New technologies offer the performing arts access to new markets, new avenues for promotion, new opportunities for improving service to customers and new ways of streamlining work practices. The Internet, interactive CD ROM, and digital video have the capacity to extend the audience reach and life span of live performance. At the same time a whole new set of legal, artistic, management, and technical considerations arise as live performance takes its first steps into the virtual world of information technology.
The PAML Pilot Project
Four Victorian performing arts companies, using live recordings from their 1998 performance season, have produced a range of digital products.
These trial projects by Arena Theatre Company, Chunky Move, Melbourne Symphony Orchestra (MSO), and Not Yet It's Difficult (NYID), provide a model of the legal, technical, and industry practice issues involved in producing digital products from live performance.
The projects were jointly funded by the Federal Government through the Department of Communications Information Technology and the Arts and the Victorian State Governments through Multimedia Victoria and Cinemedia under the PAML Pilot Project. The production process and findings are detailed in the following production guidelines.
From live performance to the digital stage - The PAML Pilot Project Production Guidelines
This site is designed as a guide to enable performing arts companies and individuals to explore these issues and develop their own digital products. It includes detailed information about copyright issues specific to the performing arts as it applies to the digital environment - such things as intellectual property, moral rights, clearances and royalties.
A 5-Step Guide to Contracting leads you through the copyright process. The document also provides information on how to approach the production process, with sample timelines and charts to assist with project management, as well tips for product selection, technology, and contracting production personnel. There is also a valuable section on marketing that provides information on how to target and distribute products in the digital environment.
Case Studies of the four companies detail the process through the copyright, production and marketing stages of each project.