Virtual Play: Beckettian Experiments in Virtual Reality

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Journal ArticleDate:
2018Access:
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Johnson, N.E. & O'Dwyer, N., Virtual Play: Beckettian Experiments in Virtual Reality, 2018, Contemporary Theatre Review, 28, 1Download Item:

Abstract:
The past ten years have seen extensive experimentation with Beckett and new technological media at Trinity College Dublin. Research projects have included the stage adaptation and installation of a teleplay (Ghost Trio, 2007), the HD digital video exploration of two teleplays (Abstract Machines, 2010, including new versions of …but the clouds… and Nacht und Träume), and numerous smaller projects involving audio and video within the remit of “fundamental research” at the Samuel Beckett Laboratory (2013–present). The most recent project, Virtual Play, explores Beckett’s Play (1963) within FVV (free-viewpoint video), a form of user-centred VR (virtual reality). This project, reflecting interdisciplinary and cross-faculty collaboration between the V-SENSE project (within the School of Computer Science and Statistics) and the School of Creative Arts, has made high-impact contributions in both FVV research and Beckett Studies, and has now been recognised at European level, receiving first prize at the 2017 New European Media Awards.
After introducing the idea behind the project in a short video, this intervention addresses the main outcomes of this research for both Beckett Studies and the study of VR. The researchers believe that the project revealed not only new ways to think about Beckett and Play, as might be expected from any new production of his text, but also insights that extend the existing field of research in Beckett and technology. The use of Beckett in this context also led to new thinking about VR acting and the VR audience, research which is ongoing for the computer scientists involved. Finally, Virtual Play has demonstrated some structural characteristics of the type of research ecosystem that might allow such interdisciplinary collaborations to flourish, visions which may have implications for the way that universities organise research between the separate but overlapping fields of “creative technologies” and “creative arts practice”.
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https://www.contemporarytheatrereview.org/2018/beckettian-experiments-in-virtual-reality/http://hdl.handle.net/2262/91735
Sponsor
Grant Number
Trinity College Dublin (TCD)
TLRH Interdisciplinary Seed Fund 17-18
Science Foundation Ireland (SFI)
15/RP/2776
Author's Homepage:
http://people.tcd.ie/johnsonDescription:
This is an open-access publication that is an online-only component of the Contemporary Theatre Review 28.1 (2018) special issue on Samuel Beckett.
Author: JOHNSON, NICHOLAS; O'DWYER, NÉILL
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Journal ArticleURI:
https://www.contemporarytheatrereview.org/2018/beckettian-experiments-in-virtual-reality/http://hdl.handle.net/2262/91735
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Series/Report no:
Contemporary Theatre Review;28;
1;
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Full text availableKeywords:
Research Subject Categories::INTERDISCIPLINARY RESEARCH AREAS, Samuel Beckett, Virtual Reality, Practice-as-ResearchSubject (TCD):
Creative Arts Practice , Creative Technologies , Digital Humanities , Identities in Transformation , Making Ireland , Digital Humanities , Digital Media , Digital Performance , Digital storytelling , Samuel Beckett , Samuel Beckett , Virtual Reality , Virtual Reality , Virtual Reality , Virtual reality , digital art , digital culture , samuel beckettISSN:
14772264Licences: