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Para uma definição de ciberformance

  • Autores: Clara Gomes
  • Localización: Avanca / Cinema 2012 / Cine Clube de Avanca (dir.), 2012, ISBN 978-989-96858-2-6, págs. 309-314
  • Idioma: portugués
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • Defining cyberformance as a rising kind of performance and as the future of digital performance is the object of thispaper. Cyberformance is developed through the internet using digital technologies, like the computer, a more narrowcategory than digital performance, that is defined for taking place through digital means.Cyberformance happens live, in cyberspace – be it in a chat room or a MUVE (Multi User Virtual Environment) – itsperformers and audience are distributed physically, sometimes around the globe, creating telepresence or virtualpresence. It is risky, deals with post-modern subjects and is liminal in its experimentation. It uses different sourcesand is mainly digital and dependent on the computer and tends to never be finished and, so, to be an Open Workin Humberto Eco’s sense.Some examples of cyberformance will be evoked, notably the ones by the author of the term cyberformance, HelenVarley Jamieson as well as Isabel Valverde’s Senses Places, a project using Second Live, with which the researcherhas been collaborating. We will give examples from textual cyberformance to performance using wearables andgame consoles (like Nintendo Wii, PS3 Move or Microsoft Kinect) and show some examples of video-art usingreal image and performance captured in a virtual world as well establish a connection between cyberformance andmachinima (machine cinema) and its implications.


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