191 research outputs found

    Masks praxis: theories and practices in modern drama

    Get PDF
    Mask Praxis is an investigation of the theories and practices behind the uses of the mask in modern drama from 1896 to 2004. The study traces the crisis in humanism through the use of idealist and materialist masks by theatre practitioners and explains how the search for a unified field was overlaid by fractured identities and a slide into dissonance. How important are the masks that people adopt on the stage for understanding their actions in society? How does the metaphorical power and perceptual ambiguity of the mask correlate with intentions of its maker and performer? What is the relationship between the mask and the face of the actor, and what does the mask do that cannot be done unaided? What are the main approaches to actor training that have used masks, and how are these training systems connected to wider belief systems? What do we learn from the act of masking about self-perception and social being, and what are the principal considerations that this gives rise to? This investigation proceeds from a consideration of major theories and practices. Chapter 1 examines mask performance theories, conventions, and typologies. Chapter 2 analyses the specificity of the mask, materials and methods, representative mask-makers and provides casebook studies on the Sartori family and the Masks for Menander Project. Chapter 3 evaluates actor-training under the mask from Copeau to Lecoq. Chapter 4 assesses the masks of idealist modernism and Chapter 5 considers the masks of materialist modernism. The final chapter is dedicated to transnational flows, multinational productions and the notion of connectivity. It brings new evidence to bear on the emergent field of masks, puppets and performing objects and sets down a major overview of the mask as a primary iconographic tool and as a liminoid instrument from which to mediate and direct the flow of power in a system

    Computer als Gedächtnistheater

    Get PDF
    Das Neue der neuen Medien erkennen wir erst, wenn wir nach den alten medialen Praktiken fragen, die darin ihre latente Dynamik entfalten. Diese These will ich im folgenden an einem bestimmten Phänomenbereich verifizieren: dem Interface-Design heute gängiger Computersysteme. ..

    Designing a visual component of communication within 3D avatar virtual worlds

    Get PDF
    Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet. These are computer generated, multi-user, graphical spaces within which people meet, form social groups and interact with each other in real time, typically through the exchange of text or audio messages. Each user is represented within the space by a digital image known as an avatar, which is usually humanoid in form, and is predominantly under the control of the person it represents. This thesisd escribesa creativep roject that is concernedw ith aspectso f social communication between users of "Ws. In particular, an avatar is designed that is capable of performing body language, and a set of useful gestures are implemented that support aspects of social interaction and integrate with verbal discourse in a meaningful way. In addition to this, a number of scenic properties are derived that enable better comprehension of the non verbal communication, e. g. spatial arrangement, camera position and lighting effects. The research consists of a number of interrelated design activities which include reviewing the literature on avatar design in order to locate goals and variety of the project, therefore building on the on the work of others; a comparative review of three popular 3D AVWs to explore the design problem; a study that aims to gain an understanding of the social dynamics involved; the adaptation of a diagrammatic technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling technique; a body of creative work developing ideas for conveying non verbal communication and the appraisal of the effectiveness of this creative work. The research contributes to the field of avatar design in a number of ways. Firstly, it develops our understanding of social dynamics in virtual worlds. Secondly, it postulates modes of non verbal communication for both individuals and social groups that supports multi-participatory social discourse. Additionally, a number of useful research techniques have been devised, such as a linear diagramming technique that can be used to represent the structure of conversation thereby facilitating the exploration and understanding of the dynamics of AVW social discourse. The work is of interest to those working in the field of avatar and multi-user virtual world design. It may also be of interest to anyone thinking of using an avatar virtual world for the application of collaborative leaming, collaborative games and conferencing

    Annual Report of Undergraduate Research Fellows from August 2017 to May 2018

    Get PDF
    Annual Report of Undergraduate Research Fellows from August 2017 to May 2018

    100 Stories: A CANON of technical theatre history

    Get PDF
    The 100 Stories describe the development of European theatre technology, design and architecture, from the Greek and Roman theatres of antiquity to the present day. Extensively illustrated, the ten time periods and ten themes allow the reader to explore different topics over time, or all aspects of technical theatre in a particular era. Written by specialist teachers and professional experts, the 100 Stories are designed to act as entry points to the diverse history of technical theatre, each one placing its topic in a wider context, and so opening up a rich but often hidden field of study. Students of technical theatre, performance design, theatre architecture and of the performing arts more generally will find this book invaluable

    AIUCD 2022 - Proceedings

    Get PDF
    L’undicesima edizione del Convegno Nazionale dell’AIUCD-Associazione di Informatica Umanistica ha per titolo Culture digitali. Intersezioni: filosofia, arti, media. Nel titolo è presente, in maniera esplicita, la richiesta di una riflessione, metodologica e teorica, sull’interrelazione tra tecnologie digitali, scienze dell’informazione, discipline filosofiche, mondo delle arti e cultural studies

    AIUCD2016 - Book of Abstracts

    Get PDF
    Questo volume raccoglie gli abstract dei contributi accolti al convegno AIUCD 2016, dal titolo "Edizioni digitali: rappresentazione, interoperabilità, analisi del testo e infrastrutture" (Digital editions: representation, interoperability, text analysis and infrastructures). Si tratta del quinto convegno dell'Associazione di Informatica Umanistica e Cultura Digitale (AIUCD), tenutosi a Venezia dal 7 al 9 Settembre 2016, che è stato infatti dedicato alla rappresentazione e allo studio del testo sotto vari punti di vista (risorse, analisi, infrastrutture di pubblicazione), con lo scopo di far dialogare intorno al testo filologi, storici, umanisti digitali, linguisti computazionali, logici, informatici e ingegneri informatici. Il presente volume raccoglie dunque gli abstract dei soli interventi accettati al convegno, che hanno ottenuto il parere favorevole da parte di valutatori esperti della materia, attraverso un processo di revisione anonima sotto la responsabilità del Comitato Scientifico di AIUCD 2016
    • …
    corecore