immersion

Short description

In this interactive workshop, participants will be introduced to two platforms that can facilitate online communication and storytelling. These platforms include our own open source tool Virtual Director, developed in TouchDesigner, for compositing multiple participants in a shared virtual space in order to communicate tele-immersively [1], as well as open-source creativity helpers such as an automated slide generator [2].The workshop will start with warm-up exercises taken from improvised comedy practice, and conclude with short live improvised presentations made by the participants. Over the course of the workshop, participants will learn a range of skills and best practices, derived from applied improvisation and cinematographic language, that will help them foster a sense of presence, connection, and creativity in digitally immersed environments. In Part I: “Virtual Director - Designing tools for improvisation”, participants will learn how to use our own open source tool for facilitating live interactive tele-immersive performance, rehearsal, and improvisation. In Part II: “The virtual theatre DJ/VJ: Directing ensembles in virtual spaces”, participants will engage in a series of games and activities that demonstrate best practices for helping performers feel connected and present with each other, facilitating physical and emotional connection through the visual language of cinema and the pedagogy of improvisation.

Record Status
By Milosz Waskiewicz, 25 May, 2021
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University
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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 Ole Samdal, 24 November, 2019
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Abstract (in English)

Captivating Choices: Reconciling Agency and Immersion was a presentation held at the 2012 ELO conference under the category: Games, Algorithms and Processes

Description (in English)

I use foursquare a lot, I'm a nerd and a fan of stats. I'm also a big fan of the notes people leave behind. Little hints for the new adventurer, or warnings to the unwary: 'Beware the burgers lest you suffer the consequences.'

I started to imagine these notes weren't just tips on the dining. I started to imagine people leaving little chunks of a story.  Then you would have to explore the city to find the rest and piece them together yourself. A treasure hunt with words. Hell, since you're going for a walk, why not add in some music for atmosphere? I wanted to live in a world where useless fun things like this exist, so I started doing it myself.

Ideally this is something that people would just discover. A wee surprise for some techie person, and a decent writing exercise for me. The more I've added my own stories though, the more I wish there were others doing it. I live in Glasgow so it's local for now, but I'd love stories from all over the world to be added. Little personal guided tours. A foursquare tale would be a great way to be introduced to a new city.

By Trung Tran, 24 October, 2017
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Platform/Software
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Abstract (in English)

Dave Ciccoricco returns to Stuart Moulthrop, considers Operation Enduring Freedom (2003) in light of Operation Desert Storm (1991), and consults the annals of World War II for a likely source of “Victory Garden,” the title of Moulthrop’s 1991 network fiction on the Gulf War.

Description (in English)

There are many immersive e-lit works that require more than the affordances provided by a screen and a keyboard to experience. These get displayed rarely and even when they do get shown, they are often shown poorly, either due to a lack of facilities (CAVES are rare and expensive), lack of curation and context (a series of random technology demos does not an exhibition make), limited audience (4 at a time in a CAVE or one at a time with an HMD means that the number of people who can experience the piece is limited), rushed experience (when cramming 8 demos into a 4 hour slot with 5 pieces each most people spend more time waiting around in the dark while someone furiously clatters away at a command line trying to get the piece to launch than actually experiencing them). There are many works in this category (Rettberg/Coover’s recent works at EVL’s CAVE 2, years of output from Brown University’s CaveWriting program, various spin off projects from that which happened at University of Louisiana Lafayette/LITE 3D, some of the output of Manifest, AR members such as Patrick Lichty, Jeremy Hight, myself, etc.) I wish to show them at ELO in Bergen, as many of these works have been rarely seen in person at all, much less outside the USA, and they don’t translate well to traditional documentation techniques. (Holding a camera over someone’s shoulder while they wave their hands at blurry double images and then writing a paper that says “No really, it’s awesome in person. Trust me” seems to still be the state of the art.)

By Daniele Giampà, 7 April, 2015
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Abstract (in English)

In this interview Andy Campbell talks about his first works in video games programming during his teens and how he got involved with digital literature in the mid-1990s. He then gives insight into his work by focusing on the importance of the visual and the ludic elements and the use of specific software or code language in some of his works. In the end he describes the way he looks at digital born works in general.

By Daniela Côrtes…, 5 February, 2015
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Abstract (in English)

Digital fiction began by defining itself against the printed book. In so doing, transgression of linearity and the attempt to reduce the authorial presence in the text, were soon turned into defining characteristics of this literary form. Works of digital fiction were first described as fragmented objects comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of choice and a participatory role in the construction of the text. These texts were read by selecting several links and by assembling lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new types of textual organization. The computer became a multimedia environment where several media could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons.
In electronic literature, the emergence of new software and new devices is often followed by the creation of new texts. Head-mounted displays and tracking devices are being used to produce new textual responses. Bodily movement is often treated as the catalyser of these textual responses and the reader is often considered as the creator of a narrative written in real-time. This means that the attempt to offer the reader a participatory role continues to be fostered by electronic literature. In this thesis, digital fiction is described as part of an introspection and self-generating process catalysed by literature. Consequently, these new kind of texts will be defined as part of the ever-evolving field of literature.
While interactivity was often described as a set of physical activities that can interfere with attention, immersion was frequently seen as an uncritical and passive response to the text. Interactivity was used to offer freedom of choice to the reader and to give the reader the opportunity of co-authoring the text. Immersion was, by contrast, considered as the result of a reading experience constrained by authorial intention. In so doing, interactivity was mostly regarded as an antidote of reader’s immersion in the text. However, in this thesis, I will focus on a cooperation rather than a conflict between both. By describing interactivity as a set of cognitive and physical actions on the part of the reader and by defining immersion as a result and origin of these actions, I will demonstrate that immersion and interactivity cannot survive separately. This thesis aims at addressing the relation between immersion and interactivity by taking into account the text’s multimodality and transiency, as well as the ergodic and cognitive work done by the reader.

Description in original language
By Jill Walker Rettberg, 20 June, 2014
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Abstract (in English)

This paper explores what I define as a “masqueraded complexity”, a term that refers to the way
children’s electronic literature disguises its multiple features to a formative reader (the child/young adult) in order to maintain/assert the whole range of semiotic and narratological creative approaches allowed in this new literary scenario. The paper paper also examines the lights and shadows of children's digital literature's inherent properties from an educational perspective. To support this exploration, I combine theoretical approaches to digital literature (Ryan, Murray, Hayles, Landow, etc.), the exploration of the digital literature landscape for youngsters and recent studies on children's literary education (Chambers, Colomer, Tauveron etc.). Some of my own research group ongoing case studies with real young digital readers will also be used to illustrate the outcomes.
Despite its obvious heterogeneity, electronic literature presents a series of common complexities
intrinsically connected to the constructive properties that define it, such as multimodal expression, non-trivial engagement, and narratological disruption. Children's literature could also be understood as a polymorphic set of texts; however, the formative reader (the child) becomes an anchor during the creative act that assembles this set of texts. The awareness of this reader’s existence and her role forces authors to find ways to express their art within certain required limits in the complexity. In combination with the particular contexts where this group of texts are received, the resulting poetics denote a closeness between the electronic literature's properties and those of children's literature (e.g. interactivity and immersion as ways to maximize readers emotional engagement and the seduction of reading). This provocative and stimulating scenario is increasing scholars' interest towards children's e-lit in a very hopeful way but the rawness in the formative and definitional process of this new corpus is still quite obvious, far removed from mainstream electronic literature's solid evolutive paths (e.g. avant-garde expressions of e-poetry, the different hyperfiction generations and so forth).
Nevertheless, children’s e-literature is already managing to find a way to deal with this required
dialogue between these new literary features and the fact that its users are still not fully developed as readers/spectators. This status quo urges to reflect on children and young adult's electronic literature’s future as well as become aware that a new approach to our literary education is necessary. This new approach should account for the electronic literature's formative potential for a contemporary reader. (Source: authors abstract)