Immersive Blog

The Body is Along for the Ride

Attending Nonny de la Pena’s ‘The Body is Along for the Ride’ lecture was a rare chance to hear directly from someone whose work has shaped my academic thinking. Her approach to immersive storytelling is inspiring, and themes discussed like the duality of presence and embodied digital rhetoric weren’t just theoretical, they were presented as tools for crafting participatory, lived narratives. The LA Fires reconstruction using Gaussian splatting was particularly compelling, showing how spatial documentation can archive real-world trauma with nuance and dimensionality.

Before the lecture, I dropped into IDA XR Studio’s Beyond the Build, a vibrant gathering spotlighting the diverse talent driving immersive innovation. The atmosphere was energetic and collaborative, with familiar faces and sector voices exchanging ideas on inclusive design, spatial computing, and the intersection of craft and code. It was a welcome reminder that XR is powered not just by tech, but by cross-disciplinary vision.

Bath Digital Festival 2025

Bristol Technology Festival 2024

Spent a couple of brilliant days soaking up what Bristol’s creative tech scene has to offer. Kicked off with an AI breakfast workshop that sparked some great ideas, followed by AND Digital’s session exploring where digital experiences are headed. Motherboard’s power talk was punchy and full of character. Then came the Immersive Showcase, backed by MyWorld, Bristol Creative Industries and aer studios, which was packed with playful, boundary-pushing XR. Loved the energy, the openness, and the sense that the future’s already landing right here.

Bristol Technology Festival

I visited the festival on both the People and Resillience days. I was fortunate to attend sessions on the tuesday that included the People Summit at the Marriott hotel, the My World Collaborative R&D Open Call Briefing and an inspiring talk given at Tech Spotlight - TEDx Speakers - Past and Future. On the thursday I attended the My World Showcase event: Innovations in Creative Technology where I was able to demo the STUDIOTECVR experience to members of the public. Useful insights and feedback were obtained and lead to several interesting conversations about future paths of development. Showcase photography, copyright JonCraig_Photos.

eXtending Reality conference, Portsmouth University

I attended the eXtending Reality conference at Portsmouth University, toured the facillities of the CCIXR and gave a presentation about STUDIOTEC VR. I also attended several presentations about Virtual and Immersive Production, Immersive Audio, User testing and VR for film.

Bath Digital Festival

At the Immersive Technology Showcase I was able to see 3D scanned drone photography by TekTowr on a 270 degree cave, get up close and personal with some Guinea pigs in VR app developed for improving wellness for hospice patients, discovered that I would be useless as a medical professional diagnosing a patient in Virti’s VR learning platform, and went back in time to see the evolution of Derry with Zubr. I then visited the MyWorld Creative Tech Space and got to hug some inflatable robots, interact with some Stingrays in an Ocean Aquarium and create my first AI image using Midjourney. The final session of the day was the networking event, Tools for the Metaverse at Rocketmakers. We were treated to talks from Ben Trewhella, Opposable Games, showcasing the MetaPlatform - a framework for creating multiplayer games; Tom Livingstone, UWE, discussing the history of game engines via Victorian photography, and Richard Godfrey, Rocketmakers, introducing us to the Beam framework - a content management system for game engines.

Playable Cities - Industry Day

Goal of the project: To introduce creative tech to a city infrastructure and ‘interrupt someone’s day with a bit of fun’. 6 prototypes were funded as part of the sandbox and aim to answer the following research questions: definition of play, permission to play in public, safety and comfort, perceptions, sense of space, and accessiblity. Talks were given by all 6 participants after which delegates were encouraged to explore the city and play with their creations….

Exploring the future of the Creative Industries

"Over the next three years, how will the creative industries develop, evolve, shift with new technologies and changing consumer behaviours?" Presentation of 'The Networked Shift' report by Careful Industries, Rachel Coldicott & Dominique Barron, and looks at the role that automation (or AI) is likely to have in the creative process. Speakers included Rob Hifle, Lux Aeterna, ‘AI toolkits for VFX workflows’ & Ben Ackland, Meaning Machine, ‘AI in interaction design with gaming NPCs’, both recepients of the MyWorld/ NVIDIA challenge call funding. The event culminated in a panel discussion on the topic of 'Exploring the Impacts of AI on content production workflows'

The Cave Art of Lascaux

"Step back in time 21,000 years and visit the incredible Stone Age cave art of Lascaux in immersive 3D". VR experience at Bristol Museum with supporting offline exhibit. Observations: 1. Onboarding: in a group, told that a spirit will guide you, you will need to interact by looking at your hands, painting with you fingers and blowing when instructed, told what to do if you feel ill, when the application starts you need to look down at first then 'gaze' at the correct language, if you get stuck you need to raise a hand (do not remove headset as it resets the experience and will start from the beginning). 2. Setup: QR code to access, 30 mins slots, max 8 areas (why - more people than this difficult to manage), option to sit down on wheelable swivel chairs, mobility scooters ok but not people with limited mobility, 3x 8 Quest 2 headsets plus a couple of spares (1 set for in use, 1 set being cleaned, 1 set charging), cleaning with wipes in between use (tried the UV box but produced horrible smell and were not convinced properly cleaned), interesting range of visitors given the subject - older people in the day but getting very busy on weekends/ over Easter with families, price point a little bit off putting especially for walkin's as the museum is usually free.

Venice Immersive 2022 (VR Chat)

Lineup 75 XR projects, the largest collection at a festival so far, accessible in person and on VRChat however only very few projects were actually available. Article: VR taking people into the metaverse. Notable projects included (screenshots from VR/ Venice Immersive website): All Unsaved Progress Will Be Lost; Okawari; Darkening; Eternelle Notre-Dame; FrameRate: Pulse Of The Earth; (Hi)Story Of A Painting: The Light In A Shadow; Shores Of Loci; Dubrovnik Main Street & Old Port; Venice Canal Widmann & Basilica Salute.

StoryTrails, Bristol Library

Part of the Unboxed series. StoryTrails is an immersive tour of Bristol using both VR, I tried out Promenade VR, and AR. I was able to undertake a self guided tour of the city finding portals along the way. The event was hosted at the Central Library and was supported by an ipad that showcased an interactive map and an immersive cinema.

Melies Museum XR Experience, Paris

Visit to La Cinematheque Francaise to try out the George Melies VR experience by Ubisoft as part of the Le Magie du Cinema exhibition. Unfortunately the VR experience has been removed due to technical issues and problems that users faced when using the technology. The staff did know when or even if it would return.

Sheffield DocFest: Alternate Realities

Showcase of immersive work consisting of 29 pieces across the city of Sheffield. I visited 3 venues and experienced the following pieces:

Venue: Site Gallery. Gondwana. Durational VR experience. Rainforest immersion, simulating 100 years of climate change, starts to die when people are not interacting. ROZSYPNE. Immersive VR piece in east Ukraine. Quiet village disrupted by war and then the explosion of flight MH17. Set amid a field of sunflowers (that vary in colour from bright yellow to red to reflect the mood change, i.e. suffering and death). Story focused on Elderly Nina’s house, the walls peel back then the user is teleported onto the crashing plane as the air masks drop down. Ends with a broken part of the fuselage strewn in the sunflower field.

Venue: Kommune. Kubo Walks the City. Free roaming VR installation, multi user, 1930 Seoul. What to do not entirely clear but once you realise that you need to walk into puddles to advance the experience it becomes easier. B&W illustrative style. Story builds as the user moves around. Surreal and unnerving trying to avoid walking into other participants. Challenges the notion 'suspension of disbelief' especially when walking onto the tram or over door thresholds (really had to convince myself that I was still just on the floor!).

Venue: VR Library @ Workstation. The Tell Tale Rooms. Artworks, memories and dreams of Eden Kotting. Interactive 360VR featuring a Pyrenean backdrop and photogrammetry scanned interiors of: “The Room of Memory, The Room Of Nostalgia, The Room of Make-Believe, The Room of Hope, The Room of Forgetting, The Room of Confabulation..” 3D memory heads move around and add dynamism to otherwise static rooms. Plays with scale. Mirror, reflected the memories/ photos/ video footage? Wall pictures and key objects come alive with video footage… Disarmed. Satire. Hand tracking. Players are your hands until they complain about being overworked, then the giant upper arm pops down and clones multiple arms. Initially control is welcomed and the extra help is successful but then becomes out of control and none knows which arms are clones, which are real. Apathy sets in and individuality is replaced by similararity. Ironical but also extremely fun to control multiple arms!! Child of Empire. “VR experience of the 1947 Partition of British India”. Powerful, gripping, superb. Impactful start, layered graphics to support the opening narrative and story setting. Hands interaction although not entirely clear how to use and when. Conversation across a game, embodiment of 2 survivors as they remember their experience (Hindu Indian had to migrate from Pakistan to India, Muslim Pakistani had to go the other way). Flashbacks to 7 years and what they experience, set in those environments. Birds eye view of a burning village, model scale, could this be used for Joinville? Monoliths. Three northern Womens stories about the landscape, 'what it means to come from it, live in it and belong to it'. Beautifully poetic, lovely illustrated style. The first the northern landscape, illustrated flowers and a hare, second on a bus with a moving exterior and misted up windows with the key elements of the story, the third on the shore line with a portal to the real world rather than just memory. On the morning you wake (to the end of the world) Ran out of time to see, 45mins, long queues (suggest booking time slots for such a long experience as people were not prepared to wait). About the Hawaii missile strike false alarm in 2018.

'Emotional Engagement in VR & MR'

Immediacy and intensity is harder in VR and basic storytelling/ building emotional connections is difficult. Talk given at The Watershed, Bristol by Sacha Wares, a theatre artist with an interest in VR. Presented 2 projects - The Museum of Austerity, an MR (Hololens) experience about changes in the benefits system; and Adult Children, a VR piece about the effects of social distancing during the Covid pandemic. Key learnings from the Museum of Austerity included: closeness to characters increased emotional engagement (reading what they received - eg a letter cutting their benefits); realism of volumetric capture - eye contact and needing to hear each testimony to the end (respect); physical proximity and audience awareness of own self; behaved as if the storytellers were there - authencity. And key learnings from Adult Children included: continuing theatrical expereinces during a pandemic; reassurance from homes of others/ neighbours; rhythm/ dialogue directing the audiences gaze (3 audio langauges - Voice Over, Narration, Thought) and relationships between multiple characters; set the viewing position (ie a seat within a theatre) otherwise too many distractions; gradually show the story (in this case the environment opens up over time).

Tribeca Immersive 2022, New York

The XR section of the Tribeca festival was made available for remote viewing through the Museum of Other Realities. A purpose built film gallery was created and could be accessed by downloading DCC of the selected VR pieces. Particularly noteworthy: Glimpse. Animated. Excellent example of XR storytelling - of the breakup of a heartbroken Panda and girlfriend Rice. Lovely interactive elements: page turn, blowing out candles, catching the rain etc and memory 3D scenes in minature. Emerging Radiance. Illustrated 2D graphics that pop up and oscillate whilst a narrator tells the untold Japanese farmers who lived in Bellevue, WA from 1920 to 1942 End of Night. Sitting next to the key character, Josef, in a rowing boat starting in a sea environment. as he shares his memories the environment changes to show these whilst the user and Josef continue to row across. Limbotopia. Surreal and motion sickness inducing movements of the camera. Not a cohesive experience, didn't enjoy. Mescaform Hill. Animated. Issue with Stereoscopy causing a flicker. Liked the birds eye view initial scene and interactive buttons to move the stroy on. Reach You. AR experience. 'A transmission from the future'