空间、时间和反应性:为在线剧院设计软件

IF 0.2 3区 艺术学 N/A THEATER
Sam MacKinnon
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引用次数: 0

摘要

参与式数字戏剧是一种相对较新的媒介,至少其形式主要产生于 COVID-19 大流行。随着 Zoom 等超低延迟视频会议平台的普及,为设计者提供了新的机会,使他们能够创作出结合观众实时反馈的互动表演。尽管这些平台远非完美无缺,但它们为研究在线表演平台的有效和可改进之处提供了一个起点。本文就在线参与式戏剧设计提出了一些思考和建议。例如,如何在屏幕上表现观众和表演者,有助于在在线表演中营造共享空间感。遮蔽观众的表现形式可以用来营造一种更加孤立、孤独的体验,而使用聊天工具和头像则可以营造一种更加群体化的体验。改变流媒体延迟时间的长短也会影响观看节目的体验,较短的延迟时间有利于更多的互动和反馈。有观点认为,观众化身可能会对观众的参与产生有意义的影响,而表演者和观众自带摄像头可能会对观众的体验以及表演者与观众的互动产生负面影响。探索数字戏剧的未来,最好的办法或许是接受这种媒体的独特优势,创造不直接与物理空间或时间相联系的体验,这种体验具有互动性,可以在网上长期存在。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Space, Time, and Reactivity: Designing Software for Online Theatre
Participatory digital theatre is a relatively new medium, at least in the form that emerged largely out of the COVID-19 pandemic. The increased uptake of ultra-low-latency video-conferencing platforms like Zoom offer new opportunities for designers to create interactive shows that incorporate real-time audience feedback. While far from perfect, these platforms offer a starting place for examining what works and what could be improved for online performance platforms. In this article, some reflections and recommendations are made regarding online participatory theatre design. For example, creating a sense of shared space in an online show can be aided through how audiences and performers are represented onscreen. Obscuring the representation of an audience can be used as a technique to create a more isolated, solitary experience, while the use of chats and avatars can create a more communal experience. Altering the length of streaming delays also affects the experience of a show, with shorter delays favouring more interaction and feedback. It is posited that audience avatars may have a meaningful effect on audience engagement, while the display of self-facing cameras for performers and audience members alike may have a negative impact on the experience of audience members, and the engagement of performers with an audience. The future of digital theatre is perhaps best explored by embracing what the medium does uniquely well—create experiences that are not tied directly to a physical space or time, which embrace interactivity, and which can be long-living online.
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来源期刊
CiteScore
0.30
自引率
33.30%
发文量
54
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