Co-organized by Dauphine Culture, PXN and {CORRESPONDANCES DIGITALES]the Journées du Management Culturel 2022 were held at the Maison des Métallos on December 1 and 2. This year’s theme was the development of immersive digital experiences in cultural venues.

1st Panel: WHAT DOES IMMERSION BRING TO THE VISITOR? [READ THE REVIEW]
- What does the immersive experience offer in terms of emotions and cognition? – Anna Charrière, Development Manager, Bachibouzouk / Dorine Brandeis, Business Development Manager, Groupe Manatour.
- Feeling and sensing – Feedback on the multi-sensory and emotional benefits of immersion with Sensory Odyssey – Armelle Pasco, DGA, Sensory Odyssey.
- Immerse yourself or share a collective experience: the case of the Bal de Paris- Frédéric Lecompte, CEO, Backlight.
- Producing an immersive exhibition, some challenges and benefits for visitors – Feedback from the Grand Palais immersive exhibition (Pompeii / Venice Revealed) – Ariane Orsini, Exhibition Project Manager, Réunion des musées nationaux.
Panel 2: HOW TO DRIVE IMMERSIVE DIGITAL PROJECTS?
FEEDBACK – THE MUSEUMS’ VISION
- Designing and operating immersive virtual reality experiences at the Museum: feedback from the Cabinet de Réalité Virtuelle and the ongoing pre-production of a large-scale VR experience – Stéphanie Targui, Head of innovative digital and audiovisual projects, Muséum National d’Histoire Naturelle.
- Implementing a visit to a heritage site in mixed reality: the Hôtel Gaillard visit, a collaboration between RealCast and the Cité de l’Économie for the Hôtel Gaillard visit – Célia Chettab, Mediation Project Manager, Cité de l’économie.
FEEDBACK – THE PRODUCERS’ VIEW
- Producing an immersive experience: the case of the interactive installations in the Mona Lisa immersive exhibition – Thibault Jorge, Production Director & Co-founder, Femme Fatale.
FEEDBACK – DISTRIBUTORS’ VISION
- Promoting the distribution of immersive works: feedback from Lucid realities and presentation of Unframed Collection – Chloé Jarry, CEO, Lucid Realities.
- Proposing new distribution formats for immersive works: feedback on different models of collaboration with institutions – Camille Lopato, Founder, Diversion Cinéma.
3rd panel: HOW DO IMMERSIVE SPACES CONTRIBUTE TO AUDIENCE DEVELOPMENT? [READ THE REVIEW]
- Hosting an immersive experience in a museum: Horizon de Kheops atInstitut du monde arabe – Soufiane Bencharif, Head of Marketing and Audiences, Institut du monde arabe.
- Creating a nomadic and eco-responsible immersive cultural offer: the example of the Immersive Art Box – Michael Couzigou, Founder, New Art Experiences.
- Diversifying distribution models for immersive cultural offerings: feedback from various projects supported by Art Explora (Art Explorer, MuMo) – Philippe Rivière, Digital Manager, Art Explora.
- Developing digital spaces throughout France and internationally: the case of micro-folies – Adryaan Martins, Exhibition Programming Manager, Établissement public de la Grande Halle de la Villette.
4th panel: THE DEMATERALIZATION OF CULTURAL EVENTS: WHAT OPPORTUNITIES? [READ THE REVIEW]
- Developing new visitor experiences outside a physical site: challenges, intentions and prospects in the light of Mira’s cultural projects – Thomas Tassin, Founder, Mira.
- Developing different approaches to augmented entertainment: feedback from various projects run by Small Creative – Vincent Guttman, Managing Director, Small Creative.
- Creating the Metavers of entertainment: VRrOOm’s ambition – Maud Clavier, Associate, VRroom.
- Using video games as a training and communication tool: feedback from Game in society – Olivier Mauco, CEO, Game in society.
Many thanks to Maxime Bohn for writing these articles!