virtual reality

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Description (in English)

Explained very simply, this piece is a story about a man being presented with a mysterious object that is either 1) directions upon which he must act or 2) documentation of his own origins. If they are the former, then the events that proceed in the story are the events that proceed. If they are the latter, the events that proceed are his re-encounter with how he came into being not as an organism (what is that even?), necessarily, but as a someone who believes in space, physicality, reason, etc.The piece alternates between two locations: "in here," which is where the narrator builds a space in order to orient himself in relation to the question the mysterious object presents, and "that sort of place," which is where the narrator is presented with new information that both helps and antagonizes him. The juxtaposition of the closed, structured space of "that sort of place" with the open sprawl of "in here" invokes the question that the narrator circles around - whether he can recreate or reconstruct his own beginnings or origins to the point of creating the closed, structured space in which he exists now.

Source: https://wiki.brown.edu/confluence/display/wdm/Cave+Writing+Presentation…

Description (in English)

always tomorrow is a virtual reality fiction piece for HTC Vive. The viewer/reader is positioned in the centre of an infinite visual galaxy populated by 40 small interactive spheres, suggestive of planets but textured with distorted images that resonate with the stories they hold within. The viewer touches the spheres in any order to activate audio and unfold a time-twisting, fringeaffirming, ether-inflected love story set in Berlin in the Weimar Republic with a tomorrow already speaking itself on the protagonists’ lips. We hope the piece resonates with the contemporary moment, too, somewhere between histories and futures; the objects of our desires and our longing, the periphery of the culture and its centre. It’s also a mediation on the power of poetry

Description (in English)

River Writer is a proof of concept for virtual-reality based interactive poetry-writing application. Set on a virtual levee at golden hour, users fish words out of a literal stream of consciousness-- words put into an array that flow from spawning volumes into an kill volume. This method creates randomization. The user then has the ability to carry and drop these word selections on an environment that essentially acts as a couplet palette in the three cardinal directions opposing the river of words. Over the course of “creative play,” a user has space to create at least 3 couplets or 6 lines of poetry, intentionally placing the randomized, fished diction on the level. The diction utilized for this proof of concept was taken from the digital born text “Diamonds in Dystopia” (written by Vincent A. Cellucci, published in Absence Like Sun" (Lavender Ink. 2019) and anthologized in Best American Experimental Writing, 2018, Wesleyan University Press), but other texts can be substituted in future iterations. This application and level was created by Vincent Cellucci with assistance from Marc Aubanel using Unreal Game Engine 4. The words were modeled with great facility, albeit individually, in Rhinoceros 6.

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Description (in English)

After fifteen years (2003-2016) of documentary field research in the Middle-East as a visual and radio producer and in the continuum of these projects, I propose here a new conceptual crossdisciplinary intuitional analysis tool. Eldorado, Iraq 2017 (Iraqi designed soundscape 2012-2013) is a practice-based, experiential and anthropological cognition system based on three-dimensional virtual reality that proposes cultural immersive sound experience through 3D environment across a country: Iraq.

Description (in English)

In the beginning was the Word, and the Word was with God, and the Word was God (John 1:1)

BOOK OF A HUNDRED GHOSTS is a virtual reality installation, a Chinese parable staged in the form of a virtual tableau.  It reimagines the history of an ancient land as a Book of falling words and crushing signs, inciting awe, fear, pain and carnal pleasure.

-https://www.ipyukyiu.com/book

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Description (in English)

Digital Fiction Curios is a unique digital archive/interactive experience for PC and Virtual Reality.

The project houses works of electronic literature created in Flash nearly two decades ago by artists Andy Campbell and Judi Alston of Dreaming MethodsOne to One Development Trust‘s award-winning in-house studio.

Dreaming Methods is responsible for some of the internet’s earliest media-rich digital fiction. Much of that work was created in Flash, a technology that will be removed from all major web browsers in 2020. Curios archives and re-purposes three of our Flash works originally made as far back as 1999 and makes it uniquely possible to explore them in VR.

From fragments of words held in glass bottles to sprawling apocalyptic dreamscapes, Curios offers an immersive glimpse into Dreaming Methods' signature world of dream-inspired narratives, living texts and lost realities. 

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Electronic Literature is an emergent form of born-digital, experimental writing as well as an academic field with a global community of scholars and artists that support, promote, preserve and write critically about creative works. This course is a survey of the field’s evolution from floppy disks to VR and is broken into thematic modules – such as “hypertext”, “interactive games” and “recombinant poetics” – that frame certain practices of computer-writing. For each module, students will read relevant essays and creative works, as well as explore tools and practices for creative expression.

The course is designed for students to find thematic threads that excite them to creative scholarly responses. While this is not a “production” course, it is important for students to understand certain ideas through hands-on making. Students will receive training in the close-reading and analysis of works of electronic literature, as well as technical training in digital writing tools. Students will practice different forms of digital writing – blogging, experimental and collaborative fiction, multimodal and hypertext essays – that will develop critical thinking, reading, and writing skills. Shorts assignments will lead to a final digital writing project and oral presentation that explores works and/or themes in the course.

By Anna Nacher, 8 April, 2019
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This article focuses on the panoramic digital work Hearts and Minds: The Interrogations Project, and examines how it uses immersive audiovisual experience to examine the relationship between narrative memory, space and landscape. It argues that the spatial aesthetic of the work forces the audience members, the artists, and the narrators to interrogate their own conflicted positions in relation to the narratives of military power and torture. Hearts and Minds engages with visual perspective and space, and focalization through individual human voices, to consider agency, victimhood, witnessing and trauma, and does this in a manner that denies its audience a detached position from which to observe the events set in its digitally created environment.

Critical Writing referenced
By Hannah Ackermans, 4 December, 2018
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We are witnessing the emergence of a third generation of electronic literature, one that breaks with the publishing paradigms and e-literatury traditions of the past and present.

N. Katherine Hayles first historicized electronic literature by establishing 1995 as the break point between a text heavy and link driven first generation and a multimodal second generation “with a wide variety of navigation schemes and interface metaphors” (“Electronic Literature: What Is It?”). Even though Hayles has since rebranded the first wave of electronic literature as “classical,” generational demarcations are still useful, especially when enriching the first generation with pre-Web genres described by Christopher Funkhouser in ​Prehistoric Digital Poetry​ and others. My paper redefines the second generation as one aligned with Modernist poetics of innovation by creating interfaces and multimodal works in which form is invented to fit content.

Third generation electronic literature emerges with the rise of social media networks, the development of mobile, touchscreen, augmented reality (AR) and virtual reality (VR) platforms. This generation is less concerned with inventing form and more with remixing and creating work within well established platforms and their interfaces, parallel to a return to recognizable poetic forms, Romantic subjectivity, and pastiche in Postmodern poetry. This includes Instagram poetry, bots, apps, kinetic typography, lyric videos, memes, Twine games, and works that take advantage of smartphone, touchscreen, and VR technologies. This generation leaves behind book and open Web publishing paradigms and embraces new funding models, such as crowdfunding and software distribution platforms.

Even though the first generation of e-lit ended about 20 years ago, the second and third generation currently coexist, much as Modernist and Postmodernist literature do. And while second generation works are currently more sophisticated, complex, and aligned with academia, the third generation will produce the first massively successful works because they operate in platforms with large audiences that need little to no training to reading them. So while second generation works will continue to attract critical acclaim with limited audiences, it is the third generation that will produce the field’s first #1 hit.

(author abstract)

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