"To show how unrestrained child predators can act but also to show how easy it is to track them down the Dutch child rights organisation put itself in the shoes of a 10–year–old Filipino girl. With an innovative technology the virtual character Sweetie was created to be controlled by Terre des Hommes researchers. From a remote building in Amsterdam the researchers operated in public chat rooms. In a very short period, over 20,000 predators from around the world approached the virtual 10– year–old, asking for webcam sex performances. While the adults interacted with the virtual girl, the researchers gathered information about them through social media to uncover their identities. With this evidence Terre des Hommes Netherlands is pushing all governments to adopt proactive investigation policies, with a world wide petition, starting today."
(Hans Guyt, The Hague, 4 November 2013, Terre des Hommes)
"One of the best known examples is to be found in our attitude towards the events and characters of the drama; they appeal to us like persons and incidents of normal experience, except that that side of their appeal, which would usually affect us in a directly personal manner, is held in abeyance. This difference, so well known as to be almost trivial, is generally explained by reference to the knowledge that the characters and situations are 'unreal,' imaginary. In this sense Witasek, oeprating with Meinong's theory of Annahem, has described the emotions involved in witnessing a drama as Scheingefuhle, a term which has so frequently been misunderstood in discussions of his theories. But, as a matter of fact, the 'assumption' upon which the imaginative emotional reaction is based is not necessarily the condition, but often the consequence, of distance; that is to say, the converse of the reason usually stated would then be true: viz. That distance, by changing our relation to the characters, renders them seemingly fictitious, not that the fictitiousness of the characters alters our feelings toward them. It is, of course, to be granted that the actual and admitted unreality of the dramatic action reinforces the effect of Distance. But surely the proverbial unsophisticated yokel whose chivalrous interference in the play on behalf of the hapless heroine can only be prevented by impressing upon him that 'they are only pretending,' is not the ideal type of theatrical audience. The proof of the seeming paradox that it is Distance which primarily gives to dramatic action the appearance of unreliability and not vice versa, is the observation that the same filtration of our sentiments and the same seeming 'unreality' of actual men and things occur, when at times, by a sudden change of inward perspective, we are overcome by the feeling that 'all the world's a stage.'"
(Edward Bullough, 1912)
Edward Bullough (1912). "Psychical Distance" British Journal of Psychology, Vol. 5, pp. 87–117 (excerpt cited by Julie Van Camp, 22 November 2006).
Fig.1 Patricia Piccinini/Drome Pty Ltd. (2010) [http://leecasey.carbonmade.com/projects/2594595#9]
"One of the greatest challenges for any practitioner in the performing arts is to create a believable and completely honest 'world of the play,' no matter how abstract or obscure it might be to the modern eye. A costumer's overarching objective is essentially to create forms of clothing that are appropriate to any and every type of character, taking into account not only the obvious variables of nationality, ethnicity, socioeconomic status, age, gender, sexual orientation and creed, but also those of geography, climate, occupation, familial and/or marital status, physiology, personality, psychological state, ideology, historical milieu and so forth. ...
Evocative research, the most liberating form of research for a costumer, is found all around us. This form of research, includes the visual arts but expands to encompass highly abstract art, music, nature, fantasy, film, language, demography and sociopolitical perspectives. Used by directors, actors and designers alike, it creates a basic vocabulary of concept and style upon which to begin discussions of production design. For example, one of the first discussions regarding a play or opera might be the director bringing to the table a piece of music or a painting that to them conveys the mood and spirit they are looking to evoke in the production. For example, a painting by Gustav Klimt might have a specific palette and a detailed use of texture and pattern that evoke key emotions from the director and serve as an excellent springboard for a stylized concept. A director could even bring in a list of adjectives that describes his or her response to the play, and a production team would be expected to visually interpret these words. It is the combination of evocative and factual research that brings focus, cohesiveness and consistency to a production design. Finding fundamental themes or through–lines upon which to base the clothing of the characters therefore allows the designer to create a more controlled environment and a more unified aesthetic."
(Linda Pisano, Timeless Communications September 2010)
Fig.1 Gloria Swanson in the ruins of the Roxy Theatre. Eliot Elisofon. New York City, October 14, 1960. © Time, Inc.
"With a technology called MotionScan, an actor's complete performance––their facial expressions, how they talk, when they blink––are captured for use in a video game. We spoke to Brendan McNamara, the head of the team behind the detective game using this tech, 'L.A. Noire.' ...
Made by Team Bondi and Rockstar––the AAA developer behind the violent and cinematic Grand Theft Auto series––L.A. Noire is set in post–WWII Los Angeles, giving the player the role of Cole Phelps (Mad Men's Aaron Staton), a war–hero turned police detective."
(Kevin Ohannessian, Fast Company, 4 February 2011)