pisco_log
banner

Redefining Realities: The Impact of Digital Technologies on Ontological and Aesthetic Construction in Immersive Theater

Qingyun Cao

Abstract


With the rapid advancement of digital technologies such as Virtual Reality (VR), Augmented Reality (AR), and Computer-Generated Imagery (CGI), immersive theatre has emerged as a form that disrupts the realistic conventions of traditional media. This study examines
the application of digital technologies within immersive theatre and explores how they reshape structures of perception, audience-performer
relationships, and the ontological and aesthetic logics of the medium. From a technological perspective, digital media have shifted from being passive tools of representation to active agents in the construction of reality. Through interactivity and multisensory stimulation, these
technologies alter narrative structures and reconfigure the role of the audience transforming passive spectators into integral members of a narrative community. Aesthetically, this shift destabilizes the boundaries between reality and fiction, turning theatre into a technologically driven
space of dynamic generation one that embodies a fluid, negotiable, and participatory form of reality. At the same time, on a sociocultural level,
immersive theatre reflects the broader transition of media culture from unidirectional transmission to participatory experience, empowering
audiences to assume greater subjectivity within mediated structures. This transformation not only alters the logic of artistic creation but also
repositions the audience within the cultural sphere, affecting existing hierarchies of power and participation. In addition, this paper highlights
the potential risks introduced by digital technologies, including algorithmic bias in the pre-structuring of narrative content and the weakening
of critical judgment through virtual perception.

Keywords


Immersive Theater; Virtual reality; Ontology construction; Media realism

Full Text:

PDF

Included Database


References


[1] Bazin, Andr. 2000. "An Aesthetic of Reality: Neorealism (Cinematic Realism and the Italian School of the Liberation)." In Edinburgh

University Press eBooks, 1324.

[2] Jones, Meredith. 2008. "Media-Bodies and Screen-Births: Cosmetic Surgery Reality Television." Continuum 22, no. 4: 51524.

[3] Levine, Stuart, and Marshall McLuhan. 1964. " Understanding Media: The Extensions of Man." American Quarterly 16 (4): 646.

[4] McGregor, Rafe. 2013. "A New/Old Ontology of Film." Film-Philosophy 17 (1):n 26580.

[5] Mirocha, ?ukasz. 2015. "Communication Models, Aesthetics and Ontology of the Computational Age Revealed." In Palgrave Macmillan UK eBooks, 5871.

[6] Morgan, Daniel Patrick. 2006. " Rethinking Bazin: Ontology and Realist Aesthetics." Critical Inquiry 32 (3): 44381.

[7] Richardson, Ingrid. 2010. "Faces, interfaces, screens: Relational ontologies of

framing, attention and distraction." Transformations: Journal of Media and Culture 18.

[8] Warren, Asher. 2018. "Virtual perspective: the aesthetic lineages of immersive experience."

[9] White, Gareth. 2012. "On Immersive Theatre." Theatre Research International 37 (3): 22135.




DOI: http://dx.doi.org/10.70711/rcha.v3i6.7588

Refbacks

  • There are currently no refbacks.