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Record W2068478602 · doi:10.1353/mdr.2006.0016

Virtual Theatres: An Introduction (review)

2005· article· en· W2068478602 on OpenAlexvenueno aff
David Z. Saltz

Bibliographic record

VenueModern Drama · 2005
Typearticle
Languageen
FieldArts and Humanities
TopicTheatre and Performance Studies
Canadian institutionsnot available
Fundersnot available
KeywordsTheme (computing)George (robot)ArtVisual artsVirtual realityArt historyComputer scienceWorld Wide WebHuman–computer interaction

Abstract

fetched live from OpenAlex

Reviewed by: Virtual Theatres: An Introduction David Z. Saltz Gabriella Giannachi . Virtual Theatres: An Introduction. London: Routledge, 2004. Pp. 174, illustrated. £60/$90.00 (Hb); £20.99/$29.95 (Pb). Gabriella Giannachi's short book Virtual Theatres covers a considerable amount of ground, examining a rich assortment of Web sites, CD-ROMs, virtual reality environments, and interactive installations, along with the work of a handful of seminal performance artists and one choreographer. But readers should not come to this book expecting an analysis of the many theatre groups – such as George Coates Performance Works, the Gertrude Stein Repertory Theatre, or i.e.VR, at the University of Kansas – that have experimented with interactive media over the past fifteen years. Despite the title, the book's focus is not theatre per se but the inherent theatricality of interactive technologies. Giannachi conceives of theatre, generally, as "the place to view, to observe the real" (10). Hence, "virtual theatre" is, for her, any site where the real – which includes the viewers themselves – meets and interpenetrates the virtual. The book's dominant theme is the way virtual events impact real bodies and real bodies are drawn into and mediated by virtual representations. After an introduction laying out the book's conceptual framework, Giannachi launches into the four chapters that form the heart of the book, each one analyzing a distinct category of virtual art. The categories are well chosen, highlighting significant distinctions and frequently producing unexpected and illuminating juxtapositions. "Hypertextual" works invite viewers to enter into and navigate through a virtual, screen-based world. For Giannachi, the category encompasses hypertext novels; interactive, multimedia CD-ROMs; subversive Web sites that confound viewers' expectations about interface and authorship; and interactive museum installations, such as Jeffrey Shaw's landmark Legible City (1988–91), in which viewers riding a real stationary bicycle explore a projected, 3. D model of a city constructed of enormous block letters. In works of "cyborg theatre," rather than viewers' entering a virtual world, the technology enters and modifies a performing subject. To exemplify this category, Giannachi looks to three performance artists: Orlan, Stelarc, and Marcel-lí Antúnez Roca. Interestingly, Giannachi shows not only how these artists allow technology to invade their own bodies but how they position themselves as objects of public debate and implicate viewers through direct ethical provocations. Giannachi's third category, "the (re-)creation of nature," blurs the distinction between nature and artifice, either by simulating organic, self-perpetuating, and self-modifying systems or by modifying real organisms. The [End Page 629] connections between the examples in this chapter are less pronounced than in the previous chapters and sometimes feel forced. At the same time, the elasticity of the category can be stimulating and suggestive. The works Giannachi discusses here include interactive installations that allow viewers to create virtual plants and other artificial organisms: Eduardo Kac's transgenetic art, which uses genes as an artistic medium (for example, by inserting genes from a jellyfish into a rabbit to make it glow green fluorescent); and, finally, Muds (Multi-User Dungeons) and Moos (Object-Oriented Muds), online communities in which participants interact with one another in real time under the guise of an avatar. This last example initially seems out-of-place. Most critical writing about Muds and Moos focuses on the way they destablize assumptions about authentic identity, which is not an issue brought to the fore by the other examples in this category. Ultimately, however, Giannachi makes a plausible case for analyzing Muds and Moos as artificial life, by emphasizing the way these virtual communities replicate dynamic, complex social structures that, in effect, take on a life of their own. The book's final category is "hypersurface," where the real and the virtual collide and intersect. Under this rubric, Giannachi discusses the "liquid architecture" of disorienting buildings that incorporate sensors and interactive lights and sounds that respond the people's movements, multiple-site installations that join together remote viewers using close-circuit video links, and Blast Theory's compelling performance/game/installation Desert Rain (1999– 2003. ). The penultimate chapter, "Towards an Aesthetic of Virtual Reality," has a miscellaneous feel. The title promises an analysis that synthesizes or problematizes the...

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesInsufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.873
Threshold uncertainty score0.998

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0030.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.021
GPT teacher head0.241
Teacher spread0.220 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designNot applicable
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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Citations1
Published2005
Admission routes1
Has abstractyes

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