This doctoral project brings to the fore the specificity of the artistic experience when the Virtual Reality Cube, a medium based on immersive virtual reality technology, is used as artistic virtual space, where the stage and the auditorium blend into one and spectators and actors no longer have distinctive roles. It consists of three integrated parts: a written thesis, a VR artwork and a DVD, which illustrates the text, the production process of the VR work, and which also presents an interpretation of the research results in filmic and photographic form. Gadamer’s concepts of play and experience of art, Aristotle’s conception of drama and Ricoeur’s theory of metaphor are used as points of departure in order to coin the term virtual realit...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
Full version unavailable due to 3rd party copyright restrictions.This research investigates how shif...
At the frontiers of our technoculture and experience economy, artist-researchers as catalytic agents...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This thesis aims to grasp virtual reality as a complex, interconnected technology and multi-sensory ...
International audienceThe first decade of the 20th century was marked by the progress in the field o...
This thesis maps out the overlaps, synergies and forces at play when designing for optimal immersive...
<div> <div> <div> <p>Creating and experiencing immersive virtual environments with a performative na...
International audienceThe first decade of the 20th century was marked by the progress in the field o...
Virtual Reality (VR) allow viewers to inhabit and interact with virtual spaces in a way that has the...
This thesis is concerned with the ways in which the medium of immersive virtual reality has been uti...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
Full version unavailable due to 3rd party copyright restrictions.This research investigates how shif...
At the frontiers of our technoculture and experience economy, artist-researchers as catalytic agents...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This thesis aims to grasp virtual reality as a complex, interconnected technology and multi-sensory ...
International audienceThe first decade of the 20th century was marked by the progress in the field o...
This thesis maps out the overlaps, synergies and forces at play when designing for optimal immersive...
<div> <div> <div> <p>Creating and experiencing immersive virtual environments with a performative na...
International audienceThe first decade of the 20th century was marked by the progress in the field o...
Virtual Reality (VR) allow viewers to inhabit and interact with virtual spaces in a way that has the...
This thesis is concerned with the ways in which the medium of immersive virtual reality has been uti...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
The rapid evolution of virtual reality (VR) technologies and their adoption for learning opens up ne...
Full version unavailable due to 3rd party copyright restrictions.This research investigates how shif...
At the frontiers of our technoculture and experience economy, artist-researchers as catalytic agents...