The Virtual Production of Everyday Life

This article proposes that Virtual Production (VP) constitutes a significant inflection point in the longer trajectory of Tangible User Interface (TUI) research. Revisiting Hiroshi Ishii’s foundational concept of “tangible bits,” we argue that VP re-situates embodied expertise within digital space, extending TUI’s critique of WIMP-style graphical interfaces into contemporary production and beyond. The argument is developed through a case study of the UKRI-funded Virtual Production at Model Scale (VPaMS) project at Aardman Animations. Through iterative prototyping two experimental tools—the Puppet Sculpt Tool and the Block Out Tool—were designed to integrate mixed-reality affordances into stop-frame animation workflows. These tools demonstrate how spatial interfaces can recontextualize embodied craft knowledge without displacing the material practices central to Aardman’s animation ethos. We take this hybrid physical-digital workflow as a platform to think about how virtual production and TUI assemblages might arise beyond film-making contexts. Moving beyond the case study, the article adopts a dialogic format to explore broader implications of VP’s convergence with TUI. It examines how advances in real-time rendering, VR/AR hardware, and game engine infrastructures are reshaping expectations around spatial interfaces, and considers how VP practices prefigure emerging paradigms of “spatial computing.” We introduce the concept of “the virtual production of everyday life” to describe the potential diffusion of VP-style embodied computational interfaces into domestic and professional contexts. This diffusion carries a dual promise: lowering barriers to sophisticated computation through spatially intuitive interfaces, while simultaneously risking the normalization of embodied interaction according to technical defaults. Ultimately, the article situates VP within a longer history of human–computer relations, arguing that it might lie in its capacity to reimagine how physical expertise, craft, and phenomenological experience can be integrated into increasingly pervasive computational infrastructure.

Authors

Institutions

Publication Details

Journal
International Journal of Creative Media Research
Published
2026-10-26
DOI
https://doi.org/10.24135/ijcmr.v14i2.173
Primary Topic
Interactive and Immersive Displays
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Virtual Production of Everyday Life

Tom Livingstone, J Ling
International Journal of Creative Media Research
Interactive and Immersive Displays
article

The Virtual Production of Everyday Life

Tom Livingstone, J Ling
article en

Abstract

This article proposes that Virtual Production (VP) constitutes a significant inflection point in the longer trajectory of Tangible User Interface (TUI) research. Revisiting Hiroshi Ishii’s foundational concept of “tangible bits,” we argue that VP re-situates embodied expertise within digital space, extending TUI’s critique of WIMP-style graphical interfaces into contemporary production and beyond. The argument is developed through a case study of the UKRI-funded Virtual Production at Model Scale (VPaMS) project at Aardman Animations. Through iterative prototyping two experimental tools—the Puppet Sculpt Tool and the Block Out Tool—were designed to integrate mixed-reality affordances into stop-frame animation workflows. These tools demonstrate how spatial interfaces can recontextualize embodied craft knowledge without displacing the material practices central to Aardman’s animation ethos. We take this hybrid physical-digital workflow as a platform to think about how virtual production and TUI assemblages might arise beyond film-making contexts. Moving beyond the case study, the article adopts a dialogic format to explore broader implications of VP’s convergence with TUI. It examines how advances in real-time rendering, VR/AR hardware, and game engine infrastructures are reshaping expectations around spatial interfaces, and considers how VP practices prefigure emerging paradigms of “spatial computing.” We introduce the concept of “the virtual production of everyday life” to describe the potential diffusion of VP-style embodied computational interfaces into domestic and professional contexts. This diffusion carries a dual promise: lowering barriers to sophisticated computation through spatially intuitive interfaces, while simultaneously risking the normalization of embodied interaction according to technical defaults. Ultimately, the article situates VP within a longer history of human–computer relations, arguing that it might lie in its capacity to reimagine how physical expertise, craft, and phenomenological experience can be integrated into increasingly pervasive computational infrastructure.

International Journal of Creative Media ResearchVol. 14
University of the West of England (GB)
UK Research and Innovation
Openalex Percentile: Top 9%
Interactive and Immersive Displays
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon