Mixed Reality and the theatre of the future

In the last few years, technological developments like Virtual Reality (VR) and Augmented Reality (AR) have been accelerating at an incredible pace, enabling new experiences. The gaming industry invests millions in new arenas for VR-gaming. The real estate business uses VR to show their objects. Software companies creates VR environments to demonstrate and sell industrial applications, car manufacturers demo their new cars and the list goes on.

VR is a reality also for the performing arts where an increasing number of artists explores the interaction of audience and the work of art in a extended reality. Knowledge concerning what VR can achieve and how the rooms where the experience takes place can be used, is built up. Knowledge that can not only develop the performing arts, but also be of interest to other areas.

We are strongly convinced, not only that performing arts has a future in the light of these developments, but that it is actually an essential field of experience in the development of these technologies, especially in its role of exploring the potential and depth of possible ‘new stages’.

Sunday October 1 at 09.00-12.00
SEMINAR WITH JORIS WEIJDOM
https://www.ietm.org/en/system/files/publications/ietm_fp_mixed-reality_march2017_1.pdf
Joris obtained a European Media Master of Arts in Interactive Multimedia (EMMA-IMM) at the Faculty of Art and Media Technology of HKU University of the Arts Utrecht. Between 2008 and 2012 he led research group Virtual Theatre of HKU Research Centre Theater Making Processes. He initiated and developed research projects exploring the mixing of real and virtual space in the context of theatre and the performing arts. This research has resulted in the founding of MAPLAB in Utrecht in 2012. At MAPLAB Joris is responsible for the research subjects and – methodology and the ongoing development of the Performance Engine tools.
His background being 3D computer animation, he loves to combine real and virtual environments and enabling the creation of interactive mixed-reality experiences. His core focus is connecting people, means and methodology in practise-led co-creative research processes.
Learning by doing, making by playing, sharing by performing.” is Joris’ motto.

Monday October 2 at 16.30-18.00
PANEL DISCUSSION
There will be a workshop with Bombina Bombast where Joris Weijdom attends, after the seminar. The workshop are closed, containing 15 participants from the performing arts, the gaming industry and film.
The participants at the seminar are invited to a panel discussion including a presentation of the workshop. Joris Weijdom and Bombina Bombast will discuss amongst each other and with the audience around Virtual Reality in the context of the performing arts, artistic development and transfer of competence between related areas of work.

Bombina Bombast
http://www.bombinabombast.se
Emma Bexell and Stefan Stanisic from Bombina Bombast have been working with VR film since 2013 when they built their own camera in order to create their own works for Oculus Rift’s* first prototypes. Their focus for some years now has been to develop the performative aspect of these new headsets that reached the private market in 2016. How do we frame a VR experience? How do we direct attention and perform narratives in a 360 environment?
The workshop will consist of hands-on work with different models of VR-cameras - both full 360° and 280° point-of-view models. We will touch on every aspect of the production: acting, directing, light, sound, set and how they interplay. What new roles are there within a VR production and how does the format effect established working methods? VR has the potential to create intimate and physical works of art - but there are very few established conventions for the head-mounted screen. How does the content meet the audience? How do we frame a VR experience?

* Wiki says: ”Virtual reality (VR) is a computer technology that uses headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulates a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as hapticsystems. This tactile information is generally known as force feedback in medical, video gaming and military training applications. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact(VA). The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. Augmented realitysystems may also be considered a form of VR that layers virtual information over a live camera feed into a headset, or through a smartphone or tablet device.”

* Oculus Rift = early version of VR goggles.


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