This module will engage students in the study of the actors/performers choices relating to character, relationships and action consistent with an analysis and exploration of a number of technologies including motion capture and virtual reality. Students will develop an understanding of an artist’s role in a creative, collaborative exploration within a technological context. In that this is an optional module, to well utilise the university resource, the module delivery is subject to meeting a minimum number of students (10).
A. Demonstrate the ability to identify how performance techniques are used within a number of technological contexts
B. Propose a short project utilizing performance within a chosen technological context
C. Work with an actor/performer to organize and elicit a performance, through staging, action and character choices within a technology driven project
D. Create a short performance led project within a technological context
The teaching sessions are divided into two components (Lectures and labs). A series of lectures will equip the students with the knowledge and understanding of the art of immersion and the creation of virtual worlds within the context of the entertainment industries Seminars will focus on a series of case studies. In that this is an optional module, to well utilise the university resource, the module delivery is subject to meeting a minimum number of students (10).