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Theatron Project
University of Warwick
Coventry, CV4 7AL
United Kingdom
Year: 2002
Status: Laureate
Category: Education & Academia
Nominating Company: Autodesk
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The history of theatre, the earliest known form of virtual reality, is brought
vividly to life in a teaching and research module that features 3D
interactive real time walkthroughs of highly accurate VR models of present
and past theatres. |
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After surveying and closely evaluating examples of current needs and best
practice in a variety of institutions engaged in the teaching of theatre,
worldwide, the consortium created a prototype software application. This
consists of a selection of "virtual" theatres from across Europe, with a
user interface enabling students and teachers to access graphical and
textual material, illustrating and exploring the history, evolution, variety and
current range of theatrical practice in Europe. In addition to providing
extensive primary factual information, the software allows students and
teachers to access and study essential elements of theatre, such as time,
space, acoustics, lighting and sightlines, which are difficult to convey
using conventional teaching materials.
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The THEATRON project(1)has successfully developed an educational
multimedia application geared towards the history of European theatre
building that makes extensive use of 3Dimensional computer models of
historical and contemporary venues. In effect: THEATRON puts (historical)
theatres in the computer in such a way that users can virtually walk
through the theatres in real time and can ask for a great variety of
information pertaining to specific characteristics of these venues. Using
the program is thus ideally rather like undertaking a virtual and interactive
exploration of a theatre site with all extensive explanations, historical
material and references to other theatres immediately at hand. The
project was originally jointly conceived by the theatre departments of the
University of Warwick and the Universiteit van Amsterdam who saw
students of higher education as the initial target group for the prototype of
the module. However, its content can easily be adapted to other learning
levels, and moreover, the application itself can be used to teach any
subject in which it is desirable to assemble a large variety of illustrative
and explanatory materials, and in particular, 3 dimensional places or
objects. This is a crucial factor in assessing the overall potential of the
completed prototype module.
Why the THEATRON module? Problems in studying theatre history
In London's Covent Garden, in the midst of the "theatre district" and
literally in the shadow of such venerable and renowned buildings as the
Royal Opera House and the Theatre Royal, Drury Lane, one finds the
British Theatre Museum. A branch of the Victoria and Albert Museum, it
was finally opened in 1987, after an intensive campaign stretching back
some seventy years to provide a permanent site for an extensive range of
collections documenting the rich history of British theatre, and displaying
a vast range of artefacts and memorabilia. Visitors find within extensive
displays of every conceivable type: early promptbooks and playbills, a
wide selection of paintings of actors, scenes and performances,
costumes, props, models stage sets, even a selection of painted scenery
and backcloths from memorable productions of the past. These may be
perhaps what Shakespeare had in mind when he observed how "the
baseless fabric of this vision, the cloud-capped towers, the gorgeous
palaces, the solemn temples, the great globe itself, yea all which it inherit,
shall dissolve; and like this insubstantial pageant faded, lean not a rack
behind." [Tempest IV, 1, 148ff.]
But in fact, the theatre in the course of its long history has left not just
racks, but vast amounts of "such stuff as dreams are made on", in its
luminous wake. Because the collections held by such museums are so
enormous - they may literally contain millions of objects and documents -
only a tiny fraction of the holdings can be displayed at any one time; the
rest remain in storage, awaiting their next brief period, as it were "under
the spotlights", before going back into obscure storage once more.
Theatre is of course quintessentially a visual medium -- the Greeks had a
word for it, THEATRON: literally, the "seeing place". And this visual quality
has always been absolutely central to the nature of theatre and our
understanding of it, whether like the Romans we call it spectaculum, or
with Inigo Jones characterize it has "nothing else but pictures with light
and motion", or simply advertise it as "a Show". But more than that, theatre
is a living art form: it literally takes place in time and space, using as its
essential medium the moving bodies of its actors. Moreover, theatre is
also the earliest known form of "Virtual Reality", both for the performers as
they impersonate people, places, emotions and the like which are not in
fact real, as well as for the spectators as they engage in imaginative acts
of empathy with people and circumstances whom they know are only and
always "virtual".
When theatre takes place, it often also takes a great deal of space. In an
ancient Greek theatre the distance between the actors and the audience
could be 100 metres; the most intimate modern "chamber" playhouse is
still of a size which few museums, however spacious, could adequately
display. Even stage scenery can be enormous. The student is thus
expected to understand and appreciate the art and history of the theatre by
peering at tiny immobile displays of a few actual artefacts, supplemented
by some miniature stage sets, and perhaps a selection of two
dimensional photographs or drawings.
The origin of the THEATRON project in an academic environment
informed the entire educational approach of the application, and also
decisively determined the rationale for developing this program. As every
lecturer in a theatre department has experienced, teaching theatre and its
history is a challenging undertaking because the object of study is a
fleeting one. The multi media event constituting a theatrical performance
ceases to exist once the curtain falls and the applause has died away.
What remains of a performance -at best- are traces in history; the sort of
materials displayed in a theatre museum. What also survives,
sometimes, is the theatrical environment itself in which this complex
event took place. It is moreover, an environment that would have been
decisive in shaping the synthesis of all the theatrical elements and in
determining the activity of the performers and the experience of the
audience.
However, this theatre structure is itself not immutable, and it does not last.
The grand theatres of the ancient world lie in an inarticulate jumble of
ruins; Shakespeare's Globe is represented only by recently discovered
scant archaeological fragments from its foundations; the appearance of
the seminal theatres of the Italian Renaissance may is in some cases a
matter of conjecture, and even those structures that have survived to the
present day, were often substantially remodelled over the centuries.
Nevertheless, teachers in theatre departments are often passionate
about wishing to instil in their students a sense of what past performance
was like. They want these students to develop a mental image - as
accurate as possible - of what the theatrical event looked like and what in
turn it might have meant to a contemporary audience. In short: teaching
theatre history is greatly concerned with enabling students to reassemble
all the dispersed and insubstantial fragments back into a coherent and
three-dimensional whole. However, this is rarely a straightforward task.
Anyone who has ever tried to read an architectural ground plan and
cross-section will know how difficult it can be to form a reliable image of
the building depicted - let alone if one wants imaginatively to embellish
this image with a set, actors in costume, an audience, a particular lighting
and sound, etc. Of course, a reconstructive drawing, a painting, a photo or
a cinematic record will do better but even then one often cannot secure
a satisfactory sense of "the lost continent" of historic performance.
It was precisely to address such problems that the THEATRON project
was developed. The new multi-media technology especially that of
virtual reality - can help in recreating the theatrical events of the past;
beginning quite literally from the ground up, with the theatre structures in
which such events took place. In a sense the new technologies are in the
process of catching up with the scholarly imagination, and can thus
provide a uniquely appropriate medium to communicate a lively
understanding of theatre history. What was therefore conceived was the
creation of virtual theatres from the entire history of European theatre, that
could be explored from behind the computer screen and that are linked to
a great variety of scholarly material - so that the student can access very
substantial amounts of data pertaining to the specific features of the
theatre he or she is visiting at that moment. Using the program was
intended to be like walking around an historical building with an
exceptionally knowledgeable tour guide carrying with him a stack of
"show and tell" materials: books, pictures, descriptions, architectural
plans, etc.
The THEATRON module uses a pedagogical approach through which the
communication of information and ideas can take place in a far more
effective (and enjoyable) manner than by means of conventional teaching.
An important element of this approach is the "inter-activity" of the module:
the capacity to involve the users directly in the learning process by
engaging them imaginatively and intellectually in a variety of choices,
options, and alternative ways of confronting and manipulating the
historical evidence. Since in studying theatres from the past so much of
the evidence is ephemeral or ambiguous and often by its nature
dependent upon variable qualities and relationships between space,
movement, sound, vision and colour (the innate expressive elements out
of which all acts of theatre are composed) the capacities of multi-media
are ideal for enabling the student not just to read or be told about these
factors but directly to experience and analyse them him or herself. And in
doing so the student user will be able to get a sense of how an historic
theatre functioned - both in terms of its complex back-stage operation as
an institution and activity, as well as quite literally from the point of view of
the audience Ideally students will become aware of and sensitive to the
fact that the actual theatre building is a relatively complex structure that
depends on a number of choices by the architect, the manager, and the
artists, which not only reflect the encompassing culture, including the
concept and role of theatrical activity within that culture (be it political,
commercial or religious) - but also choices that serve to shape the
aesthetic experience of performers, spectators and patrons.
Thus the inherent inter-active potential of the multi-media materials and
techniques themselves are merely an entertaining diversion, but rather an
integral and essential part of the learning process itself. The module quite
literally, enables acts of learning to take place. In doing so, it also of
course draws directly upon the metaphor of the theatrical art which forms
its subject. For in one sense theatre is itself mankind's earliest example
of "virtual reality" as it seeks to evoke, represent, and interpret people,
places and events, which are not themselves "real" but which (when the
spectator "willingly suspends his disbelief") have the potential to impart
powerful learning experiences upon the audience. To employ advanced
technology as an educational tool for the study of theatre is both timely
and highly appropriate. The state of the art use of advanced technology to
fashion multi-media and virtual reality, has found its ideal object, by
returning to its own origins in one of the earliest of all European forms of
art. In T. S. Eliot's phrase, "we shall not cease from exploration, and the
end of all our exploring will be to arrive where we started, and know the
place for the first time"!
(1)THEATRON is an acronym, it stands for: Theatre History in Europe:
Architectural and Textual Resources Online. The project was sponsored
by the Esprit programme of the European Commission. Partners that
been worked on this project are: University of Warwick, UK; Universiteit
van Amsterdam, The Netherlands; Università degli Studi di Ferrara, Italy;
Atelier 4D Architekten, Germany; SPC Group bv, The Netherlands;
Theatron Limited, UK; and the Association of the European Foundation for
Heritage Skills, France.
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Information technology is the keystone to the THEATRON project,
advances in telecommunications and three dimensional visualisation
have make the world wide web a brave new world for those who are
interested in exploiting the potential for distributed or distance learning
applications. The THEATRON project not only uses information
technology to provide the back bone of its dissemination system but also
to provide content for the application using 3D models to recreate the
sites, explore them in real-time and illuminate the narrative with engaging
photo-realistic stills and animations.
One of the fundamental concepts behind the THEATRON application is
the principle of taking the user from a passive role to an active one where
the user changes to a participant within the space itself. The challenge
has been to find and develop a platform that will support this idea and
combine with the other technologies proposed for the application to utilise
in order to provide the user with an affordable, usable and cohesive
interface. All this and the requirement for distribution across the world
wide web.
The THEATRON consortium started by reviewing and selecting those
technologies that were available, affordable and would fulfil the
requirements of interactivity and distribution. The project team took a two
fold approach to the problem. Firstly each site selected would need to
have a 3D navigable environment that would provide the primary interface
for the user to discover information and reinforce the learning process.
Second to this the whole application would need a framework on which to
hang each of the individual site models to interconnect data resources
and provide a unified interface to the end user.
The first solution was to identify the technologies available and
sustainable to provide the user with content and access. After a wide
survey of such technologies at the start of the project in 1998 three core
technologies were settled upon. These were Apple Macintosh’s
QuickTime (which would support animations, and QuickTime VR rich
media), Microsoft’s Internet Explorer 5 (which would provide the graphical,
textural and acoustic support, as well as providing the backbone of the
development platform) and open standard VRML (Virtual Reality Modelling
Language) as a basis for the component site modules. In back end
support the 3D modelling application 3D Studio Max was selected for
producing the reconstructions of the identified sites and generating stills,
animations and the basis for the VRML files.
The second solution required the creation of a “backend” tool to permit
easy authoring or uploading of data and resources to the application. This
was achieved by creating a structured XML database with a user friendly
front end. This flexible solution was developed with the concept strongly
borne in mind that the content could be extended to include more sites as
the application grew providing a sustainable growth for the project
resources. Indeed one of the great attractions of the authoring
environment is that it is simply a framework within which any subject
matter related to 3D objects could be placed; not only places of
performance.
Beyond the ultimate creation of the application IT played a strong role in
the scenes behind the project. Because the partners were distributed
around Europe (and in some cases beyond) simple but often neglected IT
was employed to facilitate communication between all parties. The project
relied heavily on the use of e-mail and file sharing to keep everyone up to
date with progress reports, technical briefings, and resource scheduling,
this combined with the use of the project web site ensured that everyone
was using the most timely information and maximising the available
resources to the best of their ability.
User trials in the Netherlands and the UK have shown that users,
especially the younger target audience (the undergraduate audience)
have found the transition to working with the 3D interface relatively easy.
More mature users have a steeper learning curve but each age and skill
group tend to find and use the interface navigation form that suits them
best. A user-manual has been prepared which introduces both the ideas
and pedagogical concepts informing the programme and its modes of
operation and functions, and details how to access and employ them.
Whist the technology employed does not present society with new
challenges, the concept of the delivery and utilisation does. The
application will provide the challenge for educators to capitalise on
student centred learning and distance learning approaches if they are to
maximise the potential of the application and ultimately the pool of
students from which they can draw.
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Features and functionalities
Virtual reality, which for the members of the THEATRON Consortium was
essentially a sophisticated use of advanced computer modelling in the
service of a specific research and pedagogical agenda is able to build
upon traditional theatre-historical research and teaching, while greatly
extending it. Using it, it ought to be possible to exploit available and
emerging technical media to develop a methodology that enables
scholars and students to assemble and manipulate categories of data
and evidence (e.g. sight-lines, movement, acoustics, lighting) which are
the essential constituent elements of theatre, but which traditionally have
been difficult to manipulate or synthesise for scholarly analysis. In the
virtual performance space, stage architecture, performance, scenery, and
lighting can be combined in order to simulate what was effectively lost
after the original event took place. There is no other medium that can
recreate this synergy as effectively as VR, combined with other multimedia
that new information communication and technologies are making
available.
The THEATRON Project has completed its creation of a prototype
inter-active multimedia software computer application for teaching and
learning theatre history. It consists of some twenty highly detailed, 3D
models of historic European theatres, each of them contextualised using
a wide variety of graphic and textual materials and information. Users can
read critical studies of the spaces by the academic authors but, crucially,
can also access and evaluate for themselves the evidence on which the
3D reconstructions are based. Within the program, therefore, users can,
for each of the historic theatres:
° sift through primary research materials such as letters, critical
descriptions, architectural texts, sketches, drawings, paintings ;
° read and view a selection of secondary sources, including e.g. scholarly
texts and commentaries, previous drawings and depictions of the site.;
° examine 2D depictions illustrating the structural components of a
theatre building (ground plans, cross sections, diagrams explaining such
things as the iconographic program);
° study informative contemporary materials (pictures of the present site,
reports on archaeological digs and so on);
° consider the relation of the theatre to its surroundings (where was it
located in the city? was it a public or private theatre?);
° examine the theatre's layout, structuring and interdependence of
primary space (stage, auditorium) and secondary spaces (stairways,
foyers, backstage areas, and the like);
° where appropriate assess the decorations and meaning of the
iconographical scheme and décor;
° analyse the structure terms of references it makes to different types of
architecture and/or previous periods of theatre history;
° for some sites (such as the Theatre of Dionysus in Athens, for which
three models were prepared) viewers can compare and contrast how the
space evolved over a long period of time;
° as detailed below, for some sites, the acoustical qualities may be
experienced.
Moreover these theatres are linked together in such a way that the users
of the module are encouraged to make comparisons and trace historical
developments in European theatre as this evolved and was shaped by
various, successive cultures.
The module uses as it core, and the basis for organising all of the
supporting data, the 3D models prepared for each of the sites. The
architecture of each site is both illustrated and may be interactively
explored through the provision of the 3D computer models. For each site,
a highly detailed model was created based upon the best and most up
to date scholarly knowledge or opinion -- from which both still images
showing the architectural elements have been derived, as well as
animations enabling the viewer to take a general orientational "tour". In
addition, for each site a VRML (Virtual Reality Modelling Language) model
was prepared, which can be interactively explored in real time by the
user, who can navigate the site using the computer mouse.
The module as a whole might be thought of as a sort of educational virtual
theme-park in which the user can visit individual theatres from different
historical periods, presenting different varieties of theatre, but can also
obtain an important sense of the "genealogy-tree" of the European theatre
as this evolved and was shaped by various, successive cultures.
The Theatre Sites
The Project chose to model particularly influential or historically important
European theatre sites to evoke the ambient qualities of each site, as well
as its place in the evolution of theatre architecture and consequent theatre
practice. From a pedagogical perspective, this is immensely valuable,
since it allows each of these historic spaces to be examined and
experienced as space, rather than merely as an abstract or described
phenomenon. This in turn, enables students to explore a great variety of
theatre-historical questions, and the accompanying materials (including
specific questions which users are invited to address as they inter-actively
investigate a particular site) have been chosen to assist this process.
Theatre buildings and the activities contained within them developed over
time, and new structures or modifications to existing ones were reactions
to existing practice coupled with ideas about the need for change and the
evolving role of theatre within diverse European societies. However, in this
respect it should also be noted (and the module is able to highlight this),
that theatre and theatre architecture were often pan-European
phenomena - the same architects and theatre makers were frequently
employed all over Europe by a ruling class that in its cultural endeavours
was, and perhaps still is, more internationally oriented than locally.
Having established the rough outlines of such a genealogy tree of the
European theatre, the module can subsequently add new branches ¡V
presenting new theatres to complement the major ones that serve as
important nodes from which European theatre history may be accessed
(cf. Table 1).
All of the questions about the material aspects of theatres (very effectively
evoked and illustrated by both the models and supporting data in the
module) contribute to addressing a broader, overarching research
question, viz: how does historical theatre architecture, and such things as
scenic décor, lighting, and acoustics, reflect and refract the cultural,
aesthetic, ideological discourses in which they are implicated? How did
changes in theatre spaces over time reify cultural, aesthetic and
ideological changes? Our work has been predicated upon the belief that
investigations into the material conditions of performance are no less
important or revealing for the historical study of the performing arts than
analyses of the performances themselves. Hence, investigation of
historical performance and performance spaces as material phenomena
cannot be divorced from investigation of them as cultural (e.g. political and
ideological) phenomena.
To take a single example. The Project enables the user to "visit" the
Odeon of Agrippa, and follow this with a visit to the Bayreuth
Festspielhaus, constructed almost 2,000 years later. Both sites (entirely
coincidentally, since Wagner knew nothing about the Agrippa site) are
remarkably similar in size, spatial organisation and layout, and sightlines.
Apparently, some similar pragmatic material concerns, produced similar
solutions. And yet, on closer examination of factors such as the décor of
the structures, their respective uses, and relationship to other
contemporaneous theatre structures, the two sites can be positioned and
understood, and their respective meanings far better perceived than
description or argument could ever achieve. Similar insights readily
emerge by comparing, for example, the Theatre of Pompey, and
Palladio's (and his successor Scamozzi's) Renaissance attempt to
create a Roman, Vitruvian theatre in the Teatro Olimpico at Vicenza. A
visual dialogue is established between the material characteristics of
the two sites, which in turn provokes questions about important
differences such as the role of theatre and performance in diverse
societies, the cultural and ideological positioning of theatre as a practice
and an institution, the role of patronage, and the type of performances
each society considered appropriate for presentation in these spaces,
and why.
Such achievements of The THEATRON Project to date have considerable
importance. The development ab initio of a highly sophisticated, flexible,
web-delivery system, and the creation of high-quality, multiple-format,
multimedia materials for theatre historical research, embodies a
significant degree of acquired expertise within the Consortium into
advanced issues and practices regarding digital dissemination. The
dominant elements (in this case pedagogical and mnemonic) have
proven a sound basis for further development of digital dissemination and
development of theatre historical investigation. The THEATRON Project
has involved us in carefully questioning how digital texts are "read" by
users within academic contexts, and the implications of this for how we
"write" them. User testing continues to increase our understanding of this,
and in turn we are able to incorporate this feedback into the module.
Didactic Aspects:
The navigatable 3Dimensional THEATRON models had to be integrated
into a learning module in such a way that they are more than mere
illustrations. After all, one of the characteristics of the application is that it
aims not to deliver lessons in a traditional manner to an essentially
passive student, but instead wants students to learn by discovery ¡V they
should be able to explore the different theatres more or less on their own
volition, following their own perceptions and interests, as in effect they
interrogate the module, formulating their own questions and being
stimulated to find their own answers. How can this "discovery" learning
envisaged by the THEATRON module be encouraged? From educational
use and feedback so far it is obvious that simply presenting students with
a 3D model and some additional material is not sufficient. Learning will
not take place "by itself" but only when the approach of the course is
carefully tailored to the needs, capacities and skills of the students. In
other words: what one needs is a clear perception of the didactic aspects
of the application.
Educational goals and environment:
Because the target group of THEATRON consists of university students
there are -in the view of the designers of this program- two fundamental
educational goals to be met. One of them is, of course, knowledge on
theatre history in Europe. As outlined above particular theatres and their
development should be introduced to the students who then can become
aware of the important characteristics of these venues. But there is
another goal that may be even more important from an educational point
of view: the students need to learn how to do research. This is an
important element in their university training and experience. The student
of theatre history should not just acquire factual knowledge but beyond
this he or she should learn how to weigh these facts, how to critically
evaluate existing interpretations of these facts, how to confront conflicting
evidence, and how to come up with meaningful questions and methods of
answering them. In short: theatre departments, in common with other
disciplines need to train and produce good scholars, not just individuals
capable unreflectively, of repeating the facts found in textbooks.
Consequently, in the THEATRON module scholarly controversies are
neither resolved nor covered up. The student is not simply presented with
a reconstruction showing what an historical theatre exactly looked like ¡V
rather, when things are unclear or when there are debates on general
outlook or specific features of the theatre buildings, this is explicitly
underscored. The importance of this should not be overlooked. Because
current technology can generate powerful and persuasive illusions, the
danger is that one all too easily accepts our computerised, highly
plausible 3D reconstructions as the historic truth, forgetting how much
speculation often lies behind them. To counteract that danger it is
paramount to draw attention to the original material on which a
reconstruction is based, to point to uncertainties and to stimulate
students to consider alternative solutions.
A digital model that is the means and outcome of a scholarly programme
of research into a historical performance space is, at its simplest, a
critical "text." No different, in this respect, from a scholarly article or book, it
embodies within it the combined cultural, material, ideological and
methodological processes that have gone into its creation. The work of
the THEATRON Project was designed to yield scholarly "texts" in digital
form that clearly establish, as do traditional critical texts, their relationship
to the state of scholarship prior to themselves, and display what they do
and do not assert or seek to demonstrate. Digital modelling of historical
spaces requires us to make interpretative decisions. By publishing our
sources alongside our conclusions, we enable others to consider
whether the latter are convincingly founded.
It is also important to bear in mind the educational environment
THEATRON is designed for. Often it is asserted that one of the primary
benefits of IT applications such as THEATRON is that students are freed
from time and place, that they can learn at a distance, where and
whenever they want, at their own pace and tailored to their own, personal
needs. However, the designers of THEATRON felt that we must not
ignore the traditional university environment developed over many years
with precisely the goal of effective and thought-provoking teaching as it
purpose. In that environment there is personal eye-to-eye contact between
teachers and students and there are lectures presenting the student with
live examples of how to deal with the materials and questions of an
academic discipline. Of course an important element in the environment
is facilitating access to other scholars and their writings past and present:
the library, textbooks and syllabi are the traditional means efficiently to
deal with this requirement, and recently these have been supplemented
by electronic technologies providing easy communication with the outside
world - especially with other libraries and with the web.
Traditional elements also include the exams and assignments that
provide teacher and students with vital feedback on how the latter is
progressing. And, last but certainly not least, the university environment is
characterised by fellow students: peers who function as sparring partners
in one's academic career and who are vital to generate and maintain the
scholarly debate so essential to any academic discipline. It is probably
the live contact with these fellow students and with the teachers that, more
than anything else, shapes the educational environment of a university.
Getting feedback on a paper or having a discussion in a classroom
setting (with an experienced teacher as moderator) really can not be
surpassed when it comes to practising the primary skills of academic
research: presenting and debating one's findings in an orderly and
controlled manner.
But if the university as sketched here is a worthwhile educational
environment - and the makers of THEATRON believe it has proven itself
over the centuries - an IT application should be thought of as an additional
asset to this environment, and not as a replacement of it. In other words:
the THEATRON project should take into account existing circumstances
and, rather than attempting to be a stand alone application that provides
the student with everything, should acknowledge that it will frequently
function in conjunction with a university library, with classes, lectures and
teachers, with assignments and with fellow students.
Content:
Having established the goals and the educational environment of
THEATRON we will now take a somewhat closer look at the content
material of the module, seeing how it is structured and embedded within
the actual module and how it relates to the educational ambitions. The
content material then is divided into two main divisions:
° general information categories that are essentially the same for each of
the theatres and
° specific information that pertains to a particular theatre and its
characteristic features.
An analogy with an elaborate bibliography might clarify this somewhat.
The first category of information would be the entries that are given for
every book, such as author, title, date, publisher etc. In the second
category then would fall specific remarks on the publications; such as a
short description of the contents, a summary of a review, etc.
With the THEATRON project the first division (general information
categories) has been divided further into information that is incorporated
in the navigatable 3D models themselves and information that
accompanies each of these models. The former essentially comprises
the advantages of an architectural model over traditional 2D educational
means of the sort noted earlier:
- outside and inside of a building can be accessed
- relationship between secondary and primary spaces becomes clear
- relationship of stage and auditorium can be explored
- sightlines can be evaluated for every seat
- technical apparatus of a theatre is indicated
- the (human) scale of a venue can be experienced
- hierarchy and permeability of spaces are clarified
The information that accompanies the models comprises categories that
are the same for each theatre and that are called upon separately by use
of a pull down menu. Here one finds additional detailed information under
headings such as maps (of the surrounding space, ground plan, cross
sections, etc.), historical description (text on the building of the theatre and
its subsequent development) and present site (with pictorial material on
what the site looks like today). Also there are headings that directly relate
to the academic resources on the theatre that a student might want to
consider: bibliography and related websites. Finally there is a category
with suggested tasks in which examples of research topics and
assignments for papers can be found. These tasks are specifically
designed to direct the student to look critically at the reconstruction and
the materials it is based upon and/or to encourage the users to make
comparisons with other venues.
The second division contains the information that is particular to
characteristic features of an individual theatre. This information is
dynamically linked to the 3D models so that at certain points in these
models -- the so called viewpoints -- it automatically comes on screen in
a separate window (as long as this feature is enabled). Principally these
viewpoints can be pre-programmed anywhere in the model and thus
provide the opportunity to give access to multi media resources for any
specific feature of a venue. For example, a viewpoint outside a theatre can
give additional information on the façade and its iconographic program or
can link to a video showing that same façade on a special occasion. Or, a
viewpoint in the royal box might give access to a portrait and a biography
of the patron ruler evaluating the use of theatre in his cultural policies.
In some cases it is even possible to listen to audio files that simulate
what a theatre sounded like at different viewpoints, so one can compare
the acoustic qualities of the respective areas in a theatre.
All in all then the 3D model and its viewpoints give the user an extensive
impression of what a particular theatre looked like and what its specific
features are about, while the general accompanying information enables
one to quickly access information with regard to structure, historical
development and academic resources of the venue.
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Educational approach of THEATRON; a general model of teaching and
learning:
Having discussed the educational environment of the THEATRON project
and the structuring of its content material we now come to the question of
how THEATRON will actually be used. What is the essential elements of
education (in this case focused on theatre history) that underlie learning
processes and how does THEATRON relate to them? A very general
answer to the first question can be formulated thus: studying is the active
appropriation of knowledge, skills and self-confidence, while teaching
consists of supporting this learning process. But apart from stating that
there is learning and teaching this answer really doesn't say very much.
We need to specify more extensively what people do when they study or
teach if we want to elaborate on THEATRON's underlying didactic
approach.
Table 2 therefore presents a general model of learning and teaching in
which the dimensions that play a role in education are schematically
worked out for both these sides. It starts with the notion that there are
three important dimensions of any learning process: cognition, interest,
and assessment/evaluation. For the student the first dimension -
cognition -- has to do with acquiring knowledge of a subject and/or certain
skills. It is the aspect of grasping and understanding the concepts that are
involved, of being able to deal efficiently with the subject at hand and of
mastering the problems of a field of knowledge. The second dimension --
interest -- concerns the motivational aspects of learning. Here one deals
with such things as personal involvement and the arousal of curiosity.
What motivates the student to put in time and energy? How important is
learning about a certain topic to the experience of the individual? Finally,
the third dimension -- assessment/evaluation -- encompasses those
aspects concerned with feedback on how a student progresses. In any
learning process one should have a clear idea on where one stands at
any particular time. In other words: this dimension is about knowing what
one knows and about the ability to evaluate one's progress with regard to
a subject. On the learning side this clearly has to do also with
self-confidence; with realising that you have mastered the subject to a
certain degree, can skilfully handle the problems and operations
belonging to that level of knowledge, and can evaluate whether or not you
need/want to know more about the field of study.
The three dimensions not only function on the learning side of the
transaction, but also on the side of teaching. Each dimension brings with
it certain aspects of teaching that in educational theory are seen as
important elements facilitating the learning process. To assist with the
cognitive aspects of that process a good teacher, course or textbook
should structure the study material well; that is to say, that subjects are
approached consistently and in a systematic manner. Explications that
clarify difficult and complex topics in such a way that they can be grasped
more easily also function on the cognitive level, as do instructions: clear
indications (often accompanied by examples) of how a subject should be
dealt with.
In terms of the second dimension: all educators and pedagogical
textbooks underline the prime importance of motivating pupils. Without
instilling a certain drive in students the chances that any learning will take
place are practically zero. Of course one can try to use negative motivation
whereby the avoidance of punishment becomes the main reason to delve
into a subject, but it is demonstrably far more effective to stimulate people
in a more positive way -- trying to arouse their personal interest. In
addition to stimulation, a key concept in regard to involving students with a
subject is validation. This means that one has to clarify the importance of
a subject within a curriculum. If one doesn't do that and students fail to
understand why a topic is useful or how it fits in with the rest of their
studies results will most certainly be a disaster.
Traditionally the third dimension -- assessment -- is seen as the
exclusive domain of the teacher and is associated more with control and
testing to determine if any learning has taken place than as a means to
facilitate the educational process. If however, one thinks of this dimension
in terms of feedback, its importance to building self-confidence in
mastering a subject becomes clear. The possibility of having
"conversations" with the agent through whom the instruction is taking
place during a learning process -- with appropriate opportunities for
questions and remarks -- is probably where self-assessment begins.
Simply being able to formulate a question is already a test on how well
one has grasped a subject. In later stages there is eventually more
dialogue and the exchange of ideas about the interpretation of a subject
advances, ideally resulting in students coming to trust their knowledge
and skills, and becoming more nearly equal partners with their teachers.
Teaching with THEATRON
Members of the Consortium analysed how different elements in the
THEATRON Project module could be used to pursue and support
possible strategies of teaching with it in an academic environment. Table
3 summarises some of the typical aspects of theatre historical teaching
and shows how these can be linked to elements within the THEATRON
module. Although the structuring of material of each theatre is similar, it
may be accessed in a variety of ways, depending upon how the user
enters the application and selects a theatre. A variety of approaches are
possible, depending upon the nature of the teaching/learning experience
that is desired. One can go either to:
° a timeline,;
° an alphabetic list,;
° a map of Europe showing the location of the venues;
° or use the typology, or genealogy as given in Table 1 to approach a
venue.
For the provision of explanatory material, the student can not only employ
the textual information and the 3D but, in addition has access to the so
called "Grand Tour" of a theatre: an introduction whereby the THEATRON
user is led passively through the venue by the computer, visiting some of
the more important viewpoints and getting a quick overview of the main
topics. This feature comes closest to taking a "real time" guided tour in a
real theatre. It should be noted parenthetically that an important element
encouraging learning with the module is that because it is a sophisticated
IT application, this in itself is a motivational factor for the many students
who consider working interactively with computers as fun. In addition,
within the application itself, there are functionalities that directly
encourage the personal involvement of the students, such as the
provision that a student may have a personal folder in which texts and
photographs can be stored for later reference.

Most of the other entries in the third column of table 3 have already been
mentioned and because it is fairly obvious how they relate to the teaching
aspects they do not need to be discussed further here. However, it should
be noted that the university teacher plays an important role in all the main
dimensions of the scheme. Not only should this teacher give instructions
on how to use the THEATRON application but he or she is also
responsible to a great extent for stimulation and validation -- after all, how
THEATRON fits into the rest of the curriculum is up to the individuals or
departments that will use the application. Finally conversation, interaction
and feedback can only partly be provided by features of an IT application
such as THEATRON; it remains up to the teacher and the fellow students
to complement these features and to ensure that interactive discovery
learning can take place.
Future Plans:
It has always been the intention that, following its initial development
phase, the THEATRON module would grow quantitatively. The application
software, through the Content Management System, allows us readily to
add further sites and materials. It should be possible to add more
theatrical elements to the architecture: sets, lighting, virtual actors, all of
which can be manipulated by users, as these are developed and refined.
In addition, it is our intention -- possibly with the aid of further assistance
from The European Commission, or from other public or commercial
entities -- to augment and enhance the module's functionality. Such
developments might include:
° improving the VRML models and the Cosmoplayer plug-in so that fast
broadband internet connection my enable us to realize the ideal of
navigating the rendered, highly detailed 3D Studio Max models that are
now used to generate stills and animations;
° another enhancement would be to allow more users to be
simultaneously present as avatars in a theatre so they could
communicate with each other, or could attend a seminar led by a tutor
who is virtually present and can answer questions, not by e-mail but in
"real time". The University of Warwick has already had extensive
consultation with ParallelGraphics, the leading international company
presenting web-based VRML applications, to explore how such functions
could be developed for the module;
° add actors and scenery to our theatre models that can be moved by the
users - using the application as a kind of "blocking device" whereby
students could try out their own mise-en-scenes of past plays;
° add lighting facilities;
° have a more intuitive and "natural" interface to navigate the models;
° examine how the THEATRON application might be used at actual
cultural heritage sites to provide the tourist/visitor with more information;
° have the THEATRON application available in different languages; the
current emphasis on English is tangential to cultural heritage that
emphasizes local traditions;
° Use the THEATRON application as a "portal" whereby present day
theatre sites and cultural heritage sites all over Europe, and eventually,
the World, are connected and can exchange information with each
other/the public.
Through collaboration with the University of Nottingham's Mixed Reality
Laboratory, we have begun to "leverage" this work into an exciting new
realm of theatre-historical research. We have experimented with placing
"Virtual Performers" in historical performance spaces. Using the model of
the Odeon of Agrippa in Athens, Nottingham have transformed this into a
Virtual Performance Environment, and situated within the space a
theatrical performance by two avatars, whose movements had been
instantiated from a recording of live actors. In a series of exchanges and
workshops we have identified the manner in which this initial research
can be taken forward and are collaborating to obtain support.
There are, potentially, a number of commercial options for the current
THEATRON prototype, although before these could be realised certain
further development and modifications to the existing prototype would
have to be done, and, of course, financed. For example,
° the same system of architecture could be used for presenting new
houses and related information (including their environment), to potential
buyers;
° the environment could equally well be used for general training
purposes in which 3D-technology is requested: motor engineers,
maintenance technicians;
° within the Heritage Sector, any museum, gallery, or site, which was
concerned with the study or presentation of physical (3D) artefacts or
architecture, might find the THEATRON application an attractive medium
for exploiting its particular field of interest. The application could be sold or
licensed, or indeed, the particular institution might wish to directly
commission new work to be prepared by members of the THEATRON
team.
In conclusion, the work of the Consortium has produced a prototype,
which has great promise and potential; but for these to be realised,
additional resources and support, must first be secured.
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The greatest challenge, as well as the greatest potential benefit of
working in such a large scale collaboration which, by nature, is
interdisciplinary in terms of its subject matter, diverse in the nature of its
multimedia materials and output, international in its scope, and
inter-institutional in terms of the nature of the participating partners, is that
entirely new skills, methodologies, and modes of communication must
be identified, co-ordinated, mastered, and integrated into a coherent
programme of work. This is no easy task, and our work did not at all times
go as smoothly or efficiently as the participants would have wished, or
anticipated at the outset of their task.
The need to understand and respond cooperatively to the working
methods of such a range of colleagues has been intellectually and
imaginatively stimulating, opening up new modes of perception and ways
of thinking. For all of us it was at times a giddy learning experience. Only a
few years ago, these people would have had little opportunity or reason
even to discuss their work with one another, much less engage in a
process of intensely creative collaboration. Moreover, as each
collaborator’s work was integrated into the emerging module, traditional
boundaries between data and interpretation, evidence and argument,
researcher and technician, underwent rapid transformations.
A major source of difficulty and anxiety arose from the fact that the
programme of work, in retrospect, was overly ambitious, or, stated
differently, under funded. In the end we did indeed accomplish most of
what we originally intended, and did so without any significant delay;
however this meant that each of the partners had to put in a very great
deal of (unpaid) work beyond that supported by the EU grant-based
budget. Maintaining both cooperative good will and morale under the twin
pressures of a limited time frame (30 months) in which the work was
scheduled to be carried out, and very tight finances, was a great
challenge.
However, all the Partners found the work stimulating, rewarding, and
highly instructive, in many instances precisely because of its diverse and
heterogeneous, and challenging nature. We were in the end caught up in
the excitement and novelty of what we were doing, and this sense was
encouraged and our morale boosted as, gradually, more and more
colleagues viewed our emerging work with admiration and assured us
that what we were doing would indeed make a significant contribution
both to teaching in the discipline of theatre history, and, in due course to
other image and object based subject areas. The Partners also
recognised that in the future, increasingly, much of the most innovative
and interesting work in the broad field of Information and Communication
Technology, in which they are all participants, will demand precisely the
type of skills, experience, and collaborative engagement which they
encountered in the course of our work together. They have struggled with,
and eventually overcome many hurdles, achieving a successful outcome
for The THEATRON Project.
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