“XR Performance: Expanding Experimental Media Through Spatial Computing and Real-Time Interaction” by Bruening, Ostrenko, Jamerson, Aubanel and Allison
Conference:
Type(s):
Title:
- XR Performance: Expanding Experimental Media Through Spatial Computing and Real-Time Interaction
Session/Category Title:
- Educator's Forum
Presenter(s)/Author(s):
Abstract:
At LSU faculty a constellation of courses have been taught using a new XR Studio which contains a large scale LED wall as a centerpiece for new curricula focused on topics related to hybridized media realities for augmented performance and filmmaking. One such class, “XR Performance,” is a cross-disciplinary course at the intersection of extended reality , experimental media, and performance studies. Structured for students coming from a variety of backgrounds across the university, the course investigates emerging forms of storytelling, spatial computing, and real-time game engine interaction. Students get hands-on experience with motion capture. Another class, “XR Horror Production” and our Intro to Virtual Production classes focuses on virtual production workflows for filmmaking, immersive sound design, in addition to more traditional skills like prop making. Lastly, a new course on Digital Twinning focuses on 3D scanning and pairing real people, robotics, and objects with virtual counterparts that are interacted with using the LED wall. Students apply these skills to develop performances and productions that push the boundaries of digital and physical space. This submission highlights the course’s pedagogical approach and research-driven exploration of XR’s role in experimental music, interactive media, and genre innovation. By combining performance strategies with emerging technologies, students not only develop technical fluency in XR production but also examine how extended reality reshapes audience engagement and narrative structures. The course facilitates collaboration between students from various colleges across campus, encouraging students to approach media art and performance from an expansive, research-informed perspective. Takeaways include insights into designing interdisciplinary XR curricula, strategies for merging performance and interactive technologies, and examples of student projects that demonstrate innovative applications of real-time media. This work contributes to the SIGGRAPH community by offering a model for integrating XR performance practices into education, bridging gaps between experimental media, performance, and interactive storytelling.


