participation

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What if a machine is smart enough to notice that it does dull work? Dustin is an interactive smartphone story which encourages the reader to think about the moral implications of smart machines. The main character is the smart vacuum cleaner Dustin. Dustin does not feel happy with his rol as cleaner and tries to escape his faith. The reader activitely participates through small interactions, game-play, and decisions. Would you like to be friends with Dustin or do you see him merely as a machine? Would you give him a break or do you not have sympathy for him when he wants to take a rest?

Description (in original language)

Wat als een apparaat slim genoeg is om te merken dat het dom werk doet? Dustin is een interactief verhaal op je smartphone dat je aan het denken zet over de morele implicaties van steeds slimmer wordende apparaten. Hoofdpersonage is de slimme stofzuiger Dustin die zich niet senang voelt in zijn dienende rol en zoekt naar manieren om zijn lot te beïnvloeden. Als gebruiker heb je een actieve rol in het verhaal en kun je het voortstuwen door middel van kleine interacties, game-play en keuzemomenten. Wil je vrienden worden met Dustin of zie je hem puur als apparaat? Gun je hem zijn rust of toon je geen begrip als hij geen zin heeft om aan de slag te gaan?

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Urbanscrawl is an abstraction of everyday city life. Whilst we may be aware of some conversations that are happening around us, urbanscrawl seeks to trace the residue of digital conversations that pass by undetected.
SMS messaging enables people to participate regardless of location by texting a dedicated number. The visualisation picks these messages from the ether and uses them to construct a navigable 3D space surrounding the voyeur within a context which is simultaneously familiar but also completely alien...

(source: Vimeo)

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By Hannah Ackermans, 11 November, 2015
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The development of the cultural field of electronic literature faces significant challenges today. As everyday network communication practices and habits of media consumption change, they impose expectations on how narratives are expressed, experienced and interacted with by readers and users. These expectations produce an imperative to accommodate additive and emergent participation processes that influence how narratives are structured. It is increasingly important to strike a balance between authorial agency and user generated content, between the core creative vision of a cultural creator and the contributions of casual participants, between narrative coherence and improvisational interactions. Resolving these antinomies is crucial in order for the field of electronic literature to support both the development of popular digital fiction and a continuing tradition of experimental literature.

In this paper I develop a comparative, multi-layered analysis of network narratives – prose narrative works imagined within and created for a media ecology characterized by networked computing devices, socially mediated interactions, and participatory culture. Using narrative theory and network analysis I explore how the iOS application The Silent History and selected network narratives incorporate additive participatory feedback loops and processes that enable user generated content to be embedded within the narrative that subsequent users engage with. Conditions for the inclusion of user-generated content vary among network narratives, and are typically constrained programmatically or editorially with respect to type, quantity, or subsequent accessibility. The participatory and emergent characteristics of network narratives shape and are shaped by various aspects of the narrative, including the expression of story as discourse, the navigational interface, production circuits, distribution and publishing models and whether and how multimedia elements play a role in the work. These elements of network narratives can be understood as topological strata, and by investigating the homologies and interdependencies between them, this study clarifies how additive participation can be incorporated into a compelling narrative without undermining coherence.

(source: ELO 2015 Conference Catalog)

Description (in English)

We know that angels start to fall from the heavens once they realize it is not heaven any more. The first person poetry shooter by the active participant of the pioneering cyberature community alludes to many resentments of the 90s and are also fun to shoot. (ELO 2015 catalog)

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Søren Pold presented "Ink After Print" at the Bergen Public Library on Dec. 2, 2014, as part of the University of Bergen's Electronic Literature Research Group/Bergen Public Library Electronic Literature Reading Series.

'"Ink After Print" is a digital literary installation designed to make people engage with, and reflect on, the interactive qualities of digital literature in public settings such as libraries.' (PR)

The installation allows readers-users to perform, reenact and rewrite recombinant poems written by Peter-Clement Woetmann "and you" (user-reader).

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By Scott Rettberg, 26 June, 2013
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textopia is a design experiment situated in humanist media studies, and based on a simple idea: Making it possible for someone who is walking through the city with a mobile phone to listen to literary texts which talk about whichever place she is walking by. The aim of this exercise has been to explore the relationship between places and literary texts – not just what the relationship is and has been, but what it can be in the new medium. Inspired by the ideas embedded in hermeneutics, open source philosophy and agile software development, I have outlined a methodological approach that I call "agile media design". In the course of the practical process I have ialso dentified three key principles for locative media design, summed up in the "G-P-S" model: Granularity, Particiation and Serendipity. Together they describe the unique characteristics of designs like textopia – a category I call "annotative, locative media". The textopia system is a hybrid approach which combines an interest in desveloping open, participatory media with literary analysis of the contributed texts – as well as theoretical and conceptual arguments about the nature of locative media. A commissioned work has been created for the Oslo International Poetry Festival. My literary analysis points to two features that may constitute key characteristics of this "locative literature": A strong deictic effect when directly addressing the reader as "you" – and a strong focus on counterfactual description and the invocation of absences. In further attempts at facilitating participation, a concept for doing creative writing as a game has been developed in order to integrate a playful exploration of the urban environment with the act of writing locatively. This is seen in relation to Jane McGonigal's work on creativity and community in ubiquitous games.

Description in original language
Abstract (in original language)

tekstopia er et humanistisk, medievitenskapelig design-eksperiment som er basert på en enkel ide: Å Gjøre det mulig for brukere med mobiltelefoner med innebygd GPS å gå gjennom byen mens de hører litterære tekster som handler om de stedene de går forbi. Gjennom dette praktiske forsøket har jeg utforsker forholdet mellom steder og litterære tekster – ikke bare hva dette forholdet er og har vært, men hva det kan bli i det nye mediet. Inspirert av hermeneutikken, åpen kildekode-tankegang og smidige metoder innenfor programvareutvikling har jeg formulert en metodisk tilnærming som jeg har kalt "smidig mediedesign". I løpet av denne prosessen har jeg også identifisert tre prinsipper for design av lokative media, oppsummert i "G-P-S"-modelen: Grovkornethet, deltakelse og vilkårlighet. Sammen beskriver disse tre nøkkelordene det som er unikt ved systemer som tekstopia – som jeg plasserer i den selvlagde design-kategorien annotative, lokative media. Tekstopia-systemet er en hybrid tilnærming som kombinerer en interesse i å utvikle åpne, deltakende medier med litterære analyse av de innsendte tekstene – samt teoretiske og konseptuelle diskusjoner rundt design av lokative media. Vi har laget et bestillingsverk for Oslo Poesifestival. Min litterære analyse av dette peker på to nøkketlrekk ved denne "lokative litteraturen": En sterk, deiktisk virkning av å henvende seg direkte til leseren – og et sterkt fokus på kontrafaktiske beskrivelser og fremmaning av det fraværende. I et forsøk på å legge bedre til rette for deltakelse har jeg utviklet et konsept for å gjøre kreativ skriving om til et spill, for å knytte den lokative skrivesprosessen sammen med en lekende utforskning av byrommet. Dette diskuteres i forlengelsen av Jane McGonigal's analyse av kreativitet og samhold i "ubiquitous games"-fenomener.

By Scott Rettberg, 19 January, 2013
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In Stewart's presentation he will set out his theoretical understanding of computer-mediated textuality (an understanding that is derived from the dialogic philosophy of language described by Mikhail Bakhtin and others).

In particular, he will report on how his research has identified a number of different rhetorical practices used by contemporary author-participants of computer-mediated textual art that focus on making readers actively aware of their participation in the work. He has classified these forms of rhetoric in the following ways:- 1. Active Participation of the Reader-Participant through Selection; 2. Active Participation of the Reader-Participant through Contribution; and3. Participation of the Reader-Participant by their Presence;

Stewart will illustrate these three types of rhetoric, by drawing examples in the recent work of Simon Biggs, Talan Memmott, and Alan Sondheim, as well as from his own work 'gas' (developed at Textlab 2003).

He will conclude by noting that a dialogic understanding of computer-mediated textuality flags up the significant cultural value of these works.

To summarise, Stewart will first argue that these works are valuable because they encourage their reader-participant's to become aware of their contribution to the work being read. He will then argue that this participative aesthetic has wider cultural value because it encourages the reader-participant to become more aware of their participation in every aspect of their world.

(Source: Author's abstract, Incubation3 conference site, trAce archive)

By Scott Rettberg, 9 January, 2013
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"A Pen" is a Letterist exploration of text as a tool for writing, rather than as the result of writing. It is about the interpenetration of code and language in programmable media to imbue letters and words with behaviors and allowing poems to emerge from these. It is about creating tools for readers to become involved in the process of shaping the poems that arise from these processes. It is the latest expression of Jim Andrews' exploration of the visual characteristics of written language, and the capabilities of computers to both render and reinvent statuesque letters as dancing signifiers. 

Creative Works referenced
By Scott Rettberg, 8 January, 2013
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This dissertation investigates the current state of digital poetry generators. The study argues that today’s poetry programs embody a new stage distinct from second- generation digital literature. The new stage projects a “dynamic network aesthetic,” reflective of four trends in Web 2.0 cultural production: the potential for mass aggregation; the adoption of participatory platforms; the instability of textual material; and the unpredictability of individual actors. The chapters interrogate the ways in which the four characteristics emerge in three categories of poetry generators: programs that manipulate user input; programs that manipulate Internet text; and programs that generate autonomous content. Corresponding with the three categories, three theorists of the machine inform the discussion. Donna Haraway, Jean Baudrillard, and Gilles Deleuze each provide apt approaches to twenty-first-century technology. However, each theorist also demonstrates the ways in which recent models of the machine do not yet fully account for the “dynamic network aesthetic” of the Internet era. In addition to the theoretical discussion, each chapter addresses the design and output of eight poetry generators. The readings suggest that poetry generators, like contemporary technologies in general, advance towards increasingly autonomous cognitive abilities. Emphasizing the cultural value and literary merit of poetry generators, the discussion aims to validate poetry generators’ place in literary studies, in addition to demonstrating a strong connection between contemporary cultural trends and current poetic practice. The dissertation concludes by imagining a potential field of study dedicated to poetry generators. The conclusion calls for further investigations of a “dynamic network aesthetic,” and foregrounds the need to consider future literary machines.

Description (in English)

Terminal Time is a history "engine:" a machine which combines historical events, ideological rhetoric, familiar forms of TV documentary, consumer polls and artificial intelligence algorithms to create hybrid cinematic experiences for mass audiences that are different every single time. History as it was meant to be told! History is in your hands! Through an audience response-measuring device (applause-meter) connected to a computer, viewing audiences respond to periodic questions reminiscent of marketing polls. These questions occur every 6 minutes during the story. The loudest applause determines the winning answer. Your answers to these questions allow the computer program to create historical narratives that mirror and even exaggerate your biases and desires. Just clap, watch and enjoy. At long last, Terminal Time gives you the history you deserve! The Terminal Time engine uses the past 1,000 years of world history as "fuel" for creating these custom-made historical documentaries. Each program generated by the machine can be either projected on a screen or broadcast on television monitors. (Although the video and sound are constructed in the computer, the signal is compatible with standard video technology.) Each program lasts approximately 30 minutes.

(Source: Artists' description from the Terminal Time site)

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Technical notes

The Terminal Time project runs on a Macintosh G3, with at least 128 MB RAM, ultra wide scsi hard drive and external connector. All programs and the entire AV library it draws upon are stored on a 36 gigabyte external drive. It also uses a 2 channel powered mixer and uni-directional microphone interface to its applause metering system. It requires only a standard data projector or video converter and sound system to play in any venue.

The Terminal Time Artificial Intelligence architecture is based on 3 major components: knowledge base, ideological goal trees, and story experts. The knowledge base is a vast knowledge web, which utilizes the top 3000 terms from the Cyc Corporation's upper Cyc ontology, as well as several thousand custom classifications. Ideological goal trees are utilized to choose and join historical events found in the database in accordance with viewer responses. Story experts utilize narrative conventions to plan, compose and evaluate final story texts.

Once the narrative generation system renders the final narration. Video and audio tracks are selected to illustrate the 6 minute story segment. This search is based on weighted keyword indexing on each video "clip." Each clip may contain as many as 10 keywords from over 300 used in the database. Once video and audio clips are selected, they are joined into a storyboard in Terminal Time's multimedia architecture.

Lastly, the multimedia architecture renders the final story, cutting and splicing video audio and narration tracks in real-time to show to the audience.

(Source: Technical notes from Terminal Time site)