Index/Work/Skywaker XR
4DGS · live tool

Skywaker XR

Discipline
VJ board · real-time
Role
Design · build · perform
Stack
4DGS — four-dimensional spatial visuals
Use
Layered, depth-aware live performance

§ A — Live VJ controller

embedded surface · companion scene iframe
// scene · cue echo overlay ⌖ dual iframe → `npm run preview` (relay on :8787 /ws-control)

Left: shipped VJ surface. Right: companion Three scene via embedded iframe.

// pitch

A real-time 4D Spatial Art Entertainment System

The Skywaker XR system is the new experiential solution and center of attention to live music entertainment events. Everyone will be able to experience Sphere-class entertainment anytime, anywhere (when XR hardware looks cool enough to actually wear, of course). Skywaker is a live VJ board built on a four-dimensional spatial visual system — stacks of light, lattice, and motion that respond to the environment. Above, the shipped web controller sits on the left and the companion Three surface embeds at right.

Visual artists will no longer need to live in delayed space as Skywaker erases the time delay between creating and sharing art.

// model

Generative 4d Gaussian Splatting, ML Sharp.

// purpose

Real-time Gestural Control

// credits
Credits & acknowledgements · Skywaker system

Creative lead & principal development
Diana G. Munoz — concept, XR/VJ UX, folio surfaces, orchestration.

Product & storytelling context
Skywaker XR is authored as Diana's experiential platform for Sphere-class spectacle (reference to Sphere-style venues used descriptively, not implying venue endorsement).

Hardware partnerships & XR targets
Featured work iterated with Samsung Galaxy XR as reference hardware alongside desktop WebXR/WebGL runtimes.

Core FOSS stacks
Thanks to the contributors behind Three.js, the Vite toolchain, and the upstream runtime dependencies bundled in this repo (skywaker-vj/, three-ml-sharp/, relays / control scripts). Transitive licenses live in upstream package.json / lockfiles when you rebuild from source.

Operational / deploy stack
Packaged demo pathways (relay, synced embeds, optional Docker staging) documented for operators under deploy/; see deploy/README-FLY-DOCKER.md where applicable.

Collaborators & testers
Thanks to collaborators, rehearsal partners, mentors, and everyone who lent hardware time, critiques, QA passes, cabling help, choreography notes, and morale—add explicit names beside each contribution as approvals allow.

Expand this list consciously
Please append named credits (people, studios, venues, licensees) wherever contracts / ethics require—you can extend this accordion without rewiring scripts.

Suggested additions (fill in specifics)
  • Named lighting / volumetric collaborators & performance partners.
  • Music licensees, BPM designers, choreography references.
  • Additional headset OEM / OS teams beyond Samsung Galaxy XR.
  • Grant funders & residency labs.
  • Specific open fonts, icon packs, sound packs (if redistribution requires notice).
Skywaker context

Critical XR Manifesto

orig. written 2022 — updated 2026

Real-time Co-Immersion UX Concepts. Ideating the critical design foundations for shared augmented reality and lobbying for visually paramount, centralized incubation ventures through real-time experiences.

Make “Live” Better

All seating sections can be ‘tuned-in to different frequencies’ to view the live moving projection tailored to their specific angle of viewing.

Current standards of live-performance viewing still rely on relatively small screens.

This unforgettable visual from Blade Runner (1982) is still a breathtakingly captivating concept to this day. Taking it one step further, imagine how impactful a real-life public figure can be as a true titan, and how the nosebleeds at live performance venues could be just as valuable as the very front seats.

The technology required for reliably mapping and scaling a 3D motion-captured augmented projection to this degree already exists and works well. If anything could make AR more in demand and consequently, more accessible, I say it’d be the FOMO (fear of missing out) from witnessing something like this.

GamifyPersonalized, Interactable UI

Each individual in attendance of a live event can be retained and unified with the entertainer and audience if there is a simple, interactable, gamified mixed reality augmented platform integrating everyone along the ride, and an incentivized personalization feature for each individual.

Turn Up the FXMusic & Live XR Animation — A perfect harmony

With full 2.5 D and 3D real-time mixed augmented reality animation rendering capabilities, we can bring the already breathtaking animations currently created by countless niches of world-class artists, and tactfully give them the co-immersive, interactive production resources to weave their visions into the countless niches of live-music performances.

Storytell

A balloon ‘moon’ prop used during The Weeknd’s 2023 Tour.

In 2026, 3 years later, that was beat by a larger hemisphere at Kanye's. 3 years' time for slow prop maturation. Nonetheless, real physical props even if minimalist or rudimentary can have a timeless charm to them.

But, to make them 10x more special, with thematically consistent Mixed Augmented enhancements, events can foster audiences through digestible and attractive reality transitions in comparable fashion to the film and television industries' long-developmental balancing act of effective storytelling through live-action, puppetry, and CG. Weaving together physical media and engineering and augmented reality will have far more relevant impact than tacking on augmented reality in a disparate way.

Artistically Advertise

XR designs should effectively respect and fulfill each unique audience’s maturity and taste for visual quality. Advertising with Extended Reality will undoubtedly catalyze the industry as the father of AR purposes once the hardware becomes ‘cool’ enough for everyday wear.

This conceptual design video created by Keiichi Matsuda visually describes in jaw-dropping detail what the highly likely future reality of advertisement inundation will be like. This video not only solves the MR AR possibilities, but it exposes many human problems that will still be left unsolved despite aggressive technological advancement.

I believe that by carefully curating live-experiences to elevate quality standards of experience, we can naturally inspire chain reaction developments to follow suit and prevent many possible predatory practices of an MR augmented reality society.

Klawdashev next.

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