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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The Culture of XR Technologies

"‘People don’t buy products and services, they buy culture’ - Simon Sinek" The immersive technology industry does two things amazingly: Making impressive technology (The What), and memorable names (The Who). Oculus Go Quest and Rift, Vive and Vive Pro, Odyssey and +, Hololens, Lightwear, Teslasuit, even Labo VR. Inside out tracking, room scale, haptic suits, and more. It feels cool, advanced, cutting edge, and doesn’t matter in the slightest without the why. We as an industry have gotten so caught up in our own hype that we’ve lost sight of why. Why are we here? Because we’ve been here. Why did we start? For many of us, a little book about bringing every cultural phenomenon into a single shared virtual space. Who doesn’t want to climb Mount Everest with Batman, or get into a lightsaber battle with Darth Vader on board the Serenity while The Borg attack through the giant Stargate in space? Why - This is the core belief of the business. It's why the business exists. How - This is how the business fulfills that core belief. What - This is what the company does to fulfill that core belief. As shown in Simon Sinek’s golden circle, why is the foundation of a business’s existence, and their marketing. This, in its entirety, is what culture is made of. Why, How, and What, in that order. Three great examples of this done right in different ways are Pokemon Go, Beat Saber, and Superhot. Pokemon Go took an established franchise with a massive fanbase, and used XR technology to create a new experience that melded naturally with the franchise’s culture of being a normal person going on an adventure to capture and train adorable creatures. This prevented it from feeling gimmicky, and satisfied a long held desire of the fanbase effectively. Why - Giving...

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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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