The future of 'video' in video-based qualitative research is not 'dumb' flat pixels! Exploring volumetric performance capture and immersive performative replay
Bibliographic Data
| ID | 2404030 |
|---|---|
| Authors | Paul Mcilvenny (0000-0003-2327-2124, Aalborg University, corresponding author) |
| Year | 2020 |
| Volume | 20 |
| Issue | 6 |
| Pages | 800-818 |
| Publication date | 2020-12-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Qualitative Research (JOURNAL) |
| Journal identifiers | ISSN: 1468-7941 • E-ISSN: 1741-3109 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1468794120905460 |
| OpenAlex | W2999186035 |
| Language | EN |
| Citations received | 7 |
| References cited | 39 |
Qualitative research that focuses on social interaction and talk has been increasingly based, for good reason, on collections of audiovisual recordings in which 2D flat-screen video and mono/stereo audio are the dominant recording media. This article argues that the future of 'video' in video-based qualitative studies will move away from 'dumb' flat pixels in a 2D screen. Instead, volumetric performance capture and immersive performative replay rely on a procedural camera/spectator-independent representation of a dynamic real or virtual volumetric space over time. It affords analytical practices of re-enactment - shadowing or redoing modes of seeing/listening as an active spectation for 'another next first time' - which play on the tense relationships between live performance, observability, spectatorship and documentation. Three examples illustrate how naturally occurring social interaction and settings can be captured volumetrically and re-enacted immersively in virtual reality (VR) and what this means for data integrity, evidential adequacy and qualitative analysis
Active listening · Aesthetics · Art · Human–computer interaction · Mixed reality · Motion Capture · Multimedia · Performative utterance · Social media · Sociology · Virtual reality · World Wide Web · Communication · Computer Science · Participatory Visual Research Methods · Qualitative Research Methods and Ethics · Visual Culture and Art Theory · Artificial Intelligence
Introduction to the Immersive and Virtual Visual Multisensory Methods Qualitative Research Special Issue
On the Multimodal Resolution of a Search Sequence in Virtual Reality
Crossing boundaries towards expansive learning
Posthuman Visual Methods in Multispecies Ethnographies
Degree Video for Whole Scene Capture
Collaboratively videoing mobile activities
Integrating virtual reality in qualitative research methods
Conducting interaction
Understanding Machinima
The Machinima Reader
The praxiology of perception
Video as Method
Video in Social Science Research
Video in Qualitative Research
Recording human interaction in natural settings
Media assemblages, ethnographic vis-ability and the enactment of video in sociological research
Sequentiality, Mutual Visibility, and Behavioral Matching
Ethnomethodology's Program
Puttings things into words. Ethnographic description and the silence of the social
Hearability” Versus “Hearership”
Beyond Scenography
Making Sense of Ethnomethodology
Toward a socio-logic of the film text
It's a scream
How did the mobility scooter cross the road? Coordinating with co-movers and other movers in traffic
Getting Real
Social Life under the Microscope
Voice audio methods
| Unique citing works | 7 |
|---|---|
| Citations per year | 1,4 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 6 |