2014, by Bill Blake. "Why should the digital bring about ideas of progress in the theatre arts? This question opens up a rich seam of provocative and original thinking about the uses of new media in theatre, about new forms of cultural practice and artistic innovation, and about the widening purposes of the theatre's cultural project in a changing digital world. Through detailed case-studies on the work of key international theatre companies such as the Elevator Repair Service and The Mission Business, Bill Blake explores how the digital is providing new scope for how we think about the theatre, as well as how the theatre in turn is challenging how we might relate to the digital."
2007, by Steve Dixon. "The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. 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 Philip Auslander, 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."
2006, by Matthew Causey. "Matthew Causey explores the research fields of performance and theatre, new media and digital culture studies as well as art and aesthetics. He considers the history of the technological advances in the media and computer environments and the manner with which theatre and performance have evolved within these systems."
2004, by Wayne Kramer. "In the performing arts, design encompasses a wide array of possible forms and settings, including sets, costumes, lighting, and digital environments for Broadway, Hollywood, television, and the computer-gaming world. But all designs, no matter how diverse, require a focused, interpretive, and creative vision that brings an idea to vivid life. In The Mind's Eye, design professional Wayne Kramer guides you through the process of imagining and realizing effective designs that are faithful to a source work's purpose. Beginning with a script, treatment, or project description, Kramer shows you how to read carefully for the author's intent and then apply a specific element-by-element methodology that generates striking results in any genre and for any audience. His tips, techniques, and useful background information on every aspect of the design process already make The Minds' Eye an indispensable tool, but with the addition of both a CD-ROM that illustrates his points with digital clarity and case studies based on interviews with professionals that show how they meet a variety of design dilemmas, Kramer moves his method, and your work, a giant step forward. The Mind's Eye is the perfect hand-held mentor. If you are new to design, it will serve as an ideal model for your first forays into the field; for the more experienced, Kramer's insight offers a professional resource for reflection and growth. Read The Mind's Eye and be ready to achieve your vision today, no matter what type of design challenge awaits you."
A catalog of the holdings of books, journals, and other materials held by OCLC (Online Computer Library Center) member libraries. Includes manuscripts, maps, films and sound recordings. Covers works published before 1,000 BC-present.
ProQuest Dissertations and Theses is a collection of scholarly research in the Humanities and Social Sciences that consists of 2.7 million searchable citations to dissertations and theses from around the world, and 1.2 million full-text dissertations that are available for download in PDF format. Coverage is from 1861 to the present day.