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Winter 2004

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The Gertrude Stein Repertory Theatre (GSRT) was founded in 1990 to promote and support innovation in the performing arts. To achieve its mission, GSRT is pioneering the application of new technologies to the process of creating live theater. To advance its creative work GSRT has conducted a wide range of research and workshop activities that are facilitated and enhanced by advanced Internet, film, and theatre technologies

 

The Sandman

An Adaptation of E.T.A. Hoffmann's Short Story with Digital Puppets


1. Introduction to E.T.A. Hoffmann's writing in The Sandman.


Nathanial and Olympia
The fantasy tales of E.T.A. Hoffmann have often been cited as the precursors to modern science fiction. The Sandman, written in 1817, is the story of a young, possibly deranged man in love with an automaton. It remains a classic example of the grotesque Romanticism of the nineteenth century and a preeminent forerunner of contemporary robot and android stories.

The word robot comes from the Czech word robota meaning " drudgery" , "servitude" or "forced labor," especially the so-called "labor rent" that survived in the Austro-Hungarian Empire until 1848. The concept of robots, however, dates much further back. In classical mythology, the deformed god of metalwork (Vulcan) created mechanical servants ranging from intelligent, golden handmaidens to more utilitarian three-legged tables that could move about under their own power.

Automata, self-propelled devices that simulated human functions, grew increasingly popular in the 18th century. An early mechanic named Jacques de Vaucanson created an android that played the flute and a mechanical duck that reportedly ate and defecated. What fun! Though they were sold as mere novelty items, their "living" characteristics provided fuel for the century's heated debates surrounding "free will and determinism." Were human beings truly autonomous?

At the turn of the eighteenth century, literary responses to robots began to reflect fears that humans would be replaced by their own creations. Hoffmann's writing in The Sandman was a bridge, along with works like Mary Shelley's Frankenstein, to the nineteenth century German preoccupation with romanticism and the grotesque.

In common usage, grotesque refers to art characterized by an incongruous mixture of human and animal parts, monstrous, unnatural and ludicrously odd. It was the "incongruous" quality in Hoffmann's writing that led Freud to champion the story as the quintessential literary embodiment of the "uncanny." He proposed that the uncanny must begin with details of the everyday and familiar. These are then followed by repressed desires and fears (early and close to home) that begin to take over. The result is a distortion of perceptions, a journey into the unconscious and an "incongruity" between the familiar and the strange, the man and the animal, the reality and the unreality.


2. An Exploratory Presentation:
A Scene from An Adaptation of Hoffmann's The Sandman
The Gertrude Stein Open Lab


Klara and NathanialSarah Smirnoff and her collaborative team of programmers, designers and animators (Hal Eagar, David Frackman, Steven Koch and Micheal Oberle) set out to adapt The Sandman with human performers and digital puppets (created with multimedia software). Smirnoff, the director and writer, felt that the story's psychoanalytical examination of fear and evil provided the perfect venue for creating a system of theatrical interaction between human and digital "actors."

Smirnoff's collaborative team presented their scene with one human performer, Tony Bingham, playing Nathaneal and three digital "puppets" playing the characters of Olympia, Klara and Coppelius/Sandman (manipulated by puppeteer Terra Gillespie).

While Smirnoff's adaptation stays faithful to Hoffmann's story, the theatrical presentation was told entirely from Nathaneal's point of view (as opposed to using Hoffmann's unbiased third party narrator). The physical qualities of Olympia, Klara and Coppelius, their "depth" and "emotional availability," reflected the subjectivity of this perspective. The design team used the one-dimensional physical life and appearance of the puppets to convey Nathaneal's sense of alienation and isolation from other characters.

"Hoffmann plays with the irony that the only person who felt alive to Nathaneal was, in reality, an automaton," Smirnoff says. "Following the scene we presented, Nathaneal falls in love with Olympia. Despite the fact that she can only speak the words ‘ah ah,' Nathaneal feels that no ‘being' has ever understood him better."

The adaptation of the text with digital puppets presented ample opportunity to work in dialogue with Hoffmann's distortion of perceptions and the atmosphere of the uncanny. Smirnoff hopes to have Olympia transform from a digital puppet into a human performer in the next scene. This directorial choice is a fitting theatrical equivalent to the text's literary irony.

Freud theorizes that Nathaneal's fear of losing his eyes, an obsessive fear haunting him from his very childhood, triggers the evocation of the extraordinarily "uncanny" atmosphere in the writing. The story is full of references to eyes, optical instruments, points of view (i.e. looking through curtains and windows, through a perspective, from a tower, etc.) and other images and motifs pertaining to vision. The design team created moving, blue-colored eyes for Klara, the digital puppet. In the presentation, the eyes slid back and forth bearing a striking resemblance to "reality" while, at the same time, evoking countless references to cornball horror films and thrillers. This could very well be the contemporary version of Freud's "uncanny," this sensation that the "fake" (technology) is creating everything we perceive as "real." It is the familiar from the strange indeed.

Smirnoff and her collaborators plan to continue work on their adaptation, exploring theatrical systems of movement and interaction between human and digital "actors."

Meanwhile, The Sandman, as a text, remains open to interpretation as a symbolic fantasy of the unconscious mind, a prescient vision of the future or a fairy tale from a naive past. It could be argued that Nathaneal is reduced to an impotent puppet in the end, crushed beneath the fateful determinism of hostile forces. If so, it is hard to imagine a more evocative finale for exploring the theatrical relationship between artists and emerging technology.

 
Related Articles:
In Dialogue:The Adaptation of The Sandman

 
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