CWI researchers exploring the workflow of XR production companies through user-centered workshops

During May-June 2023, CWI researchers conducted three focus group workshops with XR production companies for better understanding the production workflow. The detailed insights and outcomes from these workshops serve as the foundation for the TRANSMIXR project, identifying the opportunities for the authoring tools to be developed. They provide a clear framework for the development of tools that will be useful for the production of next-generation immersive and social XR applications.

The detailed insights and outcomes from these workshops serve as the foundation for the TRANSMIXR project, identifying the opportunities for the authoring tools to be developed. They provide a clear framework for the development of tools that will be useful for the production of next-generation immersive and social XR applications.

TRANSMIXR researchers from CWI have conducted three focus group workshops with XR production companies: Khora (Copenhagen, Denmark), Gluk Media (Vilnius, Lithuania), and Immersion (Bordeaux, France). Each session lasted 2-3 hours and 4-8 people, respectively, were invited to share their expertise for the user-centered workshop. Participants engaged in hands-on activities, such as writing, drawing, and discussions, to share and brainstorm ideas together. The activities were carefully designed to learn from participants about their expertise in XR production. A wide range of experts from each company participated in the workshops, including project managers, CTO, CG artist, lead programmer, film producer, and sales personnel, providing diverse perspectives.

The entire session was voice-recorded, and the scripts and activity materials were transcribed into texts for analysis. The analysis results revealed that XR production follows four phases: 1) Pre-production, 2) Production, 3) Post-production, and 4) Post-release; while the timeline and specific details within each phase vary depending on the type of project. Participants noted that the most complicated stage was ‘pre-production’ due to clients’ limited understanding of XR technologies and their high expectations regarding the possibilities within the given time, budget, and technical constraints. The miscommunication between the client and the company regarding the vision for the XR product often results in the final outcome not meeting the client’s needs.

There are several opportunities for authoring tools in each phase: a social VR space to have a common understanding with clients on the design and possible XR technology (pre-production, post-release); a social VR space for team members to have a common understanding of the design direction (production, post-production); a tool that uses generative AI (production, post-production); a tool for real-time application (between post-production and post-release).

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