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The iDesign platform: immersive intelligent aesthetics for scenographic modelling idedesign平台:场景造型的沉浸式智能美学
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1919488
Dennis Del Favero, Susanne Thurow, Lawrence Wallen
ABSTRACT This article introduces iDesign, a novel full-body immersive 3D digital set modelling system currently in joint development by the Sydney Theatre Company, the University of New South Wales’ iCinema Centre, the University of Technology Sydney, and the National Institute for Dramatic Art (Australia; 2018–21). Deploying a visualisation pipeline that utilises a 3D digital environment that remotely located creatives can share, iDesign enables collaborative ideation, testing and iteration of production design concepts in real time, to be supported by an artificially intelligent (AI) system. The article contextualises iDesign’s underpinning aesthetic rationale by reviewing the functionalities and ontological differences of physical and virtual models as epistemological conduits and representative objects. It outlines the system’s key features and capabilities and discusses them in relation to other visualisation approaches currently trialled across the entertainment industry, such as Virtual Reality (VR), 3D modelling suites and pre-visualisation software. Considering the system’s archival capabilities, the text further sketches iDesign’s value as an educational platform and closes with a reflection on the impacts of digital technologies on scenographic practice.
本文介绍了一种新型的全身沉浸式3D数字场景建模系统iDesign,该系统目前由悉尼剧院公司、新南威尔士大学电影中心、悉尼科技大学和澳大利亚国家戏剧艺术学院联合开发。2018 - 21)。iDesign部署了一个可视化管道,利用远程创意人员可以共享的3D数字环境,可以实时协作构思,测试和迭代生产设计概念,并得到人工智能(AI)系统的支持。本文通过回顾作为认识论管道和代表性对象的物理模型和虚拟模型的功能和本体论差异,将设计的基础美学原理置于语境中。它概述了系统的主要特性和功能,并讨论了它们与目前在娱乐行业试用的其他可视化方法的关系,例如虚拟现实(VR), 3D建模套件和预可视化软件。考虑到系统的档案功能,本文进一步概述了设计作为一个教育平台的价值,并以对数字技术对场景实践的影响的反思结束。
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引用次数: 0
A case study of an autonomous model between a real and a virtual environment 一个真实环境和虚拟环境之间的自治模型的案例研究
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1936939
Gabriella Kiss
ABSTRACT In this short article and accompanying visual essay, I trace the development and implementation of a dialogic site-specific performance in public space. I propose a scenographic method for how to make an empty, abandoned urban public space ‘speak’: how to choose the site for the performance and how to construct a narrative based on the history of the site. The actual ‘set’ of the performance, the analogue AR (Augmented Reality) boxes, played with some of the central features of AR technology. These characteristics were, in several respects, consistent with the site-specific performance characteristics presented in the case study. The concept raised in the study builds on the meeting points of these two. The performance created a blurring of real and virtual space through an analogue technique.
在这篇短文和随附的视觉文章中,我追踪了公共空间中对话场地特定表演的发展和实施。我提出了一种场景的方法,如何让一个空荡荡的、被遗弃的城市公共空间“说话”:如何选择表演的场地,以及如何基于场地的历史构建一种叙事。表演的实际“布景”,模拟AR(增强现实)盒子,发挥了AR技术的一些核心功能。这些特点在若干方面与个案研究中提出的具体地点的表现特点是一致的。研究中提出的概念建立在这两者的交汇点上。表演通过模拟技术创造了真实和虚拟空间的模糊。
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引用次数: 0
Režisér jako koncept: Tvorba operního režiséra Miloše Wasserbauera v padesátých a šedesátých letech 20. století [The director as a concept: Miloš Wasserbauer’s opera productions of the 1950s and 1960s]
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1925471
Pavel Drábek
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引用次数: 1
Editors’ introduction 编辑的介绍
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1940683
J. Collins, T. Brejzek
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引用次数: 0
No Body lives here (ODO). 2020 这里没人住(ODO)。2020
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1940682
Chris Ziegler
ABSTRACT ODO is a journey through worlds of imagination inspired by Antoine de Saint-Exupéry’s Little Prince and Stanley Kubrick’s “HAL9000” in 2001: A Space Odyssey. An AI character lives on stage as in Plato’s Cave. ODO can’t leave the stage; ODO is offline  …  Every visitor to the installation means the world to him/her/it. It collects stories and narratives to understand how our world works. ODO is theatre, opera and choreographic architecture. The stage is the orchestra pit of an ancient Greek tragedy where a chorus of three to five audience members interrogates the main character. ODO is a world builder who creates imaginary worlds on stage using a robotic light matrix, moving LEDs like pixels in space. ODO continues through the storyline of the piece with verbal and physical dialogues. ODO uses AI algorithms – Natural Language Processing (NLP) – to conduct natural conversations with the audience and Deep Learning to create Haiku poems and music. ODO has sensors to hear and see the audience. ODO uses Face Recognition Algorithms and Crowd Cluster Tools to understand emotions and physical behaviour. With all means possible, ODO tries to get “in touch” with us!
《太空漫游》是一场穿越想象世界的旅行,其灵感来自安东尼·德·圣埃克苏莫瑞的《小王子》和斯坦利·库布里克的《2001:太空漫游》中的“HAL9000”。一个AI角色生活在舞台上,就像柏拉图的洞穴一样。ODO不能离开舞台;ODO是离线的,每个参观者对他/她/它来说都意味着整个世界。它收集故事和叙述来理解我们的世界是如何运作的。ODO是剧院、歌剧和编舞建筑。舞台是由3 ~ 5名观众组成的合唱队向主人公提问的古希腊悲剧的管弦剧场。ODO是一个世界建造者,他在舞台上使用机器人光矩阵创造想象的世界,在空间中像像素一样移动led。ODO继续通过语言和肢体对话的故事情节。ODO使用人工智能算法——自然语言处理(NLP)——与观众进行自然对话,并使用深度学习来创作俳句和音乐。ODO有传感器可以听到和看到观众。ODO使用人脸识别算法和人群群集工具来理解情绪和身体行为。通过所有可能的方式,ODO试图与我们“联系”!
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引用次数: 0
“Notes and Queries … ” – That Wren drawing "备注和查询" -那张鹪鹩画的
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1935625
Cat Fergusson Baugh
ABSTRACT In this article I will expand on work presented in ‘Haptic Insights: Model Making as Historical Methodology’ (Fergusson Baugh 2018) and demonstrate the value of the methodologies proposed there on a case study reconstruction of the second Drury Lane theatre (1674) initially prepared for the THEATRON project. I will explore the history of this building through a procedural engagement with source material and the development of a virtual model. I will also explore how an apparently inconsequential inconsistency in the section can account for Langhans, Mulling and Koenig’s disagreement (and resolve which of them was right), and how a process of computer modelling suggests a haptic insight into a more human history of a drawing that has been forcefully torn up but retained and carefully conserved for 350 years.
在本文中,我将扩展“触觉洞察:模型制作作为历史方法”(Fergusson Baugh 2018)中提出的工作,并在最初为THEATRON项目准备的第二个Drury Lane剧院(1674)的案例研究重建中展示该方法的价值。我将通过与原始材料的程序性接触和虚拟模型的开发来探索这座建筑的历史。我还将探讨这一节中看似无关紧要的不一致如何解释Langhans、Mulling和Koenig的分歧(并解决他们中谁是正确的),以及计算机建模过程如何为一幅被强行撕扯但保留并精心保存了350年的画提供了一种更人性化的历史触觉洞察力。
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引用次数: 0
Putting virtual theatre models to work: ‘virtual praxis’ for performance research in theatre history 将虚拟剧院模型投入工作:戏剧史上表演研究的“虚拟实践”
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1925469
J. Bollen, Julie Holledge, J. Tompkins
ABSTRACT So much time, research and effort are expended in accurately developing virtual models of theatres, but what happens when they are completed? It is not automatically clear how one uses a virtual model for research to generate new knowledge about performance. Our research has recreated a series of theatres, which no longer exist, in virtual form in order to visualise elements of performance and the social relations that shape and are shaped by a theatre venue. These international theatres include the Rose in London from the late 1500s, the Bergen Theatre from 1850, the Queen’s Theatre in Adelaide from 1841, an itinerant bamboo theatre for performing Cantonese opera along the Pearl River Delta in China and a tent version used to house the same form in the goldfields of Victoria, and the showroom at the Stardust Hotel in Las Vegas built in the late 1950s. This article has two aspects: the first outlines our work with actors in workshops to explore how the spatial dynamics of the models can inform knowledge of acting traditions and audience response appropriate to each venue. The second explores some of the challenges of installing era-specific lighting and sound technology in several of the venue models.
为了精确地开发剧院的虚拟模型,我们花费了大量的时间、研究和精力,但是当它们完成后会发生什么呢?一个人如何使用虚拟模型进行研究,以产生有关性能的新知识,这一点并不自动清晰。我们的研究以虚拟的形式重建了一系列不再存在的剧院,以便将表演元素和塑造剧院场地的社会关系可视化。这些国际剧院包括16世纪晚期在伦敦的玫瑰剧院、1850年的卑尔根剧院、1841年在阿德莱德的女王剧院、一个沿中国珠江三角洲表演粤剧的流动竹制剧院和一个在维多利亚金矿用来容纳粤剧的帐篷式剧院,以及建于50年代末的拉斯维加斯星尘酒店的展厅。本文有两个方面:第一部分概述了我们与演员在研讨会上的工作,以探索模型的空间动态如何告知适合每个场地的表演传统和观众反应的知识。第二部分探讨了在几个场馆模型中安装特定时代的照明和音响技术的一些挑战。
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引用次数: 0
Modelling Kiesler’s Endless Theatre: approaches to paradata for heritage visualization 基斯勒的“无尽剧场”造型:遗产可视化的paradata方法
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1940455
R. Hann
ABSTRACT This article is an outcome of my investigations into the use of computer-based 3D visualization as a research methodology. Frederick Kiesler’s unrealized Endless Theatre (1916–26) project is employed as a case study for articulating ‘paradata’ in heritage visualization. This builds upon the principles of knowledge transparency outlined within the London Charter (2008). My overall objective for this article is to argue paradata as a critical framework for reading and designing heritage visualization. This is particularly focused on the procedural insights from a modeller’s perspective and practical techniques for ‘thick depiction’, including a proposal for ‘paradata maps’. To evidence these positions, the article details two contextual findings on the Endless Theatre project – concerning the principles of ‘continuous movement’ and ‘audience seating’ – that emerged through the visualization process itself. The article concludes with an appraisal of paradata as a critical framework and computer-based 3D visualization as a historiographic method that, it argues, has offered new insights into Kiesler’s unrealized theatre project.
本文是我对使用基于计算机的三维可视化作为研究方法的研究结果。弗雷德里克·基斯勒(Frederick Kiesler)未实现的“无尽剧场”(1916-26)项目被用作遗产可视化中表达“para”的案例研究。这建立在《伦敦宪章》(2008)中概述的知识透明原则的基础上。我这篇文章的总体目标是论证para - ata作为阅读和设计遗产可视化的关键框架。这特别侧重于从建模者的角度和“厚描绘”的实用技术的程序见解,包括“para - ata地图”的建议。为了证明这些观点,文章详细介绍了“无尽剧院”项目的两个背景发现——关于“连续运动”和“观众座位”的原则——这些发现是通过可视化过程本身出现的。文章最后评价了para - ata作为一个关键框架和基于计算机的3D可视化作为一种史学方法,它认为,这为Kiesler未实现的戏剧项目提供了新的见解。
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引用次数: 1
Worldmaking through the virtual model 通过虚拟模型制作世界
Q2 Arts and Humanities Pub Date : 2021-04-03 DOI: 10.1080/23322551.2021.1925470
T. Brejzek, Lawrence Wallen
ABSTRACT This article forms part of a larger research project that examines the distinct genealogies and unique properties of the theatre and architecture model. The current research builds on the authors’ earlier consideration of the physical model and shifts its focus of observation to the virtual model and the resultant virtual worlds. In The Model as Performance (Bloomsbury, 2018), we identify the model’s performative and epistemic qualities and argue for the unique capacity of the physical model to enable and provoke acts of cosmopoiesis or ‘worldmaking’ and ‘worldmodelling’. With its focus on the virtual model, this current project aims to develop two interrelated and hypothetical strands of inquiry. The first one ascertains the virtual model’s unique capacity for worldmaking. The other isolates its performative and epistemic qualities. Both require a positioning towards the physical and virtual model to articulate their elements of interconnection and distinction. Equally, both aspects demand the model’s theoretical positioning towards the ‘real’.
本文是一个大型研究项目的一部分,该项目旨在研究戏剧和建筑模式的独特谱系和独特属性。当前的研究建立在作者早期对物理模型的考虑之上,并将其观察的重点转移到虚拟模型和由此产生的虚拟世界上。在《作为表现的模型》(Bloomsbury, 2018)中,我们确定了模型的表现和认知品质,并论证了物理模型的独特能力,以实现和激发宇宙创造或“世界制造”和“世界建模”的行为。随着其对虚拟模型的关注,当前的项目旨在发展两个相互关联和假设的调查线索。第一种方法确定了虚拟模型在世界构建方面的独特能力。另一种分离了它的表演性和认识性。两者都需要对物理和虚拟模型进行定位,以阐明它们的互连和区别元素。同样,这两个方面都要求模型的理论定位趋向于“真实”。
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引用次数: 0
Report from…Wales The Ever After Project: considering theatre and performance in the era of Covid-19 威尔士“从此以后”项目:考虑2019冠状病毒病时代的戏剧和表演
Q2 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.1080/23322551.2020.1856304
A. Filmer, M. Brookes, Z. Laughlin, M. Pearson
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引用次数: 1
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Theatre and Performance Design
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