immersive

By Daniel Johanne…, 2 June, 2021
Language
Year
Record Status
Abstract (in English)

were forced into situations somewhere between Brazil and The Matrix, in which workspaces become the world. Also this evinced Paul Virilio’s notion of technological acceleration while confining to one spot (ZOOM!) undifferentiates the technologically enabled person without disabilities and the technologically au and the technologically augmented paraplegic (The Third interval).These existential effects led to my creation of a visualyl narratological immersive experience entitled Confinement Spaces, which consisted of 3D scans and renders of the UAE quotidian landscape, first of places immediately around me. But as I was able to expand my tr avels, more spaces were scanned in, creating a form of “narrative molecule” based on experience in the 1990’s with designer Roy Stringer’s Navihedron interface regime.In Confinement Spaces, six months of expanding explorations into iconic spaces of the United Arab Emirates as an allegory of confinement in space and the fracturing of reality as depicted by the glitches in the 3D scans.All of these elements (technological collapse of space and time, the freezing of existence into a timeless space, and all of these spaces collapsed in to a form of momentary narrative are consistent with my studies of spatial narratology and form as proposed by Joseph Frank. In this paper, I wish to discuss the spatiality of pandemic time, the similarities of Covid time to Joyce and Proust, and the modes in which Confinement spaces develop these ideas.

Multimedia
Remote video URL
By Milosz Waskiewicz, 25 May, 2021
Language
Year
Record Status
Abstract (in English)

Theatre is a sometimes forgotten casualty of the current pandemic. Social distancing precludes the assembly necessary for participatory theatre. Theatre and theatrical improvisation rely on participants--performers and audiences alike--gathering in the same space, exploiting their physical proximity to tell stories. Because of the limited modalities of communication, virtual gatherings using video-conferencing platforms are, at best, an ersatz solution for audiences longing for connection in an ever more disconnected world. While some performance groups have embraced tele-conferencing and streaming for workshops, practice and performance, many theatre makers and performers are preferring to temporarily pause while waiting for the conditions of performance to resume [1]. We took the opposite view, believing that live theatre cannot wait for the pandemic to wane. 

We therefore built a computer tool for online performance. Our system, called the Virtual Director, enables actors to recreate a feeling of presence with stage partners while performing and storytelling remotely [2]. 

Our research combines cinematic and video communication technologies with the theatrical practice of improvisational and scripted theatre, and aims at recreating presence, virtually.Virtual Director relies on commodity software (TouchDesigner, web browsers), widely adopted video conferencing tools (Zoom, Microsoft Teams) and streaming platforms (YouTube, Twitch)--digital platforms for streaming and video conferencing that we subverted for participatory online performances.

We deployed Virtual Director during community-based performances at the Online Paris Fringe festival. We noticed that the audience was curious about new interaction formats and performance modalities. We believe that our streamed performances redefined the nature of live performance, as we identified four levels of participation: performer, privileged audience member, general audience member, and onlooker who watches the recording of the show. First, our tool enabled visual collocation and presence among performers. Second, Virtual Director enabled visual collocation and audio interaction between selected audience members and the performers, or recreated visual presence if we placed them in a virtual “amphitheatre”. Third, audiences could interact indirectly via chat. Finally, onlookers followed the show via streaming. As a complement to previous analyses of the performers’ experience of presence in a tele-immersive virtual space [2], this paper examines the perception of the performance by audiences and their participation in collective storytelling; we situate our work in literature on improvisation and interactive performance. 

As we performed remotely with multilingual actors from different countries, we exploited live translation and speech recognition technology to enable actors to improvise in multiple languages while being understood by cast members and audiences. Building up on an existing multilingual improv stage show [3], we combined tele-immersion with translation to create a multilingual performance that transcends typical physical limitations of the stage. Our paper concludes with our ongoing work: once we assemble again in a post-pandemic world, we will keep the tele-immersion and translation tools to create mixed-presence connected international shows. 

[1] Berger, "The Forgotten Art of Assembly”, April 2020, retrieved January 2021, https://medium.com/@nicholasberger/the-forgotten-art-of-assembly-a94e16…] Branch et al, “Tele-Immersive Improv”, SIG CHI 2021.[3] Mirowski et al, “Rosetta Code: Improv in Any Language”, Computational Creativity 2020.

Multimedia
Remote video URL
Critical Writing referenced
Content type
Translator
Contributor
Year
Language
Platform/Software
License
Public Domain
Record Status
Description (in English)

One of the first works of interactive fiction made by a female designer, La femme qui ne supportait pas les ordinateurs is an examination of sexual harassments in cyberculture. The game, written by Chine Lanzmann and coded by Jean-Louis Le Breton, allows the player to impersonate a woman who has to face numerous seducers. Interestingly, one of the sexual predators is a computer. The game is stylized upon a chat on Minitel, where the player is asked several questions. She can type only two answers: "yes" or "no", which influence the outcome of the game. However, the more the player becomes involved in the simulated chat, the lesser the chance to avoid one of the six endings, all of them negative.

Description (in original language)

L'une des premières œuvres de fiction interactive réalisée par une créatrice, La femme qui ne supportait pas les ordinateurs, est un examen des harcèlements sexuels dans la cyberculture. Le jeu, écrit par Chine Lanzmann et codé par Jean-Louis Le Breton, permet au joueur de se faire passer pour une femme qui doit faire face à de nombreux séducteurs. Fait intéressant, l'un des prédateurs sexuels est un ordinateur. Le jeu est stylisé sur un chat sur Minitel, où plusieurs questions sont posées au joueur. Elle ne peut taper que deux réponses : "oui" ou "non", qui influencent le résultat du jeu. Cependant, plus le joueur s'implique dans le chat simulé, moins il a de chances d'éviter l'une des six fins, toutes négatives.

Description in original language
Pull Quotes

Dites-moi quel est votre charmant prénom...

Plus romantique que Chipette, vous mourrez sur le champ ! (et moi aussi !!!!!)

Oui. Oui. Hé hé hé. Oui. Hé hé. Oui.

Screen shots
Image
A picture of a woman aiming at the computer with a gun. In the background, there is a man with a disquette..
Technical notes

Original work was created for Apple II computers.

Contributors note

Written by: Chine Lanzmann

Programmed by: Jean-Louis Le Breton

Short description

Scott Rettberg presents collaborative, combinatory films, and an interactive artwork he has produced in collaboration with filmmaker Roderick Coover.

Three Rails Live (2012), a web-based combinatory film developed by Rettberg, Coover, and Nick Montfort, produces new juxtapositions of image and text on each run, delivering narrative fragments from a contemporary story of personal and environmental dissolution sandwiched between “perverbs” that deliver a “moral” to each story.

Toxi•City (2013-14) is a feature-length combinatory climate change film that layers segments of a speculative narrative of life in the toxic environment of the Delaware River Estuary after a series of hurricanes have devastated the landscape with the actual stories of area residents who perished during Hurricane Sandy in 2012.

Hearts and Minds: The Interrogations Project (2014) was developed by Rettberg, Coover, Daria Tsoupikova, and Arthur Nishimoto for the CAVE2™ immersive virtual reality environment at the Electronic Visualization Lab in Chicago. Based on interviews of American soldiers who participated in the torture of detainees in Iraq during early 2000s, Hearts and Minds presents us with difficult personal testimonies and consequences of policies that have left a generation of soldiers scarred with PTSD and memories they would rather forget.

Scott Rettberg is Professor of Digital Culture at the Department of Linguistic, Literary and Aesthetic Studies at the University of Bergen He is a digital artist and author, working in the fields of electronic literature, combinatory poetry, and film (The Unknown, Kind of Blue, Implementation, Frequency, Three Rails Live, Toxicity).

(Source: UiB)

Multimedia
Remote video URL
Images
Image
Combinatory Cinema (Poster)
Record Status
By Jill Walker Rettberg, 23 August, 2013
Language
Year
Record Status
Abstract (in English)

The collaborative development of text-based Multi-User Dungeons (MUDs) has afforded writers an electronic medium for the discussion, production, and publication of e-literature. A MUD is designed to provide an immersive and interactive experience, and is achieved by the creation of a code-based structure that supports a literary text. However, when multiple contributors are involved there is a tension between the inherently fixed nature of literature and the more fluid versioning of software. In many software development environments, ownership over a work is considered to be counter-productive, whereas authorship of literature is assumed more freely and, as a means of contextual explication, is actively encouraged. MUDs must therefore function under colliding principles of authorship and ownership. The production of a large MUD’s literary text is conceived similar to the cinematic production of a film, with the lead designer of a MUD assuming the role of a ‘director’. The production and proliferation of electronic literature presents new and unique challenges to both the longitudinal administration of a MUD and to the coherence of the literary text. Cohesion of both work and text is hindered by the potentially out-dated, though still functioning, software code of earlier versions of the MUD. Further complications arise during the integration of a new literary text with the already established text of the MUD: style, grammar, language, and thematics, for example, must be uniform. A creative writer, whose intent is to produce a new literary text for a MUD, may be confronted by an already-established literature, into which his or her literary text must be incorporated. The limitations of the code base itself may likewise limit the creative scope for expression. A contributor is limited to only those interactive elements that are supported by the underlying coding architecture. Old versions of code must remain compatible with newer versions, and the opportunities for coherent revision of the entirety of creative output are limited by available developer expertise and the scope of the exercise. A MUD is structurally and creatively dynamic, yet all elements must cohere. We discuss the collaborative development of creative works within the context of software communities, and how systems such as auteur theory have difficulty in providing a theoretical framework for multi-author software projects that have creative outputs, even in those hierarchical projects where they would seem most appropriate. We outline how players in these environments encounter a rich and varied literary experience that is an amalgamation of multiple authors and styles of writing. We discuss relevant models for analysing and understanding this type of e-literature, and provide guidelines for how they can be altered to allow for a more effective application.

Multimedia
Remote video URL
Description (in English)

The generative hyperfiction its name was Penelope is a collection of memories in which a woman photographer recollects the details of her life.Like a photos in a photo album, each lexia represents a picture from the narrator's memory, so that the work is the equivalent of a pack of small paintings or photographs that the computer continuously shuffles. The reader sees things as she sees them and observes her memories come and go in a natural, yet nonsequential manner that creates a constantly changing order -- like the weaving and reweaving of Penelopeia's web.Begun in 1988, the work was exhibited in a computer-mediated artists book version at the Richmond Art Center in Richmond, California in 1989. It has been re-created through the years. Four versions have been identified by Dene Grigar, in Rebooting Electronic Literature: Documenting Pre-Web Born Digital Media: Version 1.0: "The exhibition version." Created in 1989 with Malloy's own generative hypertext authoring system, Narrabase II, in BASIC on a 3.5-inch floppy diskVersion 2.0: "The Narrabase Press version." Published in 1990, this version is an extensive revision of the 1989 version and features a new cover and the edited text; it was released on a 5.25-inch floppy disk, self-published via Narrabase Press, and distributed by Art Com Software. She reports that she may have produced copies on 3.5-inch floppy disks for later requestsVersion 3.0: "The Eastgate version." This version is a retooling of Version 2.0 by Mark Bernstein from the original BASIC program into the Storyspace aestheticVersion 3.1: Published on 3.5-inch floppy disk for both Mac and PC formats by Eastgate Systems, Inc. in 1993 but copyrighted in 1992Version 3.2: Published on CD-ROM in 1998 with no changes from the original. This version does not appear on the Eastgate Systems, Inc. websiteVersion 4.0: "The Scholar's version." Created under the auspices of the Critical Code Studies Working Group 2016 from Jan 18 to Feb 14, 2016 as a DOSBox emulation of Version 3.0 and includes uses the new text and translations of the Odyssey by the authorA special note: An iPad version has been in development since 2012 by Eastgate Systems, Inc. It was designed with the same aesthetic as Version 3.0 but used the affordance of mobile touch technology for its functionality. To date, it has not been completed. its name was Penelope was reviewed in The New York Times Book ReviewWashington Post Book World, The Bay Guardian, Postmodern Culture, the Chicago Tribune, Poets & Writers, MFS Modern Fiction Studies, American Book Review, San Francisco Chronicle, among others.  It was exhibited at the 2012 MLA Convention, The Electronic Literature Organization Conference, the University of Nevada, Reno, The Space, Boston, MA, and the Richmond Art Center, and, among many other collections,  is included in the Poetry Center and American Poetry Archive (video of reading) and the NYC Museum of Modern Art's special collections. (1990 Narrabase Press edition)

Content type
Author
Year
Language
Record Status
Description (in English)

Halo is composed of four interactive video projections using very powerful high resolution video projectors and four computers with an infra-red remote visual sensing system for viewer interaction. On each screen is visible a number of figures. Each figure is individually interactive, with the audience and with each other. The piece uses object oriented and behavioural programming techniques.

Each figure is individually interactive and the viewer is fully modelled within the interactive system. A gravity well forms around each viewer, attracting flying figures into their orbit. When the viewer approaches the screen the figures are 'pulled' down to earth, where instead of flying they walk in direct interaction with the viewer. A number of interactive texts using generative grammars, based on the textual works of William Blake, are visible on each screen.

(Source: Project description from Biggs's site)

Content type
Author
Year
Language
Record Status
Description (in English)

interactive immersive installation with responsive language system

Presence is a three beam interactive video projection installation commissioned for the Art Machine II exhibition at the Maclellan Galleries, Glasgow. It is composed of three screens using high resolution video projectors and three computers with a remote visual sensing system for viewer interaction. On the main screen are visible a number of actors who are individually interactive with the audience and with each other. Another screen features an enormous upside down shadow, whilst another is composed of a giant talking mouth. The piece uses object oriented and behavioural programming techniques.