CAVE

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Description (in English)

Explained very simply, this piece is a story about a man being presented with a mysterious object that is either 1) directions upon which he must act or 2) documentation of his own origins. If they are the former, then the events that proceed in the story are the events that proceed. If they are the latter, the events that proceed are his re-encounter with how he came into being not as an organism (what is that even?), necessarily, but as a someone who believes in space, physicality, reason, etc.The piece alternates between two locations: "in here," which is where the narrator builds a space in order to orient himself in relation to the question the mysterious object presents, and "that sort of place," which is where the narrator is presented with new information that both helps and antagonizes him. The juxtaposition of the closed, structured space of "that sort of place" with the open sprawl of "in here" invokes the question that the narrator circles around - whether he can recreate or reconstruct his own beginnings or origins to the point of creating the closed, structured space in which he exists now.

Source: https://wiki.brown.edu/confluence/display/wdm/Cave+Writing+Presentation…

By Sumeya Hassan, 19 February, 2015
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My proposal for ELO’s gathering consists of both a paper and a demonstration to be presented simultaneously. My paper will first review the relationship between VR, performance, and language manipulation. After this summary, I will then propose the next iteration of this embrace, an environment that, like the CAVE project, provides the user with a textually creative and interactive experience. I will then provide an exploratory first stage of ongoing research in the modification of an existing gamespace, Mojang’s sandbox world generator Minecraft, which will render the Text(ured) environment into a viable compositional space. Through the creation and manipulation capabilities provided with Minecraft, I will then illustrate the numerous potentials for text creation and manipulation in the virtual landscape.

Finally, my paper will posit several subsequent projects that depart from Minecraft mods to renegotiate the user’s relationship to the textual environment within virtual and augmented realities. These include the development of a VR Processing compiler that allows users to manipulate the code structures and modules through sensory input, the potential benefit for accessibility, as well as the possible opportunities provided by augmented reality (AR) devices

(Source Author Abstract)

By Audun Andreassen, 14 March, 2013
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The Cave Writing Workshop is an advanced experimental electronic writing workshop founded by Robert Coover, exploring the potential of text, sound, and narrative movement in immersive three-dimensional virtual reality. It brings together teams of undergraduate and graduate fiction writers, poets and playwrights, composers and sound engineers, graphic designers, visual artists, 3D modelers and programmers, to develop, within the environment of Brown’s “Cave” in the Technology Center for Advanced Scientific Computing and Visualization, projects that focus on the word. From 2002 onward writers have explored the possibilities of spatial hypertext in an immersive environment. What this paper proposes is an exploration of the history of the twin currents of hypertext and virtual reality that merged to create this particular form of expression, going back to the early hypertext systems developed at Brown University in the 1960’s by Ted Nelson/van Dam/et al and work in immersive virtual reality at University of Illinois’ CAVE in the early 1990s.

(Source: Author's abstract for ELO_AI)

Description (in English)

This collaborative poem is designed as an installation at Brown University’s CAVE, a cube-shaped room equipped with projection in all six directions, surround sound, and multiple input devices, such as 3D goggles, gloves, and head tracking.

(Source: Leonardo Flores, I ♥ E-Poetry)

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I ♥ E-Poetry entry
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This collaborative poem was written for the CAVE at Brown University and is a relatively simple yet compelling argument for this kind of writing, initiated by Robert Coover in 2002. Other CAVE works reviewed in this blog have published video documentation of a performance, which is a far cry from the real deal, but considering it takes time and money to travel to Brown University to use their CAVE (and a prohibitive amount of money to build one), this will do. Soderman and Carter have gone a step further by providing access to the Cave Text Editor and the source files for readers to explore the work and run a preview of it.

A full screen preview allows readers to enter a VRML type of space in which texts are arranged on the inside walls, ceiling and floor of a cube. The reader has some limited navigation capability and can click on texts to do the graphical equivalent of pulling them from the background layer, which is mostly obscured by the a “snowstorm of white letters. The immersive experience is enhanced by a recording of Carter reading a poem, positioning us in the point of view of the poem’s speaker. It is a rare experience to be surrounded by language: lines of verse in space and time, with white symbols cascading about as you take it all in.

(Source: Leonardo Flores, I ♥ E-Poetry)

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I ♥ E-Poetry entry
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By Scott Rettberg, 28 January, 2013
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Push aside the thick, dark curtain, step across the cables on the floor and you'll find yourself standing on a white floor with white screens in front of you and to each of your sides. Above you are projectors and speakers. You're given a pair of goggles and a glove. You put them on and wait for Screen to begin. The space darkens. A voice begins to read: "In a world of illusions, we hold ourselves in place by memories." In the dark there is nothing for you to do but listen.

Screen is a literary work that can only be experienced in a Cave. In a Cave, images -- or in the case of Screen, words -- are projected on all three walls and on the floor. When you stand in the Cave wearing goggles, you experience the projected images as a three dimensional space in which you can move around. The goggles and glove allow the Cave to track your position, so you can control the environment by moving your body and your hand.

Light over the sill of an unshadedbedroom window, into a woman's eyes.She turns away, slips half back under sleep.

Words cover the three screens in the Cave and are read aloud as you follow them with your eyes. Each wall's words describe a double moment in time, a woman or a man remembering and feeling the memory slip away, hidden by the present.

She uncurls her arm,reaches back to lay her hand acrosshis thigh, to welcome him home,but touches only a ridge of sheet, sun warmed, empty.

"We hold ourselves in place by memories," the first voice reads to you in the dark. These narrated memories refuse to stay still. After the voices have read the text aloud the words start to peel off the walls. You can try to catch them with your gloved hand, and for a while you may succeed in forcing them back where they belong, but before too long the words crash all around you. This experience in virtual reality is very different from the Holodeck vision of total immersion in a make-believe world. Screen does not attempt to replicate a real-world environment, but instead immerses the user in a reflexive literary representation, one in which words and narrative remain predominant.

Screen was created collaboratively by Noah Wardrip-Fruin, Andrew McClain, Shawn Greenlee, Robert Coover, and Josh Carroll. They developed the piece in the Cave Writing Workshop at Brown University, which is led by Robert Coover. In December we visited the Cave and were able to experience several works created in the workshop, including Screen, as well as Vesper Stockwell, Dmitri Lemmerman, et al's "This is Just a Place," an interpretation of a poem by A.R. Ammons; "Hypertable;" and a work in progress, set in a local flat. After the Cave demo, we spoke with Joshua Carroll, Noah Wardrip-Fruin, and Robert Coover. The interview is divided into three sections: in the first we discuss the specific experience of collaborating on Screen with Josh and Noah, in the second Robert Coover discusses the Cave writing workshops in the context of his experience teaching electronic writing at Brown, and in the third we discuss Screen with Noah in the context of his other work in electronic writing.

(Source: Introduction to the interview at The Iowa Review Web)

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By Jill Walker Rettberg, 7 January, 2013
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In experimental hypertext fiction workshops at Brown University, undergraduate writers work with programmers to create interactive literary experiences in immersive virtual reality. To involve the writer more directly in the process of implementation, we have created CaveWriting: spatial hypertext authoring system. Authors can manipulate a graphical front-end to position text, multimedia, and 3D models within virtual space, apply special effects, and create hyperlinks which initiate theatrical events. The result can be previewed at any time inside a desktop window. This talk will cover the past and present of cavewriting at Brown and its future at UIUC, UCSD, and beyond.

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Description (in English)

cave.cubes, originally developed for the Brown CAVE environment, employs virtual physics and three-dimensional geometries to define writerly constraints in embodied virtual space. Like the grammars employed in natural language, 3-D geometries support specific types of recombination. By leveraging this (virtual) physical grammar within a dynamic physics simulation, a set of organic constraints emerge to challenge the writer in embodied literary space.

The Brown CAVE is an 8x8x8ft room in which high-resolution stereo images are projected onto the walls & the floor & are synchronized with shutter glasses to provide the illusion of a fully three-dimensional physical space. A magnetic tracking system monitors user movements, allowing natural interactions with the virtual environment.

Source: author's description

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early sketch of cave.cubes
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By Eric Dean Rasmussen, 7 May, 2012
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The paper proposes a descriptive (i.e., non-hermeneutical/presence-driven) reading of the virtual reality work Screen by Noah Wardrip-Fruin et al. (2002) designed for Brown University’s CAVE. Because of the non-triviality of its demands, one might argue that Screen is as much about its theme (memory/forgetting) as it is a self-referential study on VR as a literary medium. In this context, seemingly incompatible notions such as those of "flickering signifiers" (Hayles, 1999) and “presence effects” (Gumbrecht, 2004) can operate as coextensive tropes of analysis. Are we to speak of a new phenomenology of language wherein processing protocols precede literary semiosis? Does proprioceptive awareness of the linguistic mark not also trigger a concurrent semiotic reaction obligatorily leading to an act of interpretation? Or is the immediacy of the de-anchored text in the CAVE more intimately related to what Gumbrecht characterizes as “being in sync” with the things of the world or, with a nod to Heideggerian ontology, Erleben (lived experience) that exceeds Wahrnehmen (perception) and precedes Erfahrung (interpreted knowledge)?

(Source: author's abstract)

Creative Works referenced
Description (in English)

"Canticle" was written for Brown University's CAVE immersive virtual reality environment. Like a concerto, it was composed in three movements and arranged for collaborative performance between a solo user and programmed VR environment. In "Canticle", The CAVE system and its user operate in concert: rendering the world through cooperation and opposition. The tone of "Canticle" plays upon the spectacle of VR by inducing an aesthetic environment that is overly saturated despite its basic composition of greyscale letterforms. Evocative text and audio were used to assist this effect: "The Song of Solomon" and Nico Muhly's MotherTongue. A study of "The Song" resonated with the project's themes: the seduction of spectacle and awareness of a physical body within immersive spaces of illusion. Movements were written in response to spectacles that are native to the CAVE. Description of each movement refers to the specific quality of spectacle it explores: periphery, reactivity, stereoscopy, interface, depth or immersion. Along with the author’s original poetry about spectacle, the piece is also comprised of selections from the "Song of Solomon" processed by a computer program written by the author. Output from the program was then edited for form and content. The body of the text is available in the pdf below; however, because Cave Writing promotes spatial hypertext, the text is not likely to be encountered in the CAVE in the linear order presented. In the video documentation of "Movement 1: When the Eye" Asmina Chremos dances the physical gesture of reading through the interface of the CAVE. Her exquisite movements focus on the discrepancy between what the person wearing the tracking glasses sees and what the audience reads. For example, midway through the performance, the text is programmed to evade the dancer as she tries to engage with it: the text is programmed to only be legible to the audience outside the CAVE.

(Source: http://samanthagorman.net/Canticle)

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