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ArtsIT, Interactivity and Game Creation. 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023, Proceedings, Part I

Research Article

OPHILIA: Cy-Collage Cyberperformance

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  • @INPROCEEDINGS{10.1007/978-3-031-55319-6_10,
        author={Rosim\^{a}ria Sapucaia and C\^{e}lia Vieira and In\"{e}s Guerra Santos and Ana Carvalho and Juliana Wexel},
        title={OPHILIA: Cy-Collage Cyberperformance},
        proceedings={ArtsIT, Interactivity and Game Creation. 12th EAI International Conference, ArtsIT 2023, S\"{a}o Paulo, Brazil, November 27-29, 2023, Proceedings, Part I},
        proceedings_a={ARTSIT},
        year={2024},
        month={3},
        keywords={Cyberperformance Artistic practices Teaching methodologies Higher Education arts-based methodology},
        doi={10.1007/978-3-031-55319-6_10}
    }
    
  • Rosimária Sapucaia
    Célia Vieira
    Inês Guerra Santos
    Ana Carvalho
    Juliana Wexel
    Year: 2024
    OPHILIA: Cy-Collage Cyberperformance
    ARTSIT
    Springer
    DOI: 10.1007/978-3-031-55319-6_10
Rosimária Sapucaia,*, Célia Vieira, Inês Guerra Santos, Ana Carvalho, Juliana Wexel
    *Contact email: rsrocha@ualg.pt

    Abstract

    This communication intends to present a practical case developed within the context of an exploratory project on cyberperformance, titled CyPeT. As part of this project, we surveyed the strategies developed by teachers, creators and performers during periods of confinement and identified the possibilities and challenges that cyberperformance brought to the context of the performing arts. Resulting from a collaborative creative process, the experimental cyberperformanceOphilia, created by the team involved in this study, aims at learning more about creation in a digital medium through practice.Ophiliais a work in progress, developed through the implementation of an arts-based research methodology, that allowed the team of researchers/creators to identify creative strategies inherent to cyberperformance while adapting Shakespeare's character Ophelia to a new medium. Above all, during this process, we were able to identify various technological limitations inherent to the platforms provided by educational institutions when applied to the creation of cyberperformances.

    Keywords
    Cyberperformance Artistic practices Teaching methodologies Higher Education arts-based methodology
    Published
    2024-03-21
    Appears in
    SpringerLink
    http://dx.doi.org/10.1007/978-3-031-55319-6_10
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