In short, scenic telepresence is a form of live art involving interaction between individuals who are geographically separated. Most often, this interaction is made possible by a technological setup that allows near-instant communication between different locations.
Today, telepresence systems almost always require an internet connection to create a shared virtual event. The purpose of this practice is to connect several geographically distinct spaces by partially reproducing them through various technical means. The main goal of such a setup is to foster the sensation or effect of presence among physically separated individuals, giving the impression that they are gathered in a common space.
Telepresence requires that the senses of the involved individuals are subjected to stimuli—most often audiovisual, but sometimes also haptic—from a remote site, and that they can interact in the same way with it. Thus, the position, movements, actions, and words of individuals can be perceived, transmitted, and duplicated in real time to the desired destination, making interaction effective.

Julien Brun, a director specializing in telepresence, defines it as:
“Telepresence is presence at a distance, the use of digital tools to facilitate the meeting of living beings separated by geographic distance.” Julien Brun
Scenic telepresence differs from the more widespread form of telepresence—videoconferencing—by focusing more deeply on the effect of presence made possible by the technical setup. While videoconferencing has become common for allowing several distant individuals to meet virtually, usually in a face-to-face configuration, scenic telepresence is interested in broader meeting configurations—especially in the performing arts—and often involves entire bodies or a portion of a space or stage. Another notable aspect distinguishing scenic telepresence from videoconferencing is the higher quality and stability of sensory stimuli transmitted between the involved sites.
See the section About scenic telepresence for more information.
For a telepresence project to be fully interactive, it is recommended to establish interdependence between scenic elements in different locations. The audience’s interest is stimulated when all connected venues have a precise and necessary function in the event; each space connected by telepresence must be meaningful and in constant interaction with the others.
In a dramatic work, for example, an entity in location X needs to interact with an entity in location Y to advance their quest. When there is text in the work, the dynamism of the relationship between locations is especially optimized when sentences are short. Monologue is a possible form, but it is important to consider what happens in other locations where the monologue performer is not physically present. Narratives are thus composed of several parallel realities and can involve different means of expression simultaneously (images, lights, sounds, voices, movements, etc.).
In a more playful situation, such as a telepresence game—where each team is in a different location but shares a common virtual playing surface that would not exist without the telepresence setup—both spaces are also completely interdependent; the game would be impossible without the other location, regardless of whether participants are rivals or collaborate as a team. The audience immediately perceives the relationship to the other location and the live interactivity.
During the Nuit Blanche 2020 at the SAT, participants in the telepresence Tic-Tac-Toe game experienced an inspiring example of interdependence. Two connected spaces, located on two different floors of the building, shared a common virtual surface for the famous game. Participants upstairs played with « X » and those downstairs placed « O ». Both spaces were completely interdependent; the game was impossible without the other location. The audience, by participating, immediately understood the relationship to the other location and the live nature of the activity.

The collaborative puzzle game for children, Pipoes, developed by ABLBLALAB and presented at the three-room event Bibliomix, is another good example. In each room, there was a group of children, separated by three colors. For example, the reds were spread across three cities. The goal was to get their team to guess as many words as possible at a distance by miming or making a sound. In this way, the game offered real interaction and collaboration between the rooms.

In all cases, it is essential to have a rich and complete, yet unique, experience from each point of view throughout the performance. No location should be neglected; there must be balance overall.
Questions to consider:
Seeking balance does not mean that all locations have the same role or are identical reproductions. Different relationships are possible, ranging from complementarity to equality. Here are some typical examples:



In all cases, roles may vary, but interaction between locations remains essential; otherwise, it would be simple broadcasting, indistinguishable from a delayed event.
In all cases, each location presents one or more individuals who will interact with those in another location. However, their role and the importance of their respective level of engagement can vary greatly. Thus, each location can:
These possibilities are obviously not mutually exclusive and can be combined. But it is essential to consider how interaction will take place between locations, by asking questions such as:
Telepresence technology has inspired many creators in the performing arts. Some have used it to develop a work, others have employed this medium to fulfill an artistic intention. Certain themes go hand in hand with telepresence and highlight an artistic message. By analyzing some telepresence works brought to the stage, we notice a recurrence of certain themes:
The creation CorresponDanse de Guerre addresses the situation of distance, where in one location there is a soldier during World War I and in the other, the family waiting for their return.

Telepresence is a powerful tool for bringing together communities and groups. It can be used for cultural mediation or social projects. Here are some examples of social or cultural topics and contexts that have used telepresence:

The Radio-Ressource project is a theatrical research project questioning our relationship to territory.
Questions to consider:
Some project leaders choose to place spectators as witnesses to what happens. Others involve spectators in the decisions of the actors. These different choices define the spectators’ role during performances (immersion as external voyeur or participatory voyeur) - Gabrielle Godin
In telepresence, given the novelty of the experience, the audience needs time to master the situation and the devices. They must first understand the distance between the locations in the story and be sensitive to both physically present individuals and those whose images come from other connected locations.
The audience must quickly grasp which audiovisual elements come from other locations and that it is a real-time transmission. It is good to regularly remind them of the immediacy of the performance. One frequently used method is to start the event with interaction between audiences. When the audience is involved, it is important to respond to their engagement. This exchange avoids a one-way relationship and immerses the audience in the action: they understand that their presence can influence the course of the event live.

For example, in the show Tshimushuminutsh, the audience is invited during the performance to ask questions to the Indigenous elders on stage.
Questions:
In telepresence, there is always a short delay between when information is sent and when it is received. In most cases, this minimal latency is quite acceptable. But in cases where fine synchronization is important, such as in music or dance, latency can become a significant issue that may influence the presented content.
This short delay is unfortunately unavoidable due to the nature of the transmission chain: audio and video streams are first captured, then digitally encoded by a computer system with its own « clock, » which transmits them over the internet to one or more other locations; conversely, the received streams must be digitally decoded by another computer system (another « clock ») before they can be broadcast.
Although audio signals can be transmitted faster than video streams—because they use less digital data—synchronizing audio with video is usually essential. Therefore, the overall latency time is generally determined by the video stream transmission.
Since the simultaneity of interaction between locations is never perfect in telepresence, its effects must be anticipated, contrary to a non-telepresence situation.
If telepresence exchanges are generally in the form of dialogues—thus masking latency between each intervention—the issue becomes particularly apparent when musicians try to play together in telepresence. In the case of moderately rhythmic music at a moderate tempo, for example, a latency as short as 30 ms can be perceptible and destabilize performers and the audience. There are, however, some proven strategies to overcome or adapt to this latency:
In music, the notion of attack characterizes the beginning of the dynamic profile of a produced sound. For example, a « soft » attack is heard as a reinforcement of resonance—or attenuation of the onset—of a sound; a « gentle » attack has a rather null dynamic profile, often gradual and without apparent attack, etc.
In music, the term rubato refers to great rhythmic freedom, either by advancing or delaying certain notes of a melody compared to a fixed tempo, according to the performer’s inspiration.
In the creation of the project Ailleurs Ensemble, an artist or duo in Montreal develops a blended musical creation with an artist in Saint-Camille or Rimouski. Each duo develops their methodology for working with latency. The duo of Estelle Charron and Robin Servant explores, within the same composition, moments of alternation and then guide and accompaniment.

Questions:
Keying is a visual effects technique commonly used in film, television, and photography, allowing objects filmed separately—in another location—to be integrated into the same image.
Thanks to this technique, it is possible to combine (superimpose) two distant locations within a single virtual telepresence space—a single video stream.
The keying technique is summarized as follows:


The choice of blue or green background is explained by the near absence of these colors in human skin. Although blue is closer to the complementary color of flesh, offering optimal chrominance contrast, green is most often used because it is the brightest primary color in video. Indeed, it allows better luminance contrast with the subject to be keyed—especially due to YUV encoding, where green is directly related to luminance (Y ≃ Red + Green + Blue), while blue is also related to chrominance (U ≃ Blue – Y; V ≃ Red – Y).
Questions:
