Category: Events

  • AWE 2026 – The What and Why

    A wide photo of the AWE stage lit in hues of purple and blue.

    My oh my the ground has shifted quite a bit since AWE 2025. The eighty billion dollar gorilla in the room, Meta, has famously “pivoted” to AI and thus slashed its Reality Labs division. Meta was pushing hard on their version of the Metaverse (wrong headed from the start) and the hardware to get you into it. It’s all AI all the time over there and, oh yeah, they have their glasses leaning heavily on, one more time, AI.

    Valve announced the Steam Frame which is coming soon but hampered by increasingly expensive components because AI (okay, last time).

    Apple has pulled back on plans for an update to its face computer and, as rumor has it, is focused on glasses of some sort.

    Niantic shutdown 8thwall to put all of their energy into their VPS (visual positioning system) and had no presence at AWE 2026 after taking over most of the concourse in 2025.

    That sounds like all bad news but the XR world keeps moving forward. The energy from content creators and the push for open standards is real. Having been burned yet again by platform shutdown (Horizons, Rec Room, etc) builders are opting for platforms they control or, at the very least, provide an obvious escape with most of their work in tact. As some of the heavyweights pull back there may be more opportunity for small and interesting projects to gain traction. Not all of the big players have walked away but the XR world is ripe for experimentation as there is no clear leader in the space.

    Real products based on last year’s promises

    There were three big hardware releases announced this year building on the promises of 2025.

    Snap showed off Specs, the consumer version of the dev kit they distributed last year. Like all computer glasses they are chonky but allegedly wearable, comfortable, and stylish.

    A photo of Snap CEO Evan presenting where Snap's Specs are strongest. They are, according to Snap, the most wearable and the most capable smart glasses.

    Snap is all in on AR and these glasses are AR first building on content that Snap has cultivated within its Lens platform. Most of the content available for the glasses (shipping this fall) will come from Lens creators who have, hopefully, been building with the dev kit for the last year. The hardware lands with a hefty price tag ($2k!) but I think Snap’s biggest hurdle is the ecosystem.

    Android XR wasn’t announced at AWE, Google unveiled it at the end of 2024 and it wasn’t officially launched until October of 2025 but AWE 2025 saw a handful of devices teased, promising to run the platform. Here we are in 2026 and there are actual products ready to try!

    A photo of a slide from Google presenting the array of hardware devices that AndroidXR will run on. Headsets, wired glasses, wireless glasses, and AI glasses. This was at AWE 2025

    Google’s plan is to have one OS that runs across multiple hardware platforms (covering all of the R’s). This year I had a chance to try Android XR on two different devices. More on that in a bit.

    Xreal gave us a mere glimpse of project Aura last year showing some glossy renderings but the hardware was real and wearable this year! Aura runs Android XR on a Snapdragon SOC and Qualcomm provided multiple demo stations of Aura in their booth as the glasses use Qualcomm’s latest and greatest Snapdragon Reality Elite.

    It’s the Ecosystem

    There’s a push to make some sort of head worn display The Next Big Thingtm. Big tech has decided that glasses are the next smart phone and there are a lot of players trying to make it happen. The unfortunate reality is that we have two dominant mobile ecosystems and if your device is to become indispensable, like our phones, it’s going to need to be a first party in those ecosystems. One of those is a notoriously walled garden and the other is maintained by Google who has the well deserved reputation of changing its mind every few years. Microsoft gave up on phones AND XR hardware and Snap’s Specs might be really great AR devices but they have an uphill battle in an increasingly crowded market and no one lives only in Snap.

    Surprises!

    Having tried a few different display glasses last year I was expecting some incremental upgrades this year. When I tried the Xreal Aura glasses on I was immediately impressed. Aura are wired to a compute puck about the size of an average smart phone, maybe a little thicker. All of the hard work is done on the puck so the glasses can be lighter and more comfortable. These are meant for specific work or play, not necessarily to be worn about town, though I suppose you could. When I put them on the image looked great (70 degrees FOV) and the chromatic dimming (via a button on the arm of the glasses) was very effective. The biggest surprise was the hand tracking. I wasn’t expecting the tracking to feel so natural and thus my interaction with the Android XR interface and demos was super smooth. I particularly enjoyed the Gemini music demo where I could draw strings in the air and then pluck them to play notes as Gemini composed a tune from my interactions.

    Another surprise required a bit more of a commitment. Abbot and Samsung worked with Rock Paper Reality to create a mixed reality experience to help calm and distract patients, blood donors, and anyone else who may get anxious in medical environments.

    Vitalant setup a blood donation center on the floor of the expo and as you began your donation you were given a Samsung Galaxy XR headset that dropped you into either a game like experience or a zen garden experience.

    A photo of the blood donation booth setup at AWE 2026.

    I was able to try both and they each worked via head tracking so you kept your hands and arms at your side. No accidentally expelling the needle while swatting imaginary bugs!

    A photo of me donating blood while wearing a Samsung Galaxy XR headset.

    I don’t typically get anxious around needles but I was engaged enough in the game that I forgot to keep squeezing the stress ball every 5 seconds (it helps keep the blood flowing).

    Since both experiences were mixed reality I could still see the real world and was never surprised when anyone approached to check on my progress.

    The Enterprise Still Leads

    Walking the floor and observing the crowd it was clear that enterprise is still the biggest user of XR. Training, collaboration, and internal development appear to be the most obvious use cases and this is where companies spend their money if they’re spending it at all in this realm. That’s not likely to change soon.

    No Clear XR Leader

    Meta pivoted. Trust in Google is low. Snap’s efforts are a wait and see. Hardware development is expensive and there’s no clear path to critical mass. Outside of enterprise applications there is no obvious need for much of the current tech.

    What does XR have going for it right now? The avid users and developers. The people who have been through multiple VR winters. The creators who have built truly incredible experiences in games, theater, immersive film, spatial documentary, open standards allowing XR experiences in nothing more than a web browser. XR can be transportative in ways that other medium cannot and there is a lot happening in this world while big tech wanders off to chase an AI dream that may not pan out the way they expect.

    I’m still excited for the possibilities of XR in all its forms.

    Who’s keeping track of all of this?

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  • See you at AWE!

    See you at AWE!

    I’ll be wandering around AWE 2026 tomorrow June 16th and Wednesday June 17th. Hope to see some interesting things and have even more interesting conversations. Say hi!

    Fediverse Reactions
    Fediverse Reactions
  • What a (last) week!

    What a (last) week!

    Last week was unintentionally eventful! I hadn’t planned on attending any of these in advance and, in fact, learned about a couple of them only the day before. No matter! They were each unique and interesting.

    TV Academy Emerging Media – Themed Entertainment Mixer

    Hosted by the Television Academy

    Organized by Gregg Katano, a great mix of folks from the world of media and themed entertainment pros. There some excellent conversations and two panel discussions. It’s clear there is a lot of interest in the crossover between these two worlds and how they can collaborate to bring new experiences to the world.

    Thanks to Butcher Bird Studios for hosting!

    LA Siggraph – State of the Metaverse

    Hosted by LA Siggraph, moderated by Ed Lantz

    Panel: Athena Demos, Deidre Lyons, and Larry Rosenthal

    Metaverse is a loaded word now because one company tried to own it and…well, we know how that went. This conversation circled around the issues of building for a specific platform that may, at any time, be shutdown taking all of your work with it. Open standards have (and continue to) emerged as we build towards a functional 3D Web (we won’t call it the Metaverse for now) that anyone can easily access and participate in.

    Check out the Virtual Worlds History Museum for a look at current and past worlds.

    TEA – AI and the Creative Toolkit

    Hosted by TEA North America Western Division, moderated by Kathleen Cohen

    Panel: Michael Libby, Logan Olson, Kyle Shannon, Matt Spremulli, and Dolce Wang

    AI (I still don’t like calling it that) is a divisive topic and even more so among a group of folks who create stuff for a living. Each member of the panel had about 10 minutes to talk about how and why they use AI in their creative pipeline. The takeaway? Nobody should be just generating content with a prompt. Use the AI tools for the hardest parts along with the finish and polish of your project. The tech is moving fast but it’s still just a tool and can be highly useful when applied appropriately.

    Archiving Immersive Art – A Symposium on Preserving Immersive Media

    Hosted by the USC Mobile & Environmental Media Lab

    Four excellent panel discussions on the why’s and how’s of archiving extended reality experiences. Across all of the panelists was a wide range of experience with XR and a rich history of tech and creative knowledge.

    I wish I had taken better (any) notes during these panels. The consensus is that XR is a viable format for creation and highly effective at transporting your audience to a world you want them to experience. While the current trend may be away from immersive headsets (until it’s not) there are countless worlds to build, stories to tell, and we must archive these for future generations to experience.

    Take a look at The Immersive Archive for ongoing projects to capture the history and created projects in XR.

  • Two Weeks of Conferences – Different but the Same

    I’m in the middle of an already long week of IAAPA meetings, gatherings, and sessions in the heart of Florida Vacationland that contrasts starkly to last week’s Immersive X conference that took place entirely in virtual worlds accessed via headset or computer.

    Into the Virtual

    Immersive X is a 3 day gathering of talks, tours, and social activities held across different platforms for building experiences in virtual worlds. VRChat, Engage, Arrival Space, Spatial io. Each platform chosen for its strengths and set of tools that best serve the hosted session. Attendees dressed as humans wearing human things but also as raccoons, Chile peppers, tiny foxes, robots, and more! This is all expected in the virtual world and thus having a conversation with a robot about art inspired by Arabic writing is perfectly mundane (in the best sense of the word).

    The sessions covered a variety of topics across art technology, humanity, and social well being. The schedule was packed tight and, as with any good conference, there was no way to attend every session. Here’s a screenshot of the sessions I planned to joined:

    A screenshot of my schedule of sessions to attend at the Immersive X conference

    Over the course of 3 days I was able to continue working and continue being with the family while dipping into a scheduled session for 45 minutes at a time. After the first few talks I began to recognize familiar avatars from previous talks noting who was interested in similar topics. Unfortunately I didn’t prioritize any of the social gatherings so I had little opportunity to chat with other attendees outside of the sessions.

    Two of the standouts (of the talks I attended) involved building a world for an artist’s work and another for creating venues for live music and gathering.

    During the Ink Never Dies session we were guided through a world built to represent ancient Arabia. As you walk through the world golden Arabic characters appear before you as the artist’s voice fills the air to speak about their art and the influence of Arabic culture.

    A screenshot of a world built for artist Karim Jabbari to showcase their work with Arabic calligraphy. Large, golden Arabic lettering floats above the ground as golden particles float around it. There's a multi-tiered fountain in the background.
    Arabic calligraphy hovering among sparkly particles

    The world is still active and you can visit it at any time: (and you should) Vertical Horizon

    A screenshot of the Vertical Horizons with a group of avatars in the foreground awaiting a tour of the world.

    The Show Must Go On began as a more traditional talk in an amphitheater but then led to world hop where we could experience some of the venues that were created for live music performance.

    A screenshot of an amphitheater with an avatar giving a talk at the podium in the front and a large presentation screen behind them.
    An amphitheater and audience during The Show Must Go On presentation at Immersive X 2025

    Each world was purpose built for a musical artist to fit their style and aesthetic. The spaces live on after the live performance with a recording that plays and can be enjoyed any time.

    A screenshot of the Oxymore world in VRChat with avatars dancing as a pre-recorded performance plays on the stage.
    A world built for Jean-Michel Jarre as an homage to Pierre Henry.

    My favorite venue was Oxymore (named for the album) and, as we learned, there were custom avatars created for the live performance so the guests could dress to match the world. VRROOM built this world for Jean-Michel Jarre to perform an homage to Pierre Henry.

    Back to the “Real”

    IAAPA is a week long conference for the theme park, attractions, etc industry that takes place at the Orange County Convention Center in Orlando, FL. So there I was, in Orlando, FL at IAAPA, (I had actually started writing this in the middle of IAAPA but I’m only finishing it up now) among people dressed as people to convince each other that they are trustworthy and safe to work with. The week packed with meetings, gatherings, and sessions to attend because a lot of money was spent to be there and thus every minute should be filled to justify the expense. This is the way of the business conference.

    A screenshot of my calendar from IAAPA week. Details blurred to protect the innocent.
    A glimpse of my calendar from IAAPA week. Details blurred to protect the innocent.

    Like any industry gathering you are presenting your best self all day to everyone and anyone. There are brief breaks and maybe you can find a corner where you can stop smiling for a minute but for the most part you are engaged and hyper aware of how to present yourself. Then a quick change of clothes and off you go to a party or demo where you continue until late in the evening. You drink a little but not too much (you hope) you chat, you laugh, you recount that one time that project went horribly wrong but then in the end you made it work. Then you go to bed and wake up and do it again. Even the extroverts are exhausted after a couple of days of this.

    A photo of a panel presenting at IAAPA 2025. The session was titled "The Winning Formula: Combining Creativity and Data to Craft Scalable Immersive Experiences" which is a mouthful. The panel is 4 white males which continues to be a problem.
    Photo from “The Winning Formula” session at IAAPA 2025

    But we keep doing it because being in a physical space with other people is still hard to replace.

    Addition not Substitution

    This is not about which is experience is better. They both have reasons for being and they are both valid and worthwhile. Humans have evolved to exist together in physical space and replicating that to any level of success is quite a feat.

    There is a comfort in the casual pace of the virtual conference. I’m not rushing to be anywhere, there’s no travel time, no crowd to push through. I put the headset on (or just load up the world on the computer) and teleport to the venue. If I’m early I can chat with others and find a seat, or stand (my avatar can stand forever). My avatar handles the presentation of me. I don’t feel pressure to put on appearances. I can sit comfortably in any room of the house. I can enjoy and absorb the content in a manner that suits me at the moment. When the presentation is done, more often than not, the presenter can open a portal to the very project or world they have discussed and we can all hop through and experience it instantly. When I’m ready, I hop to the next one or jump out and take care of work, or lunch, or home stuff.


    There is excitement in the madness of the physical conference. A weeks worth of potential bottled up and waiting. Who will you see? What surprise thing will you happen upon on the show floor? Why is so and so hanging out with so and so? You can’t know who is immediately around you and thus you don’t know what interesting conversation you may end up having. Walking around a show floor you can smell, touch, taste, and maybe even climb a thing. The serendipity is the true secret sauce of the physical gathering.

    A virtual conference handles the talks, presentations, and scheduled events equally as well as a physical gathering. If it is well designed the sights and sounds will convince your brain that you are in another place among a crowd of people with similar interests. If that’s all there was to it the virtual gathering should be the preferred format for any conference. What the virtual has yet to capture are the moments between the scheduled sessions. Those chats in the hall, running into someone at a local lunch spot, grabbing a coffee for a colleague you haven’t seen in a while. The friction of the real world creates moments that connect us.

    We can have both. IAAPA is a conference for the business of in person entertainment. Theme parks, water parks, museums, zoos, FEC’s (family entertainment centers), etc etc. It’s all about going to a place and doing a thing in the physical world. That’s not to say that there could not or should not be a virtual component to it. Not everyone can travel to Orlando for the week. The show is vast and could be hard to navigate for some. The show is overwhelming and may be overstimulating. It’s entirely possible for IAAPA to offer a virtual ticket to a virtual space where education sessions are streamed and people (and their avatars) can book virtual conference space. But what about…? No…video conferences aren’t the same as being in a shared, virtual space.

    Immersive X could be virtual first with a physical component for those who can make the trip. The whole conference is organized in Europe and on CET. I’m thankful I was able to attend (even if I did have to get up at 6am PST sometimes) and if it wasn’t virtual I certainly would not have made it to Europe. It’s conceivable that those more local to the EU could gather in person and attend either via a streamed feed from the virtual world or, better yet, a shared physical space that mirrored a virtual space. In person and in VR. Complicated…maybe, but doable.

    So what?

    The fortuitous timing of these two shows happening back to back provided a fascinating glimpse into how humans connect in real and virtual space, where the strengths and weaknesses are in both scenarios, and how both could improve and exist simultaneously but also as hybrids of each other. I’m excited for more virtual conferences to emerge and I’d love to see long running physical conferences like IAAPA embrace a virtual component.

  • IAAPA 2025

    It was great to see everyone at the 12 week long IAAPA conference. There was some excellent meeting, excellent hanging, and even some business! I had whipped up a couple of filters using Niantic’s 8thWall to take some fun pics last week so thanks to everyone who indulged me and posed for a pair of Bezark glasses or an absurd roller coaster top hat. You can try it yourself if you’d like.

    A photo of me with augmented reality glasses that say Bezark on the top of the frame.

    See you all soon. Or next year. Which will be here soon.

    Side note: I JUST read that Niantic is shutting 8thwall down. Bummer. It was a nice way to quickly whip up games and silly filters like the above. Ah well.

  • See you in worlds!

    A composite of a photo of me and various avatars I use in various worlds with the Immersive X logo in the background and a banner that says I'm Attending.

    Anyone else going to appear as one of yourselves at Immersive X? It’s happening Nov 11-14 and the program lineup is here: https://immersive-x.de/program-immersive-x-2025

    So far I plan to be in these sessions: https://immersive-x.de/attendees/veeyawn/

    See you there?

  • XShot VidCon Gallery

    Spring of 2022 I was approached to build out a system for a “digital shooting gallery.” XShot designed and built a booth that would contain two shooting galleries using their foam dart weapons.

    A photo of the XShot shooting gallery booth at VidCon 2022. It's mostly white with Xshot branded graphics on the sides and a clear case displaying all of the xshot dart shooters.

    The galleries would run simultaneously and groups in the galleries would score points for every target they hit. Scores were only kept for each group (not individuals). Outside of the galleries there was a monitor mounted above that displayed the high scores for groups that came through the galleries that day.

    The two galleries had unique designs. Gallery 1 was stylized to feel roughly like an 8bit environment. The monitors were masked to give them unique shapes and the characters on the monitors were 8bit style sprites that would bounce or slide around.

    A photograph of the first shooting gallery done in an 8bit style. There were monitors hidden around that displayed 8bit characters. If the player hit the monitor they scored a point for their team.

    Gallery 2 was designed like the back alley of a city. The targets were signs or graphics one may see in the big city.

    A photograph of the second shooting gallery done in a back alley, city style. There were monitors hidden around that displayed graphics and characters. If the player hit the monitor they scored a point for their team.

    Each gallery would take up to 4 players who could choose the style of weapon and shoot constantly for a limited time. The game was started by a host who would hit a hidden button that set the system to start after a brief countdown. Each monitor had a Raspberry Pi attached to the back of it along with a small vibration sensor. The sensor was sensitive enough to detect when the monitor was hit and register the score with a central computer running a scorekeeping app built in Unity. Each Pi was wired into the network so data was reliably sent to the computer. It would have been madness to depend on wifi on a trade show floor. The main computer was also displaying the high scores to a monitor above the booth and two monitors that players could look at upon exit from the galleries.

    There were 28 Pis used across the two galleries and the game ran for 3 days, the length of VidCon 2022. Here’s a walk through of the game as it was played:

  • Yuri’s Night 2022

    Yuri’s Night 2022

    Every year a group of space enthusiasts gather to celebrate human kind’s achievments and dreams of existing as a space faring species. In honor of the first human to orbit it’s called Yuri’s Night.

    “Yuri’s Night is the World Space Party. Every year on or around April 12th we celebrate all that humanity brings with us as we explore the cosmos: music, art, science, culture, and each other!”

    For 2022 we were invited to projection map the SSME (Space Shuttle Main Engine) that sat in the hangar with the Endeavour orbiter. Working with Z Fame artists we created a variety of looks to play throughout the event. Some were looping environmental looks while others were audio reactive to sync with the music played by the various DJs at the party.

    For the signature look for 2022 I created outlines of the various machines that had been carried to orbit by Endeavour with a squiggly outline pattern on the SSME itself. A particle cloud that danced with the music in the room filled out the background. All of the programming was done with Touch Designer which allowed us to play with the graphics live during the event. Take a look at the quick video we put together here: