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  1. The Good Captain

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

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

    Patricia Tomaszek - 11.08.2011 - 16:12

  2. BA-Tale

    BA-Tale is an interactive, intermedial electronic literature piece, whose narrative is a fake myth about the formation of Slovakia’s capital—Bratislava. The way the reader engages with the piece brings about the concept of myth as an oral narrative and re-contextualizes it. The story is read in fragments—semantic units from the scattered moving text. The aspect of catching a fragment in time reminds one of listening to the oral story, although the necessity to remember the subsequent words in order to proceed adds a new aspect to this tradition. The sound is randomly computer-chosen from our database that defines for each unit a number of sounds. The semantically most important word of the unit was used as a keyword to find several corresponding sounds in freesounds.org.

    Zuzana Husarova - 29.09.2011 - 18:21

  3. Modern Mother

    In Modern Mother storytelling is both the subject of the piece, as well as its form of delivery. Stamp conducted audio interviews with her mother in 1995, literally asking, “Tell me a story about your life.” What her mother tells is not a story but rather a series of stories, or fragments of stories, that make up the narrative of her life. The tales, like all family tales, reveal emotionally charged secrets: the dream to dance on stage, the experience of molestation, an abortion gone awry. The user can only access these stories by entering into a closet, the space where secrets are hidden. And it is the user who decides how much to hear. Do you want to know more about “D is for dream,” “H is for Hell,” or “O is for oozing”? The choice is yours. Stamp provides a cultural context to these very personal stories by juxtaposing them against the popular music of her mother’s era: pop culture representations of a romanticized life of love, intimacy, and family.

    Scott Rettberg - 03.06.2012 - 12:02

  4. Seminario Internacional Transmedia Storytelling: Intermediality & Adaptation in Digital Culture

    Durante los próximos 26, 27 y 28 de marzo se celebrará en la Universidad de Granada, el seminario Transmedia Storytelling, intermediality and adaptation in digital cultures. Organizado por la facultad de Comunicación y Documentación, contará con la presencia de Espen Aarseth, Jan Baetens y Robert Pratten entre otros prestigiosos ponentes.

    Maya Zalbidea - 23.03.2014 - 23:25

  5. Hearts and Minds: The Interrogations Project

    Hearts and Minds: The Interrogations Project was developed at the Electronic Visualization Lab (EVL) at the University of Illinois Chicago (UIC) for the CAVE2™, the next-generation large-scale virtual-reality 320-degree panoramic environment which provides users with the ability to see 3D stereoscopic content in a near seamless flat LCD technology at 37 Megapixels in 3D resolution matching human visual acuity. The CAVE immerses people into worlds too large, too small, too dangerous, too remote, or too complex to be viewed otherwise. This project makes use of the CAVE environment for a multisensory artwork that addresses a complex contemporary problem: as American soldiers are returning from wars in Iraq and Afghanistan, it is becoming increasingly clear that some of them participated in interrogation practices and acts of abusive violence with detainees for which they were not properly trained or psychologically prepared. This has in turn left many soldiers dealing with Post-Traumatic Stress Disorder on their return home, and left many unresolved questions about the moral calculus of using torture as an interrogation strategy in military operations.

    Alvaro Seica - 11.11.2014 - 20:02

  6. View from Within

    View from Within is an experiment in storytelling using an infinite canvas framework. The project was inspired by Scott McCloud’s vision for the future of webcomics as an infinite canvas, with the browser as a portal to an experience unbounded by the traditional borders of the printed page. The work is constructed from layers of hundreds of hand-drawn illustrations all viewed as if at one scale, and thus incapable of forming a coherent scaling scene without a zooming digital framework. When used continuously in this manner, the infinite canvas does not resemble the panel-based methods of sequential art: the space in-between, along, and outside the path are as or more essential than the linear chain of nodes. This iteration is built in Unity as a 2D canvas designed for viewing through a prototype augmented reality headset, the Seebright. The Seebright uses a set of mirrors and optics to overlay a stereographic view of a smartphone screen in front of the viewer. By eliminating the physical screen, we can explore the idea of the infinite canvas as a virtual construction, fully removed from the metaphor of page and portal. (Source: ELO 2014 Conference)

    Marius Ulvund - 29.01.2015 - 14:51

  7. And Speak of Long Ago Times

    A 21st century art historian confronts the known and the unknown in both his life and his work, as - in a polyphonic 19th century remix - And Speak of Long Ago Times replays the words of 19th century Florentine sculptor Giovanni Duprè; replays Giuseppe Verdi's words from his autobiography that concern his antislavery opera Nabucco; replays the Narrative of the Adventures and Escape of Moses Roper from American Slavery which was published in London in 1837 and went through at least 11 editions. It is 1842. The Irish American sculptor Hiram Powers is in his studio in Florence, creating a model for The Greek Slave. It is the year that Nabucco premiered at La Scala in Milan. The Irish woman poet Frances Browne has just published "Songs of Our Land" in the Irish Penny Journal.

    Marius Ulvund - 05.02.2015 - 15:51

  8. Sentaniz Nimerik

    It is an electronic literature work, an example of digital storytelling and digital poetry.

    Basis for this digital work is story "Sentaniz" from Maurice Sixto, a famous Haitian storyteller.

    Nick Montfort - 25.04.2018 - 04:24

  9. Gone Home

    Gone Home takes place entirely in one environment—literally a home—and relies on found objects like receipts, personal notes, ticket stubs, and phone messages to further its plot. In doing so, the game goes beyond the story’s central mystery and delves into the inner workings of teenage rebellion, marital strife, and love. Gone Home’s intimate nature, strong storytelling, and ambitious scope has garnered heavy accolades for both the game and The Fullbright Company studio, including an IndieCade Audio Award, two Spike VGX awards, and a 9.5 rating on IGN.

    Source:http://getinmedia.com/articles/game-careers/steve-gaynor-designing-gone-...

    Ana Castello - 09.10.2018 - 13:22

  10. Share to Heal / Comparte para sanar -- Creative Digital Practices: Community Platform for Healing and Visualisation

    The global coronavirus pandemic has brought up a series of challenges which have made us change our lifestyle by balancing work and family life, education and recreation. It has brought up feelings of uncertainty, isolation, hopelessness, fear, anxiety, depression, stress; impacting on our mental health and well-being as well as our economic situation. This global disaster has hitted harder those people from disadvantaged backgrounds, such as socioeconomic status, physical and health issues, living in violent and abusive relationships and has brought up to light the imbalance in society. For some of us, online platforms have served to make this situation more bearable. We are learning to do what we did before, at a distance. Based on this and previous creative projects where we were already dealing with a community-based goal, the aim of this workshop is to make visible (through sharing) social, personal or collective issues/challenges which have become more apparent during the pandemic. We will be using digital methodologies of collaboration and visualisation to highlight the main concerns of the community taking part in this discussion.

    Milosz Waskiewicz - 26.05.2021 - 14:57

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