Adventures in cyberformance
Data(s) |
2008
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Resumo |
This thesis examines the new theatrical form of cyberformance (live performance by remote players using internet technologies) and contextualises it within the broader fields of networked performance, digital performance and theatre. Poststructuralist theories that contest the binary distinction between reality and representation provide the analytical foundation for the thesis. A critical reflexive methodological approach is undertaken in order to highlight three themes. First, the essential qualities and criteria of cyberformance are identified, and illustrated with examples from the early 1990s to the present day. Second, two cyberformance groups – the Plaintext Players and Avatar Body Collision – and UpStage, a purpose-built application for cyberformance, are examined in more detailed case studies. Third, the specifics of the cyberformance audience are explored and commonalities are identified between theatre and online culture. In conclusion, this thesis suggests that theatre and the internet have much to offer each other in this current global state of transition, and that cyberformance offers one means by which to facilitate the incorporation of new technologies into our lives. |
Formato |
application/pdf |
Identificador | |
Publicador |
Queensland University of Technology |
Relação |
http://eprints.qut.edu.au/28544/1/Helen_Jamieson_Thesis.pdf Jamieson, Helen Varley (2008) Adventures in cyberformance. Masters by Research thesis, Queensland University of Technology. |
Fonte |
Drama; Creative Industries Faculty |
Palavras-Chave | #theatre, performance, cyberformance, digital performance, networked performance, Avatar Body Collision, UpStage, The Plaintext Players, digital arts, digital media, cyber culture, internet art |
Tipo |
Thesis |