narration

Description (in English)

It Must Have Been Dark By Then' is a book and audio experience that uses a mixture of evocative music, narration and field recording to bring you stories of changing environments, from the swamplands of Louisiana, to empty Latvian villages and the edge of the Tunisian Sahara. Unlike many audio guides, there is no preset route, the software builds a unique map for each person’s experience. It is up to you to choose your own path through the city, connecting the remote to the immediate, the precious to the disappearing. 

Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/1465/It+M…

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Description (in English)

It Must Have Been Dark by Then is a book and audio experience that uses a mixture of evocative music, narration and field recording to bring you stories of changing environments, from the swamplands of Louisiana, to empty Latvian villages and the edge of the Tunisian Sahara. Unlike many audio guides, there is no preset route, the software builds a unique map for each person’s experience. It is up to you to choose your own path through the city, connecting the remote to the immediate, the precious to the disappearing.

In January and February 2017 Duncan Speakman travelled with collaborators across three countries on three continents, visiting environments that are experiencing rapid change from human and environmental factors. What he created on his return is somewhere between a travel journal and a poetic reflection on connection, progress and memory. The experience asks the listener to seek out types of locations in their own environment, and once there it offers sounds and stories from remote but related situations. At each location the listener/reader is invited to tie those memories to the place they are in, creating a map of both where they are right now and of places that may not exist in the future.

(source: https://ambientlit.com/index.php/it-must-have-been-dark-by-then/)

 

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By Hannah Ackermans, 3 November, 2015
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Abstract (in English)

This paper will discuss how picturebook applications place themselves within the tradition of children’s literature. In the discussion the various ends of hypermediacy will be emphasized.
Children’s literature is characterized through a child perspective, which is a narratological means developed within literary modernism. It reflects a consideration for the child reader’s cognitive capacity. Even though the narrator may have an adult voice, the story’s point of view reflects the point of view of a child, in order that the reader may be able to recognize—or at least imagine—the story’s universe, characters, milieu and plot. In picturebooks for children the child perspective is equally dominant through the pictures and the verbal text. And in picturebook applications environmental sounds duplicates the effect. One might therefore ask whether the child perspective is highlighted in multimodal children’s literature with hypermediacy as a result.
Picturebook applications seem to combine a cognitive consideration with performative aesthetics. Interactive elements increase the possibility of play. Thus, the applications can be characterized as playgrounds, which is a common way to define postmodern picturebooks (Meerbergen 2012, Sipe and Pantaleo 2008). The interactive elements might also increase the reader’s involvement in the storytelling, which is a common ambition in contemporary picturebooks (Ørjasæter 2014a). Schwebs 2014 argues that the affordances of an app is to bring a story to life in a multi-sensous way, and that the story-telling is embodied in the reader through the finger gestures. My point is that even hypermediated picturebooks such as Stian Hole’s trilogy on Garman have developed means for embodied sensuous experience (Ørjasæter 2014b). But when the picturebook Garmann’s summer is adapted to a picturebook application the multi-sensous story-telling becomes redundant. The story is told out loud as well as presented as scripture. The environment becomes audible as well as visible. The effect of this seemingly redundancy in the storytelling might be regarded as hypermediacy. The question is how it affects the work’s capacity to make embodied sensuous impression.
Apart from Remediation. Understanding New Media (1999) where Bolter and Grusin introduce their hypermediacy concept, the discussion in this paper will be influenced by Software takes command (2013) where Lev Manovich points out that ”computers and software are not just ’technology’ but rather the new medium in which we can think and imagine differently” (13). Thus, the research question in this paper will be: What does hypermediacy do to the way one thinks about children’s literature? Does it in any way alter what one thinks children’s literature is?

(source: ELO 2015 conference catalog)

By Audun Andreassen, 3 April, 2013
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I describe the process of writing and programming the first two full-scale interactive fiction pieces in the new system I have been developing, Curveship. These two pieces, Adventure in Style and The Marble Index, are meant, in part, to serve as examples for authors using this system. More importantly, though, they are initial explorations of the potential of Curveship and of the automation of narrative variation. They were also undertaken to help provide concrete system-building guidance as development of Curveship progressed toward a release. Adventure in Style is a port of the first interactive fiction, the 1976 Adventure by Will Crowther and Don Woods, which adds parametric variations in style that are inspired by Raymond Queneau's Exercises in Style. The Marble Index simulates the experiences of a woman who, strangely disjointed in time and reality, finds herself visiting ordinary moments in the late twentieth century; the narration accentuates this character's disorientation and contributes to the literary effect of incidents. The system used to implement these pieces, Curveship, is an interactive fiction development system that provides a computational model of a physical world, as do existing state-of-the-art systems such as Inform and TADS. Curveship does something significant that other systems do not: It allows author/programmers to write programs that manipulate the telling of the story (the way actions are represented and items are described) as easily as the state of this simulated world can now be changed. It has been straightforward to simulate a character and to have that character move around and change the state of the world. In addition to this, Curveship provides for control over the narrator, who can speak as if present at the events or as if looking back on them; who can tell events out of order, creating flashbacks or narrating what happens by category; and who can focalize any character to relate the story from the perspective of that character’s knowledge and perceptions. While Curveship has functioned as a research system for several years and has been previously discussed from the standpoints of computer science, artificial intelligence, and narrative theory, this is the first discussion of specific full-scale pieces of interactive fiction implemented in the system and the first discussion of how the system supports and engages with particular literary, writerly goals.

Creative Works referenced
By Audun Andreassen, 20 March, 2013
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Abstract (in English)

Since the demise of the 'Golden Age' of literary hypertext (Coover 1999) and the theoretical debates surrounding online and offline electronic literature that followed in its wake, the study of digital fiction in particular has undergone a significant paradigm shift. Recent research has moved from a 'first-wave' of pure theoretical debate to a 'second-wave' of close stylistic and semiotic analysis. While the theoretical intricacies of second-wave digital fiction theory have been well debated (e.g. Ciccoricco 2007, Ensslin 2007, Ensslin and Bell 2007, Bell 2010 forthcoming), the discipline and practice of close-reading digital fiction require a more systematic engagement and understanding than offered by previous scholarship. With this in mind, the Digital Fiction International Network ('DFIN', funded by The Leverhulme Trust since January 2009) has been exploring new avenues of defining and implementing approaches to close-reading, with the tripartite trajectory of developing a range of tools and associated terminology for digital fiction analysis; of providing a body of analyses based on the close-reading of texts, which are substantiated by robust theoretical and terminological conclusions; and of fostering a collaborative network of academics working on inter-related projects.

In following this agenda, this paper offers a comparative approach to second person narration in two exemplary digital fictions: geniwate and Deena Larsen’s satirical flash fiction, The Princess Murderer (2003), and Jon Ingold's interactive fiction mystery, All Roads (2006 [2001]). We aim to explore the extent to which print-oriented narratological approaches to the textual 'You' (e.g. Herman 1994) apply to the texts under investigation and suggest theoretical tenets arising from their distinct (inter-)medial and ludic qualities (cf. Ryan 1999). Of particular interest will be the ways in which the reader and his/her role in the cybernetic feedback loop are constructed textually and interactionally.

(Source: Authors' abstract for ELO_AI)

Creative Works referenced
By Patricia Tomaszek, 10 October, 2012
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3-908677-05-X
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All Rights reserved
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Abstract (in English)

 

Description in original language
Abstract (in original language)

Mit Hyperfiktion hat sich ein Phänomen herausgebildet, das sich die Verbindung von Literatur und Computertechnik schöpferisch zu Nutzen macht und experimentell nach neuen Formen sucht. Die entstehenden Hybridformen sind in erster Linie beliebig manipulierbare binäre Daten, die in mehrfacher Hinsicht von transitorischer Flüchtigkeit geprägt sind. Die Bewegung der Hyperfiktion und Netzliteratur steht noch am Anfang: in einer experimentellen Frühphase. So ist die Spurenaufnahme und Analyse ihrer Entwicklung immer auch ein Balanceakt zwischen Archäologie und Futurologie. Diese Arbeit versucht innerhalb dieser beiden Pole Grundlagenarbeit zu leisten für eine neue experimentelle Form von Literatur.

(Source: Beat Suter in Dichtung Digital)

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Description (in English)

A Life Set for Two is an animated hypertext poem programmed in Visual Basic that explores the "dynamic processes of thought and memory." The story unfolds through the metaphor of two different menus––one belonging to the male narrator recounting a failed affair and other belonging to his lover, whom readers come to know only through the eyes of the narrator.

(Source: Author's website)

This work was published in Vol 2, No 4 of The Eastgate Quarterly Review of Hypertext.

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Description (in English)

This piece is an exploration of oral histories and the use of technology as a participatory and inviting medium to perform and share stories.

It is an interactive piece, which consists of a series of extracts from interviews of refugees living in London and the connection between them. They are compiled in a database and linked by common key words. To represent the fractured realities and the formations of connected memories, the viewers need to interact with the piece by clicking on the coloured activated 'common keywords' in order to generate extracts of narrations from the different participating refugees. As an installation the piece includes a microphone to invite the viewers to read aloud and share with other viewers the experience of performing the work through their reading. 

As the reader explores and experiences the work by connecting the extracts from the narratives appearing in the screen, the fortuitous position of extracts produces new relationships, and in doing so, an on going process of meanings, connections and narratives; shifting from the semantic linguistic meaning to the visual, from the literal, the legible, the transparent to the abstract memory; and simultaneously creating a poetic space of readable and visual textualities. 

As with the oral storytelling tradition, in this work, the share of experiences happens at that moment in time. There is no recording facility; the text is in constant flux of becoming.

Some of the common key words used as links: war- escape- prison -money –government-refugee-passport –kill- documents- mother–father- family –airport-fear- help- country-asylum.

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Technical notes

This submission is produced in Processing. The applet application function in Macs and Windows operating systems with no need of Processing being downloaded or any plug-ins. (both applet applications are included- I have coloured them in blue to make it easier for you to see what you need to open- you see [blue-colour] on Macs and the original file in [yellow])

Contributors note

Technical collaborator José Carlos Silvestre.