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Virtual Reality Theater as Intertextual Practice

This is text from my presentation for Network symposia of Excursion journal at University of Sussex. http://www.excursions-journal.org.uk/

Virtual Reality Theater as Intertextual Practice

Immersion and interactivity are two the most important issues surrounding virtual reality. I am interested in the impact of the immersive image paradigm on contemporary media culture and the meaning of this new paradigm from the perspective of media evolution. My work is also concerned with the applicability of virtual reality as a medium for documenting historical events. As a practice of this academic investigation, I will discuss the relationship between the theater stage and virtual reality.
The relationship between the theater and the space embodied by virtual reality has been dealt with as an important topic from the very beginning of the medium’s history. Early virtual reality experiments are characterized by a reconnection of the Cartesian world and self, and the matter and ego, immersing the self into the connected virtual world, rather than expressing the outside world. This is partly due to the fact that the technology of the time was not  able to embody contemporary time and space, but more importantly, it has to do with the theoretical foundations of virtual reality. 


Visual culture research theories that influenced virtual reality in the late 80s and early 90s include expanded cinema theories, intermedia studies, and cybernetics. Jaron Lanner, who coined the term virtual reality, called virtual reality  theater in the mind.

“Virtual reality is all about illusion. It’s about computer graphics in the theater of the mind. It’s about the use of technology to convince yourself you’re in another reality....Virtual Reality is where the computer disappears and you become the ghost in the machine. . . . The computer retreats behind the scenes and becomes invisible.”

In addition, the early virtual reality experiments took an abstract form rather than representing the phenomenological space of the world, partly due to the technical limitations of digital media, which could not reproduce the outer world realistically. In the pre-Renaissance period, the image embodied by the painting was closer to the symbolic representation of the spiritual existence of objects than to the illusory representation of objects. At that time, painters painted the image of the world seen by the inner eye, not through their physical eyes. This tendency, however, changed  following the discovery of perspective  and the three-dimensional space can be projected into the two dimensional space. In 1988 Mary Laure Ryan saw that the invention of perspective resulted in the viewer's virtual body becoming immersed into the pictures in the canvas.

The technological development of computers and camera equipment has enabled the viewer to feel his / her distinct sense of presence in a space embodied by virtual reality. This situation is similar to the change in painting after the Renaissance where the viewer became immersed in the painting space through perspective. The viewer sees the illusory representation of things through virtual reality, and at the same time the viewer sees himself immersed in the phenomenological space.


This work is a Placeholder by Brenda Laurel and Rachel Strickland. In this work, two participants swim in a primitive natural space through Head Mount Display (HMD) and hand sensors within a space of 10 feet each. Laurel described virtual reality as a spiritual space, a space like a space in Dionysus festival or a primitive tribe ritual. In Laurel’s doctoral thesis on virtual reality “Computers as Theatre ”, she recognized the virtual reality as a medium to deepen the bond between the subject and the natural world.

The revolutionary part of Char Davies' 1994 work, osmose, is that unlike most virtual reality, which uses the hmd alone to build the user interface, osmose is immersed with more parts of the body, even marking the immersantts breath. In the work, the immersant swims in the primitive natural world with hmd and a motion capture vest equipped with breath and balance sensors.

The last VR Theater work I will introduce is Mark Leanny's digital scenography. The term VR theater was coined first in the process of describing a work utilizing virtual reality as a digital scenography for the theater. The Adding Machine, performed in 1995, was the first theatrical performance to use VR. It was hard to see it as the ultimate virtual reality in that virtual reality played only a subsidiary role in relation to traditional theater. The space where actors performed was real time space, and the digital scenography was virtual space.


Since the late nineties, UK research institutes have undertaken projects that reproduce ancient theater buildings based on historical and archaeological studies through 3d modeling for theater history research.
Warwick University's 3D Visualization Unit team, through its history and archaeological studies, has for many years created an accurate and sophisticated 3D reconstruction of ancient theater buildings such as the Dionysos Theater in Greece and the Pompeii Theater in Rome.
As we have seen, the characteristics of 90s virtual reality research projects are that they do not represent contemporary time, no matter how realistic it is. In the last decade, the technology of virtual reality has made it possible to express contemporary times with the development of computer and video equipment. The fact that the technology of VR can represent contemporary time has several implications.

First, the illusory representation of reality was the ultimate goal of all historical media  and the immersive paradigm of virtual reality made the distance between Mimesis and the viewer closer than any other media that existed in history. For this reason, I discussed at my Ph. D thesis the difference between the immersive paradigm and the existing semantic representation of traditional media from the media evolutionary point of view.
Second, there is no boundary between theater and digital scenography in  vr theater. Practice by illusory representation of VR also can represent human characters. This can be applied not only to theatrical practice but also to the content of virtual reality that uses the theatrical form as a significant means of storytelling.
It is a scene of a movie Prometheus. It is an important scene that I think that well explained the relationship between virtual reality and reality. as you can see their is layers between audiences and panorama (actuary the character in panorama was in the same space)

Third, as virtual reality can realistically represent contemporary time, the viewer transforms from the position of the existing observer of abstract inner space to the position of the explorer who finds his existence in the world. Virtual reality becomes a source of media, hence long - standing intellectual discussion of Western philosophy between media and theater can be applied. For this part of study, I explored studies of Mary Laure Ryan, Oliver Grau, Samuel Weber, Jaron Lanier among others from my Ph. D thesis.
Howard Rheingold, one of the earliest theorists of virtual reality, saw that virtual reality can be a medium of learning and mimesis of the reality that Aristotle discussed from Poetics because of the nature of empathy that the medium has. The discussion of theater in the history of the media dates back to the discussion of the concept of Aristotle and Plato 's theater. In theater, the meaning of the text is conveyed through on-stage experience where the actor's acting is performed. In virtual reality where there is no such presence of the frame, the text is constructed through the phenomenological experience of space. The lexical meaning of the theater helps to identify the experience of a phenomenological space of virtual reality composed of sound and image.

Theater Noun
1 A building or outdoor area in which plays and other dramatic performances are given.
1.1often the theater The activity or profession of acting in, producing, directing, or writing plays.
1.2 A play or other activity or presentation considered in terms of its dramaticquality.
1.3West Indian, North American A movie theater.
1.4 A room or hall for lectures, etc., with seats in tiers.
1.5 The area in which something happens.
1.6 as  modifier Denoting weapons for use in a particular region between tactical and strategic. 

Samuel Weber sees the meaning of the theater in his book ‘Theatricality as Medium’ as extending from the space where the dramatic performance takes place to the space where the historical events take place. According to him, the first "Theater of history" recorded by electronic media was the gigantic mushroom figure of the Hiroshima atomic bombing in 1948. Global disasters, recorded via digital media and viewed through an online platform, play a role in the theater of traditional concepts. If giving a phenomenological experience of a historically significant place is the role of virtual reality as a media today, experience of the place of global disaster today through virtual reality has significance as a theater. Just as the early works of virtual reality linked the Cartesian world with the self, virtual reality as media connects the world as a realistic representation with the self, phenomenologically.







Howard Rheingold, 1992, Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds, Simon & Schuster
Jaron Lanier, 2017, Dawn of the New Everything: Encounters with Reality and Virtual Reality, Henry Holt and CoSteve Dixon, 2015, Digital Performance:
A History of New Media in Theater, Dance, Performance Art, and Installation, The MIT Press
Oliver Grau, 2004, Virtual Art: From Illusion to Immersion, The MIT Press
Mary Laure Ryan, 2000, Narrative as Virtual Reality, The Johns Hopkins University Press
Samuel Weber, 2004, Theatricality as Medium, Fordham University Press
Merleau-Ponty, M., 2012, Phenomenology of Perception, Donald A. Landes. London and New York: Routledge.

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  1. I have explained in general terms how the phenomenological experience of VR has undergone a change by the media's technological development.

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