Virtual Reality and Choreographic Practice: The Potential for New Creative Methods

Rosemary E. Kostic Cisneros, Karen Wood, Sarah Whatley, Michele Buccoli, Massimiliano Zanoni, Augusto Sarti

    Research output: Contribution to journalArticlepeer-review

    21 Citations (Scopus)
    218 Downloads (Pure)


    Virtual reality (VR) is becoming an increasingly intriguing space for dancers and choreographers. Choreographers may find new possibility emerging in using virtual reality to create movement and The WhoLoDancE: Whole-Body Interaction Learning for Dance Education project is developing tools to assist in this process. The interdisciplinary team which includes dancers, choreographers, educators, artists, coders, technologists and system architects have collaborated in engaging, discussing, analysing, testing and working with end-users to help with thinking about the issues that emerge in the creation of these tools.

    The paper sets out to explore the creative potential of VR in the context of WhoLoDancE and how this may offer new insights for the choreographer and dancer. We pay attention to the virtual environment, the virtual performance and the virtual dancer as some of the key components for equipping the choreographer to use in the creating process and to inform the dancing body. The cyclical process of live body to virtual, back to the dancing body as a choreographic device is an innovative way to approach practice. This approach may lead to new insights and innovations in choreographic methods that may extend beyond the project and ultimately take dance performance in a new direction.
    Original languageEnglish
    Pages (from-to)1-32
    Number of pages32
    JournalBody, Space and Technology
    Issue number1
    Publication statusPublished - 12 Mar 2019

    Bibliographical note

    © 2019 The Author(s). This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.


    H2020 Research and Innovation fund


    • Choreography
    • performance
    • virtual reality
    • dancer
    • avatar
    • digital technology
    • interaction design
    • Dancer
    • Avatar
    • Interaction design
    • Virtual reality
    • Digital technology
    • Performance

    ASJC Scopus subject areas

    • Arts and Humanities (miscellaneous)
    • Human-Computer Interaction
    • Computer Graphics and Computer-Aided Design


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