Current Directions
Immersive films and videos allow viewers to experience themselves within an authored visual and spatial environment, rather than encountering the image only on a screen in front of them. Yet these works are still commonly presented through technologies designed primarily for gaming, interactive applications, and general-purpose spatial computing. The particular needs of sustained viewing, immersive filmmaking, curation, exhibition, and institutional presentation have rarely been treated as the starting point.
Supported by the Western Accelerator entrepreneurship program, we are developing a media-first approach that brings together content, viewing technology, and institutional presentation to define a more intentional immersive viewing experience. Our work draws on experience in VR filmmaking, research, curation, festival programming, exhibition, and audience engagement. We produce original immersive work while also creating contexts in which works by other artists and filmmakers can be curated, presented, and brought to audiences.
Defining the immersive viewing experience means considering the full relationship among the work, the viewer, the technology, and the conditions of presentation. Our aim is to make immersive films and videos more comfortable, intentional, and practical to experience. This includes how content is selected and delivered, how viewers are introduced to a work, how physical and digital viewing environments shape perception, and how institutions can present immersive experiences reliably across repeated sessions.
By connecting creative practice with technological and institutional development, we are exploring how immersive content, existing hardware platforms, and purpose-built viewing tools can come together to support a more complete viewing experience. This direction opens possibilities for new forms of creative production, curation, institutional presentation, and technological collaboration, while helping immersive media reach wider and more diverse audiences.
We welcome conversations with immersive-media creators, cultural and educational institutions, researchers, headset and display companies, software developers, content platforms, manufacturing partners, funders, and investors interested in the future of immersive viewing.
