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dc.contributor.authorJOHNSON, NICHOLAS
dc.contributor.authorO'DWYER, NÉILL
dc.date.accessioned2020-03-09T11:52:05Z
dc.date.available2020-03-09T11:52:05Z
dc.date.issued2018
dc.date.submitted2018en
dc.identifier.citationJohnson, N.E. & O'Dwyer, N., Virtual Play: Beckettian Experiments in Virtual Reality, 2018, Contemporary Theatre Review, 28, 1en
dc.identifier.issn14772264
dc.identifier.otherY
dc.identifier.urihttps://www.contemporarytheatrereview.org/2018/beckettian-experiments-in-virtual-reality/
dc.identifier.urihttp://hdl.handle.net/2262/91735
dc.descriptionThis is an open-access publication that is an online-only component of the Contemporary Theatre Review 28.1 (2018) special issue on Samuel Beckett.en
dc.description.abstractThe 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”.en
dc.description.sponsorshipThis publication is a single work of co-equal dual authorship, arising from the collaboration between the V-SENSE project and the Trinity Centre for Beckett Studies. This publication has emanated from research supported in part by a research grant from Science Foundation Ireland (SFI) under the Grant Number 15/RP/2776, as well as from creative funding from the Trinity Long Room Hub (Interdisciplinary Seed Funding, 2017-18) and the Provost’s Fund for the Visual and Performing Arts at Trinity College Dublin. The authors acknowledge the collaboration of Aljosa Smolic, Enda Bates, Rafael Pagés, Jan Ondřej, Konstantinos Ampliantitis, David Monaghan, Maeve O’Mahony, Colm Gleeson, and Caitlin Scott. The researchers are grateful for the support of Edward Beckett and the Estate of Samuel Beckett.en
dc.language.isoenen
dc.relation.ispartofseriesContemporary Theatre Review;
dc.relation.ispartofseries28;
dc.relation.ispartofseries1;
dc.rightsYen
dc.subjectResearch Subject Categories::INTERDISCIPLINARY RESEARCH AREASen
dc.subjectSamuel Becketten
dc.subjectVirtual Realityen
dc.subjectPractice-as-Researchen
dc.titleVirtual Play: Beckettian Experiments in Virtual Realityen
dc.typeJournal Articleen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/johnson
dc.identifier.rssinternalid184111
dc.rights.ecaccessrightsopenAccess
dc.subject.TCDThemeCreative Arts Practiceen
dc.subject.TCDThemeCreative Technologiesen
dc.subject.TCDThemeDigital Humanitiesen
dc.subject.TCDThemeIdentities in Transformationen
dc.subject.TCDThemeMaking Irelanden
dc.subject.TCDTagDigital Humanitiesen
dc.subject.TCDTagDigital Mediaen
dc.subject.TCDTagDigital Performanceen
dc.subject.TCDTagDigital storytellingen
dc.subject.TCDTagSamuel Becketten
dc.subject.TCDTagSamuel Becketten
dc.subject.TCDTagVirtual Realityen
dc.subject.TCDTagVirtual Realityen
dc.subject.TCDTagVirtual Realityen
dc.subject.TCDTagVirtual realityen
dc.subject.TCDTagdigital arten
dc.subject.TCDTagdigital cultureen
dc.subject.TCDTagsamuel becketten
dc.identifier.orcid_id0000-0002-6361-5593
dc.status.accessibleNen
dc.contributor.sponsorTrinity College Dublin (TCD)en
dc.contributor.sponsorGrantNumberTLRH Interdisciplinary Seed Fund 17-18en
dc.contributor.sponsorScience Foundation Ireland (SFI)en
dc.contributor.sponsorGrantNumber15/RP/2776en


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