Visceral Dramaturgies: Curating Sensation in Immersive Art

This article examines audience engagement in immersive, headphone and headset enabled performances looking specifically at the audience member’s experience of their own interoceptive processing. Interoception, the appraisal of one’s internal systems, is a key modality through which such artworks per...

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Main Author: Rosemary Klich
Format: Article
Language:English
Published: Open Library of Humanities 2019-03-01
Series:Body, Space & Technology Journal
Subjects:
Online Access:https://www.bstjournal.com/articles/319
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spelling doaj-afe3326ec3a145e38d8f031eb5c3353a2020-11-25T00:34:36ZengOpen Library of HumanitiesBody, Space & Technology Journal1470-91202019-03-0118110.16995/bst.319363Visceral Dramaturgies: Curating Sensation in Immersive ArtRosemary Klich0EssexThis article examines audience engagement in immersive, headphone and headset enabled performances looking specifically at the audience member’s experience of their own interoceptive processing. Interoception, the appraisal of one’s internal systems, is a key modality through which such artworks perform. Interoception includes two forms of perception: proprioception (involving signals from the skin and musculoskeletal system) and visceroception (involving signals from the internal organs such as heart rate, breath and digestion) (Pollatos et al. 2016), and interoception has been identified as critical in one’s sense of embodiment and wellbeing (Farb and Daubenmier 2015). Through the use of binaural recording, headphones, and three-dimensional film, as well as a visceral dramaturgy of sound, text, image and narration techniques, artists are able to target an audience member’s awareness of interoceptive sensation. The article addresses three key examples: headphone theatre production 'Séance' (2017) by Glen Neith and David Rosenberg; 'Whist' (2017), an AR/VR and dance work by company AΦE; and 'Daphne in Three Movements' (2017), an ongoing practice-as-research project combining videography, sound design and physical theatre. Following the consideration of how these productions stimulate interoceptive awareness, conclusions will be drawn about the reliance of these works on a visceral dramaturgy that targets the audience’s somatosensory system. Giving consideration to the cultural context of ‘hyperaesthesia’ and offering comparisons between headphone theatre and practices such as ASMR, the article will examine how the director/designer of such performances functions as a curator of sensation, building a performance text that triggers sensory effects as a means of developing texture, theme and affect.https://www.bstjournal.com/articles/319headphone theatreimmersioninteroceptionphysical theatrespectatorship
collection DOAJ
language English
format Article
sources DOAJ
author Rosemary Klich
spellingShingle Rosemary Klich
Visceral Dramaturgies: Curating Sensation in Immersive Art
Body, Space & Technology Journal
headphone theatre
immersion
interoception
physical theatre
spectatorship
author_facet Rosemary Klich
author_sort Rosemary Klich
title Visceral Dramaturgies: Curating Sensation in Immersive Art
title_short Visceral Dramaturgies: Curating Sensation in Immersive Art
title_full Visceral Dramaturgies: Curating Sensation in Immersive Art
title_fullStr Visceral Dramaturgies: Curating Sensation in Immersive Art
title_full_unstemmed Visceral Dramaturgies: Curating Sensation in Immersive Art
title_sort visceral dramaturgies: curating sensation in immersive art
publisher Open Library of Humanities
series Body, Space & Technology Journal
issn 1470-9120
publishDate 2019-03-01
description This article examines audience engagement in immersive, headphone and headset enabled performances looking specifically at the audience member’s experience of their own interoceptive processing. Interoception, the appraisal of one’s internal systems, is a key modality through which such artworks perform. Interoception includes two forms of perception: proprioception (involving signals from the skin and musculoskeletal system) and visceroception (involving signals from the internal organs such as heart rate, breath and digestion) (Pollatos et al. 2016), and interoception has been identified as critical in one’s sense of embodiment and wellbeing (Farb and Daubenmier 2015). Through the use of binaural recording, headphones, and three-dimensional film, as well as a visceral dramaturgy of sound, text, image and narration techniques, artists are able to target an audience member’s awareness of interoceptive sensation. The article addresses three key examples: headphone theatre production 'Séance' (2017) by Glen Neith and David Rosenberg; 'Whist' (2017), an AR/VR and dance work by company AΦE; and 'Daphne in Three Movements' (2017), an ongoing practice-as-research project combining videography, sound design and physical theatre. Following the consideration of how these productions stimulate interoceptive awareness, conclusions will be drawn about the reliance of these works on a visceral dramaturgy that targets the audience’s somatosensory system. Giving consideration to the cultural context of ‘hyperaesthesia’ and offering comparisons between headphone theatre and practices such as ASMR, the article will examine how the director/designer of such performances functions as a curator of sensation, building a performance text that triggers sensory effects as a means of developing texture, theme and affect.
topic headphone theatre
immersion
interoception
physical theatre
spectatorship
url https://www.bstjournal.com/articles/319
work_keys_str_mv AT rosemaryklich visceraldramaturgiescuratingsensationinimmersiveart
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