- [[#1. Introduction|1. Introduction]] - [[#2. Spatial Computing in Theatre|2. Spatial Computing in Theatre]] - [[#3. Motion Tracking in Theatre Performances|3. Motion Tracking in Theatre Performances]] - [[#4. Advanced Web3 Technologies in Theatre|4. Advanced Web3 Technologies in Theatre]] - [[#5. Augmented Reality (AR) in Theatre Productions|5. Augmented Reality (AR) in Theatre Productions]] - [[#6. Virtual Reality (VR) in Theatre Productions|6. Virtual Reality (VR) in Theatre Productions]] - [[#7. Previsualization with XR in Theatre|7. Previsualization with XR in Theatre]] - [[#8. Conclusion: The Evolving Landscape of XR and Digital Use in Theatre|8. Conclusion: The Evolving Landscape of XR and Digital Use in Theatre]] - [[#Works cited|Works cited]] ## 1. Introduction Throughout the history of theatre, technology has served as a vital partner in the art of storytelling. From the intricate mechanisms that powered ancient Greek stagecraft to the sophisticated lighting and sound systems of modern productions, technological innovation has consistently expanded the possibilities of theatrical expression. The current era is witnessing another significant leap forward with the rapid evolution of Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), alongside the emergence of spatial computing and web3. These advancements are not merely incremental improvements; they represent a transformative convergence of the physical and digital realms, offering unprecedented opportunities to augment live performances, create entirely new forms of theatrical experiences, and revolutionize the very processes of production. This report aims to provide a comprehensive reference guide for theatre professionals, academic researchers, and industry analysts seeking a detailed understanding of the current landscape of XR and digital technology adoption within the global theatre industry. It will delve into the specific applications of creative spatial computing, motion tracking, advanced web3 technologies (with a focus on NFTs and blockchain), augmented reality, and virtual reality in theatrical productions worldwide. By cataloguing specific examples and meticulously identifying the platforms, studios, and vendors involved in each case, this document seeks to illuminate the current state of these technologies and their potential to shape the future of theatre. The structure of this report will follow a logical progression, with dedicated sections exploring each key technology and its application within the theatrical context, including an examination of spatial computing as a foundational concept, the integration of motion tracking for enhanced performance and interaction, the nascent role of web3 technologies in ticketing and audience engagement, the use of augmented reality to blend digital and physical realities, the immersive capabilities of virtual reality, and the transformative impact of XR on previsualization processes. ## 2. Spatial Computing in Theatre Spatial computing represents a paradigm shift in how humans interact with technology. Moving beyond the traditional confines of two-dimensional screens, it envisions a world where digital information is seamlessly integrated with the physical environment, allowing for intuitive and immersive interactions within three-dimensional space.[^1] This concept relies on the ability of machines to understand and map the physical world through a network of sensors, including cameras and depth sensors, coupled with sophisticated input devices such as motion trackers and haptic interfaces.[^2] These technologies enable a more natural and context-aware interaction with digital content, where actions and experiences occur within a shared spatial framework. While the specific term "spatial computing" may not yet be a common fixture in the theatre industry's lexicon, the principles underpinning it are increasingly evident in the adoption of XR technologies. The very nature of VR and AR experiences in theatre, where participants navigate and engage within a three-dimensional digital space, embodies the essence of spatial computing. Instead of passively observing a performance, audiences can find themselves immersed in a virtual world or interacting with digital elements overlaid onto the physical stage, reflecting a move towards more spatially aware and responsive theatrical experiences. The potential for spatial computing to personalize the audience experience is significant. Imagine a future where theatregoers, equipped with AR glasses, can access real-time information about the performance, view alternative perspectives of the action, or even interact with virtual elements that are synchronized with the live show.[^5] This could lead to a more dynamic and engaging experience, catering to individual preferences within a collective setting. Furthermore, spatial computing holds the promise of revolutionizing the backstage aspects of theatre. By creating accurate digital twins of theatre spaces and virtual representations of set pieces, designers could use intuitive spatial interfaces to arrange and manipulate elements in real-time, facilitating more efficient design processes and enabling dynamic transformations of the stage during performances.[^4] The technologies that underpin these emerging applications of spatial computing in theatre are diverse and rapidly evolving. Game engines like Unreal Engine and Unity provide powerful platforms for creating spatially rich and interactive environments. VR and AR development platforms offer specialized tools and SDKs that enable creators to build immersive experiences tailored for theatrical contexts. Moreover, advancements in motion tracking systems play a crucial role in capturing human movement and translating it into digital interactions within these spatial computing frameworks. ## 3. Motion Tracking in Theatre Performances Motion tracking technology has emerged as a powerful tool for enhancing theatrical performances, enabling a seamless integration of the physical and digital worlds. Various systems are employed, each with its own strengths and applications within the context of live theatre.[^7] Optical motion capture, utilizing either passive retroreflective markers or active light-emitting diodes tracked by infrared cameras, offers high precision and reliability, although it requires performers to wear markers.[^7] Inertial Measurement Units (IMUs), often integrated into wearable suits, provide a markerless solution that allows for greater freedom of movement, though they can be susceptible to drift.[^8] Finally, markerless systems, which leverage computer vision and AI to analyze video feeds, hold the potential for non-intrusive motion capture, but their accuracy is still advancing.[^13] The Royal Shakespeare Company's (RSC) groundbreaking production of *The Tempest* serves as a compelling case study in the application of motion tracking in theatre. The RSC collaborated with Intel and The Imaginarium Studios, utilizing Vicon's optical motion capture system to track the movements of actors on stage.[^15] This data was then used to animate the digital character Ariel in real-time, seamlessly blending the physical performance of the actor with a high-fidelity digital representation projected onto the stage. Furthermore, the motion tracking technology was employed to track moving set pieces, enabling the creation of sophisticated augmented reality effects that enhanced the visual storytelling. This production demonstrated the potential of motion tracking to not only create visually stunning digital characters that interact with live performers but also to integrate dynamic AR elements into the theatrical environment. Another significant example is the National Theatre's production of *Draw Me Close*, which utilized Xsens MVN inertial motion capture suits.[^12] This performance offered a deeply personal and immersive experience for audience members wearing VR headsets. The movements of an actress, captured by the Xsens suit, were used to animate a virtual mother in real-time within the VR environment. This allowed audience members, embodying the role of the child, to interact with the virtual mother figure, blurring the lines between the physical presence of the actress and the digital world experienced through the headset. The use of inertial motion capture provided the actress with the freedom to move naturally on stage, ensuring the authenticity of her performance translated seamlessly into the virtual realm. Beyond these prominent examples, motion tracking is finding increasing applications in various theatrical contexts. It is used to control digital avatars in live concerts and performances, allowing artists to embody virtual characters in real-time.[^18] Motion sensors are also being implemented to trigger dynamic lighting cues, sound effects, and projected visuals based on the movements of actors on stage, creating more responsive and immersive environments.[^20] In the realm of dance, motion capture data is utilized to drive abstract visual animations, creating a unique interplay between the physical movements of dancers and their digital representations.[^8] Several vendors and systems are at the forefront of providing motion tracking solutions for theatre. Vicon, Xsens, and OptiTrack are leading providers of both optical and inertial motion capture systems, offering a range of hardware and software solutions tailored for performance capture.[^9] Rokoko offers more accessible inertial motion capture suits and gloves, catering to a wider range of creators.[^9] CAST Software's BlackTrax provides a vision-based tracking system for performers and objects on stage, integrating with lighting, media servers, and other production elements.[^49] Other vendors like Pivot Motion and Tracking Pro (with their Zactrack and FollowMe systems) offer specialized motion tracking solutions for live events and theatre.[^27] Implementing motion tracking in live theatre presents several challenges. The cost of high-end systems, particularly optical setups, can be prohibitive for smaller theatre companies. The setup and calibration process can be complex and time-consuming, requiring specialized technical expertise. Furthermore, ensuring low latency between performer movement and the digital response is crucial for maintaining a seamless and engaging experience. However, the field is constantly evolving, with emerging trends like markerless motion capture offering the potential for more accessible and less intrusive solutions in the future.[^13] The continued integration of motion tracking with other XR technologies promises to unlock increasingly sophisticated and interactive possibilities for theatrical performances. ## 4. Advanced Web3 Technologies in Theatre The advent of web3, the decentralized and blockchain-based evolution of the internet, presents a unique opportunity to transform various aspects of the theatre industry beyond traditional applications.[^51] Focusing on Non-Fungible Tokens (NFTs) and blockchain technology, this section will explore their potential to revolutionize ticketing and audience engagement in the theatrical landscape. NFTs, unique digital assets secured on a blockchain, offer a compelling alternative to traditional ticketing methods.[^51] By providing a secure and verifiable record of ownership, NFT tickets can effectively combat the pervasive issues of counterfeiting and scalping that have long plagued the entertainment industry.[^51] Beyond mere access, NFT tickets can be programmed with smart contracts to enable dynamic pricing, facilitate secure resales with potential royalty streams for artists and producers, and offer exclusive perks to ticket holders.[^51] These perks could range from digital collectibles and backstage passes to exclusive content and membership in fan communities, fostering a deeper connection between the audience and the production.[^51] While specific examples of widespread NFT ticketing in theatre are still emerging, the broader entertainment industry has seen significant adoption, suggesting a potential trajectory for the theatrical world.[^48] The inherent security and enhanced engagement possibilities make NFT ticketing a promising avenue for the future of theatre admissions. Blockchain technology also offers innovative solutions for funding theatre productions and building stronger communities around them.[^53] By leveraging the transparency and security of blockchain, theatre companies can explore crowdfunding initiatives that allow a wider range of investors, including dedicated fans, to contribute to the realization of productions.[^54] The Blockchain Theater Project stands as a notable example, utilizing cryptocurrency donations to support the creation of new theatrical works, demonstrating a direct application of blockchain principles in democratizing arts funding.[^60] Furthermore, Decentralized Autonomous Organizations (DAOs) built on blockchain could potentially empower theatre communities to participate in decision-making processes, fostering a greater sense of ownership and engagement among audiences.[^54] The web3 landscape offers a variety of platforms and marketplaces that could be valuable for theatre organizations exploring these technologies. Blockchain platforms like Ethereum, Polygon, Solana, and Stellar provide the underlying infrastructure for creating and managing NFTs and decentralized applications.[^77] NFT marketplaces such as OpenSea, YellowHeart, and Nifty's offer avenues for listing and selling NFT tickets and collectibles.[^48] Despite the potential benefits, the widespread adoption of web3 technologies in theatre faces certain challenges. The current level of familiarity with blockchain and NFTs among the general public and within the theatre industry remains relatively low. The technical complexities associated with these technologies and the need for user-friendly interfaces are also important considerations. Additionally, the evolving regulatory landscape surrounding cryptocurrencies and NFTs presents a degree of uncertainty that may impact adoption rates. ## 5. Augmented Reality (AR) in Theatre Productions Augmented Reality (AR) is transforming the landscape of theatrical performances by seamlessly blending digital content with the real world, offering audiences and performers alike new dimensions of interaction and storytelling.[^83] Unlike virtual reality, which immerses users in a completely simulated environment, AR overlays computer-generated images, sounds, and other sensory enhancements onto the user's view of the physical world, typically through devices like smartphones, tablets, or specialized AR glasses. One of the most compelling examples of AR in theatre is the groundbreaking production of *Briar & Rose* by a collaboration of three Norwegian theatres and Glitch Studios.[^17] This children's play utilized the ARShow platform to broadcast virtual 3D animated objects, including mythical creatures and dragons, to audience members wearing AR headsets. These digital elements were integrated with the live actors on stage, creating a shared augmented reality experience across the entire auditorium. The production toured extensively, reaching thousands of audience members and demonstrating the potential for AR to create large-scale, synchronized immersive experiences in theatre. The concept of "far throw AR" employed in *Briar & Rose* allowed for seamless interaction between digital characters and live actors across the entire stage volume, showcasing the ability of AR to extend beyond close-range applications. The Builders Association's production of *Elements of Oz* provides another innovative use of AR in theatre.[^88] The company developed a custom AR app using the Unity game engine, which allowed audience members to use their smartphones to view digital effects, such as a tornado, superimposed onto the live stage performance. This approach offered a personalized experience, as each audience member could view the AR elements from their own unique perspective within the theatre. This case study highlights the accessibility of AR technology through readily available devices and its potential to enhance traditional theatrical performances with interactive digital layers. Furthermore, AR is playing a crucial role in enhancing accessibility in theatre. The National Theatre in London has developed "Smart Caption Glasses," AR-powered devices that provide live subtitles for audience members who are deaf, hard of hearing, or who speak a different language.[^86] Developed in collaboration with Accenture and speech and language experts, these glasses overlay captions onto the user's view of the stage, ensuring that a wider range of audience members can fully engage with the performance. This application of AR demonstrates its potential to break down barriers to access and make theatre more inclusive. Beyond these examples, AR is being explored in various other ways to enrich theatrical productions. Polyplanity Productions' *White Dwarf* fuses augmented reality with live performance.[^86] Platforms like AR Stagecraft offer tools for visualizing stage designs in augmented reality.[^91] Some productions are incorporating interactive AR elements that performers can engage with on stage, creating a dynamic interplay between the physical and digital realms.[^17] The platforms and studios driving AR innovation in theatre are diverse. Foundational AR development platforms like Apple's ARKit and Google's ARCore provide the tools for creating mobile AR experiences. Game engines such as Unity and Unreal Engine are widely used for developing more complex and interactive AR applications for theatre.[^93] Studios like Glitch Studios, The Builders Association, and Verse Immersive are actively creating AR-enhanced theatrical experiences.[^17] National Theatre continues to be a leader in exploring AR for accessibility and artistic innovation.[^17] Implementing AR in live theatre presents its own set of challenges. Current AR hardware can have limitations in terms of field of view and battery life. The development of sophisticated AR experiences often requires specialized skills and can incur significant costs. Additionally, ensuring a seamless integration of digital elements with the live performance without causing distraction or technical issues is crucial. However, the opportunities for creative storytelling, enhanced accessibility, and unique audience interactions offered by AR make it a compelling technology for the future of theatre. ## 6. Virtual Reality (VR) in Theatre Productions Virtual Reality (VR) offers a powerful medium for creating fully immersive digital environments that can transport audiences to entirely new realms for theatrical experiences.[^12] By using VR headsets, audience members can be fully immersed in a simulated world, offering the potential for remote attendance, interactive storytelling, and unique perspectives on performance that would be impossible in a traditional theatre setting. *The Under Presents*, created by Piehole and Tender Claws, is a notable example of an interactive VR theatre experience.[^84] Performed live on platforms like Oculus Quest and PC VR headsets, this production allows audience members to participate as characters within a uniquely crafted narrative. A live actor guides the performance in real-time, utilizing godlike powers within the VR environment to manipulate the scene and interact with the audience participants. This format highlights VR's capacity to transform passive spectators into active participants, blurring the lines between audience and performer and creating an unpredictable and highly engaging theatrical form. Commonwealth Shakespeare Company's *Hamlet 360: Thy Father's Spirit* showcases how VR can make classic theatre accessible to a wider audience.[^103] This VR adaptation of Shakespeare's iconic play offers an immersive 360-degree viewing experience that can be accessed through relatively affordable VR headsets like Google Cardboard. By removing geographical barriers, VR enables individuals from anywhere in the world to experience a performance of *Hamlet* from an intimate and engaging perspective. AmazeVR Concerts, while focused on musical performances, demonstrate a high-quality model for VR content delivery that could be adapted for theatre.[^91] The platform features high-fidelity stereoscopic 3D footage of artists performing within meticulously designed virtual environments, offering viewers a front-row, VIP experience from the comfort of their homes. This blend of live-action capture and digital artistry highlights the potential for VR to create compelling and immersive viewing experiences for remote audiences. Second Theatre provides another interesting model by offering on-demand access to 3D VR recordings of theatre plays from various international theatres.[^127] Featuring performances from renowned companies and often including subtitles for accessibility, this platform addresses the challenge of geographical limitations in accessing live theatre, creating a global library of theatrical content in an immersive VR format. Beyond these examples, VR is being explored in numerous other ways within the theatre industry. Virtual Theatre Lab, TheatreXR, and other platforms are dedicated to creating and showcasing VR performances.[^91] Live-streamed VR performances allow audiences to experience events in real-time from a virtual vantage point.[^15] Some productions are even integrating VR experiences with physical sets, creating mixed reality environments that blend the tangible and the virtual.[^121] The VR landscape for theatre encompasses various platforms and studios. Meta Quest (formerly Oculus) is a popular platform for both interactive and recorded VR experiences.[^84] HTC Vive and PC VR offer higher-end capabilities for more complex productions.[^121] More accessible options like Google Cardboard and Daydream View also provide entry points for experiencing VR theatre.[^134] Studios like Tender Claws, Commonwealth Shakespeare Company, AmazeVR, Second Theatre, LIVR, Pocket Theatre VR, and Broadway VR are actively creating and distributing VR theatrical content.[^84] VR holds significant potential for increasing accessibility to theatre for individuals who are unable to attend in person due to various reasons.[^86] However, challenges remain in creating truly compelling VR theatre experiences. Technical requirements can still be a barrier for some audience members, and the potential for motion sickness needs to be addressed. Furthermore, the unique affordances of the VR medium necessitate the development of new theatrical conventions and storytelling techniques that go beyond simply recording or replicating traditional stage performances. ## 7. Previsualization with XR in Theatre Previsualization, often abbreviated as previs, is a crucial stage in the theatre production process, serving as a visual blueprint for planning various elements such as set design, lighting, staging, and technical aspects before rehearsals or construction begin.[^104] Traditionally, previs in theatre has relied on techniques like sketching initial ideas, creating detailed storyboards to visualize scenes, and building physical scale models of the stage and set.[^104] However, the emergence of VR and AR technologies is revolutionizing previsualization in theatre by offering immersive and collaborative design workflows. VR provides an immersive three-dimensional space where designers can intuitively arrange virtual assets, experiment with camera angles and lighting configurations, and even pose virtual actors to visualize staging.[^104] AR, on the other hand, allows designers to overlay digital design elements onto the actual performance space, providing a real-world context for their creative decisions.[^114] One of the key advantages of using VR and AR for previsualization is the ability to facilitate collaborative design workflows. Remote collaboration becomes possible as multiple designers, directors, and other stakeholders can inhabit a shared virtual environment, discuss ideas, and validate different design options in real-time.[^105] This immersive collaboration fosters more effective communication and decision-making, leading to significant time and cost savings by identifying potential issues and refining the design early in the production process.[^104] XR interfaces often utilize natural user interfaces (NUIs), allowing even non-technical personnel like artists and directors to intuitively interact with the previsualization through direct manipulation and gestures in 3D space.[^104] A variety of tools and platforms are available for VR and AR previsualization in theatre. Vectorworks Spotlight, particularly with its Showcase Previz feature, allows designers to test their lighting and scenic designs in real-time within the software.[^193] WYSIWYG by CAST Software offers an all-in-one lighting design solution with integrated CAD and previsualization capabilities.[^148] QLab from Figure 53 is widely used for managing video and audio cues, including projection mapping, which is crucial for previsualizing media design in theatre.[^204] Game engines like Unreal Engine and Unity provide powerful real-time rendering and interactive capabilities for creating detailed and immersive previsualizations.[^107] ETC's Eos Augment3D offers an integrated 3D programming environment for lighting design and previsualization.[^219] Platforms like Cohort, AR Stagecraft, Virtual Theatre Lab, and TheatreXR also offer specialized tools for XR-based previsualization in theatrical contexts.[^114] The role of Artificial Intelligence (AI) is also beginning to emerge in the realm of previsualization. AI tools can assist with script analysis to extract spatial information relevant to stage design.[^226] Generative AI models have the potential to create initial design concepts based on textual prompts, offering a starting point for designers.[^227] AI can even aid in tasks like camera planning and scene blocking within virtual environments.[^166] This integration of AI has the potential to further democratize previsualization by making sophisticated tools more accessible to a wider range of users, regardless of their technical proficiency. ## 8. Conclusion: The Evolving Landscape of XR and Digital Use in Theatre The integration of XR and digital technologies is fundamentally reshaping the landscape of theatre. Spatial computing provides the overarching framework for immersive digital experiences, while motion tracking enhances the dynamism of live performance by enabling real-time interaction with digital elements. Web3 technologies, although still in their nascent stages of adoption within theatre, offer the potential for innovative economic models and deeper audience engagement through NFTs and blockchain. Augmented reality enriches live performances by seamlessly layering digital content onto the physical world, enhancing storytelling and accessibility. Virtual reality creates fully immersive digital environments, offering remote access and entirely new forms of theatrical experiences. Furthermore, XR technologies are revolutionizing the previsualization process, enabling more intuitive, collaborative, and efficient design workflows. The successful integration of these technologies hinges on interdisciplinary collaboration between artists, designers, and technology experts. By working together, these professionals can unlock the full creative potential of XR and digital tools, pushing the boundaries of theatrical expression and creating experiences that resonate with contemporary audiences. The impact on audience experience is profound, with XR technologies offering new levels of engagement, immersion, and accessibility. Theatre is no longer confined by physical space or traditional viewing conventions, opening up opportunities for personalized experiences and global reach. Looking to the future, we can anticipate continued rapid advancements in XR hardware and software, leading to more seamless, high-fidelity, and intuitive experiences. The integration of Artificial Intelligence will likely become even more prevalent, assisting with various aspects of theatre production, from design and previsualization to potentially even performance. The metaverse and shared virtual spaces may emerge as new platforms for theatrical performances, fostering global communities of theatre enthusiasts. The ongoing evolution of these technologies promises a vibrant and dynamic future for theatre, where the fusion of the physical and digital worlds will continue to inspire innovation and expand the art form's reach and impact in the digital age. #### Works cited [^1]:. 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