
AI, AR, and VR in Theatre and Performance
Technology in the Present and Future of Live Creative Arts
- English
- ePUB (mobile friendly)
- Available on iOS & Android
AI, AR, and VR in Theatre and Performance
Technology in the Present and Future of Live Creative Arts
About this book
AI, AR, and VR in Theatre and Performance investigates the cutting-edge application of evolving digital technologies within the creative industries, with a focus on theatre and the dramatic arts.
Grounded in a practice-based approach, this book explores the experiences of creatives, producers, and IT-specialist content creators employing artificial intelligence (AI), augmented reality (AR), and virtual reality (VR) technologies. A series of international case studies are presented, demonstrating current techno-infused practices, as well as potential futures for these technologies within the broadest of creative contexts. Framed by a rigorous ethnodramatic methodological approach, the book examines the practical applications of contemporary digital technologies in theatre and other live performance settings and provides a scaffolding framework for readers to adopt in their own practice. It also proposes groundbreaking ideas for the classification of how AI may be used in current and future artistic practices, the 'three Cs of AI,' and introduces the concept of Communal Augmented Reality – Live (CARL) as the most likely form to advance the incorporation of emerging technologies onto the live stage. The works of Belgium's VR immersive experiences company CREW, Singapore-based film and visual artist Ho Tzu Nyen, and the Tamil language theatre company AGAM Theatre Lab are detailed alongside the world-first application of AR holographic technology in Australia, before unpacking the pioneering advancements in algorithmic and AI theatre of America's Annie Dorsen.
With a practice-based, artist-led perspective and contributions from technologists, this book offers a comprehensive and accessible resource that will appeal to a diverse audience of artists, academics, students, practitioners, creative engineers/content creators, animators, and theorists with an interest in the relationship between digital technologies and live performance.
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Information
Table of contents
- Cover Page
- Half Title page
- Title Page
- Copyright Page
- Contents
- Acknowledgements
- 1 Introduction: Backstory, context, and the cases studied
- 2 Historiography: A summary of technology and theatre
- 3 Case study 1: AR theatre in Australia: Alex: A play with holograms (The Underworld Downunder)
- 4 Case study 2: Immersive theatre in Europe: CREW: VR innovators from Belgium (what we might learn from more established tech.)
- 5 Case study 3: Visionary Artists in Southeast Asia: Three examples (plus 1x3) from Singapore, including Tamil language theatre, traversing the arts/tech nexus
- 6 Not necessarily a case study, a chapter with a North American example and general discussion of AI and theatre
- 7 A conclusion to this book
- Index