry success, and grounds for new ideas and technologies. After all, entertainment has played this role for decades. It is well known that games (and military applications)drive massive innovation efforts across IT. The most basic starting point: a premium experience with quality content and adequate engagement is required for consumer adoption, whether that engagement leads to greater ticket sales or more successful (in the case of healthcare) patient trials. Less successful use cases are also invaluable. Where one business model may not ultimately prove viable, careful observers will identify the elements of that model that were productiveand devise a new approach to successfully exploit the positives. One lesson applied across verticals is that “immersive technology” is more than just virtual...

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