navigation

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An navigation application, that gives you traditional (audio) direction and a poetic story about traveling, loneliness, homecoming, temptation, disguise, identity and exile, told by Tom, during the trip. Loosely inspired by Homer’s Odyssey and HAL 9000. Navigational software is something we daily trust and depend on – We have a somewhat personal relation with this type of software, what if it getsvery personal? – Tom is consious but has only one sense, his GPS – What does ‘life’ mean when you have juste one sense – What is Tom’s opinion on traveling?

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Dorset's paranormal history dates back hundreds of years and continues to be a hotspot for unexplained activity.

In your role as a paranormal investigator, complete the interactive documentary by navigating your way through three of Dorset's most haunted locations. Only after discovering the stories behind them will you be able to escape. Good luck.

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the space between us connects two people’s phones that are physically close. Once connected the app will display the spatial distance between each person and show an arrow pointing towards the other person.

--> is where you are

--> is where I am

As we move in different directions, our distances expand and contract. Our arrows move. Like a compass our phones will orient themselves towards each other, as if the other phone has become north. The arrow points away from the screen. Always, we are somewhere.

Across horizons, deserts, days, nights, the grids of cities, we face each other.

Source: David Horvitz

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Instructions:

  • In the disconnected mode the arrow spins in a circle.
  • The phones will connect automatically when they are close to each other. Both phones must have the app open, and must have wifi or cell signal. There cannot be another phone with the app open within 50 yards. 
  • The arrow will appear once a distance of 0.1 km or 0.1 miles is reached.
  • Tap the unit of measurement to change between km and miles.
  • To disconnect both phones one user must tap the arrow ten times.
  • Source: David Horvitz
By Daniele Giampà, 10 April, 2015
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Alan Bigelow tells in this interview how he started publishing online works of digital poetry around the year 1999 and where his inspirations for his work come from. Furthermore he explains why he chose to change from working with Flash to working with HTML5 and in which way this decision subsequently changed his way of writing. Then he considers the transition from printed books to digital literature from the point of view of the reader also in regards of the aesthetics of digital born literature. In the end he gives his opinion about the status of electronic literature in the academic field.

By Daniele Giampà, 7 April, 2015
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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.

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“Voies de fait” by Jean-Marie Dutey exploits the reader’s sensation of a lack of control to sent a strong political message. The reader has a physical and direct role in the poem. Like in a video game, the reader moves about the poem using the arrow keys on his or her keyboard. The reader’s avatar runs between or on the stanzas, which are arranged in blocks. At first it seems as though the stanzas continue infinitely. There is only one blue stanza—the rest are grey—to provide some sort of starting point. There are a total of five columns and five rows of stanzas. The stanzas repeat themselves in every direction so that if the reader’s avatar begins at the blue stanza and heads to the right, the reader will see the four stanzas that follow, and then again the blue stanza with once again the following stanzas. Here is the complete text (beginning with the blue stanza): VIVRE HEROS C’EST GRAND ARMEE OBEIR TIEDE IDIOT FRERE VERTE A CET QUE L‘ JE NE IBM QUE L’ ORDRE ENFER BANDE FERME ECHEC ENFIN CACHE PLUS ! L’ŒIL GAGNE C’EST CIVIL CRANE HEIGE BOIRE GRAVE CIBLE FENDU BLEUE L’AIR QUAND OTAGE PAR L’ SUR L’ QUAND TU ES D’UNE ACIER ECRAN L’EAU MORT ? HEURE TORDU VIDEO BAULE TIERS NOTRE COMME AOBOT VILLE MONDE PASSE SI LE TUEUR PUNIE QUE L’ ETAIT FUTUR QUE L’ RAYEE ISLAM AUSSI ETAIT OMBRE DE LA ROULE AGITE BANNI GRISE CARTE FLASH ATOME AUCUN ECLAT BETON BLANC EVADE AUTRE BOUGE VOIBRE TU AS DE L’ APPEL BOMBE GEODE MOINS OGIVE DE LA RAYON ATI- FROID POLIE TERRE LASER FUSEE MAMAN HOMME PLUIE MACHII SALUE MAMAN SANG- NOIRE L’AIR MAUVE OU TU FROID JAPON RUGIT QUE L’ ES ? ET CHAIR AVANT ET SE AVION PAPA ? ROTIE APRES BRISE LANCE The text can be read in multiple directions because there is no temporal reading, rather a spatial reading. Each stanza paints a strong image but is independent of the others around it to complete this image. The ensemble of images created by the stanzas tells the story of the Japanese bombings during WWII. The narrator sides evidently with the civilian victims who lost their lives due to a war in which they played no part. The title refers to the legal term “assault” or, more specifically, the illegal executive action taken by a governing body. The structure of the poem creates a link between the victims who could not escape and the reader who is lost amidst these lines.

Description (in original language)

« Voies de fait » de Jean-Marie Dutey se sert de la sensation de déprise chez le lecteur pour exprimer un fort message politique. Le lecteur a un rôle physique et direct dans le poème. Comme dans les jeux vidéos le lecteur se déplace à travers le poème avec les flèches directionnelle sur le clavier. L’avatar qui représente le lecteur court entre ou sur les strophes, qui sont arrangées en bloques. Au début il semble que les strophes continuent jusqu’à l’infini. Il n’y a qu’une strophe en bleu—les autres sont en gris—pour donner des indices. Il y a cinq colonnes et cinq rangs de strophes. À chaque direction elles se répètent, alors si on commence à la strophe bleue et qu’on part vers la droite, on verra quatre strophes de plus et puis encore la strophe bleue avec les strophes suivantes. Voilà le texte complet (en commençant avec la strophe bleue) : VIVRE HEROS C’EST GRAND ARMEE OBEIR TIEDE IDIOT FRERE VERTE A CET QUE L‘ JE NE IBM QUE L’ ORDRE ENFER BANDE FERME ECHEC ENFIN CACHE PLUS ! L’ŒIL GAGNE C’EST CIVIL CRANE HEIGE BOIRE GRAVE CIBLE FENDU BLEUE L’AIR QUAND OTAGE PAR L’ SUR L’ QUAND TU ES D’UNE ACIER ECRAN L’EAU MORT ? HEURE TORDU VIDEO BAULE TIERS NOTRE COMME AOBOT VILLE MONDE PASSE SI LE TUEUR PUNIE QUE L’ ETAIT FUTUR QUE L’ RAYEE ISLAM AUSSI ETAIT OMBRE DE LA ROULE AGITE BANNI GRISE CARTE FLASH ATOME AUCUN ECLAT BETON BLANC EVADE AUTRE BOUGE VOIBRE TU AS DE L’ APPEL BOMBE GEODE MOINS OGIVE DE LA RAYON ATI- FROID POLIE TERRE LASER FUSEE MAMAN HOMME PLUIE MACHII SALUE MAMAN SANG- NOIRE L’AIR MAUVE OU TU FROID JAPON RUGIT QUE L’ ES ? ET CHAIR AVANT ET SE AVION PAPA ? ROTIE APRES BRISE LANCE Le texte peut être lu de plusieurs façons, parce que la lecture n’est pas une lecture temporelle, plutôt une lecture spatiale. Chaque strophe peint une image forte mais ne dépend pas des autres autour d’elle pour compléter l’image. L’ensemble des images conte l’histoire du bombardement japonais pendant la deuxième guerre mondiale. Le narrateur se rallie évidemment avec les victimes civiles qui ont perdu leurs vies à cause d’une guerre dont elles ne faisaient parties. Le titre fait référence à un terme légal qui signifie un acte de force exécutive illégal de la part d’un gouvernement. La structure du poème fait un rapport entre les victimes qui ne pouvaient pas s’échapper et le lecteur qui est perdu au milieu de ces vers.

Description in original language
By Maya Zalbidea, 31 July, 2014
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In this article Doménico Chiappe makes a list of suggestions to write hypermedia literature:
-A hypermedia narrative will be a novel if there are more than three plots;
-The structure will be nonlinear;
-The hypermedia writer develops a strategy to hit on the mind of the reader with minimum scenes, full of messages;
-It will be told with fragments that the author composes like a puzzle;
-Each chapter will have a beginning and ending;
-Free from the dictatorship of the paper, the links will drive to different narrative levels, that will tell real stories, textual contents, musical, animation, hemerographics, oral, photographical, audiovisual and plastic;
-Images wil be full of interpretations;
-The reader will be free to choose his/her own navigation;
-The quality of the work will compensate the reader for his/her interaction.

Abstract (in original language)

En este artículo Doménico Chiappe hace una lista de sugerencias a la hora de escribir literatura hipermedia:
• -Una narración hipermedia será novela si existen más de tres tramas;
• -La estructura será modular; no lineal;
• -El escritor hipermedia desarrolla una destreza para golpear la mente del lector con escenas mínimas, cargadas de mensajes;
• -Se narrará con fragmentos que el lector arma como un rompecabezas;
• -Cada capítulo contará una historia, con principio y final;
• -Libres de la dictadura del papel, los hipervínculos conducen a planos narrativos distintos, que narrarán sus propias historias: contenidos textuales, musicales, de animación, hemerográficos, orales, fotográficos, audiovisuales y plásticos;
• -Las imágenes serán ricas en interpretaciones;
• -Se permite el libre movimiento del lector, que tiene derecho de elegir sus itinerarios de navegación;
• -La calidad de la obra recompensará al lector por su interacción.

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Captured as a screencast, this video is a reading-screening and browse-walk-through "Errand Upon Which We Came", a hypermedia poem created by Stephanie Strickland with M. D. Coverley (2002).

The idea to create artist-screencasts of this kind emerged within the project "Electronic Literature as a Model of Creativity and Innovation in Practice" (ELMCIP) based at the University of Bergen: Authors would talk with an ELMCIP-partner and navigate through a selected work while sound and the cursor-movements on the screen would be recorded.

Aiming at preserving instructive author-readings in dialogue between author and an ELMCIP-partner, the project's aim was to provide both an orally annotated archival artifact, as well as a teaching resource for cross-referencing a respective work in the Knowledge Base.

On occasion of Stephanie Strickland's participation at an UiB-based ELMCIP-arrangement in 2011, Stephanie was invited to perform the first artist-screencast of this kind with UiB's PhD-candidate Patricia Tomaszek.
The exploration of the work's interface and navigational apparatus, the presentation, formal description, and reading of the work evolves from an ad-hoc conversation that advances in correspondence with the work's reading-progress.

Please note that the video (14:13mins) is unedited and presented as raw-material: while screen-casting software allowed for capturing the work's reading with the author's cursor movements processed on the work, audio from within the work at times supersedes and "over-writes" the author's voice.

Produced by Patricia Tomaszek in conversation with Stephanie Strickland, this screencast is available as part of a teaching resource created for the ELMCIP-Knowledge Base.

Source: Patricia Tomaszek

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Within an enclosed darkened room, the image of Beyond Manzanar's 3-dimensional space is projected onto a large, wall-sized screen. The life-sized image fills your field of view and gives you a feeling of immersion within the virtual space. A joystick mounted on a pedestal in the middle of the room allows you to move your viewpoint at will through the virtual space. Speakers mounted on either side of the screen provide stereo sound. Although only one person at a time can control movement in the space, others can watch and share the experience. We have combined techniques of computer games and theater design to create a highly symbolic, often surreal environment with a poetic reality stronger than photorealism. The mountain panorama that defines the Manzanar site forms a constant backdrop for shifting layers of superimposed context. Open doors lead viewers through spaces that react to their presence, shifting between home and prison, between paradise and wasteland, to investigate Manzanar as a layering of contradictory and complementary images and emotions for two groups of immigrants. Archival photographs of Manzanar Internment Camp alternate with paradise gardens constructed from ancient Japanese scrolls and Persian miniature paintings; images of the immigrant American Dream alternate with media images of betrayal and hatred. Sound is also an important mechanism to set the emotional and cultural context: The constant moan of the desert wind or the cool burbling of water from a fountain; the scream of war jets or a woman singing a love song. The virtual space is sensitive to your presence, shifting context around you to change your emotional relationship to the space. If you follow an open road, barbed wire appears to block your path. If you enter a dark barrack you may find yourself in a pavilion overlooking a paradise garden - that disappears when you try to enter it, as if you suddenly awake from a dream.

By Scott Rettberg, 2 July, 2013
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Hypermedia designers have tried to move beyond the directed graph concept, which defines hypermedia structures as aggregations of nodes and links. A substantial body of work attempts to describe hypertexts in terms of extended or global spaces. According to this approach, nodes and links acquire meaning in relation to the space in which they are deployed. Some theory of space thus becomes essential for any advance in hypermedia design; but the type of space implied by electronic information systems, from hyperdocuments to “consensual hallucinations,” requires careful analysis. Familiar metaphors drawn from physics, architecture, and everyday experience have only limited descriptive or explanatory value for this type of space. As theorists of virtual reality point out, new information systems demand an internal rather than an external perspective. This shift demands a more sophisticated approach to hypermedia space, one that accounts both for stable design properties (architectonic space) and for unforseen outcomes, or what Winograd and Flores call “breakdowns.” Following Wexelblat in cyberspace theory and Dillon, McKnight, and Richardson in hypermedia theory, we call the domain of these outcomes semantic space. In two thought experiments, or brief exercises in interface design, we attempt to reconcile these divergent notions of space within the conceptual system of hypermedia.

(Source: Author's abstract, ACM Digital Library)

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