EndeavorXR CEO: "Creativity is the 'Linchpin' to Decision-Making in XR."

October 5, 2023

The second day of the Creativity Conference features numerous stimulating, incisive discussions on the application of creativity across important economic areas.

The development of virtual, augmented, and mixed reality (VR/AR/MR) systems will require inventive solutions as extended reality (XR) assumes a greater significance as part of Industry 4.0.

In order to better understand the relevance of the Creativity Conference, XR Today spoke with Samantha Tauber, the founder and CEO of VNCCII, and Maxim Jago, Conference Director for the Creativity Conference.

What do you think of the Conference, and why did you choose to go?

The founder, Maxim Jago, is a close friend of mine, which is just one of many factors, says Amy Peck.

Amy Peck: I’ve known him for years, ever when he first caught a glimpse of the incident.

Over the years, I’ve seen him develop the Creativity Conference, and I’ve taken part in two of the three live events so far.

Both last year and this year, I gave a speech at the online conference. He was a pretty fascinating guest when I first heard about him on a podcast for the Creativity Conference. I believe that the Creativity Conference is what it is because we come from very various perspectives.

He comes from a totally different background than I do, and we’ll speak about how creativity affects our individual work. It’s just going to be a wonderful chat; there isn’t really an interviewer or interviewee per se.

In contrast to how a fireside chat usually works, where one person moderates and another is the topic of the conversation, I find it to be an intriguing structure.

Why do you think the XR community places such a strong emphasis on creativity? The XR enterprise shouldn’t be focused on finding ways to boost sales, right?

Amy Peck: It’s intriguing because, in my opinion, we comprehend creativity, particularly in relation to entertainment and games.

Even though we discuss STEM education (science, technology, engineering, and math), I firmly believe it is STEAM education because it includes the arts and creativity. In terms of the end product, it’s not always pure play creativity, but creative thought also goes into how we approach difficulties.

In 2014, I came up with the phrase “volumetric storytelling” and “volumetric thinking.” It’s the idea that you can combine seemingly unrelated ideas and concepts—even when there isn’t any [obvious] connection between them—to create something entirely new.

Despite this, the ability to think creatively will be crucial. Moving forward, it will be just as crucial as analytical and critical thinking, as well as small-scale advancements in technology.

How has EndeavorXR, in respect to its participation at the event, contributed to the creative process in terms of Industry 4.0? With your listeners, what were you talking about?

Amy Peck: The previous time I talked and presented, I conveyed a story that was far more personal. These were topics that I don’t often discuss on stage, though I do occasionally discuss them with my children. My statistically insignificant data set of two included topics that I’ve used throughout the years as a test population for technology and how people feel about it.

In order to understand why I do what I do, what motivates me, and how creativity fits into the process, I adopted a very personal approach. I believe that many people are unaware of the fact that I have been a photographer for many years.

While I was very, very pregnant and unable to travel for my job at the time, which involved creating music videos and television advertisements, I also ran a fine art photography business.

I had a lot of energy and used it to start a photography business since I was passionate about it and because I’ve always been creative. Particularly in my work, I have developed our own distinctive style of creative future visioning that incorporates design thinking.

It even has sciences behind it, such as the science of mindfulness, which I believe is an industry misnomer. More people are considering that in terms of wellness and meditation.

There is that element, but there also science behind how mindfulness practices help the mind create new brain connections.

This is a practice in exercising your agency and mental presence.

Though it is a component of it, our future imagining is less concerned with designing the future. We don’t know how much of a dynamic we are in, especially at work, so it’s about changing the way we think.

What do you think of Meta Quest 3 with the Apple Vision Pro? Will they foster creativity in the XR sector going forward?

Amy Peck: Everyone seems to be busy attempting to contrast the Apple Vision Pro and the Quest 3. They’re focusing even more on gaming now that the Quest 3 has significantly greater passthrough capabilities. I believe businesses will find applications for that, particularly the ability to stream Xbox games.

It’s now an infinitesimal market in terms of hardware adoption in comparison to smartphones and laptops, right? They represent a very modest portion of the possibility.

The more gadgets that are available and that regular people, rather than only early adopters and gamers, begin utilizing them, the better. This is due to the fact that they will begin to develop a market, more financing will arrive, and then devices will advance. It will proceed in the manner expected with new hardware.

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