Virtual dance

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Virtual dance is a 21st-century artform in the metaverse. It is a variant of performing arts created by use of digital technologies that make avatars move and dance in virtual worlds, such as Second Life, Decentraland, Sensorium Galaxy or other virtual communities.

Contents

Virtual dance in Second Life

History

Virtual dance in Second Life came alive around 2009 with a few avatars grouping to explore the posibilities of virtual burlesque. [1] Over the years another SL group, Dance Queens, developed to a community of well over thousand members with lots of dance events scheduled every week and especially during the weekends. [2]

Avatars animations and streaming music

Dancing to music in virtual dance clubs is one of the oldest forms of entertainment in Second Life.

To create a choreography in a virtual world like Second Life one needs user account and choose an avatar. This avatar can pose and move by sets of character animations. Sets of default character animations are available to each avatar.

In addition, bvh-animations can be created manually in apps like Poser and Blender or by means of motion capture. Most of these can override the built-in standard animations, due to a higher animation priority. In this way an avatar can use individualized sets of animations (standing, walking, running, swimming, flying etc.) to express certain characters or styles.

Special user created dance animations can move avatars as if they where dancing and are available in various stores within the virtual worlds. In SL a dance animation can have a duration of up to 60 seconds(2023). Regular dance animations are always looped animations. Different series of dances can be sequenced by putting them into HUDs that can also record and play macro's along a timeline of a longer duration. Virtual dancers can simulate all kinds of dances known in real life like waltz, tango, salsa, funk, bebop hip hop and even classical ballet routines like Swan Lake.

Simple dance HUDs are scripted items to allow residents to choose dance animations to dance alone or with friends. Advanced tools offer directors ways to set up posers that follow a specified route during playback of the timeline. These tools are suitable for more complex choreographies where dancers seem to move down stairways and back and forth to various locations on stage. Special effects can include the use of spotlights, projections and the use of the particle system to create colorful explosions to enhance the acts visually.

Virtual worlds offer dancers far more flexibility than the real, physical world. Avatars in virtual worlds can fly, hover, swim, jump and defy gravity in various ways. So there are possibilities to create dances in the air, flying or under water, swimming. Through shapeshifting they can quickly change to a complety different appearance and for example shift their looks from a monster to a prince and back again. Virtual dance also offers enhanced possibilities to people with disabilities. [3]

Synchronization of dancers in a group has a special easthetic appeal. This effect can be easily reached by all dancers being animated by the same HUD,

Another way to do it is by individual dancers on their own improvisation. There are two schools of thought about this but the majority of dance troupes use tools made by advanced scripters to record and program their moves in advance.

The addition of new bones to the bento skeleton improved facial expression and animating of bodyparts like fingers, tails and ears. The arrival of 'animesh' in SL made it possible to script and animate SL objects such as animals and mannequins. This way some of the backup dancers can be inanimate mesh figures that don't need to be 'populated' by real humans behind a computer anymore. This offers also a practical solution for choreographers preparing their act while being alone in their studio.

Subgenres of virtual dance are for example burlesque and cabaret, gorean dance, fantasy settings (mermaids, elves), experimental forms of modern dance, latin and couple dance and elaborate group shows of up to 18 dancers on stage at the same time.

Music in virtual worlds is streamed to the land parcel where it is to be heard. All avatars on a parcel can hear this stream by enabling music in their audio settings. Venues can have a continuous stream provided by internet radio, but for dance shows a live stream is used to play a certain song at a certain time. The dance leader will be in close touch with the DJ to have the choreography start virtually at the same time as the music. Both are aware of the latency of a few seconds due to the audio being streamed over a more or less slow network.

Streaming of live-music by musicians from their home studio to venues is populair entertainment in clubs. Here the audience can often join a dance leader on their dance hud or a stand alone dance engine that automates the synchronicity of all group dancers. Live music is hardly used at choreographed dance shows but live musicians like to stay in character while performing as a singer and guitar player on a virtual stage.

Theaters, companies and dance clubs

In 2023 there is a steady list of approximately 30 theatres and dance companies in Second Life that perform dance shows weekly, monthly or come up with a large production every few months.

Dance venues can handle audiences of approximately 80 avatars at a time. Some have the maximum at 40 visitors. In an advanced configuration of a theatre centered on four regions the maximum would be around 360 avatars at a time. This setup is rare but can sometimes be seen at large events like the yearly Second Life Birthday (SLB) or Burning Life (Burn2).

The diversity of acts ranges from a solo- and groupdances on a single stage to large, regionwide productions taking the audience to several diferent stages. In this case the audience will be seated on a moving vehicle, like a bleacher under an aircraft or in a bus or a ship.

Gorean dance is traditionally performed in a round dance pit, 'the sands'. The idea of a round stage with seatings all around like a circus was adapted by a few other groups like Terpsicorps Artwerks and Guerilla Burlesque.

a selection of companies by name

  • Ballet Pixelle produces experimental immersive theatre
  • Club Image [4] is a Japanese venue doing shows on sundays twice a month
  • Debauche is a large group of female dancers doing a busy schedule of state of the art shows
  • Elysium Cabaret at the Empire Room is a collective of dancers performing their acts in weekly shows.
  • Guerilla Burlesque at Idle Rogue does various nightlife events and shows like the yearly Cirque de Nuit [5]
  • The Monarchs do large spectacle productions in their own full region. The group of followers has over 2000 members.

Shows, sets and HUD's - training, fame and revenues

Most staged shows have a duration of approximately sixty minutes and do consist of several routines. In between acts the sets are changed by deleting the previous one and rezzing the next one from a rezzing box, or by dragging them in place from a location over or under the stage.

Some shows offer the visitors a scripted seating or a special HUD that takes over their camera controls in order to provide them with the best possible viewing angles. Sometimes HUD's are given out that show translations of spoken text. The dancers often need to change their costumes in between two sets. They can also be changed on stage during the act.

Visiting a dance show in real time can be an truly immersive experience. The excitement of the interactive aspect, like greeting each other, chatting, joking and applauding, can not completey be transported in snapshots that visitors make and publish on Flickr. Some visitors create machinima of the dance events and publish these on Youtube. [6] Taking images is sometimes actively encouraged by the master of ceremonies and asked to be shared on the Flickr or facebook pages of the dance troupes.

Aspiring dancers are trained by the leaders and teachers of the companies or visit dance classes provided by academies like Journey Academy of Performing Arts (JAPA), Dancing Outside the Lines (DOL) or Dance Queens Boot Camp. Experienced dancers do supply classes on use of advanced tools and techniques. These are available inworld at the shops of supliers like Spot On [7] and Metaharpers Show Tools. [8] Also availabe on Second Life Marketplace. An advanced hud was made available for free and open source by Fleursoft (Fleur Cooperstone). This hud is also available in the virtual world community Kitely. [9]

An inworld magazine in SL devoted to showcase different aspects of virtual dance was Move magazine, a quarterly which saw its first issue published in June 2015. This magazine was available inworld for free and saw three editions on issuu. [10]

A website with announcements, retrospects of past shows and a calendar of upcoming shows is made available by the SL group 'Dance Queens'. [11]

Dancers in Second Life are only known to the audience by their avatar names. Some will share their location or timezone. Although they may have a group of dedicted followers, their 'fame' will by nature of the medium be very limited.

Admission to dance shows is usually free of charge. Dancers, clubs, dj's and hosts may put up tipjars to collect donations in Linden dollars. Revenues in most cases just cover a very small part of the costs of production and facilities. Sometimes benefit shows will raise certain sums for support of institutions like Relay for Life, Autism Awareness and One Billion Rising. [12]

Other forms of virtual dance

Other forms of virtual dance may be executed live by professional dancers while interacting with an avatar that is being projected on a large screen. Also the use of a virtual reality headset can make it possible for a real dancer to dance with a virtual partner, as offered by some online dance classes.

The expression 'virtual dance' appears in a number of texts dated long before the digital age.

The idea of artificial dance can be traced back to centuries ago as puppeteers and marionettists already made their puppets and marionettes dance in graceful ways. An early text about this artform was published in 1810 by Heinrich von Kleist in his essay Über das Marionettentheater, which was translated in english. [14]

Sourced quotes

Further reading

Related Research Articles

<i>Second Life</i> Online virtual world

Second Life is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".

<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

A virtual world is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.

<span class="mw-page-title-main">Avatar (computing)</span> Graphical representation of the user or the users alter ego or character

In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons. Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games.

<span class="mw-page-title-main">Metaverse</span> Collective three-dimensional virtual shared space

In science fiction, the "metaverse" is a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets. In colloquial usage, a "metaverse" is a network of 3D virtual worlds focused on social and economic connection.

In the virtual world of Second Life, there are a number of in-world business and user-groups founded specifically for the game, some of which have become legal entities in their own right, as well as preexisting companies and organizations that have involved themselves in the world.

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.

The Metaverse Shakespeare Company, produces Shakespearean and other plays in the Second Life virtual world. Professional and amateur talent is used for productions in a replica of the Globe Theater. The actors are special purpose avatars, controlled by prerecorded and real time live input. The initial program audiences are residents of Second Life, however performances are available outside Second Life. The first abbreviated performance was of a scene from Hamlet in February 2008 under the guidance of Ina Centaur, the company’s Visual Director. The company is funded by donations.

<i>Twinity</i> 2008 video game

Twinity is a 3D online virtual world. Initially developed by Metaversum GmbH, it is currently held by ExitReality. The game offers its population, called Twinizens, to navigate around virtual (historical) versions of real-world cities, also called a mirror world or a Metaverse. A public beta began in September 2008 with the release of the first virtual city, Berlin, which later was followed by Singapore, London, Miami and New York. Twinity is built on BigWorld Technology and its economy is based on a free-to-play model.

Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.

Arts in Second Life is an artistic area of a 3D social network that has served, since 2003, as a platform for various artistic pursuits and exhibitions.

Annabeth Robinson, whose online Second Life alias is AngryBeth Shortbread, is a multi-media artist and lecturer based in Leeds, UK where she focusses on the teaching of audio, visual and online technologies. Using Second Life and other Multi User Virtual Environments (MUVEs), Robinson explores their potential as a medium for art and design practice whilst examining its educational potential. Robinson has been undertaking such projects since 2005.

Avatar Repertory Theater commonly known as ART, is a theatre troupe that performs primarily in the virtual world Second Life, though they have recently extended to other virtual platforms such as OSGrid and Kitely.

The Avatar Orchestra Metaverse (AOM) is a large collaborative group of performers spread across three continents, who incorporate the use of online avatars alongside virtual instruments, to create a variety of audio-visual performances within Second Life.

<span class="mw-page-title-main">Virtual concert</span> Performance with virtual avatars

A virtual concert, also called V-concert or virtual live, refers to a performance in which the performers are represented by virtual avatars. Virtual concerts can take place in real life, where digital representations of the performers are projected in on stage, or within fully digital virtual worlds. Real life concerts are popular in South Korea, where performances by groups such as Girls' Generation have attracted thousands of fans. Performers in virtual concerts may represent real individuals, but can also be entirely fictitious characters like Hatsune Miku.

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

Ballet Pixelle is a ballet company founded in 2006 by choreographer Inarra Saarinen. Saarinen still serves as artistic director and choreographer. Ballet Pixelle is the first dance company to perform completely in virtual reality. Its goal is to explore and extend physical and virtual dance and movement and to blend those realities.

Sansar is a social virtual reality platform, for Microsoft Windows only, developed by the San Francisco-based firm Linden Lab, and now owned by Sansar Inc. It launched in “creator beta” to the general public on July 31, 2017. The platform enables user-created 3D spaces where people can create and share interactive social experiences, such as playing games, watching videos, and having conversations in VR. Each participant is represented by a detailed avatar that is the graphical representation of the user including speech-driven facial animations and motion-driven body animations.

<i>VRChat</i> Virtual reality social platform

VRChat is an online virtual world platform created by Graham Gaylor and Jesse Joudrey and operated by VRChat, Inc. The platform allows users to interact with others with user-created 3D avatars and worlds. VRChat is designed primarily for use with virtual reality headsets, such as the Oculus Rift and Oculus Quest series, SteamVR headsets, and Windows Mixed Reality, but is also usable without VR in a "desktop" mode designed for either a mouse and keyboard or gamepad.

Sinespace is a free-to-play massively multiplayer online Unity 3D-based platform created and published by Sine Wave Entertainment. It enables users to create and sell 3D content and interact with others as 3D avatars. It was beta launched in November 2016 and teamed up with Unity to make its SDK available in the Unity Asset Store in March 2019. It supports Oculus Rift, HTC Vive and Windows Mixed Reality headsets, but is also accessible through PC, Mac, Linux, and Chrome web browsers.

<i>NeosVR</i> Virtual reality application

NeosVR is a free-to-play, massively multiplayer online, virtual reality application created by Solirax. It was released for free on Microsoft Windows via Steam on May 4, 2018, with support for several VR headsets.

<i>Horizon Worlds</i> Virtual reality platform operated by Meta

Horizon Worlds is a free virtual reality, online video game with an integrated game creation system developed and published by Meta Platforms. On this multi-player virtual platform, players move and interact with each other in various worlds that host events, games, and social activities. The game works on Oculus Rift S and Meta Quest 2 headsets.

References

  1. Ellie's Burlesque House at virtualburlesque.com
  2. Dance Queens calendar
  3. Movement without limitations virtualability.org 2014
  4. Masquerade+ Dance movie Second Life Club IMAGE
  5. idlerogue.org
  6. Kiki's Burlesque, Jan 2023. YouTube
  7. Spot On tools
  8. metaharpers show tools
  9. Fleursoft-DanceHUD at Kitely
  10. SL Dance Magazine MOVE issuu
  11. Dance Queens SL Dance Info
  12. Designing worlds visits one billion rising in Second Life 2022 onebillionrisingsl
  13. Monsters' Tea Party at YouTube
  14. On the Marionette Theatre at southerncrossreview.org
  15. Why bring dance into virtual worlds milezerodance.com (2022)
  16. Dancing in the Metaverse Villa Albertine New Media Team: Camille Jeanjean & Heloise GARRY
  17. Global collaboration in the metaverse, Residency showcase Goldsmiths, University of London (2021)
  18. A Simple Tool for Remote Real-Time Dance Interaction in Virtual Spaces, Or “Dancing in the Metaverse in: Critical Stages/Scènes critiques - The IATC journal/Revue de l'AICT – June/Juin 2022: Issue No 25 (2022)