Dissertations / Theses on the topic 'Immersive theatre'
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Alston, Adam. "Productive participants: aesthetics and politics in immersive theatre." Thesis, University of London, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.603488.
Full textRamos, Jorge. "(Re-) Constructing the actor-audience relationship in immersive theatre practice." Thesis, University of East London, 2015. http://roar.uel.ac.uk/4987/.
Full textEllis, Mark Richard. "A masquerade dance of liars : reality, fiction and dissimulation in immersive theatre." Thesis, University of Huddersfield, 2012. http://eprints.hud.ac.uk/id/eprint/19278/.
Full textHughes, Erica. "Lost in Austen: An Immersive Approach to Pride & Prejudice." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3707.
Full textBiggin, Rose May. "Audience immersion : environment, interactivity, narrative in the work of Punchdrunk." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/15638.
Full textKurtzman, Elizabeth. "Immersed in Horror: A Study of the Historical and Contemporary Influences of Poe's Shadows." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/91183.
Full textMaster of Arts
Though the horror genre is most often associated with books and films, elements of the genre have been present onstage for thousands of years. Furthermore, studying these theatrical ghosts and ghouls—and how they were represented onstage— can help contemporary audiences understand historical anxieties and expectations. In 2019, Virginia Tech presented the installation Poe’s Shadows, which combined elements of traditional theatre, original art, and innovative technology to present an immersive experience of Edgar Allan Poe’s work. This production was a unique collaborative work that combined the creative labor of both faculty and students, while also invoking past horror theatre techniques such as hand-cranked panoramas, magic lantern shows, and shadow plays, accompanied by with sound effects and narration that combined elements of theatrical tradition and ghost shows. By studying the history of Poe’s Shadows, as well as the reception of the installation, one can see how the theatre’s evolving relationship with horror is effected by audience expectation and newly available technologies.
Marková, Klotylda. "Produkční zajištění multimediálního projektu GOLEM." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-205566.
Full textRice, Andrea. "Rebooting Brecht: Reimagining Epic Theatre for the 21st Century." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1555688903742283.
Full textMcConville, David. "On the evolution of the heavenly spheres : an enactive approach to cosmography." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3530.
Full textCummings, Hannah Jane. "The politics of participatory performance : capitalism and identity." Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/21922.
Full textPrisco, Lauren. "Immersive Theater & The Physical Narrative." VCU Scholars Compass, 2017. http://scholarscompass.vcu.edu/etd/4896.
Full textSwift, Elizabeth. "The hypertextual experience : digital narratives, spectator, performance." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/16025.
Full textPrudhon, Déborah. "Entre réel et fiction : les nouveaux théâtres anglais contemporains." Thesis, Sorbonne université, 2020. http://accesdistant.sorbonne-universite.fr/login?url=http://theses.paris-sorbonne.fr/2020SORUL093.pdf.
Full textThe society we live in is both described as a “new age of fiction” (Anne Besson) and characterised by a “reality hunger” (David Shields). How is this conflicting tension reflected on the theatre stage, the place par excellence where reality and fiction coexist? This analysis focuses on three “new” theatres of the contemporary English stage which allow us, through their own forms and modalities, to consider anew the relationship between the fictional world and the extratheatrical reality. Verbatim theatre imports the words of “real” people onto its stage. Tim Crouch’s performative theatre plays with real and fictional frameworks in order to blur the distinction between the “here and now” that actors and spectators share, and the fictional “there and then” that is superimposed onto it. As for the shows by Punchdrunk, the figurehead company of immersive theatre, they go beyond the limits of the stage and spread out into huge spaces – a world-fiction that the audience is invited to inhabit and explore as they please. This thesis seeks to show how the fundamental tension between reality and fiction explored by these various theatres takes the aesthetic and dramaturgical codes of the contemporary English stage in a new direction and disrupts the traditional paradigms of spectatorship
Liang, Liu. "Test Immersion in DomeTheater using Tracking device." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69280.
Full textSolberg, Ragnhild S. "Playing Puppets : Agency, Immersion, and the Fictional Realities of Sabbath’s Theater and Portal." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for språk og litteratur, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-24132.
Full textConnor, John B. "The "immersion technique" in the theatre of Antonio Buero Vallejo: the expression of theme through scenographic innovation and experimentation." The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1399627552.
Full textGouarné, Esther. "Théâtre performantiel : immersion et distance dans le théâtre néerlandophone (Flandre et Pays-Bas, 2004-2014)." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100080.
Full textIn postdramatic theatre, as theorized by Hans-Thies Lehmann, theatricality, processuality andperformance art have merged. This overlapping was precisely at the heart of the so-called Flemish Wave, inthe 1980s. That generation drew links between the avant-garde's ideals and methods, and today's youngartists. The blurring of art and life overflows theatrical stages and frames, but thereby reveals the veryessence of theatricality : what is showed on those contemporary stages is the emergence of a process, animage in construction, a work-still-in-progress...This is what coins down the expression « théâtreperformantiel » (« performantial theatre » versus performativity). Frictions between representation, illusionand performativity provoke a constant oscillation between meta-theatrical distance, self-referentiality, shockand sensationnal immersion. It even flirts with the dream of total art. These works also rely on an activespectator's gaze. In the midst of these contradictions, stage images oppose a resistance to the visual flows ofthis world. These movements are explored through a field analysis and a close-up on the creative processesof three Flemish and Dutch groups created around 2000 : Abattoir Fermé, the Warme Winkel andWunderbaum. Participative observation offers deeper insight into the aesthetic and ideological issues at stakeat the heart of this encounter between theatre and performance. It also reveals the currency and the validity ofquestioning the avant-garde's ideals given the context of an economic crisis and political tightening
Almlöf, Linnea, and Matilda Jalonen. "En episk kombo av teater och spel : Underhållning och immersion i spel utformade efter episka teaterprinciper." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17083.
Full textSome scientists claim that there's a connection between entertainment and immersion. The epic theatre wanted to distance the audience but at the same time encourage them to reflect and be entertained. The study intended to examine how entertaining and immersive the participants experienced a game designed after epic theatre principles. After playing such a game, the participants either answered a questionnaire or took part in an interview. In general, they experienced high or mid-high immersion and entertainment. However, there were large differences between different individuals. The experience might have been affected by an interest in the theme or similar games. Immersion and entertainment share some components that seem to make the concepts difficult to separate in practice. There's a value in further research to understand immersion, entertainment and reflection better, and also how these affect each other. This might lead to more critical thinking and knowledge amongst the population.
Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textCasiraghi, Maurício Pezzi. "Insônia : a tecnologia audiovisual como catalisador para a imersão no teatro." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/178613.
Full textThis dissertation distinguishes as a memorial of an empirical research, that belongs to the research field of theatrical creation processes. This research revolve around the notion of immersion in the contemporary scene. In this work is considered by recent contact with theater plays that makes uses of technology and bets in the experience of sensory flooding the spectators. From this perspective, i develop a research about the procedures that might produce this immersive theatrical experience. For achieving that I divide this work in two modules. The first module, a bibliographical study, that wishes to recognize conceptual tensions about the notion of immersion. Here I recognize the principles of provoking this immersion effect for then applying in the second module of the research. In the second module I devote to the empirical research by the means of arranging a theatrical experiment conducted by the immersion triggers found in the conceptual studies. These were discovered by linking technological devices and elements of theatre language: time, space, presence, real and fictional dimensions and sense manipulation. Having this as premise, I developed the theatrical experiment called “Insônia”. I analyze the creative processes and problematize the discoveries and scenic solutions found along the way.
Toulouse-Carasso, Nathalie. "La scène centrale entre mythe et histoire. Le Théâtre en Rond de Paris (1954-1966 / 1977-1984)." Thesis, Paris 3, 2012. http://www.theses.fr/2012PA030122.
Full textDuring the late 19th century, pioneers of popular theater sought to escape the "Italian- style" stage to become closer to the spectators with the aim of democratizing theatrical entertainment. For this purpose, they used non-frontal stages, and thus radically altered a long tradition. The present thesis, which examines this phenomenon, recalls that these artists were in fact inspired by ancient popular practices and reintroduced antique and medieval forms, such as the Elizabethan open stage and the Theater in the Round, before considering the success of the latter in the modern theatrical imagination and its rapid demise. The example chosen is The Theater in the Round of Paris, created by André Villiers in1954 and managed by him until 1984. In order to understand both the attraction and decline of the contemporary Arena stage—which saw only minor developments and almost completely disappeared in the 1980s—reflection of the mythological dimensions of the circle, and the utopic ideology linked to the sphere, is imperative. Finally, this thesis proposes new ideas and elements for questioning why certain artists at the beginning of the 21st century still use some variants of this particular stage
Machado, Thiago Luiz Berzoini. "Espectros – um drama familiar: narrativa transmídia aplicada às artes cênicas." Universidade Federal de Juiz de Fora, 2012. https://repositorio.ufjf.br/jspui/handle/ufjf/1914.
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Utilizando como matriz midiática “Espectros – Um drama familiar” (Gengangere, 1881) de Henrik Ibsen, esta dissertação analisa a expansão do universo ficcional de uma peça teatral por diversas plataformas de mídia. A montagem da obra foi desenvolvida através da aplicação de estratégias transmídia com base nas explanações de Henry Jenkins e Stephen Dinehart, teóricos dessa nova forma de utilização da narrativa perante a era da “Cultura da Convergência”. O projeto apresentou ao espectador uma obra que possui vários “pontos de entrada” no universo ficcional da trama de Ibsen, acessíveis através de um conteúdo distribuído eletronicamente: vídeos, áudio-teatro, história em quadrinhos, um jornal fictício que contém informações sobre o programa da peça e um dossiê contra um dos personagens centrais da trama. A experiência também foi levada para um ambiente imersivo - o Second Life –, apresentando uma assembleia virtual que reuniu o elenco e o público atingido pela divulgação do evento nas redes sociais e sítio de hospedagem do material produzido. Com a aplicação dessa estratégia, o espectador é motivado a organizar mentalmente os fragmentos narrativos de situações pulverizadas através de canais de distribuições complementares, proporcionando a continuidade de imersão no universo ficcional mesmo após o término da experiência.
Using as a media-matrix “Ghosts – a family drama” (Gengangere, 1881) by Henrik Ibsen, this work analyzes the expansion of the fictional universe of a play by various media platforms. The composition of the play was developed through the application of strategies based on the explanations of Henry Jenkins and Stephen Dinehart, theorists of this new way of using the narrative according with the era of “Convergence Culture”. The project presented a work in which the viewer has multiple “entry points” into the fictional universe of Ibsen’s plot, accessible via electronically distributed content: videos, audio dramas, comic, a fictional newspaper which contains information about the program of the play and a dossier against one of the central characters of the plot. The experience was also taken to an immersive environment – the Second Life – featuring a virtual meeting that gathered the cast and the audience reached by the advertisement of this event through social networking and hosting website with the material produced. With the implementation of this strategy, the viewer is encouraged to mentally organize the narrative fragments of situations sprayed throughout additional distribution channels to provide continuous immersion in the fictional universe even the ends of the experiment.
Wong, Hou Lam. "Immersive theatre as a strategy for raising eco-awareness." Master's thesis, 2020. http://hdl.handle.net/10400.14/30980.
Full textMiller, Mary-Corinne. "Interpreting Dreams: Directing an Immersive Adaptation of Strindberg's A Dream Play." 2018. https://scholarworks.umass.edu/masters_theses_2/730.
Full textBelo, Inês Carvalho dos Santos. "Teatro imersivo: públicos e práticas culturais." Master's thesis, 2016. http://hdl.handle.net/10071/12697.
Full textThe following thesis consists in a study of the audiences of the immersive theatre “E Morreram Felizes Para Sempre” that was performed at Hospital Júlio de Matos, in Lisboa, between April and December of 2015. Being a recent theatre format, that raises new roles to be played by the audiences – the audiences are called to actively participate in the construction of the narrative –, the study intended to understand who these audiences are, what their cultural practices are, how they reacted to the play and which impact the play had in their relation with the theatre. To do it, qualitative methods were used to do a characterization of their cultural practices and relationship with the theatre in three moments: before, during and after going to the play, with the objective of understanding what changes the play caused in their cultural practices.
FENG, HAN-YU, and 馮涵宇. "Render Ghost─Imagination and Practice of Immersive Virtual Ritual Theater." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/nc4mf3.
Full text國立臺北藝術大學
新媒體藝術學系碩士班
107
Render Ghost is an immersive virtual ritual theater which started with an inquiry of the origin and home of our spirits. In the drastic development of technology, the boundary of life consciousness has been expanding and shifting. Among which, one sci-fi story about human spirits uploaded to a virtual network aspires to walk out from the fantasy and enter into reality. The spirit comes along with our physical bodies; would it leave the world in the form of information? While how would the identity certificate of disembodied spirit transform and where will the life travel eventually? These questions are rooted in the primitive desire where humankind resist death. The virtual spirit, as a new pattern of life following the state of the human, outlines a new arrives at the reconstruction of post-human ethics. This artist statement aims to interpret concepts and research questions around the work Render Ghost which takes a mythological framework of post-humanity as a summons, adjusting the relational network between sci-fi narratives and ritual theater. Externally, the work redefines the position of humankind in the process of evolution and informatic history, rethinking the knowledge system which regards objects and non-human lives as the object. With such a concept, I re-comprehend how post-human cross the line of the limitation of death and the border of self-existing fantasy. While internally, I would like to trace the origin of theater and rituals, and further impose the rethinking of technological products, cybernetics, and virtuality into the imaginative diagram of ritual theater, trying to strike the bottom of senses and unconsciousness by the exploration of new media. It allows the audience arrive place where knowledge and rationality can’t reach, digging the spiritual tunnel and returning back to the origin, exploring the imagination of evolution and transcendence.
Bourbon, Estelle. "Immersion et distanciation : le paradoxe de la multisensorialité dans la mise en scène de Mangez-le si vous voulez de Jean Teulé par le Fouic Théâtre." Thèse, 2018. http://hdl.handle.net/1866/20672.
Full text(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.
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