Ciberformance: a Performance Em Ambientes E Mundos Virtuais Tese

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Ciberformance: a Performance Em Ambientes E Mundos Virtuais Tese - Ciberformance: a performance em ambientes e mundos virtuais Clara Margarida Gonçalves Gomes Tese de Doutoramento em Ciências da Comunicação Agosto 2013 i ii Tese apresentada para cumprimento dos requisitos necessários à obtenção do grau de Doutor em Ciências da Comunicação realizada sob a orientação científica do Professor Doutor José Bragança de Miranda Apoio financeiro da FCT e do FSE no âmbito do III Quadro Comunitário de Apoio. iii iv À minha mãe v AGRADECIMENTOS Agradeço ao Vasco Cabral de Sá pelo impulso, à Irene Aparício pelo alento, à Petra Schmit (DJ Aroma, Berlin) por me fazer descobrir as Canárias (onde trabalhei afincadamente enquanto surfava); à Isabel Valverde, a ciberformance corporalizada; à Helen Varley Jamieson, rainha da ciberformance, pela inspiração; à minha mãe, irmã, namorado e amigos pela paciência; ao Rui Viana Pereira pela amizade e pela revisão; à Leonor Areal pelo apoio logístico; à Professora Doutora Lourdes Cirlot, vice-reitora da Universidade de Barcelona por aceitar ser minha tutora mesmo não fazendo parte dos quadros da Faculdad de Bellas Artes; ao Professor Doutor Quilez Bach, director do curso de doutoramento «La realidad asediada: posicionamentos creátivos» da mesma faculdade; e ao meu orientador, Professor Doutor José Bragança de Miranda por aceitar a minha proposta de uma investigação baseada na experiência do virtual e na prática criativa quando outros a recusaram por ser demasiado arrojada. vi CIBERFORMANCE: A PERFORMANCE EM AMBIENTES E MUNDOS VIRTUAIS CLARA GOMES RESUMO PALAVRAS CHAVE: ciberformance; mundos virtuais; corporalização virtual; performance digital; performance em realidade mista; Second Life; realidade virtual; net art ; comunidades online ; cibercultura; híbridos; interactividade, interacção humano computador. Nesta investigação tentamos contribuir para um enquadramento teórico da ciberformance, a performance que acontece em plataformas, ambientes e mundos virtuais e que se caracteriza por ser ao vivo, mediada, intermedial, multimodal, híbrida, liminar, colaborativa e interventiva estética e socialmente, sendo low cost e usando tecnologia livre e acessível. Há duas décadas que acções performáticas se desenvolvem através da Internet, ligando utilizadores e públicos distribuídos geograficamente. Fóruns e ambientes textuais de jogo foram os primeiros espaços usados por ciberformers tendo estes, mais tarde, apropriado ambientes gráficos e mundos virtuais online . Na primeira parte deste estudo investigamos o lugar da ciberformance e os aspectos do habitar o virtual que se afiguram importantes para entender o processo criativo deste género artístico. O carácter aberto livre e comunitário de plataformas e mundos virtuais cria lugares que estão para lá da simulação, proporcionando uma ampliação do virtualmente humano que favorece a prática da ciberformance. Esta implica uma actividade que se desenvolve através de interfaces visíveis e que possibilita a compreensão desses espaços não como imersivos mas sim como ampliações hipermediadas. Uma passagem pela relação histórica entre a performance e a tecnologia permite-nos sediar a genealogia da ciberformance nos movimentos vanguardistas do século XX. Com base na nossa própria prática artística nos contextos referidos e em recente produção académica sobre a performance digital criámos um enquadramento que visa possibilitar uma melhor definição e compreensão deste emergente género artístico. A análise da forma, conteúdo e processo criativo de algumas performances específicas, conduziu-nos a uma tipologia operativa que apenas existe na intersecção dos seus tipos. Estes são definidos pelo seu desenvolvimento através da palavra, através da construção de código e através do corpo em interface com a tecnologia. Procuramos aqui abrir caminho para a análise do contributo deste género para o panorama mais vasto da comunicação à distância, da interacção humano computador e da arte contemporânea. vii CYBERFORMANCE: PERFORMANCE IN VIRTUAL WORLDS CLARA GOMES ABSTRACT KEYWORDS: cyberformance; virtual worlds; virtual embodiment; digital performance; mixed reality performance; Second Life; virtual reality; net art; cyberculture; online communities; interactivity; human computer interaction. In this doctoral dissertation we aim to contribute to a theoretical framework for cyberformance, live performance taking place in virtual worlds, platforms and environments. This emerging genre is intermedial, multimodal, hybrid, liminal, collaborative, low cost, low tech and interventive, both aesthetically and socially. Through the Internet, connecting remote performers and audiences, this kind of performance has been developing for the last two decades. Chat rooms and Multi User Dungeons where the first cyberspaces where this artistic practice happened. However, soon it transited into graphic environments and virtual worlds, even creating its own platforms and festivals. In the first part of this research we inquiry into the relation between virtual and actual and analyse the spaces where cyberformance takes place, selecting from related theoretical framings the aspects that favour the understanding of the creative process of this genre. The openness of virtual communities and ambiences creates a topos that is beyond simulation and allows for the rise of the «virtually human» that integrates cyberformance. This practice develops through tangible and visible interfaces that allow for an understanding of those virtual platforms not as immersive but rather as augmented and hypermediated environments. A passage through a chronology of the relation between performance and technology, in a dialectic mode with recent experiments in digital performance, situates cyberformance ascendency in the avant-garde movements of the XX century. Based on our own artistic practice on the referred contexts and on recent academic research on digital performance, we try a theoretical framework by working on an updated definition of cyberformance. The analysis of the form, content and creative process of some specific performances lead us to the conception of a typology for cyberformance where the types only exist dialogically and take effect through either the text, the code or the body in interface with the virtual. With this study we intend to open the inquiry into the contribution of this emergent genre for the contemporary arts, for human computer interaction and for changes in everyday distributed communication. viii ÍNDICE GERAL Introdução..................................................................................................................................... 1 Capítulo I – O virtual: o lugar da ciberformance......................................................................... 22 (Introdução) ............................................................................................................................ 22 1. Virtual, realidade virtual e mundos virtuais........................................................................ 23 1.1. O virtual 23 1.2. Realidade virtual 26 1.3. Mundo real e mundo virtual 29 1.4. Mundo, ciberespaço e metaverso 33 2. Corporalidade, identidade e avatares................................................................................. 35 2.1. O avatar e a identidade 36 2.2. A corporalidade pós-humana e o virtualmente humano 41 2.3. O ciborgue 47 2.4 A fenomenologia e o corpo ampliado 52 3. Agenciamento, simulação, imersão e ampliação................................................................ 54 3.1. Agenciamento 54 3.2. Simulação 57 3.3. Tendências imersionista e aumentacionista: imediatismo e hipermediação 61 Capítulo II – Genealogia da performance digital: na raiz da ciberformance............................... 68 (Introdução) ............................................................................................................................ 68 1. Mais do que mera remediação ........................................................................................... 70 2. Teatro e dança: a linhagem da performance digital ........................................................... 71 3. A obra de arte total de Wagner: Gesamtkunstwerk........................................................... 73 4. Vanguardas do princípio do século XX ................................................................................. 74 4.1. Futurismo 74 4.1.1. A filosofia 76 4.1.2. Divisionismo 77 4.1.3. Manifestos, ecrãs e avatares 79 4.1.4. Interactividade 81 4.1.5. A máquina e o ciborgue 82 4.1.6. Futurismo versus revolução digital 84 4.2. Construtivismo 85 4.3. Schlemmer e a Bauhaus 87 4.4. Dada e surrealistas 89 4.5. Antonin Artaud 93 4.6. Expressionistas 94 5. Do pós-guerra ao século XXI ................................................................................................ 95 5.1. Black Montain College e John Cage 95 5.2. Happenings 97 5.3. Fluxus 99 5.4. Rauchenberg, Klüver e o E.A.T. 104 5.5. Cinema, vídeo e multimédia 106 5.6. Performances de estúdio: Nauman e Acconci 109 5.7. Nam June Paik 115 5.8. Os Accionistas vienenses 116 5.9. Orlan 120 5.10. Stelarc 122 6. Ciberformance – breve historial ....................................................................................... 123 Capítulo III – Para uma definição e teoria da ciberformance enquanto prática artística......... 132 (Introdução) .......................................................................................................................... 132 1. Para uma definição de ciberformance.............................................................................
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