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Michelle V. Moncrieffe, a lecturer in the English department, to Lead NIH-funded Initiative Aimed at Supporting Marginalized Communities

Date of Publication: 
2022-09-29
1/24/22

The College of Arts and Humanities (ARHU) at the University of Maryland is seeking proposals for the new ArtsAMP Collaborative Grants, which will support the development of artistic or arts-related work created in collaboration between investigators from at least two distinct fields of study.

Description:
Arts for All is a campus-wide initiative that seeks to: (1) make the arts at the University of Maryland increasingly accessible to—and representative of—all students, (2) connect the arts to other disciplines, especially the sciences, and (3) ensure that the arts are meaningfully engaged with issues of social justice and the grand challenges of our time. ArtsAMP Collaborative Grants are designed to support collaboration between faculty in the arts and faculty in other disciplines as they move to advance these goals by creating new artistic work, new scholarship on the arts, and new classes that further the creative experience of students. 

Eligibility:
Teams of tenure- and/or professional-track faculty (graduate students may be a part of faculty led teams). In most cases, one team member will have a primary appointment in the College of Arts and Humanities (ARHU), and one other team member will come from a separate department at the University of Maryland, either within or beyond ARHU. 

Requirements:
ArtsAMP Collaborative Grants may be used to support the development of artistic or arts-related work created in collaboration between investigators from at least two distinct fields of study— normally from at least two different units, departments, or colleges—and which combine the talents and expertise of at least two distinct disciplines. Grants may be used to support research and creative projects at any stage of development, and while all kinds of collaborative, arts-based work will be considered, preference will be given to projects that (1) make the arts more accessible and inclusive, (2) amplify the connection of the arts to social justice, or (3) combine creative expertise with technology. Funding may be used to support collaborative research and creative projects that result in original works of art, performances, digital experiences, or research on the arts. We also welcome proposals for the development of cross-disciplinary, collaboratively-taught courses where the creative process is placed in dialogue with other forms of inquiry. Such courses might partner faculty in the arts with those in the humanities, the social sciences, the natural sciences, or other disciplines. Funds are intended to support work on innovative, collaborative, and artistic projects, and will be paid directly to the collaborators. 

How to Apply:
Please combine all of the following into a single pdf and submit by email to pwarfiel@umd.edu by 5 p.m. on March 15, 2022. All materials should be single-spaced, with one-inch margins and 12-point font.

  1. Contacts: Names, titles, programs, and contact information for all collaborators (one page).
     
  2. Project Description: Summarize the proposed project’s objectives, outcomes, and connections to Arts for All. Explain how two or more disciplines will interact to create new creative experiences, knowledge, or pedagogies (three pages maximum).
     
  3. Collaborator Profile: Provide a summary of the skills, talents, and approaches of each collaborator (two pages maximum).

Post Award Expectations:
A three to four page report summarizing the work and offering suggestions for future grants will be required one semester after the award. Awardees will also be invited to present their work at an ArtAMP Colloquium. Awardees must acknowledge Arts for All in any reports, presentations or materials produced by the funding. Pending available resources, we hope to provide additional funding for awardees to finalize and publish or present projects and run courses.

For questions, contact Patrick Warfield at pwarfiel@umd.edu.

9/22/21

BY 

This is not a manifesto for digital theatre. Theatre has used digital technology on- and offstage for over a century, so can we please move on? This is a manifesto for the future of anti-racist, anti-oppressive, accessible theatre with the assistance of creative digital practices. The emergence of digital platforming over the pandemic provides us the opportunity to redefine and recontextualize space, gathering, inclusion, and connectivity that tears at the fabric of gatekeeping. Not all of these practices are effective, but they are irrefutably expansive.

Jared Mezzocchi performs “Someone Else’s House.”

You see, the term “digital theatre” does not propose a new form of theatremaking. It instead refers to a vision of technological extensionism that can aid the dismantling of white supremacy and oppressive practices that the industry is now belatedly reckoning with. Can we, the theatre industry, allow these newly discovered digital resources to expand our audiences, democratize our processes, create a sustainable discipline amid climate change, and revitalize our gatherings and civic duties as theatre practitioners in a (hopefully) post-pandemic, technologically saturated culture?

That is the question digital theatre asked our industry over the last 18 months of this multifaceted plague. In March 2020, the live theatre industry shut down due to COVID-19. It was a moment of subtraction and erasure for those who were currently working in the field. It also was a great equalizer, as those who once could create theatre were suddenly just as shut out as those who never could. In this moment of pause, technologists stepped forward with innovative opportunities to create, collaborate, and connect once again. They took a technologically foreign, ever-expansive frontier and helped define it into an accessible, site-specific platform: the digital online. Their work raised the question: Does theatre need an in-person venue to maintain its identity as theatre?

Answers came in many forms. Geffen Playhouse produced seven fully digital online shows (including my show, directed by Margot Bordelon, Someone Else’s House) as a part of their Stayhouse Series, which brought in live audiences to nightly performances who were mailed a package as a participatory element that was interactive. Joshua Gelb’s Theater In Quarantine produced several livestreams from a closet in his apartment (winning a Drama League Award). Fake Friends’ This American Wife and Circle Jerk (a Pulitzer finalist!) were live, studio-style experimental performances, blending livestream and Twitter as means of engaging their audiences in real time. In addition to Someone Else’s House, I helped create live works like Sarah Gancher’s Russian Troll Farm (co-directed with Elizabeth Williamson through Theatreworks Hartford, TheatreSquared Arkansas, The Civilians), Caryl Churchill’s What If If Then (co-directed with Les Waters through NAATCO), and Manic Monologues (an interactive web portal with performances by 20-plus actors, directed by Elena Araoz through Princeton University and McCarter Theater). Many of these experimented with live performance, live design, live audiences both visible and hidden, and with various forms of interactivity. Many more offered on-demand streaming, allowing audiences to view the work in an asynchronous way as well. 

As these digital works were shared, a debate began. Many argued that the identity of theatre inherently belonged to a live, in-person engagement among gathered audiences and storytellers within a shared space. Many argued that digital theatre was not that.

Taking these one by one: If liveness is the essence of theatre, the digital can maintain this identity by livestreaming. If gathering is the essence of theatre, the digital can maintain this identity through myriad softwares and forums: Zoom, Twitch, Discord, Unity, Virtual Reality, Vimeo, Twitter, TikTok, etc. 

Mia Katigbak in ‘Russian Troll Farm.’

The argument that shared space is essential to theatre is closer to the heart of what splinters the theatre community. Many feel that theatre is defined by bodies—those of artists and audiences—occupying the same physical space. This argument is centered around the importance of the ability to experience a live event in the same room as others. In 2017, the University College of London published a study presenting that when we witness a live event together, our heartbeats synchronize, and everyone in the room is, in a sense, feeling the same thing together. This powerful phenomenon is often referred to as “sacred” and “vital.” As a theatregoer myself, I agree: It is very much sacred and vital to share a space with other heartbeats that become synchronized with my own heart as actions play out in front of our eyes in the same room at the same time. It is profoundly moving.

But digital theatre does not refute that, nor does it threaten to diminish that profundity with its own unique existence. The question for live, in-person theatre, though, is this: If theatre’s identity has mostly to do with bodies in the same physical space, what of those who are prohibited from or unable to share that space at any given time for various reasons? Inaccessibility takes many forms: the lack of availability, affordability, physical ability, cultural reference, proximity. What is the answer of the theatre field to this challenge? Theatre venues can lower the barriers to that physical space by complying with ADA requirements, hosting “relaxed” performances, pay-what-you-can evenings, etc.

Theatre venues can also embrace digital. In October 2020, JCA Arts Marketing published findings that digital theater attracted 43 percent new audiences to theatre. Nearly half of the audiences who clicked on events were distinct from those who regularly attend in-person performances. This is a very powerful discovery. Moreover, the demographics of these clicking audiences have shown a wider diversity in class, race, gender, and age. By liberating ourselves from the location of a venue at a specific time with often prohibitive ticket prices, digital accessibility has the potential to crack open a wider demographic of theatre patrons in a profoundly expansive way. 

Another overlooked equity unique to online performance is in the audience’s live response to the work. Digital performance allows some viewers to be verbal and active, others to be silent, some to watch in groups and others alone. This allows the work to meet the viewers in individualized ways simultaneously, without compromising the experience of other audience members. The audience member who likes to actively talk back to the stage with their lights on won’t disrupt the experience of the audience member who seeks silence and darkness when consuming live theatre. And while some in-person theatres offer sensory-friendly performances, ASL, and closed-captioned performances, digital platforms allow these viewing preferences to be offered simultaneously, which diminishes the “othering” effect of specially set aside in-person performance dates.

This accessibility is not only liberating to the viewer, but to the artists’ ecosystem as well. Over the last 18 months, many underrepresented artists were able to mobilize globally to share and develop their stories in immediate ways. With a demand for new work that could speak to the current cultural climate, online platforms not only made this immediacy possible, but responsive, efficient, and sustainable. Without the pipeline of annual season planning, digital platforms revealed how quickly we can gather when no longer limited by highly unsustainable means of travel and lodging. 

We also saw budgets dramatically adapt to the needs of each unique project, as well as sliding ticket sales that opened up dialogue around pay-what-you-can ticket pricing. In this way digital theatre became a speculative model for in-person performances. Organizations were able to experiment with ideas in a venue-decentralized manner, which in turn have inspired new budgeting and pricing structures for in-person performance as it returns. 

Haskell King and Mia Katigbak in ‘Russian Troll Farm.’

As this dialogue evolves, however, some would clearly prefer to shut it down. As theatres have begun to eye a return to in-person, venue-centric theatre-making, many would seek to erase the progress we saw during the pandemic. Indeed, some seem to associate digital innovation with the pandemic itself, and now that the emergency is (almost) behind us, they’re openly relieved to see digital recede.

“Thank goodness it’s over!” they say.

“We can let go of the placeholder!” they say.

“We’re back!” they say.

This perspective is steeped in the comparison, instead of extension, of digital to in-person theatre. What this rhetoric exposes is the way able-bodied, well-off audiences take for granted the option to go to a venue. As we saw in statistics during the pandemic, there is an entire community holding a different comparison: digital theatre vs. no theatre at all. This blind spot has effectively created a Theatre of the Able as our default, on the assumption that everyone has this choice. Closing the proverbial door on digital theatre for those unable to attend in-person events shuts out an entire artistic ecosystem that we have glimpsed over the past 18 months, and may never encounter again without further investment. This does the opposite of protecting our discipline; it instead freezes an opportunity for contemporary growth.

From our venue-centric vantage point, where we assume in-person theater is theatre for all, we assess digital theatre as “lesser than,” in a way that dangerously erases these communities, artists, and stories for audiences who may experience the digital differently than us. For some, digital is the only means to gather. And yes, I said gather: Digital technology can no doubt appear isolating to some, but it is also unquestionably a shared space for many. Keeping this door open may uncover and share entirely unique perspectives, told in digitally original ways. Joining this potential with the statistics around diverse new audiences, we can see that this is one form of inclusivity and allyship for which we should be fighting.

Clearly this isn’t the catch-all solution, but it helps move the needle into a more equitable position. Digital theatre, it should be said, still struggles with its own inaccessibility issue: broadband and wifi connectivity aren’t universal or free. In September 2020, Vox published a report showing that, according to the Federal Communications Commission (FCC), 21 million Americans don’t have access to quality broadband internet. While still a substantial issue, it is not comparable close to the high gates of inaccessibility erected by in-person-only performance. In fact, if the live performance community put its muscle behind the cause of equity in broadband access, they could help an entirely new audience and market form. Vox’s report tracked efforts in cities like Chattanooga, Tenn., where, in 2010, the Electric Power Board of Chattanooga, the city-owned utility known as EPB, “began offering ultra-high-speed internet to all of its residents after building out fiber to the city for a smart grid.” As theatre continues its discussion of accessibility, the nationwide conversation about broadband access should be central. As live performance advocates, we could be the powerful voice of change and equity that this movement needs.

Through these efforts, we can connect new audiences and inspire new artists worldwide. These efforts do not need to remain exclusively online, but can become a conduit to new processes and collaborations for in-person hybrid experiences as well. Inviting more voices with diverse perspectives serves the vitality of theatre. Theatre practitioners had been in an artistic rhythm for decades, broken by the last 18 months, which forced a fresh examination of what we all took for granted and assumed was unchangeable. As this wider net of artists join our ecosystem, it will be crucial to welcome them into a neutral gathering forum, uncontaminated by the hierarchical structures of long-standing in-person practices. The only way to make radical change in these structures is by neutralizing the power relationships within assumed processes.

Digital platforms have already shown they can be part of this solution. As disembodied creative ensembles, we witnessed how our disparate environments influenced the ways we communicate, collaborate, and progress. Thrown off balance from our usual way of working, digital theatremaking has demanded authentic patience, empowered every participant to hold space in their own ways, and allowed for a democratization in creative problem-solving without a hierarchical power structure. Working in digital required us to ask each participant about their individual experience; it required us to literally meet each of us in our intimate living quarters and truly listen to everyone’s needs. These needs and requirements are no less relevant for in-person theatre, but working in a digitally disembodied way taught us to communicate less hierarchically, and to be more honest with our experiences, since there were no other participants experiencing the work from our unique location. These conversations led us to realize something we should have always had in mind, including for in-person performance: that everyone experiences the world uniquely.

The future of theatre is at a fraught intersection as we prepare for reentry. We have the choice to move forward or to go back. This is a plea for us to join forces and embrace the remarkable progress digital theatre has made in dismantling hierarchical assumptions, able-bodied biases, and the racism and classism that in-person theatre perpetuates by its gatekeeping. Digital theatre is not a symbol of the plague. It is a symbol of the resilience of artists. The past 18 months required us to use our bodies in a disembodied space to engage in risky, innovative, inclusive, democratized experiments. And when we celebrate the work of digital theatremakers, we encourage the theatrical community to hear this as extensionism, not replacement; addition, not subtraction. We can be allies, not rivals.

So as many return to venue-centric performance making, let’s also celebrate and incorporate the necessary strengths of the digital world we unlocked in the last 18 months. Let’s divorce these discoveries from the trauma of the pandemic and expose the strengths we unearthed in the experimental processes we just experienced online. Because these experiences, to many, were also sacred.

Jared Mezzocchi is an Obie-winning multimedia theatre director and designer. He is an associate professor of multimedia and projections at the University of Maryland, and is producing artistic director of Andy’s Summer Playhouse.

6/9/21

By Jessica Weiss ’05

Adam Grisé, who completed his Ph.D. in music education in 2019, has won the Outstanding Dissertation Award from the Council for Research in Music Education for his dissertation that focused on issues of access, representation and equity in secondary and postsecondary music educational settings. 

The Council, which is based at the University of Illinois Urbana-Champaign, has awarded outstanding doctoral dissertations in music education for nearly four decades. 

Grisé’s dissertation, titled "Making It Through: Persistence and Attrition Along Music, Education, and Music Education Pathways," used a nationally-representative dataset to examine uptake, persistence and attrition along pathways to becoming a music teacher, a professional musician or a teacher of a non-music subject.

“I feel incredibly honored to be recognized,” said Grisé, who now works as a systems and data analyst at the School of Music. 

Grisé used data from the High School Longitudinal Study of 2009, an ongoing government study of 21,000 students across the country who have been tracked since their ninth-grade year, and identified those who had said they might like to be a musician, a teacher or a music teacher. He then tracked their development through four key decision points to see where the path narrowed.  

The resulting analysis shows the impact of factors like race, gender and socioeconomic status on students’ paths—and thus on equity in music education as a whole. For instance, Grisé found that music education majors tend to come from high schools with fewer racial or ethnic minority students and lower concentrations of poverty. Schools with high concentrations of poverty produce fewer aspiring music teachers. And women leave the path of being aspiring professional musicians or music educators at twice the rate of men. 

Associate Professor of Music Education Kenneth Elpus, who served as Grisé’s faculty advisor, said Grisé used “ingenuity and innovation … to help the profession understand key characteristics about the students who become music teachers and the pathways they take to get there.”  

“It's a monumental piece of scholarship that brings strong evidence and strong interpretation to bear on questions of importance, and I'm so proud to have seen it through from germ of idea to completion,” Elpus said. 

Grisé said this research will also have an impact at the University of Maryland, where he’s working to help transform the ways the School of Music uses data to inform processes and decisions.
 
“I am able to apply many of the insights from my dissertation as we strive to increase equity and diversity in our music programs,” he said.

9/15/20

With most area museums shuttered to the public due to the COVID-19 pandemic, a University of Maryland design professor and her students have organized a way for people to experience an exhibition addressing diversity, inclusion and ableism from home.

“Redefine/ABLE: Challenging Inaccessibility” is open now at the Virtual Peale, the Peale Center for Baltimore History and Architecture’s newly launched 3D virtual space, created in Second Life, an interactive online world.

Although “Redefine/ABLE” was originally intended to be installed in two different physical locations—the Carroll Mansion in Baltimore and the Herman Maril Gallery on the University of Maryland, College Park, campus—and include multiple sensory experiences, the virtual exhibition aims to mimic the feel of a true museum. It offers a visual and audio experience and is also screen reader friendly.

The exhibition’s content explores the realities and challenges of persons with disabilities and interrogates the idea of “normal” within historical, cultural and ethical contexts.

“It’s a very immersive way to be in a space,” Associate Professor of Design Audra Buck-Coleman said about the exhibition in Second Life. “There’s warmth and humanness and in many ways it's more accessible than a physical space as visitors can move around how they like. They can even fly.”

Students in Buck-Coleman’s graphic design cohort began researching disability in Fall 2019 with the goal to share unheard stories from the disability community and to use design to create a model of more inclusive, accessible spaces. They partnered with the Peale Center and three institutions in the United Kingdom—University of Brighton, the Royal Pavilion and Museums and the De La Warr Pavilion—to plan a participatory exhibition that would prompt visitors to reconsider ableist language and share their own stories about disability. The exhibition would involve the physical transformation of both museum settings for improved accessibility, such as through additional ramps and widened doorways.

But in mid-March, just two weeks before the exhibitions were supposed to open, COVID-19 caused the closure of both spaces. By June, it was clear they would remain closed through the summer.

As originally intended, the Peale launched a website dedicated to the exhibit and its content. Redefine/ABLE is also on InstagramFacebookTwitter and TikTok.

But the gallery announced that it would also extend into Second Life, allowing visitors to explore Redefine/ABLE from “inside” a virtual version of the 1814 museum building. Redefine/ABLE was the Virtual Peale’s first ever exhibit.

Redefine/ABLE Creative Director Maiu Romano-Verthelyi ’20, art, was one of two students who continued to work on the project over the summer—after she graduated—and helped transition it into the virtual world.

“Working on this project really opened my eyes to the power designers have to change people’s experience of the world,” said Romano-Verthelyi. “I wanted to stay on and see it through.”

She was disappointed to lose various components of the original exhibit design, from QR codes to a marble voting station to a mechanism to visualize color blindness. But, the virtual world also “brought a lot of accessibility to the table,” she said.

“You have people of all levels of tech understanding and a lot of anonymity in Second Life, so it’s a great place to simply go and explore.”

The project was supported by Maryland Humanities, the National Endowment for the Humanities, the Maryland Historic Trust in the Maryland Department of Planning, the Maryland Department of Labor, UMD Friedgen Family Design Fund, the Institute of Museum and Library Services, and the U.K. Research and Innovation’s Arts and Humanities Research Council.

Find details on how to visit the “Redefine/ABLE: Challenging Inaccessibility” exhibition on the Peale Center’s website.

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