“We are navigating an experimental field, which is still finding its form” Interview with Alex Segin

Project lead Franziska Ritter talks to Alexander Segin, Head of Event Technology Konzerthaus Berlin. During the 2020/21 season, which marked the concert hall’s 200-year anniversary, we had a chance to test workflows for virtual construction rehearsals with him and his team. Continue reading ““We are navigating an experimental field, which is still finding its form” Interview with Alex Segin”

“There is added value through the results that we derive from digitalisation” Interview with Christian Buschhoff and Fabian Schröter

Christian Buschhoff, who oversees the renovation efforts at Luisenburg festival, and Fabian Schröter, the technical director, talked to project leads Franziska Ritter and Pablo Dornhege about digital tools used to plan renovations and virtual construction rehearsals. Continue reading ““There is added value through the results that we derive from digitalisation” Interview with Christian Buschhoff and Fabian Schröter”

Results of the project Virtual teaching and learning spaces 

The current situation shows how important digital teaching and learning formats currently are and will be in the future at universities, but also in training and learning situations in the theater and event sector. In cooperation with teachers and learners of the Theater and Event Technology and Management course at the Berlin University of Applied Sciences, we have developed prototypical new teaching and learning tools in virtual reality. In a practice- and project-oriented approach, we developed and tested specific scenarios and tried out new ways of learning. The result is a series of digital, interactive training units.

Individual articles on the developed prototypes
https://digital.dthg.de/en/projects/virtual-training-tools/ 

Open source code on Github
https://github.com/digitaldthg/BHT-VR-Prototypes  

Link to the project
https://digital.dthg.de/en/projects/virtual-training-tools/ 

WHAT HAPPENS NEXT?

Training institutions, like large theatres, move only slowly. The digital competences needed now and in the future must therefore be urgently anchored in the curriculum of training institutions and universities. Above all, this includes a critical and value-based approach to digitality. Here, new competences are clearly needed in all disciplines, if not completely new job profiles, for example virtual scenography, digital event technology and hybrid real stage work. 

The DTHG has already processed some research results for a sustainable further training offer for the theatre landscape and offers online impulses and workshops. Within the framework of the EU programme „PACT FOR SKILLS“ the prototypes are currently being tested and further developed with international further developed. 

At the Berlin University of Applied Sciences, two of the prototypes developed are currently being further developed within the framework of the funded project „Interactive Teaching in Virtual MINT Laboratories“. The project, which is funded by the „Innovation in University Teaching“ foundation, started on 1 August 2021. In order to enable students to use their skills in applied, scientific work and carry out experiments despite limited access to laboratories, so-called virtual laboratories were created at the BHT. 

Here, students have the opportunity to carry out experiments virtually and step by step before they will then practise them in reality. This has the advantage that material costs are reduced and fewer errors occur. In addition, students can repeat experiments as often as they like, which in turn results in a high learning effect. Additional AR and VR options for gesture and voice recognition offer realistic interactions. The innovative idea of the project is to consistently link the possibilities of virtual laboratories with digital teaching/learning concepts and to carry them into the breadth of the university.

Results of the project Hybrid-real stage spaces

Cocreative performances in analog-digital interstices 

The central field of investigation in this subproject is the relationship between physical reality and virtual space and interaction processes between spectators and musicians/performers. With the development and realization of the VR performance “Spatial Encounters” we explored the extent to which the linking of a real/physical space with a digital/immaterial space can be used as a design tool, thus enabling new spaces of experience. The aim was to explore cocreation processes in the context of artistic stagings and performance spaces, with a focus on musical experience.

Continue reading “Results of the project Hybrid-real stage spaces”

Results of the project Augmented Reality in event technology

Interactive user manuals of complex constructions and systems

Highly complex equipment is used in the event sector and on theater stages. The technologies and products used are so diverse that their operation cannot be taught comprehensively in training. In addition, assembly and operating instructions available as paper documents are often too unspecific and – especially in the working environment on stage – impractical to handle. At this point, digital instructions can support the work of stage technicians and create a decisive added value by increasing the readability of digital 3D models.

As a basis for a practical examination of the requirements of such assembly aids and for discussion with the various stakeholders and dialog partners, we created a first functional prototype for the AR-supported assembly of a curtain rail. The instructions – in the form of an interactive website – guide the user through the assembly in ten simple steps after an overview of all required parts used and tools. A short accompanying text (theoretically also possible in several languages) describes the procedures and points out pitfalls. The individual construction steps are stored as three-dimensional animations and can be sequentially triggered, whereby the viewing angle and zoom factor can be determined by the user. 

Open source codes on Github
https://github.com/digitaldthg/Web-XR-Digitale-Aufbauanleitung  

Link to the project
https://digital.dthg.de/en/projects/augmented-reality-in-event-technology/ 

WHAT HAPPENS NEXT?

Based on the findings from the first prototype, which was developed for the construction of a specific curtain rail, and in combination with the WebXR editor/viewer application, which was created for the visualisation of theatre architecture, a transferable workflow for the creation of augmented assembly instructions and operating aids was developed. This combination brings to bear the special advantages of an editorial system with an easy-to-use web interface. Thus, manufacturers can compile new instructions from existing 3D modules and publish them immediately. Knowledge of coding and 3D modelling is not necessary. This means that the tutorial can later be transferred to other theatre technology products and elements. A further expansion stage would be the connection to an online configurator in combination with a product library. This way, customers could have their individual combinations of products displayed directly at the respective venue.

Through the development of the augmented assembly instructions, the draft for a utopian, infrastructural concept emerged in collaboration with the cooperation partners, which could not be deepened within the framework of this research project. Building on the vision of a manufacturer-independent database for theatre technologies, the aim is, among other things, to recognise and augment objects or products in order to precisely determine the origin, compatibility, test history and life cycle of a machine or object. Linked to the findings of this research project, these data sets could be used to support safety-relevant work, such as risk assessment, functional safety checks or remote diagnosis and maintenance.

Results of the project Augmented reality as a communication tool

Complex building projects, new buildings and renovation projects for theatres and cultural venues bring great communicative challenges for all involved. Not everyone is trained to read floor plans and many find it difficult to translate a plan drawing into a three-dimensional image. To what extent can digital technologies such as augmented reality be used to support communication on models, on drawings and in real space and to present complex architectural transformation processes in a comprehensible way? 

Together with the Luisenburg Festspiele in Wunsiedel we outlined an easy-to-use, „augmented“ presentation format: Using a tablet, smartphone or AR glasses, users can present three-dimensional content on a drawn floor plan or a physical terrain model, for example the current planning status or variants of a stage design. The physical-real objects serve as anchor points for the overlay of digital three-dimensional content. The presentations can be prepared in advance by the presenters and contain a wide range of information. Similar to the slides of a PowerPoint presentation, the presenter and viewer can then click through the different 3D models. The developed application consists of two related components: On the one hand, this is the WebXR editor, in which the „slides“ are compiled and prepared, and on the other hand, the WebXR viewer, which can be called up online to display the presentation. This browser-based and device-independent use allows the same content to be played out in different ways. 

  • The WebXR editor, where the “slides” are compiled and prepared.
  • The WebXR viewer, which can be accessed online to display the presentation.

Both applications were designed in such a way that they are not only specific to this subject area, but can also be transferred to other areas: Thus, with this application, we were able to develop parallel adaptations for the topics „Augmented Reality in Event Technology“ and „Digital Twins of Theatre Technology History“.

The technical basis for the application is the new WebXR standard, which allows three-dimensional content to be displayed on a wide variety of devices, whereby the type of display depends on the technical capabilities of the hardware. This browser-based and device-independent use allows the same content to be played out in different ways.

Open source code on Github
WebXR editor (backend): https://github.com/digitaldthg/Web-XR-Editor-Backend
WebXR viewer (presenter): https://github.com/digitaldthg/Web-XR-Editor-Presenter  

Link to the project
https://digital.dthg.de/en/projects/mixed-reality 

WHAT HAPPENS NEXT?

Even though the development of the platform within the research project has been completed, the servers will remain online for the time being and our cooperation partners and the digital.DTHG team can continue to work with the application and gain important experience. We also discuss further questions with external stakeholders and outline further use scenarios. Such use cases include, for example, interactive presentations with school classes (for example for theatre education), site and building overviews for the safety briefing of new staff or also the communication of tourist information for an interested public (for example in the outdoor area of a venue).

This leads to an extension of the desired functionality, for example, an option for georeferenced tracking is needed for outdoor use. The development of new applications also expands the circle of possible users. This shows that a further development of the application is also interesting for actors outside the theatre landscape and that independent and usable products and communication tools can be created on the basis of the prototypes.

Results, licences, sustainable usage

The solutions we developed as part of the research project “Im/material Theatre Spaces” (2019-2022) serve as sustainably transferable concepts due to their prototypical model character. The gained insights and developed model solutions were published on various channels and are made available to the entire cultural landscape for free and flexible use. 

Licenses
For this purpose, all software developments created in the research project appear under an open source license (GNU GPL, MIT License, etc.). If partial components subject to licensing (plug-ins, copyrighted image and sound documents, etc.) were used in the overall work, we make the newly developed code components available as open source without the components subject to licensing. In the code documentation, we refer to the license-required subcomponents.

Open source code of prototypes and sample solutions
We primarily use Github as a platform for publishing source code: https://github.com/digitaldthg. Some of our projects are hosted on the DTHG web server due to very high data volumes.

Augmented Reality in event technology

Interactive user manuals of complex constructions and systems

Highly complex equipment is used in the event sector and on theater stages. The technologies and products used are so diverse that their operation cannot be taught comprehensively in training. In addition, assembly and operating instructions available as paper documents are often too unspecific and – especially in the working environment on stage – impractical to handle. At this point, digital instructions can support the work of stage technicians and create a decisive added value by increasing the readability of digital 3D models.

As a basis for a practical examination of the requirements of such assembly aids and for discussion with the various stakeholders and dialog partners, we created a first functional prototype for the AR-supported assembly of a curtain rail. The instructions – in the form of an interactive website – guide the user through the assembly in ten simple steps after an overview of all required parts used and tools. A short accompanying text (theoretically also possible in several languages) describes the procedures and points out pitfalls. The individual construction steps are stored as three-dimensional animations and can be sequentially triggered, whereby the viewing angle and zoom factor can be determined by the user. 

Open source codes on Github
https://github.com/digitaldthg/Web-XR-Digitale-Aufbauanleitung  

Link to the project
https://digital.dthg.de/en/projects/augmented-reality-in-event-technology/ 

Virtual teaching and learning spaces 

The current situation shows how important digital teaching and learning formats currently are and will be in the future at universities, but also in training and learning situations in the theater and event sector. In cooperation with teachers and learners of the Theater and Event Technology and Management course at the Berlin University of Applied Sciences, we have developed prototypical new teaching and learning tools in virtual reality. In a practice- and project-oriented approach, we developed and tested specific scenarios and tried out new ways of learning. The result is a series of digital, interactive training units.

Individual articles on the developed prototypes
https://digital.dthg.de/en/projects/virtual-training-tools/ 

Open source code on Github
https://github.com/digitaldthg/BHT-VR-Prototypes  

Link to the project
https://digital.dthg.de/en/projects/virtual-training-tools/ 

Digital twins of the history of theater technology

This subproject is dedicated to the challenge of making theater heritage visible and finding new virtual forms of mediation that do justice to “theater” as an immaterial art form in its entirety. The use cases arise both in the context of exhibitions / in the museum or in teaching situations in training or studies.

In the digital.DTHG team we designed the requirement profile for an augmented reality application based on 3D learning materials and developed a feature set. For this purpose we partly used existing material (e.g. digital reconstructions of historical theater architecture like Shakespeare’s Globe) and the results of other subprojects (e.g. the cloud machine from the Großes Schauspielhaus). In some cases, we have also digitized entirely new objects, including, for example, a wind machine including sound.

Open source code on Github
https://github.com/digitaldthg/Web-AR-Canon-Timeline  

Link to the project
https://digital.dthg.de/en/projects/canon-theatre-technical-history/ 

Bringing theatre heritage to life

Virtual reconstruction of theater architecture as an immersive experience

On the occasion of the 100th stage anniversary of the Friedrichstadt-Palast Berlin, the goal was to bring the no longer existing predecessor building “Das Große Schauspielhaus Berlin” and its stage art back into public awareness. The VR project “An Evening at the Großes Schauspielhaus – Virtual Reality Time Travel Berlin 1927” opens a digital experience window into the past: the history(s) of the theater, its architecture and its art can be spatially experienced in the here and now. The special feature of this project: historical objects from the Stadtmuseum Berlin and other archives are integrated into the virtual narrative. In this way, the digital exhibits such as posters, props or stage-technical apparatus convey theater-historical knowledge in a poetic way.

Link to Steam / Download VR Project
https://store.steampowered.com/app/1535360/Opening_Night_at_the_Groen_Schauspielhaus__Berlin_1927 

Links to the open source code
https://digital.dthg.de/data/Unity-VR-Grosses-Schauspielhaus_WithoutAssets.zip
2.6GB Unity project without assets

https://digital.dthg.de/data/Unity-VR-Grosses-Schauspielhaus_Assets_Audio.zip
4.8GB Assetfolder: Audio and FMod

https://digital.dthg.de/data/Unity-VR-Grosses-Schauspielhaus_Assets_Models.zip
1.9GB Assetfolder: 3D Models

https://digital.dthg.de/data/Unity-VR-Grosses-Schauspielhaus_OtherAssets.zip
700MB Assetfolder: all other assets

Link to the project
https://digital.dthg.de/en/projects/bringing-theatre-heritage-to-life/ 

Hybrid-Real Stage Spaces

Cocreative performances in analog-digital interstices 

The central field of investigation in this subproject is the relationship between physical reality and virtual space and interaction processes between spectators and musicians/performers. With the development and realization of the VR performance “Spatial Encounters” we explored the extent to which the linking of a real/physical space with a digital/immaterial space can be used as a design tool, thus enabling new spaces of experience. The aim was to explore cocreation processes in the context of artistic stagings and performance spaces, with a focus on musical experience.

A web-based XR application we developed, controlled by a local server, serves as the software foundation for the performance. Mobile VR glasses (e.g. Meta Quest 2) can access a shared virtual space via the integrated browser. This is where the live performance takes place: One or more musicians, a visual jockey as “Master of Virtual Scenography” and up to nine visitors meet in an equal dialogue. On an open space of about 150 square meters, the audience is immersed with mobile VR glasses into a virtual scenery, which is played, designed and experienced together during the following 20 minutes. The users move freely in these digital landscapes and generate visual effects and sculptures through their encounters and spatial relationships. 

Open source code on Github
Server: https://github.com/digitaldthg/Web-XR-Spatial-Encounters-Server
Client: https://github.com/digitaldthg/Web-XR-Spatial-Encounters-Client 

Link to the project
https://digital.dthg.de/en/projects/hybrid-real-stages/ 

XR-Editor for visualization of theater architecture 

Complex building projects, new buildings and renovation projects for theatres and cultural venues bring great communicative challenges for all involved. Not everyone is trained to read floor plans and many find it difficult to translate a plan drawing into a three-dimensional image. To what extent can digital technologies such as augmented reality be used to support communication on models, on drawings and in real space and to present complex architectural transformation processes in a comprehensible way? 

Together with the Luisenburg Festspiele in Wunsiedel we outlined an easy-to-use, „augmented“ presentation format: Using a tablet, smartphone or AR glasses, users can present three-dimensional content on a drawn floor plan or a physical terrain model, for example the current planning status or variants of a stage design. The physical-real objects serve as anchor points for the overlay of digital three-dimensional content. The presentations can be prepared in advance by the presenters and contain a wide range of information. Similar to the slides of a PowerPoint presentation, the presenter and viewer can then click through the different 3D models. The developed application consists of two related components: On the one hand, this is the WebXR editor, in which the „slides“ are compiled and prepared, and on the other hand, the WebXR viewer, which can be called up online to display the presentation. This browser-based and device-independent use allows the same content to be played out in different ways. 

  • The WebXR editor, where the “slides” are compiled and prepared.
  • The WebXR viewer, which can be accessed online to display the presentation.

Both applications were designed in such a way that they are not only specific to this subject area, but can also be transferred to other areas: Thus, with this application, we were able to develop parallel adaptations for the topics „Augmented Reality in Event Technology“ and „Digital Twins of Theatre Technology History“.

The technical basis for the application is the new WebXR standard, which allows three-dimensional content to be displayed on a wide variety of devices, whereby the type of display depends on the technical capabilities of the hardware. This browser-based and device-independent use allows the same content to be played out in different ways.

Open source code on Github
WebXR editor (backend): https://github.com/digitaldthg/Web-XR-Editor-Backend
WebXR viewer (presenter): https://github.com/digitaldthg/Web-XR-Editor-Presenter  

Link to the project
https://digital.dthg.de/en/projects/mixed-reality 

Workflows and Guides for Virtual Bauprobe

In this subproject, methods and tools were sought for conducting Virtual Bauprobe – building rehearsals that do not take place physically in the theatre and on stage, but can take place in virtual space and independent of location. How can VR technology be integrated as a visualization, design, construction and communication medium in one’s own work process at the theatre? 

For this purpose, we developed the workshop format “How to go Virtual” in order to test possible applications in an uncomplicated way with theaters and venues on site. Together with our cooperation partners, the focus was placed on practice, both in trying out existing applications and programs, as well as in developing theatre specific usage scenarios: for example, adapting a stage design to a different venue, presenting construction variants, or visualizing a spatially particularly complicated design. 

The result of the collaboration was a series of workflows and methods that are now being made available to the theater community as guides and tutorials:

Workflow 1 – Sketchfab / Zoom “Semi-Virtual Pre-Rehearsal”
https://digital.dthg.de/workflow-1/  (german)

This scenario uses the free internet platform Sketchfab to present models. Here, meetings can be presented via screen sharing in a video conferencing tool or made available time-shifted for illustration via a link across different end devices. This scenario does not allow live editing of the Virtual 3D Model during the meeting, but is convincing as a starter scenario due to its easy accessibility and implementation for all production participants.

Workflow 2 – Mozilla Hub’s “Bauprobe for Everyone
https://digital.dthg.de/workflow-2/ (german)

This scenario uses the free Internet platform Mozilla Hubs with the associated editor Spoke. Meetings can be held simultaneously in the virtual room via various end devices with several participants. This scenario does not allow live editing of the virtual 3D model during the meeting, but is convincing as an entry-level scenario due to its easy accessibility for up to 30 people.

Workflow 3 – Virtual Bauprobe with VR sketch
https://digital.dthg.de/workflow-3/ (german)

This scenario uses the paid plugin VR-Sketch for the program SketchUp. Meetings and build rehearsals can be conducted in Virtual Space via VR headsets simultaneously with multiple participants from different locations. This scenario enables live editing of the virtual 3D model during the meeting and also offers many other possible applications. 

Link to the project
https://digital.dthg.de/en/projects/virtual-stage-rehearsal

“Digital tools are just a reflection on the fact that we want to work together” Interview Chris van Goethem

Chris van Goethem, researcher and teacher for technical theatre and history at Erasmus University in Brussels at the RITCS School of Arts, started in the 80s as a stage manager with touring theatre companies. By now he is working in two different areas: on the one hand everything that has to do with competences, knowledge management, organising of education programs and structuring international exchanges.  Continue reading ““Digital tools are just a reflection on the fact that we want to work together” Interview Chris van Goethem”

Interview: “VR is the driving force for us!” digital.DTHG in conversation with theater junge generation Dresden

The digital.DTHG team visits the theater junge generation Dresden, one of the first cooperation partners in the research project “Im/material Theatre Spaces”. Project manager Franziska Ritter and VR coach Vincent Kaufmann ask about experiences and insights and show how the Dresden colleagues have made it from their first virtual attempts to established digital workflows in their daily work. Continue reading “Interview: “VR is the driving force for us!” digital.DTHG in conversation with theater junge generation Dresden”

Quickly explained: What is a game engine and why do I need it?

For a long time, game engines were exactly what their name suggests: the engines that drive the functioning of computer games “under the hood”. Because the demands of interactive and multimedia applications are very similar to those of computer games in other areas as well, these game engines are increasingly being used there as well.
Continue reading “Quickly explained: What is a game engine and why do I need it?”

Quickly explained: Laptop or tower? Windows or Mac? Which set-up do I need for “virtual” theater work?

Different technical setups are possible for working with virtual reality in the theater – whether for visualizing stage designs or virtual construction rehearsals. Here is an introductory overview of the most important questions before the purchase as a first research support.
Continue reading “Quickly explained: Laptop or tower? Windows or Mac? Which set-up do I need for “virtual” theater work?”

Quickly recommended: Stores and libraries for 3D objects

As with buying furniture, the same applies to 3D model building: You don’t have to build everything yourself, but can choose various digital objects in large “furniture stores” to furnish your own theater space or stage set. On the other hand, online platforms help to present and share own 3D models or projects. We provide an overview.
Continue reading “Quickly recommended: Stores and libraries for 3D objects”

Conference: “To be or not to be – Historical Theater Buildings: Use and Modernisation”

We are pleased to present the VR experience about the “Großes Schauspielhaus Berlin” at the Deutsches Architekturmuseum Frankfurt / Main on September 16 and 17, 2021 – ICOMOS conference “To be or not to be –Historic Theater Buildings: Use and Modernisation”. Continue reading “Conference: “To be or not to be – Historical Theater Buildings: Use and Modernisation””

“How to go virtual?!” Workshop for freelance stage designers – together with the association “Bund der Szenografen”

To raise awareness of digital and virtual tools in theater, digital.DTHG created the workshop series “How to go virtual?!” and has now expanded the format for freelance scenographers and set designers.

Continue reading ““How to go virtual?!” Workshop for freelance stage designers – together with the association “Bund der Szenografen””

Quickly recommended: VR and AR as stage space

In the course of our daily work we encounter many interesting works by colleagues worldwide in which VR and AR open up new stage spaces or play a role as a medium in a performance. This list of links serves as a source of inspiration, orientation and further research and is continuously updated by us, so it does not claim to be complete. Please contact digital.DTHG if you have any relevant information.
Continue reading “Quickly recommended: VR and AR as stage space”

Lecture: Im/material Spaces – VR and AR open new approaches to cultural heritage

Cordial invitation to the lecture by Franziska Ritter and Pablo Dornhege: How can digital technologies open up new approaches to cultural heritage?
Augmented Reality (AR) and Virtual Reality (VR) are technologies that complement our existing communication spaces and promote new approaches to mediation.

Continue reading “Lecture: Im/material Spaces – VR and AR open new approaches to cultural heritage”

Successfully started!

Finally it’s time: Thanks to the support of the Federal Government Commissioner for Culture and the Media (BKM), our research project has started: With the title “Im/material Theatre Spaces – Augemted and Virtual Reality for Theatre”, we will dedicate the next two years under the direction of Franziska Ritter and Pablo Dornhege entirely to the questions of the entanglement of theatre and digitality.

Continue reading “Successfully started!”