Vol. XVI, No. 2 December 2023
150
ADAPTING STAGE PLAY TO VIRTUAL REALITY COMICS
Abstract: The digital revolution has given rise to hybrid mediums and a digital culture
constructed through new communication technologies. This has created opportunities
for sequential storytelling to expand from its conventional form towards immersive
mediums. Comics, conventionally developed in codex book form, are currently exper-
imenting with new media tools, where screens often replace pages. This phenomenon
is considered the meta-panel, which has the exibility to take any form, shape, or size.
Virtual reality comics can immerse viewers in unique ways such as immersion in a
360-degree space, ambisonic sound, motion, and interaction with the content. Studies
suggest that cinematic virtual reality and stage plays have several similarities, such
as long takes, exaggeration in performance, and the viewers being located at a con-
siderable distance from the performance. Therefore, designing for virtual reality can
benet from stage methods. This study experiments with the adaptation of theatrical
storytelling into comics. This paper adopts a practice-based research method to devel-
op a virtual reality comic, The Great Golden Gang. This paper includes a discussion on
the design process for developing such a virtual reality comic. To test the engagement
of the virtual reality comic, Chapter One was previewed by selected participants using
head-mounted displays. A participant survey demonstrates the viewer’s readiness for
virtual reality comics and suggests the potential of hybrid mediums of a stage play,
comics, and virtual reality. The Great Golden Gang is an example of the meta-panel
and highlights the potential of virtual reality to contribute to new ways of experiencing
the stage and comics.
Keywords: stay-play adaptation; virtual reality; immersive comics; visual narra-
tive.
Received December. 06, 2023; Revised December. 18, 2023, Accepted December. 26, 2023.
Introduction
The digital revolution has provided a
platform full of possibilities, such as aug-
mented reality (AR), mixed reality (MR),
and virtual reality (VR), which gives sto-
rytellers an innite canvas to experiment
with and explore its potential beyond one’s
imagination. The Virtual Reality Comics
(VRC) titled: The Great Golden Gang is
the result of one such experiment in VR
undertaken by adopting practice-based
research to explore the adaptation of
stage play to virtual reality comics (VRC).
This paper discusses the conceptualiza-
tion and production processes followed to
design the narrative experience in virtual
reality.
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2
1
Ved Sanjay Waliokar is a student of Visual Commu-
nication at The Department of Design Indian Institute
of Technology, Hyderabad.
2
Delwyn Jude Remedios is an Assistant Professor at
The Department of Design Indian Institute of Tech-
nology, Hyderabad.
Ultimart: Visual Communication
Journal Vol 16 No. 2, December 2023
ISSN: 1979 - 0716, e-ISSN 2615-8124
Faculty of Art and Design
Universitas Multimedia Nusantara
Vol. XVI, No. 2 December 2023
151
Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2
Whether it’s a stage play, lm, or
graphic narrative, storytelling is a medi-
um of communicating with its audience,
Storytelling has been shaped by the ef-
fects of the dominant communication
technologies of its age. As a reection of
this dominance, comic books have created
opportunities for sequential storytelling
to expand from its conventional form to-
wards new immersive mediums.
This introduction of new technology
has not only given rise to a new storytell-
ing landscape but has also broadened the
concept of co-authorship, thereby push-
ing the boundaries of sequential storytell-
ing in an ever-evolving digital culture.
In the new technological collabora-
tion, traditional elements such as sequen-
tial pictures and speech balloons featuring
motion and interactivity are also integrat-
ed. For instance, in the experimental VR
Comics (VRC) titled “The Great Golden
Gang,” these components were realized
through the use of minimal animation
for transitions. This approach involved
displaying close-up shots following a pan
view, accompanied by speech bubbles
presented one after the other to advance
the narration.
Comic books which were convention-
ally developed in codex book form are
now open to being reinvented with new
media tools. The codex book form brings a
new formula: “Print, though, presented a
landscape of tiny cul-de-sacs, asking read-
ers to leap to new paths every few panels
based on a complex protocol” (McCloud,
2000, 220).
In contrast to the xed pages of a tra-
ditional codex book, a computer monitor
serves as a dynamic window, oering an
expansive canvas, as articulated by Mc-
Cloud (2000, 222). McCloud also delves
into the concept of interactivity within
digital comics, highlighting the myriad
possibilities for engagement with se-
quential art in a digital context, whether
it involves choosing a narrative path, un-
covering hidden content, or zooming in
on specic details (2000, 229). This shift
from physical pages to screens ushers in a
novel notion of the meta-panel, as eluci-
dated by Will Eisner
The meta-panel can take the form of
various sizes and layouts within a single
scene. (Eisner, 1990), This was achieved
in VR Comics (VRC) The Great Golden
Gang, using small frames for close-up
shots along with pan shots in the back-
grounds all in a single scene.
Comics have existed inside the shell
of print for hundreds of years, now shift-
ing from print to new digital formats
such as motion comics, interactive com-
ics, hyper-comics, comic-based games,
webcomics, and even virtual reality. This
study explores the potential of comics
adapted from stage play to virtual reali-
ty. To understand more about the estab-
lished media of stage play and comics,
this study examines the advantages and
limitations of each medium.
Pros and Cons of Stage Play and
Comics
The purpose of any medium of com-
munication is to convey ideas, regardless
of their apparent dierences. Whether it
is a memory, a philosophy, or a story, the
goal is to transmit concepts. In the world
of art, the unique methods that are select-
ed to convey concepts contribute to its
overall retention. Stage play and comics
are both mediums of communication that
have their strengths and weaknesses.
The key dierence between comics
and stage plays as communication medi-
ums lies in their composition. Comics are
Vol. XVI, No. 2 December 2023
152
composed of hand-drawn or digital draw-
ings, while later ones consist of real-life
objects and human beings. Though both
are capable of storytelling, their methods
of presentation vary. Comics convey sto-
ries through sequential panels, allowing
for the simultaneous depiction of multiple
actions in dierent locations. This juxta-
position of panels can connect stories in
a way that is unique to comics For exam-
ple, “Scott Pilgrim vs. The World” (2020)
started as a comic book series before be-
coming a movie. The lm used comic book
techniques, like showing three-way pan-
els, to display the relationships between
the main characters all at once. Perform-
ing this narrative in a stage play would
oer its challenges.
Stage plays and comics employ vastly
dierent storytelling tools. A stage play
can depict various scenes, even in dier-
ent locations, all within a single stage ob-
served by the viewer from a distance, de-
manding considerable imagination from
the viewer. In contrast, Comics can con-
vey motion with simplicity by adding extra
lines, exaggerating expressions, and hav-
ing the exibility to utilize various angles
and close-up views, which makes comics
a potent medium when compared to stage
plays, which are often constrained to sin-
gle-angle perspective. (Celebi, Y. 2015,
July 6).
Chang (2016) mentions that stage plays
use a variety of acting and lighting tech-
niques to guide where the viewer should
look, and incorporate open body position
and gesture more with dynamic horizon-
tal and vertical character movements.
Furthermore, similar to stage plays, the
use of exaggerated character gestures,
expressions, and eective line strokes in
graphic narratives helps to guide readers’
attention to where and what they should
observe.
Taking into account these dierences
and advantages, adapting stage plays into
graphic narratives could bring to light
new aspects of the story, such as expres-
sions and thrilling moments. It oers the
potential to add more details to the story
that might have been missed or not high-
lighted during a live stage performance.
For these reasons, the interplay between
the stage and the graphic narrative is in-
triguing, oering numerous creative pos-
sibilities and exciting interpretations. As
both mediums evolve and push boundar-
ies, the future of storytelling oers new
ways to experience a variety of possibili-
ties. When venturing into Virtual Reality
Comics (VRC), it is crucial to have a solid
understanding of cinematic techniques,
and storytelling is essential for creating
compelling virtual reality comics. The fol-
lowing section examines the possibilities
of comics in cinematic virtual reality.
The Potential of Comics in Cinemat-
ic Virtual Reality
When creating a Virtual Reality Com-
ic (VRC), it’s essential to grasp the tech-
niques and limitations involved in pro-
ducing a 360-degree lm. VRC combines
the features and methods of Cinematic
VR, presenting a more immersive and
interactive experience to its viewers. To
explore eective storytelling in Cinematic
VR, it’s important not to overlook tradi-
tional storytelling mediums like lm and
stage plays, as the transfer of skills from
these mediums is evident in the early at-
tempts at VR storytelling.
From a comic artist’s perspective,
the innite canvas of the digital medi-
um oers liberation. This stands in con-
trast to the constraints of printed comics,
which limit viewer-driven engagement
compared to recent digital platforms.
The actor’s body language, such as an
Adapting Stage Play to Virtual Reality
Comics
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1
Delwyn Jude Remedios
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Vol. XVI, No. 2 December 2023
153
open body position, prolonged orientation
towards the viewer, and exaggerated body
movements and gestures, become critical
components that are also incorporated
in Cinematic VR, just as they are in tra-
ditional stage play practice. In contrast, a
360-degree virtual reality video allows the
viewer to look wherever and at anything
they like, whenever they like, further en-
hancing their sense of immersion.
Virtual reality (VR) is distinct from
traditional cinema since the user watches
360-degree video while wearing a headset.
The viewer is no longer a passive observ-
er, staring at a two-dimensional screen;
instead, they are fully immersed in the
action. This means the spectator assumes
the role of narrator and actively partic-
ipates in the story by selecting the focus
of their attention. This way of perceiving
stories diers from the authoritarian ap-
proach of traditional lmmaking.
Perspective is one aspect that drasti-
cally shifts when moving from a 2D vid-
eo to an immersive medium. Instead of
looking at a at, rectangular screen, the
spectator in an immersive media becomes
part of the action. Virtual reality puts the
viewer in charge of the narrative, giving
them control over what they see and how
they interpret it. It’s a big change in how
viewers participate in stories, from being
on the sidelines to being integral parts of
the action. Wooksang (2016) suggests that
cinematic virtual reality and stage plays
have a few similarities such as long takes
and exaggerated acting. Therefore, de-
signing for virtual reality can benet from
stage methods. Table 1. summarizes the
similarities and dierences between stage
play, comics, and VR comics.
Table 1. Similarities in the mediums that are helpful
while creating VR Comic
Considering all these advantages and
limitations, these mediums have raised
the question:
1. What factors should be consid-
ered in adapting a stage play to a VR
Comic?
2. What is the viewer experience of
the VR comic, The Great Golden Gang?
Methodology
Comics, a form of sequential art,
narrates stories through multiple pan-
els. While creating a traditional comic it
contains elements like symbols, frames,
panels, and icons. These frames can be
presented as a single entity or a sequence
of interconnected frames, weaving a nar-
rative. When these components come
together, they shape a visual narrative
where the whole denes its appearance.
Therefore, when crafting a virtual reality
comic, it’s essential to incorporate these
elements in a manner that remains famil-
iar to the reader to avoid any confusion
with virtual reality comics or animated
lms.
Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2
Vol. XVI, No. 2 December 2023
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Figure 1. Sketch in Equirectangular Projection Grid
(Source: Research Documentation)
icant emphasis was given to the imagina-
tive part while drafting the perspective.
This included determining where the
characters would be placed, at what dis-
tance, and their positions, considering
the horizon and the location of vanishing
points on the left and right sides of the
360-degree environment.
A practice-based research method that
emphasizes the creation of tangible arti-
facts as a means of inquiry was adopted
to create virtual reality comics as part of
the experiment to adapt theatrical story-
telling into a comic. This research method
allows us to explore and address questions
through the process of making, doing, or
creating, with the resulting artistic work
serving as a central component of the re-
search output.
This approach recognizes that the
act of creating something can be a valu-
able form of research, providing insights,
knowledge, and understanding that may
not be as eectively conveyed through tra-
ditional academic writing. An old Marathi
play titled The Great Golden Gang, writ-
ten by the renowned Marathi playwright
Ratnakar Matkari, was selected for this
experimental VRC. This play was selected
based on suspense in the narrative and the
vibrant settings which were suitable for
exploring immersion in VR comics.
Discussion
Adapting The Great Golden Gang
into a VR Comic
The plot of the play revolves around
two teenage brothers named Vikram and
Raman, as well as their orphaned friend
Sudkya. They refer to themselves as the
leaders of their three-member gang,
known as The Great Golden Gang. Their
rst team mission leads them to visit their
village graveyard, where they witness
something that forever changes their lives.
Initially, all the main characters in
the story were designed, and according-
ly, character sheets were prepared. For
drafting the virtual comic, an equirectan-
gular projection grid was used. In addition
to the illustration sketching skills, signif-
The traditional method of producing
comics has been through print, which is
immobile. They imply movement with
things like motion lines. Therefore, in the
case of VRC, the medium is very interac-
tive and can use animation and sound ef-
fects while creating new forms of sequen-
tial storytelling.
Comic-like animation in VRC is not
achieved by the use of animation loops.
Instead, this kind of animation contrib-
utes to established comic book standards
by emphasizing the importance of the
moving line. The story stays as true to the
comic book medium as feasible through
Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2
Figure 2. Equirectangular projection grid, adapted for
the VR Comic “The Great Golden Gang.”
(Source: Research Documentation)
Vol. XVI, No. 2 December 2023
155
the use of still images and speech balloons
to move the plot using animation to pro-
duce smooth transitions between frames.
Instead of using movement to get the point
through, the focus is on static images with
explanatory text in speech bubbles. To en-
sure the user has a seamless experience
exploring the conversations taking place
in the 360-degree environment, we took
into account the codex book format while
positioning the speech bubbles.
When creating scenes for a 360-de-
gree viewing experience, it is vital to con-
sider that the viewer can move 360 de-
grees around the room simply by moving
their head or body and also the amount
of time viewers might spend in various
areas of the space. It’s important to note
that not all directions around the viewer
carry equal importance. This 360-degree
space can be divided into three main parts
based on the viewer’s position, as depicted
in Fig. 3: the primary front area, the rear
area (typically situated on the extreme
right and left sides of the viewer), and the
blind spot (mostly located at the back of
the viewer).
Viewers tend to concentrate more on
what was within the front zone, the 180-de-
gree area in front of them, and were less
likely to pay attention to objects or details
Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2
Figure 3. Area division based on time spent by the
viewer in 360-degree space.
(Source: Research Documentation)
in the rear zone, which required them to
turn their heads signicantly. The blind
spot was where viewers were most likely
to overlook or miss important elements,
even if they were relevant to the narrative.
To mitigate eective staging and directing
cues, this can also be employed to encour-
age viewers to explore the rear zone, but
it is still preferable to place all essential
elements in the front zone. Consequent-
ly, while crafting this VR comic all char-
acter movements were positioned within
the 180-degree frontal area. Speech bub-
bles and close-up, medium, and full-pan
frames with exaggerated expressions and
gestures, were also strategically placed in
the front area as the viewer in VR Com-
ics has the unique ability to traverse the
Z-axis close-up frames (Fig. 4) ensuring
that viewers are immersed in the virtual
space did not miss any important events.
This dynamic exploration is entirely un-
der the control of the viewer, with no in-
put from the creator.
Figure 4. A Headset View Scene
(Source: Research Documentation)
One of the biggest problems with
360-degree video is that viewers could
be too enamored with the environment
to pay attention to the plot, leading to
FOMO (fear of missing out) and a lack of
investment in the tale as a result. Design
features like brush strokes, colors, and
lighting can be especially useful in virtual
reality comics.
Vol. XVI, No. 2 December 2023
156
Lighting draws the eye with contrast-
ing levels of illumination. Furthermore,
the hue and intensity of lighting xtures
improve one’s disposition. This method of
directing the viewer’s gaze initially made
its way from real-world theatres to com-
puter-generated settings. Directing the
reader’s attention in virtual reality com-
ics is made easier with the use of lighting,
blackout, or color eects.
One of the primary benets of creating
virtual reality comics is the incorporation
of sound eects and narration into graph-
ical storytelling. The addition of back-
ground music and narration enhances the
viewer’s immersive experience, similar
to that of watching a lm or a stage play,
which would not have been possible in tra-
ditional printed comic books.
Sound in VR can not only enhance the
viewing experience but also aid in naviga-
tion. The viewer can identify the source of
the sounds and direct their attention to
them. In VR, narration or voice-over can
help the viewer naturally understand the
entire story even if they are looking else-
where.
With all of these considerations in
mind, the nal draft of The Great Golden
Gang, Chapter One, was prepared with
text bubbles, various frames, sound ef-
fects, and voice-overs, ready to test the
eectiveness of this experimental design.
In addition, as is typical while watching
360-degree videos, test viewers sat down.
We found that seated audiences paid the
most attention to the front, which is where
the focus should have been all along. They
were also less curious than usual.
In this conguration, the spectator
watches a 360-degree lm while seated in
a swivel chair and outtted with a virtu-
al reality headset. The spectator can spin
across 360 degrees by turning both the
chair and their entire body. It provides
greater ease and comfort than simply
turning their neck. The swivel chair indi-
cates the possibility of rotation and serves
as a pivot point for smoother rotation.
When compared to standing and viewing,
the swivel chair method improves overall
comfort and safety.
Observation
To improve comprehension and guar-
antee the achievement of accurate results,
the success of this project is dependent
on external observations and construc-
tive input from third parties. Participants
used VR headsets to see 360-degree video
excerpts of an experimental stage perfor-
mance based on the VR comic The Great
Golden Gang, Chapter One.
Changing the perspective of the au-
dience from passive observers to active
participants and from standard screen-
based media to immersive media neces-
sitates allowing the audience to decide
for themselves what they want to see. The
primary goal of this research is to exam-
ine how well people respond to virtual
reality comics to determine the viability
of combining them with live theatre and
computer-generated imagery.
Subjective evaluations looked at how
involved people were with the material,
Figure 5. Utilizing light and contrast to direct the
user’s attention towards the scene.
(Source: Research Documentation)
Adapting Stage Play to Virtual Reality
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Vol. XVI, No. 2 December 2023
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how much fun they had, and how well
the interface worked. 20 participants
volunteered for the face-to-face inter-
views in a comfortable environment (8
females, 12 males) at the Indian Institute
of Technology, Hyderabad. These par-
ticipants had areas of interest in visual
design (like illustration, comics, anima-
tion, and painting) and performing arts
(like dance and drama). They ranged in
age from 19 to 26. They claimed varying
degrees of familiarity with virtual reality
and 360-degree video. Nine of the twenty
participants had either never used VR or
had only done so a handful of times in the
previous 12 months, while one reported
using VR daily for schoolwork. Ten out of
twenty claimed to have never experienced
a 360-degree video. 14 out of 20 partici-
pants mentioned their interest in comics
as readers, like manga, Detective Comics,
Marvel, and some Indian comics like Cha-
cha Chaudhary, Champak, Chintu, and
Tinkle comics. 4 participants had never
read comic books but had only been ex-
posed to printed comic strips in newspa-
pers like Henry, Calvin, and Hobbies, and
2 participants reported being active comic
content creators.
During the experiment, individual
participants viewed the 360-degree videos
wearing an Irusu VR Plus Headset with
Headphones, a 40-mm High Denition
lens for mobiles with an interpupillary
distance (IPD) adjustment, Built-In ad-
justable headphones with a connector, an
adjustable headband, and a touch button,
ensuring smooth playback of 4K videos
for experiencing the immersive world.
When the participants nished watch-
ing the experience, they were requested
to remove the head-mounted device and
participate in a semi-structured interview
using the following prompts:
1. Can you provide an objective over-
view of the entire experience?
2. What specic aspect of the video
left the strongest impression on you?
3. In your opinion, which medium—a
VR headset or a regular TV—is more suit-
able for experiencing this type of content
in the future?
4. Are there any additional observa-
tions or insights you would like to share?
The interview revealed that seven view-
ers out of a total of twenty focused primar-
ily on either the experience, the content,
or the technology. While the remaining
13 said things like, “It feels like a 360-de-
gree experience, an immersive tour...I can
look around,” they were more interested
in the user experience and novelty of the
360-degree comic than the video’s actual
content. One participant said, “I feel as if
I was transported to the space of a com-
ic and being there with the character in
the graveyard.” This immersive quality is
highly favored by participants. I’d rather
employ it.
The VR technology itself was a topic of
discussion among the participants. They
discussed how the headset is easy to use,
comfortable, and blocks o the user’s sur-
roundings to provide a more immersive
experience, something that is not feasible
when reading a comic book or seeing a
stage play. A small number of participants
provided constructive criticism by outlin-
ing what they would like to see changed
in the nal product: “I do not want to use
the VR headset frequently...not for a long
period due to the motion sickness factor.”
Many viewers shared sentiments like,
“I felt like the adaptation of the stage play
in a comic that too in VR is very interest-
ing,” highlighting the importance they
placed on the video’s central messages.
The utilization of frames was one aspect
Adapting Stage Play to Virtual Reality
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Vol. XVI, No. 2 December 2023
158
of the video that one viewer found very
intriguing. Someone who took part in the
discussion remarked, “The use of frames
to highlight specic elements as used in
comics is quite impressive because I think
it is interesting and cool to see this hy-
brid.”
Some of the participants didn’t pro-
vide details about the system, but rather
their general impressions, such as how the
viewer is completely involved in the vir-
tual scenario and can freely look around
or select the next episode to watch. They
cited this as a benet over other mediums
(theatre, movies, and comic books): “I felt
I was in the graveyard and lakeside all the
time, and I did not get distracted by other
things...Seeing myself actually standing
in the graveyard is better than seeing it
through a screen or as a video.”
One of the common feedback items re-
ceived by all the participants was for the
background music and audio dialogue
narration added, which contributed tre-
mendously to enhancing the overall ex-
perience. This is one of the advantages
of this medium, as even if the viewers are
distracted while looking at the 360-degree
immersive environment, they won’t miss
any important dialogues and will be con-
nected to the plot of the graphic narrative
It was observed that due to the shift of
the comic experience from a traditional
print medium to an immersive 360-de-
gree environment (VR), the viewer’s nat-
ural tendency to explore and incentives
to invoke exploratory behaviors were also
noticed. The viewer’s tendency to active-
ly explore an immersive environment can
be mediated, demonstrating the viewer’s
readiness for virtual reality comics, there-
by suggesting the potential of hybrid me-
diums of stage play, comics, and virtual
reality. Therefore, the participants’ results
were eective as the narrative was able to
transport the viewer into the story itself,
bringing it to life in a dierent manner
than traditional stage play.
Conclusion
The digital revolution has unleashed
a realm of limitless possibilities, epito-
mized by the exploration of virtual reality
(VR) comics in The Great Golden Gang.
This transformative era not only redenes
the storytelling landscape but extends the
boundaries of sequential narratives in
the ever-evolving digital culture. The fu-
sion of traditional elements with digita-
lization has given rise to new storytelling
mediums, oering dynamic canvases for
creators to navigate. From the metamor-
phosis of comic books in codex form to
dynamic screens and the concept of the
meta-panel, the journey from print to dig-
ital has opened doors to interactivity and
multimedia, enriching the narrative expe-
rience. As comics continue to evolve and
adapt to the digital age, the integration of
VR, motion, and interactivity marks a sig-
nicant leap forward, promising exciting
possibilities for storytelling in the immer-
sive realm.
The essence of communication lies
in the transmission of ideas, regardless
of the medium chosen. Stage plays and
comics, while distinct in their composi-
tion and presentation, each bring their
unique strengths to storytelling. Comics,
with their sequential panels and exibili-
ty, excel in conveying complex narratives
and emotions, while stage plays leverage
acting techniques, lighting, and sound to
guide the viewer’s focus within a single
stage. The convergence of these mediums
holds the potential to unearth new dimen-
sions of storytelling, unveiling hidden
facets of stories and captivating viewers
in innovative ways. As narratives venture
Adapting Stage Play to Virtual Reality
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Vol. XVI, No. 2 December 2023
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into the realm of Virtual Reality Comics
(VRC), understanding the nuances of cin-
ematic techniques becomes paramount,
ensuring the creation of immersive and
compelling narrative experiences. The in-
terplay between these evolving mediums
promises exciting possibilities and inter-
pretations for the future of storytelling.
VRC combines elements of Cinematic
VR to oer a highly immersive and inter-
active storytelling experience. This shift
from traditional media to VR brings a sig-
nicant change in perspective, where the
viewer becomes the narrator, freely choos-
ing what to focus on and engage within the
virtual environment. Unlike conventional
cinema, VR empowers the viewer with a
more active role in the storytelling pro-
cess, fundamentally altering the dynamics
of narrative engagement. Additionally, in-
sights from traditional mediums like stage
plays and lm prove valuable in crafting
compelling VR narratives, as they share
common elements such as long takes and
exaggerated acting, providing a bridge be-
tween the traditional and immersive sto-
rytelling worlds.
This rst research question aimed to
understand the factors considered for
adapting a stage play to a VR comic. To
address this question, the study adopted
practice-based research to create a VR
comic, The Great Golden Gang. The fu-
sion of traditional comic elements, such as
symbols, frames, and panels, with the im-
mersive capabilities of VR, required care-
ful planning to maintain reader familiarity
and prevent confusion.
Furthermore, the unique potential of
VR comics was harnessed, by incorporat-
ing animation, sound eects, and narra-
tion to enhance the immersive experience,
thus expanding the storytelling possibili-
ties beyond traditional printed comics. To
guide viewer attention in the expansive
VR environment, techniques like lighting
control and contrast were borrowed from
theater stages, while strategically placed
sound cues and narration helped main-
tain narrative comprehension.
The second research question aimed
to validate the eectiveness of The Great
Golden Gang, Chapter One, in selected
participants. Participants conrmed that
the adaption of the stage play in a VR
Comic was achieved successfully and ap-
preciated the freedom it gave to explore
the 360-degree environment. They em-
phasized the value of background mu-
sic and audio narration in enhancing
the overall experience. This experience
demonstrated the readiness of viewers
for virtual reality comics, arming the
potential of blending elements from stage
plays, comics, and virtual reality to create
engaging and captivating narratives that
transcend traditional storytelling bound-
aries.
This project explores the convergence
of stage play, comics, and virtual reality
(VR) to create an immersive narrative ex-
perience, showcases a strong preference
for the immersive nature of VR, and high-
lights its ability to transport viewers into
the story’s world. The Great Golden Gang
is an example of the meta-panel that tran-
sits from traditional print mediums to im-
mersive VR. In conclusion, comics have
evolved tremendously with the advent of
virtual reality and digital technologies,
oering boundless creative possibilities
in both 2D and 3D formats. This rapidly
advancing eld presents endless potential
for storytellers and creators. This digital
revolution has ushered in a new era of hy-
brid media, shaping new ways to commu-
nicate and tell stories. The diversity and
creativity of these evolving mediums oer
fresh avenues for self-expression and sto-
rytelling.
Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2
Vol. XVI, No. 2 December 2023
160
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Adapting Stage Play to Virtual Reality
Comics
Ved Sanjay Waliokar
1
Delwyn Jude Remedios
2