282 research outputs found
Collaborations Between Surgery and Puppetry: Rachel Warr
An interview with Rachel Warr of Dotted Line Theatre on the synergies between surgery and puppetr
Playing With Shadows
This essay reflects on the practice of the Indonesian artist Heri Dono, whose exhibition in Tokyo in 2000 is the anchor. It probes the cultural contexts in which the contemporary art of Dono plays out, identifying key trajectories that help clarify the concerns of this particular articulation: the locale of Yogyakarta, the mentality of the Javanese, and the device of the puppet presentation or the wayang, which derives from the ancient epics.[1] All this is located within the scheme of an exhibition of contemporary art and rendered in such a way that it conveys a certain aesthetic of hybridity and bricolage
Encouraging the expression of the unspeakable : influence and agency in a robotic creature
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 165-177) and index.The boundary between subject and object is becoming ever-the-more blurred by the creation of new types of computational objects. Especially when these objects take the form of robotic creatures do we get to question the powerful impact of the object on the person. Couple this with the expression of internal, unspoken experience through the making of non-speech sounds and we have a situation that demands new thoughts and new methodologies. This thesis works through these questions via the design and study of syngvab, a robotic marionette that moves in response to human non-speech vocal sounds. I draw from the world of puppetry and performing objects in the creation of syngvab the object and its stage, showing how this old tradition is directly relevant for the development of non-anthropomorphic, non-zoomorphic robotic creatures. I show how this mongrel of an object requires different methodologies of study, pulling from actor-network theory to examine syngvab in a symmetric manner with the human participants. The results of a case study interaction with syngvab support the contention that non-speech sounds as drawn out by a robotic creature are a potent means of exploring and investigating the unspeakable.by Nicholas A. Knouf.S.M
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Shadows, touch and digital puppeteering: a media archaeological approach
Aims
The practical aim of this research project is to create a multi-touch digital puppetry system that simulates shadow theatre environments and translates gestural acts of touch into live and expressive control of virtual shadow figures. The research is focussed on the qualities of movement achievable through the haptics of single and multi-touch control of the digital puppets in the simulation. An associated aim is to create a collaborative environment where multiple performers can control dynamic animation and scenography, and create novel visualisations and narratives.
The conceptual aim is to link traditional and new forms of puppetry seeking cultural significance in the ‘remediation’ of old forms that avail themselves of new haptic resources and collaborative interfaces.
The thesis evaluates related prior art where traditional worlds of shadow performance meet new media, digital projection and 3D simulation, in order to investigate how changing technical contexts transform the potential of shadows as an expressive medium.
Methodology
The thesis uses cultural analysis of relevant documentary material to contextualise the practical work by relating the media archaeology of 2D puppetry—shadows, shadowgraphs and silhouettes—to landmark work in real-time computer graphics and performance animation. The survey considers the work of puppeteers, animators, computer graphics specialists and media artists.
Through practice and an experimental approach to critical digital creativity, the study provides practical evidence of multiple iterations of controllable physics-based animation delivering expressive puppet motion through touch and multiuser interaction. Video sequences of puppet movement and written observational analysis document the intangible aspects of animation in performance. Through re-animation of archival shadow puppets, the study presents an emerging artistic media archaeological method. The major element of this method has been the restoration of a collection of Turkish Karagöz Shadow puppets from the Institut International de la Marionnette (Charleville, France) into a playable digital form.
Results
The thesis presents a developing creative and analytical framework for digital shadow puppetry. It proposes a media archaeological method for working creatively with puppet archives that unlock the kinetic and expressive potential of restored figures. The interaction design introduces novel approaches to puppetry control systems—using spring networks—with objects under physics-simulation that demonstrate emergent expressive qualities. The system facilitates a dance of agency¹ between puppeteer and digital instrument. The practical elements have produced several software iterations and a tool-kit for generating elegant, nuanced multi-touch shadow puppetry. The study presents accidental discoveries—serendipitous benefits of open-ended practical exploration. For instance: the extensible nature of the control system means novel input—other than touch—can provide exciting potential for accessible user interaction, e.g. with gaze duration and eye direction. The study also identifies limitations including the rate of software change and obsolescence, the scope of physics-based animation and failures of simulation.
Originality/value
The work has historical value in that it documents and begins a media archaeology of digital puppetry, an animated phenomenon of increasing academic and commercial interest. The work is of artistic value providing an interactive approach to making digital performance from archival material in the domain of shadow theatre. The work contributes to the electronic heritage of existing puppetry collections.
The study establishes a survey of digital puppetry, setting a research agenda for future studies. Work may proceed to digitise, rig and create collaborative and web-mediated touch-based motion control systems for 2D and 3D puppets. The present study thus provides a solid platform to restore past performances and create new work from old, near forgotten-forms.
¹ Following Andrew Pickering, puppetry is ‘a temporally extended back-and-forth dance of human and non-human agency in which activity and passivity on both sides are reciprocally intertwined’ PICKERING, A. 2010. Material Culture and the Dance of Agency. In: BEAUDRY, M. C. & HICKS, D. (eds.) Oxford Handbook of Material Culture Studies. Oxford University Press.
Immaterial Remains: the (im)possibilities of preserving China's shadow puppet tradition
Chinese shadow puppetry is a performance form that dates back over a millennium ago. As one of the most widespread puppet forms in China, shadow puppetry lineages became literal archives of their community's stories with just a few practitioners from each generation charged with retaining the cumulative repository of shared experiences. As modern China and increasingly globalizing forces puts pressure on the circumstances that cultivated this long tradition of shadow puppetry, questions of continuance have been on the minds of the practitioners and their audiences since the early 1900s. If the transmission of shadow puppetry ends, unable to engage apprentices to inherit or find audiences to receive, where will those thousands of years of stories and their ghostly lineage go? This thesis utilizes an apprenticeship research method to follow two main lines of inquiry: (1) what are the particular ways in which Chinese shadow puppetry, a traditional vernacular puppetry form, is resistant to current methods of preservation (2) how can new preservation theories and practices be approached to better support traditional vernacular puppet forms? Ancillary to this, can creative artists outside the lineage of Chinese shadow puppetry contribute to this endeavor?
The research shows that while current methods for preservation and safeguarding intangible cultural forms, especially puppetry, are enacting some change, the results are mixed and often detrimental to the form they are designed to protect. The goal for this dissertation is to catalyze a re-examination of safeguarding policies and current theories on the (im)possibilities of preserving traditional vernacular puppetry forms in order to posit a new approach to safeguarding that prioritizes (1) apprenticeship, (2) practitioner-driven creativity and (3) performance as the central mode of dissemination. Considering these three tenets is not intended to replace the roster of safeguarding methods currently in place, but adds to them to include necessary elements that have so far not been adequately considered. This thesis hopes to shift the current focus of preservation methods, which prioritizes objects and products, back unto practitioners as central to any method of preservation
Substitutive bodies and constructed actors: a practice-based investigation of animation as performance
The fundamental conceptualisation of what animation actually is has been changing in the face of material change to production and distribution methods since the introduction of digital technology. This re-conceptualisation has been contributed to by increasing artistic and academic interest in the field, such as the emergence of Animation Studies, a relatively new branch of academic enquiry that is establishing itself as a discipline.
This research (documentation of live events and thesis) examines animation in the context of performance, rather than in terms of technology or material process. Its scope is neither to cover all possible types of animation nor to put forward a new ‘catch-all’ definition of animation, but rather to examine the site of performance in character animation and to propose animation as a form of performance. In elaborating this argument, each chapter is structured around the framing device of animation as a message that is encoded and produced, delivered and played back, then received and decoded.
The PhD includes a portfolio of projects undertaken as part of the research process on which the text critically reflects. Due to their site-specific approach, these live events are documented through video and still images. The work represents an intertwining, interdisciplinary, post-animation praxis where theory and practice inform one another and test relationships between animation and performance to problematise a binary opposition between that which is live as opposed to that which is animated. It is contextualised by a review of historical practice and interviews with key contemporary practitioners whose work combines animation with an intermedial mixture of interaction design, fine art, dance and theatre
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