multimedia theatre
TRANSCRIPT
Multimedia Theatre in the Virtual Age
Rosemary Klich
BA(Drama), BCI(Hons), QUT.
A thesis submitted in fulfilment of the requirements of the
degree of Doctor of Philosophy
School of Media Film and Theatre
University of New South Wales
May 2007
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ORIGINALITY STATEMENT
‘I hereby declare that this submission is my own work and to the best
of my knowledge it contains no materials previously published or
written by another person, or substantial proportions of material
which have been accepted for the award of any other degree or
diploma at UNSW or any other educational institution, except where
due acknowledgement is made in the thesis. Any contribution made
to the research by others, with whom I have worked at UNSW or
elsewhere, is explicitly acknowledged in the thesis. I also declare that
the intellectual content of this thesis is the product of my own work,
except to the extent that assistance from others in the project's design
and conception or in style, presentation and linguistic expression is
acknowledged.’
Signed ……………………………………………..............
Date ……………………………………………..............
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Acknowledgments:
I owe enormous thanks to my supervisor Dr Edward Scheer, whose guidance and
support of this research have been invaluable. I greatly appreciate his encouragement,
his belief in me, and his incisive questioning which demanded nothing less than the
best that I could give.
I also extend my gratitude to my co-supervisor Dr Meg Mumford, for whose patience
and feedback at a critical stage in my journey I am indebted.
Thanks to the academic staff in the School of Media, Film and Theatre at the
University of New South Wales who did so much to stimulate my growth as a scholar
and my thinking on a whole range of topics. Special thanks to Dr George Kouvarous
for his early assistance, and to Prof James Donald, Claire Grant, John McCallum, Dr
John Golder, and Dr Moe Meyer.
In addition I am grateful for the financial assistance given me by the University of
New South Wales, in the form of external research and conference funding, and for
the facilities provided to me during my research. Thank you also and cheers to the
School’s administrative staff, Julie and Jennifer.
To my fellow students with whom I have taken this journey, Caroline, Sam, Bryoni,
David, Bec and Sarah, and to my dear friend Tessa: our years of shared support,
debate, and insecurities will be fondly remembered. I also acknowledge all the friends
I have neglected over the duration of this project, yet who are still my friends as it
comes to an end. And thanks always to Jess and Seb, for being my best mates.
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It is hard to express strongly enough my appreciation of the inspiration and undaunted
support I have received from my father, Zbys. Both my parents are owed the deepest
gratitude for their confidence in me, their kindness, and for instilling in me a love of
learning.
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Abstract
This research aims to delineate various modes and means of communication in the
field of multimedia theatre and to relate this field of practice to contemporary debates
in both theatre and media studies. This thesis defines 'multimedia theatre' in two
ways: firstly to include performance where media technologies are brought into the
theatrical frame as a feature of the mise en scene, and secondly to refer to the area of
new media performance, where a live performer may not be present but a high degree
of performativity and liveness are achieved. Discourse in the field of digital aesthetics
and new media theory is applied to examples and case studies of contemporary
multimedia theatre practice to highlight the formal structures and modes of audience
engagement operating within such work. Multimedia theatre may be characterised by
the qualities of intermediality, immersion, interactivity, and postnarratvity, and these
characteristics are used in this thesis as focal points to structure analysis and
investigation.
The thesis also argues that recent developments in the field of multimedia theatre and
performance may be viewed as related to a larger cultural shift predicated on the
dissolution of the separation of the real and the virtual. It is further argued that
multimedia theatre is acting as a forum for the exploration of the contemporary
human experience, an experience shaped by the ubiquity of digital media and the
development of a 'posthuman' perspective.
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Publications
Sections of the work in this thesis have been published in the following articles:
Klich, R. (2005) “The Play’s The Thing No Longer: Non-Linear Narrative in Kate
Champion’s ‘Same, Same But Different”, Australasian Drama Studies Journal, Vol.
46, p. 58-69.
Klich, R. (2006) “David Pledger: On Eavesdrop and New Media” Performance
Paradigm Journal, Vol. 1 March 2005, peer-reviewed e-journal
(www.performanceparadigmjournal.org.au).
Klich, R. (2007) “Immersion and Remediation in New Media Performance” SCAN:
Journal of Media Arts Culture, peer-reviewed online journal, (www.scan.net.au).
Forthcoming (Accepted for Publication):
Book Chapter:
Klich, R. “Between Realities: Intermediality and the Blurring of Boundaries in
Multimedia Theatre,” in M. Sugiera and M. Borowski eds. Fictional Realities and
Real Fictions, Cambridge Scholars Press. A collection of essays by the “Postdramatic
Text in the Theatre” Working Group of the International Federation for Theatre
Research (IFTR/FIRT).
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Contents:
Acknowledgements…………………………………………………….………… 3
Abstract………………………………………………………………….……….. 5
Publications………………………………………………………………… ……. 6
Introduction……………………………………………………………….……… 9
Theatre in the Digital Age………………………………………………….……… 9
Theatre and Multimedia: A Poetics…………………………………………..……. 14
Thesis Outline………………………………………………………………..…….. 16
Chapter 1. Virtuality: A New Paradigm for Theatre?............................................ 21
Theories of Media and Technology………………………………………………. 22
Virtualisation……………………………………………………..………………. 27
A ‘Digital Aesthetic’……………………………………………………………… 31
Digitalisation……………………………………………………………………… 35
The Posthuman…………………………………………………………………… 40
Semiotics of Virtuality……………………………………………………………. 43
Chapter 2. Multimedia Theatre: Defining the Field………………………………… 47
Multimedia vs Virtual Theatre …………………………………………………… 47
Evolution of Multimedia Theatre…………………………………………………. 50
- Hybridisation of Disciplines………………………………………………. 50
- From Object to Action…………………………………………………….. 56
- From Passive to Active Spectator…………………………………………. 58
Postdramatic Theatre……………………………………………………………… 60
Virtual Theatre…………………………………………………………………….. 65
New Media Performance………………………………………………………….. 67
Chapter 3. Intermediality…………………………………………………….………... 73
Definitions of Intermediality…………………………….………………………… 74 Intermediality as Remediation in Theatre……………….………………………… 79
Into Virtuality: Intermediality in Multimedia Theatre….…………………………. 84
Remediation and Hyperreality in Wages of Spin……….…………………………. 86
Pattern, Presence and Intermediality in Supervision….…………………………… 93
Conclusion………………………………………………………...…………..…... 100
Chapter 4. Immersion…………………………………………………………………. 102
Cognitive Immersion……………………………………………………………… 103
Sensory Immersion………………………………………………………………... 107
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Immediacy and Hypermediacy………………………………………………….… 111
Immersion in the Gallery: Bill Viola and Janet Cardiff…………………………... 114
- Five Angels for the Millennium…………………………………………... 114
- 40 Part Motet…………………………………………………………….. 119
Modell 5………………………………………………………………………….. 122
- Remediation, Immediacy and Hypermediacy…………………………….. 125
- Performing Posthuman Perspective……………………………………… 126
Desert Rain and the ‘Desert of the Real’: Composite Reality and Spatial
Immersion………………………………………………………………………… 129
Reflection…………………………………………………………………………. 133
Chapter 5. Interactivity…………………………………………………………... 136
Human/Machine Interaction: A Posthuman Perspective…………………………. 137
Theatre and Interactivity………………………………………………………….. 139
Openings: ‘Active’ and ‘Interactive’……………………………………………… 144
Interpretive Engagement………………………………………………………….. 149
Navigation………………………………………………………………………… 150
Interactivity: Response-Based Interaction………………………………………… 153
Interactivity: Complex Interaction……................................................................... 158
Interactivity in Blast Theory’s Can You See Me Now?…………………………… 162
- From Presence to Pattern………………………………………………… 166
- Access, Audience and Community………………………………………… 167
Conclusion: The Limits of Interactivity……………………………………….….. 169
Chapter 6. Narrativity and the Postnarrative Text in Performance……………... 171
Narrativity of New Media: Eavesdrop…………………………………………… 173
Traditional Narrative: Elements and Definitions………………………………… 179
Contemporary Approaches: Poststructuralism and Narrativity………………….. 182
The Postnarrative Text…………………………………………………………… 185
New Media and Narrative: Contemporary Discourse……………………………. 189
Poetics and Postnarrativity……………………………………………………….. 195
Presence, Pattern and The Postnarrative Text……………………………………. 198
Conclusion………………………………………………………………………. 202
Theatre and the Caesura of the Digital Age……………………………………… 202
- Corporeality………………………………………………………………. 204
- Virtuality………………………………………………………………….. 206
Limitations of this Research……………………………………………………… 209
Further Questions from this Research……………………………………………. 211
List of Images………………………………………………………………………….. 214
Works Cited……………………………………………………………………… 216
Works Consulted………………………………………………………………… 229
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Introduction
Theatre in the Digital Age
In the prologue to Postdramatic Theatre, Hans-Thies Lehmann suggests that “the
spread and then omnipresence of the media in everyday life since the 1970s has
brought with it a new multiform kind of theatrical discourse”1 and he recognises the
“caesura of media society” as an integral context for the evolution of contemporary
performance practice. This important transition in twentieth century cultural practice
was preceded by an earlier shift “caused by the historical avant-gardes around 1900”,2
which paved the way for the development of postdramatic forms. Trends within
contemporary theatre and performance practice can be recognised as profoundly
linked to both these key transitional moments. However, the existence of a more
recent cultural rupture resulting from the advent of digital technologies and their
colonisation of ‘old’ media can now be recognised.
The potential for a ‘digital aesthetic’ to operate within theatre practice is already
being realised and theatre studies is acknowledging the effect of these new structures
and strategies, not as simply extending theatre into the virtual realm, but as affecting
the poetics of live performance. This study draws from new media discourse to focus
on some of the emerging formal structures manifesting across a range of multimedia
theatre practice. This thesis will argue that a cultural shift has been triggered by the
ubiquity and dominance of digital technologies and that multimedia theatre is acting
as a forum for the exploration of this shift. This thesis also theorises practice that
includes both performance where media technologies are brought into the theatrical
frame as a feature of the mise en scene, and the area of new media performance,
where a live performer may not be present but a high degree of performativity and
1 Hans-Thies Lehmann (2006) Postdramatic Theatre, trans Karen Jurs-Munby, London: Routledge, p.
22. 2 Ibid.
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liveness are achieved. Finally, the thesis delineates the modes and means of
communication utilised in multimedia theatre, and relates the defining elements of
this field to contemporary discourse in both theatre and media studies.
Inspiration for this thesis can be traced back to a crucial moment in my journey as an
aspiring theatre scholar. In 2002 I attended a production in Brisbane written and
directed by Australian choreographer Kate Champion in collaboration with Force
Majeure, and became intrigued by the field of multimedia theatre as a site of cultural
critique. Stylistically this work was not radical; with its emphasis on physicality,
juxtaposition and the use of multimedia, it was emblematic of the well-established
field of ‘dance theatre’. However, certain aspects of this work evoked an amazement
and curiosity that triggered within me an urge to further explore the significance of
these provocative elements on a cultural level.
That work, Same, same But Different, blended the spoken, physical, musical and
cinematic texts to present an aesthetically rich exploration of the vicissitudes of
romantic relationships. Dramatic conventions were abandoned and the text unfolded
dynamically, creating a kind of audio-visual-physical poetry. It was viscerally
encompassing and I was struck by the uncanny sense of being totally absorbed within
the world of the performance, and yet simultaneously aware of this immersion as if
from the perspective of an objective outsider. Even more intriguing, capturing both
my imagination and stimulating conceptual thought, was the intricate interaction
between the live performers and the filmic imagery. Enormous screens provided a
surface for projection that extended the choreography and the presence of the live
performer into another dimension; projected versions of the dancers performed
movement sequences in synchrony with the real performers, and the audience
encountered the ‘doubling’ of the live performer. The boundary between the real and
the virtual disintegrated as it was no longer evident which performers were real and
which were two-dimensional. The performers became part of the cinematic scape,
moving in and out of the flat surface, while the virtual performers seemed to step out
of the frame as if materialised.
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This image of the interaction between live performer and their projected double
presented a visual metaphor for the blurring of the boundary between the real and the
virtual that has become a feature of much of everyday life. As the live dancers and the
media technologies performed symbiotically, I was confronted with an illustration of
the impact of virtual spaces upon perceptions and definitions of the human subject. I
was infused with philosophical questioning, and as the work progressed, I appreciated
the potential offered by multimedia performance as a means of exploring, and even
answering, some of these questions. I felt challenged to investigate this field of
practice, and it became my purpose to address the need for further research into the
effects of new media on theatre practice generally, and to recognise the role of theatre
as a key site for the expression of cultural reactions to the spread of digital
technologies.
Theatre, as a meta-medium that incorporates both live performance and mediatised
elements, is in a unique position to explore and investigate the effect of extensive
mediatisation on cultural perception and subjectivity. By celebrating the increasingly
‘multimedial’ nature of theatre, and through both the overt and implicit representation
of critical perspectives regarding the mediatisation of society, contemporary
multimedia theatre is presenting an exploration into, and a cultural critique of, the
impact of media technologies. Scott deLahunta asserts that throughout the twentieth
century, “art movements and forms of dance and theatre have served a crucial
function as one of the places from which to critique the relationship between the
individual and the machine, society and technology”.3 As advances in technology and
science alter our perception of the world, so then do our perceptions of the world
inform our art making, and as argued by Matthew Causey, theatre is “once again the
test site, the replica, or laboratory, in which we can reconfigure our world and
consciousness, witness its operations and play with its possibilities.”4 While the
pervasiveness of digital media has been viewed by some as posing a threat to the
cultural value of theatre and the ontology of performance, Causey argues it is not
3 Scott deLahunta (1998) Speculative Paper: Theatre, Dance and New Media Information
Technologies, Written and presented to the Working Groups on Dance and Drama, Research Group on
Reorganisation of Professional Arts Education, Amsterdam, 11/04/1998,
(www.art.net/~stz/scott3.html) accessed July 2004, p. 2. 4 Matthew Causey “A Theatre of Monsters: live performance in the age of digital media” in Maria M.
Delgado and Caridad Svich eds. (2002) Theatre in Crisis?: Performance Manifestos for a New
Century, Manchester: Manchester University Press, p. 182.
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theatre that is in crisis but the human itself as “it attempts to understand its position in
the space of technology.”5 As this crisis plays out in the forum of experimental
theatre, theatre too is affected and infiltrated by media technologies.
Recent developments in theatre practice manifest current perspectives regarding the
position of the human in the ‘space of technology.’ Theatre has always functioned as
a rehearsal space for new ideas and modes of cultural awareness and this research
places recent developments in the field of multimedia theatre in relation to a cultural
shift into what Katherine Hayles has described as “a condition of Virtuality”.6 This
shift is predicated on the dissolution of the separation of the real and the virtual, and
the perception that informational pattern is displacing and pre-empting materiality.
This research positions the field of contemporary multimedia theatre within the wider
context of this transition into a state of Virtuality, and suggests how current structures
and processes employed within contemporary practice may be symptomatic of this
cultural condition.
Our condition of Virtuality “finds instantiation in an array of powerful technologies.
The perception facilitates the development of the technologies, and the technologies
reinforce the perception.”7 Digital technologies have infiltrated nearly all aspects of
human creativity and communication. Like theatre, digital multimedia is a meta-
medium, able to provide a platform for the synthesis of different pre-existing or ‘old’
media. This thesis examines the impact of ‘new’ media upon the medium of theatre
and explores the relationship of contemporary theatre practice to a ‘digital aesthetic’.
Dialogue between theatre and media discourse has long been ongoing, reflecting the
continually evolving reciprocity of theatre and creative technologies. This research
builds on this history, appropriating elements of new media theory for application to
the field of theatre analysis, with the aim of providing a language through which to
articulate the poetics of emerging theatrical forms.
Theatre and new media are continually reframing and colonising each other in
inventive ways, and this research examines an area of practice that draws influence 5 Ibid.
6 Hayles in Peter Lunenfeld ed. (2000) The Digital Dialectic: New Essays on New Media, Cambridge
MA and London: The MIT Press. 7 Hayles in Lunenfeld (2000) p. 69.
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from both of these creative fields, using digital technologies within the theatrical
frame or in a performative mode. However, this thesis does not assume that theatre
practice in general is not affected in different ways by the pervasiveness of digital
technologies and the resulting cultural shift. The key questions that gave onto this
research project were: how can theatre respond to the technology-saturated
consciousness of contemporary culture and how can it employ media technologies to
create theatrical events relevant to a mediatised society?
An important answer to these can be found in Matthew Causey’s emphatic declaration
that it is not sufficiently provocative for theatre to merely represent or discuss new
technologies. Rather, he suggests, practitioners need to evolve new forms of
performance that are a hybrid of live performance and mediated technologies, a
‘monstrous theatre’ that both extends and closes the gap between the live and the
mediated. Such a theatre, suggests Causey,
would violate the norms of live theatrical performance of the ‘here and now’ with
dislocation and fluidity of narrative, character and theme, both ‘here and now’
and ‘not here and now’. This theatre of monsters is possible through the
incorporation of the technologies of digital media in such forms as video,
hypertext, interactivity, and virtual presence within live performance. The theatre
of monsters is a theatre that is not theatre, but also that is not, not theatre.8
In contemporary multimedia theatre we see these ‘monsters’ brought to life.
Practitioners are combining video, hypertext, interactivity and virtual presence
alongside the live performer, creating an emerging field of theatre that is, and is not,
theatre as we have known it. The decision to select multimedia theatre practice as the
site for exploration into the relation of theatre, digital media, and Virtuality, rather
than theatre practice in general, was made due to the potential for this exciting hybrid
form to make visible the reconceptualisation of the binaries of human/technology,
live/mediated, presence/absence, and real/virtual, and so manifest a connection to a
cultural transition into Virtuality.
8 Causey in Delgado and Svich eds. (2002) p. 182.
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Theatre and Multimedia: A Poetics
Multimedia has been described as the defining medium for the twenty first century,9
but the inferences of the term multimedia have become many and are often non-
specific. The word is broadly used to describe an area of digital computer
development that includes The World Wide Web, CD-ROMs, virtual reality and
computer gaming. In the book Multimedia: From Wagner to Virtual Reality, Packer
and Jordan offer five characteristics intrinsic to computer-based multimedia:
integration, interactivity, hypermedia, immersion, and narrativity.10
‘Multimediality’
may be regarded as the sum of these qualities and it is my intention to utilise these
terms as an initial framework upon which to build an analysis of multimedia theatre.
As the name suggests, multimedia theatre does not simply involve the use of media
onstage but involves a synthesis of multimedia communication structures within live
performance. Theatre is inherently multi-medial and so the term ‘multimedia theatre’
could be considered tautological; a medium may be simply understood as a technical
means of communication, and modes of expression inherently embedded in theatrical
communication such as the written text, the spoken text, and the body, may all be
considered media. However, this research regards multimedia theatre as founded on a
relation between two major meta-media: digital multimedia and theatre. It is argued in
this thesis that multimedia theatre is theatre that can be characterised by the same key
principles as digital multimedia. The approach in this thesis adapts the definition of
multimedia offered by Packer and Jordan into a framework through which to establish
the distinguishing principles of communication operating in this field of practice.
This thesis essentially offers a poetics of contemporary multimedia theatre,
systematically describing the terms, tools and principles of the negotiation of meaning
between the presented text and the audience. A methodology of poetics studies “the
conditions of meaning, the formal structures that organise a text and make possible a
range of meanings”.11
This research utilises that approach, establishing the key
9 Randall Packer and Ken Jordan eds. (2001) Multimedia: From Wagner To Virtual Reality, New York:
W.W.Norton and Company, p. xiii. 10
Packer and Jordan eds. (2001) p. xxx. 11
Culler in Daniel Mario Abondolo (2001) A Poetics Handbook: Verbal Art in the European
Tradition, London: Routledge, p. 50.
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characteristics that determine the nature of audience engagement and affect the
production of meaning. Focus is placed on the effects of the work experienced by the
audience, and investigation determines how these effects are facilitated by the
performance text.
This investigation seeks to avoid questions of appreciation, and focuses instead on
determining trends emerging across a broad spectrum of practice. It is not intended
that the characteristics identified in this study be interpreted as fundamental rules.
Rather, this thesis offers a map of the complexities of the communication systems
formed within multimedia theatre practice. Of particular significance in this research
is the reinterpretation of the qualities of integration, immersion, interactivity,
hypermedia, and narrativity, in light of theatre discourse and the historical evolution
of multimedia theatre. These qualities are reconceptualized here as intermediality,
immersion, interactivity, and postnarrativity to form the foundation for an analytical
framework relevant to theatre practice. The quality of hypermedia has not been
represented as a separate focus of the thesis design; hypermedia are defined by “the
linking of separate media elements to one another to create a trail of personal
association”12
and aspects of this quality are discussed in the examination of the
principles of intermediality, interaction, and postnarrativity. The characteristic of
‘intermediality’ is used to extend the concept of the ‘integration’ of artistic
disciplines, and it is related to both the reciprocity and amalgamation of live and
mediated elements within performance. Audience engagement is articulated through
the frames of ‘interactivity’ and ‘immersion’, and the content of communication is
discussed in terms of ‘postnarrativity’, where the text does not dictate narrative but
where the audience’s impulse to narrativise experience is stimulated.
Intermediality, immersion, interactivity, and postnarrativity further extend a number
of key trends that evolved as part of a twentieth century dynamic in experimental
theatre practice, such as the hybridisation of disciplines, the move from product to
process, and the shift from passive to active audience spectatorship. These trends may
be considered the key principles upon which the poetics of multimedia theatre have
gradually been built, linking contemporary multimedia theatre practice to an ongoing
12
Packer and Jordan eds. (2001) p. xxxv.
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process of evolution within theatre history. As such, multimedia theatre should not be
regarded merely as theatre’s reaction to the challenge posed by the hegemony of mass
media, but should be recognised as a historically embedded and culturally relevant
field of creative practice.
Thesis Outline
The trajectory of this thesis gradually narrows and deepens the focus of study, moving
from larger domains through to detailed analyses. This research firstly embeds
multimedia theatre within its cultural context, and then defines it in relation to other
areas of creative practice operating within the same cultural arena. Subsequent
chapters address the characteristics specific to the field of multimedia theatre and
utilise relevant case studies to illustrate the modes and means of communication that
constitute this theatrical form. Throughout this research Hayles’ framework of the
‘semiotics of Virtuality’, a framework based on the interaction of information and
materiality, is frequently employed as a new lens through which to holistically view
the complex processes of communication and posthuman embodiment established in
multimedia performance.
The opening chapter of this thesis frames multimedia theatre within the context of
mediatised society and a digital aesthetic. Digital media impact on the conditioning of
perception, and an understanding of the ways in which media influence and alter
subjectivity is important in understanding the efficacy of multimedia theatre.
Relevant discourse is examined in the fields of media and technology, and various
theoretical positions regarding the relationship of media and society from theorists
such as McLuhan, Baudrillard, Virillio, and Michel Heim are considered. The notion
of a digital aesthetic is discussed in relation to Peter Lunenfeld’s vision of an
‘aesthetic of unfinish’, and the relevance of digitality is addressed through the
writings of Lev Manovich. It is argued that an awareness of the language utilised in
new media discourse assists the analysis of recent developments in multimedia theatre
practice. This chapter also positions multimedia theatre within the context of a wider
cultural shift into a ‘condition of Virtuality’, predicated on the dissolution of the
duality of the real and the virtual. It is further argued that the merging of the virtual
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and the real in multimedia theatre manifests the concept of ‘posthuman’ embodiment,
and suggests the need for an alternative analytical framework through which to
address the nature of embodiment in multimedia theatre.
Having established the cultural context shaping multimedia theatre, the parameters of
this specific field of practice are then defined. The second chapter begins with
justification for use of the term ‘multimedia theatre’, rather than the recently popular
‘virtual theatre’. It is argued that the field of multimedia theatre is not simply a
product of new technologies but is part of an ongoing dynamic that has developed
throughout the twentieth century. Contemporary multimedia theatre is related to other
fields of practice such as postdramatic theatre, virtual theatre, and new media
performance. Multimedia theatre is identified as inherently postdramatic and as
including within its scope the areas of virtual theatre, new media performance and
intermedial staging. Following the explication of the cultural and creative context that
characterises multimedia theatre, the final four chapters delineate the four key
principles that are central to multimedia theatre: intermediality, immersion,
interactivity and postnarrativity.
Chapter 3 investigates manifestations of intermediality in multimedia theatre and
argues for the reconceptualisation of intermediality in light of discourse addressing
the ‘remediation’ that occurs as a result of digitalisation. Theatre, like digital media,
translates other media into a new format; theatre subsumes media, uniting both live
and mediated communication within the frame of performance. Intermediality denotes
the audience’s experience of the integration of all media and systems of
communication within a theatrical performance, and so relates to the functioning of
theatre as a hypermedium. This chapter addresses the history of intermediality in
theatre studies through an examination of concepts such as Wagner’s
Gesamtkunstwerk and Thomas Jensen Hines’s notion of ‘collaborative form’, and
comes to a contemporary definition of intermediality in relation to multimedia theatre
through Schroter’s typology of forms of intermediality. Theatre and digital media
both ‘remediate’, and this chapter uses Bolter and Grusin’s discussion of remediation
in digital multimedia, and the related qualities of ‘immediacy’ and ‘hypermediacy’, to
elucidate the remediation of live and mediated elements in multimedia theatre. This
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chapter also argues that an analytical framework that foregrounds the dialectic of
pattern and randomness over presence and absence would enable theatre analysis to
avoid reinforcing the distinction of the ‘live’ and the ‘mediated’, and focus instead on
the patterns and rhythms created across media.
Chapters 4 and 5 examine audience engagement in terms of ‘immersion’ and
‘interactivity’. Theatre has always traditionally been a site for immersion, not
interactivity, but as theatre practice dismisses the representation of a fictional world,
audience engagement moves beyond cognitive immersion and becomes a physical
and sensory experience grounded in an actual world, a sculpted space. Consequently,
multimedia theatre is enabling the audience to simultaneously experience both
immersion and interactivity. Participants are able to interact with responsive
environments and connect to other participants via networked technologies. While the
degree of immersion and/or interactivity varies immensely throughout the panorama
of multimedia theatre, these two characteristics shared by both digital media and
theatre practice are critical in understanding the processes of audience engagement in
multimedia theatre.
In an exploration of immersion, Chapter 4 argues against Oliver Grau’s assertion that
“staged media” are not appropriate for the study of immersion as they do not appeal
to the audience on a sensory level.13
As postdramatic theatre rejects the portrayal of a
discrete fictional universe and instead creates physically immersive spaces, the
potential for multimedia performance to create visceral immersion is being realised.
This chapter utilises Bolter and Grusin’s terminology of ‘immediacy’ and
‘hypermediacy’ to articulate the layers of immersion experienced by audience
members, and examines audience immersion in a variety of case studies. The first
work examined is Bill Viola’s Five Angels for the Millennium, a new media
installation that uses digital imagery to explore the concept of immersion in water.
Next, Janet Cardiff’s Forty Part Motet creates audience immersion not through
imagery, but through the use of digital sound. Granular Synthesis’s Modell 5, an
audio-visual installation that involves elements of live mixing, is discussed in detail
and the various levels of immersion identified. The work is also discussed in terms of
13
Oliver Grau (2003) Virtual Art: From Illusion to Immersion, Cambridge MA and London: The MIT
Press, p. 14.
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its relation to a ‘posthuman perspective’, both through its use of distorted imagery and
through audience embodiment. Finally, immersion in an ‘augmented reality’ is
explored in an examination of Blast Theory’s Desert Rain, which also combines all
previously mentioned modes of audience immersion.
Contemporary multimedia theatre is facilitating various degrees of direct audience
participation and interactivity. In new media theory, the term ‘interactive’ relates to
the feedback loop between technology and user and as such, ‘interactivity’ is an
important concept in the articulation of posthuman embodiment. Chapter 5 of this
thesis explores the inferences of interactivity in relation to creative practice and
identifies specific forms of active spectatorship manifesting in contemporary
multimedia performance. Marie-Laure Ryan outlines the significance of audience
interaction in theatre history as an inspiration and initial foundation for the
development of interactivity in electronic forms, and this chapter begins with an
assessment of the development of an active audience within theatre history.
Definitions of ‘active’ and ‘interactive’ are explored through a discussion of ideas
from theorists McLuhan, Eco and Ryan, followed by the presentation of an original
typology of forms of interaction in contemporary multimedia theatre. Concepts
discussed within the chapter are then explored through a case study of Blast Theory’s
Can You See Me Now?, which utilises networked and locative technologies to create
complex interaction and posthuman embodiment.
Chapter 6 analyses the nature and structure of the text in multimedia performance and
positions these texts as no longer narrative or non-narrative texts, but as postnarrative
texts. The ‘postnarrative text’ refers to a process of expression/reception in which
narrative is not dictated by an authored script, rather, the audience’s innate tendency
to narrativise experience is stimulated and encouraged. Postnarrative texts are formed
through audience engagement and cannot be dismissed as non-narrative, for they may
utilise such inherent elements of narrative as story, plot, and temporal progression.
However, the postnarrative text rearranges the traditional design of these narrative
elements to create new means and modes of communication. This chapter maps the
characteristics of the postnarrative encounter within the site of contemporary
multimedia theatre, and explores the potential for recognising the dynamism and
20
fluidity of the postnarrative text as symptomatic of current cultural perceptions.
Narrative construction reflects the cultural paradigm in which it is created, and this
chapter concludes by connecting the nature of the postnarative text to the cultural
condition of Virtuality as outlined by Hayles.
This thesis may be viewed as presenting the reader with i) an exploration, ii) a
definition and iii) an argument. Taking these in turn: i) the relationship between
digital communication structures and the characteristics of multimedia theatre is
explored, with the findings of this investigation offering a new language and
framework through which to articulate the nature of multimedia theatre; ii) the poetics
of multimedia theatre are defined; iii) it is argued that in order to examine and better
understand the efficacy of multimedia theatre, a new interpretative paradigm can be
utilised based on Hayles’ map of the semiotics of Virtuality and its emphasis on the
dialectic of pattern/randomness, the basis of information, over presence/absence, the
basis of materiality.
Packer and Jordan suggest that the only defining feature of multimedia is its inherent
mutability,14
and just as multimedia is constantly evolving and assuming new forms,
so the field of multimedia theatre is continuously pushing the parameters of theatre
practice and inventing new modes of performance. This thesis does not attempt to
definitively establish the limits of multimedia theatre, but rather to ascertain the
trends and principles that are manifesting across the wide field of practice suggested
by the title ‘multimedia theatre’. Lehmann wisely contends, “The task of theory is to
articulate, conceptualise and find terms for that which has come into being, not to
postulate it as the norm.”15
The following chapters mine the fields of theatre and
media studies for terms with which to discuss developments in contemporary theatre,
clarifying existing terminologies and refining or inventing new ones, so as to better
articulate that ‘which has come into being.’ Theory does not define the rules of
practice, but may instead aim to elucidate the underlying patterns, the relevant
language, and the implications of emergent phenomena. That is the intent of this
thesis.
14
Packer and Jordan eds. (2001) p. xxxviii. 15
Lehmann (2006) p. 25.
21
Chapter 1
Virtuality: A New Paradigm for Theatre?
Through experimentation and innovation, contemporary performance is challenging
the distinctions between reality, fictionality, and virtuality, and reflecting the impact
of new media and digital technologies on human perception. Not only is theatre
utilizing new media technologies to create innovative aesthetic forms, but it is also
functioning as a training centre for the exploration of contemporary perspectives
developing as a result of, or at least in conjunction with, information technologies.
The intention of this investigation is to suggest how theatre practice is both actively
and implicitly addressing the ways in which digitalisation impacts upon social
practices and cultural mentalities. While the manipulation of digital technologies
within theatre practice is creating new forms of performance that self-reflexively
address the media they rely on, I am also interested in how recent developments in all
forms of multimedia theatre, such as the effects of simultaneity and the advent of
'virtual theatres', can be seen as part of a larger cultural shift into a ‘condition of
Virtuality’ (Hayles). This condition is predicated on the dissolution of the perceived
boundary between the real and the virtual, and configures the human subject as
evolving into a ‘posthuman’ being.
Multimedia theatre’s reliance on digital technologies suggests that this area of
practice may be considered in terms of a ‘digital aesthetic’, and so this chapter firstly
identifies the characteristics of digital media and the terms in which a digital aesthetic
may be articulated. This chapter also provides insight into this contemporary cultural
condition by examining discourse regarding the social and cultural move into virtual
spaces. The transition into a state of ‘Virtuality’ and the evolution from human to
posthuman subjectivity is addressed through a discussion of N. Katherine Hayles’
theoretical framework mapping the semiotics of Virtuality. This framework then
provides a structural foundation for the ensuing investigation of multimedia theatre.
22
In Postdramatic Theatre (2006) Hans-Thies Lehmann declares, “In the theory of
avante-garde theatre it has become commonplace to say that it analyses, reflects, and
deconstructs the conditions of seeing and hearing in the society of the media.”16
He
then suggests that,
Regardless of the cogency of this statement, it is to be doubted that the self-
referentiality of the theatre…is really primarily driven by such a pathos of
analysis, which is more at home in theoretical efforts. Rather it seems realistic
that an aesthetic is manifesting itself here that seeks proximity to an artificially
changed perception.17
Contemporary multimedia theatre certainly exemplifies the aesthetic Lehmann refers
to, however, as argued in this thesis, it is often also explicitly driven by ‘a pathos of
analysis’, overtly deconstructing ‘conditions of seeing and hearing in the society of
the media’. This is evident in the ways that theatre companies such as Blast Theory
and The Builder’s Association address the ubiquitous presence of the virtual in our
everyday lives as a result of media technologies, self-reflexively presenting the real,
the fictional and the virtual alongside each and thematically addressing the conditions
of communication in mediatised society. Indeed theatre has always acted as an arena
for the critical investigation and mapping of new perspectives. As a forum for the
exploration of the changes affecting human experience, theatre is in a position to trial
new aesthetic forms through creative ‘remediation’ and to both represent and
challenge an ‘artificially changed perception’.
Theories of Media and Technology
It has been widely speculated that we now live in an ‘information age’, characterised
by the commodification of information enabled by the ubiquity of computer
technologies and global networks.18
The suggestion that our historical and social ‘age’
can be characterised by the nature of the embedded technology would appear to
advocate a certain degree of technological determinism. Technological determinism
has been a highly contentious position throughout the last century and may be
16
Lehmann (2006) p.167. 17
Ibid. 18
The terms ‘information age’ and ‘global village’ have been widely used since first coined by
McLuhan in Understanding Media: The Extensions of Man (1964).
23
understood as “the idea that the mere presence of technology leads to familiar and
standard applications of that technology, which in turn bring about social change.”19
In the twenty-first century certain technological determinations are widely accepted.
Nick Stevenson explains, “From the production of daily newspapers to the electronic
transmission of the latest racing results, the technical forms of mass communication
are altering the experiential content of everyday life”.20
However, the concept of technological determinism has now been challenged by the
concept of social informatics, which as Mark Warschauer explains “argues that
technology must be considered within a specific context that includes hardware,
software, support resources, infrastructure, as well as people in various roles and
relationships with one another and with other elements of the system.”21
Within this
context the technology and the social system refigure and impact upon each other
“like a biological community and its environment.”22
It is important to recognise that
there is a ‘digital divide’ between the technological saturation of predominantly
Western conurbations and many under-resourced rural and of course third world
communities, and to acknowledge that the subsequent discussion is confined to the
context of highly technological Western society. Within this context it is generally
accepted that the ubiquity of information media and technologies, and the technical
modes of communication and interaction they employ, impact upon the social sphere
and affect the way we perceive and interact with the world.
Both in media theory and theatre studies there are those who oppose the perceived
domination of media technologies and those who embrace them. Michael Heim
addresses these positions, which he labels 'naive realism' and 'network idealism' as a
dialectic.23
On the one hand is the 'cyberspace backlash' that opposes the movement
of life and culture into digital and virtual spatialities, a position proffered by theorists
such as Kirkpatrick Sale, Clifford Stoll, Bill McKibben and Steven Talbott. On the
19
Mark Warschauer (2003) “Demystifying the digital divide”, Scientific American, Vol. 289, No. 2. 20
Nick Stevenson (2002) Understanding media cultures: social theory and mass communication.
London and Thousand Oaks, CA: Sage, p. 120. 21
Warschauer (2003) 22
Warschauer (2003) 23
Michael Heim “The Cyberspace Dialectic” in Peter Lunenfeld ed. (2000) The Digital Dialectic: New
Essays on New Media, London and Massachusetts: The MIT Press.
24
other hand are the idealists that "celebrate an electronic collective,"24
the 'digerati' that
welcome the 'digital revolution', an outlook which Heim suggests traces back to
philosophers such as Leibniz, Descartes and the Cartesian revolution that prioritised
mathematical physics and the reduction of thought to rational logic.25
Whether resisted or celebrated, the idea that media fashions our perspectives and
alters our subjective engagements with the world is certainly not a new notion nor is it
a perspective unique to digital media theory. Media Theory throughout the twentieth
century has focused on the effect of technologies on culture and subjectivity, and how
in turn this has fashioned new technologies and new media. Contemporary theory
regarding the effect of mass media upon society and culture may be considered the
legacy of Walter Benjamin who addressed the reciprocal impact of media and culture
in his writings of the 1930’s. He examined the effect of technical media such as
photography and film upon the mythical status of art in society, emphasizing their
technical processes over their aesthetic values, and recognizing the role of media in
translating our historical circumstances into bodily experience. It should be
mentioned that the effect of technology upon the senses had already been discussed
by Henri Bergson, who as early as the turn of the last century suggested that modern
technology was negating the affective dimensions in human experience. He argued
that science was reducing human experience to the function of calculation and called
for the reestablishment of focus on the affective and sensorimotor experiences of the
body.26
His work has greatly influenced later theories of affect and subjectivity in
cinema and new media.
Following in the footsteps of Benjamin, the Canadian founder of Media Theory
Marshall McLuhan has been seminal in understanding how the dissemination of
cultural forms impacts upon perception. McLuhan asserted that the most significant
characteristic of media does not exist within the issues relating to cultural content but
in the technical processes of mediated communication: “the medium is the message”.
A groundbreaking facet of McLuhan’s work was his analysis of what he termed the
‘Gutenberg Galaxy’. Johannes Gutenberg’s printing press, invented in the late 24
Heim in Lunenfeld ed. (2000) p. 37. 25
Heim in Lunenfeld ed. (2000) p. 34. 26
Henri Bergson in John Weaver (2005) “Digital Aesthetics”, JCT, Rochester: NY, Vol. 21, No.1, p.
77.
25
fifteenth century, allowed ideas and perspectives to be circulated across space in a
short period of time and shaped a new cultural paradigm. McLuhan illustrates the
cognitive features that underpin this paradigm and suggests that print culture
produced a “predictable and standardized mode of thought” that replaced the
sensuous play of oral culture.”27
He comments “print is the technology of
individualism”28
for it is a privatised mode of reception. Alternatively, in a modern
electronic culture reception is passive and unavoidable as cultural forms “pour upon
us instantly and continuously”.29
As print culture was displaced by electronic cultural
forms, modernity became characterised as the “unceasing relocation of information in
time and space”.30
Taking the lead from McLuhan, Jean Baudrillard emphasises the role of the technical
medium of communication in establishing a ‘postindustrial’ media culture and
provides the most provocative and sophisticated postmodern critical assessment of the
role of mass communication in consumer culture. His later writings have been highly
influential and his pronouncements of ‘simulation’ and ‘hyperreality’ have laid the
foundations for the building of contemporary theories of ‘virtuality’ and social
processes of ‘virtualisation’. Simulation involves the mistaking of the media image
for the real, a process whereby the signs of the real replace the real. A simulation is
“different from a fiction or a lie in that it not only presents an absence as a presence,
the imaginary as the real, it also undermines any contrast to the real, absorbing the
real within itself”.31
Fiction or mere pretending leaves the principle of reality intact.
Baudrillard argues that here “the difference is always clear, it is simply masked,
whereas simulation threatens the difference between the ‘true’ and the ‘false’, the
‘real’ and the ‘imaginary’”.32
Hyppereality is thus produced when reality is simulated
and the representation of the real becomes reality.
27
McLuhan in Stevenson (2002) p. 123. 28
Ibid. 29
McLuhan in Stevenson (2002) p. 125. 30
Stevenson (2002) p. 125. 31
Mark Poster in Jean Baudrillard (1988) Selected Writings, ed and intro by
Mark Poster Stanford, CA: Stanford University Press, p. 5-6. 32
Jean Baudrillard (1994) Simulacra and Simulation Ann Arbour: University of
Michigan Press, p. 3.
26
The effect of simulation in hyperreality, as in virtual reality, subverts conventional
concepts of time and space. The subversion of time and space into non-linear and
unstable frameworks is a feature of postmodernist thought and explored in
postmodern art and performance. The specific restructuring of time and space in a
‘condition of Virtuality’ is directly related to the form of computer technologies and
digital media. Paul Virilio addresses the contraction of time as a result of new
technologies and how “With the interfacing of computer terminals and video
monitors, distinctions of here and there no longer mean anything.”33
For Virilio,
technology is focused on speed and efficiency. The immediacy that new technologies
of communication enable means that in hyperreality, cyberspace, and virtual realities,
we “arrive” at information and images on cue. The interval of time is eliminated as
we see “the beginnings of a “generalized arrival” whereby everything arrives without
having to leave”.34
As we experience the hypertextual interfaces we arrive at a new
destination with each click of the mouse without having to wait the duration of the
journey. Virilio’s theories of speed and the ‘death of distance’ are useful as an
introduction to the analysis of human/media interaction, and his writings on mediated
spatialities may also be useful as a basis upon which to build a discussion of the
disappearing gap between the audience and the artwork in multimedia performance.
However Virilio offers a skeptical perspective, emphasizing the less progressive
aspects of the developments in new communication technologies, and his writing is
considered as “perhaps best read as a warning as to where technological change might
lead rather than as offering a balanced account of the effects of technological
development”.35
He argues that the notion of a ‘culture of interactivity’ is mostly false
and that “euphoric technological determinism” is creating cultural impoverishment
and leading to the eradication of our phenomenological faculties. His is a one-sided
view of technology, bordering on ‘technophobia’. Stevenson asserts, “The
development of what Virilio calls a political economy of speed is such that at times he
sounds as through the only way of resisting the totalitarian ambitions of technology is
through technological abstinence”.36
This is an extreme position and as such Virilio’s
33
Virilio in Gabriella Giannachi (2004) Virtual Theatres: An Introduction, London and New York:
Routledge, p. 11. 34
Giannachi (2004) p. 17. 35
Stevenson (2002) p. 206. 36
Stevenson (2002) p. 207.
27
work may be viewed as limited in scope as it does not offer a balanced account of the
effects of technological development.
It is my intention to avoid such an extreme position. While this thesis explores ideas
that build upon the seminal works of these media theorists, it neither celebrates nor
resists the influence of computer technologies on the development of a cultural shift
into a state of ‘Virtuality. The position assumed in this thesis relates to that which
Hiem promotes in terms of a 'virtual realism'. This position is a "delicate balancing
act [that] sways between the idealism of unstoppable Progress and the Luddite
resistance to virtual life".37
He suggests that we must be realistic towards virtuality,
both suspicious of the idealism and commercialisation in which it is embedded and at
the same time affirm that which is real and functional as our culture begins to inhabit
cyberspace:
it is important to find a balance that swings neither to the idealistic blue sky
where primary reality disappears, nor to the mundane indifference that sees
just another tool, something that can be picked up or put down at will. The
balancing act requires a view of life as a mixed bag, as a series of trade-offs
that we must discern and then evaluate. Balancing means walking a pragmatic
path of involvement and critical perception.38
In this investigation into the cultural paradigm of 'virtuality' and the poetics of its
manifestation in both live and mediated theatre spaces, it is my intention to maintain
balance upon the tightrope between idealism and scepticism, neither rejecting nor
advocating the influence of information technologies on community, culture and on
the live theatrical event.
Virtualisation
At the 1995 Ars Electronica Festival titled “Welcome to the Wired World”, Pierre
Levy offered the following declaration:
Listen to what could be the sensible message of this art, of this philosophy, of
this politics: human beings, people from here and everywhere, you who are
37
Heim in Lunenfeld ed. (2000) p. 41. 38
Heim in Lunenfeld ed. (2000) p. 42.
28
caught in this great movement of deterritorialisation… you who are caught in
this immense event of the world that never stops returning to itself and
recreating itself again, you who are launched toward the virtual, you who are
taken in this enormous jump that our species accomplished nowadays
upstream in the flow of being, yes, in the very heart of this strange whirlwind,
you are at home. Welcome to the human race’s new house. Welcome to
virtualisation.39
For well over a decade we technology-saturated Westerners have inhabited this
‘house of virtualisation’, holding our heads above the sea of information in which we
either become enveloped as vulnerable and susceptible consumers, or as critical
beings experience new forms and qualities of knowledge. We now not only live in a
‘wired world’ but in a digital world in which the translatability of information has
altered our social, economic, and creative practices.
‘Virtualisation’ is emerging as the defining cultural paradigm of our historical
present, manifest in the breakdown of the duality of actuality and virtuality in
everyday life. Virtualisation has been built on the foundations of postmodernism and
may be characterized by the condition in which the virtual is experienced as the real,
and the real as virtual. We now exist in the “the Desert of the Real” as articulated by
Slavoj Zizek (echoing Baudrillard) who explains, “Virtual Reality is experienced as
reality without being one. However, what awaits us at the end of this process of
virtualisation is that we begin to experience “real reality” itself as a virtual entity”.40
It
is as if cyberspace has leaked out of the computer-bound realm and contaminated, or
perhaps diluted, our immediate reality. Or perhaps users upon exiting computer-
generated environments never really leave ‘virtual reality’.
The shift into a state of ‘virtualisation’ though gradual, may be viewed as a cultural
shift embedded in our cognitive and social processes. As theatre is an arena for the
manifestation and exploration of such conditions, both trends and experiments in
theatrical performance may be placed within the context of this cultural shift. To
understand the significance of these trends and experiments they should be viewed in
relation to the principles of this informing cultural paradigm, and as potentially
39
Pierre Levy (1995) Welcome to Virtuality, Ars Electronica Festival Homepage,
(http://www.aec.at/en/archives/festival_archive/festival_catalogs/festival_artikel.asp?iProjectID=8616)
accessed May 2006. 40
Slavoj Zizek (2001) Welcome to the Desert of the Real, New York: The Wooster Press, p. 11.
29
affirming or challenging its espoused values. As such, it is the focus of this thesis to
firstly identify the nature of these ‘trends and experiments’ and secondly to address
how they are manifesting, reflecting and perhaps resisting the cultural paradigm of
‘Virtuality’.
Just as ‘Gutenberg’s Galaxy’ was characterised by a number of underlying
preconditions, so too can the nature of our current ‘galaxy’ be recognised by
addressing the preconditions of media presentation that shape the perception of the
contemporary media-saturated, computer-savvy human subject. Current theatre
academic Peter Boenisch has used McLuhan’s illustration of the cognitive
preconditions underlying the Gutenberg Galaxy to draw comparisons and create a
template of the fundamental principles of the current emerging cultural paradigm. His
examination of intermediality in the theatre focuses on the common denominator
across the range of media presented that reflects new modes of thought and
perceptions of the world that have developed in relation to our current historical and
cultural position. He asserts that, while a shift of cognitive standards is still in
progress today, we are now gradually entering ‘electrONic culture’ - a culture shaped
by “the perceptional conventions of electronic media technology”,41
and proposes a
number of preconditions that are informing current media presentation:
• the once dominating visual mode of perception is substituted by multi-
mediality and multi-sensoriality addressing all senses,
• instead of the hierarchic uniformity and self-identity, our new ‘virtual reality’
leaves space for varieties, minorities and numerous identities,
• in the place of segmentation, successive and causal linearity is now non-
sequential simultaneity of linked Hypertext systems,
• instead of being a passively consuming reader, the ‘user’ of electrONic
aesthetics becomes interactively involved. 42
Boenisch stresses that these principles inform our entire sensorial, cognitive, and
aesthetic outlook, and asserts that contemporary theatre is functioning as a ‘training
centre’ for these new modes of awareness.43
41
Peter Boenisch (2003) "coMEDIA electrONica: Performing intermediality in contemporary theatre",
Theatre Research International, Vol. 28, No. 1, p. 37. 42
Boenisch (2003) p. 37-38. 43
Boenisch (2003) p. 38.
30
The recognition of media theory as providing an approach and a language that may be
applied to the analysis of multimedia performance is an important feature of
Boenisch’s article and it will inform the nature of analysis in following case studies
within this thesis. Boenisch also offers an insightful summation of the effects media
technologies have had on our contemporary cultural viewpoint since the dominance
of print culture and as such he offers a sound framework upon which to further build
an understanding of Virtuality and identify its defining characteristics. However
Boenisch draws on media theory generally and does not mention relevant aspects of
so-called ‘new media’ theory. For example, Lev Manovich’s discussion of the
structure of databases as alternative to narrative structure offers another ‘replacement’
for “segmentation, successive and causal linearity”. As Boenisch’s preconditions are
developed through the re-evaluation of the principles of print culture outlined by
McLuhan, and only address preconditions of media production, his list of principles is
limited as a template of cultural preconditions. For example, perceptions and
preconditions regarding the body and its relation to technology are not emphasised.
Boenisch focuses on a specific theatrical performance and asserts that theatre practice
may be informed by these proposed preconditions, but does not detail the influence of
computer technologies in shaping perspective. He does however contribute a clear
overview of key preconditions that may be considered as providing the basic
foundations of a ‘cultural shift’ that is manifest in the construction of media
presentation and that informs our aesthetic outlook. The parameters outlined by
Boenisch are extremely wide and it is within these we are currently building the
“human race’s new house” of “virtualisation” (Levy). Boenisch offers the broad
brushstrokes that illustrate the major developments since the age of the Gutenberg
press, but as such does not address the specific preconditions of Virtuality.
The specific preconditions of Virtuality are addressed in detail by N. Katherine
Hayles, who offers a list of principles that aim to define our current cultural condition.
Hayles’ preconditions are more specific to our current condition as influenced by
information technologies and virtual realities and address the cultural transition as a
shift in our subjectivity. Not only are we an ‘electronic culture’ as suggested by
Boenisch but we are highly digitised. This thesis attempts to determine the way in
31
which the underlying preconditions that shape our cultural condition are also shaping
theatre practice, and how it relates to a ‘digital aesthetic’.
A ‘Digital Aesthetic’
As Lunenfeld suggests in the following statement, the term ‘digital’ has become the
buzzword of our time, not only applied to the relevant technologies but also used to
encapsulate our contemporary present:
The digital is linked to other terms: electronic, cyber, telematic. These terms are
more than technological nomenclature. They are being tested to serve as
overarching descriptions of a moment. No one could ever quite define what they
meant by "modern", but to speak of the "modern moment" was at least a
comprehensible statement. Even harder to pin down was the word
"postmodern", but it, too, served for a time to describe a set of often conflicting
tendencies, movements, and artifacts. I would maintain that "digital" has a
similar function as a placeholder for whatever term we of posterity choose to
describe our immediate present.44
If, as Levy suggests, our immediate present is characterised by Virtualisation, then
there appears to be a clear connection between the digital and the virtual, between the
digitalisation of technology and the virtualisation of society. If we accept that our
contemporary cultural condition is highly influenced by the ubiquity of digital media
technologies, then the specific nature of these technologies as digital should be
addressed.
A key focus of current new media theory is whether or not there are qualities specific
to digital technologies and if so, what is the nature of the aesthetic particular to digital
media. Indeed, the notion of new media as ‘remediating’ other established media
(Bolter and Grusin) reinforces the idea that digital media is itself as yet largely
undefined as a cultural medium of communication. There is no definitive theory of
‘the digital aesthetic’ as it encompasses great variety. Andrew Murphy and John Potts
explain, “whatever the digital aesthetic is or is not, there seems to be a lot of it
around, and it is tremendously diverse. This diversity and the constant divergence into
44
Peter Lunenfeld “Introduction- Screen Grabs: Digital Dialectic and New Media Theory” in
Lunenfeld ed. (2000) The Digital Dialectic: New Essays on New Media, Cambridge MA and London:
The MIT Press, p. xvi.
32
new forms – and ever newer media technologies – might be one of the digital
aesthetic’s defining features”.45
If the poetics of multimedia performance are
manifesting a cultural shift into a ‘condition of virtuality’, then there is the potential
for these poetics to be influenced by or to reflect a ‘digital aesthetic’.
I am not arguing that theatre is imitating digital media, rather that an informed
awareness of the key concepts and language used in the discussion of new media
theory and practice may enhance understandings of the significance of recent
developments in theatre practice. As theatre is manifesting and attempting to address
conditions of seeing and hearing in a society largely dominated by digitalised
technology, where ‘digitalisation’ is revered as the height of sophistication and the
way of the future, then the values placed upon these technologies will inevitably
infiltrate the poetics of experimental theatre. Theatre as a medium (or ‘metamedium)
does not progress in isolation, and both theatre practice and new media practice
actively ‘remediate’ each other in innovative ways. Although the ‘digital aesthetic’ is
specific to digital technology, later chapters attempt to view multimedia theatre
practice in the light of digital aesthetics.
In his essay "Unfinished Business", which appears in the book The Digital Dialectic:
New Essays for New Media, Peter Lunenfeld declares the digital aesthetic to be an
'aesthetic of 'unfinish', for the "business of the computer is always unfinished".46
The
term 'unfinished' has often had connotations of failure, of unrealised possibilities and
death before due time. Lunenfeld suggests that the computer will make us face our
fear of unfinished business and celebrate an 'aesthetic of unfinish'. Celebrating the
unfinished is “to laud process rather than goal - to open up a third thing that is not a
resolution, but rather a state of suspension. To get to that unresolved third thing…we
need first to acknowledge the central effects the computer has had on art and
culture."47
In his examination of the effects of the computer on art and culture,
Lunenfeld addresses the 'real' of digital production, the movies, architectures, CD-
roms, hypertexts and websites.
45
Andrew Murphie and John Potts (2003) Culture and Technology, New York: Palgrave Macmillan, p.
84. 46
Peter Lunenfeld “Unfinished Business” in Lunenfeld ed. (2000) The Digital Dialectic: New Essays
on New Media, Cambridge MA and London: The MIT Press, p. 7. 47
Lunenfeld “Unfinished Business” in Lunenfeld ed. (2000) p. 8.
33
To explain the “aesthetic of the unfinish” he addresses the threads of story, space, and
time as accessed through digital interfaces, characterising each as 'unfinished' in a
number of ways. 'Unfinished spaces' refers to the virtual realities and on-line matrices
which are intimately navigated by users as they perform a form of "digital derive"48
a
'drifting' through the fluid virtual spaces. Lunenfeld clarifies that the 'digital derive' is
"ever in a state of unfinish, because there are always more links to create, more sites
springing up every day, and even that which has been catalogued will be redesigned
by the time you return to it".49
He also suggests that if the creative possibilities of the
‘unfinish’ are to be established, then the computer generated environments must be
recognized as fully spatialised experiences and the digital derive needs be
acknowledged as more than just channel surfing. Lunenfeld’s understanding of the
‘digital derive’ potentially explains the interaction of audience/users as they explore
performative new media environments such as those created by Jeffrey Shaw and
Blast Theory. Certainly these environments are ‘unfinished’ spaces requiring the
active navigation of participants, who as they direct their path through the work, enact
a type of derive.
By “unfinished stories” Lunenfeld is not merely referring to the qualities of hypertext,
but rather focuses on the dissolving boundary between text and context that allows for
the never-ending extension of the ‘paratext’, a term used by narratologist Gerard
Genette to refer to the discourse and materials that refer to and contextualise the
narrative but exist outside the narrative object. The blurring of the boundary between
the text and the paratext confuses the limits of where the story begins and ends.
Lunenfeld suggests that digital forms are more prone to this for “who is to say where
packaging begins and ends in a medium in which everything is composed of the same
streams of data – regardless of whether the information is textual, visual, aural, static
or dynamic?”50
Closely linked to our sense of narrative is our perception of time and our natural
tendency to ‘narratise’ experience. Lunenfeld suggests that the shift in narrative
48
Lunenfeld borrows this term from the situationists. 49
Lunenfeld “Unfinished Business” in Lunenfeld ed. (2000) p. 10. 50
Lunenfeld “Unfinished Business” in Lunenfeld ed. (2000) p. 14.
34
toward an aesthetic of ‘unfinish’ alters our sense of time and affects even our sense of
death, for the inevitability of plot is the move towards death. The question is posed,
“Will loosening the plot – as the aesthetic of unfinish implies - affect this trajectory
toward mortality?”51
It is this dream of avoiding, or at least decelerating death, that
Lunenfeld suggests evokes the urge to overcome the fear of unfinished business.52
The importance of ‘the unfinished story’ and ‘unfinished time’ is recognised later in
this thesis and will be addressed as a feature of the poetic framework of contemporary
multimedia performance. The narrativity, or ‘post-narrativity’ of multimedia
performance is discussed in Chapter 6 of this thesis where theories of narrative
structure in new media are applied to contemporary performance practice. The idea of
the ‘unfinished story’ is certainly not unique to either digital media or multimedia
performance with experimental theatre practice particularly in the sixties and
seventies rejecting the idea of an authoritative narrative and exploring non-narrative,
site specific, and environmental work. The narrative frameworks addressed by
Lunenfeld manifest in digital technology simply as ‘open-structured’ texts. This is not
a new concept, with Roland Barthes’ notion of the ‘writerly’ text, wherein “the reader
does not encounter a work with preconstituted meaning, but rather (re)writes the text
through the process of reading”,53
having been liberally applied to hypertext and non-
traditional narrative for a number of decades. It is an important framework though for
understanding some of the similarities in the fields of theatrical performance and new
media, for while it is an inherent structural feature of all interactive technologies, it is
also a concept explored by avant-garde theatre throughout the twentieth century and
built on by contemporary multimedia performance.
The concept is most clearly articulated in Umberto Eco’s revolutionary The Open
Work, which details an artistic form employed in works that appeal “to the initiative
of the individual performer, and hence, offer themselves not as finite works but as
‘open’ works, which are brought to their conclusion by the performer at the same time
as he experiences them on an aesthetic plane”.54
Eco claims that any work of art is
51
Lunenfeld “Unfinished Business” in Lunenfeld ed. (2000) p. 20. 52
Ibid. 53
Lunenfeld “Unfinished Business” in Lunenfeld ed. (2000) p. 14. 54
Umberto Eco (1989) The Open Work, trans. Anna Cancogni, Cambridge MA: Harvard University
Press, p. 3.
35
never really ‘closed’ or shall we say ‘finished’, as every work of art is open to a
variety of possible ‘readings’ and is the source of an infinite number of experiences.55
The ‘open work’ however may still be considered structurally ‘whole’. Eco also
proposes the notion of ‘work in movement’, which “characteristically consist of
unplanned or physically incomplete structural units”.56
‘Works in movement’ are
artistic products which present an “intrinsic mobility, a kaleidoscopic capacity”57
to
suggest themselves in continually renewed aspects to the consumer.
The digital texts addressed by Lunenfeld, the CD-ROMS, hypertexts, web sites,
digital movies, and dynamic architectures are not only open texts but are ‘works in
movement’. It is the nature of digital texts and virtual environments that they offer the
potential for active audience participation in the navigation and production of their
structures and so are inherently open, ‘unfinished’ until they are brought into
completion through audience engagement. In the case of computer users the
consumption of such texts is actually physically active; the efficacy of open texts
accessed via computer interfaces demands physical intervention on the behalf of the
user. The notion of the text being ‘accessed’ as opposed to merely ‘consumed’
highlights this aspect.
Digitalisation
Lunenfeld’s ‘aesthetic of the unfinish’ is valuable to all fields of new media art as it
attempts to articulate the nature of a digital aesthetic generally and not of specific
mediums such as digital cinema (Manovich), the digital image (Hansen), hypertext
(Landow) and digital literary texts (Hayles). However it lacks detail regarding the
technical medium itself and does not address the impact of digitalisation upon media
that have previously existed as analogue forms. The following section will briefly
ascertain what is the common denominator to all things ‘digital’ and summarise
theories suggesting what is new about ‘new media’. It is evident that while theatrical
performance is primarily an ‘old’ medium, changes within ways of thinking about
55
Eco (1989) p. 24. 56
Eco (1989) p. 12. 57
Ibid.
36
‘media’ and ‘the body’ that have been activated by ‘digitisation’ have already, and
will continue, to effect the medium of theatre.
The distinct properties of new media are addressed by Lev Manovich in his seminal
work The Language of New Media.58
Manovich addresses the significance of new
media and digital technologies upon the field of cinema, and highlights that new
media is not ‘new’ in a revolutionary sense but is developed through the evolution of
previous forms of media. As Bolter and Grusin also detail in their book Remediation,
new media evolves through the remediation of older media. Manovich discusses the
genealogy of digital cinema and suggests that new media is defined by the principles
of Numerical Representation, Modularity, Automation, Variability, and Transcoding.
He discusses the key forms and operations of new media and, while the overarching
focus of his work is the development of digital cinema, his ‘language’, and the
principles and forms of new media he identifies, hold potential for analytic
application to multimedia theatre.
The first principle outlined by Manovich, that of numerical representation, is the
defining characteristic of the digital. On a fundamental level, the ‘digital’ consists of
numerical code, representing, processing, storing, transmitting or displaying data in
the form of numerical digits. The digital is the representation of a varying physical
quantity, such as sound waves, as discrete signals interpreted through numbers. The
difference between media and ‘new media’ is that new media has been translated into
numerical representation so as to be made accessible to the computer. While new
media objects may be computer-generated, they can also be the product of the
conversion of an analogue or old media form into digital format. Indeed the move
from ‘old’ media to ‘new’ media is the move from analogue to digital.
Digitisation has profound consequences for the nature and status of the ‘medium’. As
Mark Hansen explains, digitisation transforms media “from forms of actual
inscription of “reality” into variable interfaces for rendering the raw data of reality”.59
Media come to function simply as ‘surface differences’, and the reality contained in
58
Lev Manovich (2001) The Language of New Media, Cambridge MA and London: The MIT Press. 59
Mark Hansen (2004) New Philosophy for New Media, London and Cambridge MA: The MIT Press,
p. 20
37
the digital database can easily manifest in any number of accessible interfaces, from a
video to an immersive world. Hansen claims that when viewed as such, the “digital
era and the phenomenon of digitisation itself can be understood as demarcating a shift
in the correlation of two crucial terms: media and body. Simply put, as media lose
their material specificity, the body takes on a more prominent function as a selective
processor of information.”60
Hansen is assuming a position critical of the vision projected by media theorist
Fredrick Kittler, who argues that not only does the digitisation of media erode the
notion of ‘media’ itself, but eradicates the necessity for human interface. Kittler
understands that, “When films, music, phone calls and texts are able to reach the
individual household via optical fibre cables, the previously separate media of
television, radio, telephone, and mail will become a single medium, standardised
according to transmission frequency and bit format.”61
Once this occurs, any media
can be converted into any other, turning the formerly separate data flows into
standardised numerical sequences. Kittler argues that not only does this ‘total media
link’ on a numerical base erase the very idea of medium, but “With numbers,
everything goes. …. Instead of wiring people and technologies, absolute knowledge
will run as an endless loop.”62
Kittler sees information as autonomous, and perceives digitisation as potentially
creating a medium able to record and write reality independent of human interference.
Hansen claims that Kittler’s vision is clearly posthumanist, for “in the future scenario
he depicts – one where optical fibre networks will have become ubiquitous and the
digitilisation of information will have encompassed the previously separated and
incommensurate media – there will, quite simply, be no need for the human”.63
Hansen however argues for the privileged position of the body in the flow of
information. While there is a danger that cybernetics will forget the human base of
information, information is not autonomous for it can only develop from the
60
Mark Hansen (2002) “Cinema Beyond Cybernetics, or How to Frame the Digital Image”,
Configurations, Vol. 10, No. 1, p. 51-90. 61
Frederick Kittler (1997) Literature, Media and Information Systems, Amsterdam: Overseas
Publishers Association, p. 31. 62
Hansen (2002) 63
Ibid.
38
transmission of patterns of numerical data into ‘informational’ form when it is
received by a conscious being. Hansen refers to Raymond Ruyer, who outlines that,
transmission itself, insofar as it remains mechanical, is only the transmission of
a pattern, or structural order without internal unity. A conscious being, by
apprehending this pattern as a whole [dans son ensemble], makes it take on [le
fait devenir] form…sound waves on the telephone have been redrawn
[redessinees] …by electrical relays, and if an ear, or rather a conscious “I” was
not, in the end, listening to all the stages of the informational machine, one
would only ever discover fragmented functions and never a form properly
speaking.64
(Hansen’s italics)
Ruyer argues that it is a mistake to endow mechanical transmission as having the
“formal order that only appears at the end, thanks to something which is not the
machine”.65
It would seem that information, to develop meaning and relation to the
reality it encodes, relies on embodied reception.
‘Embodied reception’ is recognised by theorists such as Hansen, Hayles and other
informatics and new media philosophers, as a necessary and empowering dynamic in
the relationship between human and machine. Attention is increasingly being focused
on the processes of bodily engagement that are produced through interaction with the
technical processes and products of the digital media. The dominance of the ‘visual’
as the revered mode of perception in our highly mediatised culture has perhaps led to
the relegation of other less cognitive and more holistic modes of awareness. Stephanie
Springgay explains that in the West we are used to understanding knowledge and
perception primarily on the basis of vision, a position that asserts the separation of
mind and body.66
However as portended by McLuhan, the age of information
technologies is moving “out of the age of the visual into the age of the aural and
tactile”.67
Springgay outlines that knowledge and perception through touch, as
opposed to through vision, can be understood through two modalities; “as the
physical contact of skin on matter that includes experiencing things as sensations
conveyed through the skin” and as “a sense of being in a proximinal relation with
64
Ibid. 65
Ibid. 66
Springgay, Stephanie (2002) “Thinking Through Bodies: Bodied Encounters and the Process of
Meaning Making in an E-mail Generated Art Project’, Studies in Art Education, Vol. 47, Iss. 1, p. 24-
50. 67
McLuhan in Springgay, Stephanie (2002) p. 36.
39
something”.68
This second modality has particular potential for the understanding of
the actor audience relation and immersion in the theatre. It is also being explored by
new media theorists as they attempt to articulate the dynamic experience of virtual
reality and digital imagery.
The modality of “being in a proximinal relation with something” and the concept of
media as offering “sensations conveyed through the skin”, establish computer media
as inherently “affective”. This is a point clearly articulated by Murphy and Potts:
New media are no longer to be seen as carriers of information (messages) that
we either receive, act upon or both. Rather media do things to us. In turn, we do
things with them. They are about affect – how things are affected. We could say
that this is about our ‘feelings and emotions’, but with affect we are also talking
about something more basic that this, the very engagement between body and
world from which these feelings arise. If computer interfaces engage our senses,
they also engage our bodies – a theme frequently explored by cyberartists.69
The engagement between body and world and the dynamic interplay of our bodily
engagement with the computer interface, is the informing analytical paradigm of a
number of theorists who utilise the Bergsonian, Deluezian understanding of ‘affect’ to
inform their approach to new media and digital technologies.
Mark Hansen is leading this field and in his groundbreaking work New Philosophy for
New Media (2004) he redefines the digital image and details its impact upon all areas
of human existence. He approaches new media through affect and focuses on the
sensations and modes of perception that develop in the experience of virtuality.
Hansen examines new media in relation to Henri Bergson’s understanding of the
embodied nature of perception, declaring that, regardless of how recent critics have
interpreted Bergon’s theories, “Bergson remains first and foremost a theorist of
embodied perception: with his central concepts of affection and memory – both of
which are said to render perception constitutively impure – Bergson correlates
perception with the concrete life of the body”.70
68
Springgay (2002) p. 34. 69
Andrew Murphy and John Potts (2003) Culture and Technology, New York: Palgrave Macmillan, p.
86-87. 70
Hansen (2004) p. 3.
40
Embodied reception is a feature of the poetics of multimedia performance and it is my
intention to focus on the materiality of how “media do things to us” and how in turn
“we do things to media” (Murphy and Potts). The potential for high levels of
immersion and interactivity in multimedia performance implicate the physical
participation of the audience and suggest the importance of sensory engagement.
However the philosophy of the nature of perception and affect is not a trajectory
pursued in this thesis and the Deleuzian theoretical paradigm is not a focus of this
study. Rather, focus is placed on the nature of the physical involvement of the
audience and the relationship of the body and technology that preconditions
contemporary performance. It is within these poetics that we can see manifest a
fundamental characteristic of the condition of Virtuality; the fusion of the human and
technology that produces ‘posthuman’ subjectivity.
The Posthuman
The idea of a ‘posthuman age’ in which the human is morphed with the technological
is illustrated in detail by cybernetics and literary theorist N. Katherine Hayles.
Hayles’ writing, along with the ‘cyborg’ social feminism of Donna J. Harraway,
envisions the fusion of the human and the machine as creating an hybrid subjectivity
that is continuously moving between the material realm of bodily agency and the
dematerialised realm of digitality. As Brian Lennon elucidates, “cyborg or posthuman
neither dystopically rejects the automaton, nor transcendentally dissolves itself in it,
but instead moves continually between nature and culture, organic and synthetic,
individual and collective”.71
Katherine Hayles’ influential book How We Became Posthuman: Virtual Bodies in
Cybernetics, Literature, and Informatics (1999) explores the human/machine
interface and argues for an ‘embodied virtuality’. Hayles looks into the history of
cybernetics to demystify our journey into inhabited virtuality and outlines the nature
of this cultural shift. She explores three interwoven narratives that expose the shift
from the human to the ‘posthuman’, how information came to be separated from
71
Brian Lennon (2000) “Screening a Digital Visual Poetics”, Configurations, Vol. 8, No. 1, p. 63-85.
41
material forms, the construction of the cyborg, and the deconstruction of the liberal
humanist subject in cybernetics.
Hayles’ ‘posthuman point of view’ is characterized by four key assumptions that
precondition its formation. Firstly, informational pattern is privileged over material
presence, so that biological embodiment is not viewed as an inevitability of life but
rather as “accident of history”.72
Secondly, consciousness, widely understood as the
locus of human identity, is viewed as an “evolutional upstart trying to claim that it is
the whole show when in actuality it is only a minor sideshow”.73
Thirdly, the body is
viewed as a manipulable prosthesis, so that extending or altering the body with other
prostheses is essentially just the continuation of an ongoing process that begins before
birth. Fourthly, the posthuman view constructs the human being so that it can be
‘seamlessly articulated’ with intelligent technology.
The posthuman subject rejects the ‘natural’ self, having become a composite, “an
amalgam, a collection of heterogeneous components, a material-informational entity
whose boundaries undergo continuous construction and reconstruction.”74
As
fantastical as this may sound, the posthuman does not necessarily involve the literal
mutation of the human being into the semi-machinic cyborg but rather requires the
construction of subjectivity. Hayles further elucidates her vision:
If my nightmare is a culture inhabited by posthumans who regard their bodies
as fashion accessories rather than the ground of being, my dream is a version of
the posthuman that embraces the possibilities of information technologies
without being seduced by fantasies of unlimited power and disembodied
immortality, that recognizes and celebrates finitude as a condition of human
being, and that understands human life is embedded in a material world of
great complexity, one on which we depend for our continued survival.75
Hayles argues strenuously against the apocalyptic vision of a ‘postbiological’ future
in which the mind exists separately from the dematerialized body, which has been
substituted by information. She warns us, “As we rush to explore the new vistas that
72
N. Katherine Hayles (1999) How We Became Posthuman: Virtual Bodies in Cybernetics, Literature,
and Informatics, Chicago: University of Chicago Press, p. 2. 73
Hayles (1999) p. 3. 74
Ibid. 75
Hayles (1999) p. 5.
42
cyberspace has made available for colonization, let us remember the fragility of a
material world that cannot be replaced”.76
These “ecstatic pronouncements and
delirious dreams” of a disembodied existence “should be taken as evidence not that
the body has disappeared but that a certain kind of subjectivity has emerged”, a
subjectivity constituted by the interplay of the materiality of informatics with the
immateriality of information.77
This embodied subjectivity is not necessarily a ‘body’,
or even an identity’, but a configuration “enmeshed within the specifics of place,
time, physiology, and culture”.78
The inherent physicality of the body is never fully
absorbed into dematerialisation, and likewise, digitalised data is not totally removed
from its material context.
It is the continuous tension between materiality and information that is the defining
dialectic in what Hayles labels our “condition of virtuality”, a condition she asserts is
now inhabited by millions of people. She defines virtuality as “the cultural perception
that material objects are interpenetrated by information patterns”.79
This definition,
notes Hayles, plays off the separation of materiality and information, a duality that
emerged as a historically specific construction in the 1940’s and 50’s. In our
condition of virtuality, the balance in the relation of information and materiality is
uneven. In the contemporary perspective, information is viewed as subordinating the
material. For example, molecular biology has constructed the understanding that
human physicality is ‘encoded’ as information in genes: “The content is provided by
the genetic pattern; the body’s materiality articulates a preexisting semantic structure.
Control resides in the pattern, which is regarded as bringing the material object into
being”.80
The focus upon the dialectic of pattern/randomness, the basis of information, is the
defining dynamic of ‘Virtuality’. Hayles articulates the features of virtuality in her
essay “The Condition of Virtuality” which appeared in the collection The Digital
Dialectic: New Essays for New Media. Here she presents Virtuality as an emerging
76
Hayles (1999) p. 49. 77
Hayles (1999) p. 193. 78
Hayles (1999) p. 196. 79
N. Katherine Hayles, “The Condition of Virtuality” in Peter Lunenfeld ed. (2000) The Digital
Dialectic: New Essays on New Media, Cambridge MA and London: The MIT Press, p. 69 80
Hayles in Lunenfeld (2000) p. 70.
43
cultural paradigm, positioning it as closely related to postmodernism but as also
having distinct characteristics. The most prominent characteristic of Virtuality is the
dominance of the information over materiality. Information consists of bits of data
that have been sequenced to create recognisable forms. It relies on the organisation of
otherwise random units, and as such, information may be characterised by the
interrelation of pattern and randomness. Materiality implies physical presence, the
existence of matter, and may be characterised by the interrelation of presence and
absence. So in our condition of Virtuality, Hayles asserts that the dialectic of
pattern/randomness, the basis of information, is beginning to develop prominence
over the dialectic of presence/absence. While the dialectic of pattern/randomness may
have prominence over the dialectic of presence/absence, Hayles explains that it would
be a mistake to view the dialectic of presence/absence as no longer having relevance,
for it “connects materiality and signification in ways not possible within the
pattern/randomness dialectic”.81
Both dialectics are central in the formation of the
posthuman point of view.
The ‘posthuman being’ exists as both material entity and simultaneously extended
into the dematerialised realm of digital information. As such, the posthuman
perspective does not view information and materiality as discrete concepts. There are
a number of problems with the notion of information and materiality as being
inherently demarcated and mutually independent: Hayles explains that she finds the
view of information as superseding materiality ironic as “The efficacy of information
depends on a highly articulated material base.”82
Information is reliant on material
properties, and so too is materiality dependant on informational pattern.
Semiotics of Virtuality
The ‘posthuman point of view’ perceives the boundary between information and
materiality as fluid and ever dissolving, and it is the merging of these two realms that
defines our current human condition. Working with the concepts of information and
materiality as a foundation, Hayles develops what she has labelled the “semiotics of
Virtuality”. She begins by placing the dialectics of pattern/randomness (information)
81
Hayles (1999) p. 247. 82
Hayles in Lunenfeld ed. (2000) p. 72.
44
and presence/absence (materiality) as two axes of a ‘semiotic square’. She then
proceeds to make all possible connections between these four terms, with each
connection producing a ‘synthesising term’. Together these synthesising terms
produce the dominant characteristics of the posthuman condition and create a
semiotic framework that shows the key perspectives in our ‘condition of Virtuality.
These perspectives are potentially encoded within contemporary art and performance.
Hayles firstly connects the terms ‘pattern’ with ‘presence’, and ‘absence’ with
‘randomness’. To envisage Hayles’ framework, imagine the terms ‘presence’ and
‘absence’ as the top two corners of a square and the terms ‘pattern’ and ‘randomness’
as the bottom two. While the axes themselves are rigid, the terms of which the axes
are composed are not static but “interact dynamically with their partners, and out of
these interactions new synthetic terms can arise”.83
The interaction between presence
and pattern (along the diagonal axis) is labelled ‘replication’, for it suggests
continuation: “An entity that is present continues to be so: a pattern repeating itself
across time and space continues to replicate itself”.84
The interaction of absence and
randomness (along the other diagonal) creates “disruption”: “Absence disrupts the
illusion of presence, revealing its lack of originary plenitude. Randomness tears holes
in pattern, allowing the white noise of the background to pour through”.85
Hayles uses this structural foundation as a basis for elaboration. She offers a layer of
transformation, adding a series of ‘synthesising terms’ to her original semiotic
square.86
The interplay of presence and absence produces the synthetic term
materiality. The dialectic of pattern and randomness forms the basis of information.
The interaction of presence and randomness and the effect of the injection of
randomness into the material world produces mutation: “mutation testifies to the mark
that randomness leaves upon presence”.87
Finally, following Baudrillard’s
understanding of the precession of simulacra, the interplay between absence and
pattern is labelled hyperreality, which exists when there is informational pattern with
83
Hayles (1999) p. 248. 84
Ibid. 85
Ibid. 86
Hayles (1999) p. 249. 87
Ibid.
45
no original, a signified without signifier. These four terms – information, materiality,
mutation, and hyperreality are the four central concepts important to the posthuman.
To further explain this schematic Hayles explores four literary texts in detail,
evidencing how each focuses on one of these four perspectives. Each story presents a
fictional world in which one of these concepts has become the principle value in the
way human beings exist and communicate. Each of these concepts can manifest as a
perspective, and these perspectives are then encoded in literature. Hayles modestly
does not demand the application of her analytical framework outside her specific
literary focus and does not investigate the possibility that these perspectives are
exhibited in other media. It is my aim to explore how these perspectives are exhibited
in contemporary multimedia performance and to demonstrate whether the shift from
presence and absence (materiality) to pattern and randomness (information) is
encoded in performance works.
As virtuality is a condition “now inhabited by millions of people” and a ‘posthuman
perspective’ is inevitable for today’s technology-saturated subject, Hayles’ succinct
explanation of ‘Virtuality” as defined by a number of clear principles is a valuable
contribution not only to media theory and cybernetics, but to all analytic disciplines
that focus on the discussion of culture and creative practice. Hayles’ schematic of the
semiotics of virtuality offers enormous potential as a framework for understanding
theatre’s relationship to the influence of digital information technologies and the
posthuman perspective. The examination of multimedia case studies throughout this
thesis is contextualised by an understanding of “Virtuality” as an interpretive
paradigm and Hayles’ semiotics of Virtuality are used as a continual point of
reference throughout the following investigation into the poetics of multimedia
performance.
If theatre practice is manifesting and problematising our current ‘condition of
Virtuality’ then it will reflect the dissolution of the boundary between information and
materiality and the emerging dominance of the dialectic of pattern/randomness. In
theatrical performance, the dialectic of presence/absence certainly continues to have
relevance as the quality of ‘liveness’ that is often seen as defining theatrical
46
performance is the derivative of material presence. The dialectic of presence/absence
has remained prominent and has been the focus of much twentieth century avant-
garde performance practice and theory. I am certainly not hypothesising the
invisibility of this dialectic, rather I want to explore the different balances and
manifestations of its relation to the realm of information.
This thesis also attempts to utilise the potential of the dialectic of pattern/randomness
as a new lens through which to holistically view the modes, means, and complex
processes of communication in multimedia performance. While information theory
may use a specific definition of ‘pattern’ in relation to data management, with
computers using patterns to manipulate and organise data, pattern and randomness are
concepts with many profound resonances. They are also terms with strong roots in
avant-garde theatrical performance, with notions of chance and repetition a feature of
Fluxus and the works of John Cage amongst others. Pattern is experiential and is
closely related to the concept of rhythm. It can accumulate diachronically and can
also spread synchronically across a depth of media, layering a present moment.
Pattern can move across many media simultaneously regardless of their materiality or
digitality, creating systems of communication; systems of intermediality, immersion,
interactivity and narrativity. At the end of his article on digital poetics Brian Lennon
suggests “the informational concepts of noise, pattern, and recombination may
(through no intention of their originators) provide new ways to read and to write
about the poetries of the past, as well as informing those of the continuous or
unacknowledged present”.88
The terms ‘pattern’ and ‘randomness’, and related
terminologies, may also provide new ways to experience and understand the poetics
of multimedia theatre.
The following chapter defines the parameters of ‘multimedia theatre’, locating this
field of practice both within a historical context and within the wider arena of
contemporary theatre practice.
88
Lennon (2000) p. 85.
47
Chapter 2
Multimedia Theatre: Defining the Field
Multimedia has been described as “the defining medium for the twenty first
century”,89
but the inferences of the term ‘multimedia’ have become many and are
often non-specific, particularly when the term is used in conjunction with ‘theatre’.
This chapter aims to define the field of multimedia theatre, and to place this field in
relation to other established areas of practice. Justification for the choice of the term
‘multimedia theatre’ (as opposed to ‘virtual theatre’) is offered, and the definitive
characteristics of the field are identified. It is argued that contemporary multimedia
theatre is not simply a reaction to new technologies but is the extension of an ongoing
dynamic that has developed throughout the twentieth century, and to illustrate this
dynamic the key elements of the multimedia theatre are delineated within a historical
context. Multimedia theatre is then positioned in relation to other relevant
contemporary fields of performance as defined by key theorists. The nature of these
fields is explicated and their relevance to the field of multimedia theatre explained.
Multimedia vs Virtual Theatre
Both multimedia theatre and virtual theatre are characterised by the performative use
of media technologies, however multimedia theatre is the preferred focus for this
study as it includes a wider variety of theatrical forms. Virtual theatre, as defined by
Gabriella Giannachi in her book Virtual Theatres: An Introduction, may be positioned
as a subset of the broader field of multimedia theatre. Giannachi defines virtual art as
where “both the work of art and the viewer are mediated”, 90
enabling the
multiplication and dispersal of the viewer’s point of view. In virtual theatre, the
performance occurs via mediation. Giannachi’s discussion focuses on ‘virtual art
forms’, where the audience encounter either a mediated virtual reality or a
89
Packer and Jordan eds. (2001) p. xiii. 90
Gabriella Giannachi (2004) Virtual Theatres: An Introduction, London and New York: Routledge,
p.4.
48
technologically altered reality (such as in the case of ‘cyborg theatre’). She analyses
the aesthetic dimensions of performative digital arts, framing virtual theatre within the
context of interactive arts practices that have developed out of fields such as video art
and early computer art. The trajectory of her discussion suggests that virtual theatre is
moving towards an “aesthetic of virtual reality”,91
where everything is simulated and
reference to the live performer has disappeared. Giannachi does not include within the
parameters of virtual theatre more traditionally ‘theatrical’ performance that, while
utilising mediated technologies within the frame of live theatre, adhere to a theatrical
dramaturgy and still maintain the ‘live’, the ‘real’ and the ‘here and now’. Nor is
virtual theatre positioned, according to Giannachi’s study, within the historical
context of experimental theatre practice.
Multimedia theatre extends focus outside the boundary of mediated production to also
include within its sphere of reference performance that occurs in real space, utilising
digital technologies alongside the live performer. Such works utilise and problematise
digital media whilst adhering to the conventions of staged theatre or live art.
Performances such as those of The Wooster group, The Builder’s Association,
Sydney-based company Version 1.0, and of multimedia dance companies such as
Dumb Type, Troika Ranch and Australian choreographer Kate Champion, not only
innovatively ‘stage’ technological media but they are part of a field of practice that
has heavily influenced the nascent domain of virtual theatre. There have been many
attractive titles attached to experimental performance practice that utilises
technological media; ‘cybertheatre’, ‘postorganic theatre’, ‘mixed media theatre’,
‘intermedial’ or ‘transmedial theatre’, as well as terms for media-based performance:
‘video performance’, ‘networked performance’, ‘multimedia installation’, ‘new media
performance’, and ‘computer theatre’. All these practices, including the field of
virtual theatre, are grouped under the rubric of ‘multimedia theatre’. While each may
connote a specific form, the concern of this study is not the distinction between these
categories of multimedia performance but the trends and poetics that are manifesting
across them.
91
Giannachi (2004) p. 123.
49
To establish whether and how the field of multimedia theatre is manifesting the
cultural condition of Virtuality and transforming as a result of digital technologies, it
is important to examine work that represents a wide cross-section of practice. The
term ‘multimedia theatre’ has been selected here for its implication that the field of
study is generally characterised by the use of media technologies within a theatrical
context or in a performative mode. As such, examples of practice discussed in the
following chapters reflect the gamut of multimedia theatre forms. As outlined in the
introduction, my understanding of multimedia is drawn from Packer and Jordan’s
articulation of multimedia as defined by the collective qualities of integration,
interactivity, hypermedia, immersion, and narrativity. While these qualities
characterise the field of multimedia technology, they are connected to, and extend,
evolutionary trends within experimental theatre practice during the last century,
suggesting that multimedia theatre is not an incidental or fortuitous phenomenon, but
is a culturally embedded creative practice.
Forms of multimedia theatre practice are not simply the direct result of the new media
they utilise and comment on, but are part of an experimental performance lineage that
has a significant historical process of development. Theatre has always experimented
with new technologies in performance and explored the nature of, and creative
potential of, the interaction of the live and the mediated. The new forms of media art
that have manifested in the early twenty-first century extend twentieth century
multimedia theatre practices. While Giannachi titles these new forms of media art
virtual theatre, she does not place these practices within a frame of theatre practice.
Many of the defining characteristics of virtual theatre have a history of development
within theatre practice, and are the contemporary manifestation of a field of theatre
that for over a century has incorporated new technologies and explored their impact
upon society.
During the nineties it became popular to refer to the ‘digital revolution’ or
‘communication revolution’ brought about through the nature and ubiquity of
computer and network technologies. It may be possible to consider practices such as
new media art, tele-performance and what Giannachi refers to as cyborg-theatre, as
both a result of, and an inherent part of, a digital communication revolution.
50
However, when framed within theatre practice the emergence of contemporary
multimedia theatre may be viewed not as a revolution but as a gradual process of
evolution. The following survey maps the development of the key characteristics that
establish the basic framework for the poetics of multimedia theatre.
Evolution of Multimedia Theatre
The multimedia theatre of the late twentieth century developed as the culmination of a
creative dynamic that gained momentum throughout the century. There were a
number of crucial transformations in the expression and perception of what
constituted theatre that together enabled the rise and progression of contemporary
multimedia theatre. The key transformations may be simplified as: the hybridisation
of traditional artistic disciplines, a greater emphasis on performative process rather
than product or object, and the development of a more active audience. These
dynamics have been further developed in contemporary multimedia theatre and form
the foundation of its poetics. Each of these characteristics is here addressed in relation
to the historical development of multimedia theatre.
Hybridisation of Disciplines
Perhaps the most prominent transformation of theatrical performance in the last
century has come through the hybridisation of traditional disciplines, and current
artists at the forefront of innovative performance are combining dance, dialogue, film
and music to present an aesthetically rich and immersive exploration of concepts
through a multiplicity of communication modes. The injection of media into theatrical
performance must be understood as relating back to the gradual hybridisation of
theatre and the interweaving of discipline boundaries. While the use of ‘multimedia’
in theatre is usually identified as a distinctly postmodern phenomenon, the notion of
interdisciplinary performance has a far longer history. Contemporary multimedia
performance may be considered as realising theories of art that, for over a century and
a half, have called for the unity of communication media in a theatre that fully utilises
the creative potential of all artistic mediums.
51
Hybridisation between artistic disciplines has manifested in theatrical performance in
two prominent ways. Within the theatrical frame, artistic disciplines and forms of
communication may be either integrated, as has been the dominant aim, or they may
be counterpointed, creating a kind of paralleling effect amongst media. The ultimate
state of integration in theatre would be the realisation of synthesis across all systems
and mediums of communication. There is one concept that has been the vanguard in
articulating the idea of synthesis across artistic forms; the Wagnerian
Gesamtkunstwerk. In the nineteenth century the German composer prophetically
envisioned the integration of traditional disciplines into a unified work with the aim
of intensifying the audience’s experiences of art.
In the history of arts integration Wagner may be the most prominent creator of his
century, however the integration of artforms has had a more extensive and largely
ignored developmental period relating back to earlier Romanticism. Thomas Jensen
Hines, in the opening chapter of his key text Collaborative Form: Studies in the
Relations of the Arts, suggests that the fixation on the Wagnerian Gesamtkunstwerk
has meant that many discussions of composite form “began and ended with Wagner”,
and thus it has limited discussions of collaborative form.92
Hines argues that, due to
his renowned success, Wagner received credit for envisaging the Gesamtkunstwerk
even though earlier Romantic poets and composers had celebrated such an ideal. It
was with the advent of Romanticism that “the ambition of the artists grew and the
goal of synthesis of the arts came to include all the arts”.93
While Hines reveals that the beginnings of a collaborative form may lie in the
Romantic period, there can be no denying the enormous influence of Wagner’s work.
In 1849 Wagner produced the landmark essay The Artwork of the Future, in which he
declared “Artistic Man can only fully content himself by uniting every branch of Art
into the common Artwork”.94
Wagner’s highly influential concept of the
Gesamtkunstwerk, or Total Artwork, called for a fusion or “totalising” of all arts and
this essay was arguably the first treatise in modern art to push for such comprehensive
92
Thomas Jensen Hines (1991) Collaborative Form: Studies in the Relations of the Arts, Ohio: The
Kent State University Press, p. 2. 93
Hines (1991) p. 1. 94
Richard Wagner “Outlines of the Artwork of the Future” in Randall Packer and Ken Jordan eds.
(2001) Multimedia: From Wagner To Virtual Reality, New York: W.W.Norton and Company, p. 4.
52
integration.95
He asserted that the individual disciplines of music, architecture,
poetry, dance, and painting should be united, and viewed ‘the Drama’ as the ideal
medium for this synthesis. In the ‘true’ Drama, “each separate art can only bare its
utmost secret to their common public through a mutual parleying with the other arts;
for the purpose of each separate branch of art can only be fully attained by the
reciprocal agreement and co-operation of all the branches in their common usage.”96
Wagner created the ‘music-drama’ and advocated the privileging of the dramatic text
over the ‘musical text’, for previous operas had relegated the drama to a mere pretext
for the musical score. He viewed the drama as the ‘soul’ of the artwork, and declared
that the purpose of drama is the only truly ‘realisable’ artistic purpose:
whatever deviates from it (the drama) must necessarily lose itself in the ocean
of things indefinite, unintelligible, unfree. This purpose, however, will never
be reached by any one branch of art by itself alone but only by all together,
and therefore the most universal work of art is at the same time the only real,
free, that is to say the only intelligible, work of art.97
(Wagner’s italics)
Wagner also valued the live performer as the most important medium or conveyer of
the drama, for the live performer is the vessel in which the artforms of poetry, dance,
and music are united: “It is in him, the immediate performer, that the three sister arts
(poetry, music, dance) unite in one collective operation in which the highest faculty of
each reaches its highest manifestation.”98
Wagner’s motivation to embrace the complete scope of human experience and to
reflect this in his art was continued by early twentieth century artists, who also
believed that modern experience could not be adequately expressed within the rigidity
of traditional discipline boundaries. The ideal of there being a theatre that
encompassed the audience through the synthesis of all artistic mediums, continued to
evolve. However, ensuing theories of a ‘total artwork’ digressed from the specific
dictates of the Wagnerian Gesumkunstwerk.
95
Packer and Jordan eds. (2001) p. 4. 96
Wagner in Packer and Jordan eds. (2001) p. 5. 97
Richard Wagner “The Work of Art of the Future” in George W. Brandt ed. (1998) Modern Theories
of Drama: A Selection of Writings on Drama and Theatre 1850-1990, Oxford: Clarendon Press, p. 11. 98
Wagner in Brandt ed. (1998) p. 8.
53
Fifty years after Wagner’s manifesto, W.B. Yeats articulated his vision of a ‘theatre
of art’ in his essay The Theatre. Yeats envisioned a theatre based on a kind of new
‘poetic’ drama that revolted against the ‘prosiness’ of naturalism and was “non-
rhetorical and informed with an awareness of mystical powers”.99
He refers to the
dominant dramatic theatre as the ‘theatre of commerce’, which in its reliance on
visual representation, is making the “costumes of the actors more and more
magnificent, that the mind might sleep in peace.”100
Yeats seemed to view a ‘poetic’
theatre as offering audiences a more engaging and imaginative experience than the
prescriptive and shallow entertainment of the drama so revered by Wagner. He
describes the ‘theatre of commerce’, which is built on the drama and spectacle, as
“the masterpiece of that movement towards externality in life and thought and art
against which the criticism of our day is learning to protest”.101
While unfortunately for Yeats, his vision was never to truly manifest in the Irish
Literary Theatre, his ideas were to strongly influence the ideas of two great theatrical
innovators Adolphe Appia and Gordon Craig. Both practitioners called for the total
artistic control of a director who was both visionary designer and practical stage-
director. While they too called for a total ‘organic’ artwork and for a synthesis of the
arts in theatre, they rejected the limitations of naturalism and the drama. Movement
was privileged as the ultimate communicator of emotion and meaning, and the
creation of space through set design and lighting was key in facilitating the stage
movement. In Appia’s later writing, as he developed his notion of the ‘living art’, he
called for the breakdown of the audience-spectator separation and the creation of a
new ‘spirit of community’.102
It was during the careers of Appia and Craig that the influence of technology and
technologised media began to directly effect theatre practice. In their early careers
electric lighting was still a novelty, and later, the advent of the cinema was to
significantly alter perceptions of synthesis and ‘totality’ in art. In 1916, a group of
revolutionaries led by the Italian poet Filippo Tommaso Marinetti published the
manifesto, The Futurist Cinema in which they contrast the expressive potential of 99
Brandt ed. (1998) p. 122. 100
William Butler Yeats “The Theatre” in Brandt ed. (1998) p. 125. 101
Ibid. 102
Brandt ed. (1998) p. 145.
54
film with the inflexibility and linearity of the novel. Like Wagner, Marinetti and his
colleagues call for the synthesis of artistic forms, however it was in the cinema, not
the theatrical stage, that they saw the potential to realise their vision. They assert that
only cinema can reach the “polyexpressiveness towards which all the most modern
artistic researches are moving”103
and declare that Futurist cinema “will be painting,
architecture, sculpture, words-in-freedom, music of colours, lines, and forms, a
jumble of objects and reality thrown together at random”.104
Such an endeavour called
for the integration of technology into the arts; indeed Marinetti called for an end to all
art that would not embrace the social transformation brought about by technology in
the twentieth century. 105
Prior to making this claim Marinetti did however envision theatre as a means of
achieving ‘true synthesis’. In 1915, in collaboration with Emilio Settimelli and Bruno
Corra, he wrote the essay The Futurist Synthetic Theatre which articulates a theatre
that directly opposes the historical “passeist” theatre. The Futurist Theatre was to be
‘synthetic’, ‘atechnical’, ‘dynamic’, ‘simultaneous’, ‘autonomous’, ‘alogical’, and
‘unreal’.106
Fundamental to Marinetti’s concept of theatre was the notion of audience
participation, and it was the aim of the Futurist Synthetic Theatre to “Symphonise the
audience’s sensibility by exploring it, stirring up its laziest layers by every means
possible; eliminate the preconception of the footlights by throwing nets of sensation
between stage and audience; the stage action will invade the orchestra seats, the
audience”.107
It was the Futurist’s intention to instil in the audience a ‘dynamic
vivacity’ and force them out of the monotony of everyday life.
The theories of Yeats, Craig, Appia, and Marinetti may be viewed as reworking the
concept of artistic ‘synthesis’ articulated by Wagner, developing it to formulate new
perceptions of a ‘total artwork’ that rejects the ‘drama’ and develops audience
participation. While the ideas of these theorists have proved highly significant in the
history of experimental arts practice, their own individual practice failed to achieve
103
Marinetti, Corra, Settimelli, Ginna, Balla, and Chiti, “The Futurist Cinema” in Packer and Jordan
eds. (2001) p. 12. 104
Marinetti et al. in Packer and Jordan eds. (2001) p. 13. 105
Packer and Jordan eds. (2001) p. 11. 106
Marinetti, Settimeli and Cora, “The Futurist Synthetic Theatre” in Brandt ed. (1998) p. 177-180. 107
Marinetti et al. In Brandt ed. (1998) p. 181.
55
the visionary expectations of their manifestos. Ensuing twentieth century practice
must however acknowledge its indebtedness to these early ideas. The Futurists’ ideas
regarding the social transformation brought about by technology can be recognised as
not only influencing multimedia theatre but as shaping the works of avant-garde film
artists such as Sergei Eisenstein, D.W. Griffith, Abel Gance and Fritz Lang. Appia’s
visions of merging the audience and the spectators can be seen as prefiguring the
move towards an active audience in the work of many twentieth century theatre
practitioners. Experimental theatre practice in the second half of the twentieth century
continued the merging of artistic disciplines and forms.
Another form of the hybridisation of creative disciplines has been the counter-
pointing of artistic disciplines and media within the performance frame. John Cage, a
student of Arnold Schoenberg, produced interdisciplinary work that seldom complied
with the traditional boundaries of artistic practice. In 1952, he initiated an ‘untitled
event’ at the summer school at Black Mountain College which has proven to be a
remarkable and highly influential event in performance history. The work was a
collaboration between Cage, a musician and composer, and the painter Robert
Rauschenberg, the pianist David Tudor, the composer Jay Watts, the dancer Merce
Cunningham, and poets Mary Caroline Richards and Charles Olsen, and did not aim
for the synthesis of artistic media but rather enabled the simultaneity and
counterpointing of various modes of performance.
In her article Performance Art and Ritual: Bodies in Performance, Erika Fischer-
Lichte outlines the significance and key elements of the ‘untitled event’. Numerous
artistic forms were employed within the event; as Cage spoke about the ‘relation of
music to Zen Buddhism’, Rauschenberg played records on a gramophone and
projected slides and film on the ceiling. Cunningham danced through the audience,
Olson and Richards read their poetry and Jay Watt sat in the corner and played
different instruments. It was significant that these events/processes/performances
occurred simultaneously, and could be considered equally important, without any
mode being relegated to a supportive role. Fischer-Lichte explains that although the
56
individual arts were not linked or motivated by a central focus or goal, the various
actions were not to be perceived in isolation from one another.108
This lack of symbolic coordination between the various artforms is in contrast to the
relation of media in the Wagnerian Gesamtkunstwerk, in which the various forms are
not counterpointed but are integrated and driven by a single thematic purpose. Indeed,
Fisher-Lichte points out that the unrelated coexistence of media in the ‘untitled event’
closely approximated Wagner’s nightmare, “of, for example, a reading of a Goethe
novel and the performance of a Beethoven symphony taking place in an art gallery
amongst various statues”.109
The actions of the ‘untitled event’ were not causally
dictated, however the simultaneity of events meant that they could be perceived as
occurring in parallel, rather than as entirely isolated. Fischer-Lichte suggests they
were “coordinated by the ‘time-brackets’. 110
The performances were simultaneous
events unified by the theatrical frame, and the audiences’ experience.
From Object to Action
The ‘untitled event’ at Black Mountain College not only evidenced the hybridisation
of artistic disciplines but it also epitomised the shift in emphasis from product to
process and from theatre to performance. Despite the obvious disparity between the
media, Fischer-Lichte finds congruity in the style of their appearance, suggests that
the ‘union of the arts’, the dissolution of the discipline boundaries, was achieved here
because all the artistic forms were realised in a ‘performative mode’.111
The work
challenged the borders between the arts,as it
dissolved the artefact into performance. Texts were recited, music was
played, paintings were ‘painted over’ - the artefacts became the
actions…Poetry, music and the fine arts ceased to function merely as poetry,
music, or fine arts – they were simultaneously realised as performance art.
They all changed into theatre. 112
108
Erika Fischer-Lichte (1997) ‘Performance art and Ritual: Bodies in Performance’, Theatre Research
International, Vol. 22, No. 1, p. 22-23. 109
Wagner in Fisher-Lichte (1997) p. 23. 110
Ficher-Lichte (1997) p. 23. 111
Ibid. 112
Fischer-Lichte (1997) p. 25.
57
This shift of emphasis from the artefact to the action was a defining feature of the
broad field of artistic practice of the time. Looking at the dynamic of visual art in the
fifties, the nature of art was altered as the creative action was prioritised above the
created object.
This shift of focus from object to action may be considered as originating in the work
of revolutionary visual artist Marcel Duchamp whose ‘readymades’ placed emphasis
on the informing concept, denigrating the status of the object or product. Arguably the
twentieth century’s most influential artist, Duchamp exploded previous definitions of
‘art’ and set it upon the path towards postmodernism, performativity, and
intermediality. Michael Rush, whose book New Media and Late 20th
Century Art
offers a detailed historical account of postmodern artistic practice that has embraced
the incorporation of technologised media, begins his overview by clarifying that
Duchamp’s importance to the issue of art and new media is central. Rush explains,
“the type of thinking he encouraged made explorations into different media and
artistic forms seem very natural, almost expected”.113
This move in emphasis from
product to idea has proven to be one of the key transformations of artistic practice in
the twentieth century. His work was to greatly influence the artists of the 50s and 60s
in their thinking about what constituted art,114
and lay the foundations for the
experiments of artists such as Cage and Rauschenberg.
Cage’s privileging of the active performance over the static text developed into a
definitive characteristic of ensuing avant-garde performance, permanently altering the
way art was to be consumed and processed. Erika Fischer-Lichte outlines that, prior
to these events, Western dramatic theatre completely ignored the performative
function of theatre, stressing the psychological realm and motivation for the action,
plot construction and scenic arrangements.115
The genre of ‘performance’ developed
in opposition to the symbolic hierarchies engrained in a theatre reliant on the narrative
text.
113
Michael Rush (1999) New Media in Late-20th
Century Art, London: Thames and Hudson, p. 21-22. 114
Rush (1999) p. 22. 115
Fischer-Lichte (1997) p. 24.
58
Certainly since Cage’s ‘untitled event’, the term ‘performance’ has been used to
describe theatre or live-play that does not adhere to the dictates of the dramatic
theatre, and is associated with the avante-garde’s rejection of authorial dictatorship.
Janelle Reinelt, who examines the evolution and various meanings of the term
‘performance’, clarifies that the use of the term performance is associated with a
history of the avante-garde or of “anti-theatre”, taking its meaning from “a rejection
of aspects of traditional theatre practice that emphasised plot, character, and
referentiality”.116
Performance foregrounds the elements of theatre that have
traditionally been overshadowed by the narrative, exploring the substructure of
individual sign systems that in traditional theatre are unified and enslaved by the
ultimate goal of representation. Performance, elucidates Josette Feral, explores the
‘underside’ of theatre, “giving the audience a glimpse of its inside, its reverse side, its
hidden face”.117
She identifies performance as “non-representational, non-narrative
theatre”.118
This definition positions performance as an offshoot or genre of theatre, a
self-reflective mode of presentation that exists on the perimeter of theatre, challenging
its existing boundaries from within.
From Passive to Active Spectator
One of the boundaries challenged was the line between the artwork and the spectator,
who was required to assume a more active and participatory role in the creation of
meaning. The audience focus moved from intellectual understanding and emotional
engagement with the action, to a more immediate and visceral experience of the
performance and an awareness of the subjectivity of this experience. As the notion of
‘theatre-as-representation’ was displaced and the substructure of individual sign
systems liberated, the audience were able to realise the performance in real-time and
real-space. Referring to Cage’s untitled event, Fisher-Lichte explains “the spectators
did not need to search for given meanings or struggle to decipher possible messages
formulated in the performance….Thus looking on was redefined as an activity, a
doing, according to their particular patterns of perception, their associations and
116
Janelle Reinelt (2002) “The Politics of Discourse: Performativity Meets Theatricality,” Substance,
Vol. 31, Nos. 2 & 3, p. 202. 117
Josette Feral (1982) "Performance and Theatricality: The Subject Demystified." Modern Drama,
Vol. 25, No. 1, p. 170-81. 118
Feral (1982) p. 171.
59
memories as well as on the discourses in which they participated.”119
The realisation
of a performance event in real-time and space, injected the possibility of ‘chance’,
and as the responsibility for the outcome of the work shifted towards the audience, the
level of indeterminacy in the nature of the final outcome was increased.
This injection of ‘chance’ into art and the need for audience participation resulted in
the evolution of Happenings, Events and the Fluxus movement. Michael Rush
presents a thorough historical illustration of the birth of Performance Art from the
cross-fertilisation of artistic disciplines, and the development of Fluxus as an
“intermedia movement that flourished in the 1960s and inaugurated several
innovations in performance, film, and eventually video”.120
While certainly the
Performance Art of artists such as Rauschenberg, Nam June Paik, Carolee Schneeman
and Joan Jonas epitomised a hybridisation of artistic disciplines and the focus on
action over object, the shift in emphasis from the audience as passive spectator to
active participant was most explicit in the Happenings of Allan Kaprow, Claes
Oldenberg and Jim Dine. Kaprow who coined the term ‘Happening’ in the late 1950s
attempted to eliminate the distinction between the audience and performer all
together.
In his essay Untitled Guidelines for Happenings, Kaprow portrays art as a means for
enhancing our awareness of life through unexpected meaningful interaction, and calls
for the border between art and life to be as fluid as possible, even perhaps,
indistinct121
. Theatrical convention is the enemy of the Happening, and Kaprow
declares “that audiences should be eliminated entirely”, for this will allow the
complete integration of all elements – people, space, the particular materials and
character of the environment, time.122
The Happening was indeed shaped by the
actions of the participants, and took place entirely in real or experienced time as
opposed to conceptual time, completely rejecting all notions of representation that are
traditionally paramount in the theatre.
119
Fisher-Lichte (1997) p. 25. 120
Rush (1999) p. 24. 121
Allan Kaprow, “Untitled Guidelines for Happenings” in Packer and Jordan eds. (2001) Multimedia:
From Wagner to Virtual Reality, London and New York: W.W. Norton and Company, p. 280. 122
Kaprow in Packer and Jordan eds. (2001) p. 285.
60
The rejection of representation in Happenings and Fluxus suggests its importance as
inherently postdramatic, and the influence of these performance experiments reaches
into current postdramatic and multimedia theatre. Like the practices from which it has
evolved, multimedia performance is rejecting the dominance of the drama to embrace
those facets that Wagner considered utterly undesirable due to their ‘unintelligibility”;
“things indefinite, unintelligible, unfree”.123
This does not necessarily mean that such
performance lacks the notion of a driving ‘soul’, as outlined by Wagner. Rather it is
perhaps the expressive exploration of an informing concept, theme, or idea that is at
the heart of these works.
The creative dynamic in the lead-up to the postmodern mixed-media theatre of the
late twentieth century exhibited a number of fundamental shifts in focus that
dramatically altered the way art was perceived and defined. The most prominent
evolutions or mutations that occurred may be summarised as: the further integration
and hybridisation of traditional artistic forms, the shift in emphasis from product to
process, and the involvement of the audience in the creation of meaning as active
participant rather than passive spectator. These developments were the platform upon
which postmodern practitioners like Robert Wilson, Robert LePage, Peter Brook and
The Wooster Group built their work. These practitioners amalgamated such
evolutions and created a genre of theatrical performance that explored the middle-
ground in the duality of representational theatre and non-narrative performance. Such
characteristics are now further evolving as these practitioners have in turn inspired a
new generation of multimedia performance makers. The following half of this chapter
is devoted to placing multimedia theatre in relation to other key domains of
contemporary theatre practice: postdramatic theatre, virtual theatre, and new media
performance.
Postdramatic Theatre
One of the key concepts used to explain the effect of these creative dynamics and to
link different contemporary multimedia theatre practices is the ‘paradigm of
postdramatic theatre’, as outlined by Hans-Thies Lehmann. Lehmann discusses the
123
Wagner in Brandt ed. (1998) p. 11.
61
new theatre forms that have emerged since the 1960s, and argues that the one facet in
common across this landscape has been the rejection of the traditional dictates of the
drama. He argues that the “spread and then omnipresence of the media in everyday
life since the 1970s has brought with it a new multiform kind of theatrical
discourse”124
that he terms postdramatic theatre. Yet his study of postdramatic theatre
“does not aim to trace the new theatrical modes of creation to sociologically
determined causes and circumstances”.125
Lehmann’s study does not address the
specific ramifications of the spread of media upon theatre practice, and nor does the
paradigm of postdramatic theatre necessitate the use of digital media within its
domain. However, the field of postdramatic theatre is broad, and is relevant in this
discussion as many works that utilise filmic or video media alongside the live
performer whilst still maintaining a theatrical dramaturgy fall within the frame of
postdramatic theatre.
Indeed, all multimedia theatre that incorporates filmic or video imagery onstage is
almost inevitably postdramatic. Whether used to create a distancing effect, to assume
the narrative line, or to create associative layers and depth in the mise en scene, the
use of projected media within the theatrical frame inexorably disrupts the dramatic
representation of a discrete fictional dimension. In his book Postdramatic Theatre
(2006) Lehmann responds to Peter Szondi’s Theory of the Modern Drama, suggesting
that Szondi’s view is restricted by his vision of theatre as bound to the literary drama.
Lehmann argues that Szondi’s binary model of theatre as either Dramatic or Epic is
limited as it does not allow for theatre to exist without a defined fictional realm,
without representing a ‘model of the real’. Karen Jurs-Munby in her introduction to
the book clearly summarises Lehmann’s intention: “By systematically paying
attention to theatre as performance (unlike Szondi who reads drama predominantly as
literature), Lehmann can show that theatre and drama as such have drifted apart in the
second half of the twentieth century.”126
In his theoretical exploration of postdramatic
theatre, Lehmann address an extensive variety of diverse performance genres such as
physical theatre, devised performance, dance, performance art, and non-traditional re-
workings of classic texts.
124
Hans-Thies Lehmann (2006) p. 22. 125
Lehmann (2006) p. 175. 126
Jurs-Munby in Lehmann, Postdramatic Theatre (2006) p. 3.
62
Lehmann also specifically explores multimedia theatre as a field within postdramatic
theatre and analyses work by practitioners such as The Wooster Group and Robert
Wilson. He offers the following typology of the types of postdramatic theatre that
involve media:
We can roughly distinguish between different modes of media use in theatre.
Either media are occasionally used without this use fundamentally defining the
theatrical conception (mere media employment); or they serve as a source of
inspiration for the theatre, its aesthetic of form without the media technology
playing a major role in the productions themselves; or they are constitutive for
certain forms of theatre (Corsetti, Wooster, Jesurun). And finally theatre and
media art can meet in the form of video installations.127
The main categories that Lehmann identifies that have most relevance to this
discussion of multimedia theatre are video installation and theatre in which media
constitutes the nature of the theatrical form. This category would include
performances that adhere to a theatrical dramaturgy whilst utilising mediated
technologies within the theatre frame, such as the work of The Builder’s Association
and Version 1.0 (both of which are addressed later in this thesis). While contemporary
examples of this category may utilise complex digital technologies, this field of
theatre dates back almost to the advent of projection technologies.
Gunter Berghaus suggests this trend of using filmic/video media onstage dates was
made prominent in the 1920s when attempts were made to “integrate actors with
filmed décor” by practitioners such as Eisenstein and Piscator.128
However he argues
that the first major theatrical work to fully utilise the gamut of electronic media was
the 1979 production of Hamlet by Wolf Vostells, which involved actors performing
alongside 120 video monitors. Berghaus describes this form of theatre, “where artists
employed video technology to create a bridge between the theatre and the mediatised
culture of the postmodern information society”, as ‘multimedia spectacle’.129
This
field of theatre blossomed in the 1980s with the work of The Wooster Group, Robert
Wilson, Dumb Type, Studio Azzurro and many others who explored the use of media
127
Lehmann (2006) p. 167-168. 128
Gunter Berghaus (2005) Avante-Garde Performance: Live Events and Electronic Technologies,
New York: Palgrave Macmillan, p. 189. 129
Ibid.
63
onstage. Berghaus suggests that such works “brought Brecht’s demand for a ‘theatre
for the scientific age’ up to date and created performances for the televisual age by
introducing elements of mass media into a conventional playhouse setting.”130
In his discussion of this form of theatre, where media is constitutive of the form,
Lehmann refers to the New York-based Wooster Group and argues that in their work,
“video technology tends to be used for the co-presence of video image and live actor,
functioning in general as the technically mediated self-referentiality of the theatre.”131
In his description of the Wooster Group’s Brace Up he illustrates how “very casually
the illusions of the theatre and the familiar but actually quite amazing equal weighting
of video presence and live presence are…highlighted”.132
This nexus of the mediated
presence and the live presence has been a key focus of multimedia theatre practice
and theory in the late twentieth century. For example, Phillip Auslander’s theoretical
writings are concerned with the essence of ‘liveness’ and demonstrate how the
integration of the live and the virtual is forcing our understanding of ‘liveness’ as the
ontology of performance into question. While Peggy Phelan argues that performance
is defined by its non-reproduceability,133
Auslander contends that liveness exists as a
result of mediatisation.
Lehmann’s position would appear to support that in general, the main function of the
media presented within multimedia performances is to self-referentially re-affirm the
‘liveness’ of the performance, and that while the live and the mediated may have
‘equal weighting’, they are fundamentally discrete. Lehmann elaborates on the nature
of the distinction between live theatre and media technologies when he explains that,
“The point of theatre, however, is a communication structure at whose heart is not the
process of a feedback of information but a different ‘way of meaning what is meant’
(Benjamin’s ‘Art des Meinins’) which ultimately includes death. Information is
outside of death, beyond the experience of time.”134
It is interesting to recognise that,
when addressed through the paradigm of Virtuality this clear distinction made by
Lehmann is irrelevant as the boundary between the live and the mediated is not
130
Ibid. 131
Lehmann (2006) p. 168. 132
Lehmann (2006) p. 169. 133
Peggy Phelan (1993) Unmarked; The Politics of Performance, London and New York: Routledge. 134
Lehmann (2006) p. 167.
64
perceived as discrete. Lehmann’s statement reaffirms the separation of materiality and
information as a binary structure, while in our ‘condition of virtuality’ as outlined by
Hayles, material objects are viewed as ‘interpenetrated by information patterns’. This
highlights that our condition of virtuality is a perception, a way of seeing the world,
one that Lehmann clearly does not ascribe to. While some multimedia theatre works
may actively resist promoting a posthuman perspective and assert the separation of
the live and the technical, the genre of multimedia theatre as a whole may include
works that establish a communication structure that involves the feedback of
information. The following chapters in this thesis articulate the ways in which such a
communication structure (the structure of multimedia), may be used as a framework
through which to assess and articulate the ways in which theatre is evolving in
relation to digital structures.
Lehmann’s adherence to the understanding that theatre requires an “aspect of shared
time-space of mortality with all its ethical and communication theoretical implications
that ultimately marks a categorical difference between theatre and technological
media”,135
is reflected in his omission of so-called virtual theatres within his typology
of modes of media use in postdramatic theatre. While such media-based performance
is undoubtedly postdramatic, he clearly does not view such works as ‘theatre’. In the
examples discussed by Lehmann of theatre that involves media as ‘constitutive’ of its
form, media is included as an element within the live theatrical performance, and the
majority of the performance does not occur in a mediated environment. This suggests
that this field of theatre does not extend to include examples of theatrical performance
such as the work of Blast Theory, which are still clearly postdramatic but involve a
large portion of the performance occurring within a virtual, mediated space.
My understanding of multimedia allows for the inclusion of virtual theatre i.e. theatre
that occurs in a predominantly mediated environment, by perceiving such works as
extending the framework of theatrical performance into the virtual realm. While a
definition of theatre may necessitate the presence of a live performer, multimedia
theatre recognises that some examples of virtual theatre actively challenge this
definition, specifically problematising the ‘presence’ of the live actor. As such, the
field of virtual theatre as described by Giannachi, is a significant form of
135
Ibid.
65
contemporary multimedia theatre and is an important domain in which to examine the
impact of digital structures and Virtuality on theatre practice, for in the encounter of
the live audience member and the mediated performance space we see various
degrees of connection between presence and pattern.
Virtual Theatre
Virtual theatre has moved beyond concerns of liveness and authenticity and directly
manifests the interrelation of information and materiality. It is a prominent arena for
the exploration of the semiotics of Virtuality, and many of the examples of
multimedia theatre addressed in the following chapters of this thesis, may be
considered as existing within the realm of virtual theatre. In virtual theatre, as
asserted by Gabriella Giannachi in her definitive book Virtual Theatre, performance
occurs primarily in a mediated environment. Giannachi explains, “in Virtual Art –
both the work of art and the viewer are mediated.”136
Virtual theatre is still
undoubtedly postdramatic, for “Just as the viewer is no longer entirely in one
location, they are also no longer viewing something that has a clear beginning, middle
and end…Virtual Theatre, like the reality it allows us to view, is made of fragments,
segments, of information.”137
However, virtual theatre is defined by its utilisation of
media technologies, which enables increased levels of audience involvement in the
process of creation. All the forms of virtual theatre categorised by Giannachi “share
the characteristic of being open works in which the viewer is variously participating
to the work of art from within it”.138
Virtual theatre extends the previously discussed evolution of audience participation
and hybridisation, into the new century. It is constructed through the interaction of the
audience and the artwork, allowing the audience to be present in both the real and the
virtual environments. It is this interaction that Giannachi identifies as the most
important characteristic of virtual theatre.139
It is enabled through the hybridisation of
the live (the material participant) with the virtual. Giannachi offers a typology of
Virtual Theatre forms using case studies and practical examples to dictate theoretical 136
Giannachi (2004) p. 4. 137
Giannachi (2004) p. 11. 138
Giannachi (2004) p. 4. 139
Giannachi (2004) p. 11.
66
boundaries. She classifies four main areas of virtual theatre as it moves towards an
‘Aesthetic of Virtuality’: ‘Hypertextualities’ (“forms of textualities that are rendered
through HTML”); ‘Cyborg Theatre’ (“an art form that uses cybernetics as part of its
method and practice” and that is “primarily concerned with the modification and
augmentation of the human”140
); theatre that involves the “Re-creation of Nature”
through technology; and theatre that is “Performed through the Hypersurface”.
Giannachi also outlines the potential of Virtual Reality as a platform for performance
and describes works by artists such as Jeffrey Shaw, Merce Cunningham and Lynn
Hershmann that exemplify an ‘aesthetic of virtual reality’.
In each of these categories of virtual theatre, we can see manifest the concepts
outlined in Hayles’ ‘semiotics of Virtuality’, not just the concepts of materiality and
information, but also ‘mutation’ (in ‘Cyborg Theatre’) and ‘hyperreality’ (in the ‘Re-
creation of Nature’). The poetics of these virtual theatres correlate with the four key
perspectives that Hayles describes as forming the ‘posthuman perspective’. Giannachi
explains, “Through virtual theatre, the societies of information and of flesh and blood
are temporarily merged”.141
Here we can see the breakdown of the
materiality/information opposition, and with the merging of these two realms we see
manifest the paradigm of Virtuality and the creation of a posthuman subjectivity. As
the participant engages with the artwork their existence is extended into the virtual
domain, their actions impacting upon the virtual environment and vice versa. A
posthuman perspective presumes the symbiosis of human and machine, and virtual
performance explores conditions of communication and being in a posthuman culture.
‘Virtual theatre’ may also be thought of as ‘posthuman’ or ‘postorganic’ performance.
In his article Postorganic Performance: The Appearance of Theatre in Virtual Spaces,
Causey labels theatre occuring in a technologically mediated environment
“postorganic performance” and he declares, “A ‘posthuman’ culture will create
‘postorganic’ art”.142
He addresses how the ontology of performance is altered when
it occurs in the virtual domain and argues that performance in the virtual realm
establishes “a paraperformative teletheatrical phenomenon wherein the immediacy of 140
Giannachi (2004) p. 43. 141
Giannchi (2004) p. 12. 142
Matthew Causey “Postorganic Performance: The Appearance of Theatre in Virtual Spaces” in
Marie-Laure Ryan ed. (1998) Cyberspatial Textuality, Indiana University Press, p. 186.
67
performance and the digital alterability of time, space, and subjectivity overlap and
are combined.”143
Causey utilises the term ‘postorganic’ to refer to the resulting
aesthetic events, for he sees this term as reflecting the “transition from the privileging
of presence, the authentic aura, the immediacy of the live to the exploration of issues
surrounding the circulation of representations”.144
In this article, Causey declares “performance theory fails postorganic
performance”.145
In the virtual environment, the performance is no longer a “time-
dependent disappearing act” as was once theorised for it is no longer restricted to the
non-repeatable present. Causey calls for an “expanded performance theory” that can
adequately address the phenomenon of digitally mediated performance. He claims,
“What the mediated technologies afford performance theory is the opportunity to
think against the grain of traditional performance ontology, including the claims to
“liveness”, “immediacy”, and “presence”.146
Certainly with regards to audience
experience and analysis of virtual and postorganic performance, a focus on issues of
‘liveness’ and ‘presence’ is inadequate, for these concepts are limited, belonging to
the realm of materiality. With theatre now operating in the digital realm, where
everything is mediated and experience is ‘hypermediate’, where the concepts of
‘presence and absence’ have been translated into ‘pattern and randomness’, theatre
analysis must borrow these terms from new media theory and expand both
understandings of, and ways of talking about, theatrical performance. For as Causey
articulates, “Performance, in the digital medium, has taken on the ontology of the
technological”.147
New Media Performance
All forms of virtual theatre, as articulated by Giannachi, involve viewer interaction;
“A virtual theatre is one which through virtuality is able not only to include the
viewer within the work of art but also to distribute their presence ‘globally’ in both
143
Causey (1998) p. 185. 144
Ibid. 145
Ibid. 146
Ibid. 147
Causey (1998) p. 187.
68
the real and the simulated information world.”148
As such, Giannachi does not focus
on the field of ‘video installation’, or as named here, ‘new media performance’. New
media performance does not necessitate the direct physical interactivity of the
audience and the media, and does not essentially enable the audience to modify the
work or their perspective. However, new media performance may be considered as
located on the fringe of multimedia theatre practice and may be viewed as
‘remediating’ live theatre. As such it is an important site for examining the
interrelation of the dialects of pattern/randomness and presence/absence, and
examples of new media performance are included within the following chapters as
case studies of multimedia theatre.
The phrase ‘new media performance’ covers a large terrain of practice, and includes
forms utilised by practitioners such as Blast Theory, Jeffrey Shaw, Granular
Synthesis, Company in Space, Bill Viola, Gary Hill and David Rokeby. I include
within this umbrella title, phenomena such as ‘tele-performance’, ‘video
performance’ and some examples of ‘multimedia installation’. The choice to include
multimedia installation within the field of performance is certainly contentious, as
here the spectator does necessarily perform participation in the artwork. While many
multimedia installations offer high levels of audience interactivity, enabling
participants to navigate their own journey through the work, effectively transforming
the role of the spectator into that of a performer, works such as those by Granular
Synthesis and Company in Space do not offer the audience a high degree of agency,
nor present a live performer. In the tele-performance installations of Company in
Space there are many layers of interaction between the performers and the media, for
example performers can interact with each other through a media interface and exhibit
agency over the media itself, but there is rarely the opportunity for the physical
participation of the audience.
Such works have in the past been categorised only as ‘installations’ and are not
discussed within the frame of theatre practice. However these media installations,
alongside the interactive work of Jeffrey Shaw, Rokeby, and Blast Theory, hold
relevance to a study of contemporary multimedia performance. Often in such
148
Giannachi (2004) p. 10.
69
performances the media itself self-reflexively performs whether it is presented as
‘live’ video installation (Granular Synthesis) or whether it mediates a live performer
(as in the case of tele-performance). Many multimedia installations explore similar
modes and means of communication to multimedia performance. They are often
immersive, creating a spatial environment, and are inherently postdramatic. Michael
Rush writes that the installation environment “also allows for greater participation of
the viewer in the process of ‘completing the art object’; to use Duchamp’s famous
phrase. In many installations, the viewer actually enters the artwork in a literal sense
to experience it”.149
This highlights how such installations are ‘environmental’ and
unfold not only through time as does cinema, but also through space, as in the theatre.
They are ‘open’ works; the experience of the process is emphasised and the works
demand a high level of audience interpretation.
George Quasha and Charles Stein in their article Performance Itself argue
“Performance itself is really the heart of the process of art, most especially art that
sees itself as process.…This sense of process is essentially performative”.150
This
article details the performative nature of installations by Gary Hill, and the authors
describe works such as Processual Video and Cut Pipe as ‘performative
performances’. Processual Video (1980) fulfils the inference of its title and is
described as an “exemplary instance of the performative simultaneously manifesting a
root principle and generating an actual performance piece.”151
This particular
installation involves the slow revolving of a white line around the middle of a screen
to the accompaniment of recorded spoken text. The audience receive these two
elements simultaneously and inevitable interrelate the image with the content of the
text. Quasha and Stein explain, “The meaning of work or image performs itself in the
processual interaction of video and speech, and the real location where that
performance takes place is in the viewer’s mind.” The refusal of these works to offer
a single perspective, a single channel, combined with the fact that they unfold through
time, means that they are not simply transmitting information but are creating an
individual experience for the audience. Therefore they may be considered as ‘new
media performance’ and as existing on the periphery of multimedia theatre.
149
Michael Rush (1999) p. 148. 150
George Quasha and Charles Stein “Performance Itself”, Performance Research, Vol. 7, No. 2, p. 76. 151
Ibid.
70
While multimedia installation may be related to the field of new media performance,
some argue it is beyond the terrain of ‘performance’. Gunter Berghaus states that he
does not agree with scholars who “regard video installations as performance per
se.”152
Berghaus makes the distinction between ‘video performance’ and ‘video
installation’ and outlines the latter as “a sculpted or architectural setting with
electronic actors”153
that maintains the separation of audience and stage. This
separation, he argues, creates a similarly cognitive spectatorship to that of viewing a
play, painting or sculpture. Berghaus contends:
Although multi-monitor video installations have often been described as
‘electronic theatre’ that requires the viewer to be ‘operative’ and ‘subjective’ in
the site, standing both inside and outside the installation, I would still maintain
that their interaction with the display is extremely limited. The performative
quality of a piece of sculpture (even if it fits in a whole room and contains
electronic images that introduce a time dimension in the arrangement) is
different from that of a human actor.154
This is certainly a valid and perhaps widely assumed distinction. However
performativity is a matter of degree and the boundary between the realms of
multimedia performance and multimedia installation is indistinct. Interestingly,
Berghaus concedes that “The exploration of the frontiers between theatre and fine art
is undoubtedly a task that is pertinent to avant-garde experimentation” and he states
that he has “therefore included some borderline cases, such as Paik’s Exhibition of
Music – Electronic Television” within his discussion of video performance.155
Some of these ‘borderline cases’ are in fact central to an understanding of the efficacy
of multimedia performance, for they challenge the essential division of the live and
the mediated, and force a revision of perceptions regarding the dictates of the live
theatrical experience or the performance event. In my selection of case studies I have
asserted that the multimedial aspect of some new media installations enables a higher
degree of performativity and can create ‘total’ audience experience that uniquely
incorporates both immersion and interactivity, two qualities traditionally regarded as
152
Berghaus (2005) p. 188. 153
Ibid. 154
Ibid. 155
Ibid.
71
mutually exclusive.156
German artist Wolf Vostells, who in 1958 was already creating
multimedia installation with his structural collage of a group of t.v. sets in TV De-
collages, sees multimedia installation as a ‘total event’:
Marcel Duchamp has declared readymade objects as art, and the Futurists
declared noises as art – it is an important characteristic of my efforts and those
of my colleagues to declare as art the total event, comprising
noise/object/movement/colour/& psychology – a merging of elements, so that
life (man) can be art.157
This concept of installation as artistic ‘event’ again places it within the field of theatre
and performance practice. The efficacy of the work relies on the experience of
process of time in space, rather than on the object, product or narrative. Rush argues
“It is not surprising…given the influence of Fluxus performance actions and
Happenings on the development of late twentieth century art, that ‘the theatrical’
would be embraced in multimedia installation art”.158
Both interactive and non-
interactive multimedia installation share the trends and characteristics of multimedia
performance and both are included in my use of the term ‘new media performance’.
New media performance is a fertile field for the presentation of Hayles’ ‘semiotics of
Virtuality’. The relation between materiality and information is a focus of many new
media art practitioners and a select number of relevant case studies of multimedia
installation are investigated in the following chapters.
The potential for media performance to exhibit the growing dominance of the
dialectic of pattern/randomness (materiality) over presence/absence (information) can
be seen in the prescient work Wipe Cycle (1969) produced by Frank Gillette in
collaboration with Ira Schneider. The work integrated pre-recorded information with
a live feed of the viewer’s image, including the spectator within the work itself and
allowing them to see themselves as a mediated reflection in time and space. Schneider
told critic Gene Youngblood that the most important function of the work “was to
integrate the audience into the information” with Frank Gillette adding, ‘It was an
156
Marie-Laure Ryan (2001) discusses this point in Narrative as Virtual Reality: Immersion and
Interactivity in Literature and Electronic Media, Baltimore: John Hopkins University Press. 157
In Rush (1999) p. 117. 158
Rush (1999) p. 148.
72
attempt to demonstrate that you’re as much a piece of information as tomorrow
morning’s headlines”.159
The three species of contemporary theatre outlined in this chapter do not necessarily
pose discrete categories, however they have been identified here as each covering a
different platform of practice and together comprising the territory of contemporary
multimedia theatre. Virtual theatre is a prominent form of multimedia theatre, but the
terrain of multimedia theatre is not confined only to performance that occurs in the
virtual realm. Multimedia theatre also includes postdramatic theatrical works that
stage video or filmic media alongside live performers within the theatrical frame.
Indeed, definitions of postdramatic theatre offered by Lehmann suggest that all
multimedia theatre may be considered as essentially postdramatic. Though not
mentioned by either Lehmann or Giannachi, the field of ‘new media performance’,
including some installations, may be viewed as existing on the outskirts of the
multimedia theatre landscape, and examples of this form of multimedia theatre, such
as the work of Granular Synthesis, Bill Viola, and Janet Cardiff, are examined in the
following chapters.
Multimedia theatre is identified in this thesis as theatre or performance that creatively
utilises media technologies as an integral component of the overall work, with the
media significantly contributing to the content of the production. As established in
this chapter, the poetics of all forms of multimedia theatre are built on the
fundamental characteristics of hybridisation, audience participation, and the
prioritisation of the performative act over linear literary narrative, characteristics that
have evolved as trends in experimental theatre practice throughout the last half of the
twentieth century. The qualities of intermediality, immersion, interactivity, and
postnarrativity, extend these twentieth century trends. The following chapters aim to
map the manifestation of these characteristics in contemporary theatre practice and to
explore the poetics of multimedia theatre in the age of Virtuality.
159
Schneider and Gillette in Rush (1999) p. 125.
73
Chapter 3
Intermediality
In today’s world we all inhabit the intermedial – we are surrounded by
newspaper, films, television. We live in-between the arts and media –
intermediality is the modern way to experience life.160
In the previous chapter, multimedia theatre was identified as involving the use of
media technologies within a theatrical context. In this chapter the first of the four key
principles that characterise the domain of multimedia theatre will be discussed. This
chapter addresses ‘intermediality’ and through it, analyses the relationship between
live and mediated elements in multimedia theatre. The framework provided by the
notion of intermediality moves away from the theoretical polarisation of the live and
mediated and provides a lens through which to explore the patterns manifesting across
media within the theatrical frame. The ‘inter’ of intermediality implies a between
space, and the intermedial exists between previously assumed ideas of medium
specificity. It therefore extends the historical dynamic of hybridisation and cross-
disciplinary fertilisation outlined in the previous chapter. However, it can also imply a
mutual reciprocity, with two or more media coming together in conversation.
Intermediality can be both a creative and an analytic approach based on the
perception that media boundaries are fluid and recognising the potential for
interaction and exchange between the live and the mediated, without presupposing the
authenticity or authority of either mode. Most importantly, intermediality relates to a
form of audience reception enabled when communication is patterned across various
media, creating a multidimensional performance text.
In addressing the contemporary manifestations of intermediality in multimedia
performance, this chapter argues that intermediality does not simply involve the mere
inclusion of mediated elements within the frame of live theatre, but involves the
‘remediating’ of these elements as an integrated element of the performance text. To
160
Freda Chapple and Chiel Kattenbelt eds. (2006) Intermediality in Theatre and Performance,
Amsterdam and New York: Rodopi Press, p. 26.
74
make this case I firstly examine definitions of intermediality, exploring related ideas
and theoretical positions within the field. This discussion is followed by an
exploration of the concept of remediation as defined by Jay Bolter and Richard
Grusin, and the process of digital remediation is related to the practice of
intermediality in theatre.
To understand the relationship between the live and the mediated within multimedia
theatre I argue that it is necessary to avoid an analytical framework that emphasises
the opposition of the real and the virtual. The concept of intermediality does not
reinforce the disparateness or incompatibility of materiality and virtuality and it is
therefore an important framework through which to connect theatre to a ‘condition of
Virtuality’. As it combines information and materiality, the field of intermedial
performance holds enormous potential as a site for the manifestation of the perception
that materiality is being interpenetrated by informational patterns.161
Following the
discussion of definitions and theories of intermediality and remediation, the second
half of this chapter investigates two case studies, Version 1.0’s Wages of Spin and
The Builder’s Association’s Supervision. These cases illustrate how the relationship
between live and mediated elements in intermedial theatre can be understood in terms
of remediation and the related logics of immediacy and hypermediacy. They also
explore the relationship of intermedial theatre to ‘our condition of Virtuality’ and
assert the potential for a new analytic framework based on Hayle’s semiotics of
Virtuality through which to understand intermediality in multimedia theatre. Such an
approach contributes to performance discourse by providing a different vision of the
relationship between the live and the virtual, and by offering an analytical framework
that avoids reinforcing their inherent opposition. Use of Hayles’ framework provides
a new strategy through which to address the intermedial relationship between the live
and the virtual in theatre and performance.
Definitions of Intermediality
As clarified in the previous chapter, the objective of reaching a synthesis of artforms
within theatre practice has an ongoing history of development. However, a distinction
161
Hayles in Lunenfeld ed. (2000) p. 69.
75
can be made between early visions of integration in theatre, which focused on the
collaboration of artistic disciplines, and contemporary understandings of
intermediality involving the integration of media. Early steps towards the integration
of artforms within theatre taken by practitioners such as Wagner, Yeats, Appia and
Marinetti, paved the way for later visions of intermediality, establishing a precedent
for the synthesis of artistic disciplines within the theatrical frame. However,
intermediality is inherently different to the relation of the arts in the Wagnerian
Gesamtkunstwerk (discussed in Chapter 2), which may be considered ‘collaborative’
in form and not necessarily interpenetrative and therefore ‘intermedial’. Hilda
Meldrum Brown explains that the integration of artforms idealised by Wagner, “in no
way implies an obliteration of the primal characteristics of each individual
component”.162
She clarifies that Wagner’s sense of integration does not imply
“unification at the level of lowest common denominator”.163
Artforms in the
Gesamtkunstwerk are not foundationally ‘merged’ and may be considered to work ‘in
collaboration’ with one another to convey the reality of the drama.
Thomas Jensen Hines defines the field of “collaborative form” which he introduces as
“the direct result of combining two or more different arts to make composite art
works”.164
Through detailed examination of seven examples of both simple
collaborative form (only two arts involved) and complex collaborative form
(numerous artforms involved), he concludes that the area is bound by the following
template of rules:
1. Collaborative form results from the interactions of the arts.
2. There can be no primary form in collaborative art. Collaboration
subordinates each constituent art to the combined effect of the whole.
3. All collaborations create an original work.
4. The subtraction, deletion, or separation of any of the constituent arts in a
collaboration destroys the form.
5. The effects of combining the arts are never additive.165
162
Hilda Meldrum Brown (1991) Leitmotiv and Drama: Wagner, Brecht, and the Limits of ‘Epic’
Theatre, Oxford: Clarendon Press, p. 38. 163
Ibid. 164
Hines (1991) p. 1. 165
Hines (1991 p. 164 – 173.
76
The rules presented by Hines are applicable to any organization of more than one
artform, and so may be considered as describing the broader field of multimedia
theatre within which intermedial performance is located. Multimedia theatre is
undoubtedly ‘collaborative’ in form, yet some contemporary multimedia
performances specifically transcend demarcations of artistic disciplines. Hines’
understanding of ‘collaborative form’ involves the interaction of what he labels ‘the
arts’, by which it can be assumed that Hines is referring to artforms or disciplines
such as music, dance, drama, and cinema. His concept of ‘collaboration’ does not
challenge the self-sufficiency and definition of these artistic disciplines. By focusing
on communication in terms of ‘media’, rather than in terms of artistic disciplines or
‘artforms’, use of the term ‘intermediality’ avoids reasserting the independence and
purity of artistic disciplines as maintained by previously accepted conventions.
Intermedial theatre subsumes media, uniting both live and mediated communication
within the frame of performance. The term is used here to denote the perception that
all media and systems of communication can be non-hierarchically integrated within a
theatrical performance. In intermedial performance, the realms of the live and the
mediated develop reciprocity and are framed as complimentary and symbiotic
elements of the performance whole, creating what Meike Wagner has described as the
‘intermedial mise en scene’.166
In such instances the audience can experience a
merging of the material and the virtual, for these modes simultaneously impact upon
the audience and develop meaning only in relation to the other.
As recognised by Fluxus artist Richard Higgins in his early discussion of
intermediality, the ‘intermedium’ poses a challenge to the separation of artistic media
and embraces continuity over categorisation.167
In his 1966 treatise Intermedia,
Higgins asserts the Happening to be the ultimate intermedium, using the term
‘intermedia’ to describe work that does not strictly adhere to the ‘rules’ of an
individual artistic medium. Higgins argues forcefully against the separation of media
in art practice, as the need to enforce rigid categories does not reflect a contemporary
166
Meike Wagner uses this term in her chapter “Of Other Bodies: The Intermedial Gaze in Theatre” in
Freda Chapple and Chiel Kattenbelt eds. (2006) Intermediality in Theatre and Performance,
Amsterdam and New York: Rodopi Press, p. 129. 167
Richard Higgins “Intermedia” in Packer and Jordan eds. (2001) p. 28-32.
77
social milieu characterised by populism and classlessness.168
The ‘intermedium’,
according to Higgins does not conform to a predetermined structure or form; the
concept itself is better understood “by what it is not, rather than what it is”.169
He does
not view Art that is produced within restrictive traditional boundaries as allowing a
sense of dialogue, and he asserts that “much of the best work being produced today
seems to fall between media”.170
Theatre in its traditional form, argues Higgins, is
unable to provide ‘portability and flexibility’, and thus the Happening was produced
as the ultimate intermedium, an “uncharted land that lies between collage, music, and
the theatre”.171
In this vision, intermediality exists as the indefinite and ambiguous
space between traditionally recognised artistic media.
While Higgins’ understanding of ‘intermedia’ recognises that this form does not
adhere to previous dictates of media specific conventions, his definitions of
intermediality are still completely reliant on the perception of media ‘purity’.
Higgins’ concept of the intermedium may be summarised as ‘that which is not pure’;
indeed he states that the ‘ready-made’ or found object such as that presented by
Duchamp may be considered an intermedium, since “it was not intended to conform
to the pure media”.172
The concept of a ‘pure medium’ reinforces the inherent
ontological distinction of individual media, and this claim for the definitive mediality
of each medium is no longer considered absolute in contemporary discourse.
Peter Boenisch explains that it was the original aim of discourse on intermediality to
counter notions of ‘media-strategic purity’ in the arts. He asserts that most of those
involved in the discussion of ‘intermediality’ adhere to the formula “theatre + (other)
media = intermedial theatre”, and as such, implicitly propagate the notion of media
specificity. 173
Rather, Boenisch uses the term ‘intermedial’ to imply the fundamental
integration of communication media and his contemporary examination of
intermediality in the theatre is not concerned with the specificity or significance of
individual media. He examines Circulation Module by the Japanese group NEST and
168
Higgins in Packer and Jordan eds. (2001) p. 29. 169
Ibid. 170
Higgins in Packer and Jordan (2001) p. 28. 171
Higgins in Packer and Jordan (2001) p. 32. 172
Higgins in Packer and Jordan (2001) p. 30. 173
Boenisch (2003) p. 35.
78
highlights that, while this performance makes use of a variety of artistic media, it
foregrounds the fundamental principles to which they are all true.174
Boenisch
emphasises that
instead of working with juxtaposition, stressing the differences, friction of
interaction between allegedly separate media – as many of the pioneers of
performance art did in the wake of the infamous 1952 Black Mountain College
(Cage-Cunningham-Rauschenberg etc) event – NEST’s performance
foregrounds the common denominator of the separate sign-systems.175
In Circulation Module, no sign-system is privileged, and Boenisch asserts that there is
a “non-hierarchical, web-like interlinking of separate elements.”176
Boenisch’s
explication of intermediality in relation to NEST’s production emphasizes the patterns
occurring across media and the fundamental principles that produce cohesion.
Intermedial performance may be regarded as transcending demarcations of artistic
disciplines and media. In his essay ‘The moment of realised actuality’, Andy
Lavender examines excerpts of work by experimental multimedia companies Blast
Theory and Dumb Type and asks the pertinent question, “Can we still talk at all of
two different media – theatre and video – coming together like partners on a dance
floor in order to have their spin as separate bodies?”177
Lavender suggests that in
some contemporary performance the media “intermingle like liquids which colour
each other”.178
As colours blend to generate new colours, so too does intermedial
performance blend media to generate a new intermedial whole.
It can be determined at this stage that intermediality involves more than the mere
collaboration of media, but requires the fundamental integration and blending of
different modes of communication to create a new form of mediality. This
explanation remains somewhat imprecise, for it can be interpreted as positioning
intermediality as both a quality and a form, suggesting that intermediality is a matter
of degree. Jens Schroter clarifies the potential variations of intermediality and offers a
174
Boenisch (2003) p. 44. 175
Boenisch (2003) p. 39. 176
Ibid. 177
Andy Lavender “The moment of realised actuality” in Delgado and Svich (2002) Theatre in Crisis?:
Performance Manifestos for a New Century, Manchester: Manchester University Press, p. 187. 178
Ibid.
79
typology that clearly identifies a number of points along an axis of intermediality. He
defines four types of intermediality. 179
Firstly, synthetic intermediality refers to the
combining of two or more artforms or media into a new artform or media. The
second, formal and trans-medial intermediality, assumes that aesthetic conventions
manifest in several media. The third is transformational intermediality “which refers
to the representation of one medium within another medium”.180
And finally,
ontological intermediality is “where a medium defines its own ontology through
relating itself to another medium, and raises the issue that it is not possible to define
the specificity of a medium in isolation except through comparison with another
medium.”181
The first two forms outlined by Schroter operate at the level of
‘collaborative’ or ‘intertextual’ integration, and although ‘synthetic intermediality’
may achieve media integration, neither of these forms necessitate genuine
intermediality. However, transformational and ontological intermediality offer more
complex forms of media integration, in which the nature of mediality is perceived as
dynamic. Both these forms operate in the field of multimedia theatre, and the
relevance of Shroter’s typology to the analysis of intermediality in multimedia
performance will be referred to within the analysis of case studies later in this chapter.
Intermediality as Remediation in Theatre
Schroter’s description of intermediality as potentially involving a process of
combining two or more media into a new medium, or as involving the representation
of one medium within another medium, is consistent with definitions of ‘remediation’
offered in new media theory. Just as digitalisation translates previously established
media into a uniform format, remediating various means of communication within a
single frame, so may theatre also be thought of as translating established media into a
new form. Indeed, Brigit Wiens suggests, “maybe this is the first time in its long
history that theatre meets another hypermedium, which also synthesises a variety of
179
Schroter as quoted in Freda Chapple and Chiel Kattenbelt eds. (2006) Intermediality in Theatre and
Performance, Amsterdam and New York: Rodopi Press, p. 15-16. Original in German at
(www.theorie-der-medien.de) 180
Ibid. 181
Ibid.
80
signs”.182
As such, multimedia theatre can be recognised as achieving intermediality
through processes of remediation, and the terminology and theory of digital
remediation contribute to discourse on intermediality.
The concept of ‘digital remediation’ is essentially articulated by Jay Bolter and
Richard Grusin in their publication Remediation: Understanding New Media,
although the nature of remediation was discussed in different terms by earlier media
theorists such as McLuhan and Kittler. Bolter and Grusin define remediation as “the
formal logic by which new media refashion prior media forms”,183
and remediation
“is the defining characteristic of the new digital media”.184
Remediation does not
merely involve the content of one medium presented in another but involves a
medium itself represented within another means of mediation. It can manifest in a
range of forms that differ based on the original medium’s degree of stability.
Firstly, remediation in new media can manifest as the digitalisation of older media
objects, where old mediums are represented but are not challenged and the digital
reorganisation “does not call into question the character of a text or the status of an
image”.185
Secondly, the digital medium can totally ‘refashion’ an older medium
whilst still maintaining a certain degree of acknowledgment towards it. Here Bolter
and Grusin explain that the work “becomes a mosaic in which we are simultaneously
aware of the individual pieces and their new, inappropriate setting”.186
And finally,
the new medium can completely absorb the old medium so that there are minimal
discontinuities between the two. While this involves the total reorganisation of the
older medium, it is not completely effaced; “the new media remains dependant on the
older one in acknowledged or unacknowledged ways”.187
Like intermediality,
remediation is a matter of degree and processes of remediation in multimedia theatre
create intermediality. As remediation involves the incorporation of one medium
within another, it is inherently more complex than mere ‘collaborative’ integration
182
Birgit Wiens “Hamlet and the Virtual Stage: Herbert Fritsch’s project Hamlet-X” in Freda Chapple
and Chiel Kattenbelt eds. (2006) Intermediality in Theatre and Performance, Amsterdam and New
York: Rodopi Press. p. 24. 183
Bolter and Grusin (2000) Remediation: Understanding New Media, Cambridge MA: The MIT
Press, p. 273. 184
Bolter and Grusin (2000) p. 45. 185
Bolter and Grusin (2000) p. 46. 186
Bolter and Grusin (2000) p. 47. 187
Ibid.
81
and evidences various levels of transformational and potentially ontological
intermediality as defined by Schroter.
Bolter and Grusin assert that remediation is characterised by the two logics of
‘immediacy’ and ‘hypermediacy’, which relate to the spectator’s level of immersion
in the media content and their awareness of an object’s ‘mediatedness’.188
Immediacy
occurs when media is ‘transparent’, so that the medium disappears and the spectator
becomes closer to the object of mediation. The aim of ‘hypermediacy’ on the other
hand, is to remind the viewer of the medium and so the medium will draw attention to
itself and to its distinct form of mediation. While these two logics appear in
opposition to one another, hypermedia and transparent media are described by Bolter
and Grusin as “opposite manifestations of the same desire: the desire to get past the
limits of representation and to achieve the real”.189
As such, both immediacy and
hypermediacy may be manifest within the same work, complimenting each other in a
shared attempt for authenticity.
Media can be identified as either a hypermedium or a transparent medium, however
this distinction creates a number of paradoxes. Hypermedia blatantly remediate, and
yet they also develop a degree of immediacy through their self-justification: “With
their constant reference to other media and their contents, hypermedia ultimately
claim our attention as pure experience”.190
And despite the denial of mediation by
transparent media, they also remediate, for “although transparent technologies try to
improve on media by erasing them, they are still compelled to define themselves by
the standards of the media they are trying to erase”.191
As such, Bolter and Grusin
claim that “all current media function as remediators”.192
Multimedia theatre certainly functions as a ‘remediator’, achieving intermediality
through the colonisation of various modes of communication within the frame of the
performance. The concept of remediation as established by Bolter and Grusin has
already been recognised within discourse on intermediality as having relevance to
188
Bolter and Grusin (2000) p. 273. 189
Bolter and Grusin (2000) p. 53. 190
Bolter and Grusin (2000) p. 54. 191
Ibid. 192
Bolter and Grusin (2000) p. 55.
82
theatre. In the recently published Intermediality in Theatre and Performance edited
by Freda Chapple and Chiel Kattenbelt, a number of the included essays utilise the
language of remediation to illustrate the nature of intermediality in theatre. Like new
media, theatre is recognised as simultaneously immediate and hypermediate.
Kattenbelt argues that theatre is a hypermedium, providing other media a stage upon
which they can perform as theatrical signs.193
Yet recognising the double logic of
remediation, Kattenbelt also suggests that theatre is a transparent medium, as it
“foregrounds the corporeality of the performer and the materiality of the live
performance as an actual event, taking place in the absolute presence of the here and
now”.194
Andy Lavender also recognises that hypermediacy and immediacy can function
concurrently on the stage. Lavender addresses how the simultaneous presentation of
the screen and the stage can produce effects of immediacy and an experience that is
“deeply pleasurable” for the audience. While film may function transparently, filmic
images presented within the theatre are ‘staged’ as part of the theatrical event; “The
screen is folded into the live event and so into the phenomenal realm of theatre”.195
Within this realm of the theatre, all media including the transparent medium of film
and the transparent medium of the live human performer develop a level of
hypermediacy in their relation to one another as elements of the performance whole.
Through their staging the media are not merely simultaneous but are integrated; “The
images are not self-sufficient. What might once have been separate media are not self-
contained. They can only be decoded in relation to the mise en scene – a mise en
scene that is flamboyantly hypermedial”.196
In intermedial theatre, both live and
mediated elements are remediated to form the hypermedial performance event.
To achieve a high degree of remediation or ‘transformational intermediality’, where
previously existing media are completely absorbed into a new medium with minimal
discontinuities between the two, the live and the mediated cannot be perceived as
193
Chapple and Kattenbelt eds. (2006) p. 39. 194
Ibid. 195
Andy Lavender “Mise en scene, Hypermediacy and the Sensorium” in Freda Chapple and Chiel
Kattenbelt eds. (2006) Intermediality in Theatre and Performance, Amsterdam and New York: Rodopi
Press, p. 65. 196
Ibid.
83
mutually exclusive. Traditionally in theatre studies discourse however, the
representational nature of the mediated and the ontology of live performance have
been considered fundamentally opposed. Just as materiality and information have a
history of cultural polarisation, as explained by Hayles and discussed in Chapter 1,
the live and the mediated too have been positioned by performance theory as discrete
opposites. The polarisation of the live and the virtual within performance discourse
dates back to the debate concerning live theatre and mediatised performance, initiated
by the differing perspectives of Peggy Phelan (1993) and Phillip Auslander (1999).
While Phelan asserts the authenticity of live performance, arguing that performance is
non-reproducible, Auslander attempts to undermine this perspective through his
critique of ‘liveness’, arguing that liveness exists as a result of mediatisation. This
ongoing dialogue has established an assumed ontological distinction between the live
and the mediated within performance theory. Matthew Causey explains, “the
contemporary discourse surrounding live performance and technological reproduction
establishes an essentialised difference between the phenomena”.197
Yet the efficacy of
intermedial theatre is based on the audience’s perception of the integration and
interdependence of the live and the mediated, and theories of intermediality transcend
the live theatre versus mediatised performance debate.
For the live and the mediated to “intermingle like liquids”, as suggested by Lavender,
there must be a perceived compatibility and balance between the human body and
technological media, between the real and the virtual. However, some theorists have
argued that levels of audience engagement inherently differ between the live and the
projected action; onstage the live and the mediated can be perceived as in competition
for the audience’s attention. In 1966 actor Roberts Blossom, developed a series of
experiments he called “Filmstage” that combined projected film and live
performance. Blossom views the use of film on stage as re-presenting past
experiences as the present, and as such, combining the unconscious (recorded) with
the conscious (present).198
In his reflections on ‘Filmstage’ he illustrates the limitless
value and potential of film in theatre, likening it to “the most highly developed
imaginations” and proposing that the onstage screen, “if it has taken away tangibility,
197
Matthew Causey (1999) “The Screen Test of the Double: The uncanny performance in the space of
technology” in Theatre Journal, Vol. 51, No. 4, p. 383. 198
Roberts Blossom (1966) “On Filmstage”, Tulane Drama Review, Vol. 11, p. 70.
84
has replaced it with extraordinary powers, imitating consciousness.”199
For Blossom
and his contemporaries, the human authority paled alongside the opulence and
pervasiveness of the projected media. The performers onstage in the presence of the
enveloping film media became “but fifty-watt bulbs waiting to be screwed into their
source and to shine with the light that is perpetual (behind them, around them) but
which they can only reflect at fifty watts.”200
While Blossom’s view may be familiar, it is relatively unsophisticated in that it
regards only the simple re-presentation of filmic media within theatre. The
relationship between performer and projected media he describes is not intermedial,
for the projected media is not contingent on the live performer but exists
independently. For the media to be viewed as dominating the live performer, it must
be perceived as transparent and self-sufficient, rather than as a co-dependent element
of the hypermedial whole. In intermedial performance, no single element can
dominate the production for they are all contingent, developing meaning only in
relation to other elements. Neither can the ‘live’ and ‘mediated’ be viewed as discrete.
In his brief examination of multimedia performance, Phillip Auslander presents the
example of Poles, by ‘Pps Danse’ of Montreal and asserts that the issue provoked by
such multimedia performance is whether there is a juxtaposition of the live and the
digital. In answer to his own question he suggests the answer is no, that we now
“experience such work as a fusion, not a con-fusion, of realms, a fusion that we see as
taking the place of its raw materials.”201
Into Virtuality: Intermediality in Multimedia Theatre
It is at the location of this ‘fusion’ of the live and the digital that ‘our condition of
Virtuality’ manifests in multimedia performance. It is here that we see the ‘implosion’
of the realms of information and materiality. The location of this fusion however does
not lie within the performance frame but at the junction of performance text and
audience reception. Boenisch too identifies intermediality as an effect upon the
observer’s perception: “Drawing on the original meaning of the Greek word 199
Ibid. 200
Ibid. 201
Phillip Auslander (1999) Liveness: Performance in a Mediatised Culture, London and New York:
Routledge, p. 38.
85
aisthestai, ‘to perceive’, which initially referred to more than just the beautiful and
sublime, I identify intermediality as an aisthetic act located at the very intersection of
theatricality and mediality.”202
As the audience experience the balanced, non-
hierarchical simultaneity of the live and the mediated, effects of pattern, rhythm, and
image transcend media boundaries. All active media are united within the theatrical
frame, and are simultaneously ‘staged’ and experienced as ‘real’. These different
media impact on the audience to create responses that are undeniably authentic. Peter
Boenisch clarifies this, explaining that, “for the ones who perceive, whether they are
reading books, attending theatre, or playing computer games, the perceptions created
by media, i.e. the effect on their sensorium of all the signs and symbolisations staged
and performed – are always ultimately real….they are always “authentic” in the
observer’s experience”.203
In intermedial performance, the relationship of the material and the virtual is freed
from the hierarchical framework that subordinates the virtual realm and relegates it
into a position of fabrication or copy of the real. Here both dimensions are able to
exist together as part of an immediate reality in which the material and the virtual are
intermingled. The various layers and media within the performance unite at the site of
reception and the role of the audience is not to cognitively interpret or actively decode
these signs, but to simply receive and experience their combined effect. To theorise
the practice of intermediality in multimedia theatre it is necessary to avoid adhering to
theories of performance that reinforce the binary of the material and the virtual.
Hayles’ semiotics of Virtuality provides a framework through which to address the
complex and dynamic intermingling of presence, absence, pattern and randomness
that occurs in intermedial performance. Hayles’ arrangement of the dialectics of
presence/absence and pattern/randomness as not opposed, but as complimentary and
interactive, provides a different analytical framework through which to address the
nature of embodiment, and the relationship of the live and the virtual, in multimedia
performance. This framework provides a potential basis for a new dramaturgy of
multimedia theatre that does not reinforce the materiality/information polarity that has
been a feature of performance analysis. 202
Peter Boenisch “Aesthetic Art to Aesthetic Act: Theatre, Media and Intermedial Performance” in
Freda Chapple and Chiel Kattenbelt eds. (2006) Intermediality in Theatre and Performance,
Amsterdam and New York: Rodopi Press, p. 108. 203
Boenisch in Chapple and Kattenbelt eds. (2006) p. 113.
86
The following two case studies explore the relationship of intermedial theatre to the
dialectics of presence/absence and pattern/randomness. The nature of intermediality is
also examined as manifest in both cases and discussed in terms of remediation.
Version 1.0’s Wages of Spin effectively establishes intermediality in the mise en
scene as a tool to suggest thematic meaning, creating a performance environment that
is overtly hypermedial and within which the live and the mediated are integrated. Yet
this work also problematises the boundary between the live and the mediated and
addresses the political relevance of the media simulacrum. The second study provides
a contrast, in that The Builder’s Association’s Supervision not only evidences the
fundamental integration of media within the intermedial mise en scene, but
thematically explores the perspective that material reality is being interpenetrated by
informational patterns. Both these works relate to Hayles’ framework of the semiotics
of Virtuality in different ways, responding to the cultural transition into a state of
Virtuality from different viewpoints.
Remediation and Hyperreality in Wages of Spin
The 2005 Version 1.0 production Wages of Spin at the Performance Space in Sydney
is potent political theatre that hybridises verbatim speech, electronic media, and
physical theatre to pose the question: ‘is it acceptable that Australia entered the Iraq
war based on a lie?’ The performance evidences the manipulation by government
officials and the power of the ‘spin’ that clouded the facts during Australia’s entry
into the war, blending the actual words of government officials with often
contradictory filmic imagery and statistical information as well as surreal movement
sequences and fictional text. It makes the political personal, attacking a nation more
concerned with tennis ace Mark ‘the Scud’ Philippoussis’ infidelity towards popstar
girlfriend Delta Goodrem, than with the disintegration of democracy. The performers
parody figures such as Prime Minister Howard and George Bush continually moving
in and out of various personae that never consume their identity as a performer. Their
performances are more a series of parodies or impersonations than committed
representations of character, with the performers often presenting other functions on
the stage such as stage-hands, cameramen, and interviewers. The Sydney-based
87
company Version 1.0 do not represent narrative texts but, in their words, “create
kaleidoscopic portraits of the contemporary world we inhabit”.204
As such, there is no
‘closed fictive cosmos’ separating the stage world and the audience.
The audience’s ability to interact with the mediated imagery is limited, they are
merely shown the mediated realm of information. It is from this slightly distanced
perspective that the audience are able to survey the intermedial mise en scene and
consider the various manifestations of ‘hyperreality’ that occur, both as a thematic
focus of the work and as a key element of its scenography. Hayles argues that
hyperreality occurs through the interaction of ‘pattern’ and ‘absence’.205
In Wages of
Spin, this theme is constantly raised through the contrasting of the material and the
mediated, and through the exposure of the processes of production that construct
information. While this work creates an intermedial performance space, it actually
thematises the disparity of the live and the mediatised. Corporeality is revealed as
untranslatable and information is emphasized as involving the absence of materiality.
The work illustrates the cultural perspective whereby information is perceived as
having authority over materiality, but it is highly critical of this transition and so
stresses the discrepancies and demarcation of the realms of informational pattern and
material presence: information is depicted as shaping social reality, but it is also
presented as involving a loss, an absence of material instantiation, and as such is
considered inauthentic.
The corporeality of the performers is emphasized from the outset of the work. To get
to their seating banks the audience enter and traverse a space resembling a film set in
which an act reminiscent of the torture scenes from Abu Ghraib is occurring. A
blindfolded performer dressed in standard military camouflages is slowly stepping
across a long plank of wood containing fierce upturned nails. While the action does
not actually represent the Abu Ghraib atrocities, metonymic associations are
unavoidable. The figure is guided by the instructions of another performer who offers
directions of “left, right, forward and down”. As the audience take their seats, they
realise that toward the end of the path the nails are too close together to fit a foot
between. The inevitability of agony, of the body’s destruction, is painfully visceral
204
Version 1.0, Version 1.0 Website, (www.versiononepointzero.org) accessed August 2006. 205
Hayles (1999) p. 249.
88
and the audience is confronted with the vulnerability of the material body before
them.
Image 1
This sets up a position for the audience from which to read the entire performance,
reminding the audience that what is at stake in the performance and in the issues
presented are material bodies of flesh and pain. The work also utilizes a number of
rhythmic motifs that create a sensory experience for the audience and again place
emphasis on the corporeal. The intermedial landscape utilizes image, sound,
movement and dialogue to create rhythms and resonances that rebound within the
performance space and affectively impact upon the audience. For example, there is a
recurring motif of running; at various stages throughout the performance a number of
the performers run on the spot, invoking metonymic implications of exhaustion and
endurance and literally embodying physical deterioration. The pace and rhythm of the
running contrasts with the empty sonority of the political language and offers an
affective accompaniment to the relentless casualty statistics that are projected onto the
back screen.
The work illustrates how Australia’s entry into the war in Iraq was not merely
symbolic but that the consequential death and destruction, though rarely televised, is
material. The physicality of the performers is explicitly addressed, which Lehmann
89
identifies as a key characteristic of the postdramatic. He argues, “While dramatic
theatre conceals the process of the body in the role, postdramatic theatre aims at the
public exhibition of the body, its deterioration in an act that does not allow for a clear
separation of art and reality”.206
Although the deterioration of the body is made a
focus from the outset of the production, it does not actually occur at this stage of the
performance: the danger for the body is palpable.
This opening act is being filmed and the ‘live’ transmission projected onto an
enormous screen behind the event. A level of remediation in the work is thus clarified
from the outset of the performance, as the content of one medium (live performance)
has already become the content of another and the same information is simultaneously
manifest in two material forms. The transience of the real is emphasized and the
demarcation of the live and mediated is blurred by techniques such as having the
camera intensify the threat to the body by using zoom facilities to highlight and
enhance the proximity between nail and foot. In other words, the transmission further
validates the immediacy and authenticity of the act. The image on the screen
heightens the creation of suspense and is perhaps somewhat privileged over the
human body. Its size, easy visibility and magnifying capacities fulfill our desire for
proximity and it becomes an affirmation of the event’s “liveness”; the translation of
the material into information establishes the supposed ‘truth’ of the material event.
Matthew Causey in his article, The Screen Test of the Double addresses the
phenomenon of the privileging of videated subjects. He explains,“ Rock concerts are
routinely supplemented by video projections which become the evidence of a live act.
In stadium concerts the ‘Jumbotron’ video screens are the manner in which audience
members access the liveness. He asks the question, “Does that mean that it is the split
video image sourcing from a live feed that reestablishes the status of the real?” And
comes to the conclusion that, “Yes, the video image is more real than the live
actor.”207
The mistaking of the media image for the real can be understood through the
paradigm of Baudrillardian simulation, discussed in Chapter 1. Wages of Spin
illustrates the media simulacrum through the simultaneous presentation of the real and
206
Lehmann (2006) p. 166. 207
Causey (1999) p. 387.
90
its intangible digital replacement, through pattern and absence. The passivity of the
audience’s role in the reception of media imagery is highlighted and we are forced to
reflect on the nature of the real and of the media imagery that can no longer be
considered as transmitting the real, but as manipulating the real, editing it, and
fabricating a new, authored reality. An alternate version of events is created that
resembles the real but fictionally embellishes it, and it is this simulacrum that
becomes the authoritative version, disappearing the real, for it is of course
permanently documented and widely distributed.
This work exposes the simulacra as spurious by revealing the usually unseen
mechanics of production. The audience is not only witness to the camera’s filming but
also to the ‘behind the scenes’ of the enormous editing desk, which is presented at
such an angle so as to allow the audience to see the feeds of all cameras at all times.
This focus on the processes of manufacture inhibits the possibility of becoming
mesmerized by the illusory capabilities of the filmic media and forces the audience to
maintain a critical eye to the boundary blurring and translation of materiality that is
taking place in the media production. The revealing of the mechanics of production
establishes the work as functioning ‘hypermedially’; the opacity of the medium is
made prominent as the process of remediation itself is placed at issue, and the
transformation of the live into the mediated is revealed as completely
recontextualising and reconstructing the intended referent. The presence of the
material referent does not extend into the informational context, but is replaced by
manufactured pattern.
In Wages of Spin, this mistranslation is particularly evident in a critical scene where
the audience are themselves remediated into the performance frame and are
confronted with their mediated other. Early in the work, the audience is videoed
madly applauding at the instruction of the performers, and the live feed from a boom
camera sweeping back and forth across the crowd is displayed on the screen opposite.
Later in the work the audience is confronted with their cheering mediated double
framing media footage of Prime Minister Howard’s election win. We the audience
feel cheated, in some way betrayed, furious for this misrepresentation of our actions
and intentions but like the election, it is too late and we let it happen. We are also
91
faced with the disorienting experience of identifying the self ‘outside the self’ and
recognizing the translatability of our material selves into malleable digital pattern.
This experience of identifying the self as ‘other’ proliferates within technology from
interactive computer software to a voice on the answering machine. Matthew Causey
isolates the moment in new media performance works when an actor confronts her
mediated double through the technologies of mediation. He explains, “The screens of
mediated technologies, now ubiquitous in live performance…construct the space
wherein we double ourselves and perform a witnessing of ourselves as other”.208
Causey examines how this reflects the psychoanalytic notion of the uncanny, the
disassociation of self, and presents a visual metaphor of split subjectivity.
In Wages of Spin, the audience’s experience of witnessing themselves as other
certainly evokes a sense of the uncanny. It also generates an unease, a wary mistrust,
for they are forced to acknowledge that once their Double has been permanently
captured in the realm of information, it is no longer their own and they have no
control over its apparent behaviour. They are the original material referent, and the
discrepancy between digital pattern and material presence, and the absence of
presence within the digital realm, is further emphasised. Again the focus is on the
process of the production of information and the onscreen simulations can no longer
be passively consumed without questioning the effect of this process. This inclusion
of the managed projection of the audience within the onstage action further troubles
the boundary between the onstage realm of the performers and the world of the
audience with the only potentially fictitious ‘other’ world being the hyperreal content
of the media.
The hyperreal content of the media simulacrum is a key focus of this work, with the
makers attempting to expose the dominance of its effect upon our lives and its
prominence in creating our sense of reality. Version 1.0 problematise the distancing
effect of media in relation to the accessing of war and violence, as in the American
televising of the bloodshed, the casualties are represented not as corpses but as
statistical information relayed via the detachment of the screen. The dominance of
television in shaping our reality is also emphasized as the performers repeatedly
208
Causey (1999) p. 386.
92
present caricatures of media personalities, with the audience witness to both the live
performer and the mediated representation. In one instance the performers are
involved in a ‘television interview’ and the actual sequence of events is contrasted
with the televised representation of these events. The audience is shown how
television dramatically manipulates the nuances and context of the original action
through the use of techniques such as jump-cutting between interviewees and the
editing out of text. Here we not only see how the projected media remediates the live,
but we also experience the remediation of television by theatre. This process of
remediation creates both transformational and ontological intermediality; through the
representation of the medium of television within the medium of theatre, theatre
defines its own ontology as a hypermedium.
Within the hypermedial scenography
there are continual slippages between
the images of the material production
and the translation of those images into
the world of information. While an
actor may appear before the audience
in camouflage uniform with his name
labeled on his chest, the media
translation of this material image may frame the actor with Image 2
the subheading ‘Minister for Defense’, and it is with this mediated information that
the audience identifies and builds meaning. The actor then effectively assumes the
role of the Minister for Defense and a constructed hyperreality is imposed upon, and
effectively dominates, the material mise en scene. The pattern of the information
creates a new reality that relegates the material presence of the actor to a subordinate
position. Wages of Spin depicts, and is critical of, a world in which reality is not
determined by the experience of, or witnessing of material events, but by the
information framing and translating them.
The next section will extend this reading using a different example of work that also
develops intermedial staging and explores the relationship of humans and media
technologies. However this production focuses more directly on the relationship
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between human subjectivity and information patterns, exploring the ways in which
digital communication technologies have impacted upon ideas of authenticity and
identity. The work presents digitalised scenography and places the performers in a
virtual environment, reflecting the everyday habitation of virtual spaces and the
injection of information patterns into material spaces. The following study argues that
this work remediates the aesthetic conventions of digital media to create a level of
intermediality that blurs the perceived boundary between the real and the virtual, and
suggests that this work mirrors the cultural condition of Virtuality.
Pattern, Presence and Intermediality in Supervision
Under the direction of Marianne Weems, the Builders’ Association use the integration
of contemporary technologies to extend the boundaries of live theatre. Based in New
York, the company blends text, sound, architecture, video, and stage performance to
explore the impact of technology on human presence and selfhood. The production
Supervision, created in collaboration with multimedia company dBox explores the
concept of ‘data bodies’; the versions of ourselves that exist in data space as the
collation of all the data files collected about us. Three intertwined stories of human-
computer relationships explore the diverse ways digital information technologies
record, reflect and refashion human identity. Characters in a range of social and
geographic situations interact with the world of cyberspace information, and their
social lives are both overtly and inadvertently affected in a variety of ways.
Supervision highlights how “With every cctv image, credit card swipe, email and
phone call the technological evidence of our existence grows”,209
and in our digitally
saturated environment our data-identity is often recognised as more ‘authentic’ than
the physical or subjective self.
A traveller, a Ugandan citizen of Indian descent, repeatedly enters the US on
business. In each of his scenes he must pass through a security check, and as the
checks grow more interrogative, the traveller become more frustrated and defensive.
In a keystroke the security official can access endless personal details about this
“potentially suspect” visitor and these details are presented to the audience as swirling
209
Liverpool08 Arts and Culture Website, (http://www.liverpool08.com/supervision/) accessed June
2006.
94
information patterns on a large screen that surround the figure of the traveller. There
is no escaping the computer’s constant surveillance. The traveller stands amidst
spidery lists of purchased items, assets, travel documentation and family histories, and
humour is often derived as the airport security officials believe only what is recorded
in the traveller’s passport and travel information, disregarding the person standing
before them. The patterns of information that together create his ‘data-body’, for all
practical and legal purposes, effectively displace his material presence; in fact not just
a data-body but a total data-identity.
In a middle-class Seattle household ‘John Snr.’ secretly conducts fraud via the
internet, using the identity of his young son to run up credit card debt. As his wife
Carol and son John Jnr. play in the rest of the house, he hides away on his computer
constructing a virtual identity, playing with virtual money. Yet the trails of
information he leaves behind are recorded and stored and his actions in the virtual
world of information have very real impact upon his material existence. One could
say that he ‘steals’ the identity of his child, though of course the identity is only a
constructed pattern of information particles and does not directly represent the actual
child. Interestingly however, John Jnr. is never materially present on the stage, rather
he is shown as a video image. As such, the digital information manipulated by John
Snr. is just as ‘real’ as his son; the digital information in this case is not inferior as a
‘copy’ or representation of the real, but is constructed from the same bits and bytes as
the material ‘presence’ of John Jnr.
In New York, a member of the ‘digirati’, the burgeoning generation of young
technology-obsessed professionals, communicates daily via webcam with her
grandmother in Columbia, Sri Lanka. From the other side of the world, ‘Jen’ is
organising her grandmother’s affairs, overseeing doctor’s appointments, real estate
problems, and financial arrangements. She is simultaneously building a family
history, recording and storing information, photos and important documents on her
computer. As she scans old photographs, the audience watches as the old medium of
photography is remediated by digital technology, and as the grandmother in Sri Lanka
narrates (via webcam) the memories each photograph evokes, we are reminded of
other, older ways of locating one’s identity. As the grandmother’s mind begins to
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wander and slowly fragment, we see the importance the technology plays in allowing
Jen to literally ‘keep-an-eye’ on her grandmother’s health and state of mind. At the
same time the image of the grandmother’s pixelating mind serves to remind us that
electronic systems too can cross their wires, slow their electrical impulses and create
false information; randomness can disrupt pattern.
Supervision explores different relationships between middle class humanity and
digital technologies. The work forces the issue of identity in a world in virtual transit,
and depicts how the ubiquity of computer and communication technologies in
Western society is refashioning our identity. The Orwellian omniscience of
surveillance in a digital age is presented as unlimited, its impact underestimated. In an
interview I conducted with director Marianne Weems210
she explained that the work
was created in reaction to other artworks that explore the issue of surveillance,
because “in a post 9/11, post-private culture we all know we’re under visual
surveillance”, this is not news. Rather what interested Weems was the idea of
“dataveillance, that invisible form of surveillance that’s actually much more
omnipresent at this point and much more insidiously ultimately”. For ‘dataveillance’
is “compromising our sense of identity in a way that visual surveillance never will”.
Dataveillance is depicted as having enormous potential power, as both a means of
corruption and as corrupt. Within the three stories presented we see the power of
dataveillance manifest in differing ways. We see its positive potential to unite the
distanced and enable the monitoring of those that require assistance, we see it
manipulated to both commit, and catch financial fraud, and we see its impact upon the
boundaries of personal privacy as it is implemented by governments in the name of
security.
In an introductory speech, a performer informs the audience that in our simple act of
purchasing tickets we have inadvertently volunteered information about our personal
lives. The performer declares that, based on our credit card purchases, the company
has created a statistical profile of the audience demographic. While the statistical
profile she then proceeds to offer is clearly generalised and designed for humorous
effect, this introduction implicates the audience as naïve participants in the process of
210
R. Klich, Interview with Marianne Weems, conducted at The Walker Arts Centre, Minneapolis,
Minnesota, October 16th
2005.
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data monitoring and the unknowing objects of surveillance. This also sets up a
slightly disconcerted, defensive position for the audience from which to view the rest
of the performance. As the security official questions the Ugandan commuter
regarding his travel, shopping and personal information, the audience may reflect
upon their own personal information and its easy accessibility; as the onstage screens
are covered in web-like branches of the traveller’s statistics and history, the audience
are forced to ask themselves whether their own information should be so readily
available and publicly displayed. This raises the issue of information ownership, and
begs the question, do we own our information or does information precede us?
The onstage media architecture and slick sound and lighting effects create the sense
of a world where digital technology reigns. In the presented world, digital technology
is not only depicted as vital infrastructure allowing communication and access, but it
is a fundamental part of the environment. The integration of the live performer and
the digital scenery is crucial in developing the themes of the work. In his study, the
character of John Snr. sits at his desk surrounded by swirling patterns of information
in which he appears completely immersed. Here the live performer does not appear in
contrast with the digital environment but rather they appear inherently enmeshed.
Within his world material presence has little importance as his actions in the virtual
world create an identity of their own. The scenography shows the virtual, the streams
and patterns of information, as seeping out of the computer screen and completely
encompassing his physical self. While the actor is recognisable as a material form
within the virtual environment, the patterns of information that flow over his face and
body create the effect that he is only two-dimensional, a shape and not a being. The
boundary between his body and the virtual environment seems fluid, insignificant,
and potentially permeable. The actor’s face is often amplified through a webcam
image projected on another screen, and this image is more visible than the actor
himself. These visual effects create the sense that information is leaking out of the
computer-based world and colonising the material space.
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Image 3
Large transparent screens are used both as a foreground and background, sweeping
across the stage and creating a surface for projection. Here the effects of ‘wiping’,
‘framing’ ‘panning’ and ‘zooming’ enabled by the mechanised screens remediate the
aesthetic conventions of film editing, controlling the scope and manipulating the
viewer’s perspective, creating formal or transmedial intermediality as defined by
Schroter. The audience is also presented with the theatrical remediation of virtual
reality. The three dimensional interior of the Seattle household is created purely
through digital effects and while the son is also presented as a projection, the mother
is physically present onstage. The live performer here simultaneously exists in a real
and virtual space, and the production presents the remediation of digital virtual
reality. This remediation creates an interesting level of ontological intermediality, for
while virtual reality and theatrical performance share a number of characteristics,
virtual reality necessitates the construction of an alternate space, while theatrical
performance can take place in real space. The reality of the space is emphasised in
this performance as the mechanics of the production are readily revealed.
When the audience enters the theatre the production has already begun. Sitting in
front of the stage with their backs to us are a number of computer technicians who
remain at their terminals, screens facing us, throughout the performance. While at
times during the performance there is the temptation for the audience to escape into
the mesmerising phatasmogoria of the computer-generated scenery within which the
actors perform, the visibility of the mechanics of production functions to thematise
the constructed nature of information. In Supervision, the process of manufacturing
the illusion is made visible as we can continually see the computer screens below the
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stage upon which the onstage media frameworks are programmed. Weems states,
“It’s always been a point of fascination for me to expose the means of production”
and she explains that she finds a lot of pleasure in doing so because “the technicians
are performers in this project so they (the audience) are seeing them act as part of the
ensemble”. The exposing of the technologies of production should allow the audience
to experience the work as ‘hypermediate’; the overt presentation of the technicians
reminds the viewer of the medium and emphasise the distinct nature of the media.
However in Supervision, the digital effects appear to have a life of their own,
regardless of the existence of the programmers sitting in front of the stage. For the
audience, the intricate actions of these technicians are not visible, and as they do not
draw attention to themselves, their presence is easily forgotten. What becomes
evident is the ability of the media to run independently; while the effects will initially
have been programmed by the dbox technicians, what we are shown is the
autonomous performance of the media. Weems suggests that “the media is the
protagonist of these projects [Supervision and Alladeen] and the performers really
have to deal with the media as another performer and another performative element,
rather than something that is backing them up it is something to contend with onstage
as a live element”.211
As the audience come to view the media, and not the technicians
as performers, the logic of the efficacy becomes more immediate as opposed to
hypermediate, for focus is no longer placed on the nature of the medium. If the
process of mediation is perceived as located at the level of the computer-generated
graphics, then the medium has become transparent. However, if we view the
mediation as occurring through video projection, then hypermediacy is established,
for the nature of the images as projected, as patterns on a screen, is explicit. Here we
see the double logic of remediation existing simultaneously.
Whether transparent or opaque, the computer-generated performance text cannot be
read in isolation for it only develops relevance through its conversation with the live.
Weems suggests that the media in Supervision make up half of the dialogue with the
actors performing the other half, and both are completely meaningless in isolation
from the other. The efficacy of the work lies in its utilisation of the ‘intermedial mise
211
Klich, Interview with Weems, 2005.
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en scene’, and it is the configuration, the arrangement that generates meaning. The
organising framework relates all the elements non-hierarchically so as to produce
intermedial patterns. These patterns consist of both live and mediated elements, and
the convergence of the live and the mediated onstage reflects the thematic concerns of
the production: the interaction of information and materiality, and the cultural
perception that information is displacing materiality.
This work explores the idea that humans are not only being mediated by
communication technologies, or even simulated within media, but that they may
potentially become translated into digital pattern and replaced by their virtual
counterpart. As the traveller is accosted at airport checkpoints, his material self is
perceived as lacking credibility, while his informational version is deemed more
authentic by the security official. The character of John Jnr. is shown to have
absolutely no control over his supposedly ‘own’ data-identity, as his father constructs
a pattern of actions in the virtual world that will exist as the authoritative version of
the child’s identity. It is suggested that this ‘data-identity’ will inevitably be viewed
as valid by the authorities simply because it exists in digitalised form. When this
occurs, the child’s data-identity will have become a substitute for the material child.
At its heart, this work poses the question: are
humans more than the sum of their statistical
information? As the character of the
grandmother begins to show signs of senility, the
giant webcam image of her face slowly breaks
apart (Image 4). The pixelation of the image
Image 4 suggests that the breakdown of the machine and
the gradual interjection of randomness into the pattern of the media image may
correlate with the disintegration of the human brain and the disconnection of organic
electrical impulses. While this image may also remind us of the complexity of
preserving human connections, it also suggests that we are now truly posthuman, that
human beings now function not only through technology but as technology. Our
actions and impulses are the same as those of the digital computer, and yet computer
generated information is illustrated as holding more claim to authenticity in today’s
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society than the material, for unlike human computation, digital information is
recordable, objectively classifiable and almost permanently stored.
Both in the intermedial staging and in the dramatic content, this work foregrounds the
dialectic of pattern/randomness over that of presence/absence. Visually and
thematically it is suggested that both the material and the virtual may be viewed as
divisible into information particles, constructed from the same elementary bits. And
as these bits become bytes, and particles are pixelated, they can come to form
recognisable patterns or ‘presences’. In this instance ‘presence’ in no way relates to
material existence, for material actuality is not a concern. Rather ‘presence’ is simply
the result of human response towards the formation of constructed patterns.
‘Presence’ may be viewed as translatable, as patterns of information particles that
may be deconstructed, and reconstructed in another medium. In this sense, presence is
not limited to its traditional domain of the live, nor pattern limited to the mediated,
but instead both are perceived intermedially, and the boundary between the real and
the virtual is made obsolete.
Conclusion
Wages of Spin and Supervision utilise intermedial staging to explore the position of
the human in a virtualised world. In both works, intermediality is established through
the remediation of media such as television, cinema, and virtual reality, and the
audience simultaneously relate to the work on both an immediate and hypermediate
level. However, despite the similar approaches evident in the stage design, these two
works relate to Hayles’ framework of the semiotics of Virtuality in different ways,
illustrating opposing responses to the social and cultural shift into virtual spaces.
Wages of Spin problematises the interaction of pattern and absence, the basis of
hyperreality, exploring the political implications of this mass media induced
condition. Supervision however, reflects the perception that materiality is being
displaced by information, exploring this position both in the dramatic content and
through the scenography. So while Version 1.0 argue for the ontological disparity of
information and materiality, The Builder’s Association explore the overlap and
interchangability of these two realms. Despite their conflicting viewpoints, these
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works highlight the significance of intermedial performance as an important site for
exploring the relationship between humans and technology.
In this chapter I have argued that the concept of intermediality avoids reinforcing the
demarcation of the live and the mediated, and in both the case studies explored, the
domains of the live and the mediated are continually remediated and reconstructed
within the other. Although Wages of Spin presents an argument for the inherent
distinction of the live and the mediated, it utilises intermedial staging as a means of
reflecting the mediatisation of everyday life and to confront the audience with the
ease with which the virtual can replace the real. From their hypermedial vantage
point, the audience witness the blurring of the boundaries between the live and the
mediated within the theatrical frame. Through the general integration of otherwise
disparate elements, it is again made evident how multimedia theatre remediates the
strategies of digital multimedia, and this chapter has illustrated how intermediality
can be recognised in multimedia theatre as achievable through processes of
remediation.
Such layering and fluidity of media creates a dynamic and multidimensional text that
appeals to the audience on a visceral level. The following chapter explores that
audience experience and argues that it may be characterised by varying degrees of
cognitive and sensory immersion.
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Chapter 4
Immersion
The concept of immersion can be seen to operate in a range of art forms and has an
extensive history in theatre practice. In their overview of immersive art, Packer and
Jordan discuss examples such as the Dyonisian rituals of Greek theatre and the
Wagnerian Gesamtkunstwerk, which they describe as “driven by a vision of the
theatre in which the audience loses itself in the veracity of the drama, creating an
immersive experience”.212
In this vision, immersion involves a process of
disembodiment, with the audience projecting themselves into an alternate world. The
perception that immersion in theatre involves ‘losing’ oneself in the drama is limited
and disregards the potential for immersion in postdramatic theatre. To recognise the
potential for immersion in multimedia theatre, a less restrictive understanding of
immersion must be established that acknowledges the potential for immersion to
manifest in theatre as a sensory, corporeal experience.
This chapter argues against the understanding of immersion as a purely cognitive
faculty and takes Oliver Grau’s assertion that ‘staged media’ are not appropriate for
the study of immersion213
as a point of departure from which to build a wider
understanding of immersion. Grau’s position is based on his perception that theatre
does not appeal to the audience on a sensory level, and as such, his comment only
applies to dramatic theatre. Postdramatic theatre and multimedia performance are
rejecting the portrayal of a discrete fictional universe and creating physically
immersive environments that viscerally engage the participant. In this chapter I argue
that immersion in multimedia performance manifests as both a cognitive and
corporeal phenomenon, and offers an experiential process that fuses information with
materiality as the body is used to access, and is infiltrated by, digitalised text, image
and sound.
212
Packer and Jordan eds. (2001) p. xxxi. 213
Oliver Grau (2003) Virtual Art: From Illusion to Immersion, Cambridge MA and London: The MIT
Press, p. 14 .
103
The nature of immersion in multimedia theatre can be articulated in terms of Bolter
and Grusin’s concepts of ‘immediacy’ and ‘hypermediacy’. As discussed in the
previous chapter, these terms relate to the audience’s level of immersion and their
awareness of the process of mediation. The two modes of immediacy and
hypermediacy correspond with the two concepts of cognitive immersion and sensory
immersion, and this connection will be explored later in this discussion. This chapter
firstly clarifies the means and implications of both cognitive and sensory immersion.
The nature of immersion is then further explored in a series of case studies that
highlight different aspects of the theoretical discussion, and it is determined that an
emphasis on visceral immersion in multimedia performance is creating new modes of
reception, embodiment and contemplation.
Cognitive Immersion
Representational art aims to achieve audience immersion through the convincing
depiction of a detailed reality, and theatre has traditionally been considered a site of
immersion in terms of its capacity to create virtual reality. Marie-Laure Ryan in her
detailed examination of the poetics of immersion in digital literature, describes
immersion as “the experience through which a fictional world acquires the presence
of an autonomous, language-independent reality populated with live human
beings.”214
In proscenium arch theatre, the staged fiction creates a discrete alternate
world, and the house lights are blackened so as to help the audience forget their
physical reality and become part of the fictional realm. The audience’s ‘suspension of
disbelief’ is their mindful attempt to make the level of the staging invisible and
transport themselves emotionally into the depicted drama.
In dramatic theatre immersion has manifest as a cognitive experience, with the
audience projecting themselves into an imagined world. For the audience to achieve
belief in the fiction, they must transcend the practical limitations of their physical
presence. Elin Diamond refers to Bert States’ reflection on the moment of ‘opening’
in which the ‘lights dim’ and the process begins which “radically shifts the ground
214
Marie-Laure Ryan (2001) Narrative as Virtual Reality: Immersion and Interactivity in Literature
and Electronic Media, Baltimore: John Hopkins University Press, p. 14.
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and conditions of our perception of the world”.215
This process of transportation into
another world requires the audience to forget their immediate physical location and
enter another through an active process of imagining. To be within this space, one
cannot be separated from it by the boundaries of mediation, so here the audience’s
level of immersion may manifest as the degree to which the medium of
communication fades into invisibility; the disappearance of mediation heightens the
sense of immediacy and authenticity. Oliver Grau articulates this concept when he
defines immersion as being when “a work of art and image apparatus converge, or
when the message and the medium form an almost inseparable unit”.216
This kind of cognitive immersion is reaching its artistic potential in the field of
computer-generated virtual reality (VR). Michael Rush explains that in VR, “the still
passive aspect of watching a screen is replaced by total immersion into a world whose
reality exists contemporaneously with one’s own”.217
3D worlds can be accessed via
head-mounted display so that the limitations of the interface are negligible and the
medium seemingly disappears. This form of cognitive immersion still relies on the
participant’s ‘suspension of disbelief’; while this suspension may be almost
inescapable due to the level of detail in the illusion, the participant may still remain
conscious of the fact that the fictional world will disappear when the head-piece is
removed. Though computer-generated VR may apprehend the user’s entire sensory
system to facilitate transportation into the simulated environment, the immersion is
still located in the mind; the material world is bypassed as the mind engages directly
with the realm of information.
The poetics of immersion are a key focus of media and literary theorist Marie-Laure
Ryan, who develops a history and typology of the concept I have labelled ‘cognitive
immersion’ in her book Narrative as Multimedia: Immersion and Interactivity in
Literature and Electronic Media. Ryan calls for the synthesis of immersion and
interactivity within electronic literature, and her study of this domain provides a vivid
articulation of the nature of immersion in virtual reality and other representational
215
Elin Diamond (1997) Unmaking Mimesis: Essays on Feminism and the Theatre, London and New
York: Routledge, p. 143. 216
Oliver Grau (2002) Interview – conducted in German on the Deutschlandfunk Program on
Deutschland Radio, (http://www.switch.sjsu.edu), accessed June 2003, p. 3. 217
Michael Rush (1999) New Media in Late 20th
Century Art, Singapore: Thames and Hudson, p. 208.
105
texts. She positions immersion as an ongoing ideal throughout the history of Western
art and literature, and she addresses the work of a number of scholars who have
discussed the issue of immersion at various stages throughout history under different
titles. She summarises the discourse relevant to the investigation as including,
Victor Nell’s analysis of the psychological state of being “lost in a book”; Richard
Gerrig’s concept of transportation; the possible-worlds approach to the semantics
of fictionality and its description of the phenomenology of reading fiction as an
imaginative “recentering” of the universe of possibilities around a new actual
world; Kendall Walton’s theory of fiction as a game of make-believe and his
concept of “mental stimulation”; and in an interlude, the spiritual exercise
recommended by St. Ignatius Loyola of a reading discipline involving all the
senses in the mental representation of the textual world.218
Ryan argues that these theories do not perceive immersion as a passive form of
audience engagement, as opponents of immersion in art have argued, but instead
promote immersion as requiring an active cognitive process.219
The active process
required by such forms of immersion is one of imagining, of utilising the given
elements of the text as a framework upon which to build a vision of an alternate
world. As the reader is not provided with every detail of this space, such details must
be actively conjured by the imagination.
Having established a theoretical basis for her understanding of immersion, Ryan
proceeds to develop a typology of manifestations of immersion in art. She develops
three forms of immersion – spatial, temporal, and emotional – which are specifically
associated with the narrative elements of setting, plot, and character.220
Immersion in
literature and electronic media, as suggested by Ryan, is explicitly bound to
representation, presupposing the audience’s relationship to a fictional world.221
All
the above mentioned theories of immersion are married to the idea of immersion as a
purely cognitive state involving a sense of transportation into a virtual reality. This
limitation is acknowledged by Ryan, who recognises that hers is “a fundamentally
mimetic concept of immersion” that “remains faithful to the VR experience, since the
218
Ryan (2001) p. 15. 219
Ibid. 220
Ryan (2001) p. 16. 221
Ryan (2001) p. 15.
106
purpose of VR technology is to connect the user to a simulated reality.”222
Because it
is based on a concept of representation, Ryan’s descriptions and typology of
immersion also apply to immersion in dramatic theatre. Like immersion in VR,
immersion in dramatic theatre presupposes the audience’s relationship to a fictional
universe, which in theatre is not merely imagined, but is brought into being via the
stage. The fictional world is performed, which means that it is conveyed not only
through the literary text, but also through the ‘performance text’. This dimension of
the ‘performance text’ opens up the potential for different manifestations of
immersion in theatre, immersion that is not merely cognitive, but corporeal.
Emphasis on the performance text over the literary text is the defining characteristic
of postdramatic theatre. Hans-Thies Lehmann makes the distinction between the
“linguistic text, the text of the staging and mise en scene, and the ‘performance text”,
and describes the performance text as constituted by, “The mode of relationship of the
performance to the spectators, the temporal and spatial situation, and the place and
function of the theatrical process within the social field”.223
According to Lehmann,
the performance text in postdramatic theatre “overdetermines” both the linguistic text
and the text of the mise en scene. He argues,
that posdramatic theatre is not simply a new kind of text of staging- and even
less a new type of theatre text, but rather a type of sign usage in the theatre that
turns both of these levels of theatre upside down through the structurally
changed quality of the performance text: it becomes more presence than
representation, more shared than communicated experience, more process than
product, more manifestation than signification, more energetic impulse than
information.224
When theatre becomes more presence than representation, more process than product,
the site of immersion shifts. No longer is an imaginary world established into which
the audience project themselves, but focus is placed on their immediate reality and
their physical presence within the space. The following section addresses the nature
of immersion in the performance text.
222
Ibid. 223
Hans-Thies Lehmann (2006) p. 85. 224
Ibid.
107
Sensory Immersion
Oliver Grau’s Virtual Art: From Illusion to Immersion presents a definition of
immersion as “characterised by diminished distance and increased emotional
involvement’.225
Grau suggests that theatre and staged media leave the observer
‘outside’ and “do not overwhelm the senses”.226
However immersion is a key
characteristic in understanding the efficacy of intermedial, postdramatic, and virtual
theatre, as well as new media installation. Grau’s argument here regards proscenium
arch theatre; in representational theatre, the audience may be separated from the
fictional world and ‘left outside’ the imagined world of the action, which is framed by
the stage and distanced from the viewer. It would seem that the inherent ‘framing’ of
theatrical performance is partly the reason for Grau’s exclusion of theatre from the
arena of immersive art.227
However, one could argue that even computer-generated
media rely on an ‘interface’ to present VR, and filmic media still require a viewing
screen that clearly frames the depicted reality.
Grau’s omission of theatre from his examination of immersion is due to the fact that
his investigation focuses on immersion in ‘virtual art’. As such it is understandable
that the scope of his study does not include postdramatic theatre, for postdramatic
theatre disrupts the depiction of a ‘virtual’ world and cannot be categorised as ‘virtual
art’. However, this focus means that Grau’s perception of immersion, and his history
of immersive artworks, is limited only to the experience of encountering a virtual
environment. He focuses on the illusionistic capabilities of media and their ability to
transparently mediate representational fiction. The aim of such media,
is to give the viewer the strongest impression possible of being at the location
where the images are. This requires the most exact adaptation of illusionary
information to the physiological disposition of the human senses. The most
ambitious project intends to appeal not only to the eyes but to all other senses
so that the impression arises of being completely in an artificial world.228
225
Oliver Grau (2003) p. 13. 226
Grau (2003) p. 14. 227
Ibid. 228
Ibid.
108
While it does not transport the audience into an artificial world, postdramatic theatre
and performance art also place the audience in the same location as the images, and
appeal not only to the eyes, but to the entire sensory apparatus. As such, immersion in
postdramatic theatre shares some similarities with the nature of immersion in
‘ambitious’ VR projects, these similarities stemming from the shared status of theatre
and digital technologies as ‘hypermedia’.
Theatre is a ‘hypermedium’; it is a metamedium with the potential to synthesise
sensory perceptions. This essential quality of theatre makes it an important inclusion
in a history of immersive art, and postdramatic theatre continues to pioneer means of
sensory and corporeal immersion. George Landow and Paul Delaney describe the
ideal hypermedia system as “engaging all five senses”:
Hypermedia takes us even closer to the complex interrelatedness of everyday
consciousness; it extends hypertext by re-integrating our visual and auditory
faculties into textual experience, linking graphic images, sound and video to
verbal signs. Hypermedia seeks to approximate the way our waking minds
always make a synthesis of information received from all five senses.
Integrating or (re-integrating) touch, taste, and smell seems the inevitable
consummation of the hypermedia concept.229
Just as computer-based hypermedial systems offer multi-sensory synthesis, so too
theatre offers the potential for sensory saturation.
Performance and new media installation have the potential to viscerally immerse the
audience, not in an artificial world, but within the immediate, real space of the
performance. The elements of theatre can directly target the entire sensory range of
the audience, and presentational performance can immerse the audience/participant in
their spatial ‘here and now’. In postdramatic theatre, where there is no clearly
demarcated alternate reality, there is still potential for the audience to experience a
high degree of immersion, not immersion in an alternate world, but immersion in an
enhanced state of being in relation to the surrounding space and stimuli. Here the
229
George Landow and Paul Delaney “Hypertext, Hypermedia and Literary Studies: The State of the
Art” in Randall Packer and Ken Jordan eds. (2001) Multimedia: From Wagner to Virtual Reality,
London and New York: W.W. Norton and Company, p. 212.
109
concept of immersion relates to the audience’s level of sensorial stimulation at any
one moment, and their awareness of being within the present of the performance.
This distinction recognises two potential forms of audience immersion in both virtual
realities and multimedia performance. Firstly, cognitive immersion in a fictional
world may also involve sensorial engagement but is inherently based on a ‘suspension
of disbelief’. Secondly, sensory immersion enhances the participant’s perception of
their immediate ‘here and now’. The difference between these modes of engagement
can be envisaged spatially: the former involves ‘plunging into’ an alternate space,
while in the latter the artwork may be viewed as reaching outside its frame to create a
sensory experience that builds on the immediate moment, and that does not require
the forgetting of the self nor a sense of disembodiment. Cognitive immersion is an
effect established through the presence of a fictional reality, while sensory immersion
can be created through the dimension recognised by Lehmann as the ‘performance
text’. While the former requires the dislocation of materiality and involves immersion
in an imagined space founded on patterns of textual information, the latter forges the
material and virtual to create an embodied experience of pattern and presence within
real space.
Throughout the twentieth century the theatrical avant-garde has attempted to create an
immediate experience of immersion in real time and space. Bauhaus practitioner
Laszlo Maholy-Nagy called for a Theatre of Totality that collapsed the fourth-wall
and immersed the audience in the same space as the performers. He demanded
Bauhaus Theatre disrupt the idle audience: “It is time to produce a kind of stage
activity which will no longer permit the masses to be silent spectators, which will not
only excite them inwardly but will let them take hold and participate - actually allow
them to fuse with the action on the stage at the peak of cathartic ecstasy”.230
The
Happenings of the 1960s attempted the ultimate breakdown of the audience and the
performance; Allan Kaprow advised that the “line between art and life should be as
fluid, and perhaps indistinct as possible”.231
Indeed he took this integration further
when he suggested that audiences should be eliminated altogether: “All the elements 230
Laszlo Maholy-Nagy “Theatre, Circus, Variety” in Randall Packer and Ken Jordan eds. (2001)
Multimedia: From Wagner to Virtual Reality, London and New York: W.W. Norton and Company, p.
25. 231
Kaprow in Packer and Jordan eds. (2001) p. 308.
110
– people, space, the particular materials and character of the environment, time – can
in this way be integrated.”232
With the dying of distance between the audience and the
event, the greater is the degree of immersion.
This form of audience immersion does not negate interaction, as can often be the case
with cognitive immersion where audience intervention disrupts the illusion of the
autonomous fictional world. Rather, audience interaction can further enhance sensory
immersion, with the audience included in the process of the performance and
contributing to the performance text. Performance artist Marina Abramovic in some
of her early works involved the audience as instigators of the performance. In Rhythm
O (1974), Abramovic provided 72 objects including a pen, scissors, an axe, chains
and a loaded pistol, and invited the audience to use these objects on her body as they
desired. Over the six hours of the performance, the audience become the force that
acted upon her body to create the performance text. In such works, the audience are
immersed within the world of the performance, because this world inhabits the same
temporality and spatiality as their own. Though there is a specifically demarcated
performance space, there is no attempt to transport the perceptual experience of the
audience to an imagined different location. The audience’s level of immersion is
based on the degree to which they feel a part of the performance, and the intensity of
their emotional and visceral engagement.
Live art has a high potential for achieving sensory immersion, however this form of
immersion is not restricted to un-mediated performance. As mentioned in Chapter 1,
theorists such as Mark Poster are discussing the experiential nature of new media
technologies. New media installations that do not attempt the representation of an
alternate world order but instead tend toward the postdramatic, also have the potential
to create sensory experience in real time. While representational film often attempts
to transpose the viewer into the fictional world, for video artists such as Bill Viola
“the moving image becomes less about representation and instead is a medium that,
through its temporal qualities, has a connection to human consciousness and
perceptual experience”.233
So it would seem that the difference between the nature of
232
Kaprow in Packer and Jordan eds. (2001) p. 313. 233
Robin Petterd, Liquid Sensations: Evoking sensory experiences with interactive video installation
art”, (www.artschool.utas.edu.au/petterd/htdocs/central.htm) accessed October 2006.
111
immersion experienced in representational art, and the immersion experienced in non-
representational art is not determined by media boundaries. Rather the different forms
are characterised by whether the audience is immersed in real time, or projected into
an alternate time frame. This definition is admittedly somewhat indistinct for while a
participant may not be projected into a fictional universe, neither may the time and
rhythm of the work be the same as reality. For example, in postdramatic theatre
allusions may still be made to alternate historical periods, to fictional characters, or to
an inconsistent time frame. The ‘here and now’, and the virtual ‘there’, may be
envisaged as forming a dialectic axis upon which we can locate audience immersion
in various works.
Immediacy and Hypermediacy
Different forms of immersive audience engagement can also be addressed using
Bolter and Grusin’s understanding of ‘immediacy’ and ‘hypermediacy’, as outlined in
Chapter 3. Immediacy and hypermediacy relate to the audience’s awareness of an
object’s ‘mediatedness’; immediacy requires the transparency of the medium, while
the aim of ‘hypermediacy’ is to remind the viewer of the medium, and so a
hypermedium will draw attention to itself and its distinct form of mediation. There is
an interesting correlation between the modes of cognitive and sensory immersion
identified here, and the qualities of immediacy and hypermediacy as outlined by
Bolter and Grusin. While these two sets of terms are by no means interchangeable, the
language of immediacy and hypermediacy allows for the further exploration and
articulation of both cognitive and sensory immersion in multimedia theatre.
Cognitive immersion, which is based on the presence of a fictional or virtual world,
occurs as a result of the transparent mediation of content. Sensory immersion on the
other hand, is enabled via hypermediacy. Bolter and Grusin explain the different
effects of transparent media and hypermedia: “Transparent digital applications seek to
get to the real by bravely denying the fact of mediation; digital hypermedia seek the
real by multiplying mediation so as to create a feeling of fullness, a satiety of
experience, which can be taken as reality.”234
In dramatic theatre, as in digital media,
234
Bolter and Grusin (2000) p. 53.
112
transparent mediation enables the audience to suspend disbelief and become
cognitively immersed in the virtual environment. Alternatively, an emphasis on the
specific form of mediation, which in theatre is the dimension of the performance text,
enables sensory stimulation and a ‘satiety of experience’.
Cognitive immersion creates ‘immediacy’, and manifests as immersion in the
mediated fiction. Sensory immersion is consistent with ‘hypermediacy’ and involves
immersion in the media itself, the performance text. However sensory immersion
certainly does not negate immediacy. Hypermedia, whilst anti-illusionary, still evoke
immediate reactions and authentic emotional response. Bolter and Grusin articulate
this concept in relation to Modern painting, arguing that,
By diminishing or denying painting’s representational function, they [Modernist
painters] sought to achieve an immediacy of presentation not available to
traditional painting, where immediacy had been achieved by concealing signs
of mediation… Although the real and the representational are separated in
modern art, modern art is not therefore less immediate. Modern painting
achieves immediacy not by denying its mediation but acknowledging it.235
Multimedia theatre, as inherently postdramatic, also acknowledges the circumstances
of its own mediation and aims to achieve an immediacy of presentation. Elements of
staging are not designed to represent an alternate reality, but are used to shape a
certain experience of the immediate space and time of the performance. As such,
sensory immersion manifests as a simultaneously immediate, and hypermediate
experience. The potential for the simultaneity of immediacy and hypermediacy is
recognised by Bolter and Grusin. While these two logics are clearly divergent,
hypermedia and transparent media are described by Bolter and Grusin as “opposite
manifestations of the same desire: the desire to get past the limits of representation
and to achieve the real.”236
As such, one form of mediation does not preclude the
other, and both may exist within the same work in a combined attempt at stimulating
authentic experience.
One example of where both immediacy and hypermediacy simultaneously exist
within the same work is in the Cave Automative Virtual Environment (CAVE).
235
Bolter and Grusin (2000) p. 58. 236
Bolter and Grusin (2000) p. 53.
113
Initially designed by media artist Daniel Sandin and engineer Thomas DeFanti, the
CAVE projects a virtual environment onto the walls, floor and ceiling of a small room
of about three cubic meters. Packer and Jordan explain that the immersive experience
of the CAVE was designed as an allusion to Plato’s cave; “its multiple screens and
surround-sound audio evoke the metaphor of a shadowy representation of reality,
suggesting how perception is always filtered through the mind’s veil of illusion.”237
The space is simultaneously real and virtual and the participant experiences
immediate immersion whilst remaining aware of the distinct nature of the medium.
The actual architecture is overlayed by a virtual texture, so that the audience is
physically immersed inside the work. As this ‘architexture’ is primarily virtual, the
audience can potentially suspend disbelief and become cognitively transported into an
alternate space, whilst physically remaining immersed in the ‘here and now’: “the
CAVE immersant does not experience dislocation and disembodiment, but rather is
viscerally aware of his or her physical presence “on stage” amid the animated imager
and orchestrated sound”.238
Immersion cannot be measured within the design of the work, or in the intention of
the creator, but is a subjective experience that can be measured only by the
participant. It is a form of awareness in the eye of the beholder, the degree of which
reflects the intensity of their cognitive, emotional and sensory connection to both the
content and form of an artwork. The following three case studies examine the nature
of the immersive experience in relation to four very different examples of multimedia
performance. The first study examines audience immersion within the gallery space,
addressing two installational works that heighten the audience’s perception of their
immediate environment. Bill Viola’s Five Angels for the Millennium is a new media
installation that uses digital imagery to thematically explore the idea of immersion
and create a space that saturates the senses. Janet Cardiff’s sound installation Forty
Part Motet uses different means of creating an immersive experience that is
simultaneously cognitive and sensory. The second study examines Granular
Synthesis’s Modell 5, an audio-visual installation that involves elements of live
mixing. The nature of the audience experience is explored in detail and the various
levels of immersion identified. The work is also discussed in terms of its relation to a
237
Packer and Jordan eds. (2001) p. 287. 238
Ibid.
114
‘posthuman perspective’, both through its use of distorted imagery and through
audience embodiment. Finally, immersion in a ‘mixed-reality’ is explored in an
examination of Blast Theory’s Desert Rain, which also combines all previously
mentioned modes of audience immersion.
Immersion in the Gallery – Bill Viola and Janet Cardiff
Five Angels for the Millennium
A pioneer in the field of film and video art, Bill Viola uses sound and image to
explore universal themes of birth, death, memory and the unconscious. As a child of
ten Viola had a near death-by-drowning experience and images of submergence and
water, often employed in religious symbolism on both a ritual level (Christianity) and
metaphysical level (Hinduism), are repeated in many of his works, such as The
Passing (1991), Nantes Triptych (1992), Deserts (1994), Stations (1994), The
Messenger (1994), The Crossing (1996) and Five Angels for the Millennium (2001).
These works depict the slow dynamic of immersion and emergence, of birth, death
and reawakening, of climax and renewal, of resurrection. For Viola, birth and death
“are mysteries in the truest sense of the word, not meant to be solved, but experienced
and inhabited”.239
In Five Angels for the Millennium (2001) five individual video sequences show
figures descending and ascending through water. The room and corridor are pitch
black and the five large-scale projections are dispersed throughout the space. Ambient
music washes throughout the room, building into a rumble, and finally climaxing as a
figure on one of the screens bursts through the water surface, not diving but
ascending, leaving behind a trail of bubbles. The films evoke the Angels of the
Passages: Creation, Birth, Fire, the Departure, and the Rise, and utilise Viola’s
trademark effect of extreme slow motion to manipulate the passage of time.
In Birth a figure shoots up through the water surface through the frame in a cold aqua
light. Ascending presents a figure bathed in blue light, face down as though drowned,
239
Tate online, “Tate Modern Gallery-Past exhibitions-level 5-Nude/Action/Body”
(www.tate.org.uk/modern/exhibitions/nudeactionbody/) accessed August 2006.
115
but the water surface is beneath him and his body is aimed down towards it. In
Creation, the water surface is vertical as though we are looking down into a pool, and
a figure with outstretched arms evokes an image of crucifixion. Departing shows a
figure floating into view, rushing through a swirl of bubbles and through the water’s
surface. And in Fire, an eery blood-red glow backlights the outstretched figure. The
line of the water surface forms a mirror so that it is impossible to tell which way is up
and which is down. The figures hang suspended so close to the surface that
perspective is obscured and the angle of the audience’s viewpoint is ambiguous.
Image 5
Ascending Birth
Creation Departing
Fire
There is no linear narrative and the space depicted in the imagery is not governed by
familiar universal laws such as gravity and the progression of time. The ‘angels’ are
simultaneously human, and inhuman. Tiffany Sutton comments “that, since they are
116
called “angels”, these figures are, in fact, symbols, but of what? They are rendered
nearly tangible, more than symbolic paintings can make them, anyway, for here they
loom before one, life-sized, moving, and audible.”240
The sensuality and totality of the
figures’ immersion is emphasised and the audience identify with their physicality. As
such, the audience experience is one of immediacy. Yet there is also hypermediacy,
for the unnatural colours and texture of the films, and the manipulation of temporality
via editing effects, remain prominent and draw attention to the specific nature of the
mediation.
The spatial arrangement of the work facilitates both the audience’s visceral
immersion and their empathetic, immediate experience of the figures’ immersion. The
darkened gallery space is dominated by the largess of the imagery, and the fluctuating
colour and flickering light patterns create a heightened awareness of the immediate
environment. Sutton explains,
In the darkened gallery, unlike a movie theatre, one becomes aware of the 360
degree moving arc of one’s eyes, then head, then body, contemplating the
relations between the projections; and it is difficult not to be aware of one’s body,
softly illuminated, in relation to the life-sized angle projections before one.
Without question, one contemplates these figures and the work’s meaning with
proprioceptive awareness.241
Sound washes over the body like the liquid; this immediate sensation heightens the
audience’s awareness of their own corporeality. Like undulating, sparkling waters, the
sound ripples through the space, punctuated by escaping air pockets, by drips and the
chirping of insects. The low-frequency soundscape slowly builds through sonic
layering, until it reaches crescendo at the same moment a figure leaps whale-like from
the bubbling water. Once the spectator has succumbed to the rate and rhythm of the
images, then they too are caught in the sensations of surprise, ecstasy and renewal; we
experience the waves, the pull and push, and the final projection.
While the climaxes occur seemingly at random, rhythm accumulates and time seems
to slow. The effective use of pitch and punctuation combined with the hyper-slow 240
Tiffany Sutton (2005) “Immersive Contemplation in Video Art Environments”, Contemporary
Aesthetics, (www.contemporaryaesthetics.org/newvolume/pages/article.php?articleID=288) accessed
July 2006. 241
Ibid.
117
motion of the filmic imagery, encapsulates the viewer in another time zone,
immersing them in a space of “liquid architecture” (Novak) constructed of rhythm
and flow. Lucinda Ward explains, “Viola insists on substantial investments of time:
only by adjusting his or her schedule to the pace and subtlety of the works will the
viewer share the power and complexity that is human emotion – in intimacy and
silence, and on a far grander stage.”242
As the viewer’s inner rhythms and pace slowly
adjust, their breathing slows and they are immersed in near-frozen time: Enchanted.
Sensory immersion is perhaps intensified by the viewer’s lack of agency, and the
work requires the audience’s complete submission to the aura of the imagery.
Zsuzsanna Soboslay writes “There is no sense of the possibility of our making a
contribution to the image, no way we can intervene and assist…we are left merely to
‘share’ or not in the experience of what is presented”.243
To ‘share in the experience
of what is presented’, is to share the immersion of the figures. The audience are able
to identify with this immersion and so engage with the work on an immediate level,
and yet they are not required to forget their physical self and cognitively engage with
an alternate world. Rather, the hypermediate work viscerally immerses the audience
in real space, heightening their corporeal awareness through sensory stimulation.
Robin Petterd, in his discussion of his new media project Liquid Sensations, describes
the heightened corporeal awareness experienced through immersion in water:
when entering water the body seems to meld into the substance surrounding
it…Swimming is not an activity where the surroundings disappear, it is an
activity where the environment is the focus, the corporeal sensations of it all-
encompassing. It is also an environment in which swimmers are isolated and
alone. They are unable to communicate normally and are separated from people
outside the water and other swimmers in the water.244
It is this same interaction between the environment of the artwork, and the body of the
audience member, that creates the efficacy of Five Angels for the Millennium. When
submerged in water we are both in control of our movements and at the mercy of the
water, and the viewers of this installation are required to negotiate this same balance
242
Lucinda Ward (2005) Bill Viola, (www.nga.gov.au/viola/) accessed August 2006. 243
Zsuzsanna Soboslay (2005) “On moving and being moved”, RealTime, No. 69,
(www.realtimearts.net/rt69/soboslay.html), accessed August 2006. 244
Petterd (www.artschool.utas.edu.au).
118
of control, as they are both active and passive within the space. They are both
immediately immersed, and hypermediately aware of their immersion.
The imagery of five submerged and swimming bodies provides a visual illustration of
the various passages and conditions of perception associated with sensory immersion.
The figures’ immersion, while complete, remains dynamic. The videos emphasise the
idea of immersion as movement through a viscose environment. This world
apprehends the senses entirely, altering them, assaulting them. The figures are
suspended, floating as the water buoys them up and washes over them. Movement
into further immersion is achieved through the increase of depth. At a certain point,
immersion must reach its extreme and result in either the drowning of the body as it is
claimed by the liquid world, or the emergence of the body from the water. This idea
of ‘emergence’ is at the heart of Viola’s work. The ‘angels’ are continually passing
through the film of the water surface, entering and exiting the other realm. They are
bound in these cycles of entrance and emergence. Implicitly suggested is the idea of
transition, the process of altering states, with immersion being the osmotic movement
from one state to another.
As the films do not show the figures in a static place of departure, or place of arrival,
it is the process of transition that is emphasised. We see the process of potential
transformation that occurs as one ‘passes through’ something; the allusion to the
process of purification associated with water immersion is apparent. The saturation of
the senses offers the potential to experience a kind of transcendence, where one is
both immersed in the material world whilst simultaneously exceeding it. Like the
figures in the films, the audience too may potentially emerge from their immersion
having experienced some kind of transformation. Immersive multimedia works offer
a kind of sensory bath, in which the audience are utterly submerged and are at the
mercy of the pace and rhythm of the work. Sensory perception and immersion
become a conduit to self-awareness, clarity and knowledge.
The gallery installation discussed in the following also creates an immersive
experience that is simultaneously cognitive and sensory, and also provides the
audience with a transformational experience via immersion. However this example
119
creates immersion not through visual imagery, but solely through the use of digital
sound. Ensuing discussion addresses the particular manifestation of immersion
experienced in music, and explores the construction of space that can be evoked
through sound.
40 Part Motet
Janet Cardiff’s new media installation 40 Part Motet remediates the live performer
and exhibits the simultaneous existence of both immediacy and hypermediacy. In this
work however the human performer is reformed not as a visible pattern, but as an
aural presence. 40 Part Motet is on display in the reinstalled contemporary galleries at
the Museum of Modern Art (MOMA) in New York where it exists in its own separate
room. Around the periphery of the room, forty individual 6 foot high speakers face
inward, surrounding the spectator from every angle. From these speakers come forty
individual voices performing the breathtakingly beautiful “Spem in Alium” composed
by Thomas Tallis during the 16th
century. It is a magnificently ethereal Renaissance
arrangement and its harmonies resonate around the walls of the spacious room
creating an immersive sound chamber that expands the space and encompasses the
listener.
Cardiff recorded the Salisbury Cathedral Choir
performing in Sussex, England, with each chorister’s
voice individually recorded onto a separate track and
then played back through a separate speaker. The
Image 6 spectators may enter the space at anytime, though the
work is looped and so has a ‘beginning’ and ‘end’. At the beginning of the work we
hear the choir members chatting and warming up their voices as they prepare for their
performance. The speakers are all arranged at ear-height and as the spectator moves
from one to the other they hear the individual hums and whispers of each chorister.
Then suddenly and loudly the singing begins, and is shockingly majestic.
It is so overwhelming, so sublime that the spectator may find themself momentarily
frozen and in need of a seat.
120
On sitting, the spectator is able to experience all the reverberation and resonance of a
cathedral hall packed into the room around them. All forty individual voices are
aimed straight at the centrally positioned spectators and surround them completely.
While Tallis’ polyphony is magical, there is an almost threatening intensity as if the
choir is closing in towards the middle of the space. But the work is created in such a
way that at times certain voices are quiet, so that the body of sound moves in waves
through the room, pushing out the boundary of the space and thickening the air. Justin
Davidson suggests that “One way to experience the 14 minute piece is to plant
yourself on the bench at the centre of the room and let those motley points of vocal
tone resolve into a luminous, reverberant cloud.”245
If you move around the room the
various levels of counterpoint playfully sparkle and pulse as you move past.
Davidson illustrates, “the motet changes hue with each step. It’s like inhabiting a
kaleidoscope.”246
The experience of the work becomes just as much an experience of
spatial immersion as sound. Robin Petterd states that “Hearing is a tactile sense and
sounds are spatial”.247
He quotes Sean Cubitt who, when discussing sound design for
the moving image states “Sound is physical: it can only be heard. It occupies, and in
occupying it creates spaces…skin produces and receives sound; it is the intimacy of
body on body”.248
In 40 Part Motet the sound becomes syrupy and creates a
proprioceptive relation between the body and the room.
However, if the spectator tunes out of the overall composition and listens instead to
the individual speakers, a somewhat different experience is available. The balance of
harmony breaks down as individual voices become dominant and each is revealed as
possessing an individual identity. The voices begin to form a kind of spectral
presence. Placing your head near a speaker creates the eery sensation that you are
close to the face of the singer; you hear their breath and feel the effort of their
projection. The digital music becomes more than sound quality and as the media
becomes more transparent, the song is convincingly human, the product of human
voice and persona. As the spectator is less aware of the mediation, the singer is
245
Justin Davidson, Alex Ross : The Rest is Noise
(http://www.therestisnoise.com/2006/01/spem_in_moma_re.html) accessed November 2006. 246
Davidson (www.therestisnoise.com). 247
Petterd (http://www.artschool.utas.edu.au/). 248
Cubitt in Petterd (http://www.artschool.utas.edu.au/).
121
endowed with an immediate presence and a sense of intimacy develops. This creates
an almost uncanny experience, for there is no evidence of this presence and the
spectator is communing with a large, black speaker. The technology here is not
hidden but is made prominent. The role of the speakers as technologies of mediation
is explicit and to this effect the work develops a level of hypermediacy.
Yet immersion in the music is inescapable. The tides of sound ebb and flow
throughout the room and create a fluid framework that dissolves and coagulates as
one moves through it. While music by its very nature is always mediated, the
immediacy of sound is undeniable. That the mediation here is recorded and replayed
makes the music no less immersive or immediate. And with your eyes closed, there is
no evidence of technological mediation. It brings to light issues of authorship; can we
really attribute this work as Cardiff’s creation, or are we listening to the recorded
mastery of Tallis as we would any other recording played on a domestic surround-
sound system. If the music is viewed as defining the frame of the work, and the work
is mediated by the speakers, then this work of art is immediate and persuasively real.
Mediated by the staged event however, the work is clearly constructed and artificially
produced; it is hypermediate. Andy Lavender, in his discussion of filmic imagery
within the theatrical frame, suggests that the mediated imagery is not self-sufficient
but “contingent upon other frameworks – notably the live event, the moment of
performance, the three dimensional scenic space and the theatrical gaze”.249
In 40
Part Motet, the music content is contingent on its existence within the framework of
its mediation and its presentation within the space. While the music may be mediated,
and this mediation may be mostly transparent, the music also exists in the time-space
continuum of the performance. Here the media itself is ‘staged’.
The effect of this staging is to create a space in which a fictional world and material
reality exist simultaneously; the audience is sensorily immersed in real space, and are
also cognitively projected into an imaginary world. On one level, the audience
experience spatial immersion within the soundscape. On a more imaginative level,
they experience the presence of the choir; the realm of the original subject, the
249
Andy Lavender, “Mise en scene, Hypermediacy and the Sensorium” in Freda Chapple and Chiel
Kattenbelt eds. (2006) Intermediality In Theatre and Performance, Amsterdam and New York:
Rodopi, p. 57.
122
referent that was recorded and is being mediated. There is also the potential for the
audience to cognitively access the original renaissance context; the style of the music
has ritualistic incantations and the music kindles the aura of a cathedral interior. This
work uses both immediacy and hypermediacy to allow the audience to experience
immersion on many levels. The audience is simultaneously immersed in the virtual
realm of the fiction, and aurally, spatially and corporeally immersed in the immediate
present. The use of digital technology does not efface the initial medium of the live
performer that is here remediated. Rather, the work conjures ghost-like presences that
co-habit the space alongside the audience.
Modell 5
Granular Synthesis’s Modell 5 was initially created between 1994 and 1996, and
embodies what Arthur Kroker has called ‘the flesh-eating nineties’. It both explores
and manifests the concept of the ‘posthuman perspective’. The work premiered in
Australia as part of the 2004 Melbourne Festival. The 45 minute work was
constructed and performed within its own small square room inside the Australian
Centre for the Moving Image, and as audiences were required to attend at given times
(two performances per night), the work was presented as a performance, rather than a
gallery installation. Utilising the ‘hot’ medium of the projection screen, the work does
not offer the audience the agency to interact with the work. Rather, it holds the
spectator hostage, drowning their senses in a wash of audio-visual effects.
Having received earplugs and health warnings regarding the
level of noise and strobe effects, the audience enter into the
room and are seated on the floor facing a wall covered by
four adjoining projection screens. Accompanied by an
incredibly loud industrial-techno sound score, which pulses
through the floor and walls, video images of performance
artist Akemi Takeya’s head are manipulated, becoming
violently distorted as they inhumanly tremor and convulse. Image 7
123
The pace and noise slowly builds and the work creates a visceral and unusually
disturbing experience for the audience. The scale of the imagery and the invasive,
frenetic rhythms envelop the senses of the audience, immersing them in the
immediate space of the work, with the “entire spatial-acoustic setting devised to
disjoint the viewer’s perception of time and self, to confront them with their physical
limits.”250
The work develops into a kind of extreme sensory symphony composed
from the rhythms and repetition of human sounds made inhuman. The rhythms in the
soundscape correspond with the patterns of movement in the images, so that sound
and image seem to merge as they enter the brain at maximum velocity.
Behind the audience is an enormous mixing/editing desk, at which a human figure
mixes the live sound score. While this figure may be considered a live performer he
remains hidden, a mere element of the backstage or ‘behind the scenes’ organization.
At no stage does he draw attention to himself and he remains a means of production,
with the media itself functioning as the main performer. Yet the knowledge that this
work is being produced in ‘real time’ makes the audience aware of the work as more
than a mere static installation. Indeed the work is not an ‘installation’ per se, as it does
not exist as an independent structure within a gallery space. The audience enter into
the space as group, as they would do a live theatre work, and take their seats awaiting
the beginning of the ‘performance’.
While the work does not conform to the recognisable conventions of a live
performance, live action does take place through the live mixing of elements. It is this
aspect of the work that positions it within the field of ‘performance’, and this work
should be considered as ‘performative’, as ‘new media performance’, rather than
installation or visual art. Contemporary understandings of performance are based
around the immediacy of the act. In Unmasked: The Politics of Performance, Peggy
Phelan explores the characteristics of ‘performance’ as a species of contemporary art,
and suggests that the ontology of performance is incapable of being reproduced.
Performance by its definitive nature as ‘live’ cannot be reproduced or re-experienced
250
Birgit Richard (2004) “Immersion in the Resonance Chamber, and Blinding: On the Craving of
Images in the Work of Granular Synthesis”, essay accompanying the DVD Granular Synthesis:
Immersive Works, produced by ZKM Centre for Art and Media, Karlsruhe.
124
in exact form and context. Indeed, Phelan asserts that performance’s being is
dependent on its ‘disappearance’; “it becomes itself through disappearance”.251
Performance is a celebration of that which is non-reproducible, its power and value
lies in that which is transient, intuitive, experiential. Phelan posits, “Without a copy,
live performance plunges into visibility – in a maniacally charged present – and
disappears into memory, into the realm of invisibility and the unconscious where it
eludes regulation and control.”252
Phelan’s assertion that theatre stands apart
ontologically due to its status as ‘live’ has become a point of contention in recent
discourse, and Auslander has definitively undermined the notion that mediatised
representation is less real, or less ‘live’, than live performance. However, Modell 5 is
a simultaneously live and mediatised performance and works to satisfy both Phelan’s
and Auslander’s requirements of ‘live’ performance.
Modell 5 too revolves around the act and while its content is preserved in digital
form, its presentation is indubitably live. Many versions of the same work exist and
the information particles that form the basis of the work are of course, permanently
stored as digital code. But as Birgit Richard explains, “After being organised in time
cells (grains), the data is stored on parallel, autonomous levels. The resultant modular
image system allows the data to be continuously re-organised and/or recomposed.”253
As such, the work cannot be experienced by the same audience in “exact form and
context” and while the digital content of the work will never ‘disappear’, the audience
certainly experience the work as being “transient, intuitive, and experiential”. The
work does not aim at conveying meaning, but creates meaning as it acts upon the
audience to produce an immediate experience in “a maniacally charged present” .254
As such, the media itself is the key performer, following the text designed by the
scriptwriters with a certain degree of flexibility, incorporating the deviation of
variables and levels of improvisation.
251
Phelan (1993) p. 146. 252
Phelan (1993) p. 148. 253
Richard (2004) 254
Phelan (1993) p. 148.
125
Remediation, Immediacy and Hypermediacy
Birgit Richard suggests that “Granular Synthesis present us with the character of the
technical image, and its special significance for the representation of the human”.255
In experiencing Modell 5, there is an initial temptation to interpret the presented
images as representations of a real or ‘live’ human body. While the audience do not
see the live dancer, they may perhaps incorrectly assume its existence. There is the
potential to misrecognise the image, not as real, but as pertaining to the real, as
inferring the existence of an original real that is being represented. Media theorist
Frederick Kittler, in reference to the bodies deployed by early silent films, states
“Every one of them is the shadow of the body of the one filmed, or in short, his
Double.”256
He describes the image of the body in film as “celluloid ghosts of the
actor’s bodies.”257
In Modell 5 the presented images cannot be considered a ‘double’ -
a representation of a tangible referent as in filmic media, and yet neither are the
figurative images entirely computer-generated either. They are representational filmic
images that have been ‘remediated’, held captive by their digital coloniser. Through
its meddling with the structure of the representational image, the ability of the digital
media to augment the simulation of reality, and so create new realities, becomes
apparent.
The media in this work always retains a degree of opacity. As such, the work is
primarily ‘hypermediate’. The existence of the frame is unavoidably recognisable at
all times. The digital mediation of the images is overt, and a key element is the acting
of the digital medium upon the representational image. ‘Granular synthesis’ is a
technique derived from the principles of sound design and is applied in this work to
the fat grains of single video frames.258
Jeffrey Shaw explains:
The digital domain allows Granular Synthesis to denature and deconstruct image
and sound components, and bring them into a space of abstraction where they can
undergo shared algorithmic procedures. These algorithmic procedures are also
conceptual formulations that Granular Synthesis apply to fusions of image and
255
Richard (2004) 256
Frederick Kittler (1997) Literature, Media and Information Systems, intro. by John Johnston,
Amsterdam: Overseas Publishers Association, p. 93. 257
Kittler (1997) p. 96. 258
Granular Synthesis, Modell 5, (www.granularsynthesis.info/start/nsl?goto=modell%205) accessed
January 2007.
126
sound elements in order to alchemically renature and thus convert them back into
lucid and persuasive fields of meaningful representation.259
This work highlights the impact of digitalisation on representational imagery and
explores the ramifications of this in relation to the representation of human bodies.
The distinct nature of the mediation is prominent, however the audience actually
experience the work with a high degree of immediacy. As our senses are bombarded,
that which we experience through the senses is made immediate, and the media
becomes transparent. Granular Synthesis permeate the viewer’s sensorium with
sound, image, vibration and an awareness of other bodies in the room. Richard
explains that in Modell 5, “Physical reactions are unavoidable, and make their
performances and installations a ‘dreadful’ experience wholly in keeping with
Burke’s notion of ‘negative delight’. This disconnection from the everyday is like
being taken hostage in a vibrating color-space(ship).”260
As I smelt the sweaty bodies
squashed into the small, hot room beside me, the smell became associated with the
images of a woman in the throws of agony, or indeed ecstasy, and my senses of sight
and smell merged.
Performing Posthuman Perspective
Although the digital performer’s disembodied head exists as a simulation, as a
manipulated configuration of information particles with no reference to the real, the
work still plays on the possible significance of human presence as it explores the
remediation of the live performer in digital media. It may be apparent to the audience
that it is not a ‘real’ body, merely a projection, but the familiarity of its humanness
and the immediacy of the immersion blurs the realms of the live and mediated. The
work illustrates a vision of the human body within the space of technology, and
utilises extreme sensory immersion so as to facilitate an experience of posthuman
embodiment.
259
Jeffrey Shaw (2004) “Preface to the dvd Granular Synthesis: Immersive Works, produced by ZKM
Centre for Art and Media, Karlsruhe. 260
Richard (2004)
127
On an immediate level, the work functions to produce the ‘hyperreal’. The hyperreal
is created when the mediated, virtual or simulated are perceived as the real:
“simulation of the real produces the hyperreal”.261
The images of the human face
presented in Modell 5 are not representative; the repetition of the image and its two-
dimensionality force its artificiality. However, the audience experience a degree of
identification and even empathy as they recognise the ‘humanness’ of the image. It
can be traumatising to witness images one identifies as human and connects with on a
human level ‘behaving’ in a way that is utterly non-human. The face gradually
transforms, mutates, and the exotically beautiful woman becomes alien. The
confusion of reality and virtuality creates a haze of hyperreality when the
‘mediatedness’ of the images fades into invisibility.
The image is clearly familiar and I react to it accordingly. As I watch the image of a
female torso violently contort, I experience deep physiological response as my body
involuntarily reacts empathetically to the image of a human body in pain. This sense
of the image as a body in pain is enhanced by the intensity and pitch of the
accompanying soundscape, which creates a kind of repeated scream. It was a
disturbing experience and on one level I interpreted the imagery as illustrating the
frailty of being human in a technically controlled world, exploring the perceived
domination of the organic by the artificial.
While the form of the work is digital and the distinct nature of this form is
emphasised, the content of the work is indubitably the human body. Here we
encounter the total deconstruction and reconstruction of the live performer, and while
the figure is clearly no longer live, the efficacy of the work relies on the fact that it
retains a degree of familiarity as an expressive body. Modell 5 not only see the
remediation of the medium of the live performer, but it reconstructs the rhythmic
movement we associate with live dance.262
Instead of the dance being controlled by
bodily impulses, where the human body is the site of expression and the medium of
communication, in this form of dance the body is almost immobile, it is trapped and
261
Nick Stevenson (2002) p. 166. 262
This is even more evident in Granular Synthesis’ We Want God Now (1995) in which the torso of
male dancer Michael Ashcroft is filmed dancing within a ‘coffin-like’ square box. The creators
sampled ten seconds from the original seven minutes of film and resynthesised these moments into a
60 minute work.
128
forced into movement by the authors of its digital manipulation. It becomes a
contorted puppet, a “bastard mixture of the performer and the artists”.263
The body
itself is presented as helplessly slow, almost static. It has limited potential, stuck in a
base world of materiality, a vessel to be restructured, manipulated, accelerated.
Despite its impossibly inhuman movements and actions, it never really develops a life
of its own as a digital body, but seems as a body trapped, oppressed. Though its
separation from material reality is made prominent, it never fully becomes a virtual
body performing a virtual dance, but remains a semi-representational image of the
dematerialised body.
The work presents visceral exploration of the place of the body in the ‘posthuman’
age. Hayles explains, “the posthuman view thinks of the body as the original
prosthesis we all learn to manipulate, so that extending or replacing the body with
other prosthesis becomes a continuation of a process that began before we were
born”.264
In Modell 5, the body is presented as something to be used. It is remote
controlled and is involuntarily made to dance to the tune of another. The manipulation
of this will-less, expressionless body functions to dehumanise the physical. It
confronts us with an image of dis-embodiment, and places at issue the body as the
locus of humanity. Again the experience makes visible the posthuman perspective,
which “privileges informational pattern over material instantiation, so that
embodiment in a biological substrate is seen as an accident of history rather than an
inevitability of life”.265
Here the body becomes neither absent nor present for it is
reconstituted into a boundless form that exists outside the realm of physicality.
The significance of this performance lies in the fact that the audience too are forced to
experience a certain degree of dislocation from the material realm. The work invades
our senses, assaulting and penetrating like electricity, until we too feel a separation
from the material time and space of our physicality. It renders us frozen, mesmerised.
By saturating and blinding, and so by inhibiting rational cognitive process, the
invasive work traps us in such a way that we are aware of our own trance-like
immobility. The body has no agency to contend with such an assault and so is made
263
Richard (2004) 264
Hayles (1999 p. 3. 265
Hayles (1999) p. 2.
129
inactive. It is held captive, captivated. Sound and lightwaves of intense frequency aim
straight at the brain and (to a degree) we experience dematerialisation. And yet the
work functions as hypnotic rather than numbing, and the space moves from being
perhaps initially oppressive, to enabling a kind of transcendence. The body is not
killed off, merely rendered redundant.
The experience of immersion in this pool of high velocity pattern and rhythm may be
akin to that of ritualistic trance. Participants may experience catharsis, a kind of
purification. Jeffrey Shaw suggests that “The often seemingly aggressive audiovisual
installations shake the viewer out of the stupor of habitual consumption and, in the
best traditions of the avante-garde, bring about an unusual, even shocking, level of
experiential intensity”.266
On leaving the work we re-enter the human world, we re-
emerge from the digitally driven ritualistic trance, having explored and experienced
posthuman perspective. Where the patterns of information impregnated and dissolved
our material identity, we experienced ourselves as a form of cyborg.
Desert Rain and the ‘Desert of the Real’: Composite Reality and Spatial
Immersion.
The production Desert Rain by the British multimedia theatre company Blast Theory,
produced in collaboration with Nottingham University’s “Mixed Reality Laboratory”,
originally premiered in 1999 and is based on the events of the first Gulf War. It
explores the implications of society’s reliance on the technologies of representation to
access the real and offers a disturbing engagement with understandings of warfare in
contemporary society. The key inspiration for the work was Baudrillard’s assertion
that the Gulf War did not actually take place as it was a virtual event. The company
cite Paul Patton’s observations (about Baudrillard’s speculations) that “while
televisual information claims to provide immediate access to real events, in fact what
it does is produce information that stands in for the real...As consumers of mass
media, we never experience the bare material event but only the informational coating
which renders it ‘sticky and unintelligible’ like the oil-soaked sea bird.”267
Desert
266
Jeffrey Shaw (2004) 267
Blast Theory Website, Desert Rain, (www.blastthoery.co.uk/bt/work_desertrain.html) accessed
November 2005.
130
Rain, state Blast Theory, is designed to examine the significance of the simulacra “in
informing our view of the relationship of the real to the virtual…especially in its
assertion that the virtual has a daily presence in our lives.”268
In Desert Rain, the
audience is immersed in both the physical and mediated dimensions with the agency
to interact with both, and as such the work facilitates both cognitive and sensory
immersion.
The work is part game, part installation, part performance and constructs a series of
immersive hyperrealities which the audience are invited to navigate. Six audience
members at a time are sent on a mission in a virtual world. They enter individual
consoles, and, standing on a moveable footplate, navigate through a world of deserts,
motels and underground bunkers that is projected onto a wall of water. After
successfully navigating the virtual world, participants are led through the wall of
water spray, into a large hanger, over a giant sand dune, and into the final room of the
production where imagery depicting a generic hotel room is projected on the blank
walls. In this hotel room, each audience member enters a card into a terminal and
watches a video presentation by their target from the previous virtual world on a
television screen. The targets, two soldiers, a journalist, a peaceworker, an actor, and
a tourist have each been affected by the Gulf war in some way. They talk about their
relationship to the events, their proximity to them and how 'real' it felt. On leaving,
the participants collect their belongings and, at a later point, discover a small box
concealed in their coat or bag containing approximately 100,000 grains of sand and a
quotation from Colin Powell in which he states that the number of Iraqis killed “is not
a number that interests him”.
Image 8
Desert Rain focuses on political events that for most people, certainly most
Australians, were accessed only through the mass media image. The issue at the heart
268
Ibid.
131
of Desert Rain is the new ways in which the simulated and the real are blurred and,
“in particular, the role of the mass media in distorting our appraisal of the world
beyond our own personal experience.”269
In Desert Rain the audience members are
immersed in a composite reality, constructed of both real and virtual elements. They
are given the agency to engage with the simulated world and with the mediatised
version of others within this space. Within the first world projected onto the wall of
water spray, the immediately real (the live performers, the wall of water, and the
participants) is merged with the virtual to explore the questionable ‘realness’ of
historical events.
In Desert Rain the audience immersion creates a fusion of the real and the virtual, for
both frameworks form a part of the inhabited space. The virtual world is projected
onto something tangible and permeable in the wall of water. The participants are able
to communicate with each other through headphones and mouthpieces and these real
voices blend into the virtual environment, though all voices are of course ‘digitalised’
and so work as another element in the overall hypermedia system. In the final room of
the production, projected imagery on the walls makes the space look like a real hotel
room, though it is an illusion; the material space in which we are located develops
familiarity only through the mediated information. This becomes significant when the
characters on the video appear to be sitting in the same hotel room that is projected
around us. Hypermediacy is established as we become aware of our assumption that
the video is transmitting the real, re-presenting a real space, real people, when in
reality the video content is perhaps just as much a constructed illusion as the hotel
room we are standing in.
Overall however, Blast Theory create a world of illusion and do not readily reveal the
mechanics of production. The work is primarily immediate, and this illusory world
created does bear some resemblance to the symbolic realm presented through
classical mimesis. The process of transportation into another world is manifest in
Desert Rain but it differs from classical mimesis, as the virtual worlds of the digital
projections do not represent an alternate time-frame but offer an openly structured
space to be experienced in the immediate temporality of the audience. In Desert Rain,
269
Ibid.
132
by creating the world of illusion out of both real and virtual elements the audience’s
experience of the world is grounded in real-time, intrinsically focused on the
absorption of the now.
The participant’s body is perhaps the main surface on which the performance is
manifest, for it is the participant’s disorientation that occurs as a result of the
corporeal experience of two planes simultaneously which creates the blurring of the
boundary between the real and the virtual. While the virtual world exists only as
information, the participant is physically connected to it through the moveable
footplate and the headphones that become mediated extensions of their physical
boundary. The virtual reality impacts upon the participants as though ‘real’, creating
physical and emotional reactions. Giannachi summarises, “The participants were
taken through a journey, from the real to the virtual and then back again, only to find
out that what appeared as virtual could in fact be real and hence also leave a real trace
(of sand) in the viewer’s lives. Likewise, what appeared to be real was mainly
performed and thus, in other words, simulated.’270
Blast Theory creates facilitative space shared by the performers and audience in
which the processes of the production take place in real-time. Within this space, the
live and the mediated, the real and the virtual are not clearly demarcated and although
the contrast of the real and the fictional has thematic significance within the works,
the works remain inherently intermedial for this thematic significance is distributed
across all available communication systems and is visually, aurally, and viscerally
received by the audience. The organization of communication systems promotes non-
hierarchical contiguity and although traditional text is utilised to different degrees, it
is but one of many elements within the overall intermedial system and only develops
significance in relation to other media and modes of communication. Indeed, meaning
is derived on an individual basis, through engagement with the textual and physical
landscape.
This landscape utilizes image, sound, movement and dialogue to create rhythms and
resonances that rebound within the performance space and affectively impact upon
270
Giannachi (2004) p. 119.
133
the audience as they navigate their way through the space. In the projected virtual
world the natural rhythm of the falling rain contrasts with computer-generated sound
rhythms to create a layered soundscape that is both natural and artificial, immersing
the audience in the composite reality. This rhythmic immersion is continued
through the use of colour and the patterns of light that surround the isolated audience
member, firstly coming through the rain curtain and
then projected onto it, creating science-fiction
atmosphere that enhances the sense of space as being
immediately real and potentially ‘other’. The repetition
of images and statistics develop more fractured
rhythms, mirroring the fractured landscape of the
virtual Iraq and confronting the audience with
fragments of war.
Image 9
These devices are of course operating upon the audience’s entire sensorium. In these
examples of intermedial performance, all modes of communication, both live and
mediated, are together invoking rhythm, repetition, movement and stillness to involve
the audience in the co-creation of meaning and create immediate immersion. Within
the performance space there is no demarcation between those elements that are ‘real’
and those that are ‘virtual’ and the facilitators utilize both real and the fictional
components to a sensory journey in real-time. The live and the mediated are fused,
received simultaneously as merged elements of a larger whole. They are connected
through the audience’s experience, and it is this experience that is the focus of the
works addressed. The spectators are continually reminded of their own presence, and
the power of these works rests with the capacity of the spectator to live in, live
through, and experience the work, rather than simply witness a performance.
Reflection
As immersion is a subjective process it is difficult to generalise as to the nature of
immersive experience. While all immersion must be considered spatial, it is more
than mere topographical navigation. While immersion may involve empathy and
emotion, it is more than mere escapism. Immersion is primarily a state of sensory
134
saturation, yet it is more than physical bombardment. In the works discussed here,
immersion is both embodied and mindful.
Tiffany Sutton, in her discussion of what she calls ‘video environments’, suggests the
existence of an “immersive mode of contemplation”; the video environment “gives
rise to a form of contemplation – one involving immersion—that is, if not unique to
this genre, certainly demonstrated by it”.271
She suggests this form of contemplation is
enabled when video art is placed in the context of the ‘museum effect’, so that the
everyday is made unfamiliar and experienced as separate and special. In describing
this immersive mode of thought she claims:
we find what Descartes could not have considered, contemplation without
bodily dissociation, contemplation that is possible only in an immersive state;
immersion, again, not in the sense of drowning out the senses in pure thought
about thought… nor in the sense of looking at something through something
else…but rather in the sense of being inside the chamber of the camera obscura
experiencing the ontological difference between the image on the far wall and
all else that the chamber contains, including one’s bodily self.272
In works such as Bill Viola’s video installations and Janet Cardiff’s sound
installations the audience can experience, as Sutton describes, contemplation through
embodied reception. In Viola’s video installation, the audience’s sense of being
‘within’ the work is not achieved through a process of mental projection whereby the
disembodied mind escapes into the world of the imagery, but through the recognition
that the video imagery unfolds as a phenomenon within the real world. The gallery
space becomes ‘like the chamber of the camera obscura’ within which the audience
experience a sense of being in a “proximal relation”273
to the image, and are
conscious of their physical relationship to the space around them. Through their
encounter with the immateriality of the image, the audience are prompted to
contemplate the ontology of the body and the subjectivity of their sensory awareness.
Contemplation evoked by these works is an immersive, embodied process of intuitive
reflection.
271
Tiffany Sutton (2005) “Immersive Contemplation in Video Art Environments”, Contemporary
Aesthetics, (www.contemporaryaesthetics.org/newvolume/pages/article.php?articleID=288) accessed
July 2006. 272
Ibid. 273
Stephanie Springgay (2002) p. 34. (Discussed in Chapter 1)
135
As more is both demanded and offered by the artwork, such as with the sensory
bombardment of the audience in Modell 5, the audience are no longer allowed mere
contemplation and instead experience a kind of oppressive immersion which may or
may not lead to contemplation, but that offers a reflexive experience that jolts the
viewer out of familiar modes of reception and spectatorship. The facilitation of
immersion treads a fine ethical line between efficacy and tyranny, and all immersion
plays with dynamics of control, for immersion is a totality. Yet it may be argued that
such viscerally immersive works are no less ethical than the monologic drama, which
aims to capture the mind in an illusion and pre-determines meaning.
The four examples of multimedia performance examined in this chapter illustrate how
immersion in multimedia theatre, and postdramatic theatre generally, can be
addressed in terms of cognitive and sensory engagement, and in relation to
immediacy and hypermediacy. In these works, the modes of hypermediacy and
immediacy are simultaneously evoked to create sensory immersion in real time and
space. Sensory immersion is a state of being in which one develops an awareness of
the self through proximinal experience of the other, osmotically absorbing and
intuitively responding whilst simultaneously reflecting on this process. The embodied
reception initiated by these works presents an ideal model for the relationship of
humans to technology and digital media, where information does not subjugate
materiality, but where the synthesis of body and mind, of presence and pattern,
produces new modes of awareness, creativity, and contemplation.
The following chapter further explores the human relationship to technological
stimuli through an examination of ‘interactivity’ in multimedia theatre. The different
relationships of humans and technology within art and performance are addressed,
and the implications of a ‘posthuman’ perspective in relation to interactivity are
explored. While the term ‘interactive’ refers to the feedback loop between human user
and machine, it may also have wider application when used to describe modes of
audience engagement in theatre practice. The next chapter identifies various forms of
interactivity currently manifesting in theatre and new media performance, and offers a
typology of specific modes of active spectatorship in contemporary multimedia
performance.
136
Chapter 5
Interactivity
Like the term ‘multimedia’, the descriptive ‘interactive’ is one of the cultural
keywords of the times, used ubiquitously as proof of the calibre and edginess of an
artwork, product, or program. The term ‘interactive’ suggests various manifestations
of connection and activity, and most commonly relates to the cybernetic feedback
loop between human and machine. However, as Lev Manovich states, the concept of
interactivity is “too broad to be really useful”.274
This chapter explores various
valences of the term ‘interactivity’ in relation to aesthetic practice and identifies
specific modes of active spectatorship manifesting in contemporary multimedia
performance. While interaction is an inherent ingredient of everyday social
functioning, this exploration will specifically address the nature of interactivity within
examples of aesthetically framed performance. Interaction in cultural performance is
not addressed here, however it may be possible that the modes of interactivity
identified are applicable outside the artistic field.
Multimedia theatre is presenting various manifestations of, and reactions to, forms of
interactivity. While ‘interactive’ does not have a commonly agreed upon definition in
relation to theatre and performance, an understanding of its potential implications will
assist discussions of audience reception in contemporary multimedia performance.
Though the wide application of the term has rendered it somewhat problematic for
precise use in theatre discourse, the existence of interactivity can be recognised as a
matter of degree and a more specific understanding of these various modes and
degrees of interactivity would enable the term to be used more productively.
In this chapter I argue that despite traditionally being a medium of immersion,
contemporary theatre is exploring the impact of interactive technologies within
society and utilising these technologies to facilitate audience interactivity. New
274
Manovich (2001) p. 55.
137
media’s capacity for interactivity is providing theatre practitioners fresh opportunities
to include the audience in the process of creation and empower them with the ability
to direct their own experience of the action. Throughout experimental twentieth
century art and performance, spectators have been required to actively participate in
the collaborative process of producing symbolic meaning, as outlined in Chapter 2.
Interactivity offers the audience the power not only to interpret the artwork but,
individually or collectively, to change, navigate, negotiate and in different ways re-
create the artwork.
Human/machine Interaction: A Posthuman Perspective
Though roots of the verb ‘interact’ lie in the discourses of education and group
psychology,275
the term ‘interactivity’ has come to imply various manifestations of
connection and activity in the relationship of human and machine. The relation of
humans to technology has long been an ongoing concern for experimental art and
performance. It emerges now as the primary concern of the ‘posthuman’ perspective,
which this thesis has argued is central to the understanding of multimedia theatre in
contemporary society. Hayles characterises the posthuman point of view as
constructing the human being so that it can be ‘seamlessly articulated’ with intelligent
technology. Technology becomes a prosthetic extension of the human body and
interactivity between human and machine reaches its ultimate manifestation where
separate activity ceases to exist and is replaced by co-activity. This form of human-
computer co-operation may be viewed as one extreme on a gradient of interactivity, a
gradient that runs from one-sided action where an agent manipulates a passive
object/text, to the fully realised co-activity of two or more autonomous agents.
The posthuman perspective as articulated by Hayles suggests a mindset, while the
term interactive refers to the actual physical connection between human and
technology. In the form of human-machine connection envisioned by the posthuman
perspective, the interface is perceived not as a border but as a membrane through
which information passes osmotically. The ‘inter’ of interactivity, like that of
‘intermediality’ discussed earlier, need not merely refer to the quality of being
275
P. David Marshall (2004) New Media Cultures, London: Arnold Publishers, p. 14.
138
‘between’ but can also imply ‘mutuality’ and ‘reciprocity’. Here interactivity can be
perceived as the mutual or reciprocal action of two or more things that work together
and have an effect upon each other.
While most technologies do not currently enable posthuman embodiment to the
degree envisaged by Hayles, interactive technologies are now relatively commonplace
and the promises of digitalisation offer increasingly complex forms of human-
machine engagement. The ubiquity of interactive systems is creating a number of
possibilities and concerns. On the one hand, interactivity is viewed as empowering the
user, endowing them with a greater degree of control over their consumption and
participation in mediated communication. On the other hand, this culture of
interactivity is seen as potentially disempowering the user, subjecting them to
institutional and corporate control and subordinating material reality to the realm of
information.
There are also valid concerns that the cybernetic feedback loop between human and
computer enables the potential for constant surveillance and so may function to
corrupt personal privacy. P. David Marshall in his discussion of the politics of
interactivity explains “The culture of new media means living in this cybernetic world
of control or, at least, the potential for control”.276
While digital technologies may
seem liberating, they are highly structured and “bring us into pre-existing patterns”
and this tension, argues Marshall, is the “anxiety that besets contemporary
experience”.277
Whether viewed from a technologically determinist perspective or
from a more cynical perspective, interactivity is already an important facet of
everyday western experience which necessarily impacts on cultural media such as
theatre and especially multimedia theatre.278
The next part of this chapter outlines
previous and existing manifestations of interactivity within theatre practice generally,
providing context for the ensuing discussion of interactivity in the specific area of
multimedia theatre.
276
Marshall (2004) p. 19. 277
Marshal (2004) p. 21. 278
Edward Scheer, following Martin Singer, defines ‘new cultural media’ as being “images, stories,
rituals, performances and strands of contemporary visual culture that reflect the emergent trends and
concerns of the 21st Century” (2006)
(http://media.arts.unsw.edu.au/current/courses/MEFT4000/meft_hons.pdf) accessed January 2007.
139
Theatre and Interactivity
In relation to theatre practice, the term ‘interactive’ has come to develop two
particular usages. Firstly, interactivity can be used to indicate interplay between
actors and technical media. Motion-capture technologies enable performers to interact
with media programs to choreograph a performative text composed of sound or image
responses, using their own movement to instigate computer-based reactions. The
actor’s use of interactive technologies can also be incorporated within traditional
proscenium arch theatre, such as in the works of the Gertrude Stein Company or in
the experimental works at the University of Georgia’s Interactive Performance
Laboratory (IPL). IPL spearhead David Saltz defines ‘interactive media’ as “sounds
and images stored, and in many cases created, on a computer, which the computer
produces in response to a live performer’s actions”279
and he utilises such
technologies, activated by the performer, to provide effects within the mise en scene.
Here the audience remain physically passive, with the use of interactive technologies
designed to enhance the stage scenography and create a more dynamic visual and
audio display.
These practices certainly utilise interactive technologies and so may be grouped under
the rubric ‘interactive multimedia performance’. However, this area of practice is not
what this chapter will recognise as implied by use of the phrase ‘interactive
performance’. The term ‘interactivity’ in relation to theatre practice is more
commonly, and historically, recognised as regarding the relationship between the
audience and the performance, and it is the participation of the audience and the
varying degrees of activity and interactivity they experience that is the focus of this
chapter. This understanding of interactivity in theatre reflects the perception held in
new media studies that interactivity occurs between a user and a responsive medium.
That theatre can be viewed as a ‘medium’ or ‘hypermedium’ has been well
established.280
This chapter focuses on the relationship between the participant and
the medium of theatre.
279
David Z Saltz (2001) “Live Media: Interactive Technology and Theatre”, Theatre Topics, Vol. 11,
No. 2, p. 107. 280
This is argued by Peter Boenisch, Chiel Kattenbelt, and Brigit Wiens in Freda Chapple and Chiel
Kattenbelt eds. (2006) Intermediality in Theatre and Performance, Amsterdam and New York: Rodopi
Press.
140
As I have already suggested, interactivity is a matter of degree, and a broad
understanding of what qualifies as ‘interaction’ allows for the recognition of various
modes of interactive audience engagement operating within theatre practice, both
traditionally and in the contemporary field. Marie-Laure Ryan outlines the
significance of audience interaction in theatre history as an inspiration and initial
foundation for the development of interactivity in electronic forms. She argues that in
order to recognise the importance of theatre to a history of interactivity, the concept
of interactivity must be interpreted both literally and figuratively. A figurative
interpretation, according to Ryan, “describes the collaboration between the reader and
text in the production of meaning….- reading is never a passive experience”.281
Ryan
is referring here to the literary text, but the same can apply to the text in theatre; on
the most fundamental level of their engagement in the theatre, the reader will interpret
and collaborate with the represented script.
In theatre, the reader will also be constantly interpreting the performance text and
collaborating with the performers to build a unique theatrical experience. David Saltz,
comments that “Live performance is inherently interactive. The spontaneous give-
and-take between performers and spectators, and among a group of sensitive
performers, is integral to theatre’s appeal as an art form, both in the most highly
stylised genres of theatre and in ‘realistic’ theatre”.282
The rapport that occurs
between audience and performer in the theatre may be considered as located along the
weaker end on a scale of interactivity. For this kind of mutual experience to occur,
there needs to be recognition of the audience’s presence within the theatre; for there
to be reciprocal ‘give and take’ as suggested by Saltz, the audience cannot be hidden
in the dark behind the fourth wall.
Acknowledgment of the audience and the degree of figurative interactivity generated
is largely effected by the construction of space within the theatre. The proscenium
arch was designed to frame the world of the performers as separate from the real, and
to enhance audience immersion in the fiction. The traditional stage design of Greek
tragedy however, is perceived by Ryan as offering a compromise between
281
Ryan (2001) p. 16. 282
Saltz (2001) p. 107.
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interactivity and immersion. While there is separation between the stage space and the
audience, the “architecture acknowledges the presence of the audience, thus
establishing a spirit of communion between actors and spectators”.283
The existence
of the chorus in Greek tragedy also reconciles interactivity and immersion as it
provides, “A simulation of interactivity, the vicarious participation of the audience
through the chorus is the only way to acknowledge the spectator’s voice and
presence”.284
Ryan asserts that a similar compromise between immersion and
interactivity existed in the open-air productions of medieval mystery plays on the
parvis of a cathedral, and in the stage design of Elizabethan theatre. In these
examples, the architecture recognises that the audience play a role in the performance.
Then, in the seventeenth century, “the balance of the two modes of participation was
broken in favour of the immersive pole.”285
The 20th
Century has seen a revival of staging techniques and experimental theatrical
forms designed to enhance the active engagement of the audience. Brecht created
anti-immersive theatre that utilised techniques such as the interruption of play, songs,
minimalist scenography with signs instead of props, and an acting style that required
actors to step out of character. Interestingly, Ryan places minimal emphasis on
Brechtian theatre, as it does not marry immersion in a fictional universe with the
interaction of the audience, but instead maintains a clear separation of the imaginary
world and the real. She argues, “if an actual dialogue takes place between the actors
and the audience – an event that rarely happens but that would be very much in the
spirit of Brechtian aesthetics – this means not that spectators step into the play but
rather that actors step out of their roles to engage in a critical discussion”.286
Ryan’s
scope here is clearly limited by her adherence to a vision of theatre as
representational, however her argument makes clear that Brechtian theatre does in
practice evoke various levels of passivity and activity in the audience. On the one
hand, Brecht attempted to distance the spectator from the stage world rather than
fostering participation. However on the other hand, his intention to demand the
audience’s critical analysis of the political and social reality reflected in the text,
suggests a high degree of cognitive interaction between the audience and the text. 283
Ryan (2001) p. 298. 284
Ryan (2001) p. 297. 285
Ryan (2001) p. 299. 286
Ryan (2001) p. 302.
142
As Ryan is searching for an ideal symbiosis of immersion and interactivity, she does
not champion Brechtian alienation but is instead inspired by Artaud’s proposal to
return theatre to ritual, for it “promises to reconcile immersion and interactivity
through a trancelike involvement of the audience.”287
Artaud perceived the ritual
aspect of performance as creating a visceral audience experience, and by focusing on
the body of the spectator as at the centre of the theatrical ritual, he envisaged creating
a painful yet healing experience that involved both the body and the mind. Ryan
explains that Artaud’s idea of placing the spectators in the centre of the stage
architecture, which operates around them, influenced avant-garde theatre from the
1950s through to the 1970s, particularly in the works of John Cage and Arianne
Mnouchkine.
If we interpret ‘interactivity’ figuratively, non-naturalistic theatre has always provided
an interactive audience experience. However in most examples, little literal
interaction has taken place. Ryan writes, “Artaud’s theatre of cruelty resorts to a
vicarious interactivity, as did Greek drama before it. It is through a communion,
almost a transubstantiating identification, of the spectators with the actors that the
performance exercises its ritual purpose of a ‘reconciliation with Becoming’.”288
In
these examples, there is minimal direct interaction, and the performers and spectators
remain in their respective roles. The alternative to ‘vicarious interactivity’, according
to Ryan, is “to coach the audience into taking part in a disciplined action, so that
literally there will be no spectators, and the play will be staged for the benefit of its
own participants.”289
It is in such examples of disciplined group action that literal
interactivity has manifested in twentieth century theatre practice.
There has been an ongoing, if underground, dynamic throughout the last century that
has encouraged interactive spectatorship and attempted to close the gap between the
spectators and the performers, realised in experimental forms such as Grotowski’s
‘paratheatrical’ events and Brecht’s Lehstrucke. The ‘happenings’ of Allan Kaprow
and his colleagues also created disciplined group action that dissolved the boundary
287
Ibid. 288
Ryan (2001) p. 304. 289
Ryan (2001) p. 305.
143
between artwork and audience, sacrificing cohesive ‘meaning’ and embracing chance
and spontaneity. In his Untitled Guidelines for Happenings Kaprow writes that the
audience should be eliminated and theatrical convention rejected. To achieve this he
suggests, “that all persons involved in a Happening be willing and committed
participants who have a clear idea what they are to do. This is simply accomplished
by writing out the scenario or score for all and discussing it thoroughly with them
before hand.”290
As such, there is still a loose script that is followed, and the creation
of the Happening is like putting on a play without an audience, and with untrained
actors. If a Happening occurs in a public space there will inevitably be passers-by
who stop to passively observe, but Kaprow argues that such people “are not theatre
goers” but an “authentic part of the environment.”291
Another practitioner to successfully achieve the literal convergence of spectator and
performer was Augusto Boal, whose Theatre of the Oppressed was driven by social
and political subversion. Writing in his Poetics of the Oppressed Boal declares,
The spectator is less than a man and it is necessary to humanise him, to restore
him to his capacity for action in all its fullness. He too must be a subject, an
actor on an equal plane with those generally accepted as actors, who must also
be spectators. All these experiments of a people’s theatre have the same objective
– the liberation of the spectator, on whom the theatre has imposed finished
visions of the world.292
Boal’s ‘people’s theatre’ encouraged the spectator to participate through asking
questions and through direct dialogue. His concept of Forum Theatre involved the
audience in the creative process with the use of improvisational games and problem
solving exercises that were intended to go on to effect real life events. Boal attempted
to abolish theatrical rituals that necessitated the passivity and distance of the
audience. His Invisible Theatre involved spectators unknowingly, so that they were
not ‘spectators’ at all but ‘spect-actors’, participants in a real event. In Invisible
Theatre “only the theatre exists, without its old worn-out patterns. The theatrical
290
Kaprow in Packer and Jordan eds. (2001) p. 313. 291
Kaprow in Packer and Jordan eds. (2001) p. 314. 292
Augusto Boal “Poetics of the Oppressed” in George W. Brandt ed. (1998) Modern Theories of
Drama, Oxford: Clarendon Press, p. 260.
144
energy is completely liberated, and the impact produced by this free theatre is much
more powerful and lasting.”293
While Boal’s Invisible Theatre and Kaprow’s Happenings certainly eliminate the
barrier between spectator and performative action, it is difficult to consider
unintentional audience participation as manifesting a high degree of interactivity.
Kaprow acknowledges that the happening can involve people who are “engaged
unwittingly with a performer in some planned action: a butcher will sell certain meats
to a customer-performer without realising that he is a part of a piece having to do with
purchasing, cooking, and eating meat.”294
Like the unwitting contributor to a work of
Invisible Theatre, this participant does not have control of the medium (in this case,
the performance script) and so cannot be regarded as making creative decisions
towards the unfolding of events. This raises the question of whether a participant’s
intentions are important when considering the concept of interactivity, and suggests
that a participant needs a certain degree of understanding of, and control over, the
medium of communication to creatively assert agency and develop meaningful
interaction. These questions will be addressed in the following sections of this
chapter, which explore the requirements of interactivity and its potential
manifestations in multimedia theatre.
Openings: ‘Active’ and ‘Interactive’
As mentioned in Chapter 2, one of the key transitions in twentieth century theatre
came as works developed a more ‘open’ structure, which involved the gradual
incorporation of the audience within the frame of the artwork and encouraged active
spectatorship. As Fischer-Lichte suggests, “looking on was redefined as an
activity”295
as art demanded the audience engage their faculties of thought and
interpretation to become a co-creator in the production of meaning. ‘Active’ in this
sense is used to contrast with the assumption of the audience as passive recipient of
signs and messages. The level of an audience’s ‘activeness’ is determined by the
degree to which the artistic form is left ‘open’ to collaborative engagement. The
293
Ibid. 294
Kaprow in Packer and Jordan eds. (2001) p. 314. 295
Fisher-Lichte (1997) p. 25.
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understanding of an ‘open form’ has been definitively articulated by Umberto Eco,
and was briefly outlined in Chapter 1 of this thesis. The ‘open work’ appeals “to the
initiative of the individual performer, and hence, offer themselves not as finite works
but as ‘open’ works, which are brought to their conclusion by the performer at the
same time as he experiences them on an aesthetic plane”.296
The ‘openness’ of a work may reflect the ‘openness’ of the communicating medium.
Just as some narrative works are structured to enable more active audience
participation, so some media are inherently structured to enable more audience
involvement. McLuhan introduces the concept of ‘hot media’ and ‘cool media’,
suggesting a gauge along which the openness of a medium may be located. A hot
medium transmits a high degree of information and allows for very limited audience
participation, while a cooler medium is more open, having a greater capacity for
audience involvement and presenting less informational content. On the other hand,
McLuhan outlines,
speech is a cool medium of low definition, because so little is given and so
much has to be filled in by the listener. On the other hand, hot media do not
leave so much to be filled in or completed by the audience. Hot media are,
therefore, low in participation, and cool media are high in participation or
completion by the audience.297
While the telephone and to a degree, television, are examples of cool mediums,
McLuhan argues that cinema is a hot medium; that film is authoritarian in that it
requires the film creator to transport viewers into a fictional world and dictates the
interpretation of meaning.298
While Eco’s ‘open work’ refers to the content of
communication, McLuhan refers to the technical format of the medium. While the
content of film varies, the actual medium of the projection screen disallows physical
audience participation. In filmic media, audience engagement can only occur as a
reaction to the content structure. Alternatively, the computer is perhaps the ultimate
cool medium, requiring a high degree of physical audience involvement. Indeed,
combining both versions of ‘openness’ offered in the cooler mediums of the telephone
and the television, the computer allows for many levels of audience interaction. While
296
Eco (1989) p. 3. 297
McLuhan in Nick Stevenson (2002) p. 123. 298
McLuhan in Stevenson (2002) p. 124.
146
the telephone only enables user-user interaction, and the television only allows user-
medium or user-message interaction, new digital mediums offer the potential for all
three modes of interactivity.
Cool mediums allow the audience a degree of agency over the communication
medium and its content. It is this quality of ‘agency’ that establishes the difference
between ‘active’ and ‘interactive’ audiences. Janet Murray, whose book Hamlet on
the Holodeck: The Future of Narrative in Cyberspace (2000) explores the narrative
possibilities of digital environments and discusses the dramatic complexities of
participatory stories, defines ‘agency’ as the “power to take meaningful action and see
the result of our decisions and choices”.299
Murray discusses the interactive potential
of ‘multiform stories’, which present the consumer with numerous and often
contradictory alternatives for action. In these ‘interactive’ narratives, Murray explains
that the consumer is required to assume a more active role and participate in the
creative process, not merely as an active interpreter of understanding as in Eco’s
‘open-work’, but as an instigator and a director of the action.300
So agency is manifest as the degree to which an audience member can ‘instigate and
direct the action’. While agency is enabled by a medium, it must also be intentionally
enacted. Marie-Laure Ryan, outlines the possibility of a scale of interactivity based on
the user’s degree of intention. Following Soke Dinkla she explains that the bottom of
the scale is occupied by a type of ‘reactive’ interaction, in which the user does not
deliberately engage with the work but the work responds to their presence in some
way: “An artwork may, for instance, react to the amount of noise in the room and
display different images depending on whether the visitors are quiet or speaking.”301
The next step higher on a scale of interactivity based on intention involves the
user/audience randomly selecting an option from among a number of alternatives. At
this level, the user is unable to predict the consequence of their actions and while their
actions are intentional, their selection is random, such as the random clicking on links
in hypertext. The “fullest” type of interactivity according to Ryan, occurs when “the
299
Janet Murray (2000) Hamlet on the Holodeck; The Future of Narrative in Cyberspace, Cambridge
MA: MIT Press, p. 126. 300
Murray (2000) p. 38. 301
Ryan (2001) p. 205.
147
user’s involvement is a productive action that leaves a durable mark on the textual
world, either by adding objects to its landscape or by writing its history”.302
A definition of interactivity that places emphasis on the level of audience agency
enacted, as opposed to the structuring of the medium, recognises the significance of
human action as the inherent central component in the interactive system. While a
medium may offer the potential for agency, the user must have an intention, a
commitment to participate in the creation of the interactive system. Nonetheless, in
each of the levels of interactivity as described by Ryan, it is the openness of the text
that enables audience agency, and it is clear that for an audience member to be able to
perform choice and participate in the building of the work on a textual level, the
medium must be configured in such a way as to accommodate user interaction. To
achieve the ‘fullest kind of interaction’ as described by Ryan, a user should not only
be able to select from a limited range of choices but to create textual components
using their own creativity and initiative. Such activity would also require the user to
have both knowledge of and skill with the medium in question, so that their creativity
is not restricted by limited usability of the interface.
Ryan’s fullest type of interactivity still only involves one-way action which triggers a
programmed response. Indeed, it can be argued that the new media user merely
manipulates a reactive medium and does not engage in a process of genuine
interaction. A ‘fuller’ interaction than that envisioned by Ryan, would involve the
mutual creativity and agency of both parties involved. Raymond Williams suggested
in 1974 that the interactivity offered by so-called ‘interactive technologies’ is merely
reaction: “…we have to distinguish between reactive and interactive technology.
Nearly all equipment that is being currently developed is reactive: the range of
choices, both in detail and in scope, is pre-set”.303
While computer users may feel
they are utilising agency over the communication media, computers may be
considered merely ‘reactive’ as their actions are prescribed by a set of programmed
rules. As such it may perhaps be naive to refer to any technology as being truly
interactive as Williams suggests, for until technology has the ability to exhibit
creativity, to think, it will always be reactive, programmed and manipulated by a
302
Ibid. 303
Raymond Williams (1974) Television: Technology and Cultural Form, London: Fontana, p. 139.
148
human user. Phillip Auslander concurs with Williams regarding the speciousness of
interactivity in new media, stating “Any system that asks you basically to make
choices from a menu is reactive, not truly interactive. When the menu is large enough,
we have the illusion of interactivity, in which our input has a structural impact on the
system itself, but it is an illusion.”304
That is not to say however that the illusion of interactivity cannot be rewarding, and if
interactivity is viewed as based on human intention rather than media structures then
the illusion of interactivity, and interactivity, are one and the same. Despite the fact
that the ‘reactions’ of a new media text to human intervention are programmed, an
automated response will still evoke a spontaneous reaction from a user who is
unaware of the coded script, and the potential shape and sequence of the resulting text
may seem limitless. Marshall highlights this argument by referring to the example of
a human versus computer chess game, in which an almost infinite variation of moves
and strategies can develop. He explains what this analogy suggests is “that structures
can produce endless combinations of directions that are not completely determined by
the designers of new media.”305
While new media technologies are geared towards
enabling choice, the available options are eventually limited. However, as will be
further discussed in relation to practical examples later in the chapter, the difference
between ‘reactive’ and ‘interactive’ to a participant is often minimal and, as this
chapter recognises that interaction is a matter of degree, both response-based activity
and more complex interactivity will be regarded as constituting forms of interactivity.
It is possible to assert at this stage that there are various modes of audience activity
potentially operating in contemporary multimedia performance. Stemming from a
work’s degree of openness, audiences are invited to actively partake in processes of
cognitive interpretation. This initial mental activity can then be extended into various
modes of physical audience inclusion, which may involve reactive one-way
interaction, or a more sophisticated interactivity between creative agents. The
following sections of this chapter will further explore these different modes of active
304
Phillip Auslander (2005) After Liveness: An e-interview, Performance Paradigm: A Journal of
Performance and Contemporary Culture, Iss. 1, (www.performanceparadigm.net/issue1.shtml)
accessed June 2006. 305
Marshall (2004) p. 24.
149
audience involvement, presenting them as a tentative typology of forms of
interactivity in multimedia theatre.
Interpretive Engagement
As mentioned, the notion of an ‘active’ audience is not a recent concept. Nor is it to
be understood as implying only physical action, but may also be recognised as
implicating psychological action. Lev Manovich suggests that ‘psychological
interaction’ involves the “processes of filling-in, hypothesis formation, recall, and
identification, which are required for us to comprehend any text or image at all”.306
Art is inherently ambiguous. As Auslander states, “Audiences always engage actively
and critically with what they’re watching, even when that activity is not
externalised”.307
Individual readings and resultant understandings of artworks differ
as different strategies are applied in the process of ‘decoding’ an artwork. This
process of decoding requires the audience to engage their imaginative, intellectual and
sensorial faculties to personally complete that which has been left open or unfinished
within the work.
All art and performance may be considered open to a certain extent, allowing
different degrees of audience inference. For example, poetry and literature rely on the
reader drawing associations from words and ideas, and the invocation of personal
resonances and affect. Painting often extends outside its frame as a viewer will make
symbolic connections and thematic associations between both representative and
abstracted images. Modern media such as film also demand the cognitive engagement
of the audience, as Manovich illustrates:
Beginning in the 1920s, new narrative techniques such as film montage forced
audiences to bridge quickly the mental gaps between unrelated images. Film
cinematography actively guided the viewer to switch from one part of a frame to
another. The new representational style of semi-abstraction…required the viewer
to reconstruct represented objects from a bare minimum – a contour, a few
patches of colour, shadows cast by the objects not represented directly.308
306
Manovich (2001) p. 57. 307
Auslander (2005) 308
Manovich (2001) p. 56.
150
The psychological action of ‘completing’ the incomplete text with the intention of
gleaning meaning is a process of active interpretation. The type of ‘filling in the gaps’
and symbolic ascription described above may be understood as constituting
‘interpretive engagement’. The concept of ‘interpretation’ describes the psychological
processes of associating and symbolically relating otherwise disparate aspects,
processes mostly associated with the experience of representative art or semi-
abstracted representation. Interpretation involves selecting objects and aspects of
interest from all those presented in a text or performance, and ordering them so as to
create meaning on an individual level. The audience make logical connections
between various components of an artwork, for example: where character motivations
and plot are created in the mind of the audience as they make rational associations
between presented story fragments; or where a series of seemingly unrelated activities
are occurring simultaneously on the stage and the audience interpret these acts as
linked by their thematic significance or by a narrative plot.
Navigation
Another form of audience activity created in multimedia theatre that can often provide
the basis for more sophisticated forms of interaction, is established when the
boundary between the space of the performance and the exterior space of the audience
becomes fluid. An audience member’s affective or interpretive engagement with a
work will be altered by their physical relationship with the object, performance
environment or performers. The most basic example of an audience manipulating this
physical relationship occurs when they are invited to conduct their own navigation of
the object or environment, individually controlling their speed and path through or
around the work. Therefore, navigation is the second form of audience activity
presented in this typology of forms of interaction in multimedia theatre.
Navigation suggests movement through space, and the viewer’s degree of control
over their navigation will depend on the space they are invited to traverse. For
example, a statue or sculpture in a public garden allows the viewer to navigate the
space around the object, controlling their perspective of the work by altering their
speed and proximity to it. If the garden becomes the artwork, rather than the statue,
151
the audience has actually entered into the work and are intimately navigating its
interior space. Following this example, if the viewer is allowed to touch the sculpture,
the space between the viewer and the object has dissolved, however the viewer’s
sensory exploration of the object may still be regarded as ‘navigation’. They are
navigating the spatial surface of the object, exploring its shape and texture. This
example highlights how visual perspective is not a necessary precondition of
navigation, and as long as there is movement through space, there is navigation. Of
course, for the relationship of the viewer to remain purely navigational they must not
impact upon the work itself. If the work reacts to the viewer’s presence in any way
then an interactive relationship between the viewer and the work is established.
Navigation only offers agency to the audience in the form of control over movement
and direction.
Many performance art and new media installations are based on a model of the
museum or gallery ‘exhibit’, allowing the audience to negotiate their physical
relationship to the work and hence construct their visual perspective. Multi-screen
video installations such as those originally created by Nam June Paik and more
recently by artists such as Gary Hill and Bill Viola do not allow audiences to control
that which is being projected, but they do enable the viewer to direct their own path of
spatial navigation. In Viola’s installation Stations (1994), images of bodies suspended
in and moving through water are projected onto vertical screens that reflect the image
down onto other perpendicular pieces of granite lying beneath each screen. The
position of the spectator in the surrounding space will dramatically alter their
perception as their focus moves between single screens, and the screens as a unified
work.
This type of physical navigation is also reflected in computer-generated
environments. For example, in computer-gaming the user can enter an artificial
environment or ‘world’ through which they are able to direct their path of navigation
using certain technological tools. These environments may or may not be reactive,
however in some cases the virtual environment exists primarily as a display for
navigation or as an arena within which user-to-user interaction can occur. Examples
of such navigable virtual environments include virtual museums and online galleries
152
as well as some more basic ‘chase-based’ computer games. These examples offer a
virtual space that allows the user to control their perspective, speed and navigational
path.
An example of diegetic navigation is presented in the new media cinematic
installation Eavesdrop (2004) created by Jeffrey Shaw and David Pledger, where the
audience enter into a space surrounded by a 360 degree film screen. An individual
user stands on a podium consul and is able to direct the path of the projection, so that
they effectively navigate the world presented on the screen. As different characters
come into the path of navigation, the user is able to ‘zoom’ into the interior mind of
the character to view their private images and thoughts. As the audience watch the
creative process of the user navigation, the user becomes a captain of the journey
undertaken by all viewers. Their behaviour and the continual choices they make in
their navigation of the work become a performance. This point is further explored in
the case study of Eavesdrop presented in Chapter 6.
The navigation of virtual environments adds an extra element of viewer activity, for
the user must physically manipulate technological tools that facilitate navigation (the
podium in Eavesdrop, the keyboard or joystick in computer-based worlds). Other than
in the specific case of head-mounted VR displays, there is distance between the user
and the navigable world, and the navigation is mediated through the use of
technology. This raises the question of whether clicking a button to open a virtual
door or pushing a joystick to ‘zoom in’ constitutes a physically interactive
relationship. As the programme reacts to the commands of the user, the user may
experience a sense of interactivity. Regardless, this process of audience engagement
is inherently navigational. In fact, navigation is the primary basis of most viewer-to-
computer relationships, as it describes the process of ‘usership’. While it does not
relate to the act of programming, nearly all receivership of online information and
interaction with virtual environments is inherently navigational.
The action of hyperlinking through cyberspace may also be viewed as a navigational
process. The information being accessed already exists in network structures awaiting
user access. It is a kind of ‘blind navigation’ where the user cannot see the
153
consequences of selection prior to making a choice. The links in a hypertext exist
independently of the users’ actions, and the user may select any number of paths
through given information, ignoring some possible avenues and weaving their way
relatively blindly through other maze-like paths. Lev Manovich explains that, “the
very principle of hyperlinking, which forms the basis of interactive media, objectifies
the process of association, often taken to be central to human thinking”.309
While this
may be evident to a degree, it should also be acknowledged that the range of options
offered by the list of programmed links will inevitably be limited.
While the basic principle of the hypertext is navigation there is clearly also an added
degree of audience interaction. As soon as the agent, object or environment responds
to the presence of the user, an interactive relationship is established. Despite the fact
that the object or environment may not have agency of its own with which to directly
influence the user, as soon as it reacts to the user’s influence interaction is established,
for even a passive reaction on behalf of the environment will reciprocally still effect
the user by offering a different image, new information, or alternate perspective.
Interactivity: Response-based Interaction
As soon as the audience has the agency to alter the work or elicit a reaction to their
assertions, the relationship between the viewer and the work can be classified as
interactive. However, as evidenced, there are different degrees and modes of
interactivity. The term ‘response-based interaction’ can be used to describe
interaction where the audience has agency, and engage in a process of action-reaction
with a responsive environment, object or agent. As the ‘reactor’ does not itself have
agency, its reactions are either completely passive, as in the case of a malleable object
or environment, or are pre-programmed, such as interactive new media artworks.
Unlike hot media such as film, media capable of responsive interaction enable the
user to fully participate in the creation of media content and to control the direction
and pace of their engagement with the presented information. Marshall explains,
309
Manovich (2001) p. 61.
154
In new media such as the web, the individual is asked to choose the link and
thereby be part of the process of making his media form. This may seem minor,
but the changed relationship to media is very significant and has repercussions
throughout all cultural industries and into the wider dimensions of contemporary
culture. This action of choosing from a menu of choices, the very tactile
dimension of clicking on a mouse, shifts our default media consumption from that
provided for us to one that is fabricated by us.310
New media culture positions the user as an active participant, and in this
empowerment lies the pleasure of interaction. New media users are co-producers of
the mediated text.
Many examples of ‘interactive’ contemporary art and performance function via
responsive interaction, and this form of communication is not necessarily limited to
the domain of new media. An example of response-based interaction is articulated in
Ross Gibson’s vision of the ‘changescape’, which describes a model of environmental
art. Gibson defines ‘changescapes’ as
aesthetic systems that are built purposefully to intensify our experience and to
enhance our understanding of the complex dynamics that are at play when our
natural, social and psychological domains commingle and alter each other in this
world so full of mutability.311
A changescape is dynamic and immersive. It is an aesthetic space designed to awaken
sense perception and an awareness of the “paradoxically unstable ‘status’ of the
world”.312
An example utilised by Gibson to explain this concept is that of the
aquarium. Within the aquarium a complex system of natural forces is at work, which
are influenced and manipulated by the spectator in order to achieve a desired
aesthetic.
Gibson’s notion of the changescape may be compared with Murphie’s concept of
‘interactive ecologies’. Murphie looks at the ecological works of John Cage who
“moved towards the use of natural environment, socius and technology as equal
310
Marshall (2004) p. 25. 311
Ross Gibson (2005) "Changescapes" in Suzie Attiwill, Gini Lee, Dr Jill Franz eds. IDEA Journal
2005, (http://www.idea-edu.com/alt_content/pdf/2005/Professor_Ross_Gibson.pdf) accesssed August
2006, p. 200. 312
Gibson (2005) p. 203.
155
points in a general field of sensation”.313
Cage based his work within a natural
environment which opened the work out to contingency, for the performer was
collaborating with an environment over which they did not have complete control.
Murphie highlights how in such works the individual becomes part of the chance
operations that form the structure of the engagement, rather than a substitute for them.
The notion of ‘response interaction’ is perhaps a little simplistic when applied to a
natural environment, for one could argue that nature has its own systematic agency
and is active, not merely reactive. Hence the expectation of contingency in Cage’s
environmental works. The changescape is an aesthetic concept with the nature of the
term clearly implying the alterability of the landscape. The changescaper has a dual
role as both the sculpture and spectator. As Murphie suggests with regards to the
‘interactive ecology’, it is a becoming.314
Gibson and Murphie’s discussion of these
interactive landscapes illustrate that response-based interaction, though not the most
complex manifestation of interactivity, can still form a creative system, in which the
text is constantly evolving.
Gibson offers David Rokeby as one of the ‘canniest’ practitioners working with
‘changescapes’. Rokeby attempts to develop a better understanding of complexity
through artistic interaction, with the actions of the participant “bringing new elements
into the componentry” and the artwork “always becoming something other than it was
a moment ago”.315
Rokeby’s works are certainly a pertinent example of responsive
interaction and create an extremely intimate relationship between the work and
viewer. Indeed the work’s progression is contingent on both the active and passive
physical involvement of the spectator, and the boundary between the viewer and the
work is dissolved.
In Rokeby’s work Silicon Remembers Carbon, which was first presented in 1993-5
and redesigned in 2000 incorporating newer technology, a large video image is
projected downwards onto a bed of sand which forms the floor of the installation.
Using real-time computer technology, the projection is affected by the reflection of
313
Andrew Murphie (2001) “Vibrations in the Air: Performance and Interactive Technics”,
Performance Paradigm: A Journal of Performance and Contemporary Culture, Iss. 1
(www.performanceparadigm.net/issue1.shtml) accessed July 2006. 314
Murphie (2005) 315
Gibson (2005) p. 204.
156
the viewers as they look down on it, with the layers of computer-generated imagery
merging with the real shadows and reflections being cast to create ‘live virtual
shadow’. Rokeby describes the installation as “some sort of fake reflecting pool, an
inversion of Narcissus’s experience. Whereas Narcissus’s tragedy is that he cannot
recognise himself in his reflection, the visitors to the space would find themselves
identifying with shadows and distorted reflections that had only circumstantial
relation to them.”316
The viewer’s presence triggers reactions in the receptive surface
and as the viewer alters the work, they co-create the media content.
Another interesting example of a responsive artwork that follows the blue print of the
‘interactive environment’ was presented at the 2005 National Sculpture Prize at the
National Gallery in Canberra. Floribots (a play on
‘flowerpots’) by Geoffrey Drake-Brockman presents
128 computer-controlled robot origami flowers that
cover 35 meters of gallery space and react as a
collective organism to the movements of the viewers.
Each mechanical flower is able to telescopically ‘grow’
up to a metre high and fold out from its original bud-
state into an open bloom, then shrink and retract into its
dormant state. The behaviour of the flowerbed senses
and reflects the behaviour and movement of the viewer, Image 10
flowing from chaotic movement to organised wave-like patterns, with the ‘hive mind’
of the Floribot controlling the transition between these states.317
The artist has created
a work that sets up an extremely intimate relationship with the viewer. Rokeby
defines interaction as the means by which “the artist contrives a situation which
reflects the consequences of our actions or decisions back to us”318
and this process is
very clearly exhibited in the Floribot artwork. The Floribots function only in response
to the actions of the viewer; once the viewer has become familiar with the
programmed responses of the Floribot-bed they are able to choreograph complex
316
David Rokeby, “Installations: Silicon Remembers Carbon”, David Rokeby Homepage,
(http://homepage.mac.com/davidrokeby/src.html) accessed June 2006. 317
National Gallery of Australia Homepage, National Scupture Prize and Exhibition 2005,
(http://www.nga.gov.au/Exhibition/SculpturePrize05/Detail.cfm?IRN=139758&BioArtistIRN=15919
&MnuID=1) accessed May 2006. 318
Rokeby in Gibson (2005) p. 205.
157
movement sequences. It becomes a performance, and as the viewer learns the rules of
engagement and their skill level increases, their level of creative interaction becomes
more sophisticated.
The field of ‘interactive drama’ also offers another more complicated mode of
responsive interaction. The web-based drama, as articulated by Janet Murray’s
description of the ‘cyberdrama’, varies in its level of openness and has the possibility
of offering ‘complex’ interaction in the form of human-human (or character to
character) interaction. However Christy Dena states in her article Elements of
‘interactive drama’: Behind the Virtual Curtain of ‘Jupiter Green’ that, “Although
there are works that react to the input of users, none of them have outcomes that are
not pre-scripted in some sense”.319
This of course restricts interaction to a process of
user action - computer reaction, and hence is not ‘complex’ interaction but response-
based.
In the interactive drama Jupiter Green discussed by Dena, the audience spy on five
characters as they go about their melodramatic everyday lives in an apartment block
called “Jupiter Green”. The user activity is limited to navigation of the diegetic
environment with occasional hyperlinking to access information enclosed within the
space, such as clicking to ‘unlock’ and enter into a character’s personal diary. There
are also occasional instances of responsive interaction that occur when for example, a
user can email a character in the drama and receive a reply. Dena describes how this
process inadvertently encouraged her to believe that her actions could influence the
plot of the drama, and she describes the frustration of realising that “none of what was
said had any influence on the characters and plot”.320
The emailed responses are
effectively pre-scripted, providing generic ‘answers’ to the user’s specific questions.
There is certainly the possibility for a narrative to develop between characters and for
the users to collaboratively produce a story. However, most current hypertext-based
interactive dramas do not produce collaboratively authored stories. Dena refers to
Joseph Tabbi who highlights this difference: “Hypertext readers might enrich the 319
Christy Dena (2005) “Elements of ‘interactive drama’: Behind the Virtual Curtain of Jupiter Green,
Performance Paradigm: A Journal of Performance and Contemporary Culture, Iss. 1,
(www.performanceparadigm.net/issue1.shtml) accessed July 2006. 320
Ibid.
158
work by contributing to it new content, but as yet their activity is for the most part
limited to making choices about how to operate the text-selecting narrative
pathways…”321
This description forces us back to the activity of ‘navigation’ and the
issue of whether hypertext navigation can be considered ‘interactive’.
Similarly to web-based interactive dramas, live interactive dramas offer viewers the
opportunity to navigate through a diegetic environment and witness an unfolding
narrative. Phillip Auslander addresses the ‘interactive plays’ Tamara and Tony ‘n’
Tina’s Wedding in which the audience are able to interact with the characters as they
dine and dance together.322
However the interaction is limited by the prescripted
narrative and, in the words of Barry Wexler the Californian producer of Tamara, “It’s
like staying at the Hilton, everything is exactly the same no matter, where you are”.323
Auslander actually uses these examples to evidence his case that live performance can
be mass-produced. Interactive dramas, whether live or web-based, appear to offer a
combination of navigation and responsive interaction. They do not often
accommodate ‘complex interaction’ which would require the characters to freely
converse with the users, with both groups of participants endowed with the agency to
both ask and answer questions.
Interactivity: Complex Interaction
Packer and Jordan offer their definition of ‘interactivity’ as “the ability of the user to
manipulate and affect her experience of media directly, and to communicate with
others through media”.324
This definition suggests two versions of interactivity; user
to media interaction, and user to user interaction through media. The former offers
audiences the possibility of affective or interpretive engagement, navigation, and
responsive interaction. The latter offers the possibility of ‘complex interaction’.
Complex interaction requires the real-time and mutual activity of both agents. Within
the relationship, both parties have agency and the ability to assert creative
intelligence. Ross Gibson, referencing Paul Cilliers, describes complexity as 321
Tabbi in Christy Dena (2005) 322
Phillip Auslander (1999) p. 47. 323
Wexler in Auslander (1999) p. 47. 324
Packer and Jordan (2001) p. xxx.
159
“definitively dynamic and relationally intricate”.325
To know it you must experience
it, to “be with its changes through time, to feel its shifts whilst also being attuned to
the historically determined tendencies and feedback patterns of stimuli and responses
that organise it systematically”.326
Gibson uses the notion of complexity to describe
the system of the changescape, he argues that the ecology of the changescape is a
‘complex system’. This is certainly possible however I have not considered the
‘changescape’ as presenting an example of ‘complex interaction’ for I view the
relationship of the human individual to the changescape as one of continual
authorship, with the landscape as text. The landscape itself exerts no agency over the
actions of the viewer, though of course there are other natural forces that may
influence the status and arrangement of landscape. Cilliers explains complex systems
as having “to grapple with a changing environment…To cope with these demands the
system must have two capabilities; it must be able to store information concerning the
environment for future use; and it must be able to adapt…when necessary”.327
In
processes of complex interaction, both parties themselves can be recognised as
‘complex systems’, and the relationship forged between them is ‘definitively dynamic
and relationally intricate’.
Performances that involve complex interaction occur within a frame that defines the
particular circumstances of interaction. The interaction is limited, or perhaps guided,
by rules that form the parameters of the artwork and provide a foundation for
interaction. This may involve a type of narrative premise, with the interaction
occurring between characters, and/or a
specifically designed environment. For example,
the installation at the Whitney Museum in 1992 in
which Guillermo Gomez-Pena and Coco Fusco
performed the characters of Two Undiscovered
Amerindian primitives put on display in a cage,
Image 11 offered the potential of complex interaction
between viewers and the characters. There were a number of narrative restrictions that
shaped interaction within the work, such as the characters, the environment of the
325
Cilliers in Gibson (2005) p. 202. 326
Ibid. 327
Ibid.
160
museum-like display, and the dramatic conventions that were employed such as the
audience being invited to ask for an ‘authentic dance’, a souvenir photo or a story in
the character’s fictional native language of ‘Guatinaui’. However the possibility for
complex interaction was always a tension within the relationship between the
audience and the performers. Because the characters had a certain degree of agency
over their actions and reactions, they were always an unpredictable force and the
work became most exciting when instances of interaction were provoked, for example
in the interactions that took place during the taking of souvenir photos. The
interactivity here was highly performative; the spectators were also being watched
and were integral in determining the shape and dynamic of the performance. The
work evolved in real time and was co-authored by both the audience and performers.
Although the interaction was often response-based, for example when ‘set pieces’
were performed, response was never static, with spontaneous action and reactions
from both parties creating a complex level of human-to-human interaction.
Complex interaction is perhaps most often found within computer-generated
environments that allow for human-to-human interaction via media. Of course this
type of interaction may still be considered ‘live’ performance as it occurs in real-time
between real people, but the actual location of interactive connection is within a
virtual environment. The theatre and multimedia company Blast Theory create works
that require the audience to engage in processes of complex interaction. Works such
as Desert Rain (1998) and Can You See Me Now? (2001) present a virtual world
which the audience navigate through the use of computer controls, and in which they
communicate with other participants who appear as avatars. The production Desert
Rain, addressed in Chapter 3, systematically employs all modes of audience activity
discussed in this chapter.
An unusual example of human-to-human interaction occurs in Stelarc’s Movatar
(2000), in which the participant utilises remote access technology to access
mechanical controls that manipulate Stelarc’s body, effectively choreographing his
movements. While this work undoubtedly develops in real time and the participant is
endowed with agency to direct the performance, they are still interacting with the
technology itself and not with the live performer. In Movatar, Stelarc is devoid of all
161
agency, and so despite this work involving two human beings interacting via
technology, the agency is one-sided. Stelarc’s responsive action is forced and the
participant merely interacts with the program that triggers his movement. Here even
more onus is placed on the audience to ‘perform’ and become co-creators in the
artwork. If they do not exert agency and manipulate Stelarc’s body then the
performance does not take place. Indeed, as Stelarc renders himself helpless he
effectively hands the mantle of the ‘performer’ to the users in control of the process.
By my definitions computers do not have the capacity to engage in pure complex
interaction, for their actions are all reactions, the result of programmed algorithms. Of
course though there are works that appear to complicate the understanding of complex
interaction as a purely human capability. One of these confusions occurs in the case
of Stelarc’s Prosthetic Head (2003). The animated, automated head is designed with
human behaviourisms such as facial expressions, nods, tilts, turns and changing eye
‘contact’, and is able to hold a conversation with a human participant. The head
demonstrates agency and personality, however its actions are of course responsive,
the result of embedded algorithms that generate certain behaviours in reaction to the
movements and questions of the participant. This
scenario brings us back to Turing’s Chinese Room
hypothetical, which poses the question, is the appearance
of intelligence and the existence of intelligence one and
the same? And if the participant believes in the agency
and complexity of the agent, does it effectively have
agency and complexity? These questions have been at the
heart of discourse on artificial intelligence Image 12
since it was first imagined in science fiction novels, and are to be explored, but not
answered, in contemporary multimedia theatre. However it would appear to be the
case that true interactivity resides in the uniquely human-to-human give-and-take. Or
alternatively, perhaps the level and nature of interaction should be recognised as
subjective, as determined by the participant based on whether they are able to suspend
their disbelief to experience two-way intelligent interaction.
162
Interactivity in Blast Theory’s Can You See Me Now?
Can You See Me Now? explores the ubiquitous presence of the virtual in our everyday
lives as a result of media technologies, self-reflexively presenting the real and the
virtual to address conditions of communication and posthuman existence in
virtualised society. I had the opportunity to participate online in the Cambridge,
England version of the work in April 2005 and in person at the May You Live in
Interesting Times Media Festival in Cardiff, Wales in October 2005. Participant
interaction is integral to the work and evolves from the familiar format of an escape-
based computer game. Though unlike a traditional computer game, this game is
played in both the real and virtual realms, and many forms of interaction are possible
with individual differentiation of experience.
From various locations around the world, participants access an online virtual
environment constructed to replicate the actual streets of a selected city. Before
accessing the virtual environment a loose narrative framework is established that
requires players to answer the question: “Is there someone you haven’t seen for a long
time that you still think of?” At first this questions seems superfluous, but it
introduces the concepts of absence and presence as key themes to be explored
throughout the work. Blast Theory explain: “this person - absent in place and time -
seems irrelevant to the subsequent game play; only at the point that the player is
caught or “seen” by a runner do they hear the name mentioned again as part of the
live audio feed”.328
As they navigate the virtual city they are chased by members of the Blast Theory
team who appear as avatars but are actually using GPS tracking devices to track the
participant around the streets of the real city. The online players must avoid the
runners; if a runner gets within five meters of an online player, the player is “seen”
and out of the game. When this occurs, the runner takes a digital photo of the real
space where the participant was “seen” and this photo is displayed on the webpage.
The online participants have certain tools at their disposal in the virtual world. The
328
Blast Theory, Can You See Me Now?, (www.blasttheory.co.uk/bt/work_cysmn.html) accessed
August 2006.
163
speed at which they can move through the virtual space is alterable though with a
fixed maximum speed. They can access a city map view, and can see themselves
represented in the form of a running avatar as if through the eyes of other participants.
Participants are also able to see the avatars of other players and runners, and can
choose to exchange typed messages with them. This can evolve into the building of
camaraderie between the participants, which can be further explored through the
strategies and proxemics employed over time. Online players are also able to hear the
continual communication between the runners via their walkie-talkies as a live audio
stream.
Image 13: the online interface
In most computer games or virtual realities, the participant exists in two dimensions:
as a body in the real world, and as an avatar in the computer-generated virtual reality.
The doubling of reality in Can You See Me Now? places the participant in three
different locations simultaneously. They exist as a body in front of the computer, as a
constructed identity in the online gaming world, and then are also represented by the
locative technology of the runners as a blip, a disembodied entity moving through the
streets of the city. With every participant existing in three spatialities, there is
potential for interactivity to occur on many levels.
Firstly, agency is exercised on a basic level through spatial navigation. To
successfully engage with the work the audience must utilise the tools provided to
164
navigate the computer system and the virtual world, controlling their own speed and
path through the work. Here the participant interacts with the medium, determining
the specific nature of its mediation and testing the limitations of their agency. This
audience experience builds over time as the rules of engagement are gradually learned
and participation with the technology becomes more skilled. When technology
enables human-to-human communication, the interactive connection is of course still
between human and information via the interface. The technology extends the
capabilities of the human participants, and the communication of two or more
participants via the technological extensions means that a two-way flow of
information is created that is not predetermined and is definitively dynamic.
Can You See Me Now? presents a navigable virtual world that becomes a platform for
participants to communicate with other individuals via the technology. The various
relationships established within the work, between all the runners, between the
runners and the gamers, and between the gamers themselves, each involve complex
interaction. The interaction functions on many
levels; the gamers can communicate with each
other and with the runners via typed text, the
runners are constantly speaking to each other
on walkie-talkies, their conversation audible
to the gamers, and then there is the spatial relationship Image 14
between all the players, who appear as avatars on the map of the virtual city. This
‘physical’ engagement between runners and gamers is a play of proxemics, a
performance of chasing, hiding, teasing, testing, eluding and eventual capture. All
parties have agency over their direction and movement and their use of spoken (or
typed) word. The interactivity is essentially human-to-human via media, but for the
participants, the experience of interactivity often blurs the demarcation of the real and
the virtual, of the human and the computer-generated. For the most part, the
participants’ interaction is limited to their immediate experience of the media
interface, and the realms of the real and the virtual, the human and the media, are
seemingly compressed into a single realm accessed via the computer, a realm of
information.
165
However the work is more dimensional than a standard computer game where human-
to-human interaction occurs in a virtual environment, for here the space is both real
and virtual; it is a hybrid space. The fact that online players are able to hear the
continual communication between the runners via a live audio stream creates a sense
that they are eavesdropping on the privacy of the runner’s strategizing. It also serves
to emphasise the representative nature of the avatars, highlighting that they relate to a
physical referent. Runners discuss the reactions of other people on the streets and are
heard crossing traffic and dodging crowds. Players become aware that they are
themselves located within the material environment inhabited by the runners; they
overhear the mention of a certain landmark or street in the runners’ conversation that
coincides with the virtual representation they are viewing. It is this affirmation of the
reality of the space that adds a fourth dimension to the virtual gaming environment.
The players not only exist as a virtual entity but as an informational entity elsewhere
in the real world, and actions in either one of these realms translate into consequences
in the other.
As the technology enables the participant to exist as an informational entity that has a
physical location in the material world, the participant is constructed as posthuman,
i.e as Hayles’ “material-informational entity, whose boundaries undergo continuous
construction and reconstruction”.329
Within the parameters of the game, the
participant’s actions in the virtual world have very real physical effects on the
presence of others, and as users invest themselves within the technology, they become
enmeshed in a system that enables them to move beyond the limitations of the
interface and to impact upon material reality in new ways. The subjectivity
experienced by the user is no longer a discrete ‘body’, but a composite configuration.
In an interview with Gabriella Giannachi, Stelarc argues that technology “allows us to
extrude and extend, extrude our awareness and extend our physical operations and the
Internet becomes the medium through which the body can do this”.330
In Can You See
Me Now?, the internet not only extends the ‘body’ of the participant into virtual
reality, but also extends their ‘presence’ in the real world. Stelarc suggests that the
posthuman realm
329
Hayles (1999) p. 3. 330
Stelarc in Giannachi (2004) p. 61.
166
may not simply be in the realm of the body or the machine but the realm of
intelligent and operational images on the Internet. Perhaps connected to a host
body, these viral images may be able to express a physical effect and so the idea
of a virtual and actual interface.331
Can You See Me Now? brings this vision of the posthuman realm into existence,
exploring the juncture of the virtual and the material with participants hosting an
online image that produces physical effect.
From Presence to Pattern
The distribution of embodiment in Can You See Me Now? illuminates how the
conceptual dialectic of ‘presence’ and ‘absence’ associated with the physical is
inadequate to describe the posthuman interactivity of information and materiality. The
doubling of the physical reality in Can You See Me Now? simultaneously locates the
existence of the participant in three spaces: in the physical body before the computer
interface; within the online virtual reality as a constructed identity (an extension of
the self in which the physical is absent); and they are also represented via the locative
technology of the runners as an informational entity moving through the city streets.
Each participant exists as a virtual representation, that is, as physically absent, in both
the real and virtual dimension.
In the virtual world we may consider the physical self as being absent, and in the real
world we recognise the physical self as present, however when the virtual self is no
longer limited to the virtual world but becomes a functioning double, spatially located
in material reality, the participant simultaneously exists in the real world as both a
physical body and as an informational pattern. Here the physical cannot be regarded
as absent, but rather as ‘other’, for the user’s pattern exists alongside their physical
body in the real world, illustrating how materiality can be “interpenetrated by
information patterns” (Hayles). In Can You See Me Now?, the participant exists in a
hybrid space as neither ‘present’ nor ‘absent’ but as simultaneously both (or indeed,
neither). Peggy Phelan argues that in performance the body is metonymic of
presence,332
however in Can You See Me Now? the concept of presence becomes
331
Stelarc in Giannachi (2004) p. 62. 332
Phelan (1993) p. 150.
167
disassociated from the body. When this occurs, the distinction of presence and
absence can no longer be identified and they become obsolete concepts.
Can You See Me Now? illustrates how the perceived multiplication of existence
across different media spaces results in a convergence of pattern and presence. When
the boundary of the physical ‘self’ becomes viewed as permeable and the self exists
as an “informational/material entity”, information and materiality can no longer be
perceived as discrete arenas. The work plays with the slippages between pattern and
presence and exploits our confusion between the two, confronting us with our
tendency to attribute presence to pattern. We are shown the transition from presence
to pattern, the process whereby the representational image of the body loses
connection to the physical referent when it enters into the virtual realm, where image
becomes pattern to be re-patterned and mutated by randomness. To reflect upon the
nature of embodiment in Can You See Me Now? we must, as Hayles suggests, think
beyond the opposition that previously associated presence with truth and absence with
simulation. For when the body is perceived as capable of being “seamlessly
articulated with intelligent technology”, it exists between absence and presence,
reconstituted as an expandable form that exists outside the perceived limits of
materiality.
Access, Audience and Community
Can You See Me Now? focuses on how interactivity is becoming culturally embedded
in everyday modes and means of communication. The ubiquity of networked
technologies such as mobile phones, internet and GPS is evolving our sense of
privacy and proximity, and in this work we see technology used to locate and track, to
chase, to connect and to eavesdrop. Involvement in the work makes prominent the
issue of “access”, which Hayles contends is a key concern in determining the impact
of the cultural transition into a condition of Virtuality. As society moves into a
condition of virtuality, “possession seriates into access”.333
Hayles explains, “Access
has already become a focal point for questions about how information as a
333
Hayles in Lunenfeld ed. (2000) p. 78.
168
commodity is going to be integrated into existing capitalist structures”.334
Interactivity
refers to the process whereby users access information and so an awareness of
different modes of interaction is integral to an understanding of how humans engage
with a virtual culture. The interactive capabilities of new media as highlighted in Can
You See Me Now? reflect some of the wider concerns regarding the shift into a culture
of interactivity, such as how consumer access should be controlled, how interactivity
alters our sense of subjectivity, and what happens to the status of the authored work
when access to it is unlimited and free.
In the field of multimedia theatre practice, the most prominent impact of interactive
access upon traditional conventions is the challenge posed to previously held ideas of
‘audience’. Complex interaction potentially dissolves the concept of ‘audience’
altogether. New media theorist Clay Shirky in his influential essay Communities,
Audiences, and Scales suggests that new media users function as either members of
an “audience” or of a “community”. The difference between these two modes of
engagement in a media environment is that, “though both are held together in some
way by communication, an audience is typified by a one-way relationship between
sender and receiver, and by the disconnection of its members from one another – a
one-to-many pattern”.335
Alternatively, in a community there is not a one-way flow of
information; Shirky explains, in a community “People typically send and receive
messages, and the members of a community are connected to one another, not just to
some central outlet – a many-to-many pattern”.336
Though Shirky argues for the
inherent opposition of audience and community, Can You See Me Now? positions its
participants as members of both an audience and a community.
The participants are drawn together into a community, yet there is still a separation
between the ‘audience’ and the group of ‘live performers’. Blast Theory also clearly
act as ‘facilitators’; the online participant is lead through specific paths of information
and images both prior to and immediately after the game, and during the game the
runners act as ‘hosts’ for the networked participants, restricting the number of
334
Ibid. 335
Clay Shirky (2002) “Communities, Audiences, and Scale”, Clay Shirky's Writings About the
Internet: Networks, Economics, and Culture, (www.shirky.com/writings/community_scale.html)
accessed November 2006. 336
Ibid.
169
participants allowed and determining the length of their involvement. However unlike
the format of an audience, there is a two way flow of information between the groups;
the actions of individuals in either group affect the choices of individuals in the other.
What is in fact established is two groups that can each be identified as forming a
separate community.
These two groups, of runners and online players, functions not only as ‘communities’
but as ‘teams’ who are required to strategise against one another with the aim of out-
manoeuvring their opponents. The scenario of the ‘game’ appears to be a significant
framework for enabling complex interaction. Other Blast Theory works such as
Desert Rain (1998) (discussed in Chapter 3) and Uncle Roy All Around You (2003),
facilitate competitive gaming situations that utilise either portable locating
technologies or a virtual gaming world. The importance of the video or computer
game as social network, and the function of multi-user domains as performative,
community-centred social spaces have been well articulated. The format of the
‘game’ may also hold potential as a framework upon which to build interactive
performances that do not have to rely on networking technologies. Indeed, theatre
practitioners such as Brecht, Grotowski, and particularly Boal, have experimented
with game-like scenarios as a means of involving the spectator and creating a sense of
community-based interaction. ‘Interactive’ theatre need not necessarily involve the
use of digital media. However, the use of network technology is enabling theatre
practitioners to access new communal spaces for performance, to extend the number
of participants involved in a work, and establish new formats for involving the
spectator in the creative process.
Conclusion: the limits of interactivity
While interactivity is an important concept for determining the efficacy of
contemporary performance and the nature of audience experience, it has perhaps not
yet manifested its full potential within the realm of multimedia theatre. Johannes
Birringer reminds us that, despite the rapid advance of creative technologies, “The
world has not become a better, more democratic place, participatory design is rare,
and interactive art has not necessarily made the ‘user’ a co-author nor allowed the
170
user-player the kind of active role and freedom of expression that is implied in an
interactive exchange involving autonomous development.”337
Certainly, the
interactive works discussed in this chapter do not allow the participant complete
freedom of expression. However this chapter has argued that interactivity is a matter
of degree, and that there are various forms of interactivity operating within the field
of contemporary multimedia performance that each offer a different experience.
While interactivity may only reach its ‘fullest’ form when participants collaborate
with equal agency and have complete freedom of expression to create a text, I argue
that there are numerous capacities in which the audience can be involved within the
artwork. The role of the spectator is never passive, and audience interpretation will
always have bearing on the significance of an artwork or performance. Forms of
interactivity, such as navigation, response-based interactivity, and complex
interactivity, each set up a different relationship between the user and the medium.
While overuse of the term interactivity had previously rendered it too broad for
meaningful application in relation to theatre practice, this chapter has attempted to
rectify that situation by offering specific terms drawn from media discourse, and
presenting a typology of forms of audience engagement, to assist clarification of the
various modes of audience activity manifesting in multimedia theatre.
337
Johannes Birringer, “Saira Virous: Game Choreography in Multiplayer Online Performance Spaces”
in Broadhurst and Machon eds. (2006) Performance and Technology: Practices of Virtual Embodiment
and Activity, New York: Palgrave, p. 47.
171
Chapter 6
Narrativity and the Postnarrative Text
in Performance
Intermediality, immersion, and interactivity as outlined in the previous chapters,
disrupt the conventions of narrative-based theatre. Theatre has long been traditionally
defined in relation to its adherence to a fictional narrative, its representation of a
dramatic text, placing it in opposition to the field of ‘performance’ which rejects
narrative and is non-representational.338
However, an underlying premise of this
chapter is that multimedia theatre lies neither in the domain of representational theatre
nor in that of non-narrative performance, but can be interpreted as ‘postnarrative
theatre’. This premise is derived from Hans-Thies Lehmann’s argument that the ‘turn
to performance’ in theatre practice has born a ‘postdramatic theatre’. Lehmann’s
argument offers, among other things, an historical overview of the movement in
theatre away from the representation of a dramatic text.
This chapter builds on the foundations laid by Lehmann, but attempts to offer a more
specific articulation of the impact of new media technologies on the performed text,
and to explore the specific structures and strategies that define the nature of the text
within multimedia theatre. While the term ‘drama’ refers to a particular narrative
form associated with literary and theatrical representation, ‘narrative’ relates to a
wider field of social and artistic practice, and narratological discourse spans many
creative disciplines. The usage of the term ‘narrative’, as opposed to ‘drama’, enables
the assessment of aesthetic strategies across media, and conclusions formed here
regarding the nature of the postnarrative text may be generally relatable to a variety of
media forms.
338
See Josette Feral (1982) “Performance and Theatricality: The Subject Demystified”, Modern
Drama, Vol. 25, No. 1, p. 177.
172
The ‘postnarrative text’ refers to an aesthetic process whereby narrative is not dictated
by an authored script but by one in which the audience’s innate tendency to
narrativise experience is stimulated and encouraged. This chapter maps the
characteristics of the postnarrative encounter within the site of contemporary
multimedia theatre, and explores the potential of the postnarrative as both reflecting
and symptomatic of cultural ways of knowing and interpreting the world. Narrative
construction reflects the cultural paradigm in which it is created, and this chapter will
conclude by connecting the postnarrative text to the cultural condition of Virtuality.
The postnarrative text may be understood as manifesting and playing with various
levels of narrativity, which Packer and Jordan define as the “aesthetic and formal
strategies that derive from the above concepts [integration, interactivity, hypermedia,
and immersion], which result in non-linear story forms and media presentation.”.339
While narrative has been viewed by structuralist narratology as a universal framework
capable of transcending media, the concept of ‘narrativity’ acknowledges the
performative aspect of narrative construction. Narrativity views the existence of
narrative within a medium as a matter of degree, the extent of which is determined by
the individual viewer and not by authorial intent. While conservative definitions of
narrative describe a rigid patterning of information that does not allow for the
slightest element of randomness, the intermedial, immersive, and interactive
capabilities of multimedia theatre introduce elements of randomness into the narrative
field through audience engagement. Postnarrative texts are formed through processes
of audience interaction and cannot be dismissed as ‘non-narrative’, for they may
utilise such inherent elements of narrative as story, plot, and temporal progression.
However the postnarrative text rearranges the traditional design of these narrative
elements to create new means and modes of communication.
This chapter explores the nature of the postnarrative text in relation to the new media
performance Eavesdrop, examining the structure, design, and audience experience of
the narrative components offered in this work. This work would not usually be
considered ‘theatre’ per se, but as will be discussed, there are many levels of
performativity operating within the work. Eavesdrop does not actually provide its
339
Packer and Jordan eds. (2002) p. xxxv.
173
participants a high degree of agency, and its significance to the field of multimedia
theatre is more as an indicator of future possibilities, rather than as the vanguard of a
field. Its limitations can be frustrating for the user, as they do not have agency to alter
the content of the work, merely to influence the sequence of its presentation, and the
audience remain largely passive in their engagement with the mise en scene.
However, the ability of the participant to direct their focus on the cinematic screen
and the potential for creativity that this interactivity offers, make this work an
interesting case study through which to illustrate the concept of the postnarrative text.
A clear understanding of narrative conventions will assist in formulating a definition
of the postnarrative text, if only as a basis for comparison, so before articulating a
vision of ‘postnarrativity’, this chapter briefly summarises the definitions and
requirements of traditional narrative. To address specific manifestations of the
postnarrative text in new media works such as Eavesdrop, this chapter also examines
narrative structures within digital multimedia, utilising the language and definitions
offered by new media theorists such as Landow and Manovich. Extending this
discussion, the nature of the postnarrative text as composed of poetic devices is
explored, and a subsequent analytical framework through which to articulate the
experience of postnarrativity is offered. To conclude, this chapter illustrates the
relationship of a postnarrative perspective to the dialectics of presence/absence and
pattern/randomness, and determines its significance as a cultural phenomenon.
Narrativity of New media Performance – Eavesdrop
The new media installation ‘Eavesdrop’ (2004) was created by Jeffrey Shaw of the I-
Cinema Centre for Interactive Research and David Pledger, founding artistic director
and producer of the Melbourne based, multifaceted company Not Yet It’s Difficult
(NYID), and was presented at the 2004 Brisbane, Melbourne and Sydney Festivals.
The work presents a 360-degree cinematic landscape that invites the user to explore
the scene before them from a podium-like console. The user stands in the middle of
the circular screen on a movable mechanical platform and uses a nintendo-like set of
buttons to manipulate the focus of the projection before them.
174
On screen, ten characters are positioned at six tables within what appears to be a
jazzclub staged within a theatre. At each table a small narrative vignette is performed,
with the characters sharing intimate conversations that form a nine-minute loop. A
band continuously plays soothing background music, and as an audience member uses
the console to focus on a particular conversation, the background music fades and
they are able to eavesdrop on the private dialogue of the characters. The audience’s
role is both director and detective as they piece together the interwoven stories.
Described as “part game, part real-time film-making, part spectator sport, part
magical realism”,340
Eavesdrop opens up the borders of the cinema screen and allows
users to navigate their own path through the multi-narrative, multi-layered, theatrical
terrain.
The setting of the club appears to function as a type of purgatory, as the characters all
explore certain moral, spiritual, and psychological conditions. Director David Pledger
explains, “Really the stories are about a middle-class Australia in purgatory which is
basically how I see the country at the moment. I see it as in a kind of limbo.”341
Some
characters have clearly been in the purgatorial club a long time, for their gestures and
comments depict a comfortable familiarity with the environment, while other
characters are only just arriving. Each character’s conversation reveals a moral
dilemma: A woman discusses her attempts to find identity
through cosmetic surgery (see Image 15); an old couple
discuss their preferred method of suicide; a middle-aged man
suffers the pangs of unrequited love; a radio broadcaster
interviews an activist about ethics, choice, and revolution; a
young man tries to convince his girlfriend to leave their small
town suburb for the promise of the city; while two other young Image 15
men drink, smoke, and mourn their lost potential. Shaw describes the work as a
“multi-narrative mediation of psychological states in and around the theme of moral
inertia”.342
340
Not Yet It’s Difficult, Company website, (www.notyet.com.au) accessed August, 2006. 341
David Pledger, (2005) “On Eavesdrop and New Media” Interview with Rosie Klich, Performance
Paradigm Journal, Iss. 1 (http://www.performanceparadigm.net/issue1.shtml) accessed July 2006. 342
Jeffrey Shaw, Eavesdrop, i-Cinema Centre for Interactive Cinema Research – website,
(http://www.icinema.unsw.edu.au/projects/prj_eavesdrop.html) accessed July 2006.
175
As the user moves in to eavesdrop on the conversations they discover they are able to
‘zoom’ into the interior landscape of the characters and view their private thoughts.
As they zoom in, the participant is able to access the third dimension of the imagery
and give the image physical depth. Inside each character is an image or story
depicting a repressed emotional state that reveals a hidden agenda behind the surface
appearance. The audience assumes the role of an investigator, searching for links and
unifying themes. There appears to be no overt connection between the characters
other than their patronage of the club and their questionable morality, and yet through
their choice of focus, the participant appears to connect the characters as their
navigation structures the linear sequencing of events.
Though the work has a high degree of narrativity, it cannot be understood as
presenting a central dramatic narrative. The characters at each table are joined in
space and time, and yet their dialogues remain separate filmic episodes that unfold
simultaneously. This is highlighted by the existence of a ‘waiter’ character, who
appears in some capacity within each story, topping up wine glasses, seating
customers or hovering in the background. The waiter creates a unifying presence that
visually ties the stories together, yet at times he is simultaneously present in a number
of scenes, making evident the separate filming of each story vignette. This doubling
of the actor ruptures any sense of illusion, confirming that the scene presented is not a
representation of reality but a highly manufactured collage of separate units.
Emphasis is placed on the specific nature of the mediation, which is revealed as
obscuring the transparent and immediate representation of the actor’s performance
and as functioning hypermediately.
The depiction of the club is not naturalistic, but is clearly a contrived stage-setting
within what appears to be a theatre. Behind the band are rows and rows of seats, as if
the band are onstage playing to an empty theatre. Drop-curtains and exit-doors behind
some of the tables suggest a ‘backstage’ area. The lighting is highly theatrical, with
down-lights and spots rather than the enhanced naturalistic lighting of film, and the
general effect is very much one of theatrical ‘staging’. Although the work is described
by Shaw and producer Martin Thiele as “cinematic” and as multi-linear narrative
“film”, the work projects a strong sense of ‘theatre on film’, of mediatised theatre.
176
Manovich contends that the genre of cinema “works hard to erase any traces of its
own production process, including any indication that the images, which we see could
have been constructed rather than recorded. It denies that the reality it shows often
does not exist outside of the film image”.343
The content projected on the screen in
Eavesdrop alludes to the process of theatrical staging, and the work does not present
itself as cinema but as an intermedial artwork, drawing on the traditions of both
cinema and theatre.
However, unlike theatre and cinema, here the audience physically direct their focus
and determine the shape of the story. The user guides the focus of the camera, as if
they are themselves the director of the film, editing the stock footage through
processes of zooming, jumping, sweeping and panning. The user is presented with a
plot from which they are invited to develop their own unique story. David Pledger
explains that the work,
is designed for people to go in at different points and make their own story. You
are a detective, and you are putting together a story and trying to find out who is
related to whom. The way that you negotiate this is absolutely individual and
unique, and no-one else can do it the way that you do. Moreover, when you get on
the machine it is at a certain point where somebody has left off, so there is no
beginning and no end even though it loops.344
The individual determines their tempo and pace, creating their own unique rhythm as
they make narrative links to form a postnarrative text. As the participant in Eavesdrop
manipulates the interface to navigate a path through the paradigm of images, selecting
some footage and omitting or scanning over the rest, the user performs their
narrativisation of the environment.
Like the computer user, the Eavesdrop participant’s process of engagement is a
continual performance of choice and identity. However unlike the computer user who
usually performs via media or in isolation, the Eavesdrop user performs to fellow
participants. While only one person is able to interact with the work at a time, the rest
of the audience are able to stand within the space behind the user-console and observe
343
Lev Manovich, “What is Digital Cinema?” in Lunenfeld ed. (2000) The Digital Dialectic: New
Essays on New Media, Cambridge MA and London: The MIT Press, p. 178. 344
Pledger (2005)
177
the actions of the user. From their pedestal, the user mediates the database of images
for the other participants, and as these participants group together behind the user and
await their turn in the driving seat, they are able to observe, assess, and compare the
individual performances of each user.
Image 16
The work enables a sense of shared experience akin to the theatre. Pledger argues that
“The relationships between the person who is using the machine and the people who
are both waiting to use the machine or watching what somebody else makes of it is in
fact where the theatrical elements of it [the work] are”.345
He contends that a lot of media artworks cannot be experienced in a communal
environment, with the interface enabling only individual interaction. In such works,
argues Pledger,
You put a headpiece on and you interact with it, and people watch you but they
do not understand what you are doing because it doesn’t manifest. Whereas in
Eavesdrop it manifests for everybody to see; you’re turning it, you make a choice
that you like that person and you zoom in on them; that conversation is boring
you but you think that person’s interesting so you turn and go inside their head
and then all of a sudden you’re in there for five minutes and people are saying
‘C’mon, get a move on’. So that is indeed the performance of the work.346
Eavesdrop is designed so that with each participant’s individual interaction comes a
unique performance of the work, and spectators who observe a number of interactions
are able to view different versions of the work over time. The work offers an interface
to an array of potential story sequences, and each user performs a new arrangement of
the narrative elements.
345
Pledger (2005) 346
Pledger (2005)
178
Eavesdrop plays with the ingredients of narrative such as character, language and
setting to create a unique text, the form of which is re-constructed with each user’s
interaction. While the participants in Eavesdrop cannot alter the causal relationship
between presented story elements, they temporally arrange the presentation of these
elements in real-time, individually interpreting connections between story elements as
they progress. The inner time of the fiction unfolds in parallel with the ‘external’ time
of the participants’ journey. Though the constructed internal space is virtual, there are
no discrepancies such as lapses or jumps to indicate that the time of the virtual world
is not in accordance with ‘external’ time. If the work is observed over a period of time
the eventual repetition of the conversations and of the single piece of music played by
the band, emphasises the temporality of the work as ‘looped’. However, the constant
movement of the navigation means that, though the individual episodes may be
looped and therefore without temporal progression, the sequence of their showing is
never the same. As the user interacts with the work, and in doing so, mediates it for
the other participants, the performance text unfolds in real-time as the user follows
their own pace, whim and intuition. With every new user-interaction, a new text is
created, with a new rhythm, a new tempo, and a different sequencing of events. In this
way the text is not pre-scripted but rather develops through a process of interaction.
While there are elements of narrative such as plot, story kernels, and characterisation
within the textual content, the form of the text tends towards postnarrative fluidity.
Before determining the nature of the postnarrative text in multimedia theatre, it is
important to firstly clarify the foundations of narratological discourse. Conventional
narrative has maintained the same fundamental properties across many disciplines,
and traditional definitions of narrative offered by narratologists have essentially
agreed that narrative typically exhibits inherent qualities. Before any meaningful
investigation of multimedia theatre’s development of new narrative structures can be
made, an understanding of what constitutes ‘narrative’ must be consolidated to
provide a contextual point of departure and a platform for comparison.
179
Traditional Narrative: Elements and Definitions
‘Narrative’ is often confused with ‘story’ or ‘plot’, which are components of the
narrative whole. Perhaps the most widely cited definition of narrative is that by
Gerald Prince, who contends that narrative is “the representation of at least two real
or fictive events in a time sequence, neither of which presupposes or entails the
other”.347
Prince’s definition of narrative is accommodating enough to include within
its parameters non-script based, non-representational and time-based work. However,
many theorists argue that the mere temporal connection of elements is too weak to
predicate narrative. For example, Brian Richardson in his article Recent Concepts of
Narrative and the Narratives of Narrative Theory (2000) asserts that “causal ties are
necessary to produce the work’s narrative status, without them, it is merely a
suggestive montage”.348
The temporal connection of events characterises the domain
of the narrative story, while the causal connection of events forms the narrative plot.
Story and plot are elements of narrative, and though the postnarrative text does not
adhere to the traditional organization of story and plot presented in the narrative text,
it rearranges these elements, and so they remain important concepts in understanding
postnarrativity.
‘Story’ is described by Seymour Chatman in his influential structuralist work, Story
and Discourse: Narrative Structure in Fiction and Film (1978), as the ‘what’ of
narrative (as opposed to the ‘why’); it is the chronological progression of all the
events depicted in the narrative. 349
This description suggests that the story events are
not inherently linked but are only connected through their temporal presentation; they
are yet to be related. Relating these events is the prime function of ‘plot’.
Traditionally, plot has been considered as the causal arrangement of the basic story
incidents. Peter Brook’s Reading for Plot (1984) provides an explanation of plot as
the organising principle of narrative: “the design and intention of narrative, what
shapes a story and gives it a certain direction or intent of meaning”.350
The exposition
347
Gerald Prince (1982) Narratology: The Form and Functioning of Narrative, Berlin, New York and
Amsterdam: Mouton Publishers, p. 4. 348
Brian Richardson (2000) Recent Concepts of Narrative and the Narratives of Narrative Fiction
(http://www.findarticles.com/cf_0/m2342/2_34) accessed April 2002, p. 9. 349
Seymour Chatman (1978) Story and Discourse: Narrative Structure in Fiction and Film, Ithaca:
Cornell University Press. 350
Peter Brook (1984) Reading for the Plot, Oxford: Clarendon Press, p.xi.
180
of plot is a defining characteristic of traditional narrative, and it is at the level of plot
(or lack thereof) that the distinction between narrative and non-narrative has been
traditionally made.
Chatman regards narratives that lack causal entailment (ie narrative that treats all
choices and possible actions as equally valid) as ‘anti-narratives’ because “what they
call into question is precisely narrative logic, that one thing leads to another”.351
However, such absolute demarcation of narrative and non-narrative is overly
simplistic and has been challenged by contemporary narrative discourse which now
recognises qualities such as ‘narrativity’ and the ‘open text’, and acknowledges that
labels such as ‘anti-narrative’ fail to recognise the complexity of contemporary
narrative (or postnarrative) expression. Particularly within the field of poststructural
and performance-based narrative theory, adherence to a definition of narrative as
linear has been increasingly questioned and a wider definition of narrative embraced,
a definition that includes within its scope narrative that is non-linear and/or open-
ended. The issue of linearity versus non-linearity introduces the concept of
temporality, which is a key element in defining narrative form and a central site in
which to locate the transition from narrative to postnarrative expression. Time is also
a significant aspect in understanding the efficacy of multimedia performance, and the
notion of multimedia performance as a time-based artform is important to
understanding its place in the cultural moment.
Narrative both constructs and transcends time and is understood by theorists such as
Paul Ricouer, as being the only single framework for perceiving and understanding
time that humans can comprehend. For the purpose of narrative analysis, time may be
conceived as manifest in two mutually existing forms. Firstly, time may be
understood as a metaphysical entity, an objective reality within which we exist.
Secondly, time is the human’s subjective consciousness of experience, the awareness
and measurement of movement, change, and succession. For while ordinary
experience seems to take place within time, the only awareness of this external time
we have is the experience itself. This fact of course complicates the demarcation of
the two realms of metaphysical and subjective time for any comprehension of the
351
Chatman (1978) p. 56.
181
metaphysical is in essence a subjective construction, however the distinction between
metaphysical and subjective time is important to narrative conventions. Narratives
with a logically constructed plot exist as a temporal framework; a representation of
metaphysical time within which all the events of the story occur. Postnarrative texts
lack this temporal dimension. They do not attempt to represent metaphysical time but
emphasise and manipulate the subjective experience of temporal movement and
stasis.
Ricouer suggests that narrative time has two dimensions, which are both in
themselves, a shared ‘public’ time. Firstly, there is the time common to the characters,
as ‘time woven in common by their interaction’.352
This time is an ‘internal’ time, it is
the time of the narrative chronotope. 353
However, narrative also has a relation to an
‘external public time’, the time of the reader or audience. This duality is also
reflected in the Structuralists’ division of ‘story’ and ‘narrative discourse’, which
distinguishes the story events from the nature and structure of their telling. Both the
story and discourse have their own temporality, which are consistent with Ricouer’s
concepts of ‘internal’ and ‘external’ time. The manifestation of time in the
postnarrative text alters the traditional relationship of external and internal duration,
as will be addressed in the following arguments. In postdramatic multimedia texts,
external time is rendered in place of internal time, and the real and fictional are
merged within the shared time of the performance.
In his discussion of time in postdramatic theatre, Lehmann states,
Theatre is familiar with the time dimension of the staging peculiar to it. While the
text gives the reader the choice to read faster or slower, to repeat or to pause, in
theatre the specific time of the performance with its particular rhythm and its
individual dramaturgy (tempo of action and speech, duration, pauses and
silences, etc.) belongs to the ‘work’.354
352
Ricouer in Richardson (2002) p. 41. 353
Bakhtin refers to the metaphysical relationship of time and space at the foundation of fictional
narratives as the narrative’s ‘chronotope’. He posits that each genre or type of novel is formed by an
intrinsic relationship of time and space that informs and shapes the narrative action. Bakhtin’s
‘chronotope’ is similar to Paul Ricouer’s concept of plot. Ricouer describes plot as “the intelligible
whole that governs a succession of events in any story”. A plot, he states, places us at the crossroads of
temporality and narrativity. See Bakthin in Richardson (2002) p. 22. 354
Lehmann (2006) p. 153.
182
It is this time dimension of the staging, of the performance text, that is emphasised
and manipulated in postdramatic multimedia performance. Time becomes an opaque,
almost physical presence and the experience of a sense of time passing is integral to
the efficacy of such works. In Eavesdrop, the internal time is fixed in a kind of
continual, looped present, while the speed, duration, and rhythm of the user’s
navigation manipulates awareness of external time, functioning to thematise the
concept and subjectivity of time itself.
Postdramatic multimedia theatre has progressed beyond the dictates of traditional
narrative, presenting open-structured, dynamic, interactive performance texts.
However, I will argue that such ‘postnarrative’ texts may be considered as playing
with the building blocks of traditional narrative such as story, plot, sequence and
progression, dispersing these elements, emphasising some and diminishing others, to
create poetic patterns that allow the audience higher levels of active engagement.
Contemporary Approaches: Postructuralism and Narrativity
Two key transitions that have paved the way for the recognition and theorisation of
the ‘postnarrative text’ are: the move from structuralist to poststructuralist
narratology; and the acknowledgement of notions of ‘narrativity’ within narrative
studies. While neither of these theoretical developments is sufficient to effectively
articulate the nature of narrative, or narrativity, in multimedia theatre and new media
performance, they together provide a basis from which to construct a theory of
postnarrativity. The concept of the postnarrative text defined in this chapter attempts
to build on, and so displace, these previous approaches to understanding the nature of
narrative in non-representational art, literature and performance.
While structuralist narratology has rejected the relevance of non-representational
works to narrative theory, labelling them ‘non-narrative’ or ‘anti-narrative’,
contemporary narrative discourse recognises that the dismissal of such works fails to
acknowledge the potential complexity of narrative expression. Poststructuralist
narrative theory abandons classical narratological frameworks, arguing that analysis
should not concentrate on the text as object, but examine narrative as a site of
183
interaction. The recognition that narrative may be formed through a process of
collaboration is crucial to understanding the nature of narrativity in postdramatic
multimedia performance such as Eavesdrop, which is formed through interactive
engagement and fluidly develops over time.
The concept of the postnarrative text builds on the poststructuralist’s perception of
narrative as a ‘site of performance’. Marie Maclean in her book Narrative as
Performance: The Baudelairean Experiment (1988), focuses not on the structure of
narrative, but on the “teller-hearer nexus inherent in all narrative”.355
In this view, the
text is not a fixed object but is ‘performed’ and consequently subject to variation,
making every performance unique. Ian Reid in his work Narrative Exchanges (1992)
pays tribute to Maclean’s ideas, expanding the notion of narrative as an interaction
and forging a relationship between the disciplines of narrative theory and exchange
theory. He argues that “Narrative theory, for its part, needs to proceed beyond the
early narratological agenda to investigate more fully not only the pragmatics of story
telling as a relationship between communicants but also the textual devices that work
against any fixed framework of exchange”.356
His book brings those two areas of
theory into a mutually critical engagement.
The perception of narrative as produced through interaction recognises the
‘interpretive engagement’357
inherent to all artistic exchange. While interactivity is of
central importance to the narrative effect of all theatrical performance, it is of
particular significance to the understanding of narrative (or postnarrative) effects in
multimedia works such as Eavesdrop, for such works are not only interactive on an
interpretive level, but are physically interactive. Here the reader’s performance of the
narrative is made overt. In Eavesdrop, the audience is able to intervene in narrative
progression, introducing unpredictability and chance at the level of narrative
discourse (the showing of events) and denying a “fixed framework of exchange”. The
spontaneous reactions and thought processes of the participant are externalised as
they interact with the textual devices, and the notion of causal linearity within the text
is undermined. Maclean’s definition of narrative as performance, as interaction, is an
355
Marie Maclean (1988) Narrative as Performance, London: Routledge, p. 2. 356
Ian Reid (1992) Narrative Exchanges, London & New York: Routledge, p. 3. 357
This term was introduced and defined in Chapter 5.
184
important basis upon which to build a theoretical understanding of the disruption of
narrative linearity that occurs in physically interactive new media performance.
In relation to interactive media, the term ‘non-linear’ has often been used to describe
the temporality of narrative structure. However this term is somewhat simplistic when
applied to multimedia theatre or new media performance, as it still supposes a highly
structured arrangement of story elements. ‘Non-linear’ narrative disrupts the linear
presentation of the event sequence, often in a highly formulaic pattern, for example,
when the story events are depicted in their reverse temporal order. Contemporary
multimedia theatre is experimenting with the elements of narrative in a much less
formulaic capacity. Another interpretation of the term ‘non-linear’ may infer a level
of stasis, of fixedness, placing the work ‘outside’ time as is the case traditionally with
visual art objects. This is also problematic as the progression of time is integral in the
creation of accumulative, thematic meaning in multimedia performance. The audience
still experiences a sense of linearity based on the progression of real time; there is
movement and the work ‘flows’.
Multimedia theatre can be more accurately understood as exhibiting a degree of
‘narrativity’. H. Porter Abbott attempts to define the vexed issue of ‘narrativity’ as
“the degree to which one feels that a story is being told or performed”358
; his
understanding of narrativity as a matter of degree recognises that the measurement of
this degree is subjective.359
Such ambiguity suggests that performance that is non-
literary, non-representational, and non-closure-oriented should not simply be
dismissed as ‘non-narrative’ or ‘anti-narrative’, as there is still narrativity and such
performance can be viewed as utilising the elements of narrative in unconventional
ways.
The notion of narrativity plays a significant role in developing a theory of the
postnarrative text. For if narrativity is considered a matter of degree then all texts,
from formally structured realist representation to the fully abstracted performance
event, may be recognised as relevant to a discussion of narrativity; such examples can
358
H. Porter Abbott (2002) The Cambridge Introduction to Narrative, Cambridge: Cambridge
University Press, p. 193. 359
Abbott (2002) p. 22.
185
be positioned along a scale of narrativity. Perceived in this way, narrative can no
longer be viewed as a discrete structure but as one extreme end of a gradient. Once
narrative has lost its status as a structure, and has instead become a subjective quality,
then a ‘postnarrative’ perspective has been embraced.
The Postnarrative Text
Cybernetics and literary theorist Marie-Laure Ryan argues that an appropriate
approach to deal with narrative in a variety of media “consists of viewing narrativity
as a cognitive frame into which readers process texts, authors shape materials, and the
human mind categorises experiential data”.360
Like McLean’s positioning of the
narrative as ‘interaction’, this view suggests narrative should not be viewed as an
inherent structure of the text, but as a subjectively formed by the reader. As Ryan
explains, this perspective “legitimates the attempt to seek underlying narrative
patterns in texts that do not present themselves as a narrative act and do not exhibit
the surface features of narration, such as lyric poetry or certain forms of postmodern
fiction.”361
The argument here recognises that the attempt to seek “underlying patterns in texts
that do not present themselves as a narrative act” is an innate human tendency.
Theorists such as Ryan suggest that human beings tend to narrativise experience,
seeking relationality and cohesion between events that may on the surface seem
unconnected. Narrative then is itself a means of articulating experience and
perception, and in order to make sense of their existence, human beings tend to
compress facets of real life or fictions into an organised pattern. Thomas Postlewait
explains, “We are condemned not simply to time but, much more interestingly, to
making sense in various ways of our consciousness of time, our consciousness of
history. Narrative gives shape to our understanding”.362
The ability to understand
360
Marie-Laure Ryan “Cyberage Narratology: Computers, Metaphor, and Narrative” in David Herman
ed. (1999) Narratologies: New Perspectives on Narrative Analysis, Columbus: Ohio State University
Press, p. 117. 361
Ryan in Herman ed. (1999) p. 118. 362
Thomas Postlewait, ‘History, Hermeneutics, and Narrativity’, Janelle G. Reinelt and Joseph R.
Roach eds. (2002) Critical Theory and Performance, Ann Arbor: University of Michigan Press.
186
and interpret narrative is developed from a young age.363
Through continual exposure
to different narratives over time, we acquire what David Herman recognises as an
“experiential repertoire”,364
and develop an inbuilt understanding of narrative
language. It is this inbuilt narrative language that enables audiences and readers to
piece together fragmented and textual elements and experience meaning from their
connection.
However, with the enculturation of what Jean-Francois Lyotard coined ‘the
postmodern condition’, the struggle to make sense of existence is recast as the need to
account for the multiplicity of perceived realities. In The Postmodern Condition; A
Report on Knowledge, Lyotard explores the shifting nature of knowledge in a
technologically-driven society that has developed throughout the second half of the
twentieth century, and declares, “the grand narrative has lost its credibility, regardless
of what mode of unification it uses”.365
Today, the human being encounters the world
without imposed referential frameworks, but through interaction with the world,
develop their own emergent localised stories (Lyotard’s petit recits).
Twenty-first century technology-saturated youth predominantly process their
environment in fragments, living in a permanently extended ‘poly-present’, seeking
the experientially engaging, the interactive, the hyperreal. Janet Murray asserts,
“They take the powerful sensory presence and participatory formats of digital media
for granted. They are impatient to see what is next”.366
In this hyperreal environment,
the informing linearity and monologism of traditional narrative is often abandoned or
at least transformed. The western consumer’s experiential repertoire is slowly
expanding as meaning is found in fragmented, fractured and chaotic realities, and the
‘narrative language within’367
is redefined. While the tendency to seek pattern and
relate otherwise random elements is an innate function of the human mind, the
‘narrative language within’ may be considered as continually updating itself and
363
Two-year-olds have been recorded constructing and relating narratives, which contain critical
situation, complication, and resolution. See Crago in Marie Maclean (1988) p. 2. 364
David Herman (1997) ‘Scripts, Sequences, and Stories: Elements of a Postclassical Narratology’,
PMLA Publication of the Modern Language Association of America, Vol. 112, No. 5, p. 1047. 365
Lyotard in Reid (1992) p. 166. 366
Murray (2000) p. 10. 367
The term is used by Roland Barthes (1977) ‘Introduction to the Structural Analysis of Narratives’,
Image Music Text, trans. Stephen Heath, New York: Hill & Wang, p. 101.
187
reflecting a cultural shift into a condition of Virtuality. Perhaps the ‘narrative
language within us’ has now evolved into a postnarrative language, that no longer
projects causal structure but seeks pattern, producing thematic rather than narrative
cohesion.
The term ‘postnarrative’ builds on the poststructural understanding of narrative as
brought into being through the interaction of text and viewer, and assumes that the
location of the narrative resides in the cognitive processes of the viewer. The
postnarrative text may be recognised in terms of ‘narrativity’, the degree of which is
subjectively determined by the viewer based on the extent to which they interpret
patterns within the elements of the presented work. The postnarrative text ‘happens’
as the audience seek ‘underlying patterns’, and rebuild the basic blocks of narrative to
create paths of personal association and thematic significance.
It is my contention that the term ‘postnarrative’ should not be viewed as implying a
break from traditional narrative models, but as recognising the evolution of such
models into new forms. I argue that contemporary multimedia theatre cannot be
termed non-narrative, for while multimedia theatre certainly moves away from
traditional narrative representation, neither does it completely reject narrative.
Lyotard, in his Note on the Meaning of ‘Post-’ suggests the prefix ‘post’ may be used
to indicate “something like a conversion: a new direction from the previous one” and
to imply a sense of simple succession.368
In this sense, ‘post’ is used here not to imply
a break or contrast between narrative and postnarrative forms, but to suggest a
conversion from one mode of communication into a revised, successive mode. The
postnarrative is not simply ‘non-narrative’ or ‘anti-narrative’ as conceived by
structuralists such as Chatman; it is the reworking of narrative, the reformulation and
successor of narrative. It is the extreme extension of Eco’s ‘open work’ and should be
understood not as an entity or object, but as a description of creative interaction that
denies the prescription of meaning presented in representational and narrative-based
art. The postnarrative text, rather than presenting an authoritative temporal structure
368
Lyotard in Thomas Docherty ed. (1993) Postmodernism, Cambridge: Cambridge University Press.
p. 48.
188
that dictates the relation of all the events depicted, develops form through process as
the audience shape the content.
Postnarrative texts rework elements of traditional narrative such as story, plot,
sequence and temporality, and draw on the audience’s tendency to narrativise their
experience. For example, in the case of interactive new media performance where the
audience is invited to navigate a virtual environment or hypertext, a clearly
constructed framework (plot) is presented but the specific sequence of events that the
audience experience (story) is left open. Alternatively, theatre may utilise intermedial
staging to present a sequence of events (story) without causally associating these
events within a logical framework (plot). In this instance the audience is invited to
connect these events through the interpretation of underlying patterns, and in doing so
they develop their own ‘plot’.
Both these examples also challenge the relationship between ‘internal’ and ‘external’
time that exists in the presentation of traditional narrative. In postnarrative
performance, the demarcation of ‘internal’ and ‘external’ worlds within the work is
eroded, and it is only the dimension of the ‘performance time’, of ‘external’ or ‘public
time’, that exists. The hypermediality of multimedia performance, which reminds the
viewer of the medium and its distinct form of mediation, often results in the ‘passing
of time’ itself becoming a thematic focus. The dynamic arrangement of the performed
actions may be designed so as to manipulate and play with the audience’s perception
of external time, for example, devices such as repetition, patterns of emphasis, tempo,
duration, and rhythm are devices of time, and so manipulate the subjective perception
of time passing. Hypermediality lends the audience a certain distance from the text
and so enables them a greater awareness of the textual devices that play upon their
experience of temporality.
The postnarrative text is therefore always in a process of becoming, and should not be
considered an artefact but an experience. It is most prominent when a work is
physically interactive, however a work does not have to offer the audience agency to
qualify as postnarrative, for as discussed in the previous chapter, interaction is a
matter of degree. In intermedial staging that disregards the causal sequencing of
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events, the audience’s interpretive engagement with the elements of performance may
also form a ‘postnarrative’ text. Combinations of staged elements can create a
stimulating environment that encourages the audience to experience the relationships
between the potential micro-narratives and engage with poetic devices. While in
physically interactive works the postnarrative text is created externally through the
physical intervention of the audience in the work, in the ‘intermedial mise en scene’
the creation of the text remains an internal process.
While live performance may certainly produce postnarrative texts, new media
performance enables a high degree of audience interactivity, offering the audience the
agency to direct their navigation of the production and physically engage with the
textual content. There have already been a number of publications addressing the
nature of narrative presentation in new media, some of the most notable being Marie-
Laure Ryan’s expansive body of work including the books Avatars of Story:
Narrative Modes in Old and New Media (2006) and Narrative as Virtual Reality:
Immersion and Interactivity in Literature and Electronic Media (2001), Janet
Murray’s Hamlet on the Holodeck: The Future of Narrative in Cyberspace (2000),
George Landow’s Hypertext 2.0 (1997) and even perhaps Lev Manovich’s The
Language of New Media (2001). The next section of this chapter does not intend to
retread this established terrain, but rather selectively addresses the relevant elements
of this discourse that may inform the discussion of narrativity in multimedia theatre,
and assists in providing a language through which to address the characteristics of the
postnarrative text in performance.
New media and Narrative: Contemporary Discourse
The interactive capabilities of new media enable the creation of postnarrative texts
that develop through the participant’s navigation of a virtual environment or fictional
framework. Here the computer-based virtuality offers the equivalent of a ‘plot’; it
offers an expanse of potential event sequences through which any number of alternate
paths can be navigated. As they click on an option or navigate forward, the participant
creates their own specific chain of event from the interwoven array of possibilities
offered within the frame. The participants structure the information as they access it,
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interpreting the ‘narrativity’ of the given text and forging new story patterns. Some
forms of new media art that enable such creative processes are online multi-user
dramas, hypertexts, computer-generated virtual realities and interactive new media
installations such as Eavesdrop.
One of the most informative explanations of the possibility for the audience’s active
participation in the online multi-user drama is offered in Janet Murray’s Hamlet on
the Holodeck: The Future of Narrative in Cyberspace (2000), which explores the
narrative possibilities of digital environments and discusses the dramatic complexities
of what she labels ‘participatory stories’. Her views are based on the notion that the
combination of text, video, and navigable space suggest “that a computer-based
microworld need not be mathematical but could be shaped as a dynamic fictional
universe with characters and events”.369
Murray, referring to the computer mediated
navigable world, suggests that we do not traditionally expect to experience agency
within a narrative environment.370
However, in digital contexts such as ‘multi-user
domains’ and activities such as ‘live-action role playing’, Murray highlights how
narrative can be constructed in a digital reality with the consumers of the narrative
actively participating in the creation of story, experiencing both complete immersion
in the fiction and a strong sense of agency.371
Murray refers to the ‘multiform story’, which describes a dramatic narrative that
presents a single plotline in numerous versions that in our everyday experience would
be mutually exclusive.372
Multiform stories give simultaneous form to a multiplicity
of contradictory possibilities. When the writer develops the story to present numerous
alternatives, Murray explains that the consumer is required to assume a more active
role and participate in the creative process, not merely as an active interpreter of
understanding as in Eco’s ‘open-work’, but as an instigator and a director of the
action in digital environments.373
The ‘multi-form’ story is different to the interactive
drama, in that it works with more of a ‘choose your own ending’ framework, with
participants hyperlinking from one story event to another. Ideally, the ‘interactive
369
Murray (2000) p. 6. 370
Murray (2000) p.126. 371
Murray (2000) p. 147-153. 372
Murray (2000) p. 30. 373
Murray (2000) p. 38.
191
drama’ involves more online role-playing, with participants free to create new story
events in collaboration with other online players. However, as discussed in the
previous chapter, the interactive drama is not necessarily as open to participant
contribution as its name would suggest. In the online drama Jupiter Green, as
outlined by Dena, users are rarely given the opportunity to enact agency over the
dramatic content or influence the direction of the narrative. Interactive drama may
also however evolve within the format of a ‘multi-user domain’ and so enable a far
higher degree of audience agency with the potential for ‘complex interaction’
(outlined in Chapter 5). In both the multi-form story and the interactive drama,
participants interact with a scenario or environment (a plot) to generate an individual
event sequence (story) and a unique text is produced.
Many interactive narratives rely on the general format of the hypertext. Digital
literature, multiform stories and interactive dramas at some point require the
participant to select a ‘link’ and click to access new information. The hypertext opens
up the traditional narrative framework, enabling participants to negotiate a variety of
story sequences and determine the pace and direction of their navigation. As they do
so, they collaborate with the narrativity of the offered environment/text to produce an
individualised work. As Peter Lunenfeld articulates, “One of the most often noted
qualities of hypertext is the way it offers a never ending variety of ways through
material”.374
As I argued in Chapter 5, it is a mistake to perceive hypertext as offering
‘never ending variety’ for its options are inevitably limited. However, the hypertext
model of organising and accessing information has greatly influenced the creation,
and discussion, of interactive narrative.
The implications of the proliferation of hypertext for the future of narrative have been
discussed by contemporary new media theorists such as George Landow. Lev
Manovich however, distinctively extends this focus by addressing the significance of
the hypertext narrative as a reflection of cultural perceptions and understandings of
the world. He suggests that the acceptance of hyperlinking in the 1980s “can be
correlated with contemporary culture’s suspicion of all hierarchies, and preference for
the aesthetics of collage in which radically different sources are brought together
374
Lunenfeld (2000) p. 14.
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within a singular cultural object”.375
Building on Manovich’s assertion, it follows that
postnarrative texts may also reflect contemporary cultural perceptions, as will be
explored in the final section of this chapter.
Referring to the computer interface, Manovich suggests that the organization of data
provides distinct models of the world.376
While narrative has dominated the modern
era as the primary form of cultural expression, presenting a model of the world built
on causal order, Manovich argues that the advent of new media has displaced the
dominance of the narrative model with that of the ‘database’. As such, the model of
the database develops importance in understanding the organization of textual
elements in postnarrative performance, particularly in interactive multimedia works
such as Eavesdrop. Manovich declares that the database and the narrative are natural
enemies, as traditional literary narrative orders information in a sequence of cause and
effect, while the database “represents the world as a list of items, and it refuses to
order this list”.377
However, new media can provide a platform that connects narrative
and database strategies. In new media, narrative is the creation of the interface to a
database, so that the ‘user’ of the new media narrative is really “traversing a database,
following links between its records as established by the database’s creator”.378
Manovich uses the semiological concepts of syntagm and paradigm to further
illustrate the relation of narrative and the database. In traditional narrative the
syntagm (the specific combination of signs) is explicitly available to the consumer,
while the paradigm (the group of possible signs from which the specific sign is
selected) remains implicit. New media however, reverse this relationship: the
“database (the paradigm) is given material existence, while narrative (the syntagm) is
dematerialised”.379
As such, the narrative is a subjective, transient construct while the
database is a material depository from which an endless number of narratives can be
created.
Manovich’s use of semiological terminology reconceptualizes traditional notions of
‘plot’ and ‘story’, with the terms ‘syntagm’ and ‘paradigm’ providing a more apt
375
Manovich (2001) p. 76. 376
Manovich (2001) p. 57. 377
Manovich (2001) p. 225. 378
Manovich (2001) p. 227. 379
Manovich (2001) p. 231.
193
description of the informational structures in new media. His understanding of new
media as reversing the relationship of syntagm and paradigm presented in literary or
dramatic narrative is helpful in articulating the structure of the postnarrative text in
interactive performance. Computer-based interactivity offers the participant a
database of information accessed via an interface from which they construct a specific
combination of signs. The interactive artwork offers a potential selection of what
Chatman calls ‘kernels’ and Barthes calls ‘nuclei’ (events that constitute the story),
which are then ordered into temporal sequence by the user’s process of selective
navigation. Manovich explains that, the interactive computer interface makes explicit
the “paradigmatic dimension” and relies on the user intervention to organise the
syntagmic set. He compares this process to the construction of a sentence in a natural
language: “Just as a language user constructs a sentence by choosing each successive
word from a paradigm of other possible words, a new media user creates a sequence
of screens by clicking on this or that icon at each screen.”380
The significance of the model described by Manovich to understanding the form of
the postnarrative text in multimedia performance is clearly highlighted in the case of
Eavesdrop. Eavesdrop presents the participant with a database or paradigm of story
elements, images and textual components for the participant to navigate. As the
participant traces a path through the available material, passing over some elements to
focus on other, they compose the syntagm. Here the database (paradigm) is given
material existence, while the narrative (syntagm) is brought into material existence by
the individual participant. As the audience navigate the aesthetic environment they
externalise their ‘innate tendency to narratise experience’ and perform their
narratisation of the textual stimulus.
While Manovich’s narrative/database dialectic provides a framework that can be used
to articulate the formal structure of the postnarrative text, the process whereby the
individual’s experience of interpreting the significance of the presented content is
more dynamic, more subtle. The order of the ‘story’ events in new media works such
as Eavesdrop is inherently alterable and as such, the significance of each event
cannot, as in traditional narrative, be recognised as producing meaning in relation to
380
Manovich (2001) p. 232.
194
its position within a temporal and causal structure. While the textual devices or ‘lexia’
(Barthes’ term for a grouping of signs within a text) contribute to the narrative
‘whole’, the non-hierarchical ordering of lexia means that the progression of events in
the story cannot be viewed as moving forward from a beginning towards an end.
Rather what evolves in postdramatic multimedia theatre and the posnarrative text is a
spatial extension of the temporal present, in which causal logic and temporal
progression are dismissed. The essence of the postnarrative work being a space is
captured beautifully by Pierre Levy in his description of the status of the relationship
between artist and recipient in “The Art and Architecture of Cyberspace”. He
explains,
Rather than distribute a message to recipients who are outside the process of
creation and invited to give meaning to a work of art belatedly, the artist now
attempts to construct an environment, a system of communication and production,
a collective event that implies its recipients, transforms interpreters into actors,
enables interpretation to enter the loop with collective action.381
He suggests that such an arrangement is prefigured by the ‘open work’, but contends
that the open work is inevitably “trapped in the hermeneutic paradigm”, inviting the
audience to fill in the gaps left open in the narrative. Rather he refers to what he labels
“the art of implication” which he suggests is not a ‘work’ of art at all, but instead,
“places us within a creative cycle, a living environment of which we are always
already the coauthors.”382
The move towards the construction of an environment, rather than a metaphysical
temporal framework, is evident in Eavesdrop, which creates both a real and virtual
immersive space that participants are invited to inhabit. Within this environment
process is brought to the forefront and meaning is generated through organic process
and spontaneous creative involvement with objects and devices within the space.
Hans-Thies Lehmann argues that this extension of the spatial dimension within
postdramatic theatre manifests Kristeva’s dimension of the ‘semiotic’ and can be
understood as attempting a “restitution of chora: of a space and speech/discourse 381
Pierre Levy “The Art and Architecture of Cyberspace” in Randall Packer and Ken Jordan eds.
(2001) Multimedia: From Wagner to Virtual Reality, London and New York: W.W. Norton and
Company, p. 375. 382
Levy in Packer and Jordan eds. (2001) p. 375.
195
without telos, hierarchy and causality, without fixable meaning and unity…”.383
It is
Lehmann’s contention that theatre is transforming into a “chora-ography: the
deconstruction of a discourse oriented towards meaning and the invention of a space
that eludes the laws of telos and unity.”384
The ‘chora’, explains Lehmann, “exists in
language as its ‘poetry’.”385
This dimension of the poetic is a prominent aspect of the
efficacy of postnarrative text.
Poetics and Postnarrativity
The postnarrative text, as earlier suggested is an experiential process rather than an
artefact, and this experience is one of both creation and interpretation. To articulate
and analyse this experience, it may be pertinent to focus on the efficacy of the
embedded poetic devices, rather than on the traditional components of narrative.
Poetic devices are only brought into effect through encounter; unlike notions such as
character and plot, which are designed to have the appearance of an autonomous,
universal existence, poetic devices are designed to illicit creative, subjective response.
To understand the process whereby the individual participant encounters the content
of a multimedia work, and develops associations between the various audio-visual
lexia, it is possible to think not in narratological terms, but in terms of poetic
operations. The following section suggests that the process of interpreting texts that
privilege the spatial dimension and present a non-hierarchical organization of events,
moves beyond formal narrative structures and is produced by poetic strategies on a
micro-level. To examine such a process, it is more productive not to think in terms of
narrative ingredients but rather to adopt a framework of poetics.
In an analysis of the postnarrative text it is perhaps relevant to return to the notion of
theatre as ‘scenic poem’ and consider the performance text in terms of the poetic
operations at play. The connection between the language of theatre and poetry was
originally promoted by symbolists such as Maeterlinck, who declared that “theatre
has to be above all a poem”386
and is a concept revisited by Lehmann in his
description of the postdramatic mise en scene. He describes the web of composition in 383
Lehmann (2006) p. 146. 384
Ibid. 385
Ibid. 386
Maeterlinck in Lehmann (2006) p. 59.
196
Jan Lauwer’s work as a “new kind of aesthetic alchemy, in which all staging means to
join into a poetic language”.387
Lehmann contends that “such formations/processes
situated in-between poetry, theatre and installation are best characterised as a scenic
poem. Like a poet, the director composes fields of association between words, sounds,
bodies, movement, light and objects”.388
Eavesdrop can certainly be characterized as
‘situated in between poetry, theatre and installation’. Like the theatrical ‘scenic
poem’, Eavesdrop emphasizes the spatial dimension, albeit virtual, and promotes non-
hierarchical contiguity.
Poetry, as opposed to narrative, may provide an analytical framework through which
to understand the postnarrative text. Samuel R. Delany suggests that there are two
‘metaphors’ that “contest for primacy in describing the humanities’ encounter with
itself and the world”.389
The first views the world as a series of linear, systematic
narratives. The second suppressed metaphor sees the world as a series of poems.
Delany explains that while this latter metaphor has never been dominant, neither has
it ever been completely suppressed, and there are certain historical periods when this
model has been more overtly evident: “In the 1890s, again in the 1920s, and arguable
in the 1960s, this marginal model moved forward in the general consciousness, and
commanded more intelligent attention than it has at other times”.390
Just as 'free-verse' or 'open-form'391
poetry emphasizes natural flow and rhythm
without prescriptive structure, so too does the navigation of cyberspace and virtual
space in works such as Eavesdrop create a fluid and unscripted pattern of language
and lexia. There are a small number of prominent new media theorists such as Marcus
Novak and George Landow who assert poetry to be an apt model for articulating the
arrangement of language and communication in virtual spaces. Marcos Novak in his
essay Liquid Architecture in Cyberspace addresses the realm of cyberspace as
constructed from the fluid language of poetry. He perceives cyberspace as the “habitat
387
Lehmann (2006) p. 183. 388
Ibid. 389
Samuel R. Delany “Remarks on Narrative and Technology, or Poetry and Truth” in Aronowitz et al.
eds (1996) Technoscience and Cyberculture. New York and London: Routledge, p. 261. 390
Delany in Aronowitz et al. (1996) p. 262. 391
For details of free-verse and open-form poetry see Marjorie Perloff (1998) After Free Verse: The
New Non-Linear Poetries, (http://wings.buffalo.edu/epc/authors/perloff/free.html) accessed January
2007.
197
of the imagination, a habitat for the imagination. Cyberspace is the place where
conscious dreaming meets subconscious dreaming, a landscape of rational magic”.392
Novak declares “cyberspace is poetry inhabited….By push and pull we navigate
through a space of meaning that is sensitive to the most minute variations in
articulation. Poetry is liquid language”.393
George Landow in his analysis of hypertext also looks at the potential of viewing this
digital environment as a poetic rather than a narrative form. He explains, “the link, the
element that hypertext adds to writing, bridges gaps between text – bits of text-and
thereby produces effects similar to analogy, metaphor, and other forms of thought,
other figures, that we take to define poetry and poetic thought”.394
It is in terms of
these ‘poetic effects’, ‘forms of thought’, ‘figures’ that we can explore the fluidity of
cyberspace. Novak argues that it is only in terms of these ‘operations’ that we can
understand the fascination of cyberspace:
Tools of poets: image and rhythm, meter and accent, alliteration and rhyme,
tautology, simile..…As difficult as it may sound, it is with operations such as these
that we need to contend in cyberspace. Nothing less can suffice.395
It is in terms of these poetic devices that we can understand the efficacy of the
postnarrative text. In Eavesdrop, such poetic operations are engaging the audience’s
entire sensorium. As the participant navigates the virtual space, they draw
associations between images, sounds, words, movement, and light. In their dynamic
encounter, the participant engages with nuance, metaphor, antithesis and inflection.
As they journey through the environment, the postnarrative text is punctuated by
rhythm, repetition, tempo, enjambment, tension and caesura. If cyberspace is ‘poetry
inhabited’ as Novak suggests, then I would argue that interactive new media
performance is ‘poetry performed’.
The postnarrative text created in interactive works such as Eavesdrop can be accessed
and examined through the analytical tools of poetry that look to understand the effects
392
Marcus Novak “Liquid Architectures in Cyberspace” in Packer and Jordan eds. (2001) Multimedia:
From Wagner To Virtual Reality, New York: W.W.Norton and Company, p. 274. 393
Novak in Packer and Jordan eds. (2001) p. 277. 394
George Landow (1997) Hypertext 2.0, Baltimore: John Hopkins University Press, p. 21. 395
Novak in Packer and Jordan eds. (2001) p. 277.
198
of rhythm and resonance, rather than through narrative structure. When the grand
design of an overarching narrative has been rejected, and focus placed on the small
intricacies, relations and nuances of different elements, meaning is generated through
the accumulation of momentary effects. Postnarrative works present a conglomerate
of potential micro-narratives embedded in the elements of the performance that are
experienced and processed in the participant’s encounter with the environment. These
elements are not presented within a temporal frame, and are not related in terms of
causality. Postnarrative performance presents the audience with a space, either a live
space or a staged virtuality, that triggers the audience’s susceptibility to develop
associations and narrativise experience.
Presence, Pattern and The Postnarrative Text
This chapter has positioned the phenomenon of the postnarrative text within a
historical and theoretical context so as to elucidate its definitive qualities and build a
language through which to articulate the nature of narrativity in new media
performance. While developing as part of an ongoing dynamic, the postnarrative text
is inextricably connected to the changing cultural climate and contemporary society’s
move into virtual spaces. This chapter further argues that the dynamism and fluidity
of the postnarrative text is symptomatic of cultural perceptions; narrative construction
reflects the cultural paradigm in which it is produced, and the performance of the
postnarrative text in multimedia theatre presents a model of the world as perceived
through the lens of Virtuality.
While classic narrative presents a rational model of the world founded on supposedly
objective truths, and the hypertext or non-linear narrative reflects a networked, non-
hierarchical model of the world (as illustrated by Manovich), the postnarrative text
embraces contingency and organic process, reflecting a model of a world in which
materiality has been destabilised and infiltrated by the flow of information. The
postnarrative text is not ‘structured’ per se, but alternatively, its poetry is ‘contained’
within the specifications of the work. Rather then assuming an authored design that
places each moment within a rigid architecture, it anticipates a certain randomness or
lack of form from which pattern evolves through intervention and interpretation. It is
199
in this capacity that the postnarrative text is reflective of the general premise of our
cultural condition of Virtuality as defined by Hayles, in which the material world is
perceived as being displaced and interpenetrated by the pattern and randomness of
information. While admittedly narrative cannot be regarded as a material entity, it
represents the material world, reflecting its rules of causality and temporality. In the
shift from narrative to postnarrative, the logocentric hierarchy of the narrative reality
becomes interpenetrated by elements of randomness and outside intervention: an
illustration of the cultural shift into a condition of Virtuality, in which the fabric of
materiality is perceived as fluidly interwoven with informational pattern.
The move from narrative to postnarrative production reflects the cultural move into a
condition of Virtuality in which the dialectic of pattern/randomness is made
prominent over the dialectic of presence/absence. As earlier outlined, the focus of
twentieth century narrative discourse has moved from narrative, to non-linear
narrative, to recognising the evolution of something beyond these terms. This
progression reflects the trajectory of theoretical perspectives within cultural studies:
Hayles describes how twentieth century cultural philosophy has moved from a
commitment to presence, to an exploration of absence, then to the recognition of a
condition that can no longer be articulated in these terms.
Hayles outlines how the framework of presence/absence as conceptualised by Jacques
Derrida allies presence with Logos and a stable origin that grounds signification and
gives meaning to the teleology of history. This metaphysics of presence, argues
Hayles, “front-loaded meaning into the system”:396
meaning was certain because a
definite origin existed. Deconstruction undermined this perspective, questioning the
ability of systems to confirm their own origin and therefore placing the contingent
process of signification in doubt. Absence displaced and prefigured presence, and
meaning became destabilised. Hayles recognises the importance of the shift from
presence to absence in twentieth century thought, but emphasises that this focus is
still located within the framework of the presence/absence dialectic. One can only
recognise ‘lack’ if that which is presumed absent is first conceptualised as a presence:
“Just as the metaphysics of presence required an originary plenitude to articulate a
396
Hayles (1999) p. 285.
200
stable self, deconstruction required a metaphysics of presence to articulate the
destabilisation of that self”.397
As an alternative to the presence/absence paradigm, Hayles asserts that in the
dialectic of pattern and randomness:
meaning is not front-loaded into the system, and the origin does not act to ground
signification. As we have seen for multiagent simulations, complexity evolves
from highly recursive processes being applied to simple rules. Rather than
proceeding along a trajectory toward a known end, such systems evolve toward
an open future marked by contingency and unpredictability. Meaning is not
guaranteed by a coherent origin; rather, it is made possible (but not inevitable)
by the blind force of evolution finding workable solutions within given
parameters.398
Traditional linear narrative manifests a metaphysics of presence, it “front loads
meaning into the system”. In narrative, meaning is guaranteed because it stems from a
stable authorial origin and is generated through a teleological system. Within
narratology, deconstructionist thinking was paralleled by a move to acknowledge
non-linearity and reject the previously uncontested dictates of causality and
logocentrism. However, just as Derrida’s absence, lack and desire relate to ‘non-
presence’ and so prefigure the concept of presence, so too the concept of non-linear
narrative relies on an initial understanding of linearity. Non-linear narrative disrupts
the chronological presentation of story events, but as its existence relies on the
rejection and lack of a paradigmatic structure, its definition is inherently reliant on an
initial knowledge of that structure. Non-linear narrative still occurs within a general
framework of narrative linearity.
A postnarrative perspective recognises that ‘meaning’ is not given but is developed,
and performed, through the accumulation of momentary encounters. The process
whereby a user engages with an immersive, interactive, or intermedial performance
creates a complex system that moves, as Hayles says, “toward an open future marked
by contingency and unpredictability”. This system, this ‘creative cycle’ (Levy),
evolves organically within the parameters of its frame to form the postnarrative text.
The concept of the postnarrative text avoids reinforcing previous understandings of
397
Ibid. 398
Ibid.
201
the process of meaning creation in theatre as defined by a pre-structured, scripted
transference of information. Rather it encompasses a field of communication where
structure is evolutionary, change enabled, the participants have agency, and a
complex system of interactive negotiation is established. It describes the ever-
emerging text of Gibson’s “changescapes” and Murphie’s “interactive ecologies”,
discussed in Chapter 5. It describes the evolution of spontaneous play in Can You See
Me Now?, and the collaborative, improvised text of Desert Rain. It relates to the
experience of pattern and rhythm in Five Angels for the Millennium, and the process
of synaesthetic immersion in Modell 5. It also finally articulates the processes of
navigation and play that characterise audience interaction in Eavesdrop. The concept
of the postnarrative text is key to understanding the experience of multimedia
performance for it explains the impact of intermediality, immersion and interactivity
on the audience’s engagement with the text, and connects these manifestations in the
field of multimedia theatre to contemporary cultural perceptions in a society of
Virtuality.
202
Conclusion
This thesis has identified an ‘aesthetic of multimedia’ as defined by the characteristics
of intermediality, immersion, interactivity, and postnarrativity, and has applied these
characteristics as a framework through which to examine the modes and means of
communication in contemporary multimedia theatre practice. Theatre does not
progress in isolation, and both theatre and new media are actively remediating each
other in innovative ways. The manifestation of an aesthetic of multimedia in theatre
may be recognised as reflecting the ubiquity of digital technologies and the impact of
digitalisation upon strategies of communication. This research has adapted elements
of new media theory to the field of theatre analysis with the aim of providing a
language through which to articulate the poetics of new theatrical forms and to
rethink preceding practices. This thesis has also positioned multimedia theatre within
the context of a wider cultural shift into a ‘condition of Virtuality’. The following are
reflections on the findings of this research.
Theatre and the Caesura of the Digital Age
Digital discourse and the modes of communication spawned by new media are
influencing and impacting upon the trajectory of experimental theatre practice. This
thesis has mapped modes of audience engagement and textual structures that form the
poetics of multimedia theatre as influenced by, and reflective of, digital culture. It has
addressed theatre practice through a framework derived from media theory, and has
identified ways in which the modes and means of communication in theatre practice
may be articulated in terms of the language and characteristics associated with digital
media. This study has further identified a number of qualities that characterise
multimedia theatre generally. These qualities may be framed as locating key
transformations within the medium of theatre.
203
Traditionally, proscenium arch theatre has been widely understood as: a discrete
medium of representation married to traditional narrative; and a medium for cognitive
immersion that demands a high degree of audience passivity. As this thesis has
illustrated, contemporary theatre can now be recognised as:
- A ‘hypermedium’ that remediates;
- A means of physical, sensual immersion;
- A medium that offers various levels of interactivity;
- A post narrative medium.
These changes specifically relate to the impact of technology on theatre and the
injection of digital media into the field of theatre practice.
While these characteristics of multimedia theatre have evolved in light of the caesura
of the digital age, the field of multimedia theatre should not be dismissed as a being
the temporary result of theatre’s reaction to a culturally competitive medium of
communication. As Chapter 2 highlighted, multimedia theatre practice has a long
history of development throughout experimental twentieth century practice, and
contemporary theatre practice and discourse has evolved from the “new multiform
kind of theatrical discourse” established after the 1960s identified by Lehmann. 399
The growth of the area of multimedia theatre has been evolutionary, reflecting
gradual transitions within the cultural climate.
At each stage within its history of development, experimental multimedia theatre has
exhibited an aesthetic influenced by the current technological media. As we move
into a ‘condition of Virtuality’, theatre is embracing a digital aesthetic defined by
Lunenfeld as an “aesthetic of unfinish”. To celebrate the unfinished is “to laud
process rather than goal – to open up a third thing that is not a resolution, but rather a
state of suspension”,400
and as theatre manifests a digital aesthetic it is opening its
form to mutability and reformation. Characteristics of intermediality, immersion,
interactivity and postnarrativity are not rigid textual structures but the result of
negotiation between the participant and the configuration of elements within the
399
Lehmann (2006) p. 22. 400
Lunenfeld (2000) p. 8.
204
work. Theatre is exploring “liquid architectures” (Novak) and flexible composition,
and is embracing an aesthetic that offers constant process in its product. Multimedia
theatre productions offer themselves as unfinished, with the threads of meaning yet to
be woven and the shape of the form yet to be drawn. It falls to the empowered
spectator to enter into a conversation with the work and in doing so, complete it,
forming a continually evolving complex system.
Although it is still in process, two key sites emerge as essential topographies of the
debate regarding the convergence of multimedia and performance in theatre practice:
the body and the virtual. It is in the form of these two modalities that the dimensions
of materiality and information are specifically manifest in theatre practice. The
following comments address each of these sites in turn, drawing some general
conclusions regarding the nature and treatment of the body and the virtual in
multimedia theatre as suggested by the examples of practice discussed in this thesis.
1. Corporeality
The live performer has previously been perceived as defining the ontology of theatre.
However, with performance increasingly assimilating multimedia technologies and
artists progressively exploring telematic performance spaces, there is a growing threat
to the position of the performer as defining the essence of theatre as a medium. Tori
Haring-Smith posits that the current attention to media spectacle is distracting theatre
“from its essential task of bringing a live human actor together with a live human
spectator to explore issues of common concern”.401
The live performer has previously
been viewed as defining theatre, their physicality the ultimate means of expression.
The corporeality of the actor has been the site of purity in performance, and the body
the essential medium of communication within the hypermedium of theatre.
However, as this body is being remediated, re-located and reframed, the corporeal
dimension in multimedia theatre is being transferred from the body of the performer
to the body of the spectator. The distinction between a material performer, a mediated
401
Tori Haring-Smith “On the death of theatre: A call to action” in Maria Delgado and Caridad Svich
eds. (2002) Theatre in Crisis?: Performance Manifestos for a New Century, Manchester: Manchester
University Press, p. 100.
205
performer, and a digitally constituted virtual performer, is becoming less vital, as the
perception of these media as separate and ontologically discrete channels is waning.
Rather, with multimedia theatre embracing an ‘aesthetic of unfinish’ (Lunenfeld), and
demanding the sensual engagement of the audience, the performance occurs not at the
site of its transmission, but at the site of its reception. This reception is an embodied
reception, engaging a mode of audience participation that is less cognitive and more
holistic.
As articulated in Chapter 1, the dominance of the ‘visual’ as the primary basis for
establishing knowledge and perception in mediatised society asserts a separation of
mind and body that has led to the diminution of other modes of awareness. However,
as envisaged by McLuhan, we are now moving away from an “age of the visual and
into the aural and tactile”.402
In multimedia theatre, knowledge and perception are
developed not only via the visual, but also through sound, smell and touch. Springgay
asserts that knowledge through touch can be understood not only through the
modality of physical contact, but also through the “a sense of being in a proximinal
relation with something”403
. It is through both of these modalities that multimedia
theatre practice is addressing the corporeality of the spectator, and promoting
embodied reception as a means of experiencing knowledge and awareness. The
spectator is being actively implicated in the process of performance through various
modes of sensory engagement and means of interaction.
It is also through this sense of ‘being in a proximal relation with something’ that the
participant in multimedia theatre is experiencing the notion of posthuman
embodiment. Multimedia theatre is positioning the spectator’s body in relation to
informational pattern to confront the perceived boundaries between these domains;
the audience’s experience of the virtual via the technical problematises the parameters
of their own sense of ‘presence’. At the same time, multimedia theatre often also
places the audience in a proximal relation to both the presence of the live performer
and the potentially live, but not a-live, virtual performer. By presenting these two
entities alongside one another theatre forces a comparison of the different, or perhaps
indeed similar, ways in which participants connect with the material and the virtual.
402
McLuhan in Stephanie Springgay (2002) p. 36. 403
Springgay (2002) p. 34.
206
While most multimedia theatre is not perforating the boundary and merging man with
machine, it is problematising perceptions regarding the body and enabling the
experience of new forms of embodiment and subjectivity.
2. Virtuality
Giannachi has discussed virtual theatre as moving towards an aesthetic of virtual
reality, but the field of multimedia theatre as a whole is not. For virtual reality is
perceived as an alternate space; one may talk of ‘entering’ virtual reality and it
requires the suspension of disbelief in order to be fully realised. The majority of
multimedia theatre practice discussed within this thesis does not construct an alternate
space/time that requires the suspension of disbelief for participants to fully engage
with the work, but rather, overlays patterns onto the actual environment inhabited by
the participant. Virtual reality requires the participant to experience a strong sense of
‘immediacy’, while multimedia theatre is primarily functioning to create
‘hypermediacy’.
While this trend is clearly evident in works such as Wages of Spin, 40 Part Motet and
Modell 5, all the works discussed in this thesis conform to this tendency to a certain
degree. Even in cinematic new media performance such as Eavesdrop, the participant
does not transport into another world, but is continuously panning across the surface
of a virtual world from a distance, and the nature of the audience interaction functions
to emphasise the single dimensionality of the screen. While users can ‘zoom’ in to the
view the ‘interior landscapes’ of the presented characters, this serves to highlight the
opacity of the medium and the nature of the work as hypermedial, as able to link
separate media elements to one another.404
The user navigates the imagery, piecing
together the various components as they create the postnarrative text. In Blast
Theory’s Can You See Me Now?, which involves the participant navigating a virtual
space accessed online, the constructed space is not a fully realised virtual reality
requiring the suspension of disbelief, for it exactly corresponds to a real city and the
participants are effectively tracing a map of an actual physical space. It is the
404
Packer and Jordan eds. (2001) p. xxxv.
207
connection between the virtual map and the real space it represents that produces the
efficacy of Can You See Me Now?.
While this thesis has addressed the quality of ‘immersion’ as a key characteristic of
contemporary multimedia theatre, this quality does not tend to manifest in multimedia
theatre as immersion in a virtual world. ‘Immersion in a virtual world’ may imply
either the cognitive transposition of the self into a purely fictional space constructed
upon the architecture of language, or the transposition of the self into a computer-
generated space built on the architecture of digital code. Immersion in a virtual reality
involves an imagined sense of changing ones actual physical location into a different
location, about exchanging real space for virtual space. Immersive multimedia works
are not ‘moving towards an aesthetic of Virtual Reality’, but are embellishing the
experience of actual reality, of ‘being’ in an enhanced immediate present. While some
of the examples of immersive multimedia performance addressed in this thesis allude
to potential ‘other’ spaces, the participant in these works is not required to suspend
disbelief and forget their physical location. Rather, their sensual perceptions may be
stimulated so as to experience an awareness of immersion within the ‘architexture’ of
their physical location.
This resistance of multimedia theatre practice towards an aesthetic of virtual reality
may be mistakenly interpreted as reflecting a rejection of the preconditions of
Virtuality as a cultural condition. While the move from presence to pattern may not
be absolute within multimedia theatre, theatre is undoubtedly responding to a
condition of Virtuality by exploring the convergence of materiality and information.
The move from presence to pattern in theatre practice, is the move of theatre into
virtual spaces. However, as suggested, multimedia theatre is displaying a marked
resistance to the disembodied virtual, and is using an exploration of the perception
“that materiality is being interpenetrated by information pattern” to revisit the concept
of presence. Multimedia theatre on the whole is not rejecting materiality in favour of
the virtual, for this would reinforce the information/materiality binary. Rather,
multimedia theatre is manifesting the fundamental principle of our condition of
Virtuality; that information and material are not perceived as discrete concepts.
208
Multimedia theatre is playing with the in-between, the slippages, and is creating
spaces in which the material and virtual realm converge.
The general trends of multimedia theatre practice addressed in this thesis indicate that
the cultural transition into a state of Virtuality is not manifesting in theatre through
the replacement of presence and absence with pattern and randomness. Hayles
explains that “the technologies of virtual reality, with their potential for full-bodied
mediation … foreground pattern and randomness and make presence and absence
seem irrelevant.”405
Presence and absence are not yet irrelevant in multimedia theatre,
and theatre is not emulating technologies of virtual reality. Multimedia theatre is not
moving towards ‘an aesthetic of virtual reality’ but is creating spaces in which both
material presence and informational patterns are placed in proxemic relations to one
another, creating what Lev Manovich has labelled “augmented space”. 406
Augmented
space is “physical space overlaid with dynamically changing information”407
so as to
create a new kind of physical space. Manovich derived the term ‘augmented space’
from the term ‘augmented reality’ although the two concepts are usually placed in
opposition to one another: “In the case of VR, the user works on a virtual simulation,
in the case of AR, she works on actual things in actual space. Because of this, a
typical VR system presents a user with a virtual space that has nothing to do with that
user’s immediate physical space; while, in contrast, a typical AR system adds
information that is directly related to the user’s immediate physical space”.408
Instead of transporting the participant into an alternate virtual space, most of the
examples of theatre discussed in this thesis project patterns of information, imagery
and sound, into material space to create a layered environment. Alternatively,
technologies are used within the selected works to mechanically intervene in physical
reality, such as in Stelarc’s cyborg-performances. All these works utilise digital media
to create augmented spaces that reflect, and comment upon, the manifestation of a
cultural condition of Virtuality, in which informational patterns interpenetrate
materiality. In the Builder’s Association’s Supervision, the script addresses how
405
Hayles (1999) p. 26. 406
Lev Manovich (2002, updated 2005) The Poetics of Augmented Space,
(http://www.manovich.com/DOCS/Augmented_2005.doc) accessed November 2006. 407
Ibid. 408
Ibid.
209
communication technologies augment reality, and we see the creation of an
augmented space on stage in the ‘intermedial mise en scene’. Blast Theory’s Desert
Rain projects a map of a warzone onto a wall of water, and Can You See Me Now?
uses locative devices to manipulate the movements of performers within real space.
The works of Bill Viola and Janet Cardiff overlay the immediate space of the
participant with sound and images that stimulate sensory immersion and create the
sense that actual space has been embellished. And in Version 1.0’s Wages of Spin, the
live projection of the onstage performers on the background screen affects the
perception and perspective of the immediate space.
Multimedia theatre is acting as a forum for attitudes and reactions to a cultural
condition of Virtuality to play out. The examples of practice addressed within this
thesis, both through the subject matter and in the demands of the form, forefront the
ways in which digital technologies are affecting everyday modes and means of
communication. One of the defining characteristics of multimedia is that it functions
‘hypermediately’, making the viewer aware of the workings of the opaque medium as
it ‘remediates’ other media. As multimedia theatre functions within an aesthetic of
multimedia, manifesting the qualities of intermediality, immersion, interactivity, and
postnarrativity, it too functions hypermediately, drawing attention to its specific form
of mediation and revealing the stakes of its construction. By remediating digital
technologies, multimedia theatre is enabling participants to view from a hypermedial
vantage point the augmentation of reality by technological intervention.
Limitations of this Research
This thesis explores a subject inextricably bound to the status of technology. New
technologies are constantly appearing and being placed as tools in the hands of theatre
practitioners. As such, multimedia theatre practice is a continually evolving field of
potentiality. It is for this reason that this thesis has focused on the prominent
characteristics and underlying preconditions that shape the way audiences engage
with multimedia theatre, rather than on the specific capabilities of the individual
technologies within the work. However, this may at times have meant that distinct
qualities of specific technologies used within the presented examples of multimedia
210
theatre, such as the capabilities of GPS tracking devices and motion capture
technologies, have not been thoroughly articulated. While this thesis has focused on
the poetics of audience engagement and the ways in which these poetics relate to an
aesthetic of the digital, more detailed research on how these individual technologies
(such as GPS and motion capture) disseminate ‘presence’ within performance, could
greatly extend the boundaries of this project.
It should also be recognised that this investigation into the poetics of multimedia
theatre, whilst drawing on media theory to elucidate current trends, positions
multimedia theatre within a historical context of theatre practice generally. Many of
the forms of multimedia theatre discussed within this thesis may also be recognised
within a context of creative media practice or computer art. Analytical exploration of
this practice from within another field of discourse may offer an alternate articulation
of the poetics of multimedia theatre, and would perhaps place greater emphasis on the
specific nature of the technologies utilised. The fact that multimedia theatre has been
addressed from within the paradigm of theatre studies, rather than media studies, has
also influenced the trajectory of the research.
In addition, and specifically to limit the scope of research, the subject of study was
approached primarily from the perspective of the culturally positioned spectator,
rather than performer or practitioner. The field of multimedia theatre was surveyed
from the position of critic, observer and participant, and commentary was not overly
influenced by the underlying intentions of the creators. Prior awareness of the
performers’ aims may have been considered, but they were not a significant point of
interest in this dissertation. The observations made regarding specific productions
were impartial, however one must recognise the subjective nature of experience in
relation to performance, and descriptions of experience within this thesis are the
author’s only, and may not equate with the perceptions of other participants. The
descriptions of case studies have, however, aimed to focus on the generalisable
demands of the production upon the spectator, rather than just the hermeneutic or
phenomenological experience of the individual.
211
The parameters of the field of study were outlined in Chapter 2; this research was
specifically limited to theatre or performance that creatively utilised media
technologies as an integral component of the overall work, with the media content
significantly contributing to the content of the production. As such, the effects of the
digitalisation of technologies within mainstream dramatic theatre, where technologies
are utilised for conventional lighting and stage effects, were not addressed here.
Indeed, if one were to extend the definition of multimedia theatre to include all
theatre that utilised digital technology in some capacity, then it would be a far wider
area of study, for theatre has always been multimedial in its use of technologies as a
tool for scenography. This area has however been addressed by Christopher Baugh’s
recent book, Theatre, Performance and Technology (2006). This thesis has not
attempted to determine the effect of new technologies upon the field of theatre
generally, nor identify the manifestation of our condition of Virtuality within theatre
practice. Rather, this thesis identifies these influences upon the field of multimedia
theatre only, and has not attempted to generalise regarding theatre in its entirety.
Further Questions from this Research
Some of the key contributions offered in this thesis warrant further examination and
application. Definitions given here regarding forms of immersion and interaction may
be deemed applicable outside the arena of multimedia theatre, and may contribute to a
discussion of not only other theatrical forms, but potentially of other creative, social,
and cultural practices. For example, the different forms of interactivity identified and
detailed in this thesis may relate to discussions of interactive cinema, interactive
television and advertising and strategies of interactivity with the devising process of
collaborative theatre. The idea of a ‘poetic’ form as an analytical tool, explored in
Chapter 6, also has the potential to be used as a pedagogical tool and as a tool in the
creative process, and the concept of ‘postnarrative’ generally can be linked not only to
narratology and theatre discourse, but may also extend into arenas such as media,
film, sociology and cultural studies. The notion of ‘intermediality’ is a phenomenon
that can be addressed from many angles and from within many discourses, and
extensive research is currently being undertaken in this area by groups such as The
Centre for Research in Intermediality at the University of Montreal, and the
212
Intermediality in Theatre Working Group of the International Federation for Theatre
Research.
Another area beyond the scope of this thesis but which requires more extensive study
is the manifestation of ‘presence’ within digitally augmented spaces. While in virtual
space, presence translates into pattern, presence remains a key area of interest within
the augmented spaces of multimedia theatre practice. Indeed, some networked-
performance and new-media performance are utilising the move into a state of pattern
and randomness as a means of revisiting perceptions of presence and absence. Hayles
has recognised that, as we move into a condition of Virtuality in which the dialectic of
pattern/randomness is perceived as developing prominence over the dialectic of
presence/absence, it “would be a mistake to think that the presence/absence dialectic
no longer has explanatory power”.409
The extent of the explanatory power of the
presence/absence dialectic could be further examined within digitally augmented
spaces.
Such research is currently being undertaken by a combined task force from the
University of Exeter, University of Stanford and University College London that has
embarked on a research project titled Performing Presence: From the Live to the
Simulated. The project runs from October 2005 until June 2010 and examines the
various manifestation, extensions, and simulations of ‘presence’ in digitalised
performance:
The Presence Project aims to combine expertise from performance and drama
theory and practice, anthropological archaeology, and computer science to
investigate means by which “presence” is achieved in live and mediated
performance and simulated environments. The project aims to explore how
exchanges or practices, concepts and methodologies between academic
disciplines and between live, mediated and simulated performance may deepen
an understanding of the performance of presence.410
The findings of such a project will undoubtedly extend the analysis and discussions
undertaken in this thesis on a more significant scale, and address many of the
409
Hayles (1999) p. 247. 410
The Presence Project, (http://presence.stanford.edu) accessed February 2007.
213
questions regarding the relation of presence and pattern raised by this study of
multimedia theatre.
The role of theory in the field of multimedia theatre is evolutionary; both digital
multimedia and experimental theatre practice are in a permutative state of
development and flux and as such, theoretical discourse in this field is evolving at a
rapid pace. The aim of this investigation has been to contribute to this evolution of the
understanding of the emerging elements and forms of multimedia theatre, and to act
as a prompt, toolbox and platform for further research in this rapidly developing area
of contemporary theatre.
214
List of Images
Image 1: Wages of Spin, source: The Sydney Morning Herald,
(http://www.smh.com.au/news/arts-reviews/the-wages-of-
spin/2006/08/07/1154802788996.html).
Image 2: Wages of Spin, source: The Program-Reviews,
(http://www.theprogram.net.au/media/reviews/22437.jpg).
Image 3: Supervision, source: The Builders Association (www.superv.org).
Image 4: Supervision, source: The Builders Association (www.superv.org).
Image 5: Five Angels for the Millennium, source: Bill Viola,
(http://www.billviola.com/bibliogr.htm).
Image 6: 40 Part Motet, Washington Post (http://www.washingtonpost.com/wp-
dyn/content/article/2005/12/06/AR2005120601697.html)
Image 7: Modell 5, source : Nueral.It : Hacktivism, E-Music, New Media Art
(http://www.neural.it/nnews/granularsynthesisremixesforsinglescreen.htm)
Image 8: Desert Rain, source: eRENA :Electronic Arenas for Culture, Art, Performance
and Entertainment, (http://www.erena.kth.se/desert.html).
Image 9: Desert Rain, source: Communications Research Group at Nottingham University,
(http://www.crg.cs.nott.ac.uk/events/rain/early-pics.html).
Image 10: Floribots, source: The Canberra Review
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