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Loss, Undersea is an interactive narrative/multimedia semantics project by Fox Harrell in which a character moving through a standard workday encounters a world submerging into the depths -- a double-scope story of banal life blended with a fantastic Atlantean metaphor. As a user selects emotion-driven actions for the character to perform, the character transforms -- sea creature extensions protrude and calcify around him -- and poetic text narrating his loss of humanity and the human world undersea ensues. (Source: MIT Icelab)

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By Sumeya Hassan, 6 May, 2015
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Abstract (in English)

Avatar r is derived from the Sanskrit avat ā ra , “descent,” and can roughly Hindu deity’s voluntary and temporary incarnation as an animal or In 1980s science fiction literature, a user’s engagement with cyberspace described along the same lines: as a descent into another realm (see cyberspace). Unlike Hindu deities, science fiction’s cyberspace users had to split themselves in two. The real body would be left behind in the real world, and the user’s consciousness would move through cyberspace. This is, for example, how the protagonist of William Gibson’s hugely influential fl novel Neuromancer r (1984) navigates cyberspace. Neal Stephenson’s novel Snow Crash h (1992) is often credited with popularizing the idea that the user’s consciousness does not float fl freely through cyberspace but is fi xed in a virtual body, an avatar r .

This conceptual development within literature is mirrored by fi films such as Tron n (Steven Lisberger, 1982), a fantasy in which a colorful cyberspace inspired by arcade games is fully entered—with no manifestations of the user left behind in the real world— and The Lawnmower Man n (Brett Leonard, 1992), a more realistically flavored piece of science fiction in which virtual reality equipment and avatars are employed in order to enter cyberspace (see virtual realit y). The hugely popular film fi Avatar r (James Cameron, 2009) strengthened the cultural trope of the avatar as a virtual body inhabited by a motionless user in order to enter a fantastic realm (in Cameron’s movie the jungle world of the moon Pandora). Importantly, the film’s protagonist gains through his avatar a body physically be translated as a human on Earth.

(Johns Hopkins University Press)

Description (in English)

Detective bonarense is a detective novel with all the characteristics of the genre and certain excepcional eccentricities: it is written as the diary of the detective Aristóbulo García, an avatar, who moves through Swedish geography chaising Aranita, one of the members of the robbery of Bank Río; a case that was on the news in 2005. The author explained his experience with blog fiction: “the truth, is what makes the reader get into the ‘lie’ I am telling, it is achieved sweating ink-instead of bytes-it is a fight with one word and another.

Description (in original language)

Detective bonaerense es una novela policial con todas las características del género y con algunas rarezas geniales: está escrita a manera de diario personal del detective Aristóbulo García, un personaje avatírico, quien se mueve por una geografía sueca persiguiendo al Aranita, uno de los prófugos del robo a la sucursal de Banco Río; caso que fue noticia en el 2005. Al explicarnos su experiencia con la blogonovela nos dejó muy claro esto: “la verosimilitud, lo que hace que el lector se sumerja en la ‘mentira’ que le estoy contando, se logra sudando tinta -no bytes- en una lucha con y contra la palabra.

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Description (in English)

"Aurelia: Our dreams are a Second Life" is one of the videopoems by Belén Gache from the series "Lecturas" (Readings). Some of the videopoems of this series were proyected in the exhibition "El video como zona de cruce" ("Video as a Crossroad", in Centro Cultural de España, Montevideo, September 2007. In this videopoem the author walks around Second Life reading fragments of a text by Gérard de Nerval. She walks over the planets and walks through Paris streets. The reader listens to the author. She appears in the middle of the ocean accompanied by relaxing music and then suddenly she is in the middle of a disco surrounded by people dressed up as cybergoths. The video finished with the author walking over the Milky Way, this avatar of the author who is a reader at the same time does not pay attention to the places where she goes or the people she finds she is only interested in her reading.

Description (in original language)

"Aurelia: Our dreams are a Second Life" es uno de los videopoemas de Belén Gache de la serie “Lecturas”. Algunos de estos videopoemas fueron proyectados en el marco de la muestra "El video como zona de cruce", Centro Cultural de España, Montevideo, septiembre de 2007. En "Aurelia: Our drems are a Second Life", la autora pasea a la deriva por Second Life, leyendo fragmentos del texto de Gérard de Nerval. Camina sobre los planetas, viaja a París, recorre las calles leyendo a Nerval. El lector escucha la voz de la autora. Viaja al fondo del mar, donde puede leer acompañada de una música tranquila. De pronto, aparece dentro de una discoteca llena de gente vestida de cibergóticos. Finaliza flotando encima de la vía láctea. El avatar de la autora que a la vez es lectora flota por encima de los planetas y sigue leyendo, permaneciendo indiferente a los lugares a los que va y a la gente a la que encuentra, interesada únicamente en su lectura.

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Description (in English)

An adaptation of Pirandello's Six Characters in Search of an Author.

Description (in original language)

6 avatars en quête d'auteur est une création inscrite à la fois dans une démarche artistique et universitaire. Elle est le fruit de la collaboration de Daniel Bouillot et de ses étudiants : Yannick Berthier, Claire Bonaventure et Christel Cerruti. Cette œuvre pose de manière aiguë le rapport problématique entre la narration interactive et le texte, en mettant en scène des avatars à la recherche d’un texte à jouer. Bouillot réinterprète ainsi la célèbre pièce de Pirandello à l’ère du numérique, offrant aux internautes des scénettes interactives, librement inspirées des grands auteurs (Shakespeare, Beckett, Camus, etc.). Ainsi Le Mythe de Sysiphe de Camus est adapté en Shoot them up, ou encore Rhinocéros de Ionesco en questionnaire à choix multiples interactif. On retrouve six avatars/acteurs, dans 24 scènes se référant à 24 exergues de 24 grands auteurs, à travers des simulations 3D plus ou moins interactives.

(Source: NT2 / Anaïs Guilet)

Description in original language
Pull Quotes

La nature se sert comme outil de l'imagination humaine pour continuer, sur un plan plus élevé, son oeuvre de création. Luigi Pirandello

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Screenshot of Buillot's 6 avatars
By Scott Rettberg, 8 January, 2013
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This paper considers how the avatar focuses the metaphor of interactivity in video games and interactive narrative environments. It argues that, despite serving as the on-screen representation of user input, the avatar has some independent agency (whether through design or representational practice) that influences its behavior. Thus, rather than merely relying upon it as her transparent stand-in, the player must negotiate with the avatar to achieve her goals. The negotiation serves to dramatize interactivity as an imperfect conduit between the textual and extra-textual worlds. While not so evident in video games, this imperfection sustains the metaphor of interactivity, deepening expressivity in interactive narrative environments.

(Source: Author's abstract, 2008 ELO Conference site)

By Jill Walker Rettberg, 7 January, 2013
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One of the most controversial computer games in recent years has been "Grand Theft Auto: San Andreas" (Rockstar Games 2004). Much of the controversy surrounding the game (including the disparaging critiques of the likes of Senator Hillary Rodham Clinton) centered around the relationship between the game's simulation of violence, sex, and racial stereotypes and the potential for this game interface to affect the real-world actions of its players. Though "Grand Theft Auto: San Andreas" is often considered to simply be a gang-violence simulator, this paper will argue that the relationship between the digital interface and the potentially-affected material space can be altered in such a way as to create a sense of distanciation. Drawing from Bertolt Brecht's theory of the Alienation Effect (which is echoed in Bolter and Grusin's theory of the hypermediated interface), I will demonstrate how the customization possible in "Grand Theft Auto: San Andreas" provides a framework for distanciation and socio-political critique essential to Brecht's theory. The potential break from gang-violence simulation ("Grand Theft Auto's" default mode) is found in the ability to alter the avatar of the protagonist, CJ. By creating an avatar that glaringly juxtaposes the gang life surrounding him, the avatar alienates players from a sense of immersion in the simulation. The success of this juxtaposition is highly dependent on the relationship of the avatar of CJ and the game narrative he engages. As the customized CJ (who can more closely resemble the Shakespearean clown than a violent gang member) continues to engage the narrative, the story begins to emerge as a social satire and absurd exaggeration of the generic stereotypes the game supposedly advocates.

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Grace Wit and Charm front page
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Grace Wit and Charm front page with twitter