Anton Eliens
Vrije Universiteit, Amsterdam
In june 2003, our group was asked to advise on the use of VR in a theatre production of the Odyssee. Lacking experience in this field, we accepted the invitation to participate with some reluctance, since at the time we didn't have any clue what the VR for the theatre production should look like. Nevertheless, we took the invitation as a challenge and started looking for appropriate hardware, bothering collegues for information on mixed reality art productions, and downloading code to explore software technologies. Many hurdles ware to be taken. We had to deal with organizational issues, such as finding the money for financing the actual production (which is at the time of writing still an issue), finding the right people (students, in our case) to select material and contribute to the code; aesthetic issues, in particular to determine which approach to take to reach at an effective solution; and not in the least technical issues, to realize the production on a sufficiently efficient low-cost platform.
In this short paper, we will first briefly describe the Odyssee theatre production. Then we will report on how we arrived at our present mixed reality solution. And, after a brief characterization of our platform of choice, we will look at our mixed reality solution in somewhat more (technical) detail. We finish with recapitulating the lessons we learned from our explorations in mixed reality theatre.
The Odyssee.
theatre production was initiated by Ground Control,
as a successor of previously succesful theatrical spectacles,
including an open air performance of Faust.
In effect, two performances of the Odyssee are planned,
an out-door (external) version, involving real ships
at the shore of a lake, and an in-door (internal) version,
to be played in temporarily empty office buildings.
The in-door version is meant to give
a more psychological rendering of the Odyssee
Our first problem was to find suitable hardware,
that is see-through goggles.
Searching the Internet gave us the name of a relatively nearby
company, Cyber Mind NL,
that specialized in entertainment VR solutions.
Both price-wise and in terms of functionality semi-transparent
see-through glasses appeared to be no option,
so instead we chose for simple LCD-projection goggles
with a (head-mounted) low-resolution camera.
This solution also meant that we did not need
expensive head orientation tracking equipment,
since we could, in principle, determine focus using
captured image analysis solutions such as provided by the AR Toolkit.
Moreover, captured video feed ensured the
continuity and reactiveness needed for
a true (first-person perspective) VR experience.
After a few experiments with the AR Toolkit, it soon appeared that the frame rate would not be sufficient, on the type of machines our budget would allow for. Moreover, reading the AR Toolkit mailing list, marker tracking in a theatrical context seemed to be more or less unfeasible. So, we shifted focus to the DirectX SDK 9, both for video capture and projection in 3D. The DirectX toolkit is a surprisingly functional, and very rich technology for multimedia applications, supporting streamed video, including live capture, 3D object rendering and precise synchronisation between multimedia content-related events. At that time, and still at the time of writing, our own intelligent multimedia technology was no option, since it does not allow for using live video capture and is also lacking in down-to-the-millisecond synchronisation.
One of the problems we encountered in discussing what we conveniently may call the VR with the producer of the Odyssee theatre performance was the high expectancy people have of VR, no doubt inspired by movies as the Matrix and the like. In mixed reality applications, manipulating persons, warps in space, and basically any intensive image analysis or image manipulation is simply not possible in real time. Moreover, there is a disturbing tendency with the layman to strive for semantic overload by overlaying the scene with multiple images and lines of text, thus obscuring the reality captured by the camera and literally blocking the participants view and awareness of the scene. Basically, as a guideline, we tend to strive for 70% visibility of the scene, 20% image or projection transformations and only 10% of information in the form of text and images.
Altogether, the development of the mixed reality theatre application has been quite an experience, in multiple ways.
We have described, in a somewhat anecdotical fashion, our experiences in developing a mixed reality application for the Odyssee theatre production, to enhance the participants experience of the performance. Our explorations involved, among others, to deal with expectancies of VR, aesthetic issues, not to mention production schedules, cooperation, financial issues, but above all it meant setting the first steps in developing technology for mixed reality theatre.
We thank Bart Gloudemans and Rutger van Dijk (both students at the Vrije Universiteit) for their practical work on the project, as well as their general contribution to the final contents of the work. Furthermore, we are grateful to Johan Hoorn and Bert Barten for engaging us in the Odyssee theatre project.