We add immersive XR environments to real-world events using smartphones and lightweight AR/VR viewers. ImmersiCon transforms concerts, festivals, planetariums and public spaces into layered immersive experiences.
Immersive XR integration for concerts, festivals, cultural venues and live experiences.
Includes:
mobile XR
synchronized environments
audience immersion
event integration
Immersive Content & Worlds
Custom virtual environments and immersive storytelling experiences.
Includes:
3D worlds
branded XR experiences
space / abstract environments
interactive visual narratives
Includes:
VR simulators
training environments
educational XR
experimental interaction systems
XR Products & Experiences
Interactive XR products and immersive applications.
Technology Capabilities
Why ImmersiCon
Works with smartphones
Lightweight audience onboarding
Scalable for different venues
Enhances existing events
Flexible content integration
Designed for immersive engagement
THE SHIFT
Hardware is racing. By 2026, smart glasses already outship every other XR device combined. The question deciding whether they become a category or a curiosity isn't optics or price — it's what people will actually wear them for.
The glasses are coming. The content isn't. By 2026, more smart glasses ship than any other XR device. XREAL, Meta, Apple, Google and Snap are all racing to make them lighter, cheaper, better. But none of them have answered the real question:
What will people actually watch on them?
We've seen this before. Smartphones were boring until apps showed up. The web was quiet until video arrived. AR glasses are at the same point now — the hardware works, but the reason to put them on is missing.
What we do. ImmersiCon turns real venues — concert halls, festivals, brand events — into immersive AR shows. Today, audiences experience them on their phones. The shows sell tickets, work at scale, and we've already run them at a planetarium symphony and an electronic festival. Every show we produce builds something bigger: a catalogue of live experiences, the tech to deliver them, and the rights to use them again.
Why it matters. Sooner or later, two questions will be asked at the same time. Hardware makers will ask: what do we put on our glasses to make people want them?Audiences will ask: what's actually worth watching on these things? We intend to be one of the answers to both.