Explication of Digital Theatre
A Paper for Journalism 767
New Media Technology
for Professor John Newhagen
at the University of Maryland
by
Nadja Masura
12/20/02
Disclaimer:
This paper is a work in progress.
Introduction:
This
paper will explicate the term digital theatre as a performance event
which includes both traditional theatre and features elements of new
technology. It excludes theatre that does not utilize computer technology,
or other technology arts which are not theatre. digital
theatre describes theatre events which feature digital technology as
an aspect of production, are at least partially performed by live human
actors before a live human audience, has limited interactivity and blurring
of traditional theatrical roles, and includes both the spoken word and
visual or musical information. The
key to digital theatre is that it can be anything
as long as it is composed of these elements in at least the minimum
- but it must contain all elements, otherwise it strays into another
field such as art, technology, dance, or community participation.
The words “digital” and “theatre” may be debated at
great length, however for the investigation of the proposed term,
they shall be understood as follows. The word “digital” taken the phrase
digital technology, is any technology related
to or mediated by computers which transforms analog or “live” information
such as sound waves, visual images, into digital or binary information
and can be manipulated and reproduced non-linearly.
The implied distinction between digitally mediated
and raw theatrical elements (the actor’s voice and physical gestures
or scenic or other audio/visual elements), is that the process of mediation
further removes the human actor from the “liveness”
of the theatrical event.
Today theatre
is an ambiguous word, and since the inception of performance studies
(if not before), a common definition of theater has been difficult to
reach. There is no one authority to strictly limit the use or scope
this term. Theatre is constantly remolded by experiments
that defy rules as part of artistic prerogative. But with this bold
boundary-testing comes uncertainty as to the exact coordinates of Theatre’s
meaning. Though theorists and
artists (such as Robert Wilson, Phillip Auslander, Jerzy Grotowski,
Laurie Anderson) individually cross boundaries between audience and
actors, verbal narrative and visuals, or live and recorded, there must
still be something joining theatrical events, for it still exists as
a recognized field of study. For the explication of the joint term digital
theatre, “theatre” will stand for events which feature predetermined
actions performed by human actors before a present human audience. These
include spoken words as well as images and sounds which convey meaning
(at some level) from message senders (the group effort consisting of
actors, directors, designers, playwrights) to message receivers (the
audience) gathered in the same space and time.
Related terms such as “live,” and “interactive” will be addressed in the body of this
work. At this time, it would
be fitting to examine the situation, which compels the explication of
Digital Theatre. At this stage
in human development, computers are opening up information exchanges
between individuals, physically disparate locations, mechanized and
organic, and between art disciplines.
Though in many ways digital technology,
is simply one more tool which can be used to mount a traditional theatrical
production (with actors, audience, a stage, a script, etc).
It is also (literally) removing the walls of the theatre itself,
recasting the ensemble with non-human actors, and threatening to dissolve
theatre into other disciplines (such as art or dance) which are using
powers of synthesis and information dissemination in ways which have
been “theatre’s” domain in the past.
Related Terms:
Though digital theatre has gained currency in the arts,
it is still an open term. While it may encompass many of the following
terms, it is not to be confused with: VR Theatre (Mark Reaney), Computer
Theatre (Claudio Pinhanez), Computers as Theatre (Brenda Laurel), Virtual
Theater (Stanford), Desktop Theater (Santaman’s Harvest), or Multimedia
(performance art such as Laurie Anderson’s Puppet Motel).
Mark Reaney, head of the University of Kansas’ Virtual Reality Theatre Lab,
investigates the use of virtual reality (“and related technologies”)
in theatre. This is a subset
of digital theatre focusing on utilizing virtual reality immersion in
mutual concession with traditional theatre practices (actors, directors,
plays, a theatre environment). The group uses image projection and
stereoscopic sets as their primary area of digital investigation. Another
example of digital theatre is computer theatre, defined by Claudio Pinhanez in his work Computer
Theatre (in which he also gives the definition of “hyper-actor”
as an actor who’s expressive capabilities are
extended through the use of technologies). “Computer Theatre, in my
view, is about providing means to enhance the artistic possibilities
and experiences of professional and amateur actors, or of audiences
clearly engaged in a representational role in a performance.” Pinhanez also saw
this technology being explored more through dance than theatre.
As suggested by his writing and shown in his productions of I/IT, computer theatre is digital theatre. Oddly on his website,
he references the Stanford work which removes the human element.
On the far end of the spectrum, and outside digital
theatre, are what are called desktop theater
and virtual theatre. These are created and presented on computers
utilizing intelligent agents or synthetic characters, called avatars. Without human actors, or group audiences, these
works are computer multimedia interfaces allowing a user to play at the roles of theatre rather than being
theatre.
For these reasons the Virtual Theatre Project at Stanford
and desktop theatre (Adriene Jenik’s
computer production of Waiting
for Godot, featuring avatars in a chat room) not digital theatre.
Other terms to be aware of include “Telematic Art”
defined by Heidi Grunmann as “art that deals with simultaneity, telepresence,
distributed authorship”.
“Telematic Performance Work” is defined by the Cellbytes website as
the “use of a telecommunication network to establish links between two
remote spaces at the same time and to present the activities in those
two separate spaces variously as a single performance event”. This then can have overlap with other art forms
including video, sculpture and performance. Barry Smith defines “Live Art”, as “time based
arts…interrelated hybrids”
which may include theatre as well as visual, filmic, and music elements.
Though they often feature digital technology, these art terms may or
may not be theatre. Digital Dance
is a term used to describe dance productions containing digital projection
or motion capture technology.
The assimilation of the word “theatre” into computer
metaphor and terminology (by Brenda Laurel) and its overuse in describing
a variety of worldly concepts, has caused the term to become overextended. Theatre
partnered with words such as “virtual”
should still refer to “live” people in the same time/space (audience),
receiving a creative message (at least partially verbally) from primarily
live human actors. While new
forms of art may test these ideas, they can also be called something
else, such as digital performance
or technology-based art. Theatre
is a limited interaction in the same space/time between living actors
and audience. Digital Theatre
is theatre that incorporates digital technology while not bypassing
or excluding the human/theatrical element.
IV. Digital Theatre Components:
Digital Theatre’s components are: computer technology, live human actor and audience,
limited interactivity, and the existence of both (predetermined) spoken
word and visual and/or musical information. Each of these elements could be conceptualized
as continuous bipolar dimensions. For
example, scale would range between: fully human and computer, completely
visual/musical and spoken, no interactivity
and the dissolution of theatrical roles of artist/creator and audience,
and between face-to-face events and pre-recorded cinema. To be Digital Theatre, elements must not dwell
at the extremes (at 0 or 10 on a 0-10 scale) on any of these scales.
In order to discover or circumscribe Digital Theatre
from among Digital Performance and Art, I looked to the Turing Test. While Alan Turing set forth the criteria that
the computer must pass for human 70% of the time in an open ended five-minute
trial, the digital theatre construct is meant to be inclusive, requiring
an event pass each of the levels above a minimum.
This minimum is measured by standards related to each category,
but could loosely be considered one solid unit or 10% of the whole.
Digital
Theatre must:
a) Feature live human actors as well as digital
technology
b) Be presented with minor mediation before a “live” physically present human audience
c) Contain only limited interactivity which allows for
theatrical roles
d) Include spoken words as well as audio/visual
media
(See Table)
Actors or Alive Message Senders
The
human to human contact, previously referred to as the “live” and sometimes
“communal” aspect of theatre is dependent on there being both human
actors (a least one) and an audience or group (of at least three) to
watch, listen, and sense the event.
Previous to our current era it was understood that the theatre
audience was in the same space and time as the live performers (or primary
message senders), but with the introduction of Internet technologies,
it is necessary to include this to our definition. Dr. Baz Kersaw, in his presentation at University
of Maryland, spoke of “co-present”
actors and audience.
If
one imagines a scale (0 to 10) between machine and human, digital theatre
must exist at neither the extreme of 10, human actors speaking without
microphones (or other standard mediation), nor must it be at 0, robots
acting as viewed remotely over the internet or a computer program playing
theatre games by itself. There must be present both digital technology,
and human actors.
The
difficulty lies in the determination of when an actor is partially modified
or mediated by technology. In
the case of projecting images onto costumes as in Kansas’
Dinasourous
or Gertrude Steins’ Making Americans,
the organic actor in them is still present and, therefore creating theatre.
If however, only the actor’s voice issues from an animated avatar,
then the outcome is not one full human being (both
sight, sound, smell, and touch) available to an audience member.
This is not digital theatre. In the case of The
Tempest at the University
of Georgia, the character
of Ariel was played by an actress offstage and only her voice and gestures
were human and present before the audience.
However, there were other actors on stage with the animated projection,
so this is an example of digital theatre.
Though
Phillip Auslander attempts to “problematize”
liveness seeing technology mediating all aspects
of performance, he re-defines live in terms of what can be done to it
(be recorded )
and not what it is. This may apply to the concept of message sending
but does not clarify the phyical makeup of
the message creator/sender. He does not leave room to explore human
and artificially created characters. Auslander
rescinded his statement “Virtual + Dance= Virtual”,
saying that one does not consume the other.
Video does not replace the existence of human dancers on stage
– but adds the technological to the “live” making it both live and mediated. Though he occasionally uses the word “live”
to describe living actors, Auslander does
not offer a new term to describe levels of human-in-the-moment performance.
He addresses community as existing in mediated performance and the ephemeral
nature of video tape,
but does not offer any distinction for situations which occur in immediate
proximity with the same air passing between actors and performers, or
in the same time frame. Aliveness (or live),
as I may use it, will stand for the relationship of time and space that
puts two entities in the same breathing space and refers to performers
which breathe.
Audience/ Message Transmission
Theatre
is a community or group event that happens in the social sphere.
Though the Internet brings access to debate and viewer/audience-like
information into and out of the truly “electric cottage,”
a study by Robert Wyattet, et al. still found
that the private sphere of home has a different sense about it which
allows people to act and discuss (political) issues more comfortably. Perhaps more study should be done on the use
of remote or “Internet audience,” an audience (collective, not isolated
single users) who meet in a group at a predetermined time to watch/participate
(somewhat interactively) in a staged performance within the public sphere. Until such time as this new remote audience
can be demonstrated as acting/reacting as if they were in public, in
direct proximity to live actors, theatre is something which must occur
before a group of three or more spectators sharing the same time and
space with a live unmediated human actor.
In the case of Maggie’s Lovebites,
or other multi-site or web-cast performances, if the human actors who
are being broadcast are observed by three people sharing the same physical
space and time (as they broadcast to individuals and gathered groups
in other locations), then they are also participating in theatre.
Mediated audiences such as Internet audiences may miss
the social and full-sensory data or be privy to non-live additional
data
which is available to the audience in the immediate performance space. Like cinema or television, computer users will
experience a production which is bound or framed (by a monitor) beyond
the director’s use of a proscenium arch.
The camera directs their gaze.
On the open stage or other theatre environment, the spectator’s
eye is allowed to wander from actor to actor, to scenic elements, even
into the audience. Without a visible interface between the message
sender and receiver, a perception of “being there” is immediate and
other senses are allowed to mingle as well.
(Though the director may direct your eye with stage action, you
are free to focus where you will, without additional devices or ambient
computer noise.) Even with the use of web-controlled cameras,
this immediate access to all aspects of the sensory event is limited
and delayed.
Also with the use of a camera or external artistic lens recording the
action, you are experiencing a secondary product. With this process the technology of framing
of close-ups/pans/zooms/edits (techniques shared by cinema/TV/web-cam)
beyond the human eye, the event becomes a “microdrama”
which can make the event “hyper-real” rather than real. This is just a newer form of cinematic control
and “telivisual”
broadcast with limited “interactivity” novelties added.
Though mediation may occur in a limited degree between
the physically present actor and audience via microphones, their primary
physical/visual/auditory existence (and message) has not left the immediate
location of the intended or primary message receivers. This, then ,is still
“live” theatre. The degree of
physical mediation is one of the measurements of theatre vs. camera
pre-processed TV/cinema/webcast.
If the message is completely converted to digital form and transported
to listeners/watchers in another contained environment(s) especially
in the private sphere (home audience), then it ceases to be theatre. It may still be entertainment, spectacle, a
message with valuable/exciting or artistic content, but it is not “theatre.”
I would suggest that this mediated art form be called “digital
performance” for it can be performative and impactful without
a physically present audience.
Interactivity/ Theatrical Roles
“The word interactive operates textually rather than analytically, as it connotes
various vague ideas of computer screens, user freedom, and personalized
media, while denoting nothing. Its
ideological implication, however, is clear enough: that humans and machines
are equal partners of communication.” Interactivity, is more than choices on a navigation menu, low levels of participation
or getting a desired response to a request. Sheizaf
Rafaeli defines it as existing in the relay
of a message, in which the third or subsequent message refers back to
the first.
The problem is that if a production is truly
interactive, the roles between message sender and message receiver have
been reversed –therefore the audience would become the actor equally
in charge of the direction of the theatrical event.
This is also the case in truly interactive writing. Bolter
and Landow
suggest that high interactivity would erase the difference between author
and reader –the text would be permanently mutable.
Interactivity can blur the roles
of actor/audience participant and artist/audience as message author
(playwright). In the case of Crazy Wisdom Sho the web audience created the text for the actors
on stage. This external scripting
muted the boundaries between the roles of audience as receiver and as
message sender –which removed the theatrical role of the playwright.
Interactivity in relationship to theatre is important
but not without limitation. The
roles of audience and participant have gotten closer together through
participatory “happenings” and avant-garde theatre. However, if theater
is to remain a somewhat organized event the roles of message sender
(actor, director/playwright) and message receiver (audience/lesser participant)
must remain to some degree. “The problem with the audience-as-active-participant
idea is that it adds to the clutter, both psychological and physical….It's
not that the audience joins the actors on the stage; it's that they
become actors-and the notion of ‘passive’
observers disappears.” Chaos
may ensue and the event would become spectacle rather than organized
theatre.
Being immersed in a virtual
reality
world is highly physically interactive, so much so that the audience
member becames a user or particpant in the event. Having a physical presence in the “world of
the play” may change the world around them. In terms of virtual reality (VR), “interactivity,
refers to the degree to which users of a medium can influence the form
or content of the mediated environment.” It is noted by Brenda Laurel (creator
of the Placeholder
virtual world) that when influencing the world around you, your
are more than an audience member. “In fact, it may be that the
nature of VR makes it inappropriate to think of it as an entertainment
medium at all. Entertainment—at
least mass entertainment—implies the consumption of some performance
by a large audience.” Physical audience participation can happen without
technology, such as in environmental plays such as Tony and Tina’s Wedding
where the audience shares dinner and interacts with the actors…or other
productions where audience members speak or act as participants in the
designated acting space.
Spoken Word or Verbal Message as well as Musical
and Visual Data
One main aspect of theatre
and therefore digital theatre is the existence of more than one artistic
mode of communication, specifically the coexistence of the spoken word
with either visual images and/or musical information.
Despite disagreement over narrative in theater, spoken words
remain an important factor in determining weather a work is art, dance,
theatre, or something else. There are four levels of scripting which
accompany the spoken word in digital theatre; they are pre-scripted,
scripted, loosely scripted, and non-scripted.
Without the spoken word, a piece is art, or dance,
or a performative combination thereof, but it is not theatre. Examples of this include the non-scripted work
of Riverbed or Telematic art installations such as the Difference Engine. The collaborative Digital Dances produced by
Riverbed featuring collaboration with Merce Cunningham and Bill T. Jones
(such as GhostCatching and Biped), are beautifully created performances
featuring live and digitized motion capture animations of dancers performing
before the same physical audience at the same time. However, no words are spoken by the dancers,
so it remains dance. Other dance
works featuring web broadcasts are beginning to cross-over into theatre,
as the dancers open their mouths and address the audience with words
(sometimes from the internet). Telematic works such
as the Difference Engine also play with place and presence, but do not
include a pre-determined verbal message from live message sender to
audience receiver. There is a
strong correlation between the presence and absence of spoken words
and a performance being referred as “opera,” “theatre,” “dance,” “art,”
“performance” event, or “spectacle”.
It is necessary to have more than the visual and audio
elements in a theatrical production.
Without the spoken word, an event is art or dance, or a performative combination thereof, but it is not theatre. The use of “spoken word” or verbal message is
a partial solution to the disagreement in the theater community of the
value of the term “narrative” in relation to theatre.
In his article, “Contemporary
Performance/Technology,” Johannes H. Birringer
also uses “narrative content”
as a distinctive element separating digital dance, arts, from theatre.
Robert Wilson is described as abandoning literary
theatre for theatre dominated by images and stage picture. However, Wilson’s theatre works do not in
fact exclude the spoken word (though his operas might).
Wilson’s own speech disorder and
interest in the communication/thought patterns of autism resulted in
his “disregard for the significance of the word.” He is resistant to the narrative because he
views it as a control device, but it does not follow that he seeks meaninglessness.
What he is seeking is meaning created within
the audience’s mind – a step removed from the locus of control of the
traditional playwright. Meaning
is created almost accidentally in the clashing and joining of words,
sounds and images. Still, the
spoken words are there.
Works such as University of Kansas’ productions which stage pre-scripted
works,
Gertrude Stein Repertory Theatre’s newly scripted productions like Making Americans, and loosely scripted
productions like George Coates Performance Works Nowhere Band and Blind Messengers
are all examples of performance with spoken word and other mediums,
and they are all digital theatre.
Conclusion:
Trying
to define digital theatre may feel a bit like holding back the tides
of the ocean from a sand-castle, just as you make a moat to inscribe
your concepts, waves of new information come seeping, sometimes crashing
in. But to ignore digital technology’s
place in theatre, is to allow other disciplines (art, performance studies,
and music) to define the artistic age we are entering and to relegate
“theatre” to being used as a metaphor for other communications technologies
(such as computer science).
If
technology is communication, the creation and interpretation of symbols,
then theatre is itself technology. Theatre
then should not fear digital technology, which is just another tool
for creating the theatrical event. It
is as potentially compatible (useful) to theatre as hydraulics, the
dirt circle or boards of a stage, the written technology script, or
the electric or candle lighting by which to read it.
It is my hope that these conflicting elements such as human and
machine can be married in a new form of theatre.
A theatre in which one does not seek to consume the
other, but utilizes both aspects: the human message creator, and digital
technology as a tool to expand the reach of that message to create new
and insightful ways of expressing human experience.
Footnotes
for Table:
55 http://www.doublehappines2.com/
56 http://www.georgecoates.org
57 http://www.amorphicrobotworks.org/
58 Interaction, Reaction
and Performance: The human body tracking project, Sue Broadhurst,
http://www.c5corp.com/venues/ydstyds/index.shtml
59 I
Do Fly, Isabelle Jenniches , http://www.9nerds.com/isabel
Events
are excluded from being Digital Theatre which tend
toward extremes ends (zenith and nadir) of any of the four categories.
1)
Interactivity
/Roles In Message Creation
|
High Interactivity
0
|
Digital Theatre
…………………………
|
Theatre Roles
10
|
|
|
explanation: a) physical participation
changes the environment (such as VR immersion/gaming or happenings)
b)
or equal message roles as in conversation
|
explanation: audience provides input through
choices or message material, but does not replace the director/actor’s
organizer’s message
|
explanation: actor, director, audience
roles exist without interplay (to the extreme of controlled
broadcast)
|
|
|
example: Happenings, Double
Happiness255 , Placeholder or avatar chat
|
example: George Coates Crazy
Wisdom Sho
|
example: silent audience
in strict proscenium situation
|
2)
AV/Spoken Message Content
|
Audio/Visual
Message Only
0
|
Digital Theatre …………………………
|
Spoken
Message
10
|
|
|
explanation: dance, music, or visual art
without spoken words
|
explanation: digital dance or art, etc.
which features spoken messages
|
explanation: verbal recitations without
staging or visuals elements
|
|
|
example: Difference Engine,
Riverbed GhostCatching
|
example: Incarnate2, Blake
20/20 or Blind Messagers56
|
example: Book
reading either live, radio, or audio cassette
|
|
3) Tech/
Human Message Origin
|
Tech. Message Presenter/Creator
0
|
Digital Theatre …………………………
|
Human
Actor
10
|
|
|
explanation: actors who are machines
or avatars without a single fully human member among the cast
|
explanation: productions featuring animated,
robot, or cyborg actors as well as at least one physically present
human actor
|
explanation: human actors with no digital
technology used in production
|
|
|
example: (Robots)Ancestral
Path Through the Amorphic Landscape57, Virtual Theatre(Stanford), Desktop Theatre (Waiting for Godot)
|
example: animated face "Jeremiah"
sees and reacts to live actress58, Dinasourus, Tempest-Georgia
|
example: Shakespeare in the park
|
|
4) Mediated/ Unmediated Message
Relay
|
Mediated Message Broadcast to
Private Sphere
0
|
Digital Theatre …………………………
|
Unmediated Audience
10
|
|
|
explanation: relay of images or sound to other locations/times
that when they were produced via TV, film, web, or prerecorded
|
explanation: includes actors in front
of at least 3 (a group) of audience members while relaying the
performance via video to other locations
|
explanation: a full theatre audience,
un-addressed by technology
|
|
|
example: I Do Fly59(Ariel charcter
video chat), other room example
|
example: University of Georgia’s Living Newspaper
|
example: audience in a theatre
|
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