Description of the Lighting Control Interface

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The Theolux Console in Performance

The design of my lighting control interface – known as ‘Theolux’ – was primarily determined by the two strategic interventions developed in chapter II.3, together with pragmatic considerations such as the available technology, budget, and my own craft and technical skills. Theolux comprises hardware and software elements. All of the user controls required for operation in performance are in hardware, while the software handles all the data processing, and – via a conventional computer graphical interface – provides the controls for setting up the system and for the ‘service’ functions, such as backing up data. Technical details relating to the system architecture, protocols and proprietary equipment and software used can be found in appendix A5.

The lighting data structure used by Theolux is based on the threading model I describe in chapter II.3. Prior to rehearsal or performance the lighting artist can set up a series of threads, each of which corresponds to a lighting affect. These threads may have one or more forms or ‘morphs’, and the lighting artist can change the currently active morph of a thread as required during the performance. For example, a thread may be for side-lighting in a particular shade of blue; this will be the same throughout the performance, but at different times that particular affect may be required in different areas of the stage. Morphs allow different combinations of blue side-lighting luminaires to be used at different times, according to where the affect is required. The affect of the thread remains the same, however – only its spatial location changes. Each morph may contain lighting data for any or all of the lights in the rig, at any intensity level. Thus a morph is similar to a lighting cue state or ‘picture’ as found in conventional theatre lighting controls in that it is a set of lighting data that determines the intensity of one or more lights, but typically only for a part of the rig. Generally more than one thread will be active at a time to build up the totality of light on stage at any given moment. Although my intention (in terms of the aims of my project) is that one thread corresponds to one lighting affect, Theolux does not and perhaps could not enforce this. Thus it is for the lighting artist, in the rehearsal and performance process, to use the threads in the way intended (I discuss the relationship between threads and affects in practice in chapter III.1).

The threads and their morphs are created and where necessary edited prior to rehearsal or performance, using an interface similar to that found on conventional theatre lighting controls, presented on the computer screen and controlled via the computer’s keyboard. Once in rehearsal or performance, the Theolux hardware provides controls to allow the lighting artist various ways to change the overall intensity of each thread (and so of the luminaires it contains), and to determine which is the active morph of each thread. A display screen shows the status of all of the twelve threads as vertical-running timelines indicating the current intensity of each thread, and any recent changes of intensity. Each thread’s timeline also shows a list of the thread’s morphs, and the progress of the fade between morphs when such a change is happening. Below is a still image of the display screen, and a video of the display screen content captured during the examined performance can be found in appendix B4. A more detailed description of the various visual elements on the display screen can be found in appendix A3.

Theolux Screen Shot
(click for larger image in a new window)

The controls to manipulate the morphs and threads are divided into three groups: the Morph Controller, the Impulse Controller and the Chord Controller (see the image below and appendix A2).

The main console control surface

The Morph Controller is used to trigger a fade to the next morph in the list for selected threads. Buttons along the top of the main display screen select threads, and a ‘go’ button triggers a fade to the next morph for all the threads selected, with the fade happening in a time pre-set when creating each morph. Additional buttons can be used to stop or reverse the progress of a running fade, and to move forwards or backwards through the list of morphs, while a foot pedal provides an alternative means of triggering the fade when the lighting artist’s hands are busy with other actions. For the most part, the Morph Controller uses interface idioms that are well established in existing theatre lighting controls.


The Impulse Controller provides a ‘select and play’ syntax for changing the intensities of threads. The threads that the lighting artist wishes to control are selected on two rows of buttons below the main display; the top row is for selecting threads that will increase in intensity, and the bottom row is for selecting threads that will decrease in intensity.

Once selected, the lighting artist may choose from one of several sub-controllers to control the change of thread intensity: the Crossfade Pair, the Texture Lever, the Big Lever, and the Pad. The Crossfade Pair is a pair of hand-sized quadrant levers, one for the threads increasing in intensity and one for those decreasing. This sub-controller is intended to afford subtle and accurate control through levers gripped delicately by the lighting artist’s forefingers and thumbs, one hand for each fader. Having two faders means that those threads increasing in intensity and those decreasing can move at different rates and have different start and finish times. The Crossfade Pair is similar in principle and action to the master crossfaders once found on preset manual desks before the introduction of automated crossfading and the ‘go’ button. The Texture Lever uses profiled metal plates against which the lever moves to provide varying mechanical resistance to movement, resulting in a ‘textured’ or uneven movement of the fader and so of the change of thread intensity over time. The Big Lever is a long-throw floor-mounted lever placed next to the main Theolux console, and requires the lighting artist to use arm, shoulder and upper-body movement to move the lever through its full travel. A gas spring provides a resistance to movement in one direction that is approximately constant throughout the travel of the lever, and returns the lever to its starting position when the lever is released. The Pad is a percussive device that can be hit by the lighting artist with a drum stick to trigger an instantaneous change of thread intensity either to maximum or to zero, depending on whether the thread is selected to go up or down in intensity. The lighting artist can choose which sub-controller to use via a select button on each controller, with the exception of the Pad, which is always active. In summary, the Impulse Controller affords the lighting artist a variety of sub-controllers that have different physical actions and so different intended aesthetic qualities in terms of the lighting change produced. Selected threads change intensity either upwards or downwards in synchrony, starting and finishing at the same time.

The Chord Controller is somewhat different, in that it allows the lighting artist to start and stop changes of thread intensity independently for each thread. A conventional two-octave musical instrument keyboard provides the principal control interface, with each of the twelve keys of each octave corresponding to a thread. Holding down a key in the left-hand octave starts the relevant thread increasing in intensity, while holding down a key in the right-hand octave starts the thread decreasing in intensity. In either case the speed, which is between instant and several minutes for full travel from zero to maximum intensity, is determined either by a fader or by a foot pedal. Releasing the keyboard key stops the change of intensity of the thread, leaving its intensity at its current value. By using a ‘chording’ action with several fingers of two hands, the lighting artist can control combinations of threads with different start and finish times (although they all change intensity at the same rate). In practice, keys can be held down while the speed pedal is in the up or ‘off’ position, and then the speed pedal used rather like the accelerator pedal of a car, to increase the rate of change of intensity. As the desired intensity is approached, the speed can be reduced, or individual threads ‘parked’ at their current intensity by releasing the relevant key while other threads continue to change intensity. A further option is provided by a button to select Physics Mode; when selected, the speed pedal acts as an accelerator, and a second pedal as a brake. Once ‘moving’ (changing intensity), threads continue to move as if they had inertia, until the brake pedal is used to slow their change of intensity.

The above description of the Theolux console systematically focuses on its functions. We might usefully also remember here that the operation of lighting in performance is a situated, embodied act – a matter that is central to my thesis.

The console (and myself) in rehearsal

Above is a photograph of the console during rehearsals, and as well as showing the layout of the various elements of the console (the main console unit; the auxiliary wing, nearest the camera, containing the electronics and supporting the notebook computer; a music stand to hold cue sheets and notes; the Big Lever just visible behind the main console), the image also suggests the messy happenstance of rehearsal and operation. Technical, systematic descriptions, including those presented above, tend to exclude the miscellaneous paraphernalia that this photograph reveals: the Post-It notes, the straggling cables, the stage weight temporarily securing the Big Lever, the reel of cord used as part of the set, the soft toy mascot, the ladder against the wall. I present this image here both to give a sense of the arrangement of the component parts of the console that I have already described, but also, and perhaps more importantly, to point to what technical descriptions otherwise tend to omit or efface – the detailed, messy specifics of the pragmatic, lived world.

I developed the Theolux console in several stages. The first stage established the software foundation, providing both the underlying computer code and the software user interface to store, manipulate, save and load the lighting data. Following this, I developed the design for the hardware interface, but before constructing it I created a ‘virtual’ software version of the hardware. The virtual hardware allowed me both to test and debug the main software, and also to refine the design of the hardware before committing to building it. I tested this entirely software version of Theolux in a lighting laboratory environment at Rose Bruford College, which provided valuable experience of using the system to control lights and carry out typical lighting operations. I next constructed the hardware, and again tested it in the laboratory environment, which led to further refinements. The complete design, construction and development process spanned approximately two years prior to the performance project itself. Despite this long development period, some changes were made (to the software) during rehearsal for the performance, and further possible changes to the design of Theolux were identified but not implemented (matters I discuss further in chapter III.2).