Virtual Theatre

This research has three main objectives:

1) an in-depth interdisciplinary exploration of the relation between subjectivity, conscience and its expression in first-person discourse in relation to the real/virtual dimensions. The project will carry out an investigation of the construction/deconstruction of subjectivity through language and in the context of theatrical performance. This part of the project involves and interdisciplinary approach cutting across the fields of performance studies, congnitive linguistics and narratology, computer science and intermediality;

2) the collection and online publication of material concerning the Italian performance tradition of the sixteenth century and early seventeenth century, including Commedia dell’Arte, popular theatre as well as court and/or academic performances. The intent is, first, to bridge a wide gap in knowledge of Renaissance texts today hardly accessible online and crucial for a thorough understanding of how Italian performance culture and its cultural patrimony were circulated abroad and eventually reached England. The selected texts will be scanned and digitized or transcribed and encoded in TEI language in order to obtain multimedia and interactive documents to be collected in our SCS and SENS open-access databases, which will represent a valuable tool for the academic community nationally and internationally. the collection and study of this material will allow the creation of a specific software to reproduce original scenes virtually. When supported by performance descriptions, part of the aforementioned texts, it will also be possible to partially reconstruct original stagings and characters’ movements and gestures;

3) the development of a new software for specific performative applications to which Virtual Theatre software currently available is unable to respond because mainly aimed at offering virtual views of staging architecture and scenery . This software will be used both by the members of the research group and, at a later stage, by external users (academics, students and high school teachers) to whom it will be made available through the project site. The project will employ motion capture technology to create appropriate digital character models. This phase of the research will include collaboration across different fields, spanning literary, theatre and performance studies, video-game research and programming (Verona University) and will involve the expertise of performing artists.

The Team

Prof. Silvia Bigliazzi

Prof. Chiara Battisti

Prof. Sidia Fiorato

Dr Emanuel Stelzer

Dr Valentina Adami

Dr Roberta Zanoni