Published on the Web (online gallery)

Description (in English)

"The Dancing Rhinoceri of Bangladesh" is described as "an interactive poem with a strong message" and "a surrealist poem." Niss states that her goal was "to make a textually-based work that uses techniques other than ordinary hypertext. So instead of clicking to get to a new part of the poem, all the text is presented on the screen at once. The content is revealed by mousing over a word which highlights words scattered across the field which combine to form a sentence."--From Furtherfield

Description (in English)

In every step of this interactive game-poem find the point-and-click trigger, to make the dialogue evolve. The game consists of approximately forty screens/events, which you may read or explore until you get to the end. Some times you may be asked to write down an intimate thought. All answers typed and submitted by players are collected to create a collective think-tank of the overall game experience.

The proposed work is an ode to the struggles of human communication. It reflects on the hardships of unfortunate dialogues, the splendor of reaching to the other side, the rise and fall of human connectedness, the agonies of stray meanings and words. Expressed through the poetics of weather phenomena, this conceptually driven interactive work represents the mental landscape between two lovers, a parallel metaphor for the contemporary digitally mediated condition. Early cyberspatial theories referred to an erotic ontology of digital experience. Michael Heim described the platonic dimensions of an augmented Eros. Roland Barthes on the other hand described language as the skin with which we struggle to touch the 'other'. In this game-poem, senses, meanings and ideas appear to be all permeated by the ‘spell’ of technology, a rhetorical as well as an erotic act of mediation through different worlds. The reader/player is asked to become part of the dipole, to meander through poetic texts and tormented emotions, at times linear, other times bifurcating, while exploring a dialogue ‘atmosphere’ inspired by visual poetry. Endeavoring to reach the 'other side' through the use of spoken language, this piece of work is an affective journey to the tempests of a fallen dialogue.

Screen shots
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Illustration from the poem with text from it
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An example of text featured in the poem, repeating "sea of words" over and over
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The illustration from the first image without text
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An illustration of the piece and its topic, "(dis)connected"
Multimedia
Remote video URL
Description (in English)

A Web Odyssey deals with the navigation on the Web. It is based on "The Odyssey" by Homer and the figure of Ulysses trying to navigate back to Ithaca.

This interactive narrative features the different episodes of The Odyssey (the Cyclops, Circe, the Sirens, Calypso...). The goal of the user is to reconnect to the e-thaca network. Parallels are then drawn between the oblivion caused by the lotos flowers and the infinite scrolling of social networks, the eye of the Cyclops and the webcam which monitors the Internet user (and which must be blinded or disabled), the Underworld and the Dark Web... The ecological question is also addressed through the Sirens, who feed on human flesh, and the streaming platforms which consume a lot of energy and data and feed on the resources of our environment.

The Greeks associated a mythological divinity with each phenomenon. They accepted not to be able to understand everything, and the gods often served as an explanation. Centuries later, don't we have the same relationship with digital technologies? Are human beings free to make their own choices or do they have to obey their Fate, the Greeks wondered. Are human beings simple pawns, constrained in their choices, or sovereign creatures with free will? When we navigate on the Web, especially on platforms, we can often feel the same tension as the one felt by Ulysses during his perilous journey…

This narrative, which articulates literary, educational and recreational dimensions, is available in French and English. It invites us to reflect on our digital milieu, social media, platforms… and more broadly on digital technologies.

Source: exhibition documentationPresentation: http://www.utc.fr/~bouchard/works/presentation-odyssey.pdf

Screen shots
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Title of the work "A Web Odyssey" on a plane white background
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A Web Odyssey Book 1: introduction
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A website created to look like a social media website with different user posts
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A website designed to look like a news website uses the users webcam to display it live into the new
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A social media chat where user interacts by sending messages to what seems like other users
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A black and white website which is designed to look like a FM station
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Looks like a clicking game, with a big red heart in the middle and pointers around it
Multimedia
Remote video URL
Technical notes

Requires the users webcamera for best interaction with the work.

Description (in English)

The Bug is a browser demo presented as a single page of HTML, with CSS, JavaScript, and a Base64 encoded image all part of that one page. It is a trilingual digital poem, with sound, that computationally glitches itself in different ways, transforming the background image, the text, and the music.

Screen shots
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A screen with glitched English text (random uppercase/lowercase) over a glitched image.
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A screen with glitched text, mostly English, over a glitched image.
Description (in English)

Prairie Chants is part of a collection of hypermedia, narrative videos that chronicle aspects of life on the shores of Lake Michigan [called Michigami by some first nations].  In this video, a story of the prairie - and the native tribes who once lived there – unfolds.  The past, the present, the future….

The tribal narrative happens to follow the historic movement of the Sauk or Sac tribe (officially Sauk and Fox), but it could be that of any one of many eastern woodland people, indeed hundreds of tribes across the country, who were forced from their homes, had their land taken by trickery or force, and walked their own trail of tears into captivity. The narrative links to the present with the development of new prairie associated with solar gardens.

Author statement

One specific artistic choice in my train video works is that of platforms.  The move to make a piece of e-lit almost transparently accessible across devices imposes significant design accommodations.  Legends of Michigami can be read on a variety of platforms (mobile, tablet, desktop, screen projection). Even decisions as critical as type face and size needed to be made with various resolutions and screen sizes in mind. Moreover, as in all time-based narrative productions, the timing is a compromise between image-reading speed and text-reading capability. 

The Legends of Michigami works continue my career-long experiments with narrative structure and the blending of sensory media.  The layering of time and space, the merging of history and private symbolism and events, and the presence of multiple voices are all part of the storyline.  Each element: text, image, sound, and structure is almost equally important in conveying information about the story world.

Screen shots
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Description (in English)

The egg, the cart, the horse, the chicken was written by Hazel Smith (text) and Roger Dean (sound). The hypertext and animations, written in Flash by Hazel Smith, are designed for a split screen. The texts in both the upper and lower frame are grouped into short linear 'scenes' which form an overall 'movie'. But the sequence in the upper frame can be disrupted by clicking on hyperlinks (marked in capital letters), which allow the reader to jump to texts other than the ones which follow each other in sequence. Consequently the juxtaposition of the texts on the two different screens is also variable. The piece engages with the way in which linear systems are constantly disrupted by non-linearity. This is written into the piece at a formal level by the use of the hyperlinks, animation and split screen, which tend to disrupt normal reading processes. Thematically the piece also addresses the ways in which a simple cause and effect relationship rarely operates, even within scientific systems. At the same time the hypertextual network interconnects many different ideas including the cultural significance of illness, the process of writing, the commodification of women's bodies, and the atemporal nature of memory.

The soundtrack, is an algorithmic piece Ligating for computer controlled keyboard sounds (2000). This sound piece is one of minimalist rhythmic complexity. The mesmeric 11 note cycle of the outset gradually evolves in pitch content, speed, and density of accompaniment. At a certain point when the pattern has become very fast, its rhythmic content changes quite dramatically. At this point the piece climbs to its conclusion; which turns out to be reversible, as the piece then plays backwards. The work was entirely written in MAX, the algorithmic composition and performance MIDI/sound control platform, so that performances vary, but this is a quicktime recording of one realisation, now fixed, for use with this web piece.

See Hazel Smith and Roger Dean 'The egg the cart the horse the chicken: cyberwriting, sound, intermedia'Interactive Multimedia Electronic Journal of Computer-Enhanced Learning. Vol. 4. No. 1.  https://www.learntechlib.org/j/ISSN-1525-9102/v/4/n/1/ 

Description (in English)

Heimlich Unheimlich is a screened, collaborative work consisting of visual collages, performed and displayed mixed genre texts (poetry, narrative, memoir, documentary), manipulations of image using the computer language MAX/MSP/Jitter, composed and improvised music, and vocal and instrumental sound samples. Heim in German means home, so Heimlich Unheimlich could translate loosely as Homely Unhomely. However, heimlich more usually means secretive or hidden while unheimlich means uncanny or weird, so the connotations of the two words can overlap. This relationship between heimlich and unheimlich (discussed in Sigmund Freud’s essay ‘The Uncanny’) underlies the content of the piece. The piece uses the contrasting childhoods of two of the collaborators (the visual artist Sieglinde Karl-Spence and writer Hazel Smith) as a starting point. It focuses on two characters who have names related to forms of cloth that sometimes appear as body parts in the collages. One is Hessian, a German girl born towards the end of the second world war, whose father fought in the German army. She migrates with her family to Australia when she is still a child and eventually becomes an artist. The other is Muslin, a violinist and poet born to a Jewish family in England after the second world war, who migrates to Australia as an adult. Her family are preoccupied with preserving a Jewish ethnicity and avoiding antisemitism: they live in the shadow of the holocaust and are unforgiving of Nazi Germany. Both Muslin and Hessian are shaped by the cultural environments in which they grow up and both in some respects rebel against the constraints of those environments. Heimlich Unheimlich suggests strong crossovers between Muslin and Hessian, in particular intertwining and reconciling their different childhoods. It explores the inter-generational after effects of the Second World War (what Marianne Hirsch calls “postmemory”) and the blending of personal and historical trauma. But the piece also engages with the relationship between autobiography and fiction, the dynamics of families and the enigma of family photographs, the significance of migration, the bonds of ethnic identity, the tension between natural and unnatural environments and the interplay between individualism and convergence that constitutes the collaborative process. The collages use photographs taken from family albums combined with many other visual images such as buildings, ruins, cemeteries, birds, musical notation, boats, flowers, feathers, bones and overlaid text. These collages are algorithmically organised so the order will be different each time the work is performed; split screens are used to juxtapose the changing relationships between the visual and the verbal. The computerised manipulation of the images results in their animation, segmentation and disintegration. Performed text and vocal samples are combined with written text, and different sets of musical materials are identified with Muslin or Hessian. The juxtapositions and transformations of text, image and sound create tensions between representation and abstraction, movement and stasis, continuity and discontinuity. These synergies reinforce the separate but blended identities of the protagonists and the broader social contexts from which they emerge. The work is presented in the form of a video. It combines the live audio recorded when austraLYSIS premiered the piece at the MARCS Institute, Western Sydney University, in 2019 with a studio rendering of the image animation and montage. This represents only one version of the piece, others would be considerably different. The creators of the work are Hazel Smith (text), Sieglinde Karl-Spence (visual images) and Roger Dean (musical composition and image processing). The performers are Hazel Smith (text), Roger Dean (image processing), Sandy Evans, (saxophone), Phil Slater (trumpet) and Greg White (electronics). Claire Grocott and Claire Letitia Reynolds were technical assistants and collaborators in the making of the visual images. The photograph "Boar Lane, looking east,1951" is reproduced by kind permission of Leeds Libraries, www.leodis.net