2019Augmented 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 · Innovation
Dance. Music. Movement. Story. We begin with the human capacities that make meaning—then use emerging tools to carry them farther.
Enter the workOur principle
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.
A continuing evolution
Every chapter begins with artists: with bodies learning space, musicians shaping time, and storytellers asking an audience to imagine.
2019Augmented reality · Dance
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.
A story expandsLive performance · AR · Immersive story
Dance, music, and Gulf storytelling move between the stage and augmented space—extending a human story without surrendering its living, embodied heart.
2024 →Immersive worlds · Cultural diplomacy
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 · Volumetric capture with Tobias Chen · 2019
The Company E approach
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.
One practice · Four connected fields
AR, VR, motion capture, and volumetric capture open new spaces for performance and participation.
Digital tools preserve architecture, memory, and lived culture while building local capacity to carry the work forward.
Interactive world-building turns learning into practice, bringing artists, researchers, programmers, and communities into one creative process.
Emerging tools become partners in inquiry—always returning to movement, critical thinking, and the distinctly human act of storytelling.
The nature of innovation
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
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.
Yellowstone’s Geysers Chamber Music · Domenico Vicinanza and Alyssa Schwartz
Seismic data translated into a musical score01 · Earth
Sonification lets us hear change that may be difficult to see. In performance, information becomes rhythm, atmosphere, and embodied response.
02 · More-than-human
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
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.
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
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.
Ambassadors Fund for Cultural Preservation
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 · ApprenticeshipU.S.–Brunei maritime heritage
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
Learning by making
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
Two short views into SuperMuseum: America and Company E’s expanding immersive practice.
01Inside SuperMuseum: America
02Immersive worlds in motion
The next movement
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.
The people behind the practice
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.
01AFCP · Game Design
A leading partner in Company E’s game-design, cultural-preservation, and capacity-building work—connecting technology, teaching, and public purpose.
02Witness · Movement
Lead artistic partner for Witness, bringing the project’s four-city soundscapes into dialogue with movement, testimony, and lived experience.
03Sonification · Music · Software
Leads Company E’s seismic sonification and the integration of scientific data, music, and software across PULSE, Witness, and new creative inquiry.
04Volumetric Capture · XR
Led the foundational capture work for A/Re You There?, the augmented reality of The Pearl Diver’s Daughter, and SuperMuseum: America.
05Robotics · Embodied AI · Dance
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.
Built through partnership
Begin a conversation
Company E works with artists, cultural institutions, educators, researchers, technologists, embassies, and communities to build experiences around people and place.
Imagine it with us