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Performing Technology : = Mapping Interface Metaphors and Interactive Dramaturgies.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Performing Technology :/
Reminder of title:
Mapping Interface Metaphors and Interactive Dramaturgies.
Author:
Martin, Montgomery C.
Description:
1 online resource (195 pages)
Notes:
Source: Dissertations Abstracts International, Volume: 84-06, Section: A.
Contained By:
Dissertations Abstracts International84-06A.
Subject:
Performing arts. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29395063click for full text (PQDT)
ISBN:
9798357553645
Performing Technology : = Mapping Interface Metaphors and Interactive Dramaturgies.
Martin, Montgomery C.
Performing Technology :
Mapping Interface Metaphors and Interactive Dramaturgies. - 1 online resource (195 pages)
Source: Dissertations Abstracts International, Volume: 84-06, Section: A.
Thesis (Ph.D.)--University of Toronto (Canada), 2022.
Includes bibliographical references
Digital technologies are not dramaturgically neutral. Rather, when we make the choice to use a piece of technology in performance practice, the technology has already made a series of choices for us. These choices manifest in the interface metaphors that define how we interact with digital technology and are deeply embedded in the developmental ancestry of each device.Given the profound impact of computational systems on performance, it is critically important to question when those choices are made, by whom, and to what extent, if any, computer systems make or define users' dramaturgical choices. This process is rooted in digital dramaturgy, an interdisciplinary approach that combines intermedial-performance study, media theory, history of technology, and hands-on experimentation to establish a hybrid critical framework with a practice-based methodology which directly engages with computer hardware, software, and wetware. Through a series of case studies presented over five chapters, this dissertation examines several prominent contemporary technologies used in performance, including digital projection systems, media servers purpose-built for performance use such as TroikaTronix's Isadora, Figure 53's Qlab, and livestreaming studio Open Broadcaster, as well as playful appropriations of the Xbox 360 Kinect motion tracking camera and videoconferencing platform Zoom. These digital technologies use non-linguistic metaphors, including images, sounds, gestures, sensors, and other techniques which relate the logic and structure of prior (often analog) systems within the current (digital) technology. As such, this research draws on George Lakoff and Mark Johnson's notion of conceptual metaphors, which recognizes that metaphors are not merely linguistic devices, but systemic cultural expressions which humans use to communicate ideas and concepts on a structural level. In each case study, this research aims to identify what metaphors are present, how they are constructed, and most importantly, assess how they drive what is created using that technology. This thesis finds that modern digital technologies embedded technical or creative dramaturgy. When used within a performance, these technologies complicate power dynamics, foster specific ways of doing and thinking, and even enforce rigid modes of production. By mapping and revealing how these technological systems operate, this research hopes to encourage exploring and building new alternatives.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798357553645Subjects--Topical Terms:
523119
Performing arts.
Subjects--Index Terms:
DigitalIndex Terms--Genre/Form:
542853
Electronic books.
Performing Technology : = Mapping Interface Metaphors and Interactive Dramaturgies.
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Source: Dissertations Abstracts International, Volume: 84-06, Section: A.
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Advisor: Budde, Antje.
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Thesis (Ph.D.)--University of Toronto (Canada), 2022.
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Digital technologies are not dramaturgically neutral. Rather, when we make the choice to use a piece of technology in performance practice, the technology has already made a series of choices for us. These choices manifest in the interface metaphors that define how we interact with digital technology and are deeply embedded in the developmental ancestry of each device.Given the profound impact of computational systems on performance, it is critically important to question when those choices are made, by whom, and to what extent, if any, computer systems make or define users' dramaturgical choices. This process is rooted in digital dramaturgy, an interdisciplinary approach that combines intermedial-performance study, media theory, history of technology, and hands-on experimentation to establish a hybrid critical framework with a practice-based methodology which directly engages with computer hardware, software, and wetware. Through a series of case studies presented over five chapters, this dissertation examines several prominent contemporary technologies used in performance, including digital projection systems, media servers purpose-built for performance use such as TroikaTronix's Isadora, Figure 53's Qlab, and livestreaming studio Open Broadcaster, as well as playful appropriations of the Xbox 360 Kinect motion tracking camera and videoconferencing platform Zoom. These digital technologies use non-linguistic metaphors, including images, sounds, gestures, sensors, and other techniques which relate the logic and structure of prior (often analog) systems within the current (digital) technology. As such, this research draws on George Lakoff and Mark Johnson's notion of conceptual metaphors, which recognizes that metaphors are not merely linguistic devices, but systemic cultural expressions which humans use to communicate ideas and concepts on a structural level. In each case study, this research aims to identify what metaphors are present, how they are constructed, and most importantly, assess how they drive what is created using that technology. This thesis finds that modern digital technologies embedded technical or creative dramaturgy. When used within a performance, these technologies complicate power dynamics, foster specific ways of doing and thinking, and even enforce rigid modes of production. By mapping and revealing how these technological systems operate, this research hopes to encourage exploring and building new alternatives.
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click for full text (PQDT)
based on 0 review(s)
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