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Adopting an innovative and theoretical approach, Greek Tragedy and the Digital is an original study of the encounter between Greek tragedy and digital media in contemporary performance. It challenges Greek tragedy conventions through the contemporary arsenal of sound masks, avatars, live code poetry, new media art and digital cognitive experimentations. These technological innovations in performances of Greek tragedy shed new light on contemporary transformations and adaptations of classical myths, while raising emerging questions about how augmented reality works within interactive and immersive environments. Drawing on cutting-edge productions and theoretical debates on performance and the digital, this collection considers issues including performativity, liveness, immersion, intermediality, aesthetics, technological fragmentation, conventions of the chorus, theatre as hypermedia and reception theory in relation to Greek tragedy. Case studies include Kzryztof Warlikowski, Jan Fabre, Romeo Castellucci, Katie Mitchell, Georges Lavaudant, The Wooster Group, Labex Arts-H2H, Akram Khan, Urland & Crew, Medea Electronique, Robert Wilson, Klaus Obermaier, Guy Cassiers, Luca di Fusco, Ivo Van Hove, Avra Sidiropoulou and Jay Scheib. This is an incisive, interdisciplinary study that serves as a practice model for conceptualizing the ways in which Greek tragedy encounters digital culture in contemporary performance.
This book is the first full-length monograph to focus on Punchdrunk, the internationally-renowned theatre company known for its pioneering approach to immersive theatre. With its promises of empowerment, freedom and experiential joy, immersive theatre continues to gain popularity - this study brings necessary critical analysis to this rapidly developing field. What exactly do we mean by audience “immersion”? How might immersion in a Punchdrunk production be described, theorised, situated or politicised? What is valued in immersive experience - and are these values explicit or implied? Immersive Theatre and Audience Experience draws on rehearsals, performances and archival access to Punchdrunk, providing new critical perspectives from cognitive studies, philosophical aesthetics, narrative theory and computer games. Its discussion of immersion is structured around three themes: interactivity and game; story and narrative; environment and space. Providing a rigorous theoretical toolkit to think further about the form’s capabilities, and offering a unique set of approaches, this book will be of significance to scholars, students, artists and spectators.
With contributions from international scholars of marketing and consumer studies, this renowned text engages directly with a range of contemporary themes, including: The importance of arts consumption and its socio-cultural, political, and economic dimensions The impact of new technologies, platforms, and alternative artforms on the art market The importance of the aesthetic experience itself and how to research it The value of arts-based methods The art versus commerce debate The artist as entrepreneur The role of the arts marketer as market-maker This fully updated new edition covers digital trends in the arts and emerging technologies, including virtual reality, streaming services, and branded entertainment. It also broadens the scope of investigation beyond the West looking to film in emerging markets such as China, music in Sub-Saharan Africa, and indigenous art in Australia. Alongside in-depth theoretical analysis, this edition of Marketing the Arts takes inspiration from the creativity inherent in current artistic practice to demonstrate a plurality of approaches and methodologies. Marketing the Arts: Breaking Boundaries is core reading for advanced undergraduate and postgraduate students studying arts marketing and management. Online resources include chapter-by-chapter PowerPoint slides and questions for class discussion.
How technologies, from the mechanical to the computational, have transformed artistic performance practices.
This trans-historical collection explores analogue performance technologies from Ancient Greece to pre-Second World War. From ancient mechanical elephants to early modern automata, Enlightenment electrical experiments to Victorian spectral illusions, this volume offers an original examination of the precursors of contemporary digital performance.
In the past two decades digital technologies have fundamentally changed the way we think about, make and use popular music. From the production of multimillion selling pop records to the ubiquitous remix that has become a marker of Web 2.0, the emergence of new music production technologies have had a transformative effect upon 21st Century digital culture. Sonic Technologies examines these issues with a specific focus upon the impact of digitization upon creativity; that is, what musicians, cultural producers and prosumers do. For many, music production has moved out of the professional recording studio and into the home. Using a broad range of examples ranging from experimental electronic music to more mainstream genres, the book examines how contemporary creative practice is shaped by the visual and sonic look and feel of recording technologies such as Digital Audio Workstations.
Information Communication Technologies (ICT) have become an increasingly prevalent part of everyday life. Today, there are many cases in which ICT assist the elderly and people with disabilities to complete tasks once thought impossible. Enhancing the Human Experience through Assistive Technologies and E-Accessibility discusses trends in ICT in relation to assistive technologies and their impact on everyday tasks for those with disabilities. This reference work provides different perspectives on upcoming technologies and their impact on e-accessibility and e-inclusion, essential topics for researchers, businesses, and ICT product developers in the field of assistive technologies.
This book argues that the digital revolution has fundamentally altered the way musicals are produced, followed, admired, marketed, reviewed, researched, taught, and even cast. In the first hundred years of its existence, commercial musical theatre functioned on one basic model. However, with the advent of digital and network technologies, every musical theatre artist and professional has had to adjust to swift and unanticipated change. Due to the historically commercial nature of the musical theatre form, it offers a more potent test case to reveal the implications of this digital shift than other theatrical art forms. Rather than merely reflecting technological change, musical theatre scholarship and practice is at the forefront of the conversation about art in the digital age. This book is essential reading for musical theatre fans and scholars alike.
Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r