real life

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The series of projects called Insertados en Tiempo real (Inserted in Real Time), began in 2001. These projects raise the question of the definition of art and the limits between a performance and a real-life situation. The name "inserted" translates the intention these works have of interrupting, questioning or twisting real situations in real time. All inserted were played by actors (professional or non-professional, actors in the sense that they act following certain instructions) and function in several contexts, not necessarily art exhibition contexts (Source: Collection FracLorraine).

Description (in original language)

Las series de proyectos de Insertos en Tiempo Real comenzaron en el 2001, en este conjunto de proyectos se cuestiona la definición del arte y los límites entre performance y situación en tiempo real. El nombre insertos se refiere a la intención de estas obras de interrumpir, cuestionar e invertir las situaciones reales en tiempo real. Todos los insertos son interpretados por actores (profesionales y no profesionales, actores en el sentido de cómo actúan ante ciertas instrucciones) y cuáles son sus funciones en diferentes contestos no necesariamente en exposiciones de arte (Fuente: Collection FracLorraine) (Traducido por Maya Zalbidea Paniagua)

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Thomas M. Disch's Amnesia is a text adventure computer game created by Charles Kreitzberg's Cognetics Corporation, written by award-winning science fiction author Thomas M. Disch, and programmed by Kevin Bentley using the King Edward Adventure game authoring system developed by James Terry. The game was acquired and produced by Don Daglow and published by Electronic Arts (EA) in 1986 for the MS-DOS PC and Apple II systems. A version for Commodore 64 was released in 1987. The game begins as the player's character awakens in a midtown Manhattan hotel room with absolutely no memory. He has no clothes and no money, and doesn't even remember what he looks like. The player soon discovers he is engaged to a woman he cannot remember, a strange man is trying to kill him, and the state of Texas wants him for murder. From here, the player must unravel the events in his life that led him to this point. In addition to being a text adventure, the game's major innovation was simulating life in Manhattan. Disch's model covered every block and street corner south of 110th Street. A hard-copy map of the streets and subways of Manhattan was included in the packaging. Players moved from place to place on foot, and had to reach destinations at the correct time of day to initiate plot developments. Stores opened and closed at the correct times, street lights went on, and other aspects of New York City life were simulated. Almost 4000 separate Manhattan locations, including 650 streets, were part of the game. In this aspect, along with the player's freedom of movement (most of the time), Amnesia can be seen as a forerunner of the sandbox game. (Source: https://en.wikipedia.org/wiki/Amnesia_(video_game))

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By Audun Andreassen, 10 April, 2013
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Janet Murray writes, “The kaleidoscopic powers the computer offers us…might also lead to compelling narratives that capture our new situation as citizens of a global community. The media explosion of the past one hundred years has brought us face-to-face with particular individuals around the world without telling us how to connect with them” (282). This assertion points to the transforming effects digital media are now having on the ways that we experience representational arts following the advent of digital technology, and points to some of the potential setbacks that Internet-based narrative might embody. This paper will investigate these implications as they relate to narrative trajectory and possibility through analysis of Kate Pullinger and Chris Joseph’s networked novel Flight Paths (2009).

One of the greatest assets of using Internet-based technologies resides in the potential for these technologies to expand the possibilities for action and interaction among people disbursed through time and space. Flight Paths hearkens to the beginnings of a return to the notion of reading and writing as a social activity and the reestablishment of literature to historical “oral” traditions. In this presentation, I will identify the implications of communal narratives developed via digital means, exploring the potentials of networked narrative spaces as they apply to the larger field of narrative. The potentials for this and other socially generated electronic texts collapse time, space, or both through the instantaneously reciprocal possibilities inherent to works that exist within the digital realm. The Internet and its instant communication possibilities allow for a further change in digital narratives that return us to some of our earliest narrative roots.

This return to early narrative traditions is perhaps one of the most important ways in which narrative is becoming increasingly mimetic in the wake of digital technologies, pointing to the ways in which electronic literature may be positioning itself to become a hyperreal cultural stand-in for real-life narrative exchanges. Flight Paths is a text that connects global readers and allows for continual streams of data incorporation into the narrative. Many other authors are pursuing this trend through Web 2.0 technologies like Facebook, Twitter, and Flickr, illustrating a drift towards collaborative, continually updated narrative strategies that are further pushing us towards Baudrillard’s conception of the simulacra as indicative of our 21st-century reality. If fictionalized narratives can convincingly-enough simulate real-life experiences of their content, while simultaneously replicating interpersonal exchanges of said narrative and further overstepping the limiting possibilities of the tangible world through digital means, what is to stop them from assuming the revered place of the hyperreal that our culture already so highly values? This paper will connect these seemingly contradictory threads, asserting that Flight Paths and other similar works are moving us in two directions simultaneously – towards a group-centered oral culture of the past that is likewise a marker of the hyperreal ideals of the future.

(Source: Author's abstract for ELO_AI)

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