multimedia

By sondre rong davik, 3 October, 2018
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Abstract (in English)

“Making PIE: Closing the gap between story and experience” elaborates and expands on existing relationships between story and experience, using e-lit and game examples to demonstrate the importance of PIE environments for creative and scholarly communication.

Story is a way of rendering, essentializing, curating, crystallizing and communicating experience. Like the way that food preserves process the bounty of harvest moments into forms that extend the benefits of that harvest through longer durations and broader spaces, story is a method of processing, preserving and extending experience beyond the moment of actual or imagined events. However, given that “contemporary media is experiential,” (Arbuckle and Stewart) multimedia e-lit and digital game experiences are ways of reconstituting such story preserves into participatory interactive experiences (PIE). PIE comes from Dene Grigar’s extension of Vince Dziekan’s ideas on multimedia museum curation. Dzeikan proposes a “movement away from what might be termed as a broadcast model of distribution (entailing a one-way communication approach) by introducing degrees of openness (access, participation) and feedback (exchanges, transactions). This shift entails ideological choices that challenge the museum’s ability to respond to a changing mandate, from one founded on its presentation role to that of providing an infrastructure for aesthetic experience” (70). While Grigar migrates Dzeikan’s idea of curating participatory, interactive experiences to the practice of curating e-lit, she also asserts that e-lit is already a multimedial PIE. Story becomes lived experience in these environments and such experiences are more communicatively and rhetorically impactive than traditional written and oral forms of storytelling.

Description (in English)

In 2018, TOPO is celebrating its 25th anniversary, and its 20th anniversary of involvement in creation and dissemination of digital art. The Montreal artist-run centre TOPO is a laboratory for digital writings and creations for web, performance, and installation spaces. Its mandate is to incubate, produce, and circulate original multimedia artworks that explore interdisciplinary and intercultural hybridizations in the digital arts.It was through exploration of interactive narrative that the founders of TOPO – artists Michel Lefebvre and Eva Quintas – introduced TOPO to new-media circles in January 1998. A memorable ice storm had just ravaged Montréal when the FM network of Radio-Canada broadcasted a web-radio version of the three episodes of the photo-novel Liquidation, a first in Québec. This major pluri-media project, finalized in 2001 in the form of random fiction on CD-ROM, gave a foretaste of the organization’s orientations: collective creation, a multidisciplinary focus, exploration of various supports and narrative forms for new media, and extension of practices on the network into the public space and vice versa. TOPO presents a journey through 20 years of experimentation with the narrative potentials of interactive media through a selection of collective web artworks produced by more than 100 artists from the visual and media arts, theatre, audio, and literature. To this body of work have gradually been added performances and installations highlighting different disciplines, along with various staging processes and technological devices. The goal is to explore the dynamics of the back-and-forth between what is on screen and what is off screen.

(source: ELO 2018 website)

Description (in English)

Rolled Hem or Nadine contains text, images, and animation by Christy Sheffield Sanford. This bedtime horror story, based on a 12th century lais by Marie de France, was published by Amp in 2017. The video, part of a multimedia project The Hem-nal, explores how we veil or bare our inner lives and bodies and how much agency we have in forming boundaries.

Asked about U.S. resistance to Tanztheater Wuppertal, German choreographer Pina Bausch suggested one reason might be habits of viewing, Sehgewohnheiten. Digital animation can disrupt linear reading habits and provide new associations. Inherent poetic qualities of iMovie and Photoshop help bridge the gap between image and text. Faun, a German ensemble, permitted use of the song “Sirena”.

Description (in English)

FRACTALIZE is a hypermedia fiction project created by Tony Vieira, with Lesley Loksi Chan and Arthur Yeung. The first installment, ”I've loved you from Afar,” is a fractal reminiscence of a romance across space and time. Created for Supercrawl 2017, a four day art and indie music festival in Hamilton, Canada, Fractalize is intended to exist both inside a gallery space as much as within the audience member’s smartphone. Narrative “fractals” will be delivered over the course of the five day ELO Conference and Festival via email and social media, with intentional knowledge gaps that users fill in based on their own experience, anxieties, and desires. Users experience the project in the form of VR/360º video gallery exhibit, video walks, web videos, photographs, original music, text messages, sound art, Spotify playlists, and social media posts. Characters within the narrative have their own social media identities which are regularly updated over the course of the exhibition, creating a blurring of the lines that separate reality and virtuality. One user described an element of the experience as “swimming in a story that I was watching, but also starring in.”

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Multimedia
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By Jane Lausten, 29 August, 2018
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The act of integrating physical, virtual and textual conceptual spaces to create a unified new media artifact can be challenging. In our work we embrace a constant state of reconceptualization, as we transition between physical aspects of a performance and AI based manipulations that are both visual (art abstraction) and semantic. In these experiments the AI system works with meaning in terms of semantic keywords about the emotions and descriptions of a work. To fully explore the capabilities of these new immersive, virtual and semantic technologies, we can no longer rely on traditional creation, editing and production techniques, but must develop new practices and styles. We propose a new framework for creating what we refer to as ‘multimodal media-spaces.’ These media-spaces include interactive and video-based work that seek to combine physical, virtual and textual entities. This paper details our framework and its uses in several juried multimedia pieces. In our work we use 360 VR and multi-camera filming, movement performance from amateur and professionals, distortions of space and time using AI cinematic projections. We then process this footage using AI Deep Learning systems we have written that take text based cues and artfully abstracts the performance footage to create layers of emergent meaning. We explore and define this framework in relation to previous hybrid multimodal media-spaces we have created, and describe how this framework has led to the development of existing works and can be used by other media artists to explore emerging physical, virtual and textual conceptual multimodal media-spaces

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.

By Daniele Giampà, 7 April, 2018
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This is the first interview of a series called Electronic Literature Review Featuring. I re-publish interviews of other web pages with the permission of the interviewer or the interviewee.

By Malene Fonnes, 16 October, 2017
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Katherine Acheson’s free-standing hypertext demonstrates how design can reinforce what’s said, offer a counterpoint, and, occasionally, convey a critique of the critic.

(source: http://electronicbookreview.com/thread/criticalecologies/illuminated