Abstract
This study aims to explore the potential connections between dance and extended realities. This interdisciplinary approach is based on the concept of dance mediated by technological intervention. In other words, technology isn’t merely used for illustration; it serves as a pivotal catalyst for physicality and aesthetic outcomes. Within this research, we’re considering both virtual and augmented reality, in addition to the metaverse and imagery generated through 360-degree cameras. Understanding how these systems and tools can enhance technological mediation in dance creation is intriguing. Technological mediation can introduce novel bodily triggers and extraordinary perceptions for both dancers and the audience, aligning with the objectives of the artistic proposal. The experiences with video conferencing during the pandemic played a critical role in shaping what I’ve termed “immersion dramaturgy.” Employing expanded realities has been essential in delving deeper into this form of narrative. The text highlights and deliberates upon the following artistic endeavors: “Itaara” (Hub, Mozilla), “ECOS” (Virtual Reality), and “Em_Corpa” (360-degree video, Augmented Reality).
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Santana, I. (2024). Immersive Dramaturgy. Aesthetic Dance Experiences Embodied Through Virtual Reality. In: Brooks, A.L. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2023. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 564. Springer, Cham. https://doi.org/10.1007/978-3-031-55319-6_6
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