multimedia

Description (in English)

Time, the magician (2005) is a collaboration by Hazel Smith and Roger Dean written in the real-time algorithmic image-processing program Jitter. The piece begins with a poem, written by Hazel, on the subject of time:  influential on the writing of the poem was Elizabeth Grosz’s The Nick of Time.  The poem is initially performed solo, but as it progresses is juxtaposed with live and improvised sound which includes real-time and pre-recorded sampling and processing of the voice. The performance of the poem is followed (slightly overlapping) by screened text in which the poem is dissected and reassembled. This screened text is combined in Jitter with video of natural vegetation, and the sound and voice samples continue during the visual display.

The text-images are processed in real time so that their timing, order, juxtaposition, design and colours are different each time the work is performed. This Quicktime Movie is therefore only one version of the piece. The sound is from a performance given by austraLYSIS at the Sydney Conservatorium of Music, October 2005. The performers were Roger Dean, computer sound and image; Sandy Evans, saxophone; Hazel Smith, speaker; Greg White, computer sound and sound projection.

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Screenshot from The Lips are Different
Contributors note

The Lips are Different  is about the Canadian citizen Suaad Hagi Mohamud — born in Somalia — who was accused of not being a Canadian citizen when she tried to return to Canada from Kenya in 2009. The work links over-surveillance, racial discrimination, photography, media representation and issues of identity. It comprises real-time video written in Jitter; improvised music based on a comprovisation score and both performed text and screened text. An article about the piece Creative Collaboration, Racial Discrimination and Surveillance in The Lips are Different  containing the piece itself can be found at https://thedigitalreview.com/issue00/lips-are-different/index.html

 

Description (in English)

 soundAFFECTs, employs the text of 'AFFECTions' by Hazel Smith and Anne Brewster, a fictocritical piece about emotion and affect as its base, but converts it into a piece which combines text as moving image and transforming sound. For the multimedia work Roger Dean programmed a performing interface using the real-time image processing program Jitter; he also programmed a performing interface in MAX/MSP to enable algorithmic generation of the sound. This multimedia work has been shown in performance on many occasions projected on a large screen with live music; the text and sound are processed in real time and each performance is different. Discussed in Hazel Smith 2009. “soundAFFECTs: translation, writing, new media, affect” in Sounds in Translation: Intersections of Music, Technology and Society, Amy Chan and Alistair Noble (eds.), ANU E Press, 2009, pp. 9-24. (Republication of earlier version of the article published in the journal Scan).

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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 Jill Walker Rettberg, 26 November, 2020
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ISBN
978-0-520-94851-8
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Abstract (in English)

This book introduces an archaeological approach to the study of media - one that sifts through the evidence to learn how media were written about, used, designed, preserved, and sometimes discarded. Edited by Erkki Huhtamo and Jussi Parikka, with contributions from internationally prominent scholars from Europe, North America, and Japan, the essays help us understand how the media that predate today’s interactive, digital forms were in their time contested, adopted and embedded in the everyday. Providing a broad overview of the many historical and theoretical facets of Media Archaeology as an emerging field, the book encourages discussion by presenting a full range of different voices. By revisiting ‘old’ or even ‘dead’ media, it provides a richer horizon for understanding ‘new’ media in their complex and often contradictory roles in contemporary society and culture.

DOI
10.1525/97805209
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Description (in English)

This work started to be built in the year 2013, out of scripts, texts writing, musical composition, and a crime investigation (aside from the compilation of images from the web) that I carried out during previous years as if gathering pieces from a puzzle. “Hotel Minotaur” first was entitled “It`s Enough to Open a Hotel`s Doors” and I first started to visualize it when writer Fernando Marias, invited me to be part of his anthology “Solitude is the Home of the Monster” (Imagine Press, 2013), with a multimedia piece. To facilitate the reader`s turn from paper to the digital space a QR (Quick Response Code) in the book`s Codex was added.

Staging was possible due to the support of David Losada, who decisively contributed to the idea and the concept and brought the means of Maloka Media, and to the collaboration of Fidel Cordero (music), Jesus Jimenez (design and programming) and Paola Rey (production). Programming of “Hotel Minotaur” was brought to an end back in 2015 with subtle changes on both, text and interface and was part of the Conclusions to the Doctoral Thesis “Form and Core of the Multimedia Narrative” (Humanities, Carlos III University, brilliant cum laude, 2015).

It was first presented on the opening to the European Digital Literatures (House of Velazquez, Madrid, June, 2013) and since its advent it has been a subject to study, being included on the Ciberia Anthology (Madrid Complutense University). It has been translated into French by Christian Roinat and into English by Montague Kobbe.

Description (in original language)

Esta obra comenzó a construirse en 2013, a partir del guion, escritura de textos, composición de la música e investigación de un crimen (con la recopilación de imágenes en red) que realicé durante los años previos, como si reuniera piezas de un puzle. “Hotel Minotauro” se llamó primero “Basta con abrir las puertas de un hotel”, y comencé a visualizarla cuando el escritor Fernando Marías me invitó a participar en su antología “La soledad es el hogar del monstruo” (Imagine Press, 2013), con una pieza multimedia. Para que el lector pudiera saltar del papel al espacio digital se colocó un QR en el libro códice.

La puesta en escena fue posible gracias al apoyo de David Losada, que contribuyó de manera decisiva a la idea y el concepto, y aportó los medios de Maloka Media, y a la colaboración de Fidel Cordero (música), Jesús Jiménez (diseño y programación) y Paola Rey (producción).

“Hotel Minotauro” se terminó de programar en 2015, con sutiles cambios de texto e interfaz, y formó parte de las conclusiones de la tesis doctoral “Forma y fondo de la narrativa multimedia”(Humanidades, Universidad Carlos III, sobresaliente cum laude, 2015). Fue presentada por primera vez en la apertura de European Digital Literatures (Casa de Velázquez, Madrid, junio de 2013) y desde su aparición ha sido objeto de estudio, incluyéndose en la antología Ciberia (Universidad Complutense de Madrid). Ha sido traducida al francés por Christian Roinat y al inglés por Montague Kobbe.

Description in original language
Pull Quotes

"The Minotaur runs through the labyrinth. He follows the map that will take him to the woman who is capable of loving even a headless creature, and therefore, also a hybrid one like him".

 

"He's unaware of these paths. The labyrinth expands, or he loses his memory".

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Hotel Minotauro
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Hotel Minotauro
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Hotel Minotauro
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Hotel Minotauro
By Steffen Egeland, 17 September, 2020
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ISBN
9781321696714
Pages
191
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Abstract (in English)

This thesis looks at a sample of twelve stories of electronic literature written in Spanish and focuses on the different narrative techniques that these works implement. The techniques range from simple hyperlinks to highly complex functions as in videogames. These works draw from the traditions of print literature as well as from the digital culture that has shaped this era: hypertext, algorithms, text reordering, text fragmentation, multimedia creations, and almost anything else the computer is capable of. As each work discussed here is unique, a different theoretical approach is used for each.

By Jorge Sáez Jim…, 14 November, 2019
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Abstract (in English)

During the last ten years the digital publishing industry has gone through an important development in terms of the creation and adoption of new software. E-books that are widely known and used in PDF format can now be entirely designed with new software and enriched with multimedia and multimodal features, which can also embed Augmented Reality and Virtual Reality technologies.

Since the design of the layout and the software of enhanced e-books are both created with the same technology used in the web, these enhanced e-books can be analyzed and described with theories and concepts used in the field of web technology. The innovative features that these e-books present include practices termed as Multimedia Literacy, i.e. multilinearity, multimedia, multimodality. For these reasons the analysis of the works of fiction and poetry published in this format can be carried out through these theories and research methods, already elaborated in the field of electronic literature.

The method of media-specific analysis conceived by Katherine N. Hayles, as well as her comparative study on the relationship between print books and works of electronic literature, the studies on software and new media aesthetics by Lev Manovich, and Johanna Drucker’s work that encompasses print books, artists’ books and digital aesthetics are among the most important resources.

Despite the popularity of e-books, the practice of multimedia literacy and the increasing interest in AR and VR technology in various industrial sectors as well as in the arts, the market growth and development of the technology for both the creation and the preservation of digital books has been remarkably low. Enriched e-books, defined by editors and experts as “enhanced e-books”, or referred to with the acronyms EPUB (electronic publishing) and DPUB (digital publishing), may also fail in popularity because of similar terminology used in online and web- based publishing.

In my presentation I will summarize a survey made in 2018 among six digital publishers from Italy, all founders of publishing companies or projects in digital publishing. The survey covers a time span from 1971, the year Project Gutenberg was founded to 2017 when the IDPF was combined with the World Wide Web Consortium.

In my interviews I asked questions concerning the creation, distribution and preservation of these types of books. Moreover, the interviewees gave their personal views on the acceptance and awareness of this technology among their customers in their respective fields. The topics addressed range from works of literature, art and school education.

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ISBN
978-84-942563-0-1
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Description (in English)

Crónica de Viaje by Jorge Carrión is a literary work printed in the form of a laptop that uses the Google search engine. Carrión is on a mission to find and learn more about the history of his Andalusian family. He uses Google's features such as images, videos, and maps to discover his identity and history.

Description (in original language)

Crónica de viaje de Jorge Carrión es un texto literario en la forma impresa de un ordenador que usa el buscador de Google. Carrión esta en una misión para encontrar y aprender más sobre la historia de su familia andaluza que fue perdida durante la guerra civil española. Usa los recursos de Google como las imágenes, los videos y los mapas para descubrir esta parte de su identidad.

Description in original language
Pull Quotes

"Solo fui una vez, se hacia en el Parque Forestal, me choco ver a una niñá que yo conocia, no me acuerdo si del colegio o del barrio, vestida de sevillana, a mi nunca me disfrazaron, de hecho no recuerdo nada tipicamente andaluz en mi infancia, a parte de los viajes periodicos a Santaella y aquella unica vez que fuimos a La Alpujarra..." (p. 9)

"Si yo te contara... Mi abuelo, el padre de mi madre, se murio sentao, cavando en la viña, cerca del rio, lo encontraron sentao, y muerto." (p. 13)

 

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Contributors note

Text was originally published in 2009. Republished in 2014 to mimic a laptop.

Description (in English)

A short multimedia-enhanced hypertext game about perpetual cycles of displacement and violence, as seen through the lens of a child. Takes about 15 minutes to read/play, and no gaming skills are required.

Ishmael debuted at the 2017 Spring Thing interactive fiction festival, was selected to be showcased at the PixelPop Festival in St. Louis, was nominated for the "Best Social Impact Game" award at BIG: Brazil’s Independent Games Festival, was an IndieCade Finalist, and was shortlisted for the 2017 New Media Writing Prize

Multimedia
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