1,604 research outputs found

    Take Note: An Investigation of the Impact of Human Computer Interaction on the Line Note Taking Process in Theatre

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    Most technology used in the theatre was not originally designed for use in a theatrical setting. A majority of technology that we see on the state has been adapted from another field -- be it music, lighting, or construction -- to fit the production\u27s specifics needs. The very nature of the theatre is that every performance is unique, which established one of the main challenges when creating technology to be used in the theatrical setting. This paper discusses the design, creation, and testing of a program to help stage managers take line notes during rehearsal for a theatrical production. We will begin with an outline of the problem as well as providing background information about theatre productions. We will then discuss related works followed by a discussion of the design of the system, testing and evaluation of the system, and the final results of the study

    An Investigation of Scenic Visualization Using Virtual Reality During Rehearsal

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    In this paper, we discuss the use of virtual reality as a tool for actors during the rehearsal process and assess methods to implement and continue this research in future works. During the rehearsal process, the scenic design is normally introduced to actors close to the end of rehearsals. In introducing a virtual reality environment to train actors, we hoped to help them develop a better understanding of the design at an earlier point in the process. Our investigative pilot study involves two productions in a university theatre, where we render the scenic design of the production for which our actors are rehearsing. After rendering was finished, a treatment group of actors was permitted to explore and practice their movements in the virtual environment using an HTC Vive. The actors were then assessed on their confidence level at different points in the rehearsal process; the findings of this data are presented alongside interview anecdotes from the actors. We end with a discussion of potential struggles and extraneous variables that should be monitored in future studies along with the average trends found in our pilot study

    Scenography and new media technologies: history, educational applications and visualization techniques

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    The endemic presence of digital technology is responsible for numerous changes in contemporary Western societies. This study examines the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. In the cross-disciplinary literature review, I investigate such primary elements of contemporary media as interactivity, immersion, integration and hyper-textuality, and explore their characteristics in the performing arts before and during the digital epoch. I also discuss various IT applications that transformed the way we experience, learn and co-create our cultural heritage. In order to illustrate how computer-generated environments could change the way we perceive and deliver cultural values, I explore a suite of rapidly-developing communication and computer-visualization techniques, which enable reciprocal exchange between viewers, theatre performances and artefacts. I analyze novel technology-mediated teaching techniques that attempt to provide a new media platform for visually-enhanced information transfer. My findings indicate that the recent changes towards the personalization of knowledge delivery and also towards student-centered study and e-learning necessitated the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience. The analysis of questionnaires and two case studies (the THEATRON and the VA projects) demonstrate the need for further development of digital-visualization techniques, especially for studying and researching scenographic artefacts. As a practical component of this thesis, I have designed and developed the Set-SPECTRUM educational project, which aims to strengthen the visual skills of the students, ultimately enabling them to use imagery as a creative tool, and as a means to analyze theatrical performances and artefacts. The 3D reconstruction of Norman Bel Geddes' set for The Divine Comedy, first of all, enables academic research of the artefact, exposing some hitherto unknown design-limitations in the original set-model, and revealing some construction inconsistencies; secondly, it contributes to educational and creative practices, offering an innovative way to learn about scenography. And, thirdly, it fills a gap in the history of the Western theatre design. This study attempts to show that when translated into digital language, scenographic artefacts become easily retrievable and highly accessible for learning and research purposes. Therefore, the development of such digital products should be encouraged, but care should also be taken to provide the necessary training for users, in order to realize the applications' full potential

    DRAMATIC ARCHITECTURES. THEATRE AND PERFORMING ARTS IN MOTION

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    This work was funded by national funds through FCT - Fundação para a Ciência e a Tecnologia, I.P., within the project UIDB/04041/2020 (Centro de Estudos Arnaldo Araújo).info:eu-repo/semantics/publishedVersio

    Bastard or playmate? Adapting theatre, mutating media and the contemporary performing arts

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    Artistic media seem to be in a permanent condition of mutation and transformation. Contemporary artists often investigate the limits and possibilities of the media they use and experiment with the crossing, upgrading and mutilation of media. Others explicitly explore the unknown intermedial space between existing media, searching for the hybrid beings that occupy these in-betweens. This publication explores the theme of mutating and adapting media in its relation with theatre and performance

    Bastard or Playmate?

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    Artistic media seem to be in a permanent condition of mutation and transformation. Contemporary artists often investigate the limits and possibilities of the media they use and experiment with their crossing, upgrading and mutilation. Others explicitly explore the unknown space between existing media, searching for the hybrid beings that occupy these in-betweens. This fascinating volume explores the theme of mutating and adapting media in its relation to theatre and performance. How did different aspects of theatre evolve in a digital era? How did historical traditions in theatre adapt to new cultural contexts? How are other media remediated in contemporary performances? Does this eventually lead to a contamination or even a disintegration of what we call theatre, or on the contrary, to a revaluation? Bringing together international scholars and artists, the editors offer a comprehensive overview of the subject sensitive to the cross-disciplinary use of key concepts such as remediation, digitization, interactivity, corporeality, liveness, surveillance, spectacle, performativity and theatricality. The book guides readers new to the area of intermediality, as well as experienced researchers into one of the most dynamic fields of scholarship.Artistieke media zijn onophoudelijk onderhevig aan mutatie en transformatie. Heel wat hedendaagse kunstenaars onderzoeken de mogelijkheden en limieten van hun medium en experimenteren met kruisbestuivingen, upgrades en mutilatie van verschillende media. Anderen verkennen expliciet de ongekende ruimtes tussen bestaande media en gaan op zoek naar de hybride bestaansvormen die deze intermediale tussenruimtes bevolken. Deze aflevering van Theater Topics thematiseert het muteren en adapteren van media in de relatie met de podiumkunsten. Hoe zijn verschillende aspecten van theater geëvolueerd in het digitale tijdperk? Hoe pasten historische tradities zich aan aan nieuwe culturele contexten? Wat zijn deze mutanten precies, en wat is hun toegevoegde waarde? Op welke manieren gebeurt de remediatie van andere media in hedendaagse performances? Leidt de resulterende onzuiverheid uiteindelijk tot een desintegratie van wat we verstaan onder ‘theater’, of net tot een herwaardering

    What do Collaborations with the Arts Have to Say About Human-Robot Interaction?

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    This is a collection of papers presented at the workshop What Do Collaborations with the Arts Have to Say About HRI , held at the 2010 Human-Robot Interaction Conference, in Osaka, Japan

    Theatre, Performance and Digital Tools: Modelling New Modes of Political Engagement

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    This dissertation investigates how theatre and performance artists use new media tools to facilitate political engagement. The chapters cover a diverse range of performancesfrom interventions in video games to mobile phone walking tours to theatre productions that use social media. In contrast to the dominant narrative of intermedial theatre and performance studies, when analyzing these examples I consider intermediality as a political rather than solely aesthetic mode. By explicitly connecting intermedial approaches to political performanceand acknowledging how these two concepts are already always conjoinedthis dissertation works to expand how we might think about intermediality as a lens that covers digital practices as both form and content. I also consider the value, challenges and dangers of asking spectators to interact with performers and digital tools in order to model new modes of political engagement, and question how various artistic choices impact the ways that audiences are activated through these new technologies. As the examples range in form, content and location, this dissertation traverses numerous intermedial modes and political topicsa multitude of approaches that challenge any singular or simple understanding of how intermediality functions in contemporary theatre and performance. Although there is wariness about overstating the role of new media in creating concrete political change, examples such as the Occupy movement reveal how political discourse is now intricately linked to the digital. In this dissertation, rather than simply reinforcing cyberutopian or cyberpessismistic views regarding the political impact of digital communication, I investigate socio-political contexts and analyze the motivations and receptions of specific projects. I consider a number of questions, including: How are new media performances influenced by the potentially democratizing nature of digital interactions? How do performances integrate with digital media to investigate the ways we connector fail to connectas publics? How does performance also address exclusions related to the digital? Who is the we in the intersubjective relations produced by intermedial performance
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