Reimagining Beckett's <i>Not I</i> in Virtual Reality: The MetaHuman as a Digital Double of the Actor
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-as-research (PAR) 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.
Authors
- Nicholas Johnson (ORCID: https://orcid.org/0000-0002-6361-5593)
- Enda Bates (ORCID: https://orcid.org/0000-0001-6827-5818)
- Néill O’Dwyer (ORCID: https://orcid.org/0000-0002-5477-2466)
Institutions
- Trinity College Dublin (IE)
- University for the Creative Arts (GB)
Publication Details
- Journal
- Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Published
- 2025-07-16
- DOI
- https://doi.org/10.1145/3736779
- Primary Topic
- Samuel Beckett and Modernism
- Type
- article
- Field-Weighted Citation Impact
- 0.00