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  1. Stuck in a Loop? Dialogue in Hypertext Fiction

    "This paper will focus on the use of dialogue in two early hypertext fictions. Both Michael Joyce's afternoon, a story (first published 1987) and Yellowlees Douglas's I Have Said Nothing (1994) have achieved near-canonical status having been excerpted in print in the Norton anthology Postmodern American Fiction (Geyh). As is often the case with hypertext fictions, the writers, Jane Yellowlees Douglas and Michael Joyce, also happen to be two of the foremost theorists of the form, and the sense of mutual influence is unavoidable. The aims of this paper are twofold: to explore the functions of dialogue in these fictions and the extent to which the representations are innovative; and to examine whether we need to reassess our models for understanding the functions and forms of fictional dialogue as we have begun to apply them to the print novel." (Source: taken from the first paragraph of the paper itself)

    Jill Walker Rettberg - 01.11.2011 - 12:13

  2. Excerpts from the Chronicles of Pookie & JR

    Excerpts from the Chronicles of Pookie & JR is a short fiction by J. R. Carpenter about her adventures with Montreal-based artist Ingrid Bachmann's hermit crab Pookie during the month June of 2009. Pookie's website is: http://digitalhermit.ca/ Pookie is also known as Pookie 14.

    J. R. Carpenter - 25.11.2011 - 11:32

  3. TRANS.MISSION [A.DIALOGUE]

    TRANS.MISSION [A.DIALOGUE] is a computer-generated dialogue, a literary narrative of generations of transatlantic migration, a performance in the form of a conversation, an encoded discourse propagating across, beyond, and through long-distance communications networks. One JavaScript file sits in one directory on one server attached to a vast network of hubs, routers, switches, and submarine cables through which this one file may be accessed many times from many places by many devices. The mission of this JavaScript is to generate another sort of script. The call “function produce_stories()” produces a response in the browser, a dialogue to be read aloud in three voices: Call, Response, and Interference; or: Strophe, Antistrophe, and Chorus; or Here, There, and Somewhere in Between.

    J. R. Carpenter - 27.03.2012 - 10:43

  4. There he was, gone.

    How do we piece together a story like this one? A mystery. The title offers more questions than answers. There he was, gone. Where is there? Who is he? Where has he gone? How is this sentence even possible? There he was, not there. As if "he" is in two places and in no place, both at once. The once of "once upon a time." This story has to do with time. This story has to do with place. That much is clear. We take time to look around the story space. What do we see? A corner of a map. An abstraction of a place too detailed to place, unless the places it names are already familiar. Is this a local story then? For locals, between locals… if we do not know the answer to this question, then we are not local. We seem to have stumbled upon an ongoing conversation. Listen. A dialogue of sorts. It's too late. An argument, even. One interlocutor instigates. Can't you feel anything? The other obfuscates. It's only the spring squalls over the bay. All that's not said between these two hangs in a heavy mist, a sea fret low over a small fishing boat turned broadside to a pack of hump-backed slick black rocks. This story is fishing inshore.

    Scott Rettberg - 01.06.2012 - 17:29

  5. Quantum Authoring for "Prom Week": What We Learned Writing Six Thousand Lines of Procedurally-Driven Dialogue

    "Prom Week" is an innovative new social simulation game from the Expressive Intelligence Studio at UC Santa Cruz. Unlike other social games like The Sims, Prom Week's goal (as with its spiritual and technological predecessor, Façade) is to merge rich character specificity with a highly dynamic story space: a playable system with a coherent narrative. When I was brought on board as the lead author a year before release, I had no idea the scale of work I was getting myself into: overseeing a team of (at times) eight writers to create over eight hundred hand-authored scenes tightly integrated with pre- and post-conditions, inline variation, and animation choreography. Each scene had to be specific enough to be narratively satisfying but broad enough to cover as wide a possibility space as possible, putting severe limitations on how dialogue could be written.

    Eric Dean Rasmussen - 22.06.2012 - 16:58

  6. The Broadside of a Yarn

    The Broadside of a Yarn is a multi-modal performative pervasive networked narrative attempt to chart fictional fragments of new and long-ago stories of near and far-away seas with naught but a QR reader and a hand-made map of dubious accuracy. This project may perhaps be best understood as an assemblage of interrelated narrative elements mediated across a continuum forms - a collection of stories, a folio of broadsides, or an unbound atlas of impossible maps composed of a combination of historical sources, interspersed with "found" images, quotations from well known sailors’ yarns, and my own drawings and photographs, and fiction. These printed maps are embedded with QR codes link mobile devices to computer-generated narrative dialogues which may then serve as scripts for poli-vocal performances, and/or suggest a series of imprecise pervasive performative walks. This project is, in a Situationist sense, a wilfully absurd endeavour. How can I, a displaced native of rural Nova Scotia (New Scotland), perform the navigation of a narrative route through urban Edinburgh (Old Scotland)?

    Elisabeth Nesheim - 24.08.2012 - 12:09

  7. Performing Assemblages of Collective Enunciation in 'The Broadside of a Yarn'

    Traditionally, visual, computational, performing, and literary arts referred to separate corpora, theoretical frameworks, modes of production, venues, and audiences. This persistent separation proves problematic for creating, disseminating, experiencing, and theorising multi-modal work which draws equally upon multiple artistic and scientific traditions. This paper adopts a necessarily hybrid approach to addresses a multi-modal body of practice-led research. The Broadside of a Yarn remediates the broadside, a performative form of networked narrative popular from 16th century onward. Like the broadside ballads of old, the public posting of The Broadside of a Yarn signifies that it is intended to be performed. Embedded within the cartographic space of the printed map are QR codes which link to computer-generated narrative dialogues composed of fragments culled from a corpus of print literature. These are presented as performance scripts replete with ‘stage’ instructions suggesting how and where they might be performed. As such, these points on the physical map point to potential events, to utterances, to speech acts.

    J. R. Carpenter - 21.11.2013 - 17:02