To design a telepresence project, it is essential to clearly define its intention and to implement it taking into account the overall experience; the design of the space must be carried out according to a coherent artistic vision for all points of view – in the presence, as well as from a distance. This overall vision must include all connected places and consider both the spatial characteristics of the physical spaces used and their respective representations. The ensuing stage pre-production work can become quite complex and often requires the involvement of the technical managers of each location. Indeed, to properly assess the scenic possibilities offered by each space, the floor plan is not enough; the interaction with a physically present person makes it possible to have a more accurate idea of the real constraints of a space. To summarize, here is a list of recommendations for preparing the staging of the spaces involved:
Thoughts:
The type of space, its configuration, its size all influence the telepresence experience between places. It is important to consider whether it is desirable to have a similar or different experience for each location involved. In general, the more one resorts to a symmetrical arrangement between the places – such as a face-to-face arrangement, the more one tends to reproduce the conditions similar to a natural communication between the parties. In this case, the mirror layout is ideal in cases where the emphasis is on the meeting and the exchange between people. Conversely, artists could also choose to create completely different spaces, either to create a unique experience in each of the places or to give a more ambiguous impression as to the nature of the distant place.
In theatre, uneven sets often serve to manifest a dramatic difference between the spaces in play, while equal sets rather give the impression of an equivalent or balanced dramatic ratio.
In the show Tshimushuminutsh, the two sets are equal; the experience is similar and the two speakers are dramaturgically equal.
In the cinema, when the optical axis of capture of the camera is not horizontal, the shots are then either from above or from below:
In scenic telepresence, these strategies, from both theater and cinema, can be combined.
Examples:
The visual projection on a human scale and the exchange of gazes promote the impression of presence by reproducing the natural conditions of a conversion in person. In opposition to this feeling, the work on the different sizes of projection gives different relationships between the characters. For example, the close-up of a performer often creates a connection with the audience and a different relationship with the smaller physical body on stage. The movement of the cameras and the changes of shot more typical of cinema add a more omniscient narration by the image.
Thoughts:
In telepresence, it is generally desirable to reproduce an interaction that seems natural between people who are physically present and those who are distant. Visual projection on a human scale (size) and the interaction of gazes, for example, are strategies that all promote a feeling of presence by effect of realism.
The realism effect (or mimesis) is based on the anthropomorphic cognitive process and describes any strategy or any aspect of an interaction that is rooted in situations or cognitive parameters encountered in the real world. The realism effect - that is, the subjective recognition of a certain level of verisimilitude - therefore tends to provide a context conducive to the adoption of a mimetic interpretative behavior that is generally inclusive and sufficiently intelligible for ordinary mortals.
This is why the most frequently used telepresence devices tend to use, as far as possible, the usual codes of interpersonal communication, in order to minimize the immersive gap induced by the intermediary of a telecommunication technology. In particular, they make it possible to optimize empathy, proprioception and reproduce several elements of natural communication in physical presence.
However, given that the architectures of connected places are never identical, it is often preferable, even necessary, to play with the differences in the implementation.
Examples:
In 1993, the installation Telematic Dreaming by Paul Sermon gives the impression that participants from distant places are sitting on the same bed;
In the creation Bluff is an example where at many times a communication seems natural and the protagonists seem to be side by side.
Here are the things observed:
Depending on the objectives to be achieved, different equipment can be used, or even necessary, for carrying out telepresence projects: cameras, projectors, projection surfaces, microphones, audio monitors, adapters, cabling, lighting, computer systems, software, motion sensors, etc. movements, actuators, connected objects and more.
In telepresence, video capture and projection are important aspects. The images of places and subjects must be transmitted and then visible in other places.
The type of camera, its positioning, the framing used or its settings will influence the quality of the image.
Thoughts:
To learn more about the technical aspects of video display, see the section Use the right type of camera of Good technical practices for scenic telepresence.
The location of the cameras – whether they are located on stage or in the room, operated in a fixed or mobile way – is a very decisive decision.
If the cameras and projection surfaces remain fixed in the same place throughout the performance, make sure to configure the space so that the cameras do not interfere with the visibility of the public or the projection surfaces.
This type of installation has the advantage of offering the public a constant, clear and comprehensible benchmark. The lack of mobility of the cameras also favors the impression of a virtual « window » on the distant space and is less likely to break the effect of co-presence that visual stability makes it possible to establish between the places. Indeed, any camera movement reminds the audience of its existence and that the media experience is not intentionally neutral.
The use of mobile cameras, on the other hand, requires that we accept that the technical equipment is sometimes visible and that it can even play a role in the general choreography. Whether they are handled by the interpreters or by an operator, on the shoulder or remotely (robotic cameras), mobile cameras make it possible to broaden the possibilities of shots and framing. For example, a wide shot will provide a general perspective of the space, while a close shot will promote a feeling of intimacy with the performer.
In the Bluff show, at times the camera is positioned facing the audience so that you have the 1:1 scale performer in the foreground and the audience behind. Thus, we install a large assembly in 360 degrees where the public see each other.
To create a space where communication between places is as natural as possible, a few basic recommendations apply:
There are several video processing software to develop an optimal image composition for telepresence, including Studio OBS (integrated in the SCENIC station), Modul8, Madmapper, Millumin, Resolume. With SCENIC, video processing can be done in real time on the image stream and then sent to the various connected locations. To combine cameras on the same video input, adding a video selector is required.
The use of different types of projection screens makes it possible to specify the artistic intention. We can thus develop scenographies where the projection surfaces have different degrees of opacity, different shapes and textures.
Here are some examples of possible scenographic effects depending on the type of projection surface:
In the show Onirisme, the artist Isabelle Clermont uses spandex as a decorative element to create a tactile relationship with the video projection.
The LED screen is used by director Françoise Dancause in her show CorresponDanse de guerre to film characters from the other place.
Screens can be positioned in different ways in space and their size greatly influences the experience. Often, the rooms are equipped with a large screen in the background. Although its size makes it possible to have a large surface, it is necessary to use creativity so that the interpreters interact with a projection which is behind them. The use of screens in the game space allows an easier relationship between the present and distant subject. For example, a screen the size of a human and positioned vertically on stage reinforces the illusion of the real presence of protagonists located in another place and the people on stage then interact more naturally with the projection. In the early explorations of the Bluff project, simple banner stands were used.
To learn more about the technical aspects of projection surfaces, see the section Use the correct video display type of Good technical practices for scenic telepresence.
Depending on the surfaces available, the type of projection may vary. Unless you are using video mapping software, be sure to point the projector beam directly at the screen, whether front or rear projection. It should also be taken into account that some rooms do not all offer the same flexibility as to the location of the projectors and their distance from the projection surface.
To learn more about the technical aspects of video projection, see the section Use the correct video display type of Bonnes pratiques techniques en téléprésence.
Intégrer une ou plusieurs projections vidéo à la scène requiert un juste équilibre entre l’éclairage de scène, nécessaire pour que les caméras captent une image de bonne qualité, et celles des projections lumineuses sur les écrans. Le bon calibrage de la lumière sur les sujets sur scène en fonction de la puissance de la projection s’avère un défi récurrent qu’il ne faut pas négliger.
Pour en savoir plus sur les aspects techniques de la projection vidéo, consultez la section Utiliser le type d’éclairage approprié of Good technical practices for scenic telepresence.
In telepresence, the sound must be captured, processed and compressed before being transmitted to the other location(s). Ideally, one microphone (hypercardioid, unidirectional or dynamic) is provided per participant and to avoid feedback (feedback), omnidirectional microphones are prohibited. It is therefore difficult to capture the public as a whole. In some projects, where there are interventions from the public, the option of using a mobile microphone can be interesting. For example, a Catchbox type microphone can be thrown at participants wishing to express themselves.
In the project Masq’ensemble, young people used a Catchbox type microphone to easily pass the floor.
Although the transmission delay (latency) inevitable in broadcasting between locations limits the phenomenon of sound recursion at the origin of feedback, it causes an echo phenomenon. Like feedback, the louder a sound is emitted from the speakers and picked up by the microphones, the more the system amplifies the echo phenomenon.
To counter the echo, it is necessary to maintain a sufficiently large dynamic difference between the desirable sound (having a higher sound level) and the undesirable sounds (having a lower sound level), in order to optimize the effectiveness of the gate ( “noise gate”), applied to each slice of the sound mixer receiving a microphone signal. This is achieved by placing the main speakers further away and pointing them away from the microphones. Conversely, the microphones are positioned as close as possible to the source to keep the input gain level low.
To learn more about the technical aspects of picking up and receiving audio signals, see the section Audiovisual Considerations of Good technical practices for scenic telepresence.
Distributing sound sources spatially across a number of speakers generally provides a better listening experience for the audience. It promotes immersion and maintains consistency between image and sound. For example, if we position the sound source that transmits the voice of a person located in another room at the place where his image is projected, we help the audience to better determine the origin of the voice, in addition to facilitate its decoding by the vision of the lips.
To learn more about the technical aspects of indoor sound broadcasting, see the section Spatialize sound sources of Good technical practices for scenic telepresence.