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.

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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
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article

Reimagining Beckett's Not I in Virtual Reality: The MetaHuman as a Digital Double of the Actor

Nicholas Johnson, Enda Bates, Néill O’Dwyer
1 links
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Samuel Beckett and Modernism
article

Reimagining Beckett's Not I in Virtual Reality: The MetaHuman as a Digital Double of the Actor

Nicholas Johnson, Enda Bates, Néill O’Dwyer
article en

Abstract

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.

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 8(3)
Trinity College Dublin (IE), University for the Creative Arts (GB)
Openalex Percentile: Top 81%
Samuel Beckett and Modernism
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