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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>ORCID:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Classifying Contemporary AI Applications Theatre: Overview and Analysis of Some Cases in Intermedia</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Luca Befera</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Livio Bioglio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Turin</institution>
          ,
          <addr-line>Via Verdi 8, Turin, 10124</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>In the last years, several artists have begun to employ tools and software from the field of Artificial Intelligence for producing artworks. The most known collaborations on this topic concern the fields of visual art, drawing, plot writing, and music composition, but there are also several experimental uses of AI in theatrical performances. Here we propose a theoretical framework for contemporary theatrical pieces where AI becomes an integral part of staged actions. We study the relevance of AI as a non-deterministic element that fosters extemporaneous outputs, where the staging implies self-standing algorithms that affect dramaturgy and define peculiar artistic approaches. A cross-section of 13 works is considered to analyse the most recent applications and provide a comprehensive categorisation. Specifically, the framework entails two main phases of the artistic practice: 1) the preliminary setting of algorithms; 2) their function and representation on stage. The former regards the dataset definition and training process and highlights the author's perspective in structuring the software for further staged performance; descriptions of the architectures of the algorithm are provided to delve into some implementations. The latter is related to the scenic interpretation of AI within the dramaturgical concept; examples of the mise-en-scène are considered to describe the role of the software in relation to human agents. The analysis proposes a rather broad and versatile preliminary model useful for both artistic and academic purposes that can be extended to future employments of AI.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Artificial intelligence</kwd>
        <kwd>algorithmic theatre</kwd>
        <kwd>intermedia performance</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The employment of Artificial Intelligence (AI from now on) in Western theatre is firstly related to the
growing importance of digital performance that occurred over the last decades [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. IT devices used
before and during the plays have increased conspicuously in comparison to the second half of the
Nineteenth Century, when experimentations mainly referred to mass communication devices [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
Computer-aiding software and on-stage analogue renderings progressively implied a prominent
relevance of intermedial enactment [28, 34], which grew according to digital implementations
spreading around the world. Nowadays, the so-called third wave of ‘human-computer interaction’
[31] stimulated various authors to consider the pervasiveness and invisibility of computational tools in
human activity. Performances have been consequently extended through automated systems firstly to
explore creative possibilities not manageable by humans [
        <xref ref-type="bibr" rid="ref6">6, 44</xref>
        ]; and secondly to reflect on the
sociopolitical influence of algorithms [32]. Social media [47], virtual or augmented reality [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], or
prosthetic technologies [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] have been employed within a post- or trans-human perspective, in which
digital technology stands in a symbiotic relationship with human beings [
        <xref ref-type="bibr" rid="ref18 ref8">8, 18</xref>
        ].
      </p>
      <p>
        Within this context, AI might occur as a technical element that enhances the expressive
possibilities of the pieces but, differently from other digital media, fostering real-time interactivity,
processing of huge datasets, and autonomous learning. The most recent academic literature focused on
various topics of AI regarding visual art and creative issues [50]; interactive and installation art [43],
interoperability and storytelling [41], descriptive or interpretative models [
        <xref ref-type="bibr" rid="ref19 ref22">19, 22</xref>
        ], deceitful dictates
of the media [30], or technical suggestions to enhance the creative potential [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Nevertheless, scarce
contributions have been found specifically about theatre. Among these, the volume by Anna Maria
Monteverdi provides AI contextualisation within multimedia performance, still lacking a
comprehensive range of samples [28]. The director Annie Dorsen, on the other hand, describes
‘algorithmic theatre’ as a scenic representation ‘created by the algorithms themselves, and … not
particularly concerned with forms of representation, no matter how newfangled those forms may be’
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Her argumentation involves some insights into the relationship between the software processing
in dealing with the audience observation but does not deepen the author’s and performer’s
perspectives. Antonio Pizzo, instead, goes more into detail about how certain computational factors
affect stage representation at both the authorial and performative levels [40]. Still, a detailed analysis
of the AI processing is not provided.
      </p>
      <p>The present contribution refers to these studies insofar as the performance is a process rather than a
datum: it is significantly affected by the algorithms and involves different media that foster the
author’s interpretation of AI. Hence, we will not address AI as a mere topic within the show, because
as such it might not imply the computational influence on the dramaturgy. AI is here considered as a
leading factor also during the enactment, as processing software that holds a dynamic relationship
with the performer and eventually with the audience. As such, the plays imply the scenic
representation of human-computer interaction. We will address these topics firstly in relation to the
implementation of algorithms, analysing in detail the dataset and training of some cases through the
source codes made available by the artists or their technical collaborators. A broader overview of
other pieces will be provided to give evidence of the efficacy of the model. Then, we will delve into
the analysis of the AI staging as oriented towards specific dramaturgical aims. These perspectives will
be finally compared to propose a comprehensive framework of current AI applications, showing its
social, dialogical, or technical prominence within the theatrical milieu.</p>
    </sec>
    <sec id="sec-2">
      <title>2. AI implementation</title>
      <p>The algorithm component is a core factor of the pieces here addressed as both influencing the stage
setting and concerning a creative process related to the specific instances of each model. In this
section, we will address the author’s preliminary setting depending on whether the database is built by
the author or not. Consequently, we infer the four categories shown in Figure 1: 1) ‘scenic data’ –
where data are gathered from staged elements (clearly, except for AI outputs themselves), implying a
direct relationship between the software and the performance; 2) ‘autonomous data’ – as inputs refer
to a dataset without any previous relationship with the stage, thus expressly built for scenic purposes;
3) ‘external data’ – as other pre-existing datasets are employed for feeding the algorithm; 4)
‘subsidiary data’ – as the database is entailed in the operative functions employed within the show.
The first two cases might be conceived as akin, as implying both the creation of the database and the
AI processing implemented by the author. They have still been separated because the former regards a
mutual relationship with the performance since the algorithm implementation, whereas the latter
concerns an intrinsic dichotomy between the previous training and the actual stage processing.
Furthermore, the second and third categories are similar due to the mediation with data other than
those regarding the stage. However, the third case retains its dramaturgical autonomy as the algorithm
is structured to process information belonging to a pre-existent database, whereas the dataset of the
second category is expressly built. Finally, the fourth category regards the database as an implicit
element, where the dramaturgical focus is mainly on the employed function. In summary, the author,
in relation to each category, deals with 1) quantifying scenic elements and integrating them into the
plot; 2) generating autonomous data and making them interact with performers and/or audience; 3)
mediating between the pre-existing dataset and the scene; 4) using pre-trained functions. We assume
that the dramaturgical intent is strictly related to which of these cases is involved, where also
structured according to the specific setting and the aesthetic intent. For each category, the analysis of
four pieces and the related algorithms will be provided: the first one will be discussed concerning the
dance play Discrete Figures; the second about the performance Δnfang (pronounced Anfang); the
third in relation to the performative installation The Great Outdoors; the fourth regarding the
performance DoPPioGioco. The other cases mentioned in Figure 1 will also be described for
supporting the hypothesis and better classify borders and nuances of the theoretical framework.2</p>
      <sec id="sec-2-1">
        <title>Database</title>
      </sec>
      <sec id="sec-2-2">
        <title>Input data</title>
        <p>Description
Examples
Manually defined
Pre-existent</p>
        <sec id="sec-2-2-1">
          <title>1) regarding the</title>
          <p>scenography
‘Scenic data’
discretisation of
subjects/objects
involved on stage
Discrete Figures</p>
          <p>Convergence</p>
          <p>Corpus Nil
Ultrachunk
2) not regarding the
scenography
‘Autonomous data’
generation of data
further related to the
scenic action
Δnfang
Asterism</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>3) gathered from</title>
          <p>external sources
‘External data’
dramaturgical
relationship with
other media
The Great Outdoors
Frankenstein AI</p>
          <p>Improbotics</p>
        </sec>
        <sec id="sec-2-2-3">
          <title>4) implied in pre</title>
          <p>trained functions
‘Subsidiary data’
employment of
pre-trained
functions
DoPPioGioco
Sight Machine
Creation + Mediation
Mediation</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>2.1. Scenic data</title>
      <p>The first category regards the employment of algorithms articulated on datasets about subjects or
objects on stage. Discrete Figures (2018) by Elevenplay, Rhizomatiks Research, and Kyle McDonald
stands as a significant example of this approach [42]. The dance play enacts performers interacting
with pre-recorded digital figures shown on a projection canvas or semi-transparent wireless frames.
These characters are generated through preordained data and rendered as pre-recorded 2D line shapes
or 3D human-like entities. Their motion and facet are shaped through recording sessions of the
performers’ play, previously made and stored through a motion capture system. We will focus
especially on one of the fundamental scenes of the play occurring around the end, which implies a 3D
anthropomorphic figure in computer-graphic interacting with the real dancer (Fig. 2). This section
regards the dancer initially interacting with a not defined human-like figure with a shiny and silver
facet appearing in the background canvas. After a short interaction, in which the virtual character
moves confusedly, it gets synchronised with the performer in a pre-set choreography.</p>
      <p>
        The database for making the virtual character move is constituted of 40 recording sessions – for a
total of two hours and a half – stored through the Vicon motion capture system at 60 fps [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In these
sessions, dancers were requested to improvise on eleven moods including joyful, angry, sad, fun,
robot, sexy, junkie, chilling, bouncy, wavy, and swingy at 120 bpm. The obtained data were then
processed through a neural network called dance2dance, which is based on the seq2seq architecture
implemented by Google [48].3 The seq2seq approach is typically applied to natural language
processing and generation, whereas in dance2dance it has been modified to handle motion capture
data. According to the results from chor-rnn – a deep recurrent neural network trained on raw motion
2 Pieces about which gathered information was too poor for a proper description have been discarded. Also, not all the pieces using AI of the
same author have been selected because they frequently portray a model similar to those here mentioned. It has not been possible to retrieve
exhaustive information about the technical aspects of all the case studies. Therefore, we will report details on the AI design and training data
where the authors have published insights in scientific articles, interviews, or repositories.
3 All the links to the software data are reported in the mentioned article by Kyle McDonald.
capture data that can generate new dance sequences for a solo dancer [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] – the authors used a
recurrent neural network with Mixture Model [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] to better predict continuous values under
uncertainty. The network has been trained using a set of joints of the human body acquired by the
motion capture system: these joints are converted from spatial data into quaternions, centred on the
hips.
      </p>
      <p>The scene underlines the relevance of the neural network processing over the entire show. Indeed,
dramaturgy is rooted in the mutual relationship between the performer and virtual character, as the
latter gets increasingly similar to the former. For most of the play, AI is used only for the previous
management of data but still affects the actual representation at both a computational and conceptual
level. Indeed, the core aspect of the performance is the interaction occurring between dancers and
referring to a pre-set choreography, whereas virtual characters or figures are processed and recorded
to simulate the live relationship between the real and virtual entities.</p>
      <p>Discrete Figures is one example of algorithms implemented through a dataset directly referring to
the scene, in this case regarding dancers’ movement. Additional data might be employed, always
suggesting the discretisation of physical objects and subjects on stage. For example, Convergence
(2020) by Alexander Schubert proposes a performance in which sounds generated by a string quartet
and videos of some of their actions are processed by neural networks both before the show, for
training, and during it [46]. The outputs, partially generated in real-time, are rendered on stage via
projection canvas and speakers. The audio and the video streams are treated with autoencoders, in
separate ways: in both cases, an autoencoder is used to reconstruct the original sound or image. About
the audio stream, there are several autoencoders trained on different sounds (string sounds, voice
singing, voice speaking, screams, and others). During the performance, a live audio input (e.g. the
voice of a singer) is passed to an autoencoder (e.g. the one trained with string sounds), that returns
new reconstructed audio (e.g. the voice is reconstructed based on string sounds); sometimes some
sound transformation is applied when the audio sample is in the latent space, between the encoding
and the decoding phases. For the video steam, there are three different autoencoders trained with three
datasets: the faces of musicians and musicians playing the instruments (stand or sit, depending on the
instrument). During the performance, the autoencoder reconstructs the image of the musicians,
sometimes with some transformation (e.g. changing expression, face orientation, gesture on the
instrument, or other details); the system is also employed for obtaining a morphing effect from an
image to another one with high-level interpolation, that generates fake images between the start and
the end ones.</p>
      <p>
        On the other hand, Corpus Nil (2016) by Marco Donnarumma is also a dance play but employs
microphones and electrodes applied on the performer’s limbs to capture sounds and voltages from
moving muscles and internal organic elements [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This data is then elaborated by a machine-learning
recurrent network that processes bio-signals, sounds, and movements and re-synthesises them as sonic
outputs. Furthermore, in Ultrachunk (2018) by Jennifer Walshe and Memo Akten, the former author
provided audio-video material of sung performances for over a year [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The database is then used by
Akten to train the network Grannma MagNet (Granular Neural Music &amp; Audio with Magnitude
Networks) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] that mimes Walshe’s voice and face and renders a renewed interpretation of her
actions.
      </p>
      <p>In all these cases, the AI relates to the very elements it processes from the learning stage until the
live play, and so does the author through the entire creative process. This approach embeds the stage
setting and enactment as a single concept. As such, it shows a direct association between the
algorithm and the scene: the learning process is visible as an outcome of the stage itself. That is, the
inputs and the outputs are seen at once, even if the programming and the learning process are
unknown and previously structured. Moreover, an emotional link between the computational artefact
and whoever relates to it at a performative level is fostered where people are immediately engaged
with the result they have contributed to achieving.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Autonomous data</title>
      <p>
        The second category concerns data not strictly regarding the stage but autonomously built by the
author. To better describe this case, we will analyse the implementation and usage of the neural
network provided in Δnfang (2019) by the Fronte Vacuo collective [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].4 The play enacts humans
interacting with each other within the sonic and light environment extemporaneously generated by the
algorithm. Their primitive facet is represented through rudimentary dresses and nudity (Fig. 3),
whereas a ritual attitude is suggested by specific gestures and repetitive movements. Over the plot, the
performers’ action becomes more and more devious towards the other characters, until they finally
collapse into naked and deprived bodies. This development aims to describe algorithmic violence in
contemporary societies, insofar as invisible computational artefacts, here rendered through obsessive
sound and light patterns, limit human interaction through a superimposed and concealed power.
      </p>
      <p>As discussed, AI strongly contributes to scenic design. The AI algorithm is based on deep
reinforcement learning and employs a neural network composed of two fully connected layers with 24
nodes per layer, followed by a third fully connected layer for output actions.5 At each step the network
makes a prediction; such prediction is compared with the target array and then the weights of the
neural networks are updated according to the distance between the prediction and the target array.
However, the target is an array of ten decimal numbers from 0 to 1 arbitrarily assigned with no
meaning: the software is not programmed to fulfil a particular task, but to constantly try and start
over.6 Numerical values outputted by the machine learning are filtered through the OSC protocol and
then sent to Pure Data and TouchDesigner, two software respectively employed for converting
numbers in sound and light patterns. The consequent triggering of these patterns, roughly occurring
every second for lights and every 13 seconds for sounds, conceptually represents the AI learning
process.
4 Δnfang is the first and prototypical performance of the Humane Methods cycle. As the authors stated in the interview that occurred on May
9, 2022, subsequent performances use more complex systems but are based on the same process. For this reason, and because of the richer
presence of data, Δnfang is the only one here considered.
5 The code is available at https://github.com/bcaramiaux/humane-methods, the Github account of the programmer Baptiste Caramiaux.
6 In this case, the database is to be considered, in a more abstract way, as a sequence of random numbers generated in real time. The
performance has been assigned to the present category because the AI still uses autonomous data, even if they are not archived.</p>
      <p>In Δnfang, human beings and computational artefacts do not share the same data. Their dichotomy
is also represented on stage, insofar as AI autonomously runs its methods and conceptually influences
human behaviour. Other cases regard other plot developments and AI functions. For example,
Asterism (2021) by Alexander Schubert is a 36-hour performance installation in which AI, conceived
as an oracle, generates textual elements recited by a pre-recorded voice and affects the generation of
part of the sound components [45]. Musicians and performers play within this partially
extemporaneous environment and a forest expressly built within the hall.</p>
      <p>Pieces employing an autonomous database are more likely to enact a detachment between AI and
human beings, in the mentioned cases as tools that control, or make prophecies. Indeed, data through
which the algorithm is implemented bring outputs not strictly regarding the stage and relating to the
performance as an external and self-standing entity. Since data is manually generated, the
performance is still enclosed within the author’s management, but the stage setting and the software
encoding are separated as two distinct steps. Consequently, also the creative process evolves within a
conceptual dichotomy which is eventually reflected in the dramaturgical asset.
2.3.</p>
    </sec>
    <sec id="sec-5">
      <title>External data</title>
      <p>The third category involves datasets that are not gathered from the scene and neither independently
built but refer to specific pre-existing platforms. The Great Outdoors (2017) by Annie Dorsen reflects
this approach, insofar as information is gathered from discussion websites [29]. The performance
takes place in a planetarium and provides the audience laying on yoga mattresses (Fig. 4). While
looking at the night sky on the ceiling, the live-mixed music by Sébastien Roux plays in the
background, and a performer recites comments scraped through AI from Reddit and 4chan from the
previous 24 hours. Even if data is not processed in real time, the performance is based on automated
processes that still determine its dramaturgical outcome. The aim is indeed to compare the Internet
and networked technologies, articulated in countless comments, to an infinite, poetic, and celestial
landscape to individually explore.</p>
      <p>
        The algorithm is based on the natural language processing word2vec [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] programmed on a
customised pipeline in Python.7 The Python script downloads comments and posts from Reddit and
4chan from the previous 24 hours, and applies to this data the word2vec algorithm, in order to
produce the word embedding of each sentence. At this point, for each sentence, the script calculates
the cosine similarity between its words and a set of target words previously selected by the human
performer, and eventually the sentences are sorted according to such score: in this way, the software
can firstly propose the comments that contain words with a meaning similar to the ones in the target
list. As the play proceeds, the set of target words changes, as well as the length of selected sentences,
according to the dramaturgical outcome the human performer wants to achieve.
      </p>
      <p>
        Another example of this approach is Frankenstein AI: A Monster Made by Many (2018) by
Columbia University. The performance installation consists of three acts in which AI learns from data
gathered from the text corpus and participants’ inputs to conceptually learn information about
humanity [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The AI software is an ensemble-model machine learning algorithm, a TF-IDF
transformer followed by a Naive Bayes classifier for multinomial models;8 such model is trained on a
text corpus comprised of Mary Shelley’s Frankenstein and an algorithmically generated corpus in the
prose style of Shelley [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. During the first act, the audience members speak to each other and interact
with a touch screen; over the second, they conversate with the algorithm through its automatically
generated sentences; during the third, the algorithm is conceptually embodied in a dancing scene. The
software generally does a sentiment analysis of participant inputs and gives outputs that reflect those
emotional states. Data are gathered from a preliminary survey, participants’ feedback about their
7 The description of technical elements has been deduced through the source code privately provided by Annie Dorsen for research
purposes. Additional information has also been gathered from the email exchange with the programmer Marcel Schwittlick that occurred on
September 26, 2022.
8 The source code is freely available at https://github.com/hunterowens/frankenstein, at the Github account of the machine learning engineer
Hunter Owens.
emotional state, and spoken answers to questions posed by the machine (conveniently transcribed).
During the performance, the algorithm parses these inputs based on three axes: sentiment
(positive/negative), focus (inward/outward), and energy level (low/high). Afterwards, those inputs are
transmitted by the OSC protocol and then to the algorithm via a cloud-based API to render the AI
visual, verbal, and sonic outputs. In the last act, a dancer selects from a set of prescribed gestures
algorithmically defined.
      </p>
      <p>
        On the other hand, Improbotics (2018) by Piotr Mirowski &amp; Kory Mathewson is an improvised
theatrical performance in which a neural network trained on film scripts receives textual inputs
through an operator and processes sentences on the fly [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. These outputs, with which performers
interact, can be rendered by a computerised voice, or directly communicated to the performers via
earphones. The human performers interact with two ‘artificial improvisers’, Pyggy and A.L.Ex.
(Artificial Language Experiment) [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Pyggy is the simplest one, it creates dialogues with
ChatterBot, a Python library for generating automated responses to a user’s input, trained with more
than 200,000 conversational exchanges from 617 movies of the Cornell Movie Dialogue Corpus.9 On
the other side, A.L.Ex is composed of a recurrent neural network with 4 layers of 512-dimensional
LSTM (long-short term memory) nodes and a response generating module in a seq2seq architecture
with an attention model over the query embedding vectors; it has been trained on transcribed subtitles
from more than 100,000 movies from Open-Subtitles.org.
      </p>
      <p>Employing a pre-existent database as in the mentioned cases fosters a direct relationship with the
selected platforms. This is the case of Reddit and 4chan comments in The Great Outdoors; of the
reference to the rising monster portrayed by Shelly in Frankenstein AI; of the movie database built for
developing an artificial actor. The author selects those databases according to the scenic purpose and
defines their role in relation to the dramaturgical goal. Therefore, the reference dataset significantly
influences the play regardless of whether a scene is explicitly structured on the relationship with the
original content – as in The Great Outdoors – or only employs information for defining the overall
enactment – as in Improbotics.
2.4.</p>
    </sec>
    <sec id="sec-6">
      <title>Subsidiary data</title>
      <p>
        The last category regards datasets previously built to define an autonomous operative function (e.g.
face tracking, or text analysis) that are unknown or subsidiary to the author. DoPPioGioco (2019) by
Rossana Damiano, Vincenzo Lombardo, and Antonio Pizzo is a leading example of this trend [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Indeed, it employs the previously trained GEMEP model, a dimensional framework structured on
more than 7000 audio-video portrayals made by ten professional actors that represent 18 classes of
emotions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Face-tracking relies on a camera pointing at the audience and analysing the facial
expression at the end of each episode (Fig. 5). The video inputs are mediated by the algorithm, which
selects the prevalent class of emotions and, depending on the result, provides four possibilities to the
performer. The performer then selects via tablet one of these possibilities to determine how the plot
will continue. Still, she/he cannot explicitly choose the following story chunk but only if to
accommodate or reject the audience’s mood. Each module of the system, pre-defined by the authors,
is implemented as a web service across different devices and media written in PHP and relies on a
mySql database. The result is textual and video content outputted for each episode, to be respectively
read by the performer and automatically projected on a background canvas.
      </p>
      <p>
        Another example of this approach is Sight Machine (2017) by Trevor Paglen, which also works
through face tracking. It regards a string quartet playing pieces from the 20th-century repertoire, while
an algorithm recognises the visages of performers and audience through a camera and projects them
on the background screen [35]. Though making them visible, it also highlights faces with rectangles,
modifies their connotation, and describes their facets, thus underlying the real-time recognition
performed by the algorithm as a surveillance mechanism. The performance uses digital motion
capture and facial recognition, which is mapped by open-source software that runs neural systems
based on AI engines from Google and other tech companies [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
9 The library is freely available at https://chatterbot.readthedocs.io/en/stable.
      </p>
      <p>The cases mentioned in this section imply the software elaboration of visual data, providing an
enactment focused on the algorithm processing. Besides the representation of specific actions and
analogue media rendering, the authors’ role here mainly concerns the software processing and not the
database selection, thus the employment of previously programmed operative functions eventually
edited. Even if AI is still relevant in designing the development of the dramaturgical goal, the author’s
role is limited to the scene definition independently from the dataset, thus not implying an extensive
relationship with the software. Therefore, the scenography results as defined not so much by the
database definition but by pre-set functions that the algorithm performs during the performance.</p>
    </sec>
    <sec id="sec-7">
      <title>3. AI representation</title>
      <p>
        In the last section, we will move from the authors’ preliminary setting to the stage enactment of AI,
thus to how the computational process is manifested to the audience. Indeed, authors aim to set the
scene according to their own representational purposes, concealing the ground architecture of the
software through different kinds of interfaces. That is, AI must be somehow manifested on stage as a
‘digital agent’– as showing autonomous behaviour but still according to pre-set instances programmed
by the author [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] – that can be recognised and accessible to the audience. Its enactment generally
oscillates between fictional characters and technical employments and might regard human-like
behaviours, and implicit or explicit criticism of the influence of technologies [40]. The following
classification, deepened in relation to the concept behind AI staging, will both enlighten the
humanmachine relationship and the related dramaturgical goal that is focal in the present discussion. We will
further discuss contemporary trends eventually implying socio-political outcomes but also related to
other kinds of enactment. Table 1 shows the different cases here assumed on the y-axis, also relating
them to the categories outlined in the previous section.
      </p>
      <p>The first and most frequent case takes into account the algorithm as an abstract entity, underlying
unseen or even super-human properties that question its socio-political role. The machine here reflects
an unbalanced relationship with humans as governing them or communicating like an omniscient or
superior being. This is the case of Convergence, in which musicians’ actions are scanned and rendered
as mechanical elements while a voice-over describes the occurring events; Sight Machine, showing
the algorithm analysis of human bodies as a surveillance mechanism; Δnfang and Asterism,
manifesting a divine entity which, also through a ritual representation, constricts humans or reveals
unexpected horizons; Frankenstein AI, portraying the software as an abstract figure that speaks with
the audience through screens and speakers and is eventually embodied in a human dancer; The Great
Outdoors, where the social nature of websites is depicted as a celestial and infinite reality.</p>
      <p>Secondly, AI might be represented as an anthropomorphic figure, enacting a dramaturgical
development in a peer relationship with human beings. This case provides an exchange and a mutual
influence between humans and machines. Discrete Figures, for example, enacts a choreography
fulfilled by human and virtual characters and shows the progressive evolution of the mutual
interaction; Improbotics, on the other hand, provides the interplay between a computer voice
expressed in common language and actors improvising on those stimuli; Ultrachunk implies the
singer interacting with the algorithm embodied in her own digital ego and shown on the background
canvas.</p>
      <p>Finally, the algorithm can operate as a technical tool whose processing is not directly relatable to
staged outputs. The extemporaneous development of these pieces is still strongly defined by AI, but
the rendering of its processing relates to other factors than AI itself. Thus, the software operates a
dramaturgical mediation, not the enactment of the machine concept. In DoPPioGioco, for example,
the algorithm mediates between audience and performer by categorising expressions of the former and
providing four possibilities to the latter to continue the narrative action, but face tracking is not
explicitly shown; in Corpus Nil, the software processes movements and sounds in real-time towards a
self-standing sonic output which relates expressly to the performer’s body.</p>
      <p>
        These three classes can be considered exemplary of the observed forms given to algorithms in
contemporary theatre. The representations employed in the first two categories often refer to the
horizon of speculative and science fiction, as interrogating normative notions about reality with a
focus on imaginary technology [33, 38, 39] – e.g., the AI might be depicted as a 3D virtual character,
speaking through a computerised voice, or moving as geometrical or pulsating digital shapes.
Specifically, the unseen nature of AI might evoke mythical properties [
        <xref ref-type="bibr" rid="ref20">20, 36</xref>
        ], whereas human-like
performativity might suggest uncanny or relational perspectives with a focus on the cyber body [37,
49]. On the other hand, the technical prominence, since describing something else than the AI
processing and making its presence within the plot content subsidiary, might regard various artistic
insights and deserve further analysis, especially where more samples will be available in the future.
      </p>
      <p>Merging all the categories outlined in the article, as done in Table 1, provides a basis for better
overviewing the AI conception in both the preliminary stages and its further representation. Being
these steps strictly related, we believe that splitting and re-framing them might enlighten the
specificity of each piece. For example, both Δnfang and The Great Outdoors refer to AI as an abstract
entity but from different angles: the former depicts a power relationship of an autonomous creature
whereas the latter describes a specific online environment as celestial space. On the other hand,
Discrete Figures and Improbotics both imply a peer exchange between humans and digital entities
but, respectively, as characters directly shaped from the performers’ facet or referring to movie
scenes. Furthermore, Convergence and Discrete Figures both use data directly gathered from the
scene, but the former depicts AI as a ubiquitous and omniscient entity exploiting performers’ actions
whereas the latter as an anthropomorphic character trying to learn from humans. It must be noticed
that this framework does not aim to be exhaustive but opened to future research. It would be possible
to investigate possible sub-classes or compare other perspectives – for example, focusing on the
analogue media interfaces or deepening the human-machine relationships. We still believe that this
model allows a useful basis for further comparison and experimentation in both academic and artistic
fields.</p>
    </sec>
    <sec id="sec-8">
      <title>4. Conclusions</title>
      <p>In the present paper, we have proposed some criteria to overview how AI has been implemented and
interpreted within contemporary intermedia theatre. The section concerning AI employment has been
dedicated to the preliminary creative process which does not only involve a script or score definition
but a whole programming environment which is computational and follows its own rules. Hence, the
various ways in which the database and learning processes are set strongly influence the dramaturgy
and the creative approach, being aimed to fulfil the staging purpose through automated instances. It
has been highlighted that the various pieces mentioned in the article show different applications of the
four basic principles regarding the algorithms implementation. These recurrent factors are thus
indicative of common approaches highlighting technical and aesthetic intersections between
informatics and art. On the other hand, AI representation involves the theatrical codes of enactment
and the emulation of its presence on stage. The many forms acquired by the software are frequently
inherited from speculative fiction but also regard other interpretations of the digital media such as the
enactment of pre-existent digital platforms, the rendering of renewed entities, or the simple
exploitation of computational instances. This overall framework does not aim to be exhaustive but to
give some hints for comprehending the role of performance art with respect to the increasing social
relevance of AI. We believe that this knowledge can stimulate the discussion in the academic field for
theoretical aims and propose useful knowledge to artists for further experimentation with new
expressive possibilities.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Acknowledgements</title>
      <p>The present article has been realised thanks to the kind availability of authors, composers, and
programmers involved in the pieces analysed, specifically regarding Δnfang – the interview with
Marco Donnarumma and Andrea Familiari that occurred on May 9, 2022 – Discrete Figures – the
email exchange with Kyle McDonald that took place on April 24, 2022 – The Great Outdoors – the
source code provided by Annie Dorsen for research purposes and the email exchange with the
programmer Marcel Schwittlick that occurred on September 26, 2022. We are sincerely grateful for
the attention devoted to us.</p>
    </sec>
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