Application

Description (in English)

200ton TNT is an audiovisual project that utilises the augmented reality (AR) possibilities of smartphones and tablets. Poet and philosopher Maarten Doorman made 7 letter poems that are shown at the well-known TNT mailbox. These poems are designed and animated by Nils Mühlenbruch and P.J. Roggeband in the 200t TNT app, which is available for free in the app store.

(Source: Translation from description on YouTube)

Description (in original language)

200ton TNT is een audioviueel project dat gebruik maakt van de augmented reality (AR) mogelijkheden van smartphone's en tablet's. Dichter en filosoof Maarten Doorman maakte 7 briefgedichten die getoond worden bij de welbekende TNT brievenbus. Deze gedichten zijn vormgegeven en geanimeerd door Nils Mühlenbruch en P.J. Roggeband en verwerkt in de 200t TNT APP, die gratis verkrijgbaar is in de app store.

(Source: Description on YouTube)

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Description (in English)

MathX (Metadata-Eye) is an audiovisual software program with an infinite duration that is built using the open source processing programming environment. It is a navigator in a meta-symbolic space, that travels a 3D network of codes and text contents.

A collaborative piece by André Sier and Álvaro Seiça, MathX (Metadata-Eye) was developed for Sier's solo exhitibition 02016.41312785388128 at Ocupart Chiado, Lisboa, from May 19 to June 4, 2016. The navigator presents a poem by Álvaro Seiça made as an invitation to create a text based on the philosophical-archaic-metaphysical references of André Sier's work.

Sier's initial navigator, MathX, was developed in 2010.

Seiça's text departs from Sier's works, MathX Java code, Dziga Vertov's Kino-Eye (1924), and Ted Rall's Snowden (2015).

The collaboration branched out into sound, text, and visual pieces.

(Source: Adapted text from https://thenewartfestival.wordpress.com/catalogue/)

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MathX (Metadata-Eye) (screenshot)
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Description (in English)

Combinatory poem written and programmed by Antero de Alda and Jorge Santos in BASIC for a Spectrum ZX in Sever do Vouga, Portugal, on Jan. 1, 1986. The piece was later renamed as A Memória da Água.

Description (in original language)

Combinação de texto programada por Antero de Alda num microcomputador Sinclair ZX Spectrum, Sever do Vouga, 1/1/1986.

(Source: Po-ex.net)

Description in original language
Description (in English)

The initial idea of The Cosmonaut came from a suggestion that we work on the story of Ed Aldrin, bringing it to the digital environment. Of course, the philosophical or anthropological record did not seduce us in any way, but the possibility of fictionalizing a history of religious conversion (or reconversion). On the surface, what is known of this episode is that Aldrin, having remained alone in the Lunar Module while Neil Armstrong made his historic walk ( a small step for a man, a great leap for mankind ...), had a kind of religious epiphany. From there, he became (or came to be) a convicted Christian. On top of that, we proposed to change the location of the epiphany, which became a spacecraft in outer space, orbiting the Moon. The astronaut, on the other hand, would be a cosmonaut because of the etymological implications of this term

source:https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-928…

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Description (in English)

This app developed for the iOS environment is a reworking of a video work titled Unicode (2012) which “shows all displayable characters in the unicode range 0 - 65536 (49571 characters). One character per frame.” The video lasts about 33 minutes and has a sound component which he didn’t use for the app. The app adds a simple user interface which allows speeding up or slowing down the character display, shaking for random access to the characters, and an interactive function that uses the touchscreen interface and the accelerometer. This is a conceptual work which allows us to appreciate the rich palette of characters and symbols written languages from around the world offer and can be accessed when encoded in the Unicode standard.

(Source: ELC 3)

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Unicode Infinite (screenshot)
Description (in English)

Oczy Tygrysa

(Eyes of the Tiger) is an example of an online flash adaptation of the poems of an avant-guard poet (formist) from the interwar period, Tytus Czyżewski.The authors of the adaptation, poet Łukasz Podgóni and electronic literature researcher Urszula Pawlicka chose to adapt Czyżewski’s pieces that speak explicitly to issues of mediation and mechanization. Czyżewski’s poetry serves as a precursor to the forms of aesthetic experimentation now common in electronic literature, anticipating hypertextual, interactive, generative, and kinetic forms of writing. The inspiration for this adaptation was the paraphrased words of Mark Amerika “What would Czyżewski the Formist do with new media?” Oczy Tygrysa shows how interwar poetry complements the language of new media both in terms of composition as well as semantics.

(Source: ELO 3, editorial statement)

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Description (in English)

To Montréal” was first written using pen and paper while paddling a packraft from Toronto to Montréal. It was subsequently written into an Android app with hope of monetization. The hope proved futile, but did lead to experimentation with alternative formats. These are the results of those experiments: An app, a movie, a web page, and a portable wifi book.

Description (in original language)

To Montéral is a creative work which exist as an app, a movie, a web page and a portable wifi book. In this work we are shown a series of images that follows a story. The artwork

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Description (in English)

A Travel Guide is a location-based, mobile-centric application for creating poetic texts in the style of the travel guide. The project has as its goal to give visitors an alternate reading of place, through the serendipitous juxtaposition of their current location with evocative procedural text. As more people visit the site, more travel guides will be generated, until eventually the surface of the planet has been blanketed with travel guides. The guides are generated randomly and so not traditionally “accurate.” You may need to try harder than usual to apply the information contained in these guides to the locations in question.The guides are generated from a database of sentences from Wikivoyage (“the free worldwide travel guide that anyone can edit”). The generation algorithm randomly selects sentences from similarly-named sections across all WikiVoyage pages, rejecting sentences that contain proper nouns. The text created by this procedure has the familiar cadence of travel guides, but describe no place—or every place—in particular. A Travel Guide is a 2014 commission of New Radio and Performing Arts, Inc. for its Turbulence.org website. It was made possible with funding from the Jerome Foundation, now celebrating 50 years of the creative spirit of emerging artists. (Source: http://elo2016.com/festival/allison-parrish/)

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A Tour Guide said this about cinemas in Bergen, Norway:CinemasThe steam is literally dripping off the walls, among other things.The film festival being an exception to this.Most modern movie theater in the city.

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Description (in English)

Sherwood Rise is the world's first augmented novel. It's an Augmented Reality (AR) transmedia interactive graphic novel/ game, told over 4 days through a range of media and formats: printed newspapers, AR on mobile phones, emails, hacker websites, blogs, sound, music, graphic novels and illustrations.

Inspired by the current financial crisis, and the Occupy movement, the story is based on the traditional Robin Hood tale. The traditional tale of peasant revolt and dissent is brought up to date, and adapted for AR and transmedia. In our adaptation, austerity is imposed on the poor by a privileged elite, but resisted by a gang of hacker outlaw terrorists called the 'Merry Men'.

Each day you receive a newspaper (via email) which you interact with via AR. Your interaction (how much you support the establishment or the Merry Men) updates a database, which then determines the version of newspaper you receive the next day. My intention was to make a physical book interactive, and in this way explore the future of the book.

The project explores the future of the book and transmedia storytelling:

  • It's a story told in a range of media on multiple platforms
  • It expands a traditional printed story, adds additional layers of story through AR
  • It adds augmented digital artefacts onto a printed story.

The objectives of the project are:

  • To add virtual elements to the real world page by combining mobile device/ new media technology and the book
  • To use mobile device based AR and transmedia, in novel and artistic ways to expand a narrative
  • In creative and artistic ways to raise awareness and stimulate thought about financial fraud, corruption, austerity, politics
  • To produce a book which is part static and part dynamic, and altered by the reader's behaviour
  • To challenge power relations of news using AR.

My research interests for this project included:

  • AR activism, challenging authority, privilege and power
  • The politics of AR and storytelling/ news, contested content, critiquing ways that news is reported, revealing the "truth"
  • Aesthetic, artistic, cultural and sociopolitical uses of AR and transmedia stories
  • Revealing hidden stories within a fiction
  • Many voices in a story - simultaneous multiple viewpoints
  • Documenting the process and experience of designing, adapting and building a transmedia story from the ground up
  • The reader experience - reading and navigating an AR transmedia book, moving from paper to screen, the disjointed reading experience
  • Exploring aesthetic possibilities of AR, graphic novels and illustrations on mobile devices.

Sherwood Rise - the story begins here
Please note that since the AR software "Junaio" is no longer available (since 2015), then the project doesn't run anymore.

This was a research collaboration between Dave Miller (concept, code and drawings) and Dave Moorhead (screenwriter). This was a post-doc research project funded by the University of Bedfordshire, as part of the UNESCO Future of the Book project.

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Description (in English)

Loss, Undersea is an interactive narrative/multimedia semantics project by Fox Harrell in which a character moving through a standard workday encounters a world submerging into the depths -- a double-scope story of banal life blended with a fantastic Atlantean metaphor. As a user selects emotion-driven actions for the character to perform, the character transforms -- sea creature extensions protrude and calcify around him -- and poetic text narrating his loss of humanity and the human world undersea ensues. (Source: MIT Icelab)

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Screenshot of Loss, Undersea
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