Theatrical Storytelling In A Virtual Space

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Theatrical Storytelling in a Virtual SpaceJoe GeigelMarla SchweppeDepartment of Computer ScienceRochester Institute of TechnologyRochester, NY 14623585-475-2051School of DesignRochester Institute of TechnologyRochester, NY eduABSTRACTIn this paper, we explore the uniqueness of storytelling in atheatrical context. From this exploration, we present atheoretical context for classifying theatrical performance anddescribe a technical framework for creating such performancesin a virtual space. The framework allows for interplay betweenhuman actors, virtual performers and live audience memberscohabitating both physical and virtual spaces. We describe aprototype implementation of the framework and provide thedetails of a distributed performance given in the spring of2004 as a proof of concept for the system.Categories and Subject DescriptorsI 3.7 [Computer Graphics]: Three Dimensional Graphics andRealism – Virtual realityGeneral TermsAlgorithms, Design, Human FactorsKeywordsVirtual theatre, distributed performance, storytelling.1. INTRODUCTIONWhat is theatre?One definition can be obtained b yconsidering the derivation of the words theatre and drama [1]The word comes from the Greek theatron, or "seeing place."It is a place where something is seen. And the companionterm drama comes from the Greek dran, "to do." It issomething done. An action. Theatre: something is seen,something is done. An action witnessed.When we talk about theatrical storytelling, the story is notmerely told, instead, it is performed, acted out.Just asimportant is the fact that the performance is witnessed.“Theatre does not exist as a physical reality unless it is anevent including both performer and spectator.”[2]Theatre is one of the oldest forms of storytelling and virtualworlds present one of the newest venues for presenting theatre.Our goal for this project is twofold. First, we set out to exploretheatrical storytelling and categorize the means by which i tPermission to make digital or hard copies of all or part of this work forpersonal or classroom use is granted without fee provided that copies are notmade or distributed for profit or commercial advantage and that copies bear thisnotice and the full citation on the first page. To copy otherwise, or republish,to post on servers or to redistribute to lists, requires prior specific permissionand/or a fee.SRMC’04, October 15, 2004, New York, New York, USA.Copyright 2004 ACM 1-58113-931-4 /04/0010. 5.00.can, and has, been brought into a virtual setting. Secondly, weset out to define and create a basic technical framework fortheatrical storytelling in a virtual, distributed environmentwhile keeping within a traditional theatrical paradigm.We begin by presenting a survey of works that combine theatrewith virtual reality. Next we consider the mechanisms oftheatrical storytelling and present our classification forperformance.This is followed by the definition of anarchitecture for a virtual theatre system and a description ofthe distributed virtual theatrical piece, What’s the Buzz?,which was performed in the spring of 2004 as a proof ofconcept for our system. Finally, we present conclusions anddiscuss future work.2. BACKGROUNDFor purposes of this paper, we define “virtual theatre” as theintegration of virtual reality technologies into the theatricalstorytelling process. Considering the use of the virtual space,an obvious application is the use of a virtual world as a stage.One such example, which is one of our primary inspirations, i sVRML Dream, a distributed version of Shakespeare’s AMidsummer Night’s Dream, which was streamed over theInternet in April of 1998 [3]. Virtual spaces have also beenused to assist in theatrical productions on physical stages inboth the areas of lighting and set design [4] as well as actorrehearsal [5].The merging of physical and virtual spaces as part of thetheatrical performance is another active area of exploration.Experimental theatrical performances on physical stages suchas works performed by the Troika Ranch Dance Company [6]and those that employ the Interactive Virtual Environment(IVE) developed at MIT [7], have incorporated computergenerated effects that become an integral part of a performance.In these works, the action of the performers on a physical stagecontrols theatrical elements resident on a computer, which arethen projected in the physical space.Research in virtual theatre has focused not only on the use ofthe virtual space, but also on defining and guiding thebehaviors of performers that inhabit the stage. Advances insoftware agent technology and artificial intelligence hasallowed for the creation of virtual autonomous actors that canreact and actively participate in a theatrical performance. Suchperformances have been created for the physical stage, virtualstage and a combination of the two. In Claudio Pinhanez’s It/I[8], as well as productions performed by the i.e VR Project atthe University of Kansas [9] human and virtual charactersshare a physical stage with the virtual actors appearing o nstage via image projections. In works like AlphaWolves [10],human participants interact with the virtual characters thatexist entirely within a virtual space. Using New York

University’s IMPROV System [11], one can createperformances that take place on a mixed reality stage wherecomputer actors in a virtual space can react to human actors i na physical space.One unique aspect of theatrical storytelling is that theaudience is an essential participant in the performance.Without becoming part of the story, audience interaction cangreatly affect the performance of the actors on stage.Experiments in combining collaborative virtual environmentswith broadcast television have been undertaken in theInhabited Television project [12].This project not onlyillustrates the viability of an interactive, distributed, andscripted entertainment in a virtual space, but also does so i nthe archetypal framework of an existing storytelling medium,namely television.3. THEATRICAL STORYTELLING3.1 Theatre as CollaborationTheatre, by its very nature, is a collaborative art. Theatre canbe defined as a place of action; field of operation [13]. Thephrase “theatre of war” is often used when describing historicbattles. In this sense, success is achieved by the coordinationof groups of participants moving toward a common goal in ashared space. When applied to art and performance, the tellingof a theatrical story takes place in a common field of operationand involves a number of artists who create the storytellingspace and action that is viewed and perceived by an audience.The artists involved include.Audience expectations are certainly different. Theatre is amelding of reality and imagination. In many films, theperception of reality is portrayed in detail, in theatre it i ssuggested by use of set elements, lighting, and action. In thisway theatre is more similar to animation than to live actionfilm. But different from animation, since theatre is live, thechance of mistakes and variations and happy accidents exist.The field of interactive drama [15] moves the role of theaudience in the story from active observer to collaborativeparticipant. This project does not seek to redefine theatre,merely the method of presentation. In Virtual Theatre, as wedefine it, the audience is still an observer, and although it mayinfluence the performance of the story, it doesn’t create thestory as it would in interactive drama.3.3 Classifying Theatrical PerformanceBased on the discussions above, we present a classification oftheatrical performance. The classification is adapted from asimilar classification for Collaborative Virtual Environmentspresented in [16], modified to focus specifically on theatricalperformance. Performances are classified using threedimensions. Each dimension is defined using a sliding scalebetween a set of extremes. A particular performance can beclassified by a value on the scale for each dimension. Thedimensions are as follows: Stage (Physical vs. virtual) -- Defines where the stageexists on which the performance takes place. Participants (human vs. computer) – Each of theparticipants involved in the performance is classifiedby how much of the their actions are controlled by ahuman and how much is controlled by a computeragent. Playwright – describes space, sound, movement andlays down blueprint for the characters and story Director – interprets playwrights plans and appliesthem to the space Designers / Technicians – design and create andcontrol the actual physical and aural elements placedspace.Audience Presence (passive vs. active) – Describesthe effect that the response of the audience has on theperformance. l) – Describes the specificity of thepath the performance with take with each iteration. Actors – execute the actions within the space, createthe motion and action of the characters Audience – reacts and interacts with the action.3.2 Role of the AudienceOther forms of media, like film and television, also involve thetelling of stories via acting and share the set of participantsmentioned above. What distinguishes the theatrical experiencefrom these other media is the role of the audience. In theatre,the audience takes an active rather than passive role in theentertainment. The performance of a story within a theatre i snot just live, but it is also interactive. The audience is presentto witness the performance and audience reaction drives theactors. Every performance is different, unlike film and TVwhere the entertainment is fixed, captured in time.In both film and theatre, the goal of the storyteller is to grabthe attention of the audience. In film, this is done irrevocably;the audience cannot view any part of the scene that thefilmmaker does not include. In theatre, the job is a bit morechallenging as the storyteller must earn this attention sincethe audience has more control over where he or she looks.Many devices must be employed in the theatre to control thefocus of the audience’s attention. Motion, actor focus, andlighting all play an important role in this effort. [14]Figure 1 shows the classification of various performances,both traditional and virtual along the dimensions of Audienceand Stage.Considering the stage axis, traditional forms ofperformed entertainment are classified on the left since theyare performed in a physical space (stage, sound stage, set, etc).Moving up the Audience axis, the level of audienceparticipation becomes more interactive.Special effects i nfilms, where elements created by animators in a virtual spaceare composited with live action footage, can be consideredperformance in a mixed-reality setting.NYU’s IMPROVrepresents active participation within a mixed-reality settingwhere virtual actors in their virtual setting interact with humanparticipants in a physical space. Finally, computer animationrepresents performances that exist solely in a virtual spacewith minimal audience participation, whereas InhabitedTelevision implies full audience immersion on the virtualperformance stage.In Figure 2, performances are classified along the axes o nParticipant and Stage. Traditional theatre, where works areperformed on a physical stage with human actors falls in thelower left of the graph. Remaining in the physical realm andincreasing the role of the computer generated or controlledparticipant, we classify Troika Ranch performances where

computer elements under human control are an essential partof the performance mid range, and It/I, where a completelyautonomous agent is an actor in the performance, at the top.Considering performances on a mixed stage, special effects fallin the middle being that the effects or digital characters do notexist in the physical world, however, are created and controlledby human animators.The IMPROV System once again,exemplifies totally autonomous characters interacting in amixed space.Moving to the completely virtual space,computer animations portray animator controlled virtualcharacters, whereas systems like AlphaWolves presents totallyautonomous characters in a virtual world.presented above except that it is expected that some virtualspace is employed in the performance.It is also expected that visual elements will be designedseparately by artists using a modeling / animation softwarepackage such as Maya or 3D Studio Max.Similar to traditional theatre, integration and communicationbetween individual participants is used to test and debuggedthe production during a rehearsal process.4.1 System GoalsWhen designing our virtual theatre system, we had thefollowing goals in mind:1)The system is designed using an object-orientedframework. This choice facilitates the division oflabor and parallel development allowing each team t ofocus solely on objects that they are tasked t odevelop.2)The general framework is defined in the context ofthe traditional theatrical paradigm described above.Programmers developing objects for a performanceare able to interface with the system using thisparadigm.3)It is assumed that visual elements and pre-scriptedanimations will be created using a modeling/animation tool and should be easily importable intothe system.Figure 1 -- Performance classification along Audience vs.Stage dimensions4.2 System ArchitectureThe overall architecture of the system is illustrated in Figure 3below. The general programmer interface to the system is theJava programming language, however, many of thecomponents of the system are written using C and C .Figure 2 -- Performance classification along Participant vs.Stage dimensions4. A VIRTUAL THEATRE SYSTEMIn this section, we describe the technical framework for aVirtual Theatre System.The framework is designed t ofacilitate the building of hardware and software componentsnecessary for the execution of a virtual, distributed theatricalperformance.Much like traditional theater, the philosophy behind thevirtual theatre system is motivated by teamwork andcollaboration. The framework is designed with the expectationthat the performance will be a cooperative effort of a number ofteams, each team responsible for programming the intelligenceof, or interface to, the entities participating in the performance(e.g. actors, stage personnel, audience members).Theframework is designed to be general, making no assumptionsas to where the performance falls in the classificationFigure 3 -- System Architecture and Components4.2.1 The Virtual Theatre LayerThe Virtual Theatre layer defines a set of high level Javaclasses and interfaces corresponding to the variousparticipants of a theatrical performance. It is at this levelwhere the majority of the programming for individualparticipants is accomplished. These base classes are extendedusing inheritance to define specific objects, behaviors andmethods for a given performance. The major classes include: Actor – has methods for describing position andorientation within virtual space as well as a means t oreact with the stage environment. Director – directs the behavior of an actor or actors. Stage Manager – has the ability to define, set, andtrigger lighting and staging cues.

Stage Elements – objects controllable by the stagemanager. Can include lights, sets, props, etc. Audience – has the ability to set their own view aswell as respond to the performance.When designing participants that are visually present in thevirtual world, it is expected that the 3D model and/or prescripted animation sequences will be designed outside of theprogramming process and imported into the virtual theatresystem.4.2.2 MUPPETSThe Virtual Theatre Layer is defined on top of MUPPETS1(Multi-user Programming Pedagogy for Enhancing TraditionalStudy), a collaborative virtual environment (CVE) originallydesigned for enhancing student education in the areas ofprogramming and problem solving [17]. Like a modernmassively multiplayer online game, MUPPETS providesdistributed access to a shared virtual space. The core system i swritten in C and includes a complete Java programmingenvironment. Whereas the MUPPETS core performs objectrendering in C for efficiency, control of objects within thevirtual space is implemented by writing simple programs i nJava. MUPPETS also includes an Integrated DevelopmentEnvironment (IDE) for rapid prototyping and immediate visualfeedback. The IDE exists within the same virtual space as theobjects allowing programmers to build, and test their codewithout having to leave the virtual space or stop the executionof the native C core.The primary class for objects present in the MUPPETS virtualspace is the MuppetsObject. All MuppetsObjects have areference to some piece of geometry, either a geometricprimitive or a custom model. MUPPETS has native supportfor the importing of models and animations from popularmodeling packages thus facilitating programmatic control ofexternally developed models.4.2.4 ExampleIn order to illustrate the interplay between objects in thevarious levels, we present an example of a typical scenario. Inour test performance What’s the Buzz? (Which is described i nmore detail in the next section), one of the lead actors on thevirtual stage is a swarm of bees, whose motion is determinedby a basic flocking model [20].One of the steeringbehaviors contributing to the motion of the bees in the swarminvolves following a lead bee whose motion is controlled by ahuman performer equipped with a single node motion-trackingdevice. The objects involved in the interaction are illustratedin Figure 4.In this diagram, classes are color-coded based upon the layerin which they exist in the architecture.For this particularperformance example, classes are required for both the Bee,which is an Actor in the virtual space, and the Flock that actsas a Director for a group of bees. The Flock will control themotion of each bee based on the behavioral model encodedwithin it, which accounts for the position of a lead bee that i sbeing controlled externally by a human participant using amotion-tracking device.The physical motion tracker deviceis encapsulated in software by the MotionTrackerControllerobject, which can be queried for the current tracker positionand orientation.In order to interoperate within the MUPPETS virtualenvironment, both the Actor and the Director classes aredefined as subclasses of MuppetsObjects.Note thatMuppetObjects need not have a visual presence in the sharedvirtual space. Such is the case of a Director who is present i nthe space, yet participates in the performance from“backstage”.Being a CVE, MUPPETS exists as a networked virtual world.All objects are shared across several clients allowing for ashared experience for all those interacting in the virtual space.The complexities of message passing between MuppetsObjectsare transparent to the user as all of the networking required t omanage the distributed space is maintained behind the scenes.[18]4.2.3 PeripheralsPeripherals are used by human participants to control elementson the virtual stage and represent the connection between thephysical space and the virtual space. This interface can utilizecommon devices such a mouse or keyboard or can employmore specialized hardware devices. For these more specializeddevices, Java wrappers for the manufacturer-supplied driversare created using the Java Native Interface (JNI) [19]. Theresultant classes are then available for use by objects in eitherthe virtual theatre or the MUPPETS layer.In our prototype implementation, we have incorporated asingle node, 6 degrees of freedom “Flock of Birds”2 motiontracker (FOB) and a 5DT data glove.1http://muppets.rit.edu2“Flock of Birds” is a registered trademark of the AscensionTechnology Corporation.Figure 4 -- Class diagram of example object interactionFigure 5 shows the sequence of calls made during a singleupdate of the real time animation cycle.

presented with a set constantly changing backgrou

For purposes of this paper, we define “virtual theatre” as the integration of virtual reality technologies into the theatrical storytelling process. Considering the use of the virtual space, an obvious application is the use of a virtual world as a stage. One such example, which is one of our primary inspirations, is

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