space

By Vian Rasheed, 12 November, 2019
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Despite the burgeoning interest in the creation of imaginative spaces in AR and VR, very little focus has been given to sound. This paper borrows aspects of cinema studies and cultural geography to argue that sound can create a discursive environment and a queer space in Augmented Reality (AR). Referring to Michel Chion’s Audio-vision (1990), and Steven Shaviro’s Post-cinematic affect (2010), I explore how the assemblage of aural, visual and haptic in AR pieces, such as Caitlin Fisher’s ‘Chez moi’ (2014), create what Lev Manovich (2001) calls ‘hybrid spaces’, spaces visually disjointed but semantically connected. In ‘Chez moi’, Fisher invites the viewer to put on their headphones and watch the video on their smartphone while walking down Hayden street in Toronto, where the lesbian bar Chez moi was located when Fisher was a teenager. The audiovisual piece augment the physical reality of the viewer through a montage of various media forms, such as Fisher’s voice over, images of news reports, and fictitious audio and images. While the rhythm of Fisher’s voice dictates the pace of the viewer as they walk, her words build an affective past, a queer space. The voice over and ambient sounds enact a multilayered space that accommodates marginalised bodies and redefines the limits of centreperiphery. Although sound is often situated at the peripheries of the visual in the viewer’s experience and in analytical work, sound immerses the viewer in a new (virtual) space, and imprints meaning on the viewer’s both physical and virtual environments. The multilayered reality of ‘Chez moi’ in this way recalls Janet Cardiff’s AR-vanguardist photographic audio walk ‘Her long black hair’ (2004) ten years prior. The aural, visual and haptic assemblage of Fisher’s and Cardiff’s pieces disturb the ‘conceived space’ of Toronto’s streets, and produce queer ‘lived spaces’ (in Henri Lefebvre’s terms, 1981) by generating resonances between past and present space-times. This paper shows how Fisher’s assemblage transforms the established ‘powergeometry’ of space (Doreen Massey, 1994), as it creates an affirmative queer space ELO2019 University College Cork #ELOcork 52 accommodating the ‘[fragile] women’s culture’ that Fisher at once praises and bemoans. At the intersection of cultural geography, cinema studies, and digital culture, this paper attempts to understand how digital media call to the imagination to invoke possible futures (Appadurai 1996; Braidotti 1996), and to constantly (re-)make space.

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Metroid is an action-adventure game developed and published by Nintendo. The first installment in the Metroid series, it was originally released in Japan for the Family Computer Disk System peripheral in August 1986. North America received a release in August 1987 on the Nintendo Entertainment System in a ROM cartridge format, with the European release following in January 1988. Set on the planet Zebes, the story follows Samus Aran as she attempts to retrieve the parasitic Metroid organisms that were stolen by Space Pirates, who plan to replicate the Metroids by exposing them to beta rays and then use them as biological weapons to destroy Samus and all who oppose them.

(Source: Wikipedia)

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"Beyond Tomorrow" is an interactive text-based science fiction game made in Twine. The player assumes control of a wealthy business empire whose goal is to lead a successful expansion into space. The story revolves around the different choices and consequences one must face when encountering new planets and worlds. The game includes four unique planets that each has its different expansion possibilities and conflicts. The style of play is entirely up to the player and allows for either a violent or peaceful playthrough, as well as a combination of the two. Some of the themes explored in the game are power, imperialism, law and order, and warfare. (Source: Author's description)

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Beyond Tomorrow opening passage
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Space exploration passage showing four different planets the player can explore
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Warfare passage describing a conflict on one of the planets
Technical notes

The game uses the network hypertext structure and includes loop passages to avoid a complete restart after finishing one storyline. Several passages also use a 'either' function that allows them to have different outcomes.

By Hannah Ackermans, 28 November, 2018
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This paper explores the concept of narrativity throughout space by analyzing the distributed novel Implementation (Rettberg and Montfort 2012). Distributed narratives are literary texts that are distributed across different spaces and times to create divergence rather than unity (Walker 1). Implementation consists of 240 stickers with text fragments and people are invited to put up stickers in a place of their choice on public surfaces. The stickers could then be photographed and added to the project website.The practice of putting up the stickers highly influences the way in which the actor views the space, connecting elements in the text fragment to elements in their surroundings. The actor who places the sticker might not have noticed certain elements if it hadn't been for the text on the sticker. Once the sticker is placed in its context, the opposite occurs: the surroundings influences the reading of the narrative.This diffraction between narrative and space is highlighted by the act of photography and online collection, as the digital interface shows the immediate context of the sticker but makes the city as a whole invisible. For the 'analog' reader, however, the context of the whole city is highly visible as the sticker has to be found inside the city.  The combination of analog and digital practices of Implementation thus highlights the representation of the city as a visual practice. In this way, the city becomes part of the work and vice versa in both physical and digital settings.

This paper analyses the work by means of a new materialist "diffractive reading" (Barad and Haraway) between the narrative and its urban context. I propose to regard the urban space as a ‘text’ and read how this (con)text interacts with the narrative stickers. My paper will also outline future plans for empirical experiments Implementation. 

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By Carlos Muñoz, 3 October, 2018
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When the contemporary pedestrian travels from home to work, campus, or coffee shop wearing earphones and listening to a mobile device, he is not trying to find silent refuge from the noise of modern life, rather, he is striving to replace one sonic overwhelm with another of his own choosing. Sound is unique in its ease of subversion and the degree of experiential immersion that can be achieved through such an act. The nature of listening that the author will discuss is one that by way of design takes the quotidian act of mobile listening to a much more structured level of auditory experience with the hope of eliciting an event that is both multi-sensory and potent. 

As defined by Adriana de Souza de Silva, hybrid space is characterized as “social spaces created by the combination of physical space with digital information and the mobility of user equipped with location-aware interfaces.” (DeSouza 2006: 179) While this definition explicitly defines hybrid space as one that requires location aware technology, the author will explore a broader definition of the term that explores the notions of space, place, private public space, and virtual embodiment. While his exploration of hybrid space is concerned with the split between the real and the virtual, dynamic hybrid space introduces observations of the ways in which temporality exerts a very strong influence upon the experience. 

The creative work of the author, with locative listening, has involved GPS-enabled storytelling (Strathroy Stories, The CHEZ) as well as QR Code-activated listening experiences (The Other Side of OZ) and has raised questions about the potency of this type of listening as not only entertainment and heritage/archival documentation, but also as pieces of virtual embodiment and performative listening.

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‘Lure’ is a poem composed in 360 degrees for and about the virtual reality of the Oculus Rift. In ‘Lure’ the problem concerning the phenomenon seduction is expressed. The immersive experience is shaped into a journey, which has a forceful character. A lovable female voice subjects the attention of the spectator to its own regime and drags it into a sensual experience until it slowly turns into something more sinister. In the end there is one escape left: true reality.

  (Source: lure-vr.nl)

Description (in original language)

Lokroep is een multimediaal 360 graden virtual reality gedicht speciaal gemaakt voor de Oculus Rift. In nauwe samenwerking met dichter Micha Hamel ontwierp visueel kunstenaar Demian Albers een driedimensionale omgeving die een poëtische uitweiding is van de op de hoofdtelefoon klinkende tekst. In deze vijf minuten durende ‘onderdompeling’, worden taal en beeld op een speelse manier onder elkaars invloedssferen gebracht, met elkaar gefronteerd dan wel met elkaar uitgewisseld. Met deze theatraliserende operaties in het digitale domein willen de makers de toeschouwer een intensieve en betekenisvolle ervaring bieden die het pure lezen of het pure kijken niet vervangt, maar die een eigen, interdisciplinaire ervaring oplevert waarin de mogelijkheden van dit nieuwe medium geëxploreerd alsook ten volle gehonoreerd worden.

(Source: Apvis.nl)

Description in original language
Short description

In  this  exhibit,  sound  is  represented  as  an  overarching  medium  connecting  the  artworks displayed. Visitors of the “Affiliations” exhibit will find poetic works that radically explore language and sound. For the curators, sound is one of the fundamental aspects, if not the core, of experimental and digital poetics. Yet, as some writers  and  critics  have  pointed  out  - especially  Chris  Funkhouser,  Hazel  Smith,  and John Barber - sound has not been sufficiently highlighted as a fundamental trait of electronic literature.

The “Affiliations” exhibit presents works that embrace appropriation and remix of older and contemporary pieces - be they merely formalist or politically engaged - as pervasive creative methods in experimental poetics. Furthermore, it suggests that  electronic  literature  can  be  seen  as  a  heterogeneous  field  of  self-reflexive experimentation with the medium, language, sound, code, and space.

At  the  Palacete  dos  Viscondes  de  Balsemão,   connections  between  several  art  forms and movements, ranging from the baroque period to Dada and experimentalism will be underlined. In so doing, the “Affiliations” exhibit will present works printed on paper, composed of sound or generated by computational media. This exhibit  is  divided  into  nuclei  of  practice,  where  works  can  be  independently  or simultaneously read, played, listened to, watched, and remixed.

(Source: Books of Abstracts and Catalogs)

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Description (in English)

The initial idea of The Cosmonaut came from a suggestion that we work on the story of Ed Aldrin, bringing it to the digital environment. Of course, the philosophical or anthropological record did not seduce us in any way, but the possibility of fictionalizing a history of religious conversion (or reconversion). On the surface, what is known of this episode is that Aldrin, having remained alone in the Lunar Module while Neil Armstrong made his historic walk ( a small step for a man, a great leap for mankind ...), had a kind of religious epiphany. From there, he became (or came to be) a convicted Christian. On top of that, we proposed to change the location of the epiphany, which became a spacecraft in outer space, orbiting the Moon. The astronaut, on the other hand, would be a cosmonaut because of the etymological implications of this term

source:https://periodicos.ufsc.br/index.php/textodigital/article/view/1807-928…

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Description (in English)

anna anthropy’s The Hunt for the Gay Planet is a text-based Twine game that uses the medium of Twine to comment more broadly and bitingly on the status of queer representation in videogames. The work takes its premise from a mainstream online roleplaying game, Bioware’s Star Wars: The Old Republic, which in 2013 announced they were expanding their romance options in-game to include homosexual options, but only on a single planet in the galaxy. anthropy satirizes this decision with this beautifully retro piece, in which the player is invited to gradually explore the galaxy (looking under rocks and in caves) in search of a lesbian romance. The game serves as a powerful example of Twine’s potential as a platform for commenting on and engaging with AAA gaming, as Twine builds on the traditions of hypertext to allow for complex decision management and choice-driven experience design. (Source: ELC 3's Editorial Statement)

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Twine, browser-based game (uses sound)

Description (in English)

Dietrich Squinkifer’s (aka Squinky) Quing’s Quest VII: The Death of Videogames was created for Ruin Jam 2014, a game jam inspired by tensions over the identity of games and gamers and particularly responding to accusations that feminists and advocates for diversity in games had set out to “ruin” the games industry. Quing’s Quest is built in Twine and takes inspiration from old-school adventure games, including Sierra’s King’s Quest series. The game takes place on a craft called the “Social Justice Warrior” (after a commonly-used pejorative term for those who point out misogyny, racism, transphobia and many other forms of discrimination and hatred online and in gaming culture), and features a character exiled from Videogames after the invasion of the “misogynerds.” This work captures the tension of a historical moment in which only some voices, games and critiques are heard and others are silenced and dismissed. (Source: ELC 3's Editorial Statement)

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Web based, uses HTML5 and JavaScript