Workshop hosted by ACM Creativity and Cognition 2025 conference, Monday, June 23rd, 2025, (Online)
This workshop aims to become a platform for researchers and industry practitioners to explore the transformative impact of AI and XR on cinema and performance. This workshop will discuss cutting-edge AI and XR techniques that enhance creative processes, production, audience engagement, and prototyping methods. By fostering collaboration, sharing innovative approaches, and identifying research opportunities, the workshop seeks to advance the integration of AI and XR in artistic domains through educated community action.
This workshop serves as a platform for researchers, artists, and industry practitioners to explore the transformative impact of AI and Extended Reality (XR) on cinema and performance. It emphasizes foresight thinking, yet, we encourage alternative or hybrid research methods presented by participants—from ethnographic fieldwork to practice‑based design experiments.
This event aims to establish a robust community dedicated to advancing AI and XR in artistic practices. Therefore, we invite authors to submit 2-4 page position papers on their use of XR and/or AI in their practice or on any of the following topics:
AI-driven tools for cinema, and performance
XR applications in storytelling, and audience engagement
Prototyping methods for creative processes in cinema and performance
Integration of GenAI in creative workflows
Haptic and sensory feedback in immersive arts
Rapid prototyping for immersive performance
Collaborative frameworks for artists and technologists
Trends in cinema and performance technologies
Challenges in implementing AI and XR in artistic contexts
Repurposing of existing techniques for these contexts
User/case studies evaluating the above topics
Speculative design evaluating the future of the above topics
Exploration of AI and/or XR futures (e.g., Futures Studies, critical making, speculative design)
Other related topics are welcome, and interdisciplinary contributions are highly encouraged. In addition to a presentation at the workshop, authors of all accepted submissions will be strongly encouraged to demonstrate their novel techniques in a video which will be shared with the workshop participants and on our workshop website. Additionally, creators are encouraged to submit their AI generated films for screening at the workshop as alternative submissions for participation.
We seek to tie these contributions together intellectually with unifying ideas, frameworks, and theories that provide common ground for discussing, analyzing, connecting, inventing, comparing, and making predictions about emerging new techniques as well as to identify gaps or opportunities for a future research agenda. To ground the discussion, we will begin with the concept of future forms of cinematic and performance experiences.
Facilitate the exchange of cutting-edge research and practical applications of AI and XR in cinema and performance
Foster collaborations among participants from academia, industry, and the creative sectors
Encourage innovative approaches and solutions to challenges in integrating AI and XR with artistic practices and techniques
Establish a network of professionals dedicated to advancing AI and XR applications in these fields
A half-day workshop including keynotes, paper presentations, screenings, and interactive brainstorming.
The workshop will be conducted remotely and is scheduled to accommodate participants across different time zones. It will include keynote presentations, paper presentations, screenings, and interactive discussion sessions. The interactive sessions will utilize collaborative tools to engage participants actively, including brainstorming activities and foresight of trends in techniques and approaches within future cinema and performance contexts.
To accommodate diverse scholarly and creative contributions, the workshop recognizes three distinct participation modalities:
Paper Presentation Track: for researchers, practitioners, and artists who submit a position paper for peer review. Accepted authors deliver an oral presentation.
Demonstration Track: for submissions such as: AI-generated films, functioning prototypes, technical toolkits, artistic works that embody novel interactions, production techniques, or audience experiences.
Participant-at-Large Track: for scholars, practitioners, and students who wish to attend and contribute to the workshop discourse without submitting a formal work.
Monday, June 23rd, 2025
TBD
Keynote 1: XR & Theatre
XR & THEATRE
DIRECTOR / PRODUCER / CONSULTANT
Bio:
Chris is part of a small band of pioneering storytellers working at the intersection of theatre and immersive technology. In April 2023, he became the new creative director of Groundling XR (Toronto) and he is the former creative director of the VR storytelling studio, Relative Motion.
Having earned a masters degree in directing from the Royal Central School of Speech and Drama, he worked extensively directing musicals, new writing, classics and opera in London. In 2017, he began developing my specialism in narrative virtual reality. With support from Arts Council England (ACE) and Visualise, he created Shakespeare VR (acknowledged by UKRI as an outstanding and influential immersive experience from the last 20 years) and Reorientation, an R&D collaboration with Breaking Fourth Ltd. His work with Relative Motion includes Tosca VR (commissioned by The Space), Edward II VR (ACE and The Barn Theatre, Cirencester) and three new VR experiences with Sheffield’s Music-in-The-Round. Relative Motion lead the production and development of the British Council funded VR experience, In A Thousand Silences, with Palestine's, The Freedom Theatre. Relative Motion also created the Backstage Virtual Tour for the Chichester Festival Theatre's Digital Stages project - winner of the 2022 UK Theatre Award for Digital Innovation.
As a consultant in digital and immersive storytelling, he's worked with leading theatre organisations including the Royal Opera House, Chichester Festival Theatre, and the Stratford Festival of Canada. He was part of the 2019 Royal Shakespeare Company/Magic Leap Extended Fellowship Cohort and a member of Digital Catapult's 5G Testbed in London/Brighton. He was a guest speaker for Screen Industries Northern Ireland, and he developed & facilitated workshops in narrative VR for the MA in Contemporary Circus at the Stockholm University of the Arts and the Langham Directors Program at the Stratford Festival of Canada.
His current work includes a new VR musical project (London) and R&D on the fusion of virtual production technology and live theatre (Toronto). He's also engaged in research on the video game industry, the Metaverse, and Web 3, with the aim of developing a series of talks on the opportunities that these areas offer theatre artists and organizations.
If you'd like to present and participate in the activities:
Abstract deadline (250 words) June 15th, 2025, 23:59 AoE time (optional but encouraged)
Submission Deadline June 20th, 2025, 23:59 AoE time
Notification Deadline June 20th, 2025, 23:59 AoE time (This is the final acceptance date, acceptance will be published on a rolling basis relative to the actual submission date)
Camera-Ready TBD for selected papers
If you'd like to participate in the activities without presenting, please fill in this short form (https://forms.gle/eVQfbgTRRsRSjw4v6). We'll be accepting submissions until June 20th, 2025, 23:59 AoE time.
If you'd like to submit a demo instead of a paper, please fill in this short form (https://forms.gle/rVLwbRAfiVc78bz99). We'll be accepting submissions until June 20th, 2025, 23:59 AoE time.
Papers should be submitted via EasyChair to https://easychair.org/conferences/?conf=1fcpaixr0
Submissions must be anonymized in PDF format, and prepared in using the ACM submission template, available at: https://authors.acm.org/proceedings/production-information
All submissions will be peer reviewed. At least one author of each accepted submission must register for the workshop and conference. Authors of accepted papers will be expected to give a 7-10-minute presentation at the workshop, and encouraged to give a demonstration of their research as a video.
Accepted papers will be published on the workshop website (pending authors consent), with the best papers invited to collaborate on journal publications.
Senior Manager, Immersive Technologies and Simulation, Fanshawe College
Instructor & PhD Candidate, Carleton University
Founder and Director, 23-11-23 Troupe
akroma [at] fanshawec.ca
(Primary Organizer)
Bio:
Assem Kroma is a futurist and interdisciplinary researcher and leader. Currently, he is Senior Manager, Immersive Technologies and Simulation at Fanshawe College in Canada. He is the primary organizer of three successful iterations of IEEE VR Workshop on Emerging Novel Prototyping Techniques for XR. His background includes extensive experience as a filmmaker and multiplatform storyteller, embracing both traditional formats and emerging technologies like XR and 360-degree films. He is an actor, and educator specializing in digital media and cinema. His films and creative productions have been screened, showcased and won awards nationally and internationally. He emphasizes the fusion of technical and creative skills in his research and practice. He is the founder of the 23-11-23 Troupe, which focuses on innovative blends of cyberformance, future cinema, virtual reality, and traditional theatre.
We are building a community on Discord Future Cinema & Performance Research Group for those interested in the subject.
You don't have to be a participant in the workshop to join. If you are a researcher or a member of the industry interested in the subject,
please send a request from your institutional email to assem.kroma [at] carleton.ca
Please send any questions to Assem Kroma at akroma [at] fanshawec.ca