improvisation

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.

Short description

In this interactive workshop, participants will be introduced to two platforms that can facilitate online communication and storytelling. These platforms include our own open source tool Virtual Director, developed in TouchDesigner, for compositing multiple participants in a shared virtual space in order to communicate tele-immersively [1], as well as open-source creativity helpers such as an automated slide generator [2].The workshop will start with warm-up exercises taken from improvised comedy practice, and conclude with short live improvised presentations made by the participants. Over the course of the workshop, participants will learn a range of skills and best practices, derived from applied improvisation and cinematographic language, that will help them foster a sense of presence, connection, and creativity in digitally immersed environments. In Part I: “Virtual Director - Designing tools for improvisation”, participants will learn how to use our own open source tool for facilitating live interactive tele-immersive performance, rehearsal, and improvisation. In Part II: “The virtual theatre DJ/VJ: Directing ensembles in virtual spaces”, participants will engage in a series of games and activities that demonstrate best practices for helping performers feel connected and present with each other, facilitating physical and emotional connection through the visual language of cinema and the pedagogy of improvisation.

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By Milosz Waskiewicz, 25 May, 2021
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Theatre is a sometimes forgotten casualty of the current pandemic. Social distancing precludes the assembly necessary for participatory theatre. Theatre and theatrical improvisation rely on participants--performers and audiences alike--gathering in the same space, exploiting their physical proximity to tell stories. Because of the limited modalities of communication, virtual gatherings using video-conferencing platforms are, at best, an ersatz solution for audiences longing for connection in an ever more disconnected world. While some performance groups have embraced tele-conferencing and streaming for workshops, practice and performance, many theatre makers and performers are preferring to temporarily pause while waiting for the conditions of performance to resume [1]. We took the opposite view, believing that live theatre cannot wait for the pandemic to wane. 

We therefore built a computer tool for online performance. Our system, called the Virtual Director, enables actors to recreate a feeling of presence with stage partners while performing and storytelling remotely [2]. 

Our research combines cinematic and video communication technologies with the theatrical practice of improvisational and scripted theatre, and aims at recreating presence, virtually.Virtual Director relies on commodity software (TouchDesigner, web browsers), widely adopted video conferencing tools (Zoom, Microsoft Teams) and streaming platforms (YouTube, Twitch)--digital platforms for streaming and video conferencing that we subverted for participatory online performances.

We deployed Virtual Director during community-based performances at the Online Paris Fringe festival. We noticed that the audience was curious about new interaction formats and performance modalities. We believe that our streamed performances redefined the nature of live performance, as we identified four levels of participation: performer, privileged audience member, general audience member, and onlooker who watches the recording of the show. First, our tool enabled visual collocation and presence among performers. Second, Virtual Director enabled visual collocation and audio interaction between selected audience members and the performers, or recreated visual presence if we placed them in a virtual “amphitheatre”. Third, audiences could interact indirectly via chat. Finally, onlookers followed the show via streaming. As a complement to previous analyses of the performers’ experience of presence in a tele-immersive virtual space [2], this paper examines the perception of the performance by audiences and their participation in collective storytelling; we situate our work in literature on improvisation and interactive performance. 

As we performed remotely with multilingual actors from different countries, we exploited live translation and speech recognition technology to enable actors to improvise in multiple languages while being understood by cast members and audiences. Building up on an existing multilingual improv stage show [3], we combined tele-immersion with translation to create a multilingual performance that transcends typical physical limitations of the stage. Our paper concludes with our ongoing work: once we assemble again in a post-pandemic world, we will keep the tele-immersion and translation tools to create mixed-presence connected international shows. 

[1] Berger, "The Forgotten Art of Assembly”, April 2020, retrieved January 2021, https://medium.com/@nicholasberger/the-forgotten-art-of-assembly-a94e16…] Branch et al, “Tele-Immersive Improv”, SIG CHI 2021.[3] Mirowski et al, “Rosetta Code: Improv in Any Language”, Computational Creativity 2020.

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Screenshot from The Lips are Different
Contributors note

The Lips are Different  is about the Canadian citizen Suaad Hagi Mohamud — born in Somalia — who was accused of not being a Canadian citizen when she tried to return to Canada from Kenya in 2009. The work links over-surveillance, racial discrimination, photography, media representation and issues of identity. It comprises real-time video written in Jitter; improvised music based on a comprovisation score and both performed text and screened text. An article about the piece Creative Collaboration, Racial Discrimination and Surveillance in The Lips are Different  containing the piece itself can be found at https://thedigitalreview.com/issue00/lips-are-different/index.html

 

Description (in English)

In the Middle of the Room came about as a live sampling improvisation with composer, vocalist, and poet Elisabeth Blair during a residency at the Atlantic Center for the Arts. In my live sampling improvisations, I partner with one or more acoustic musicians and I bring software I created, which cannot make sound on its own: it can only capture sounds from my partner in improvisation, live in the moment of performance, and transform them into something new, to reintroduce to the performance. This highlights the liveness of the listening experience, as the audience recognizes the mediated copy of sounds the human performer just made, at once noticing how the copy lacks aura (after Benjamin) and also adding value, retrospectively, to the original moment now past. Listeners can then hear the sampled sound gain a new aura of its own as it transforms and acts as an independent voice in the improvisation, influencing the performance and the human performer in turn.Elisabeth Blair brought to our improvisation session some notes she had made while interviewing an elderly friend. Elisabeth Blair’s stream-of-consciousness navigation through and about the interview material reflected the scattered thoughts of a lonely, bored, regretful, and nostalgic aging mind that is aware of its own gradual failure—it is here that the creative work separates from a factual biography of the interviewee, instead letting a new abstract character emerge, inspired by fragments of a real life’s recollections and reflections, the dots connected in new ways by our imaginations and artistic intuition.Fascinated by how it developed, I re-entered the improvisation, this time as a performing video artist. I built a rudimentary video titler (so I could perform by typing on the screen) and fed its output to a video feedback engine I have used in previous works, which transforms any image into new abstract forms and the behavior of which is shaped by sound. I typed in real time, in response to the music, words, and the things in between. The text switches among distinct modes of interpreting, reflecting, responding to, and misreading the words I heard. This compounded pattern of chopping and rehashing also led new meanings to form as the sound and the text jumped fluidly from one statement to another.

Source: https://projects.cah.ucf.edu/mediaartsexhibits/uncontinuity/Blair/blair…

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Poetry is Just Words in the Wrong Order (2015) proposes an unconventional way of creating and presenting poetry based on improvisation, language/sound experimentation, fragmentation and randomness. Poetry as a social practice is here developed in an anti-narrative manner. Built with custom code, a computer chooses random phrases from a predetermined Twitter hashtag (e.g. #Syria) and a database of verses which are selected by the two artists (e.g. verses from poems by Arab women writing in English). The phrases and the verses from the two sources are combined partly randomly and partly following a given pattern. At the same time, sound events are being produced by estimating the number of the letters of every incoming word as well as the total volume of the incoming data. When the project is presented live, the three artists build and improvise on the poem that is created by the computer. (Source: Adapted from authors’ text)

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By Hannah Ackermans, 29 March, 2016
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33-39
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10
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The author discusses his computer music composition, Voyager, which employs a computer-driven, interactive “virtual improvising orchestra” that analyzes an improvisor’s performance in real time, generating both complex responses to the musician’s playing and independent behavior arising from the program’s own internal processes. The author contends that notions about the nature and function of music are embedded in the structure of software-based music systems and that interactions with these systems tend to reveal characteristics of the community of thought and culture that produced them. Thus, Voyager is considered as a kind of computer music-making embodying African-American aesthetics and musical practices.

By Hannah Ackermans, 29 October, 2015
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Learn a cutting-edge method of performative creative writing based on human-computer interaction.

You will learn to “write with your voices” (as opposed to typing on a keyboard) by using speech recognition software. We will take turns saying impromptu lines out loud into a microphone. The computer will recognize the lines with varying accuracy and turn the speech into text on the computer screen. We will develop a set of improvisational tools to enhance dramatic writing by utilizing the computer’s errors (misrecognitions) in collaboration with other participants. You will be confronted with situations requiring quick decision-making, because the computer does not reproduce your speech with hundred-percent accuracy – a fact that will challenge you to deal with technological dysfunction in the here-and-now of a performative writing situation. Also, you will be challenged to listen and respond to your human writing partners and their texts. Through guided practice, you will learn to take the writing process in unexpected directions, further into an improvisational realm.

While practicing this collaborative, performative live writing method with human and computer partners, we will work toward creating short fictional scenes. The scenes will be based on dramatic situations that we will come up with together through rehearsals and discussion. In addition to this practical work, we will spend time discussing readings of relevant texts (live writing, new technology, human-computer interfaces and drama).

At the end of the workshop, we will present a live, performative writing event, in which you will have the opportunity to perform those aspects of the writing method that you find most compelling. The showing will be planned and performed collaboratively. At the end of this workshop, you will have the tools to continue exploring the relationship between text, digital media, and performance in your own work.

(source: ELO 2015 catalog)

By Scott Rettberg, 25 June, 2013
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While improvisational theater has a well-documented history, the role of improvisation on the Internet has been only the topic of passing speculation (Laurel; Murray), either applied metaphorically to the user interface or in speculation on the nature of computer-mediated textual exchange particularly in the context of identity formation (Turkle). While improvisation is deeply connected to the authorial practices of players of MMORPGs and their MOO precursors (LaFarge) and to players of story-generation games such as Jason Rohrer’s “Sleep is Death” and to participants in ARGs, we are specifically interested in text-centered improvisation that has as its goal the creation of a narrative or narrative world, rather than primarily the development of a game experience.

In this paper, we propose to define a new category of collaborative authorship on the Web: Networked Improv Narrative (netprov), as a genre of electronic literature predicated on establishing contexts for online synchronous and asynchronous writing.  After briefly reviewing categories of theatrical improvisation especially the influence of Del Close, we will move into the immediate precursors of Internet improvisation.  The remainder of the paper will explore several creative works that epitomize networked improv, particularly works that we, the authors, have had direct involvement, including, The LA Flood ProjectBlue CompanyThe Los Wikiless Timespedia, the Chicago Soul ExchangeThe Ballad of Workstudy Seth, and Grace, Wit, and Charm. The structure of the paper takes on the spirit of collaboration of improv, as we banter back and forth in a dialogue about this emerging form.

 (Source: Authors' abstract)

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Description (in English)

“Substratum” is an audiovisual artwork and the first in a series of collaborations by artist-composer duo, Alison Clifford and Graeme Truslove. This collaboration combines both of their artistic practices in an attempt to explore the space “between” abstract sound and image. Truslove’s work is typically concerned with exploring the space between acoustic and electro-acoustic sound, and between improvised and fixed forms. The audio in “Substratum” is devised from samples of bowed notes performed on a double bass, multiplied and arranged into rich, deeply layered textures by digital montage processes and computer algorithms. Clifford’s artistic practice is concerned with the process of translating between different forms of visual media, exploring what is lost or gained through such interpretation. For “Substratum”, she developed computer algorithms that “translate” samples from still photographic light paintings into animated fragments. She then sculpts the fragments into multi-layered moving image works that interpret the deep textures of the audio, creating an immersive audiovisual experience. (source: http://www.duck-egg.co.uk/substratum/index.html)

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