Here XR is used to refer to computer-generated experiences that partially or entirely simulate physical interactions and environments, including Virtual Reality (VR), as well as other techniques and tools for extending reality, such as 360 video, spatial sound, haptics, and motion-tracking. This research activity invites individual artists or creative teams to reflect on their experiences, guided by questions and exercises suggested by the researcher.
Participants
Please consider taking part if:
- You identify as someone who produces, or collaborates in the production of, creative content which involves XR, including theatre, dance, film, games, and stand-alone art installations. It does not matter how long you have been working with XR
- You either entirely or partly carry out your creative work in Bristol, England
- You are over the age of 18
- You are able to participate remotely or in-person, depending on which option is convenient for you at the time
If you are interested in the study, you will be invited to an informal chat which will include discussing how much you wish to be involved. Your input can be tailored to suit you. If you would like to participate and want to know more, please contact the researcher: Harshadha.balasubramanian.18@ucl.ac.uk