DIGISCENES

DIGISCENES focuses on creating an accessible digital workflow for the performing arts sector. The project enables artists, production teams, and cultural organisations to create and use 3D scans of performance locations for rehearsals, scenography, technical preparation, and audience guidance.

The project combines existing technologies into a streamlined and user-friendly pipeline that can be used without advanced technical knowledge. By leveraging low-cost tools such as smartphones, LiDAR-enabled tablets, photogrammetry apps, and game engine technology, DIGISCENES lowers the barrier for cultural organisations to work with digital twins and immersive technologies.

The project is built around two main components. The first focuses on developing an accessible methodology for 3D scanning and spatial capture. The second focuses on importing these scans into Unreal Engine, where venues and temporary locations can be digitally reconstructed and configured with stages, seating, lighting, technical infrastructure, and audience flow simulations.

A central goal of DIGISCENES is usability. The project aims to develop intuitive interfaces and workflows that allow scenographers, directors, technicians, and creators to experiment with virtual production environments without requiring a technical background.

DIGISCENES is a collaboration between Theater Aan Zee (TAZ) and DAE Research. TAZ contributes expertise in site-specific performance production and artistic workflows, while DAE Research brings extensive experience in applying immersive and game technologies across sectors including heritage, healthcare, film, psychology, and the blue economy.

Together, the partners are developing a scalable and transferable methodology that can be openly shared with the wider cultural sector through workshops, demonstrations, templates, and documentation.

DIGISCENES builds on the growing international adoption of digital twins in culture and heritage. While these technologies are often associated with large institutions or companies, the project focuses on making them affordable, practical, and accessible for small and medium-sized cultural organisations.

Beyond practical production support, DIGISCENES also explores how immersive technologies can shape future cultural creation, collaboration, sustainability, education, and audience experiences.

PROJECT PARTNERS