stories

By Milosz Waskiewicz, 25 May, 2021
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Abstract (in English)

We sometimes hear it said that our relationship with time has been altered. In companies and administrations, the adoption of New Management strategies means that employees feel themselves subjected to ever increasing urgency and stress. The “FOMO Syndrome,” the anxiety generated by our fear of missing out on something in a world in which we are exposed to a constant flow of information and access to other people’s narratives (or at least to their stories), is a phenomenon inherently linked to the digital environment. The Covid-19 crisis has no doubt accentuated this tendency, with its injunction to stay increasingly connected (particularly to social media and video conferencing platforms), and to immediately respond to digital notifications and sollicitations on a 24/7 basis.

According to Paul Ricoeur, “narrative attains its full meaning when it becomes a condition of temporal existence”[1] (Ricoeur, 1984). From this perspective, narrative is our principal tool for situating ourselves in time ― and for experiencing time within ourselves. Moreover, the Digital may be characterized as “a tool for the phenomenal deconstruction of temporality” (Bachimont 2010). This is reflected in its two main tendencies: that of real time calculation, conveying the impression of immediacy, and that of universality of access, conveying the impression of availability. The digital, thanks to its availability and its immediacy, thus leads to constant present, without any impression of the passage of time (Bachimont, 2014).

What happens then when the digital and narrative come together, when digital technology and narrative discourse, between which obvious tension exists, are combined? What happens when we exploit the particularities of “programmable media,” to use the term coined by John Cayley (2018), which for Bruno Bachimont are essentially detemporalizing, to tell a story, which we traditionally consider as being structured by an internal temporality and linked to an external temporality? From such a perspective, the term digital narrative would appear almost oxymoronic.

Digital narratives do nevertheless exist and are proliferating in multiple forms and thanks to varied approaches. What kind of temporal experiences are constructed by these new forms of digital narrative, and how are they constructed? Reciprocally, what new narrative forms, or even new concepts of narrative do these new temporal experiences provided by digital technology offer to us? The challenges lie in the manner in which narratives, revisited for and by digital tools and the digital environment can on one hand stand up to the deconstruction of time provoked by the said tools and environment, and on the other hand make us reflect on our relationship with time, and on the place of narrative as a discursive mode in our culture and our ways of interpreting the world.

In this article we will focus on three very different types of digital stories, in order to analyse the diverging potentialities of the relationship between the digital, temporality, and narrative. We will study two artistic creations on the one hand, and the widely used social media feature of stories on the other.

We will first examine a fictional work written for the smartphone[2] (downloadable from an app store), which is based on notifications, i.e. in which a fictional character regularly sends notifications to the user. This type of narrative plays on notions of temporality, with the intrusion of the reader’s real time.

We will also study a narrative based on a real time data flow[3]. The constraints imposed on the narrative by this type of apparatus imply that the causality of events is replaced by the sequentiality of real events. Yet this technical specificity, the linking of the narrative to a real time data flow, can mean that life’s contingencies enter into the narrative and result in a “pure time experience” (Chambefort, 2020).

Finally, with a change of field and direction, we will examine the phenomenon of the stories made possible notably by platforms such as Instagram and Facebook, which allow users to display a short video clip, an animated or static picture, a text or even a mini-survey for a default duration of twenty-four hours, which in turn is temporalized and presented to users with an associated duration of fifteen seconds, after which the feature automatically displays the next story available in the user’s newsfeed.

These three examples each explore the notion of temporality and the use of time in the digital “narrative” from a different angle: first, the interaction between the real time of the reader and his/her reading with narrative time, and so with the fictional work, then that of the diegetic time determined by the data flow, which thus becomes the temporal axis of the work in question, and finally the temporality imposed by the story features on various platforms, presented as a constitutive aspect of the story, and which the content provided by the user adopts and integrates.

[1] “Time becomes human to the extent that it is articulated through a narrative mode, and narrative attains its full meaning when it becomes a condition of temporal existence.” (Ricoeur, 1985).« Le temps devient temps humain dans la mesure où il est articulé de manière narrative ; en retour le récit est significatif dans la mesure où il dessine les traits de l’expérience temporelle. »

[2] Enterre-moi, mon amour (Bury me, my love), The Pixel Hunt and ARTE France, 2017: https://enterremoimonamour.arte.tv/.

[3] Lucette, gare de Clichy, Françoise Chambefort, 2017: http://fchambef.fr/lucette/.

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Description (in English)

'Describe the route you take from your parental home to your bed, where you slept as a child.' That was the question Vanhauwaert asked people who have lost their parental home. Vanhauwaert was inspired by five extraordinary stories of people whom she changed into characters. She created a mental room in which these five characters wander. 50 routes are hidden in the audiotour.

Description (in original language)

‘Beschrijf mij de route die je aflegde van de deur van je ouderlijk huis tot aan het bed waar je sliep als kind.’ Dat is de vraag die ik stelde aan mensen die, om de een of andere reden, hun ouderlijk huis verloren.

Ik liet mij inspireren door vijf bijzondere verhalen van mensen die ik tot personages kneedde.  Vervolgens creëerde ik een mentale ruimte waarin de vijf personages ronddolen en dromend weer thuiskomen.

Je kan je eigen audiotour beluisteren op www.thehouseinme.com. Begin met je cursor (of wijsvinger) bij een van de namen, en teken je route tot aan een van de slaapkamers. Bij elk kruispunt kan je afslaan. Er zitten bijna 50 verschillende routes in verstopt!

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‘Ik woon niet meer in het huis, maar het huis woont nog in mij.

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Description (in English)

Stories about Lithuanian Paralympians. Each story encompasses each individuals experience, struggles, and passion.

Available in English and Lithuanian language.

This work was awarded the Gorkana Award for Journalism in 2016. 

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By Chiara Agostinelli, 15 October, 2018
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For the past two years the author has been producing an experimental spoken word radio show that blends stories, sounds, and voices in an audio collage. The work is played on radio and also distributed as a podcast. The work evolves out of improvised recording sessions that are then processed and edited into episodes that have a thematic centre. The recording will include different modes of writing and performance. Often the texts are improvised but also written texts are used. This talk will argue for the idea of radio and podcasts as electronic literature in that the medium and reception of radio and podcasts influences the meaning and reception of the work. The author will talk about histories of radio and sound art paying particular attention to the rise of the podcast and the possibilities it has for literary texts that resist the formats of broadcast radio.  

The show can be found here https://soundcloud.com/nothing_to_see_here_radio

Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/844/Nothi…

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Description (in English)

2×6 consists of short “stanzories”—stanzas that are also stories, each one relating an encounter between two people. Appearing in English, French, Spanish, Russian, Japanese, and Polish, the stanzories are generated by a similar underlying process, even as they do not correspond to one another the way a translation typically does to a source text. These sixfold verses are generated by six short computer programs, the code of which is also presented in full. These simple programs can endlessly churn out combinatorial lines that challenge to reader to determine to whom “she” and “he,” and “him” and “her,” refer, as well as which is the more powerful one, which the underdog. Generating 2×6 is a simple process, and readers are invited to study the programs and even modify them to make new sorts of text generators. Reading the output can be much more difficult, as the text that is produced crosses syntax with power relations and gender stereotypes, multiplying those complexities across six languages.

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Description (in English)

Opening in the center of the international refugee crisis, this playable story places the interactor in the position of the refugee. As the tale opens, an explosion sends the interactor from the comfort of a ship into the salt immortal sea. Rescued by a mysterious boat the player encounters eight other passengers, drawn from the present and the ancient past. However, one of these passengers has angered the gods, and unless the player can discover which, all will face their wrath. However, finding that secret is no easy task. Each passenger harbors secrets that pit them against each other in an allegory of contemporary global crisis. Choosing from one of nine iconic positions in the refugee crisis, the interactor can explore tales of misfortune while trying to keep the shipmates in balance by collecting and circulating secrets. In this tale, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. It is a tale of the eternal return to proxy wars and the challenge of achieving some semblance of world peace. The story of the refugee is a harrowing reality reimagined here in terms of sirens and cyclops, not to make the horrors of war fanciful but to render the tale of the contemporary global conflict in timeless, epic terms. What does it take to survive this existential journey with humanity in tact? How can one negotiate the turbulent waters and the whims of unseen gods and foreign powers in the human tragedy of a proxy war? The Salt Immortal Sea will be set up as an installation that invites a primary interactor to make choices while a larger group can watch the story’s progression play out.

The primary interface will be an iPad. LED lights spread in the room will represent the characters aboard the ship, lighting up when the player interacts with them. The reading experience can take 5-30 minutes, depending on depth of exploration. Platform: Ink + Unity Displays on IPad, (also PC or Mac).

(Source: ELO 2017: Book of Abstracts and Catalogs)

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18 Cadence is a storymaking machine where readers explore a house through a hundred years of history. Any piece of the story can be dragged and dropped onto a workspace area and repositioned, merged, and remixed, like magnetic fridge poetry for narrative. Readers can share and exchange the stories they make this way, and have created poetry, counter-narratives, collages, and many other stories and experiments. 18 Cadence was a Kirkus Reviews “Best Book App” of 2013, and received Honorable Mentions for the prestigious IGF Nuovo award and the Robert Coover Award for a Work of Electronic Literature.

By Hannah Ackermans, 8 December, 2016
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As new ways of sharing stories emerge, how does this impact on our writing processes, the ways in which they are informed by previous practices, and the development of new possibilities? Technologies shape stories (Zipes, 2012, p. 21), yet as digital texts take on ever more varied forms – multimedia, sensor-driven, embedded in objects and located in landscapes – contemporary writing practices remain linked to the production of the printed book (Bolter, 1991, p. 5). This paper considers opportunities and challenges in shifting from using only chirographic and typographic tools in writing practice to utilising methods from the oral tradition and other practices.

(Source: Abstract ICDMT 2016)

By Maya Zalbidea, 24 July, 2014
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9788490071212
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Tras la red is a collection of 16 stories by writers, editors and critics who wrote them after a meeting celebrated in Asturias to debate the future of literature and the influence of the new technologies in it and in our lives. This collection of stories respond to the need of reflecting about this topic and give an answer to the questions that kept without any answer of the debate about literature in the digital age.

Abstract (in original language)

Tras la red es una colección de 16 relatos obra de escritores, editores y críticos quienes después de un encuentro celebrado en Asturias para debatir el futuro de la literatura y la influencia de las nuevas tecnologías en ella y en nuestras vidas. Esta colección de relatos responde a su necesidad de reflexionar sobre este tema y dar respuesta a las preguntas que quedaron sin respuesta en su debate sobre la literatura en la era digital.

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Written in Unity for use with Oculus RIFT glasses, Cardamom of the Dead is a literary VR environment - the user wanders through a virtual environment filled with a vast collection of things a narrator, heard in voice-over, has hoarded over years (decades? centuries?).  The environment is filled with debris and stories and the piece is ultimately a meditation on collecting as madness, consoling practice and memory palace.

(Source: ELO 2014 Media Arts Show)

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