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Envisioning VR theatre: Virtual reality as an assistive technology in theatre performance

Authors :
Schott, Gareth R.
Barrett, Kyle
Haughey, Laura
Srinivasan, Saikrishna
Schott, Gareth R.
Barrett, Kyle
Haughey, Laura
Srinivasan, Saikrishna
Publication Year :
2024

Abstract

This research project focuses on exploring the potential artistic advancements provided by the inclusion and incorporation of Virtual Reality (VR) within theatre. The incorporation of VR technology into theatre performance ultimately aims to alter a theatre experience by adding spatial presence for audiences and adding new production considerations for theatre practitioners. This project investigated the conceptual nature and practical aspects of using 360-degree cameras placed on stage to enable virtual teleportation onto the stage from the audience or remote viewing. This thesis constitutes a PhD ‘with publication’ and includes reprints of quality assured peer reviewed scholarly articles produced at different stages on the project. The first study examines the early development and use of three-dimensional theatre prototyping to identify the technical requirements for VR theatre. A digital theatrical prototype was designed, along with mathematical calculations to determine the optimal placement of 360-degree cameras on stage. The study reveals multiple camera angles that can be utilized to capture a 360-degree/VR theatre experience. Building upon the findings of the first study, the second study focuses on practical and technical factors such as visibility, sound, lighting, and visual intensity to enhance audience access and proximity to live performances. Different camera positions were found to be suitable for different theatre styles. The study suggests that the application of VR technology in theatre stages can yield highly satisfying results, as reported by participating actors. Following initial prototyping and planning, the PhD then experienced the impact of COVID-19 that prevented planned collaboration with local theatre practitioners that would have enabled a substantive practical application of VR, technical refinements and, user and audience testing. However, in response to the impact of COVID-19 on the theatre industry, the third study investigated the

Details

Database :
OAIster
Notes :
English
Publication Type :
Electronic Resource
Accession number :
edsoai.on1431952482
Document Type :
Electronic Resource