Here are my notes from that discussion: "Cheap interactivity" e.g. zapping the screen, talking to your screen double. (Artaud - Theatre & it's Double as point of ref)

Scale and perspective. Physical hybrids. The screen in performance can be omnipresent - in THe Chameleon's work that we see it is a parellel and constant double, often splitting further through use of split screen and mirrors. A seance with spirit-like presences that are there in real time but not in body (networked bluescreen play with audience and actors)

Feedback on open interactive performance and online theatre - don't let the audience write the script (top tip) as 1) loss of narrative potential 2) issues of power and sadism - make the monkeys dance etc 3) better if accomplished writers are involved and can develop the narrative. Steve's experience of online theatre particulalry telling - the real interactivity is in the chat room and the end product of the theatre is awful reductioist improv that the actors hated doing!

Role of performer in blue screen env? Text or performer's speech can denote the quest / action / direction - gives pointers to the other parts of the game map - 'where would you like to go?'

Here are some of the further questions and bigger picture discussion that arose out of this and how it led to the tasks we posed ourselves today,working with avatars in Second Life.


Unnatural

Play theory is well established game/theory 2

LTalking and operating simultaneously

lovely

game avatar representation/ theatrical

Jon said

You could do it in the style of THTV

game avatar representation/ theatrical

Jon said

You could do it in the style of THTV



the couple in the bar

ruining that is ethically unsound community arts ethic more acceptable

What's the difference between interrupting someone's perfomrmance and interrupting the r daytoday engaggemenst

(Barry and Kyra)

What were we saying?

interesting to look at unreal tournament - handicapped and able differently experience (like golf) wiped out by Sy and Simon! within a limited range of activity - quite frustrating/ or not the avatar has a limited perceptual range - very restricted field of vision - no kinetic or tactile sensation, or auditory - I got completely lost in a very small virtual space

playing as a group, I had no memory of what my avatar looked like, and I couldn't see it - a red mist...doomed!! somebody's on a killing spree

disappointment that when you killed someone, nothing changed at all - eventually they just reappeared


There was discussion in the morning regarding the ways in which telematic performance acts as a short circuit or jump allowing for a more immediate sense of intimacy between users. This struck me as immensly problematic as it alludes to a normative level of intimacy in human interactions against which telematics can be judged. Indeed - many sociological studies of computer mediated communications have argued for the opposite effect of mediation - however this equally appears to be overly reductive - perhaps a more useful approach would be to ask how or in what ways do users within telematic/avatar representations afford an increased level of intimacy, and in what ways do they promote a distacing from empathic connectivity.

The 'democratisation' of animation tools... Using the character designer in Second Life it struck me that this is a free tool which allows users with no technical programming skills to create complex avatars which only a few years ago would have required expensive (and often complicated) modelling software. Equally the variety of preexisting locations within the Second Life universe affords potential directors a large number of sets which - although aesthetically contained by the constrainst of the software as a design tool - allowed us to situate our performance in an environment with minimal effort on our part. While creating this kind of work from scratch would have taken a large amount of time and technical skill the software is open ended enough to allow for creative repurposing by groups of people without large amounts of specialist knowledge. However - what became apparent as we blocked and rehearsed out piece was that the skills we collectively had as film and theatre directors/performers/technicians were highly transferable to this kind of work.

The difference between using these tools for the creation of scripted performance (closed set) vs the use of these tools for creating collaborative work involving the inhabitants of Second Life... The latter option seems more conceptually appealing to me, but actually involves a different process (probably over a longer period of time) and carries a much greater risk of 'failure' due to the impossibilty of predicting the way that other users will react to the game/performance. However I'd be interested in pursuing this kind of participatory distributed work in future.

Overall a really intersting and enjoyable couple of days with a lovely group of people

Sy.

<simon says>


WorkshopDay2 (last edited 2008-01-23 12:32:06 by 62-31-60-162)