CMU School of Drama


Monday, April 22, 2019

A Look into Theatre’s FutVRe

HowlRound Theatre Commons: VR and AR are two different monsters. VR hardware is bulky—think HTC Vive or Oculus Rift. The headgear is attached to wires, and the system requires a complex camera setup to track the user moving through the room. VR also utilizes controllers to help the user interact with their environment. AR hardware is physically much smaller—think Google Glass. While the ultimate goal of AR is everyday use to augment our reality, the goal of a VR experience is to create an entirely new one.

1 comment:

Mary Emily said...

It is super interesting reading Carley’s article about how VR and AR are permeating our theatrical world. The fact that we are able to expand upon theatre education using VR and AR just speaks to the expansiveness and interconnectedness that this type of technology has in our environment. The ability to connect students to theatre in a way that goes beyond reading a play or simply watching an old performance on a tv screen (which was the basis of my high school theatre education) has the ability to give people a deeper interest and appreciation for the work we create daily. Bringing the VR and AR out of an educational setting, I was really intrigued by Project Neverland, which was discussed in the article, because it combines the technology together and adds to the unique experience that an audience member would have watching the show and the performer would have being a part of the show. As mentioned at the end of Carley’s article, this is just the beginning for what VR and AR can ultimately be and what eventually it will expand to in the future.