sculpture

By Sumeya Hassan, 19 February, 2015
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Abstract (in English)

As a writer of electronic literature who is also deeply engaged with computational narrative, my goal is producing work both engrossing to read and also engaging to play. How can (and why should) we expand an e-lit reader's affordances beyond selecting what lexia to view next, to take on a more active role of creator and co-author? For the past few years my work has been exploring these questions in a series of experiments towards an aesthetics of sculpturalfiction. By "sculptural" I mean to suggest that an encounter with such a work has qualities similar both to the act of sculpting-- playful exploration, encompassing many small acts of expression and decision-making-- but also the way asculpture is encountered: on the audience's terms, without a set script, for as much or as little time as the viewer is interested. Sculptural fiction implies continuous interaction with a piece where exploration and self-expression are both integral to the experience. I believe it illuminates an interesting corner of existing e-lit work in a new way, and provides an intriguing direction for future exploration.

(source Author Abstract)

Description (in English)

Objective Poet is a multimedia object that consists of a computer modelled kinetic sculpture in the shape of modified cube accompanied by sound design, reflecting its microclimate. We plan to install the Objective Poet in a public space where people talk a lot: on a central square, in a cafeteria, etc., in Milwaukee, Wisconsin. A sound capturing device is going to be attached to the artefact to collect the verbal interactions of the passersby in the close proximity. Analyzed using Maximus P modules, the sounds of these conversations will be converted into a sound poem. The text will be vocalized or transmitted in a multichannel configuration.

(Source: ELO 2014 Conference)

Description (in English)

Stop & Smell explores the boundaries of literature and digital sculpture. It invites readers to construct a narrative by interacting with illuminated (fragrant) paper flowers. As viewers smell the flowers, their understanding of the story changes and takes new directions, exploring themes of success, happiness, and expectation along the way. Stop & Smell was inspired by stretchtext literature, stories in which clicking on links expands a passage to include new text that potentially changes the meaning of the original. By incorporating classic features of literary hypertext—fragmented, combinatory narrative; ambiguous point of view; discursive agency—Stop & Smell hopes to challenge the perceived limitations of the page by introducing the affordances of the screen into an analog setting. (Source: ELO Conference 2014)

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StopSmell1
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StopSmell2
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StopSmell3
Description (in English)

An interactive animation (depicting a map of islands and a stretch of the sea) is screened on top of a model of an archipelago. The numbers on the map that signifies the waters' depth are clickable, for each number a short poetic text emerges. When clicking one of the islands, the screening goes dark and the selected island is lit with a green light. A longer text-animation is played. The texts are like notes from a distant future, with elements of slow violence, something lurking beneath the surface. The spectator chooses beginning and endpoint in the viewing - depending on how much time you give the piece the underlying storyline becomes clearer. It is nearly impossible to experience the work identically two times, to follow the same sequence of numbers.

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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
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Screen shot of Underbelly
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Screen shot of Underbelly
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Screen shot of Underbelly
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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.

Description (in English)

Carving in Possibilities is a short Flash piece. By moving the mouse, the user carves the face of Michelangelo's David out of speculations about David, the crowd watching David and Goliath, the sculptor, and the crowds viewing the sculpture.
(Source: author's description in ELC 1.)

I ♥ E-Poetry entry
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Technical notes

To hear the sound, turn on the computer's speakers or plug in headphones. Move the mouse over the image.