4D Real-time performance studio + test scene environment
Sound on — press play
Screen capture loop + extended capture from the live test scene — audio on lower clip
The Skywaker XR system is the new experiential solution and center of attention to live music entertainment events. Everyone will be able to experience Sphere-class entertainment anytime, anywhere (when XR hardware looks cool enough to actually wear, of course). Skywaker is a live VJ board built on a four-dimensional spatial visual system — stacks of light, lattice, and motion that respond to the environment. The clip above is a short loop from the shipped interface path; the diagram in § B maps data and runtime assets across the stack.
Visual artists will no longer need to live in delayed space as Skywaker erases the time delay between creating and sharing art.
Generative 4d Gaussian Splatting, ML Sharp.
Real-time Gestural Control
Real-time Co-Immersion UX Concepts. Ideating the critical design foundations for shared augmented reality and lobbying for visually paramount, centralized incubation ventures through real-time experiences.
With full 2.5 D and 3D real-time mixed augmented reality animation rendering capabilities, we can bring the already breathtaking animations currently created by countless niches of world-class artists, and tactfully give them the co-immersive, interactive production resources to weave their visions into the countless niches of live-music performances.
From the Epic team — making the dream happen when it comes to post-process performances.
XR designs should effectively respect and fulfill each unique audience’s maturity and taste for visual quality. Advertising with Extended Reality will undoubtedly catalyze the industry as the father of AR purposes once the hardware becomes ‘cool’ enough for everyday wear.
This conceptual design video created by Keiichi Matsuda visually describes in jaw-dropping detail what the highly likely future reality of advertisement inundation will be like. This video not only solves the MR AR possibilities, but it exposes many human problems that will still be left unsolved despite aggressive technological advancement.
To ideate critical design foundations for shared mixed augmented reality and lobby for the visually paramount centralized production of large-scale incubation ventures.
“If you've got the truth you can demonstrate it. Talking doesn't prove it.” — Robert A. Heinlein, Stranger in a Strange Land
It's 2026, and the list of movies, shows, etc. that narratively integrate some functional or artistic feature of mixed reality is virtually endless. But in real life, although many iterations of fully functional augmented reality devices have already been developed by top industry tech companies, mixed reality devices are still a relatively niche product, as none have yet been able to hit that relevance-sweet-spot of successfully seamlessly elevating majority populations in their everyday wants and demands*.
Evidently partially due to inherently unrealistic entangled development of Virtual Reality (I have and always will be anti-VR), partially due to the hardware still not being design-able to general consumer instincts, to date, no mixed reality device has been cheap enough, “cool” enough, nor intentionally designed to incite a meteoric viral impact. The Apple Vision Pro and Microsoft’s Hololens 2, despite having impeccable functionality, ease of use, and interface quality, have been marketed and adopted by only a specialty status of developers and niche enthusiasts, I presume with hopes of slow burn socially introduction through “trickle down” principles as top industry company developers sharing the XR products' latest capabilities on social media to the ring of a whopping 5-10 likes.
From my experience in observing, writing, and praying for XR's societal integration, as well as from lens of my experience as a Member of Program Staff at xAI (SpaceX) for Multimodal Computer Vision Data, the bull of tech right now that is the race to AGI is not a slow burn. Where I see these two separate development fronts merging, is where this updated manifesto (2022→2026) concerns itself: with driving forward mixed reality production standards of live experiences as a necessary catalyst to indefinitely elevate the medium’s quality of dissemination.
Obliterating the wall between our current reality and how our hard working imagination can brighten it is what life is all about. Mixed augmented reality is the weapon that obliterates that wall, therefore the intent by which we create through it should be handled with the utmost respect for humanity’s maturity and seasoned eye for quality. The more great minds who feel invited to work and communicate through mixed augmented reality, the closer we all will be to our brightest days together.
*For in-depth inspiration around “everyday wants & demands,” please watch Keiichi Matsuda’s “Hyper Reality” at hyper-reality.co.
The following hypotheses assume hardware design can stop gatekeeping a mixed reality projection device that is not embarrassing to wear in public.
On acclimating audience acceptance of XR media by using it to drastically improve the experience of tangible media:
On inciting habitual adoption by all tiers of entertainment:
On industry ecosystems and their XR developments:
A virally compelling peak-Humanist STEM-Renaissance is made imminently possible when carefully perfected marriages of artistic prowess, augmented reality innovation, and highly organized production intentionally shepherd in new foundational standards of problem-solving. Thoughtfully ensuring that the reigns of experiential genius are being pulled at the right time and place to cataclysmically exceed all previous attempts at making mixed augmented reality truly relevant, catalytically accessible and shareable by all, co-immersive, and used for thought-provoking and philanthropic creation can once and for all set a mass acceleration in motion toward professionally streamlined sum-positive, seamless real-reality manifestations, introspections and solutions.