Performers and audience across time and space


To use a moving image or humanoid or even another human being as a live representative of a real human being who is not present physically.

#tools #delegation



Virtual Reality is a simulated experience that can be similar to or completely different from the real world. Immersive VR changes view together with the movement of your head. Virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes.

Some VR software allows for participants to engage just as they would in reality. This is done through creating avatars and building environments and spaces within which you can engage with others. This approach can also be used in rehearsal processes - a virtual rehearsal - or to create a virtual performance where audiences join with headsets.

#tools #process




If collaborative practices and processes thrive with connections that are close and physical, how to maintain this sense of closeness and attentiveness from a distance? Is there a way to preserve informal conversations and gathering in a distant collaboration ?



If one of the core aspects often seen to define live performance is collective, shared experience of time and space, how might SWG approaches lead to a disappearance of the audience as a collective, and of performance as a shared effort? On the other hand, what novel relationships with time and space might they propose?