Eyes of the World premiere and spotlight interview at FIVARS 2026
In conjunction with the premiere of my dome film Eyes of the World at this year's FIVARS festival of virtual and augmented reality storytelling in Toronto, I did an interview for the festival's Spotlight series, talking about the origins and future of the project.
Eyes of the World FIVARS 2026 Spotlight Interview
We spoke with Steve Anderson, creator of the dome film, Eyes of the World.
What led to the creation of this piece?
Eyes of the World is a hemispherical dome film based on the interactive virtual environment Machine Visions: Mojave, which is also featured at this year's FIVARS festival. These two projects operate in parallel as experiments with different modes of engagement with an interrelated set of ideas about the nature of vision, the impact of climate change in the Mojave Desert of Southern California, and reminders about the transience of human existence.
At the heart of the project is the Mojave's iconic species, the Joshua tree, which was recently declared endangered by the state of California due to climate change. With this project, I hope to raise awareness about the Joshua tree and the human-caused threats it faces. At the same time, it's necessary to interrogate the technologies and ideologies that mediate our understanding of the ecosystems we live in and the conditions of polycrisis that are destroying our world.
What was the production process like for you and your team? What did you learn?
For the last two years, I have been working with just one primary collaborator, my Technical Director, Todd Furmanski. Together, we completed the dome film and interactive versions of Machine Visions: Mojave with me writing, shooting, editing, and using photogrammetry to create the 3D models, and Todd incorporating everything into Unity, coding it for interactivity, and designing the parametric Joshua tree animations.
Eyes of the World is essentially an "ideal" playthrough of one complete cycle of the Machine Visions: Mojave interactive experience with additional layers of sound added in. A key insight from our extensive playtesting of the interactive environment was that the density of narrative information is challenging to process while navigating a complex, dynamic virtual landscape. Eyes of the World attempts to maximize the visceral pleasures of an interactive playthrough, but by removing responsibility for user input, we hope viewers can engage more deeply with the narrative.
How did you become an immersive media creator, and why?
I have been teaching various forms of interactive and immersive media at UCLA and USC for the past 25 years. Before that, I was trained in experimental film, and I worked as a documentary film editor, so I'm interested in the intersection of formal experimentation and non-fiction storytelling. I'm also committed to exploring ways for the experience of immersion to be mobilized that are not reducible to "empathy."
Although the term is no longer as annoyingly ubiquitous as it was just a few years ago, the assumption that immersive viewing somehow creates more direct emotional connections still drives a lot of the discourse around VR. The idea that a suspension of criticality in favor of emotional response is a good thing continues to strike me as naive and problematic. With these projects, what I want is to find a balance between the visceral, encompassing experience of an immersive environment, while encouraging viewers to engage with a narrative that invites contemplation and criticality about a set of complex ideas.
What is the XR industry like in your region?
I don't like the term "XR" because it flattens the differences between Virtual, Augmented, and Mixed Reality, all of which have distinct affordances, delivery platforms, and creative workflows. Even within what we call "VR," the difference between 360 video and interactive environments should not be ignored. The same is true of the differences between AR that is experienced with smart glasses or on a smartphone or tablet. So, I regard "XR" as a marketing term that is fundamentally disingenuous and misleading. That said, there are many people in the city of Los Angeles who are working in and across these fields and I understand why they would want to blur distinctions for their clients, but as an educator, I think it's important to retain greater specificity about the media we are using.
What do you have planned for the future?
The next step for this project is a phone-based Augmented Reality application that foregrounds the project's critique of climate change, using animated Joshua trees as engines for visualizing climate data in the Mojave Desert. We've been very fortunate to be able to partner with Jeremy Yoder, a Biologist at Cal State Northridge who conducts a combination of field research on Joshua tree preservation and climate modeling using historical data to identify patterns and make predictions about the conditions under which Joshua trees will or will not be able to survive. Our goal in linking the VR and dome film experiences with an Augmented Reality application, is to create a bridge between the virtual and physical worlds. By tying this project in with Yoder's field research, this project can contribute to making a real-world impact on the survival of Joshua trees rather than just creating an emotionally resonant experience. The AR application, will use geolocation to embed our visualizations of climate-based Joshua tree growth patterns out in the landscape of the Mojave, while simultaneously incentivizing users to capture and share images of real-world Joshua trees across their shrinking habitat.
What would you like to share with fellow creators and/or the industry? There is a lot of consternation surrounding generative Al right now, which I view as another instance of conflating a disparate range of technologies under a single banner for marketing purposes. In order to think critically and respond rationally -- both as a culture and as citizens in what's left of our democracy -- we need less hype, less generalized resistance and more technological literacy that precisely defines, distinguishes and historicizes the various technologies comprising what we currently call "AI."
Is there anything else you would like to add?
The soundscape that accompanies Eyes of the World is derived from public domain sonifications of celestial phenomena (galaxies, star clusters, nebulae, supernovas, etc.) that were captured by NASA between 1987 and 2024. It would be incorrect to characterize the resulting soundscape as "musical," but it suggests the rhythms, patterns and vastness of the natural world, especially when perceived from extremes of spatial and temporal distance. Unlike the interactive environment, where much of the audio emerges dynamically based on user input, Eyes of the World has a fixed timeline with a richly layered 5.1 audio mix by Eric Marin. Lastly, I learned of the death of Bob Weir when I was doing the final round of 360 captures for this project, so the title "Eyes of the World" felt appropriate both for the perspective it suggests and also as a gesture of homage to Weir.















