collaboration

Description (in English)

My poster will be full of works of participants of the first Russian Laboratory of Mediapoetry 101 for teenagers (12-19 years old).It just turned out that the fate of the project is closely related to circumstances of pandemic that is why a search for new forms of creative cooperation, ways of communication and methods of creating new projects has become overarching issue of the work of the laboratory participants.

I am the curator of the Mediapoetry Laboratory 101. Although “curator” is poorly conclusive definition. An ideologist, a dreamer, an inspirer, the one who has got a grant (financial support) from the government for a genre of mediapoetry which is not recognized in Russia yet.The project got the grant in February, 2020. My gladness did not see any limits. Off-line sessions had to start from April, 2020, but everyone knows what prevented it to happen.

The terms of the project were extended for several times in accordance with a level of my optimism. Either to autumn or to winter. Due to formal limitations and restrictions of the grant I found myself among different restrictions: necessity to hold the Laboratory not later the spring 2021, to hold at least some meetings offline. But at the same moment the government makes new resolutions not in advance enough. All of us know about new rules approximately a day before the come into force. And for the audience of my laboratory the restrictions were the most severe ones.

However I believe that, such disempowerment is breeding ground for creators. Isn’t it allowed to gather in the room? We will prepare a media poetic walk&performance. Isn’t it allowed to come up to each other closer than 1,5 meter? We will make a performance about disengagement and invisible relations. Isn’t it allowed to go out? We are glad to remember about air mail and surface mail, about telegrams and helium balloons.

Students of the Laboratory have been already chosen and are on the point of starting the work. In April I will see different projects in mediapoetry genre: games, performances, chat-poetry, texting-games, locative narrative etc. I am sure that we are waited by interesting experience of creative work. The teenagers are very flexible they needed just a little time to get used to new communicative reality of the pandemic, switching over to distant studying was easier for them than for teachers.To my mind, adolescents have better skills of new media language. They are more organic in using it that means they have greater chances to leap forward from creative and semantic point of view.Together with this young audience we are going to discuss about culture of platforms, how they have changed visually and our feelings about communication with society, what we have known about ourselves during lockdown and how to create and keep creative collaborations.

Results of this breathtaking work will be presented by me at the conference as a poster which unites works of the Laboratory participants, their thoughts, discoveries and predictions.

Screen shots
Image
By Milosz Waskiewicz, 27 May, 2021
Author
Language
Year
Record Status
Abstract (in English)

This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.

By Milosz Waskiewicz, 27 May, 2021
Language
Year
Record Status
Abstract (in English)

In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature: 

What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art. 

Twine at 10: Reflections on Pandemic Storytelling (Salter) - Hypertext and games platform Twine recently marked its ten year anniversary, complete with a celebratory game jam. Twine’s affordances as a web-driven, open source tool drive its renewed significance as a platform for rapid response storytelling, enabling users to build playful, poignant responses to the many challenges of 2020 as exemplified by Mark Sample’s 10 Lost Boys; Cait Kirby’s September 7, 2020; and Adi Robbertson’s You Have to Ban the President. 

Twine, The EpistoLab (Laiola) - A frustrating element of teaching with Twine is the platform’s limitations with real-time collaboration across devices. Before COVID, when the classroom could operate as a lab, this limitation could be solved by students gathering around a single machine. But when shared machinery and gathering becomes impossible, Twine offers another model--“the epistolab.” The epistolab follows an epistolary model of collaborative work, dispersing colLABoration across times and spaces, and prompting a reevaluation of the roles that simultaneity and liveness play in collaboratory, pedagogical work. 

Twine as Literature, Not Literacy, in the Program(ming) Era (Milligan) - In the 21st century digital humanities, “digital literacy” has seemingly become the humanistic endgame for how we conceptualize, rationalize, and advertise the skillsets we impart; In e-lit, Twine as well is often presented to students in these terms. As the potential shortcomings of literacy as sole pedagogical outcome, however, become increasingly clearer (for instance -- as we reckon with its limitations to prevent insurgency-through-misinformation in the US), I propose another way to teach Twine and its promise of digital storytelling differently: through a model, based on the creative writing workshop, that highlights the literature and literary possibilities of Twine. 

The panel will conclude with an open discussion of Twine’s future as a platform

Short description

In this workshop we will bounce about in the egg carton of zoom and experiment with ways to dissolve the 6th wall (the camera) (the other 5 being: the 3 walls of the room and the 2 side walls of the image frame) through collaborative story and through dance and physical performance. Building on the practice of netprov — internet improv, online roleplay narrative — we will use words and movement to explore those zones of video meeting practice that have yet to coalesce into social norms: awkward beginnings, sudden disappearances, background guests, dropped connections, mis-timings, garbles, and lags. Each of these can lead to narrative. We also will build on art history and comics to experiment with ways to make the platform’s grid echo and expand shared visual traditions, or, comically, to play against them. We will share and co-create methods and moments you can apply in art and education.

Record Status
Short description

The global coronavirus pandemic has brought up a series of challenges which have made us change our lifestyle by balancing work and family life, education and recreation. It has brought up feelings of uncertainty, isolation, hopelessness, fear, anxiety, depression, stress; impacting on our mental health and well-being as well as our economic situation. This global disaster has hitted harder those people from disadvantaged backgrounds, such as socioeconomic status, physical and health issues, living in violent and abusive relationships and has brought up to light the imbalance in society. For some of us, online platforms have served to make this situation more bearable. We are learning to do what we did before, at a distance. Based on this and previous creative projects where we were already dealing with a community-based goal, the aim of this workshop is to make visible (through sharing) social, personal or collective issues/challenges which have become more apparent during the pandemic. We will be using digital methodologies of collaboration and visualisation to highlight the main concerns of the community taking part in this discussion. For this purpose, we are providing you with an online platform where you will be able to share a personal or collective issue to heal. The shared stories will be distributed amongst the participants, who will find solutions to heal them through a creative digital proposal. All participants sharing and healing will be anonymous.

Record Status
By Milosz Waskiewicz, 25 May, 2021
Language
Year
University
Record Status
Abstract (in English)

Addressing conference themes of platform utopias, determinisms, identities, collaborations and modes, this conversational presentation discusses ways that concepts of time, space and narrative are expanded in The Key To Time https://unknownterritories.org/keytotime/. The Key To Time is a surreal and lyrical work for immersive, cinematic art experiences such as domes and 360 degree cinemas as well as for individual viewing on head-mounted virtual reality devices. Bridging 1920's silent film and virtual reality, the surface story draws viewers into a playful exploration of genre, identity and desire. In doing so, the work unravels narrative underpinnings of myths, genres, and technological constructs of time. 

The Key To Time is created by media artist/filmmaker Roderick Coover (FR/US) and composer Krzysztof Wołek (PL) as part of a program designed to build cross-cultural, composer-artist collaborations. The dreamlike story follows a scientist who is trapped in the future due to a time-travel experiment gone wrong. His only hope to escape his predicament is to travel through dreams. His dreams, however, are troubled by anxieties, fears and anger. As the scientist travels through time, aesthetics change from those of silent film of the early 20th century to those of VR and a future cinema. There is also slippage between these times, with figures from memories walking into color settings as black and white figures or cartoon ones, and visual references draw upon early cinematic works like Louis Lumiere's Arrival of a Train at Ciotat (1895) and Fritz Lang's Metropolis (1927). 

Through montage and collage, a mix color and black and white images, animation, intertitles, and sudden changes in dimension and perspective, The Key To Time toys with conventions and expectations. Song and dialog combine with layered and collaged imagery filmed in greenbox studio settings and natural settings. As with works like Guy Maddin's The Forbidden Room (2015) and David Blair's Wax or the Discovery of Television Among the Bees (1991), this experimental artwork plays with the ways differing visual technologies shape consciousness, language and narrative forms. 

Whereas in many films, sound composition comes after the film is written, shot and edited, in this case the music was part of the process of invention rather than an afterthought done only in post-production. Five songs were at the center of design. The songs hold essential roles in the movement of the story, which is driven my emotional tensions and unseen forces rather than rational thought. Second, we decided to record the script in advance of shooting the film. This decision enhanced a creative freedom and allowed for lots of play between dialog, images and sounds. The result disconnect between voice and image is evocative of early film and radio drama, and the approach is also similar to a workflow frequently used in animation; in this way too, the platform stimulated news ways of thinking about the collaboration and the creative process.

By Milosz Waskiewicz, 25 May, 2021
Language
Year
Record Status
Abstract (in English)

The global COVID-19 pandemic has made me further address the value that artistic research has for our mental and psychological health and its significance in community healing. I have, for a while now, used digital technologies to create poetic spaces of shared personal stories interconnecting narratives to bring up issues of power, territory, displacement, historical memory, gender and violence. The need to live, work, socialise at a distance, through digital platforms has highlighted the importance of finding ways to share stories, connect and heal through community creative research practice. How can we engage global communities through electronic literature art practices?

This paper will explore the use of digital methods and tools to conduct and disseminate research in interdisciplinary projects alongside artists and communities and will address the motivations to researching with participants. It will draw from the findings coming up from our workshop in ‘Creative Digital Practices: Community Platform for Healing and Mapping’, (also submitted to the ELO conference).

As co-investigator of the AHRC funded project Memory, Victims, and Representation of the Colombian Conflict my role was leading the creative team working on the artistic research project titled Invisible Voices: Women Victims of the Colombian Conflict and give voice to the women in their participation in the construction of memory. This was an enriching experience where both parties - the academics/artists and the community group – gained knowledge through the physical co-creative workshops with tailored designed research methods for this specific context, and the subsequent digital documentation and archival of the artistic experience. Taking this project and others as core studies, this paper will address questions in connection to community research; the value of creative storytelling and artistic approaches to share personal stories; and discuss pertinent issues in connection to the value, impact and societal change these projects can contribute, not only to the specific group, but to society in general.

Multimedia
Remote video URL
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

By David Wright, 11 November, 2020
Publication Type
Language
Year
Publisher
University
Journal volume and issue
59
ISSN
1327-9556
Record Status
Abstract (in English)

This paper explores collaborative processes in electronic literature. Specifically, it examines writer authority as it applies to text, code, and other media. By drawing from cinematic auteur theory, Mitchell’s Picture Theory (1994), Said’s Beginnings: Intention and Method (1975), Cayley’s Grammalepsy (2018), and Flores’s (2019) generational approach to digital literature, this paper highlights unique issues that arise in the creative collaborative production of digital literary works, and the influence these processes have on how these works are ‘read’. The creative processes employed in Montfort, Rettberg, and Carpenter’s respective Taroko Gorge, Tokyo Garage, and Gorge (2009), Jhave’s ReRites (2017–2018), and Luers, Smith, and Dean’s novelling (2016)), as well as reflections on the author’s own collaborative creative experiences (Paige and Powe (2017) with Lowry and Lane, Little Emperor Syndrome (2018) with Arnold, and V[R]erses (2019–) with Breeze) are explored in detail. From these analyses, this paper concludes that in digital literary practices code should be regarded as a meta-authority that denotes authority to specific components of the work. A better understanding of these complexities as they apply to attribution is emphasised in the future development of digital literary creative practice and education.

Description (in English)

Why Are We Like This? (WAWLT) is an AI-augmented digital story construction and collaborative, improvisational writing game in which two players write a story in a pastiche of the cozy mystery genre, with support from a simulation-based AI system that operationalizes character subjectivity.

WAWLT explores how computation can enable new forms of playful, social creative writing practice. By running, querying, and updating an underlying storyworld simulation, the AI system provides players with inspiration and keeps the story moving forward, even when the players are unsure what should happen next. Players collaboratively select author goals they would like to work towards throughout the story, and select actions for characters to perform, either from a set suggested by the system or by querying the action possibility space in a custom story sifting interface. The suggested actions are continually reassessed (using simulation rules) based on what each character might want to do next, prioritizing actions that could fulfill the current author goals. Whenever players select an action to be performed in the storyworld, its effects are realized in the simulation, and a generated action description is appended to a textual transcript recounting the story so far, which players freely edit as the story develops.

The system uses the newly developed technology of story sifting - the extraction of narratively potent sequences of events from the chronicle of all the events that have taken place within a simulation. Sifting is used by players to guide the story, and used to implement character subjectivity.

Screen shots
Image