"'Portal' is an interactive net.dance in three parts that follows a traveler passing from the physical world to a virtual world called the Sunset/Sunrise. The work touches on the spatial and aesthetic relationship between virtual and physical spaces, as well as the relationship between user and digital content. Cinematic and kinetic, the traveler uses dance as the main mode of communication and means to travel between worlds. This ambiguity between the real and unreal is reflected in the content: analog footage is mixed with digital resolutions as the figure moves from a New York City street to a digitally created desert landscape. Traditional dance film techniques, as seen in kinesthetic editing and image creation, are combined with interactivity and screen design."--From Turbulence
virtual world
This paper shares the story of the rise and fall of The Adventure Game Toolkit (AGT), a Pascal-based design system written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). It was the leading platform for parser-based interactive fiction in the late 1980s and early 1990s, with Text Adventure Development System (TADS) as its upstart competitor. The use of these early (pre-Graham Nelson’s Inform 6) parser-based interactive fiction platforms was supported by an annual AGT contest, and a design community that stayed in touch through BBS-communities, the largest of which was Compuserve’s Gamer’s Forum. Malmberg ceased to support AGT in 1992, (the final release was AGT 1.7) but the contest continued until 1994. The competition was rebranded under new management, and with an expanded community and continued on as the Interactive Fiction Competition, (which has been run since 2016 by the Interactive Fiction Technology Foundation). A game that I wrote for the AGT contest in 1992, CosmoServe, featured a simulated DOS environment, featuring the frustrating use of dial-up software and the aesthetic of CompuServe screens from that era, as well as the more visceral experience of BBS communication -- wailing modems, paying by the minute, long download times and corrupt files, hard-drive destroying viruses etc…). Ironically, this game is now all that appears to be left of CompuServe's rich gamers’ and game designers’ lifeworld. A collaboratively written work of IF that I organized, Shades of Gray: an adventure in Black and White, written in AGT, was designed and coordinated in a CompuServe Gamer’s Forum private room, and represents the heyday of bulletin board IF collaboration. When CompuServe died in the mid-1990s, after having been assimilated in a borg-like way by its longstanding and hated rival, AOL, nothing of CompuServe remained to be archived digitally, except what individual users might have downloaded to their own computers and backed up on floppy disks. I will soon be launching, through IFTF, a crowdsourced “Digital Archeology” project asking old users of CompuServe Forums (chiefly Gamers and Science Fiction forums, the two places that gamers and game designers hung out), to go into their own basements and see what they can find of media they might have downloaded from CompuServe in its final years. This includes transcripts of conferences, listings and files from libraries, public postings and private email. I will share the history of AGT as a e-lit platform, its code, games, contest, and disappearance from the scene and describe the CompuServe Gamer’s Forum Digital Archeology project, particularly as our finds shed light on the life and times of writers of e-literature and interactive fiction who used early platforms, like GAGS, AGT, and TADS to write and share their work, uploading and downloading it to and from BBS-services. It is a world that has vanished from the digital record – in this paper, and the project it describes, I'm hoping to bring some of it back.
(Source: Author's own abstract)
In a world that draws our attention to the present moment, both facts and stories are now subject to fluctuations, whether fictional or virtual. What if we started inventing the truths we desired, to the detriment of genuine facts? What kinds of worlds would this create?Uchronia | What if? offers a collection artworks that create uncommon, digital versions of the world and of history. They create speculative futures, revisiting history by exploring new approaches to political and social impasses; exploiting a dystopian internet and alternative networks; confronting multiple experiences of time, both human and machine-based.For ELO 2018, curator Lisa Tronca presents a selection of Uchronia | What if? artists, some exhibiting their work for the first time in Montreal. By proposing different modes of reception of hypermedia works, this exhibition questions the gaps and connections between physical and virtual worlds.
(source: information from the schedule)
Mind the gap between digital journalism and eletronic literature. In the digital age, how to write about the search for love? Using fiction or non fiction? The question is that a new epistolary literature is being written in cell phones, e-mails, apps and dating sites. How different is it in comparison with the old love letters people used to write to their soulmates? In a mix of netnography, journalism and digital storytelling, me and other 25 brazilian researchers infiltrated ourselves into this universe for the last five years. The idea was not to publish a tradicional print work for newspapers or a linear story. We created avatars, made hiperlinked articles describing each site or app we visited and also wrote field journals about our experience. It is an experience of multimedia storytelling whose original question, the search of a soulmate using the internet to extend our chances in the virtual world, work as a metaphor for the journalism chances to find unprecedented paths exploring new narrative strategies in digital media. It also highlingts a change in the reader's position, who doesn't want to wait anymore to watch the development of the stories by the authors and want to find his own path, make new relationships or join new social groups. And, with this, construct new stories.
Svaha, Tantra, Death is a shamanic operation on perceptions and inner experience. This performance does not involve showing existing work; instead, it creates a transformative event and its entangled representation. We will perform virtual generation, completion, and dance of Yamantaka, a Tibetan tantric deity. We will perform textual transformation of the world. We will be re-situating electronic literature performance practices in philosophical and corporeal register. The work moves from hi-speed text through generated clusters of Yamantaka, to ordered and disordered images of the natural world and its bodies.
(Source: http://chercherletexte.org/fr/performance/svaha-tantra-death-a-second-l…)
A collective novel created in Second Life.
My most extensive internet project, New York City Map, is a sort of virtual guide to the most interesting parts of New York City (at least from my point of view). But it isn't a guide in the usual sense. While "walking" through these Web pages you can, as you choose, find yourself "standing" on a particular street, you can walk or go by subway direction you want, you can meet people and even "talk to them". In contrast to traditional maps, the aim of NYCMap is not to document the layout of the city or point out its most famous tourist attractions. With the NYCMap I've tried to capture the atmosphere, the energy, or that Something which I think makes New York City so curiously different from other cities with skyscrapers. At the same time, this project is my personal diary, a document of time I spent there since 1999. [Taken from official website, http://www.bankova.cz/marketa/prace/work.html ]
HTML
Web-art work that focus on the poetics of alterity – the game of identity and alterity. Based on interactors’ data (skin color, name, city, country, gender, height and weight) the work creates different visual kaleidoscopes intending to cause reflection about people’s differences and similarities.
(Source: Artist's site)
The artist also produced a version of the work for Second Life, where the kaleidoscope is formed by the leaves of a tree. Each avatar who interacts creates a leaf with his/her skin color and each 10 leaves created causes the tree to produce a coin of L$ 1,00, which can be taken by any avatar who touches it.
Since the early 1990s, there has been a growing body of live performance that is situated online. These events differ enormously in form and content, are described with multiple terms (such as cyberformance, remote performance, internet theatre, screen stage, computer-mediated performance), are staged in a variety of online environments (such as text-based and graphical chat rooms, sound broadcast, real time choreography for screen, virtual worlds, games and purpose-built or existing platforms as for instance facebook) and engage diverse audiences. The net, however, is forgetful: it loses the memory of those events, and of the people who lived them, of the environments and communities who hosted them.
On 12 October 2012, a cyberformance symposium will be hosted by UpStage, the Waterwheel Tap and independent cyberformers, where cyberformers will discuss their online performances with other artists, researchers and interested participants. Questions we would like to tackle in CyPosium include: What different kind of events happened? What did they make possible? What was special about the event? Why were things done in a certain way and what were the results?
(Source; Cyposium site)
This panel will examine the textual (verbal and non-verbal) construction of characters as the key to representation and identity in cyberspace. The concept of “character” is not established a priori, but comes into being as participants in the digital world or text render words, images and movements into a perceived identity.
The panellists will address questions of representation, fiction and reality as well as discussing techniques, patterns and codes used in creating and interpreting digital characters. Is it possible to represent oneself realistically in cyberspace? What is the relationship between realistically intended projections of ourselves and make-believe or fantastic characters? What are the relationships between the construction of characters in narrative and dramatic fiction and in computer games and online communities?
In four complementary and interlinked perspectives on characters in digital environments, we will discuss how real and fictional people are represented and/or represent themselves in the varied contexts of online communities, computer games, hypertext fiction and artificial intelligence.
Lisbeth Klastrup´s paper examines how in some digital fictions and/or worlds, the programme is brought to the centre of the stage of action as a “character.” Represented as a perceptible subjective consciousness or “implicit narrator,” this character is made explicit through the way it manipulates the interface, comments on the ongoing action, etc. In these instances, the programme is “perceiving” us at the same time as we as characters/readers perceive “it.” Can these examples point toward an alternative way of thinking about character representations and their mediation in digital environments?
Susana Tosca´s paper discusses different sorts of computer games to see what kind of characters they propose the user to identify herself with. It considers the range of actions that users are asked/allowed to perform as well as the prior narrative construction of the "user-character." These two factors will give an idea of the nature and degree of the users activity, raising questions of narrative and psychological identification, representation, involvement, catharsis and ultimately the cultural importance of games. Who are we when we play digital games?
Jill Walker´s paper explores the concept of “character” in a MOO, examining the relationship between traditional notions of character, as we are familiar with them from literature, drama and cinema, and players' presentation of themselves as make-believe or realistic characters in a MOO. In analysing specific examples of characters and “bots” in MOOs, this paper examines how we can use existing and emerging theory to understand digital characters.
Elin Sjursen´s paper investigates how the creation of identity/character is flavored by the user’s implementation of textual and visual codes in "interactive" environments like MOOs and cybertexts. Without help from facial expressions, body language and tone of voice, how does the reader interpret the writer while they chat together, how does the writer reveal herself to the reader? Can any of these codes help create better and more believable bots?
ABOUT THE PRESENTERS:
SUSANA PAJARES TOSCA is writing a PhD thesis on Literature and Hypertext in the Complutense University of Madrid. She has published articles and given talks on humanities computing and cyberculture in general both in Spain and abroad.
LISBETH KLASTRUP is writing a PhD thesis on MOOs and other on-line Communities as Fictional Worlds. As the first PhD at the recently established IT-University in Copenhagen (Denmark), she is much engaged in the founding of the interdisciplinary ITU Research School. She has written articles on on-line fictions, film and cyberspace.
JILL WALKER is currently researching a PhD at the University of Bergen (Norway), where she will compare hypertext fiction and MUDs. She has published several articles on hypertext fiction, both in print and as hypertexts, and has extensive experience with building and living in MOOs.
ELIN JOHANNE SJURSEN is writing her graduate thesis on the merging of text/image/sound in cybertext poetry at the University of Bergen (Norway). As a multimedia artist she has presented her work at several conferences.