This deposit contains the final, edited 360º video scenes from the Shakespeare-VR project.The Shakespeare-VR project uses virtual reality technologies to bring students face-to-face with professional actors performing Shakespearean soliloquies in a replica of Shakespeare’s Blackfriars Playhouse. Directed by Shakespeare scholar and Digital Humanities specialist, Prof. Stephen Wittek, the project combines the talents of partners from the virtual reality production company Stitchbridge, the Eberly Center for Teaching Excellence and Educational Innovation, the CMU Center for Digital Sciences, Humanities, Arts, Research, and Publishing (DSHARP), and the American Shakespeare Center. In addition to providing an exciting, immersive introdu...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This paper investigates virtual reality representations of the 1599 Boar’s Head Theatre and the Rose...
This article maps aspects of the current Extended Reality (XR) production ecosystem in the UK, captu...
This deposit contains 6K versions of the final, edited 360º video scenes from the Shakespeare-VR pro...
‘Designing Shakespeare’ is an AHRC-funded audio-visual database developed to help students and schol...
Virtual reality (VR) is a medium predicated on immersivity. It therefore has implications for a simi...
How does one publish something that is intended to be a completely immersive and interactive experie...
The aim of my contribution is to investigate how Shakespeare has entered the cyberspace and in parti...
This article maps aspects of the current Extended Reality (XR) production ecosystem in the UK, captu...
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatr...
If, by definition, the performing event could not do without the co-presence in space and time of sp...
Sheffield VeRse – a 360 VR (Virtual Reality) experience The concept of the project is an immersiv...
How will immersive virtual reality (VR) cognitively affect the audiences who interface with it to in...
Debates about exactly what the Shakespeare’s Globe Theatre or the neighbouring Rose Theatre in Londo...
Virtual Reality (VR) offers potential for theatre makers to rehearse remotely in settings which are ...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This paper investigates virtual reality representations of the 1599 Boar’s Head Theatre and the Rose...
This article maps aspects of the current Extended Reality (XR) production ecosystem in the UK, captu...
This deposit contains 6K versions of the final, edited 360º video scenes from the Shakespeare-VR pro...
‘Designing Shakespeare’ is an AHRC-funded audio-visual database developed to help students and schol...
Virtual reality (VR) is a medium predicated on immersivity. It therefore has implications for a simi...
How does one publish something that is intended to be a completely immersive and interactive experie...
The aim of my contribution is to investigate how Shakespeare has entered the cyberspace and in parti...
This article maps aspects of the current Extended Reality (XR) production ecosystem in the UK, captu...
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatr...
If, by definition, the performing event could not do without the co-presence in space and time of sp...
Sheffield VeRse – a 360 VR (Virtual Reality) experience The concept of the project is an immersiv...
How will immersive virtual reality (VR) cognitively affect the audiences who interface with it to in...
Debates about exactly what the Shakespeare’s Globe Theatre or the neighbouring Rose Theatre in Londo...
Virtual Reality (VR) offers potential for theatre makers to rehearse remotely in settings which are ...
The current state of the art technologies offer many people the opportunity to experience Virtual Re...
This paper investigates virtual reality representations of the 1599 Boar’s Head Theatre and the Rose...
This article maps aspects of the current Extended Reality (XR) production ecosystem in the UK, captu...