FreeRoaming #01 – HTC VIVE and the rise of cultural LBE: XR as a public reception infrastructure

The appetite for major cultural experiences has always been a vertical business for growing XR. From the outset, HTC VIVE has been involved in this sector, both with studios (including, historically, Excurio) and now with the growing number of distribution venues. We meet Thomas Dexmier, VP Sales & Marketing EMEA at HTC VIVE, fifteen years […]

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Building the metaverse responsibly with Women in Immersive Tech Europe (WIIT) and Meta

WIIT, standing for Women in Immersive Tech Europe, is the first European NGO that Meta chooses to collaborate with to address Meta’s new goals outlined for building the metaverse responsibly. The WIIT Meta Grant includes both a new fund to

“With mixed reality, we need to be more contemplative than strictly narrative” – Ondřej Moravec (FRAGILE HOME)

Since DARKENING in 2022, Ondřej Moravec has followed up with an equally successful second VR production, FRESH MEMORIES: THE LOOK, while launching a new event dedicated 100% to immersive creation, in Prague: Art*VR, the logical continuation of several years of

Gateway to the Future: HONOR Transforms Iconic UNESCO World Heritage Site Through XR

Global technology brand HONOR today announced Gateway to the Future, an initiative designed to enrich cultural heritage through the power of technology. Launched during its IFA 2022 keynote, HONOR challenged two popular artists to creatively reimagine the Wasserschloss, an iconic

Lincoln Center as an Open-Air Immersive Lab: Jordana Leigh’s Method for Bringing XR Into the Season

Immersive work is no longer a side attraction tacked onto a performing arts calendar. At the Lincoln Center for the Performing Arts in New York, it is increasingly treated as a programming language—one that can expand access, strengthen community ties,

“It is our role at the Marché du Film to support all innovations” – Guillaume Esmiol (Cannes XR)

The Cannes Film Festival returns in July for a very special edition. Its professional counterpart, the Market, has also had to adapt – from 2020 – to anticipate the problems of a health situation that was still unknown when the

Focus: Barking Dogs, the independent way to immersive video games

Virtual reality found its first audience when the video game industry took interest in it. While the largest companies invest in it, we should not forget the independent studios that have long offered content suitable for immersive entertainment. Look at