The Creation of iGiselle

Classical Ballet Meets Contemporary Video Games


The Creation of iGiselle

The 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, music, design, and computer science collaborated to modernize the 1841 ballet Giselle. Their goal was to revise the tragic narrative of the nineteenth-century culture of death, allowing players to empower the eponymous heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project and exemplify collaboration. 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

Table of Contents

Table of Contents
Front cover 1
Title page 4
Copyright page 5
Contents 6
Preface | Stovel 8
Acknowledgements 18
Introduction | Stovel 20
I An Interdisciplinary Approach to Giselle 28
1 The Creation of the Romantic Ballet Giselle | Stovel 30
2 “No Feminine Endings” | Gier 62
3 The Other Giselles | Morris 78
4 (Re)creating Giselle | Sydora 116
II Creating iGiselle 136
5 Artificial Intelligence for Managing the Interactive Ballet Video Game, iGiselle | Hernandez & Bulitko 138
6 Re-playing iGiselle | St. Hilaire 156
7 Renewing Adolphe Adam’s Score | Defehr 174
8 The Ballet Body and Video Games | Markula 186
Contributors 216
Index 220