01 | Erste Themenvorstellung – Digital Fashion, Barrierearmes Mediendesign und Bewegtbildmedien im Museumskontext

Digital Fashion Design / Materialität im Digitalen Raum

Im digitalen Zeitalter verschieben sich viele traditionelle Medien in den digitalen Raum. Fotografie, Zeichnung, Malerei haben alle in bestimmten abgewandelten Ausformulierungen einen Entwicklungsschritt in die Digitalität vollzogen. Doch was bedeutet der Schritt in die digitale Umwelt für Medien, die eine haptische, materielle Komponente haben? Wie lässt sich Materialität und taktile Qualität in den digitalen Raum übersetzen? Ist dies überhaupt möglich? Die Mode und Textilkunst findet bereits in unterschiedlichen Erscheinungsformen langsam ihren Weg in die digitale Welt. Als AR Anwendung, als Komponente von Online Environments, in Games und weiteren Umfeldern findet Modedesign statt. Das hier vorgestellte Thema wirft die Frage auf, wie sich die Parameter des Modedesigns in der Digitalität verändern, wie neue digitale Materialqualitäten entstehen und was digitales Gestalten für ein Medium bedeutet, welches so stark in der Materialität verhaftet ist.

Quellen: Gonzalez, P. (2022). Digital fashion in the Metaverse. Joy, A., Zhu, Y., Peña, C., & Brouard, M. (2022). Digital future of luxury brands: Metaverse, digital fashion, and non-fungible tokens. Strategic change, 31(3), 337-343. Luchev, D., Paneva-Marinova, D., Pavlova-Draganova, L., & Pavlov, R. (2013, June). New digital fashion world. In Proceedings of the 14th International Conference on Computer Systems and Technologies (pp. 270-275). Sayem, A. S. M. (2022). Digital fashion innovations for the real world and metaverse. International Journal of Fashion Design, Technology and Education, 15(2), 139-141. Särmäkari, N. (2023). Digital 3D fashion designers: Cases of atacac and the fabricant. Fashion Theory, 27(1), 85-114. Wiana, W. (2018, February). The effectiveness of using interactive multimedia in improving the concept of fashion design and its application in the making of digital fashion design. In IOP Conference Series: Materials Science and Engineering (Vol. 306, No. 1, p. 012131). IOP Publishing. Wu, S., Kang, Y., Ko, Y. A., Kim, A., Kim, N., Kim, C., & Ko, H. S. (2013). A study on 3D virtual clothing by utilizing digital fashion show. Journal of Korea Multimedia Society, 16(4), 529-537.

Accessibility und Barrierearmes Design im Bewegtbild

Die Themen Accessibility und barrierearmes Gestalten werden in der Designwelt immer präsenter. In vielen Design Disziplinen wird es glücklicherweise immer üblicher, Gestaltungen für Menschen mit unterschiedlichen Wahrnehmungsvoraussetzungen zugänglicher zu machen und Inklusion in den Designprozess einzubeziehen. Was bedeutet aber barrierearmes Design für das Gestalten im Bewegtbild? Welche Herausforderungen stellen sich in der inklusiven Arbeit mit dem Medium Film und Video? Wie kann man auch in diesen Disziplinen Wege finden, Menschen mit unterschiedlichen Wahrnehmungsfähigkeiten mitzudenken und ihnen Zugang zu Bewegtbildmedien zu erleichtern?

Quellen: Brown, M., & Anderson, S. L. (2021). Designing for disability: Evaluating the state of accessibility design in video games. Games and Culture, 16(6), 702-718. Meyer, E. A. (2005, May). Is accessible design a myth?. In Proceedings of the 2005 International Cross-Disciplinary Workshop on Web Accessibility (W4A) (pp. 60-62). Obrenovic, Z., Abascal, J., & Starcevic, D. (2007). Universal accessibility as a multimodal design issue. Communications of the ACM, 50(5), 83-88. Othman, N. I., Mohamed, H., & Mat Zin, N. A. (2023). Serious Games Accessibility Design Model for Low-Vision Children. Advances in Human-Computer Interaction, 2023. Shinohara, K., Jacobo, N., Pratt, W., & Wobbrock, J. O. (2020). Design for social accessibility method cards: Engaging users and reflecting on social scenarios for accessible design. ACM Transactions on Accessible Computing (TACCESS), 12(4), 1-33. Toronto, C. O. (2004). Accessibility Design Guidelines. Diversity Management and Community Engagement Corporate Policy/Healthy City Office.

Bewegtbildmedien im Museumskontext

Museen sind vielfältige Orte mit unterschiedlichen Funktionen. Eine dieser Funktionen ist die Wissensvermittlung. Besonders themenbasierte Museen, wie Museen für Geschichte, Naturkunde, Technik und ähnlichen Spezialisierungen bedienen sich unterschiedlicher Medien, um ihre Inhalte verständlich und ansprechend an ihr Publikum zu vermitteln. Die Anwendung von Bewegtbildmedien in Museen kommt hierbei häufig vor. Für welche Inhalte eignen sich Bewegtbildmedien im Museumskontext besonders? Wie wird mit themenbezogenem Bewegtbildmaterial umgegangen? Wie integriert sich das Bewegtbild räumlich in den Museumsaufbau? Und welche Parameter sind zu bedenken, wenn Bewegtbildmedien in Museen zum Einsatz kommen?

Quellen: Connolly, M. (2013). Shared Viesing: Moving Images in the Cinema and Museum. Millennium Film Journal, 18-27. Fahy, A. (1995). New technologies for museum communication. Museum, media, message, 82-96. Latsis, D. (2016). The beginnings of cinema as a museum exhibit: The cases of the smithsonian institution and the science museum in London. Moving Image: The Journal of the Association of Moving Image Archivists, 16(1), 17-34. Mandelli, E. (2019). Museum as a Cinematic Space: The Display of Moving Images in Exhibitions. Edinburgh University Press. Penz, F. (2012). Museums as Laboratories of Change: The Case for the Moving Image. In Film, Art, New Media: Museum Without Walls? (pp. 278-300). London: Palgrave Macmillan UK. Santos, L., & Zvonkine, E. (2021). In and out of the museum: new destinations of the moving image. The Garage Journal: Studies in Art, Museums & Culture, (4). Sinetos, A. (2015). Integrating the Moving Image into the Museum (Doctoral dissertation, UCLA).

#02 Diving into Virtual Reality

Like I said in the first blog post, I want to use these posts as a means to delve into different topics. I look forward to widening the scope of this topic. But before that, I want to note down a specific topic I have in mind. Virtual reality therapy. I will try to keep this as concise as possible. Therefore, without further ado, let us jump right into it.

What is Virtual Reality?

Before delving into the subject matter, it is essential to establish a shared understanding of the term Virtual Reality (VR). The Oxford English Language dictionary defines it as such:

The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

This is a very technical description, but it defines VR quite clearly. A VR setups is compromised of three parts: there is a computational machine which performs the calculations needed, in other words, a computer. This can be a simple image, video or entire 3D generated worlds. These 3D worlds are often created using a game engine which allows for interactive real time environments. Two notable examples which support VR would be Unity and Unreal. Then there is an output device which displays the generated images. Traditionally this would be a screen, in this case, it is a VR headset, also referred to as a Head Mounted Display (HMD). Finally, though strictly not mandatory, the inclusion of an input system may be necessary. This spans from conventional controllers to VR hand-tracked controllers. Or, as we just recently saw with Matt Corall’s presentations about Ultraleap, there is also the possibility of tracking the hands and using them for input without any controller. Haptic feedback, the simulation of touch, is also a notable component which can drastically increase the immersion and the effectiveness of VR.

However futuristic it may seem, the roots of VR extend significantly into the past. In 1838 the concept of stereopsis, the fact that the brain overlays two images to create a 3D image with depth, was first described. In the 1950s Morton Heilig created Sensorama, a device with the goal of fully immersing the user by using a stereoscopic 3D image, sound, smell, vibrations and simulated wind.

Sensorama

In 1960, Morton Heilig, the innovator behind Sensorama also patented the Telesphere Mask, which can be considered the first HMD. Skipping ahead, in 1997 Georgia Tech and Emory University collaborated to utilize VR as a therapy method for the treatment of Post-Traumatic Stress Disorder (PTSD) in war veterans.

With this short history overview, I wanted to shake the notion that VR is something entirely new. While I provided a brief glimpse, I glossed over many other captivating inventions. If you are interested, I recommend having a read of the full articles – they really are fascinating. The links can be accessed in the Sources section below.

Use cases in therapy?

Though there is often an overlap I would differenciate between two different use cases:

  • physical
  • mental

Let us begin by considering the physical use case,. For example, partial paralysis of a body part or side. While conventional treatment methods exist, Virtual Reality (VR) presents distinctive advantages. The therapy experience can be tailored to exact use cases, which would be hard to train reliably in real life scenarios, such as relearning how to drive. A driving simulator setup, i.e. a chair with a steering wheel and shift lever should not be used instead of VR, but they should work in tandem to increase immersion and effectiveness. Furthermore, the experience may easily be gamified, meaning turning the process of therapy into a fun game. This may especially help when dealing with children who may not have the discipline or motivation to push through rigorous training programs.

VR is also especially useful in the treatment of mental problems. A notable use case involves the treatment of specific phobias, including but not limited to the fear of flying, arachnophobia, elevator anxiety, or social anxiety. Treating a fear like flying is difficult with more traditional treatment methods. Arranging a plane, traveling to a specific location, and repeating such processes multiple times can be logistically difficult and time-consuming. Using VR, a 3D scene can be comparably easily created and the treatment can be done in a very controlled fashion. Furthermore, as previously mentioned, VR has been employed by the military for the treatment of war veterans grappling with Post-Traumatic Stress Disorder (PTSD).

BraveMind – a VR treatment method for war veterans struggling with PTSD

In this context it is used to allow soldiers to relive the traumatic experiences and work through them with a specialist, in a carefully designed and controllable manner. Soldiers who may not be able to cope with their experiences may decide to commit suicide as a result. Therefore application of VR in trauma-focused therapy provides a crucial and potentially life-saving intervention for individuals dealing with the profound impact of their military service.

Personal experience

In my previous blog post, I delved into my personal motivations surrounding this topic. Since then, I have talked with my brother and the kind of experiences he had using VR therapy. In his particular case, VR served as a tool for training the left side of his body, which experienced partial paralysis, resulting in reduced speed. Additionally, VR was employed to address issues related to his partially impaired field of vision.

He recounted three different programs which were used in his treatment. Firstly, a car driving simulator, which was used to train both his motor function and his ability to perceive traffic. A virtual room in which he needed to search for objects and, on occasion, connect different objects using wire. And lastly, a game in which balls were being thrown at him, and he had to deflect them using his hands. He expressed a strong preference for the visual feedback of seeinghis hands in the VR environment. He also noted that he talked quite a lot with his therapist and at least in Austria, the options of VR treatment programs is very limited. Few programs exist and they can not really be customized to the needs of the user. In the last example, my brother wanted to train his left side more but have the objects be slower and the therapist said that this cannot be changed, unfortunately. This seems to be a common problem with these programs – the customization options for individual patients is limited.

Summary

In summary, VR has a long history, yet its potential as a treatment method remains underutilized, presenting a lot of potential for innovation and research in this area. The versatility of VR spans both physical and mental health topics. VR therapy proves useful because it can be individualised and is both time- and cost-effective. As we continue to

, offering the distinct advantage of tailoring experiences to individual users while proving to be time- and cost-effective. As we continue to uncover the multifaceted applications of VR in the realm of therapy, its transformative impact on healthcare interventions is poised for further realization and advancement.

Sources

The history of virtual reality
History Of Virtual Reality – Virtual Reality Society (vrs.org.uk)
History of VR – Timeline of Events and Tech Development (virtualspeech.com)

BraveMind video
Virtual Reality Therapy: PTSD Treatment for Veterans (soldierstrong.org)

#01 My research journey on the topic of disability

On my research journey thus far, I have had many different ideas on very diverse topics. But the one idea that was most fleshed out and that resonated most with Fabry and me was on the topic of disability. More specifically, I had two ideas of where this topic could lead:

  • Input methods (in the context of gaming) for disabled people
  • Virtual-Reality therapy for disabled people (or people with disorders)

Both of them touch on the same topic, disability, but each one is distinct and offers a different direction for exploration. Currently, I tend to favor the second idea of doing my thesis on the topic of VR treatment and therapy.

Input methods

Individuals with physical disabilities may face challenges when using electronic devices and digital services that rely on standard input methods. One area of focus within this vast domain of interaction is the gaming landscape. In recent years, there have been numerous innovations in the field of accessibility. For instance, Xbox and PlayStation have created their own unique controllers for disabled people. However, designing for people with disabilities presents several difficult problems that need to be addressed. One of the biggest factors is the availability of customization options. The list of requirements is vast and unique for everybody. Nobody should be unable to enjoy their favorite game just because of a physical limitation of their body. For these people, gaming can often be more than just a simple way to pass the time – it can transport them into different worlds and has the opportunity to change their lives.

VR therapy

Virtual reality therapy is a therapeutic approach which utilizes a virtual reality headset to simulate real time environments in an immersive and controlled way. It can be a great training method for physically impaired people. However, VR therapy may not just be an interesting prospect for dealing with physical problems. VR is also being used in the treatment of psychological and mental problems and disorders. Prominently in the treatment of phobias. The fear of flying, spiders or social anxiety can be treated by VR exposure therapy. One significant advantage VR has over more traditional treatment methods is time and cost efficiency. It is inexpensive to set up and can be adapted to many different use cases with relatively low time and financial investments. Furthermore, the US military uses VR to treat war veterans with PTSD. We are just beginning to tap into the value of VR as a training and therapy method.

#Disability #Accessibility #Training #Therapy #VR #InputMethods

How to tackle this subject & what I learned from the second feedback round

Over the course of my second meeting with Fabry, I was able to glean some valuable insights. For one, I learned that I do not need to have the specific topic nailed down to the last detail yet. Rather, it would be more advantageous to have a broad and open perspective on the topic of disability in general and look into many diverse areas instead of limiting myself right now. For example, instead of focusing on just VR or input methods, I could take a look at the topic of immersive media in general. Furthermore, I realized that this exploration of themes and topics is exactly what these blogs are for. In the upcoming blog posts, I might want to tackle a different topic in each one or discuss an intriguing piece of literature I have come across. I look forward to exploring many ideas in the upcoming blog posts.

Potential research questions

At this stage I do not want to narrow my focus too quickly. Instead I want to explore this diverse field of research further before narrowing it down.  With regard to the two topics proposed, some potential research questions could be as follows:

  • How can VR be used in the treatment of patients (with …)?
  • Which input methods (regarding gaming) exist for people with disabilites?

Moreover there are many sub-questions which will arise:

  • How would a VR experience look like?
  • Why do it like this? Who would use it?
  • What are hardware requirements?
  • What are the results? Can it really help?

Relevance for design field & how can design help with this problem?

Accessibility has steadily gained more and more relevance in many different areas and rightfully so. According to the World Health Organization (WHO), approximately 16% of the global population experiences some form of disability. However, progress in this area is slow and disabled people face numerous challenges in their daily lives. VR therapy can be employed to assist people in training their bodies and minds, aiding in their recovery or strengthening their body and mind. When it comes to mental disorders, VR therapy has the possibility of saving lives. As previously mentioned, it is utilized by the US military to treat veterans with PTSD. Despite this, on average, 17 US military veterans commit suicide every day. A grim number, but it is reality. In light of such statistics, the relevance of such treatment methods becomes apparent. VR therapy offers the opportunity to help a variety of patients with different disabilities at a relatively low cost. As for gaming, it has the power to transport people into different worlds, explore wonderful places and alleviate anxiety. Online gaming can help them socialize, and online gaming communities foster a sense of belonging.

As designers, we have the ability to connect many different fields and strive in these multidisciplinary environments. These skills are applicable in numerous domains, such as designing both physical and digital training environments. Designing these therapeutic processes with a holistic approach in conjunction with the medical assistant, the end user and the technology used. Furthermore, medical programs are often only focused on treating the illness but neglect the UX and usability of the people using the product (as I have learned in talking to my brother – more on that further down). These factors ultimately harm the process and the efficiency of the healing method.

Challenges

A research topic like this poses many challenges that need to be overcome. One of which is getting the right contacts and being able to talk and work with them. This necessitates having access to medical professionals and the ability to interact with disabled individuals, possibly conducting tests. 
Furthermore, getting the right medical information to validate or invalidate potential hypotheses will also be challenging.

Personal motivation

This might be a good point to talk about my personal motivation regarding this topic.
On December 4, 2020, the world for my family and me got turned upside down when we got the news that my brother was involved in a big car accident on the highway from Linz to Vienna. We didn’t know whether he would survive, and neither did the doctors. Hearing his voice again after a month in a coma was a huge relief. Still, the struggle was far from over. My brother had to relearn many things. How to properly move his hands, how to walk and much more. However, after every physical rehabilitation period, you could see the progress he made. One of the techniques used in his rehabilitation was virtual reality therapy. I learned about this subject during my bachelor’s as well, but seeing this relatively new form of therapy used in a real setting and the enjoyment my brother had when using it left a lasting impression on me. It’s still sometimes hard and a challenge, but we are glad every day that we still have him.

As for the gaming topic, the story is far less dramatic. I myself enjoy playing games. A lot. Online, I have seen the struggles of disabled gamers and the challenges they face when they try to play games. Accessibility is (fortunately) becoming a bigger topic in the gaming industry and many new games feature extensive accessibility options. However, progress is slow. What interests me especially is the way of controlling the game, how inputs can be made, and how they are handled. I want to help these people gain more self-confidence and freedom. Everybody should be able to enjoy what they love regardless of the physical limitations they migth have.

Possible solutions to the challenges ahead

As mentioned above, my brother has spent a lot of time in hospitals. During that time, he met many doctors and nurses. These contacts may be able to provide support and help with my thesis. Furthermore, my brother can provide many insightful experiences and may be able to assist as a tester for potential applications. Additionally, a relative of mine works as a neurologist. He might also be open to an interview or have useful contacts.
These are difficult challenges to overcome, but there are also opportunities open for me. The best case would be a cooperation with a medical institution. But what will be really possible? Only time will tell.

Intended steps / methodology

Currently, I am in the process of researching this topic to acquire as much information and learn as much as possible. Deciding how to sort and order this information will be vital. Simultaneously, I am also thinking about how to conduct my future research and the possible outcomes of a project on this topic. Possible steps and results may include:

  • Analysis
  • Prototype (physical, VR environment, etc.)
  • User Testing
  • Survey
  • Guide handbook

Further outlook

As stated above I will continue doing research but with a wider view, being open for any intriguing topics and findings. In the upcoming blog posts, I then want to focus more on specific topics.
Also, to note is that I wrote this blog post quite informally and from a very personal point of view. Further blog posts will likely be more „academic“ and „formal“.

References

controller image: Xbox Adaptive Controller | Xbox
VR-therapy image: What is VR Therapy and 3 Pros of Being an Early Adopter (malonesolutions.com)
WHO statistic: Disability (who.int)
Veteran statistic: Virtual Reality Therapy: PTSD Treatment for Veterans (soldierstrong.org)

1 | Theatre in the digital time

In recent years, digitization has transformed nearly every aspect of life, reaching even into the realms of art. Particularly in the theater, a traditional art form rooted in the analog, the effects of digitization are palpable. Humans continuously shape new technologies, yet are simultaneously influenced by them. Technologies are tools that expand our senses, alter our perception, and influence our relationship with space and time, much like stories do. Theater is a space where stories are experimentally, freely, and imaginatively crafted. Therefore, it’s not surprising that new technologies have found their way into the theater and the arts. Equally unsurprising is that this space was one of the first to experiment with digital media. New staging possibilities and interactive behaviors among artists and between artists and the audience have emerged and will continue to do so. However, changes are not only felt on the stage.

With this project, I aim to investigate the extent to which classical theater has evolved through digitization in front of, on, and behind the stage, with the goal of enhancing or interactively expanding the holistic theater experience.

Since my project theme is very open-ended, the research at the beginning will also be comprehensive. The goal is not to enter the topic with a predefined problem statement but to gain an overview of various theater areas and assess the potential of digital expansion and support for them. Three guiding questions with which I enter into the topic:

  1. How can accessibility in the theater be improved?
  2. What constitutes a meaningful expansion of classical theater productions through new technologies?
  3. Can digitization contribute to improving organizational efficiency in the theater?

I simply love the theater. That is my motivation. Theater visits have been a constant part of my life since childhood. I find it fascinating to witness how productions evolve. Additionally, I regularly gain insight into the theater world through family and friends, stumbling upon certain issues that complicate work in the theater where it shouldn’t be, which I also experienced during my internship at the theater. In particular, I noticed that there is still room for improvement in internal communication.

I want to leverage the multidimensionality of the Master Interaction Design to delve into both experimental, artistic, and applied areas. What better environment for this than the theater?

Performance

Digitization has opened up exciting possibilities in various theater technology domains to enhance and artistically expand the theatrical experience. Five key areas that can benefit from digital technologies in staging are lighting, sound, video, stage design, and direct interaction with the audience. In these areas, exciting technological developments have emerged, transforming the traditional theater world. Some of these technologies and concepts include:

Visual: AR and VR, 360° projections, holograms, projection mapping (for set design and costumes), motion capturing, touchscreens, smartphones
Technical: Various sensors, robotics for stage effects and movements, AI (ChatGPT for developing dialogues, stories, or characters), touchscreens, smartphones
Other Concepts: Live Foley effects, generative music, podcasts and audio dramas (derived from theater performances), live streaming, social media, game elements

While digital transformation revolutionizes theater, inevitable challenges arise when incorporating these technologies into staging. Take VR as an example. Since VR can induce dizziness and fatigue, integrating this medium into traditional theater poses a different challenge. Productions, such as a two-hour opera, could not be performed in this format. Significant cuts would be necessary, and the complexity of a story might not be fully realized. Moreover, VR is not yet designed for large audiences. Productions must be specifically developed for this medium, requiring elaborate onboarding for both the audience and artists to make the experience possible. It is conceivable that such limitations could create a creative barrier, as the full potential of what is possible with the technology may not be fully understood.

Guiding Questions:

  1. What technologies are already being used in traditional theater?
  2. What impact does the use of digital media in staging have on storytelling, artists, and live performance?
  3. How can authenticity and artistic integrity be preserved?
  4. To what extent is digital augmentation a meaningful addition to the performance?

Examples/Inspirations:

  • The Tempest – Technology: Gesture and wrist sensors to influence light and audio
  • Roots – Technology: Animation and projection mapping
  • BMW – Technology: Holograms and dance performance
  • Turandot – Media art/video works
  • Dress Nr.13 – Technology: Robots
  • Es Devlin – Immersive kinetic stage designs for theater and concerts

Accessibility

Accessibility in the theater is a crucial aspect to make performances accessible to a broader audience, regardless of physical or mental limitations and regardless of age. Existing regulations and technical measures, such as audio descriptions of stage design for the visually impaired, subtitles for the hearing impaired, wheelchair spaces, and plays in easy language, already lay a solid foundation. However, this has given rise to further questions:

  1. How can barrier-free design be further improved from the experience of the production to the design of websites and online ticketing systems?
  2. How can individuals with hearing impairments fully enjoy dance theater?
  3. Could the innovative translation of music into vibration make the theater experience even more captivating?

The theater is a place of international diversity, both on stage and behind the scenes, as well as in the audience. Usually, English is used as a working language to overcome language barriers. But what about the needs of the audience? In opera, there are translations of Latin or Italian texts into the local language. However, for non-native speakers, a multilingual translation of operas and plays could enrich the theater experience in other countries.

Theater Organization 

How does digitization serve as a tool in theater organization?

As mentioned earlier, internal communication in some theaters still has room for improvement. Many pieces of information are still conveyed in cumbersome ways, either orally or in writing on paper, often leading to workflow delays. Additionally, numerous rehearsals and flexible shifts make maintaining an organized daily routine challenging, especially when unforeseen events such as illnesses occur just before a premiere. Tools like cross-workshop schedules or better internal and external networking could simplify organization and lead to a more structured engagement.

This approach would also be helpful in making the theater more sustainable. During a conversation with a set designer, two challenges on the side of set and costume designers became apparent:

  1. The reuse of costumes and set pieces or props in terms of sustainability, with the risk of other artists copying their work even if it is provided for sharing. Certain platforms and apps, such as an innovative digitization of the costume and material inventory, could lead to more structured engagement and, at the same time, a theater-wide resource-efficient exchange. A nationwide or even international exchange between theaters would be even better. Materials, props, or costume sets could be passed on as needed, similar to a swap meet, and adapted to the requirements of a play if they are not needed for a revival.
  2. The creation of stage designs that are hardly distinguishable from each other due to certain visual trends. Can closer networking of artists through a digital archive for theater productions help overcome this challenge?

The use of new media in the context of theater and interactive performance is not a new concept and has its origins dating back a long time. Given the abundance of work in this area, I must set a boundary within which I navigate during the research. My focus will be on classical theater. However, I will also use examples outside this domain to explore the possibilities of digital performance enhancement. I am still faced with the decision of which of the three thematic areas (Staging, Theater Organization, Accessibility) I want to explore. So far, I will continue with broad research to gain an overview. What it will ultimately be, I do not know. I will let my interest guide me.

  • Analysis of interactive staging possibilities (specific technologies)
  • Identification of potential areas for digitized workflows in the theater
  • Research on existing solutions for accessibility in the theater
  • Conversations with individuals working in the theater environment
  • Development of possible problem statements or experimental approaches
  • Further research to gain an overview of the implementation
  • Attendance of theater productions with digital augmentation; the following plays are on my list:
    Sonne Luft im Schauspielhaus Graz
    Twitter Tiktok Theater 3.0

Akademie für Theater und Digitalität
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