This practice based dissertation explores the optimal viewing experience of 360 performance using head mounted display units. Supported by existing literature in the field of digital performance, the practical explorations undergone in this research created a set of research questions focused on liveness, immersiveness and interactivity, whilst refencing spectatorship, embodiment and the absent body. These formed the basis of the explorations to gain participants feedback on their experiences within these performances that could be thematically analysed. The findings revealed information that influenced project outcomes by enabling myself as the researcher to form a framework for
practitioners to employ to create optimal viewing experiences in 360 immersive works in the future. Practitioners therefore can achieve optimum experience for the audience by using live sound and live performance in the physical space to augment the immersive prerecorded
360 video and the virtual bodies within the footage. Focusing on this could alter the way artists create 360 performances in attempt to optimise the audience experience.
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