playable media

By June Hovdenakk, 12 September, 2018
Author
Language
License
All Rights reserved
Record Status
Abstract (in English)

This paper proposes a typology for studying Chinese text-based playable media (e.g. interactive installations, screen-based works, computer games) in terms of the freedom of user interaction with the Chinese characters. In the last two decades, various typologies/models/categories have been proposed to systematize the research of electronic literature and text-based digital art (Seiça, 2012). These classifications focus on different aspects of digital works, including but not limited to: visual experience of users, aesthetic principles, interactive features, technologies applied and structure of codes (Campas, 2004; Hayles, 2008; Strehovec, 2015). Although dissecting electronic literature with such diverse angles, these classifications are all based on examples of alphabetical languages and pay little attention to the abilities (freedom) of the user deconstructing and manipulating the basic linguistic units in the works. The Chinese language differentiates itself from any alphabetical-based languages by containing a huge number of graphemes instead of a dozens of letters. This creates a problem of how to input Chinese characters into western originated machines (from typewriter to computer) (Mullaney, 2017). In most of the modern commercial digital systems, all useable characters must be listed on the Unicode table as an alphanumeric code. However, these codes are arbitrarily assigned and make no sense for human users. People always need to input another set of codes or data, often based on the phonetic or written structure of a character, to the inputting software which will call the corresponding Unicode from the operating system. This handling of characters through “reinterpreting and rendering” (Cayley, 2003, p.281) is the norm of all Chinese computer systems. However, many Chinese text-based playable works intentionally or unintentionally sabotage such process flow and challenge the limitation imposed by the computer systems. Since this is a unique condition in Chinese-based works, this proposed typology will be based on the difference of how users manipulate the characters in the examined works and what extra freedom has been provided in comparison to consumer applications. This typology is not only needed for categorizing the characteristics of Chinese text-based playable media for future research, but can also provide a ground for systematically analyzing the difference between character-based and alphabetical-based languages in digital interacting environment. 

Pull Quotes

The Chinese language differentiates itself from any alphabetical-based languages by containing a huge number of graphemes instead of a dozens of letters. This creates a problem of how to input Chinese characters into western originated machines (from typewriter to computer) (Mullaney, 2017).

By Christine Wilks, 18 June, 2016
Language
Year
University
Record Status
Abstract (in English)

As a new media author, I write the visible, readable text (texte-à-voir *) and the underlying source code, the program (texte-auteur *). As a new media artist, I also design and create the user interface and the multimodal elements - the whole thing.

Since starting to write and create in new media, I have felt compelled, by the digital medium itself, to attempt to fully exploit the affordances of programmable media for expressivity by employing non-linear narrative methods, non-trivial interactivity and random programming in poetically and/or narratively meaningful ways. This has led me to create, what Noah Wardrip-Fruin calls, playable media works.

Writing creatively for algorithmically-driven media, working with others’ code frameworks and writing my own programs has led me to consider the expressivity of game processes and, consequently, my work has taken on more game-like characteristics. I’d like to trace this development by presenting a selection of extracts from key works (listed below) which demonstrate this move towards writing for playability.

The key Electronic Literature works:

Fitting the Pattern ( http://www.crissxross.net/elit/fitting_the_pattern.html )
Underbelly ( http://www.crissxross.net/elit/underbelly.html )
Out of Touch, an ongoing series ( http://www.crissxross.net/oot/indexoot.html )
Rememori ( http://www.crissxross.net/elit/rememori.html )

*Philippe Bootz, Towards an ontology of the field of digital poetry

Description in original language
Description (in English)

Explore a dark, mountainous landscape dominated by a gigantic tower. 

Set in a dark and abstract dream world that revolves around a crashed bus, the atmospheric literary game environment The Dead Tower can be freely explored at full-screen with the mouse and keyboard. Leonardo Flores says about the project: “This narrative poem is arranged on a darkly atmospheric virtual world designed to both creep you out and pull you in…“. Like the proverbial moth, the reader’s attention is drawn towards the brightest things around: white words float in the air, static or rotating. And the lines of mezangelle verse both heighten the dread by telling fragments of a ghostly narrative prefigured by the bus crash site the reader finds herself in and soften the tone with hints about the interface that nudge the fourth wall. (Source: GalleryDDDL description)

I ♥ E-Poetry entry
Pull Quotes

this. broken. space [chamber (gamer) place + constrict (l) ure]

Screen shots
Image
Image
Image
Image
Image
Image
Image
Technical notes

Requires Flash Player 11 or higher.

Dreaming Methods

Description (in English)

R3/\/\1X\/\/0RX (remixworx) - selected works:

an online journal of digital art and writing - 2006 to 2012

R3/\/\1X\/\/0RX (remixworx) is a space for the remixing of digital media, including visual poetry (vispo), electronic poetry (flashpo), playable media, animation, music, spoken word, texts and more. It began as a blog in November 2006 and has grown to number over 500 individual works of media. The source material is made available and all media is freely given to be remixed. Each new work is remixed, literally or conceptually, from other works on the blog. Then, the new work is linked to the blog post(s) that contain the component parts, thus the blog 'talks to itself' - "I link therefore I am" (Mark Amerika). The project promotes no single 'author', and we keep dogma chained outside the gate. It is not a tame place, though, and artful innuendo is evident.

R3/\/\1X\/\/0RX is also a playful environment - as with much 'creative discourse' - and we are always surprised and delighted by the remixes. We respond to each other, to newsworthy events, and to trends in politics or art. Some works have been remixed several times and represent a creative dialogue that utilizes social software to explore 'open source', "a philosophy ... that promotes free redistribution" (Wikipedia). We sometimes post completely new work because R3/\/\1X\/\/0RX needs to be fed. In regards artistic practice, R3/\/\1X\/\/0RX is unabashedly new media - 'born digital' - but the project has roots in photography, literature, audio technology, film, animation, poetry, computer programming, dada and outsider art.

R3/\/\1X\/\/0RX is a creative micro-community. Most members were brought together, initially, by the trAce Online Writing Community. R3/\/\1X\/\/0RX continues in a spirit of learning and sharing - in the original spirit of the World Wide Web. Some members have won awards of one kind or another for digital art and writing. Often, in the heat of working on a complex project, a person needs to let off steam - R3/\/\1X\/\/0RX is a place for that, as well.

R3/\/\1X\/\/0RX is an accumulation of spontaneous ideas that spawn at random intervals, a flexible community, an adaptable entity that has been shown in a variety of ways - performed live at festivals and conferences, or remixed live as part of DJ/VJ events. The gallery page of 'selected works' has been created to 'open the project up', so to speak, with a visual interface, separate from the blog. It is presented as an online journal of digital art and writing that spans 2006 to 2012.

UPDATE: the R3/\/\1X\/\/0RX - selected works web page is no longer available but the R3M1XW0RX archive is accessible here: http://remixworx.com/

Screen shots
Image
Screen shot of remixworx - selected works gallery page
Technical notes

R3/\/\1X\/\/0RX contains a variety of media - including Flash, mp3 audio, video - collected in a blog and a javascript gallery page.

Description (in English)

Underbelly is a playable media fiction about a woman sculptor, carving on the site of a former colliery in the north of England, now landscaped into a country park. As she carves, she is disturbed by a medley of voices and the player/reader is plunged into an underworld of repressed fears and desires about the artist’s sexuality, potential maternity and worldly ambitions, mashed up with the disregarded histories of the 19th Century women who once worked underground mining coal. 

Created in Flash for the web, Underbelly incorporates a rich and often grotesque mix of imagery, spoken word, video, animation, text, interactivity and random programming within a traversable map-like narrative terrain. Its design is based on the remarkable uterine qualities of the Hereford Mappa Mundi combined with diagrams of female reproductive organs and 19th Century illustrations of mines and pit workers. Video, shot in  point-of-view close-ups, represents the woman’s above-ground activity and conscious concerns, but it’s persistently undermined by visual, vocal and kinetic elements generated by the ‘subconscious realm’.

Winner of the New Media Writing Prize 2010

Winner of the MaMSIE Digital Media Competiton 2010/11

I ♥ E-Poetry entry
Screen shots
Image
Screen shot of Underbelly
Image
Screen shot of Underbelly
Image
Screen shot of Underbelly
Image
Technical notes

Requires a browser with Flash Player and a computer with sound. Use your mouse to explore. Look out for the crawling woman; she will take you to the next region.