Telematic Performance of The Adding Machine
Telematic Performance of The Adding Machine
CULTURA, LENGUAJE Y REPRESENTACIÓN / CULTURE, LANGUAGE AND REPRESENTATION ˙ ISSN 1697-7750 ˙ VOL VI \ 2008, pp. 101-119
REVISTA DE ESTUDIOS CULTURALES DE LA UNIVERSITAT JAUME I / CULTURAL STUDIES JOURNAL OF UNIVERSITAT JAUME I
GERHARD HAUCK
U N I V E R S I T Y O F WAT E R L O O
ABSTRACT: Between December 2005 and March 2007, the Department of Theatre
Arts and the Multimedia Program at Bradley University, USA; the University of
Waterloo, Canada; and the University of Central Florida, USA developed a unique
theatrical enterprise that encompassed four creative artists, over one hundred
students from seven academic departments, and an array of sophisticated rendering
and communication technology. The fully mediatized production of Elmer Rice’s
expressionistic play The Adding Machine integrated virtual scenery, live, real-time
telematic performances facilitated via Internet2, recorded composite video, avatar
performers, photographs, graphics and sound.1 This paper reports and analyses
some of the artistic, dramaturgical, and technical discoveries made from the
production and offers some theoretical insights about convergent telematic
performances.
1. For more information on this production see the Bradley University website: http://addingmachine.
bradley.edu/
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Murder Montage Composite Scene with Thomas C. Lucas as MR. ZERO and John Wayne
Shafer as THE BOSS. Photo by Duane Zehr of Bradley University
GEORGE H . BROWN , GERHARD HAUCK Convergence and Creativity in Telematic Performance 103
machine, he subsequently murders his boss. He is tried and executed for his
crime. After his death, Zero reaches the Elysian Fields – an idyllic countryside,
unbounded by the prison walls of human conventions. But Zero has no use for
unlimited freedom, so he jeopardizes his chance of happiness with his devoted
co-worker Daisy and opts instead to work in a «celestial repair shop» for worn-
out souls. There, he works diligently on an adding machine for what he expects
to be eternity, but after 25 years he is again sacked and sent back to earth where
he will become an even sadder cipher.
The Adding Machine provided a wonderful vehicle to explore the creative
potential of the new digital media in theatrical terms through the convergence of
theatre performance, production, and dramaturgy, with multimedia and
streaming video technologies. This paper reports and analyses some of the
artistic, dramaturgical, and technical discoveries made from this production, as
well as from several other productions on which we have previously
collaborated.
In the space of convergence in which intermedial theatre is created, we have
discovered that it is imperative to work with both halves of the brain
simultaneously: creative problems needed technical solutions and technical
problems needed creative solutions. Consequently, in what follows we will be
navigating between the two, discussing technical and logistical as well aesthetic
and dramaturgical issues.
Fully cognizant that the technical and dramaturgical complexity of this
staging of The Adding Machine would justify the discussion of many production
facets – conceptualization, collaboration, mediatization, processes and
pedagogy, to name just a few – here we will focus on those aspects which appear
to us the central ones: the technology involved in telematic performances and the
nature, problems, pleasures and justification for digitally enhanced and
facilitated performance.
Geographically, Bradley University served as the primary performance
venue for the production, where some 3000 audience members watched the
production unfold. There were three remote sites that fed telematic performances
into the primary performance venue:
1. The University of Central Florida (1100 miles away), where our colleague John
Wayne Shafer performed from his office;
2. The University of Waterloo (800 miles away), where theatre student Brad Cook
performed in a studio theatre with a local support crew;
3. An additional studio had been set up for local actors to be included telematically
in the production, which was situated less than 100 feet from the main stage on
the Bradley campus.
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Rehearsal shot with George H. Brown (Director) in Peoria IL and, on screen, Brad Cook as
SHRDLU in Waterloo, Ontario. (Rehearsals facilitated via a Polycom videoconferencing
system). Photo by Scott Cavanah of Bradley University
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required 30 megabits of bandwidth each. Since there were times when the
production required up to 120 megabits of processing speed, we did experience
occasional video latency or break-up. To resolve this we capitalized on the play’s
episodic structure and alternated our connection to receive signals either from
Florida or from Waterloo. This kept the performance operating at around 90
megabits:
Graph of Internet 2 bandwidth usage. Peak usage during Jan – March reflects production
of The Adding Machine. At times during the process, over 120 megabits of bandwidth was
required for the production
Video quality was central to the aesthetic appeal of production. Because all
telematic performances were played in front of a green screen the streamed
performances were keyed mechanically into the graphic backgrounds designed
by Jim Ferolo, the director of Bradley University’s Multimedia program, and his
team of multimedia students. These were high-quality composite video pieces
that required months of development and rendering time. One video sequence
that served as the transition into the Elysian Fields took over 100 hours to render
on an array of some 35 computers. A planning bid for the project submitted to a
commercial rendering firm estimated the cost at over $100,000 for this sequence
alone.
Directorially, we shared the belief that honouring the integrity of the play
was paramount. Consequently, all choices relating to mediatization and
telematics were made with the support of, and in support of the text. Thus, the
authority figures in the play, for example, appeared on screen, oversized in scale
to Zero, the insignificant protagonist.
Similarly, the character of Shrdlu, lost in his isolated, angst-filled world,
existed only in the virtual world of the production, while Zero’s companion
Daisy, who perpetually longs for the warmth of human companionship, had a
physical presence on stage. In terms of colour design, the dramaturgical choice
was to present all screened performances, with the exception of the Elysian
Fields scene, in black and white, symbolizing Zero’s drab life. For the scenes in
the Elysian Fields we transitioned to full colour in all the media elements in
order to represent a joyous paradise – an environment totally unfamiliar to Zero.
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Rehearsal shot from Control Booth with crew running Video Mixer and Isadora Software.
Photo by Scott Cavanah of Bradley University
DVTS Cyberperformance Scene with John Wayne Shafer in Orlando Fl as THE BOSS and
Thomas C. Lucas in Peoria IL as MR. ZERO. Photo by Duane Zehr of Bradley University
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Integrated Composite and DVTS Cyberperformance Scene with Brad Cook as SHRDLU in
Waterloo, Ontario, Canada, and Thomas C. Lucas in Peoria IL as MR. ZERO. Photo by
Duane Zehr of Bradley University
Integrated Composite as Background with Thomas C. Lucas as MR. ZERO and Lindsey
Schawahn as DAISY. Photo by Duane Zehr of Bradley University
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GEORGE H . BROWN , GERHARD HAUCK Convergence and Creativity in Telematic Performance 109
The transition to a new world was mirrored through the costumes as well.
Designed by Becki Arnold, identical garments were created for the actors, with
one outfit in a dark pallet for the drab world of Zero’s daily life and the twin
costume in white for the Elysian Fields. In this way, the production team was
able to blend the virtual world of the telematic space with the physical world of
the theatre, merging stage craft with mediatization.
As with all telematic technologies currently available, we did experience
occasional latency of image transfer lasting up to three seconds. As latency is
based on the time it takes a video signal to travel the fibre optics system and
return, there is always some delay; even the speed of light takes one whole
second to travel around the world seven times. Latency is determined by
numerous factors: transmission speed, bandwidth, the number of switches the
signal has to travel through, and is still largely unpredictable. In fact, we had
lower latency between Illinois and Ontario than between Illinois and Orlando,
while we had better video quality between Illinois and Orlando. We solved the
problem by incorporating latency into the characters, for example, Zero’s Boss
became continually preoccupied with his work and had difficulty remembering
names or facts. His «sluggish» perception and «delayed» responses highlighted
his preoccupation and even created a comic effect.
One significant DVTS issue that plagued this production was the persistent
presence of audio loops. When a performer at a remote site spoke into a
microphone, audio signal was streamed via the DVTS over a thousand miles to the
performance site at Bradley. The signal was then amplified and broadcast
throughout the Bradley theatre sound system so that both actors and audience
could hear it. Unfortunately, the microphones used at Bradley to send actors’
voices to the remote sites also picked up the locally amplified voices, creating a
sound loop that repeatedly echoed across the continent. Since we were unable to
resolve the sound loop issue in the DVTS application, we solved the problem by
having actors in the remote sites use ear buds to break the loop, even though they
would still hear themselves, and then used electronic equipment such as a gate
and a ducker to make the microphones at Bradley sound cancelling. The solution
worked sufficiently well that the audience in Peoria did not notice a problem but
it forced the remote performers to deal with significant audio difficulties.
One additional technical area that influenced the aesthetics of telematic
performance was the limitation of current projection technology to create a
three-dimensional space. We do not live in a 640 by 480 pixel two-dimensional
world. The flatness of images projected onto traditional screens, no matter how
ingeniously the screens are integrated into the stage scenery, work against the
dynamics of human movement and the sculptural qualities of the human body.
Significant collaborative discussions took place concerning the placement of
projectors and screens to overcome this limitation. Erich Keil, the scene and
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Integrated Composite and DVTS Cyberperformance Scene with John Wayne Shafer in
Orlando FL as THE JUDGE and Thomas C. Lucas in Peoria IL as MR. ZERO, the 12 members
of the Jury all played by Thomas C. Lucas and Michelle Ziccarelli, and THE POLICE played
by Devin Kelly and Sean Cummings. Photo by Duane Zehr of Bradley University
GEORGE H . BROWN , GERHARD HAUCK Convergence and Creativity in Telematic Performance 111
became both intrinsic and necessary to the telling of the story. Janet H. Murry
explains it in her book Hamlet on the Holodeck: The Future of the Narrative in
Cyberspace:
Theatre is caught in an eddy, in a redundant conversation with itself, out of the loop
of the cultural, philosophical, political and aesthetic development in other forms.
Information-age capitalism, with its demand that cultural products be digitized and
circulated via electronic networks, has left theatre gasping for intelligence,
relevance and currency. (O’Donnell, 2006: 17)
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whereas only 0.23 tickets are purchased by theatregoers. Even more striking is
the fact that by age seventeen the average American has spent 15,000-18,000
hours watching television, compared to 12,000 hours spent in school, and just a
few hours watching live theatre (Downs, Wright, and Ramsey, 2007: 28). The
numbers for many other western nations, one may assume, are not substantially
different.
These numbers, of course, do not tell the whole story since new forms of
theatrical, or quasi-theatrical performances have emerged, which bridge the
tradition of representational theatre with the new interactive media to create live
experiences that capitalize on the inherent strengths of both. Part of this shift is
economic – it is cheaper to make a modest film or video and have it shown
around the world on YouTube than to produce a play for the local fringe festival.
The other part of it is cultural – the explosion of interest in «reality shows» and
«docudrama» for example, The Amazing Race, Survivor, Train 48, Flight 93,
Bowling for Columbine, Sicko, Spellbound and dozens of others, which allow
audiences to partake in the questionable illusion of the tribulations of real
people. While film, television, and the internet profit from this fascination with
«real» experiences, it is, paradoxically, in live, real-time, interactive theatre
where «the real» can be generated for real, no matter if it is mediated according
to conventional paradigms or mediatized through the diverse paradigms of the
new interactive media.
Ironically, the idea that the theatre’s liveness is – in itself – a virtue and a
source of automatic, unearned moral superiority to film and television has been
exposed by theatre scholars Peggy Phelan, Denise Varney and Rachel Fensham
as «sheer bourgeois sentimentality» (Varney and Fensham, 2000: 91). Banal as
it may sound, there is a perception that the theatre may have to be brought to the
people if the people don’t come to the theatre; and one of the best ways of doing
that is to utilize the multitude of available popular media, singly or in
combination, to create live, real-time, interactive theatrical experiences.
The question that poses itself at this juncture, and which appears to get
asked every time theatre embraces one of the latest technological developments
is whether we are justified in calling this type of telematic presentation theatre.
Our argument is that it must have something to do with theatre because telematic
performances tend to happen in theatrical spaces, involve actors, use dramatic
scripts, connect with past theatrical practice, and form part of the academic
discourse of theatre studies. However, some purists might refuse to recognize it
as theatre because it contravenes, or ignores, some of the most revered
assumptions about theatrical practice: actors and audiences occupying the same
physical space, for example; the possibility of haptic exchanges and interactions
amongst actors, which can play such a crucial part in establishing characters and
their relationships; the often very subtle interactive and reciprocally affective
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responses on the part of both actors and audiences, which contribute towards the
ephemeral nature of the theatrical event, and which, in the opinion of Peggy
Phelen constitutes the ontology of performance (Phelen, 1993: 146).
So what can we call it? Cyberperformance? Cyberformance? Hyperperformance?
Hyperformance? Distributed performance? Multi-point videoconferenced
performance? Telematic Performance? Distance Theatre? All of these labels
have been attached to the type of telematic performances we have created over
the past five years. We wonder if it is necessary to label the creation and if it is
deemed necessary then who would benefit? If it is for advertising purposes the
label might be rather wordy, for example: «a fully mediatized, multi-locational
hyper drama with virtual performers in cyberspace by Jane Doe» is unlikely to
be effective at attracting an audience. Similarly, in the arena of critical discourse
academics will deconstruct any attempt at categorization. Therefore, instead of
trying to pin it down semantically or typologically, it might be more fruitful to
ask why we choose to make theatre that inhabits the realm of intermediality –
where all concerned are located quite literally «in-between media» as
performers, technicians and inter-active receivers.
There is a long list of benefits inherent in teleconferencing technology,
which makes this technology a very desirable and remarkably reliable resource
for both facilitating and researching theatrical activities. To begin with, and
speaking purely logistically, teleconferencing can be useful in facilitating
auditions and early dramaturgical brainstorming sessions, and in rehearsing and
designing a production with theatre artists who are committed to engagements in
other locations. Auditions, rehearsals, and all of the conceptual and
dramaturgical discussions between the collaborators on this project were
facilitated through telematic technology.
A more significant reason is that it allowed us to explore, in theatrical
terms, the range of communicative choices provided by this particular
technology and its associated media (video, sound, etc.). Theatre has always
embraced the latest technological advances, and following Bolter and Grusin’s
persuasive historical approach in Remediation (1999), we argue that almost any
technological manifestation has been utilized for creative expression. The lead
pencil, after all, represents a technological advance over wax stencils or stone
carving instruments and was not originally designed specifically for Dürer to
create his drawings. Nor were BMW automobile parts created for Bruce Gray to
make sculptures out of them. Telematic performances (let’s agree to call them
that for now), provided us with the opportunity to explore the creative potential
inherent in teleconferencing technology.
In this we were guided by the well-known aesthetic paradigm that
Michelangelo was merely an excavator who found the shape of David in a block
of marble in which David had resided all along. To us, teleconferencing
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It seems to us that the questions ask us to compare apples and oranges. Yes,
on the one hand, teleconferenced theatre can be studied in terms of the generic
dramaturgical parameters we associate with regular live theatre – after all, the
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two share many elements and creative objectives; on the other hand, such a
discussion is preordained to focus on the perceived shortcomings of
teleconferenced theatre vis-à-vis the exclusive standards set by a reductive,
purist notion of what constitutes «real» theatre. Some of these shortcomings are,
after all, not insubstantial:
1. Actors and audience members do not share the same space; actors address
cameras in order to establish eye contact with a partner instead of looking at that
partner directly;
2. Actors participating from remote locations appear only two-dimensionally and
have no opportunity for haptic interaction with local actors;
3. At this stage in the development of the technology, data transfer limitations can
still cause latency in dialogue, jagging of movements and lack of synchronicity
between the two.
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presents both performers and recipients with a very different sense of their
engagement in a performance.
In conclusion: a word of warning. Historically, we are still at the very early
stages of a technological revolution, which will very likely change the face of
live theatre over the next couple of decades, and much of what seems valuable
or exhilarating today will fall by the wayside, only to be replaced by something
that is perceived more valuable, more relevant, or more exhilarating. We must
acknowledge also that some of us are still too infatuated with, or too dismissive
of, the new worlds of virtual reality, intermediality, cyberspace, or hypertext to
see them for what they truly are. However, once our infatuation or dismissal
matures into a real understanding of their innovative and challenging prospects,
we may find ways of expressing ourselves through them, which we had not
considered before – imperfections notwithstanding. This is why it is incumbent
upon us now to gain the best possible understanding of the language of this
revolution: its syntax, and its poetry, regardless of whether we wish to conserve
ferociously the theatre of old, or if we wish to invest it, or even supplant it, with
these new prospects. Most likely, teleconferenced theatre will never replace live
theatre as we know it, and there is no reason why it should or would. It is simply
a response both to the art of theatre, to which it is next of kin, and to the new
medium which parented it, from which the art of theatre has a lot to learn. Our
hope is that one will invigorate the other.
Works Cited
GEORGE H . BROWN , GERHARD HAUCK Convergence and Creativity in Telematic Performance 119
Websites Consulted