Conclusion: Posthuman
Corporealities and Augmented
Spaces
[As theatre and performance continue to engage a digital aesthetic, char-
acteristics from the world of media art such as intermediality, immer-
sion, and interactivity become more relevant to the understanding and
experience of performance. Theatrical forms become more open, they
develop more complex interactive features and are therefore more sus-
ceptible to mutability and reformation. Their structures take shape out
of the negotiation between the participant and the configuration of ele-
ments within the work. It falls to the spectator to enter into a conversa-
tion with the work and in doing so complete it, forming a continually
Giorninliploma he teopcrormn sce sare fe the spectator moves centre stage, the
performer in multimedia work must adapt to the convergence of media
and live performance, must balance their own embodiment and the
increasingly virtual spaces it inhabits.
[As performance increasingly assimilates multimedia technologies
and artists progressively explore intermedial, even telematic performance
spaces, the position of the performer as defining the essence of theatre as
a medium, or the ontology of performance in theatre, is changing. Tori
Haring-Smith posits that the current attention to media spectacle is dis-
tracting theatre ‘from its essential cask of bringing a live human actor
together with a live human spectator to explore issues of common con-
cern’ (Haring-Smith, 2002, p. 100). The live performer has previously
been viewed as defining theatre, their physicality the ultimate means of
expression. The corporeality of the actor has been the foundational site
‘of meaning in performance, and the body the essential medium of com-
munication within the hypermedium of theatre.
However, as this body’ is being remediated, relocated and reframed,
the corporeal dimension in multimedia theatre is being transferred from
the body of the performer to the body of the spectator. The distinction
between a material performer, a mediated performer, and a digitally con-
stituted virtual performer is becoming less vital, as the perception of these
‘media as separate and ontologically discrete channels is waning, Rather,
204Conclusion 205
‘with multimedia theatre embracing an‘aesthetic of unfinish’ (Lunenfeld),
and demanding the sensual engagement of the audience, the perform-
ance occurs not only at the site of its transmission, but also at the site of
its reception. This reception is an embodied reception that approaches
the condition of posthuman embodiment: part actual/part virtual, part
material/part information due to the positioning of the spectator’s body
between these domains. This experience of the virtual, for the spectator
as for the performer, problematises the parameters of their own sense of
‘presence’. By presenting these two entities alongside one another multi-
media theatre-makers force a comparison of the different ways in which
participants connect with the material and the virtual. Not merging man
with machine, but problematising perceptions regarding the body and
enabling the experience of new forms of embodiment and subjectivity.
With performance embracing a multimedial aesthetic, performance
analysis too must reflect a multimedial, paradigmatic focus. A “reading”
of performance through the Hayles dialectic of pattern and random-
ness, as opposed to presence and absence, provides one avenue leading
away from humanist limitations and acknowledges the post-humanism
‘of contemporary multimedial performance. A post-humanist perspective
recognises the body itself as ‘unfinished’, as open to the world, with its
boundaries altered by technologies, objects, and other animals. A post-
humanist reading of performance does not focus on one element of the
performance such as the body of the performer, but views performance
as a multimedial system that is accessed by the body of the audience
member, a body that is open to the work and affected by the work
Virtuality and/augmented reality
‘Most of the multimedia performance practices discussed in this book do
not attempt to relocate the performance experience entirely into the virtual
as in Second Life or computer-gaming environments. The artists we have
focused on do not construct an alternative space or time that requires the
suspension of disbelief for participants to engage fully with the work. In
works such as Wages of Spin, 40 Part Motet and Modell 5, the artists
discussed in this book work instead to overlay patterns onto the actual
‘environment inhabited by the participant. Virtual reality requires the par-
ticipant to experience only a strong sense of immediacy’, while multimedia
performance is functioning to create both immediacy and ‘hypermediacy’.
Even in cinematic new media performance such as Eavesdrop, the par-
ticipant does not become transported into another world, but is continu-
‘ously panning across the surface of a virtual world from a distance, and
the nature of the audience interaction functions to emphasise the single206 Multimedia Performance
dimensionality of the screen. While users can ‘zoom’ in to the view the
‘interior landscapes’ of the presented characters, this serves to highlight
the opacity of the medium and the nature of the work as hypermedial, as
able to link separate media elements to one another. The user navigates the
imagery, piecing together the various components as they restructure the
composition. In Blast Theory’s Can You See Me Now?, which involyes
the participant navigating a virtual space accessed online, the constructed
space is not a fully realised virtual reality requiring the suspension of
disbelief, but exactly corresponds to a real city. The participants in this
piece are effectively tracing a map of an actual physical space. It is the
connection between the virtual map and the real space it represents that
produces the multimedial effect of Can You See Me Now?
Similarly, while ‘immersion’ is a key characteristic of contemporary
multimedia theatre, this quality does not tend to manifest in multimedia
theatre as immersion in a virtual world. ‘Immersion in a virtual world’
may imply either the cognitive transposition of the self into a purely
fictional space constructed upon the architecture of language or the
transposition of the self into a computer-generated space built on the
architecture of digital code. Immersion in a virtual reality involves an
imagined sense of changing one’s actual physical location into a differ-
ent location, about exchanging real space for virtual space. Immersive
multimedia works are embracing an aesthetic of Virtual Reality in the
sense that they are extending and augmenting the experience of actual
reality, of being’ in an immediate present with enhanced visual scope
For example, the work of companies that bring media into the theatri-
cal frame ~ such as Lightwork, Version 1.0, The Builders Association,
and The Toneelgroep — utilise media as dramaturgical tools, emphasising
themes and narrative elements. Here onstage media can function both
within a diegetic world and simultaneously as a hypermedial element
distancing the audience from this world.
‘Multimedia performance-makers have embraced an aesthetic of virtual
reality insofar as it reflects a rejection of the thetorics of presence that
have limited the theoretical discussion of theatre Practice to an archive
of dramatic forms. The move from presence to pattern in multimedia
theatre is responding to the convergence of materiality and information
in the ‘Virtual’ aesthetic. This move from presence to pattern in theatre
practice is literally enacted in the move into virtual spaces. However,
‘multimedia theatre-makers also display a marked resistance to the virtual
as an experience of disembodiment, and explore the perception ‘that
materiality is being interpenetrated by informational pattern’ (Hayles),
not rejecting materiality but manifesting the fundamental principle of
the condition of Virtuality: that information and material are not per=
ceived as discrete entities. Multimedia performance-makers are playing