illustration

By June Hovdenakk, 29 August, 2018
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Abstract (in English)

Scott McCloud’s Understanding Comics has been a staple text in digital media classes for decades. Chapters focusing on topics such as symbolic and iconic representation, relationships between word and image, and the illustration of time provide powerful insights into the creation and interpretation of digital works. McCloud’s analysis of the visual-centric comic medium bears obvious relevance to what we create and see on the screen. For those working in interactive fiction, however, the most useful chapter may be the one dedicated to what cannot be seen. Chapter 3, “Blood in the Gutter”, examines the physical and narrative gaps between frames in a comic strip or book. These gaps, or “gutters” are the visible whitespaces between inked panes and, simultaneously, the conceptual spaces between points in a narrative. McCloud’s examination of these spaces offers valuable insights for both authors and readers of the code-triggered gaps between hyperlinked elements of an interactive fiction. This paper applies McCloud’s discussion of the gutter to link-oriented electronic literature. The gutter is constructed through collaboration between author and reader. The author determines the transition type between linked frames. McCloud identifies six transition types, each relating to a different way in which a narrative may be carried along from one frame to the next. These types are moment-to-moment, action-to-action, subject-to-subject, scene-to-scene, aspect-to-aspect, and non-sequitur. The nature of interactive fiction will likely lend itself to other transition types that are less relevant to the comic book format. I will look at examples from various interactive fictions to illustrate the use and effectiveness of each transition types. In each transition type, a narrative gap separates the linked frames. The author determines the transition type, but it is the reader who fills the gap. This is an act of closure in which the reader’s interpretations of the both base and destination frames construct the missing segments of the narrative, bridging the gap and making the narrative whole. Closure is heavily influenced by the author’s choice of transition types. The moment-to-moment type requires little effort or input from the reader to achieve closure, and thus encourages little collaboration between reader and author within the narrative gap of the hyperlink. Others, such as scene-to-scene and aspect-to-aspect, allow for a much greater degree of reader input and a more dynamic and unpredictable narrative space between frames. My argument for the relevance of McCloud’s work to interactive fiction presupposes the importance of the writer’s choices in link construction. Just as writers should make intentional choices about traditional elements such as use of words, metaphors, character development, plotting, and pace, writers of interactive should make intentional choices in their use of links. This can mean more than knowing what choices we want our readers to have, or how we want our stories to branch and twist. McCloud’s discussion of transition types and their influence on reader/author collaboration provides us with a useful set of tools as both creators and readers of interactive fiction.

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Description (in English)

Shirley Bassey Mixed Up' is an experimental illustrated 14-page biography, following her early years up to the present day.
The illustrations are network generated, built dynamically from Internet searches. By specifying different Yahoo searches and playing with the customisation options, you can influence the look of each illustration.

By pulling in data from the Internet and manipulating/ transforming it within a story, this work can be described as a networked narrative. But the structure is basically a traditional (linear) 14-page story built on top of a generative composition tool, that uses Internet search data as its input.

What is it?
a traditional linear story
a networked narrative
a generative composition tool, controlled by the user, but containing controlled randomness.
By adding unexpected and uncontrolled elements to the story we are influencing and changing the presentation of the story, how it's experienced and what we take away from it. In effect we are shaping the story, even making a new story, changing fact into fiction, sometimes disrupting the story.

As the networked elements are dynamic and largely unpredictable, every experience of the story is unique. Your version of the story is packaged into booklet form, for you to print and keep.

Why did I do it?
The biography was inspired by an incident on a TV awards show last year, where Bassey was publically humiliated. I felt sad to see this happen, and wanted to know more about what led up to this.
To somehow connect to a wider body of knowledge, to give it more context, make it more relevant and less subjective or controlled by me, to make the story more open
I wanted the story to be partly written by the network
I wanted people to contribute to the story
I wanted people to use my generative drawing tool, to create their own mini masterpieces.

(source: http://davemiller.org/projects/bassey_mixed_up/learn_more.php)

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Description (in English)

The Kaos electronic literature magazine was published on floppy disk by the French company Kaos as a new year electronic postcard from 1991 to 1993. Realised by Jean-Pierre Balpe, the father of automatic literary text generation, the issue #3 released in January 1993 for Apple Mac proposes generators by different authors (in French and one in English by Jasper). (Source: http://imal.org/en/resurrection/kaos-3-action-poetique-jean-pierre-balpe)

Description (in original language)

Kaos était une revue sur ordinateur consacrée à la littérature électronique et produite par la société Kaos, qui la présentait comme carte de voeux. Réalisée par Jean-Pierre Balpe, trois numéros sur disquettes seront ainsi édités entre 1991 et 1993. Ce numéro 3 est sorti en Janvier 1993. La génération automatique de textes est quasi l'oeuvre de Jean-Pierre Balpe dont l'influence a été décisive sur la littérature numérique française des années 1980. Le numéro 3 propose plusieurs générateurs de différents auteurs. (Source: http://imal.org/fr/resurrection/kaos-3-action-poetique-jean-pierre-balpe)

Description in original language
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Contributors note

Jean-Pierre Balpe is the programmer of most of the pieces in the issue. Mark Smith is the programmer of the JasperEngine.

Description (in English)

2002 is a collaboratively-authored narrative palindrome, exactly 2002 words in length. 2002 was first published in a limited edition of 202 inscribed copies on New Years Day, 2002. On February 20th, 2002 (20-02-2002) 2002 was published on the Web. On November 11, 2002 (11-11-2002) 2002 was published as an illustrated book.A palindrome is a text in which the sequence of letters and numbers is the same forwards and backwards. Spaces, punctuation, and line breaks are used freely. In 2002, the authors took the liberty of assuming an accented e (é) is the same letter as e, and that an i with an umlaut (ï) is the same as an i. Other than that it is perfect.The palindrome was written by Nick Montfort and William Gillespie with the assistance of an Eraware computer program named Deep Speed. Design of the HTML version and the book were done by Ingrid Ankerson. Illustrations were provided by Shelley Jackson. The creators of the book have had the historically rare privilege of experiencing two palindromic years: 1991 and 2002. No generation of people has lived through two palindromic years since 1001, and none will again until 2112.

(Source: Author's description on the project site)

Pull Quotes

O readers, meet Bob. (Elapse, year! Be glass! Arc!) Bob's a gem. O, hot Bob, now one decimal, debased ullage. Pen, if Bob—saga's sage motif—set arenas. Sideman Bob: X. All eve, loner: go. Goddesses, Bob? (Arc!) No bellissima? A dank cab spans 2002's Bob.

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2002: A Palindrome Story in 2002 Words
Description (in English)

 Inspired by one of Tom Phillips' illustration for his Dante's Inferno (Talfourd Press, 1983), "Una selva oscura" is a digital visual poetry framework providing readers with different poems and the possibility to write their own.  

Artist Statement:

My work has been driven by three main themes: interpretation through adaptation, little acts of unacknowledged violence, and the expression of a sexual self. What is at stake in those themes is three aspects of the act of representation. By adapting somebody else's work, I present it anew, in a different context that has to do with the original work but also with my reaction to it, my interpretation of it. By representing little acts of violence in an absurd, cynical or sarcastic way, I provide a depiction of them that acknowledges what would otherwise be left unspoken. By expressing a sexual self that is feminine and feminist, outspoken and in charge of her sexuality, I provide the representation of a reality that is too often left in the dark because of taboos, repression and censorship. Written language is my medium of choice because it allows me to express my ideas in a detailed and subtle way, with a narrative when one is needed. Written language combined with hypermedia is my favorite playground. The combination of text with images, films, sounds, and music, plus the possibility to add animation to all that, provides a rich environment for creating complex representations that transcend the more traditional ways of experiencing a work of art. Representation has been an object of thought for many years now. I've explored it academically, intellectually, and artistically. Our access to the world, to others, to ourselves is mediated through representation. It is such a powerful tool. There are so many ways to use it, and to abuse it. My work is a way for me to address those issues and experiment with the many aspects of representation as well as the different roles it plays in our lives. "Una selva oscura" is adapted from an illustration made by Tom Phillips for his Dante's Inferno (Talfourd Press, 1983). Phillips represents Dante's dark forest by superposing layers of stencil letters in different colors using the phrase "una selva oscura" over and over. The first poem in "Una selva oscura" recaptures Phillips' piece. It shows, in a way, the "making of" of the illustration by giving the audience not only the resulting image, but the construction of the illustration layer by layer, letter by letter. It also contextualizes the piece by giving an audio excerpt of Dante's poem. The other poems use the same technique with different texts. In each case, a phrase serves as the basis for the visual part of the poem, and the audio track contextualizes this phrase by making available a larger segment of the text from which the phrase is taken. The reader is also offered the possibility of composing her own piece, choosing the phrase and the colors for the different layers.

(Source: 2008 ELO Media Arts show)

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Contributors note

The following people deserve thanks for sharing their passion and their voice with me: Anne-Hélène Genné, Paule Mackrous, Aya Karpińska, Alice van der Klei, Nathalie Roy, Eliška Axmannová. Thanks also to Patric Jolicœur Mondou for his help in resolving coding issues.

Description (in English)

The author and artist Shelley Jackson has produced a corpus of work in print and electronic media that takes as its central focus the relationship between human identity and the body's constituent organs, fluids, connective tissues, and other parts. While her well-known Storyspace hypertext Patchwork Girl revisited the Frankenstein story from the viewpoint of a female monster, my body uses the HTML hypertext form to revitalize the memoir genre. As the reader selects elegantly drawn woodcut images of parts of the author's body, meditations and anecdotes associated with each body part are revealed.

(Source: Electronic Literature Collection, Volume One)

Pull Quotes

In the course of writing these reminiscences, I increasingly began to conceive of my body as a great cabinet of curiosities.

It wasn't a big leap from eating books to sticking them up me, a page at a time. Fine literature in my vagina, pulp fiction up my ass, that was my instinctive decision, that is at first, before I began to question whether the distinction was really so clear.

My vagina had rewritten Joyce. It was then I knew I was going to be a writer.

I am selling small vials of pee, female ejaculate and spit to libraries, collectors and speculative investors. The vials are numbered pee 1-100, spit 1-50, come 1-10, and labelled with the vintage (1997). As pee is the most plentiful fluid it is also the least expensive ($300; spit is $500); however, I have limited the edition to one hundred as shown, so as not to flood the market.

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