“Reimagining Beckett’s Not I in Virtual Reality: The Metahuman as a Digital Double of the Actor” by O’Dwyer, Bates and Johnson – ACM SIGGRAPH HISTORY ARCHIVES

“Reimagining Beckett’s Not I in Virtual Reality: The Metahuman as a Digital Double of the Actor” by O’Dwyer, Bates and Johnson

  • 2025 Art Papers_O_Dwyer_Reimagining Beckett’s Not I in Virtual Reality_The Metahuman as a Digital Double of the Actor

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    Reimagining Beckett’s Not I in Virtual Reality: The Metahuman as a Digital Double of the Actor

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    Agency and Performance

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Abstract:


    This paper explores the reworking of Samuel Beckett’s ‘Not I’ as a Virtual Reality (VR) experience using Unreal Engine and Metahuman technology. The original work, known for its disembodied mouth and rapid-fire monologue, challenges conventional theater staging and produces profound unease in audiences. Adapting ‘Not I’ for VR interrogates how immersive media can intensify or transform the visceral impact of Beckett’s subtractive dramaturgy. Drawing on arts practice research and reflective methods, we examine how the demands of VR technology, audience embodiment, and design choices intersect with Beckett’s textual specificity. We conclude by assessing the project’s significance for contemporary performance studies, as well as implications for future XR interpretations of canonical theatrical works.

References:


    [1] Samuel Beckett. 2006. The Complete Dramatic Works of Samuel Beckett. Faber & Faber, London.
    [2] Barbara Bolt. 2014. The Magic is in the Handling. In Practice as Research: Approaches to Creative Arts Enquiry, Estelle Barrett and Barbara Bolt (Eds.). Bloomsbury Publishing, London; New York, 27–24. Google-Books-ID: O7aKDwAAQBAJ.
    [3] Tony Bowren. 2023. Facial Capture with Live Link | Tutorial. https://dev.epicgames.com/community/learning/tutorials/lEYe/unreal-engine-facial-capture-with-live-link
    [4] Jasmina Catic, Sébastien Santurette, and Torsten Dau. 2015. The role of reverberation-related binaural cues in the externalization of speech. The Journal of the Acoustical Society of America 138, 2 (Aug. 2015), 1154–1167.
    [5] Paul Cegys and Joris Weijdom. 2020. Mixing realities: reflections on presence and embodiment in intermedial performance design of Blue Hour VR. Theatre and Performance Design 6, 1-2 (May 2020), 81–101.
    [6] Epic Developer Community. 2025a. MetaHuman Documentation | MetaHuman Documentation. https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-documentation
    [7] Epic Developer Community. 2025b. Unreal Engine 5.5 Documentation | Unreal Engine 5.5 Documentation. https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-5-documentation
    [8] N.K. Hayles. 1999. How we became posthuman : virtual bodies in cybernetics, literature, and informatics. University of Chicago Press, Chicago Ill.
    [9] J. Seyama and R. S. Nagayama. 2007. The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces. Presence 16, 4 (Aug. 2007), 337–351.
    [10] Nicholas E. Johnson and Jonathan Heron. 2020. Experimental Beckett: Contemporary Performance Practices. Cambridge University Press.
    [11] James Little. 2021. The Making of Samuel Beckett’s Not I / Pas moi, That Time / Cette fois and Footfalls / Pas. Bloomsbury Academic, Brussels.
    [12] Anna McMullan. 2021. Beckett’s Intermedial Ecosystems: Closed Space Environments across the Stage, Prose and Media Works. Cambridge University Press.
    [13] Radha Nila Meghanathan, Patrick Ruediger-Flore, Felix Hekele, Jan Spilski, Achim Ebert, and Thomas Lachmann. 2021. Spatial Sound in a 3D Virtual Environment: All Bark and No Bite? Big Data and Cognitive Computing 5, 4 (Dec. 2021), 79. Number: 4 Publisher: Multidisciplinary Digital Publishing Institute.
    [14] Meta Horizon OS Developers. 2025. Meta XR Audio SDK Overview. https://developers.meta.com/horizon/documentation/unity/meta-xr-audio-sdk-unity/
    [15] Néill O’Dwyer. 2021. Digital Scenography: 30 Years of Experimentation and Innovation in Performance and Interactive Media. Bloomsbury Methuen Drama, London; New York.
    [16] Néill O’Dwyer, Joanne Scott, and Gareth Young (Eds.). 2025. Extended Reality Performance: Scenographic Practice in Virtual and Augmented Reality Technologies. Bloomsbury Methuen Drama, London; New York.
    [17] Anthony Page. 1973. Not I. http://www.imdb.com/title/tt0381456/fullcredits
    [18] J. Parker-Starbuck. 2011. Cyborg Theatre: Corporeal/Technological Intersections in Multimedia Performance (2011 edition ed.). Palgrave Macmillan, Houndmills, Basingstoke, Hampshire; New York.
    [19] Thomas Potter, Zoran Cvetković, and Enzo De Sena. 2022. On the Relative Importance of Visual and Spatial Audio Rendering on VR Immersion. Frontiers in Signal Processing 2 (Sept. 2022). Publisher: Frontiers.
    [20] Richard Schechner. 2020. Performance Studies: An Introduction (4th edition ed.). Routledge, London New York.
    [21] Donald A. Schön. 1984. The Reflective Practitioner: How Professionals Think In Action (1st ed.). Basic Books, New York.
    [22] Jean-Christophe Servotte, Manon Goosse, Suzanne Hetzell Campbell, Nadia Dardenne, Bruno Pilote, Ivan L. Simoneau, Michèle Guillaume, Isabelle Bragard, and Alexandre Ghuysen. 2020. Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness. Clinical Simulation in Nursing 38 (Jan. 2020), 35–43.


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