film

By Milosz Waskiewicz, 25 May, 2021
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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.

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Karaoke is a short 8-minute film that shows walks through the city of Taipei. The details Ruth Verraes noted are different from the images Erik Lindner noted. Karaoke is an important form of relaxation in Taipei. The film contains sounds from the city: singing, musical fragments, recognisable sounds that are associated with a dustcart. Halfway the video a poem is shown on screen. 

Description (in original language)

'Karaoke is een korte film van acht minuten. De basis van de film vormen wandelingen door Taipei. De details die ik registreer zijn niet dezelfde beelden die Lindner noteert. Karaoke is de voornaamste ontspanning in Taipei. De film bevat geluid uit de stad: zang, flarden muziek, de herkenningsmelodie van de vuilniswagen. Halverwege valt een gedicht de film binnen.'

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Description (in English)

Logline: In a time of peril, one self-styled vigilante's mission to pummel a super-villain is thwarted only by his own decline as both hero and villain search for fulfillment. “Has Been Hero” is the story of how Jack Lee, a juggernaut, must confront his most formidable enemy yet: inevitable physical decline. This is a humbling and disempowering experience for Jack, a self-styled vigilante who saw himself as a soldier dedicated to dispensing his own brand of justice. Once a fearsome powerhouse, Jack Lee fought crime and was the spectacle of public praise and ridicule. Now in the twilight of his life and in ill health, Jack finds himself forgotten by the public, bored in retirement, and bitter. Old age is often viewed by the young as something that happens to other people, and is an outcome that can be avoided through sheer will. The truth is that it happens to everyone, even superheroes. This film is an allegorical exploration of aging in the form of a fictional documentary (mockumentary) that illustrates how growing older affects even the most powerful of individuals, but does not have to define one’s life, sense of self-worth, or meaning as a person. “Has Been Hero” is structured in three acts; exposition of protagonist and inciting incident (revealing his true identity to the public for the first time), rising tension as he recounts his life’s goals and failures, and resolution as he finds solace. Cinematically, this film was composed of static shots to create an ambience of stillness to invoke the idea that this is a world in which there is little variety. Colors are adjusted by vibrance and intensity to match the character we are speaking to, with Major Justice being devoid of most colors, and the younger sidekick Punt framed by a lively display of colorful comic books. Aesthetically, “Has Been Hero” is a light and playful container with deeper sentimental contents. Tongue-in-cheek humor and silliness are meant to contrast the dark and depressed message of failure and regret Jack Lee recounts. The main characters’ personalities (Major Justice, Mr. Shadows, and Missy Lynx) showcase different aspects of how humans view aging. Major Justice’s bitter depression, Mr. Shadows’ vibrance for life, and Missy Lynx’s fiercely independent indifference. In a popular culture that worships youth, it is troubling for Jack to feel he is slowly becoming insignificant, but youth seems to have escaped him when he was not looking. The increasing momentum of the passing years, and the slow betrayal of his body however, did not go unnoticed. His mounting aches, pains, and sagging flesh have replaced what was once hard sinew, yet his desire to thrive remains just strong as it was so many years ago. This story can be seen as an inspiration, or a cautionary tale, comic-book kitsch, or emotional drama. It can be many things, but as a filmmaker my intention was only that it be meaningful to you.

By Ana Castello, 15 October, 2018
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Apache
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1999 e-literature award winner John Cayley writes about Saul Bass of classic film title fame. A precursor to language arts innovators Jenny Holzer, Richard Kostelanetz, and Cayley himself, Bass may now be recognized as a poet in his own 'write,' important for a new generation of designwriters creating "graphic bodies of language," moving words and signifying images, in digital environments.

(Source: Author)

By Daniele Giampà, 7 April, 2018
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Christine Wilks is an awarded digital writer, artist and developer of playable stories who participated in different projects in the field of electronic literature. In this interview, she talks about her interest in electronic literature, her activism in the different projects as well as the use of different media tools and of ludic elements in her works.

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Late Shift is an interactive film and full motion video adventure video game written and directed by Tobias Weber. The participative film technology behind the title was developed by CtrlMovie Ltd. The title was screened at many international film festivals, including The New York Film Festival, Raindance Film Festival, and the Festival du nouveau cinéma.

The film was released in movie theatres in England, Switzerland, Russia, Germany, Belgium, and Czech Republic. Digitally it was published by CtrlMovie and British game developer WalesInteractive. It was released on the Nintendo Switch in April 2018.

Late Shift is a high stakes FMV crime thriller. After being forced into the robbery of a lucrative auction house, mathematics student Matt is left proving his innocence in the brutal London heist. Your choices will have consequences from the very start, right through to the very end. One small decision could change the entire outcome in a choose-your-own-adventure style gameplay that can lead to one of seven conclusions.

 

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By Kristen Lillvis, 7 June, 2017
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16
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1555-9351
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Abstract (in English)

The current Indian government’s dream of a ‘Digital India’ does not include digital culture or the digital humanities. The country now has its digital library of digitised analog works (mainly printed texts) but it does not have a significant electronic literature. It does have a growing videogames industry that is becoming keener on sophisticated means of non-linear storytelling and also deeper investment in digital storytelling through platforms such as wevideo etc. mainly for the purposes of raising social awareness. Recent videogames such as the indie RPG, Unrest as well as adaptations of Bollywood films such as Ghajini attempt non-linear storytelling. Digital stories, such as ‘We are Angry’, a story about the recent brutalities against women in India, are becoming a popular medium of spreading awareness.

Together with this, the popularity of using the web as a medium for publishing poetry is on the rise. Some of this poetry, often not acceptable to print journals, tends to go viral on the web and on social media. Indeed, songs such as ‘Kolaveri di’ (sung in Tanglish, a mix of Tamil and English) and ‘Hok Kolorob’ became overnight hits on Youtube and other social media sites. While the former gained cult status in the country, the latter inspired a political movement against a corrupt education system. Another example is the digital recording and dissemination of the late-poet Vidrohi who lived by himself in a university campus in Delhi and composed poems in the oral tradition.

Non-linear traditions of storytelling and poetry have existed in India since ancient times and in a variety of forms ranging from the stories in the Katha traditions to the Urdu dastangoi plays. Strangely, though, despite its recent digital commitment, the government has not considered digital counterparts of such nonlinear literature worthy of its attention. Electronic literature, as it is understood in Europe and the U.S.A, does not have a presence in Indian literary and cultural traditions yet. The few Digital Humanities programmes that have developed in the country might be engaging with electronic literature in their curriculum. If so, the beginnings of e-lit are already evident in older cultural traditions and the process of remediation is certainly This article aims to explore the (non)beginnings of electronic literature in India and to think through larger implications of electronic literature in the digital culture and Humanities teaching at large.

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With the classic text of Gustave Flaubert as its starting point, this multi-channel installation is scheduled for exhibition internationally from early 2014. A work about the link between capitalism and romance, Mieke Bal and Michelle Williams Gamaker’s revisionist take on the 19th century novel was filmed in Åland, Finland in summer 2012 and Paris, France in winter 2013. The installations bring together the brilliant talents of actors Marja Skaffari, Thomas Germaine and Mathieu Montanier and many others. By creating deliberate anachronism and intertextuality, the work attempts to show how Flaubert was in many ways a post-modernist and feminist. It explores the way dominant ideologies – specifically capitalism and its association with emotions, and romantic love with its commercial aspects – are still dominant after 150 years. The Madame B. installation offers a radically new interpretation of the text, replete with powerful symbolism that evokes this reimagining. In this way, it questions visually the role of women in a society driven by masculine impulses. The installation pieces explore different visual modes, and demonstrate how these have themselves the power to create an immersive experience.

(Source: http://www.miekebal.org/artworks/installations/madame-b/madame-b-instal…)

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