AR

By Milosz Waskiewicz, 27 May, 2021
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Abstract (in English)

Even before worldwide quarantines added impetus, material gaming had already become increasingly enacted in virtual spaces. Rather than virtual play replacing the material, as some speculated in the early days of videogames, material play has become increasingly entangled with virtuality. These increasingly complementary modes of play offer a rich space for exploring the multifaceted embodied and conceptual activity of play, the blending of material and virtual that in many ways defines games.The three panelists encompass a wide range of perspectives, including the perspective of a game maker translating material play into the digital realm, that of a Human-Computer Interaction (HCI) scholar who researched how players interact differently with the Catan boardgame and its digital implementations, and that of a theorist reflecting on how virtual spaces remediate material affects. Together, these diverse perspectives aim to explore the paradoxical yet generative spaces where materiality and virtuality intersect in gaming.The theoretical approach looks at analog games as capable of producing the specific circumstances that foreground the affective relationships between the players and the other pieces of the assemblage. Because of the procedural nature that necessitates specific types of interactions between parts of the play assemblage, analog games amplify the social interactions between players and differently produce affective orientations as a consequence of their systems. Then examines the ways that these games are remediated and adapted to digital platforms highlighting the things that are lost or changed in the move to digital, uncovering the types of experiences that are important for each type of adaptation.

The HCI approach presents Association Mapping (AM) in HCI; called so because the formation of a network is due to objects making associations in context. By recording the associations that form a network, it is possible to understand what objects are most central within that network. . This research contributes to the next paradigm of HCI by providing a new tool to understand use that is fragmented, distributed, and invisible. AM incorporates association as its measurement. This results in passive measures of attention, hybridity, and influence in network formation of any kind. It does this by making the systemic nature of use visible and capable of evaluation at any level.And finally the design approach applies design strategies for incorporating three main types of play: Screenplay, Gameplay, and Roleplay, seeking to answer questions about how to bridge the narrative and performance aspects of digital and analog play. This is particularly applicable to classic games that are associated with transmedia narratives and characters, such as the Clue board game, where there are established cinematic traditions and character roles.During the COVID-19 pandemic, board games have become a useful medium for examining our changing relationship with physical and digital interaction. In addition to presenting our own findings, this panel also offers several methodologies for furthering research into the intersections of the analog, digital, physical, and virtual.

By mez breeze, 11 August, 2018
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Abstract (in English)

Important piece by @MezBreezeDesign on @TheWritPlatform about creating #elit and #digitalfiction in the #VR space.

- Kate Pullinger

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For the most part, XR projects such as those mentioned above currently exist only in the mainstream margins, with a majority of experiences requiring costly high-end VR rigs and expensive desktop computers that demand audiences experience the works in their optimal state. To counteract this selective catering to the exorbitant end of the XR market, in early 2018 I had the idea to create a VR Experience that would reduce the mandatory use of high-end tech. This project would instead cater directly to a range of audiences by crafting a work that could be experienced across a far larger (and much more accessible) range of lower-end tech. This VR Literature work is called A Place Called Ormalcy.

In the VR version of A Place Called Ormalcy, additional effects mark the dystopic “boiling frog” dilemma that Mr Ormal faces. Each VR tableau subtly increases in size and scale as the Chapters progress, with the audience finding themselves in the climatic Chapter in a looming monochromatic set surrounded by huge windowless block-shaped buildings devoid of detail – except multiple, and menacing, “88” shaped logos (and the awfully transfigured Mr Ormal). In the VR version, the text becomes increasingly difficult to navigate, with the audience having to teleport, twist and turn in the VR Environment to read each annotation, echoing the “fake news” proclamations of our contemporary Western world where it is becoming increasingly difficult to access truth over relentless propaganda.

By Mona Pihlamäe, 10 October, 2017
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

In this essay, Robert P. Fletcher demonstrates how, while putting together digital and print media affordances, augmented print may evoke in readers a sense of the uncanny. Fletcher also explains how works such as Amaranth Borsuk’s Abra (2014), Aaron A. Reed and Jacob Garbe’s Ice-Bound (2016) or Stuart Campbell’s Modern Polaxis (2014) seem to demonstrate the existence of a never-ending return of the “familiar” in electronic literature.

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By tye042, 26 September, 2017
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Abstract (in English)

An overview of Gregory Ulmer’s thought by Victor Vitanza.

1. How do we not know we think, yet think?

Gregory Ulmer (a.k.a. ‘Glue’) has been for some time developing a theory of invention that would be appropriate and productive for those cultural theorists who have an interest in electronic media. (Invention, classically defined in oral and print culture, is the art of recalling and discovering what it is that one would think or say about a given subject. In electronic culture, invention takes on new ramifications). In his Applied Grammatology (1985), Ulmer moves from Derridean deconstruction (a mode of analysis that concentrates on inventive reading) to grammatology (a mode of composition that concentrates on inventive writing); that is, he moves towards exploring “the nondiscursive levels - images and puns, or models and homophones - as an alternative mode of composition and thought applicable to academic work, or rather, play.

Pull Quotes

It is equally deadly for a mind to have a system or to have none. Therefore, it will have to decide to combine both.   Frederich Schlegel

Description (in English)

Augmented beasts builds on some of my experiences and preoccupations in the book world – my books on circus, optical illusion (Painted Circus), visual experiences that weave together unusually coupled animals (Mixed Beasts) and animals who live, for example, in strange Victorian Houses (Alphabeasts). It is also indebted to my fascination with magic and, of course, by the possibilities I see in the emerging medium of augmented reality itself for children: being able to ‘touch’ a virtual object and make it disappear... being able to use an ipad as a looking glass to encounter hidden illustrations, stories and music. This piece was coded in Vuforia for ipad during an artist residency at the Augmented reality lab at York University.

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

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Screenshot of Wallace's work
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By Hannah Ackermans, 27 November, 2015
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Abstract (in English)

Since the early 2000s, media artists have explored the potentials of location-based technologies, developing locative media projects “in which geographical space becomes a canvas” (Hemment 2006). Artists both within and without the locative field, such as Teri Rueb (USA), Blast Theory (UK), Jeremy Hight (USA), Janet Cardiff (Canada), Chris Caines (Australia) and Paul Carter (Australia) have developed creative works involving narrative, textuality and place-based storytelling within a site-specific context. In many of these works, real world spaces are annotated and augmented with a range of artistic contents – primarily audio and/ or textual – and mediated by mobile devices.

Certain earlier, pre-digital practices also involve the augmentation of real world spaces with cultural contents, such as various pilgrimage and walking practices involving the spatialisation of narrative and the virtual annotation of the world. These highly embodied and imaginative site-specific practices involve landscape operating as an interface to “an enhanced, symbolic world” (Czegledy 2005), involving “stories we can trace with our feet as well as our eyes” (Solnit 2001) and resonating with contemporary techniques of spatialisation, annotation and augmentation within digital contexts.

The paper will discuss my 2013 locative media work Notes for Walking (the space in-between time), a locative narrative / augmented reality work that was exhibited in the Sydney Festival 2013, a major Australian arts festival. Notes for Walking annotated 13 video notes (comprised of text, sound and moving image) to an abandoned naval fort at Middle Head on Sydney Harbour by using locative and AR technologies, and was experienced as a walked, locative work by audiences using their own smartphones and a free, downloadable project app. The project drew audiences of over 5000 people to Middle Head during the Sydney Festival period in January 2013, and was downloaded to over 2,600 mobile devices in this time.

Notes for Walking emerged from extended research into pilgrimage and related walking practices; in particular the 88 Temple Buddhist pilgrimage of Shikoku, Japan where the 88 temples ringing the island of Shikoku operate as a large-scale spatial narrative. The research revealed a complex, multilayered system of narrative spatialisation and annotated, augmented landscape within the Shikoku pilgrimage; including a straightforward annotative level in which temples are associated with miracle tales via oral history, and a more participatory, imaginative level in which haiku-like poems or go-eika – written in second person, present tense – act as specific textual triggers at each site, mediating the participant’s live experience of the landscape as a poetic and highly embodied technique of participation.

This research – and especially the discovery of the poetic device of the go-eika – provided a textual and creative framework with which I approached the conceptualisation and development of Notes for Walking. Given the large audience numbers and high level of participation in the festival, the approach appears to have proved engaging for contemporary audiences and may have relevance in a broader locative media and locative narrative context.

(Source: ELO 2015 Conference Catalog)

By Eric Dean Rasmussen, 14 June, 2012
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Abstract (in English)

Most new media work establishes interactivity within a curated installation space: a gallery, a festival, or an area whose purpose is to exhibit art. However, recent experiments in new media narratives have made use of the capabilities of smartphones and tablets to present experiences that are aware of the user’s position in space and
even their current behavior or object of attention.

Specifically,augmented reality works set themselves apart by re-contextualizing environments and objects encountered in everyday life, removing the fourth wall and blurring or eliminating an interactive experience's boundaries. This differs markedly from the purism of the imagination tapped by literature, and often even favors more realistic integration, in contrast to stylistic depictions and abstractions used in monitor-based works. Augmented reality’s strength and interest lies in how it embeds a story in an environment, or how it can be used to awaken new awareness of a viewer to their surroundings. This bridges the world of the reader with the diegesis of the narrative, resulting in works that react to the immediacy of the experienced space.

The major draw to augmented reality in industry has been to use this immediacy to push a product or service, and embed it within the viewer's world. As with any new platform for generating content, its commercial appropriations and implementations threaten to control the discourse of its use. It is important therefore to establish an artistic framework that conveys and critiques the narrative affordances AR makes possible.

Augmented reality is a relatively nascent medium, especially when set alongside other works of electronic literature. Our talk will start with a brief illustration that will allow audience members with smartphones to collaboratively experience an augmented reality work.

(Source: Author's abstract, 2012 ELO Conference site)