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Author
Year
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Description (in English)

Imagine your body literally immersed in a book. The letters of the alphabet, the punctuation marks have escaped the limits of the page. They seem to have an autonomous life, forming clouds all around you. Reacting to your amazed gaze, the letters find their order to form a sentence. You turn around, abstract shapes float: we don't know if they are images or objects. An omniscient voice is speaking to you. Everything gravitates with joy. Above, lines of code scroll like rain curtains: you are immersed in LIVING PAGES. LIVING PAGES is an original poem that is expressed at the same time as it is contemplated. It is a work of virtual reality based on unconscious interactivity. It is a new form that materializes, in real time, the mental images generated by the user and conveyed by words.

Screen shots
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Thumbnail picture for Living Pages by Maxime Coton
By Alvaro Seica, 25 August, 2020
Publication Type
Year
Publisher
ISBN
978-956-01-0568-4
Pages
249
Record Status
Librarian status
Approved by librarian
Description in original language
Abstract (in original language)

Luis Correa-Díaz se pregunta en esta serie de ensayos si la literatura electrónica está o no hoy por alcanzar esa velocidad de escape de la fuerza gravitacional de la literatura tradicional. ¿Cómo se negocia en esta época el valor literario, el estatus de lo escrito, la desaparición o permanencia del libro en esta etapa de transición y adaptación literaria?Pareciera haber en español una escasez de discursos críticos e iniciativas de estudio que den cuenta de estas significativas mutaciones culturales. De allí la especial importancia de este libro que se presenta de referencia obligada, especialmente para los estudios de obras iberoamericanas, en los que se centra esta publicación.

(Source: Belén Gache, Publisher's website)

Contributors note

Team: Wi Ding He (Director), Min-wei Kuo (International Distribution)

Zhang, like everyone in the near future, is addicted to virtual world. He is also depressed because his girlfriend doesn’t look at him anymore during their date and, as a result, their sex life also suffers since his girlfriend seems to enjoy cybersex more. Poor Zhang has to find solace in VR chatting software where the girl in VR world actually looks at him when talking to him! A failed rendezvous with his girlfriend makes Zhang wanders in the city at night and discovers a club where everyone gives up virtual world for physical fighting to engage “real interactions” and where everyone actually looks at each other during conversation.

Play area: Seated

Number of players: Single-player

Built with: Funique Vr Studio

Director: He Wei-TingExecutive Producer: He Wei-TingProducer: Zong-Rong ChihScreenwriter: He Wei-TingCinematographer: Funique VR StudioEditor: Funique VR StudioProduction Designer: Yen-Chou LiaoPrincipal Cast: Ellen Wu, Ching-Shen Chen, River Huang, Celia Chang, True WangAdditional Credits: 8K Stereo VR Production: Funique VR Studio, Sound Supervisor: Yung-Chien Kang, Costume Disgner: Chih-En Hsiao, Action Director: Yu-Sheng Chou, Still Photographer: A June, Audio Post Production: Aacross Studio Ltd.

Contact

Public Film ContactMin-Wei KuoKaohsiung Film Archiveminweikuo@kfa.gov.tw+886966720935Publicity ContactSebox Hongseboxkff@gmail.com+886953251152

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Multimedia
Remote video URL
Contributors note

BATTLESCAR is an animated VR film starring Rosario Dawson that follows the story of Lupe, a Puerto Rican punk kid living in the Lower east side of Manhattan in 1978. An interactive coming of age story, memories are brought to life as the audience navigates through Lupe’s journey. Get lost and found, get turned upside down in this wild tale of a runaway kid, her friendship with Debbie and how together they create Battlescar, a punk band born from the Bowery.

Produced by: Arnaud Colinart (Producer), René Pinnell (Executive Producer)

Team: Rosie Ruogu Huang (Assistant), Martin Allais (Director), Nico Casavecchia (Director), Arnaud Colinart (Producer), René Pinnell (Executive Producer)

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Language
Platform/Software
Record Status
Description (in English)

An interactive fiction written in Google Docs. The story starts in a dream, then you wake up in your bedroom and must begin to make choices. The work was made during the COVID-19 lockdown, and online team playing was encouraged as a way to counteract physical social distancing.

Screen shots
Image
Screenshot of first page - an image with links below
By Kristina Igliukaite, 15 May, 2020
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
177-182
License
MIT
Record Status
Abstract (in English)

D. Fox Harrell considers what is computational about composition, and describes the GRIOT system for generating literary texts.

The source is the essay-review on www.electronicbookreview.com written by D. Fox Harrell

Pull Quotes

"The GRIOT computational narrative system utilizes techniques suitable for representing meaning and expression such as the thoughts in the paragraph above. GRIOT is a computer program developed to implement systems that output narratives in response to user input."

"In algebraic semiotics the structure of complex signs, including multimedia signs (e.g., a film with closed captioning), and the blending of such structures are described using semiotic systems (also called sign systems) and semiotic morphisms (mappings between sign systems).

This does not imply a belief that meaning can be reduced to mathematical formalization; on the contrary, the underlying theories in cognitive linguistics assert that meaning is considered to be contextual and dynamic, and has a basis in embodied human experience. This means that meaning is "actively constructed by staggeringly complex mental operations" such as conceptual blending (Ibid., 8). Furthermore, meaning depends upon the fact that humans exist "in a world that is inseparable from our bodies, our language, and our social history" (Varela, Thompson and Rosch 1991). These underlying assumptions about the nature of meaning and the use of formalization are some of the characteristics that distinguish GRIOT from other work in poetry and narrative generation."

"My longer-term project involves using this technical and theoretical framework as a basis for creating further computational narrative artworks where in addition to textual input, users can interact with graphical or gamelike interfaces. This user interaction will still drive the generation of new metaphors and concepts, but along with text will also result in blends of graphical and/or audio media."

All quotes were directly rewritten from the essay.

By Kristina Igliukaite, 15 May, 2020
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
169-175
License
MIT
Record Status
Abstract (in English)

Chris Crawford walks through Deikto, an interactive storytelling language that "reduce[s] artistic fundamentals to even smaller fundamentals, those of the computer: addition, subtraction, multiplication, and division."

The source is the essay-review on www.electronicbookreview.com written by Chris Crawford

Pull Quotes

"The personal computer has been with us for twenty-five years now, and it has revolutionized the world around us. But in the arts, the computer has yet to approach its potential."

"Yes, the computer has dramatically changed the execution of ecisting artistic fields (...). These, however, are matters of applying the computer as a tool rather than exploiting it as a medium of expression."

"Yes, many artists have attempted to express themselves directly through the computer, but their efforts, while laudable extensions of existing artistic media, do not begin to use the computer as a medium in its own right."

All quotes were directly rewritten from the essay.

By Kristina Igliukaite, 14 May, 2020
Author
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
139-146
License
MIT
Record Status
Abstract (in English)

Nick Montfort argues that the contentious notion of the "player character" usefully constrains and makes possible the player's interaction with the gameworld. He considers the possibility that in interactive fiction one plays the character (like an actor plays a role) rather than playing the game.

The source is the essay-review on www.electronicbookreview.com written by Nick Montfort

Pull Quotes

The quote defining the "player character":

"In interactive fiction, the "player character" is that character who the interactor (or player, or user) can direct with commands. The first example of interactive fiction, Will Crowther and Don Woods's Adventure, instructed the interactor: "I will be your eyes and hands. Direct me with commands of 1 or 2 words." In Adventure this I may seem to be the same as the narrator (Buckles 1985, 141-142), but the development of later interactive fiction has made it clear that this entity - the "eyes and hands" that focalize the description of the interactive fiction world and the narration of events in it, and the agent that the interactor can direct or command, through which the interactor can influence the simulated world - is best considered as a separate entity, the player character."

"For interactive fiction to succeed, the player character must, in some sense, fit within the interactive fiction, and the interactor must fit within the player character."

All quotes were directly rewritten from the essay.

By Kristina Igliukaite, 14 May, 2020
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
129-136
License
MIT
Record Status
Abstract (in English)

Jeremy Douglass evaluates Shade within the history of interactive fiction, and considers how light is represented in the code structure of scene descriptions, arguing that "[w]ithout vision there is no agency."

The source is the essay-review on www.electronicbookreview.com written by Jeremy Douglass

Pull Quotes

"Shade is an interactive fiction (IF, or "text adventure game") - an object-oriented story simulation in which a command line is used to interact with a text parser. The parser prints text describing the situation to the player ("You are sprawled on the futon") and the player responds by typing ("> EXAMINE FUTON") to receive a response ("The futon is definitely on the downhill side of life's rolling knolls."). By convention, IF descriptions are generally written in the second person, while player responses are imperative statements."

"Throughout Shade, you inhabit two worlds. In the first world, a vision of the apartment invites you to reflect on choices in your former life that lead to the second world, the reality of the desert and of the player's death. Although your apartment is brightly lit by a bulb, it is also a shadow world, the hallucination of a dead or dying shade. The question is not whether this death will happen, but when and how bad news will arrive."

All quotes were directly rewritten from the essay.