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Pixilated performances: Embodying theatrical space in the digital age.

机译:一流的表演:在数字时代体现戏剧空间。

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摘要

The advent of digital media and its incorporation into the theater world has necessitated altered approaches to the theorization of performances, spatiality, and the body. These notions are interrogated in this dissertation, which seeks to analyze the various shifts that digital performances enact upon traditional understandings of the staged body and the stage itself. I seek to develop a reading that intrinsically connects performance bodies to the digital spaces they inhabit. I treat a variety of elements as performing, including the performance document, "live" theater that incorporates digital media on the material stage, performances that take place entirely in virtual realms, topological interfaces that seamlessly blend the virtual and the material, hypertexts, and gaming environments. I draw from a wide range of performances for this study. The first chapter, which investigates the status of the performance document in the digital age, looks at the development of Virtual Vaudeville in comparison to the Wooster Group's interactive CD-ROM performance Where Where There There Where. The second chapter focuses on the modes of bodily signification on the digital stage of the Big Art Group's performance Flicker. Moving from the tracking of the body in Virtual Vaudeville by motion-capture technologies to the digital camera surveillance of the actors' bodies in Flicker, the trope of surveillance and tracking is further developed in this chapter and connects to my study of a computer virus that was spread as a performance art piece. Together, these works comment on the status of the body in the digital age of fluid global borders and the "posthuman" body. The final two chapters focus on the ways several performances prompt the spectator-user to navigate through digital space and, once bodies are established in these spaces, how improvisation is enacted in such highly scripted environments. Drawing from examples such as Downstream's Bring Your Own Body to the video game Grand Theft Auto: San Andreas, this portion of the study seeks to develop theories that point to the ways we are embodied in digital performance environments and go on to explode the frame of the screen through improvisational relationships to the digital media.
机译:数字媒体的出现及其在剧院世界中的融合,已经使表演,空间和身体的理论化方法发生了变化。在本文中,对这些概念进行了探讨,该论文试图分析数字表演在对舞台和舞台本身的传统理解上所做出的各种转变。我寻求发展一种将表演机构与他们所居住的数字空间本质上联系起来的阅读材料。我将表演视为各种元素,包括表演文件,在舞台上整合数字媒体的“现场”剧院,完全在虚拟领域中进行的表演,将虚拟与材料无缝融合的拓扑界面,超文本,以及游戏环境。我为这项研究从各种各样的表演中汲取灵感。第一章探讨了数字时代绩效文档的状态,并与Wooster Group的交互式CD-ROM性能“何处何处何处”相比较,探讨了Virtual Vaudeville的发展。第二章重点介绍Big Art Group表演《忽悠》中数字化阶段的身体指代模式。从通过运动捕捉技术对Virtual Vaudeville中的身体进行跟踪到对Flicker中的演员身体进行数字照相机监视,本章进一步开发了监视和跟踪的概念,并将其与我对计算机病毒的研究相联系作为表演艺术作品而传播。这些作品共同评论了在全球流动的数字时代和“后人类”身体中身体的状况。最后两章重点介绍几种表演方式,以促使观众用户在数字空间中导航,一旦在这些空间中建立了尸体,在如此高度脚本化的环境中如何即兴创作。该研究的一部分从《下游》(Downstream)的《将自己的尸体带到视频游戏侠盗猎车手:圣安德烈亚斯》等例子中汲取经验,该研究的这一部分旨在发展理论,指出我们在数字表演环境中的体现方式,并继续拓展该框架。通过与数字媒体的即兴关系来显示屏幕。

著录项

  • 作者

    Farman, Jason.;

  • 作者单位

    University of California, Los Angeles.;

  • 授予单位 University of California, Los Angeles.;
  • 学科 Theater.;Mass Communications.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 224 p.
  • 总页数 224
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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