“Wear your eyes thus”: Toward a Cognitive Ecology of VR Shakespeare

Abstract

How will immersive virtual reality (VR) cognitively affect the audiences who interface with it to interpret Shakespeare performances? Current theories of performance and cognition are based on theatre and film audiences, but VR performances combine features of both media: a disembodied spectral presence, like a theatrical audience; and a flexible range of locations and vantage points, like a film audience. This paper imagines how VR might adapt a sequence from Orson Welles' 1952 film *Othello*. It asks not only what would be lost and gained in the transition, but what cognitive ecology results from a medium that limits our interaction with and our movements within a performed narrative

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