Extended Reality

Extending Reality in Actor Training: Benefits, Repercussions, & Legal Implications

Extending Reality in Actor Training: Benefits, Repercussions, & Legal Implications

This article explores how extended reality (XR) - including augmented, mixed, and virtual reality - is reshaping acting training by layering immersive technologies onto long-established methods like Stanislavski-based technique and the Method. Drawing on examples from Basrah to Juilliard and Odin Teatret, the piece shows how XR can deepen character work, expand dramaturgical research, and personalize feedback through data-driven simulations. At the same time, it raises urgent legal, ethical, and social questions around biometric data, FERPA and HIPAA protections, digital Blackface, and harassment in virtual spaces. Rather than treating XR as a magic solution, the article argues that thoughtful pedagogy, clear institutional policies, and equity-minded design are essential if these tools are to support - not replace - human-centered theatre education.

Extending Reach with Extended Reality: Live Theatre Performance and XR

Extending Reach with Extended Reality: Live Theatre Performance and XR

This article examines how extended reality (XR) technologies are expanding theatre’s reach beyond the physical venue. Building on proshots’ successes and shortcomings, it maps liveness through four components—temporality, exclusivity, spatiality, and interaction—and tests them across emerging formats: immersive dome screenings (Cosm), phone-based AR experiments (All Kinds of Limbo, The Tempest), and avatar-led VR productions (Tender Claws, Adventure Lab). XR’s promise is real—richer presence, audience participation, and radical portability—but so are the hurdles of motion capture quality, cost, technical literacy, and scale. Rather than replacing stagecraft, XR functions as a flexible toolkit that opens new creative and accessible pathways for live performance.

Should The Music Industry Go Virtual? A Case for Investing in VR Concerts

Should The Music Industry Go Virtual? A Case for Investing in VR Concerts

Since the pandemic, the VR concert industry has slowly become more mainstream as worldwide superstars like Megan Thee Stallion, Sabrina Carpenter and TOMORROW X TOGETHER adopt and utilize immersive realities. This article explores what music fans want, available VR concert formats, common technical limitations, and the experiential differences between in-person and VR concerts — questions labels and artists must consider before investing resources and funds into creating VR content.

Advertising Monopolies, AI Policy, and Pirating Issues

Advertising Monopolies, AI Policy, and Pirating Issues

This spring, we saw major movements in the legal landscape of digital advertising. Between Google being ruled as an advertising monopolist and Mark Zuckerberg’s war on creative materials, digital advertising is gearing up for change. Read on for more information, including pirating issues, new ambitions for VR movies, and increased access to AI image generation.

All the World’s a Stage and the Technology Merely a Player

All the World’s a Stage and the Technology Merely a Player

More than 400 years after Shakespeare’s death, his works remain essential to theatre as we know it. Now, emerging technology is changing the way we interact it. From extended reality to artificial intelligence, audiences can now immerse themselves in performances and extract meaning from texts in ways never seen before.

Psychological Impacts of VR Experiences and Their Implications for Museums

 Psychological Impacts of VR Experiences and Their Implications for Museums

Exposure to nature can positively influence one’s mental well-being. As VR technology seeks to recreate elements of life, its developers and prospective adopters must keep asking one very important question: how deeply can VR impact us? And, what might the implications be for museums?