Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Walter Benjamin, Roland Barthes, Jean Baudrillard, and others.
To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media’s novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism’s denial of the new—and offers a series of boldly original arguments in their place.'
(front flap of the book)
Onsite
English
multimedia art,  performance art,  installation,  art history
2007
825
9780262042352
1
monograph
Introduction
Histories
The Genealogy of Digital Performance
Futurism and the Early-Twentieth-Century Avant-Garde
Multimedia Theater, 1911-1959
Performance and Technology Since 1960
Theories and Contexts
Liveness
Postmodernism and Posthumanism
The Digital Revolution
Digital Dancing and Software Developments
The Body
Virtual Bodies
The Digital Double
Robots
Cyborgs
Space
Digital Theater and Scenic Spectacle
Virtual Reality: The Search for Immersion
Liquid Architectures and Site-Specific Fractures in Reality
Telematics: Conjoining Remote Performance Spaces
Webcams: The Subversion of Surveillance
Online Performance: 'Live' from Cyberspace
'Theater' in Cyberspace
Time
Time
Memory
Interactivity
'Performing' Interactivity
Videogames
CD-ROMS
Conclusion
Digital Performance: A History of New Media in Theater, Dance, Performance Art, and Installation

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