
sueddeutsche.de
XR Technologies at Venice Immersive: A Focus on Bavarian Contributions
The Venice Immersive event showcased 69 XR projects from 27 countries, with six projects from Bavaria or supported by the FilmFernsehFonds Bayern (FFF), highlighting the region's growing role in immersive technology.
- What is the significance of the Bavarian contribution to the Venice Immersive event?
- Six of the 70 XR projects at Venice Immersive originated from Bavaria or received funding from the FFF, totaling €700,000 in 2024. Three of these secured spots in the XR competition, demonstrating a successful return on investment despite the relatively small funding compared to the overall FFF budget.
- How does the FFF's support for XR projects align with broader industry trends and challenges?
- The FFF's investment aims to prevent Bavaria from falling behind in the international XR market and attract international production companies. This is in response to the current challenges of limited accessibility for XR experiences, primarily due to the cumbersome nature of current XR viewing equipment, as well as the fact that traditional cinemas are struggling to survive.
- What are the potential future implications and challenges for the XR industry, considering the examples presented at Venice Immersive?
- The success of large-scale immersive venues like Las Vegas's Sphere (20,000 capacity) contrasts with the limited accessibility of current XR technology, suggesting a need for infrastructure development. The adaptation of existing spaces like former cinemas into immersive hubs (200-300 capacity) in Asia suggests a more scalable and accessible model for the future. FFF is currently considering funding suitable playback locations to address this current technological limitation.
Cognitive Concepts
Framing Bias
The article presents a balanced overview of the XR industry, showcasing both its potential and its current limitations. While highlighting the successes of Bavarian XR projects in Venice, it also acknowledges the challenges, such as limited accessibility and the prevalence of low-quality content. The framing avoids overly positive or negative language, presenting a realistic picture of the field.
Language Bias
The language used is largely neutral and objective. While terms like "Horror" are used in the introduction to grab attention, they are quickly contextualized and the overall tone remains informative. There is no significant use of loaded language or biased descriptions.
Bias by Omission
The article could benefit from including more diverse perspectives from within the XR industry, such as those of XR developers or users outside of Europe and North America. While the global scope is touched upon, deeper insights into various cultural contexts would enrich the piece. The focus on European projects and funding might inadvertently downplay the contributions of other regions.
Sustainable Development Goals
The article highlights the significant advancements and investments in XR (Extended Reality) technologies, fostering innovation and economic growth within the creative industries. Funding initiatives like the one from the FilmFernsehFonds Bayern directly support the development and production of XR projects, stimulating technological advancements and job creation. The increasing popularity of immersive exhibitions and experiences also indicates a positive impact on the infrastructure needed to support this new media.