Theatricality and Levels of Believability in Graphical Virtual Environments.

 

David K. Manley

Liverpool John Moores University,

Liverpool, Merseyside.

 

Published in: Paton and Neilson. Visual Representations and Interpretations, Springer-Verlag, London. 1999  

 

 

Abstract

 

The experience theatre has in the creation of believable performance environments, could be constructively transferred to the emerging field of computer virtual environments...There seems to me to be little to differentiate between these worlds...other than the medium of delivery.

 

 

1 Introduction

 

My background of twenty years as a professional theatre technician had given me the opportunity to work in and with many varied performance spaces.  All of them 3D, all of them to a greater or lesser degree interactive, and all of them designed using the common collected experience of theatre. A common experience backed up by arguably over a thousands years of development. The similarity between all those performance spaces was that they sought to be, for the watching audience, a believable environment.

 

I first became aware of a critical link between theatre and computer science when I was given the book, "Computers as Theatre" [1]. Its proposal that theatre could define an underlying philosophy for computer human action was fascinating.  But it was the title that had really gripped my imagination.  The idea that computer worlds could be linked to theatre worlds made sense of my past subjective experience and my knowledge of the developing world of computer supported virtual environments.

 

 

2 Foundations

 

Believability, as a primary design consideration, should not be confused with realistic or naturalistic. The arguments about realism and naturalism have been going on since the 1870’s and is evidenced in the work of writers such as August Strindberg and Gerhart Hauptmann [2]. In this area, realism can be thought to destructuralise complex realistic globals into smaller usable entities and then re use those entities overlaid onto other carriers. I.e. an unrealistic cartoon character can show realistic anger. Naturalism in this work is considered as more environmental. A cartoon character is ‘natural’ to a cartoon world as a human is natural to our human world but we would be unnatural in a cartoon world and vice versa.  Believability simply means the ability to accept as true.  Theatrical rules governing this believability have been used for thousands of year’s [3] within theatre and I believe on the whole to good effect.

 

Theatricality and its consideration of three-dimensional space make it a candidate for comparison with architectural techniques when addressing the design of virtual environments. Where they differ is in that theatricality also seeks to design the representation of the content of that space. An architect will not seek to tell a user of a building what clothes to wear but a theatre designer will! This designed integration of space and content representation may give it an edge over architectural methods in fields such as the representation of data in virtual CSCW [4] environments, both immersive and desktop.

 

 

But most importantly, it is in the use of theatres experience in the creation of believable environments that I see most opportunity. There seems to me to be little to differentiate between the worlds of theatrical performance environments and the developing field of computer virtual environments, other than the medium of delivery. Both work in bounded environments using three dimensional spatial awareness, both use light to illuminate, to colour and to give orientation, both use spatial auditory awareness and both use human psychology.

 

I am not saying that the rules of theatrical design are unique; only that theatricality has brought together and integrated concepts and ideas from many fields. Consider it a unification point for virtual environment design.   It is this ability to absorb and integrate ideas from other sometimes-contrary areas that has given it such strength.  It may prove fruitful to revisit these other areas and construct a new unifying theory, (unifying both container design and contained object design) if theatricality proves weaker than I anticipate. Until then it would be a case of trying to reinvent the wheel.

 

 

 

3 Elements of theatricality for design consideration.

 

The following are some of the main considerations for inclusion in the design stage of a virtual environment from a theatrical point of view. These are often not included or are viewed from a different approach. These are in addition to normal considerations such as file size, intention, content etc.

 

There seem to be two ways to structure these design elements. One is to use a departmental approach where standard theatre departments such as LX dept for lighting, SFX for sound, wardrobe, set design etc. are used with their associated individual design methodologies, but I think this is taking the metaphor too far. Instead I have chosen a series of titled fields. This seems to me to be a more flexible approach to something that is still very much under development.

 

From now on my use of the word audience is intended to cover, single or multiple agents, both human and computer; intelligent or otherwise.

 

3.1 Convention

 

A dramatic convention is something that can be used as a substitute for reality, but is experienced by an audience not as a symbol, but as the reality itself.  For example, on stage a tree may be represented by a mere branch, the rest of the tree being inferred.  This could be a useful tool in the design of virtual environments, were considerations of the bandwidth usage of an object are important. It is something, I think most computer users are culturally aware of and subconsciously use, to the extent that they often don't realise the huge leaps of credibility they are making.  I have a hypothesis that this could be a part of inherited memory, natural to all cultures in so far as they are or have been through an influentially shamanic stage. Sir James Frazer states, the Shamanic second law of magic; “The Law of Similarity” as

              

“The magician infers that he can produce any effect he desires merely by imitating it.”

 

 

 

This also links into ideas of why symbolism and semiotics can be so powerful in, what is after all, an environment devoted to the manipulation of symbols.

 

3.2 Focus

 

It is possible to direct the focus of attention to specific parts of a world using the same tricks as a stage designer. To use light, not just as a prerequisite of vision, but on another more subtle level. If an audience looks onto a new scene in a performance, their view tends to be drawn to the lighter areas and afterwards to darker areas. This could be used as a ‘guide’ mechanism to order the viewing of a virtual world. Small scintillation’s of light will draw attention to an object and thus equally draw attention away from other objects.

 

There are other methods of focus such as colour response, additive and subtractive colour mixing, and dynamic light changes. These could be useful methods in a CSCW environment to create an awareness of other users by the depth of focus those users have in relation to individual view fields. They could also form the basis of a filter mechanism for changing dynamically the level and quantity of data representation viewed by an individual within a PIT environment [16].

 

3.3 Set Design

 

A Set design delineates a performance space necessary for the completion of a theatrical process and can both inform and frame the action. In the same way areas of a virtual environment could be delineated to allow for the completion of a virtual event. To render all the parts of a virtual world up to a true horizon could be a massive computational task and pointless if only a small section was required. So some form of boundary delineation is usually sensible if not actually vital.  I think in many virtual worlds, this boundary delineation, though practical, only makes pretty and does not inform. This is not necessarily wrong, but seems a wasted opportunity. For example in a performance environment, a world beyond and integral with the viewed area is normally suggested. The degree to which an audience can visually and mentally associate with this world is carefully controlled via the textural, visual, and theatrical elements that are placed in front of them. In other words the stage set. Within a virtual environment degrees of fogging can limit view distance and thus the amount of the total environment on view. The density of the fog could delineate a boundary area (of variable depth). Inside which an awareness of, but no clear vision of the objects it contained would be allowed. The depth of this area could either be fixed or dynamic. The object content of this area, as opposed to object clarity, could be filtered (as in control of focus) by the use of additive and subtractive colour mixing. Thus the boundary layer could both frame and inform.

 

3.4 Believability

 

As I discussed earlier, believability, is a missing element in many virtual worlds and should be considered as a design field. If a virtual environment can be made to be believable then it arguably doesn’t need to be realistic and this has implications for the amount of bandwidth used. Less bandwidth would be needed if an object could be represented believably with 80 polygons where previously it was represented using 200 polygons. I also think that a believable world could extrapolate to a world that is comfortable for people to work in. This comfort would lead to ease in assimilation of the working methods of that world. It could be a factor in helping make real world skill sets transferable to virtual worlds and reduce learning curves. Though logical this is however still at present speculation, and needs developing, testing and validating. 

 

3.5 Kinaesthetics

 

This is the appreciation of movement within space.  It is a main consideration of dance and is of vital importance at the blocking stage of theatrical rehearsals. Kinaesthetics can effect focus and can make movements believable by overlaying a chosen aesthetic. The eye picks up on movement within a still field, and this can be used for direct representation of entity values and for present’s awareness. A PIT environment object needing to occupy a distant co-ordinate to satisfy its representational function could also be give an oscillatory movement to increase its visibility in comparison to closer objects. Various speeds and axis of spin could be used as representations of other relevant data fields as could the size of orbit. Kinaesthetics could be used to represent not only a change from state A, to state B, but believably reflect the process of the change itself.

 

3.6 Emotion Transfer

 

There have been experiments done with trained actors to see what it is that causes transfer of emotion. Experiments such as those carried out by Ekman and Birdwhistell. [17] They looked into how, a type of gesture called illustrators could be used to reveal information about the speaker's attitudes and emotions.  None of these to my mind have been conclusive but they do strongly suggest that the perception of emotion does not need to always be derived from an emotional event. Western actors are often taught to look into their emotional past to create, for example, an expression of sadness.  This derives from the teaching of Stanislavski. [18] This is ingrained to the extent that often acting that does not contain felt emotion is derided as ‘poor’.  Yet performance without the aid of emotion is the basis of Kathakali theatre in India [19]. A performer in this form would be derided if he ‘lost control’ and allowed emotion into his performance. Yet both seek to control the emotional empathy of an audience. The point of this is that an audience can perceive emotion from a non-emotional event.  It should therefore be possible to create a sense of emotion within a virtual environment, without resorting to more bandwidth heavy methods such as video links, facial and postural simulators and all their associated hardware. The fixed expressional face code and postural code of Kathakali theatre applied to avatar representations of collaborative workers in virtual environments could form a model for future work.

 

3.7 Patterns of sensory phenomena

 

Brenda Laurel Describes patterns of sensory phenomena from the Aristotelian stand that “they are a source of pleasure to humans”. She echo’s Aristotle’s view that humans seek patterns and structures within all sensory experience and hold those patterns dear. I support this and thus say that it should be possible for certain pre-ordering pattern perceptions to be triggered within a virtual environment. This could be used to complete patterns of visualisation, emotion and possibility using only partial descriptors rather than bandwidth heavy complete descriptors.  A simple example is a gradual increase in lighting level and colour spectrum shift, giving a feeling of sunrise and all its associated attributes. Thus vocabularies of sensory phenomenon, culturally coded in the same shamanic way as theatrical convention, could be triggered without the need for all the constituent parts to be present.

 

4 Observations

 

At this point of development conclusions may be misleading as they could lead to a false sense of completion; rather I would like to sum up with two comments.

 

This work describes a possible starting point for the consideration of the design of  computer supported virtual environments. It has enough validity to make it worthwhile to develop further and to look at its foundation in greater detail.

 

Its aim is to formulate an approach that

·        is repeatable.

·        has a design consistency to allow familiarity of usage in many different types of worlds and on different platforms.

·        guides but does not inhibit creativity and originality.

·        gives a system for comparative benchmarks for considering other worlds.

 

References

 

1.    Laurel B. Computers as theatre, Addison-Wesley, Massachusetts, 1996

2.    Jacabus L A. The Bedford introduction to drama, Bedford, New York, 1989

3.    Aristotle. Poetics, Penguin, London, 1996

4.    CSCW. Computer supported collaborative workspace

5.    CALVIN. Collaborative Architecture via Immersive Navigation, http://evlweb. eecs.uic.edu/spiff/calvin/ieeecga/index.html

6.    Ninth edition of the Concise Oxford Dictionary.

7.    DIVE. Distributed Interactive Virtual Environment, http://www.sics.se/ dive/dive.html

8.    Blaxxun World. http://www.blaxxun.com/vrml/home/ccpro2.html

9.    Viscape. http://www.myweb.de/phantasus/aptsec.htm

10. MUD, Multi User Domain

11. See [6]

12. Worldsaway, http://www.worldsaway.com/home.shtml

13. Dr Harrop P. Head of Dance, Drama and Theatre studies, University College Chester, UK.

14. Cardeña E and Beard J, Truthful Trickery: Shamanism, Acting and Reality. Performance Practice, 1996; 3:31-45

15. Dixon S. Digital Performance, Unpublished Talk, University College Chester, 1998.

16. Populated Information Terrain’s, http://www.crg.computer-science.nottingham. ac.uk/research/applications/pits/

17. Lynn S, Messing. The Use of Bimodal Communication by Hearing Female Signers, PhD Thesis, University of Delaware, Newark, 1993, chapter 4

18. Stanislavski C. My Life in Art, Translator Robbins J Jeyre, Methuen, London, 1980

19. Barba E. A dictionary of theatre anthropology the secret art of the performer, Routlege, London, 1991