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Néill O'Dwyer

    Néill O'Dwyer

    ABSTRACT Site-specific performances are shows created for a specific location and can occur in one or more areas outside the traditional theatre. Social gathering restrictions during the Covid-19 lockdown demanded that these shows be shut... more
    ABSTRACT Site-specific performances are shows created for a specific location and can occur in one or more areas outside the traditional theatre. Social gathering restrictions during the Covid-19 lockdown demanded that these shows be shut down. However, site-specific performances that apply emergent and novel mobile digital technologies have been afforded a compelling voice in showing how performance practitioners and audiences might proceed under the stifling constraints of lockdown and altered live performance paradigms, however they may manifest. Although extended reality (XR) technologies have been in development for a long time, their recent surge in sophistication presents renewed potentialities for site-specific performers to explore ways of bringing the physical world into the digital to recreate real-world places in shared digital spaces. In this research, we explore the potential role of digital XR technologies, such as volumetric video, social virtual reality (VR) and photogrammetry, for simulating site-specific theatre, thereby assessing the potential of these content creation techniques to support future remote performative events. We report specifically on adapting a real-world site-specific performance for VR. This case study approach provides examples and opens dialogues on innovative approaches to site-specific performance in the post-Covid-19 era.
    This demo paper describes a project that engages cutting-edge free viewpoint video (FVV) techniques for developing content for an augmented reality prototype. The article traces the evolutionary process from concept, through narrative... more
    This demo paper describes a project that engages cutting-edge free viewpoint video (FVV) techniques for developing content for an augmented reality prototype. The article traces the evolutionary process from concept, through narrative development, to completed AR prototypes for the HoloLens and handheld mobile devices. It concludes with some reflections on the affordances of the various hardware formats and posits future directions for the research.
    This is an open-access publication that is an online-only component of the Contemporary Theatre Review 28.1 (2018) special issue on Samuel Beckett.
    Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably... more
    Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This app...
    This article describes an investigation of interactive narrative in virtual reality (VR) through Samuel Beckett's theatrical text Play. Actors are captured in a green screen environment using free-viewpoint video (FVV). Built in a... more
    This article describes an investigation of interactive narrative in virtual reality (VR) through Samuel Beckett's theatrical text Play. Actors are captured in a green screen environment using free-viewpoint video (FVV). Built in a game engine, the scene is complete with binaural spatial audio and six degrees of freedom of movement. The project explores how ludic qualities in the original text elicit the conversational and interactive specificities of the digital medium. The work affirms potential for interactive narrative in VR, opens new experiences of the text and highlights the reorganization of the author-audience dynamic.
    Now that the shock of the virtual and the rise of our avatars and digital doubles has subsided towards a new normal of computational interference in all areas of life, it is an advantageous moment to reflect on the passage through the... more
    Now that the shock of the virtual and the rise of our avatars and digital doubles has subsided towards a new normal of computational interference in all areas of life, it is an advantageous moment to reflect on the passage through the virtual and back to the real. As we live within a technologically immersed world, there is a desire and need to return to what can be perceived as real. However, we propose that this entails accepting that the virtual is part of the real, or, more correctly, that we live in the era of the ‘biovirtual’ which encompasses both together. In this book, we attempt to reflect on the aftermath of these shifts encountered in the maturing of a digital culture in areas of critical theory and artistic practices. Our primary frames of reference are: performance as cultural phenomenon; as a critical methodology; and as an aesthetic concern. The book contains practice-led research analyses of dance, theatre and live art, philosophical readings regarding the work of art and technology, and performance studies investigations of the subject in the space of technology. The subtitle of our collection, Through the Virtual, Towards the Real, indicates the historical moment we wish to explore, the ‘after-event’ of the digital, when the awareness that contemporary subjectivity is one that dwells within both the virtual and the real, each existing without dominion over the other, but are rather entwined and collaborative.