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PG05: Practice-based dissertation – Supervisors: Dr. Nicholas Lambert and Mark Tintner
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
ACKNOWLEDMENTS
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
1
INDEX
3 ABSTRACT
4 FIGURE CREDITS
5 INTRODUCTION
6 CONTEXT
14 MIXED REALITY
15 Interaction
15 Alogical discontinuous space
16 Mixed Reality as an empathy tool
21 CONCLUSION
22 APPENDIX
26 BIBLIOGRAPHY
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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ABSTRACT
How can new immersive technologies be used as
a narrative tool in Performing Arts to enhance
storytelling?
Technology has been used in the Performing Arts
for centuries, from a simple tool to make a per-
formance possible (for example, lights when
night time or performed in a dark space) to much
more sophisticated technologies able to trans-
form and replicate the real scenarios where the
story is supposed to take place.
This practice-based research will try to explore
the use of mixed reality technologies (like the
Microsoft Hololens) as a narrative tool within a
live performance, speciically theatre, and how it
will enhance the audience engagement, empathy
with the characters, and immersion in a story.
Starting with traditional and established concepts
within the theatre theory from Michael Chekhov
or Peter Brook this dissertation will discuss the
impact that new technologies can have in the
narrative. Looking if the use of this technologies
serve the purpose of the story or it is just an extra
aesthetic layer (multimedia vs. intermedia).
Also, it will bear in mind what beneits the new
medium brings regarding presence and immersion
(Slater, 2009) and how the narrative can low in
an interactive, immersive environment. (Llobera
et al., 2013)
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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FIGURE CREDITS
01 Fernanda Prata and Jesse Kovarsky in Punchdrunk‘s ”The 18 “Paraiso”, Enrique Muñoz Jimenez, 2017. Work in progress
Drowned Man: A Hollywood Fable”. Photo by Birgit and Ralph. digital mock up. 3D assets without textures, showed as wireframe.
2013 http://www.ahrc.ac.uk/ahrc/assets/Image/newsevents/fea-
tures/punchdrunk-thedrownedman2.jpg 19 Periaktoi in the ancient Greek drama. https:
//s-media-cache-ak0.pinimg.com/600x315/82/af/29/82af29a-
02 The Curious Incident of the Dog in the Night-Time. National c0efc0bec34fb7078ee1fe51c.jpg
Theatre. 2012. Brinkhoff Moegenburg. http://plymouththeatre-
royal-assets.s3.amazonaws.com/assets/Image/3644.jpg 20 3D sketch of the scene with the mechanism at the ancient
theater of Phlius. https://www.researchgate.net/proile/TG_
03 ”The Tempest”. Royal Shakespeare Company. 2016. https:// Chondros/publication/235993088/igure/ig8/AS:39334512275
iqglobal.intel.com/en-gb/wp-content/uploads/sites/25/2016/12/ 0466@1470792193135/Fig-8-3D-sketch-of-the-skene-with-the-
Intel-The-Tempest-8-edit-980x653.jpg mechanism-at-the-ancient-theater-of-Phlius.jpg
04 ”Kiss and Cry”, Charleroy Danses, 2014. https://assets.lon- 21 Cloud machine designed by Sabbatini https://upload.wiki-
donist.com/uploads/2014/05/i875/kiss-and-cry-set.jpg media.org/wikipedia/commons/6/65/Cloud-machine-sabbatini.
jpg?download
05 ”The Odyssey”, Paper Cut Cinema, 2013. https://regmedia.
co.uk/2015/02/06/the_paper_cinema_odyssey_3.jpg 22 Loïe Fuller, https://fromthebygone.iles.wordpress.
com/2013/04/loie-fuller-51.jpg
06. ”887”, Robert Lepage (Ex Machina). 2015. https://i.ytimg.
com/vi/ZEmRAdlIz8/maxresdefault.jpg 23 The Conjuring of a Woman at the House of Robert Houdin.
© Public domain. http://www.imdb.com/title/tt0000075/me-
07 Robert Lepage‘s ”Playing Cards 1: Spades”. Photograph: David diaviewer/rm2698646016. Video: https://www.youtube.com/
Levene for the Guardian. https://www.theguardian.com/stage/gal- watch?v=f7-x93QagJU
lery/2013/feb/12/robert-lepage-playing-cards-roundhouse#img-2
24 Scene from ”Hoppla wir leben”, directed by Erwin Piscator,
08 ”Incendies”, Wajdi Mouawad. 2010. http://www.theatre-con- Berlin, 1927. http://theredlist.com/media/.cache/database/set-
temporain.net/images/img_tv/1519.jpg tings/performing-art/Theatre/1920/1468679918-005_1920_the-
redlist.jpg
09 ”The Tempest”. Royal Shakespeare Company. 2016. https://
iqglobal.intel.com/en-gb/wp-content/uploads/sites/25/2017/07/ 25 26 Magic Circus, Lanterna Magika. http://www.svobo-
Intel_Round2_V11-The-Tempest-Barbican.jpg da-scenograf.cz/photogallery/laterna-magika-concept/slides/6.
jpg
10 ”Ugly Lies the Bone”. National Theatre. 2017 https://www.
nationaltheatre.org.uk/sites/default/iles/styles/gallery_mobile/ 27 ”887”. Robert Lepage. 2015. http://exeuntmagazine.com/
public/ugly_lies_the_bone_at_the_national_theatre7777.jpg?i- wp-content/uploads/ROBERT_LEPAGE__BER6432-600x400.jpg
tok=2-9Y7mE5
28 ”Alladeen”, The Builders Association. 2002. http://www.
11 Andrew Schneider in “YOUARENOWHERE”. (Photo by Maria thebuildersassociation.org/imgs/prod/alladeen/alladeen_03.jpg
Baranova). http ://andrewjs.com/ajs/wp-content/uploads/
Andrew_Schneider_YOUARENOWHERE_byBaranova-8796.jpg 29 ”See Hear & Rare Area”, George Coates. 1985. Jerome
Sirling design. http://www.jeromesirlindesign.com/theatre/see-
12 Milgram and Kishino´s Mixed Reality Continuum. http://labs. hear2-HD.jpg
dash.umn.edu/wp-content/uploads/2016/12/8.png
30 Merce Cunningham‘s ”BIPED”. 1999. http://openendedg-
13 The augmented reality of “Elements of Oz” from the Buil- roup.com/images/biped_1.jpg
ders Assocation. (Photo by Gennadi Novash, courtesy of Peak
Performances at Montclair State University). http://www.ameri- 31 ”Desert Rain”, Blast Theory. 1999. https://farm3.static.lickr.
cantheatre.org/wp-content/uploads/at_ja16_OZ3.jpg com/2196/1810770350_a3256e883f_b.jpg
14 “Clouds Over Sidra”, by Gabo Arora & Chris Milk. 2015. 32 ”Obsolete: Ampiied Body & Third Hand”, Stelarc. Anckar-
360°-ilm showing the life of a Syrian girl living in a refugee ström, 1991. https://www.youtube.com/watch?v=usAkpjTcVXY
camp. https://player.with.in/21-UN/images/UNCloudsOverSid-
ra_1024x539_Main.jpg A Maya Brettel, Tim Getman, and Gabriela Fernandez-Coffey in
“The Nether” at Woolly Mammoth Theatre Company. (Photo by
15 Motion Capture technique used in“The Lord of the Rings: Scott Suchman)
The Fellowship of the Ring“. https://i.pinimg.com/origi-
nals/02/49/c4/0249c44be807887b8d8f5c0b3eeaa215.jpg B Jenny Greer and Anna Oxygen in “Half Life” from Cloud Eye
Control. (Photo by Eugene Ahn)
16 Field of View of the HoloLens. http://static1.businessinsider.
com/image/56b22194dd0895437c8b4801-1440-582/holo- C “wonder.land” VR experience at The National Theatre, Nation
lens_arrows.jpg Theatre, 2016
17 “Paraiso”, Enrique Muñoz Jimenez, 2017. Work in progress D Anna Oxygen in “Half Life” from Cloud Eye Control. (Photo
digital mock up. 3D assets with textures. courtesy of Cloud Eye Control)
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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Now is the moment to explore this technology
further and see how it can be used in a theatre
environment. Not just as aesthetics or visual trick,
but as a vehicle for the story, as a narrative tool.
As a theatre practitioner, I believe in the impact this
medium can have in society, but this can only be
achieved if Theatre keeps reinventing itself always
to be connected with the current affairs and what
moves the audiences of its time. The best way to
do this is by embracing new technologies, especi-
ally the ones which facilitate immersion in the sto-
ry and potentially serves as an empathy bridge to
better understand different human experiences.
INTRODUCTION
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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01
Fernanda Prata and
Jesse Kovarsky in
Punchdrunk‘s “The
Drowned Man: A
Hollywood Fable“.
Photo by Birgit and
Ralph. 2013
01
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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02 “The Curious Incident of the Dog in the
Night-Time“, National Theatre, 2012
13
02
14
03
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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“We talk of the cinema killing the
theatre, and in that phrase we refer
to the theatre as it was when the
cinema was born, a theatre of box
ofice, foyer, tip-up seats, footlights,
CONTEXT
TECHNOLOGY AS AND ADDED VALUE
scene changes, intervals, music, as
though the theatre was by very dei-
The impact of new technologies is not always nition these and little more”. (Brook,
seen as positive. Even before they had been stu-
died and experimented with, voices were being 1996)
raised. The core of the argument should reside in the
question if technology is adding any real value to
“The expression (virtual reality) has the performance. If it is serving the narrative. If it
more recently come to refer to a helps to engage the audience and tell the story
more compellingly. If the technology is introduced
broad range of incipient digital tech- for a good reason, then it should not be seen as
nologies that many current philoso- a negative addition.
phers regard as a serious threat to For example, during the 1920s artists added mo-
human autonomy and well-being.” ving image in performances fundamentally for
three reasons (Giesekam, 2007, p.24):
(Cogburn and Silcox, 2013, p.561)
– Eisenstein‘s phase ‚theatre of attractions‘: here
So, even though technology has always been lin- ilm‘s ability to introduce other characters and
ked to the theatre, it does not mean that it has places helps create moments of fantasy or trans-
always been accepted. As early as the 4th cen- formation, where the collision between the ‚real‘
tury BC, Antiphanes, a Greek poet, wrote that world of the stage and the ‚magic‘ world of ilm
tragic playwrights lifted up a machine as readily becomes an attraction in its own right.
as they lifted a inger when they had nothing else
to say. The Chinese felt that Western dramatic – Film‘s apparent capacity to show ‚reality‘ to in-
realism atrophies the imagination. (Barker et al, troduce aspects of the outside world into the ‚ar-
2016). And some deeply respected theatre prac- tiicial‘ world of the stage, often in a didactic
titioners and theorists like Jerzy Grotowski and manner (as Piscator‘s work).
Peter Brook are known to have concerns about – Use of ilm to suggest something of the subjec-
the addition of technology on stage. tive experience of onstage characters, as depic-
tions of characters‘ dreams or fantasies appear or
“A man walks across this empty spa- rhetorical devices such as close-ups or lashbacks
ce whilst someone else is watching are employed.
him, and this is all that is needed for Nevertheless, in many cases, technology is used
just for the sake of the novelty itself or to awe the
an act of theatre to be engaged”. audience. But sometimes it adds a new dimensi-
(Brook, 1996) on to the performance. It generates the illusion
of a different world or situation, new sensations
Grotowski based his methods and theories rejec-
in the audience, exploring the limits of the per-
ting any borrowed tool or mechanism, calling for
forming language and conventions.
a theatre naked of any element apart from the
actors. Also, Peter Brook talked about a theatre The question is, in which sense does it supports
stripped down to the basics. a narrative, deliver a story?
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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CONTEXT
MULTIMEDIA VS. INTERMEDIA
05
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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“887“, ROBERT LEPAGE (EX MACHINA) (2015)
08
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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“THE TEMPEST“, ROYAL SHAKESPEARE
COMPANY (2017)
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Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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ATMOSPHERE, PRESENCE AND IMMERSION The level of immersion of an audience is also lin-
ked to their cultural background. The Bunraku and
These are concepts that are present in almost Nö Japanese theatre has got a code completely
every journal, book or article about VR or MR, but different to western theatre, not naturalistic at all.
as we said before, they are not new concepts at all. Arguably, the audience there experiences the
same level of immersion and engagement as
Theatre theories were talking about the concepts
western audiences. They understand the code and
of presence, immersion and atmosphere way be-
are immersed and compelled by the story.
fore they were used in the ields of Virtual Reality
or Mixed Reality. Not only that, we could argue The novelty of the technique also plays a role.
that a good book can be immersive as well. The irst time a set design was introduced the
These are concepts that try to explain when and audience would have experienced a level of im-
how performance can engage the audience and mersion greater than before. As the current audi-
truly evoke in them the places where the story is ence is used to complex audio visual inputs there
set, make them feel the moods and sensations is a need for raising the stakes.
that the director wants to transmit. According to
Theatre has been dealing with the concept of im-
Michael Chekhov, the actors need to work with
mersion and presence since its beginning. It
the concept of atmosphere. The performers by
seems natural then that technologies which are
themselves need to be able to create it, so the
created with the aim of immersing the audience
audience will perceive it and feel more immersed
in new experiences, into new virtual worlds,
in the story.
could be used to enhance storytelling within a
theatrical performance.
“A compelling performance arises
out of reciprocal action between the
actor and the spectator. If the actors,
director, author, set designer and,
often, the musicians have truly cre-
ated the atmosphere for the per-
formance, the spectator will not be
able to remain aloof from it but will
respond with inspiring waves of
love and conidence.
Signiicant also is the fact that the
atmosphere deepens the percepti-
on of the spectator. […] With the
atmosphere reigning on the stage,
your feelings (and not only your in-
tellect) will be stirred and awake-
ned. You will feel the content and 11 Andrew Schneider in “YOUARENOWHERE”. (Photo by Maria
Baranova)
very essence of the scene. The
content of the scene will become
richer and more signiicant to your
perception”. (Checkhov, 1953)
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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The presence, being a subjective concept, is much
harder to measure. Mel Slater‘s theories try to solve
this issue via two concepts, the Place Illusion and
ATMOSPHERE, PRESENCE AND IMMERSION the Plausibility Illusion.
IMMERSION VS PRESENCE IN IMMERSIVE
First, the Place Illusion is when audience percepti-
TECHNOLOGIES
on is fooled into believing that they are effectively
It is hard to ind an universally accepted deiniti- in another place through an increasingly advanced
on for immersion within the VR and MR research. technology. (Slater, 2009)
These are two examples from leading resear-
The Plausibility Illusion is when the virtual world is
chers in the ield:
perceived by the audience as coherent in itself, in
the sense that it accurately meets the expectations
“Immersion is the objective degree for how it reacts and behaves to the user actions.
to which a VR system and applicati- (ibid.) Mel Slater describes the Place Illusion as
on projects stimuli onto the sensory being governed by the perceptual system, and
that the Plausibility Illusion is more of a cognitive
receptors of users in a way that is ex- function.
tensive, matching, surrounding, vi- When it comes to breaks in presence, the Place
vid, interactive, and plot informing.“ Illusion is more resilient to temporary glitches or
technological disruptions. As long as the system
(Slater and Wilbur, 1997, p. 604) can recover technologically to issues such as la-
tency, framerate, or graphical idelity, then sub-
“Immersion is the objective techno- jects can regain their sense of presence of being
logy that has the potential to engage within another world. The Plausibility Illusion, ho-
users in the experience. However, wever, is a lot more sensitive because it’s a cog-
nitive function. Once there is something that is
immersion is only part of the VR ex- not coherent within the rules of the environment
perience as it takes a human to that violate the expectations of the subject, then
it’s a lot harder for the experience to recover from
perceive and interpret the presented this type of break in presence. (Bye, podcast,
stimuli. Immersion can lead the mind 2015)
but cannot control the mind.“ These concepts have common ground with the
(Jerald, 2016) theatre practice. The aim of the set designer is to
use whatever is possible to recreate the world
Immersion then is measurable from facts, from where the story is happening. Sometimes just via
the technology that is the medium where we are exact replicas of the reality, sometimes playing
enjoying the experience. Presence, on the other with illusion and perspective, while other times is
hand, depends on the audience. It is a subjective just evoking the real place. The lights, sound and
perception for someone´s experience. machinery complement this to try to achieve this
place illusion. When combined coherently by the
Presence is how the user subjectively experiences director with the performers acting, the magic
the immersion. It is a sense of “being there” inside happens, and the audience then is immersed in
a space, even when physically located in a different the plausibility illusion, engaged in the story.
location. It is an internal psychological state and a
form of visceral communication. It is something
that can only be understood when experienced.
(ibid.) If fully present, the audience shouldn‘t pay
attention or even notice the technology; instead,
they attend to and perceive the objects, events,
and characters the technology is presenting them.
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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Milgram and Kis-
hino´s Mixed Reality
Continuum
MIXED REALITY
PRESENCE VS PLAUSIBILITY IN MR
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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13
The augmented
reality of “Elements
of Oz” from the
Builders Assocation.
(Photo by Gennadi
Novash, courtesy of
Peak Performances
at Montclair State
University)
MIXED REALITY
WHAT MIXED REALITY BRINGS
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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“Clouds Over
Sidra”, by Gabo
Arora & Chris Milk.
2015. 360°-ilm
showing the life of a
Syrian girl living in a
refugee camp.
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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15
Motion Capture
technique used
in“The Lord of
the Rings: The
Fellowship of the
Ring“. (Andy Serkis
as Gollum)
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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“While noting the tendency of such
work to exploit visual and perfor-
mative aspects of theatre more
16
perhaps than much text-based the-
Field of View of the
HoloLens
atre and to often include more si-
multaneous material, it has rejec-
ted easy assumptions that this
either disempowers spectators or
understimates their powers of ima-
gination; rather, it suggests that
such work often demands a more
MIXED REALITY
POSSIBLE ISSUES
active, lexible spectatorship which
brings to bear strategies for dea-
LIMIT THE IMAGINATION ling with the material acquired th-
With the introduction of mixed reality, there is a rough exposure to theatre, ilm, te-
danger of limiting the imagination of the audience.
The medium overpowering the story.
levision and computer screens.“
(Giesekam, 2007)
If, instead of suggesting or evoking like other tech-
nologies in live performance do (sound inputs,
light changes), we show too much we will not al- FOV AND PERCEPTION
low the audience to use their imagination to ill the
gaps and fully immerse in the experience. There The Field of View of the mixed reality headsets is
would be an “uncanny-valley” effect when the au- not that great at the moment. It does not help
dience doesn‘t feel like they are in the atmosphere the immersion experience. Also, it is effectively a
we want to evoke. basic hologram, not fully CGI. With the current
holographic headsets, it is not possible to
Like any other visual technology introduced on recreate reality with full textures, there is some
stage, it has to serve the narrative; it has to guide transparency present on the visualisation of the
the audience focus on where the director wants. 3D asset. Therefore, there is a need to evoke
This could prove to be dificult as there will be more than to show. It works more with audience
more inputs for the audience when immersed, imagination.
therefore, it will be harder to focus the attention This could lead to a beneit for the audience. As
on speciics. It requires more attention from the the inal aim always should be to provide the me-
spectator, sometimes more knowledge or expe- ans to the audience, so they complete the environ-
rience. But it also offers more options. ments via their imagination to achieve a further
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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DEVELOPMENT OF THE PROJECT
17
18
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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The project looks for a less invasive approach. As The Plausibility Illusion will rely on the relations-
we have seen before, to achieve immersion and hip between the actor and the 3D assets. If their
presence, a seamless mixture of analogue and actions and reactions are perfectly synced, the
digital is needed. Not showing the trick and in- illusion that both are behaving coherently in the
corporate the technology without making it the same space will be stronger.
protagonist. The less the audience is conscious
One interesting factor has come up while de-
of it, the better. The audience has to be focused
veloping the project. As was the case when ilm
and engaged in the story and the characters, not
was introduced on stage as part of the narrative:
on the technology.
a new way of production needs to be developed.
The mixed reality platform chosen is the Holo- The mise-en-scene design runs in parallel with text,
lens (augmented virtuality). Other forms of mi- inluencing each other in the process. (Giese-
xed reality have been studied, but this is a new kam, 2007).
technology that hasn‘t had much incorporating
The best results in terms of seamlessly integra-
yet, specially within the Performing Arts.
ting the technology into the narrative come when
In his study of “virtual art,” Oliver Grau dedicates a the text and the digital world evolve and develop
section to mixed reality in which he identiies the at the same time. Also, the actual technology
fact that users do not need to wear “oppressively used is evolving at the same time, which en-
heavy HMD” and are “not forced into the com- courages the development of open-ended expe-
puter-generated body of an avatar” and identiies rimentation as a creation process.
hybridity as a distinctive characteristic of this type
In terms of the visual style of the project what we
of space. (Grau, 2004)
need to bear in mind is that we are working with
what is effectively a hologram technology, fully
Unlike virtual reality, mixed reality textured objects might not work that well. There-
fore, the strategy will be suggestive and evoking
offers in fact the possibility of crea- more than showing.
ting such hybrid performative and
It will rely more on the audience imagination to
participatory environments in complete the image. This is normally what works
which real and physical data appe- best traditionally in theatre. Leaving more room to
the spectators to create their own images based
ar, but not so much as integrated on their own experiences will lead to more en-
into one another but rather juxtapo- gagement and immersive experience.
sed on top of or next to each other. What we have observed in terms of the actual live
(Benford and Giannachi, 2011) run of the show is that it is really dificult to synchro-
nise performance with visualisations. The view of
the audience is not only different to the performers
In this case, the Place Illusion is harder to achieve
but also to the technicians view. Therefore, the staff
as the real actor, and physical space is mixed
require monitoring not only of the live action but
with the holographic projections via the headset.
also the display of the actual view of the audience.
To minimise this issue, the performing area and
This might represent new skills and resources nee-
the digital assets should be as much integrated
ded to setup and live control a show in a venue.
as possible. In our approach, the space where
the actor is performing will be as neutral and
dark as possible, and the lights should be focu-
sed on the actor and the area that she or he is
using, revealing as fewer details as possible of
the physical space. The digital assets will be in
black and white and not perfect shapes or textu-
res, which will it better with the empty and dark
space.
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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CONCLUSION
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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APPENDIX
HISTORY OF TECHNOLOGY WITHIN
THE PERFORMING ARTS
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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23 The Conjuring of a Woman at the House of
Robert Houdin: Within a decade of the irst ilms
by the Lumière brothers in 1895, some theatre
practitioners started to employ ilm. George
Méliès was a notable example, who began
making ilms while running a theatre of illusions
and spectacle, The Theatre Robert-Houdin.
(Giesekam, 2007)
24 25
26
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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With the further development of the compu-
ters during the 1960s and 1970s, the digital
performance developed even further, when not
only ilm was used, but also artists started to use
computer generated imaginary.
28
29
Enrique Muñoz Jimenez – MA Moving Image – PG05: Practice-based dissertation – Ravensbourne – August 2017
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The Gertrude Stein Repertory Theatre and
Kunstwerk-Blend introduced video conferencing
software to bring performers from remote loca-
tions together, live on stage.
32
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Creative Economy, British Council. (2017) ‚Case study: Punch-
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Consulting. arts-and-digital-culture-in-the-uk/case-study-punchdrunk-a8e-
ba629f3c7 (Accessed 12/07/2017)
Arrow, Melanie. (2016) ‚Immersive storytelling is everywhere
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