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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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AlgoLaser Launches DIY KIT MK3: Start, Just That Simple–A Smarter Way to Laser Engrave

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SHENZHEN, China, July 11, 2026 /PRNewswire/ — AlgoLaser, a global leader in smart laser engraving technology, today officially launched its latest desktop laser engraver: the DIY KIT MK3. For years, complex assembly, cumbersome operation, and steep learning curves have kept many creators from exploring laser engraving. The DIY KIT MK3 eliminates these barriers. Built around the core promise to ‘Start, Just That Simple,’ it features optimized structural engineering, an intuitive AlgoOS-powered HD touchscreen, and significantly boosted laser performance. From unboxing to final creation, the DIY KIT MK3 seamlessly streamlines the entire process while delivering exceptional value.

Streamlined Assembly for Immediate Use

The DIY KIT MK3 introduces an innovative Structrix Frame, featuring precision alignment slots and cable management. Arriving 95% pre-assembled, the machine can be fully set up in just five simple steps in under 10 minutes. This completely eliminates traditional frustrations like belt tensioning, repeated alignments, and messy wiring.

Intelligent, Computer-Free Operation

Powered by the proprietary AlgoOS, the built-in HD touchscreen enables fully offline, standalone operation. It boasts smart parameter recommendations, drag-and-drop positioning, and direct image processing. Combined with over 400 ready-to-use projects and creative tools like AlgoType and AlgoSketch, the system allows beginners to start creating instantly—no computer or technical expertise required.

Enhanced Power and Speed for Higher Productivity

Equipped with new 8W, 15W, and 20W laser modules, the DIY KIT MK3 delivers up to a 60% power increase over its predecessor. Robust structural and material upgrades fully harness this power, ensuring stable, high-precision engraving at speeds up to 15,000 mm/min. Additionally, the spacious 400×400mm workspace and an efficient repetitive processing mode make intricate designs and small-batch production highly practical, empowering users to easily monetize their craft.

Modular Design for Long-Term Flexibility

The DIY KIT MK3’s modular architecture supports seamless laser module upgrades and effortless integration with accessories like rotary attachments. This flexibility adapts to diverse needs—from scaling an Etsy business to exploring family DIY projects. Furthermore, with an optional Class 1 safety enclosure and multiple built-in monitoring systems, the DIY KIT MK3 provides peace of mind, making it safe for both commercial studios and home environments.

Availability

The DIY KIT MK3 is now available for pre-order exclusively on the official website, algolaser.com. From July 11–31, customers can order during the Super Early Bird window and enjoy exclusive perks, including free gifts and bonus points. It will then launch globally on Amazon and other major platforms starting August 1.

Order now to secure early access before the worldwide launch.

About AlgoLaser

AlgoLaser is a global provider of smart laser engraving solutions, dedicated to empowering makers, educators, and everyday creators around the world. By pairing high-performance hardware with the intuitive AlgoOS operating system, AlgoLaser breaks down technical barriers to make professional-quality creation as simple as everyday printing. The company is committed to helping users of all skill levels effortlessly transform creative ideas into reality, making laser technology easier, safer, and accessible enough for every household. For more information, visit www.algolaser.com.

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DRAI Health Introduces SpaceXAI-Powered Personalized Voice Interaction in heyDRAI

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New capability delivers more natural, adaptive, and human-centered voice-guided healthcare experiences

LOS ANGELES, July 11, 2026 /PRNewswire-PRWeb/ — DRAI Health today announced the launch of a new personalized voice interaction capability within heyDRAI, its AI-powered healthcare platform. Powered by advanced SpaceXAI technology, this innovation enables more natural, expressive, and context-aware voice-guided healthcare interactions, further advancing DRAI Health’s mission to deliver truly patient-centric digital care.

“By integrating SpaceXAI technology into heyDRAI, we are enabling a more natural, adaptive, and emotionally intelligent interface that enhances how patients interact with healthcare information.” said Gor Galstyan, CTO of DRAI Health.

The new capability transforms AI-guided consultations from static, text-based exchanges into dynamic, conversational experiences tailored to each individual user. Patients can select from a range of voice styles—such as calm and reassuring, clear and clinical, or energetic and motivational—allowing interactions to align with their personal preferences and emotional needs.

Unlike conventional text-to-speech systems that simply vocalize scripted content, heyDRAI’s SpaceXAI-powered voice interaction is designed to understand conversational context, adjust tone dynamically, and deliver responses in a more human-like manner. This creates a more engaging and intuitive experience that helps patients feel more comfortable, attentive, and connected throughout their healthcare journey.

Each user’s preferred voice profile is retained across interactions, ensuring continuity and personalization over time, while maintaining flexibility for users to modify their preferences as needed.

Technology Differentiation Through SpaceXAI Integration

The integration of SpaceXAI technology enables a new class of voice interaction that goes beyond traditional AI voice systems by incorporating:

Context-aware response generation rather than static script delivery

Adaptive tone modulation based on conversational flow and user engagement

Improved reasoning and coherence in multi-step healthcare interactions

More natural conversational pacing, reducing cognitive load for users

These capabilities are particularly important in healthcare, where clarity, empathy, and precision directly impact patient understanding and engagement.

Leadership Commentary

“Healthcare conversations are deeply personal. Our goal is to make interactions with AI feel less transactional and more human,” said Gor Galstyan, CTO of DRAI Health. “By integrating SpaceXAI technology into heyDRAI, we are enabling a more natural, adaptive, and emotionally intelligent interface that enhances how patients interact with healthcare information.”

Enhancing the Patient-Centric Healthcare Experience

The introduction of personalized voice interaction represents a significant step forward in DRAI Health’s broader vision to create a continuous, patient-centered healthcare experience spanning:

Wellness and preventive care

Symptom assessment and early intervention

Acute and chronic condition support

Post-acute recovery and ongoing monitoring

By embedding advanced voice interaction into the consultation flow, heyDRAI improves accessibility for a wide range of users, including those who prefer voice-first interaction or may have difficulty engaging with traditional text-based interfaces.

Looking Ahead

The personalized voice capability is now available within heyDRAI and will continue to evolve with additional features, including deeper personalization, multilingual support, and enhanced clinical interaction workflows.

About DRAI Health

DRAI Health is developing AI-powered healthcare technologies designed to transform how patients, providers, and health systems interact with medical information. Through platforms such as heyDRAI, the company focuses on intelligent intake, guided consultation, patient engagement, and clinical decision support.

DRAI Health’s mission is to make healthcare more accessible, personalized, and human-centered, leveraging advanced artificial intelligence combined with real-world clinical insight.

For more information, visit www.draihealth.com.

Media Contact

Kelsey Whiddon, DRAI Health, Inc., 1 818.621.1441, marketing@draihealth.com, https://www.draihealth.com/

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PrimeBOT Brings Personal Robotics to the UN’s AI for Good Summit in Geneva

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GENEVA, July 10, 2026 /PRNewswire/ — PrimeBOT, a robotics brand, appeared at the United Nations’ AI for Good Global Summit. The summit, organized by the International Telecommunication Union (ITU) with over 50 UN agencies including UNESCO, explores how AI can serve human welfare. PrimeBOT defines a new category: the Personal Robot – robots designed for homes and daily life, not production lines, that anyone can own, program, and create with. PrimeBOT came not to showcase technical specs, but to join a global conversation on education, inclusion, and human potential.

Personal robots will reshape how AI is taught. Imagine a child learning to code by teaching a real robot to move and respond. PrimeBOT Q1 offers a developer console for young learners. Children start with block-based programming to choreograph movements, expressions, and conversational responses – turning Q1 into a companion that listens and speaks. They can then convert blocks into Python code and train AI models to recognize gestures or objects, making the entire machine learning cycle tangible. Programming becomes a conversation with a robot, not abstract syntax. PrimeBOT envisions Q1 as an AI learning companion for every family – not replacing teachers or parents, but making education hands-on and playful.

PrimeBOT’s vision is collaboration and integration – robots understanding human needs and augmenting creativity. The brand partners with youth and educational institutions globally, helping people see technology as a connector, not a divider. At the UN, PrimeBOT chose education over spectacle. In its view, technology must let the next generation grow as creators of AI, not just consumers.

PrimeBOT is in dialogue with educational and non-profit organizations across North America and Europe to explore how personal robots can support youth AI literacy. This is a patient journey – not a product announcement, but a shared exploration with educators, parents, and children. The future of personal robots is not something to be defined alone – it will be built together.

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