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Wikipedia

Cyberformance

Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet,[1] employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software (for example, UpStage, Visitors Studio, the Waterwheel Tap, MOOs, and other platforms). Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.

Cyberformance can be created and presented entirely online, for a distributed online audience who participate via internet-connected computers anywhere in the world, or it can be presented to a proximal audience (such as in a physical theatre or gallery venue) with some or all of the performers appearing via the internet; or it can be a hybrid of the two approaches, with both remote and proximal audiences and/or performers.

History and context edit

The term 'cyberformance' (a portmanteau word blending 'cyberspace' with 'performance') was coined by the net artist and curator Helen Varley Jamieson.[2] She states that the invention of this term in 2000 "came out of the need to find a word that avoided the polarisation of virtual and real, and the need for a new term (rather than 'online performance' or 'virtual theatre') for a new genre".[3] Jamieson traces the history of cyberformance back to the Satellite Arts Project of 1977,[4] when interactive art pioneers Kit Galloway and Sherrie Rabinowitz used live video mixing to create what they called "a performance space with no geographic boundaries".[5]

Online performances or virtual theatre has taken place in a number of the virtual environments that have emerged since the 1980s, including the multi-user virtual environments known as MUDs and MOOs in the 1970s, internet chat spaces (e.g. Internet Relay Chat, or IRC) in the 1980s, the Palace graphical chatroom in the 1990s, and UpStage, Visitors Studio, Second Life, Waterwheel Tap and other platforms in the 2000s. Notable cyberformance groups and projects thus far include:

  • The Hamnet Players. Founded by Stuart Harris, this group performed in IRC; their earliest performance was "Hamnet" in 1993.[6]
  • The Plaintext Players. Founded by Antoinette LaFarge, this group performs in MOOs and mixed reality spaces; their earliest performance was "Christmas" in 1994.[7]
  • "ParkBench." Created by Nina Sobell and Emily Hartzell in 1994, this was a collaborative performance and drawing space using live video and a web browser interface.[8]
  • Desktop Theater. Founded by Adriene Jenik and Lisa Brenneis, this group performed in the Palace; an example of their work is "waitingforgodot.com", 1997.[9]
  • Avatar Body Collision.[10] Founded by Helen Varley Jamieson, Karla Ptacek, Vicki Smith, and Leena Saarinen in 2002, this online performance collective uses UpStage, a web-based software purpose-built for cyberformance.[11]
  • aether9. A collaborative art project exploring the field of realtime video transmission, initiated in 2007 by artists from Europe, North and South America.[12]
  • Avatar Orchestra Metaverse (AOM). A formation in the virtual online environment Second Life (SL), exploring interactive possibilities with avatars.[13]
  • Second Front. A pioneering performance art group in the online, avatar-based Virtual Reality world of Second Life.[14]
  • Low Lives. An international festival of live performance-based works transmitted via the internet and projected in real time at multiple venues around the world.[15]

Features of cyberformance edit

Cyberformance differs from digital performance, which refers to any kind of digitally mediated performance, including those with no significant networked element.[16] In some cases cyberformance may be considered a subset of net art; however, many cyberformance artists use what is termed 'mixed reality' or 'mixed space' for their work, linking physical, virtual, and cyber spaces in manifold ingenious ways. The internet is often a subject and inspiration of the work as well as being the central enabling technology.

Cyberformers often work with the dual identities afforded by avatars, exploiting the gap between online persona and offline self. They can also take advantage of the ease of switching between avatars in a way unavailable to 'proximal' actors.[17] However cyberformance has its own unique problems, including unstable technology and "real life" interruptions.[18]

References edit

  1. ^ Papagiannouli, Christina (2016). Political Cyberformance: The Etheatre Project. Basingstoke: Palgrave Macmillan. ISBN 978-1-137-57703-0.
  2. ^ Jung, Patricia (April 2005). "Performers go web". Linux Journal. 2005 (132): 4. Retrieved 2008-09-23.
  3. ^ Jamieson, Helen Varley. "cyberformance". Retrieved 2008-09-23.
  4. ^ Jamieson, Helen Varley. "Timeline". Retrieved 2008-09-23.
  5. ^ "Satellite Arts Project 1977". Electronic Cafe. Retrieved 2008-09-23.
  6. ^ The Hamnet Players
  7. ^ . Archived from the original on 2019-09-24. Retrieved 2008-05-01.
  8. ^ . Archived from the original on 2019-09-05. Retrieved 2008-05-01.
  9. ^ Desktop Theater
  10. ^ Avatar Body Collision
  11. ^ Neumark, N.; Helen Varley Jamieson (July–September 2007). "UpStage: A Platform for Creating and Performing Online". IEEE MultiMedia. 14 (3): 8–10. doi:10.1109/MMUL.2007.69.
  12. ^ aether9
  13. ^ Avatar Orchestra Metaverse
  14. ^ Second Front
  15. ^ . Archived from the original on 2019-09-23. Retrieved 2012-04-25.
  16. ^ Jamieson, Helen Varley (2008). Real Time, Virtual Space, Live Theatre. Clouds. pp. 48–56. ISBN 978-0-9582789-9-7. {{cite book}}: |work= ignored (help)
  17. ^ Ptacek, Karla (2003-09-01). "Avatar Body Collision: enactments in distributed performance practices". Digital Creativity. 14 (3): 180–192. doi:10.1076/digc.14.3.180.27873. S2CID 38342687.
  18. ^ Ptacek, Karla; Helen Varley Jamieson (2004-11-30). . trAce Online Writing Centre. Archived from the original on 2008-12-05. Retrieved 2008-09-23.

Further reading edit

  • Corcoran, Marlena (2003). "An Internet Performance for the Third Millennium", Performance Art Journal 25(1).
  • Danet, Brenda (2001). Cyberpl@y: Communicating Online, Berg Publishers.
  • Flintoff, Kim and Sant, Toni (2007). The Internet as a Dramatic Medium – supplementary article to "Interactive and Improvisational Drama", ed Adam Blatner, 2007
  • Jamieson, Helen Varley (2008). "Adventures in Cyberformance" - thesis, Queensland University of Technology, Australia.
  • Jamieson, Helen Varley (2008). "Real Time, Virtual Space, Live Theatre" - chapter in The ADA Digital Arts Reader, published 2008, Clouds Publishing, ISBN 978-0-9582789-9-7.
  • LaFarge, Antoinette (1995). , Leonardo 28(5).
  • Baranski Sandrine, La musique en réseau, une musique de la complexité ?, Éditions universitaires européennes, mai 2010
  • Papagiannouli, Christina (2011). "Cyberformance and the Cyberstage", International Journal of the Arts in Society, vol 6 issue 4, 2011.
  • Schrum, Stephen A. Theatre in Cyberspace: Issues of Teaching, Acting and Directing. New York: Peter Lang Publishing, 1999.
  • Digital Performance Archive
  • Jan/Feb 2004

External links edit

  • cyberformance.org
  • Plaintext Players website 2019-09-24 at the Wayback Machine
  • Upstage website
  • - resesarcher Francesco Buonaiuto's site, includes timeline
  • The CyPosium - an online symposium on cyberformance, held on 12 October 2012

cyberformance, refers, live, theatrical, performances, which, remote, participants, enabled, work, together, real, time, through, medium, internet, employing, technologies, such, chat, applications, purpose, built, multiuser, real, time, collaborative, softwar. Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet 1 employing technologies such as chat applications or purpose built multiuser real time collaborative software for example UpStage Visitors Studio the Waterwheel Tap MOOs and other platforms Cyberformance is also known as online performance networked performance telematic performance and digital theatre there is as yet no consensus on which term should be preferred but cyberformance has the advantage of compactness For example it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber artistic environment Cyberformance can be created and presented entirely online for a distributed online audience who participate via internet connected computers anywhere in the world or it can be presented to a proximal audience such as in a physical theatre or gallery venue with some or all of the performers appearing via the internet or it can be a hybrid of the two approaches with both remote and proximal audiences and or performers Contents 1 History and context 2 Features of cyberformance 3 References 4 Further reading 5 External linksHistory and context editThe term cyberformance a portmanteau word blending cyberspace with performance was coined by the net artist and curator Helen Varley Jamieson 2 She states that the invention of this term in 2000 came out of the need to find a word that avoided the polarisation of virtual and real and the need for a new term rather than online performance or virtual theatre for a new genre 3 Jamieson traces the history of cyberformance back to the Satellite Arts Project of 1977 4 when interactive art pioneers Kit Galloway and Sherrie Rabinowitz used live video mixing to create what they called a performance space with no geographic boundaries 5 Online performances or virtual theatre has taken place in a number of the virtual environments that have emerged since the 1980s including the multi user virtual environments known as MUDs and MOOs in the 1970s internet chat spaces e g Internet Relay Chat or IRC in the 1980s the Palace graphical chatroom in the 1990s and UpStage Visitors Studio Second Life Waterwheel Tap and other platforms in the 2000s Notable cyberformance groups and projects thus far include The Hamnet Players Founded by Stuart Harris this group performed in IRC their earliest performance was Hamnet in 1993 6 The Plaintext Players Founded by Antoinette LaFarge this group performs in MOOs and mixed reality spaces their earliest performance was Christmas in 1994 7 ParkBench Created by Nina Sobell and Emily Hartzell in 1994 this was a collaborative performance and drawing space using live video and a web browser interface 8 Desktop Theater Founded by Adriene Jenik and Lisa Brenneis this group performed in the Palace an example of their work is waitingforgodot com 1997 9 Avatar Body Collision 10 Founded by Helen Varley Jamieson Karla Ptacek Vicki Smith and Leena Saarinen in 2002 this online performance collective uses UpStage a web based software purpose built for cyberformance 11 aether9 A collaborative art project exploring the field of realtime video transmission initiated in 2007 by artists from Europe North and South America 12 Avatar Orchestra Metaverse AOM A formation in the virtual online environment Second Life SL exploring interactive possibilities with avatars 13 Second Front A pioneering performance art group in the online avatar based Virtual Reality world of Second Life 14 Low Lives An international festival of live performance based works transmitted via the internet and projected in real time at multiple venues around the world 15 Features of cyberformance editCyberformance differs from digital performance which refers to any kind of digitally mediated performance including those with no significant networked element 16 In some cases cyberformance may be considered a subset of net art however many cyberformance artists use what is termed mixed reality or mixed space for their work linking physical virtual and cyber spaces in manifold ingenious ways The internet is often a subject and inspiration of the work as well as being the central enabling technology Cyberformers often work with the dual identities afforded by avatars exploiting the gap between online persona and offline self They can also take advantage of the ease of switching between avatars in a way unavailable to proximal actors 17 However cyberformance has its own unique problems including unstable technology and real life interruptions 18 References edit Papagiannouli Christina 2016 Political Cyberformance The Etheatre Project Basingstoke Palgrave Macmillan ISBN 978 1 137 57703 0 Jung Patricia April 2005 Performers go web Linux Journal 2005 132 4 Retrieved 2008 09 23 Jamieson Helen Varley cyberformance Retrieved 2008 09 23 Jamieson Helen Varley Timeline Retrieved 2008 09 23 Satellite Arts Project 1977 Electronic Cafe Retrieved 2008 09 23 The Hamnet Players The Plaintext Players Archived from the original on 2019 09 24 Retrieved 2008 05 01 ParkBench Archived from the original on 2019 09 05 Retrieved 2008 05 01 Desktop Theater Avatar Body Collision Neumark N Helen Varley Jamieson July September 2007 UpStage A Platform for Creating and Performing Online IEEE MultiMedia 14 3 8 10 doi 10 1109 MMUL 2007 69 aether9 Avatar Orchestra Metaverse Second Front Low Lives Archived from the original on 2019 09 23 Retrieved 2012 04 25 Jamieson Helen Varley 2008 Real Time Virtual Space Live Theatre Clouds pp 48 56 ISBN 978 0 9582789 9 7 a href Template Cite book html title Template Cite book cite book a work ignored help Ptacek Karla 2003 09 01 Avatar Body Collision enactments in distributed performance practices Digital Creativity 14 3 180 192 doi 10 1076 digc 14 3 180 27873 S2CID 38342687 Ptacek Karla Helen Varley Jamieson 2004 11 30 Writing 4 Cyberformance trAce Online Writing Centre Archived from the original on 2008 12 05 Retrieved 2008 09 23 Further reading editCorcoran Marlena 2003 An Internet Performance for the Third Millennium Performance Art Journal 25 1 Danet Brenda 2001 Cyberpl y Communicating Online Berg Publishers Flintoff Kim and Sant Toni 2007 The Internet as a Dramatic Medium supplementary article to Interactive and Improvisational Drama ed Adam Blatner 2007 Jamieson Helen Varley 2008 Adventures in Cyberformance thesis Queensland University of Technology Australia Jamieson Helen Varley 2008 Real Time Virtual Space Live Theatre chapter in The ADA Digital Arts Reader published 2008 Clouds Publishing ISBN 978 0 9582789 9 7 LaFarge Antoinette 1995 A World Exhilarating and Wrong Theatrical Improvisation on the Internet Leonardo 28 5 Baranski Sandrine La musique en reseau une musique de la complexite Editions universitaires europeennes mai 2010 Papagiannouli Christina 2011 Cyberformance and the Cyberstage International Journal of the Arts in Society vol 6 issue 4 2011 Schrum Stephen A Theatre in Cyberspace Issues of Teaching Acting and Directing New York Peter Lang Publishing 1999 Digital Performance Archive Horizon Zero issue 13 Perform Jan Feb 2004External links editcyberformance org Plaintext Players website Archived 2019 09 24 at the Wayback Machine networked performance blog Upstage website Performance Online resesarcher Francesco Buonaiuto s site includes timeline The CyPosium an online symposium on cyberformance held on 12 October 2012 Retrieved from https en wikipedia org w index php title Cyberformance amp oldid 1223169804, wikipedia, wiki, book, books, library,

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