“The Grinning Man: A Musical Virtual Reality Performance” by Campbell, Bell, Gilchrist, Fraser, Efergan, et al. … – ACM SIGGRAPH HISTORY ARCHIVES

“The Grinning Man: A Musical Virtual Reality Performance” by Campbell, Bell, Gilchrist, Fraser, Efergan, et al. …

  • 2025 Immersive Pavilion_Richardson_The Grinning Man_A Musical Virtual Reality Performance

Conference:


Experience Type(s):


Title:


    The Grinning Man: A Musical Virtual Reality Performance

Presenter(s):



Description:


    Virtual reality offers new ways to present musical theater to audiences, by allowing creative directors to put the audience ‘on stage’ with characters and enlist them as active contributors to the narrative. This demonstration showcases The Grinning Man Virtual Reality Experience, a performance of the song Labyrinth, from the hit London West End show of the same name, performed by original cast member, Louis Maskell and directed by Tony award winning, Tom Morris. In the experience, the main character, Grinpayne, sings to the audience while he grapples with a dilemma. The performance was motion-captured by The Imaginarium and then animated by multiple Academy Award winning, Aardman Animation Studios, with the addition of moments of interactivity at key points based on audience head and eye tracking data from within the headset. The experience aims to strike a balance between audience presence and agency, while maintaining the compelling performance by the actor. This subtle approach addresses and acknowledges the presence of the audience while staying true to the musical narrative.

References:


    [1] K.N. Chang, Y.H. Chan, C.H. Chou, C.H. Lin, P.H. Chen, W.H. Chiu, Y.H. Weng, P.C. Zeng, and P.H. Han. 2024. Metapunch X: Combining Multidisplay and Exertion Interaction for Watching and Playing E-sports in Multiverse. Proceedings – SIGGRAPH 2024 Immersive Pavilion, 1–2.

    [2] A. Dahn, L. Plichta, S. Spielmann, E. Schäfer, and J. Blönnigen. 2024. Fate of the Minotaur: A scalable location-based VR experience. ACM SIGGRAPH 2024 Immersive Pavilion, 1–2.

    [3] S. DeLahunta. 2002. Virtual reality and performance. PAJ – Journal of Performance and Art, 24, 1 (Jan. 2002), 105–114.

    [4] H. Farmer, C. Bevan, D. Green, M. Rose, K. Cater, and D. Stanton Fraser. 2021. Did you see what I saw?: Comparing attentional synchrony during 360° video viewing in head mounted display and tablets. Journal of Experimental Psychology: Applied, 27, 2 (2021), 324–337.

    [5] J. Hamari, J. Koivisto, and H. Sarsa. 2014. Does gamification work? A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025–3034.

    [6] S.Y. Kim. 2017. Liveness: Performance of Ideology and Technology in the Changing Media Environment. Oxford University Press.

    [7] A. Levordashka, J. Eastman, E.A. Skoulikari, A. Salagean, D. Cosker, and D. Stanton Fraser. 2023. An Exploration of Theatre Rehearsals in Social Virtual Reality. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–7.

    [8] M.V. Sanchez-Vives and M. Slater. 2005. From presence to consciousness through virtual reality. Nature Reviews Neuroscience. Nature Publishing Group.

    [9] L.E. Taglialatela, C.J. Chang, S.W. Chen, Y.H. Chang, C.M. Chen, Z.H. Yang, T.M. Lin, S.Y. Ma, N.H. Yu, and M.Y. Chen. 2023. Alice in Gravityland: Augmenting Gravity Experiences with Around-the-Head Vibrotactile Feedback and Illusory Tactile Motion. ACM SIGGRAPH 2023 Immersive Pavilion, 1–2.

    [10] Bristol Old Vic. n.d. The Grinning Man | Bringing it to life in Augmented Reality w/ Andy Serkis | Bristol Old Vic At Home – YouTube. https://www.youtube.com/watch?v=3xcn3ACAbyM. Accessed: 2025-01-20.

    [11] A. Tilley. 2024. Apple Headset Stalls, Struggles to Attract Killer Apps in First Year. The Wall Street Journal.

    [12] K. Wang, Z. Wang, and K. Perlin. 2023. Asymmetrical VR for Education. ACM SIGGRAPH 2023 Immersive Pavilion, 1–2.

    [13] H.R. Wilson. 2020. New ways of seeing, feeling, being: intimate encounters in virtual reality performance. International Journal of Performance Arts and Digital Media, 16, 2 (May 2020), 114–133.


ACM Digital Library Publication:


Overview Page:



Submit a story:

If you would like to submit a story about this experience or presentation, please contact us: historyarchives@siggraph.org