Everything about Digital Theatre totally explained
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's 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's 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 isn't 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's 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.
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).
History
In the early 1980s, video, satellites, fax machines, and other communications equipment began to be used as methods of creating art and performance.(14) The groups Fluxes and
John Cage were among the early leaders in expanding what was considered art, technology, and performance. With the adaptation of personal computers in the 1980s, new possibilities for creating performance communications was born. Artists like
Sherrie Rabinowitz and
Kit Galloway began to transition from earlier, more costly experiments with satellite transmission to experiments with the developing internet. Online communities such as
The Well and
interactive writing offered new models for artistic creativity. With the ‘Dot Com’ boom of the 1990s, telematic artists including
Roy Ascott began to develop greater significance as theatre groups like George Coates Performance Works and Gertrude Stein Repertory Theatre established partnerships with software and hardware companies encouraged by the technology boom. Researchers such as Claudio Pinanhez at
MIT, David Saltz of The Interactive Performance Laboratory at the University of Georgia, and Mark Reaney head of the Virtual Reality Theatre Lab at the
University of Kansas, as well as significant dance technology partnerships (including Riverbed and Riverbed’s work with
Merce Cunningham) led to an unprecedented expansion in the use of digital technology in creating media-rich performances (including the use of
motion capture,
3D stereoscopic animation, and
virtual reality as in The Virtual Theatricality Lab ‘s production of
The Skriker at
Henry Ford Community College under the direction of Dr. George Popovich.
Early use of mechanical and projection devices for theatrical entertainments have a long history tracing back to mechanicals of
ancient Greece and medieval
magic lanterns. But the most significant precursors of digital theatre can be seen in the works of the early 20th century. It is in the ideas of artists including
Edward Gordon Craig,
Erwin Piscator (and to a limited degree
Bertolt Brecht in their joint work on
Epic Theatre),
Josef Svoboda, and the
Bauhaus and
Futurists movements that we can see the strongest connections between today’s use of digital media and live actors, and earlier, experimental theatrical use of non-human actors, broadcast technology, and filmic projections.
The presence of these theatrical progenitors using analog media,(15) such as filmic projection, provides a bridge between
Theatre and many of today’s vast array of computer-art-performance-communication experiments. These past examples of theatre artists integrating their modern technology with theatre strengthens the argument that theatrical entertainment doesn't have to be either purist involving only “live”(16) actors on stage, or be consumed by the dominant televisual
mass media, but can gain from the strengths of both types of communication.
Other terminology
Digital theatre doesn't exist in a vacuum but in relation to other terminology. It is a type of digital performance and may accommodate many types of “live”/mediated theatre including “VR Theatre”(11) and “Computer Theatre,”(12) both of which involve specific types of computer media, “live” performers, story/words, and limited levels of interactivity. However terms such as “Desktop Theatre,”(13) using animated computer avatars in online chat-rooms without co-present audiences falls outside digital theatre into the larger category of digital performance. Likewise, digital dance may fall outside the parameters of digital theatre, if it doesn't contain elements of story or spoken words.
Further Information
Get more info on 'Digital Theatre'.
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