Postdoctoral researcher at Trinity College Dublin, my research focuses on virtual characters in immersive virtual enviroments.
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Lauriane CAUCHON

QBTechnologies is a design office that aims to be the reference in technical solutions with very high added value. The company has developed its expertise around Virtual Reality technologies, tracking, Robotics and embedded technologies.
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Philippe FUCHS

Vice-President of the ‘Métavers Arts et Culture’ association, whose objective is to promote the use of a specific metaverse to enhance the influence of French culture.
Lecturer and trainer in the field of XR technologies.
Positions held from 1992 to 2018
Based at the École des Mines, he is one of the leading figures in VR and AR in France. In 1992, he was the first French researcher to conduct work in VR and AR. President of the French VR and AR Association in 2005. His research team’s R&D focuses on a theoretical and pragmatic methodology of immersion and interaction. Member of several international conference programme committees.
Since 1992, his publications include 10 books, 120 articles and over 100 conferences.
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Nathan MATSUDA

Nathan Matsuda develops computational camera and display systems to support immersive visual experiences at Meta.
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Sébastien ERCKELBOUT

With a Master’s degree in 3D Interactive Technology Management (Arts et Métiers Institute in Laval), Sébastien Erckelbout is an expert in immersive technologies and XR project management. Currently Manager of the XR Learning Lab at the University of Nantes, he oversees the development and deployment of immersive technologies in higher education and continuing education. With over ten years of experience, he was previously a project manager at the University of Reims, where he led the design of digital tools and immersive applications for the health cluster, as well as a project manager at EON Reality, where he managed international projects for clients such as ExxonMobil, Honeywell and Loyola University Chicago.
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Hervé POCHAT

Hervé Pochat is the founder and president of Neural Balance Innovations (NBI). A recognised specialist in medical innovation, he is developing Stimbox®, a unique vestibular stimulation device designed to reduce cybersickness and improve immersion in virtual reality. With over twenty years of experience in hospitals, industry and start-ups, he works to transform scientific advances into concrete solutions for VR and immersive training.
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Yann JEHANNEUF

A graduate of the Polytech Angers public engineering school (University of Angers), Yann JEHANNEUF began his career at INRIA, where he held the position of business office manager for a European project aimed at promoting immersive XR/VR/AR technologies. This experience allowed him to develop solid expertise in structuring collaborative projects with high technological impact. He then founded a digital marketing startup, asserting his entrepreneurial spirit and strong interest in innovation. Today, Director of the Applied Innovation Exchange and Marketing Manager at Capgemini Rennes, he supports the innovation, marketing/communication, and digital services departments of large groups in their digital transformation. He collaborates closely with the local ecosystem—academic partners, startups, and leading institutions—to design innovative solutions tailored to his clients’ challenges. His approach is resolutely focused on co-innovation, agility, and sustainable value creation.
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Lakshminarayanan VIJAYARAGHAVAN

Lakshminarayanan Vijayaraghavan is a Senior Software Engineer with a passion for crafting immersive experiences in Augmented Reality and Virtual Reality. He is currently building the content creation engine for TikTok’s Effect House, enabling users to unleash their creativity with cutting-edge tools. Previously, Lakshminarayanan worked on groundbreaking Mixed Reality headsets such as Magic Leap 2 and has led the development of popular VR titles, including Five Nights at Freddy’s: Help Wanted VR and NASA’s Astronaut Training experience at the Kennedy Space Center. Based in Silicon Valley, he draws inspiration from the vibrant tech scene and the talented individuals around him. When not coding, Lakshminarayanan enjoys competing in Counter-Strike 2 and Dota 2, or taking some time off to explore new destinations.
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Derek HAM

Derek Ham is the Director of Carnegie Mellon University’s Entertainment Technology Center, where he leads innovative research and collaborative projects at the intersection of technology, design, and storytelling. With a deep commitment to fostering creativity and advancing the future of interactive entertainment, Derek brings a wealth of experience as a designer, teacher, and leader in the fields of virtual reality (VR), augmented reality (AR), and immersive media. Prior to joining CMU, Derek served as the Head of the Media Arts, Design and Technology department at North Carolina State University’s College of Design. There, he led the department’s transition to an emphasis on cutting-edge technologies, such as game based learning, algorithmic thinking, and immersive storytelling. He also founded the College of Design’s Mixed Reality Lab, where he worked with students to find new ways to utilize VR & AR technology and expand the possibilities of interaction design.
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Léa DUCRÉ

Léa Ducré est une artiste et réalisatrice de créations hybrides qui explore les frontières mouvantes entre réalité et virtualité.
Des séries documentaires aux jeux vidéo en passant par la réalité virtuelle, elle conçoit des récits innovants qui remettent en question les formes traditionnelles de narration.Sa dernière œuvre, Eliza — une rencontre immersive avec un être virtuel doté d’intelligence artificielle — a été présentée dans des festivals de premier plan sur trois continents.
À travers ses créations avant-gardistes, Léa Ducré interroge notre relation à la technologie et explore les paysages imaginaires de demain.

