augmented reality

By Julianne Chatelain, 22 November, 2017
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This presentation, "Axolotls and Perfume Bottles", was delivered by Strickland and Luesebrink as part of the ELO 2017 panel, "Forms of Translation: Experimental Texts Rewritten As Migrations To Digital Media". Its ELMCIP record includes a PowerPoint file with extensive embedded movies, and the script for the presentation, both exactly as delivered.

The first portion discusses Regina Celia Pinto's work Viewing Axolotls, her transformation of Julio Cortazar's 1952 story "Axolotl", which she considers together with Gustavo Bernardo's book on Vilem Flusser.

The second portion discusses the transformations and migrations of the authors' work To Be Here As Stone Is from print to multiple digital incarnations. The perfume bottle referenced is associated with this poem in the print version of Strickland's True North.

As the script says, "If Viewing Axolotls outlines a path to the interior humid space of aquarium tank or nightmare brain--always crossing over into confined space--To Be Here As Stone Is traces a path that breaks out from the interior of a perfume bottle to a cosmic location."

[Archivist's note: the content presented at the conference was in PPTM (macro-enabled MS PowerPoint file) and DOC (MS Word) formats. To prevent the spread of malicious macros, neither of these formats may be uploaded to ELMCIP. Following the "translation" theme of this panel, I have therefore saved the PPTM as a PPT file, and the DOC as PDF, before uploading the attachments. I have checked that both still read/play as they were presented; if you prefer, you may download and re-convert them. As the slide presentation (56 MB) contains multiple video segments demonstrating the two works, please allow sufficient time for all elements to fully load. On certain slides the presence of video segments is indicated by a change to the cursor (and mentioned in the script).]

 

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"If Viewing Axolotls outlines a path to the interior humid space of aquarium tank or nightmare brain--always crossing over into confined space--To Be Here As Stone Is traces a path that breaks out from the interior of a perfume bottle to a cosmic location."

"Texts are transformed when migrated from print to digital form. Beyond multimedia, interactivity, or possible insertions by a reader, the very structure of a digital work is itself a translation, an architectural design shaped by the technology of its era. A migrated work is also transformed by contextualization within an idiosyncratic website."

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By Mona Pihlamäe, 10 October, 2017
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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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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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Created in Unity using the Vuforia plug-in, 200 Castles is an augmented reality piece for iPad about time, longing, and magical spaces set in both the domestic spaces of a castle across multiple decades and in the spaces of memory. The viewer unlocks the story by using the iPad as a magic looking glass to look at a series of images in a photo album (‘trackables’ – the images contain features that the camera on the iPad is seeking). When the iPad’s camera ‘sees’ the images, the augmented reality technology overlays a small digital scene with accompanying audio.

By Hannah Ackermans, 6 February, 2017
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Oculus Rift virtual reality headgear is usually donned to kill dragons or multitudes of soldiers, to explore far off places and feel superhuman. But Pressman argues that the VR and augment reality [AR} work of Canadian digital artist Caitlin Fisher confronts expectations about digital media, games, and electronic literature by employing such technology to tell women’s stories and to pursue feminist storytelling. Pressman examines how Fisher’s AR work Circle (2012) embeds multimodal vignettes about three generations of women onto little domestic objects, which Pressman designates “feminism in action,” specifically in the aesthetic enactment of its female-centered subject matter and its formal glitch aesthetics. More specifically, Pressman aims to show how Circle performs the central concerns of Material Feminism: an investment in illuminating how materiality and context-based relationality are central elements of experience and meaning-making. This short work about women and things insists on the relationality of animate and inanimate objects and, in so doing, it provides an opportunity to critique such philosophical movements as Object-Oriented Ontology. Moreover, the ways in which Circle achieves this critique promotes investigation into the larger and more central intersections between the technologies of AR, VR and feminism.

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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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Sherwood Rise was an experimental arts project that investigated possible futuristic forms of the book. The challenge was how to expand a traditional paper book (codex) using new media technologies. Sherwood Rise uses AR in an experimental artistic way, and tells a participatory and interactive story through printed newspapers, mobile phones, and email. AR is used to enable multiples voices in the story, where each voice tells the story from different and opposing perspectives. The AR also acts as the interface to the story, and enables the reader to change and control the story and eventual outcomes.

(Source: Author's Description)

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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)

Kjell Theøry will be a site-specific mobile Augmented Reality poem mapped visually to geo-spatial coordinates in a public outdoor space in Bergen. The work responds to historical and fictive narratives of Norway as a landscape for exile and escape in conjunction with writings and memories from my residency as a Fulbright Scholar in Bergen last year. It will be accessible for viewing with internet-enabled smart phones and tablets throughout ELO 2015 and will be activated by a brief live event in which I manipulate and read from the virtual space and generate additional material by scanning augmented tattoos on the body of a local male performer. This work evolves out of my AR installation in June 2014 at the Bergen Bibliotek, The Empty House, but will be a substantially new iteration. (Source: ELO 2015 Catalog)

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By Hannah Ackermans, 27 November, 2015
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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)