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Incorporation of Augmented-Reality Technology into Smartphone App for Large-Scale Performance Art

In: Augmented Reality and Virtual Reality


  • Chun-I. Lee

    (National Taiwan University of Arts)

  • Fu-Ren Xiao

    (National Taiwan University of Arts)

  • Kai-Ting Kao

    (National Taiwan University of Arts)


Performance art is generally physical in nature. In recent years, the development of augmented-reality (AR) technology has enabled the merge of the virtual and the real to present novel visual effects. However, incorporations of AR into performance art are generally shown to audiences on large screens, which designates the audience a passive role. Using the example of ‘Epitome of Time’, a performance at the Da Guan International Performing Arts Festival, the researchers experimented with a smartphone application (app) that can incorporate AR into stage performances. The app features the following functions: (1) A projected image in the performance hall served as the AR recognition target; audience members could scan the image with their smartphones, generating virtual objects that they could interact with in the space around them. (2) The AR served as a marketing method before the performance. (3) Push notifications sent audience members reminders of show times. This study adopted the spiral model of action research method presented by Lewin, the steps of which include planning, action, observation, and reflection. The interactive re-examination of each process forms a feedback loop for app development. We then put forward suggestions to serve as reference for future incorporations of smartphones and AR into large-scale performance art. We also predict which emerging AR equipment could create more possibilities for AR interaction in this field.

Suggested Citation

  • Chun-I. Lee & Fu-Ren Xiao & Kai-Ting Kao, 2021. "Incorporation of Augmented-Reality Technology into Smartphone App for Large-Scale Performance Art," Progress in IS, in: M. Claudia tom Dieck & Timothy H. Jung & Sandra M. C. Loureiro (ed.), Augmented Reality and Virtual Reality, pages 53-65, Springer.
  • Handle: RePEc:spr:prochp:978-3-030-68086-2_5
    DOI: 10.1007/978-3-030-68086-2_5

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