Computers as Theatre

This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new ...

Author: Brenda Laurel

Publisher: Addison-Wesley

ISBN: 9780133390872

Category: Computers

Page: 272

View: 571

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Brenda Laurel's Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers-and continue to inspire them. Laurel's insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user's enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her influential work, reflecting back on enormous change and personal experience and forward toward emerging technologies and ideas that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose. Computers as Theatre, Second Edition, is directed to a far wider audience, is written more simply and elegantly, is packed with new examples, and is replete with exciting and important new ideas. This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new frontiers, including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers as you never have before-and help you build interfaces and interactions that are pleasurably, joyously right!
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Computers as Theatre Second Edition

This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new ...

Author: Brenda Laurel

Publisher:

ISBN: OCLC:1105767959

Category: Human-computer interaction

Page: 272

View: 559

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Brenda Laurel's Computers as Theatre revolutionized the field of human-computer interaction, offering ideas that inspired generations of interface and interaction designers-and continue to inspire them. Laurel's insight was that effective interface design, like effective drama, must engage the user directly in an experience involving both thought and emotion. Her practical conclusion was that a user's enjoyment must be a paramount design consideration, and this demands a deep awareness of dramatic theory and technique, both ancient and modern. Now, two decades later, Laurel has revised and revamped her influential work, reflecting back on enormous change and personal experience and forward toward emerging technologies and ideas that will transform human-computer interaction yet again. Beginning with a clear analysis of classical drama theory, Laurel explores new territory through the lens of dramatic structure and purpose. Computers as Theatre, Second Edition, is directed to a far wider audience, is written more simply and elegantly, is packed with new examples, and is replete with exciting and important new ideas. This book Draws lessons from massively multiplayer online games and systems, social networks, and mobile devices with embedded sensors Integrates values-driven design as a key principle Integrates key ideas about virtual reality Covers new frontiers, including augmented reality, distributed and participatory sensing, interactive public installations and venues, and design for emergence Once more, Brenda Laurel will help you see the connection between humans and computers as you never have before-and help you build interfaces and interactions that are pleasurably, joyously right!
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Theatre and Social Media

How, though, has the arrival of digital social media affected the composition and reception of new forms of theatre? Computers and theatre A preliminary ...

Author: Patrick Lonergan

Publisher: Macmillan International Higher Education

ISBN: 9781137463722

Category: Performing Arts

Page: 108

View: 972

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Social media has become an increasingly prevalent aspect of our lives, used daily by many people. In this timely study, Patrick Lonergan examines the relationship between social media and theatre. He argues that social media is itself a performance space, analysing how it's used by both theatres and audiences and also in connection with each other.
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People and Computers X

In Computers as Theatre Laurel ( 1991 ) takes this vision much further . In fact , she questions the very concept of human - computer interface , suggesting ...

Author: M. A. R. Kirby

Publisher: Cambridge University Press

ISBN: 0521567297

Category: Computers

Page: 438

View: 471

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Annual meeting of UK HCI group; essential purchase for all researchers, designers and manufacturers.
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Virtual Theatres

Brenda Laurel's Computers as Theatre (1993) was the first major study to draw attention to the theatrical quality of human— computer interaction.

Author: Gabriella Giannachi

Publisher: Routledge

ISBN: 9781134454754

Category: Performing Arts

Page: 184

View: 683

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The first full-length book of its kind to offer an investigation of the interface between theatre, performance and digital arts, Virtual Theatres presents the theatre of the twenty-first century in which everything - even the viewer - can be simulated. In this fascinating volume, Gabriella Giannachi analyzes the aesthetic concerns of current computer-arts practices through discussion of a variety of artists and performers including: * blast Theory * Merce Cunningham * Eduardo Kac * forced entertainment * Lynn Hershman * Jodi Orlan * Guillermo Gómez-Peña * Marcel-lí Antúnez Roca * Jeffrey Shaw * Stelarc. Virtual Theatres not only allows for a reinterpretation of what is possible in the world of performance practice, but also demonstrates how 'virtuality' has come to represent a major parameter for our understanding and experience of contemporary art and life.
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Brenda Laurel

Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early ...

Author: Carly A. Kocurek

Publisher: Bloomsbury Publishing USA

ISBN: 9781501319792

Category: Games & Activities

Page: 184

View: 690

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Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.
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Computers

Author: Joseph E. Catalano

Publisher:

ISBN: OCLC:703671922

Category: Computers

Page:

View: 435

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American Theatre

The computer stage and off ; those who dismiss silicon and practical know - how as ... Her book Computers as Theatre and turn our attention away from the ...

Author:

Publisher:

ISBN: UOM:49015003074490

Category: Theater

Page:

View: 538

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The Knowledge Medium

In Computers as Theatre (1993), Brenda Laurel examines how computer interfaces might be best constructed as dramas in the tradition of Aristotle's theories ...

Author: Gary A. Berg

Publisher: IGI Global

ISBN: 1591401038

Category: Education

Page: 264

View: 313

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This timely new publication examines the notion of computer as medium and what such an idea might mean for education. The Knowledge Medium: Designing Effective Computer-Based Educational Learning Environments suggests that the understanding of computers as a medium may be a key to re-envisioning educational technology. Because the subject is interdisciplinary, combining science with the humanities, the theoretical discussion draws from a broad range of disciplines: psychology, educational theory, film criticism, and computer science.
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Contemporary Ergonomics 1995

Introduction In the book Computers as Theatre ' , Laurel places a large emphasis ... element which theatre and human computer interaction have in common .

Author: Ergonomics Society. Conference

Publisher: CRC Press

ISBN: 0748403280

Category: Technology & Engineering

Page: 580

View: 684

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Encyclopedia of Distance Learning

In Computers as Theatre, Brenda Laurel (1993) examines how computer interfaces might be best structured as dramatic structures in the tradition of ...

Author: Howard, Caroline

Publisher: IGI Global

ISBN: 9781591405542

Category: Law

Page: 2418

View: 638

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"This encyclopedia offers the most comprehensive coverage of the issues, concepts, trends, and technologies of distance learning. More than 450 international contributors from over 50 countries"--Provided by publisher.
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Computer Visualization for the Theatre

Theatre designers using 3D software for computer visualisation in the theatre will find this book both a guide to the creative design process as well as an introduction to the use of computers in live performance.

Author: Gavin Carver

Publisher: Taylor & Francis

ISBN: 9781136084058

Category: Performing Arts

Page: 240

View: 192

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Theatre designers using 3D software for computer visualisation in the theatre will find this book both a guide to the creative design process as well as an introduction to the use of computers in live performance. Covering the main software packages in use: Strata Studio Base, 3D Studio Max and 3D Studio Viz, the book provides techniques for 3D modelling alongside creative ideas and concepts for working in 3D space. Projects are provided to sharpen your awareness and digital skills as well as suggested further reading to broaden the scope of your theatrical and design knowledge. This book is both a useful day to day reference as well as an inspirational starting point for implementing your own ideas. The authors are experienced trainers in the field and understand the pitfalls to be avoided as well as the possibilities to be explored using computer visualisation for designing theatre space. They provide insightful hands on descriptions of techniques used in the development of performance projects set in the wider context of design considerations. The book is highly informative about the technology of computer visualisation providing examples of working practice applicable to all software.
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Scenic Art for the Theatre

If you're working at a computer, make sure you use your visual sense to make whatever you're doing work in the large scale. It's very important that someone ...

Author: Susan Crabtree

Publisher: Taylor & Francis

ISBN: 9780240804620

Category: Performing Arts

Page: 439

View: 550

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This new full color edition is significantly up-dated to new interviews with "old masters" and successful "divas" of the industry, up-dated safety tips, and additional insights into the business of scenic design. Expanded to include a new chapter dedicated to painting techniques, the book will now feature detailed step-by-step descriptions of common two-dimensional painting techniques. Wood graining, marble and stone, and brick painting are few examples of the new techniques to be covered. *New interviews with "old masters" and successful "divas" of the industry * Insights into the business of scenic design * A new chapter dedicated to painting techniques and detailed step-by-step descriptions of common two-dimensional painting techniques
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PC Mag

The Art of Human-Computer Interface Design, computer interface guru Brenda Laurel expounds on her own interface theory in Computers as Theatre.

Author:

Publisher:

ISBN:

Category:

Page: 470

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PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
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Theatre in Cyberspace

This volume of essays presents information from some of the pioneers in the field of cyberspace theatre who write of their work in both theoretical and practical terms, thus creating a kind of "Theatre and Its Double" for computers and ...

Author: Stephen Alan Schrum

Publisher: Peter Lang Pub Incorporated

ISBN: STANFORD:36105021966028

Category: Performing Arts

Page: 294

View: 732

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Many theatre educators have begun to use computer technology in a variety of ways, whether inside the classroom or by expanding the classroom by using the Internet and the World Wide Web. Similarly, theatre practitioners are increasing their potential audiences with online technology while attempting to discover how to present theatre in an interactive yet non-corporeal way. Also fascinating is how educators and practitioners can collaborate, creating online performance spaces that can be adapted for teaching, and creating online teaching techniques that can be adapted for performance. This volume of essays presents information from some of the pioneers in the field of cyberspace theatre who write of their work in both theoretical and practical terms, thus creating a kind of "Theatre and Its Double" for computers and theatre. (From the Introduction)
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Computing and Educational Studies

At the time of the publication of Computers as Theatre, Laurel's exploration of a computer-based playwriting and learning space was fresh and futuristic.

Author: Eugene F. Provenzo, Jr.

Publisher: Routledge

ISBN: 9781135487348

Category: Education

Page: 104

View: 638

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This special issue calls for a greater awareness of computing as a critical area of study for those interested in educational studies. Its purpose is to open up a wider dialogue about computing and education than has previously existed in the field. The questions raised provide the basis for a lively discussion and analysis of the role of educational studies in interpreting the role of computing in our culture and educational system. This issue also provides a model for exploring other topics of similar significance and importance to the field in future issues of the journal.
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Theatre Crafts

THEATRE SERVICE PO Box 15282 Evansville , IN 47716-0282 0812 / 474-0549 FAX ... Manufacturer of computer software developed exclusively for the theatre ...

Author:

Publisher:

ISBN: UVA:X002091188

Category: Theater

Page:

View: 780

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Theatre as Human Action

locations outside the theatre's box office, and websites can allow ... Yet the area that has most benefited from the new technology of computers is design.

Author: Thomas S. Hischak

Publisher: Rowman & Littlefield

ISBN: 9781442261099

Category: Performing Arts

Page: 280

View: 760

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This book is designed for the college student who may be unacquainted with many plays and has seen a limited number of theatre productions. Focusing primarily on four plays—Macbeth, A Raisin in the Sun, Rent, and You Can’t Take It with You—this textbook aims to inform the student about theatre arts, stimulate interest in the art form, lead to critical thinking about theatre, and prepare the student to be a more informed and critical theatregoer. At the beginning of the text, each play is described with plot synopses (and suggested video versions), and then the four representative works are referred to throughout the book. This second edition also features revised and expanded chapters throughout, including on the technical aspects of theatre, the role of the audience and critic,and the diversity of theatre today.
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Developing and Maintaining a Design Tech Portfolio A Guide for Theatre Film TV

Computers ̄ (published in Theatre Design & Technology, Vol. 38, No. 4, 2002) raises many points to consider when using computer technology in the design¥ ...

Author: Rafael Jaen

Publisher: Taylor & Francis

ISBN: 9781136085093

Category: Performing Arts

Page: 200

View: 132

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This book is a practical guide to aid in the process of creating, developing and presenting successful Theatre/TV/Film design/technology portfolios in the fields of scenery, costumes, lighting and sound. The book will consist of four sections or chapters. The first section is dedicated to the realization of effective portfolio showcases and it will identify materials and techniques used to produce them. This chapter will also identify specific requirements by discipline including scenery, costumes, lighting and sound and will cover the different portfolio requirements to apply for graduate school, jobs in the field, professional organizations and for promotional purposes. The second section is dedicated to the development and use of digital portfolios and it will look at the different software used in this area. The third chapter is about presentation and marketing and it will describe how to develop personal presentation techniques, resume, business card, and web pages. Finally, the fourth section offers key information in regards to the maintenance and updating of portfolios. Each chapter will feature real samples from the professional field and a page of "do's and don'ts with comments from experts in each design-tech discipline.
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