ar narratives/qr code narratives


Map

Aram Bathorn

http://datenform.de/map.html

The project ‘Map’ is a public space installation questioning the red map marker of the location based search engine Google Maps. “Find local businesses, view maps and get driving directions in Google Maps.” With a small graphic icon Google marks search results in the map interface. The design of the virtual map pin seems to be derived from a physical map needle. On one hand the marker and information speech bubble next to it cast a shadow on the digital map as if they were physical objects. When the map is switched to satellite mode it seems that they become part of the city. On the other hand it is a simple 20 px graphic icon which stays always at the same size on the computer screen. The size of the life size red marker in physical space corresponds to the size of a marker in the web interface in maximal zoom factor of the map. Where is the center of a city?

In the city center series ‘Map’ is set up at the exact spot where Google Maps assumes to be the city center of the city. Transferred to physical space the map marker questions the relation of the digital information space to every day life public city space. The perception of the city is increasingly influenced by geolocation services

Le Monde des Montagnes (World of Mountains)

by Camille Scherrer

http://www.youtube.com/watch?v=Onr8d4Wfo6I&feature=player_embedded

UNDER THE VIEWER’S EYES, THE FRONTIER BETWEEN THE REAL AND VIRTUAL WORLDS BECOMES BLURRED. “LE MONDE DES MONTAGNES” IS AN INTERACTIVE SET-UP TO DISCOVER THE SECRETS HIDDEN IN THE PAGES OF AN ORDINARY BOOK… THE SHADOW OF A BIRD PASSES OVER THE BOOK, FOXES’ LANTERNS LIGHT UP THE TEXT, PAPER MOUNTAINS EMERGE… THE STRANGE AND MAGICAL WORLD OF THE SWISS MOUNTAINS IS HIDDEN SOMEWHERE BETWEEN THESE PAGES.


The Third Woman

http://thirdwoman.com/

The Third Woman is an interactive mobile film–game, updating post-war themes found in director Carol Reed’s 1949 The Third Man Film. Our global art/science team, brought together by the eMobilart initiative, created The Third Woman interactive movie. Script writers Martin Rieser & Pia Tikka explore the global thread of bio-engineered terrorism as the underlying thematic content that they developed for this updated version. It portrays the new conflicts and corruptions of the 21st century.

Briefly, people are invited to collaborate, through a mix of projection screens, mobile phone messages, smart fabrics, and/or performance interventions, to prevent further tragedy caused by a mysterious substance (Miasma) found in public spaces. Participants can upload film clips on their mobile phones and interact with the thematic content, changing the emotional tenor of the scenario on large screens and mobile phones. In the audience experience the process progressively reveals layers of a contemporary film drama.

The interactive film, game and installation were produced in a series of workshops in Vienna, Finland and Athens. The film scenarios communicate universal issues of trust, loyalty, greed and betrayal, as well as adding to a global conversation on migration, the black economy and the underground world of cities.

Audiovisual materials are either sent to participants’ mobile phones through barcode readings from graphic artefacts in the exhibition space [or public spaces in the case of the game] or are displayed on large projection screens controlled through a phone browser menu.

An interventionist Costume Performance accompanies the event, adapting to location, alongside the Mobile Game, and its Multiscreen Narrative displays.

Dead Drops

Bruce Sterling and Aram Bartholl

http://deaddrops.com/

Bartholl “Dead Drops” are thumb-sized flash drives publicly hidden in cities around the world.  Bartholl’s urban intervention features in the current “Talk to Me” show at the New York Museum of Modern Art.

The app, called Dead Drops and written for the Layar platform, is in collaboration with Layar coder Menno Bieringa, Berlin-based media artist Aram Bartholl and Layar artist-in-residence Sander Veenhof .  

With Sterling’s “Dead Drops Layer,” users can  scan the horizon for handy Dead Drops that might be lurking nearby.  A few taps and clicks create a map that will lead to the site.  Network users can then plug their laptops directly into the “Dead Drops,” which are commonly embedded in brick walls and almost invisible.

“I wrote a contribution for a new book about Aram’s artwork,” says Sterling, “and I realized his Dead Dropsnetwork meshes perfectly with the Augmented Reality ideal. It’s all about hidden data revealed in real-world, three-dimensional spaces. So, suddenly, I had a class project. Now I’m a registered Layar developer.”

We’ve written about Bartholl’s Dead Drops previously, they’re flash drives hidden in public places where users can upload and download files. Bartholl’s unique form of urban intervention is currently in the Talk to Me exhibition at New York’s MoMA and he’s also released a “How-To”, should you want to install one in your own city.

Sterling’s app helps users locate these hidden Dead Drops by letting you scan the nearby area, then you can hunt down the nearest drop using the information displayed on the screen. Wanting to test it for ourselves, we ventured out onto the streets near our London office. After searching for and then launching the app in Layar, and setting the search range at 300m, we were informed that it had “Found 1 point of Interest”, which was confirmed by a white dot appearing in the circular radar disc in the corner of the camera screen. You could follow this little dot, but it might take you some time, so fortunately there are other options. These include looking at your destination on Google Maps or choosing “list” from the options.

Games as Narrative/Narrative as Game


The Intruder

by Natalie Bookchin

http://bookchin.net/intruder/index.html


“In Natalie Bookchin’s piece, The Intruder, we are presented with a sequence of ten videogames, most of which are adapted from classics such as Pong and Space Invaders. We interact via moving or clicking the mouse, and by making whateve we make of/with/from the story. Meaning is always constructed, never on a plate. The interaction is less focused on videogame play than it is on advancing the narrative of the story we hear throughout the presentation of the ten games. The story is the Jorge Louis Borges piece The Intruder with a few changes. The female in the story is “the intruder” She is as a possession of the two closely bonded miscreant brothers enmeshed in a hopeless triangle of psycho-sexual possession with homoerotic undertones. Finally one of them kills her to end the tension between the two men. Game over. Story over. Bookchin presents an awareness of being an intruder, herself, in the (previously?) male-dominated world of videogame creation and enjoyment. The videogame paradigms are subverted, mocked, and implicitly criticized for their shallow competitive and violent nature not unrelated to the nature of the violence of the males.

Although moving and clicking the mouse is associated with advancing the videogames, the videogames are subordinated to the story; the videogames are used as and within literary devices. The videogames are literary devices in that they are programmed machines functioning less to advance gameplay as triggers for the advancement of the audio of the story. The videogames are also functioning within other comparative/metaphoric literary devices. We compare the worlds of the games with the worlds of the story. We compare ourselves in the world of the games with ourselves in the world of the story, i.e., we compare the goals of the games with our goals in reading/listening to and understanding the stories. We cannot enjoy the games in the way that videogames are meant to be enjoyed [….]The artist mops the floor with the videogames. Art 10. Videogames 0. Women cheer this artwork like few other Net-based works. It is deservedly famous both as statement and for its formal literary innovation “
Metapet

by Natalie Bookchin

http://metapet.net/

Natalie Bookchin’s Metapet is a game almost designed to make you stop playing, or at least to stop playing “properly”. You take the role of the corporate manager of a bio-engineered, “transgenic virtual pet.” “Your challenge,” says the game site, is to “discover the right balance between a firm hand and a gentle coax without ever losing sight of the bottom line.” Played according to the apparent rules, the game proceeds by the manager encouraging—or, really, disciplining—the Metapet, in order to make its activity as profitable as possible (you feed it, let it rest, give it drugs, perform genetic tests on it, and so on). Basically, if you play by the rules and try to make money, you will end up torturing your Metapet. As Bookchin says:

“Playing according to the rules will lead to the most boring of outcomes. Players will earn money, but who cares? Money makes you a “winner” but…you can’t do anything with the money, and the game will soon become pretty dull. On the other hand, playing poorly will lead to some of the more interesting game elements. Your Metapet will become a lot more colorful and rebellious, artists’ mini games (in which I had other artists design simple little games about biotechnology) will show up, and your pet starts sending messages back and forth to other Metapets.

In Metapet, participation - play - is in the first instance presented as completely consistent with the demands of global capitalism. It’s only when and if some other experiential framework is brought to bear or asserts itself that the behaviors that the game seems to require begin to appear troublesome; so much so that one response might be simply to stop playing. This is to suggest that there might be a distance, or a crucial lack of fit, between the context of the participatory, mediated event and other horizons of experience (experience is not a simple continuum).





I made this. You play this. We are enemies.

by Jason Nelson

http://www.secrettechnology.com/madethis/enemy6.html


“The internet is a sketchpad, a webscape of interactive spaces, a complex narrative of cultural texts and odd communal realms. IMTYPYWAEexplores internet portals, supposedly collaborative web 2.0 sites, through a modified and disrupted platform game engine. Using a combination of hand drawn notations, poetic lines, videos and animations, the art/poetry game lets users play in the worlds hovering over what we browse, to exists outside/over their controlling constraints. And while the non-linear poems and messy artwork suggests madness to some, the intention is to reflect the actual condition of these 2-dimensional virtual worlds spinning from our screens with the occasional leak of insanity. “

Pac Mondrian

http://pbfb.ca/pac-mondrian/

When Piet Mondrian arrived in New York in 1940, he heard the Boogie Woogie piano of Meade Lux Lewis, Albert Ammons, and Pete Johnson, and from then on refused to dance to any other jazz, leaving the floor in a huff if the music didn’t boogie.

After years of completely abstract work he abandoned the black grid to use yellow lines and red, blue, and grey colour blocks to build a representation of New York infused with all the vibrant kinetic energy of raucous road-house piano blues in ‘Broadway Boogie Woogie’.

Pac-Mondrian transcodes ‘Broadway Boogie Woogie’ into a Pac-Man video game: the painting becomes the board, the music becomes the sound effects, and Piet Mondrian becomes Pac-Man.

Pac-Mondrian disciplines the syncopated rhythms of Mondrian’s spatial arrangements into a regular grid, then frees the gaze to follow the viewer’s whimsical perambulations of the painting: a player’s thorough study of the painting clears the level.

Each play of the game is an act of devotion. Mondrian’s geometric spirituality fuses with his ecstatic physicality when Pac-Mondrian dances around the screen while the Trinity of Boogie Woogie jazz play ‘Boogie Woogie Prayer’.

Each play of the game is an improvisational jazz session. Pac-Mondrian sits in as a session drummer with Ammons, Lewis, and Johnson, hitting hi-hats, cymbals, and snares as he eats pellets.

Distellamap

by Ben Fry

http://benfry.com/distellamap/

Like any other game console, Atari 2600 cartridges contained executable code also commingled with data. This lists the code as columns of assembly language. Most of it is math or conditional statements (if x is true, go to y), so each time there’s “go to” a curve is drawn from that point to its destination.


When a byte of data (as opposed to code) is found in the cartridge, it is shown as an orange row: a solid block for a “1” or a dot for a “0”. The row is eight elements long, representing a whole byte. This usually means that the images can be seen in their entirety when a series of bytes are shown as rows. The images were often stored upside-down as a programming method.

The original version of these images are a series of 13 x 19 inch prints where you can actually read the individual bits of text. I modified a version of distella to produce disassembled text output in the format that I wanted, and then used Processing to write a second program that creates the image of the output.

Theater and Cinema on a cell phone


A MACHINE TO SEE WITH

by Blast Theory

http://www.blasttheory.co.uk/bt/work_amachinetoseewith.html

A Machine To See With is a film where you play the lead. There are sceenings every 15 minutes. You sign up online and hand over your mobile phone number. On the day, you receive an automated call giving you the address you need to go to. Once you arrive on your allotted street corner your phone rings. From there a series of instructions lead you through the city. You are the lead in a heist movie; it’s all about you. As you move from hiding money inside a public lavatory, to meeting up with a partner in crime and onwards to the bank, the tension rises. It’s up to you to deal with the bank robbery and it’s aftermath.

The project is a Locative Cinema commission from the Sundance Film Festival, 01 San Jose Biennial and the Banff New Media Institute. It was created January and September 2010 and premiered in San Jose on 16th September. The work has three ideas running through it.

It is about cinema. The artists thought about the city as a cinematic space and considered how screens might be inserted into the streets or carried through them. Their approach was to think of our eyes as the screens themselves: as Chris Hedges says in The Empire of Illusion, “we try to see ourselves moving through our life as a camera would see us, mindful of how we hold ourselves, how we dress, what we say. We invent movies that play in our heads.” One of the starting points was Made In USA by Jean-Luc Godard and the novel from which he stole the story, The Jugger by Richard Stark. The book is a classic of arid compressed noir. Godard took the story as a springboard for a commentary on the Vietnam war, mixing trashy violence with contemporary politics. The title of the work is taken from Godard’s script for Pierrot Le Fou in which Jean Paul Belmondo’s character says, “my eyes are a machine to see with”.

It is about the tyranny of choice and consumerism. The work uses an open source piece of call centre software called Asterisk and thus employs automation to create an ostensibly personalised experience. Adam Curtis’ film Eight People Sipping Wine In Kettering explores the rise of focus groups and marketing based on desire rather than need. Robert Reich’s book Locked In The Cabinet explores one aspect of this process in detail as Bill Clinton attempted to get re-elected against the odds in 1996 and set up a large call centre in Denver to poll thousands of swing voters every day. Aspects of these polling questions crop up in the work during a section that presumes to create a psychological profile of each participant.

It is about the financial crisis. With the attempted robbery of a bank at its heart, money is a recurrent part of the work. It contrasts the agency of a film star, of a protagonist in a heist movie with the reality of the financial crisis since 2008. It places the adrenaline rush of revenge against the steady impotence of citizens confronted by global capitalism.

“This is not a personality test. This is A Machine To See With. The ending is up to you”



Specflic

by Adrian Jenik

http://www.specflic.net/


SPECFLIC is speculative distributed cinema: a cinematic form which envisions performs our near future through the lenses of our current technological landscape.

SPEC-FLIC projects 30 years into the future of significant public environments to create site-specific speculative narratives that unfold over the course of a expandable multi-media event. SPEC-FLIC uses cutting edge transmission and display technologies to expand a critical dialogue (begun in science fiction literature and cinema) about the social effects of these very technologies. Live ambient performances streamed through mobile video platforms, monitoring and sensor networks, and an array of asynchronous media forms are “mixed,” clustered, and projected throughout the building, to produce a new form of cinematic experience; one that is distributed across space and time.

Terra Nova

by Crew Projects

http://www.crewonline.org/art/projects

Terra Nova is a theatre performance and immersive adventure offering a multi-sensorial experience to the audience. The spectator, first confronted with the story of R.F. Scott’s conquest of the South Pole, will soon be transformed into the protagonist of this adventure… This unusual dramaturgical approach is the result of a skilful adaptation of state-of-the-art immersive technologies to the stage. The theme of the performance is influenced by the latest neurological research on the so-called ‘conscience’: Who are we? What is the ‘self’? Can we trust our body as an interface between reality and the ‘self’? Artistic directors Eric Joris and Stef De Paepe and author Peter Verhelst draw a parallel between the exploration of our brains and Scott’s dramatic quest to the South Pole.

Dance and New Media


Perpetual Movement Sound (multiple projects)

http://perpetualmvmtsnd.org/

Ballet Pixele  (live dance performances seen in virtual spaces)

http://balletpixelle.org/index.html

Freq : 2
by Squidsoup 

Part musical instrument, part composition, Freq2 takes the shape of your shadow and turns it into sound. Freq2 can be played like an instrument, creating dramatic and complex land- and sound-scapes derived directly from one’s own physical movement in space.

The Freq project uses your whole body to control the precise nature of a sound – a form of musical instrument. The mechanism used is to trace the outline of a person’s shadow, using a webcam, and transform this line into an audible sound. Any sound can be described as a waveform – essentially a line – and so these lines can be derived from one’s shadow. What you see is literally what you hear, as the drawn wave is immediately audible as a realtime dynamic drone.

http://squidsoup.org/freq2/

From Genomes to Geology: Narrativizing Data


ATLAS in silico is a physically interactive virtual reality installation. It fuses art and emerging technologies with pioneering science. The installation offers an ethereal and dreamlike immersive 3D environment, wherein you can explore life-size renderings of the Global Ocean Survey — a recent pioneering voyage of discovery circumnavigating the Earth’s oceans, the results of which give us a new picture of life on Earth. 


The room-size installation is playful and yet meaningful for people of all ages: Participants may simply observe, or individuals can step forward and use their own movements to animate and maneuver the colorful 3D images and audio. The captivating onscreen images and multichannel audio are created by a unique process that combines genetic information from microorganisms collected by the Global Ocean Survey with environmental and social data from the geographical locations in which the organisms were found, to create a human context for this major scientific breakthrough

In parallel to this oceanic journey that was inspired by 19th Century global circumnavigations of the H.M.S Challenger and H.M.S. Beagle, the aesthetics of this artwork are grounded in history and in our future. They embody the visual culture and relationship that existed between art and science in the 19th Century, and the renewal of this relationship in the 21st Century via emerging digital technologies. ATLAS in silico creates a visceral, sensate experience of the abstraction of nature in to vast databases like the GOS. 

Participants experience a dream-like, highly abstract, and data-driven virtual world that combines the aesthetics of fine-lined copper engraving, lithography and grid-like layouts of 19th Century scientific representation with 21st Century digital aesthetics including 3D wireframes, particle systems, interactive 3D graphics and multi-channel spatialized audio. By interacting with the luminous and colorful 3D graphics and a responsive data-driven sonic microworld, participants explore relationships within data that spans from the molecular to the global. This experience takes place within an immersive virtual environment constructed from contextual metadata. It animates the virtual world as a driving force, much like natural ocean currents, while revealing internal structure within the data and metadata. 

Through this ongoing art-science collaboration we explore the possibilities for achieving works with multiple entry points that can exist concurrently as aesthetic experiences, artistic practice, and as the basis for scientific tools. The title refers to in silico (computational as opposed to in vivo or in vitro) biology and the abilities that emerging technologies offer us in atlasing the features of our world in ever-increasing detail. 

http://www.atlasinsilico.net/gallery.html

The Trajectory of Forgetting

Ruth West

Metaphors and processes in The Trajectory of Forgetting engage various aspects of memory and memory loss, as well as scientific methodology. The first is that memory constructs continuity of consciousness and our sense of self. Second, that in order to form long term memory traces, the immediate record of perception is not sufficient. We tend to review an event consciously, repeating it, in order to create a long-term memory trace and, in essence, retell the event, our story, to ourselves repeatedly in order to commit it to memory. Third is that the location where memory is stored is coexistent with the location of its erasure. Fourth is that in neurodegenerative disorders, such as Alzheimer’s, there is a progressive loss of cognitive function and memory, associated with the inability to form short and long term memory which leads to an altered sense of Self, which is not simply a void, but an altered experience of Self. And fifth, is that upon extensive dementia, the sense of the Self, which the person held prior to the disorder, is now held in the collective memory of those in their personal network. The image sampling and processing evokes aspects of scientific methodology necessary for empiricism, such as time-based sampling, randomization as a control, repetition and objectivity. The image database invokes the notion of personal identity as composed of data, at once qualitative and quantitative. 

http://www.viewingspace.com/trajectory.html

Genesis, 1999

Eduardo Kac

Transgenic artwork linked to internet 
dimensions variable 
Peter Gena, DNA Music Synthesis 
Charles Strom, MD, PhD, DNA Consultation and Bacterial Cloning 
Jon Fisher, Programming and Electronics 
Mike Davis, Video consultant 
Rita Ciurlionis, biological consultation and technical support 
(detail) 
Courtesy of Julia Friedman and Associates

 

Artist statement from Paradise Now:

I investigate the philosophical and political dimensions of communications processes. Equally concerned with the aesthetic and the social aspects of verbal and nonverbal interactions, I examine linguistic systems, dialogic exchanges, and interspecies communication. In 1998, to further expand my investigation of communications processes, I proposed Transgenic Art, a new art form based on the use of genetic engineering techniques to transfer synthetic genes to an organism or to transfer natural genetic material from one species into another in order to create unique living beings. The nature of this new art is defined not only by the birth and growth of a new plant or animal, but above all by the nature of the relationship between artist, public, and transgenic organismñwhich must be respected, loved, and nurtured like any other organism. [1]

  

 

Installation:

  • The work is an installation that includes projection and sound. Kac explains that the bacteria are projected to “render them more or less on a human scale,” and to “put ourselves a little bit in that ‘Umwelt’ [environment] of the bacteria.” [2]
  • It explores the relationship between biology, belief systems,information technology, dialogical interaction, ethics, and the Internet. The key element of the work is an “artist’s gene”, a synthetic gene that was created by Kac.
   

The Making of Genesis, 1999

  

 http://www.ekac.org/geninfo.html 

   

 
  • Copied the verse from book of Genesis in an Internet Bible, “Let man have dominion over the fish of the sea, and over the fowl of the air, and over every living thing that moves upon the earth”
  • Converted it into Morse Code, then from this code in to genetic code, using an schema he developed for this translation
  • Scientists synthesized this DNA sequence for him and inserted it in to bacteria
  • The bacteria are grown and displayed under an ultraviolet light in an almost dark room
  • The UV light is turned on/off by visitors to the project’s website
  • The UV light is a mutagen, and acts to introduce changes in to the DNA sequence over time, this sequence can later be isolated and examined to read the resulting sequenc

Related Reading: http://ekac.org/oi_kac.show_overview.html#cypheranchor

Sensity by Stanza

 http://www.stanza.co.uk/sensity/index.html#Sensity

These new networks represent open social sculptures that can inform the world and create new meaningful experiences. The social space is opened up into a real time flow space, a new virtualized data space emerges.

The micro incidents of change in the weather, the noise traffic flows and people flows. The technology can also be used for logging the movement of people, pollution in the air, the vibrations and sounds of buildings to make emergent social sculptures. The interactions of all this data is controlled via the visual interfaces and re-forms and reconstitutes experiences of the city in real time.

Environmental monitoring and controlled surveyed city space.

The increase of technology infrastructure in the daily existence of a city means that technology will, more than ever be everywhere in our environment. Data mining will be part of the fabric of the landscape. Everything is or will be tracked. CCTV, car sensors, tracking inside our phones and id card movement tracking in the guise of anti- terror activity. The patterns we make, the forces we weave, are all being networked into retrievable data structures that can be re-imagined and source for information. These patterns all disclose new ways of seeing the world. The value of information will be a new currency as power change.

The central issue that is developing is the privilege and access to these data sources. Will these systems be open or closed? New maps are being drawn up that re define the digital borders, who is going to want to own this.

The city experience.

The city experience is a web of connected networks and multi layered threaded paths that conditions us to the emotional state of the city space. In essence, the city fabric is a giant multi user multi data sphere. To take part you really have to put something back in, that’s like life. In this case, to take part you have to input data so others ‘may’ see the output of the data response. 

The city has a history of stories relative to time and place, stories from the street. Love stories personal and extreme, crime stories, stories that are small or that can affect global parameters. All of these spheres can be represented by media and therefore by data within the digital realm and becomes a data source so powerful so interwoven that its scale can only be imagined as metaphor. The size and scope of such an archive, of such rich mediated data experience would support many projects. As such it can be interpreted as history via one sort of interface or as a game via another sort of interface. A possible objective is to ‘mediate’ data into a conceptual artifact. With this perspective there are many unimagined threads of data and connections that describe our world that can be explored within which we can create artistic interpretations.

As we move about the city we art in fact interactive agents, by default we are actors doing our bit and affecting the system.

Noise and Sound Monitoring. 

After walking around my local environment and making recordings it has become obvious that noise in the city is everywhere. I thought I lived in a fairly quite area. However, after making a series of walks and sounds recordings this has changed my perspective of where I live. The constant aero planes, and cars, the hum of trains and shouts of people. Even in the park, the trains, and garages making constant noises. The city space is an evolving composition of sounds that bombard us. So much so that we are hardly aware. The sounds of the city presents itself as noise but it is actually the language of the city space. The sounds of the city are the sounds of “urban music”.

Noise affects and makes more noise.




vispo/Futurist/Concrete: space and data in writing


A modern art movement originating among Italian artists in 1909, when Filippo Marinetti’s first manifesto of futurism appeared, until the end of World War I. Futurism was a celebration of the machine age, glorifying war and favoring the growth of fascism. Futurist painting and sculpture were especially concerned with expressing movement and the dynamics of natural and man-made forms.

Futurism was first announced on Feb. 20, 1909, when the Paris newspaper Le Figaro published a manifesto by the Italian poet Filippo Tommaso Marinetti.

The name Futurism, coined by Marinetti, reflected his emphasis on discarding what he conceived to be the static and irrelevant art of the past and celebrating change, originality, and innovation in culture and society. Marinetti’s manifesto glorified the new technology of the automobile and the beauty of its speed, power, and movement. He exalted violence and conflict and called for the sweeping repudiation of traditional cultural, social, and political values and the destruction of such cultural institutions as museums and libraries.

Futurist literature primarily focuses on seven aspects: intuition, analogy, irony, abolition of syntax, metrical reform, onomatopoeia, and essential/synthetic lyricism.

Intuition – when the “creative spirit seems suddenly to shake off its shackles and become prey to an incomprehensible spontaneity of conception and execution”.

Analogy – by creating a communion of two (or more) seemingly unrelated objects, the poet pierces to the “essence of reality”. The farther the poet has to reach in terms of logical remoteness is in direct proportion to its efficacy.

Irony –”so old and forgotten that it looked almost new when the dust was brushed away from it. “

Abolition of syntax—the constraints of syntax were inappropriate to modern life and that it did not truly represent the mind of the poet.

Metrical reform—In order to break free of the shackles of meter, they resorted to what they called word autonomy”. Essentially, all ideas of meter were rejected and the word became the main unit of concern instead of the meter. In this way, the Futurists managed to create a new language free of syntax punctuation, and metrics that allowed for free expression.

Onomatopoeia –There were four forms of onomatopoeia that the Futurists advocated: direct, indirect, integral, and abstract. The first of these four is the usually onomatopoeia seen in typical poetry, e.g. boom, splash, tweet. They convey the most realistic translation of sound into language. Indirect onomatopoeia “expressed the subjective responses to external conditions”. Integral onomatopoeia was “the introduction of any and every sound irrespective of its similarity to significant words”. This meant that any collection of letters could represent a sound. The final form of onomatopoeia did not reference external sounds or movements like the aforementioned versions of onomatopoeia. Rather, they tried to capture the internal motions of the soul.

Essential/synthetic lyricism—In order to better provide stark, contrasting analogies, the Futurist literature promoted a kind of hyper-conciseness. It was dubbed essential and synthetic lyricism. The former refers to a paring down of any and all superfluous objects, while the latter expresses an unnatural compactness of the language unseen elsewhere. This idea explains where poetry became the preferred literary medium of Futurism and why there are no Futurist novels (since novels are neither pared down nor compressed).

Introduction
Mary Ellen Solt

From Concrete Poetry: A World View (1968, Indiana University Press)


The term “concrete poetry” is now being used to refer to a variety of innovations and experiments following World War II which are revolutionizing the art of the poem on a global scale and enlarging its possibilities for expression and communication. There are now so many kinds of experimental poetry being labeled “concrete” that it is difficult to say what the word means. In an article in THE LUGANO REVIEW (1966), the English critic Mike Weaver, who organized The First International Exhibition of Concrete and Kinetic Poetry in Cambridge in 1964, distinguishes three types of concrete poetry: visual (or optic), phonetic (or sound) and kinetic (moving in a visual succession). And he sees individual poems within these three classifications as related to either the constructivist or the expressionist tradition in art. The constructivist poem results from an arrangement of materials according to a scheme or system set up by the poet which must be adhered to on its own terms (permutational poems). In the expressionist poem the poet arranges his material according to an intuitive structure. Weaver’s definitions and classifications are most clarifying when applied generally; but when we are confronted with the particular text or poem, we often find that it is both visual and phonetic, or that it is expressionistic as well as constructivist. It is easier to classify the kinetic poem because it incorporates movement, usually a succession of pages; but it is essentially a visual poem, and its words are, of course, made up of sounds. We need only to look at Emmett Williams kinetic book SWEETHEARTS to see that it is possible to incorporate everything we have said about concrete poetry in this paragraph in one poem. Often concrete poems can only be classified in terms of their predominating characteristics.
Despite the confusion in terminology, though, there is a fundamental requirement which the various kinds of concrete poetry meet: concentration upon the physical material from which the poem or text is made. Emotions and ideas are not the physical materials of poetry. If the artist were not a poet he might be moved by the same emotions and ideas to make a painting (if he were a painter), a piece of sculpture (if he were a sculptor), a musical composition (if he were a composer). Generally speaking the material of the concrete poem is language: words reduced to their elements of letters (to see) syllables (to hear). Some concrete poets stay with whole words. Others find fragments of letters or individual speech sounds more suited to their needs. The essential is reduced language. The degree of reduction varies from poet to poet, from poem to poem. In some cases non-linguistic material is used in place of language, in the plastic poems of Kitasono Katue, for instance, or in the “Popcreto” of Augusto de Campos, which is a Tower of Babel of eyes. But the non-linguistic objects presented function in a manner related to the semantic character of words. In addition to his preoccupation with the reduction of language, the concrete poet is concerned with establishing his linguistic materials in a new relationship to space (the page or its equivalent) and/or to time (abandoning the old linear measure).

http://www.gardendigest.com/concrete/this.htm

http://www.vispo.com/animisms/index.html

The Oulipo - in full, the Ouvroir de Littérature Potentielle, or Workshop for Potential Literature - was founded in France in 1960 by the French author Raymond Queneau and the mathematical historian François Le Lionnais. Made up of mathematicians as well as writers, the group assigned itself the task of exploring how mathematical structures might be used in literary creation. The idea of mathematical structure was soon broadened to include all highly restrictive methods, like the palindrome and the sestina, that are strict enough to play a decisive role in determining what their users write. The most notorious example of this approach is Georges Perec’s novel, A Void,written without a single appearance of the letter e

The appearance of Georges Perec’s Life A User’s Manual and Italo Calvino’s If On A Winter’s Night A Traveler, both exploiting Oulipian structures, did much to modify the general view, as did no doubt the distinction of the Oulipo’s membership. In addition to Queneau, Perec, and Calvino, it has included Marcel Duchamp, Harry Mathews, and Jacques Roubaud, together with many notable writers and scholars little known outside France and a number of mathematicians (such as Claude Berge) who are internationally famous within their profession.


The book explores imagination and the imaginable through the descriptions of cities by an explorer, Marco Polo. The book is framed as a conversation between the aging and busy emperor Kublai Khan, who constantly has merchants coming to describe the state of his expanding and vast empire, and Polo. The majority of the book consists of brief prose poems describing 55 cities, apparently narrated by Polo. Short dialogues between the two characters are interspersed every five to tencities and are used to discuss various ideas presented by the cities on a wide range of topics including linguistics and human nature. The book structured around an interlocking pattern of numbered sections, while the length of each section’s title graphically outlines a continuously oscillating sine wave, or perhaps a city skyline. The interludes between Khan and Polo are no less poetically constructed than the cities, and form a framing device, a story within a story, that plays with the natural complexity of language and stories.

Marco Polo and Kublai Khan do not speak the same language. When Polo is explaining the various cities, he uses objects from the city to tell the story. The implication is that that each character understands the other through their own interpretation of what they are saying. They literally are not speaking the same language, which leaves many decisions for the individual reader.

The book, because of its approach to the imaginative potentialities of cities, has been used by architects and artists to visualize how cities can be,[1] their secret folds, where the human imagination is not necessarily limited by the laws of physics or the limitations of modern urban theory. It offers an alternative approach to thinking about cities, how they are formed and how they function.

short excerpt:

At times all I need is a brief glimpse, an opening in the midst of an incongruous landscape, a glint of lights in the fog, the dialogue of two passersby meeting in the crowd, and I think that, setting out from there, I will put together, piece by piece, the perfect city, made of fragments mixed with the rest, of instants separated by intervals, of signals one sends out, not knowing who receives them.

Net Art and the Fireflies of Eternity

   by Jim Andrews  

Imagine print without literature, just news and technical documentation,
bills of lading, position papers, and so on.

imagine the moving picture without art, just as surveillance and
video-phone, etc.

now imagine the net without net art.

to many people, the latter is much easier to imagine than the former two
dystopias. we have had literature for thousands of years and art has been a
part of the moving picture since near its start in the nineteenth century.
but net art has only been around since the early to mid 1990′s. about 17
years, at this point, this being 2010. and the net is often treated as a
spewing information pipeline that has to be managed and filtered for usable
practical information often of a consumeristic nature. shopping information,
banking info, calendar info, and so on. as an entertainment medium, it’s
mostly used for videos, online games, news, email communication, and so on.
not as a medium in which we seek out the art particular to the net. by ‘net
art’ i do not ,mean video or degraded print, (per se, although they can be
part of net art) but art specific to the net. that’s what i mean by net art.
art that requires an internet connection and lives and breathes through a
browser or because of its internet connection, if it’s a desktop program.

what we lose with there not being as prominent an art of the net as there is
of print and moving image is related to what we would lose were there not a
prominent art of print or art of the moving image.

 

some might object to that proposition. they might say that the net without
net art is no more difficult to imagine than the telephone without telephone
art. which is easy to imagine because the telephone hasn’t developed
prominently as a medium for art. which isn’t to say that there
haven’t been good telephone art projects. but name me five of them.

the telephone has developed as a medium primarily for conversations between
participating parties. we don’t dial up to listen to art, much. or
participate in an art project when we are actually on the phone. there’s
nothing to say we couldn’t. and perhaps we have, once or twice. still others
will say that the art of the telephone is the art of conversation. which
isn’t specific to the telephone but is certainly different via telephone, in
important ways, than it is face to face.

we imagine, then, a secret art of the telephone in which lovers and others
really digging each other engage. often not recorded but enjoyed and
remembered personally, just the two (or n) of them. a private art without a
prominent public face. though telephone conversations and recordings play
crucial parts, sometimes, in works of art for other media such as movies,
drama, and music.

telephone has not developed a prominent public art because it is so strong
concerning private conversations. the possibilities for dial-up telephone
art or interactive telephone art are completely overshadowed by the way we
typically use the telephone, which is not a public art use or even an
artistic use of any kind, for the most part. we have trouble with fiction
and pretend, often, on the telephone. the stakes are different than in
reading a book or watching art because of the element of trust and personal
disclosure. to say nothing of fraud, which we also are quite familiar with
from the telephone.

the net is quite different from telephone, of course. it is not overwhelmed,
currently, by live conversation. we have had many of them, over the net but
it is by no means all we do over the net. the types of activities we engage
in include writing, viewing visual information, listening to auditory
information, responding to visual, sonic and written information, and a
variety of media, interactive or not. the net subsumes several media at
once. all broadcast media. and some broadcast that has not and cannot be
broadcast otherwise. that’d be the net art and other net-specific
broadcasts.

the net also subsumes private broadcasting, narrowcasting. the
telephone–even all forms of radio–even the CB, eventually–can be
net-based. the network is the frequency or set of frequencies. and the
frequency or frequencies can be channeled around the world.

the net also subsumes certain dimensions of print culture. publications have
a net component or are entirely net-based. the range is quite broad. the web
site may simply be a desolate info booth, devoid of interest, or it may rock
the universe in every way. it depends on the involvement in the net the
publication has. artistically, financially, as a distribution mechanism and
as a serious medium in its own right concerning content, the presentation of
content, the definition of content, the media of it, the permanence of it,
and so on. is it meant as entertainment or reference information or
queriable service and/or store or news channel or personal blog or as a post
within a larger network of sites one communicates with?

also, individuals publish their work on the net. sometimes on their own
sites, sometimes elsewhere. on journals, the sites of other individuals,
into huge youtubish databases, and so on. the net is both about publication
and communication. broadcasting and interaction. we are struggling to
understand how this changes the nature of publication itself. and the nature
of communication itself.

one of the great powers of the internet is it’s ability to carry a broad
range of media and modes simultaneously or individually. by ‘mode’, i mean
its type of interactivities or lack thereof. by ‘media’ i mean sound,
visuals, text, and moving images.

it should be clear by now that the internet is going to play an increasingly
important role in broadcast, narrowcast and communication media. and in
knowledge storage and dissemination. and much else.

consequently, an art of the net poetentially becomes too broad and diffuse a
notion. the notion of ‘digital art’ is so vast it includes scans of photos
of one’s cat posted to flickr. there can be no art form called ‘digital art’
because ‘digital art’ is just any art that may even simply have been
digitized from analog and shoveled unreflectively to the realm of bits and
bytes. is ‘net art’, similarly, so broad as to not be a particular art form
in itself?

well, no, it’s not. different people look at it in different ways. my way is
to specify an art in which the internet connection is crucial. whether for
communication or the querying of databases (and the subsequent retrieval of
dynamic information), or for other decisions relayed or processed
meaningfully via the net. the art of the net is one of the most important
envisionings of the possibilities the net holds concerning broadcast and
communications media, publication, and the synthesis of media, arts,
communication, technology, and science. the art of the net, ideally, is
where we go to get and understand our most intense and fully realized
visions of these possibilities–even when the art doesn’t seem to be about
these things at all, sometimes. but of course we do not need to scratch too
deeply to understand that every painting is, in some sense, about painting,
every media work is about its medium, in some sense, to the degree that it
uses its media/um in media-specific ways. in its ‘rhetoric of media’, then.
and, more deeply yet, in its philosophy of media. stated or not. present or
implied or vacuous, a vacuum filled by the activity of the media/um all over
it like water over the swimmer.

net art encapsulates not only our deepest visions of the possibilities for
meaningful change via or partly because of the internet, but our deepest
visions concerning who and what we become via the existence of the net and
electronic networks more broadly. anything that involves important changes
in who and what we are and how we live and enjoy life and learn and
communicate and view and publish work is important for us to understand and
explore with passion–if for no other reason, then because to understand
these helps us know who and what we are becoming and maybe even already are.
and where we are going. and just what it means to be alive in this
particular age.

that is an important part of what we treasure about the art of the past. the
art of the past is one of our best ways of understanding life in the past.
we wonder if net art will enjoy that sort of status in the future because of
the issues of obsolescence of technology. will net art last long enough to
have that sort of use to futurity? or will it be continually of the moment?
firefly media of the moment that is burned quickly in the fire of
techno-time.

well, the jury is still out. certainly much, most, almost all will perish
and does so, so far, about every decade as browser technology changes and
networks expand into other, non-browser technologies and some protocols fall
out of use, eclipsed by brighter suns. but some net art persists. it takes
special engineering, often, a savvy knowledge of what’s a good bet to work
with and what isn’t.

the serious work will survive for some time. long enough to have that sort
of use to futurity. we’re just not sure how far that futurity extends.

but, you know, it’s never the thing beyond the grave that we want in this
life. except if it be peace or happiness or a like reward. and it is our joy
to find these in this life as we proceed. which is a way of saying that
whether net art now has a use to futurity later is not the only criterion to
measure its importance now. in fact, it’s a terrible criterion because we
don’t know the outcome now. the more important issue is what it does for us
now. and what it does for us now is help us understand the wired life now
and where it is going and how that changes us. and that’s important to
understand who we are.

which implies that if net art fails as an art form then we lack artistic
ways to understand who and what we are via the introduction of the internet
into our worlds. this, in turn, would imply a sort of telephone-like usage
of the media/um of the net, a failure of imagination in the presence of
overwhelming homogenization of discourse. or a fundamental unfitness of net
worlds to provide an environment that can support art.
permanence/impermanence of media is a consideration. but so is monetary
economy. let’s not forget that the monetary infrastructures that support art
as business are crucial to non-digital and digital art alike. the economies
of attention and valorization have strong ties to the monetary economies of
print, visual art, music, and so forth. the circles of ‘high art’ typically
have ties to the economic opportunities in the art. there is a sense in
which art has nothing to do with art but with marketing, public relations,
corporate or institutional sponsorship, friend networks, and other such
factors which–more than the quality of the art itself–determine the
standing of the art in society.

net art has not been particularly prominent in ecommerce. quite the
contrary. the idea is basically do what you love and the rest will follow.

it doesn’t necessarily follow, of course, with any financial reward. this is
a hurdle net art has to navigate by hook or by crook. currently it is a very
tough proposition. net art has been a follower in this regard. the artists
have not really developed good economic models. or have not followed through
on them, when they have been imagined.

i remember reading what a new york artist wrote about mail art. he said it was dead and wasn’t of much account as art. isn’t this sort of foolish attitude simply a consequence of mail art remaining at a distance from the galleries and a significant monetary economy? does his attitude have anything to do with the art itself or familiarity with it? not likely. the excitement people feel about art works or an art itself is often not about the art itself but the value of the art as commodity valorized, ie, marketed, in appealing ways. we like to think of art as the house of what really matters in life and relationships and thought and the meaning of life and the creation of beauty, truth, and justice. and it is, in important ways. but it is very much a house in this world, with all the troubles of other houses. will net art continue to exist as mail art does? basically outside the institutions? i think it’s fundamentally a question of whether it develops a significant monetary economy. it’s not fundamentally a question of the quality of the art itself.

another impediment to net art is the depth of art experience it can support.
what is the emotionally deepest flash work you’ve experienced? did it change
your life? art needs to be capable of being taken as seriously as
revelation. revelation and transformation are key aspects to our most
important art experiences. firefly media might do it, but not likely. what
is at issue here is the ability of net art to really help us understand who
and where we are, as opposed to merely our being given caricatures and
cartoons of existence–though they can be much more meaningful than we
usually admit. but, still, it’s possible for media to lose or never find its
way to our deepest experience. net art seeks its way to our deepest
experience via the wire to inner worlds, outer worlds, and their
interpenetration.

net art must succeed for the internet to be as significant a human venture
as print or cinema. for if it fails, that means we cannot really feel it and
think in it in the ways we associate with art. and these are important to
the ways we understand ourselves and the world, and come to be articulate
and expressive and formulate what worlds we want to make now and for the
future. the failure of net art would be a massive failure of imagination
that would give unto the forces of dullness an unbearable lightness of
media, too complete a capacity for forgetting, and a medium without an inner
world.

net art seeks the human in the post-human, the post in the human, the human
in the post, and the post-human in the post-human. to know what it is to be
human now, and wired. no net art means the wired is tired. a tired wired is
wired working for the man, is corporate complete, is shop till long after
you have dropped, is dronification wired to the grind of slaves, the energy
of slaves, the no poetry zone, no imagination but in products, no ideas but
in products, the triumph of consumerism and perfectly thoughtless media.

accordingly, net art is important to the well-being and futurity of any
possible wired world, and to our understanding of our current situation and
capacities, even, as fireflies of eternity.

so we see what we lose with there not being as prominent an art of the net
as there is of print and moving image is related to what we would lose were
there not a prominent art of print or art of the moving image. those
distopian possibilities seem very remote, as possibilities, because the
media have such rich histories attached to them that we see the very
existence of print and moving image implying the growth of the artistic
cultures that have grown up with the media of print and the moving image,
respectively.

will we have a similar sense of the richness of history of net art in a
hundred years time? i think it will be a history fraught with more changes
in the technology than we associate with the history of print or the moving
image. so it will be more fragmented a history, consequently. the net art
media species, as it were, will evolve and change and mutate in ways we
associate with hyperspaces. but it will have known histories, nonetheless,
contentious and mysterious, almost, as the present, for anyone who looks
closely into the fire at the contradictions of even the moment of art.

new media/narrative/digital narrative


Videoplace

by  Myron Krueger

Videoplace  allowed users in different rooms to interact with one another as digital “shadows”.

Hole in Space

Kit Galloway and Sherrie Rabinowitz

This work connected people and spaces in two cities simultaneously as well as connecting the physical space and an image augmenting a connected space. The work saw people in New York and Los Angeles “seeing” not themselves reflected in window glass ( Lincoln Center for Performing Arts in N.Y and a Broadway store in L.A), but an image of the crowd in the other space. This 1980 work was part of an area of works that explored spaces, image, expectation , telepresence and the real in relation to the virtual. Other works did similar tech savvy interruptions and collisions of the semiotic of spaces such as elevators, hallways, storefronts, windows, mirrors etc… This crucially also led to working with spaces, information and adding (or in some cases actually subtracting) by augmentation

what is “experimental” writing? What is “traditional” writing?


what is “experimental” writing?                             What is “traditional”writing?

The easy answer has been that “experimental” writing plays with and/or questions establishes form, uses unusual punctuation or word choices.  Traditional writing has been often explained as established, safely within long established forms, of a safer form that concerns itself more with clarity than play.  

This also is not so simple.

Let’s look at Robert Frost:

(born March 26, 1874, San Francisco, California, U.S.—died January 29, 1963, Boston, Massachusetts) American poet who was much admired for his depictions of the rural life of New England, his command of American colloquial speech, and his realistic verse portraying ordinary people in everyday situations.

Life

Frost’s father, William Prescott Frost, Jr., was a journalist with ambitions of establishing a career in California, and in 1873 he and his wife moved to San Francisco. Her husband’s untimely death from tuberculosis in 1885 prompted Isabelle Moodie Frost to take her two children, Robert and Jeanie, to Lawrence, Massachusetts, where they were taken in by the children’s paternal grandparents. While their mother taught at a variety of schools in New Hampshire and Massachusetts, Robert and Jeanie grew up in Lawrence, and Robert graduated from high school in 1892. A top student in his class, he shared valedictorian honours with Elinor White, with whom he had already fallen in love.

Now Close the Windows

Now close the windows and hush all the fields:
If the trees must, let them silently toss;
No bird is singing now, and if there is,
Be it my loss.

It will be long ere the marshes resume,
I will be long ere the earliest bird:
So close the windows and not hear the wind,
But see all wind-stirred.

Fire and Ice Some say the world will end in fire,
Some say in ice.
From what I’ve tasted of desire
I hold with those who favour fire.
But if it had to perish twice,
I think I know enough of hate
To say that for destruction ice
Is also great
And would suffice. 

A BROOK IN THE CITY

The firm house lingers, though averse to square
With the new city street it has to wear A number in.
But what about the brook That held the house as in an elbow-crook?
I ask as one who knew the brook, its strength
And impulse, having dipped a finger length
And made it leap my knuckle, having tossed
A flower to try its currents where they crossed.
The meadow grass could be cemented down
From growing under pavements of a town;
The apple trees be sent to hearth-stone flame.
Is water wood to serve a brook the same?
How else dispose of an immortal force
No longer needed? Staunch it at its source
With cinder loads dumped down? The brook was
thrown Deep in a sewer dungeon under stone
In fetid darkness still to live and run -
And all for nothing it hd ever done
Except forget to go in fear perhaps.
No one would know except for ancient maps
That such a brook ran water. But I wonder
If from its being kept forever under
The thoughts may not have risen that so keep
This new-built city from both work and sleep. 

These poems are of a classical style and form of matching rhyme scheme (forced rhyme) word choices and a gentle pastoral sense of nature, life and the passing of time in a life. 

Seems very traditional right?   Some of his poems are still taught in high schools today.

Here is the thing…..

Later writings of his life tell of Frost creating this entire body of work as imagined by an alter ego, a character he created that was not him at all.  

So……he essentially did all this work under an avatar in a sense….the famous Robert Frost is in fact a fictional person formulated down to beliefs, lifestyle,nostalgia and sensibilities.  Isn’t this then crossing over conceptually into the “experimental”?

Let’s now take a look at  Ambrose Bierce

(born June 24, 1842, Meigs county, Ohio, U.S.—died 1914, Mexico?) American newspaperman, wit, satirist, and author of sardonic short stories based on themes of death and horror. His life ended in an unsolved mystery.

Reared in Kosciusko county, Indiana, Bierce became a printer’s devil (apprentice) on a Warsaw, Indiana, paper after about a year in high school. In 1861 he enlisted in the 9th Indiana Volunteers and fought in a number of American Civil War battles, including Shiloh and Chickamauga. After being seriously wounded in the Battle of Kennesaw Mountain in 1864, he served until January 1865, and he received a merit promotion to major in 1867.

n 1877 he became associate editor of the San Francisco Argonaut but left it in 1879–80 for an unsuccessful try at placer mining in Rockerville in the Dakota Territory. Thereafter he was editor of the San Francisco Illustrated Wasp for five years. In 1887 he joined the staff of William Randolph Hearst’s San Francisco Examiner, for which he wrote the “Prattler” column. In 1896 Bierce moved to Washington, D.C., where he continued newspaper and magazine writing. In 1913, tired of American life, he went to Mexico, then in the middle of a revolution led by Pancho Villa. His end is a mystery, but a reasonable conjecture is that he was killed in the siege of Ojinaga in January 1914.

From ‘Chickamauga”:

He stood still and as it came slowly on gained courage every moment, for he saw that at least it had not the long menacing ears of the rabbit. Possibly his impressionable mind was half conscious of something familiar in its shambling, awkward gait. Before it had approached near enough to resolve his doubts he saw that it was followed by another and another. To right and to left were many more; the whole open space about him were alive with them—all moving toward the brook.

They were men. They crept upon their hands and knees. They used their hands only, dragging their legs. They used their knees only, their arms hanging idle at their sides. They strove to rise to their feet, but fell prone in the attempt. They did nothing naturally, and nothing alike, save only to advance foot by foot in the same direction. Singly, in pairs and in little groups, they came on through the gloom, some halting now and again while others crept slowly past them, then resuming their movement. They came by dozens and by hundreds; as far on either hand as one could see in the deepening gloom they extended and the black wood behind them appeared to be inexhaustible. The very ground seemed in motion toward the creek. Occasionally one who had paused did not again go on, but lay motionless. He was dead. Some, pausing, made strange gestures with their hands, erected their arms and lowered them again, clasped their heads; spread their palms upward, as men are sometimes seen to do in public prayer.

Not all of this did the child note; it is what would have been noted by an elder observer; he saw little but that these were men, yet crept like babes. Being men, they were not terrible, though unfamiliarly clad. He moved among them freely, going from one to another and peering into their faces with childish curiosity. All their faces were singularly white and many were streaked and gouted with red. Something in this—something too, perhaps, in their grotesque attitudes and movements—reminded him of the painted clown whom he had seen last summer in the circus, and he laughed as he watched them. But on and ever on they crept, these maimed and bleeding men, as heedless as he of the dramatic contrast between his laughter and their own ghastly gravity. To him it was a merry spectacle. He had seen his father’s negroes creep upon their hands and knees for his amusement—had ridden them so, “making believe” they were his horses. He now approached one of these crawling figures from behind and with an agile movement mounted it astride. The man sank upon his breast, recovered, flung the small boy fiercely to the ground as an unbroken colt might have done, then turned upon him a face that lacked a lower jaw—from the upper teeth to the throat was a great red gap fringed with hanging shreds of flesh and splinters of bone. The unnatural prominence of nose, the absence of chin, the fierce eyes, gave this man the appearance of a great bird of prey crimsoned in throat and breast by the blood of its quarry. The man rose to his knees, the child to his feet. The man shook his fist at the child; the child, terrified at last, ran to a tree near by, got upon the farther side of it and took a more serious view of the situation.

This short story is often taught today is one of the great war stories in literature.  It also does a few unusual things though that are interesting to note. It describes war as a horror like a horror film or walking nightmare (repeating words like “eerie” and describing floating mists and horrific images described with dark absurdity). The main character is  a deaf mute boy who the reader sees completely misunderstand the bare humanity of dying soldiers and who sees riding on their backs as a game.  The story never has any of the usual elements of war stories (buddies, training, camraderie) but instead shows its horrors and collapses as a loss of humanity (hence all the animal references and metaphors.

This simply is a weird story.  Some argue however that this is  exactly why it is still read and resonates now so many years past the civil war.   

She

By Renee Turner

http://www.fudgethefacts.com/she_/she.html

Underbelly

by Christine Wilkes

http://crissxross.net/elit/underbelly.html

Tailspin

by Christine Wilkes

http://crissxross.net/elit/Tailspin.html

Wanderwire

by Alan Bigelow

http://www.webyarns.com/wanderwire.html

My Summer Vacation

by Alan Bigelow

http://www.webyarns.com/MySummerVacation.html

(click on the images when it pauses…a new section will begin)

hypertext to dynamic new media narratives


 

 

Hypertext

Hypertext is text displayed on a computer or other electronic device with an embedded link to another text that the reader can immediately access, by a mouse click or keypress sequence. Hypertext is a core  concept defining the structure of the connected pages of the internet. 

 

In 1941, Jorge Luis Borges created a hypertext style novel - The Garden of Forking Paths.

In 1945, Vannevar Bush wrote an article in The Atlantic Monthly called “As We May Think”, about a futuristic proto-hypertext device he called a Memex.

In 1963, Ted Nelson coined the terms ‘hypertext’ and ‘hypermedia’ in a model he developed for creating and using linked content (. In December of that year, Engelbart demonstrated a hypertext interface to the public for the first time, in what has come to be known as “The Mother of All Demos”.

Hypertext fiction is a part of electronic literature, characterized by the use of hypertext links to other texts, images,animations or environments. Hypertext fiction gave rise to digital narrative and the desire for deeper levels of interaction tied to its elements of play, interactivity and textual spaces.


 


Relevant links:

http://www.inanimatealice.com/

http://www.webyarns.com/

http://www.flightpaths.net/

http://www.secrettechnology.com/wittenoom/artwork/p1.html

http://www.secrettechnology.com/graphoem/one/graphoem1.html

http://www.secrettechnology.com/flanet/

http://www.well.com/user/jmalloy/neapaper.html

http://www.ctheory.net/articles.aspx?id=389

Intro to new media narratives



Structural Analysis of Narrative (excerpt)

Roland Barthes

THERE ARE COUNTLESS FORMS of narrative in the world. Firstof all, there is a prodigious variety of genres, each of whichbranches out into a variety of media, as if all substances couldbe relied upon to accommodate man’s stories. Among the vehiclesof narrative are articulated language, whether oral or written, pictures,still or moving, gestures, and an ordered mixture of all those substances;narrative is present in myth, legend, fables, tales, short stories, epics,history, tragedy, drame [suspense drama], comedy, pantomime, paint-ings (in Santa Ursula by Carpaccio, for instance), stained-glass win-dows, movies, local news, conversation. Moreover, in this infinite varietyof forms, it is present at all times, in all places, in all societies; indeednarrative starts with the very history of mankind; there is not, therehas never been anywhere, any people without narrative; all classes,all human groups, have their stories, and very often those stories areenjoyed by men of different and even opposite cultural backgrounds: 1narrative remains largely unconcerned with good or bad literature.Like life itself, it is there, international, transhistorical, transcultural.Are we to infer from such universality that narrative is insignificant?Is it so common that we can say nothing about it, except for a modest description of a few highly particularized species, as literary historysometimes does? Indeed how are we to control such variety, how arewe to justify our right to distinguish or recognize them? How can wetell the novel from the short story, the tale from the myth, suspense, drama from tragedy (it has been done a thousand times) withoutreference to a common model? Any critical attempt to describe eventhe most specific, the most historically oriented narrative form impliessuch a model. It is, therefore, understandable that thinkers as early asAristotle should have concerned themselves with the study of narrative forms, and not have abandoned all ambition to talk about them

In order to describe and classify the infinite number of narratives,one needs then a “theory” (in the pragmatic sense that we are here intending), and we must turn to the task of searching for one andsketching it out. The working out of such a theory may be made much easier if we proceed from a model that can provide the initial terms and principles.

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“Narrative” according to Barthes can be in a photo, a stained glass window, a sequence of movements where something changes as well as in a film , book or short story.

This larger sense of narrative has been very influential in many fields and illustrates how “narrative” is not only related in a “story”. In creative writing and fiction a narrative has an arc, has place, tone, point of view, conflict and resolution. This is the generalist definition of course and fails to take into consideration nonlinear narratives , plays like “waiting for godot” and flash fiction. A non linear narrative can build a resonance, can accumulate the deeper weight of metaphors and moments quite powerfully. Waiting for Godot instead illustrates tension, angst, an almost existential sense of the world and self as the characters wait and wait and wait… Flash fiction are bursts of fictional text that are more akin to prose poems, a moment that erupts into detail and then ends.

“New media” is a large classification but also is very subjective and slippery in definition. New Media art generally is work dealing with technology as tool , content or both. We also could say that the video camera, film and even the printing press were/are new media. As we will see in this class, there are many types of new media narratives and precedents in many areas of creativity and form.

From “Tyranny of the Moment: Fast and Slow Time in the Information Age”:

Industrial society Information society Bulding of nation Globalization Book Internet One-chanel TV Multi-channel TV CD and LP MP3

Depth Breadth Linear time Fragmented time Too little information Too little freedom from information