Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 History and context  





2 Features of cyberformance  





3 References  





4 Further reading  





5 External links  














Cyberformance






Čeština
Русский
 

Edit links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 


Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet,[1] employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software (for example, UpStage, Visitors Studio, the Waterwheel Tap, MOOs, and other platforms). Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.

Cyberformance can be created and presented entirely online, for a distributed online audience who participate via internet-connected computers anywhere in the world, or it can be presented to a proximal audience (such as in a physical theatre or gallery venue) with some or all of the performers appearing via the internet; or it can be a hybrid of the two approaches, with both remote and proximal audiences and/or performers.

History and context

[edit]

The term 'cyberformance' (aportmanteau word blending 'cyberspace' with 'performance') was coined by the net artist and curator Helen Varley Jamieson.[2] She states that the invention of this term in 2000 "came out of the need to find a word that avoided the polarisation of virtual and real, and the need for a new term (rather than 'online performance' or 'virtual theatre') for a new genre".[3] Jamieson traces the history of cyberformance back to the Satellite Arts Project of 1977,[4] when interactive art pioneers Kit Galloway and Sherrie Rabinowitz used live video mixing to create what they called "a performance space with no geographic boundaries".[5]

Online performances or virtual theatre has taken place in a number of the virtual environments that have emerged since the 1980s, including the multi-user virtual environments known as MUDs and MOOs in the 1970s, internet chat spaces (e.g. Internet Relay Chat, or IRC) in the 1980s, the Palace graphical chatroom in the 1990s, and UpStage, Visitors Studio, Second Life, Waterwheel Tap and other platforms in the 2000s. Notable cyberformance groups and projects thus far include:

Features of cyberformance

[edit]

Cyberformance differs from digital performance, which refers to any kind of digitally mediated performance, including those with no significant networked element.[16] In some cases cyberformance may be considered a subset of net art; however, many cyberformance artists use what is termed 'mixed reality' or 'mixed space' for their work, linking physical, virtual, and cyber spaces in manifold ingenious ways. The internet is often a subject and inspiration of the work as well as being the central enabling technology.

Cyberformers often work with the dual identities afforded by avatars, exploiting the gap between online persona and offline self. They can also take advantage of the ease of switching between avatars in a way unavailable to 'proximal' actors.[17] However cyberformance has its own unique problems, including unstable technology and "real life" interruptions.[18]

References

[edit]
  1. ^ Papagiannouli, Christina (2016). Political Cyberformance: The Etheatre Project. Basingstoke: Palgrave Macmillan. ISBN 978-1-137-57703-0.
  • ^ Jung, Patricia (April 2005). "Performers go web". Linux Journal. 2005 (132): 4. Retrieved 2008-09-23.
  • ^ Jamieson, Helen Varley. "cyberformance". Retrieved 2008-09-23.
  • ^ Jamieson, Helen Varley. "Timeline". Retrieved 2008-09-23.
  • ^ "Satellite Arts Project 1977". Electronic Cafe. Retrieved 2008-09-23.
  • ^ The Hamnet Players
  • ^ "The Plaintext Players". Archived from the original on 2019-09-24. Retrieved 2008-05-01.
  • ^ "ParkBench". Archived from the original on 2019-09-05. Retrieved 2008-05-01.
  • ^ Desktop Theater
  • ^ Avatar Body Collision
  • ^ Neumark, N.; Helen Varley Jamieson (July–September 2007). "UpStage: A Platform for Creating and Performing Online". IEEE MultiMedia. 14 (3): 8–10. doi:10.1109/MMUL.2007.69.
  • ^ aether9
  • ^ Avatar Orchestra Metaverse
  • ^ Second Front
  • ^ "Low Lives". Archived from the original on 2019-09-23. Retrieved 2012-04-25.
  • ^ Jamieson, Helen Varley (2008). Real Time, Virtual Space, Live Theatre. Clouds. pp. 48–56. ISBN 978-0-9582789-9-7. {{cite book}}: |work= ignored (help)
  • ^ Ptacek, Karla (2003-09-01). "Avatar Body Collision: enactments in distributed performance practices". Digital Creativity. 14 (3): 180–192. doi:10.1076/digc.14.3.180.27873. S2CID 38342687.
  • ^ Ptacek, Karla; Helen Varley Jamieson (2004-11-30). "Writing 4 Cyberformance". trAce Online Writing Centre. Archived from the original on 2008-12-05. Retrieved 2008-09-23.
  • Further reading

    [edit]
    [edit]
    Retrieved from "https://en.wikipedia.org/w/index.php?title=Cyberformance&oldid=1226590418"

    Categories: 
    Theatre
    Internet art
    Digital art
    Computer art
    Hidden categories: 
    CS1 errors: periodical ignored
    Articles with short description
    Short description is different from Wikidata
    Webarchive template wayback links
     



    This page was last edited on 31 May 2024, at 16:33 (UTC).

    Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



    Privacy policy

    About Wikipedia

    Disclaimers

    Contact Wikipedia

    Code of Conduct

    Developers

    Statistics

    Cookie statement

    Mobile view



    Wikimedia Foundation
    Powered by MediaWiki