Visceral Dramaturgies: Curating Sensation in Immersive Art

Q3 Arts and Humanities Body, Space and Technology Pub Date : 2019-03-12 DOI:10.16995/BST.319
Rosemary E. Klich
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引用次数: 4

Abstract

This article examines audience engagement in immersive, headphone and headset enabled performances looking specifically at the audience member’s experience of their own interoceptive processing. Interoception, the appraisal of one’s internal systems, is a key modality through which such artworks perform. Interoception includes two forms of perception: proprioception (involving signals from the skin and musculoskeletal system) and visceroception (involving signals from the internal organs such as heart rate, breath and digestions) (Pollatos et al, 2016), and interoception has been has been identified as critical in one’s sense of embodiment and wellbeing (Farb and Daubenmier, 2015). Through the use of binaural recording, headphones, and three-dimensional film, as well as a visceral dramaturgy of sound, text, image and narration techniques, artists are able to target an audience member’s awareness of interoceptive sensation. The article addresses three key examples: headphone theatre production Seance (2017) by Glen Neith and David Rosenberg; Whist (2017), an AR/VR and dance work by company AOE, and; Daphne in Three Movements (2017), an ongoing practice-as-research project combining videography, sound design and physical theatre. Following the consideration of how these productions stimulate interoceptive awareness, conclusions will be drawn about the reliance of these works on a visceral dramaturgy that targets the audience’s somatosensory system. Giving consideration to the cultural context of ‘hyperaesthesia’ and offering comparison between headphone theatre and practices such as ASMR, the article will examine how the director/designer of such performances functions as a curator of sensation, building a performance text that triggers sensory effects as a means of developing texture, theme and affect.
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内脏戏剧:沉浸式艺术的感觉策划
本文研究了沉浸式、耳机式和耳机式表演中观众的参与度,特别关注了观众对自身内感受处理的体验。内部感受,对一个人的内部系统的评估,是这些艺术作品表现的关键形式。内感受包括两种形式的感知:本体感受(涉及来自皮肤和肌肉骨骼系统的信号)和内脏感受(涉及来自心率、呼吸和消化等内脏器官的信号)(Pollatos等人,2016年),内感受已被确定为对一个人的体现感和幸福感至关重要(Farb和Daubenmier, 2015年)。通过双耳录音、耳机和三维胶片的使用,以及声音、文字、图像和叙事技术的内在戏剧,艺术家能够瞄准观众对内感受的意识。本文列举了三个关键的例子:格伦·内思和大卫·罗森伯格的耳机戏剧作品《Seance》(2017);惠斯特(2017),由AOE公司制作的AR/VR和舞蹈作品;达芙妮的三个动作(2017)是一个正在进行的实践研究项目,结合了录像,声音设计和物理戏剧。在考虑这些作品如何刺激内感受意识之后,我们将得出结论,这些作品依赖于一种针对观众体感系统的本能戏剧。考虑到“超觉”的文化背景,并提供耳机剧院与ASMR等实践之间的比较,本文将研究此类表演的导演/设计师如何发挥感觉策展人的作用,构建一种触发感官效果的表演文本,作为发展纹理、主题和情感的手段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Body, Space and Technology
Body, Space and Technology Arts and Humanities-Arts and Humanities (miscellaneous)
CiteScore
0.60
自引率
0.00%
发文量
5
审稿时长
10 weeks
期刊最新文献
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