Dr. Neill O'Dwyer
Research Fellow, Drama
Néill O'Dwyer is a Senior Postdoctoral Research Fellow based in the V-SENSE project, in the Department of Computer Science, at Trinity College Dublin (TCD). His role is to guide and coordinate the creative technologies agenda and artistic/cultural outputs of the research group. He recently completed two years of independent research on a project where he was Principal Investigator (PI), in the School of Creative Arts (TCD). The project concerned digital scenographic and design-led performance practices, and was funded by the Irish Research Council's (IRC) competitive Government of Ireland Postdoctoral Research Fellowship. One of the major outputs of the project is a monograph, entitled Digital Scenography: 30 years of experimentation and innovation in performance and interactive media (forthcoming in 2020).
He is an adjunct research fellow of the School of Creative Arts, where he was awarded his PhD in 2016, and he continues to have part-time teaching duties in the Drama Department. He also has part-time teaching duties on the Masters in Interactive Digital Media (IDM), in the Dept. of Computer Science. He is an adjunct research fellow of the Graduate School of Creative Arts and Media (GradCAM), at Technological University of Dublin (TU Dublin).
He is a co-editor of the Palgrave Macmillan book, 'The Performing Subject in the Space of Technology: Through the Virtual, Towards the Real' (2015). He is a member of the international Digital Studies Network initiated by the Institute of Research and Innovation (IRI), at the Pompidou Centre, where we previously worked.
Néill's early academic achievements include: a joint honours undergrad degree in Visual Communication and History of Art, at NCAD (2001), and an MSc in Interactive Digital Media, at TCD (2008). Néill specialises in practice-based research in the field of scenography and design-led performance with a specific focus on digital media, computer vision, human-computer interaction, prosthesis, symbiosis, agency, performativity and the impact of technology on artistic processes.
Publications and Further Research Outputs
O'Dwyer, N.; Young, G. W.; Smolic, A., XR Ulysses: addressing the disappointment of cancelled site-specific re-enactments of Joycean literary cultural heritage on Bloomsday, International Journal of Performance Arts and Digital Media, 2022
Gareth W. Young, Exploring virtual reality for quality immersive empathy building experiences, Behaviour & Information Technology, 2021, p1 - 18
Neill O'Dwyer, Digital Scenography: 30 Years of Experimentation and Innovation in Performance and Interactive Media, 1, UK, Bloomsbury, 2021, 1 - 224pp
Néill O'Dwyer, Gareth W.Young, Nicholas Johnson, Emin Zerman, Aljosa Smolic, Mixed Reality and Volumetric Video in Cultural Heritage: Expert Opinions on Augmented and Virtual Reality, Human-Computer Interaction International, Copenhagen, Denmark, 19-24 July, Springer, 2020, pp195 - 214
Néill O'Dwyer, Nicholas Johnson, Enda Bates, Rafael Pagés, Jan Ondøej, Konstantinos Amplianitis, David Monaghan and Aljo a Smolic, Samuel Beckett in Virtual Reality: exploring narrative using free viewpoint video, Leonardo, Just Accepted, (10.1162/leon_a_01721), 2019
Néill O'Dwyer and Nicholas Johnson, Exploring Volumetric Video and Narrative through Samuel Beckett's "Play", International Journal of Performance Arts and Digital Media, 15, (1), 2019
O'Dwyer, Néill, Jan Ondřej, Rafael Pagés, Konstantinos Amplianitis, and Aljo a Smolić., Jonathan Swift: Augmented Reality Application for Trinity Library's Long Room, Interactive Storytelling, International Conference on Interactive Digital Storytelling, Dublin, Ireland, December 2018, edited by Rebecca Rouse, Hartmut Koenitz and Mads Haahr , Springer International Publishing, 2018, pp348 - 351
Néill O'Dwyer, Nicholas Johnson, Rafael Pagés, Jan Ondřej, Konstantinos Amplianitis, Aljo a Smolić, Enda Bates, David Monaghan, Beckett in VR: Exploring Narrative Using Free-Viewpoint Video, SIGGRAPH 2018, Vancouver, Canada, 12-16 August 2018, 2018
Néill O'Dwyer, Reconsidering movement: the performativity of digital drawing techniques in computational performance, Theatre and Performance Design, 3, (1-2), 2017, p68 - 83