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Actor-Spectator in a Virtual Reality Arts Play

Towards new artistic experiences in between illusion and reality in immersive virtual environments

Abstract
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual Reality Cube, a medium based on immersive virtual reality technology, is used as artistic virtual space, where the stage and the auditorium blend into one and spectators and actors no longer have distinctive roles. It consists of three integrated parts: a written thesis, a VR artwork and a DVD, which illustrates the text, the production process of the VR work, and which also presents an interpretation of the research results in filmic and photographic form. Gadamer’s concepts of play and experience of art, Aristotle’s conception of drama and Ricoeur’s theory of metaphor are used as points of departure in order to coin the term virtual reality arts play or VR arts play that characterises this kind of immersive journey in between illusion and reality. Empirical and theoretical functions interweave in a chorus of voices representing the experience of all actors involved: the audience, the production team and experts from several art fields, computer-games and media. Audience surveys show that all the respondents but one, children as well as adults, thought that this type of VR artwork opens up new ways for an artist to give shape to an artistic vision and for an audience to communicate with and experience an artwork from within. What appears as the most worthwhile and unique aspect of the experience is the opportunity to experience fictive, imaginary worlds and characters that cannot be represented by other means than through an immersive virtual reality medium, i.e. within a physical space where the audience becomes physically immersed and participant “on stage”. The essence of such an experience is to be found in the notion of “play in between”, at the crossover of several art forms and computer games, for audiences which consider themselves as both actor/participants and spectators. Research results, exposed and illuminated through semiotics and hermeneutics, show that such experiences may develop in the form of intimate experiences for a little group of spectators or within new social contexts for broader audiences and with several possible applications within the fields of art and entertainment.
Link to web site
http://hdl.handle.net/2077/6213
Degree
Doctor of Philosophy
University
University of Gothenburg. Faculty of Fine, Applied and Performing Arts
Institution
School of Photography
Disputation
Tisdagen den 27 januari 2009, kl. 13.00, Robert Frank salen, Högskolan för fotografi, Storgatan 43, Göteborg
Date of defence
2009-01-27
URI
http://hdl.handle.net/2077/18849
Collections
  • ArtMonitor/Konstnärliga fakulteten
  • Doctoral Theses / Doktorsavhandlingar Högskolan för fotografi
  • Doctoral Theses from University of Gothenburg / Doktorsavhandlingar från Göteborgs universitet
  • Doctoral thesis/Doktorsavhandlingar/Konstnärliga fakulteten
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Pressrelease (16.47Kb)
Avhandling / Thesis (78.48Mb)
Errata (85.39Kb)
Slide Show (Title 22) (6.623Mb)
Picnic under the Golden Tree and Journey into The Labyrinth (Title 1) (13.65Mb)
Into the Garden and The Twin Room for Life and Death (Title 1) (25.86Mb)
Copyright statement (44.92Kb)
Date
2008-12-10
Author
Ljungar-Chapelon, Magali
Keywords
Artistic crossover
Virtual Reality Art
VR-Cube
Immersion
Interactivity
Experience of art
Audience experience
Performing arts
Publication type
Doctoral thesis
ISBN
978-91-977757-1-7
Series/Report no.
Art Monitor
Language
eng
Metadata
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