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"Theatre of the dancing language" : new possibilities in contemporary Australian playwrightingStewart, Lucy Claire January 2008 (has links)
This study focuses on trends in contemporary Australian playwrighting, discussing recent investigations into the playwrighting process. The study analyses the current state of this country’s playwrighting industry, with a particular focus on programming trends since 1998. It seeks to explore the implications of this current theatrical climate, in particular the types of work most commonly being favoured for production. It argues that Australian plays are under-represented (compared to non-Australian plays) on ‘mainstream’ stages and that audiences might benefit from more challenging modes of writing than the popular three-act realist play models. The thesis argues that ‘New Lyricism’ might fill this position of offering an innovative Australian playwrighting mode. New Lyricism is characterised by a set of common aesthetics, including a non-linear narrative structure, a poetic use of language and magic realism. Several Australian playwrights who have adopted this mode of writing are identified and their works examined. The author’s play Floodlands is presented as a case study and the author’s creative process is examined in light of the published critical discussions about experimental playwriting work.
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'We should be united' : deploying verbatim methods in poetry to (re)present expressions of identity and ideas of imagined community in the 2011 Birmingham riotsHyde, Sophie-Louise January 2016 (has links)
Despite the upsurge in fact-based and verbatim theatre in recent years (Fogarth and Megson 2009: 1), engagement with the form as a technique equally suitable for poetry has been especially limited. This thesis examines the deployment of verbatim methods in a series of poems which constitute the creative element, written in order to (re)present expressions of identity and ideas of imagined community during the 2011 riots in Birmingham. Located in the context of this particular disorder, United We Stand explores both individual and group experiences of the events that took place in Birmingham. The series of verbatim poems draws on data extracted from 25 semi-structured, life-story interviews with participants who lived or worked in the city during these incidents. In doing so, both the thesis and the creative practice that informs it critique Benedict Anderson s earlier model of the nation as an imagined community (1983; 1991; 2006). While quantitative network analysis is deployed to establish the ties between media channels and ordinary citizens that were maintained online through social networking, creative and reported responses published by these same media sources are analysed in relation to national narrative conventions (Billig 2001; Mihelj 2011). This demonstrates that new and popular media played a significant role in (re)presenting imagined communities in this setting. By providing evidence for the existence of these shifting imagined communities across various geographical, social and cultural scales, the thesis suggests that Anderson s decision to focus on the nation is problematic. It argues that his framework is partial and that a new definition of imagined community as both fluid and emergent is necessary. Literary context for the thesis is found in the origins and developments of verbatim; exploring early documentary theatre practice and contemporary verbatim productions by Richard Norton-Taylor, Alecky Blythe, and Gillian Slovo. Through an analysis of Bhanu Kapil Rider s The Vertical Interrogation of Strangers (2001), the thesis illustrates how existing poets have organised comparable methods in their own work. This culminates in a demonstration of practice as research by producing a ground-breaking body of work: United We Stand is a series of poems crafted through the deployment of verbatim methods. The thesis demonstrates that deploying verbatim methods in poetry is suitable for (re)presenting expressions of identity and ideas of imagined community in this context. By transforming the voices of ordinary people of Birmingham, United We Stand reflects the media narratives that precede it: the poems are a direct engagement with the same fluid and emergent imagined communities that they argue existed. More importantly, though, this thesis goes beyond contemporary techniques of verbatim and establishes the evolutionary nature of it as a poetic practice. The combination of verbatim methods and visual-digital tools that I deploy throughout United We Stand results in a new creative process which I have termed Digital Poetic Mimesis.
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Every frame counts : creative practice and gender in direct animationParker, Kayla January 2015 (has links)
This thesis interrogates the ways in which the body-centred practices of women film artists embrace the materiality of direct animation in order to foreground gendered, subjective positions. Through the researcher's own creative practice, it investigates how this mode of film-making, in which the artist works through physical engagement with the film materials and the material processes of film-making, might be understood as feminine and/or feminist. Direct animation foregrounds touch as the primary sense. Its practices are process-based and highly experimental, because images are made through the agency of the body operating within restrictive parameters, making results difficult to predict or control with precision. For these reasons, direct animation has not been embraced by mainstream, narrative-focused, studio-based models of production, unlike other forms of two and three dimensional animation. It has remained a specialist area for the individual artist and auteur, and, to date, there is a paucity of commentary about direct animation practices, and what exists has been dominated by male voices. In order to develop ideas about the ways in which women represent themselves in an expanded film-making praxis that is focused on the body and materiality of process, this PhD inquiry, encompassing a body of films with written contextualisation, is situated in the context of the direct animation practices of three artists (Caroline Leaf, Annabel Nicolson, and Margaret Tait); and informed by conceptual frameworks provided by Luce Irigaray, Julia Kristeva and Hélène Cixous. This thesis proposes, via interaction between these three axes of research, that women film artists, operating independently, are able to create a female imaginary that represents women and is recognised by them, by constructing positions of practice outside the dominant symbolic modes of patriarchy, which evolve through the maternal body and the materialities of the feminine.
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Orchids : intersex and identity in documentaryHart, Phoebe January 2009 (has links)
Orchids: Intersex and Identity in Documentary explores the creative practice challenges of working with bodies with intersex in the long-form auto/biographical documentary Orchids. Just as creative practice research challenges the dominant hegemony of quantitative and qualitative research, so does my creative work position itself as a nuanced piece, pushing the boundaries of traditional cultural studies theories, documentary film practice and creative practice method, through its distinctive distillation and celebration of a new form of discursive rupturing, the intersex voice.
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A porous field: immersive inter-media installation and blurring the boundaries of perceptionVerban, Alison Jane January 2007 (has links)
Through creative and theoretical research, this practice-led PhD project investigates the conditions that facilitate embodied sensory awareness within digital inter-media installation. Central to this exploration are questions concerning ‘immersion.’ The research uses this term to describe a transformation in perception that allows us to shake off representational and symbolic meaning in favour of embodied, sensory and intuitive awareness within an installation space. Drawing from embodied memories of immersion in natural and spiritual environments, I consider the elements that contributed to these experiences and ask whether it is possible to create this sense of immersion in art. I then consider the elements that produce immersive, inter-media environments including space, sound, light, and projected moving images. Drawing on theoretical and artistic precedents, I propose a set of principles for producing a sense of embodied sensory immersion. The practical outcomes of the research - three digital inter-media installations included in the exhibition, in an other light - incorporate different combinations and treatments of these material elements to investigate and test the proposed principles.
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Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'Wood, Hannah January 2016 (has links)
Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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