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The scenographic potential of immersive technologies

Virtual and augmented reality at the Prague Quadrennial 2019

Bibliographic Data

ID22112571
AuthorsLucy Thornett (University of the Arts London, corresponding author)
Year2020
Volume6
Issue1-2
Pages102-116
Publication date2020-05-15
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueTheatre & Performance Design (JOURNAL)
Journal identifiersISSN: 2332-2551 • E-ISSN: 2332-2578
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/23322551.2020.1785178
OpenAlexW3088775308
LanguageEN
Citations received5
References cited21

A wide range of works made with virtual and augmented reality technologies was on display at the 2019 Prague Quadrennial. This article discusses these works in the context of a renewed wave of research interest in these technologies. I argue that virtual and augmented reality provides a new paradigm for scenographic practice that differs from other digital media. Furthermore, I contend that a scenographic perspective can provide insights into how immersive technologies might be utilised to create affective audience experiences. Through a description of my own experiences of the works at PQ, I consider the scenographic environments that immersive technologies make possible, the specific affordances that they offer scenographic practice, and the attendant materialities of virtual environments. Rather than focus on presence or immersion in virtual environments as primary goals of immersive technologies, I suggest that a scenographic approach might instead foreground the porous boundaries between different orders of reality or ‘worlds’, and between bodies and worlds

Affordance · Art · Augmented reality · Human–computer interaction · Metaverse · Virtual reality · Visual arts · Aesthetic Perception and Analysis · Cinema and Media Studies · Computer Science · History · Virtual Reality Applications and Impacts

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Unique citing works5
Citations per year1,67
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 3

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