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Online and Traditional Theatres, Dissertation Example

Pages: 25

Words: 6970

Dissertation

Introduction

The virtual reality industry, which started slowly, is dominating the world’s entertainment industries. Virtual reality entails an individual artificially interacting with an environment; similarly, the computer generates simulations. The global market for virtual reality as of 2019 was $16.8 billion, with Europe having the second largest market share. Again, 2020 has witnessed a rapid rise in virtual reality technology by innovating new gaming techniques and entertainment forms that involve the audience, not interacting with the actors directly. Altogether Covid-19 pandemic has led to the rapid growth of the virtual reality industries. Besides, it is becoming the next frontier in theatres. Various aspects of virtual reality, such as convenience in acquiring services and relatively lower charges, have changed media consumption. Again, shifting the Theatre to an online format increases the efficiency in which the customers consume the content made by various entertainment industries. Besides, theatres can be moved to an online form through the democratization of multiple theatres. Again, the theatres can be made online through google cardboard glasses. Equally, virtual reality headsets can also be used to digitalize theatres

Similarly, online dramas and video conferencing such as zoom are also among various ways of making Theatre’s online format. Also, theatres can be made into the online format by using the Immerse video podcast technology. Lastly, movies applications on phones are also another way of shifting the traditional theatres into a digital online form. With the rise of the Covid-19 pandemic, most entertainment companies have moved to virtual reality at the expense of the conventional online theatres; however various factors are limiting the use of virtual reality technology; for example, the method is quite expensive compared to the conventional Theatre’s methods; besides, virtual reality equipment experience are prone various functional issues that reduce their efficiency. Other limiting factors to virtual reality include the process having the potential to cause health problems; the graphics are limited, the virtual reality having an addiction potential, lack of vision of the surrounding, lastly virtual reality is complicated and difficult to understand; besides, they are not comfortable compared to the actual theatres. Lastly, there is inadequate virtual reality equipment in the market for the consumers.

Significant differences exist between traditional theatres and online theatres. While traditional theatres have a live audience, the audience in the online theaters are virtual; again, traditional theatres present limited contents and presentation at a time, whereas modern theatres produce a wide variety of ranges. Similarly, Traditional theaters are more immersive than the online platform; besides, they are more attractive. Again, regular tickets require tickets as it takes place in the cinema halls or any designated areas compared to the online theatres; besides, there is realism in the traditional theaters compared to the online forum where everything is virtual. Also, presentations in the traditional theatres occur on the stage compared to the online theatres where the events are projected on the screens; besides, the modern theatres’ graphic designs are limited and of lower quality. Altogether, the traditional theatres are comparatively cheap compared to the online platforms; similarly, they are more comfortable. However, both the traditional and online theatres are immersive; besides, they both have an audience who actively engage in their performances. Lastly, both theatres employ high creativity levels together and also uses the concept of realism.

New forms of online virtual reality such as Oculus Quest 2, Sonny PlayStation V.R., Value index, HTC Vivo cosmos, and V.R. caves are currently making. Besides, they have various advantages and disadvantages. Altogether, various historical events that chanced Theatre include the 19th-century rise of realism, Shakespeare and the rowdy Elizabethans, the introduction of machine plays, and the shifting of theatres from Greek to other languages. With the closure of various theatres due to the coronavirus’s spread, entertainment industries have developed alternative ways of reaching their audience, such as video conferencing in zoom. Again, some artists have opted to live-tweeting at performances; besides, some hold various virtual music sessions. Furthermore, some artists are currently using online quarantine ‘watch parties’ while others use online viewing parties. Lastly, the creation of home theatre is also an alternative to the traditional theatres.

Is Virtual Reality the Next Frontier of Theatre?

The rapid spread of the Covid-19 disease has contributed to the sudden rise in virtual reality technology worldwide. The Coronavirus has led to the shutting down of various theatres worldwide; for instance, the Disneyland U.K has closed its multiple theatres across England to help control the deadly virus’s spread (Ayittey et al.2019). However, the theatres’ closure for the audience has not led to the stop of the cinema and entertainment industries; besides, most artists have resolved using virtual reality technology to reach their audience at their homes. With the increased use of virtual reality during the time of Covid-19, many people are convinced that it is the next frontier of Theatre because:

Virtual reality has made it convenient to acquire various entertainment content, such as movies. As compared to Traditional live Theatre, virtual reality ensures that individuals receive their entertainment content at their homes’ comfort (Aebischer et al., 2018). Altogether, virtual reality has confirmed that people do not have to travel for a longer distance to get entertainment services from the theatres.

Also, virtual reality unveils various entertainment content to the audience at any time of the day. Virtual reality applications and websites such as Kanopy has made it possible for the audience to acquire various entertainments such as movies and songs of their choice (Masura, 2020). Altogether, the applications provide a variety of entertainment content from which an individual can choose.

Virtual reality has made entertainment cheap and affordable to many people worldwide. Unlike Traditional live theatres where people had to pay for various expenses such as tickets and transportation, Virtual reality has made entertainment cheap by providing the services at relatively lower prices (Masura, 2020).

Lastly, virtual reality incorporates various elements of entertainment that make it more attractive and immersive. Unlike Traditional live theatres where a shift in a play chapter involved the characters practically changing the settings of the stage, Virtual reality ensures a systematic change in chapters without showing the scenarios such as changing seat arrangements on the screens (Richardson,2015). Altogether, the scenes are compiled in the “behind the scenes” chapter.

Can Virtual Reality be done, and would it Change the Consumption of Media during Covid-19?

Virtual reality is possible and can be implemented by many entertainment industries; however, it will significantly affect media consumption in various ways, as illustrated below.

Virtual reality will lead to low audience turnout at various theatres across the world. Virtual reality provides a wide range of entertainment to the audience at their comfort; besides, they do not have to visit the theatres (Richardson,2015). Altogether, low theatre turnouts will result in a reduction in revenues earned by the cinema halls.

Video conferencing has made it possible for many artists to relay their performances to their audience without being present physically; besides, this has replaced the theatres’ live physical performance.

Virtual reality has made entertainment cheap and affordable. Virtual reality provides a wide range of entertainment at relatively lower costs; besides, this has attracted many people to seek entertainment services (Caplan,2015). Altogether, the low prices of virtual reality have increased the rate of media consumption.

Ways of Shifting Theater to an Online Format

The theatres’ democratization is an appropriate way of shifting the traditional theatres into an online digital format. Democratization involves moving the Theatre from the traditional stage method of display to screen use; besides, it consists of the audience connecting with the performers while they are at home where their television screens or their laptop’s screen acts as the stage (Caplan,2015). In summary, accessing various plays and other contents from phones and laptops has made people reluctant to visit various cinema halls to watch their favorite movies.

Also, video conferencing is a way of shifting the theatre format from traditional to online. Video conferencing allows actors, actresses, and musicians to interact with their audience face-to-face from different locations using the zoom technology at the expense of interaction during a live performance at the various stages or theatres (Aebischer et al., 2018). However, the process requires an individual to first join the artist’s page online via zoom. Altogether, this process makes it easier for artists to connect to their audience; besides, it ensures that a large number is reached within a short period compared to the theatre performance methodology.

Besides, Theatre can also be made online through immersive video podcast. Immersive technology involves pulling the audience into a new augmented reality using technology, such as live streaming events such as music concerts or drama, to various consumption platforms (Masura, 2020). In summary, a video podcast ensures that an individual is fully submerged in a presentation.

Another way theatre can be shifted into an online format is through goggle cardboard glasses. The method involves an individual placing their phones at a particular distance away from their google cardboards; the google cardboards then create a 3D-effect once it is strapped into the eyes; besides, it makes an individual fantasize in the actual cinema hall (Richardson,2015). Again, any body’s movement while wearing the lenses makes the glasses’ images respond as if you are in the same venue as what is on display. Altogether, the lenses make a person feel the theatre environment without necessarily being physical; besides, this makes the theatres more online.

Virtual reality headsets can also ensure the online formatting of Theatre. The method involves mounting the virtual reality headset on the head; besides, it generates sensations such as realistic images and sounds that stimulate an individual and make him feel as if he is physically present in theatres (Tenney et al., 2020). In summary, virtual reality headsets make the theatres more accessible to the audience; besides, individuals can access the theatres at their homes’ comfort.

Theatres can also shifts from traditional styling to online format by providing online dramas. Online dramas involve actors, actresses, or comedians, recording their presentations and uploading them to the internet for viewing by the audience (Masura, 2020). The audience does not need to be at the theatres to watch the dramas and the moves. Besides, their screens act as theatres. However, the dramas’ setting must be stimulating so that the individual is physically submerged into the play and feels like they are present in the actual Theatre where the event is taking place.

Lastly, mobile applications can also be used in making the theatre loos online. Again, this involves the actors and actresses performing and recording their events in the real theatres; they then record them and upload them into appropriate mobile applications where the audience can find their contents, for example, the Netflix application. Again, this makes it easier for the audience to access the theatres.

Can Virtual Reality Replace Traditional Theatre?

Covid-19 has dramatically changed the entertainment industry’s operations; besides, many companies have adopted Virtual reality technology in ensuring the continuity of the sector. Even though many people have adopted virtual reality technology, it cannot completely replace traditional theatres because traditional theatres are significantly cheaper than online theatres. The online theatre equipment is relatively expensive; for example, the most affordable virtual reality headset costs 400 pounds; besides, this excludes the processing process, which involves installing Vive Cosmos and valve index and a P.C. to run the machine properly ( MacDonald,2017). However, the traditional theatres only involve purchasing tickets from a company’s various shops; for example, the Disney parks in Newcastle charge 109 sterling pounds for a day ticket depending on the day and the theme parks (Saunders, 2015). Altogether, the high costs incurred in using the online digital platforms lower its usage. Similarly, the traditional theatres are immersive and bring the theme of realism

Is Anything Lost With the Shift to Virtual Reality?

A shift from traditional Theatre to virtual reality results in losing physical interactions between the performers and their audience. Traditional theatres have a live physical audience as compared to the online theatres where the audience are virtual. Besides, Performers in conventional theatres can physically see and interact with their audience; similarly, the audience can contribute to the performance by making applauses (MacDonald,2017). However, in the online theatres, the performers only interact with the audience through a virtual reality medium such as the online video conferencing in the zoom or through the virtual reality headsets (MacDonald,2017). Altogether, the presence of a physical audience makes the performances more lively; besides, the artists can analyze the audience reactions towards their performance by observing various body cues; again, this is a more legit analysis of audience reactions than the online comments in the virtual platforms.

Similarly, a shift from traditional to online theatres has resulted in a corresponding loss of immersive experience. The performer-audience engagement in a traditional theatre makes the audience submerge entirely into the plays (Foley,2016). Again, the decorations and the sounds at the cinema halls attract the audients’ attention, making them more immersive. However, in online theatres, the audience is subjected to various distractions.

Also, the shift from traditional to online theatres has led to the loss of realism in the performances. Most virtual theatres are fictions; besides, they use fantasy characters (Foley, 2016). Altogether, this contrasts with traditional theatres, where performances were based on society’s challenges and events.

A shift from traditional theatres to online theatres has contributed to a corresponding loss of taste and performance quality. Most people find traditional theatres interesting because it is real and can physically see and interact with their favorite artist. However, virtual reality does not allow physical interaction between the artist and the audience. Besides, many people find it boring.

What is Currently Happening in Places of Theatres that are Still Operating During the Time of Covid-19?

Various changes have occurred in the traditional operating theatres during the Covid-19 pandemic. The number of people entering the cinema halls is regulated; besides, individuals are expected to sanitize at the entry point before accessing the actual venue. Similarly, anybody with any covid-19 signs is not allowed into the premises.Again, the performers in the traditional theatres are currently not allowed to make any physical contact with their audience. Besides, the artists are required to maintain a distance of at least one meter from their audience. Altogether, these measures help in curbing the spread of Covid-19.

Can Traditional Theatres and Virtual Reality Co-exist

Both traditional and online theatres can exist differently. Besides, it will provide various choices to consumers based on their tastes and preferences. For example it will give an opportunity for those who do not like attending the theatres to get their entertainments at the comfort of their homes. Also, those who finds virtual reality boring can attend the cinema theatres at their leisure time.

Limitations of Online Theatre

The expensive cost of virtual reality equipment limits its users globally. The price of virtual reality tools are high compared to the actual theatres making it unaffordable to most consumers; for example, the cost of virtual reality headsets are $499 for the Vive,$599 for Vive focus plus, and $799 for vive pro headset including the cost of controllers and tracking stations. However, the cost of watching cinema at the Disney theatre halls using the membership cards is only$6.99 per month, which is equivalent to $59.99 per year (Tobin,2017). Again, the virtual reality equipment requires an additional extra cost of maintenance to continue functioning appropriately. In summary, the extensive cost of using Virtual reality technology limits the number of individuals using the devices; besides, many people still resolve to theatres because they are less costly.

Again, Virtual reality equipment experiences various functional issues that affect efficiency. The software programming of the virtual reality techniques such as the goggle reality cardboard glasses is prone to crashing when they catch a virus or when the settings are interrupted; besides, this leads to inconveniences, mostly when the problem occurs in use (Tolis et al.2019). For example, the machine can crush when an individual watches an online concert of their favorite comedians or musicians. Again, varying network strengths and signals affect virtual reality techniques; for example, it is challenging to use google cardboard glasses in the countryside because of low network signals. In summary, the unreliable nature in the efficiency of the virtual reality technology limits its users globally.

Besides, virtual reality can lead to potential health problems. A study conducted by the America Research team indicates that prolonged use of the virtual reality headset results in substantial temporary eye problems such as dry, irritable eyes and eye strains (Murray & Keefe, 2016). Altogether, virtual reality involves placing the lenses closer to the sights; besides, this damages the eyes because the videos produce light of more vigorous intensity harmful to the eyes. Again, Virtual reality involves an audience sitting for longer times without waking; besides, this predisposes them to other diseases such as obesity due to lack of exercise. Altogether, virtual reality techniques encourage laziness, which results in body overweight.

The graphical limits of virtual reality technology pose a significant limitation to its use. The virtual reality graphic is worse than how they look in real-life situations; besides, the characters are much slower, and their appearances are not precisely the same as in real-life cases (Smallhood,2020). For, instance the virtual reality headset does not have enough pixel of up to 1080 megapixel that ensures quality images are displayed; besides, this results in the device producing sub-standard photos that do not meet the customers’ tastes and preferences. Altogether, the low-quality graphics displayed by the virtual reality technology limits the number of people subscribing to their usage.

Again, virtual reality technology such as the google cardboard glass can cause addiction among its users. Research conducted by the England department of technology indicates that approximately 5-10% of virtual reality users are addicts (Seychell,2016). Besides, the use of virtual reality in theatres has allowed users to create their avatars, meet their celebrities, and interact with them more often at the comfort of their homes; again, this has resulted in the addiction of virtual reality techniques. However, addiction to virtual reality has posed a great danger to various individuals; for example, most virtual addicts find it difficult to perform multiple tasks assigned to them at schools or workplaces; besides, this lowers their productivity. In summary, virtual reality addiction leads to a lack of concentration while performing tasks; similarly, it also lacks the commitment to achieve their goals and objectives.

Also, virtual reality equipment is complex and challenging to understand and use. A report from the international data corporation (IDC) on virtual headsets’ sales; besides, headsets’ market returned after a decline of almost a year (Stellius,2016). Again Virtual reality is a new concept in the entertainment industries, and most people are finding it difficult to use the various techniques brought by the technology, such as the virtual headsets and the google cardboard glasses, since the machines are too complex to operate. Besides, it is not easy to set the equipment into an appropriate angle that ensures obtaining quality images in the screens. Again, it is difficult to approximate the interpupillary distance (IPD) while using the cardboard lenses; besides, any mismatching of the IPD results in double vision in the cardboard’s screen, causing considerable damage the eyes.

Virtual reality techniques are also not comfortable to use by consumers. The virtual reality adopters have complained of mental fatigue resulting from the prolonged usage of the virtual headsets; besides, the lenses are so close to the eyes, resulting in eye irritation and nausea (Schulze, 2017). The headsets are  bulky; again, its glasses irritate the nose’s bridge, making an individual uncomfortable. Similarly, the google cardboard glasses’ images are sometimes blurry, making them uncomfortable to the eyes. Besides, if the IPD of the lenses is not met leads to double vision, which can impair the eyes. Altogether, the layout and the various virtual reality equipment features make them uncomfortable to use for a longer time.

Again, a limited number of virtual reality equipment in the market meets the consumers’ rising demands. With the coronavirus’s onset, many people were forced to work at home; besides, this witnessed a sudden increase in virtual technology among many people worldwide. The high demand for equipment such as the virtual reality headset and the virtual google cardboard glasses has increased abruptly (Chuo et al.2015). However, the virtual company has failed to meet the consumers’ needs by producing an adequate amount of products to satisfy their wide market scale. Altogether, the limited production of virtual reality headsets and the google cardboard glasses have limited the number of people who can access the products provided.      Lastly, virtual reality users lack the vision of their surroundings. The team members of adopters of virtual reality technology suffer many accidents ranging from property damage to personal affliction due to partial blindness caused by the equipment (Manero, 2015). Streaming an event or program using the google cardboard virtual lenses entails strapping the machine on the face; besides, the users cannot monitor their movements during the entire process. When individuals mount the equipment on their front, the vision is interrupted, resulting in individuals hitting themselves on obstacles resulting in serious injuries. The injuries can be intense, thereby incurring the additional user costs of treatment.

Online Theatre Versus Traditional Theatre

Traditional theatres present limited content compared to the unlimited contents of the online theatres. A new play can only start once the initial one is over; besides, the audience has to wait for one game to end before commencing on another; altogether, there are a particular number of contents that can be performed on a specific day; besides, there are particular days and time for the performance (MacDonald,2017). However, online Theatre provides a wide variety of content from which an individual can choose; similarly, a person can easily change a program if it is not of interest. Again, the contents can be viewed at any time of the day with no specific restrictions on viewing days.

Traditional theatres are more immersive than online platforms. The performer hearing the audience take their seats and reacts to events happening on the stage during the conventional Theatre’s performance creates an immersive environment during the performances; besides, the sounds and the sequence of the live events draws the emotions of the audience, making them submerge into the play or the concert altogether (Foley,2016). However, in the online theatres, the audience is limitedly immersed; besides, individuals experience various forms of distractions such as noise or weak network signals that can lead to loss of concentration; again, this can not fully submerge into the play.

Traditional theatres are more attractive as compared to online theaters. Live theatres have immediacy; besides, the audience witnesses the series of events without bias (Foley, 2016). Also, the live audience that accompanies the traditional theatres makes it more immersive and exciting; again, the audience keeps applauding the exciting parts, thereby attracting an individual’s attention. However, the online theatre events are not immediate as the performers need to do every scene correctly before releasing it to the consumers; the audience’s reactions make the scenes less enjoyable.

Regular theaters sell their tickets at their various shops’ precursor to their performances; besides, an individual is only allowed into the cinema halls to show their tickets at the entry points (Foley, 2016). Again, a ticket can only be used once. However, in the online theatres, tickets are not required; besides, an individual only joins the performance through virtual techniques such as video conferencing through the zoom. Again, an individual can purchase the virtual reality headset or the google cardboard glasses, enabling them to stream plays and dramas virtually at no extra charge.

Traditional theatres are located at specific places as compared to the online theatres. Traditional theatres are located inside a cinema hall; for example, Disney companies have various theatres at their cinema hall, such as the Florida halls (Saunders, 2015). Again the cinema halls are beautifully decorated with the seats arranged according to the audience’s amount; for example, the fronts seats are for the essential person (VIP) who pays significantly higher amounts for the tickets. However, in online Theatre, individuals can stream various events and play at their comfort; besides, they only need to mount the virtual headsets or strap the google cardboard glasses on their faces and watch their choices’ performances (MacDonald,2017). Altogether, there are no designated places for the online theatres

All traditional theatre actors are real in nature, while the online theatres incorporate both real and fantasy characters. Traditional theatre characters are mainly humans; besides, they perform on the stage where the audience can see them; however, some characters in the online theatres are fantasized; again, they are imaginary and do not exist.. Besides, the images and sounds are created through technological activities ( Saunders, 2015). For instance, online theatres are used in the production of animation movies.

Again, the traditional theatres’ performance is projected in their stages; however, online theatres project their virtual reality equipment screens (Saunders, 2016). Traditional theatres involve the audience observing the plays from the stage within the cinema halls; besides, they can witness how various episodes changes within the stage. However, in online theatres, the musician’s or actors’ final products are projected on phones, television, or laptops. Altogether, in the online theatres, the phone or laptop’s screen acts as the performance stage.

Lastly, the quality of graphic designs in the traditional theatres is much higher than that of online theatres. Most of the online theatres’ images appear blurred and unclear compared to how they look in real-life situations; besides, the photos only resemble the actual item or character. The faint impressions in the online theatres are attributed to the low megapixel camera they use in their production ( Foley, 2016). However, the graphics images in the traditional theatres are real and exact. Altogether, the traditional theatres’ realism makes it more preferable by many people than the growing online theatre model.

Both online and traditional theatres are immersive. The theatres apply various techniques such as sounds, graphics, colors, and music that stimulate individual emotion and attention; besides, the audience becomes submerged into the play or the drama (Foley, 2016). Altogether, when individuals become fully immersed in the play, they gain various morals from the contents performed.

Again, both the online and digital theatres have their audiences. While performers in the traditional theatres physically see and interact with their audience, those in the online theatres can virtually see and connect with their audience using various mediums such as zoom and skype (MacDonald,2017). Besides, the presence of an audience in the theatres makes them more real and exciting.

Also, both online and digital platforms use realism. Most performances at various theatres, both online and traditional, imitates the community’s physical, economic, social, and environmental factors (Foley, 2016). Besides, the theatres use imagery and symbols to represent the various vices and virtues within a society. In summary, watching the plays and songs at both online theatres educates an audience on multiple phenomena or events within the community, their consequences, how people are directly or indirectly involved in them, and measures that should be taken to eradicate or promote the vice or the virtue respectively.

Both online and traditional theatres experience audience reactions. For instance, the traditional Theatre’s audience continuously reacts or applauds a surprising or exciting event on the stage. The reaction can also be in the form of applauses or facial expressions (Foley, 2016). However, the audience also reacts in the online theatres by giving their comments on the views section at the bottom of the videos. Altogether, audience contributions to the theatres make the more active and exciting.

Lastly, both the online and traditional theatres use a high level of creativity in presenting their work. Performers at various theatres use imagination, imagery, costumes, and different poetry to draw their audience’s attention and emotions (Saunders,2016). Creativity in the theatres is vital as it helps children learn about the importance of good relationships with others; besides, they also know about emotions and various problem-solving skills. In summary, creativity plays a significant role in attracting the attention of an individual towards a play.

Alternatives of Traditional Theatres

Video conferencing on zoom is used as an alternative to the Theatre during the pandemic. Artists are continuously streaming their live events to their audience using the zoom software since covid-19 resulted in various theatres and clubs’ closure (Jonuzovic, 2015). The techniques enable the audience to interact with their audiences via their phones or laptops; besides, they can comment on the performance. Also, the artists can address a few samples of their audience. In summary, video conferencing provides an opportunity for the artists to perform to their audience during the lockdown.

Also, Live tweeting at performance is an alternative to the theatres. The audience is currently tweeting on an artist’s online performance on Youtube; besides, the artists eagerly read the comments and reactions (Foley, 2016).  Altogether, the model provides the artists an opportunity to continuously interact with their audience in the absence of any shared physical space such as a cinema theatre.

Besides, Kanopy is an alternative to the theatres. Kanopy is an online website with an extensive collection of movies where an individual can select. Besides, individuals can pick and watch various movies they missed at no fees (MacDonald,2017). Altogether, Kanopy allows individuals to watch various cinemas in the comfort of their homes; besides, this reduces the spread of covid-19 because individuals do not physically visit the theatre rooms.

Again, people and artists are holding various online viewing parties. Online parties involve sending messages to friends and scheduling a day and time to start an online meeting; besides, people decide on a movie to watch or genre songs to listen to and view ( Jonuzovic, 2015). Again, individuals can make their comments at the comment session during or after the movie is over. Besides, each individual is allowed to give their opinions on the type of movie they want. Altogether, starting an online party replaces people’s invitingness to a movie; besides, it’s interactive and straightforward.

Besides, artists are creating online quarantine “watch parties.” This method involves actors in a movie starting to watch their movies at a particular time of the day or night; besides, they follow their viewers’ responses during the movie’s entire session (Foley, 2016). Altogether, the ‘watch party model’ is carried out on various social media platforms such as Twitter and Instagram. Again, during the process, the actors have full responsibility to answer the audience’s questions; besides, they can decide to show the audience behind the movies’ scenes. In summary, the watch party is an effective way of seeking clarifications from the movies’ creators.

Lastly, the actors can create their home theatres. This method involves setting a place in the house and decorating it to resemble the movie theatre. Couples of chairs and couches are appropriately arranged; besides, lights of multiple colors are installed in the room to make it more attractive (Saunders,2015). Again, a sound system and a projector are then installed to allow for proper projection. Series of events are then recorded using intensity cameras and presented on various social media platforms for viewing.

Oculus Quest 2

Virtual reality adopters are bringing in the Oculus Quest 2. The oculus quest 2 is the most substantial virtual reality headset; It has a high processing power with up to 6GB RAM, ensuring smooth performance. Compared to the initial virtual reality headset, Oculus Quest 2 has a perfected controller movement with redesigned oculus torch controllers (Elkin,2019). Again, the machine is made to adapt to any body movement; this allows an individual to explore various games within the system. Altogether, the various advantages of Oculus  Quest 2 include.

Advantages of Oculus Quest 2

Oculus Quest 2 is easy to set up. Oculus mobile application is readily combined with oculus pass through the guardian, making it set up (Elkin,2019). Altogether, compared to the traditional virtual headset, oculus quest 2 requires little time and labor to connect.

Oculus quest 2 has higher processing power. The machine has 6GB RAM; besides, this ensures efficiency in its performance (Elkin,2019). In summary, a large RAM implies more extensive storage. Hence a wide variety of materials can be projected by the machine.

Oculus Quest 2 has an improved control system. The new virtual reality handset is redesigned with various torches on the control buttons (Elkin,2019). Altogether, the lighting makes it easier to identify the buttons.

Disadvantages of Oculus Quest 2

Oculus Quest 2 is quite expensive. Oculus quest 2 advanced with 256 GB cost up to 700 sterling pounds. The machine’s high cost makes it difficult to acquire; besides, the maintenance cost is also very high.

The machine is difficult to use. Oculus machine is very complex; besides, this makes it difficult to understand how it operates.

Lastly, the machine poses health problems. Prolonged use of Oculus Quest 2 results in irritation of the eyes; it can cause nausea and partial blindness in an individual (Elkin,2019). Altogether, too much usage of the machine is harmful to an individual’s health.

Sonny plays Station VR

Sonny play station is a new form of virtual reality handset being developed by the virtual reality adopters. The blue LEDs tracing lights and the motion sensors on the headsets are connected to the camera; besides, it is then positioned in the head to give a wide variety of games (Natsume,2016). Again, the machine use head tracing to produce immersive 3D visuals and audios.

Advantages of Sonny play Station 5 VR

Sonny headsets are relatively cheaper compared to other virtual reality equipment such as the oculus quest. The machine costs 399 sterling pounds compared to Oculus Quest 2, which costs 700 sterling pounds (Natsume,2016). Altogether, this makes the equipment affordable to many individuals.

The machine has clear graphics. The machine has LED cameras with a high resolution of up to 1080 pixels; this ensures that quality images are produced.

Lastly, the machine has a fast processor. The sonny play station has a processor of up to 3hz. Altogether, high frequency ensures efficiency in its operations.

Disadvantages

The maintenance cost is high. The maintenance cost of the machine ranges from $200-$250 (Natsume, 2016). Besides, the high maintenance cost makes it delicate and challenging to handle.

The machine is difficult to use. Sonny play station is a new concept in the market; besides, many people lack adequate knowledge of how it operates.

The users of the machine may suffer from addiction. The perfect graphics in the sonny play station V.R. 5 attract much attention from the users, leading to frequent gaming.

HTC Vive Cosmos

Vivo cosmos is a high-end virtual headset. Besides, the machine is P.C. powered. The HTC Vive Cosmos uses two sensors, which are place at the edges of a room to track and mark an individual movement within the room (Natsume,2016). The machine can either be used for leisure or educational purposes. Altogether, the machine ensures that an individual is fully immersed in the actions.

Advantages of HTC Cosmos

The HTC Vive cosmos has a dual purpose. The machine can be used either for leisure activities such as gaming or educational purposes.

Disadvantages

The machine is very costly. The machine cost up to 600 sterling pounds (Natsume,2016). Altog ether, the high amount makes it almost impossible to purchase the equipment.Lastly, the machine has health side effects. Individuals develop motion sickness after prolonged usage of the HTC Vive Cosmos. Besides, this is harmful to an individual’s health.

Historical Shifts in Theatre that Change the Medium The 19th-century rise of realism

Social realism marks the most critical change in the theatre and entertainment industry. The process that began in 1800 reflected the plays with the social, political, and economic challenges people faced, such as the slave trade (Tailor,2016). Initially, the plays’ main aim was solely for entertainment; however, writers began writing plays that symbolize society’s situations. Altogether, the process is attributed to famous play writers such as Ibsen, Oscar Wilde, and George Bernard Shaw. In conclusion, the 19th-century rise of realism changed the themes of the plays at the traditional theatres.

Shakespeare and Rowdy Elizabethans

During the reign of Queen Elizabeth, the first-ever permanent playhouse theatres began to open; besides, this was greatly influenced by the powerful and exciting works of Shakespeare, which attracted many people into plays and dramas. The theatres resemble the modern theatres; however, they had a gallery and a pit at their bottom (Taylor, 2016). Again, the audience was group according to the tickets they purchased; for instance, the cheapest tickets were down on the floor. Altogether, the introduction of permanent theatres by Queen Elizabeth motivated mos of the new play writers.

Spectacular Machine Plays

The year 1600 witnessed the introduction of machine plays into the Theatre. The machine plays involved a mixture of musical numbers, fireworks, and special effects on the stage. Again, during the machine plays, characters started wearing costumes during their performances (Taylor,2016). In conclusion, the spectacular machine plays marked a significant milestone in the theatres, as the performers were more distinct from the audience.

Shifting from Greek to other Languages

Plays and song performances were mainly in Greek during ancient times; besides, the characters were the only male. The male plays both the characters of men and women; besides, they wore masks throughout the play. Besides, the plays were mainly about ancient Greek myths and legends (Taylor,2016). Also, the only genre was of plays were tragedy and comedy. However, 1671 marked the shifting of plays from Greek to various languages like English. Altogether, changing the plays to various languages led to innovation in the theatre industry.

Conclusion

The use of online theatres has been rising with the lockdown brought about by the Covid -19 pandemic. Most people have utilized online theatres to ensure they get various entertainment forms at their homes’ comfort. Besides, due to the traditional theatres’ shutdown, various methods have emerged that ensure that theatres shift into an online format. For instance, individuals can now access various performances on their phone screens; besides, they can share their experiences through zoom software. Again, virtual reality headsets and google lenses shift the traditional theatres into an online format. However, various factors limit the shifting of the traditional theatres into the digital form. For instance, the process is costly. Besides, the online theatre equipment is prone to various forms of failures while, again, most of the images produced in the digital theatres are blurred. Also, the online theatres are inadequate; however, irritates the eyes and can also cause accidents. Altogether, traditional theatres have a live audience; besides, individuals watch their presentation from the stage upon purchasing the cost-effective tickets. Again, the audience can actually physically observe various actors and actresses perform.. However, this is not the case in online theatres where individuals view their contents performers via their phones and laptops. Even though tickets are not bought in the online theatres; however, it is costly to purchase the headsets and the goggle. Altogether, both theatres employ great imaginations to make their performances; besides, they directly or indirectly engage the fans. With the covid-19 not coming to an end soon, artists have resolved to live performances to their fans through zoom; besides, they read and react to the audience’s comments. However, some people have resolved to form groups and watch movies online together; besides, actors have also developed the trend of watching movies online and their fans. Again some people have decided to customize specific rooms in their houses as acting stages.

Altogether, various inventions are being made that will significantly influence virtual reality; for example, oculus quest 2, which is quite expensive but has high processing power. Other innovations include the Sonny play station and the HTC Vive Cosmos. Altogether, 1800 marked the use of play to reflect various challenges within the environment. Besides, some historical events also significantly led to the growth of theatres, for example, the introduction of permanent theatres and the commencing of costume use. Lastly, diversifying the Theatre plays into various languages led to the widespread of the theatre model.

Bibliography

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Murray, S., and Keefe, J., 2016. Physical theatres: a critical introduction. Routledge.

Smallwood, B.M., 2020. Productivity Through Wellness for Live Entertainment and Theatre Technicians: Increasing Productivity, Avoiding Burnout, and Maximizing An Hour’s Value. Routledge.

Seychell, O., 2015. Addressing the innovation gap between customers and producers of theatre performances (Bachelor’s thesis, University of Malta)

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Chou, M., Gagnon, J.P., and Pruitt, L., 2015. Putting participation on stage: examining participatory Theatre as an alternative site for political participation. Policy Studies36(6), pp.607-622.

Manero, B., Torrente, J., Serrano, Á., Martínez-Ortiz, I. and Fernández-Manjón, B., 2015. Can educational video games increase high school students’ interest in theatre?. Computers & education87, pp.182-191.

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Junuzovic, S., Quinn, K.I., Gupta, A., Hoff, A., Venolia, G., Nowaczyk, A., Benko, H., Jancke, G. and Tang, J., Microsoft Technology Licensing LLC, 2015. Mobile video conferencing with digital annotation. U.S. Patent 9,113,033.

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