memories

Description (in English)

VUMA Soner honours the voices, stories and talent of people of colour in Scandinavia. It is an app created by VUMA Projects with geo-triggered immersive audio experiences. This chapter of the app contains a collection of thoughts, reflections, and conversations, remembered or spontaneous, tied to specific landmarks, buildings and areas in the city of Bergen. The authors are all living in Bergen, some speaking in Norwegian and some in English. The sounds can be accessed in six central locations through a free downloadable app, which can be combined into one long, or multiple small walks. Production of the app is supported by the City of Bergen, the Arts Council of Norway and BEK.

How to access the appTo find the app, go to an app store (Google Play or App Store) on your mobile device. Search for “VUMA Soner” and download it for free. Create an account and select the walk. The audio experiences are linked to GPS locations and will be triggered when you walk into the zone of your selected walk. If your signal is weak in some areas, you can download the walks onto your device beforehand. Just be sure to keep the GPS on.

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Screenshots of the app.
By Susanne Årflot…, 5 September, 2018
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Abstract (in English)

Memories are deeply rooted in the concrete: in space, gesture, and material objects. The cognitive processes of forgetting and recalling, the latter involving “action-oriented responses from a living subject to material triggers -- physical stimuli from external environment” (van Dijck 2007: 30), have not only been studied by neuroscientists, psychologists, and cognitive theorists, but have been addressed and examined by e-lit writers as well. Textual “instruments,” such as the app novella Pry (2015), which are activated by bodily gestures and manipulated like games (Luesebrink 2013), invite readers-players not only to trigger (through touch) the narrator’s, protagonist’s, or principal character’s interior thoughts -- thoughts which are verbalized and represented as the strobing words, or floating or stretched text. They also enable readers to experience, within the course of complex tactile interactions, the struggle of retrieving from explicit memory and from the unconscious, personal flashbacks (in Pry represented in the form of very short videos). However, these Bergsonian image-souvenirs, once registered by senses and stored in the faculty of the mind, are not fixed. Rather, while invoked, they are continually being submitted to (re)creation (Kordys 2006: 143, van Dijck 2007: 30). This paper focuses on memory (re)construction apps created within the field of new media art. The analysis will not be limited to the gestural repertoire used to interact with facets of someone else’s memory -- in the second half of the paper, the focus will shift to the reader-player’s own memory, which is subjected to the challenge of having to read a constantly transforming text: for example, the stretchtext technology implemented in Pry allows inserting phrases between already read ones, which changes the meaning of each sentence; similarly, readers of Pry come to realize that it is not possible to retrace sequences of already viewed flashbacks. In this context, I will address the question of whether the concept of haptic memory can be adapted to a ludosemiotic approach (Ensslin 2014: 53).

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Description (in English)

Rea and the Squaw is a kinetic poetry piece I created three months after my Grandma Rea died at the age of 96 on December 18, 2012. When she died, I was left with: memories, some pictures, and pages and pages of her unpublished and published poetry. So I began to dissect her poetry, dissect each word. And then I couldn’t stop. I wanted to mold her words, shift them, strain them. I wanted to understand where these words could be cornered, shaped, and colored. I cherished them, chained them, tamed, and mazed them. I sized and seized them. Who was this woman? How has she influenced who I am as a person? As a poet? The words on the digital interface are hers, and the particular shaping, movement, and coloring of the words is proof that I’ve traversed them.

(Source: ELO conference: First Encounters 2014)

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Description (in English)

Anchorage is a game about lost relationships, played on the metaphorical river of your own recollection.
When you play, you log in with your actual email address. Anchorage uses your email history to fill your experience with the people you used to be close to in real life.

The game is in development as of June 2014.

(Source: the work's website, June 2014)

By Arngeir Enåsen, 14 October, 2013
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Abstract (in English)

These days, commonplaces are repeated about contemporary literatures: new readers, new ways of reading, globalization, etc., because we are witnessing a global change in the way of leaving and interacting, an unprecedented acceleration of the circulation of products and materials, of people, texts and memories that make us learn and look into the world in a different way. The national and global imaginaries coexist and are producing literatures, but, in fact, we do not find enough contrasted experiences and studies that show us how these two imaginaries are working together. It is time for us to ask whether interrelations between global, regional, national, social, generational, sexual memories are modifying the patterns of production and consumption of reading of digital literatures in a very particular way and, in this case, it is also time to change the way in which we approach the text and the way we teach and learn literature. In the frame of the experiences and the research that our Research Group (Leethi) has developed on rituals for e-readings and strategies to read e-literatures and focusing on e-Literature written in Spanish, we will try to answer to these questions: - Concerning the extension and multiplication of media, Is this really modifying local, digital, literary production? Then, do they really exist local, rooted, national literary productions? How does it work with e-productions when the text goes beyond the language? - About our space in the Internet, do they exist national borders? How do readers need to carry across them to enter a global arena through mass media, social networks, blogs, video-games, virtual repositories, etc., to read digital literatures? It is the language the new boundary for readers? - What connective structures are activated to read e-literatures? Which one is the new global imaginary that let us read and understand transcultural productions? Is it related to science, networks or videogames? Which are the new cultural icons? Is there any kind of global memory which e-literatures are contributing to produce? - How could e-Literature help us as teachers to wide the view of our students and to show them a transnational world? In this contribution, we will try to ask to some of these questions by studying some very concrete hispanophone examples of e-literatures in which we could find signs of all these items.

Description (in English)

Published in the Spring 2007 issue of Born Magazine, this digital interpretation of Rebecca Givens original analogue poem Fallow, makes subtle use of sound and interaction to accentuate the telegraphic and forgotten memories evoked by the poem.

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The scrambled, fragmented diary of a man going slowly insane, featuring cinematic cut-sequences and interactive texts. This project was the very first online project by 'Dreaming Methods' - a fusion of writing and new media.

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Requires Flash Player 5 or higher.

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Description (in English)

A diary of chaotic thoughts, ramblings and doodles from an imaginary author trapped in a cyclic relationship, featuring bizarre, mouse-responsive and interactive/animated texts. 

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Requires Flash Player 6 or higher.

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An elderly man keeps a surreal record of his dreams as he is slowly poisoned by his gas fire leaking carbon monoxide.

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Requires Flash Player 6 or higher.

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A schoolgirl who has narrowly escaped death hides and reflects beneath a roadway tunnel. Her scattered thoughts manifest against the grotty concrete walls before fading away again into nothing. Soon she realises she's been hiding herself away for days. How the hell did she end up here in the first place? Contains strong language and references to violence.

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Requires a Javascript-enabled browser. Not Internet Explorer compatible. Works on iPad and other mobile devices.

Contributors note

Design, programming, editing by Andy Campbell, based on the script by Lynda Wright, audio soundtrack by Andy Campbell and Matt Wright