Habit and the Potential for Actor Training with Immersive and Virtual Production Technology
Bibliographic Data
| ID | 21687249 |
|---|---|
| Authors | John Matthews (0000-0003-3787-1443, University of Plymouth, corresponding author) |
| Year | 2023 |
| Volume | 28 |
| Issue | 6 |
| Pages | 84-95 |
| Publication date | 2023-08-18 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Performance Research (JOURNAL) |
| Journal identifiers | ISSN: 1352-8165 • E-ISSN: 1469-9990 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/13528165.2023.2334644 |
| OpenAlex | W4400325324 |
| Language | EN |
| References cited | 20 |
The advance of immersive and virtual technologies draws into starker contrast the analogue modalities of dominant approaches to actor training and makes more visible certain of their dynamics, which are analysed here using a philosophical framework of habit and habitus as propositionally causative. This technology is disruptive to habit and habitus in actor training and signifies potential to experiment with these dynamics to address extant problems in actor training.Problems in training habitus discussed here derive from trainers’ habits but arise primarily for trainees, and especially so for certain groups. I use Lazlo Pearlman and Deirdre McLaughlin’s critique of the effects on LGBTQ+ trainees of Meisner Technique to exemplify this. I make three philosophically derived practical proposals to address the problems caused by trainers’ language-use habits that are germane to the Meisner Technique context but applicable to actor training, and training more generally.This article does not propose an un-tested adoption of technology or prejudge its effects; it builds the philosophical case for experimenting now before this technology becomes ubiquitous in actor training and makes provocative proposals about future use-cases
Extant taxon · Geography · Habit · Habitus · Human–computer interaction · Modalities · Pedagogy · Social science · Sociology · Virtual reality · Action Observation and Synchronization · Computer Science · Psychology · Social Psychology · Theatre and Performance Studies · Virtual Reality Applications and Impacts · Artificial Intelligence
| Highly cited | No |
|---|