Techniques in VR Technologies in Form Theatre WSL/ATL/TechVR-L
1. Development of VR technology
2. Main trends in the world of VR.
3. Defining and distinguishing concepts within VR technology in the theatrical context: Live-Action VR, 3DoF, and 6DoF - differences in perspective, perception, and viewer agency, VR post-production, ambisonic sound, Unreal and Unity engines.
4. Directing viewer attention in 360- and 180-degree environments.
5. Exploring the connections between theatre of animated form and VR, examples of Polish and international theatre performances produced using 360/180-degree technology.
6. Building a theatre of animated form study in VR.
Course coordinators
Learning outcomes
In terms of knowledge (W), the student:
- knows the methods and means of utilizing the resources of live theater in VR to the extent necessary to create an artistic work (SATL_W02)
- knows the possibilities of using and mixing conventions and styles of live theater and VR theater to achieve a contemporary artistic expression (SATL_W03)
- knows the issues related to technologies used in VR theater and technological developments in this field (SATL_W05)
In terms of skills (S), the student:
- understands the essence of VR theater etude construction; Independently assesses the dramatic potential of a narrative event and its potential use in the process of constructing a stage performance using the techniques of virtual theatre of animated form (SATL_U01)
- Consciously uses the techniques and technology of virtual theatre of animated form in the production of artistic works (SATL_U02)
- Has mastered workshop skills exercises that enable continuous professional development through independent work (SATL_U03)
- Is able to implement their own artistic concepts using workshop and craft skills from virtual theatre of animated form (SATL_U04)
In terms of social competences (K), the student:
- functions artistically in compliance with all ethical principles applicable in the live theater environment and other artistic activities utilizing acquired competences (SATL_K01)
- reflects on the social, scientific, and ethical aspects of their own work. (SATL_K02)
Assessment criteria
Credit is awarded based on attendance, active participation in classes, and participation in the study. Two unexcused absences are permitted. Failure to complete the course may result in the student receiving no credit.
Bibliography
1. Piotr Zawojski - Electronic Image-Worlds. Between Art and Technology. 2000, Szumacher Publishing House
(An early, foundational work for those interested in the genesis of digital aesthetics.)
2. Ryszard W. Kluszczyński - Information Society. Cyberculture. Multimedia Art, 2001, Rabid Publishing House
Required reading for those wishing to understand the social context of digital transformation.)
3. Piotr Zawojski - Cyberculture. Syntopia of Art, Science, and Technology, 2010 (1st ed.), 2018 (2nd ed.) Poltext (1st ed.), UŚ Publishing House (2nd ed.)
(The most important compendium of cyberculture knowledge in Polish. Essential reading for media and culture scholars.)
4. Ryszard W. Kluszczyński - Interactive Art. From the Work-Instrument to the Spectacle, 2010, Wydawnictwa Akademickie i Profesjonalne (A key work for understanding the changing role of the viewer in new media. Indispensable for art researchers and interaction designers).
5. Michał Ostrowicki - Virtual Reality. Aesthetics in the Electronic Age, 2006, TAiWPN Universitas Kraków (An Introduction to Aesthetic Issues Related to Digital Art from a Philosophical Perspective)
6. Andrzej Pitrus, T. Z. Majkowski (ed.) - Giant in the Shadow: Video Games in Audiovisual Culture, 2012, Jagiellonian University Press. (An important collection of texts for those interested in games as a cultural and technological precursor to VR).
7. Michał Ostrowicki - Ontoelectronics, 2013, Jagiellonian University Press
(An advanced, challenging philosophical treatise. For readers interested in the metaphysical foundations of virtuality).
8. Piotr Zawojski - Technoculture and Its Artistic Manifestations, 2016, University of Silesia Press.
(An analysis of contemporary phenomena at the intersection of technology and culture, including AR and MR. For advanced readers).
9. Andrzej Pitrus - This Is Not Art, Professor. Artists and Their Technologies, 2018, Jagiellonian University Press. (An accessible and erudite introduction to the world of new media art. Recommended for students and the general public)