art game

Description (in English)

 

Turing‘s assembly line is a cross between a gameart/artgame and an elearning (automatic learning) project. It was simultaneously developed for the amazing plato systems (automatic learning, 1960+) and for the web. It has been created by the Swiss artgroup AND-OR.ch (René Bauer and Beat Suter) in 2020.

 

As player you are not a user of the universal machine, you are Alan Turing‘s universal machine yourself. Please, sit down and begin to work!

 

You will receive task after task. You have to decide if you want to execute a task or if you don‘t. Of course you will also encounter some errors among the tasks. No program and no coder is perfect! You may even be confronted with exceptions, forkbombs ... and more.

 

Will you be fast enough? How many operations are you able to execute per minute? How long can you keep up the assembly line?

Turing created a slave, that works without thinking, without argueing and without any motivational design - the universal machine is just a bookkeeper with pencil and paper. Therefore Turing serialized everything to simple tasks in a line. He mechanized logic thinking to an assembly line job. And today almost everything is based on this universal (bookkeeping) slave from cars and excel sheets to servers, computers, smartphones and AI. But more and more this universal serf or slave is somehow pushing us to the edge and turns us into “fun slaves” of computers and processes.

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Description (in English)

"Some apps claim to increase your reading speed. We propose precisely the opposite:

How about reading Ulysses... with your fingers?

Through 4 episodes of increasing difficulty, your challenge is to wrestle with the text of James Joyce's monumental work, both mentally and physically.

By the end of your odyssey, you will have read up to four pages and 100 sentences chosen from throughout the novel. Your fingers' dexterity will have increased by an exponential factor, and your point of view on Modernist literature and experimental apps will have changed forever.

Note that He Liked Thick Word Soup differs depending whether played on a phone or a tablet. We recommend experiencing both versions!" 

(Description souce: http://chronotext.com/WordSoup/ 20.08.2019)

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Picture of an Iphone or Ipad screen using the app to play the game
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Picture of an Iphone or Ipad screen using the app to play the game
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Picture of an Iphone or Ipad screen using the app to play the game
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Picture of an Iphone or Ipad screen using the app to play the game
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Picture of an Iphone or Ipad screen using the app to play the game
By Jim Andrews, 9 March, 2015
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Abstract (in English)

One of several essays Jim Andrews wrote to accompany his shoot-em-up poetry game Arteroids.

Description in original language
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Arteroids is about cracking language open.

The future and the present are involved in the emergence of new media language that multiplies the symbols of writing, and changes writing from dealing with solely typographical material to multimedia composition and cognizing.

By Daniela Ørvik, 17 February, 2015
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Integrating story with games in a flexible way that gives interactors meaningful choices within a narrative experience has long been a goal of both game developers and digital storytellers. The "micronarrative" is an unexplored avenue of narrative structure that can be a useful tool in analysis and design of such experiences. A micronarrative is a smaller moment of plot coherence and miniature arc that is nested within a larger narrative structure. The concept was first labeled by Jenkins in 2004 in the context of a game's "meaningful moments" and expanded upon in Bizzocchi's 2007 analytical framework for videogame storytelling. It has its roots in earlier examinations of arc and scale, such as Propp's concept of "Functions" or McKee's "Beats" in literature, as well as in Barthes’ classification of a “hierarchy of levels or strata” which incorporates “micro-sequences” as described in his structural analysis of narrative (1975).

Identification and analysis of the micronarrative allows us to examine how small events build in a fractal-like pattern to form larger nested narrative arcs. The presentation argues that micronarrative units exhibit a recognizable level of coherent yet flexible granularity that is at once modular, hierarchical, and cumulative. This presentation will address the application of micronarrative as an analytical tool to three works: the commercial console videogame Deus Ex: Human Revolution (Square Enix, 2011); the art game Samorost (Amanita Design, 2003); and the interactive drama, Façade (Mateas and Stern, 2006). The presentation examines the role of micronarratives in structuring flexible narrative arcs in three artifacts that incorporate differing modalities of interaction and story design. In conclusion, this project will show that micronarrative is an essential tool for understanding the poetics of a diverse and evolving medium.

(Source: Author's Abstract)

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Robert Smithson realized one of his first works of Land Art at Kent, Ohio in January 1970. Partially Buried Woodshed was an example of the process he called entropy made visible. At the time, Smithson said he had always wanted to bury a building. For my part, I have always wanted to unearth a Smithson. Smithson never had the time to bury other buildings. He died in a plane crash in 1973. Or did he? What if a 70 year-old man going by the name of Robert Smithson were to show up here in Europe? Is he an impostor? Amnesiac? Suppose that Nancy Holt recognizes him as her husband and the James Cohan Gallery organizes an exhibition of his new work and the Art School at the University of Paris 1 invites him to realize an earthwork on its campus... The centre Saint Charles (University of Paris 1) has a problem with rain water collecting on the roof and infiltrating the lecture hall just below. Inspired by two of Smithson's projects, Partially Buried University involves creating a garden on the roof terrace to absorb the residual water, reduce our carbon footprint and contribute to sustainable development. Since the roof was never intended to support the weight of growing trees and shrubs, it is likely to collapse. The garden can then develop on its own, with weeds springing up throughout the bulding. A 3-D model of the roof was built, simulating weather conditions and plant growth. The visitor stands inside a 3-D VR projection of the building, on the second floor overlooking the roof which has been made into a garden. Using a flystick, she can choose seeds and move through the garden to plant them. After a number of people have sown poplars, cypresses, pines, maples and chestnut trees, the garden grows quickly, the roof just may give way and visitors suddenly find themselves climbing over rubble in the lecture hall below. A prototype was shown at the exhibition La ville, son modéle et les artistes at the Bellevilloise in January 2010 on a computer screen, using a mouse and keyboard.

Contributors note

“Partially Buried Unversity” was produced by the Citu (Universités Paris 1 - Paris 8) as part of the TerraNumerica Program. Software development by Jordan Prot. The plant growth models courtesy of ECP-INRIA. The project would not have been possible without the energy and talent of the entire Citu team.

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OI Futuro Flamengo
Rua Dois de Dezembro, 63 - Flamengo
Rio de Janeiro-RJ
22220-010
Brazil

Short description

Evento discute o futuro da literatura diante do desenvolvimento das novas mídias. Com curadoria das professoras Heloisa Buarque de Hollanda e Cristiane Costa, o Oi Cabeça vai reunir todo mês, até dezembro, estudiosos da cibercultura e grandes pensadores nacionais e internacionais no Oi Futuro do Flamengo. O projeto propõe uma reflexão sobre os rumos da literatura frente ao crescimento das mídias digitais. Dia 22 de junho, o convidado especial é o americano Scott Lindenbaum, um dos jovens fundadores da revista eletrônica Electric Literature (www.electricliterature.com) que vem sendo apontada como um dos mais inovadores meios de publicação da produção literária contemporânea, não só de autores iniciantes, como de escritores consagrados. Com uma proposta de ponta de popularizar a literatura por meio de uma distribuição alternativa e não restritiva, a Electric Literature representa uma revolução entre as revistas literárias nos Estados Unidos por abusar de todos os recursos e formatos digitais. A revista possui multiplataformas que permitem sua leitura em iPad, Kindle e no site, além de poder ser impressa sob demanda em qualquer lugar do mundo. “O que o Scott faz é uma publicação a partir da convergência de várias plataformas, fazendo com que a literatura se expanda em cinema, design, música, etc. Esse é seu grande diferencial”, explica Heloisa Buarque. A iniciativa levou à criação da Electric Publisher, que transforma livros e revistas em aplicativos para iPad. Pela primeira vez no Brasil, Scott Lindenbaum vai discutir os novos caminhos da literatura mundial, ao lado dos jornalistas Sergio Rodrigues (Veja), Carlos Carrenho (Publish News) e Paulo Werneck (Folha de São Paulo).

Encontros – A programação do Oi Cabeça inclui mais seis encontros até dezembro. Dia 20 de julho, Daniel Gelder (Metaio) e Rogério da Costa (Laboratório de Estudos em Inteligência Coletiva e Biopolíticas – PUC-SP) debatem a “Realidade Aumentada”. Em agosto, 25, a mesa será formada por Pierre Levy e Gilberto Gil e a discussão será em torno do tema “O poder da palavra na cibercultura”. Janet Murray (Hamlet no Holodeck) e Cristiane Costa (Programa Avançado de Cultura Contemporânea – UFRJ) conversam sobre “Literatura Expandida”, no dia 20 de agosto. Já em outubro, 19, o tema será “Os novos gêneros e-literários”, com Robert Coover (ELO - Eletronic Literature Organization) e Giselle Beiguelman (O livro depois do livro). Os dois últimos debates serão com Ian Bogost (MIT– Newsgames) e Arthur Protasio (Centro de Tecnologia e Sociedade da FGV-RJ) sobre “Personagens, estratégias narrativas e engajamento nos games”, no dia 16 de novembro. O projeto se encerra no dia 7 de dezembro com um Labfest, espaço de troca e criação, que reunirá a comunidade literária impressa e transmídia num evento inédito e urgente no campo das letras.

(Fonte: Press Release)

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By Eric Dean Rasmussen, 21 June, 2012
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Literary gaming (Ensslin 2014) is situated at the interface between literary computer games and ludic digital literature. The conjunction of literary close-reading and gaming is inherently paradoxical because literature and computer games are two entirely different receptive, productive, aesthetic, phenomenological, social and discursive phenomena. Reading, according to Hayles (2007), requires deep attention, which allows subjects to focus on an artefact such as a print novel or digital fiction for an extended period of time without, however, losing a sense of the actual world surrounding them. Gameplay, on the other hand, typically involves hyperattention, which literally glues players to the screen, thereby creating "artificial" basic needs, such as the urge to finish a level or quest before being able to focus on any other activity. (Literary) art games tend to "détourn" commercial game aesthetics (Dragona 2010, Vaneigem 1967) to evoke a critical meta-stance in players towards the ludic and textual expectations created by mainstream game culture. This meta-stance may relate to the ways in which players willingly succumb to teleological trajectories such as functional killing and saving damsels-in-distress (Ensslin and Bell 2012). By the same token, literary game designers and digital writers explore creatively the question of whether hyper and deep attention are indeed compatible, thereby producing a variety of artefacts that inhabit various loci on the spectrum between ludic digital literature and literary computer game (Ensslin 2012). Focusing on the ludic, fictional, medial and linguistic metazones (Jaworski et al. 2004), this chapter offers a close "playing" of Jason Nelson's poetic platform game, Evidence of Everything Exploding (2009). Nelson's work sits near the middle of the ludic-literary spectrum. It literally 'toys' with the explosive potential inherent in the fusion of reading and playing, specifically in the highly polysemic and metalinguistic realm of poetry. Methodologically, an extended notion of functional ludo-narrativism (Ryan 2006: 203) will be employed to the analysis, with a view to examining how elements of game design, gameplay, textuality and poetic style concur to evoke distinctive receptive and interactive experiences. (Source: Author's abstract, 2012 ELO Conference site)

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Boston, MA
United States

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(Announcement): 

Do you have a vision of the (or a) future of interactive fiction that you would like to share with interested players, authors, implementers and theorists?

The IF Demo Fair will be running during PAX East (Boston, March 11-13), showcasing new and interesting demonstrations in the IF world.

These don’t need to be polished, complete games, just pieces that show off your concept. We’re particularly interested in demonstrations that explore one of our themes:

  • novel ways to interact with in-game characters
  • innovative user interfaces for text/story-based games

But if you have a great idea that doesn’t match either of these themes, send it anyway! We welcome any demonstration that can reasonably be construed as relating to interactive fiction and storytelling: traditional parser-based IF, works with multimedia and graphical components, choose-your-own-adventure, or interactive poetry.

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Description (in English)

The third part of Jason Nelson's artgame trilogy.

Video games are a language, a grammar or linguistics of various texts. The sounds, the movement, the graphics, the rules or lack of rules, everything about a video game is a component of language.  A digital poetry game must combine all these elements, strange and interactive stanzas, crossed out and obstructed lines, sounds and texts triggered and lost during the play.  Indeed the game interface becomes a road to inhabiting the digital poem, to coaxing the reader/player into living and creating within the game/poetry space.

Using a top down, platform engine (without gravity) Evidence of Everything Exploding is a game driven digital poem exploring various historical and contemporary texts. Each level’s poetic content is built from the document’s sub-sub texts and curious consequences. With Bill Gates’ letter to the Computer Brew Club about monetizing hobby computing, we find the seeds of an empire, James Joyce is caught in an infinite loop of changing texts, Fidel Castro’s boyhood letter to the US president praising America and asking for money signals an opportunistic future.

 With ten levels, each with video poem prizes, and strange poetic narratives, this game is a sequel to “game, game, game and again game” and “I made this. You play this. We are enemies”.

I ♥ E-Poetry entry
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