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SIGGRAPH 2026 Experience Hall Invites Attendees to Step Inside the Future of Interaction and Storytelling

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The Experience Hall returns with five interactive programs, each offering hands-on discovery with the tools and techniques shaping tomorrow

LOS ANGELES, July 10, 2026 /PRNewswire/ — The SIGGRAPH Experience Hall has always been more than a show floor. At SIGGRAPH 2026, the world’s premier conference on computer graphics and interactive techniques, it opens again as a place to step inside the future of creation, connection, and discovery from 19–23 July 2026 at the Los Angeles Convention Center. This year’s Experience Hall will showcase five distinct programs: Spatial Storytelling, the Immersive Pavilion, the Art Gallery, and Emerging Technologies, along with the in-person Hands-On Courses track of the Courses program, each delivering hands-on discovery with the boundary-pushing tools and techniques shaping tomorrow.

In this interactive environment, the lines blur between audience and artist, prototype and performance, and machine and mind. Throughout the hall, attendees can pick up a paper-and-water instrument, co-parent a pair of robot dogs, descend through the ocean’s living memory, run a quantum teleportation program, or hand a virtual character a cue, often within the span of a single afternoon. Together, the programs and courses make the case for why the most radical ideas in computer graphics have to be experienced in person to be understood.

Spatial Storytelling: Stories You Can Step Inside
Now in its second year at SIGGRAPH, Spatial Storytelling is a creator-centric showcase that treats space itself as the narrative medium. “Spatial storytelling is a practice of using space as the medium,” said Esen K. Tütüncü, SIGGRAPH 2026 Spatial Storytelling Chair. “Rather than presenting a story in a fixed frame such as a page or a screen, we allow the audiences to navigate, participate, and also inhabit the story itself.”

Curation prioritized the reasoning behind each project’s use of technology rather than spectacle alone, asking how a spatial, embodied approach gives the audience agency. “It really is about giving the audience the agency to wrap their minds around the story itself and to experience it firsthand,” Tütüncü said. “It’s democratizing the storytelling itself.”

Several highlighted presentations span memory, identity, and the boundaries of human-machine relationships. “Dog Walk: Narrating Human-AI Alignment through Companion Robots”, by Robert Twomey, University of California, San Diego, and Jesse Fleming, The Awareness Lab, both involved with the Arthur C. Clarke Center for Human Imagination, follows the co-parenting of two robot dogs whose onboard language models evolve through everyday life, probing intimacy, embodiment, and synthetic companionship. “Flashover: Spatial Storytelling of Wildfire from Memory to Spatial Experience”, by Phillip Wilkinson, Robert Ellis Walton, SeungWon Jeong, and Taehyun Rhee, University of Melbourne, uses multi-zone installation design and point-based volumetric imagery to turn the memory of wildfire into an embodied encounter. “Ancestral Craft and Emerging Technologies: Designing Futures from Place”, by Gabriela Bila Advincula and Jonny Cohen, MIT Media Lab, draws on XR installations and robotic artworks developed in the Amazon rainforest to ground new futures in local knowledge. “Cheap and Cheerful: Low-Fidelity Prototyping for Spatial Stories”, by Ethan Shaftel, easyAction, traces how no-code, low-fidelity methods shaped a VR narrative horror project from first idea to funding. And “Visual Instruments for Live Cinema: Turning Process into Performance”, by Kevin Peter He, stages the usually hidden labor of virtual production, calibration, mapping, and real-time control as a live cinema performance.

Immersive Pavilion: An Arcade of New Realities
The Immersive Pavilion is where the physical and digital worlds intersect, and this year it widens that definition well beyond the headset. “It’s almost like you’re walking into an arcade or walking into someone’s workshop,” said Luke Tannenbaum, SIGGRAPH 2026 Immersive Pavilion Chair. “The pavilion accommodates larger and larger definitions of immersive experiences year to year.” By adopting a platform-agnostic approach, the program now accommodates eye-tracking, multisensory inputs, and AI agents alongside augmented and virtual reality.

Interactivity remains central, with attendees free to spectate, participate, and talk directly with the creators behind each piece. “It becomes this collaborative museum where it’s less of a corporate, manicured message and more of creators being in a collaborative setting to bounce ideas off of each other,” Tannenbaum explained.

Highlights this year run from social play to practical training. “Landmine/Garden”, from a team at NYU ITP, casts visitors as deminers who clear a hidden minefield and uncover the stories buried within, transforming a landscape of danger into one of remembrance. “Impulse: Dawn of the Digital Dance Studio”, by Brandon Powers and Whitt Sellers, Pulse & Pixel, pairs hands-on motion capture with an Unreal Engine tool for choreographing multiple digital dancers in real time. “Smileoyed: Embodied Virtual Pet for Behavioral Affective Synchrony with Multisensory and Biofeedback”, from teams at National Taipei University of Technology and National Taiwan University, uses a cushion-like device whose virtual pet responds to a user’s breathing and facial expressions. And “Goo Goo Clash: A Co-located Mixed Reality VE-Sport Experience”, by Fortal Interactive, NDF Dev, and Bitkub Capital Group, reimagines the arcade classic Snake as a physical, co-located mixed-reality sport. The pavilion also shares a cross-program highlight with Spatial Storytelling in “Roll for Reality: Virtual Production Improvised D&D Show”, a Dungeons & Dragons-inspired show that motion-captures players onto characters performed by stunt actors against an LED wall.

Art Gallery: The Art of the In-Between
The Art Gallery continues a lineage that reaches back to SIGGRAPH’s earliest frame buffer shows, presenting digital art that questions, provokes, and inspires. This year’s 12 works, drawn from 211 submissions, are organized around a single-word theme. “The theme of the Art Gallery this year is one word: ‘In-Betweens,'” said Everardo Reyes, SIGGRAPH 2026 Art Gallery Chair. “We wanted to call for artworks that explicitly tell their own story about how they are made and how they make the visitor establish a relationship with the work or the world.” Rather than a linear path, the gallery will present the works as a network of the technologies, materials, places, schools, and people that made them possible.

Four of this year’s works press directly on that in-between space, exploring memory, identity, and our shifting relationship with AI. “A Walled City”, by Weidi Zhang, Arizona State University, and Rodger Luo, Minus AI, uses a custom multi-agent AI system to turn participants’ uploaded images into architectural chambers, assembling an ever-evolving monument to memory and collective digital presence modeled on Hong Kong’s Kowloon Walled City. “Are We Gazing at the Same Moon?”, by Jeyun Cloud and Ziqian Yin, reimagines a moon-gazing ritual across parallel realities, using generative AI to question where personal memory ends and collective memory begins across audio-visual work, sculpture, and public installation. “SOMA: In Search of Somatic Intelligence”, by Pinyao Liu, is a multisensory robotic sculpture that treats bodily memory as a form of human-AI communication: Visitors re-enact a remembered movement through a wearable device, and the machine listens, interprets, and answers with its own mechanical choreography. And “Stuck in the Middle”, by Avital Meshi, University of California, Davis, is a participatory installation in which shoulder-mounted wearables voice two clashing AI perspectives, drawn from familiar cultural binaries, that argue in real time over what the wearer should do, asking whether personal agency can survive constant algorithmic nudging.

Emerging Technologies: Innovation You Can Touch
The Emerging Technologies program brings advanced research out of the abstract and into attendees’ hands. “Interactivity and engagement are at the very core of the Emerging Technologies venue,” said Jesse Barker, SIGGRAPH 2026 Emerging Technologies Chair. “All of our contributors are bringing something that attendees must be present to experience.”

For Barker, the program’s value is in what visitors can see and feel for themselves. “Whether it is an advancement in the state of the art in haptics, a system for training or rehabilitation, or a new display technology, attendees will literally be able to see how these technologies will affect their future,” he said. He also points to immersion as a quality that does not depend on photorealism: “We’ve long known that visuals do not need to be photorealistic to grab you and allow you to commit to an experience. Haptics, robotics, and other aspects of Emerging Technologies help make these experiences more immediately accessible and compelling.”

This year’s featured projects turn research into something tactile. “A MIDI-Controlled Water-Droplet Interface for Generating Droplet Impact Sounds”, by Taisei Kato and Tetsuaki Baba, Tokyo Metropolitan University, performs music from the precisely timed collisions of falling water droplets. “Shall We Dance? Resonance of Intentions with an Embodied Agent based on the Free Energy Principle”, by Takeru Hashimoto and Shunichi Kasahara, Sony Computer Science Laboratories Inc. and the Okinawa Institute of Science and Technology Graduate University (OIST), with Jun Tani of OIST, presents an agent that negotiates movement and synchronizes with a human dance partner. “EmerFlux: A Two-Layer Liquid Surface Display for Organic Pixel-Based Aesthetic Representation of Information”, by Kaito Shimizu and Toshitaka Amaoka, Meisei University, raises organic, pixel-like patterns at the boundary of water and oil. “Pinlight AR Near-Eye Display with Large FOV and Expanded Eyebox through Eye Tracking”, led by creators from Shanghai University, Singapore Institute of Technology, University of North Carolina Chapel Hill, and Nanyang Technological University, widens an augmented-reality display’s field of view through dynamic eye tracking. And “Katakko: Embodiment of Modular Robots through Automatic Motion Mapping”, by Sotaro Yokoi, Naoki Shitanda, Kento Matsuo, and Takuji Narumi at The University of Tokyo, lets users assemble personalized social robots that automatically map to the body’s movements.

Hands-On Courses: Learning by Doing
This year, the program formerly known as Labs joins the Courses program as one of its three tracks. Presented in the Experience Hall and configured with provided hardware, Hands-On Courses let participants engage directly with research and creative projects, writing code, running tools, and building scenes for themselves rather than watching from their seats.

This year’s slate ranges from quantum computing to real-time graphics. In “Hands-on Programming and Running Quantum Teleportation”, led by Andrew Glassner, participants write and run quantum computing code, then program the quantum teleportation algorithm on a high-quality simulator to transfer a quantum bit’s state to a partner who decodes the hidden message. “Dreaming in 4 Dimensions: Generating Media With Gemini, Genie, and Veo”, led by Paige Bailey, DeepMind and Google, puts Google DeepMind engineers alongside attendees to generate concept art, video, and playable interactive worlds with NanoBanana Pro, Veo 3.1, and Genie 3. “Introduction to Slang: The Next-Generation Shading Language”, led by Nia Bickford and Chris Hebert, NVIDIA, introduces Slang, an open-source, Khronos-hosted shading language that simplifies cross-platform graphics development while keeping high performance on current GPUs. “Debugging USD Composition”, led by Pallav Sharma and Joan Panis, Autodesk, and Nick Porcino, Pixar Animation Studios, gives participants hands-on practice authoring data across composition arcs and diagnosing issues in complex production scenes with modern debugging and visualization tools. And “Advance World Simulation With 3D Gaussian Splatting for Large-Scale Environment Reconstruction”, led by Zoë LaLena, NVIDIA, walks through reconstructing a large scene for robotics testing with NVIDIA Omniverse NuRec Gaussian-based technologies, including multi-GPU training, object segmentation, and integration for simulation in NVIDIA Isaac Lab.

Taken as a whole, the Experience Hall offers more than spectacle. It offers a chance to touch, try, and learn from the people building what comes next, and to engage with computer graphics and interactive techniques as something to step into rather than something to watch. As Barker put it, the work of emerging technology is never finished: “The beauty of emerging technologies is that there are always more problems to be solved.”

Across its programs and hands-on courses, the Experience Hall demonstrates how SIGGRAPH continues to celebrate bold storytelling and interaction while advancing the future of computer graphics and interactive techniques. To explore this year’s conference and offerings, visit the website to see where interaction and storytelling are headed, and register now to experience everything the Experience Hall has to offer at SIGGRAPH 2026.

About ACM, ACM SIGGRAPH, and SIGGRAPH 2026
ACM, the Association for Computing Machinery, is the world’s largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field’s challenges. ACM SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. The SIGGRAPH conference is the world’s leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2026, the 53rd annual conference hosted by ACM SIGGRAPH, will take place live 19–23 July at the Los Angeles Convention Center.

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SOURCE SIGGRAPH 2026

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Drake Software Expands Native AI Features for Tax Year 2026

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AI-powered tax document extraction, reimagined client intake and an in-workflow Assistant help tax professionals spend less time on manual work and more time with clients.

FRANKLIN, N.C., Nov. 5, 2026 /PRNewswire/ — This upcoming season, Drake Software®, a leader in professional tax preparation software, is putting more native AI capabilities to work right in the software that more than 70,000 tax professionals know and trust. With Drake SmartExtract™ (beta), a reimagined Drake Portals® experience and an AI Assistant built into Drake Tax® and Drake Tax Online®, preparers can reduce repetitive work and focus more of their time on their clients.

Developed by Drake in conjunction with its customers, these AI capabilities integrate natively with Drake’s tax preparation workflows and wider product suite. They are designed to help professionals move quickly to turn client documents into populated return fields and allow them to get answers instantly while working in a return, with the preparer firmly in control of all tax review and filing decisions.

“Tax professionals want time back during their busiest months, and they want technology they can trust,” said Noha Ghazouani, Vice President of Product Management at Drake Software. “We’re thoughtfully integrating AI into the familiar Drake workflows they already rely on, making it easier to get help with everyday tasks while keeping tax professionals in control. It’s about supporting their expertise, reducing manual work, and giving them more time to focus on their clients.”

Drake SmartExtract turns client tax documents into return-ready data

Drake SmartExtract applies AI to one of tax preparation’s most time-consuming tasks: moving information from client tax documents into a return. Available in beta for Drake Tax® and Drake Tax Online®, Drake SmartExtract extracts data from supported documents and maps it to the corresponding return fields. Preparers can review and adjust extracted information before adding it to the return, reducing manual rekeying.

Drake SmartExtract will be available for purchase in December at $5 per return, with package pricing as low as $1.50 per return when customers purchase 100 or more returns. Pricing is subject to change. Visit our website for more information.

Supported documents include Forms W-2 and 1098; Forms 1099-B, 1099-DA, 1099-DIV, 1099-INT, 1099-K, 1099-MISC, 1099-NEC and 1099-R; Consolidated 1099 statements; and Schedule K-1 (Form 1065).

For Tax Year 2026, planned form expansion includes Forms 1095-A, 1095-B, 1095-C, 1098-E, 1098-T, 1099-C, 1099-G, 1099-Q, 1099-S, 1099-SA, SSA-1099, W-2G, 5498-SA and 5498 for IRA contributions. Planned expansion also includes additional Schedule K-1 data for Forms 1065, 1041 and 1120-S, including related supplemental statements.

Planned Drake SmartExtract enhancements for Tax Year 2026 include deeper integration with Drake Portals and Drake Workflow. These enhancements will help firms move client documents through preparation more seamlessly, focus review on items that need attention, and identify returns that are ready for preparers.

A reimagined Drake Portals experience simplifies client intake

Drake Portals provides the secure, client-facing starting point for tax preparation. Redesigned for 2026, it makes it easier for clients to upload tax documents, complete requests and communicate securely with their preparer. Its AI-powered document ingestion recognizes and then categorizes supported tax documents and connects them to the appropriate checklist items, reducing the time staff spend sorting through files and tracking what has arrived.

The newly launched Guided Organizer™ helps practices onboard clients with customizable questions and personalized document checklists. Preparers can use a client’s prior-year return to help tailor the intake experience, making it clearer what the client needs to provide.

Together with Drake SmartExtract in supported Drake workflows, Portals seamlessly connects document collection with tax preparation: clients upload their documents securely, AI helps organize them, and Drake SmartExtract extracts supported tax data for preparer review and direct population into the return.

An AI Assistant answers questions within the return workflow

The all-new AI Assistant is built directly into the return preparation workflow in Drake Tax and Drake Tax Online, where preparers can ask questions in natural-language chat. Using the screen they’re viewing and information from the return, it answers tax questions, explains forms and alerts, clarifies how amounts were calculated, and suggests next steps. Preparers can get relevant guidance while continuing their work in Drake. A side-by-side view keeps the Assistant and the return visible together, so preparers can review guidance alongside their work without switching screens.

“Our focus is helping preparers accomplish more this season with the Drake software they already rely on,” said Ghazouani. “These capabilities reduce manual work while keeping tax professionals in charge of the return and the client relationship.”

Preparers should verify AI-assisted information against source documents and apply professional judgment before use.

Feature availability, supported documents, beta terms and pricing vary by product and release.

Explore these AI-powered features across Drake products under Drake Intelligence.

About Drake Software

Founded in 1977, Drake Software provides award-winning tax preparation software that helps tax professionals serve their clients with confidence. Its growing portfolio connects tax preparation with client intake, document sharing, signatures, payments and post-filing support, helping firms work more efficiently.

Media Contact

Colleen Woods Heikka
Sr. Director, Product Marketing
Colleen.woods@Taxact.com
+1-781-588-6339

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webAI Launches webAI App for On-Device AI With No Per-Token Charges

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The webAI app lets anyone build teams of AI experts that work across Slack, DocuSign, Hugging Face, Apple apps and more, while their files stay on their Mac.

AUSTIN, Texas, Nov. 5, 2026 /PRNewswire/ — webAI today released the webAI app for Mac to the public for the first time. The app runs webAI’s new small reasoning models on the user’s own computer, so people can use AI on private work without sending files to the cloud or paying per token.

Most AI runs in the cloud, where usage is metered by tokens or capped by plan, and every document goes to someone else’s servers. webAI runs the model on the Mac itself. A user can work through a sensitive client proposal or an unfinished business plan, revise it as many times as they want, and never hit a token limit.

“With the webAI app, we’re making cloud AI optional,” said David Stout, CEO and co-founder of webAI. “Why should you have to send a private document to an online service just to get help with it? Your Mac can do the work. You keep control of what you share, and you can ask as many follow-up questions as you need without watching a token meter.”

In the app, users create Personas: AI experts with a role, knowledge and tools the user chooses. Several Personas can work together on the same task. A consultant could have one pull client requirements from project notes, a second draft the proposal and a third check the draft for anything missed.

Connectors work with the apps you already use, including Slack, DocuSign, Hugging Face and Apple apps. You control what each Persona can access and what actions it can take. A Persona can pull a client’s latest decisions from Slack, see which contracts are still unsigned in DocuSign, and draft follow-ups for your approval. You spend less time hunting for context and copying details between apps.

Watch the demo: https://www.webai.com/blog/webai-launches-webai-app-for-on-device-ai-with-no-per-token-charges 

Availability: The webAI app is available now for Mac at webAI.com.

About webAI

webAI builds technology that lets people create, run, and control AI on their own devices.

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Cheche Group Announces Extraordinary General Meeting

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BEIJING, Nov. 5, 2026 /PRNewswire/ — Cheche Group Inc. (NASDAQ: CCG) (“Cheche” or the “Company”), China’s leading auto insurance technology platform, today announced that an extraordinary general meeting of the Company (the “Meeting”) will be held at 10 A.M. on November 25, 2026, Beijing time (9 P.M. on November 24, 2026, U.S. Eastern time) at 8/F, Desheng Hopson Fortune Plaza, 13-1 Deshengmenwai Avenue, Xicheng District, Beijing 100088, China. The Company has established the close of business on November 5, 2026, Eastern time (the “Record Date”), as the record date for determining shareholders entitled to notice of, and to vote at, the Meeting and any adjournments or postponements thereof. The purpose of the Meeting includes, among others:

(1) to approve by ordinary resolution the creation of a new class of ordinary shares of the Company designated as class C ordinary shares, each with a par value of US$0.00035 (the “Class C Ordinary Shares”), with the rights and restrictions set forth in the proposed third amended and restated memorandum and articles of association of the Company (the “New M&A”), including 300 votes per Class C Ordinary Share;

(2) to approve by ordinary resolution that the authorized share capital of the Company be amended:

(i) FROM: US$50,000 divided into 142,857,143 shares comprising (i) 114,285,714 class A ordinary shares of a par value of US$0.00035 each, and (ii) 28,571,429 class B ordinary shares of a par value of US$0.00035 each,

(ii) TO: US$50,000 divided into 142,857,143 shares comprising (i) 114,285,714 class A ordinary shares of a par value of US$0.00035 each; (ii) 18,571,429 class B ordinary shares of a par value of US$0.00035 each; and (iii) 10,000,000 class C ordinary shares of a par value of US$0.00035 each;

(3) to approve by ordinary resolution that 10,000,000 authorized but unissued class B ordinary shares of the Company of a par value of US$0.00035 each be re-classified as 10,000,000 class C ordinary shares of the Company of a par value of US$0.00035 each with the rights attached to it in the New M&A; and

(4) to approve by special resolution the amendment and restatement of the Company’s second amended and restated memorandum and articles of association currently in effect (the “Current M&A”) be replaced in their entirety with the New M&A to provide for, among other things, the creation and rights of the Class C Ordinary Shares.

Copies of the notice of the Meeting and the form of proxy are available on the Company’s corporate investor relations website at https://ir.chechegroup.com/.

Safe Harbor Statements

This press release includes “forward-looking statements” within the meaning of the “safe harbor” provisions of the United States Private Securities Litigation Reform Act of 1995. Forward-looking statements may be identified by the use of words such as “estimate,” “plan,” “project,” “forecast,” “intend,” “will,” “expect,” “anticipate,” “believe,” “seek,” “target” or other similar expressions that predict or indicate future events or trends or that are not statements of historical matters. These forward-looking statements also include, but are not limited to, statements regarding existing and new partnerships and customer relationships, projections, estimation, and forecasts of revenue and other financial and performance metrics, projections of market opportunity and expectations, the Company’s ability to scale and grow its business, the Company’s advantages and expected growth, and its ability to source and retain talent, as applicable. These statements are based on various assumptions, whether or not identified in this press release, and on the current expectations of the Company’s management and are not predictions of actual performance. These statements involve risks, uncertainties, and other factors that may cause the Company’s actual results, levels of activity, performance, or achievements to materially differ from those expressed or implied by these forward-looking statements. Further information regarding these and other risks, uncertainties, or factors is included in the Company’s filings with the U.S. Securities and Exchange Commission. Although the Company believes that it has a reasonable basis for each forward-looking statement contained in this press release, the Company cautions you that these statements are based on a combination of facts and factors currently known and projections of the future, which are inherently uncertain. The forward-looking statements in this press release represent the views of the Company as of the date of this press release. Subsequent events and developments may cause those views to change. Except as may be required by law, the Company does not undertake any duty to update these forward-looking statements.

About Cheche Group Inc.

Established in 2014 and headquartered in Beijing, China, Cheche is a leading auto insurance technology platform with a nationwide network of around 108 branches licensed to distribute insurance policies across 25 provinces, autonomous regions, and municipalities in China. Capitalizing on its leading position in auto insurance transaction services, Cheche has evolved into a comprehensive, data-driven technology platform that offers a full suite of services and products for digital insurance transactions and insurance SaaS solutions in China. Learn more at https://www.chechegroup.com/en.

Cheche Group Inc.:
IR@chechegroup.com

Crocker Coulson
crocker.coulson@aumadvisors.com
(646) 652-7185

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