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
Date
2008-12-10Author
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