Description
Book SynopsisThe unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura Sydora
Trade Review# 4 on Edmonton Non-Fiction Bestsellers list, March 10, 2019
Table of ContentsPreface Revisioning Giselle as the Video Game iGiselle // Nora Foster Stovel Acknowledgements Introduction Recreating Giselle for the Twenty-First Century // Nora Foster Stovel I An Interdisciplinary Approach to Giselle 1 | The Creation of the Romantic Ballet Giselle The Ballerina’s Hamlet // Nora Foster Stovel 2 | “No Feminine Endings” Adolphe Adam’s Musical Score for Giselle // Christina Gier 3 | The Other Giselles Moncrieff’s Giselle; or, The Phantom Night Dancers, Loder’s The Night Dancers, and Puccini’s Le Villi // Mark Morris 4 | (Re)creating Giselle Narrative and the Ballerina // Laura Sydora II Creating iGiselle 5 | Artificial Intelligence for Managing the Interactive Ballet Video Game, iGiselle // Sergio Poo Hernandez & Vadim Bulitko 6 | Re-playing iGiselle Dance, Technology, and Interdisciplinary Creation // Emilie St. Hilaire 7 | Renewing Adolphe Adam’s Score Creating the Music for iGiselle // Wayne DeFehr 8 | The Ballet Body and Video Games A Feminist Perspective // Pirkko Markula Contributors 189 Index 193