2 research outputs found

    An Investigation of Scenic Visualization Using Virtual Reality During Rehearsal

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    In this paper, we discuss the use of virtual reality as a tool for actors during the rehearsal process and assess methods to implement and continue this research in future works. During the rehearsal process, the scenic design is normally introduced to actors close to the end of rehearsals. In introducing a virtual reality environment to train actors, we hoped to help them develop a better understanding of the design at an earlier point in the process. Our investigative pilot study involves two productions in a university theatre, where we render the scenic design of the production for which our actors are rehearsing. After rendering was finished, a treatment group of actors was permitted to explore and practice their movements in the virtual environment using an HTC Vive. The actors were then assessed on their confidence level at different points in the rehearsal process; the findings of this data are presented alongside interview anecdotes from the actors. We end with a discussion of potential struggles and extraneous variables that should be monitored in future studies along with the average trends found in our pilot study

    Experimenting with PlayVR, a Virtual Reality Experience for the World of Theater

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    This paper describes the experimentation with the users of PlayVR, an educational experience focused on the world of theater and based on the use of virtual reality. The PlayVR project explores several dimensions of this domain, corresponding to different levels of cognitive and emotional involvement: from the simple tour through the locations of a well-known Italian theater to the possibility of exploring the different sceneries and to interact with the characters of a play. The two exploratory studies presented in this paper have been focused on engagement, embodiment and presence, which are fundamental for the definition of a VR experience targeted to the world of theater. The results of the studies gave experimental confirmation of what is available in literature, but gave also suggestions for the exploration of novel research issues. Overall, they were very useful for the future development of PlayVR, guiding the choice through the different design solutions and also the often contrasting technology options available for virtual reality
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