The effects on performance methodology of the introduction of a cartoon performer:from the perspective of the writer and performer.
The effects on performance methodology of the introduction of a cartoon performer:from the perspective of the writer and performer.
批准号:
AH/F012640/1
负责人:
Mary Oliver
金额:
$1.83万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2008
资助国家:
英国
项目状态:
已结题
起止时间:
2008 至 --
中文摘要
这个以实践为导向的研究项目将带来表演成果阶段,这是一个原创设计的作品,其中一个表演者是卡通人物。研究过程的目的是调查卡通表演者的引入如何影响表演中的设计方法。首先是通过喜剧剧本的编写、叙事结构和人物发展,其次是活动如何与场景元素相结合:绘画、木偶、设计、魔术和数字呈现。在这个项目中,首席研究员/编剧/表演者将与一个扩大的创意团队合作,该团队包括导演、动画师、角色设计师、视频剪辑、音景艺术家和编剧。项目的重点受到美国理论家菲利普·奥斯兰德在他的出版物《活泼:表演是一种中介的文化》(1999)中首次提出的理论假说的极大影响,该假说认为现场表现形式和中介表现形式之间的空间正在崩溃。越来越多的情况是,设计的表演在其通信系统中融入了新技术,然而,新兴的数字技术对表演方法的影响还没有得到充分的探讨,部分原因是缺乏从主流立场发表的关于“过程”的成果。虽然许多分析工作探索了影响这些变化的技术系统,但关于多媒体的纳入如何影响表演设计方法的研究很少。此外,围绕技术在社会中的主导地位的复杂话语导致了对这一主题的过度理论化,将其从使现场表演者必不可少的非常人性的素质中剥离出来。到目前为止,围绕实际存在、实际/虚拟表演者话语和表演者/观众关系的问题主导了研究人员以实践为导向的活动。通过探索喜剧写作方法在媒体驱动的表演中的应用,首席研究员之前通过一系列出版物展示了实时和自发的表演元素在实际表演者和虚拟表演者之间建立新的联系的方式。这一特权观点为绩效方法论知识库提供了一种不同寻常的、基本上没有文献记载的贡献。解释过程将允许研究人员/从业者条件反射地询问项目的相关方面。数据收集方法将遵循项目的自然演变,项目不同阶段的输出将作为记录。通过已发表的报告、有计划的公开演出和座谈会演示,该项目将立即产生影响。在本地,它将有助于多媒体表演教学方法的使用,并总体上有助于我们对现场表演者在不断增长的科技社会中所扮演的角色的日益加深的理解。这项研究也呼应了在更广泛的文化论坛上开展的活动。随着它对扩展的交互传播形式的试验和应用,它与媒体传播行业的其他领域正在进行的研究相联系,特别是数字讲故事、游戏和信息系统。该项目的成果将:促进当代表演领域设计方法的知识体系。将进一步发展我们对人与虚拟表演者界面的关系的理解。增加互动故事讲述中的剧本发展的知识体系,特别是喜剧写作的作用。致敬关于数字表演中表演者的存在、活跃度和编剧的更广泛的论述。提供与扩大的产业团队合作的洞察力。
英文摘要
This Practice-led Research project will bring to performance outcome stage, an original devised work in which one of the performers is a cartoon character. The aim of the research process is to investigate how the introduction of a cartoon performer impacts on devising methodology in performance. Primarily, through comedy script-writing, narrative construction and character development and secondly, how the activity intersects with scenographic elements: drawing, puppetry, design, magic and digital presentation. For this project, the lead researcher/writer/performer will work with an expanded creative team of director, animator, character designer, video editor, soundscape artist and scenographer.The project's focus is greatly influenced by theoretical hypotheses first proposed by US theorist Philip Auslander in his publication 'Liveness: performance is a mediatised culture' (1999) who suggested that the space between the live and mediatised forms of presentation are collapsing. It is increasingly the case that devised performances incorporate new technologies in their systems of communication, however, the impact of the emergent digital technology on performance methodology has not adequately been explored, in part due to the dearth of published outcomes on 'process' from an emic stance. While much analytical work has explored the technological systems that have influenced these changes, very little research has been undertaken on how the inclusion of multimedia has impacted on performance devising methods. In addition, the complexities of discourse that surround the dominance of technology in society has led to an over-theorisation of the subject, removing it from the very human qualities that make the live performer essential. Issues around physical presence, actual / virtual performer discourses and performer / spectator relationships have dominated the researcher's practice-led activities to date. By exploring the application of comedy writing methods to media-driven performance, the lead researcher has previously demonstrated, through a series of publications, ways in which real-time and spontaneous performance elements create new connections between the actual and virtual performer. This privileged viewpoint offers an unusual and largely undocumented contribution to the knowledge base on performance methodology. The interpretation process will allow the researcher/practitioner to reflexively interrogate the relational aspects of the project. Methods of data gathering will follow the natural evolution of the project and output from various stages of the project will serve as records. Through published report, planned public performances and symposia presentations, this project will impact immediately. Locally, it will contribute to the methods used for the teaching of multimedia performance and generically on our growing understanding of the role of the live performer within an ever increasing technologised society. The research also echoes activities being undertaken in the wider cultural forum. With its experimentation into and employment of expanded interactive forms of communication, it links into research being undertaken in other areas of the media communication industry, notably digital storytelling, gaming, and information systems. The outcomes of this project will: Contribute to the body of knowledge on devising methods in the field of contemporary performance.Will further develop our understanding of the relationship of human to virtual performer interface.Add to the body of knowledge for script-development in interactive storytelling in particular the role of comedy writing.Contribute to the wider discourse on performer presence, liveness andscenography in digital performance.Offer an insight into working with an expanded industrial team.
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