Artistic Research

Multimedia Interactive Technologies in Performing Arts

The topic of this research is the application of multimedia, interactive, open source technologies to different forms of performance art, where form and content tend to equalize each other.

Through research workshops, certain interactions between performers and new technologies were examined, alternative dimensions of space and the limits of contemporary performance forms were tested, and a functional aesthetic was sought that would reflect the issues of the contemporary way and pace of life.

Through the format of open rehearsals (showing work that is still in progress – work in progress), some of the research topics were shared with the audience as examples of the application of technology to different forms of performance through three short etudes.

The first study investigates the role of technology as one of the protagonists of the performance, together with the performer, in the format of a digital interactive “doll” (digital puppet). The second examines the possibilities of creating video material and sound/music with the performer’s movements, that is, the act of performance. The third study tests the possibilities of an alternative dimension of performance through self-generated scenes in interaction with the performer.

After the demonstration, space was opened for dialogue with the audience, exchange of experiences, questions and answers, with the aim of better understanding the perception of today’s viewers and its meaning for performance media, the way it communicates today. The audience also filled out questionnaires for a more detailed evaluation of the mentioned topics, the results of which you can see by clicking on ‘questionnaire results’.

 

Open rehersals (work in progress) 15.09.2018. Filodrammatica, Rijeka.

 

Conversation with the audience, 15.09.2018. Filodrammatica, Rijeka can be watched here.

 

Based on the achieved research results, audience feedback, and evaluation through questionnaires, it can be concluded that the audience welcomed the efforts to slowly introduce modern technology into performance expression, and that there is an interest in innovative content, especially among the younger generations. It is also visible (which is expected) that the traditional way of seeing and experiencing performance art is deeply rooted in the minds of viewers, despite the general digitization of society, which automatically affects their expectations and perception of new expressions, in this case the interweaving of performance with digital technology. These habits lead to the need for a rational understanding of what is seen, for the non-abstract, and awakens a feeling of incompetence and/or criticism in the viewer, which is perhaps a broader problem of contemporary art.

Due to the demanding nature of such research, in terms of time and financial expenditure, and based on the expressed interest of the audience and artists, it was decided to continue this artistic research in the form of a multi-year continuous program where the work started and concrete technologies targeted for implementation in performance art would continue to be developed. which artists could easily apply to experiment and develop their own ideas and projects.

Interesting ideas were created that will be further developed and implemented in future projects, as well as the foundations of an innovative performance language that will have an impact on the aesthetics of BOUM!’s future work. The third study of this research will be developed into a performance installation that will be presented during 2019.

The interdisciplinary area between theater and digital technologies has a great potential for presenting content that is not possible through a traditional approach and a functional aesthetic that identifies form and content.

Through the examination of new hybrid languages/expressions, and the development and improvement of aesthetic and technological aspects of creative work, a new methodology necessary for the interdisciplinary work process is developed.

Research leaders:
Andrea Crnković
Gianfranco Mirizzi

Performers:
Andrea Crnković
Ivana Peranić

Voice lent by: Enver Krivac

Moderator: Iva Lulić
Head of the lighting console: David Dubrović

We thank Marko Žmak for his contributions to the research.

 

FORMER PHASES OF RESEARCH, july-september 2018.

The research workshops took place in three phases. The first phase was completed in July 2018, the second phase at the end of August, and the third, which also concluded the research in the form of open rehearsals for the audience, took place in the first half of September 2018.

 
In this first phase, we explored the possibilities of performer’s interaction with the Kinect. We experimented what it would mean if technology was one of the protagonists, together with the performer, and how the performer can create video and sound with his movement. We also examined alternative dimensions of space through Unreal Engine and the possibilities of the performer’s interaction with the virtual 3D space and several objects in it.
 
We collaborated with programmer and digital technology expert Marko Žmak, and producer Iva Lulić, who also tested interactive technology with us. Our doors are always open, so other artists interested in the project have also visited us, such as new media artist and professor and head of the Center for Innovative Media at APURA Ingeborg Fülepp, theater pedagogue and actress Denis Kirinčić, photographer Kristijan Vučković, and actress Anja Sabol.
 

The project was cofinanced by

Grad Rijeka

Primorso-goranska Županija