ATHEMOO

Last updated

ATHEMOO was a MOO created in 1995 By Juli Burk at the University of Hawaii, as an online performance and teaching space, for a professionals and academics who were interested in theatre. [1] [2] A MOO is an online text based reality which is used for socialising or game playing. They are user driven with many people coming together to create new worlds out of text. [3]

Contents

ATHEMOO was developed in conjunction with the Association for Theatre in Higher Education (ATHE) and was designed originally under the auspices of providing a discussion space for people who were unable to attend conferences on the issues of performance theatre in the United States of America. [4] [5] Originally ATHEMOO was designed so that all of the online open areas looked like a Hotel Lobby. [6] At the time of ATHEMOO's establishment there were over 2200 members of ATHE, half of which were earning under $20,000 a year; it was therefore decided at the ATHE conference in 1993 that ATHEMOO would be created to help all members discuss and learn from the ATHE conferences. [7]

Although ATHEMOO was originally conceived as a discussion space, the creator realised its potential as a performative arena for the use and proliferation of online interactive performance. [8] Audience members and any participants in a performance would be invited to visit the website at a time when the performance starts. Once the performance has started the actors playing a role within the performance space in ATHEMOO exist both within the virtual and physical world, thus creating two simultaneous performances. In some cases, actors would meet in the physical world to rehearse work they would be performing in ATHEMOO. [9]

Notable performances

In its first year, ATHEMOO hosted numerous performance events, in March 1996, Charles Deemer reproduced his hyper drama, "Bride of Edgefield," a play made entirely out of hypertext in the ATHEMOO space. Charles Deemer is a playwright who has worked since 1991 creating 5 different hyperplays. The second performer to use ATHEMOO as a performance space in March 1996 was Cat Hebert who produced a piece in conjunction with Crosswaves Festival in Philadelphia. [10]

In late 1996, Stephen A. Schrum created a performance entitled "NetSeduction," the piece was, "set in an internet chat room and meeting place, with a bar, dance floor, and people to meet." [11] This performance proved to be controversial with a moderator from ATHEMOO, who was concerned that the exchange of sexual dialogue may cause offence to any audience members. [12]

In 2000, Karen Wheatley produced an entirely online performance experience entitled "Scheherezade's Daughters." In this performance the performers had never met in the physical world, but rather had exchanged ideas and rehearsed through email. The performers logged on and 'performed' the play with dialogue typed out and any movement or settings described in detail for any audience members. During this performance audience members were able to take part whenever they wanted to, either by registering to be an ATHEMOO character, or by emailing a member of the cast and requesting to temporarily perform one of the roles still in existence in the performance. This form of semi-improvisational performance allowed the audience to both watch and interact at the same time. Meaning that while the performance had a set narrative which it would follow to start with, this could change completely depending on how much the audience interacted. [13]

Decline

ATHEMOO as one of the first online text based performance arenas demonstrated that the Internet is a receptive and interesting space for online text based performance. Its purpose was to discover how a MOO environment would develop around improvisational performance, and what improvisation would look like if it were viewed online. Like many MOO's in the 1990s ATHEMOO was regularly affected by connection dropout, slow connection and lag. This regular disruption became part of the charm of ATHEMOO and highlighted the risk inherent in any live performance event. As 3D virtual avatar based worlds, such as Second Life, became more popular ATHEMOO lost its appeal, the audience numbers declined leading to its closure. [14] [15]

Related Research Articles

A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

<span class="mw-page-title-main">Experimental theatre</span> Genre of theater

Experimental theatre, inspired largely by Wagner's concept of Gesamtkunstwerk, began in Western theatre in the late 19th century with Alfred Jarry and his Ubu plays as a rejection of both the age in particular and, in general, the dominant ways of writing and producing plays. The term has shifted over time as the mainstream theatre world has adopted many forms that were once considered radical.

<span class="mw-page-title-main">Stage (theatre)</span> Designated space for the performance of productions

In theatre and performing arts, the stage is a designated space for the performance of productions. The stage serves as a space for actors or performers and a focal point for the audience. As an architectural feature, the stage may consist of a platform or series of platforms. In some cases, these may be temporary or adjustable but in theaters and other buildings devoted to such productions, the stage is often a permanent feature.

<span class="mw-page-title-main">Theater (structure)</span> Performing arts venue (building)

A theater, or playhouse, is a structure where theatrical works, performing arts, and musical concerts are presented. The theater building serves to define the performance and audience spaces. The facility usually is organized to provide support areas for performers, the technical crew and the audience members, as well as the stage where the performance takes place.

<span class="mw-page-title-main">Bobby soxer (subculture)</span> 1940s American female youth subculture

Bobby soxers were a subculture of young women in the mid-to-late 1940s. Their interests included popular music, in particular that of singer Frank Sinatra, and wearing loose-fitting clothing, notably bobby socks. Their manner of dress, which diverged sharply from earlier ideals of feminine beauty, were controversial. As a teenager, actress Shirley Temple played a stereotypical bobby soxer in the film The Bachelor and the Bobby-Soxer (1947).

"A Rape in Cyberspace, or How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society" is an article written by freelance journalist Julian Dibbell and first published in The Village Voice in 1993. The article was later included in Dibbell's book My Tiny Life on his LambdaMOO experiences.

A MOO is a text-based online virtual reality system to which multiple users (players) are connected at the same time.

Chip Morningstar is an American software architect, mainly for online entertainment and communication.

<span class="mw-page-title-main">Theatre of ancient Rome</span> Theatrical genre

The architectural form of theatre in Rome has been linked to later, more well-known examples from the 1st century BC to the 3rd Century AD. The theatre of ancient Rome referred to a period of time in which theatrical practice and performance took place in Rome. The tradition has been linked back even further to the 4th century BC, following the state’s transition from monarchy to republic. Theatre during this era is generally separated into genres of tragedy and comedy, which are represented by a particular style of architecture and stage play, and conveyed to an audience purely as a form of entertainment and control. When it came to the audience, Romans favored entertainment and performance over tragedy and drama, displaying a more modern form of theatre that is still used in contemporary times.

Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software. Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.

Diversity University was the first MOO dedicated specifically for education. Like other MUDs, it was an online realm that allowed people to interact in real time by connecting to a central server, assuming a virtual identity within that realm, "teleporting" or "walking" to virtual rooms, and holding text-based conversations with others who had entered the same virtual room. The MOO server kept track of which characters were in each virtual "room," so that the comments of each character would be sent back to the computers of every other person whose character was "in" the same virtual "room." What distinguished Diversity University from other MOOs was its central structuring metaphor as a virtual university campus, as well as its pioneering use for actual online classes.

<span class="mw-page-title-main">UpStage</span>

UpStage is an open source server-side application that has been purpose built for Cyberformance: multiple artists collaborate in real time via the UpStage platform to create and present live theatrical performances, for audiences who can be online or in a shared space, and who can interact with the performance via a text chat tool. It can also be understood as a form of digital puppetry. It is the first open source platform designed specifically for avatar performances.

The Theatre Considered as a Moral Institution was an essay delivered by playwright Friedrich Schiller on 26 June 1784 to the Deutschen Gesellschaft society. The essay was later published.

Digital Performance refers to the use of computers as an interface between a creator, consumer of images, and sounds in a wide range of artistic applications. It is performance that incorporates and integrates computer technologies and techniques. Performers can incorporate multimedia into any type of production whether it is live on a theatre stage, or in the street. Anything as small as video recordings or a visual image classifies the production as multimedia. When the key role in a performance is the technologies, it is considered a digital performance. This can be as simple as making projections on a screen for a live audience or as complex as planning and putting on a show online.

Dionysus in 69 was a theatrical production directed and conceived by Richard Schechner, founder and longtime artistic director of the Performance Group (TPG), a New York-based experimental theater troupe. An adaptation of The Bacchae by Greek playwright Euripides, Dionysus in 69 was an example of Schechner's practice of site-specific theatre, utilizing space and the audience in such ways as to bring them in close contact with each other. Dionysus in 69 challenged notions of the orthodox theater by deconstructing Euripides' text, interpolating text and action devised by the performers, and involving the spectators in an active and sensory artistic experience. Brian de Palma, Bruce Joel Rubin, and Robert Fiore made a film of Dionysus, merging footage from the final two performances of the play in July 1969.

<span class="mw-page-title-main">Helen Varley Jamieson</span>

Helen Varley Jamieson is a digital media artist, playwright, performer, director and producer from New Zealand. She "is engaged in an ongoing exploration of the collision between theatre and the internet." Since 1997 she has been working on the internet professionally. In the year 2000 Helen Varley Jamieson coined the term cyberformance. This term is a combination of two words, cyberspace and performance. Jamieson states that "cyberformance can be located as a distinct form within the subsets of networked performance and digital performance, and within the overall form of theatre, as it is a live performance form with an audience that is complicit in the completion of the work in real time."

Stephen Alan Schrum is a theatre director and associate professor of Theater Arts at the University of Pittsburgh at Greensburg. His most current research area being "The Perception of Presence in Virtual Performance". Schrum has created work on online based performance in virtual worlds, play writing and he has published a variety of books on theatre. Schrum currently teaches courses based on theatre and technology. Alongside lecturing over the past years Schrum has worked for Association for Theatre in Higher Education delivering conferences and workshops based on the topic Theatre and Technology. Prior to this, Schrum attended the University of California. It was there that he received his PhD in Dramatic Art. Alongside his PhD Schrum also has an MA in Theatre from Ohio State University (1983) and a BA in Theatre from Temple University (1981).

The Plaintext Players were an online performance group founded by Antoinette LaFarge in 1994. Consisting mainly of artists and writers, they engaged in improvisational cyberformance on MOOs and later branched out into mixed reality performance, working with stage actors. Their performances form a "hybrid of theatre, fiction and poetry".

Hyperdrama is a dramatic performance generated by playscripts written in hypertext. The performance is noted for its split narrative with scenes branching to play simultaneously in an expanded performance space. The audience is mobile, able to follow actors and watch scenes as each individual chooses.

<i>Opening Night</i> (video game) 1995 video game

Opening Night is a 1995 education/simulation video game by MECC, and developed in cooperation with The Children's Theatre Company in Minneapolis. It is aimed at children aged 10 and up.

References

  1. Sant, Toni and Flintoff, Kim. , 24 July 2007. Retrieved on 29 October 2012.
  2. "ATHEMOO Basic Information" Archived 10 March 2016 at the Wayback Machine Retrieved 28 October 2012
  3. WiseGEEK , 2008. Retrieved on 29 October 2012.
  4. Rik's Cafe Archived 6 January 2011 at the Wayback Machine . Retrieved on 25 October 2012.
  5. Schrum, Stephen. "Theatre in Cyberspace", Pg 110 Peter Lang Publishing, New York, 1999. ISBN   978-0-8204-4140-5
  6. Cremona, Vicki. "Theatrical Events: Borders, Dynamics, Frames", Pg 310 International Foundation for Theatre Research, Amsterdam, 2004. ISBN   90-420-1068-1
  7. Schrum, Stephen. "Theatre in Cyberspace", Pg 112 Peter Lang Publishing, New York, 1999. ISBN   978-0-8204-4140-5
  8. Schrum, Stephen. "Theatre in Cyberspace", Pg 116 Peter Lang Publishing, New York, 1999. ISBN   978-0-8204-4140-5
  9. Cremona, Vicki. "Theatrical Events: Borders, Dynamics, Frames", Pg 311 International Foundation for Theatre Research, Amsterdam, 2004. ISBN   90-420-1068-1
  10. Haynes, Cynthia. "High Wired: On the Design, Use, and Theory of Educational MOOs", Pg 264 University of Michigan, Michigan, 1998. ISBN   0-472-08838-6
  11. Danet, Brenda. "Cyberpl@y: Communicating online", Pg 151 Berg, Oxford, 2001. ISBN   1-85973-419-7
  12. Cymposium. , 2012. Retrieved on 20 October 2012.
  13. Cremona, Vicki. "Theatrical Events: Borders, Dynamics, Frames", Pg 312 International Foundation for Theatre Research, Amsterdam, 2004. ISBN   90-420-1068-1
  14. Sant, Toni and Flintoff, Kim. , 24 July 2007. Retrieved on 29 October 2012.
  15. Haynes, Cynthia. "High Wired: On the Design, Use, and Theory of Educational MOOs", Pg 244 University of Michigan, Michigan, 1998. ISBN   0-472-08838-6