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Strictly, Digital theatre is a hybrid art form, gaining strength from theatre’s ability to facilitate imagination and create human connections, and digital technology’s ability extend the reach of communication and visualization. However, the phrase is also used in a more generic sense by companies such as Evans and Sutherland to refer to their fulldome projection technology products. ==Description== Digital theatre is primarily identified by the coexistence of “live” performers and digital media in the same unbroken(1) space with a co-present audience. In addition to the necessity that its performance must be simultaneously “live” and digital, the event’s secondary characteristics are that its content should retain some recognizable theatre roles (through limiting the level of interactivity) and a narrative element of spoken language or text. The four conditions of digital theatre are: #It is a “live” performance placing at least some performers in the same shared physical space with an audience.(2) #The performance must use digital technology as an essential part of the primary artistic event.(3) #The performance contains only limited levels of interactivity,(4) in that its content is shaped primarily by the artist(s) for an audience.(5) #The performance’s content should contain either spoken language or text which might constitute a narrative or story, differentiating it from other events which are distinctly dance, art, or music. ==”Live,” digital media, interactivity, and narrative== A brief clarification of these terms in relation to Digital theatre is in order. The significance of the terms “live” or “liveness” as they occur in theatre can not be over-emphasized, as it is set in opposition to digital in order to indicate the presence of both types of communication, human and computer created. Rather than considering the real-time or temporality of events, digital theatre concerns the interactions of people (audience and actors) sharing the same physical space (in at least one location, if multiple audiences exist). In the case of mass broadcast, it is essential that this sharing of public space occurs at the site of the primary artistic event.(6) The next necessary condition for creating digital theatre is the presence of digital media in the performance. Digital media is not defined through the presence of one type of technology hardware or software configuration, but by its characteristics of being flexible, mutable, easily adapted, and able to be processed in real-time. It is the ability to change not only sound and light, but also images, video, animation, and other content into triggered, manipulated, and reconstituted data which is relayed or transmitted in relation to other impulses which defines the essential nature of the digital format. Digital information has the quality of pure computational potential, which can be seen as parallel to the potential of human imagination. The remaining characteristics of limited interactivity and narrative or spoken word are secondary and less distinct parameters. While interactivity can apply to both the interaction between humans and machines and between humans, digital theatre is primarily concerned with the levels of interactivity occurring between audience and performers (as it is facilitated through technology).(7) It is in this type of interactivity, similar to other types of heightened audience participation,(8) that the roles of message sender and receiver can dissolve to that of equal conversers, causing theatre to dissipate into conversation. The term “interactive” refers to any mutually or reciprocally active communication, whether it be a human-human or a human-machine communication. The criteria of having narrative content through spoken language or text as part of the theatrical event is meant not to limit the range of what is already considered standard theatre (as there are examples in the works of Samuel Beckett in which the limits of verbal expression are tested), but to differentiate between that which is digital theatre and the currently more developed fields of digital dance9 and Art Technology.(10) This is necessary because of the mutability between art forms utilizing technology. It is also meant to suggest a wide range of works including dance theatre involving technology and spoken words such as Troika Ranch’s The Chemical Wedding of Christian Rosenkreutz (Troika Ranch, 2000), to the creation of original text-based works online by performers like the Plain Text Players or collaborations such as Art Grid’s Interplay: Hallucinations, to pre-scripted works such as the classics (''A Midsummer Night’s Dream'', ''The Tempest)'' staged with technology at the University of Kansas and the University of Georgia. The Participatory Virtual Theatre efforts at the Rochester Institute of Technology take a different approach by have live actors use motion capture to control avatars on a virtual stage. Audience responses are designed into the software that supports the performance. In the 2004 production, "What's the Buzz?" (17), a single node motion capture device controlled the performance of a swarm of bees. Later performances use two motion capture systems located in different buildings controlling the performance on a single virtual stage (18). These criteria or limiting parameters are flexible enough to allow for a wide range of theatrical activities while refining the scope of events to those which most resemble the hybrid “live”/mediated form of theatre described as digital theatre. digital theatre is separated from the larger category of digital performance (as expressed in the overabundance of a variety of items including installations, dance concerts, Compact discs, robot fights and other events found in the Digital Performance Archive). 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Digital theatre」の詳細全文を読む スポンサード リンク
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