Teaching Workshop: Digital Scenographies

A.Y. 2025/2026
3
Max ECTS
20
Overall hours
SSD
NN
Language
Italian
Learning objectives
After a general overview about the uses of digital scenography in the performing arts, the course aims to provide students with basic practical tools to create a small scenic object using a specific digital video projection technology: video projection mapping.
Expected learning outcomes
At the end of the course, the student will realise a small digital installation on an existing object using video projection mapping technique. During the process of creation of the installation, the student will acquire a methodology, divided into different phases, for the design of an artistic object and at the same time the student will learn some basic concepts to use certain software for digital image processing, motion graphic and digital warping for the production of simple video sequences.
Single course

This course cannot be attended as a single course. Please check our list of single courses to find the ones available for enrolment.

Course syllabus and organization

Single session

Responsible
Lesson period
Second semester
Course syllabus
The course involves studying and analysing virtual reality as both a concept and a technology, and considers how it can be used to redefine the boundaries and possibilities of stage space, as well as the roles of spectators and performers. The workshop consists of a theoretical investigation of the concepts of virtuality, immersion, and presence, as well as the practical development of an immersive performance project using a 360° camera (Insta360 Pro 2). The course aims to provide students with a technical foundation in immersive filming and its potential applications in the performing arts.
The lessons will cover the following topics:


Introduction to Virtual Reality. Theoretical elements and case studies
Immersion and presence. - Exercises in stage proxemics between analogue and digital.
Getting to know the six-optic camera. - 360° shooting techniques and immersive narration
Direction and storytelling. Strategies for establishing relationships between the body, the camera, and the viewer's point of view.
Concept and design. Creating a multilinear storyboard.
Practical shooting tests and interaction with the 360° camera.
- Stitching
- Creation of a short performance involving a Virtual Reality and physical reality.
- Collective analysis of the final work.
Prerequisites for admission
No prior knowledge is required. The workshop is open to those with no previous experience of Virtual Reality headset or 360° cameras.
Teaching methods
The methodology will be mixed. It will consist of lectures to deepen the theoretical elements and exercises in stage proxemics, filming techniques with 360° cameras, and the application of stitching programmes. These will be carried out in groups and collectives.
Time will be devoted to analysing case studies through critical discussion. This will foster familiarity with technological tools and awareness of their potential for performative and stage setting use.
Attendance is compulsory for the recognition of CFUs up to 80% attendance.
Teaching Resources
During the lectures, techniques, devices, software and platforms that are useful for creating RV performances will be presented, along with the teaching materials that are necessary for understanding how to use them and their potential.
The following bibliographical references are recommended for further study:
- G. Coco, Virtual and Real. Ideas and Tools for an Enhanced Theatre in an Empathic Direction, Mimesis Journal, 2024, 13(2), 331-337.
- E. Modena, Immersioni. La realta' virtuale nelle mani degli artisti, Milano, Johan & Levi, 2023.
- A. M. Monteverdi, Nuovi media, nuovo teatro. Teorie e pratiche tra teatro e digitalità, Milano, Franco Angeli, 2011.
- A. Pinotti, Alla soglia dell'immagine. Da Narciso alla realtà virtuale, Torino, Einaudi, 2021.
Assessment methods and Criteria
Practical exercises will be used to monitor the students' level of learning during lessons. These exercises will be set in line with the proposed syllabus and will cover the key steps involved in creating a product in RV, including the use of a 360° camera.
Participants will be asked to work in groups on developing a project (the core of which will be discussed in class, and for which a final paper will be requested), integrating the technical and theoretical components learnt during the course in an organic manner.
The final outcome of the workshop will be the practical realisation of a short collective immersive performance contemplating the use of a 360° camera and virtual reality headset.
Individual participation in group work will be assessed for the purpose of obtaining CFUs.
- University credits: 3
Humanities workshops: 20 hours
Professor: Coco Giorgia
Professor(s)