theatre

By Milosz Waskiewicz, 25 May, 2021
Language
Year
Record Status
Abstract (in English)

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.

Multimedia
Remote video URL
Critical Writing referenced
Description (in English)

In 2018, TOPO is celebrating its 25th anniversary, and its 20th anniversary of involvement in creation and dissemination of digital art. The Montreal artist-run centre TOPO is a laboratory for digital writings and creations for web, performance, and installation spaces. Its mandate is to incubate, produce, and circulate original multimedia artworks that explore interdisciplinary and intercultural hybridizations in the digital arts.It was through exploration of interactive narrative that the founders of TOPO – artists Michel Lefebvre and Eva Quintas – introduced TOPO to new-media circles in January 1998. A memorable ice storm had just ravaged Montréal when the FM network of Radio-Canada broadcasted a web-radio version of the three episodes of the photo-novel Liquidation, a first in Québec. This major pluri-media project, finalized in 2001 in the form of random fiction on CD-ROM, gave a foretaste of the organization’s orientations: collective creation, a multidisciplinary focus, exploration of various supports and narrative forms for new media, and extension of practices on the network into the public space and vice versa. TOPO presents a journey through 20 years of experimentation with the narrative potentials of interactive media through a selection of collective web artworks produced by more than 100 artists from the visual and media arts, theatre, audio, and literature. To this body of work have gradually been added performances and installations highlighting different disciplines, along with various staging processes and technological devices. The goal is to explore the dynamics of the back-and-forth between what is on screen and what is off screen.

(source: ELO 2018 website)

By June Hovdenakk, 5 September, 2018
Language
Year
License
All Rights reserved
Record Status
Abstract (in English)

Virtual Reality presents great promise as a storytelling medium, but rarely delivers on that promise because it is often approached as an offshoot of cinema. Virtual Reality as a narrative medium has much more in common with theater, using multi-modal narrative in a three dimensional space to tell the story. The possibility of multiple users sharing a virtual space simultaneously creates the opportunity for live performance, with one or more performers moving among and around the audience -- immersive theater within a computer-generated setting. This paper examines the aesthetics of this new space for digital performance. We introduce a new type of performance activity, “Immersive Mixed Reality Theatre” (IMRT), which promises exciting possibilities for participatory immersive digital narratives. To explore the potential aesthetics of IMRT we created Holojam In Wonderland (2017), a short play inspired by the work of Lewis Carroll. It was built on the Holojam platform developed by the NYU Future Reality Lab, which enables both performers and audience to walk around with untethered VR headsets within the same room. Sharing the same physical space is part of the enchantment of live theatre, where the audience feels they could touch the actors; this proximity with the bodies and voices of the performers creates a visceral connection with the audience. This is the sense of presence that is often elusive in Virtual Reality. We wanted to transpose the excitement of live theatre to a visually expansive experience mediated by computer graphics, allowing a live co-located audience to experience a performed narrative via a shared immersive digital world.Our work differs from other mediated experiences, including other types of Virtual Reality, in which the viewer is physically isolated. Rather, IMRT is a new type of theatrical experience that invites shared immersion by audience and performers within a digital mediated space, while retaining physical proximity. IMRT presents specific design challenges. Because all participants are represented as computer-generated avatars, the aesthetics of IMRT inherit features from animated film and puppetry. As IMRT occurs in a physical space, the performance and movements must still be connected to its physical components, to allow all participants to remain aware of each other and of the space. In addition, an experience must consider how the audience transitions between the physical and digital worlds.We have also explored the additional affordances of virtual reality by experimenting with features that are not possible in traditional theater. Individual head-mounted displays allow for personalized teleprompters, visible only to individual performers reading their cues. Computer generated imagery affords many effects, such as changing the scale of objects and characters. Having a live performer become a giant or lilliputian allowed us to create a powerful sense of wonder, which informed our decision to use Alice in Wonderland as the first text to appropriate and adapt. As an exploration, Holojam in Wonderland uses Alice as a guide into a new and exciting dream world, in this case the land of immersive mixed reality theater.

Pull Quotes

We introduce a new type of performance activity, “Immersive Mixed Reality Theatre” (IMRT), which promises exciting possibilities for participatory immersive digital narratives.

Creative Works referenced
Description (in English)

It is overly simplistic to state that my digital poems come entirely from building/discovering interfaces. Any artist’s creative practice is a merging/melding mix of fluid events and inspirations. But with all my digital poems there is one commonality, the emphasis on interface. Rarely do I even reuse interfaces, and when I do it is only as one section of a larger work. This continual drive to create new ways to rethink the structure, organization and interactive functionality of my digital poems comes from a variety of internal influences. Most importantly is how these interfaces are not just vessels for content, they are poems in themselves. In the same way digital poetry might be best defined by the experience, rather than a description. Or similar to a digital poet and their works being described by the events and stories surrounding the creation and building process, an interface is the life, the body, and a poetic construction in itself. And through the artist performance I will explore/perform numerous of my interfaces, discussing/reading from them, eluding to how they were made, their inspirations and my thoughts on how they could be reused by other poets. But how is this a performance? This will not just be your typical reading and/or artist talks. While nearly all my digital poetry/fiction performances are highly theatric and, dare I say, engaging, I want to involve the audience more than I have in the past. Therefore, I will be shifting from interface to interface based on the audience’s commands. On the screen will be a series of titled links, around 20 total. The audience will choose which the title I read from. They can change those numbers at any time, and as often as they want. Choosing the links will happen via an ipad, being passed around the audience. The camera from the tablet will also be projected on the large screen in a small corner box. Then as the audience member changes the work, I will start reading it. And much like many of my works, the performance will be highly interactive, engaging, strange and a bit chaotic, driven, in part, by the audience’s commands. (Source: ELO 2015 Conference Catalog)

By Hannah Ackermans, 11 November, 2015
Author
Language
Year
Record Status
Abstract (in English)

Video and computer games as performance spaces continue literary traditions of drama and theater, and particularly Brechtian “defamiliarization” and subsequent practices of street / guerrilla theater. Such performance work is one end of electronic literature: delivery to a vast audience, potentially the largest any work of e-lit could have; at the same time, epic failure in the complete disregard for the performance by the game players – the literary performance as nothing more than spam.

In fact, exactly this makes such work literary. This presentation discusses two game “interventions” staged over several years by the Center for Literary Computing at West Virginia University: 1) Coal Dust, a series of agitprop theater performances about resource exploitation staged in MMORPG Lord of the Rings Online; and 2) Beckett spams Counter-Strike, carefully staged performances of Endgame in the tactical shooter Counter Strike: Global Offensive.

Such interventions are critical displacements and performances enacted on the game space and community of CS:GO and LOTRO, but also on the literary works themselves – on the agitprop theater text and its claims, and on Beckett’s Endgame. As “existential spamming” (one name for the overall project), the interventions both insist on a political and contextual “reading” of the game space, but also consume the space through absurd and ineffectual performance – a problematic situation that perhaps defines the literariness involved.

This presentation at ELO 2015 situates these works in terms of literary and dramatic tradition, as described above, but also as a corrective supplement to the existing discussion of computer/video games in e-lit scholarship. “Literary games” are an established area of scholarship. Astrid Enslin’s excellent book sets a precedent for analyzing both artistic works making use of game-like aesthetics and affordances (think Jason Nelson’s games), on the one hand, and games that can claim literary merit, on the other (think Journey or Left Behind). The interventionist projects described here offer a very different engagement with games, and in doing so call attention to a need for greater understanding of performance and improvisation in e-lit.

(source: ELO 2015 Conference Catalog)

Content type
Year
Language
Platform/Software
License
CC Attribution Non-Commercial Share Alike
Record Status
Description (in English)

aktra is a poem-play written to be displayed and staged as a running script in a theater setting. The setting is the stage itself, during the characters' rehearsals.

The 2766-line poem was written between 2012 and 2014.

Screen shots
Image
aktra by Álvaro Seiça (screen shot)
Content type
Year
Language
Publication Type
Platform/Software
Record Status
Description (in English)

Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time. As different combinations of sockets are activated, a version of the story is displayed, projecting what might happen if the symbols associated with those sockets were part of the story. While players explore possible stories, they also carry on an ongoing conversation with the AI character, who comments on the reader's activity, engages in philosophical discussions, and ultimately demands physical proof that a reader's selected ending for the story is appropriate. The reader provides this by finding a page from the companion printed book that contains an overlapping theme with the selected ending. Using markerless tracking augmented reality (AR), we can identify which page of the print book the player is pointing the iPad's camera at, and display additional layers of story content overlaid on the physical book. Once a story is resolved, the themes associated with it are strengthened. In this way the next story has thematic connections with the way the reader resolved prior stories, and as play progresses subsequent stories become more and more similar to the reader's own aesthetic. (Source: authors abstract)

Content type
Year
License
Public Domain
Record Status
Description (in English)

The user is in the skin of a researcher who must enter into a mansion to solve the mystery of a suspicious death. Through the exclusive options the user moves forward in the investigation, but he has to be cautious or the detective will die before solving the case.

Description (in original language)

El usuario se mete en la piel de un investigador que debe introducirse en una mansión para resolver el misterio de una sospechosa muerte. A través de opciones excluyentes el usuario avanza en la investigación, pero debe ser cauteloso o el investigador morirá antes de resolver el caso.

Description in original language
Screen shots
Image