dialogue

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.

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An example of text featured in the poem, repeating "sea of words" over and over
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An illustration of the piece and its topic, "(dis)connected"
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Description (in English)

“The Text That Talks Back” is my most ambitious of these experiment thus far. As the title suggests, my performance will consist of a direct dialogue between myself and the text displayed on the screen. The interaction won’t be entirely rehearsed, either, as the text will be coded to vary its responses at random. The text will ask me questions, challenge me, offer me advice, disagree with me, grow angry with me, and then ignore me altogether and address the audience directly. In shifting power away from the author, “The Text That Talks Back” will illuminate and challenge the very terms of the reader-writer-text relationship.

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Description (in English)

Firewatch is a first-person mystery adventure game developed by Campo Santo and published by Campo Santo and Panic. The game was released in February 2016 for Microsoft WindowsOS XLinux, and PlayStation 4, and for Xbox One in September 2016.

The story follows a Shoshone National Forest fire lookout named Henry in 1989, following the Yellowstone fires of 1988. A month after his first day at work, strange things begin happening to both him and his supervisor Delilah, which connects to a conspired mystery that happened years ago. Henry interacts with Delilah using a walkie-talkie, with the player choosing from dialog options to communicate. His exchanges with Delilah inform the process by which their relationship is developed. The game was directed by Olly Moss and Sean Vanaman, written by Chris RemoJake Rodkin, Moss and Vanaman, and produced by Gabe McGill and artist Jane Ng. The game's environment was modelled by Ng, based on a single painting by Moss. The design draws inspiration from New Deal advertisements by the National Park Service and field research conducted in Yosemite National Park.

(Source: Wikipedia)

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Game of Thrones is an episodic graphic adventure video game based on the TV series of the same name, which in turn, is based on George R. R. Martin's A Song of Ice and Fire fantasy series, released in December 2014.

The game was developed by Telltale Games and follows the episodic format found in other Telltale titles, such as The Walking DeadThe Wolf Among Us and Tales from the Borderlands, where player choices and actions influence later events across the 6-episode arc. The story revolves around the northern House Forrester, rulers of Ironrath, whose members, including the five playable characters, attempt to save their family and themselves after ending up on the losing side of the War of the Five Kings. The game includes settings, characters, and voice actors from the novels and TV series. 

(Source: Wikipedia)

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Description (in English)

A poem in 3 languages with an equal number of voices and an infinite number of experiences. Part games, part story, within this 'Pulp Culture' experience, the abstract behaviour of verbal form leaves space for various interpretations of the text. Depending on the user, www.onderhandelingen.com is a multivocal monologue or a dialogue. Due to the different sequences and conjunctions of sound and typography, the manuscript of Tsead Bruinja is different every time: Lit de ûnderhannelings begjinne! Laat de onderhandelingen beginnen! Let the negotiations commence! (a word game by the Frisian Tsead Bruinja, the American Ryan Pescatore Frisk and Dutch Catelijne van Middelkoop) (Translation Description on Literatuur Op Het Scherm)

Description (in original language)

Een gedicht in 3 talen met evenveel stemmen en een oneindig aantal ervaringen. Deels een spel, deels een verhaal, binnen deze 'Pulp Culture' beleving laat het abstracte gedrag van de verbale vorm ruimte open voor verschillende interpretaties van de tekst. Afhankelijk van de gebruiker is www.onderhandelingen.com een meerstemmige monoloog, dan wel dialoog. Door de variabele opeenvolging en samenspraak van geluid en typografie is de beleving van het manuscript van Tsead Bruinja steeds weer anders: Lit de ûnderhannelings begjinne! Laat de onderhandelingen beginnen! Let the negotiations commence! (Een woordspel van de Friese Tsead Bruinja, de Amerikaanse Ryan Pescatore Frisk en de Nederlandse Catelijne van Middelkoop) (Description on Literatuur Op Het Scherm)

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Newscomic recycles the news, re-mixes it, subverts and distorts it.
It takes live news feeds (RSS feeds) from major news sources, chops them up at random and puts the resultant text into speech bubbles in a comic. The comic illustrations reflect the current latest news, and are regularly updated to keep up with the news. The result is a disjointed comic, where the words and pictures don't quite fit but make their own story.

Often the story is quite surreal, but can by chance make sense, and even be quite revealing.
To make the story more fun, you can contribute by adding your own words and sentences (up to a hundred characters long). These replace the word 'the' and other characters in the speech text. You can use this to perhaps get your own views across, or to manipulate the story so it makes more sense to you. Your word or sentence is stored and seen by the world until the next person comes along, and adds their words, replacing yours.

The result is a unique combination of a disjointed news reader, and a live comic story builder. It enables you to get the gist of the latest news, and at the same time enjoy a surreal comic, one that you have contributed to.

The RSS feeds currently used are as follows:
Showbiz --> Daily Mail (TV/ Showbiz)
News --> Guardian (UK latest)
Politics --> BBC (UK Politics)
Football --> BBC (UK Football)
Arts --> Guardian (Arts)

(Source: http://davemiller.org/projects/newscomic/learn_more.php)

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SimpleTEXT is a collaborative audio/visual public performance that relies on audience participation through input from mobile devices such as phones, PDAs or laptops. SimpleTEXT focuses on dynamic input from participants as essential to the overall output. The performance creates a dialogue between participants who submit messages which control the audiovisual output of the installation. These messages are first parsed according to a code that dictates how the music is created, and then rhythmically drive a speech synthesizer and a picture synthesizer in order to create a compelling, collaborative audiovisual performance. SimpleTEXT was originally funded by a commission from Low-Fi, a new media arts organization based in the UK.

(Source: http://www.coin-operated.com/2010/05/01/simpletext-2003/)

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Prom Week is a social simulation game being developed at the University of California at Santa Cruz. In Prom Week the player shapes the lives of a group of highschool students in the most dramatic week of their highschool career. Using our sophisticated social artificial intelligence system, Comme il Faut, Prom Week is able to combine the dynamic simulation of games like the Sims with the detailed characters and dialog of story driven games. (source: https://promweek.soe.ucsc.edu/)

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By Hannah Ackermans, 28 November, 2015
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In December of 2013, I mailed blank journals to thirty poets and asked them to record their dreams for two months and return the journals to me. I asked that they record the dreams themselves rather than their interpretations, relying on language, voice, and syntactical rhythm to emerge as distinctive markers. From the dream journals I compiled the dreams into a spreadsheet database, setting the linear retelling of the dream along the horizontal axis (rows) in chronological order, color-coded by poet. Ciphering the dreams into single cells was the true editorial work of the matrix. Even as poets were creating their own patterns, I was reorganizing dialogue, bisecting idioms, segmenting narrative apparitions. Phrases and snippets of these dreams were now decontextualized into raw form, phrases and words shaken out of their former constellations to become single pure poetic units. After the dream journals had been reorganized into the matrix, they could be used to generate new poetic material.

The purpose of soliciting dreams for this project was in the cognitive dissonance of the language and motif of the dream experience. To record a dream as faithfully as possible is already a blended act: remembering and inventing. The hyperreal poetics of dreaming both undermine and reify the narrative construct of the telling. The filtering of dreams through a collaborative matrix is a social act. Poets have an opportunity to take a solitary – the most profoundly solitary – act and become part of a collective generative functional form. The dreams belong to the poets. The database belongs to the making of poems, to all of us. As soon as the database is finished, it generates poems based on the application of a rule, any rule. For example, to create a title that generates a poem based on the order of its letters (the first S, for example, refers to the numbered row, column S position). By making poems in this way, poets wake into a unified dream. This generative model based on a simple matrix is significant to Poetics as a networked social application of poetic units. If poetry can be said to be made up of poetic units, then those units can make up a larger poetic compilation that is a shared source poem from which other poems can be made. The investment in the project database is therefore in its work as a flexible form that is at once collaborative and generative.

(Source: ELO 2015 Conference Catalog)

By Hannah Ackermans, 27 November, 2015
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The paper describes and reflects upon a research and development project specifically related to a sound installation – Listener (Hoem 2014) – where the purpose has been to examine artistic possibilities when staging an auditive user experience, via micro positioned mobile devices. Listener is augmenting an existing environment, adding a fictional layer, using sound as the only expression. The auditive text is experienced through headphones, connected to a location aware mobile unit, which is positioned by “beacons” (Bluetooth LE transmitters).

Listener tries to relocate an environment, from Bergen railway station to the Bergen University College’s premises, using sound. To this environment we have added six fictional characters, and the user can listen to these characters’ cell phone calls. The text has to be experienced by moving around, as the sounds corresponds to the user’s position and orientation.

What distinguishes Listener from many other installations that are often based on localisation by GPS is the concept of micro positioning. The paper will discuss and exemplify this concept in general, and look more specifically into how this can be implemented to tell micro positioned stories.

Micro positioned texts are discussed in light of the experience of place (locus) and the perception of space (platea). When following the development of theatrical performances back to when travelling companies were performing in the streets, the theatre companies had to be able to adapt their performances to different places. This was achieved by a close understanding of the two ways of using space as an integrated part of the performance: The platea, an open space used to perform the play, contrasted by the locus, a defined space that can be given representational meaning. Locus always represents a specific location, and the platea is essentially fluid and non-representational (Dillon, 2006:4).

Where a space is given by the physical environment, place can be seen as constructed through a meeting between mediated artifacts, actors and interaction between those. Thus the linking between place and space becomes determined by social relationships, emotions and sensations. There will always be several, often competing notions of place, which leads to a potential for staging different narratives within the same physical environment.

The paper will discuss and try to exemplify and finally conclude upon questions about how the relationships between locus and platea are influenced by mediation artefacts that represents parts of the environment by virtual and/or augmented artifacts, and how this relates to concepts of electronic literature.

(Source: ELO 2015 Conference Catalog)