Digital Theatre - History

History

In the early 1980s, video, satellites, fax machines, and other communications equipment began to be used as methods of creating art and performance.(14) The groups Fluxes and John Cage were among the early leaders in expanding what was considered art, technology, and performance. With the adaptation of personal computers in the 1980s, new possibilities for creating performance communications was born. Artists like Sherrie Rabinowitz and Kit Galloway began to transition from earlier, more costly experiments with satellite transmission to experiments with the developing internet. Online communities such as The Well and interactive writing offered new models for artistic creativity. With the ‘Dot Com’ boom of the 1990s, telematic artists including Roy Ascott began to develop greater significance as theatre groups like George Coates Performance Works and Gertrude Stein Repertory Theatre established partnerships with software and hardware companies encouraged by the technology boom.In Australia in the early 1990s Julie Martin's Virtual Reality Theatre presented works at the Sydney Opera House, featuring the first hybrid human digital avatars, in 1996 "A Midsummer Nights Dream featured Augmented Reality Stage sets designed and produced by her company. Researchers such as Claudio Pinanhez at MIT, David Saltz of The Interactive Performance Laboratory at the University of Georgia, and Mark Reaney head of the Virtual Reality Theatre Lab at the University of Kansas, as well as significant dance technology partnerships (including Riverbed and Riverbed’s work with Merce Cunningham) led to an unprecedented expansion in the use of digital technology in creating media-rich performances (including the use of motion capture, 3D stereoscopic animation, and virtual reality as in The Virtual Theatricality Lab ‘s production of The Skriker at Henry Ford Community College under the direction of Dr. George Popovich. Another example is the sense:less project by Stenslie/Mork/Watz/Pendry using virtual actors that users would engage with inside a VR environment. The project was shown at ELECTRA, Henie Onstad Art Center, Norway, DEAF 1996 in Rotterdam and the Fifth Istanbul Biennial (1997).

Early use of mechanical and projection devices for theatrical entertainments have a long history tracing back to mechanicals of ancient Greece and medieval magic lanterns. But the most significant precursors of digital theatre can be seen in the works of the early 20th century. It is in the ideas of artists including Edward Gordon Craig, Erwin Piscator (and to a limited degree Bertolt Brecht in their joint work on Epic Theatre), Josef Svoboda, and the Bauhaus and Futurists movements that we can see the strongest connections between today’s use of digital media and live actors, and earlier, experimental theatrical use of non-human actors, broadcast technology, and filmic projections.

The presence of these theatrical progenitors using analog media,(15) such as filmic projection, provides a bridge between Theatre and many of today’s vast array of computer-art-performance-communication experiments. These past examples of theatre artists integrating their modern technology with theatre strengthens the argument that theatrical entertainment does not have to be either purist involving only “live”(16) actors on stage, or be consumed by the dominant televisual mass media, but can gain from the strengths of both types of communication.

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