Studies exploring the first wave of digital performance foregrounded technology by cataloging experimentation and novel interactions between liveness, projections and code. As exercises in medium, these high tech spectacles demonstrate the aesthetic potential of digital media while introducing key media concepts. Jennifer Haley is a writer with one foot in theatre and one in code. She is uniquely positioned in two interdependent spheres, which makes her particularly suited to engineer a theatrical bridge into the virtual, because at the heart of the contemporary technological revolution is a new level of writing and media literacy. Theatre has been effectively accessing the virtual imagination for millennia, and new technologies create ...
Game studies is a rapidly developing field across the world, with a growing number of dedicated cour...
Defence is held on 11.3.2022 16:00 – 18:00 Zoom: https://aalto.zoom.us/j/65757138952Cyborg theatr...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
In this article, I analyze Jennifer Haley’s 2013 play The Nether through the lens of digital subject...
This play, Weaving Worlds, and the accompanying case study of its use of multimedia examine how mult...
This thesis examines the growing relationship between science fiction and the stage. Contemporary pl...
This project asks how the emergence of mobile technologies has affected the evolution of narrative? ...
This research project Directing Telepresent Actors for the Stage investigates how the theatre direct...
Site-specific continues to be a recognizable descriptor that, when applied to performance, codes for...
In a series of essays assembled under the heading ‘Directing Cyber Theatre’, Salihbegovic is offerin...
Digital technologies are capable of simulating traditional media and to give rise to new media forms...
Via various forms of audio-visual communications, from chat protocols, net and software art to onlin...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This thesis proposes a new genre of theater that combines participatory and interactive narratives w...
Commissioned for Die Welt als virtuelles environment/The world as virtual environment. Ghislaine wro...
Game studies is a rapidly developing field across the world, with a growing number of dedicated cour...
Defence is held on 11.3.2022 16:00 – 18:00 Zoom: https://aalto.zoom.us/j/65757138952Cyborg theatr...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
In this article, I analyze Jennifer Haley’s 2013 play The Nether through the lens of digital subject...
This play, Weaving Worlds, and the accompanying case study of its use of multimedia examine how mult...
This thesis examines the growing relationship between science fiction and the stage. Contemporary pl...
This project asks how the emergence of mobile technologies has affected the evolution of narrative? ...
This research project Directing Telepresent Actors for the Stage investigates how the theatre direct...
Site-specific continues to be a recognizable descriptor that, when applied to performance, codes for...
In a series of essays assembled under the heading ‘Directing Cyber Theatre’, Salihbegovic is offerin...
Digital technologies are capable of simulating traditional media and to give rise to new media forms...
Via various forms of audio-visual communications, from chat protocols, net and software art to onlin...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This thesis proposes a new genre of theater that combines participatory and interactive narratives w...
Commissioned for Die Welt als virtuelles environment/The world as virtual environment. Ghislaine wro...
Game studies is a rapidly developing field across the world, with a growing number of dedicated cour...
Defence is held on 11.3.2022 16:00 – 18:00 Zoom: https://aalto.zoom.us/j/65757138952Cyborg theatr...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...