point of view

Description (in English)

Phantom Agents is an episodic fiction that programmatically weaves sequential narration with random selections of text and image. Li and Pym are partner agents inside a broken augmented reality game. They solve complex plot problems in a plot that is proliferating beyond all reason. They collect data at virtual parties and forget all about their first bodies. They observe and are observed observing. Agency, identity, point of view and reality are slippery as both the fictional characters and the reader/user navigate cine-poetic juxtapositions, make meaningful narrative connections and progress, episode by episode, towards an understanding of the network that includes them.
“Recombinant poetics”, a term coined by artist/scholar Bill Seaman, refers to a techopoetic practice in which the display and juxtaposition of semantic elements are generated by computer algorithms, rather than through an author’s predetermined composition. Although inspired by traditions of combinatorial literature and the use of constraints to generate narrative or poetic forms, recombinant works of art produce variable “fields of meaning” (Seaman/Ascott) for the user/reader/viewer. Recombinant authors program discrete semantic elements, media stored in arrays or databases, to display through random, semi-random or variable processes, often in conjunction with user-interaction. Examples of recombinant poetics in works ofdigital poetry and art are abundant. Digital narratives that foreground recombinant processes are less common, because they tend to dismantle or dissolve themselves as sequential narrative in favor of more non-linear, emergent meanings. However, narrative authors since Laurence Sterne have tried to harness life’s variability and randomness inside their fictions by embedding non-narrative representations of contingent experience within a narrative framework. Through digression, semantic shock, dream logic, parataxis, meta-narrative, stream of consciousness, authors disrupt narrative logic in order to produce affect in the reader/viewer, which in turn contributes to the realization of a fictional world.
Phantom Agents is a playground of familiar identification processes inside a near-future culture that is dominated by database logic. The work is narrative and poetic, deterministic and variable, book-like and cinematic in an effort to explore a networked version of what John Ashbery calls “the experience of experience.” In this work, I create a recombinant fiction that uses computational procedures (random selections of image and text) to produce the affect of variability and randomness alongside or as counterpoint to narrative sequencing.

(source: ELO 2015 catalog)

Description (in English)

A collection of hypertext short stories (in English and Spanish) enriched with visual material. The stories can be read in the traditional way, but if one starts exploring the links, new points of view start to appear, as well as a hidden short story that is interwoven with the others.

(Source: 2002 ELO State of the Arts gallery)

Description (in English)

Common Ground: One Night in a Three-story House is the story of a poor suburban family told interactively through text.

(Source: 2002 ELO State of the Arts gallery)

A three-chapter game (with an epilogue) in which you're a different character in each chapter. The twist is that each chapter covers roughly the same space of time, and you interact with the other two characters, to varying degrees, when you're in each pair of shoes. The gameplay is a bit restrictive--the game doesn't allow for a lot of variation--but the characters themselves are well developed and the interactions feel reasonably realistic. The game even does a passable job of recording the actions you take when you're one character and playing them back when you're a different character, observing the antics of the first. Very short--20-30 minutes to play through at most--but worth playing; it largely eschews puzzles in favor of character interaction in a way that little IF attempts.

(Source: Review by Duncan Stevens, BAF's guide to the IF Archive)

 

By Scott Rettberg, 9 January, 2013
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Abstract (in English)

Extended narratives in electronic literature often take place in a "setting" or series of landscapes that might be real or imaginary. In my work, I have often chosen a template from a "real" landscape (California, Egypt) as not only a narrative story feature but also as a part of the navigation system. In *Egypt: The Book of Going Forth by Day* the reader is encouraged to become familiar with a "screen" landscape that is schematic map, navigation tool and "register" for multiple points of view. In order to "map" these fields, the early reader is introduced to areas of the screen which recall the conventional organization of ancient tomb paintings and manuscripts and also correspond to land, river, and sky. Each of these areas is also linked to aspects of the narrative voice. Thus, the imaginary landscape is mapped in the storyline, the screen organization, and the navigation.

Creative Works referenced
Description (in English)

(Author's description.) 

“maybe make some change” merges parser-based interactive fiction with textual and multimedia layering to produce a confrontational exploration of a true event. Inspired by the trial of Adam Winfield, a whistleblower soldier accused of murder, the piece freezes a single battlefield moment and replays it from half a dozen violently conflicting perspectives.

“change” questions the trust we place in narrators, and explores the fine edge between moral and immoral acts in a war zone. Juxtaposing its text narration with both footage of first-person shooters set during contemporary wars and online social networking pages of the accused soldiers, the piece also challenges the representation of and engagement with current events in mainstream interactive media.

“change” was part of the jury-award-winning “‘what if im the bad guy’ and other stories” exhibition at the 2011 UC Santa Cruz Digital Arts & New Media MFA show.

I ♥ E-Poetry entry
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Written in Inform 7 running in a Javascript interpreter, with custom Javascript driving presentation layer (audio, video, moving graphical elements)

Description (in English)

This haunting narrative about a summer vacation turned tragic uses a slim strip of moving images as the background for a stream of language flowing from right to left as a series of voices tell a piece of the story. The sound of waves on the shore serve as a soothing aural backdrop to each character’s whispered voices, perhaps suggestive of what happens when the sea raises its voice. Each character involved with the tragic turn of events brings a different perspective to the situation, yet they are all so involved in their own affairs, much like the ending of Robert Frost’s poem “Out, Out.” In the final lines of the poem, as the speaker (whisperer) seeks to tie up the events in a neat little package that can provide closure, we realize that closure eludes all the characters in the story, who must continue to live on haunted by their memories and regrets.

(Source: Leonardo Flores, I ♥ E-Poetry)

I ♥ E-Poetry entry
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Flash

Description (in English)

The Good Captain is an adaptation of Herman Melville’s novella “Benito Cereno.” Melville’s original story relies upon the main character’s first-person perceptions of the events that unfold in front of him. This reliance on P.O.V. is why I chose to distribute the story using the web service Twitter. Twitter limits updates to 140 characters of text, and so this story is broken up into small, 2-3 line paragraphs. The temporal nature of this storytelling method required that the story include frequent reminders of previous events, to help keep readers aware of the context of the events. This was especially important given that the time span of the bulk of the events is about twelve hours, and the length of time that the story ran for was four months.

The Good Captain began broadcasting over Twitter on November 3, 2007. It concluded on February 29, 2008.

The original page can be viewed at: http://www.twitter.com/goodcaptain It is also available in multiple formats: as a paperback and ebook-edition, as well as in PDF-format: http://www.loose-fish.com/waifpole/wp-content/uploads/2008/02/thegoodca…

(Source: Project website)

I ♥ E-Poetry entry
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Description (in English)

Penumbra is a hybrid, re-imagining of the E-book. Crafted for mobile tablets, it carefully integrates gesture, video, interaction design and text. Increasingly, the tablet represents a readership that is poised for rich interactive worlds: new stories for new screens. Authoring with, in and through the tablet platform has the potential to create future literature that redefines our reading practice beyond simple existing emulations of print on screen or “touch and click” reading. In Penumbra, the digital and physical work together to bring the reader into the mind of the main protagonist. A series of P.O.V. interactive elements allow the reader to explore the language, senses, and visuals of the protagonist’s increasingly muddled thoughts. Through this engagement with a new type of book, the cultural expectations of what it means to “read” are interrogated and rethought. When encountered as an installation, Penumbra is an evocative standalone app. that can be read by interacting with the touch-based screen of an iPad. The aim is to create a strong fictional world where the interactions required to traverse it are non-trivial, compelling and content rich.

(Source: Author's abstract for HASTAC 2013)

Note: Retitled "Pry"