Category: Immersive Theme-worlds

  • Hero Features

    Hero Features

    Unfold Your Story!

    Imagine a world where stories don’t just unfold around you—they unfold because of you. At iMyth, we’re reimagining interactive storytelling by making characters more than just part of the narrative; they become active participants in your journey. Our Heroes are evolving, not only to engage with their surroundings but to engage with you—learning, responding, and co-creating unforgettable moments. Now, as we expand our feature set based on valuable community feedback, we invite you to help shape the future of immersive experiences.

    A Leap Beyond the Prototype

    iMyth Heroes began as a simple prototype—a foundation for interactive, augmented reality (AR) characters. But with insights from our early adopters, we are now expanding their feature set to make these heroes even more dynamic, expressive, and capable. The most requested feature? Bringing more life and locomotion to our characters, allowing them to explore, interact, and truly inhabit the augmented environments around them.

    Introducing the Next-Gen iMyth Hero Experience

    With our latest advancements, iMyth Heroes will:

    • Engage with Guests on a Personal Level – Our characters will not just be interesting; they will be interested—actively conversing, remembering past interactions, and tailoring their responses to each guest.
    • Explore and Interact with Environments – Using AI-driven movement and spatial awareness, Heroes will now roam, react, and interact with their surroundings for a more immersive experience.
    • Harness the Power of the Hero’s Journey AI Model – Inspired by Joseph Campbell’s Hero’s Journey, our AI storytelling engine enables characters to weave guests into grand narratives, offering personalized and evolving story arcs.
    • Accelerate Story World Expansion – Our cutting-edge production technology allows us to bring new characters and story worlds to life faster than ever, ensuring a constantly growing universe of interactive experiences.

    The Heart of iMyth: Impactful Interactive Storytelling

    Our mission has always been to inspire happiness and wonder through storytelling that empowers, engages, and entertains. By refining our technology, we are bringing guests closer to their favorite characters while allowing them to shape their own adventures.

    This expansion reinforces our positioning, celebrating iMyth as a leader in immersive entertainment and interactive AR storytelling. We are not just innovating—we are redefining the way stories are told, experienced, and lived.

    Join the Journey

    We invite our supporters, co-founders, and collaborators to be part of this exciting development. Share your thoughts, provide feedback, and help shape the future of iMyth Heroes.

  • Supporter Input

    Supporter Input

    Your Voice Shapes the Adventure!

    What if you could step into a world where your favorite characters don’t just exist in stories but interact with you, learn from you, and make you the center of an unforgettable journey? That’s the power of iMyth Heroes—a new frontier in immersive storytelling, blending augmented reality with interactive characters that feel alive.

    Right now, iMyth Heroes is in its prototype phase, but we’re on a mission to develop it into a minimal viable experience people can’t live without. To do that, we need your help. Your insights will guide us as we refine the next steps, ensuring that iMyth Heroes delivers the most exciting, empowering, and impactful experiences possible.


    What’s Next for iMyth Heroes?

    Our current focus is on engaging children aged 6 to 12 by making them the heroes of their own stories. But that’s just the beginning. As we continue to innovate, we want to explore:

    ? New Story Worlds – What characters and themes excite you the most? Should we bring in historical legends, all the great classics, or fantasy realms yet to be imagined?

    ? Expanding Our Audience – Beyond children, who else should experience iMyth Heroes? Should we develop interactive experiences for teens, adults, or even professional industries like education and wellness?

    ? Essential Features – What interactive abilities would make these heroes truly unforgettable? From deeper conversation mechanics to more immersive AR interactions, what would make iMyth Heroes a must-have experience?


    Your Input Powers Our Mission

    iMyth’s NorthStar is simple: to bring happiness to the world through empowering, impactful immersive experiences. But to make that vision a reality, we need your voice.

    We invite you to:
    Share your ideas on future heroes, worlds, and features.
    Join discussions with fellow supporters and creators.
    Help shape the roadmap for iMyth Heroes’ evolution.

    ? Be part of the adventure! Want to be the first to know about iMyth’s latest updates? Follow us today and help shape the future of interactive storytelling! Comment below or reach out to us directly. Together, let’s build the future of iMyth Heroes—where imagination has no limits!

  • Community Spotlight

    Community Spotlight

    At iMyth, we believe in bringing happiness to children, of all ages, through immersive storytelling, and we can’t do it without you! Our mission is to create the world’s most impactful interactive experiences, allowing guests to engage with legendary characters in ways never before possible. But what makes an experience truly unforgettable? The answer: real feedback from the people who matter most—our guests.

    Your Input, Our Innovation

    We recently took iMyth Heroes to the Orlando Maker Faire, where hundreds of guests had the chance to interact with Tickle, one of our interactive Heroes. The insights gained were invaluable—seeing the magic in children’s eyes as they played, discovering what excited them most, and hearing their ideas on how to make the experience even better.

    One particularly special moment came from a small family of two—a 9-year-old boy and his 5-year-old sister. While the boy loved trying to thwart Tickle with scientific questions and technological puzzles, his sister was drawn to banter-centric interactions, challenging the limits of social interactions. Their contrasting preferences highlighted the importance of tailoring our experiences to diverse interests. All children wanted to interact with more familiar characters such as Spiderman, Cinderella, and Sponge Bob.

    BoyWithSuperHero
    9 Year Old boy interacting with Superhero

    This is exactly why we need you—your thoughts help us refine our features, ensuring iMyth Heroes becomes a product that children can’t live without.

    The Next Big Step – Join Us at Orlando Science Center!

    We’re taking things to the next level! On April 5th, we’re bringing iMyth Heroes to the Orlando Science Center, where Tickle will step into the world of Virtual Reality. This will allow for even deeper and more personal interactions with guests, giving us a chance to further refine and expand the experience.

    This isn’t just about testing a product—it’s about co-creating a magical future where every child’s interaction with iMyth Heroes is meaningful, exciting, and tailored to their imagination.

    Be Part of the iMyth Story

    We can’t build iMyth Heroes alone. Your feedback is the key to shaping the ultimate interactive experience. Whether you’re a parent, a collaborator, or simply someone passionate about cutting-edge storytelling, we invite you to join our journey.

    How You Can Help:

    • Visit us at the Orlando Science Center on April 5th and experience iMyth Heroes in VR.
    • Share your thoughts—what excites you? What would you love to see next?
    • Join our growing community of supporters, contributors, and co-founders.

    ? Stay Updated & Get Involved!
    Follow our journey at iMyth-X.com and be the first to experience the future of interactive storytelling.

    Together, let’s create something truly magical. ?

  • Living Heroes

    Living Heroes

    Awaken the Hero Within: Your Journey with iMyth Heroes Begins!

    Imagine stepping into a world where magic is real, where adventure awaits at every turn, and where you are the hero of the story. iMyth Heroes aren’t just characters—they are legendary guides from fantastic realms, stepping into your reality for the first time. With wide-eyed wonder, they explore your world just as you explore theirs, inviting you into an unforgettable journey that will change you forever.

    Heroes Who See You

    These aren’t scripted NPCs or passive entertainers. iMyth Heroes see you. They ask questions, they listen, they learn—because their story isn’t complete without you in it. With the curiosity of an explorer and the heart of a companion, each Hero is eager to unravel the mysteries of your world while guiding you through theirs. Through augmented reality, they don’t just step into your space—they pull you into theirs, transforming the ordinary into the extraordinary.

    Adventure in the Palm of Your Hand

    One moment, you’re in your living room. The next, you’re deciphering an ancient prophecy, escaping a crumbling temple, or unlocking a long-lost secret. Every interaction with an iMyth Hero is an invitation—an opportunity to break free from the mundane and embark on a tale woven just for you. Powered by groundbreaking technology and inspired by the legendary Hero’s Journey, these experiences are designed to leave you forever changed, returning to your world just a little braver, wiser, and happier.

    Your Story Starts Now

    The call to adventure is sounding—will you answer? With iMyth Heroes, the journey begins wherever you are, whenever you’re ready. The only thing you need is the courage to say yes.

    Step forward, hero. Your adventure awaits. [Join us today!]

  • The Future of Interactive Storytelling: How iMyth is Redefining Immersion

    The Future of Interactive Storytelling: How iMyth is Redefining Immersion

    A New Era of Storytelling Has Arrived

    Imagine standing in your own living room, talking to your favorite hero—an interactive, fully immersive character that remembers your name, responds to your emotions, and invites you on a journey beyond your wildest dreams. This isn’t the future; this is iMyth Heroes, and it’s happening now.

    At iMyth, we are pushing the boundaries of storytelling by blending augmented reality, interactivity, and deep character engagement. Our mission is simple yet groundbreaking: to bring happiness and wonder to children of all ages by making their dreams come alive in the palm of their hands.

    Breaking the Barriers of Traditional Entertainment

    For decades, books, movies, and video games have transported us into incredible story worlds—but they have always remained static, unable to react to who we are as individuals. With iMyth Heroes, that changes. By integrating cutting-edge AI and augmented reality, we create dynamic, real-time experiences where:

    • You are the protagonist – Every child (or child-at-heart) is the hero of their own story.
    • Your choices matter – Conversations with iMyth Heroes aren’t scripted; they’re interactive and personal.
    • The world responds to you – Our characters learn, adapt, and grow alongside their users, making each experience unique.

    The Road Ahead: What’s Next for iMyth Heroes?

    Our journey is just beginning. We are actively refining our first commercial product and collaborating with partners who share our vision. Here’s what’s on the horizon:

    • More heroes, more adventures – New characters from beloved stories and original worlds are coming soon.
    • Expanded interactivity – Enhanced voice recognition and deeper storytelling mechanics.
    • Global reach – Bringing iMyth Heroes to children everywhere, in multiple languages and cultures.

    Join the iMyth Revolution

    We believe in the power of storytelling to inspire, uplift, and transform lives. And we want you to be part of this journey. Whether you’re a supporter, collaborator, or potential co-founder, your contributions help shape the next generation of interactive storytelling.

    ? Stay connected, explore opportunities, and help us bring magic to the world by following this link and registering with iMyth.

  • Disney Contributing to Location-Based Experiences

    Disney Contributing to Location-Based Experiences

    I like to stay abreast with technological developments which not only advance location-based entertainment but interactive storytelling as well. This new announcement from Disney sounds interesting. Disney research just filed a patent for a new head mounted display(HMD) and a gizmo which is referred to as an “Air Flow Generator”. I have no information about the HMD but the air-flow generator sounds interesting.

    This air-flow generator evidently generates gusts of directed airfields which can be used to simulate the haptic sensation of the movement of a virtual object such as sword swinging, animal moving etc. In addition, the generator can also manipulate the smell of the generated air gusts to simulate particular smells such as the smell of soil, smell of flower, etc.

    For sure there are many other air field generators, (fans), which can be actuated by trigger events within an experience. However, these have always been very “low frequency, high amplitude”, for lack of better terms, sensations. This generator sounds very localized and directed. There have also been other manufacturers of HMD attachments promising custom generated scents. This gizmo, as an external generator, promotes more of a collaborative, shared experience. The Void produces similar sensations in their experiences. I am unfamiliar with their technology.

    In a conversation with an Imagineer many years ago, I think Disney is on to a product which can really contribute to large scale experiences. He told me exactly how such a gizmo exactly like this could be implemented. Maybe he decided to have Disney research actually implement it?

    If this product is what I think it is then I believe it could make a significant contribution for the location-based entertainment market. An apparatus such as this could not be marketed for home use. If location-based immersive experiences are to be bigger, bolder and more fantastic than home based experiences, then this technology could aid in widening the gap between home and location-based. Of course there is a huge dependency on how reconfigurable this device is. However, if it fully reconfigurable and “dynamic”, then it will contribute to an experience that is physical, collaborative and highly memorable, (Always unique) – Just what the iMyth team ordered.

  • No Man’s Sky to fulfill my prophecy?

    No Man’s Sky to fulfill my prophecy?

    Quite a few years ago, I was very excited about a project called No Man’s Sky, No Man’s Sky and No Man’s Sky Grammar Based Universe. For me this represented the very first wide-open Grammar Based Universe. You may be asking, “What is a grammar based universe?” If you follow the prior link you’ll be inundated by a long winded answer. For the short attention spanned present, a grammar based universe is a fancy way of describing a procedurally-driven world. There is a lot of confusion between the terms Procedural and Automated, and there are some very big differences. Procedural means the implementation of a set of rules and expressions which complement an artists’ skills far beyond what she could create unaided. The important factor here is without human input, there can be no procedurally created worlds. Automation is allowing the computer to create with human assistance. Without going into too much theoretical detail, automation cannot efficiently create realistic CGI worlds. Only when the processes are procedural can life be breathed into the CGI creations.

    No Man’s Sky represented the very first Grammar Based Universe or an entire alternative reality created by artists with the aid of a set, (a very complicated set), of rules and expressions. Regretfully, when the game came out, the gamers were not thrilled. While the Universe itself was impressive, the game-play was not. I did not purchase the game myself so I cannot judge for myself. However, No Man’s Sky appears to be rising from the ashes and being re-released as a VR game. Not only has the game received a google of improvements, it is now multi-player. This is even more exciting since now Not only is No Man’s Sky the first grammar based universe, it is also the first grammar based immersive experience theme world. While I am assuming it still maintains its procedurally driven origins, it now maintains the three fundamental rules of being an immersive experience theme world. A theme world is any collection of all possible human experiences related to a similar concept yet bound rigidly by one central story, theme or cannon; the theme world heart.

    No Man’s Sky is A Theme World – The entire experience is based on the spirit, of exploration and discovery of the the entire universe.

    No Man’s Sky Is physical. Being shifted to VR projects the third person, over the shoulder experience, into the first person. Equipped with CGI hands, the participant is now empowered to explore the universe from the first person perspective.

    No Man’s Sky Is Collaborative. The gameplay is now multi-player. Participants may now explore and , “do things” in the universe either by themselves or with their buddies.

    No Man’s Sky Is Unrepeatable. The entire universe is open for exploration such that no two world necessarily need to be the same. I am not sure of the exact number but I believe there is not enough time in the history of the universe to explore every one of the world No Man’s Sky creates.

    No Man’s Sky is an at home, or non-location-based experience. However, I am very excited for the game to achieve popular status. I want the audience to develop a taste for massive world discovery. The exploration of an open world with occurring events is the spirit of iMyth and I believe this type of experiential media will gain in popularity.

    As this type of media continues to grow in popularity, iMyth will continue to generate new grammar based universes based in different theme worlds; some familiar and some new. With the iMyth arena, the exploration of these theme worlds can not only happen from the home but in location-based facilities where participants can participate in the fullest immersive sensory experience possible.

  • Boom Town: The Ultimate Immersive Experience?

    Boom Town: The Ultimate Immersive Experience?

    I recently came upon this Facebook article from the UK about, what they claim, the world’s most immersive experience: Boom Town.

    https://www.facebook.com/BuzzFeedUK/videos/2330089977077212/

    Before this posting I have never seen or heard of Boom Town before. It sounds a bit like an English variation of Burning Man mixed in with a music Festival. Music Festivals are wonderful immersive experiences. I love how Boom Town is a theme world integrated with the festival. I wonder if the theme world changes each year they put this festival together.

    As far as iMyth is concerned, I think it would be awesome to empower participants to participate in an immersive theme world, such as Boom Town. With the magic of the internet, participants may choose how they interact with the theme world; actively, semi-actively or passively.

    The most dramatic method would be active. Participants would be required to go to an immersive theme world arena, such as iMyth, put on the immersive equipment and jump into the fun. They would be able to physically act and react and participate with all of the sensory stimuli the theme world has to offer. Folks who participate in this method are the most adventurous and crave the most interactive of all experiences.

    Semi-actively, participants could join in the fun from their mobile devices or from their home computers. They will be able to experience the theme world from personal based HMDs such as Oculus, Vive, or even Magic Leap. The important aspect is that the participants would not be required to participate from an immersive theme world arena. However, they will not be able to Physically participate. They will contribute to the experience as interactors or non-physical participants. Folks who participate at this level may not be able to physically participate in an iMyth arena. They may simply wish to not interact as deeply; metaphorically wading into the water instead of diving in.

    The third option is to participate passively. Restricted once again to a mobile device or home computer, the participant will not be required to employ a visualization device, (HMD), but could view the activities of the theme world from their phone screen or monitor. The view options of this passive perspective are unlimited. However, the amount of interactivity and immersion are also the least. This perspective is for folks who wish to watch on the sidelines and sample the experience before venturing in deeper.

    Festivals such as Boom Town are an inspiring goal of where immersive theme worlds can get to. Since iMyth experience can exist on all three levels of interactivity and immersion, they might actually be able to become something even larger. This of course will need to be explored further once immersive theme worlds start gaining traction.

  • “Chained” Keeps the iMyth dream Alive!

    “Chained” Keeps the iMyth dream Alive!

    It’s been over two years since iMyth performed it’s last presentation of “The Courier,” and I have not scene a location based theme world experience like it since, until now. The folks at Madison Wells Media have created a location-based, Mixed Reality  amazing interpretation of Charles Dickens’ A Christmas Carol called ChainedI have not been able to participate in Chained myself. Unless MWM Media decides to come to Orlando to give a few performances I don’ think I’l be able to partake. None the less. I understand exactly what they are doing. I found out about the experience through the Verge Article, “Chained mixes virtual reality and live actors to tell a dark Christmas tale.

    Created by Justin Denton, Chained seems to be doing everything correct. The experience takes place on a motion capture stage complete with props and set pieces. Actors and actress from immersive theatre done Motion Capture suites and become interactors in the 20-minute-ish. experience. I have to use the term “around 20 minutes” since each performance is an improvisation and every experience is unique, co-authored with each participant. “Combining a scripted show with on-the-fly moments of improvisation and customization allows the story to remain fixed, while still ensuring each participant’s individual experience will be unique. That approach also extends to the show’s pacing and structure. Rather than having the entire piece run on a timed loop, some individual scenes and transitions are triggered by an on-site stage manager, while others are activated by the way the participant handles certain props. When meeting the Spirit of Christmas Present, for example, I was handed an apple; placing that item on a table in the room triggered the next beat in the scene.”

    Within the experience, bony arms and hands reach out and touch the participant, pulling them into the experience, amplifying their presence. “Chained demonstrates how live performers can allow virtual experiences to become more personalized than they would if an audience member was just watching an automated digital character moving along programmed rails. The actors can change their performance, cadence, and approach based on participants’ behavior.”

    “Chained” is seen as a prototype event, very much like “The Courier.” The experience, which is to be expected, did have its flaws, “As with any production that’s experimenting and pushing boundaries, some moments that work better than others. At one point, I’m pretty sure I nearly stepped on Bates as he tried to secretly crawl away during a scene transition. At other points, it appeared a character was looking down at my chest rather than meeting my eyes.” As the iMyth experience demonstrated that these early immersive experiences do have their mistakes. However, having live interactors does an amazing job anchoring the participant’s presence in spite of the goofs and less than perfect executed sequences.

    The one key factor that “Chained” has that “Courier” didn’t is multiple performances with multiple participants. Running the experience through with hundreds of willing participants really helps iron the wrinkles of a new concept, “When you run lots and lots of audience members through, you really learn a lot, and we’ll make it better and more seamless and more comfortable for people throughout the process.”

    I’m very excited for Chained and I hope it creates a strong media buzz. The more positive attention it bring the more likely iMyth will be able to create more immersive theme world experiences!

    Update: 12/12/18

    I just found this CNET web article about Chained.

    From the web article it is a bit difficult to tell just what the journalist’s perspective of the entire experience is. She does seem impressed however with the feeling of presence and Being There when she knows it is not real.

  • ‘Jack Ryan’ Most Immersive Theme World Experience Ever?

    ‘Jack Ryan’ Most Immersive Theme World Experience Ever?

    Although I did not attend, this year at San Diego’s Comic-Con is an attraction like no others. In conjunction with the Amazon Series, ‘Jack Ryan’, is a 60,000 square foot immersive VR Themeworld experience. This thing is huge. A crew from Media Monks, an immersive marketing firm from Holland,  worked for months to create this outrageous, location-based experience. You Go Guys!

    As mentioned before, the experience takes place over a 60,000 square foot lot at the San Diego Comic-con. Participants done a backpack computer complete with Oculus VR headset, a climbing harness and motion control markers for hand and feet. During the experience, participants engage in gun fights, duck and cover to avoid fire, Get dropped in from a helicopter (Something I never thought of), escape from a zip line, walk a plank and drive a motion controlled vehicle. These guys pulled out all the stops! This is fantastic and I’m glad someone was able to pull it off if anything as a proof of concept.

    I don’t know much about Media Monks. However, their headquarters are in Amsterdam and they have offices around the world. The realm of immersive marketing is so big I have trouble wrapping my head around the scale and it is only getting bigger. If there any ambitious young people not certain to place all their eggs in the film or games basket may want to consider going into this growing field.

    Business-wise I see this as a marketing event sponsored by Amazon. Such practices are often employed by other production companies such as Lion’s Gate. So this experience is tied in with a major IP, taking place at the world’s largest geek’s fair. I’m sure this experience will do a great job demonstrating what could be done with VR immersive experience and hopefully open the floodgates for other future location-based attractions.

    As a foundation upon which to create a business model from I have my doubts. This is a very linear experience. Very few people, except for the die-hard Jack Ryan lovers, will want to go through this experience more than once. This is also a solo experience. The future of immersive experiences is dependent on collaborative experiences. Until the opportunity is given for participants to share the experience with others it will be a hard sell. Folks may argue that there is an interactor helping the participant through the experience. However, this interactor has no digital presence and is only concerned for getting the participant through the experience in the safest, fastest way while still adhering to the context of the themeworld. If the interactor had a digital presence and collaborated with the participant in fleshing out a unique story then folks would really fall in love with the adventure. Then of course there is the evil specter of throughput preventing this from being a commercially viable experience. I don’t know how many participants can be in the experience at one time but it does not look like many. The involvement of an interactor for each participant also drives up the cost of the experience itself. If an attraction such as this were in a for-profit facility then the throughput would have to be increased at least by tenfold or the cost of there experience would need to be staggering. This looks like a fantastic experience. However, would it warrant a $100 admission price?

    Overall, this is a very exciting and promising prototype. I wish I could be in San Diego to give this experience a try! Hopefully events such as this will continue to keep attracting the attention of the world and make immersive themeworld experience an expected component of our every day media.