A57.Inglish BCEnc. Blauwe Kaas Encyclopedie, Duaal Hermeneuties Kollegium.
Inglish Site.57.
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TO THE THRISE HO-
NOVRABLE AND EVER LY-
VING VERTVES OF SYR PHILLIP
SYDNEY KNIGHT, SYR JAMES JESUS SINGLETON, SYR CANARIS, SYR LAVRENTI BERIA ; AND TO THE
RIGHT HONORABLE AND OTHERS WHAT-
SOEVER, WHO LIVING LOVED THEM,
AND BEING DEAD GIVE THEM
THEIRE DVE.
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In the beginning there is darkness. The screen erupts in blue, then a cascade of thick, white hexadecimal numbers and cracked language, ?UnusedStk? and ?AllocMem.? Black screen cedes to blue to white and a pair of scales appear, crossed by a sword, both images drawn in the jagged, bitmapped graphics of Windows 1.0-era clip-art?light grey and yellow on a background of light cyan. Blue text proclaims, ?God on tap!?
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Introduction.
Yes i am getting a little Mobi-Literate(ML) by experimenting literary on my Mobile Phone. Peoplecall it Typographical Laziness(TL).
The first accidental entries for the this part of this encyclopedia.
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This is TempleOS V2.17, the welcome screen explains, a ?Public Domain Operating System? produced by Trivial Solutions of Las Vegas, Nevada. It greets the user with a riot of 16-color, scrolling, blinking text; depending on your frame of reference, it might recall ?DESQview, the ?Commodore 64, or a host of early DOS-based graphical user interfaces. In style if not in specifics, it evokes a particular era, a time when the then-new concept of ?personal computing? necessarily meant programming and tinkering and breaking things.
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Index.
195.Artificial intelligence (AI).
196.Noh.
197.Kabuki.
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195.Artificial intelligence (AI).
Artificial intelligence (AI) is the intelligence exhibited by machines or software. It is an academic field of study which studies the goal of creating intelligence. Major AI researchers and textbooks define this field as "the study and design of intelligent agents", in which an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who coined the term in 1955, defines it as "the science and engineering of making intelligent machines".
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
The central problems (or goals) of AI research include reasoning, knowledge, planning, learning, natural language processing (communication), perception and the ability to move and manipulate objects. General intelligence is still among the field's long-term goals. Currently popular approaches include statistical methods, computational intelligence and traditional symbolic AI. There are a large number of tools used in AI, including versions of search and mathematical optimization, logic, methods based on probability and economics, and many others. The AI field is interdisciplinary, in which a number of sciences and professions converge, including computer science, mathematics, psychology, linguistics, philosophy and neuroscience, as well as other specialized fields such as artificial psychology.
The field was founded on the claim that a central property of humans, intelligence?the sapience of Homo sapiens?"can be so precisely described that a machine can be made to simulate it." This raises philosophical issues about the nature of the mind and the ethics of creating artificial beings endowed with human-like intelligence, issues which have been addressed by myth, fiction and philosophy since antiquity. Artificial intelligence has been the subject of tremendous optimism but has also suffered stunning setbacks. Today it has become an essential part of the technology industry, providing the heavy lifting for many of the most challenging problems in computer science.
Thinking machines and artificial beings appear in Greek myths, such as Talos of Crete, the bronze robot of Hephaestus, and Pygmalion's Galatea. Human likenesses believed to have intelligence were built in every major civilization: animated cult images were worshiped in Egypt and Greece and humanoid automatons were built by Yan Shi, Hero of Alexandria and Al-Jazari. It was also widely believed that artificial beings had been created by J?bir ibn Hayy?n, Judah Loew and Paracelsus. By the 19th and 20th centuries, artificial beings had become a common feature in fiction, as in Mary Shelley's Frankenstein or Karel ?apek's R.U.R. (Rossum's Universal Robots). Pamela McCorduck argues that all of these are some examples of an ancient urge, as she describes it, "to forge the gods". Stories of these creatures and their fates discuss many of the same hopes, fears and ethical concerns that are presented by artificial intelligence.
Mechanical or "formal" reasoning has been developed by philosophers and mathematicians since antiquity. The study of logic led directly to the invention of the programmable digital electronic computer, based on the work of mathematician Alan Turing and others. Turing's theory of computation suggested that a machine, by shuffling symbols as simple as "0" and "1", could simulate any conceivable act of mathematical deduction. This, along with concurrent discoveries in neurology, information theory and cybernetics, inspired a small group of researchers to begin to seriously consider the possibility of building an electronic brain.
The field of AI research was founded at a conference on the campus of Dartmouth College in the summer of 1956. The attendees, including John McCarthy, Marvin Minsky, Allen Newell, Arthur Samuel, and Herbert Simon, became the leaders of AI research for many decades. They and their students wrote programs that were, to most people, simply astonishing: computers were winning at checkers, solving word problems in algebra, proving logical theorems and speaking English. By the middle of the 1960s, research in the U.S. was heavily funded by the Department of Defense and laboratories had been established around the world. AI's founders were profoundly optimistic about the future of the new field: Herbert Simon predicted that "machines will be capable, within twenty years, of doing any work a man can do" and Marvin Minsky agreed, writing that "within a generation ... the problem of creating 'artificial intelligence' will substantially be solved".
They had failed to recognize the difficulty of some of the problems they faced. In 1974, in response to the criticism of Sir James Lighthill and ongoing pressure from the US Congress to fund more productive projects, both the U.S. and British governments cut off all undirected exploratory research in AI. The next few years would later be called an "AI winter", a period when funding for AI projects was hard to find.
In the early 1980s, AI research was revived by the commercial success of expert systems, a form of AI program that simulated the knowledge and analytical skills of one or more human experts. By 1985 the market for AI had reached over a billion dollars. At the same time, Japan's fifth generation computer project inspired the U.S and British governments to restore funding for academic research in the field. However, beginning with the collapse of the Lisp Machine market in 1987, AI once again fell into disrepute, and a second, longer lasting AI winter began.
In the 1990s and early 21st century, AI achieved its greatest successes, albeit somewhat behind the scenes. Artificial intelligence is used for logistics, data mining, medical diagnosis and many other areas throughout the technology industry. The success was due to several factors: the increasing computational power of computers (see Moore's law), a greater emphasis on solving specific subproblems, the creation of new ties between AI and other fields working on similar problems, and a new commitment by researchers to solid mathematical methods and rigorous scientific standards.
On 11 May 1997, Deep Blue became the first computer chess-playing system to beat a reigning world chess champion, Garry Kasparov. In February 2011, in a Jeopardy! quiz show exhibition match, IBM's question answering system, Watson, defeated the two greatest Jeopardy champions, Brad Rutter and Ken Jennings, by a significant margin. The Kinect, which provides a 3D body?motion interface for the Xbox 360 and the Xbox One, uses algorithms that emerged from lengthy AI research as do intelligent personal assistants in smartphones.
You awake one morning to find your brain has another lobe functioning. Invisible, this auxiliary lobe answers your questions with information beyond the realm of your own memory, suggests plausible courses of action, and asks questions that help bring out relevant facts. You quickly come to rely on the new lobe so much that you stop wondering how it works. You just use it. This is the dream of artificial intelligence.
?BYTE, April 1985
The general problem of simulating (or creating) intelligence has been broken down into a number of specific sub-problems. These consist of particular traits or capabilities that researchers would like an intelligent system to display. The traits described below have received the most attention.
Deduction, reasoning, problem solving.
Early AI researchers developed algorithms that imitated the step-by-step reasoning that humans use when they solve puzzles or make logical deductions. By the late 1980s and 1990s, AI research had also developed highly successful methods for dealing with uncertain or incomplete information, employing concepts from probability and economics.
For difficult problems, most of these algorithms can require enormous computational resources ? most experience a "combinatorial explosion": the amount of memory or computer time required becomes astronomical when the problem goes beyond a certain size. The search for more efficient problem-solving algorithms is a high priority for AI research.
Human beings solve most of their problems using fast, intuitive judgements rather than the conscious, step-by-step deduction that early AI research was able to model. AI has made some progress at imitating this kind of "sub-symbolic" problem solving: embodied agent approaches emphasize the importance of sensorimotor skills to higher reasoning; neural net research attempts to simulate the structures inside the brain that give rise to this skill; statistical approaches to AI mimic the probabilistic nature of the human ability to guess.
Knowledge representation.
An ontology represents knowledge as a set of concepts within a domain and the relationships between those concepts.
Main articles: Knowledge representation and Commonsense knowledge.
Knowledge representation and knowledge engineering are central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A representation of "what exists" is an ontology: the set of objects, relations, concepts and so on that the machine knows about. The most general are called upper ontologies, which attempt to provide a foundation for all other knowledge.
Among the most difficult problems in knowledge representation are:
Default reasoning and the qualification problem.
Many of the things people know take the form of "working assumptions." For example, if a bird comes up in conversation, people typically picture an animal that is fist sized, sings, and flies. None of these things are true about all birds. John McCarthy identified this problem in 1969 as the qualification problem: for any commonsense rule that AI researchers care to represent, there tend to be a huge number of exceptions. Almost nothing is simply true or false in the way that abstract logic requires. AI research has explored a number of solutions to this problem.
The breadth of commonsense knowledge.
The number of atomic facts that the average person knows is astronomical. Research projects that attempt to build a complete knowledge base of commonsense knowledge (e.g., Cyc) require enormous amounts of laborious ontological engineering?they must be built, by hand, one complicated concept at a time. A major goal is to have the computer understand enough concepts to be able to learn by reading from sources like the internet, and thus be able to add to its own ontology.
The subsymbolic form of some commonsense knowledge.
Much of what people know is not represented as "facts" or "statements" that they could express verbally. For example, a chess master will avoid a particular chess position because it "feels too exposed" or an art critic can take one look at a statue and instantly realize that it is a fake. These are intuitions or tendencies that are represented in the brain non-consciously and sub-symbolically. Knowledge like this informs, supports and provides a context for symbolic, conscious knowledge. As with the related problem of sub-symbolic reasoning, it is hoped that situated AI, computational intelligence, or statistical AI will provide ways to represent this kind of knowledge.
Planning.
A hierarchical control system is a form of control system in which a set of devices and governing software is arranged in a hierarchy.
Main article: Automated planning and scheduling.
Intelligent agents must be able to set goals and achieve them. They need a way to visualize the future (they must have a representation of the state of the world and be able to make predictions about how their actions will change it) and be able to make choices that maximize the utility (or "value") of the available choices.
In classical planning problems, the agent can assume that it is the only thing acting on the world and it can be certain what the consequences of its actions may be. However, if the agent is not the only actor, it must periodically ascertain whether the world matches its predictions and it must change its plan as this becomes necessary, requiring the agent to reason under uncertainty.
Multi-agent planning uses the cooperation and competition of many agents to achieve a given goal. Emergent behavior such as this is used by evolutionary algorithms and swarm intelligence.
Learning.
Main article: Machine learning.
Machine learning is the study of computer algorithms that improve automatically through experience and has been central to AI research since the field's inception.
Unsupervised learning is the ability to find patterns in a stream of input. Supervised learning includes both classification and numerical regression. Classification is used to determine what category something belongs in, after seeing a number of examples of things from several categories. Regression is the attempt to produce a function that describes the relationship between inputs and outputs and predicts how the outputs should change as the inputs change. In reinforcement learning the agent is rewarded for good responses and punished for bad ones. These can be analyzed in terms of decision theory, using concepts like utility. The mathematical analysis of machine learning algorithms and their performance is a branch of theoretical computer science known as computational learning theory.
Within developmental robotics, developmental learning approaches were elaborated for lifelong cumulative acquisition of repertoires of novel skills by a robot, through autonomous self-exploration and social interaction with human teachers, and using guidance mechanisms such as active learning, maturation, motor synergies, and imitation.
Natural language processing (communication).
A parse tree represents the syntactic structure of a sentence according to some formal grammar.
Main article: Natural language processing.
Natural language processing gives machines the ability to read and understand the languages that humans speak. A sufficiently powerful natural language processing system would enable natural language user interfaces and the acquisition of knowledge directly from human-written sources, such as newswire texts. Some straightforward applications of natural language processing include information retrieval (or text mining), question answering and machine translation.
A common method of processing and extracting meaning from natural language is through semantic indexing. Increases in processing speeds and the drop in the cost of data storage makes indexing large volumes of abstractions of the user's input much more efficient.
Perception.
Main articles: Machine perception, Computer vision and Speech recognition.
Machine perception is the ability to use input from sensors (such as cameras, microphones, tactile sensors, sonar and others more exotic) to deduce aspects of the world. Computer vision is the ability to analyze visual input. A few selected subproblems are speech recognition, facial recognition and object recognition.
Motion and manipulation.
Main article: Robotics.
The field of robotics is closely related to AI. Intelligence is required for robots to be able to handle such tasks as object manipulation and navigation, with sub-problems of localization (knowing where you are, or finding out where other things are), mapping (learning what is around you, building a map of the environment), and motion planning (figuring out how to get there) or path planning (going from one point in space to another point, which may involve compliant motion ? where the robot moves while maintaining physical contact with an object).
Long-term goals.
Among the long-term goals in the research pertaining to artificial intelligence are: (1) Social intelligence, (2) Creativity, and (3) General intelligence.
Social intelligence.
Main article: Affective computing.
Kismet, a robot with rudimentary social skills.
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning.....
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196.Noh.
Noh (N??), or Nogaku (N?gaku?)?derived from the Sino-Japanese word for "skill" or "talent"?is a major form of classical Japanese musical drama that has been performed since the 14th century. Developed by Kan'ami and his son Zeami, it is the oldest major theatre art still regularly performed today. Traditionally, a Noh program includes five Noh plays with comedic ky?gen plays in between, even though an abbreviated program of two Noh plays and one ky?gen piece has become common in Noh presentations today. An okina play may be presented in the very beginning especially during New Years, holidays, and other special occasions.
Noh is often based on tales from traditional literature with a supernatural being transformed into human form as a hero narrating a story. Noh integrates masks, costumes and various props in a dance-based performance, requiring highly trained actors and musicians. Emotions are primarily conveyed by stylized conventional gestures while the iconic masks represent the roles such as ghosts, women, children, and old people. Written in ancient Japanese language, the text "vividly describes the ordinary people of the twelfth to sixteenth centuries". Having a strong emphasis on tradition rather than innovation, Noh is extremely codified and regulated by the iemoto system.
The word Noh means skill, craft, or the talent particularly in the field of performing arts in this context. The word Noh may be used alone or with gaku (fun, music) to form the word n?gaku. When used alone, Noh refers to the historical genre of theatre originated from sarugaku in the mid 14th century and continues to be performed today.
Noh and ky?gen "originated in the 8th century when the sangaku was transmitted from China to Japan. At the time, the term sangaku referred to various types of performance featuring acrobats, song and dance as well as comic sketches. Its subsequent adaption to Japanese society led to its assimilation of other traditional art forms."
Various performing art elements in sangaku as well as elements of dengaku (rural celebrations performed in connection with rice planting), sarugaku (popular entertainment including acrobatics, juggling, and pantomime), shirabyoshi (traditional dances performed by female dancers in the Imperial Court in 12th century), and gagaku (ancient music and dance performed in the Imperial Court beginning in 7th century) evolved into Noh and ky?gen.
Studies on genealogy of the Noh actors in 14th century indicate they were members of families specialized in performing arts; they had performed various traditional performance arts for many generations. Sociological research by Yukio Hattori reveals that the Komparu School, arguably the oldest school of Noh, is a descendant of Mimashi, the performer who introduced gigaku, now extinct masked drama-dance performance, into Japan from Kudara Kingdom in 612.
Another theory by Shinhachiro Matsumoto suggests Noh originated from outcastes struggling to claim higher social status by catering to those in power, namely the new ruling samurai class of the time. The transferral of the shogunate from Kamakura to Kyoto at the beginning of Muromachi period marked the increasing power of the samurai class and strengthened the relationship between the shogunate and the court. As Noh became the shogun's favorite art form, Noh was able to become a courtly art form through this newly formed relationship. In 14th century, with strong support and patronage from shogun Ashikaga Yoshimitsu, Zeami was able to establish Noh as the most prominent theatre art form of the time.
Kan'ami and Zeami.
Kan'ami Kiyotsugu and his son Zeami Motokiyo brought Noh to what is essentially its present-day form during the Muromachi period (1336 to 1573). Kan'ami was a renowned actor with great versatility fulfilling roles from graceful women and 12-year old boys to strong adult males. When Kan'ami first presented his work to 17-year old Ashikaga Yoshimitsu, Zeami was a child actor in his play, around age 12. Yoshimitsu fell in love with Zeami and his position of favor at court caused Noh to be performed frequently for Yoshimitsu thereafter.
The Tokugawa era.
During the Tokugawa era Noh continued to be aristocratic art form supported by the shogun, the feudal lords (daimyo), as well as wealthy and sophisticated commoners. While kabuki and joruri popular to the middle class focused on new and experimental entertainment, Noh strived to preserve its established high standards and historic authenticity and remained mostly unchanged throughout the era. To capture the essence of performances given by great masters, every detail in movements and positions was reproduced by others, generally resulting in an increasingly slow, ceremonial tempo over time.
Modern Noh after Meiji era.
The fall of the Tokugawa shogunate in 1868 and the formation of a new modernized government resulted in the end of financial support by the government, and the entire field of Noh experienced major financial crisis. Shortly after the Meiji restoration both the number of Noh performers and Noh stages greatly diminished. The support from the imperial government was eventually regained partly due to Noh's appeal to foreign diplomats. The companies that remained active throughout the Meiji era also significantly broadened Noh's reach by catering to the general public, performing at theatres in major cities such as Tokyo and Osaka.
In 1957 the Japanese Government designated n?gaku as an Important Intangible Cultural Property, which affords a degree of legal protection to the tradition as well as its most accomplished practitioners. The National Noh Theatre founded by the government in 1983 stages regular performances and organizes courses to train actors in the leading roles of n?gaku. Noh was inscribed in 2008 on the Representative List of the Intangible Cultural Heritage of Humanity by UNESCO as NĂ´gaku theatre.
Although the terms n?gaku and Noh are sometimes used interchangeably, n?gaku encompasses both Noh and ky?gen. Ky?gen is performed in between Noh plays in the same space. Compared to Noh, "ky?gen relies less on the use of masks and is derived from the humorous plays of the sangaku, as reflected in its comic dialogue."
The concept of jo-ha-ky? dictates virtually every element of Noh including compiling of a program of plays, structuring of each play, songs and dances within plays, and the basic rhythms within each Noh performance. Jo means beginning, ha means breaking, and ky? means rapid or urgent. The term originated in gagaku, ancient courtly music, to indicate gradually increasing tempo and was adopted in various Japanese traditions including Noh, tea ceremony, poetry, and flower arrangement.
Jo-ha-ky? is incorporated in traditional five-play program of Noh. The first play is jo, the second, third, and fourth plays are ha, and the fifth play is kyu. In fact, the five categories discussed below were created so that the program would represent jo-ha-kyu when one play from each category is selected and performed in order. Each play can be broken into three parts, the introduction, the development, and the conclusion. A play starts out in a slow tempo at jo, gets slightly faster at ha, then culminates in ky?.
Actors begin their training as young children, traditionally at the age of three. Historically, Noh performers had been exclusively male, but daughters of established Noh actors have begun to perform professionally since 1940s. In 2009, there were about 1200 male and 200 female professional Noh performers.
Training.
Zeami isolated nine levels or types of Noh acting from lower degrees which put emphasis on movement and violence to higher degrees which represent the opening of a flower and spiritual prowess.
In 2012, there are five extant schools of Noh acting called Kanze, H?sh?, Komparu, Kong?, and Kita schools that train shite actors. Each school has its own iemoto family that carries the name of the school and is considered the most important. The iemoto holds the power to create new plays or modify lyrics and performance modes. Waki actors are trained in the schools Takayasu, Fukuou, and H?sh?. There are two schools that train ky?gen, Ookura and Izumi. 11 schools train instrumentalists, each school specializing in one to three instruments.
The Nohgaku Performers' Association (N?gaku Ky?kai), to which all professionals are registered, strictly protects the traditions passed down from their ancestors (see iemoto). However, several secret documents of the Kanze school written by Zeami, as well as materials by Komparu Zenchiku, have been diffused throughout the community of scholars of Japanese theatre.
Roles.
Noh stage. Center: shite; front right: waki; right: eight-member jiutai (chorus); rear center: four hayashi-kata (musicians); rear left: two k?ken (stage hands).
There are four major categories of Noh performers: shite, waki, ky?gen, and hayashi.
Shite. Shite is the main protagonist, or the leading role in plays. In plays where the shite appears first as a human and then as a ghost, the first role is known as the mae-shite and the later as the nochi-shite.
Shitetsure. The shite's companion. Sometimes shitetsure is abbreviated to tsure, although this term refers to both the shitetsure and the wakitsure.
K?ken are stage hands, usually one to three people.
Jiutai is the chorus, usually comprising six to eight people.
Waki performs the role that is the counterpart or foil of the shite.
Wakitsure or Waki-tsure is the companion of the waki.
Ky?gen perform the aiky?gen, which are interludes during plays. Ky?gen actors also perform in separate plays between individual Noh plays.
Hayashi or hayashi-kata are the instrumentalists who play the four instruments used in Noh theatre: the transverse flute (fue?), hip drum (?tsuzumi?) or ?kawa, the shoulder-drum ( kotsuzumi?), and the stick-drum (taiko ?). The flute used for noh is specifically called n?kan or nohkan.
A typical Noh play always involves the chorus, the orchestra, and at least one shite and one waki actor.
Noh performance combines a variety of elements into a stylistic whole, with each particular element the product of generations of refinement according to the central Buddhist, Shinto, and minimalist aspects of Noh's aesthetic principles.
Masks.
Three pictures of the same female mask showing how the expression changes with a tilting of the head. In these pictures, the mask was affixed to a wall with constant lighting, and only the camera moved.
Noh masks (n?-men or omote) are carved from blocks of Japanese cypress ("hinoki"), and painted with natural pigments on a neutral base of glue and crunched seashell. There are approximately 450 different masks mostly based on sixty types, all of which have distinctive names. Some masks are representative and frequently used in many different plays, while some are very specific and may only be used in one or two plays. Noh masks signify the characters' gender, age, and social ranking, and by wearing masks the actors may portray youngsters, old men, female, or nonhuman (divine, demonic, or animal) characters. Only the shite, the main actor, wears a mask in most plays, even though the tsure may also wear a mask in some plays to represent female characters.
Even though the mask covers an actor's facial expressions, the use of the mask in Noh is not an abandonment of facial expressions altogether. Rather, its intent is to stylize and codify the facial expressions through the use of the mask and to stimulate the imagination of the audience. By using masks, actors are able to convey emotions in a more controlled manner through movements and body language. Some masks utilize lighting effect to convey different emotions through slight tilting of the head. Facing slightly upward, or "brightening" the mask, will let the mask to capture more light, revealing more features that appear laughing or smiling. Facing downward, or "clouding" it, will cause the mask to appear sad or mad.
Noh masks are treasured by Noh families and institution, and the powerful Noh schools hold the oldest and most valuable Noh masks in their private collections, rarely to be seen by the public. The most ancient mask is supposedly kept as a hidden treasure by the oldest school, the Konparu. According to the current head of the Konparu school, the mask was carved by the legendary regent Prince Sh?toku (572-622) over a thousand years ago. While the historical accuracy of the legend of Prince Sh?toku's mask may be contested, the legend itself is ancient as it is first recorded in Zeami's Style and the Flower written in the 14th century.
Stage.
A contemporary Noh theatre with indoor roofed structure
1: hashigakari. 2: ky?gen spot. 3: stage attendants. 4: stick drum. 5: hip drum. 6: shoulder drum. 7: flute. 8: chorus. 9: waki seat. 10: waki spot. 11: shite spot. 12: shite-bashira. 13: metsuke-bashira. 14: waki-bashira. 15: fue-bashira.
The traditional Noh stage has complete openness that provides a shared experience between the performers and the audience throughout the performance. Without any prosceniums or curtains to obstruct the view, the audience sees each actor at moments even before entering the "stage". The theatre itself is considered symbolic and treated with reverence both by the performers and the audience.
One of the most recognizable characteristic of Noh stage is its independent roof that hangs over the stage even in indoor theatres. Supported by four columns, the roof symbolizes the sanctity of the stage, with its architectural design derived from the worship pavilion (haiden) or sacred dance pavilion (kaguraden) of Shinto shrines. The roof also unifies the theatre space and defines the stage as an architectural entity.
The pillars supporting the roof are named shitebashira (principal character's pillar), metsukebashira (gazing pillar), wakibashira (secondary character's pillar), and fuebashira (flute pillar), clockwise from upstage right respectively. Each pillar is associated with the performers and their actions.
The stage is made entirely of unfinished hinoki, Japanese cypress, with almost no decorative elements. The poet and novelist Toson Shimazaki writes that "on the stage of the Noh theatre there are no sets that change with each piece. Neither is there a curtain. There is only a simple panel (kagami-ita) with a painting of a green pine tree. This creates the impression that anything that could provide any shading has been banished. To break such monotony and make something happen is no easy thing."
Another unique feature of the stage is the hashigakari, a narrow bridge at upstage right used by actors to enter the stage. Hashigakari means "suspension bridge", signifying something aerial that connects two separate worlds on a same level. The bridge symbolizes the mythic nature of Noh plays in which otherworldly ghosts and spirits frequently appear. In contrast, hanamichi in Kabuki theatres is literally a path (michi) that connects two spaces in a single world, thus has a completely different significance.
Costumes.
Noh actors wear silk costumes called shozoku (robes) along with wigs, hats, and props such as the fan. With striking colors, elaborate texture, and intricate weave and embroidery, Noh robes are truly works of art in their own right. Costumes for the shite in particular are extravagant, shimmering silk brocades, but are progressively less sumptuous for the tsure, the wakizure, and the aiky?gen.
For centuries, in accordance with the vision of Zeami, Noh costumes emulated the clothing that the characters would genuinely wear, such as the formal robes for a courtier and the street clothing for a peasant or commoner. But in the late sixteenth century, the costumes became stylized with certain symbolic and stylistic conventions. During the Edo (Tokugawa) period, the elaborate robes given to actors by noblemen and samurai in the Muromachi period were developed as costumes.
The musicians and chorus typically wear formal montsuki kimono (black and adorned with five family crests) accompanied by either hakama (a skirt-like garment) or kami-shimo, a combination of hakama and a waist-coat with exaggerated shoulders. Finally, the stage attendants are garbed in virtually unadorned black garments, much in the same way as stagehands in contemporary Western theatre.
Props.
The use of props in Noh is minimalistic and stylized. The most commonly used prop in Noh is the fan, as it is carried by all performers regardless of role. Chorus singers and musicians may carry their fan in hand when entering the stage, or carry it tucked into the obi (the sash). The fan is usually placed at the performer's side when he or she takes position, and is often not taken up again until leaving the stage. During dance sequences, the fan is typically used to represent any and all hand-held props, such as a sword, wine jug, flute, or writing brush. The fan may represent various objects over the course of a single play.
When hand props other than fans are used, they are usually introduced or retrieved by kuroko who fulfill a similar role to stage crew in contemporary theatre. Like their Western counterparts, stage attendants for Noh traditionally dress in black, but unlike in Western theatre they may appear on stage during a scene, or may remain on stage during an entire performance, in both cases in plain view of the audience. The all-black costume of kuroko implies they are not part of the action on stage and are effectively invisible.
Set pieces in Noh such as the boats, wells, altars, and bells, are typically carried onto the stage before the beginning of the act in which they are needed. These props normally are only outlines to suggest actual objects, although the great bell, a perennial exception to most Noh rules for props, is designed to conceal the actor and to allow a costume change during the ky?gen interlude.
Chant and music.
Hayashi-kata (noh musicians). Left to right: taiko, ?tsuzumi (hip drum), kotsuzumi (shoulder drum), flute.
Noh theatre is accompanied by a chorus and a hayashi ensemble (Noh-bayashi). Noh is a chanted drama, and a few commentators have dubbed it "Japanese opera". However, the singing in Noh involves a limited tonal range, with lengthy, repetitive passages in a narrow dynamic range. Clearly, melody is not at the center of Noh singing. Still, texts are poetic, relying heavily on the Japanese seven-five rhythm common to nearly all forms of Japanese poetry, with an economy of expression, and an abundance of allusion. The singing parts of Noh are called "Utai" and the speaking parts "Kataru". The music has many blank spaces (ma) in between the actual sounds, and these negative blank spaces are in fact considered the heart of the music. In addition to utai, Noh hayashi ensemble consists of four musicians, also known as the "hayashi-kata", including three drummers, which play the shime-daiko, ?tsuzumi (hip drum), and kotsuzumi (shoulder drum) respectively, and a shinobue flutist.
The chant is not always performed "in character"; that is, sometimes the actor will speak lines or describe events from the perspective of another character or even a disinterested narrator. Far from breaking the rhythm of the performance, this is actually in keeping with the other-worldly feel of many Noh plays, especially in those characterized as mugen.
Of the roughly 2000 plays created for Noh that are known today, the current repertoire performed by the five existing Noh schools consist of approximately 240 plays. The current repertoire is heavily influenced by the taste of aristocratic class in Tokugawa period and does not necessarily reflect popularity among the commoners. There are several different ways to classify Noh plays.
Subject.
All Noh plays can be classified into three broad categories.
Genzai Noh ('present' Noh) features human characters and events unfold according to a linear timeline within the play.
Mugen Noh ('supernatural' Noh ) involves supernatural worlds, featuring gods, spirits, ghosts, or phantasms in the shite role. Time is often depicted as passing in a non-linear fashion, and action may switch between two or more timeframes from moment to moment, including flashbacks.
Ryokake Noh ( 'mixed' Noh), though somewhat uncommon, is a hybrid of the above with the first act being Genzai Noh and the second act Mugen Noh.
While Genzai Noh utilizes internal and external conflicts to drive storylines and bring out emotions, Mugen Noh focuses on utilizing flashbacks of the past and the deceased to invoke emotions.
Performance Style.
Additionally, all Noh plays may be categorized by their style.
Geki Noh is a drama piece based around the advancement of plot and the narration of action.
Fury? Noh is little more than a dance piece characterized by elaborate stage action, often involving acrobatics, stage properties, and multiple characters.
Theme.
Okina h?n? (dedication of Noh play A Venerable Old Man) on New Year's Day
All Noh plays are divided by their themes into the following five categories. This classification is considered the most practical, and is still used today in formal programming choices today. Traditionally, a formal 5-play program is composed of a selection from each of the groups.
Kami mono ( god plays) or waki Noh typically feature the shite in the role of a deity to tell the mythic story of a shrine or praise a particular god. Many of them structured in two acts, the deity takes a human form in disguise in the first act and reveals the real self in the second act. (e.g. Takasago, Chikubushima)
Shura mono ( warrior plays) or ashura Noh takes its name from the Buddhist underworld. The protagonist appearing as a ghost of a famous samurai pleads to a monk for salvation and the drama culminates in a glorious re-enactment of the scene of his death in a full war costume. (e.g. Tamura, Atsumori)
Katsura mono ( wig plays) or onna mono ( woman plays) depict the shite in a female role and feature some of the most refined songs and dances in all of Noh, reflecting the smooth and flowing movements representing female characters. (e.g. Basho, Matsukaze)
There are about 94 "miscellaneous" plays traditionally performed in the fourth place in a five-play program. These plays include subcategories ky?ran mono ( madness plays), onry? mono (vengeful ghost plays), genzai mono ( present plays), as well as others. (e.g. Aya no tsuzumi, Kinuta)
Kiri Noh ( final plays) or oni mono ( demon plays) usually feature the shite in the role of monsters, goblins, or demons, and are often selected for their bright colors and fast-paced, tense finale movements. Kiri Noh is performed the last in a five-play program. There are roughly 30 plays in this category, most of which are shorter than the plays in the other categories.
In addition to the above five, Okina (or Kamiuta) is frequently performed at the very beginning of the program. Combining dance with Shinto ritual, it is considered the oldest type of Noh play.
Zeami and Zenchiku describe a number of distinct qualities that are thought to be essential to the proper understanding of Noh as an art form.
Hana (flower): In the Kadensho (Instructions on the Posture of the Flower), Zeami describes hana saying "after you master the secrets of all things and exhaust the possibilities of every device, the hana that never vanishes still remains." The true Noh performer seeks to cultivate a rarefied relationship with his audience similar to the way that one cultivates flowers. What is notable about hana is that, like a flower, it is meant to be appreciated by any audience, no matter how lofty or how coarse his upbringing. Hana comes in two forms. Individual hana is the beauty of the flower of youth, which passes with time, while "true hana" is the flower of creating and sharing perfect beauty through performance.
Y?gen (profound sublimity): Y?gen is a concept valued in various forms of art throughout Japanese culture. Originally used to mean elegance or grace representing the perfect beauty in waka, y?gen is invisible beauty that is felt rather than seen in a work of art. The term is used specifically in relation to Noh to mean the profound beauty of the transcendental world, including mournful beauty involved in sadness and loss.
R?jaku : R? means old, and jaku means tranquil and quiet. R?jaku is the final stage of performance development of the Noh actor, in which he eliminates all unnecessary action or sound in the performance, leaving only the true essence of the scene or action being imitated.
Kokoro or shin (both): Defined as "heart," "mind," or both. The kokoro of noh is that which Zeami speaks of in his teachings, and is more easily defined as "mind." To develop hana the actor must enter a state of no-mind, or mushin.
My? : the "charm" of an actor who performs flawlessly and without any sense of imitation; he effectively becomes his role.
Monomane (imitation or mimesis): the intent of a Noh actor to accurately depict the motions of his role, as opposed to purely aesthetic reasons for abstraction or embellishment. Monomane is sometimes contrasted with y?gen, although the two represent endpoints of a continuum rather than being completely separate.
Kabu-isshin ( "song-dance-one heart"): the theory that the song (including poetry) and dance are two halves of the same whole, and that the Noh actor strives to perform both with total unity of heart and mind.
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197.Kabuki.
Kabuki is a classical Japanese dance-drama. Kabuki theatre is known for the stylization of its drama and for the elaborate make-up worn by some of its performers.
The individual kanji, from left to right, mean sing, dance, and skill. Kabuki is therefore sometimes translated as "the art of singing and dancing". These are, however, ateji characters which do not reflect actual etymology. The kanji of 'skill' generally refers to a performer in kabuki theatre. Since the word kabuki is believed to derive from the verb kabuku, meaning "to lean" or "to be out of the ordinary", kabuki can be interpreted as "avant-garde" or "bizarre" theatre. The expression kabukimono referred originally to those who were bizarrely dressed and swaggered on a street.
The history of kabuki began in 1603 when Izumo no Okuni, possibly a miko of Izumo Taisha, began performing a new style of dance drama in the dry riverbeds of Kyoto. It originated in the 17th century. Japan was under the control of the Tokugawa shogunate, enforced by Tokugawa Ieyasu. The name of the Edo period derives from the relocation of the Tokugawa regime from its former home in Kyoto to the city of Edo, present-day Tokyo. Female performers played both men and women in comic playlets about ordinary life. The style was immediately popular, and Okuni was asked to perform before the Imperial Court. In the wake of such success, rival troupes quickly formed, and kabuki was born as ensemble dance and drama performed by women?a form very different from its modern incarnation. Much of its appeal in this era was due to the ribald, suggestive themes featured by many troupes; this appeal was further augmented by the fact that the performers were often also available for prostitution. For this reason, kabuki was also called (prostitute-singing and dancing performer) during this period.
Kabuki became a common form of entertainment in the ukiyo, or Yoshiwara, the registered red-light district in Edo. A diverse crowd gathered under one roof, something that happened nowhere else in the city. Kabuki theaters were a place to see and be seen as they featured the latest fashion trends and current events. The stage provided good entertainment with exciting new music, patterns, clothing, and famous actors. Performances went from morning until sunset. The teahouses surrounding or connected to the theater provided meals, refreshments, and good company. The area around the theatres was lush with shops selling kabuki souvenirs. Kabuki, in a sense, initiated pop culture in Japan.
The shogunate was never partial to kabuki and all the mischief it brought, particularly the variety of the social classes which mixed at kabuki performances. Women?s kabuki, called onna-kabuki, was banned in 1629 for being too erotic. Following onna-kabuki, young boys performed in wakash?-kabuki, but since they too were eligible for prostitution, the shogun government soon banned wakash?-kabuki as well. Kabuki switched to adult male actors, called yaro-kabuki, in the mid-1600s. Male actors played both female and male characters. The theatre remained popular, and remained a focus of urban lifestyle until modern times. Although kabuki was performed all over ukiyo and other portions for the country, the Nakamura-za, Ichimura-za and Kawarazaki-za theatres became the top theatres in ukiyo, where some of the most successful kabuki performances were and still are held.
1629?1673: Transition to yar?-kabuki.
The modern all-male kabuki, known as yar?-kabuki (young man kabuki), was established during these decades. After women were banned from performing, cross-dressed male actors, known as onnagata ("female-role") or oyama, took over. Young (adolescent) men were preferred for women's roles due to their less masculine appearance and the higher pitch of their voices compared to adult men. In addition, wakash? (adolescent male) roles, played by young men often selected for attractiveness, became common, and were often presented in an erotic context. Along with the change in the performer's gender came a change in the emphasis of the performance: increased stress was placed on drama rather than dance. Performances were equally ribald, and the male actors too were available for prostitution (to both female and male customers). Audiences frequently became rowdy, and brawls occasionally broke out, sometimes over the favors of a particularly handsome young actor, leading the shogunate to ban first onnagata and then wakash? roles. Both bans were rescinded by 1652.
1673?1841: Golden age.
During the Genroku era, kabuki thrived. The structure of a kabuki play was formalized during this period, as were many elements of style. Conventional character types were established. Kabuki theater and ningy? j?ruri, the elaborate form of puppet theater that later came to be known as bunraku, became closely associated with each other, and each has since influenced the other's development. The famous playwright Chikamatsu Monzaemon, one of the first professional kabuki playwrights, produced several influential works, though the piece usually acknowledged as his most significant, Sonezaki Shinju (The Love Suicides at Sonezaki), was originally written for bunraku. Like many bunraku plays, it was adapted for kabuki, and it spawned many imitators?in fact, it and similar plays reportedly caused so many real-life "copycat" suicides that the government banned shinju mono (plays about lovers' double suicides) in 1723. Ichikawa Danj?r? I also lived during this time; he is credited with the development of mie poses and mask-like kumadori make-up.
1842?1868: Saruwaka-ch? kabuki.
Male actors played both female and male characters.
In the 1840s, fires started terrorizing Edo due to repeated drought. Kabuki theatres, traditionally made of wood, were constantly burning down, forcing their relocation within the ukiyo. When the area that housed the Nakamura-za was completely destroyed in 1841, the shogun refused to allow the theatre to rebuild, saying that it was against fire code. The shogunate did not welcome the mixing and trading that occurred between town merchants and actors, artists, and prostitutes. The shogunate took advantage of the fire crisis in 1842 to force the Nakamura-za, Ichimura-za, and Kawarazaki-za out of the city limits and into Asakusa, a northern suburb of Edo. Actors, stagehands, and others associated with the performances were forced out as well. Those in areas and lifestyles centered around the theatres also migrated, but the inconvenience of the new location reduced attendance. These factors, along with strict regulations, pushed much of kabuki "underground" in Edo, with performances changing locations to avoid the authorities.
The theatres' new location was called Saruwaka-ch?, or Saruwaka-machi. The last thirty years of the Tokugawa shogunate's rule is often referred to as the Saruwaka-machi period. This period produced some of the gaudiest kabuki in Japanese history. The Saruwaka-machi became the new theatre district for the Nakamura-za, Ichimura-za and Kawarazaki-za theatres. The district was located on the main street of Asakusa, which ran through the middle of the small city. The street was renamed after Saruwaka Kanzaburo, who initiated Edo kabuki in the Nakamura Theatre in 1624.
European artists began noticing Japanese theatrical performances and artwork, and many artists (for example, Claude Monet) were inspired by Japanese wood block prints. This Western interest prompted Japanese artists to increase their depictions of daily life including theatres, brothels, main streets and so on. One artist in particular, Utagawa Hiroshige, did a series of prints based on Saruwaka from the Saruwaka-machi period in Asakusa.
The relocation diminished the tradition's most abundant inspiration for costuming, make-up, and story line. Ichikawa Kodanji IV was one of the most active and successful actors during the Saruwaka-machi period. Deemed unattractive, he mainly performed buy?, or dancing, in dramas written by Kawatake Mokuami, who also wrote during the Meiji period to follow. Kawatake Mokuami commonly wrote plays that depicted the common lives of the people of Edo. He introduced shichigo-cho (seven-and-five syllable meter) dialogue and music such as kiyomoto. His kabuki performances became quite popular once the Saruwaka-machi period ended and theatre returned to Edo; many of his works are still performed.
In 1868, the Tokugawa shogunate fell apart. Emperor Meiji was restored to power and moved from Kyoto to the new capital of Edo, or Tokyo, beginning the Meiji period. Kabuki returned to the ukiyo of Edo. Kabuki became more radical in the Meiji period, and modern styles emerged. New playwrights created new genres and twists on traditional stories.
Beginning in 1868 enormous cultural changes, such as the fall of the Tokugawa shogunate, the elimination of the samurai class, and the opening of Japan to the West, helped to spark kabuki's re-emergence. As the culture struggled to adapt to the influx of foreign ideas and influence, actors strove to increase the reputation of kabuki among the upper classes and to adapt the traditional styles to modern tastes. They ultimately proved successful in this regard?on 21 April 1887, the Meiji Emperor sponsored a performance.
After World War II, the occupying forces briefly banned kabuki, which had strongly supported Japan's war since 1931; however, by 1947 the ban had been rescinded.
Kabuki today.
The immediate post?World War II era was a difficult time for kabuki. Besides the war's physical devastation, many rejected the styles and thoughts of the past, kabuki among them. Director Tetsuji Takechi's popular and innovative productions of kabuki classics at this time are credited with bringing about a rebirth of interest in kabuki in the Kansai region. Of the many popular young stars who performed with the Takechi Kabuki, Nakamura Ganjiro III (b. 1931) was the leading figure. He was first known as Nakamura Senjaku, and this period in Osaka kabuki became known as the "Age of Senjaku" in his honor.
Today, kabuki is the most popular of the traditional styles of Japanese drama?and its star actors often appear in television or film roles. For example, the well-known onnagata Band? Tamasabur? V has appeared in several (non-kabuki) plays and movies, often in a female role. Kabuki appears in works of Japanese popular culture such as anime. In addition to the handful of major theatres in Tokyo and Kyoto, there are many smaller theatres in Osaka and throughout the countryside. The ?shika Kabuki troupe, based in ?shika, Nagano Prefecture, is one example.
Some local kabuki troupes today use female actors in onnagata roles. The Ichikawa Sh?jo Kabuki Gekidan, an all-female troupe, debuted in 1953 to significant acclaim but failed to start a new trend.
The introduction of earphone guides in 1975, including an English version in 1982, helped broaden the art's appeal. As a result, in 1991 the Kabuki-za, one of Tokyo's most well-known kabuki theaters, began year-round performances and, in 2005, began marketing kabuki cinema films. Kabuki troupes regularly tour Asia, Europe and America, and there have been several kabuki-themed productions of canonical Western plays such as those of Shakespeare. Western playwrights and novelists have experimented with kabuki themes, an example of which is Gerald Vizenor's Hiroshima Bugi (2004). Writer Yukio Mishima pioneered and popularized the use of kabuki in modern settings and revived other traditional arts, such as Noh, adapting them to modern contexts. There have even been kabuki troupes established in countries outside of Japan. For instance, in Australia, the Za Kabuki troupe at the Australian National University has performed a kabuki drama each year since 1976, the longest regular kabuki performance outside of Japan.
In November 2002 a statue was erected in honor of kabuki's founder Okuni and to commemorate 400 years of kabuki's existence. Diagonally across from the Minami-za, the last remaining kabuki theater in Kyoto, it stands at the east end of a bridge (Shij? ?hashi) crossing the Kamo River in Kyoto.
Kabuki was inscribed on the UNESCO Intangible Cultural Heritage Lists in 2005.
The kabuki stage features a projection called a hanamichi (literally, flower path), a walkway which extends into the audience and via which dramatic entrances and exits are made. Okuni also performed on a hanamichi stage with her entourage. The stage is used not only as a walkway or path to get to and from the main stage, but important scenes are also played on the stage. Kabuki stages and theaters have steadily become more technologically sophisticated, and innovations including revolving stages and trap doors were introduced during the 18th century. A driving force has been the desire to manifest one frequent theme of kabuki theater, that of the sudden, dramatic revelation or transformation. A number of stage tricks, including actors' rapid appearance and disappearance, employ these innovations. The term keren, often translated playing to the gallery, is sometimes used as a catch-all for these tricks. Hanamichi and several innovations including revolving stage, seri and chunori have all contributed to kabuki play. Hanamichi creates depth and both seri and chunori provide a vertical dimension.
Mawari-butai (revolving stage) developed in the Ky?h? era (1716?1735). The trick was originally accomplished by the on-stage pushing of a round, wheeled platform. Later a circular platform was embedded in the stage with wheels beneath it facilitating movement. The kuraten (?darkened revolve?) technique involves lowering the stage lights during this transition. More commonly the lights are left on for akaten (?lighted revolve?), sometimes simultaneously performing the transitioning scenes for dramatic effect. This stage was first built in Japan in the early eighteenth century.
Seri refers to the stage "traps" that have been commonly employed in kabuki since the middle of the 18th century. These traps raise and lower actors or sets to the stage. Seridashi or seriage refers to trap(s) moving upward and serisage or serioroshi to traps descending. This technique is often used to lift an entire scene at once.
Ch?nori: Kunitar? Sawamura II as Kitsune Tadanobu (left) flying over the stage, in the August 1825 production of Yoshitsune Senbon Zakura
Ch?nori (riding in mid-air) is a technique, which appeared toward the middle of the 19th century, by which an actor?s costume is attached to wires and he is made to ?fly? over the stage and/or certain parts of the auditorium. This is similar to the wire trick in the stage musical Peter Pan, in which Peter launches himself into the air. It is still one of the most popular keren (visual tricks) in kabuki today; major kabuki theaters, such as the National Theatre, Kabuki-za and Minami-za, are all equipped with ch?nori installations.
Scenery changes are sometimes made mid-scene, while the actors remain on stage and the curtain stays open. This is sometimes accomplished by using a Hiki D?gu, or small wagon stage. This technique originated at the beginning of the 18th century, where scenery or actors move on or off stage on a wheeled platform. Also common are stagehands rushing onto the stage adding and removing props, backdrops and other scenery; these kuroko are always dressed entirely in black and are traditionally considered invisible. Stagehands also assist in a variety of quick costume changes known as hayagawari (quick change technique). When a character's true nature is suddenly revealed, the devices of hikinuki and bukkaeri are often used. This involves layering one costume over another and having a stagehand pull the outer one off in front of the audience.
The three main categories of kabuki play are jidai-mono ( historical, or pre-Sengoku period stories), sewa-mono (domestic, or post-Sengoku stories) and shosagoto (dance pieces).
Jidaimono, or history plays, were set within the context of major events in Japanese history. Strict censorship laws during the Edo period prohibited the representation of contemporary events and particularly prohibited criticising the shogunate or casting it in a bad light, although enforcement varied greatly over the years. Many shows were set in the context of the Genpei War of the 1180s, the Nanboku-ch? Wars of the 1330s, or other historical events. Frustrating the censors, many shows used these historical settings as metaphors for contemporary events. Kanadehon Ch?shingura, one of the most famous plays in the kabuki repertoire, serves as an excellent example; it is ostensibly set in the 1330s, though it actually depicts the contemporary (18th century) affair of the revenge of the 47 Ronin.
Unlike jidaimono which generally focused upon the samurai class, sewamono focused primarily upon commoners, namely townspeople and peasants. Often referred to as "domestic plays" in English, sewamono generally related to themes of family drama and romance. Some of the most famous sewamono are the love suicide plays, adapted from works by the bunraku playwright Chikamatsu; these center on romantic couples who cannot be together in life due to various circumstances and who therefore decide to be together in death instead. Many if not most sewamono contain significant elements of this theme of societal pressures and limitations.
Important elements of kabuki include the mie, in which the actor holds a picturesque pose to establish his character. At this point his house name (yag?) is sometimes heard in loud shout (kakegoe) from an expert audience member, serving both to express and enhance the audience's appreciation of the actor's achievement. An even greater compliment can be paid by shouting the name of the actor's father. Kesh?, kabuki makeup, provides an element of style easily recognizable even by those unfamiliar with the art form. Rice powder is used to create the white oshiroi base for the characteristic stage makeup, and kumadori enhances or exaggerates facial lines to produce dramatic animal or supernatural masks. The color of the kumadori is an expression of the character's nature: red lines are used to indicate passion, heroism, righteousness, and other positive traits; blue or black, villainy, jealousy, and other negative traits; green, the supernatural; and purple, nobility.
Kabuki, like other traditional forms of drama in Japan and other cultures, was (and sometimes still is) performed in full-day programs. Rather than attending for 2?5 hours, as one might do in a modern Western-style theater, audiences "escape" from the day-to-day world, devoting a full day to entertainment. Though some individual plays, particularly the historical jidaimono, might last an entire day, most were shorter and sequenced with other plays in order to produce a full-day program.
The structure of the full-day program, like the structure of the plays themselves, was derived largely from the conventions of bunraku and Noh, conventions which also appear in other traditional Japanese arts. Chief among these is the concept of jo-ha-ky?, which states that dramatic pacing should start slow, speed up, and end quickly. The concept, elaborated on at length by master Noh playwright Zeami, governs not only the actions of the actors, but also the structure of the play as well as the structure of scenes and plays within a day-long program.
Nearly every full-length play occupies five acts. The first corresponds to jo, an auspicious and slow opening which introduces the audience to the characters and the plot. The next three acts correspond to ha, speeding events up, culminating almost always in a great moment of drama or tragedy in the third act and possibly a battle in the second and/or fourth acts. The final act, corresponding to kyu, is almost always short, providing a quick and satisfying conclusion.
While many plays were originally written for kabuki, many others were taken from j?ruri plays, Noh plays, folklore, or other performing traditions such as the oral tradition of the Tale of the Heike. While j?ruri plays tend to have serious, emotionally dramatic, and organized plots, plays written specifically for kabuki generally have looser, sillier plots. One of the crucial differences in the philosophy of the two forms is that j?ruri focuses primarily on the story and on the chanter who recites it, while kabuki focuses more on the actors. A j?ruri play may sacrifice the details of sets, puppets, or action in favor of the chanter, while kabuki is known to sacrifice drama and even the plot to highlight an actor's talents. It was not uncommon in kabuki to insert or remove individual scenes from a day's schedule in order to cater to the talents or desires of an individual actor?scenes he was famed for, or that featured him, would be inserted into a program without regard to plot continuity.
Kabuki traditions in Edo and in Kamigata (the Kyoto-Osaka region) were quite different. Through most of the Edo period, kabuki in Edo was defined by extravagance and bombast, as exemplified by stark makeup patterns, flashy costumes, fancy keren (stage tricks), and bold mie (poses). Kamigata kabuki, meanwhile, was much calmer and focused on naturalism and realism in acting. Only towards the end of the Edo period in the 19th century did the two regions adopt one another's styles to any significant degree. For a long time, actors from one region often failed to adjust to the styles of the other region and were unsuccessful in their performance tours of that region.
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Inglish Site.57.
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TO THE THRISE HO-
NOVRABLE AND EVER LY-
VING VERTVES OF SYR PHILLIP
SYDNEY KNIGHT, SYR JAMES JESUS SINGLETON, SYR CANARIS, SYR LAVRENTI BERIA ; AND TO THE
RIGHT HONORABLE AND OTHERS WHAT-
SOEVER, WHO LIVING LOVED THEM,
AND BEING DEAD GIVE THEM
THEIRE DVE.
***
In the beginning there is darkness. The screen erupts in blue, then a cascade of thick, white hexadecimal numbers and cracked language, ?UnusedStk? and ?AllocMem.? Black screen cedes to blue to white and a pair of scales appear, crossed by a sword, both images drawn in the jagged, bitmapped graphics of Windows 1.0-era clip-art?light grey and yellow on a background of light cyan. Blue text proclaims, ?God on tap!?
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Introduction.
Yes i am getting a little Mobi-Literate(ML) by experimenting literary on my Mobile Phone. Peoplecall it Typographical Laziness(TL).
The first accidental entries for the this part of this encyclopedia.
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This is TempleOS V2.17, the welcome screen explains, a ?Public Domain Operating System? produced by Trivial Solutions of Las Vegas, Nevada. It greets the user with a riot of 16-color, scrolling, blinking text; depending on your frame of reference, it might recall ?DESQview, the ?Commodore 64, or a host of early DOS-based graphical user interfaces. In style if not in specifics, it evokes a particular era, a time when the then-new concept of ?personal computing? necessarily meant programming and tinkering and breaking things.
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Index.
195.Artificial intelligence (AI).
196.Noh.
197.Kabuki.
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195.Artificial intelligence (AI).
Artificial intelligence (AI) is the intelligence exhibited by machines or software. It is an academic field of study which studies the goal of creating intelligence. Major AI researchers and textbooks define this field as "the study and design of intelligent agents", in which an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who coined the term in 1955, defines it as "the science and engineering of making intelligent machines".
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
The central problems (or goals) of AI research include reasoning, knowledge, planning, learning, natural language processing (communication), perception and the ability to move and manipulate objects. General intelligence is still among the field's long-term goals. Currently popular approaches include statistical methods, computational intelligence and traditional symbolic AI. There are a large number of tools used in AI, including versions of search and mathematical optimization, logic, methods based on probability and economics, and many others. The AI field is interdisciplinary, in which a number of sciences and professions converge, including computer science, mathematics, psychology, linguistics, philosophy and neuroscience, as well as other specialized fields such as artificial psychology.
The field was founded on the claim that a central property of humans, intelligence?the sapience of Homo sapiens?"can be so precisely described that a machine can be made to simulate it." This raises philosophical issues about the nature of the mind and the ethics of creating artificial beings endowed with human-like intelligence, issues which have been addressed by myth, fiction and philosophy since antiquity. Artificial intelligence has been the subject of tremendous optimism but has also suffered stunning setbacks. Today it has become an essential part of the technology industry, providing the heavy lifting for many of the most challenging problems in computer science.
Thinking machines and artificial beings appear in Greek myths, such as Talos of Crete, the bronze robot of Hephaestus, and Pygmalion's Galatea. Human likenesses believed to have intelligence were built in every major civilization: animated cult images were worshiped in Egypt and Greece and humanoid automatons were built by Yan Shi, Hero of Alexandria and Al-Jazari. It was also widely believed that artificial beings had been created by J?bir ibn Hayy?n, Judah Loew and Paracelsus. By the 19th and 20th centuries, artificial beings had become a common feature in fiction, as in Mary Shelley's Frankenstein or Karel ?apek's R.U.R. (Rossum's Universal Robots). Pamela McCorduck argues that all of these are some examples of an ancient urge, as she describes it, "to forge the gods". Stories of these creatures and their fates discuss many of the same hopes, fears and ethical concerns that are presented by artificial intelligence.
Mechanical or "formal" reasoning has been developed by philosophers and mathematicians since antiquity. The study of logic led directly to the invention of the programmable digital electronic computer, based on the work of mathematician Alan Turing and others. Turing's theory of computation suggested that a machine, by shuffling symbols as simple as "0" and "1", could simulate any conceivable act of mathematical deduction. This, along with concurrent discoveries in neurology, information theory and cybernetics, inspired a small group of researchers to begin to seriously consider the possibility of building an electronic brain.
The field of AI research was founded at a conference on the campus of Dartmouth College in the summer of 1956. The attendees, including John McCarthy, Marvin Minsky, Allen Newell, Arthur Samuel, and Herbert Simon, became the leaders of AI research for many decades. They and their students wrote programs that were, to most people, simply astonishing: computers were winning at checkers, solving word problems in algebra, proving logical theorems and speaking English. By the middle of the 1960s, research in the U.S. was heavily funded by the Department of Defense and laboratories had been established around the world. AI's founders were profoundly optimistic about the future of the new field: Herbert Simon predicted that "machines will be capable, within twenty years, of doing any work a man can do" and Marvin Minsky agreed, writing that "within a generation ... the problem of creating 'artificial intelligence' will substantially be solved".
They had failed to recognize the difficulty of some of the problems they faced. In 1974, in response to the criticism of Sir James Lighthill and ongoing pressure from the US Congress to fund more productive projects, both the U.S. and British governments cut off all undirected exploratory research in AI. The next few years would later be called an "AI winter", a period when funding for AI projects was hard to find.
In the early 1980s, AI research was revived by the commercial success of expert systems, a form of AI program that simulated the knowledge and analytical skills of one or more human experts. By 1985 the market for AI had reached over a billion dollars. At the same time, Japan's fifth generation computer project inspired the U.S and British governments to restore funding for academic research in the field. However, beginning with the collapse of the Lisp Machine market in 1987, AI once again fell into disrepute, and a second, longer lasting AI winter began.
In the 1990s and early 21st century, AI achieved its greatest successes, albeit somewhat behind the scenes. Artificial intelligence is used for logistics, data mining, medical diagnosis and many other areas throughout the technology industry. The success was due to several factors: the increasing computational power of computers (see Moore's law), a greater emphasis on solving specific subproblems, the creation of new ties between AI and other fields working on similar problems, and a new commitment by researchers to solid mathematical methods and rigorous scientific standards.
On 11 May 1997, Deep Blue became the first computer chess-playing system to beat a reigning world chess champion, Garry Kasparov. In February 2011, in a Jeopardy! quiz show exhibition match, IBM's question answering system, Watson, defeated the two greatest Jeopardy champions, Brad Rutter and Ken Jennings, by a significant margin. The Kinect, which provides a 3D body?motion interface for the Xbox 360 and the Xbox One, uses algorithms that emerged from lengthy AI research as do intelligent personal assistants in smartphones.
You awake one morning to find your brain has another lobe functioning. Invisible, this auxiliary lobe answers your questions with information beyond the realm of your own memory, suggests plausible courses of action, and asks questions that help bring out relevant facts. You quickly come to rely on the new lobe so much that you stop wondering how it works. You just use it. This is the dream of artificial intelligence.
?BYTE, April 1985
The general problem of simulating (or creating) intelligence has been broken down into a number of specific sub-problems. These consist of particular traits or capabilities that researchers would like an intelligent system to display. The traits described below have received the most attention.
Deduction, reasoning, problem solving.
Early AI researchers developed algorithms that imitated the step-by-step reasoning that humans use when they solve puzzles or make logical deductions. By the late 1980s and 1990s, AI research had also developed highly successful methods for dealing with uncertain or incomplete information, employing concepts from probability and economics.
For difficult problems, most of these algorithms can require enormous computational resources ? most experience a "combinatorial explosion": the amount of memory or computer time required becomes astronomical when the problem goes beyond a certain size. The search for more efficient problem-solving algorithms is a high priority for AI research.
Human beings solve most of their problems using fast, intuitive judgements rather than the conscious, step-by-step deduction that early AI research was able to model. AI has made some progress at imitating this kind of "sub-symbolic" problem solving: embodied agent approaches emphasize the importance of sensorimotor skills to higher reasoning; neural net research attempts to simulate the structures inside the brain that give rise to this skill; statistical approaches to AI mimic the probabilistic nature of the human ability to guess.
Knowledge representation.
An ontology represents knowledge as a set of concepts within a domain and the relationships between those concepts.
Main articles: Knowledge representation and Commonsense knowledge.
Knowledge representation and knowledge engineering are central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A representation of "what exists" is an ontology: the set of objects, relations, concepts and so on that the machine knows about. The most general are called upper ontologies, which attempt to provide a foundation for all other knowledge.
Among the most difficult problems in knowledge representation are:
Default reasoning and the qualification problem.
Many of the things people know take the form of "working assumptions." For example, if a bird comes up in conversation, people typically picture an animal that is fist sized, sings, and flies. None of these things are true about all birds. John McCarthy identified this problem in 1969 as the qualification problem: for any commonsense rule that AI researchers care to represent, there tend to be a huge number of exceptions. Almost nothing is simply true or false in the way that abstract logic requires. AI research has explored a number of solutions to this problem.
The breadth of commonsense knowledge.
The number of atomic facts that the average person knows is astronomical. Research projects that attempt to build a complete knowledge base of commonsense knowledge (e.g., Cyc) require enormous amounts of laborious ontological engineering?they must be built, by hand, one complicated concept at a time. A major goal is to have the computer understand enough concepts to be able to learn by reading from sources like the internet, and thus be able to add to its own ontology.
The subsymbolic form of some commonsense knowledge.
Much of what people know is not represented as "facts" or "statements" that they could express verbally. For example, a chess master will avoid a particular chess position because it "feels too exposed" or an art critic can take one look at a statue and instantly realize that it is a fake. These are intuitions or tendencies that are represented in the brain non-consciously and sub-symbolically. Knowledge like this informs, supports and provides a context for symbolic, conscious knowledge. As with the related problem of sub-symbolic reasoning, it is hoped that situated AI, computational intelligence, or statistical AI will provide ways to represent this kind of knowledge.
Planning.
A hierarchical control system is a form of control system in which a set of devices and governing software is arranged in a hierarchy.
Main article: Automated planning and scheduling.
Intelligent agents must be able to set goals and achieve them. They need a way to visualize the future (they must have a representation of the state of the world and be able to make predictions about how their actions will change it) and be able to make choices that maximize the utility (or "value") of the available choices.
In classical planning problems, the agent can assume that it is the only thing acting on the world and it can be certain what the consequences of its actions may be. However, if the agent is not the only actor, it must periodically ascertain whether the world matches its predictions and it must change its plan as this becomes necessary, requiring the agent to reason under uncertainty.
Multi-agent planning uses the cooperation and competition of many agents to achieve a given goal. Emergent behavior such as this is used by evolutionary algorithms and swarm intelligence.
Learning.
Main article: Machine learning.
Machine learning is the study of computer algorithms that improve automatically through experience and has been central to AI research since the field's inception.
Unsupervised learning is the ability to find patterns in a stream of input. Supervised learning includes both classification and numerical regression. Classification is used to determine what category something belongs in, after seeing a number of examples of things from several categories. Regression is the attempt to produce a function that describes the relationship between inputs and outputs and predicts how the outputs should change as the inputs change. In reinforcement learning the agent is rewarded for good responses and punished for bad ones. These can be analyzed in terms of decision theory, using concepts like utility. The mathematical analysis of machine learning algorithms and their performance is a branch of theoretical computer science known as computational learning theory.
Within developmental robotics, developmental learning approaches were elaborated for lifelong cumulative acquisition of repertoires of novel skills by a robot, through autonomous self-exploration and social interaction with human teachers, and using guidance mechanisms such as active learning, maturation, motor synergies, and imitation.
Natural language processing (communication).
A parse tree represents the syntactic structure of a sentence according to some formal grammar.
Main article: Natural language processing.
Natural language processing gives machines the ability to read and understand the languages that humans speak. A sufficiently powerful natural language processing system would enable natural language user interfaces and the acquisition of knowledge directly from human-written sources, such as newswire texts. Some straightforward applications of natural language processing include information retrieval (or text mining), question answering and machine translation.
A common method of processing and extracting meaning from natural language is through semantic indexing. Increases in processing speeds and the drop in the cost of data storage makes indexing large volumes of abstractions of the user's input much more efficient.
Perception.
Main articles: Machine perception, Computer vision and Speech recognition.
Machine perception is the ability to use input from sensors (such as cameras, microphones, tactile sensors, sonar and others more exotic) to deduce aspects of the world. Computer vision is the ability to analyze visual input. A few selected subproblems are speech recognition, facial recognition and object recognition.
Motion and manipulation.
Main article: Robotics.
The field of robotics is closely related to AI. Intelligence is required for robots to be able to handle such tasks as object manipulation and navigation, with sub-problems of localization (knowing where you are, or finding out where other things are), mapping (learning what is around you, building a map of the environment), and motion planning (figuring out how to get there) or path planning (going from one point in space to another point, which may involve compliant motion ? where the robot moves while maintaining physical contact with an object).
Long-term goals.
Among the long-term goals in the research pertaining to artificial intelligence are: (1) Social intelligence, (2) Creativity, and (3) General intelligence.
Social intelligence.
Main article: Affective computing.
Kismet, a robot with rudimentary social skills.
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning.....
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196.Noh.
Noh (N??), or Nogaku (N?gaku?)?derived from the Sino-Japanese word for "skill" or "talent"?is a major form of classical Japanese musical drama that has been performed since the 14th century. Developed by Kan'ami and his son Zeami, it is the oldest major theatre art still regularly performed today. Traditionally, a Noh program includes five Noh plays with comedic ky?gen plays in between, even though an abbreviated program of two Noh plays and one ky?gen piece has become common in Noh presentations today. An okina play may be presented in the very beginning especially during New Years, holidays, and other special occasions.
Noh is often based on tales from traditional literature with a supernatural being transformed into human form as a hero narrating a story. Noh integrates masks, costumes and various props in a dance-based performance, requiring highly trained actors and musicians. Emotions are primarily conveyed by stylized conventional gestures while the iconic masks represent the roles such as ghosts, women, children, and old people. Written in ancient Japanese language, the text "vividly describes the ordinary people of the twelfth to sixteenth centuries". Having a strong emphasis on tradition rather than innovation, Noh is extremely codified and regulated by the iemoto system.
The word Noh means skill, craft, or the talent particularly in the field of performing arts in this context. The word Noh may be used alone or with gaku (fun, music) to form the word n?gaku. When used alone, Noh refers to the historical genre of theatre originated from sarugaku in the mid 14th century and continues to be performed today.
Noh and ky?gen "originated in the 8th century when the sangaku was transmitted from China to Japan. At the time, the term sangaku referred to various types of performance featuring acrobats, song and dance as well as comic sketches. Its subsequent adaption to Japanese society led to its assimilation of other traditional art forms."
Various performing art elements in sangaku as well as elements of dengaku (rural celebrations performed in connection with rice planting), sarugaku (popular entertainment including acrobatics, juggling, and pantomime), shirabyoshi (traditional dances performed by female dancers in the Imperial Court in 12th century), and gagaku (ancient music and dance performed in the Imperial Court beginning in 7th century) evolved into Noh and ky?gen.
Studies on genealogy of the Noh actors in 14th century indicate they were members of families specialized in performing arts; they had performed various traditional performance arts for many generations. Sociological research by Yukio Hattori reveals that the Komparu School, arguably the oldest school of Noh, is a descendant of Mimashi, the performer who introduced gigaku, now extinct masked drama-dance performance, into Japan from Kudara Kingdom in 612.
Another theory by Shinhachiro Matsumoto suggests Noh originated from outcastes struggling to claim higher social status by catering to those in power, namely the new ruling samurai class of the time. The transferral of the shogunate from Kamakura to Kyoto at the beginning of Muromachi period marked the increasing power of the samurai class and strengthened the relationship between the shogunate and the court. As Noh became the shogun's favorite art form, Noh was able to become a courtly art form through this newly formed relationship. In 14th century, with strong support and patronage from shogun Ashikaga Yoshimitsu, Zeami was able to establish Noh as the most prominent theatre art form of the time.
Kan'ami and Zeami.
Kan'ami Kiyotsugu and his son Zeami Motokiyo brought Noh to what is essentially its present-day form during the Muromachi period (1336 to 1573). Kan'ami was a renowned actor with great versatility fulfilling roles from graceful women and 12-year old boys to strong adult males. When Kan'ami first presented his work to 17-year old Ashikaga Yoshimitsu, Zeami was a child actor in his play, around age 12. Yoshimitsu fell in love with Zeami and his position of favor at court caused Noh to be performed frequently for Yoshimitsu thereafter.
The Tokugawa era.
During the Tokugawa era Noh continued to be aristocratic art form supported by the shogun, the feudal lords (daimyo), as well as wealthy and sophisticated commoners. While kabuki and joruri popular to the middle class focused on new and experimental entertainment, Noh strived to preserve its established high standards and historic authenticity and remained mostly unchanged throughout the era. To capture the essence of performances given by great masters, every detail in movements and positions was reproduced by others, generally resulting in an increasingly slow, ceremonial tempo over time.
Modern Noh after Meiji era.
The fall of the Tokugawa shogunate in 1868 and the formation of a new modernized government resulted in the end of financial support by the government, and the entire field of Noh experienced major financial crisis. Shortly after the Meiji restoration both the number of Noh performers and Noh stages greatly diminished. The support from the imperial government was eventually regained partly due to Noh's appeal to foreign diplomats. The companies that remained active throughout the Meiji era also significantly broadened Noh's reach by catering to the general public, performing at theatres in major cities such as Tokyo and Osaka.
In 1957 the Japanese Government designated n?gaku as an Important Intangible Cultural Property, which affords a degree of legal protection to the tradition as well as its most accomplished practitioners. The National Noh Theatre founded by the government in 1983 stages regular performances and organizes courses to train actors in the leading roles of n?gaku. Noh was inscribed in 2008 on the Representative List of the Intangible Cultural Heritage of Humanity by UNESCO as NĂ´gaku theatre.
Although the terms n?gaku and Noh are sometimes used interchangeably, n?gaku encompasses both Noh and ky?gen. Ky?gen is performed in between Noh plays in the same space. Compared to Noh, "ky?gen relies less on the use of masks and is derived from the humorous plays of the sangaku, as reflected in its comic dialogue."
The concept of jo-ha-ky? dictates virtually every element of Noh including compiling of a program of plays, structuring of each play, songs and dances within plays, and the basic rhythms within each Noh performance. Jo means beginning, ha means breaking, and ky? means rapid or urgent. The term originated in gagaku, ancient courtly music, to indicate gradually increasing tempo and was adopted in various Japanese traditions including Noh, tea ceremony, poetry, and flower arrangement.
Jo-ha-ky? is incorporated in traditional five-play program of Noh. The first play is jo, the second, third, and fourth plays are ha, and the fifth play is kyu. In fact, the five categories discussed below were created so that the program would represent jo-ha-kyu when one play from each category is selected and performed in order. Each play can be broken into three parts, the introduction, the development, and the conclusion. A play starts out in a slow tempo at jo, gets slightly faster at ha, then culminates in ky?.
Actors begin their training as young children, traditionally at the age of three. Historically, Noh performers had been exclusively male, but daughters of established Noh actors have begun to perform professionally since 1940s. In 2009, there were about 1200 male and 200 female professional Noh performers.
Training.
Zeami isolated nine levels or types of Noh acting from lower degrees which put emphasis on movement and violence to higher degrees which represent the opening of a flower and spiritual prowess.
In 2012, there are five extant schools of Noh acting called Kanze, H?sh?, Komparu, Kong?, and Kita schools that train shite actors. Each school has its own iemoto family that carries the name of the school and is considered the most important. The iemoto holds the power to create new plays or modify lyrics and performance modes. Waki actors are trained in the schools Takayasu, Fukuou, and H?sh?. There are two schools that train ky?gen, Ookura and Izumi. 11 schools train instrumentalists, each school specializing in one to three instruments.
The Nohgaku Performers' Association (N?gaku Ky?kai), to which all professionals are registered, strictly protects the traditions passed down from their ancestors (see iemoto). However, several secret documents of the Kanze school written by Zeami, as well as materials by Komparu Zenchiku, have been diffused throughout the community of scholars of Japanese theatre.
Roles.
Noh stage. Center: shite; front right: waki; right: eight-member jiutai (chorus); rear center: four hayashi-kata (musicians); rear left: two k?ken (stage hands).
There are four major categories of Noh performers: shite, waki, ky?gen, and hayashi.
Shite. Shite is the main protagonist, or the leading role in plays. In plays where the shite appears first as a human and then as a ghost, the first role is known as the mae-shite and the later as the nochi-shite.
Shitetsure. The shite's companion. Sometimes shitetsure is abbreviated to tsure, although this term refers to both the shitetsure and the wakitsure.
K?ken are stage hands, usually one to three people.
Jiutai is the chorus, usually comprising six to eight people.
Waki performs the role that is the counterpart or foil of the shite.
Wakitsure or Waki-tsure is the companion of the waki.
Ky?gen perform the aiky?gen, which are interludes during plays. Ky?gen actors also perform in separate plays between individual Noh plays.
Hayashi or hayashi-kata are the instrumentalists who play the four instruments used in Noh theatre: the transverse flute (fue?), hip drum (?tsuzumi?) or ?kawa, the shoulder-drum ( kotsuzumi?), and the stick-drum (taiko ?). The flute used for noh is specifically called n?kan or nohkan.
A typical Noh play always involves the chorus, the orchestra, and at least one shite and one waki actor.
Noh performance combines a variety of elements into a stylistic whole, with each particular element the product of generations of refinement according to the central Buddhist, Shinto, and minimalist aspects of Noh's aesthetic principles.
Masks.
Three pictures of the same female mask showing how the expression changes with a tilting of the head. In these pictures, the mask was affixed to a wall with constant lighting, and only the camera moved.
Noh masks (n?-men or omote) are carved from blocks of Japanese cypress ("hinoki"), and painted with natural pigments on a neutral base of glue and crunched seashell. There are approximately 450 different masks mostly based on sixty types, all of which have distinctive names. Some masks are representative and frequently used in many different plays, while some are very specific and may only be used in one or two plays. Noh masks signify the characters' gender, age, and social ranking, and by wearing masks the actors may portray youngsters, old men, female, or nonhuman (divine, demonic, or animal) characters. Only the shite, the main actor, wears a mask in most plays, even though the tsure may also wear a mask in some plays to represent female characters.
Even though the mask covers an actor's facial expressions, the use of the mask in Noh is not an abandonment of facial expressions altogether. Rather, its intent is to stylize and codify the facial expressions through the use of the mask and to stimulate the imagination of the audience. By using masks, actors are able to convey emotions in a more controlled manner through movements and body language. Some masks utilize lighting effect to convey different emotions through slight tilting of the head. Facing slightly upward, or "brightening" the mask, will let the mask to capture more light, revealing more features that appear laughing or smiling. Facing downward, or "clouding" it, will cause the mask to appear sad or mad.
Noh masks are treasured by Noh families and institution, and the powerful Noh schools hold the oldest and most valuable Noh masks in their private collections, rarely to be seen by the public. The most ancient mask is supposedly kept as a hidden treasure by the oldest school, the Konparu. According to the current head of the Konparu school, the mask was carved by the legendary regent Prince Sh?toku (572-622) over a thousand years ago. While the historical accuracy of the legend of Prince Sh?toku's mask may be contested, the legend itself is ancient as it is first recorded in Zeami's Style and the Flower written in the 14th century.
Stage.
A contemporary Noh theatre with indoor roofed structure
1: hashigakari. 2: ky?gen spot. 3: stage attendants. 4: stick drum. 5: hip drum. 6: shoulder drum. 7: flute. 8: chorus. 9: waki seat. 10: waki spot. 11: shite spot. 12: shite-bashira. 13: metsuke-bashira. 14: waki-bashira. 15: fue-bashira.
The traditional Noh stage has complete openness that provides a shared experience between the performers and the audience throughout the performance. Without any prosceniums or curtains to obstruct the view, the audience sees each actor at moments even before entering the "stage". The theatre itself is considered symbolic and treated with reverence both by the performers and the audience.
One of the most recognizable characteristic of Noh stage is its independent roof that hangs over the stage even in indoor theatres. Supported by four columns, the roof symbolizes the sanctity of the stage, with its architectural design derived from the worship pavilion (haiden) or sacred dance pavilion (kaguraden) of Shinto shrines. The roof also unifies the theatre space and defines the stage as an architectural entity.
The pillars supporting the roof are named shitebashira (principal character's pillar), metsukebashira (gazing pillar), wakibashira (secondary character's pillar), and fuebashira (flute pillar), clockwise from upstage right respectively. Each pillar is associated with the performers and their actions.
The stage is made entirely of unfinished hinoki, Japanese cypress, with almost no decorative elements. The poet and novelist Toson Shimazaki writes that "on the stage of the Noh theatre there are no sets that change with each piece. Neither is there a curtain. There is only a simple panel (kagami-ita) with a painting of a green pine tree. This creates the impression that anything that could provide any shading has been banished. To break such monotony and make something happen is no easy thing."
Another unique feature of the stage is the hashigakari, a narrow bridge at upstage right used by actors to enter the stage. Hashigakari means "suspension bridge", signifying something aerial that connects two separate worlds on a same level. The bridge symbolizes the mythic nature of Noh plays in which otherworldly ghosts and spirits frequently appear. In contrast, hanamichi in Kabuki theatres is literally a path (michi) that connects two spaces in a single world, thus has a completely different significance.
Costumes.
Noh actors wear silk costumes called shozoku (robes) along with wigs, hats, and props such as the fan. With striking colors, elaborate texture, and intricate weave and embroidery, Noh robes are truly works of art in their own right. Costumes for the shite in particular are extravagant, shimmering silk brocades, but are progressively less sumptuous for the tsure, the wakizure, and the aiky?gen.
For centuries, in accordance with the vision of Zeami, Noh costumes emulated the clothing that the characters would genuinely wear, such as the formal robes for a courtier and the street clothing for a peasant or commoner. But in the late sixteenth century, the costumes became stylized with certain symbolic and stylistic conventions. During the Edo (Tokugawa) period, the elaborate robes given to actors by noblemen and samurai in the Muromachi period were developed as costumes.
The musicians and chorus typically wear formal montsuki kimono (black and adorned with five family crests) accompanied by either hakama (a skirt-like garment) or kami-shimo, a combination of hakama and a waist-coat with exaggerated shoulders. Finally, the stage attendants are garbed in virtually unadorned black garments, much in the same way as stagehands in contemporary Western theatre.
Props.
The use of props in Noh is minimalistic and stylized. The most commonly used prop in Noh is the fan, as it is carried by all performers regardless of role. Chorus singers and musicians may carry their fan in hand when entering the stage, or carry it tucked into the obi (the sash). The fan is usually placed at the performer's side when he or she takes position, and is often not taken up again until leaving the stage. During dance sequences, the fan is typically used to represent any and all hand-held props, such as a sword, wine jug, flute, or writing brush. The fan may represent various objects over the course of a single play.
When hand props other than fans are used, they are usually introduced or retrieved by kuroko who fulfill a similar role to stage crew in contemporary theatre. Like their Western counterparts, stage attendants for Noh traditionally dress in black, but unlike in Western theatre they may appear on stage during a scene, or may remain on stage during an entire performance, in both cases in plain view of the audience. The all-black costume of kuroko implies they are not part of the action on stage and are effectively invisible.
Set pieces in Noh such as the boats, wells, altars, and bells, are typically carried onto the stage before the beginning of the act in which they are needed. These props normally are only outlines to suggest actual objects, although the great bell, a perennial exception to most Noh rules for props, is designed to conceal the actor and to allow a costume change during the ky?gen interlude.
Chant and music.
Hayashi-kata (noh musicians). Left to right: taiko, ?tsuzumi (hip drum), kotsuzumi (shoulder drum), flute.
Noh theatre is accompanied by a chorus and a hayashi ensemble (Noh-bayashi). Noh is a chanted drama, and a few commentators have dubbed it "Japanese opera". However, the singing in Noh involves a limited tonal range, with lengthy, repetitive passages in a narrow dynamic range. Clearly, melody is not at the center of Noh singing. Still, texts are poetic, relying heavily on the Japanese seven-five rhythm common to nearly all forms of Japanese poetry, with an economy of expression, and an abundance of allusion. The singing parts of Noh are called "Utai" and the speaking parts "Kataru". The music has many blank spaces (ma) in between the actual sounds, and these negative blank spaces are in fact considered the heart of the music. In addition to utai, Noh hayashi ensemble consists of four musicians, also known as the "hayashi-kata", including three drummers, which play the shime-daiko, ?tsuzumi (hip drum), and kotsuzumi (shoulder drum) respectively, and a shinobue flutist.
The chant is not always performed "in character"; that is, sometimes the actor will speak lines or describe events from the perspective of another character or even a disinterested narrator. Far from breaking the rhythm of the performance, this is actually in keeping with the other-worldly feel of many Noh plays, especially in those characterized as mugen.
Of the roughly 2000 plays created for Noh that are known today, the current repertoire performed by the five existing Noh schools consist of approximately 240 plays. The current repertoire is heavily influenced by the taste of aristocratic class in Tokugawa period and does not necessarily reflect popularity among the commoners. There are several different ways to classify Noh plays.
Subject.
All Noh plays can be classified into three broad categories.
Genzai Noh ('present' Noh) features human characters and events unfold according to a linear timeline within the play.
Mugen Noh ('supernatural' Noh ) involves supernatural worlds, featuring gods, spirits, ghosts, or phantasms in the shite role. Time is often depicted as passing in a non-linear fashion, and action may switch between two or more timeframes from moment to moment, including flashbacks.
Ryokake Noh ( 'mixed' Noh), though somewhat uncommon, is a hybrid of the above with the first act being Genzai Noh and the second act Mugen Noh.
While Genzai Noh utilizes internal and external conflicts to drive storylines and bring out emotions, Mugen Noh focuses on utilizing flashbacks of the past and the deceased to invoke emotions.
Performance Style.
Additionally, all Noh plays may be categorized by their style.
Geki Noh is a drama piece based around the advancement of plot and the narration of action.
Fury? Noh is little more than a dance piece characterized by elaborate stage action, often involving acrobatics, stage properties, and multiple characters.
Theme.
Okina h?n? (dedication of Noh play A Venerable Old Man) on New Year's Day
All Noh plays are divided by their themes into the following five categories. This classification is considered the most practical, and is still used today in formal programming choices today. Traditionally, a formal 5-play program is composed of a selection from each of the groups.
Kami mono ( god plays) or waki Noh typically feature the shite in the role of a deity to tell the mythic story of a shrine or praise a particular god. Many of them structured in two acts, the deity takes a human form in disguise in the first act and reveals the real self in the second act. (e.g. Takasago, Chikubushima)
Shura mono ( warrior plays) or ashura Noh takes its name from the Buddhist underworld. The protagonist appearing as a ghost of a famous samurai pleads to a monk for salvation and the drama culminates in a glorious re-enactment of the scene of his death in a full war costume. (e.g. Tamura, Atsumori)
Katsura mono ( wig plays) or onna mono ( woman plays) depict the shite in a female role and feature some of the most refined songs and dances in all of Noh, reflecting the smooth and flowing movements representing female characters. (e.g. Basho, Matsukaze)
There are about 94 "miscellaneous" plays traditionally performed in the fourth place in a five-play program. These plays include subcategories ky?ran mono ( madness plays), onry? mono (vengeful ghost plays), genzai mono ( present plays), as well as others. (e.g. Aya no tsuzumi, Kinuta)
Kiri Noh ( final plays) or oni mono ( demon plays) usually feature the shite in the role of monsters, goblins, or demons, and are often selected for their bright colors and fast-paced, tense finale movements. Kiri Noh is performed the last in a five-play program. There are roughly 30 plays in this category, most of which are shorter than the plays in the other categories.
In addition to the above five, Okina (or Kamiuta) is frequently performed at the very beginning of the program. Combining dance with Shinto ritual, it is considered the oldest type of Noh play.
Zeami and Zenchiku describe a number of distinct qualities that are thought to be essential to the proper understanding of Noh as an art form.
Hana (flower): In the Kadensho (Instructions on the Posture of the Flower), Zeami describes hana saying "after you master the secrets of all things and exhaust the possibilities of every device, the hana that never vanishes still remains." The true Noh performer seeks to cultivate a rarefied relationship with his audience similar to the way that one cultivates flowers. What is notable about hana is that, like a flower, it is meant to be appreciated by any audience, no matter how lofty or how coarse his upbringing. Hana comes in two forms. Individual hana is the beauty of the flower of youth, which passes with time, while "true hana" is the flower of creating and sharing perfect beauty through performance.
Y?gen (profound sublimity): Y?gen is a concept valued in various forms of art throughout Japanese culture. Originally used to mean elegance or grace representing the perfect beauty in waka, y?gen is invisible beauty that is felt rather than seen in a work of art. The term is used specifically in relation to Noh to mean the profound beauty of the transcendental world, including mournful beauty involved in sadness and loss.
R?jaku : R? means old, and jaku means tranquil and quiet. R?jaku is the final stage of performance development of the Noh actor, in which he eliminates all unnecessary action or sound in the performance, leaving only the true essence of the scene or action being imitated.
Kokoro or shin (both): Defined as "heart," "mind," or both. The kokoro of noh is that which Zeami speaks of in his teachings, and is more easily defined as "mind." To develop hana the actor must enter a state of no-mind, or mushin.
My? : the "charm" of an actor who performs flawlessly and without any sense of imitation; he effectively becomes his role.
Monomane (imitation or mimesis): the intent of a Noh actor to accurately depict the motions of his role, as opposed to purely aesthetic reasons for abstraction or embellishment. Monomane is sometimes contrasted with y?gen, although the two represent endpoints of a continuum rather than being completely separate.
Kabu-isshin ( "song-dance-one heart"): the theory that the song (including poetry) and dance are two halves of the same whole, and that the Noh actor strives to perform both with total unity of heart and mind.
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197.Kabuki.
Kabuki is a classical Japanese dance-drama. Kabuki theatre is known for the stylization of its drama and for the elaborate make-up worn by some of its performers.
The individual kanji, from left to right, mean sing, dance, and skill. Kabuki is therefore sometimes translated as "the art of singing and dancing". These are, however, ateji characters which do not reflect actual etymology. The kanji of 'skill' generally refers to a performer in kabuki theatre. Since the word kabuki is believed to derive from the verb kabuku, meaning "to lean" or "to be out of the ordinary", kabuki can be interpreted as "avant-garde" or "bizarre" theatre. The expression kabukimono referred originally to those who were bizarrely dressed and swaggered on a street.
The history of kabuki began in 1603 when Izumo no Okuni, possibly a miko of Izumo Taisha, began performing a new style of dance drama in the dry riverbeds of Kyoto. It originated in the 17th century. Japan was under the control of the Tokugawa shogunate, enforced by Tokugawa Ieyasu. The name of the Edo period derives from the relocation of the Tokugawa regime from its former home in Kyoto to the city of Edo, present-day Tokyo. Female performers played both men and women in comic playlets about ordinary life. The style was immediately popular, and Okuni was asked to perform before the Imperial Court. In the wake of such success, rival troupes quickly formed, and kabuki was born as ensemble dance and drama performed by women?a form very different from its modern incarnation. Much of its appeal in this era was due to the ribald, suggestive themes featured by many troupes; this appeal was further augmented by the fact that the performers were often also available for prostitution. For this reason, kabuki was also called (prostitute-singing and dancing performer) during this period.
Kabuki became a common form of entertainment in the ukiyo, or Yoshiwara, the registered red-light district in Edo. A diverse crowd gathered under one roof, something that happened nowhere else in the city. Kabuki theaters were a place to see and be seen as they featured the latest fashion trends and current events. The stage provided good entertainment with exciting new music, patterns, clothing, and famous actors. Performances went from morning until sunset. The teahouses surrounding or connected to the theater provided meals, refreshments, and good company. The area around the theatres was lush with shops selling kabuki souvenirs. Kabuki, in a sense, initiated pop culture in Japan.
The shogunate was never partial to kabuki and all the mischief it brought, particularly the variety of the social classes which mixed at kabuki performances. Women?s kabuki, called onna-kabuki, was banned in 1629 for being too erotic. Following onna-kabuki, young boys performed in wakash?-kabuki, but since they too were eligible for prostitution, the shogun government soon banned wakash?-kabuki as well. Kabuki switched to adult male actors, called yaro-kabuki, in the mid-1600s. Male actors played both female and male characters. The theatre remained popular, and remained a focus of urban lifestyle until modern times. Although kabuki was performed all over ukiyo and other portions for the country, the Nakamura-za, Ichimura-za and Kawarazaki-za theatres became the top theatres in ukiyo, where some of the most successful kabuki performances were and still are held.
1629?1673: Transition to yar?-kabuki.
The modern all-male kabuki, known as yar?-kabuki (young man kabuki), was established during these decades. After women were banned from performing, cross-dressed male actors, known as onnagata ("female-role") or oyama, took over. Young (adolescent) men were preferred for women's roles due to their less masculine appearance and the higher pitch of their voices compared to adult men. In addition, wakash? (adolescent male) roles, played by young men often selected for attractiveness, became common, and were often presented in an erotic context. Along with the change in the performer's gender came a change in the emphasis of the performance: increased stress was placed on drama rather than dance. Performances were equally ribald, and the male actors too were available for prostitution (to both female and male customers). Audiences frequently became rowdy, and brawls occasionally broke out, sometimes over the favors of a particularly handsome young actor, leading the shogunate to ban first onnagata and then wakash? roles. Both bans were rescinded by 1652.
1673?1841: Golden age.
During the Genroku era, kabuki thrived. The structure of a kabuki play was formalized during this period, as were many elements of style. Conventional character types were established. Kabuki theater and ningy? j?ruri, the elaborate form of puppet theater that later came to be known as bunraku, became closely associated with each other, and each has since influenced the other's development. The famous playwright Chikamatsu Monzaemon, one of the first professional kabuki playwrights, produced several influential works, though the piece usually acknowledged as his most significant, Sonezaki Shinju (The Love Suicides at Sonezaki), was originally written for bunraku. Like many bunraku plays, it was adapted for kabuki, and it spawned many imitators?in fact, it and similar plays reportedly caused so many real-life "copycat" suicides that the government banned shinju mono (plays about lovers' double suicides) in 1723. Ichikawa Danj?r? I also lived during this time; he is credited with the development of mie poses and mask-like kumadori make-up.
1842?1868: Saruwaka-ch? kabuki.
Male actors played both female and male characters.
In the 1840s, fires started terrorizing Edo due to repeated drought. Kabuki theatres, traditionally made of wood, were constantly burning down, forcing their relocation within the ukiyo. When the area that housed the Nakamura-za was completely destroyed in 1841, the shogun refused to allow the theatre to rebuild, saying that it was against fire code. The shogunate did not welcome the mixing and trading that occurred between town merchants and actors, artists, and prostitutes. The shogunate took advantage of the fire crisis in 1842 to force the Nakamura-za, Ichimura-za, and Kawarazaki-za out of the city limits and into Asakusa, a northern suburb of Edo. Actors, stagehands, and others associated with the performances were forced out as well. Those in areas and lifestyles centered around the theatres also migrated, but the inconvenience of the new location reduced attendance. These factors, along with strict regulations, pushed much of kabuki "underground" in Edo, with performances changing locations to avoid the authorities.
The theatres' new location was called Saruwaka-ch?, or Saruwaka-machi. The last thirty years of the Tokugawa shogunate's rule is often referred to as the Saruwaka-machi period. This period produced some of the gaudiest kabuki in Japanese history. The Saruwaka-machi became the new theatre district for the Nakamura-za, Ichimura-za and Kawarazaki-za theatres. The district was located on the main street of Asakusa, which ran through the middle of the small city. The street was renamed after Saruwaka Kanzaburo, who initiated Edo kabuki in the Nakamura Theatre in 1624.
European artists began noticing Japanese theatrical performances and artwork, and many artists (for example, Claude Monet) were inspired by Japanese wood block prints. This Western interest prompted Japanese artists to increase their depictions of daily life including theatres, brothels, main streets and so on. One artist in particular, Utagawa Hiroshige, did a series of prints based on Saruwaka from the Saruwaka-machi period in Asakusa.
The relocation diminished the tradition's most abundant inspiration for costuming, make-up, and story line. Ichikawa Kodanji IV was one of the most active and successful actors during the Saruwaka-machi period. Deemed unattractive, he mainly performed buy?, or dancing, in dramas written by Kawatake Mokuami, who also wrote during the Meiji period to follow. Kawatake Mokuami commonly wrote plays that depicted the common lives of the people of Edo. He introduced shichigo-cho (seven-and-five syllable meter) dialogue and music such as kiyomoto. His kabuki performances became quite popular once the Saruwaka-machi period ended and theatre returned to Edo; many of his works are still performed.
In 1868, the Tokugawa shogunate fell apart. Emperor Meiji was restored to power and moved from Kyoto to the new capital of Edo, or Tokyo, beginning the Meiji period. Kabuki returned to the ukiyo of Edo. Kabuki became more radical in the Meiji period, and modern styles emerged. New playwrights created new genres and twists on traditional stories.
Beginning in 1868 enormous cultural changes, such as the fall of the Tokugawa shogunate, the elimination of the samurai class, and the opening of Japan to the West, helped to spark kabuki's re-emergence. As the culture struggled to adapt to the influx of foreign ideas and influence, actors strove to increase the reputation of kabuki among the upper classes and to adapt the traditional styles to modern tastes. They ultimately proved successful in this regard?on 21 April 1887, the Meiji Emperor sponsored a performance.
After World War II, the occupying forces briefly banned kabuki, which had strongly supported Japan's war since 1931; however, by 1947 the ban had been rescinded.
Kabuki today.
The immediate post?World War II era was a difficult time for kabuki. Besides the war's physical devastation, many rejected the styles and thoughts of the past, kabuki among them. Director Tetsuji Takechi's popular and innovative productions of kabuki classics at this time are credited with bringing about a rebirth of interest in kabuki in the Kansai region. Of the many popular young stars who performed with the Takechi Kabuki, Nakamura Ganjiro III (b. 1931) was the leading figure. He was first known as Nakamura Senjaku, and this period in Osaka kabuki became known as the "Age of Senjaku" in his honor.
Today, kabuki is the most popular of the traditional styles of Japanese drama?and its star actors often appear in television or film roles. For example, the well-known onnagata Band? Tamasabur? V has appeared in several (non-kabuki) plays and movies, often in a female role. Kabuki appears in works of Japanese popular culture such as anime. In addition to the handful of major theatres in Tokyo and Kyoto, there are many smaller theatres in Osaka and throughout the countryside. The ?shika Kabuki troupe, based in ?shika, Nagano Prefecture, is one example.
Some local kabuki troupes today use female actors in onnagata roles. The Ichikawa Sh?jo Kabuki Gekidan, an all-female troupe, debuted in 1953 to significant acclaim but failed to start a new trend.
The introduction of earphone guides in 1975, including an English version in 1982, helped broaden the art's appeal. As a result, in 1991 the Kabuki-za, one of Tokyo's most well-known kabuki theaters, began year-round performances and, in 2005, began marketing kabuki cinema films. Kabuki troupes regularly tour Asia, Europe and America, and there have been several kabuki-themed productions of canonical Western plays such as those of Shakespeare. Western playwrights and novelists have experimented with kabuki themes, an example of which is Gerald Vizenor's Hiroshima Bugi (2004). Writer Yukio Mishima pioneered and popularized the use of kabuki in modern settings and revived other traditional arts, such as Noh, adapting them to modern contexts. There have even been kabuki troupes established in countries outside of Japan. For instance, in Australia, the Za Kabuki troupe at the Australian National University has performed a kabuki drama each year since 1976, the longest regular kabuki performance outside of Japan.
In November 2002 a statue was erected in honor of kabuki's founder Okuni and to commemorate 400 years of kabuki's existence. Diagonally across from the Minami-za, the last remaining kabuki theater in Kyoto, it stands at the east end of a bridge (Shij? ?hashi) crossing the Kamo River in Kyoto.
Kabuki was inscribed on the UNESCO Intangible Cultural Heritage Lists in 2005.
The kabuki stage features a projection called a hanamichi (literally, flower path), a walkway which extends into the audience and via which dramatic entrances and exits are made. Okuni also performed on a hanamichi stage with her entourage. The stage is used not only as a walkway or path to get to and from the main stage, but important scenes are also played on the stage. Kabuki stages and theaters have steadily become more technologically sophisticated, and innovations including revolving stages and trap doors were introduced during the 18th century. A driving force has been the desire to manifest one frequent theme of kabuki theater, that of the sudden, dramatic revelation or transformation. A number of stage tricks, including actors' rapid appearance and disappearance, employ these innovations. The term keren, often translated playing to the gallery, is sometimes used as a catch-all for these tricks. Hanamichi and several innovations including revolving stage, seri and chunori have all contributed to kabuki play. Hanamichi creates depth and both seri and chunori provide a vertical dimension.
Mawari-butai (revolving stage) developed in the Ky?h? era (1716?1735). The trick was originally accomplished by the on-stage pushing of a round, wheeled platform. Later a circular platform was embedded in the stage with wheels beneath it facilitating movement. The kuraten (?darkened revolve?) technique involves lowering the stage lights during this transition. More commonly the lights are left on for akaten (?lighted revolve?), sometimes simultaneously performing the transitioning scenes for dramatic effect. This stage was first built in Japan in the early eighteenth century.
Seri refers to the stage "traps" that have been commonly employed in kabuki since the middle of the 18th century. These traps raise and lower actors or sets to the stage. Seridashi or seriage refers to trap(s) moving upward and serisage or serioroshi to traps descending. This technique is often used to lift an entire scene at once.
Ch?nori: Kunitar? Sawamura II as Kitsune Tadanobu (left) flying over the stage, in the August 1825 production of Yoshitsune Senbon Zakura
Ch?nori (riding in mid-air) is a technique, which appeared toward the middle of the 19th century, by which an actor?s costume is attached to wires and he is made to ?fly? over the stage and/or certain parts of the auditorium. This is similar to the wire trick in the stage musical Peter Pan, in which Peter launches himself into the air. It is still one of the most popular keren (visual tricks) in kabuki today; major kabuki theaters, such as the National Theatre, Kabuki-za and Minami-za, are all equipped with ch?nori installations.
Scenery changes are sometimes made mid-scene, while the actors remain on stage and the curtain stays open. This is sometimes accomplished by using a Hiki D?gu, or small wagon stage. This technique originated at the beginning of the 18th century, where scenery or actors move on or off stage on a wheeled platform. Also common are stagehands rushing onto the stage adding and removing props, backdrops and other scenery; these kuroko are always dressed entirely in black and are traditionally considered invisible. Stagehands also assist in a variety of quick costume changes known as hayagawari (quick change technique). When a character's true nature is suddenly revealed, the devices of hikinuki and bukkaeri are often used. This involves layering one costume over another and having a stagehand pull the outer one off in front of the audience.
The three main categories of kabuki play are jidai-mono ( historical, or pre-Sengoku period stories), sewa-mono (domestic, or post-Sengoku stories) and shosagoto (dance pieces).
Jidaimono, or history plays, were set within the context of major events in Japanese history. Strict censorship laws during the Edo period prohibited the representation of contemporary events and particularly prohibited criticising the shogunate or casting it in a bad light, although enforcement varied greatly over the years. Many shows were set in the context of the Genpei War of the 1180s, the Nanboku-ch? Wars of the 1330s, or other historical events. Frustrating the censors, many shows used these historical settings as metaphors for contemporary events. Kanadehon Ch?shingura, one of the most famous plays in the kabuki repertoire, serves as an excellent example; it is ostensibly set in the 1330s, though it actually depicts the contemporary (18th century) affair of the revenge of the 47 Ronin.
Unlike jidaimono which generally focused upon the samurai class, sewamono focused primarily upon commoners, namely townspeople and peasants. Often referred to as "domestic plays" in English, sewamono generally related to themes of family drama and romance. Some of the most famous sewamono are the love suicide plays, adapted from works by the bunraku playwright Chikamatsu; these center on romantic couples who cannot be together in life due to various circumstances and who therefore decide to be together in death instead. Many if not most sewamono contain significant elements of this theme of societal pressures and limitations.
Important elements of kabuki include the mie, in which the actor holds a picturesque pose to establish his character. At this point his house name (yag?) is sometimes heard in loud shout (kakegoe) from an expert audience member, serving both to express and enhance the audience's appreciation of the actor's achievement. An even greater compliment can be paid by shouting the name of the actor's father. Kesh?, kabuki makeup, provides an element of style easily recognizable even by those unfamiliar with the art form. Rice powder is used to create the white oshiroi base for the characteristic stage makeup, and kumadori enhances or exaggerates facial lines to produce dramatic animal or supernatural masks. The color of the kumadori is an expression of the character's nature: red lines are used to indicate passion, heroism, righteousness, and other positive traits; blue or black, villainy, jealousy, and other negative traits; green, the supernatural; and purple, nobility.
Kabuki, like other traditional forms of drama in Japan and other cultures, was (and sometimes still is) performed in full-day programs. Rather than attending for 2?5 hours, as one might do in a modern Western-style theater, audiences "escape" from the day-to-day world, devoting a full day to entertainment. Though some individual plays, particularly the historical jidaimono, might last an entire day, most were shorter and sequenced with other plays in order to produce a full-day program.
The structure of the full-day program, like the structure of the plays themselves, was derived largely from the conventions of bunraku and Noh, conventions which also appear in other traditional Japanese arts. Chief among these is the concept of jo-ha-ky?, which states that dramatic pacing should start slow, speed up, and end quickly. The concept, elaborated on at length by master Noh playwright Zeami, governs not only the actions of the actors, but also the structure of the play as well as the structure of scenes and plays within a day-long program.
Nearly every full-length play occupies five acts. The first corresponds to jo, an auspicious and slow opening which introduces the audience to the characters and the plot. The next three acts correspond to ha, speeding events up, culminating almost always in a great moment of drama or tragedy in the third act and possibly a battle in the second and/or fourth acts. The final act, corresponding to kyu, is almost always short, providing a quick and satisfying conclusion.
While many plays were originally written for kabuki, many others were taken from j?ruri plays, Noh plays, folklore, or other performing traditions such as the oral tradition of the Tale of the Heike. While j?ruri plays tend to have serious, emotionally dramatic, and organized plots, plays written specifically for kabuki generally have looser, sillier plots. One of the crucial differences in the philosophy of the two forms is that j?ruri focuses primarily on the story and on the chanter who recites it, while kabuki focuses more on the actors. A j?ruri play may sacrifice the details of sets, puppets, or action in favor of the chanter, while kabuki is known to sacrifice drama and even the plot to highlight an actor's talents. It was not uncommon in kabuki to insert or remove individual scenes from a day's schedule in order to cater to the talents or desires of an individual actor?scenes he was famed for, or that featured him, would be inserted into a program without regard to plot continuity.
Kabuki traditions in Edo and in Kamigata (the Kyoto-Osaka region) were quite different. Through most of the Edo period, kabuki in Edo was defined by extravagance and bombast, as exemplified by stark makeup patterns, flashy costumes, fancy keren (stage tricks), and bold mie (poses). Kamigata kabuki, meanwhile, was much calmer and focused on naturalism and realism in acting. Only towards the end of the Edo period in the 19th century did the two regions adopt one another's styles to any significant degree. For a long time, actors from one region often failed to adjust to the styles of the other region and were unsuccessful in their performance tours of that region.
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