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A multiple-exposure montage of Kelsey in Company E’s The Pearl Diver’s Daughter

Company E · Innovation

The body is
the first
technology.

Dance. Music. Movement. Story. We begin with the human capacities that make meaning—then use emerging tools to carry them farther.

Enter the work

Technology in service of the human experience.

Company E explores augmented and virtual reality, motion and volumetric capture, game design, artificial intelligence, and robotics for one reason: to deepen the ways people create, remember, learn, and connect—with one another and with the living world we share.

01DanceEmbodied intelligence
02MusicRhythm and listening
03StoryMeaning carried forward
See the evolution

The tools change.
The purpose holds.

Every chapter begins with artists: with bodies learning space, musicians shaping time, and storytellers asking an audience to imagine.

A Company E dancer performing inside a volumetric capture rig for A/Re You There?2019

Augmented reality · Dance

A/Re You There?

A live dancer enters a structure built for capture. Movement becomes three-dimensional performance that can arrive in another place, at another scale, through a screen.

Company E dancers performing The Pearl Diver’s DaughterA story expands

Live performance · AR · Immersive story

The Pearl Diver’s Daughter

Dance, music, and Gulf storytelling move between the stage and augmented space—extending a human story without surrendering its living, embodied heart.

A visitor exploring SuperMuseum America through a virtual reality headset in Abu Dhabi2024 →

Immersive worlds · Cultural diplomacy

SuperMuseum: America

Launched in Abu Dhabi and continuing in Uzbekistan, SuperMuseum: America invites participants into interactive environments where movement, choice, and discovery shape the experience.

Jason Ignacio dancing inside the volumetric capture rig during Company E’s 2019 AR development session

Jason Ignacio · Volumetric capture with Tobias Chen · 2019

The Company E approach

Capture the movement.
Never lose the artist.

We do not use technology to replace presence. We use it to reveal presence—to notice gesture, share knowledge, cross distance, and let a story live in forms its makers could not reach before.

Innovation matters when it brings us closer to the intelligence, imagination, and experience of another person.

Where the work
is moving now.

01

eXtended Reality

AR, VR, motion capture, and volumetric capture open new spaces for performance and participation.

02

Cultural Preservation

Digital tools preserve architecture, memory, and lived culture while building local capacity to carry the work forward.

03

Game Design

Interactive world-building turns learning into practice, bringing artists, researchers, programmers, and communities into one creative process.

04

AI & Robotics

Emerging tools become partners in inquiry—always returning to movement, critical thinking, and the distinctly human act of storytelling.

The nature of innovation

We are already
living technology.

The body senses, adapts, remembers, and responds. So do forests, rivers, coral systems, and communities. Nature is not the opposite of technology. It is our first teacher.

That understanding brings responsibility. We must ask not only what a tool makes possible, but what it consumes, what it changes, who can sustain it, and what kind of world it helps create.

01Purpose before noveltyChoose technology because it serves the story, the community, or the planet—not simply because it is new.

02Green practices by designPursue lower-impact production, thoughtful use of energy and materials, and durable systems that avoid needless technological waste.

03Place and knowledge matterBuild with local cultural and ecological expertise, respecting the people who know a place and will carry its stories forward.

04Steward what comes nextUse immersive media, game design, and AI to deepen ecological understanding and inspire care for the living world.

PULSE · A deeper kind of listening

The Earth is
already moving.

Before there is music, there is vibration. Before there is choreography, there is motion.

In PULSE, Company E works with Dr. Domenico Vicinanza to bring seismic sonification into artistic practice—translating patterns of planetary movement into sound that musicians, dancers, and audiences can encounter together.

Research in view

Yellowstone’s Geysers Chamber Music · Domenico Vicinanza and Alyssa Schwartz

Seismic data translated into a musical score

01 · Earth

Data becomes sensation.

Sonification lets us hear change that may be difficult to see. In performance, information becomes rhythm, atmosphere, and embodied response.

02 · More-than-human

Can technology help us listen beyond ourselves?

Company E’s emerging AI inquiry turns toward animal communication: exploring whether new tools can help reveal pattern and relationship beyond the limits of human language.

In development · Company E

Witness

Four cities. One night.
Different worlds.

Kyiv. Geneva. London. Washington, DC. During the same hours of night, each city is heard. The data is gathered and transformed by Dr. Domenico Vicinanza into soundscapes that reveal a startling contrast: the tranquility of three cities set against the sound of Russia’s bombardment of Kyiv.

Developed with dancer and choreographer Stefanie Noll—one of the augmented-reality dancers of The Pearl Diver’s Daughter—Witness brings those soundscapes into dialogue with the body. It is technology in service of testimony: a work of storytelling, compassion, and empathy, and part of Company E’s continuing commitment to Ukraine, its artists, and its people.

01KyivSame hours · Night
02GenevaSame hours · Night
03LondonSame hours · Night
04Washington, DCSame hours · Night

A new work currently in development

Listening is not passive. It is a form of attention—and a beginning of stewardship.

Culture in digital form

Preservation is a living practice.

Technology can hold a place, but people carry its meaning. Company E joins cultural experts, artists, students, and technologists to preserve heritage with accuracy, imagination, and local leadership.

Samarkand · Uzbekistan

Ambassadors Fund for Cultural Preservation

Eternal
Registan

A high-fidelity, AI-enhanced immersive environment rooted in Registan Square—paired with apprenticeships that equip Uzbek youth to become the next generation of cultural stewards.

Architecture · XR · AI · Apprenticeship

U.S.–Brunei maritime heritage

Anchored
Histories

A museum-development and professional-exchange initiative connecting nearly two centuries of maritime history with responsible AI, 3D modeling, game engines, interactive media, and museum interpretation.

Research · Museum practice · 3D worlds · Local capacity
Participants and teachers at a Company E and Virginia Serious Games Institute program
Game design becomes a shared studio.

Build the world.
Build the capacity.

Company E’s game-design and preservation programs bring creative and technical communities together. Historians work beside 3D artists. Museum professionals meet programmers. Students move from learning the tools to authoring experiences of their own.

The result is more than a digital product. It is a community with new skills, new collaborators, and greater ownership of the stories being told.

Inside the experience

See the worlds
take shape.

Two short views into SuperMuseum: America and Company E’s expanding immersive practice.

01Inside SuperMuseum: America

02Immersive worlds in motion

The next movement

What happens when a machine learns to listen?

A forthcoming robotics initiative with Florida State University returns to the foundational skills of dance: balance, timing, spatial awareness, responsiveness, and trust.

Artificial intelligence and robotics enter Company E’s practice not as substitutes for artists, but as new questions for artists to move through.

Innovation is an
immersive, inspiring,
empowering act
of cooperation.

Tools do not build relationships. People do. These long-term collaborators bring scientific rigor, artistic insight, technological invention, and a shared commitment to work that matters.

Professor Sang Um Nam01

AFCP · Game Design

Professor Sang Um Nam

Virginia Serious Game Institute

A leading partner in Company E’s game-design, cultural-preservation, and capacity-building work—connecting technology, teaching, and public purpose.

Dancer and choreographer Stefanie Noll02

Witness · Movement

Stefanie Noll

Dancer & Choreographer

Lead artistic partner for Witness, bringing the project’s four-city soundscapes into dialogue with movement, testimony, and lived experience.

Dr. Domenico Vicinanza03

Sonification · Music · Software

Dr. Domenico Vicinanza

Scientist, Composer & Researcher

Leads Company E’s seismic sonification and the integration of scientific data, music, and software across PULSE, Witness, and new creative inquiry.

Tobias Chen, founder of Volumetric Camera Systems04

Volumetric Capture · XR

Tobias Chen

Founder, Volumetric Camera Systems

Led the foundational capture work for A/Re You There?, the augmented reality of The Pearl Diver’s Daughter, and SuperMuseum: America.

Professor Royce Zackery of Howard University05

Robotics · Embodied AI · Dance

Professor Royce Zackery

Howard University · Dance Arts

A lead university partner in Company E’s robotics and embodied-AI initiative—bringing dance pedagogy, cognition, movement, responsiveness, and human intelligence into the inquiry.

Artists and technologists.
Institutions and communities.

Virginia Serious Games InstituteFlorida State UniversityHoward UniversityVolumetric Camera SystemsU.S. Department of State

Begin a conversation

How can we
move together?

Company E works with artists, cultural institutions, educators, researchers, technologists, embassies, and communities to build experiences around people and place.

Imagine it with us