Research Case Study · Doctoral Research · Georgia Tech

Applied Theater with Emerging Media

A research-through-design project combining participatory performance, mixed reality, and interactive non-fiction to investigate how communities can construct, negotiate, and communicate representations of shared experience.

Our Reality mixed-reality creative interface used in the Applied Theater with Emerging Media workshops
The Our Reality creative suite enabled participants to place, manipulate, and annotate digital material within a shared physical environment.
My Role Lead Researcher · Designer · Developer
Research Context Ph.D. Dissertation · Georgia Tech · 2019
Methods Research-through-Design · Mixed Methods · Usability
Technology Unity · C# · ARKit · Placenote · Photon

Emerging media can expand expression—but access to their rhetorical affordances is uneven.

Interactive non-fiction frequently adopts new media in order to represent reality, educate audiences, and motivate action. Yet the ability to use an emerging medium is not distributed evenly. Communities with early access to technical infrastructure and production literacy are better positioned to construct public representations through those technologies; communities without that access arrive later and with fewer opportunities to shape the medium's conventions.

My dissertation approached this as both a theoretical and a design problem: rather than asking only how XR might represent a community, I asked how participants could gain enough expressive control over mixed reality to construct and negotiate representations themselves.

How can participatory performance and mixed-reality interaction help people co-create representations of shared experience that are identifiable to one another and capable of supporting reflection or social action?

A framework, a workshop method, and a mixed-reality authoring system.

I developed the project as an integrated research apparatus rather than a standalone app. The work combined a rhetorical framework for interactive non-fiction, a participatory workshop informed by applied-theater practice, the Our Reality mobile mixed-reality system, and an empirical evaluation of how participants used the system to create shared representations.

My role

I developed the theoretical framework, designed the workshop methodology, designed and developed the mixed-reality application, structured the study, facilitated the research process with collaborators, and conducted the mixed-method evaluation reported in my dissertation.

Rhetorical framework Connected documentary theory, mediated gaze, inscription, participation, and the construction of knowledge.
Participatory workshop Adapted dialogic and performance practices associated with Paulo Freire, Augusto Boal, and Jacob Moreno.
Mixed-reality system Provided a shared spatial canvas for placing, manipulating, animating, and discussing documentary material.

Physical space became a shared canvas for constructing an argument.

Workshop scenarios drew from Georgia Tech's I Feel Safe When public arts campaign, which collected student accounts of moments when they felt safe or unsafe on campus. Participants worked with those stories and their own situated knowledge to construct mixed-reality scenes in a black-box theater.

The system was designed around a shared mediated gaze: participants could see the same spatial layer, place and manipulate 3D material, draw and recolor elements, introduce 360° imagery, and negotiate how an experience should be represented in relation to the physical environment. The interface therefore functioned not only as a production tool but as a site where different perspectives could be made visible, discussed, and revised.

Sequence of Our Reality interface screens for joining, mapping, and creating a shared mixed-reality space
Interface progression from joining or creating a shared reality through mapping the physical environment and opening the creative tools.
Our Reality tools for manipulating and coloring mixed-reality objects
Creative tools for spatial composition and visual modification of shared digital objects.
Our Reality animation, portal, and 360-degree image tools
Additional tools supported animation, portals, and participant-produced 360° material.

The prototype was evaluated as part of a mixed-method naturalistic study.

Thirteen undergraduate participants completed the final study: eight participants who had received extended training with the workshop and system, and five novice participants. Participants worked in four groups to review documentary material, construct an AR scene, and negotiate whether that scene represented the source material and their shared reality.

Usability testing Assessed whether participants could successfully use the authoring system to express their intended scene.
Surveys Likert-scale and short-answer measures examined representation, identification, expression, and perceived social-action potential.
Interviews Semi-structured interviews conducted within 24 hours of the final workshop explored participants' interpretations.
Video observation Workshop recordings documented negotiation, co-creation, and the use of physical and digital space.
Qualitative coding Interview and survey material was coded in Dedoose using grounded-theory-informed analysis.
Integrated analysis Qualitative evidence was compared with usability and survey measures at participant and group levels.
Comparison of traditional Image Theater exercises with mixed-reality Image Theater scenes created by workshop participants
Image Theater in conventional and mixed-reality forms. Participants used embodied performance and digital scenography together to construct scenes from documentary material.

Expressive control, situatedness, and shared participation mattered more than technological novelty.

The study was exploratory and small, so I do not treat these results as generalizable causal claims. They do, however, identify design relationships that became central to my subsequent research on agency, representation, and emerging media.

13 Study participants Eight trained participants and five novices completed the final evaluation.
8/13 Saw potential for social action Eight participants believed the tool could be useful for creating representations capable of supporting social action.
Mixed Evidence, not a single metric Usability, survey, interview, observation, and coded qualitative data were interpreted together.

Participants were more likely to regard scenes as identifiable when they could successfully express an idea, when the representation was meaningfully situated in the physical environment, and when co-creation enabled participants to negotiate a shared perspective.

  • Usability affected expression. Technical friction could constrain a participant's ability to make the representation they intended.
  • Physical situatedness mattered. Scenes that meaningfully incorporated the physical environment tended to be perceived as more identifiable.
  • The shared mediated gaze mattered. Participants used the common AR layer to give spatial form to experiences and ideas that were otherwise difficult to visualize.
  • Participation shaped documentary voice. Active co-creation and negotiation influenced how participants understood authorship and the resulting representation.

Our Reality in use

This demonstration documents the prototype interface and interaction model used during the dissertation research.

Building the system made technical architecture part of the research question.

The project established a model that continues to inform my work: computational systems do not simply carry a representation from author to audience. Their interfaces, tracking systems, interaction rules, and shared spatial architectures participate in determining who can express an idea, how that idea becomes legible to others, and how authority over representation is distributed.

The dissertation also made clear that access and literacy are inseparable from system design. An authoring tool intended to broaden participation can reproduce exclusion when devices, interfaces, or technical procedures prevent participants from exercising meaningful control.

This work became a foundation for later practice-based experiments in community storytelling, shared XR performance, and the study of agency in computational media.

Research outputs

Collaborative research, clearly attributed.

Research leadership

Joshua A. Fisher
Lead researcher, theoretical framework, workshop design, mixed-reality interaction design, application development, study design, and evaluation.

Institutional & community context

Augmented Environments Lab, Georgia Institute of Technology; Georgia Tech's I Feel Safe When arts initiative; and collaborating facilitators and campus groups.