Ignite the Immersive Media Sector by Enabling New Narrative Visions (TRANSMIXR)
Summary
TRANSMIXR aims to create human-centric tools for remote content production and consumption via social virtual reality, with a distributed XR Creation Environment, XR Media Experience Environment, and the possibility to reuse assets across immersive content delivery platforms.
Objectives include introducing new workflows and media formats, enabling the creation of new experiences, and impacting the Creative and Cultural Sector (CCS) domains, with a consortium of 19 organizations from 12 European countries holding advanced expertise in AI & XR and the media sector.
Keywords
Extended Reality (XR), Artificial Intelligence (AI), News Media & Broadcasting, Performing Arts, Cultural Heritage
Date
October 2022 - Ongoing
Budget
€1M (assigned) / €9M (total)
Role
Design Researcher
Role
In this project, I led focus group workshops with XR companies and experts from Denmark, Lithuania, and France. The primary objective was to help them critically evaluate their own XR production workflows and uncover key challenges. This process not only helped participants gain deeper insights into their practices but also shaped the direction of the project by clearly defining the XR production workflow. A significant discovery was that the major challenge wasn’t underdeveloped software, but rather communication breakdowns between stakeholders.
Following the workshops, I planned and executed a user test involving curators and project managers from the Netherlands and Denmark. This test took place in a social VR environment, where participants communicated through point cloud representations. Through thorough analysis, I proposed three strategic directions in which social XR technology could resolve communication gaps and improve collaboration in XR production.
In addition, I facilitated a co-creation workshop with broadcasting experts, each with over 20 years of experience, to help them envision the future of broadcasting—both from the audience's perspective and for production teams.
References
Sueyoon Lee, Irene Viola, Ashutosh Singla, and Pablo Cesar. 2024. Communication Challenges between Clients and Producers of Immersive Media Applications: can Social XR help? In Proceedings of the 2024 ACM International Conference on Interactive Media Experiences (IMX '24). Association for Computing Machinery, New York, NY, USA, 313–319. https://doi.org/10.1145/3639701.3656307