Understanding aesthetics in a virtual environment performance. A

DProf thesis


Dimirtra, A. 2001. Understanding aesthetics in a virtual environment performance. A. DProf thesis Middlesex University Work based learning
TypeDProf thesis
TitleUnderstanding aesthetics in a virtual environment performance. A
AuthorsDimirtra, A.
Abstract

The virtual performance is a form of art that simultaneously develops with information technology, as IT provides the flexibility to develop sophisticated design Systems for the artist. Moreover, the intrinsic relationship between art and technology is apparent from the concluding research results.
This research aimed to investigate the aesthetical value of VEs performances. The purpose of the study was to confront the location of aesthe tics in VEs. The qualitative method was employed due to the attempt to control the investigated objective.
Literature review was employed due to the necessity to understand the VEs aesthetic phenomena in their entirely for developing a complete picture of the research field. Case studies and observation were mainly used because of the type of research conducted. The resulting findings were taken into consideration or rejected through interviews with creators of virtual performances.
The research took place in three stages. The first step was to determine the research aims and objectives. The second, was to design the research plan which was divided along three basic axes. The first refers to the historical review and development of visual arts in order to determine the characteristics of the investigated art form.
The second axis was the comprehension of the aesthetics that are produced via the determined characteristics. More specifically, these are interactivity, the interrupted flow of information and the audience participation.
The third stage was the attempt to identify the elements that characterise a virtual performance. How the artist can handle the interactive element and- create conditions of immersion for his audience.
The manifesto of virtual performances was created through the course of research and the analysis of the findings that belong to the third stage, which also includes the data analysis.
Another element that also emerged was of the audience's interaction with the performance's development. This element, is in itself a product of aesthetics that has a great influence on the progression pf the thought processes of the audiences that interact with a virtual performance. The creator requires a spectator that is an active participant in order to develop the performance's plot. This does not indicate that the creator can manipulate the audience as a tool because each spectator has his own thoughts and critical evaluations. The
spectator simply handles and combines according to his choices the elements that the artist offers so that he can project and co-create the performance's plot.
The more the spectator experiences virtual performances through his interaction, the more lie will gain knowledge and freedom which will result in virtual performances to offer a larger selection and more powerful experiences. Besides, this art form is still in its embryonic stage and its maturity promises even greater developments.

Research GroupWork and Learning Research Centre
Department nameWork based learning
Institution nameMiddlesex University
Publication dates
Print07 Sep 2010
Publication process dates
Deposited07 Sep 2010
CompletedNov 2001
Output statusPublished
Additional information

A project submitted to Middlesex University in partial fulfilment of the requirements for the degree of Doctor of Professional Studies.

LanguageEnglish
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