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Partner Journey #9 with VRDays

Manuel Toledo, Project Lead of the VOXReality Horizon project at VRDays Foundation, reflects on the project’s journey, its impact on bridging industry and research, and what voice-driven immersive technologies mean for the future of connection and collaboration.

Benjamin de Wit: Manuel, as the VOXReality project concludes, how do you feel the VR conference use case has advanced the conversation around the future of virtual events and communication technologies?

Manuel Toledo: Well, in my opinion, regarding the very initial idea of the VOXReality Project, which came out of the limitations produced by the pandemic time, that was a very good moment to propose this sort of technology in which conferences could be accessible on a remote basis. Of course, after the pandemic, this reality never went away. We kept using remote connections and meetings and technology, which causes a sort of backlash effect of what is called today “Teams fatigue”, where people actually do not want to engage online or remotely anymore.

However, on the other hand, you have that there are some very strict regulations arising in the corporate world where people are limited by the emissions and their ecological footprints. Therefore, they are requiring this sort of accessibility to B2B events and so on. So it’s really interesting how this somehow grew up out of a necessity that at some point seems to be vanishing because we were going back to normal, but that normality never came really back because we had to address other concerns that actually align with the idea of the project — also adding to the sustainability of business operations, allowing to reduce traveling cost to this sort of (B2B) events.

So the way this technology has advanced the conversation I think has been very relevant for businesses like the VRDays Foundation which produces a B2B conference. I think this is something that will keep growing in the near future, and of course we will see very diverse and larger developments on this topic.

In what ways has VOXReality enabled VR Foundation to foster stronger links between the XR industry and the research community? And how do you see this collaboration shaping future innovation in immersive technologies?

Well, I think that the good thing about being part of this consortium, the VOXReality Consortium project, has been also to show the research community that VR Days is not just an event. It’s not just what they will say a platform to show their initiative, but also a place where they can actually find active collaboration and at the same time an access to a larger network of people interested in this combination or interactions between the XR industry and the research community. So from my personal experience in participating in the VOXReality project has been that VR Days has been re-evaluated in the terms of what kind of interactions or value can we bring to the research community.

Can you share a concrete example of a connection or collaboration that emerged directly from VOXReality's bridging industry and academia?

Well, I think the fact that since we joined the VOXReality Consortium, we have been already engaged with several other applications for research projects because some of the partners that we have now, they’re also collaborating with other research groups and they consider that our integration into this proposal is relevant for advancing the project and being able to test it, to really expose what they do and the interactions with the community that the VR Days provides via Immersive Tech Week or the internal communications that we actually have with other networks in the market.

Immersive Tech Week and similar events have showcased VOXReality's developments to international audiences. What kind of responses or discussions did these presentations generate within the XR and events sectors?

Well, I mean, we can remind that VOXReality started almost at the same time that VR Days moved to Rotterdam. So the participation of VOXReality as a consortium and also its partners have been continuous since 2022. They have been engaged in serious conversations with industry relevant actors and they have been presenting the findings of the research in several panels. They have also engaged with other stakeholders in which they have found fruitful collaborations. So I think that from the perspective of showing Immersive Tech Week audiences what they are doing and by extension what we are doing as VR Days Foundation in advancing the XR technology — not just as having an event but also involve ourselves in what’s going on in the research front, especially within the European landscape, the funding, the activities, the interactions — is relevant.

These conversations have been very relevant. Now as I said previously, that also triggered the research community to understand the extra value that we bring to this conversation, not just an event, but also as a place where they can find connections, they can find feedback and where they can actually support themselves in order to advance their research and find potential new partners.

Were there any unexpected questions or use cases that audiences proposed that you hadn't initially considered for the technology?

Within the VOXReality project structure, we have a part called cascade funding. The cascade funding means that the project proposes a technology development up to a certain point in which this technology is made available to others — not the ones who participate — in an open call for funding. These are new companies, startups mostly, that come up to the application and say, “We think we can use your technology in a very different use case.”

That’s the whole idea of the cascade funding. So we selected about five companies that came with very different use cases than the ones we proposed originally for the VOXReality project — from, let’s say, welding technology to preservation of historical sites. And finally, one of the best evaluated projects was a company based in the UK proposing the use of smart glasses to empower people living with dementia and mild cognitive impairment to live independently by supporting their ability to recall information — the glasses would be sort of a partner, a carer that will allow them to live a more independent live.

All this technology base grew from the VOXReality project, but these companies found new ways to use that technology in different use cases. It was very refreshing and encouraging for all the participants of the VOXReality project to see that there was much more than what we were doing. We spent three years in this project, so it’s very easy to go into a sort of “tunnel vision” because we had to be very focused to deliver what we had promised in the original agreement. But to have people that come out of their box was really, really interesting.

Did the cascade funding process also cause some friction or concerns? There was a bit of delay in the process also because of the success of the Open Call.

Yeah, I mean, it’s very… paper can hold a lot of things, and we know that. So proposing a project that is only 36 months and then no delays or no situation that requires extensions or rethink or redirection of ideas will not happen is kind of naive. But the rules are that you have to compose a plan of 36 months and that’s it. We did not manage to do the 36 months because of what you mentioned — we have some delays and how do we present this open call in the most effective way, conversations with companies that were joining in this level and how to facilitate them the best way for them to reach results.

So these sort of interactions also have this human factor that of course they do not run on a linear way so can cause delays. But for the European Union, this was not an issue. We were showing that our progress was substantial and the way we justify our extensions were reasonably within the scope. Therefore, we managed to deliver all results on our end and allowed the companies that came into the cascade funding, the open call, to also deliver what they promised. So at this point in time, by month 39, which is December 2025, we are ready to deliver final results. And this is the conclusion of the project, therefore we are ready to make our findings public.

And actually richer than expected, because there were ideas that were out of the box.

Yeah, I think that’s certainly an interesting thing. We were at our last general assembly that happened in Athens last week. We had the opportunity to have a conversation with one of the founders of this company that represented these smart glasses for people with cognitive impairment, and it was very interesting because for them, being allowed to participate in the Open Call for cascade funding allowed them to take their technology a big step further.

So now they’re talking about getting into production of more glasses and distributing it to more people to keep testing, produce new design iterations and so on, the kind of actions that may allow them to improve their product and see further applications or perhaps going into the market very soon.

From a production and implementation perspective, what were the most meaningful lessons learned about creating scalable, sustainable virtual conferencing experiences?

Well, I mean, in this case, implementing a technology that we developed — of course, the development, the integration of those components is always tricky because we are playing with things that are made for specific different functions that we altered or we modify or we created from scratch. So there’s always this level of uncertainty on how this is going to end up. However, the teams are very qualified to, let’s say, foresee the potential risks or difficulties that could be found.

In the case of the virtual conference experiences, I think this way of presenting virtual conference is very novel because the technology that we presented and the services that we are proposing are focused first of all on a business to business environment. So this is not like for people to go and have parties. Let’s say this is very focused on business to business audiences.

The services are all focused on how we provide accessibility for those people that want to make business in a conference or in a virtual environment, while providing them with real-time translation in six languages. So we assume that people that might join here might not use English as their first language, so they may engage in their native language and therefore the machine will provide that level of interaction on the translation level.

Also, if you are in a virtual environment, most likely you have never been there. Therefore, finding your way around can be as challenging as in a physical venue. However, here the system allows the user to request information and feedback in terms of facilitating navigation through the virtual venue.

And last but not least, we have created a virtual agent that is also able to answer questions from the audience while in the conference regarding the program, where to find specific rooms, provide summaries of presentations, so they can always collect material and be able to process all this level of information in a more efficient way.

So it’s a challenging business, so to say, because if this has to be implemented by the VR Days Foundation, it’s already there. We could do it. But of course, it’s a business model that needs further development. And of course, it’s not cheap technology, because it takes a lot of time and effort. It’s complex technology, but that can put the virtual conference business element on a very high level situation in comparison to other events.

Looking beyond VOXReality, how do you see voice-driven and immersive technologies reshaping how people connect, collaborate, and share knowledge in the coming years?

Well, that’s a good one. I would say that going from hand or control joystick driven, keyboard driven into voice driven is going to be a natural evolution of how we interact with these systems. The more intelligent the machines, the more we can interact vocally with them without needing to have a mouse or keyboard or joystick, etc.
That will allow us also to start perceiving immersivity in a very different way, because now we are really not just moving like in a video game, but we are making more meaningful questions, requesting more specific feedback from the systems. That also allows people to get into richer interactions, because now it’s not going to resemble a video game as in previous experiences, but now we’re going to start getting in real immersivity, which will allow of course to connect in different ways, to collaborate in a level of business environments or work environments and also allow to share knowledge because interactions will not be disrupted by this flimsy technology that we have today that is still not allowing this rich level of interaction or grain that is necessary for human interactions to be on a higher scale, a higher level.
So what we see in the VOXReality project is something that we will see perhaps not as the integration for services, but we will see each one of these services separately being popping up in all the future — not future, let’s say tomorrow’s technology when it comes to interacting in an immersive environment. So as we put it as a project title, this is voice-driven interactions in XR spaces. So that sort of technology is going to be a major feature in the near future.

Within Immersive Tech Week's specific context and community, which sectors or use cases do you predict will adopt these technologies most rapidly and meaningfully?

Well, I mean in the case of the VR conference, we have already people that are doing these virtual worlds to connect to create this sort of virtual conferences. That is something that already exists, and since probably even before COVID time. The big difference here would be that this is not just turning to a game of interacting with people, but that can produce real effects in the way that businesses make business.
That the use of the clients or the services can demonstrate on the business scale that this is profitable, that return of investment for companies invested in this sort of technology is real, that people could actually, or companies could actually claim that these technologies has reduced their ecological footprint because they can join many more conferences or events without having all the ecological impact that they need to measure in their practices per year.
So I think from the VR conference use case perspective, if this is adopted and kept developing within the business that has been proposed for, you could deliver great results.
Now, let’s not forget that this project also contains two other use cases which are also very interesting. One is about training factory workers, high-tech factory workers to produce tasks or to be trained by a virtual agent. That is something that in the high-tech industry is very required because those that can train technicians, high-level technicians, are scarce individuals. So if a machine can provide volume and intensity and great evaluation of those technicians, high-tech technicians, the industry will profit immensely.
Now, on the other hand, we have the augmented reality theatre use case, which actually is spectacular. The last pilot was presented last June at the Athens Epidaurus Festival which is Greece’s foremost cultural festival and one of the oldest performing arts festivals in Europe, to real audiences, and the reviews are really spectacular. This use case is something that with a bit more development can be scaled and applied tomorrow. And this is something that happened because the application was real time, not just another pilot but they put it up in front of one of the largest theater festivals in the world, on stage, and it worked great. There are great images, there are great reviews, and with a very famous theater director validating the experience.
So it’s a real milestone for the technology development to say it was tested, it worked, and that the Greek partners are currently looking for full scale applications. This experience was really “a cherry on top of the VOXReality cake”.

Do you have any personal remarks you still want to make, things you feel like we haven't addressed or that you think should be addressed in this interview, or things that you just want to share about the project?

Mainly something that does not go into the technical discussion, but how much of an experience it was to interact with a diverse group of people coming from different countries, different cultures, with different technical backgrounds, and the way that we all fell into this sort of synergy of collaboration and in many cases also real friendship that we have been sharing for these years.  I guess that these results are going to be a solid highlight in everyone’s careers.

Hopefully, this development is something that can be taken by other research groups and expanded and taken beyond what we have done. My biggest gratitude is to the people that joined this consortium, the way they work, the way they contributed, the good moments, the parties, the dreams, and the days of frustration, where things were not working the way we thought, but that’s part of life and work. So I leave the project or finish the project with a great sense of accomplishment and a nice group of people that I’ve managed to meet.

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Manuel Toledo

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Benjamin de Wit

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Partner Journey #8 with AEF

In this interview, we explore how the Athens Epidaurus Festival (AEF) navigated the delicate balance of integrating AR and AI into the high-stakes environment of live theatre. From delivering real-time multilingual captions to seamless visual effects, the Festival team discusses the challenges of “synchronizing the digital and physical layers” and how audiences reacted to this new medium. This conversation highlights a future where technology enhances accessibility and artistic expression without ever losing sight of the core theatrical experience.

Looking back on your journey with VOXReality, what do you consider the most significant achievements or milestones for the Augmented Theatre use case?

There were several significant achievements during the Augmented Theatre use case. Over the past three years, we gradually succeeded in integrating Augmented Theatre into a theatrical performance. From the internal pilot to the first iteration of the AR use case to the performance Hippolytus (in the arms of Aphrodite), the VOXReality team managed to overcome all technological and practical limits complying with high artistic demands and respecting theater as a medium. The implementation of the public pilot and the performance Hippolytus (in the arms of Aphrodite) marked the key milestone, demonstrating that AR can be used in the theatre industry both as an invaluable accessibility tool that can substantially increase an organisation’s outreach and as a narrative tool for theatre creatives.

How has participating in VOXReality influenced AEF’s approach to integrating technology (such as AR) into future theatre productions or audience engagement strategies?

Participation in VOXReality strengthened the Festival’s perception of AI and AR technologies  both in terms of design and production. Through this project, the Festival gained valuable experience in collaboration between artistic and technological teams, as well as in managing complex XR productions. This stands true for both components of the AR theatre use case: the multilingual captions and the VFX that can be integrated in future live performances both separately and jointly. This experience also paves the way for future AR theatre applications that enhance accessibility and inclusion, always with respect for the core of the theatrical experience. 

What were the main challenges your team faced during the development and testing phases, and how did these experiences shape your understanding of AR’s role in live theatre?

The greatest challenge stems from the fact that the VOXReality team had double goal of delivering a technically successful pilot while also respecting the basic core values of theatre for creatives as well as audiences, as well as live performances do not “pause” when technology encounters difficulties. Ensuring that the digital and physical layers of the pilot run smoothly and that the synchronization between the two layers was as precised as possible has been the main focus of our efforts. Adding to that, limitation of AR equipment added an extra challenge both during the development and the implementation of the use case. 

From an artistic and audience perspective, what kind of feedback or reactions have you received that best capture the impact of the Augmented Theatre experience?

This experience highlighted that AR in live theatre has significant potential for dramaturgy and artistic creation. This was also evidenced by the audience embracing the experience with enthusiasm, highlighting the creative “dialogue” between the live and digital worlds. Particularly the feedback of our use case was overwhelmingly positive with more participants showing strong interest in the emerging AR theatre medium. The audience in its majority referred to the sense that the technology did not distract attention, but rather enhanced the emotional and interpretive engagement with the performance. The reaction to VFX was almost unanimously positive. 

Moreover, participants highlighted the value of personalized captions that allowed them to delve deeper into the text and feel closer to the theatrical experience. 

It is characteristic that in the very few cases that technical issues were encountered (i.e. a small observable latency), the overall impression and experience remained positive enough for the audience to proclaim that they would definitely repeat the experience. 

As the project concludes, what are your hopes or next steps for continuing or expanding the work initiated through VOXReality?

Athens Epidaurus Festival is dedicated in utilising the tools and lessons learnt of VOXReality to increase its accessibility features over the next few years through automatic caption delivery, especially as AR equipment becomes more readily available. We consider that this project has given the Festival a strong headstart into innovative technologies that will surely become more popular in the future.  

Our hope is that this first successful step into AR and XR will be followed by many other projects and will be embraced by existing new audiences. 

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Elena Oikonomou

Project manager for the Athens Epidaurus Festival, representing the organization in the HORIZON Europe VOXReality research project to advance innovative, accessible applications for cultural engagement. With a decade of experience in European initiatives, she specializes in circular economy, accessibility, innovation and skill development. She contributes a background that integrates insights from social sciences and environmental research, supporting AEF’s commitment to outreach and inclusivity. AEF, a prominent cultural institution in Greece, has hosted the renown annual Athens Epidaurus Festival for over 70 years.

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Partner Journey #7 with UM

In this interview, we sit down with the project’s Scientific Coordinator, Maastricht University, to discuss how the consortium navigated the “turbo-fast” pace of AI development, the challenges of deploying models in noisy environments, and the ethical frameworks that ensured responsible innovation. From publishing 16 scientific papers to releasing dozens of open-access models, VOXReality provides a blueprint for the future of immersive, intelligent technology.

As the scientific coordinator of VOXReality, how would you summarize the project’s main scientific achievements, particularly in the areas of NLP, CV, and AI integration?

At its core, the project had two main goals: advancing natural language processing literature and making sure these technologies actually work inside real XR applications. To do that, not only did we work on the fundamental research but also, we developed applications to try them in real world cases. We published 16 scientific papers where we introduced new methods and models. We also made our work available to the public by releasing 25 models and 6 datasets shaped by our scientific outcomes and the needs of XR use cases. On top of that, we developed three optimization tools to make these models lighter and efficient enough to run in XR environments. From the end-users’ perspective, what really matters is how this work performs outside the lab. We demonstrated the capabilities of our models through three applications developed within the project and five more built by our external partners, each combining our models in different ways. These eight applications were tested with real end users in pilot studies, and the results gave us solid scientific evidence that the project’s achievements are not just academically sound, but also practical and valuable to be used in real-world XR scenarios. 

Did Maastricht University’s work on neural machine translation and automatic speech recognition evolve throughout the project? Were there any key breakthroughs or lessons learned?

For sure. It would be weird if it didn’t. The project started in October 2022 and two months later ChatGPT was launched and since then there has been a new model every week released. And while ASR and MT were already robust with the typical models released, we had to follow through to see how we can update our models and incorporate improvements such as handling the context in MT or introducing robustness for the ASR. At the same time, in some cases we had to fine-tune models for some of the consortium languages (namely Greek) in order to adapt our models to our use case. 

You played a central role in supervising the ethical aspects of AI within the project. How did the consortium approach ethics from both a research and deployment standpoint, and what frameworks or practices were most valuable?

In the project lifetime, UM became the primary partner to ensure responsible data collection and management. We had 3 different use-cases with different requirements per case, so the first decision was to submit 3 different applications (which made things both easier (e.g. share common issues among the 3 use cases) and harder (e.g. handle 3 applications with different locations etc.). Ethical approval (which is necessary for all studies involving humans) is primarily a reflection of the protocols we use and it is our impression that the whole VOX consortium benefitted from assessing what procedures are necessary for running the 3 successful pilots, how can we be as less intrusive as possible and in the end standardize the pilots and help us have valid results. 

How did the pilot studies and open calls contribute to validating the developed technologies, and what insights did you gain regarding their scalability and future adoption?

Something that became very clear from both the pilot studies and the open calls was that it is difficult to disentangle the model from the deployed version of it, e.g. while ASR and MT models worked perfectly in our “lab/research” setup, their efficient deployment (i.e. dealing with multiple users at the same time, multiple and different types of devices, noise/real-world conditions) proved challenging and it was sometimes not easy to pinpoint where the error came from. If anything, this error chasing made our models more robust to deploy in edge devices, and as such it makes them more valuable for future applications. Same with open calls, we were more than happy to see how models can be extended both to new languages we did not specifically test (e.g. Latvian) but also other use cases (which we haven’t accounted for). 

Looking ahead, how do you envision NLP, CV, and AI advancing XR even further beyond the VOXReality scope? What directions or applications are you most excited about?

Both fields are going to move at a “turbo-fast” pace (perhaps AI a little bit faster due to the huge interest). In VOXReality, as we said previously, we developed 25 models and 6 datasets, which are available for further experimentation. In the current climate, where the trend seems to be about “closing” models so that each business takes advantage of their in-house technology, our resources can play a big role by providing open access to researchers and small businesses. As XR applications are being democratized (both in terms of cost and wider adoption), it’s only natural to see more integration with AI. Also, walready have ideas and new directions for our consortium such as education and collaborative virtual spaces (e.g. immersive language environments with real-time ASR and feedback), cultural heritage (e.g. digital museums), accessible XR environments for people with disabilities etc. 

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Jerry Spanakis

Assistant Professor at Maastricht University

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Yusuf Can Semerci

Assistant Professor at Maastricht University

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The Future of Extended Reality: From Intelligent Interaction to Hybrid Intelligence

Extended Reality (XR) is rapidly evolving from visually immersive environments toward intelligent, responsive systems capable of adapting to human intent. A key milestone in this evolution has been achieved through the VoxReality project, which demonstrated how Artificial Intelligence (AI) can be effectively integrated into XR to enable more natural, voice-driven, and context-aware interactions. Building on these outcomes, future XR applications will offer more personalized and immersive experiences through understanding the user needs and preferences.

Looking ahead, the integration of AI into XR applications is expected to increasingly rely on advanced human-AI collaborative frameworks, enabling the emergence of XR hybrid intelligent systems in which human expertise and AI capabilities are tightly coupled within immersive environments. Immersive spaces allow AI systems to observe user actions, gestures, speech, and attention in context, while users can directly perceive and interact with AI behavior. XR hybrid intelligent systems will facilitate not only intelligent interactions and immersive experiences, but also personalised content generation that takes into account users’ knowledge, skills, and performance. For example, a virtual training assistant could dynamically generate immersive scenarios that specifically target and bridge individual knowledge gaps. Beyond content personalisation, XR hybrid intelligent systems will leverage user feedback to continuously adapt and improve system performance in alignment with evolving user needs. Key feature in these systems is to empower users in guiding, correcting, and shaping AI behavior over time.

In the context of XR hybrid intelligence, Explainable AI (XAI) and human-in-the-loop technologies become critical enablers. As XR systems grow more autonomous and intelligent, users should be able to understand why an AI agent behaves in a certain way. XAI techniques can make AI reasoning transparent within XR environments, for instance by visualising decision pathways, highlighting relevant contextual cues, or providing natural language explanations. Moreover, the integration of XAI into XR environments introduces new opportunities for sense-making and reflection. By embedding explanations directly into immersive experiences, users can not only observe system outcomes but also explore underlying reasoning processes in a spatial and interactive manner. This can transform XR from a passive visualization medium into an active cognitive workspace where users learn with AI, rather than merely from it. In parallel, human-in-the-loop approaches encourage user feedback, enabling continuous system adaptation, performance improvement, and trust calibration. Such transparency not only builds trust but also supports effective human-AI collaboration.

In conclusion, the VoxReality project represents an important step toward intelligent XR environments grounded in natural interaction. The future of XR will build upon these foundations by embracing hybrid intelligence, transforming XR into a space where humans and AI systems work together seamlessly, transparently, and creatively. This convergence will redefine how we interact with digital worlds: not as users of technology, but as partners within intelligent immersive environments.

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Konstantia Zarkogianni

Associate Professor of Human-Centered AI
Department of Advanced Computing Sceinces
Maastricht University

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VOXReality Final Newsletter: Celebrating Innovation and Impact

The final edition of the VOXReality newsletter is now available. As the project concludes its journey, this comprehensive update highlights the major milestones achieved through the integration of AI and Extended Reality (XR).

Key Highlights from the Final Edition

The newsletter provides an in-depth look at the project’s results and the legacy it leaves behind within the immersive technology landscape:

  • Completion of the €1 Million Open Call: Learn about the five innovative projects—AIXTRA, CrossSense, VAARHeT, WELD-E, and XR-CareerAssist—that successfully integrated advanced AI into XR environments to modernize sectors ranging from healthcare to heavy industry.

  • The Final General Assembly in Athens: A report on the consortium’s recent meeting hosted by Synelixis, where partners validated the completion of all project goals and prepared for the final review with the European Commission.

  • Use Case Pilot Success: Detailed findings from our real-world testing phases.

    • AR Training Assistant (Voxy): Highlighting a strong user preference for voice-driven AI interaction in industrial assembly.

    • VR Conference: Evidence that 80% of participants found AI-driven navigation and real-time translation more intuitive for professional events.

    • AR Theatre: Outstanding results from the Athens Epidaurus Festival, where 87% of participants expressed interest in future AI-enhanced performances.

  • Beyond VOXReality: Information on how the project’s vision continues through the BeyondXR Cluster, a collaboration of EU projects dedicated to driving long-term societal impact through XR, AI, and robotics.

A Legacy of Innovation

While the VOXReality project is reaching its conclusion, the work of our partners continues to evolve. This final newsletter serves as a record of the breakthroughs achieved and a guide to the future of inclusive, user-friendly technology!

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NUMIX LAB 2025: A Travelling Troupe of XR Creativity

In an increasingly hybrid cultural landscape, NUMIX LAB 2025 reaffirmed itself as one of Europe’s most compelling platforms for digital creativity, immersive arts, and cultural innovation. From December 1 to 5, I took part in the sixth edition of the event. It unfolded across Budapest, Veszprém, Vienna, and Linz, offering an experience that challenged conventional ideas of what a conference can be. This article reflects on NUMIX LAB from the perspective of a participant working at the intersection of culture, technology, and immersive practices.

What immediately set NUMIX LAB apart was its multi-city format. Rather than remaining in one place, participants crossed borders and cultural contexts together. This approach embodied the 2025 theme: Beyond Boundaries. It encouraged me to reconsider how digital and immersive works are shared, presented, and accessed across Europe. Movement itself became meaningful. It shaped how discussions unfolded and how ideas were absorbed.

LAM - Light Art Museum - Budapest, Hungary

I joined nearly 300 professionals: artists, producers, researchers, representatives from cultural institutions, festivals, museums, creative technology studios, and EU funding bodies. Together we spent a week exploring and exchanging ideas. Travelling between cities felt less like logistics and more like a curatorial gesture. This reinforced the idea that digital culture is deeply shaped by context. Innovation benefits from exposure to diverse environments.

The program struck a strong balance between reflection and practical application. Through panels and talks, I engaged in discussions on immersive narrative futures, hybrid artistic practices, and the evolving role of cultural venues in a digital world. A recurring theme was the need for institutions to move beyond isolated experimentation. They must work toward sustainable, audience-centred integration of digital media.

CODE - Centre for Digital Experiences - Veszprém, Hungary

Equally impactful, the site visits and workshops brought theory directly into practice. Museum, creative hub, and innovation centre staff demonstrated how they adapt infrastructures, teams, and storytelling approaches. They support XR, interactive installations, and performative technologies, and grapple with real operational constraints.

Beyond the formal program, networking was seamlessly woven into the experience. Conversations continued during city transfers, shared meals, and informal gatherings. This fostered continuity and trust. This structure allowed ideas to mature organically into concrete collaboration opportunities. Several discussions quickly shifted from inspiration to feasibility.

Place also played a defining role. Budapest and Veszprém highlighted emerging creative scenes and regional innovation strategies, while Vienna demonstrated how established institutions are navigating digital transformation at scale. Linz, with its strong media arts identity, provided a fitting conclusion, underscoring how digital culture flourishes in environments that actively support experimentation and creative risk-taking. 

Experiencing these cultural ecosystems firsthand enabled me to compare funding models, institutional approaches, and audience engagement strategies across borders. This contextual learning proved just as valuable as the formal sessions and reflected NUMIX LAB’s strong commitment to experiential knowledge exchange.

One of the most striking aspects of NUMIX LAB 2025 was the strength of its community. The event brought together a genuinely interdisciplinary group. It broke down silos between artists, technologists, curators, and decision-makers. The focus on young audiences and accessibility was particularly meaningful. Rather than treating younger generations as a future concern, discussions placed them at the centre. This encouraged the design of digital experiences that are inclusive, relevant, and culturally grounded.

Johann Strauss Museum - Vienna, Austria

The reflections emerging from NUMIX LAB 2025 also resonate with the objectives of VOXReality, an initiative focused on advancing the convergence of Natural Language Processing and Computer Vision within Extended Reality environments. While NUMIX LAB operates at the scale of cultural ecosystems and professional exchange, VOXReality addresses similar questions from a technological and research-driven perspective: how XR experiences can better understand users’ goals, context, and surrounding environments through language-based interaction supported by visual understanding. Although operating in different domains, both point to a shared evolution of immersive practices, one in which technology moves beyond surface-level interaction to enable more contextual, responsive, and meaningful engagement.

As digital and immersive arts continue to reshape how culture is created and shared, NUMIX LAB stands out as a platform actively shaping this transformation. As a participant, I left not only with new contacts and ideas, but with a clear message. The future of digital culture lies beyond geographical, institutional, and imaginative boundaries.

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Manuel Toledo - Head of Production at VRDays Foundation

Manuel Toledo is a driven producer and designer with over a decade of experience in the arts and creative industries. Through various collaborative projects, he merges his creative interests with business research experience and entrepreneurial skills. His multidisciplinary approach and passion for intercultural interaction have allowed him to work effectively with diverse teams and clients across cultural, corporate, and academic sectors.

Starting in 2015, Manuel co-founded and produced the UK’s first architecture and film festival in London. Since early 2022, he has led the production team for Immersive Tech Week at VRDays Foundation in Rotterdam and serves as the primary producer for the XR Programme at De Doelen in Rotterdam. He is also a founding member of ArqFilmfest, Latin America’s first architecture and film festival, which debuted in Santiago de Chile in 2011. In 2020, Manuel earned a Master’s degree from Rotterdam Business School, with a thesis focused on innovative business models for media enterprises. He leads the VRDays Foundation’s team’s contributions to the VOXReality project.

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VOXReality Marks Final Milestone at Athens Consortium Meeting

The journey of the VOXReality consortium has reached a significant turning point! We gathered, on December 10 and 11, in the historic city of Athens for our final consortium meeting, hosted by our partners at Synelixis. It was a productive and inspiring two days dedicated to celebrating our collective achievements and looking toward the future of XR. 

Reflecting on Success and Innovation 

The meeting provided a platform for all partners to share the results and major breakthroughs from each work package. We are thrilled to announce that the project goals have been successfully achieved. Our highlights include:

  • Knowledge Sharing: A series of high-impact publications detailing our research on AI integration in XR environments

  • Pilot Success: Results from our use-case pilots, spanning VR Training, AR Theater, and VR Conference applications, demonstrated incredible potential. 

  • User Validation: Final users provided glowing feedback, showing a high level of interest and engagement with the immersive experiences we’ve built together. 

Preparing for the Grand Finale 

With our research and pilot phases concluded, the consortium is now hard at work preparing for the final review with the European Commission. This will be our opportunity to showcase the full scope of our work and the impact VOXReality has made on the XR landscape.

Stay Connected! 

The project may be approaching its review, but the innovation doesn’t stop here. Stay tuned for updates on the continued work of our partners and the legacy of VOXReality.

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Ana Rita Alves

Ana Rita Alves is an International Project Manager and current Communication Manager at F6S. With a background in European project management and a Master’s in Psychology from the University of Minho, she excels in collaborative international teams and driving impactful dissemination strategies.

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Reimagining the Virtual Stage: How the VR Conference Room Powers Global Presentations

Presenting to a global audience in VR isn’t just about visuals and sound—it’s about making sure everyone, regardless of language or location, can follow and engage. In large, one-to-many settings like keynotes or panel discussions, translation needs to be seamless, scalable, and non-intrusive.

In VOXReality, we tackled this challenge by designing a dedicated VR Conference Room: a space built from the ground up to support real-time multilingual presentations, immersive slide sharing, and interactive Q&A, all within an acoustically optimized 3D environment.

Unlike physical spaces, where sound depends on proximity, the conference room was designed with equal audio clarity across all seats. No matter where a user sits—even in the back row—they can hear the presenter just as clearly as those at the front.

To ensure a smooth presentation flow, the speaker can share any window from their device, not just a file or a tab. This live window feed is then projected onto the blackboard surface of the auditorium—not a virtual screen—enhancing immersion and realism while maintaining focus.

Here’s how the system works:

  • When a speaker enters the stage, the system recognizes them as the presenter, activating automatic transcription and translation of their speech.
  • Subtitles appear clearly above the blackboard in each participant’s preferred language—up to six supported—ensuring everyone receives the message in real time.
  • Users can toggle subtitles on or off based on personal preference.

The conference room layout mimics a real-world auditorium, promoting attentiveness and focus. During the Q&A session, participants raise their hand virtually. The presenter then grants speaking permission to one participant at a time. As the audience member speaks, their voice is transcribed, translated, and shown in a movie-style subtitle panel directly in front of the presenter—making multilingual dialogue feel effortless and intuitive.

By limiting microphone access to a single speaker at any time and integrating with the VOXReality translation pipeline, the system avoids audio conflicts and reduces computational load. Translations are processed once and streamed to all relevant participants, making the experience scalable without sacrificing quality.

The result is a smooth, inclusive presentation environment—where users from different countries can sit side by side in a virtual room, hear the same talk, and even participate in the discussion. Whether they’re presenting or asking questions, the technology fades into the background, letting human connection take center stage.

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Georgios Nikolakis

Software Engineer @Synelixis

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Partner Journey #6 with Gruppo Maggioli

In this edition of Partner Journey, we speak with Greta Ioli, EU Project Manager at Gruppo Maggioli, the coordinator of the VOXReality project. Maggioli, a leading provider of software and digital services for public administrations, guided the consortium in developing an advanced XR ecosystem that integrates linguistic AI, computer vision, and multimodal interaction. In this interview, Greta provides insights into the project’s objectives, key achievements, and how the diverse consortium of academic, industrial, and creative partners worked together to realize a vision of multilingual immersive experiences spanning theater, virtual conferences, and industrial training.

Can you provide an overview of the VOXReality project’s objectives and achievements, and reflect on how the consortium worked together to realize its vision?

The objectives of the VOXReality project were to develop an advanced XR ecosystem integrating linguistic AI, computer vision, and multimodal interaction to improve multilingual immersive experiences. The goals of the project were mainly related to three spheres. One was the creation of pre-trained linguistic and visual models for XR environments. The second sphere was the development of spatiotemporal digital assistants and real-time contextual translation. The last one was validation through the three use cases: multilingual immersive theater, virtual conferences, and industrial AR training.  

The main Key project outcomes were: 

  • AI-vision language models for virtual and real environments; 
  • Instruments for the visualisation of 3D in Augmented Reality; 
  • Multilingual speech translation models 
  • XR experience for both the theatre and the conferences.

The consortium has gathered partners in different fields such as academics, industrials, and creatives, in order to combine scientific, technical, and artistic expertise. The cooperation was based on shared management of the IPR and a common vision of collaborative exploitation and open innovation.  

How has the VOXReality project helped to address key challenges or gaps in the XR field, and what do you consider its most significant contributions?

The VOXReality project addresses several key gaps in the XR sector. It enhances multilingualism and accessibility by developing contextual automatic translation and intelligent voice assistants that break linguistic and cultural barriers. It advances natural interaction by combining language and vision technologies to create XR assistants capable of understanding spatial and contextual information. It promotes scalability and reusability by providing open-source, pre-trained, and modular models that can be easily adapted to future applications. It also fosters innovation in collaboration, entertainment, and industrial training by offering concrete use cases that improve the transfer of technology to real-world environments. Overall, VOXReality makes a significant contribution to defining new European XR technologies, strengthening digitalisation and the competitiveness of the sector. 

How did the project approach the integration of ethical considerations alongside technical innovation in the development and deployment of XR applications?

The VOXReality project integrates ethical and legal considerations from the very beginning, in alignment with the AI Act and the GDPR. It ensures compliance with data privacy, security, and intellectual property regulations. The project promotes an ethical, inclusive, and sustainable approach to XR development, paying attention to social and gender impacts such as cybersickness and accessibility for different groups of users. It also emphasizes transparency and accountability in the development and deployment of AI technologies and immersive content. 

What were the main challenges faced in translating the project’s XR solutions to real-world contexts, and what opportunities have emerged for future adoption and scalability?

The VOXReality project faced several challenges in translating its XR solutions into real-world applications. These included technical complexity, high hardware costs, and difficulties in bridging the gap between research and industry, particularly in terms of patenting and commercialization. Despite these challenges, the project revealed significant opportunities for future growth. The XR market is expanding rapidly, with estimates suggesting a value between 35 and 65 billion euros in Europe in 2025. The development of 5G and 6G networks will further enhance performance and accessibility. There are also new possibilities for creating spin-offs, launching open calls, and fostering co-development with small and medium-sized enterprises. Moreover, VOXReality’s outcomes show strong potential for cross-sector scalability, extending from training and education to tourism, culture, and the arts. 

How do you see the VOXReality project influencing the broader trajectory of digital transformation and technological innovation, particularly within the rapidly evolving XR ecosystem?

The VOXReality project contributes significantly to Europe’s digital transformation by creating open-source AI and XR models that combine language and computer vision. It promotes collaborative ecosystems and transnational networks, accelerating the adoption of ethical and inclusive artificial intelligence within the metaverse. The project also influences new forms of human-machine interaction with meaningful impacts on education, entertainment, and remote work. Overall, VOXReality drives European XR toward a more human-centered, interoperable, and sustainable paradigm, serving as a model for the future convergence of language, AI, and extended reality. 

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Greta Ioli

Greta Ioli is an EU Project Manager in the R&D department of Maggioli Group, one of Italy's leading companies providing software and digital services for Public Administrations. After earning a degree in International Relations – European Affairs from the University of Bologna, she specialized in European projects. Greta is mainly involved in drafting project proposals and managing dissemination, communication, and exploitation activities.

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Partner Journey #5 with Synelixis

As VOXReality comes to a close, Synelixis reflects on a transformative journey at the intersection of artificial intelligence and immersive technologies. In this interview, Georgios Nikolakis discusses how the project pushed the boundaries of virtual agents, blending advanced language understanding, computer vision, and real-time XR interaction. He shares the breakthroughs achieved, the lessons learned, and the vision guiding Synelixis as it helps shape the next generation of intelligent, human-centred XR experiences.

As VOXReality reaches its conclusion, what do you consider the most significant breakthroughs your team achieved in developing intelligent virtual agents and XR applications?

Throughout VOXReality, one of our most important achievements was creating virtual agents capable of operating seamlessly in real‑time, human‑centred XR environments.

A major breakthrough was our ability to integrate these capabilities directly inside live XR scenes, so agents could perceive what users were asking, respond to their intent, and adapt their answers accordingly.

Your work combined Natural Language Processing and Computer Vision to enable more natural human–machine interaction. What new understanding did this convergence bring to your approach in designing responsive XR systems?

Bringing NLP and Computer Vision together fundamentally changed how we design XR experiences. We moved away from treating modalities as isolated components and began designing systems that interpret user behaviour holistically—language, gestures, spatial context, and emotional cues.

It also deepened our understanding of contextual grounding—the agent’s ability to relate linguistic meaning to visual, spatial, and social context—which is essential for immersive experiences.

Developing adaptable and context-aware agents is a complex challenge. What have you learned about balancing real-time performance, personalization, and inclusivity across different XR environments?

We learned that achieving this balance requires a flexible architecture where each module can scale according to user needs and device capabilities. Real‑time performance depends not only on efficient AI models but also on smart orchestration—sending only the necessary information at the right time.

As AI agents become more capable and autonomous, how do you see ethical design and user trust shaping their development and acceptance in immersive environments?

Ethical design and transparency are no longer optional—they are foundational. Users need to understand when an agent is listening, how data is processed, and how decisions are made.

In immersive environments, the boundary between human and machine can blur, making responsible AI practices even more critical. We believe the next generation of XR agents must:

  • Provide clear consent and control over data usage
  • Offer explainable behaviour to avoid unexpected or opaque actions
  • Be designed to avoid bias in language understanding and decision‑making
Looking beyond VOXReality, how do you envision Synelixis building upon these results to influence the next generation of AI-driven experiences in XR and beyond?

VOXReality has positioned Synelixis to expand its role in the next wave of intelligent, interactive systems. Moving forward, we plan to:

  • Incorporate our multimodal agent capabilities into commercial XR solutions, such as remote training, education, collaborative workspaces, and virtual events.
  • Extend our real‑time translation and communication technologies to support cross‑platform, multilingual collaboration tools.
  • Push further into edge‑AI architectures, enabling immersive experiences on lightweight devices with stronger privacy guarantees.
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Georgios Nikolakis

Software Engineer @Synelixis

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