Archivi categoria: a Sanchez

BRUMA / NET – On line performance by Konic
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Riceviamo e pubblichiamo dal gruppo catalano KONIC queste note di presentazione del progetto BRUMA/NET :


“BRUMA / NET is a series of Online Performances. A space that Kònic is making available so that anyone from their confinement can participate in a live broadcasted event.

We have performed so far 8 editions, all of them different, improvised, live videoperformances. Some of them were specific, such as our participation to the earthdayartmodel.org Telematic festival (Indianapolis) on Earth Day, and an edition on the International Dance Day.

Near 25 performers have participated so far, with many of them collaborating in more than one edition.

We have opted to leave the results open for anyone to see, live streaming the performances on Facebook where anyone can freely watch even without having a Facebook account.

Our aim is to create a frame so that we keep performing and developing digital tools for this purpose, and give the opportunity to the other involved perfomers to perform with us from within confinement.

This is being made in a precarious way, with no more technological tools than our laptops and cellphones and using standard videoconferencing tool (zoom) which we then modify in real time.

We are quite pleased with the result, which we have published on Youtube if you wish to have a look:

The Live performance is usually taking place on Thursdays at 5PM European Time, but may vary, especially now that some countries are slowly ending confinement. Announcements and Live stream take place on the Facebook page Xanela.Tecnoescena: https://www.facebook.com/Xanela.Tecnoescena/live

Incontri sul Teatro internazionale all’Università Statale di Milano a cura di Anna Monteverdi
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INCONTRI SUL TEATRO INTERNAZIONALE I- (marzo-aprile 2019) Università Statale di Milano Dip. Beni culturali (via Noto)

Dai Balcani alla Spagna alcuni momenti significativi della drammaturgia e regia contemporanea 

A CURA DI ANNA MARIA MONTEVERDI

Lun.18 marzo h.12,30 Aula K 21

SPAGNA: Vincenzo Sansone,

Il disegno e l’animazione nel teatro di Marcel.lì Antunez Roca

Marcel.lì Antunez Roca, Epizoo

Marcel·lí Antúnez Roca è considerato uno dei padri della performance tecnologica per l’uso di sistemi digitali e macchine robotiche. A dispetto di ciò, tutti gli elementi della sua scena dipendono da una pratica cui l’artista è particolarmente legato: il disegno. Vincenzo Sansone ha dedicato allo studio dei disegni di Marcel.lì Antunez per le opere interattive e per le macchine robotiche uno studio specifico confluito in pubblicazioni e conferenze internazionali.

Vincenzo Sansone è studioso di Teatro e tecnologia. Dottore di ricerca in Teatro e Media è membro dell’IFTR ed è scenografo digitale. Ha scritto saggi su Marcel.lì Antunez Roca su Arabeschi.

Mercoledì 3 aprile h. 14,30 aula K 21

 Presentazione del volume del prof. Fernando Mastropasqua

Un Teatro di pezzenti (Prinp editore 2019)

La commedia dell’arte fu un teatro errante, uno stare al mondo disperati, un pensare collettivo che veniva dalla terra e immaginava la vita nient’altro che un rattoppo di miserie e sventure. Di questo misterioso fenomeno, che creò forme d’arte dalla miseria, si propone una ricostruzione degli scenari, adombrati nelle incisioni della Raccolta Fossard e negli affreschi della Narrentreppe di Trausnitz.

Fernando Mastropasqua, già professore di Storia del Teatro presso le Università di Pisa, Trento e Torino, si è occupato di feste, di maschere antiche, di carnevali, di regia. Tra le pubblicazioni: Komos, il riso di Dioniso: Maschera e Sapienza,1989; Metamorfosi del teatro,1998; In cammino verso Amleto (Craig e Shakespeare) 2000Teatro provincia dell’uomo, 2004; La scena rituale, Roma, 2007; collabora alla rivista “Critica d’Arte”. È autore con Ferdinando Falossi dell’Incanto della Maschera. Origini e forme di una testa vuota, Torino, Prinp Editore, 2014.

MERCOLEDI’ 3 aprile h. 12.30 Aula k21 (per il corso di Cinema documentario prof. De Berti)

KOSOVO: Anna Maria Monteverdi (Università Statale di Milano), I paradossi del Kosovo nel teatro di Jeton Neziraj. Teatri i Ri Ne Kosove (Nuovo Teatro in Kosovo).

Jeton Neziraj nato 40 anni fa a Prishtina, è la coraggiosa voce teatrale politica del Nuovo Kosovo; drammaturgo più volte censurato nel suo Paese ha composto più di trenta opere rappresentate e tradotte in tutto il mondo. Il documentario racconta la creazione di uno dei suoi più controversi testi teatrali messo in scena da Blerta Rrustemi Neziraj al Teatro Nazionale del Kosovo: La distruzione della Torre Eiffel.

Anna Monteverdi con Giancarla Carboni e Alessandro Di Naro e con la supervisione di Alessandro Bronzini ne hanno realizzato un documentario andato in onda su Rai5 per la Giornata Mondiale del Teatro 2017.

Lunedì 8 aprile 2019 h.12,30 AULA K21

SLOVENIA: Presentazione e proiezione del documentario La cura del Teatro: il teatro di Tomi Janežič (27’) di Alessandro Bronzini e Anna Monteverdi.

TOMI JANEZIC

La tecnica dello psicodramma è alla base del metodo attoriale del pluripremiato regista sloveno Tomi Janežič, autore di una delle più apprezzate versioni de Il Gabbiano di Cechov.

Anna Monteverdi con Alessandro Bronzini ha realizzato il documentario La cura del Teatro (2018) che testimonia i laboratori e il lavoro registico di Janezic.

Lunedì 15 aprile ore 16,30 aula K21

SPAGNA: Vincenzo Sansone, Lo spettacolo “telematico e interattivo di Konic lab di Barcellona

Alain Bauman e Rosa Sanchez hanno dato vita al gruppo sperimentale catalano dedito alle nuove tecnologie interattive e telematiche: KONIC LAB.  Vincenzo Sansone ha raccolto documentazione preziosa sul loro percorso artistico.

The Mediaturgy of Videomapping. An essay by Anna Maria Monteverdi
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The Mediaturgy of Videomapping

AUGMENTED REALITY OR AUGMENTED SPACE?

Anna Maria Monteverdi

INTRODUCTION

Augmented Reality means overlaying virtual, digital elements on reality. It refers to the innovative multimedia techniques which make reality interact with digital constructions and reconstructions, thus modifying, enhancing and enriching the perceived world. It includes interactive projections, lighting techniques, virtual architecture and communication and audio-visual instruments. Its applications are numerous, ranging from overlapping virtual components onto reality (geolocalisation and referencing, logical and physical mapping) to simulation of virtual reality elements (simulating time-space interactions) and artistic applications through performances, video projections and installations. The best definition of A.R. is by Azuma (1997): “Augmented Reality enhances a user’s perception and interaction with the real world” (p.355).

Virtual reality offers great opportunities for the world of museums, galleries and archives. VR is an important tool to interact with 3D models and a fundamental help in making culture more accessible to the wide public and in documenting, recording and conservation of the Cultural Heritage. Oculus1 Rift DK2 and the Leap Motion controller allow new experiences in cultural tour inside museums, archaeological sites.

The user puts the oculars on his head and when he looks along, he can see the world in 3D; oculus device uses custom display and optics technology designed for VR, featuring two AMOLED displays with low-persistence. The technology enables incredible visual clarity for exploring virtual worlds and for using VR gaming. The headset is tracked by IR LED constellation tracking system for precise, low latency 360-degree orientation and position tracking. Features an integrated VR audio system designed to convince your ears that you are truly there. 

Also videomapping can offer new modality of augmented perception and a new experience of seeing cultural heritage. Enormous projections with images, lights and writings by LED are parts of the urban landscape and they constitute the basic arsenal of advertising.

ARA com’ERA

The mediatization of the public space

Lev Manovich states that the radical change that regards culture in the era of information society also concerns space and its systems of representation and organization, becoming itself a media: just like other media – audio, video, image and text- nowadays the space can be transmitted, stored and retrieved instantly. It can be compressed, reformatted, converted into a stream, filtered, computerized, planned and managed interactively (Manovich311). The urban screens follow the trend of a mediatization of the public spaces, bringing in open and collective places, an element traditionally used in enclosed spaces in its various forms and genres (cinema, television and computer). On one hand we consume virtual spaces through electronic devices (cell phones, GPS, huge screens) that change the perception of space and time and social relations, on the other hand we walk environments dense of screens, which create a new urban landscape.

Paul Virilio says about it:

Today we are in a world and reality split in two; on the one hand there is the contemporary, real space (i.e. the space in which we are now, inside the perspective of the Renaissance); on the other there is the virtual space, which is what it happens within the interface of the computer or the screen. Both dimensions coexist, just like the bass and treble of the stereophonic or stereoscopic (Virilio 10-11).

To characterize the urban scene in recent years is the phenomenon of “giantism”. They are called “hypersurfaces”, “interactive media facades” those walls or architectures, either permanent or temporary, designed to accommodate bright and colourful surfaces and big video projections and screens. Enormous projections with images, lights and writings by LED are parts of the urban landscape and they constitute the basic arsenal of advertising. Urban screens, architectural mapping, facade projections, 3D projection mapping, display surfaces, architectural Vj sets are some of the definitions used for describing this technique and the context is that of so called “Augmented Reality” but according to Lev Manovich it is more correct to speak about “Augmented Space” because there is a superposition of electronic elements in a physical space: a relational space in which persons could have a new type of dialogue.1

After ten years, this technique born for a specific commercial and advertising purpose as a digital signage or for the launch of a new brand, has become flexible for create live and interactive performances, live painting, laser painting, videoart using the big dimension of the architectural surface. In videomapping we could unite together graphic art, animation, light design, performances, music and also interactive art and public art. The borders of theatre change and become widen: the environment is no longer the background, is the focus of the artwork. Based on these advanced experiences, artists have created augmented reality video works, stage designs provided with video mapping of great realism and huge projections: videomapping is a new media art, a media-performative art.

Paul Virilio talks of “Gothic Electronic” in reference to this aspect of contemporary architecture linked to the role of the images:

I think that the revolution of the Gothic age, which has been so important in Europe in every field, also corresponds to the new role from the image as a building material. . . . The most interesting images are those of the windows, as in Gothic art they corresponded to information that is more intangible, that transmitted by light in extraordinarily refined creations such as large rosettes (Virilio 6).

The aesthetics of the beautiful, of the astonished, the one that Andrew Darley in his book Digital Culture defines “aesthetic of the surface”, it is behind these spectacular artistic forms related to videomapping in the work of Urban Screen, NuFormer, Macula, Apparati Effimeri, Visualia, AntiVJ, Obscuradigital.

URBAN SCREEN

We are facing a new machine vision in a theatrical sense: the videomapping projections are based on the same principle as the “ineffabile vision” of the XVI century,those paintings created on the basis of anamorphosis forcing to the extreme the linear perspective of the Renaissance. In the work based on an anamorphic way technique, reality can only be perceived through a distorted mirror, while the videomapping is nothing else than a mask that deforms a reality that doesn’t exist at all. Art history has given us not only the linear perspective but also other view, the so called “broken perspective”, the concatenation of plans, the multiple points of view that pose the problem of depth in painting, the imaginary level of the third dimension. The suggestion, the fictional construction of the space, the union of the backclothes and the first floor and the resulting artificial illusion are the basis of monumental frescos by Vasari, Tiepolo, Veronese and above all, of Michelangelo’s Sistine Chapel that joins architecture and paintings..

Italian painters of the late XV century such as Andrea Mantegna (1431–1506) began painting illusionistic ceiling paintings, generally in fresco: he employed perspective in painting and techniques such as foreshortening in order to give the impression of greater space to the viewer below.

This type of trompe l’œil as specifically applied to ceiling paintings is known as “di sotto in sù” (“from below, upward”). The elements above the viewer are rendered as if viewed from true vanishing point perspective. Well-known examples are the Camera degli Sposi in Mantua.

We said videomapping is an art of illusion, an art of perception: so we can make a confrontation between two different kinds of OCULO2: Andrea Mantegna studied a special fresco decoration that would invest all the walls and the vaulted ceilings, adapting to the architectural limits of the environment , but at the same time breaking through the walls with illusionistic painting, as if space was expanded far beyond the physical limits of the room; nowadays the well known technological group Urban screen with the videomapping entitled “320 degree” that uses the circular surface of the Gasometer of Oberhause has tried to obtain a similar effect as a visual game of shapes and lights in which the observer experiences the sens of void and of the deph.

As Thomas Maldonado remember us, Western civilization basically became a producer and consumer of trompe-l’oeil:

Our has been called a culture of images . . . This definition would be more true, if we add that it is a civilization in which a particular type of images, images made by trompe-l’oeil, reach, thanks to the contribution of new technologies, a prodigious yield realistic . . . Confirmation is stronger, today, thanks to the computer graphics, especially when you consider its latest developments in the field of the production of virtual reality (Maldonado 48).

Following the history of the theatre and searching similar attempts in that ancient art to give the illusion of three dimensional space, we can mention the techniques of painted background in perspective: we can quote the drawings of Baldassare Peruzzi for “Calandria” (1514), the painted scene-prototype by Serlio (the comic, tragic and satirical scene, 1545), the theorical books: Perspectivae books by Guidubaldo (1600), Andrea Pozzo (1693) and Ferdinando Galli Bibbiena (1711), and above all, La pratica di fabrica machine ne’ teatri byNicola Sabbatini (1638).

For the contemporary theatre, we can quote two examples of scenographes created with a simple technique of illusion of three dimensional space and of perfect integration of body and stage or dispositif:

– The “digital landscape” used by Robert Lepage and created by stage designer Robert Fillion for Andersen Project (2005), a concave device that includes images in video projections which, thanks to an elevation of the central structure, seemed to have concrete and lively form and succeds in interacting with the actor, literally immersed in this strange cube built around him;

– The dispositive used by Italian group Motus for L’Ospite inspired by Pasolini’s Teorema: it is a monumental scenography looming and crushes the characters, made up of a deep platform inclined, enclosed on three sides and composed of three screens for video projections. This video triptych produces the illusion of an huge house without the fourth wall.

VIDEOMAPPING PROJECTIONS IN THEATRE

The use in the theatre of the videomapping concerns not only the sets (the stage, the volumes in which images could be projected) but also objects, actors, costumes and the entire empty space.

The group Urban Screen produces a curious experiment with videomapping projection for What’s up? A virtual site specific theatre, made in Enschede (Netherlands) in 2010, where the actors were moving images projected forced into a box that picked up their intimacy, built into the walls of the building in a surreal atmosphere. Or Jump in! where the façade of the building becomes a sort of “free climbing wall” for actors who jump, climb, hide among the windows. For the opera Idomeneo, King of Crete by Mozart, Urban Screen has used an architecture of lights in mapping that adheres to the volumes of stage on which the singers acted; these structure is a simple white furniture composed by several block unite together and similar to the cliffs with the reference to the god Neptune, one of the character of the opera. Projections adhere to the structure, thanks to a software created expressely by Urban Screen called Lumentektur.

 

Apparati Effimeri an Italian technological group, has created a dramatic short cameo, in baroque style, for Orfeo ed Euridice (2014), directed by Romeo Castellucci: they used videomapping for reconstructing the scene a “grove of greenery” embedded in a scene completely empty, from where emerges an ethereal female figure, showing a sad atmosphere and a bucolic landscape worthy of a painting by Nicolas Poussin. We are in Arcadia, the scene unfolds and the video projectes on the scene moving images and 3D effects of high accuracy, leaving the illusion of wind on the leaves, the lights on the water and the evening shadows. The “baroque technologic style” of the set generates the amazing sensation reserved for large frescoes of the past and it is perfectly in syntony with the myth and with the emotions of the drama which focuses on the image live from an hospital, of the women in coma which represents in the theatrical fiction, the “double” contemporary of Euridice.

https://www.youtube.com/watch?v=rQmaUSAC-pg

 

Robert Lepage has used videomapping in his most ambitious project: the opera direction for tetralogy of Wagner (The Ring) produced by the Metropolitan of New York (2014). Protagonist of the scene is the huge machine designed for the entire tetralogy, a true work of mechanical engineering, made up of 45 axes movable independently of each other and surging and rotate 360 ° thanks to a complex hydraulic system which allows a large number of different forms, becoming the plug of a dragon, a mountain or the horse of the Valkyries. On the surface of the individual axes are projected 3D images in videomapping showing trees, caves, the waters of the Rhine, the lights of the Walhalla.

 

IAM PROJECT: AN EUROPEAN PROJECT FOR VIDEOMAPPING

IAM (International Augmented Med) is an international cooperation project in which 14 partners from 7 mediterranean countries work together to demonstrate and promote the use of Augmented Reality, videomapping and innovative interactive multimedia techniques for the enhancement of cultural and natural heritage sites. The Partnership is led by the City of Alghero, Italy. Other participating countries are: Egypt, Jordan, Lebanon, Palestine, Spain, Tunisia. It is funded by the European Union’s ENPI CBC Med programme and runs from October 2012 to October 2015.

The winners of the grants awarded in the framework of the IAM project are one Croatian and one French candidate. These subgrants are managed by project partner Generalitat de Catalunya (Government of Catalonia region – Spain, Department of Culture).From 1 to 3 October 2014 the Spanish project partners of the I AM project are hosting the I AM festival, in Girona – Catalonia, Spain, under the title “JornadesAPP” (App Days).

Three days of round tables, discussions, demonstrations, presentations, video-mappings, mobile apps and more in various locations in the historic city of Girona.

The Spanish group Konic thtr proposed in Girona an audiovisual composition that combines symbolic elements of the building with historical elements related to the former use of the building as a hospital (now Regional Office of the Catalan Government), with visual elements related to the use of medicinal plants. Processus is the title and proposes a large scale architectural projection based on the history of the projected building. Life, death and spirituality that convert into the ADN of this XVII century building, important part of the archaeological heritage of the city of Girona.

The fundamentals of Video Mapping, according to KONIC stand on concepts that define, identify, structure and characterize the technique. The mapping has to co-live with the dramatic text, the actor’s actions, the choreography and the sound, taking part of the narrative of the piece and contribute to the tension and development of the piece through the visual evolutions. As stated by Koniclab:

We can understand it as a treated space, or as a dynamic stage set, that will bring dynamics, stories, actions along time, by its audiovisual evolution. The media co-exists with the actors and/or dancers and bring to the piece another layer in a horizontal hierarchy with the other elements composing it. We can think of a global work, in which the different disciplines and materials participate to the narration and composition of the work.The audience, from our experience, perceives the piece as a whole and is often surprised by the intimate and somehow magical dialogue established between light-image-sound-object or architecture- and the actors/ bodies, who will bring the human scale and the humane-fictional proportions.When the projection is interactive, it offers direct participation of the audience in the piece, who will then coexist with the actors and can then become a part of the fictional world, and make the step from social being to active part of the piece (Monteverdi).

In their opinion, the following elements should be taken into account when developing a stage play that incorporates this technique:

– The inter-relation image-object-volumetric support, convey the fact that the dramaturgy is focused on the image mapped onto the object. This is to say on the augmented object transformed into an object-image hybrid. The visual narrative is driven by this object-image articulation, and not only by the image. Hence, the object should ideally be related with the visual compositions projected onto it.

– The concept of Mapping = a skin made of visuals and light covering the volumetric object. A dynamic and flexible skin, which will adapt like a dress to the object onto which it is projected or visualised.

– The technology, in understanding that mapping is building a perceptual device composed of light, image, sound, software, hardware, space and time, architecture, actors and audience, and all these elements together create an experiential and relational whole.

Marko Bolkovic one of the two winners of IAM subgrants, with his group Visualia from Croatia, has presented in Girona a mapping for Casa Pastors of high visual impact made entirely in 3D entitled Transiency, inspired by the metamorphosis of life.

Marko Bolkovic said about his videomapping:

Video mapping can be made with any available material, such as video material, film. It’s necessary to adjust this material to a projected surface, which is done with special computer software. 3D video mapping is much more complicated and takes more time for its production: first of all, a model of the object where a projection will be made should be created, afterwards all the animation should be made in a special software provided just for that. The greatest difference between video mapping and a 3D video mapping lies in the final outcome – with 3D video mapping you get a realistic space effect on an even surface, and with usual, “ordinary” mapping there’s no such depth and realism. Visualia Group specialized in 3D video mapping. One of groups goals is to educate people about this rather “new art”, to show its potential and to present its great effect as realistic as possible. In this particular project the artists tried to tell a story about transiency of things, people and life itself, combining it with almost magical building transformation, so realistic and dreamy at the same time. First idea was to create video mapping with historical basis – the group wanted to show how the building was built and how it survived for 3 centuries. Unfortunately, due to a lack of material and information, the idea was dropped at the end.

The group than decided to follow its free will and artistic spirit and to simply bring life to Casa del Pastors using 3D softwares. Due to Group’s rich experience in 3D video mapping, they decided that the best way to create a really powerful and realistic effect for audience is to draw the whole building from the beginning. The front of the building (facade) was challenging enough: it is made out of bricks so it was a really one great creative challenge for the Group to model and revive the building. The Group also agreed that Casa del Pastors is a great place to “tell the story” about the transiency of time, things and life.. Everything passes and it is unreachable and unstoppable. It exists only in moments, which we’re aware of only when they’re already gone. “Transiency” became the name of Group’s “story”, which has to be told. How to present transiency through images and video animations? After discussing this, the artistic Visualia Group decided to start with creation process – clouds (air element) symbolize imagination from which emerges the water element (life), which is continued to a birth process (the tree) and it culminates with simpler form of life (caterpillar) becoming a higher, more complex form (butterfly) which is a symbol of a free art.

The 3D animation were made by Jean, and he divided this animation process in 4 different parts:

– Geometry – fragmentation and deconstruction

– Contrast – black and white matter with optical and hypnotic illusions

– Creation process – air, water, LIFE

– Colors – free art

Conclusion

Videomapping has a restrictive format, partly due to the aesthetic criteria of those leading these expressions and artistic interventions. There are certain artists that show videomapping as what we can define as behavioural or linear, showing architectural videomapping as a display full of effects produced with and upon the image and structure of the façade. This criterion, based on a restrictive approach of available effects, tends to deplete the poetic of the interventions by playing with an aesthetic model based on visual and sound effects that the public recognizes and expects.

As we have seen in the works by Kònic and Marko Bolković, the architectural mapping has to understand the function of the building onto which the artist works not only as a façade around the building but also as the context in which it is located, its history; bearing in mind that they are working with heritage buildings or historical sites. Could technologies enrich, enhance local heritage, in a new manner of communicating history, arts giving a hand to the economy, offering new and unexpected forms for visiting historical monuments, archaeological sites inspiring an interplay of different interests such as traditions, history, visual and youth culture?

We try to reflect on the rules of temporary or permanent media architecture, on their importance for the continued revitalisation of the area, on the new role of media for public spaces. We point out the shift in the application of these technologies from commercial, advertising purpose to cultural purposes.

There is a need for a strategy of sustainable urban media development that targets the intersections between the need of residents, tourists, government agencies, the commercial interest of companies and the ideas of architects and urban planners in the perspective of connecting cities, and also creating tourist attractions. We need to reflect on the relationship between the transformation of our cities and the identity-conferring power of digital architecture.

A building’s façade is more than just a wall and a framework for the entrance, it always reflects the functions of the building, it has symbolic patterns, signs or architectural elements that identify the urban typology.

If a place can be defined as relational, historical and concerned with identity, then with innovative digital media in public space we can create dynamic revitalization of places in empathy with the area, and the audience, making visible the past, its history and functions. Media façade should primarily have the task of representing the identity of the building, of the city seen as a large number of overlapping stories and connections, history, emotions, humanity.

Referring the book Invisible cities written by Italo Calvino (1972), which suggests a poetic approach to the imaginative potentialities of the cities, the urban screens and the digital mapping works can make visible the invisible and allow us to understand, create and experience the city with all its change, story, secret folds and diversity.

The mapping has to co-exist with the dramatic text, the actor’s actions, the choreography and the sound, taking part in the narrative of the piece and contributing to the tension and development of the piece through the visual evolutions. We can understand it as a treated space, or as a dynamic stage set, that will bring dynamics, stories, actions through time, by its audio-visual evolution. The media co-exists with the actors and/or dancers and brings to the piece another layer in a horizontal hierarchy with the other elements composing it. We can think of a global work, in which the different disciplines and materials participate to the narration and composition of the work.

The audience perceives the piece as a whole and is often surprised by the intimate and somehow magical dialogue established between light-image-sound-object or architecture- and the actors/ bodies, who will bring the human scale and the humane-fictional proportions.

When the projection is interactive, it offers direct participation of the audience in the piece, who will then coexist with the actors and can then become a part of the fictional world, and make the step from social being to active part of the artistic work. There are countless options to have the public involved in an interactive way. There is still much work to do, still a lot to be explored and understood, and the rapid evolution of the technologies involved can also help us to find new solutions and criteria for the artistic intervention in public spaces.

 

Notes

1. Urban screens, is a term coined by Mirjam Struppek considered a pioneer in the field of urban digital surfaces; in 2005 she curated the first Urban Screens Conference in Amsterdam paving the way for Urban screen conference in Manchester and in Melbourne in 2007 and 2008. She wrote an essay Urban potential of public screens for interaction about the mediatization of architecture.

2. An oculus (plural oculi, from Latin oculus, eye) is a circular opening in the centre of a dome or in a wall. Originating in antiquity, it is a feature of Byzantine and Neoclassical architecture. The oculus was used by the Romans, one of the finest examples being that in the dome of the Pantheon. Open to the weather, it allows rain to enter and fall to the floor, where it is carried away through drains. Though the opening looks small, it actually has a diameter of 27 ft (8.2 m) allowing it to light the building just as the sun lights the earth. The rain also keeps the building cool during the hot summer months (from Wikipedia).

Works Cited

Arcagni, Simone. Urban screen e live performance. 2009. Web. 10 May 2015.

Artieri Boccia, Giovanni. Preface. “La sostanza materiale dei media. Video culture digitali tra

virtuale e performance”. Videoculture digitali. Spettacolo e giochi disuperficie nei nuovi

media. By Andrew Darley. Milano: FrancoAngeli, 2006.

Darley, Andrew. Videoculture digitali. Spettacolo e giochi disuperficie nei nuovi media. Milano:

FrancoAngeli. 2006. Print.

Maldonado, Tomàs. Reale e virtuale. Milano: Feltrinelli, 1992. Print.

Manovich, Lev. Il linguaggio dei nuovi media. Milano: Olivares 2002.

Monteverdi, Anna Maria. Hypersuperface and Mediafaçade. Urban Screen. 2014. Web. 02 May

2015.

—, Drammaturgy of Videomapping. Interview to Koniclab. 2014. Web. 06 May 2015.

—, L’Orfeo di Castellucci, Musica celestiale per un angelo in coma vigile. 2014. Web. 08 May

2015.

Virilio, Paul. “Dal media building alla città globale: i nuovi campi d’azione dell’architettura e

dell’urbanistica contemporanee”,Crossing n°1, numero monografico

Media Buildings,Dec. 2000: 10-11. Print.

#14::SKYLINE_EXTENDED by KonicLab
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#14::SKYLINE_EXTENDED:: is a stage version belonging to the SKYLINE series created for ECOSS that is held within the IDN PLUS festival at the Mercat de les Flors in homage to Núria Font.

A concert of dance and visual poetry in a world of hybrid languages.

Filmación completa – Full Documentation – Show #14::Skyline_extended 18/10/2018 Mercat de les Flors Barcelona + INFO about the show on our website: https://koniclab.info/?project=14skyl…

#14::SKYLINE_EXTENDED:: is a show consisting of dance, music and live visuals where two female dancers, a female performer and a male musician interact with the spaces and stage scenery and props in a highly visual show.

In this piece Kònic Thtr offers a critical look at the new techniques of power, that rely on the access and manipulation of the sphere of psyche to submit people.

“an interwoven flow of movements, music and live images”

The four characters explore through relational semantics between body, movement, light and sound, inspaired by the idea of an inverted panoptic where each individual lends itself to being observed and confined within its own definition of itself, as in a self-digital version of Big Brother.

 

Schedule 2018 _ #14SKYLINE_EXTENDED::

27 Apr 2019: International Festival 25 FIAV Casablanca. Morocco – Show –

03 – 15 Dec 2018: International Festival N 2018. Mexico City – Project in residence of formation, creation and exhibition –

18 Oct 2018: IDN PLUS – Tribute to Núria Font. Mercat de les Flors. Barcelona – PREMIERE! >> 

 

Interview to Rosa Sanchez and Alain Baumann (Koniclab) about theatre and technologies. The costs of the media theatre.
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Interview to KONICLAB

Kònic thtr is a Barcelona based artistic platform focusing on contemporary creation at the border between art and new technologies. Its main center of activity is the application of interactive technology to artistic projects. Kònic thtr is internationally renowned for the use and incorporation of interactive technology in creative projects. Their work have been shown in Spain, Europe, America, Asia and Africa. Through the research processes undertaken by Kònic Thtr since the beginning of the 1990’s, the company has developed a unique and personal language in this field of contemporary creation.

Rosa Sánchez. Multidisciplinary and multimedia artist, performer & choreographer. Artistic director and co founder of Konic thtr. Alain Baumann. Musician, multimedia artist. He is in charge of the interactive systems used by Konic thtr.

1. When you start an artistic multimedia theater project, do you guarantee yourself in advance having the necessary budget through residencies or external funding from Theatres or you usually work in self-production? And what are the real costs of your technological production as example?

KONIC Depending on the project we have in mind and the availability of funding, we work with different timings and budgets. Over the (many) years that we have dedicated to theatre and technology, we have acquired skills and knowledge that permit us to produce works with a very small team of four or five collaborators and auto-produce works when the economy is not buoyant. This means that we can do small scale project, with a limited amount of pre-booking for around 20-25K€. On the other hand, we can do large scale projects, with larger team of people participating in the company. When we work with non-readily available technology, such as our recent works with high speed networks, the budget is partly taken in charge by the technological partner who will provide the high bandwidth connection and team to operate it. This is an interesting way for us to work, as it means we are collaborating with engineers and exchange with them, and at the same time they support the work so that the budget for the piece stays reasonable.

2. In a case of a “call” for producing multimedia theater to stimulate the work of new authors or for a creation of a new work, which do you think is an adequate amount that a Theater should allocate?

This is a difficult question. It depends on the type of residency, if it does include a technical team at disposal to do research on technologies, video, light etc. The main problem is not so much the amount than the precarity of the work in general. It is becoming more and more difficult (especially in Spain, but we feel it is a general problem) to find co-producers to make good productions. The problem is that the precarity is also affecting the residencies, and a lot of times the spaces that offer residency have a very limited amount of funding, and rely more on the availability of space and knowledge that they can offer to the artist, than on the ability to remunerate the research that is taking place in their center.

3. Can the residency system be useful for the creation of multimedia theater? What does a residence imply for this theater and in the case, what should a theater / festival offer a residence for an entire crew or company?

We think that the residencies should be oriented towards research, a part of the development of the creative work, the pre-production of the work, that is not covered by productions. To support the pre-production processes is what we would expect from the residency centers, especially when the work implies the use of technology. This should also help to generate a cultural tissue, giving artists the tools to develop new ideas and praxis, and connect them to other artists.

4.The fact that funding is always so low as we observe in this period, does not perhaps oblige the artist to “break up” the work in too many segments of work that are likely to lose continuity and novelty to the work itself? How can we direct a certain theatrical cultural policy to a greater investment by making the theaters understand the complexity (and costs) of this theater?

Even if this is not the best condition, creating a work in a modular way is possible and can be interesting, as long as the work is coherent. As we work with diverse media, the work will evolve with time in the various facets of the piece as they get developed even if in segments. On the other hand, the problem arises when one is obliged to do so because of poor financing, so it is not a choice but the only alternative.

In these times of austerity, an additional problem for unconventional stage proposals (such as for example the ones that rely on technology) is that they are more affected by the reduction of funding than more conventional theatre. The producers, the exhibitors are wary to take ‘risk’ (yes, they see this kind of proposal as a risk…) and therefore there is even less funding going to these proposals.

We have to convince the theatres that they need to show technological proposals, and to make the ideas these proposals convey accessible to the audience. From our point of view, it is important to focus on the content, which is what theatre is about. The collectives working in this field are bringing content to the stage through innovation. Contents related to our technological era using languages that make culture a living and evolving entity.

The cost is inherently related to the design of the work. It is difficult to evaluate, but possibly the idea of higher cost of a piece relying on technology compared to conventional theatre is not so true anymore. New professionals are appearing who specialize in technology for the stage, and many software and hardware solutions, that would have been very expensive only a few years ago because they would need time to develop specifically, are now readily available.

5. Is there an ideal formula for creating this kind of show? What situation do you know that would correspond to a kind of “good practice” (residential or production) linked to the technological theater?

Our best experiences, both in production and residency where in fact initiatives from technological partners rather than from theatres. Somehow there is more interest for people who work in the technological research to develop cultural content that can serve them to test their technology in a context that can also give them visibility, than theatres showing interest in introducing technology into their contents. There are examples of using high velocity internet to transmit opera in real time, or to give masterclasses with a teacher in a city and the students in another city. Or using 360º cameras to film the opera etc.

So these companies or research centers are there and have some interest in showing to culture what their technology can do. They have the skills and the equipment available and if you have the opportunity to collaborate with them, they can be very open to new ideas.

A research agreement to collaborate directly with technology specialists and or research centers is in our experience a way to explore new formats and to be able to have interesting feedback in the way we use technology. In the frame of such agreements, we have had the opportunity to collaborate for instance with the department in artificial intelligence from the higher council for scientific research in Spain, and develop several projects in which we used artificial intelligence for pattern recognition in the use of sensors for dancers. More recently, we are working with specialists in the field of high bandwidth internet. Their work normally consists in connecting scientific research centers from all over the world with extremely fast internet. Working with them in order to develop artistic projects is very challenging, because neither them nor us do really know what the outcome will be. We have successfully showed the results of such collaboration in theatres were part of the audience was interested in the technology and the other part in the artistic content – the project Near in the Distance that was shown in Viena (2015) and in Linz (2017). There need to be mutual trust between the teams and this is a good start for making good projects.

6. In your opinion, is there any new technology that has not yet been explored and that would be useful to a “new format” of technological theater? For example, Robotics or AI?

Artists are very curious people and probably all technologies have been explored ! There is a need for many artists to explore the possibilities that are infusing our everyday life, but in our opinion, it will take some time until these elements are fully understood and the technology made available to artists so that new ways and new format really start to happen.

We cannot compete with technology in order to get the attention of an audience that is nowadays immersed in social networks. These social networks have at their disposal the very latest development in big data analysis and artificial intelligence software that they constantly adapt and develop in order to offer the best experience to their audience. In some ways they compete with theatre, and from our perspective we need to preserve the important part of theatre which is the contents. The contents that can be brought to the stage by using contemporary technologies are where we need to focus as artists.

7. The consideration that there are few productions or few groups that propose innovative ways in terms of theatrical narration creates a limitation for a theorical analysis of the phenomenon of the so-called ” intermediality?

From our point of view, innovation is created by specific projects who differ from others with proposals that may be a little ahead of their time and bring something qualitatively different, linked to the concept of innovation. They are never many projects, but they are models. These models are the ones that can be analyzed and studied to differentiate them from others. They might create a trend or not, but they are unique/different and can be studied.

It is correct that with the lack of funding, there is an increased difficulty to create such works since they require longer research times, and also the lack of opportunity to show transmedial works in theatres, many artists who dedicated part of their creation to new media have opted to dedicate less time to this type of shows. There is less production, but at the same time younger artists introduce technology in their work in a more informal manner using readily available technologies on stage and this is positive in our opinion.

IDEATHON- Barcelona: TALLERES DE COMPOSICIÓN PARA LA ESCENA CON DISPOSITIVOS MÓVILES Konic Thtr
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IDEATHON: TALLERES DE COMPOSICIÓN PARA LA ESCENA CON DISPOSITIVOS MÓVILES

Konic Thtr

Jueves, 13 de septiembre de 2018 a las 16:00  Viernes, 14 de septiembre de 2018 a las 20:00 (CEST)

Kònic Thtr abre convocatoria para participar durante dos jornadas a un laboratorio teórico-práctico de co-creación donde te invitaremos a explorar más allá de tus propios límites y poner en común tu creatividad, conviviendo y cooperando con otros participantes y especialistas en la práctica artística en la frontera entre las artes escénica y los nuevos medios.

Dos jornadas a cargo de Kòniclab y el artista y teórico Frank Ancel (Francia) dónde se exploraran nuevas formas de entender la escena y se experimentara la composición en red y la transmisión de imagen vídeo y sonido a tiempo real. Al final de cada sesión habrán proyecciones, ponencias y sesión de puertas abiertas a los ensayos de la nueva creación de la compañía Kònic Thtr #14::SKYLINE_EXTENDED.

>> JUEVES 13 SEPTIEMBRE:
TALLER DE COMPOSICIÓN PARA LA ESCENA CON INTERNET Y REDES MÓVILES

METODOLOGÍA: Taller de co-creación teórico-práctico de investigación de lenguajes escénicos, ¿cómo diseñar un proyecto artístico utilizando internet y/o telefonía móvil. Los participantes guiados de la mano de Kòniclab harán un recorrido desde la idea hasta la práctica para entender los procesos de composición con herramientas digitales en proyectos artísticos interdisciplinarios.

OBJETIVO: El objetivo de este taller es abrir y explorar procesos de composición escénica (dramaturgia, movimiento, música, sonido, luces, imágenes y voz) para crear un ecosistema de investigación sobre las posibilidades de la tecnología móvil y en red. Una aproximación a las posibilidades de co-creación en directo desde espacios tele-distribuidos.

PARTICIPANTES: El taller se dirige a estudiantes y jóvenes profesionales de diversos sectores como las artes escénicas (danza, música, teatro), las artes visuales, la informática, el diseño, aficionados a las artes escénicas y nuevos lenguajes (AFORO LIMITADO).

DOCENTES: Taller dirigido por Rosa Sánchez y Alain Baumann son los impulsores de Kònic Thtr/Koniclab, una plataforma artística con base en Barcelona dedicada a la creación contemporánea en la confluencia de las artes escénicas y las nuevas tecnologías. Un proyecto innovador, referente en el I+D+i artística catalana que, desde 1990, desarrolla propuestas y líneas de investigación artísticas pioneras y con alto grado de experimentación tecnológica.

>> VIERNES 14 SEPTIEMBRE:
TALLER DE COMPOSICIÓN DE VIDEOPOESÍA E INTERVENCIÓN EN EL TERRITORIO

METODOLOGÍA: Un taller teórico-práctico de VideoPoesía, que se llevará a cabo en tres etapas: prospección, interacción y creación, con el objetivo de explorar el potencial ocultoen la telefonía móvil. Franck Ancel nos hará partícipes de un análisis de la transición de la escenografía mecánica a la digital, donde el uso de nuestros móviles ha iniciado una era dondela obra de arte es en el momento de su reproductibilidad técnica.

OBJETIVO: Los participantes grabarán diferentes materiales audiovisuales y poéticos con sus móviles que serán seleccionados para proyectarse sobre la escultura del filósofoalemán Walter Benjamin situada en la frontera franco entre Cervera y Portbou, la noche del aniversario de su muerte el 26 de septiembre de 2018 en Portbou (dentro del proyecto “Chess-Border”).

PARTICIPANTES: El taller se dirige a estudiantes y jóvenes profesionales de diversossectores como las artes escénicas (danza, música, teatro), las artes visuales, la informática, el diseño, aficionados a las artes escénicas y nuevos lenguajes (AFORO LIMITADO).

DOCENTE: Taller dirigido por Franck Ancel, artista, crítico y curador que explora tanto el campo de la escenografía como el de los dispositivos analíticos. Actualmente está escribiendo un doctorado en resonancia con el trabajo del visionario escenógrafo Jacques Polieri con quien trabajó. Fue el curador de su retrospectiva ‘Una escenografía moderna’ mostrada en Berlín yen la Biblioteca Nacional de Francia.

>> DATOS DE INTERÉS:

DÍAS: Jueves 13 – Viernes 14
HORARIO: 16:00 – 20:00
ESPACIO: FABRA I COATS (Barcelona)
PRECIO: ABONO 2 DÍAS (50€) + ENTRADA DÍA (30€)
+ INFO: konic@koniclab.info

Un taller que se enmarca en la primera edición del Festival “ECOSS. Ecosistemas de lo inesperado” que se celebra en la Fabra i Coats de Barcelona, organizado por Kòniclab.

Si quieres conocer toda la programación: www.koniclab.info

net:art | near in the distance 3: How close can performers get while performing at different places the world over?
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A Multi-Site Sound And Dance Performance

Brucknerhaus Linz | Mittlerer Saal
Untere Donaulaende 7, 4020 Linz, Austria

1 June, 2017 | 19:00 – Short cut | 30 minutes | for TNC17 participants only
1 June, 2017 | 20:30 – Full version | 80 minutes | for general public

net:art | near in the distance 3 is the newest sequel in a series of productions that began in 2013. It is an ongoing experiment on utilizing high technology in the performing arts. The artists interact in real-time despite being widespread around the world (Linz, Barcelona, Rome, Prague, Mumbai and Hailuoto).

ARTISTS AND VENUES:

Linz – Tosca – Rupert Huber and Richard Dorfmeister
Dominik Grünbühel (choreography, dance)
Resa Lut (Visual Concept and Design)

Miriam Böhmdorfer, Martha Matscheko, Anna Maria Nunzer,
Nicole Lubinger, Domen Fajfar, Miroslav Mehandzhiev
(vocals)

Barcelona – net dance barcelona ⇆ linz Kònic thtr
Rosa Sánchez
(choreography, concept dance, live-visual concept)
Alain Baumann
(software programming & live visual composition)
Anna Hierro (dance)

Rome – Anna Clementi | Luca Venitucci
(voice, sounds | accordion)

Prague – Hannes Strobl
(e-bass, e-upright bass)

Mumbai – Prathamesh Kandalkar
(percussions)

Hailuoto – Antye Greie-Ripatti
(voice, sounds, visuals)

Further information: https://www.netart.cc/home.html

————————–————————–—————

THIS EVENT IS FREE – PRE-REGISTRATION REQUIRED
see information below:

We require pre-registration of your valued attendance
https://www.aco.net/gast_login.html?no_cache=1&L=1

Please use the the following guest credentials
– E-Mail Address or GuestID: netart
– Password: Distance3
and complete the registration form of the event separately for each attendee. You will receive a reservation confirmation by e-mail. Tickets can be picked up at Brucknerhaus (in front of the entrance to “Mittlerer Saal”) on 1 June 2017 from 8 pm.

You could write a book on the technology involved: The proper placement of microphones; problems with codecs; sound mixer consoles; interface cards; LED walls; circumventing firewalls and what not. Lacking very special audio and video software solutions boasting truly low latency capabilities, and without fast high performance networks, multi-site performances are simply not doable in real time.

Behind the scenes, it’s all about managing the transfer of signals from distant places, flowing together in one multi-media show. The faster the data travel, and the lower their latencies, the better. We are not talking about seconds, here, but of the blink of an eye. Speed and huge amounts of data combine to challenge the technicians’s abilities. But they are prerequisite to any high quality of image or sound.

As in any artistic production, the goal is to enthuse the audience. Not only do the artists command their instruments, but the also play the internet. The internet itself is the unseen facilitator and at the same time the artistic venue, allowing for the artists’ interaction. And at any given moment the challenge is to create closeness, even intimacy, and to let them prevail over the distance.

net:art | near in the distance 3 is the newest sequel in a series of productions that began in 2013. It is an ongoing experiment on utilizing high technology in the performing arts.

A short while ago, Rupert Huber and Richard Dorfmeister (Tosca) published their newest album, “Going Going Going”. Parts of this album will serve as a starting point for Rupert Huber’s telematic composition, to be developed further by artists from all over the world. Dance and music shall influence each other. The images of the dancer in Linz are processed and intertwined with the dancer in Barcelona, in real time. This interactive collage then can be received by the audience in Linz.

“performing arts over advanced networks” is a contemporary art form where different venues usually are equipped with fast network access. This time, however, this approach is altered by the inclusion of recordings from Mumbai and from the Finnish island of Hailuoto, both of which avail themselves of low bandwidths, only. Artistic and technical interaction is thus extended to include and contrast different ways and means of expression.

All components of the performance, including the musicians’ transmissions from Rome and from Prague are being condensed by way of narrative imagery.

Rosa Sanchéz:
contents, stage direction and script for the networked dance | Barcelona

Alain Baumann:
software programming & live visual composition, technical direction | Barcelona

Kònic thtr is a Barcelona based artistic platform focusing on contemporary creation at the border between art and new technologies. Its main center of activity is the application of interactive technology to artistic projects.

Kònic thtr is internationally renowned for the use and incorporation of interactive technology in creative projects. Their work has been shown in Spain, Europe, America, Asia and Africa. Through the research processes undertaken by Kònic thtr since the early 1990’s, the company has developed a unique and personal language in this field of contemporary creation.

Kòniclab is the frame for the development of research lines and artistic experimentation linked with technologies that will be applied to interactive stage and audiovisual installations projects. Since 2009, Konic has been actively developing networked performances, involving high definition Internet, dancers and musicians across the globe (e-pormundos afeto 2009, EVD58 2013, APAN 2014).

Rosa Sánchez & Alain Baumann are leading the conceptual, creative and technological developments in Kònic (Thtr&Lab).
Rosa Sánchez
– Multidisciplinary and multimedia artist, performer & choreographer. Artistic director and co founder of Konic thtr.
Alain Baumann – Musician, multimedia artist. He is in charge of the development of the interactive devices used by Konic thtr.
Both have an extensive knowledge and experience of working with new technologies applied to performance, dance, installation and theatre.

www.koniclab.info