The Drama Review 43, 1 (T161), Spring 1999. Copyright © 1999
New York University and the Massachusetts Institute of Technology.
152
Digits,Discourse,
and Documentation
Performance Research and Hypermedia
Steve Dixon
New opportunities will come to pass only if control of the technology is
taken from the technologist and given to those who understand human
beings, human interaction, communication, pleasure and pain. It is time
for engineers to go back to engineering. To develop these new technologies,
we need a new breed of creative individuals, most likely those associated
with poetry, writing, and theatrical direction […]. Who better
understands human interaction than a dramatist?
—Donald A. Norman (1991:ix)
Digitizing Drama
The Chameleons 2: Theatre in a Movie Screen CD-ROM included in this issue
of TDR is an example of the use of multimedia technology to document,
present, and analyze performance. It is the second CD-ROM produced by the
Chameleons Group (see Dixon 1995), a performance company directed by the
author, which draws together elements of live performance, video projection,
and digital multimedia. It focuses on the conceptual and aesthetic experiments
undertaken in devising our latest production, Chameleons 2: In Dreamtime. One
of our primary research objectives for this performance was to bring about an
effective integration of video and live performance to create multiple narratives,
associations, and meanings. The stage design combines the two media: a
front-projection screen with hidden doors and windows, within which live action
takes place—the notion of “theatre within a movie screen” (plate 1).
The CD-ROM incorporates a complete recording of the performance, rehearsal
footage, video environments, and critical and conceptual commentaries.
It offers an in-depth analysis of the Group’s working methods and strategies,
and goes on to contextualize this work within contemporary performance
theory and practice. A range of ideas and issues are discussed, including detailed
sections on Artaudian theory, surrealism, devising processes, and the semiotics
of multimedia theatre.
This article accompanies
the Chameleons 2:
Theatre in a Movie
Screen CD-ROM. Find
it on the inside back
cover.
Performance Research CD-ROM 153
The CD-ROM has three distinct aims:
1. To demonstrate the effectiveness of digital multimedia for archiving, analyzing,
and presenting practical performance work.
2. To analyze and explore the working processes of the Chameleons Group,
to share methodologies, and to present associated research findings related
to our latest performance project.
3. To situate our work within wider performance contexts, theories, and debates.
In summary, the objective in making the CD-ROM was to harness the hybrid
tools of multimedia both to document a piece of practical performance
and to present related critical and theoretical discourse in an engaging and illuminating
audiovisual form. This rationale and conception is based on an underlying
ideology central to many academics and institutions: that there is an
intrinsically reciprocal relationship between theory and practice. In simple
terms, Chameleons 2 conjoins theory and practice within the computer to try
to test the case. The digital technology is used to attempt a coherent unification
of theory and practice through the creation of an artifact which, though
largely concerned with academic research and theoretical interrogation, is an
artistic and performative expression in its own right.
The CD is intended to offer a comprehensive template for the documentation
and analysis of performance using digital multimedia. It also aims to
stimulate academic debate on the publication of research articles in hypertextual
and hypermedia formats (where pieces of text or media are electronically
linked, for example, via highlighted phrases or buttons on World Wide
1. The opening (or “welcome”)
screen of the Chameleons
2: Theatre in a
Movie Screen CD-ROM.
(Screen capture courtesy of
the University of Salford,
UK)
154 Steve Dixon
Web pages). While acknowledging the obvious—that textual descriptions,
video recordings, or multimedia remediations can only ever offer pale representations
of live events—I will argue the following:
1. Digital multimedia offers a significant new direction for the documentation
and critical analysis of performance processes and products.
2. Computer theory and recent discourses on hypertextuality are inextricably
linked, both with notions of performance and with parallel debates in the
fields of literary and performance theory.
3. Drama is not only ideally suited to hypermedia remediation, but is already
an inherent component of the computer-human interface.
4. Academic writing is intrinsically hypertextual, and its remediation into an
audiovisual hypermedia form clarifies and contextualizes the critical analysis
of visual artforms.
Performance as Multimedia
In Multimedia: Informational Alchemy or Conceptual Typography? Evelyn
Schlusselberg and V. Judson Harward define key characteristics which “justify”
the use of multimedia in educational contexts (1992:96–97). Though the criteria
encompass all academic subject areas, their particular pertinence to theatre
is striking. As my italics indicate, their criteria unequivocally point to the usefulness
of multimedia in the critical study of contemporary performance:
We look for subjects that are more immediately understandable through
video or animation than through text or diagrams (video describes live theatre
more clearly than descriptive text).
We look for subjects that are complex in a way that visual reference can
simplify (visual data clarifies “complex”/multiplex postmodern performance) […].
We look for applications that present an experience which the student
is unlikely to have had but which we can simulate (multimedia can represent
a temporal theatrical event seen by relatively few people). (1992:96–97)
CD-ROM production text that examines performance is in its infancy and
has to date been dominated by educational titles exploring Shakespeare or
other “classic” theatrical texts, such as Penguin’s The Crucible, which includes
performed extracts, critical commentaries, historical transcripts from the original
Salem trials, and an interview with Arthur Miller. The Open University/
BBC’s As You Like It prototype is a sophisticated educational CD-ROM and
includes a number of interactive exercises. One involves studying various camera
angles of a scene from the play which foreground specific characters. Users
then edit the shots in different ways to affect various dramatic effects, emphases,
and interpretations:
This approach could not teach users of the CD-ROM to be apprentice
editors or directors, but it could give them a very clear personal experience
of how meaning can be created and altered within certain absolute parameters
[…]. Students/users decide for themselves on several points in the
scene which seem “pivotal” or particularly important—moments when the
action/mood changes significantly. (Goodman, et al. 1998:30–31)
CDs examining contemporary performance practice are rare, and have primarily
emerged from performance artists rather than theatre-based performance
companies. The CD accompanying Orlan’s book This is My Body...
Performance Research CD-ROM 155
This is My Software (1996) includes footage of her operating theatre performances;
Stelarc’s Metabody: from Cyborg to Symborg CD-ROM (1997) offers
text, performance clips, and sections of a BBC television documentary on the
artist. The Freak Show CD-ROM (1996) by the cult band The Residents
combines performance art with 3D-animation characters, walk-through environments,
original music, and encyclopedic elements examining historical circus
“freaks.”
The Residents’ real contribution to new media is having humanized the
cyberworld of CD-ROM game play by putting the emphasis on characters
[…]. The Residents were always multimedia artists who were just
waiting for multimedia to happen […]. They’ve never been a band so
much as performance artists. (CNET 1998:1)
Chameleons 2 attempts to push back the generic boundaries (educational/
historical, artist documentary) that characterize current CD-ROM publications
on performance. It aims to expand the territory of “digital theatre”: to
offer more comprehensive performance documentation; to examine the genesis
of devised performances from multiple viewpoints; to present critical
theory in new visual hypermedia forms. Chameleons 2 differs from “comparable”
CD-ROMs in the following ways:
1. In place of edited performance clips, a performance is presented in its entirety.
2. In place of a single perspective, all performers within an ensemble discuss
and present their work.
3. In place of an orientation on “product,” process is afforded equal weight.
4. In place of simple contextualization, there is engagement in diverse and
complex theoretical debates.
Documenting Performance
For some time, there has been a debate concerning performance documentation
methodologies. This has spawned numerous articles and conferences,
and two journals have been established recently in the U.K. to foreground
performance documentation (see Performance Practice, Studies in Theatre Production).
These are born out of a need both to record, contextualize, and share
new approaches and experiments, and to somehow capture in perpetuity a
wholly transitory artform.
A number of documentation processes are employed to record live performance:
video footage, photographic sequences, audience research projects, and
transcribed and annotated texts. But the process leading up to the performance
is seldom recorded or evaluated in a coherent and lasting form: the reflections
of performers are often absent; there may be no documentation of the genesis
of creative ideas; and experiments and improvisations that developed the work
may be left out. Because original, devised performances are so processoriented,
the recording and evaluation of these processes should be given as
much attention as the viewing and critical analysis of performed “products.”
Documenting a process that encompasses the multiple perspectives of individuals
in an ensemble is a complex task involving reams of notes, drafts, and/
or endless hours of videotape. As such, the question arises as to how this process
can be shared with others, and how the material can be best presented
and contextualized within an accessible format.
These questions and concerns initially led me to digital media, both as a
performance documentation strategy and as a way of presenting related theo-
156 Steve Dixon
retical discourse and research findings. I was interested in trying to work
within a form that could present a visual record of the devising process and final
performance, and at the same time facilitate a detailed theoretical analysis
of both the “process” and the “product.”
Within a multimedia program, one is able to document and cross-reference a
vast amount of data and then retrieve specific items within seconds. “Multimedia”
also amalgamates and connects documentation in multiple formats—text,
photographs, video, audio, artwork. In archiving a performance, there is thus the
flexibility to input a whole range of material: video and stills of discussions, rehearsals
and performances; original music; artwork and designs for costumes and
set; reflections, interviews, and statements from performers and audience members.
Additionally, a range of different types of written text can be used: notes,
source materials, newspaper reviews, and transcripts of the performed text.
Chameleons 2 utilizes video as the primary documentation element. Though
video is a notoriously blunt and visually flat instrument with which to record
the highly subtle, interactive, and spatially complex medium of performance,
it nonetheless offers a method of recording a permanent audiovisual record of
an otherwise transitory temporal event.1
While acknowledging the limitations
and distortions of the medium, we must also recognize that well-conceived
video recordings document live performances more reliably than written
documentation which, however detailed, can only ever provide a description.
By incorporating photographic documentation within a text, we can certainly
receive a clearer visual sense of a performance and its mise-en-scène, but it is
not until we progress to moving pictures (through video, film, or digital media)
that we can really get a sense of “how it was.”
2. Video of the performance
runs parallel with onscreen
text. Users can jump from
scene to scene using the
numbers on the film strip,
and can access commentaries
by clicking “highlighted”
characters. (Screen capture
courtesy of the University of
Salford, UK)
Performance Research CD-ROM 157
The entire one-hour live performance that the CD examines can be viewed
as a video “QuickTime movie,” with options to either run it from beginning
to end or to jump around from scene to scene using buttons on the filmstrip on
the left of the screen (plate 2). As the performance plays, different characters
light up on another part of the screen. By clicking on one, the user can hear
the performer offering analysis and reflection on the scene that is running. This
simple hyperlink structure, running “text” and “commentary” in parallel, has
been heralded as a unique and revolutionary feature of hyperdocumentation
(Vaughan 1994, Hodges and Sasnett 1993), but is in fact derived from the
“footnotes” of conventional writing. The option icon constitutes a “footnote”
since it offers the “reader” a choice to continue with the main “linear text,” or
to move away from it to examine the context of a particular aspect in more detail.
The audiovisual (performance) text/commentary synthesis illustrated in
Chameleons 2 also clearly draws on conventional written documentation methodologies
such as annotated scripts or column-divided manuscripts which place
contextual commentary and analysis alongside descriptions of performance. In
Chameleons 2 the only difference is the media: video of the performance replaces
a description or annotated script, and the contextual commentary and
analysis is presented as a voice-over.
Video Documentation in the Digital Future
The advent of CD-ROM technology has expanded the capabilities of domestic-end
computers to play video; in addition, the internet offers downloadable
or online “streaming” video. Although video playback in both online and CDROM
modes is currently choppy and pixilated, quality will steadily improve as
compression and networking technologies develop. CD-ROM drives are currently
the prevalent hardware devices running video on domestic computers,
and Chameleons 2 contains around 90 minutes of footage (QuickTime movie
files), which virtually fills the disc’s 660-megabyte capacity. It was therefore difficult
to decide what to eliminate from the 30 hours of video shot during the
project.
The recent advent of DVD (Digital Versatile Disc) system is certain to have a
significant impact on the future of performance documentation, since it multiplies
the storage equation by 26.2
Where CD-ROMs offered encyclopedic-scale
archives of text and stills (e.g., Microsoft Encarta), DVDs now offer similar
archiving capabilities for moving pictures and audio. Each disc has a total capacity
of over 20 hours of video, with sound and picture quality superior to VHS.
DVD technology now allows storage on the same disc of, for example, a
number of complete performance recordings covering different times and
venues; a number of different productions by the same company; lengthy rehearsal,
exercise, and training footage; and performances dubbed in a range of
languages. Material can be catalogued for access in different ways: menu options
could include clustered hyperlinks to video clips around specific foci, or
users could opt to examine the evolution of a single scene by selecting to
view rehearsals and performances at progressive stages of development. Highspeed
visual shuttling through the video material further enhances the user’s
ability to control and select material for viewing.
This feature of digital video is demonstrated in “The Show” section of
Chameleons 2. A slider below the video window can be moved from side to
side to shuttle through sequences onscreen at speeds varied by the user (from
slow-motion to a pace faster than the eye can see), in contrast to the frustratingly
slow and uniform pace of linear videotape searching.
Software is being developed to provide complex annotation, segmentation,
and tagging of video archives.3
New iconic visual language systems, such as
158 Steve Dixon
the MediaStreams prototype, are also being developed to provide multipurpose
content analysis for the search and retrieval of digital video (Davis 1997).4
These provide sophisticated cataloging and retrieval systems for performance
documenters and researchers.
Critical Perspectives
Though historically the arts and sciences have remained polarized and
deeply suspicious of one another, new computer technologies have become
an interface for their mutual coexistence: “in the realm of electronic image
production the boundaries between art, science and entertainment are quite
blurred” (Schwarz 1997:35). Within computing, drama theory has been afforded
a special place, and the importance of theatre as a model for software
program design has been widely discussed by critics in the computer sciences
(Heckell 1982; Norman 1986; Norman and Draper 1991; Laurel 1990, 1991).
Paul Heckell (1982) maintains that dramatic art forms such as theatre and
film offer the most effective models for software conception and design. He
goes on to suggest that a clear transition is in process and will transform traditional
computer science and engineering into a creative, evocative, and dramatic
artform. This view is echoed by Donald Norman:
The key word in finding an illuminating path through the technological
maze is “interaction.” These new technologies all have one thing in
common: They can aid our interaction with others, with knowledge, information
and experience […]. When we look toward what is known
about the nature of interaction, why not turn to those who manage it
best—to those from the world of drama, of the stage, of the theatre? […]
There is much to learn from theatre. (Norman 1991:xi)
In User Centred System Design: New Perspectives on Human-Computer Interaction
(1986) Donald Norman and S. Draper emphasize the computer interface
as a place of “action” (rather than simple dialogue), where both the human
and the computer have a “role.” The centrality of this notion of “action”
within Norman’s thesis, as well as in the work of Brenda Laurel, has clear parallels
with the primacy “action” afforded by Stanislavsky, though neither
Norman nor Laurel make the connection explicit. Laurel nonetheless reflects
that Norman’s analysis: “supports the view that interface design should concern
itself with representing whole actions with multiple agents […which is]
precisely the definition of theater” (1991:7). Laurel’s influential Computers as
Theater (1991) uses Aristotle’s Poetics as a starting point to explore the conceptual
links between theatre and human-computer interfaces. She defines an interface
as a shared context for action where both person and computer are
“agents” in the Aristotelian sense of “one who initiates action,” and goes on
to define clear relationships between human-computer activity and the “four
causes” and “six qualitative elements of structure in drama” of Aristotelian
theory. Her analysis of the links between theatre and computers is exhaustive
and persuasive, drawing varied comparisons: a computer program is analogous
to a script, complete with stage directions; plays and computer programs are
both “closed universes”; teams of designers and programmers have similar creative
roles to personnel in theatre companies (writers, directors, designers,
stagehands); software and circuit boards operate like the “backstage” activity
in a theatre to support representations and to create “magic”; the Aristotelian
notion of enactment (“The imitation of an action […] enacted in real time, as
if the events were actually unfolding” [Laurel 1991:94]) is intrinsic to multimedia
because of its multisensory and interactive nature.
Performance Research CD-ROM 159
A drama graduate who chose a career in software design and CD-ROM
authoring, Laurel argues that theatrical metaphors pervade software applications,
since both are mimetic, multisensory experiences and their prime objectives
of representing action with multiple agents fundamentally overlap. Both
domains employ “representations of action in virtual worlds” which act as
contexts for thought and attempt to amplify and orchestrate experience. Laurel
provides a framework of dramatic theory that can be applied to designing
human-computer experiences, advocating the adoption of theatrical modes
and models which are “familiar, comprehensible, and evocative” (1991:21),
and which reflect Aristotle’s notions of enactment, engagement, empathy, and
catharsis. She suggests that the notion of theatre can be applied to multimedia
not simply as a metaphor, but as a way to conceptualize human-computer interaction
itself.
The work of Heckell, Norman, and particularly Laurel (who specifically defines
“computers as theater” in her book title) suggests not only that multimedia
may be an appropriate medium with which to examine and remediate performance,
but that the notion of performance is already embodied within the technology
itself. The suitability of the medium and the strength of its bond with
performance can be validated further when, as in the case of Chameleons 2, the
computer is used to examine a piece of so-called postmodern theatre characterized
by fragmentation, multimedia, nonlinear narrative, split-focus, and “multiplex
signals” (Schechner 1979:14)—precisely what hypermedia is designed for.
The links between multimedia technologies and postmodernity have been
discussed extensively by critics such as Edward Barrett, who emphasizes the
contingent relationships between hypertextuality and contemporary
poststructuralist, deconstructive, and postmodern theory. Using a quasimathematical
formula, Barrett extends the thesis to argue that the electronic
publication of scholarship and research in hypermedia forms becomes entirely
natural:
The equation: power of the computer to dish out information in many
different combinations + “traditional” approaches to textual scholarship
+ academic enthusiasm for the French school of thought which de-centers,
deconstructs, and interleaves the text with other texts and readings
= deep involvement with the concept of hypertext. (1992:8)
Others have drawn similar analogies between hypertext and recent literary
and critical theory. Jay Bolter (1990) and Mark Poster (1990) relate electronic
writing to Derridean deconstruction, and George Landow (1992, 1994) describes
hypertextuality as “the embodiment of the Derridean text” (1992:59),
arguing its close relationship with poststructuralist thought, which has grown
out of a dissatisfaction with “the related phenomena of the printed book and
hierarchical thought” (1994:1). Diana Gromala (1996) cites Lyotard’s notion
of technology as a language game in which myths and metanarratives are
reconfigured, and goes on to say that virtual reality technologies embody notions
of the reconstruction of the schizophrenic subject described by Deleuze
and Guattari, as well as the “Lacanian mirror of misrecognition” (1996:226).
Gregory Ulmer (1994) relates hypertextuality to the work of Derrida, Lacan,
and Wittgenstein, and Landow widens the net to take in no less than seven
leading critical theorists:
Like much recent work by poststructuralists, such as Roland Barthes and
Jacques Derrida, hypertext reconceives conventional, long-held assumptions
about authors and the texts they write and read. Electronic linking,
which provides one of the defining features of hypertext, also embodies
160 Steve Dixon
Julia Kristeva’s notions of intertextuality, Mikhail Bakhtin’s emphasis
upon multivocality, Michel Foucault’s conception of networks of power,
and Gilles Deleuze and Felix Guattari’s ideas of rhizomatic, “nomad
thought.” (1994:1)
However, a number of writers have begun to probe and question the veracity
of such analyses. Robert Markley is skeptical of what he perceives as the
“uncritical” and “unproblematical” theory propounded by the developers and
advocates of new technologies. His own analysis is in stark contrast to the romantic
and progressivist idealism of its proponents: “a radically constructivist
technology that celebrates an undisguised essentialism” (Markley 1996:58).
Richard Grusin argues that writers such as Bolter and Poster too easily relate
poststructuralist/postmodern/deconstructive theories to electronic writing
without recognizing that:
the force of the Derridean critique is to demonstrate the way in which
thought and speech are always already forms of writing. Deconstruction
does not need to be instantiated or embodied in new technologies; for
Derrida, writing is always a technology and already electronic. (1996:45)
Grusin observes a similar misreading in relation to Barthes’s poststructuralist
distinctions between “work” and “text,” or between the “readerly” and
“writerly” texts, both distinctions having been cited as theoretical anticipations
of hypertextuality. He notes that for Barthes, as for Derrida, the
“writerly” “text” is always “already immaterial, allusive, and intertextual—
even in print […]. The force of the deconstructive and poststructuralist critiques
is to illustrate the way in which this destabilization is true of all
writing” (1996:45). Grusin also takes issue with the uncritical generality of
William Paulson’s (1989) contention that the translation of texts into digital
code to enable them to appear onscreen in the same format means that electronic
technologies are inevitably decontextualizing technologies:
In so arguing, however, he reproduces the technological fallacy by ascribing
agency to the technology itself. To imagine that digitally reproducing
texts from two different historical contexts would decontextualize
them is to fetishize technology by making an idol of the “form” in which
writing is commodified, and to fetishize the particular historical context
in which those texts were reproduced. Electronic information technologies
do not decontextualize the texts of Western culture, they
recontextualize them. (Grusin 1996:52)
I remain contentedly equivocal in these debates, as with others currently raging
over cyberspace, since both critiques have some validity. This position reflects
the yes-no, on-off, love-hate relationship one establishes when working
closely with a dualistic medium which is in itself conceived and programmed as
binary. The distinct polarization of critical thought in relation to new technologies
and cybernetics has been inevitable, faced with a medium that is at once art
and science, rational (mathematical, computational) and irrational (“mystical,
performative, and cognitively dissonant” [Kendrick 1996:143]). The technologies
are also revolutionary (synergetic, globally rhizomatic) yet conventional (essentially
reliant on previous media: text, video, telecommunications).
While proponents celebrate the impact of “the first metamedium” (Schwarz
1997), “the beginning of something big, something like the invention of the
wheel” (Conklin in Carlson 1988:105), skeptics observe that it merely subsumes
and recodes previous media: “Concepts and artifacts are never invented
Performance Research CD-ROM 161
out of whole cloth; rather they embody a sedimented history that exerts an
inertial pull on the new as it modifies the old” (Hayles 1996:37).
Benjamin Woolley (1993:155) traces hypertextuality to the cut-up poetry
and collage techniques of Tristan Tzara and the dadaists, and Richard
Gooderick (1996) argues that digital multimedia technology should not be
considered a medium at all, but rather a tool that serves many separate media
and cross-disciplinary art forms. The dialectical tension at play in this debate is
demonstrated by writers such as Sheldan Renan who, rather than objectively
balancing the two perspectives, appear to fluctuate radically between the two
“camps.” In discussing online social and game-playing environments such as
MUDs (multiple-user dungeons/domains/dimensions) and MOOs (MUDs,
object-orientated) he begins by adopting the skeptics’ line:
Absolute change in narrativity and art is mostly illusionary. De Kooning
is part of the same arc or journey as Giotto. He struggles with similar
problems. Homer begins an arc that Woolf continues. Shakespeare is on
the road to Pinter. Pinter, with his characters that change on stage as we
watch them, points the way to Lambda Moo and beyond. (1996:68)
He then goes on to project a millenarian vision of the transformation of human
identity and the metamorphosis of art and society, adopting the hyperbole
that epitomizes many utopian writers on cyberspace:
The Network creates new relationships between being fictive and being
real(ized). Being fictive becomes seen as an integral part of being real. It
deepens understanding by creating multiple perspectives, made possible
by existing as multiple personas […]. Normal dramatic structure will, like
time in Einstein’s relativity, become deeply compromised, radicalized,
and certainly complex […]. Fiction will deepen so that one may fall in
and never emerge […]. We may see a retribalization of social structures
through new fictive forms and spaces. […] Our online identities may become
more important to us than our “real life” (RL) identities. Fictive
VR may become more useful than personal RL. (1996:62–69)
Navigating Chameleons 2
Renan’s metamorphosed identity, multiple personas, and new fictive spaces
parallel primary themes within the Chameleons performance examined on the
CD-ROM. The CD explores and celebrates decentered identity, operating as
a psychological jigsaw constructing the divided selves of the performers as
they engage with both the theatre piece they create and with the self-reflexive
remediated digital documentation. In this way the Chameleons 2 CD becomes
another form of “performance” which, like Renan’s depiction of MUDs and
MOOs, adopts computer technology to explore and analyze the nature of fictive
spaces and decentered identities. However, the site of this work on the
computer platform does not mean that our theme of transformed identities
(hence the title Chameleons) is influenced by or contingent upon new technology.
Similarly, it can be argued that the MUDers Renan describes as favoring
fictive personas might in any case elevate fantasy above reality in their lives,
whether the internet existed or not. Equally, while Chameleons 2 utilizes
hypertextuality and the “revolutionary” synthesis of different media afforded
by computer technology, my conceptual approach was initially conservative
and conventional: writing and organizing material into coherent “chapters”
and subheadings like a book. These were then configured with programmable
links to create the “navigation map” for the CD (plate 3).
162 Steve Dixon
The Chameleons 2 navigational structure is essentially “hierarchical,”5
opening
with a main menu (plate 4) which branches off into nine different subjectspecific
sections (e.g., plates 5 and 6) that further diverge into over a hundred
different subsections, clips, and commentaries (e.g., plates 7 and 8):
The “Introduction” explains how to navigate through the CD-ROM and
describes features such as printing out texts and switching between multimedia
and onscreen text versions of sections.
The “Show” section (22 scenes, 21 commentaries) enables the user to move
quickly around a video recording of a performance by clicking scene numbers,
and by visually “shuttling” the digital video by dragging the slider immediately
below the “movie.” Text “subtitles” run in synch with the video, and
commentaries and reflections on each scene can be activated by clicking on
any of the illuminated “portraits” of the performers.
“Multimedia Experiments” is the longest section on the CD with a total of
21 subsections. It includes the performers’ own analyses of the video texts
they conceived and explores a range of practical and theoretical issues related
to multimedia theatre.
“Video Clips” runs 15 different clips of video projections used in the per-
formance.
“Surrealist Experiments” (3 sections) charts the surrealist influences on the
Chameleons Group, including a section examining the use of automatic writing
in the creation of the script.
In the “Narrative” (4 sections) each performer offers a personal view and
interpretation of the key narrative events.
3. Hyperlinks as chapter
headings: the Chameleons
2 navigation map. (Screen
capture courtesy of the University
of Salford, UK)
Performance Research CD-ROM 163
“The Devising Process” (7 sections and 8 video clips) archives the group’s
devising and rehearsal methodologies, and includes video footage of key training
and devising exercises.
In “Characters” (4 sections) each performer offers background and analysis
of individual aims and methodologies in devising characters.
The “Artaudian Elements” section (6 sections) critically analyzes and explores
a number of issues relating to Artaudian theories of performance as well
as the Group’s practical experiments in this area.
Specific sections address not simply different content, but different audiences.
Options dealing with practical aspects, such as the “Devising Process”
section, primarily address the user as a fellow practitioner, offering detailed
training and devising exercises and sharing ideas and approaches that may be
of concrete practical value. Physical and character-based exercises are presented
within subsections: some are idiosyncratic variations of conventional
exercises (The Animal Exercise, Hot Seating), others, such as the Movie Posters
Game (Tableaux and Film Stills subsection) have been conceived by the
Group. These practical subsections are then expanded upon in other sections
to address fellow academics, engaging in complex debates exploring, for example,
multimedia semiotics, deixis, frame analysis, and Artaudian theory.
These sections are “theoretical” in conception but relate back to practice
through the discussion and evaluation of audience reception, presented via research
findings that have come out of the Group’s audience research methodologies
(using focus groups and questionnaires).
Chameleons 2 also provides multiple perspectives on the Group’s work. The
performers discuss at length their individual approaches to devising characters
(“Characters” section) and video material (“Multimedia Experiments” section),
and provide contextual commentaries on a range of scenes from the
performance (“Show” section). In the “Narrative” section, the performers offer
diverse readings and interpretations of the narrative elements within the
piece, each casting himself as the central protagonist in the drama. The CD is
consciously multiperspectival, addressing its subject from a number of angles,
and drawing on diverse recorded commentaries and analyses from each performer.
While a similar approach could be taken using written text, the frag-
4. The Main Menu offers a
choice of nine major sections.
Moving the cursor
over each icon reveals its
title. (Screen capture courtesy
of the University of
Salford, UK)
164 Steve Dixon
mented and nonlinear nature of hypermedia ideally reflects the conceived
polyphonic documentation structure, and enables the user/reader to map her
own route through the material.
Whereas the traditions and protocols of academic writing are essentially
fixed, the hybrid codes and semantics of multimedia/hypermedia allow more
freedom, in particular by enabling the author(s) to speak in different voices
through the different navigable levels and environments. The hypertextual
codification provides a diversified documentation system, which allows for a
range of different modes of address. Chameleons 2 operates on many levels: as
performance documentation; as performance per se; as critical and theoretical
discourse; as deconstruction; as re-construction; as psychological/sociological
document; as visual art; as “edutainment”; as manifesto.
Marrying Theory with Practice
The “Automatism and Psychoanalysis” section (a subheading of “Surrealist
Experiments”) provides an example of how different multimedia elements are
conjoined and layered to construct a dynamic audiovisual discourse. As with a
number of sections (“Artaudian Elements,” “Multimedia Experiments”) it attempts
to effectively draw together and interrelate theory and practice. The
section opens with a black screen and a voice-over commentary begins with a
quotation from André Breton’s Surrealist Manifesto. Selected words flash up
and hold onscreen in synchronization with the reading (automatism; real; dictation;
independent). These visually emphasize key elements within the quotation
relating to the thesis of the section, while at the same time suggesting
surrealist notions of cut-up poetry and montage. The commentary continues
by discussing the theoretical links between automatism, spiritualist mediums,
and Freudian psychoanalysis. In parallel onscreen, twelve muted “cut-out”
images of the performers (naked and asleep) gradually build up to form a photographic
collage (plate 9).
The commentary then moves from a theoretical stance to address practical
and pragmatic aspects of how automatic writing techniques were used by the
5. The “Artaudian Elements”
menu offers six subsections
(clockwise from top
left): Introduction; Physical
Hieroglyphs; The Double;
Artaud and Comedy; Acting
and Delirium; Cruelty.
(Screen capture courtesy of
the University of Salford,
UK)
Performance Research CD-ROM 165
group to create dialogue for the performance. Another layer of imagery appears
onscreen: animated stills of the performers in rehearsal. More “word
montages” accompany a return to theoretical debate examining how our use
of automatic writing “in character” relates to Barthes’s distinction between
“figuration” and “representation” of the author within a text, and postmodern
notions of “the self as text” as discussed by Bonnie Marranca (1979) and Richard
Schechner (1979).6
A video extract from the performance is then played to
illustrate and evidence a number of “research findings” observed through our
automatic writing experiments.7
The commentary concludes by arguing that
this technique can effectively bypass our impulse to repress and to censor taboos,
and give overt expression to the Freudian “id”: “the pure drive for pleasure,
uncontrolled by cultural prohibition” (Reinelt 1992:383). A video
extract—a piece of “practice”—from the performance, featuring another automatic
writing speech, is played to manifest, embody, and “prove” the theory:
Julia: I’ve swallowed enough cum to sink the Titanic. There’s enough
spunk inside of me to set up my own spunk bank. I’ve done it loads of
times. I’ve fucked hundreds, thousands of men, sometimes ten at a time,
one after the other. Father and son and grandfather and uncle, whole
families of men and I love it. And I can’t get enough of it, and I want
more of it, till I’ve cum pouring out of me, out of my cunt, out of my
mouth, out of my arse, out of my fucking ears and nose, till I cry spunk
tears and piss cum.
The interdisciplinary nature of multimedia enables new forms of expression
and synthesis impossible in other nondigital media. One such example occurs
in the section analyzing the group’s experiments with Artaud’s notion of
“physical hieroglyphs” (Artaud 1970). The opening screen shows a still photomontage
of two of the performers frozen in poses redolent of “oriental”
dance. As a voice-over commentary progresses, six new photographic images
of performers appear sequentially around the screen, some large, some small
(plate 10). These are photographic stills8
that have been digitally animated to
6. In this section the four
performers offer personal
(and at times conflicting)
views of the twists and
turns of the show’s narrative.
(Screen capture courtesy
of the University of
Salford, UK)
166 Steve Dixon
repeat gestures or “hieroglyphs.” Though these animations have derived from
video recordings of the performance, the effect created onscreen cannot be
replicated using video alone, without computer intervention.
Such techniques and effects are relatively simple to achieve. The diversity
of available digital tools and their potential for communicating ideas in new
ways suggests a radical reappraisal of how one best conveys critical theory in
relation to artworks. Conceptual and critical work can itself adopt an artistic
form, drawing inspiration from a sophisticated and complex palette of new
syntactical forms and codes.9
Words versus Pictures
Multimedia elevates symbols and images over text. Although Chameleons 2
has a menu option for a text-only version (and the script and commentaries
can be printed out), in normal mode the CD virtually dispenses with visible
text. The analysis and theoretical discourse is instead presented as voice-over
commentary, linked and synchronized to changing visual images, environments,
animations, photomontages, and video extracts. Although the critical
commentaries were originally written in a traditional textual form, the aim
was always to synthesize these with visual imagery and sound, moving the CD
as far away as possible from the notion of a “book.” This is in line with current
thinking on “user-engagement” in educational and commercial multimedia
production (Barrett 1992; Hodges and Sasnett 1993), as Greg Roach’s
(1998) McLuhanesque table suggests:
Format: TEXT GRAPHICS VIDEO
Psychological
Temperature: COLD WARM HOT
The visual elements of multimedia have long been argued by the proponents
of new technology to be the future of interactive communications me-
7. This subsection branches
into nine further subsections
(the smaller icons) which
examine the genesis of
video imagery from differing
personal viewpoints and
critical perspectives. (Screen
capture courtesy of the University
of Salford, UK)
Performance Research CD-ROM 167
dia and education, since the brain comprehends images far more quickly than
lines of text: “the human being is an intensely visual animal” (Pimentel and
Teixeira 1995:xv). Nan C. Shu offers the following premises:
1. Pictures are more powerful than words as a form of communication. They
can convey more meaning in a more concise unit of expression.
2. Pictures aid understanding and remembering.
3. Pictures may provide an incentive for learning […].
4. Pictures do not have language barriers. (1992:7–8)
Others cite the visual processing power of the human eye-brain system
(Vaughan 1994; Hodges and Sasnett 1993). When, for example, we watch a 30second
television commercial our eye-brain system can read and interpret dozens
of images and mini-narratives, absorbing and contextualizing millions of
“bits” of information; in the same time, we can only read around 200 words.
However, this stance oversimplifies the issue. We also live in an imagesaturated
culture, and in response, our eye-brain mechanisms also seem to
have developed their own image-disposal units. Even before the age of television,
Marcel Duchamp mourned “the exchange between what one puts on
view […] and the glacial regard of the public (which sees and immediately
forgets)” (Duchamp in Davis 1993:119).
The use of multimedia in academic contexts has led to a critical battle pivoting
around the relative values of the image versus the written word. Writers
such as Ronald Ragsdale and Alnaaz Kassam have fiercely challenged the validity
of the “picture paints a thousand words” theory of multimedia:
We may absorb a billion bits of data, but we process and interpret only
what “makes sense” to us. This means that from an entire view of a forest,
we may only choose to experience the smell and texture of a tiny
leaf. Thus the eye may be exposed to all the data available but it is the
total human being that chooses to interpret what he/she wishes.
(1994:568)
They go on to argue that “a need of images is a falsehood” since technological
mediation of an image distorts and alters its meaning, ultimately affecting
one’s interpretation of reality. In moving away from the abstract toward the visual,
“we are not only discussing issues of content, but rather also our perception
of ourselves as human beings” (1994:568). They conclude that certain ideas can
only be explored in the abstract, and in text form, and that multimedia’s reliance
on image supports the ultimately philistine rationale that it is worth retaining
and expanding upon only the visual aspect of our cultural heritage.
Multimedia Academia
The presentation and publication of academic research in audiovisual form
has aroused controversy (see Cotton and Oliver 1992) and prompted adverse
criticism from some traditional academics, whose main arguments may be
summarized as follows:
1. The nonlinear, fragmented nature of the form is inappropriate to academic
discourse, which should develop a structured and coherent argument.
2. Visual imagery and attention-grabbing graphics can only trivialize or distract
from serious conceptual ideas.
3. The most significant ideas are by nature abstract, and to juxtapose these
with concrete images not only changes their meaning, but suppresses the
168 Steve Dixon
“reader’s” own intellectual and imaginative responses to the ideas presented
(the “film is never as good as the book” argument).
4. Multimedia is simply a gimmick; another manifestation of informationoverloaded
television “zap” culture; a medium “full of sound and fury, signifying
nothing.”
In principle, these arguments have some validity, and serve as cautionary reminders
to academics publishing multimedia documents that style and form
should never subsume content.10
However, in relation to performance research,
I believe one simple and fundamental argument eclipses all others. Digital technology
enables practitioners and researchers working in the visual medium of
performance to archive their work and demonstrate their findings in a visual
medium, which is nothing if not logical. The visual record of a practical performance
contextualizes and clarifies analysis in a way that a written article can
never do. Most crucially, the audiovisual performance data illuminates and imposes
specificity upon the documentation. The argument for publication of
performance research in multimedia form is neither revolutionary nor iconoclastic.
It simply elevates video above descriptive text as a more concrete documentation
medium, and proposes the use of digital technology to present this
in parallel with traditional theoretical and analytical commentary.
Yet no “middle-path” of rational and objective theory has yet emerged
which recognizes the essential interdependences of traditional and hypertextual
scholarship, and the discourse remains entrenched in dialectics. Barrett believes
this is a result of hypertextuality being categorized as an “assault on a central
concept of Western culture—the book itself: a linear narrative moving in time,
occupying real space, with a beginning, middle, and end” (1988:xv). However,
this fails to recognize that traditional academic texts are not always read from
cover to cover: they are scanned and dipped into just as hyperdocuments are.
Similarly, chapter headings, indexes, and bibliographies are used to determine
points of interest and exploration in precisely the same way that links and
search engines are used in hypermedia. Scholarship has always been
hypertextual. The key difference—and advantage—is the speed that digital
technology now affords the cross-referencing and retrieval of data.
8. In a subsection of “The
Devising Process” users can
access video clips of each
performer in a “Hot Seat”
improvisation. (Screen capture
courtesy of the University
of Salford, UK)
Performance Research CD-ROM 169
Yet millenerian visions of the “unbounded creation” of hypertextuality attempt
to reconfigure our very notions of information and knowledge, as articulated
by writers such as John Perry Barlow:
Freed of its containers, information is obviously not a thing […]. Information
is a verb, not a noun […]. Information is an activity […]. Information
is experienced, not possessed […]. Information is a life form.
(1996:157–58)
Firstly, such readings distort the facts: hypermedia is not “freed” of its containers.
On the contrary, it necessitates a minimum of three containers (data
folder, software program, computer screen) in contrast to the quite singular
containment of a book or piece of text. Secondly, if information can be conceptualized
as transforming from noun to verb by mere virtue of accessing
data from multiple sources, this has nothing to do with the advent of
hypertextuality, since for centuries academics have been studying with more
than one open book on the desk. Academic research has always been an “activity”
whereby multiple “texts” (in whatever form) are read, evaluated, and
placed in relation to one another. While it can be argued that new technologies
potentially ease, speed up, or enliven this process, they do not transform
the essential paradigm.
The hyperbole associated with the metaphysicians of computer technologies
is also reflected in the distorting semantics of popularized computer language.
The use of the word “virtual” to refer to anything produced or accessed via
computer is a misnomer, even when applied to the most advanced immersive
“Virtual Reality” (VR) systems.11
“Virtual” implies a precision of replication
that is barely distinguishable from its referent, and is a particular overexaggeration
when applied to representations on a conventional computer screen,
where objects (even 3D graphics) exist in two dimensions. We may as well
talk of van Gogh’s “virtual sunflowers” or the “virtual animals” painted in the
cave dwellings of our prehistoric ancestors. As Hans-Peter Schwarz observes,
the electronic transport of works of art, “which are intended to have a predominantly
tactile and visual impact […] still amounts to one thing, i.e. repro-
9. Visualizing theory and
theorizing visually: photomontages
and animations
are used to visually reinforce
concepts and themes,
and to attempt to draw together
the two “poles” of
theory and practice. (Screen
capture courtesy of the
University of Salford, UK)
170 Steve Dixon
duction” (1997:43–44). There are numerous other examples: “Real-time” has
become digital jargon for “live,” as if to suggest that time may also exist in a
unreal form; “interactive” is casually applied to a vast number of computer applications
which offer the user no tangible control or give-and-take, only
push-button multiple choices.
The actual properties of computer technologies should be disentangled from
the inaccurate, obfuscating, and to many, alienating language used to describe
them. Though this language has turned into convention, the rhetoric is fanciful,
conjured by the proponents of new technology who see a life-changing
phenomenon heralding a brave new world. But it is simply a new communications
medium which, like film and television before it, opens new possibilities
for discourse, art, and entertainment. For the performance researcher and academic,
as I have argued, it constitutes an ideal medium for the documentation
and analysis of performance, for the study of the interface between theory and
practice, and for new ways to approach and present academic writing:
The development of hypermedia represents a return to richer, pre-print
modalities of expression, as if we are “coming to our senses” after the anaesthetic
of monochrome words. The opportunity it offers to reason, to
think, to debate and to learn in more concrete, multi-sensory terms may
have a deep significance […as] a move away from the peculiar abstraction
of written or mathematical expression. (Cotton and Oliver 1992:88)
Conclusions
While contemporary performance practice has progressively liberated itself
from the dominance of text since the 1960s, little has changed in the academic
paradigm. The divergence and hybridity of postmodern performance is not
reflected in the forms and critical tools that analyze and celebrate it. The increasing
affordability of hardware and software for designing multimedia programs
offers academics, researchers, and performers a new intertextual and
audiovisual medium and publication form to present their work.
10. Animating Artaud:
Stylized physical gestures
are broken down into four
stages, then digitally reanimated
to suggest Artaudian
notions of “physical
hieroglyphs.” (Screen capture
courtesy of the University
of Salford, UK)
Performance Research CD-ROM 171
Chameleons 2 offers a template for comprehensive hypermedia documentation
and analysis of performance, a model that can be significantly extended
using new data storage and retrieval technologies such as DVD. As a documentation
medium, digital archiving has more versatility and more technical
and intertextual capabilities than annotated texts or linear video recordings.
Current debates within computer interface theory, as well as discourses in
the fields of literary and cultural studies, attest to the relevance of experiments
that reconfigure performance texts in hypermedia form. Extending Brenda
Laurel’s thesis that theatrical metaphors pervade and enrich human-computer
communication, Chameleons 2 seeks to enrich and improve human-human
communication about theatre via the computer. The human-computer interface
becomes the digital proscenium where theatrical processes are visually
concretized and critically analyzed.
Chameleons 2 goes beyond the scope of current performance CD-ROMs by
virtue of its depth of video documentation; its multiperspective ensemble
conception; its detailed scrutiny of devising processes; and its range and forms
of contextual debate. The CD-ROM uses a hypermedia program to fuse
theory with practice, and to hint at new forms of performative discourse.
Multimedia technologies can present performance research more aesthetically,
more concretely and, in our technological age, perhaps more credibly than on
a printed page. New technologies offer a transformed topography and a new
poetics of performance theory and criticism.
Notes
1. Video is an inevitably distorting representation (or re-presentation) of performance
which can never accurately replicate the live experience. For this reason many practitioners,
such as Grotowski, have refused to allow recordings of their work. Video
records of live performance also highlight key differences in scale between the two media;
for example, theatrical acting appears physically and vocally over-expanded in
comparison to the internalized performances prevalent in conceived-for-camera film
and television drama.
2. DVDs can store 4.7 gigabytes of information, around seven times the capacity of CDROMs.
However, with packaging tricks that combine two-sided discs with an additional
data layer, this provides a 17-gigabyte disc, which is 26 times the capacity of a
CD-ROM.
3. See Davis (1997). These include the parsing and recognition of diverse video elements:
algorithmic annotation of shot breaks, pans, and zooms (Teodosio 1992; Ueda, et al.
1993); object recognition and tracking (Nagasaka and Tanaka 1992); voice recognition
and audio parses for specific sounds such as music and laughter (Hawley 1993).
4. Cataloging and retrieval systems for digital video require the development of new iconographic
templates and metaphors to represent video to provide multipurpose content
analysis. Traditional “keyword” searches, for example, are largely inadequate and inappropriate
in describing the audiovisual and temporal content and structure of the medium.
“It is not simply a matter of cataloguing reels or tapes, but of representing the
content of video so as to facilitate the retrieval and repurposing of video according to
these representations” (Davis 1997:1). Davis and colleagues at the Massachusetts Institute
of Technology (MIT) are developing new iconic visual language systems for the search
and retrieval of video from large archives. They aim to develop a video annotation language
that is “durable,” “sharable,” and “global” and makes use of a structured, semantic,
and searchable vocabulary of icons. Their MediaStreams prototype system utilizes a
conventional “Time Line” (used in video editing) combined with multilayered, iconic
annotations of video data which are represented by a range of visual metaphors encompassing
pictorial, color, shading, anti-aliasing, and animation forms. Users can visualize,
browse, annotate, and retrieve video content, and go on to dynamically resegment and
resequence material on the fly.
5. Navigation maps are conceived in one of four structures: linear, where users progress
sequentially through a prescribed route; hierarchical, where more and more optional
172 Steve Dixon
routes appear and spread out like tree branches as the user progresses; nonlinear, allowing
the user to move freely around without any predetermined routes; and composite, allowing
generally free navigation, but also incorporating some linear or hierarchical
structures (see Vaughan 1994:390).
6. As Bonnie Marranca (1979) has discussed in her article “The Self as Text,” the exploration
of the artist’s autobiography or personal mental space is a characteristic feature of
postmodern performance. She terms it “a dialogue with the self,” a description equally
applicable to automatism. However, prior to our experiments with automatic writing,
we “go into character”—thus combining surrealist theories of the unconscious with
traditional Stanislavskian practice. The inner dialogue with the unconscious is thus significantly
mediated through a replacement/displacement of the personal self with the
fictional self (the character), which actually does the writing. Automatic writing “in
character” is a quite different use of the self as source material from that described by
Marranca. It is also at odds with Richard Schechner’s assertion that the postmodern use
of autobiography as text is an articulation of the performer’s “consciousness of his own
consciousness” (1979:16). Rather, our experiments are concerned with the articulation
of the unconsciousness of a character, mediated through the unconsciousness of an actor,
which is finally made conscious in performance.
7. A highly confessional style and content was found to be in evidence in many of the automatic
writing experiments. Language tended to have a strongly visual and
physicalized quality, and often contained distinctive and repetitive rhythmical patterns,
such as one finds in the work of Samuel Beckett.
8. For each of the figures, four frames mapping different stages of the movement have
been “captured” as stills and put into the computer (“digitized”). Using a software program
(Adobe Photoshop) the outlines of the figures are traced and cut out from their
background. The four stages of each of the figures’ movements are then programmed
using the main authoring software (Macromedia Director) to alternate in rapid sequence
on the screen, creating animation.
9. When working in this medium, new conceptual ideas and approaches constantly come
into play. As Ben Davis has observed:
The inspiration for a work of art […] often comes when one sees things
put together in new ways […]. The multimedia computer is a new expressive
medium, with the potential to support new expressive formats. The
processes of inspiration in the face of this new medium are especially interesting.
(1993:118)
10. This is an important factor in multimedia authoring, where the technical aspects of programming
can become all-consuming and lead to what has been termed “analysis paralysis,”
whereby “the means become the ends as you forget what you wanted to get out of
the computer and become wrapped up in the process of getting it out” (Shu 1992:6).
11. Despite the sophistication of the three-dimensional tracking capabilities of Virtual Reality
systems, VR objects and environments visually remain graphical and “cartoony”
simulations rather than photo-realistic depictions.
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Steve Dixon is an actor, filmmaker, and multimedia artist. Currently the Head of
Performance at the University of Salford, UK, he is also the director of the multimedia
theatre company The Chameleons Group. His most recent research examines the use of
digital technologies to document theatrical processes and explore the relationships between
performance and theory.