scholarly journals Virtual Dream Reality Check: A Case of Interactive Digital Theatre from the Royal Shakespeare Company

2021 ◽  
Author(s):  
Gabrielle Lennox ◽  
Hannah Mason

The proliferation of digital theatre signals a new era of theatrical experiences. The Royal Shakespeare Company's (RSC) Dream is a recent example of how theatre companies are integrating cutting-edge technology to revolutionise their performances. Emerging from the Audience of the Future (AF) program, Dream combined gaming and theatre technology to create a virtual world for audiences to inhabit and explore digitally. The production incorporated motion-capture technology and Virtual Reality (VR) headsets, allowing seven actors to perform live from a purpose-built studio while audiences simultaneously accessed their performance from a compatible device via a bespoke website (https://dream.online). The resulting experience combined live and virtual performance elements to connect global audiences.This venture into technologically enhanced theatre, however, raises questions about the potential implications of audience engagement with digital productions. In this paper, we question how RSC's Dream combined both live and virtual theatre experiences to offer a more interactive viewing experience. We argue that while Dream signalled an exciting step in the development of digital theatre, the interactive features revealed some discrepancies between RSC's goals and the degree of involvement delivered. We thus contend that for theatre organisations to incorporate digital technologies, they must tend to the nuances of technological interventions and weave them seamlessly with theatrical elements to retain the fidelity of the theatre experience.

2018 ◽  
Vol 189 (4) ◽  
pp. 46-59
Author(s):  
Marian Kopczewski ◽  
Agnieszka Napieralska

The 21<sup>st</sup> century is undoubtedly a period of enormous progress in the field of digital technology, a period in which the boundary between the real world and the virtual world becomes less and less visible. The Internet has undeniably become a facilitation of everyday life, since it is a tool of work, communication or a way to spend free time for many users. The virtual world is present in almost all areas of our lives, and people spend more and more time in front of the computer screens, operating websites, e-mails or social networks. Highly developed digital technology is a boon of the 21st century, but despite its numerous advantages, negative aspects are also visible. Virtual knowledge displaces physical interpersonal contacts; physical activity is replaced by spending free time in front of a computer monitor. Various threats (social, psychological, psychological, ethical and moral) resulting from modern digital technologies and the increasing degree of dependence on them are extremely significant. The authors of this article present the results of own research, aiming at making the reader aware that there are both positive and negative aspects of the virtual world.


Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


Author(s):  
Marcel Kyas ◽  
Joshua D. Springer ◽  
Jan Tore Pedersen ◽  
Valentina Chkoniya

This chapter identifies the critical issues that must be addressed to accelerate the digital transition in the chartering market. The maritime industry is one of the pillars of global trade, where change is a constant. Again, shipping is at the cusp of a new era—one driven by data. The authors review the state-of-the-art technology that is useful to automate chartering processes. · The Fourth Industrial Revolution (or Industry 4.0) starts to change the bulk shipping markets leveraging the data flow between industrial processes in the physical and virtual world. · The internet of things accelerates data flow from things in the real world to the virtual world and enables us to control processes in real-time. Machine-to-machine communication, together with artificial intelligence, creates autonomous systems in many areas of production and logistics. Based on the gathered elements, eShip's case study was analyzed, and future steps have been defined for the data analysis in the shipping industry.


Author(s):  
Mario Fontanella ◽  
Claudio Pacchiega

With the development of new digital technologies, the internet, and mass media, including social media, it is now possible to produce, consume, and exchange information and virtual creations in a simple and practically instantaneous way. As predicted by philosophers and sociologists in the 1980s, a culture of “prosumers” has been developed in communities where there is no longer a clear distinction between content producers and content users and where there is a continuous exchange of knowledge that enriches the whole community. The teaching of “digital creativity” can also take advantage of the fact that young people and adults are particularly attracted to these fields, which they perceive akin to their playful activities and which are normally used in an often sterile and useless way in their free time. The didactic sense of these experiences is that we try to build a cooperative group environment in which to experiment, learn, and exchange knowledge equally among all the participants.


2021 ◽  
Vol 2 (1) ◽  
pp. 74-90
Author(s):  
Tiantian Li ◽  
Ximeng Ye ◽  
Anastasiya Ryzhikh

This article is a study of consumer behavior in China and Russia. The research studies scientific publications and consumer preferences in both countries. Comparative analysis shows that Russia and China, which are rapidly entering a new era of consumption, differ in the level of development of consumer behavior that is directly related to the level of development of digital technologies. Therefore, the impact of COVID-19, the development of digitalization, and the spread of Internet technologies have led to an improvement in diversified consumer preferences that contributed to a change in consumer behavior in China. Currently, there is an insufficient level of digitalization of society in Russia, which does not allow to fully interact with consumers and influence their preferences. The authors also identify contemporary trends in consumer behavior worldwide. In addition, some factors that determine the choice of a certain type of consumer behavior are also identified: external factors, motivational factors, and functional factors. Based on the results of the study, a universal model of the influence of various factors on the behavior of Russian and Chinese consumers is formed and some recommendations are given to sellers during the COVID-19 period.


Author(s):  
Hazik Mohamed ◽  
Hassnian Ali

New technological innovation has incorporated frontier technologies in transforming the way we access and use existing products and services. The economy is becoming increasingly disrupted by revolutionary enterprises using technologies such as cloud computing, extensive use of artificial intelligence and data analytics, integration of interoperable internet of things (IoT) devices and the blockchained decentralization, including advanced materials. At the same time, regulatory and legal systems need to be strengthened in order for the ecosystem be protected from cyber risks and threats to allow for the market actors to flourish. In order to enjoy the benefits brought on by digital technologies, there are regulatory issues that come with technological adoption along with financial stability implications and consumer protection, with suggestions that regulators themselves adopt advanced technologies (RegTech) to embark on the new era of market supervision and monitoring to enhance cybersecurity.


Author(s):  
Abhinav Chadda ◽  
Wenjuan Zhu ◽  
Ming C. Leu ◽  
Xiaoqing F. Liu

This paper describes the design, implementation and evaluation of a low-cost motion capture system with support of interfaces for practically any types of cameras. We present the system’s software architecture design, development of software to implement and integrate several existing algorithms, and effective approaches to address practical issues such as object calibration and synchronizing the real-world and virtual-world coordinate frames. The motion capture system is developed to work with active markers and all the processing is done by the software on a mid-level workstation. With the Firefly MV cameras used, the developed system is capable of working at 60 frames per second, having the ability to simultaneously track the positions and orientations of five objects, with latency averaging about 15 ms, and with an average measurement error of about 0.65 mm between the distance of each pair of four LEDs mounted on a target that is placed 1.5–3.5 m from the cameras.


2005 ◽  
Vol 117 (1) ◽  
pp. 137-147 ◽  
Author(s):  
Rob Cover

DVD use and the reported purchase of DVD players have grown markedly in recent years, and in 2002 Lyall Johnson claimed this was growing at the rate of 80 per cent annually. As a digital narrative format, it provides a means of viewing televisual products alternative to broadcast traditions and, significantly, beyond the ‘timeshifted’ video cassette in its analogue and serial format. From a perspective which considers the aesthetics of television production and spectatorship through new digital forms of dissemination, DVD has arguably motivated a style of viewing that sponsors the longer narrative arc, provides greater control to the viewer in terms of how the program is watched, its frequency and the sequence in which a series is viewed, and alters the temporality of television viewing in terms of shifting control of the viewing experience away from a centre—periphery broadcast network to the consumer, audience member or user.


2021 ◽  
Author(s):  
A.I. Lavrentev ◽  
M.G. Ageeva

The Universal Baseball Association, Inc. by R. Coover and Remade by N. Stephenson offer differing views of the evolving concept of “game” in the twentieth and twenty-first centuries. The purpose of the study is to reveal the implications of the game theme in these novels as well as the transformation of the game concept in the twentieth and twenty-first centuries. Coover’s novel analysis in parallel to Kant’s concepts of a man’s ability for reasoning reveals how the imaginary world of the game can become selfsufficient and reduce the creator of the game to no more than one of its participants. Having got out of control the game imposes its own logic on all participants including its creator. It no longer obeys the creators will and the decision center moved to the analogue of Kant’s hypothetical super intelligence phenomenon. Stephenson’s novel offers an example of the gaming reality creation in globalization era. Stephenson’s game presents a dialectical contradiction: it replaces reality but simultaneously serves as a tool for escaping to this reality. Advanced digital technologies create the necessary gaming infrastructure and provide users with the material culture, socio-economic mechanisms for the distribution of online and offline resources, and spiritual culture. This makes the game world as a multidimensional form of reality. The survey has revealed several tendencies of digital technological development such as the set of technological tools available to the designer of the virtual world, the less this game world will differ from authentic reality. In the digital era, the online game becomes a way of active and intensive interaction with the external world rather than an escape from reality. Keywords: game, digital technologies, American literature


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