Applied Theater with Emerging Media

Mixed Reality Creative Suite for Community Storytelling and Performances

Each generation of emerging media provides unique affordances for storytelling and interaction. Documentarians use these new affordances to assert an objectivity and authenticity in their stories. This is a rhetorical strategy grounded in media affordances. One documentarian goal, to turn spectators into social actors, is facilitated by this approach. . For example, documentarians began integrating the tactics of theater and performance to enhance the persuasiveness of the form in the early 1920’s. In this manner, documentarians took advantage of actors’ craft to instill their constructed actualities with authenticity.

In this spirit, I created Applied Theater with Emerging Media (ATEM), a dialogic documentary theater method and mobile app that utilizes A/M/VR. ATEM step outside the contemporary auteur mode and invites the participation of subjects in the co-creation of their stories. Through workshops that were part of my dissertation, I analyzed how participants use these emerging media through ATEM to clarify stories and persuade others of their authenticity.

This dissertation uncovers and clarifies this process of using the affordances of A/M/VR in story-driven, socially-engaged documentary theater experiences. This utilization of emerging media has been a part of the practice of applied and documentary theater since Erwin Piscator and Bertolt Brecht’s Epic Theater. Subsequently, this tradition is a suitable form for this dissertation’s workshops.

Scenarios in ATEM Workshops were abstracted from a public service and arts campaign on campus called, "I Feel Safe When". Students wrote and anonymously submitted postcards that discussed moments in their lives they felt safe on campus. This grassroots materials was the foundation of the ATEM workshops at Georgia Tech. With the aid of professional facilitators who trained under Boal, participants were be encouraged to question the how, what, and why of the stories they created.

Through Boal's Image Theater, students move unsafe situations from their unsafe state to an ideal one. For example, participants might be asked to co-construct stories of what makes them feel unsafe in their community as part of one experience. In the workshop’s group exercises, participants may transcend these fears and move through a deeper communal reflection to action.

Like Brecht, Piscator, and Boal I believe that these kinds of experiences, a mixture of politics and art, are a catalyst for social change. While not resulting in a final media artifact, the process of communal interpretation allows us to build bridges within our communities to address issues of social importance. Enabling participants to see and hear one another, to reflect critically with one another, may foster the political awareness required for social change. The position of this dissertation is that emerging media affordances influence this entire process. They offer participants an opportunity to represent themselves in uniquely different ways, suggesting a continual renewal of expressions and perspectives.

My dissertation provides qualitative insights on what the unique affordances of A/M/VR contribute to an established applied theater process and how those affordances are used by participants to persuade and imbue experiences with authenticity.

General Information

Project Role

Lead Researcher, Senior Developer, and Designer

Downloads Views

Dissertation Workshops-only

Tech Stack

Unity, C#, Placenote SDK, Photon Networking, and arKit

Affiliated Research Lab

Augmented Environments Lab, Georgia Institute of Technology

Publications and Presentations

Dissertation

Collaborators

The Office of the Arts, DramaTech, The Imagine Lab, the Leadership Education and Development Program, and RNOC

   

ATEM Demo Video

   

The Dissertation Study - A Summary

The Interface Design

Utilizing digital and technical affordances for MR storytelling


From right to left: the splash screen, which greets users; the home screen listing available realities to join; the home screen, showing a user creating a new reality; the mapping screen, displaying green squares for mapping feedback; and the final mapping screen, with the creative suite options available and a prompt to join the reality.


Two screens show the creative suite. On the left, the basic suite for 3D model manipulation. On the right, coloring in AR.


From right to left: animation option for 3D models and the portal interface, 360 panoramas taken by the students as part of the workshop, and standing inside a 360 portal of Georgia Tech’s campus.

Image Theater

In the traditional and augmented mode


Image Theater: The top three images show the non-AR version. The other images show example AR scenes constructed by the students in the ATEM workshop