David Gochfeld, Alex Coulombe, Yu-Jun Yeh, Robert C. Lester, R. B. Fleming, Zachary Meicher-Buzzi, Ari Tarr
{"title":"两部作品的故事","authors":"David Gochfeld, Alex Coulombe, Yu-Jun Yeh, Robert C. Lester, R. B. Fleming, Zachary Meicher-Buzzi, Ari Tarr","doi":"10.1145/3533612","DOIUrl":null,"url":null,"abstract":"During the COVID-19 pandemic, many theatre companies began experimenting with new technologies and ways to bring their work to audiences. As theatres have resumed in-person performances, they are exploring how these new techniques can be incorporated into their productions. Recently one leading regional theatre company produced two versions of A Christmas Carol in parallel - one presented on stage, and the other entirely in virtual reality. They used virtual production tools including real-time motion capture, virtual humans, game engine rendering, and a new platform for multi-user VR experiences. We discuss the process, challenges, and creative decisions behind these shows, with an eye towards informing future theatrical productions.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 9"},"PeriodicalIF":2.3000,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"A Tale of Two Productions\",\"authors\":\"David Gochfeld, Alex Coulombe, Yu-Jun Yeh, Robert C. Lester, R. B. Fleming, Zachary Meicher-Buzzi, Ari Tarr\",\"doi\":\"10.1145/3533612\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"During the COVID-19 pandemic, many theatre companies began experimenting with new technologies and ways to bring their work to audiences. As theatres have resumed in-person performances, they are exploring how these new techniques can be incorporated into their productions. Recently one leading regional theatre company produced two versions of A Christmas Carol in parallel - one presented on stage, and the other entirely in virtual reality. They used virtual production tools including real-time motion capture, virtual humans, game engine rendering, and a new platform for multi-user VR experiences. We discuss the process, challenges, and creative decisions behind these shows, with an eye towards informing future theatrical productions.\",\"PeriodicalId\":74536,\"journal\":{\"name\":\"Proceedings of the ACM on computer graphics and interactive techniques\",\"volume\":\" \",\"pages\":\"1 - 9\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2022-09-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM on computer graphics and interactive techniques\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3533612\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM on computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3533612","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
During the COVID-19 pandemic, many theatre companies began experimenting with new technologies and ways to bring their work to audiences. As theatres have resumed in-person performances, they are exploring how these new techniques can be incorporated into their productions. Recently one leading regional theatre company produced two versions of A Christmas Carol in parallel - one presented on stage, and the other entirely in virtual reality. They used virtual production tools including real-time motion capture, virtual humans, game engine rendering, and a new platform for multi-user VR experiences. We discuss the process, challenges, and creative decisions behind these shows, with an eye towards informing future theatrical productions.