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  1. Andromeda

    Author description: Andromeda is an augmented reality journey poem about stars, loss and women named Isabel, enabled by a unique software solution and a custom marker library. Augmented reality overlays digital imagery on physical objects and in this piece, the power of robust, multiple, simultaneous recognition with sound activated through proximity has been made easy to work with through the addition of a MAX/MSP interface. It is a unique authoring environment and a wonderful medium for poetic expression. Andromeda is the first fully realized poem written using this software, but is part of a larger suite of poems, tabletop theatre, web-viewable and immersive augmented reality fictions being built by Fisher. Andromeda uses a found pop-up book, overlaid with augmented reality markers.

    Eric Dean Rasmussen - 21.02.2011 - 14:55

  2. Wasser

    In his “geopoetical” story Wasser [Water] (2004), Stefan Schemat integrates real places and landscapes into his narrative spaces. 13 Recipients, equipped with “augmented reality outfits,” a backpack with a notebook, a GPS device and headphones are sent through a town or a landscape on a one-hour walk; i.e., the recipient has to fulfill a mission under constraints of time. The concrete narrative sequence—i.e., the sequence in which the computer system connects the narrative fragments depending on the location—and the duration and speed of the narrative depend on the choice of the route the recipients take.

    (Source: Jörgen Schäfer, Reassembling the Literary, in Beyond the Screen)

     

    Scott Rettberg - 23.05.2011 - 11:41

  3. Between Page and Screen

    Coupling the physicality of the printed page with the electric liquidity of the computer screen, Between Page and Screen chronicles a love affair between the characters P and S while taking the reader into a wondrous, augmented reality. The book has no words, only inscrutable black and white geometric patterns that—when seen by a computer webcam—conjure the written word. Reflected on screen, the reader sees himself with open book in hand, language springing alive and shape-shifting with each turn of the page. The story unfolds through a playful and cryptic exchange of letters between P and S as they struggle to define their turbulent relationship. Rich with innuendo, anagrams, etymological and sonic affinities between words, Between Page and Screen takes an almost ecstatic pleasure in language and the act of reading. Merging concrete poetry with conceptual art, “technotext” with epistolary romance, and the tradition of the artist’s book with the digital future, Between Page and Screen expands the possibilities of what a book can be.

    Scott Rettberg - 12.06.2012 - 13:29

  4. The Final Problem

    The Final Problem will be a city-specific multi-disciplinary project encompassing elements
    of writing, text mining, data-visualization, and community psychogeography, woven together through algorithmic composition. The piece will loosely appropriate the conventions and mechanics of a crime novel as constraints for the filtering and framing of content and the development of narrative rules. There will be three in-gallery manifestations: augmented installation, real-time performance, and free lunch.

    Elisabeth Nesheim - 24.08.2012 - 14:22

  5. The Reverberatory Narrative: Toward Story as a Multisensory Network

    The Reverberatory Narrative: Toward Story as a Multisensory Network is an evolving, transmedia series that employs print, film, installation and digital practices in the assembling and disassembling of lyric essays, poetry, graphic design, photography and physical artifacts in an experimental documentary of memory, time and story. The initial form of this documentary work was an installation at the photography gallery Agnes in Birmingham, Alabama in 1993, titled "Undressing Audrey," in which the viewer physically "undressed" the book, slipping text from a woman's garments, one button and layer at a time. Through subsequent, increasingly digital interpretations, Pretty relied on a layered structure that attempted to approximate the original installation experience through a series of overlapping narrative threads that could be sorted and resorted by different contexts and media types, such as time, place, character, artifact, image, audio, and video, among others.

    Magnus Lindstrøm - 05.02.2015 - 15:40

  6. Ice-bound

    Ice-bound is an interactive novel that combines a printed art book with an iPad app. Our goal was to create an experience with both high-quality surface text and significant player agency. The story concerns an encounter with a fictional artificial intelligence, a simulation of a long-dead author who enlists the player's help to finish his original's final novel. Inspired by the dense, labyrinthical texture of works like Nabokov's Pale Fire and Mark Danielewski's House of Leaves, the novel is a unique collaboration between two artists, both of whom are writers, coders, and graphic designers. Each story is built around a dynamically chosen set of symbols representing possible elements of the story. These might be traits a character could have, or plots that could be included in the story. When a story is first visited, the symbols are assigned to an author-defined group of sockets which can be turned on or off by the player. However, the player can only turn a limited number of sockets on at one time.

    Elias Mikkelsen - 10.02.2015 - 15:43

  7. Faceless patrons

    ‘Faceless patrons’ is an installation that documents stories used by Internet scammers in so called ‘overpayment check scams’. Scammers use scripted stories to reach their victims, yet when correspondence continues story worlds start to evolve. We wanted to take a closer look on these ‘419-fiction’ cybercrime stories, ‘419’ relating to the criminal code in Nigerian law that deals with fraud. While we were aware of the fact that we are dealing with scammers, we use a fictional character and narration to investigate how the scammers react to various turns in the plot. The story takes the form of e-mail correspondence where two characters are involved; one art patron created by the scammers and our fictional artist ‘Anna Masquer’. The scammers posed identity is often based on either identity theft or a confusing mix of several existing individuals, giving them the opportunity to remain faceless and anonymous. The installation setup consists of five photo-frames hanging on a wall. Each frame connects to a correspondence with a scammer and holds a photograph and a fake check that was received as an advance payment for Anna Masquers’ photos.

    Andreas Zingerle - 05.03.2015 - 14:25

  8. Mother/Home/Heaven

    Mother|Home|Heaven is a magic-mirror augmented reality installation that overlays digital assets – 3D models, video, poetic spoken word and soundscape over a series of objects sourced from a pioneer village in Canada. It combines historical fact and literary fiction to weave together a series of fragments that together consider gender, space and place, private and public, loss, longing, time and place. Created with the Unity game engine and the Vuforia augmented reality plug-in, the experience uses fractal and non-linear narrative to bring real objects and accounts – notably an archive of amazing diaries – to life, while also using fictional, whispered secrets and ghosts to suggest what might haunt the neatly ordered shelves of the General Store. We wish to track 2-D images rather than physical objects. The viewer would encounter shelf after shelf of everyday objects relating to domestic material culture – teapots, kerosene lamps, spools of ribbon, wood burning stove and parlour games etcetera.

    Hannah Ackermans - 08.09.2015 - 10:47

  9. Cavewriting Classics on the Oculus Rift

    There are many immersive e-lit works that require more than the affordances provided by a screen and a keyboard to experience. These get displayed rarely and even when they do get shown, they are often shown poorly, either due to a lack of facilities (CAVES are rare and expensive), lack of curation and context (a series of random technology demos does not an exhibition make), limited audience (4 at a time in a CAVE or one at a time with an HMD means that the number of people who can experience the piece is limited), rushed experience (when cramming 8 demos into a 4 hour slot with 5 pieces each most people spend more time waiting around in the dark while someone furiously clatters away at a command line trying to get the piece to launch than actually experiencing them).

    Hannah Ackermans - 10.09.2015 - 09:09

  10. Kjell Theøry

    Kjell Theøry will be a site-specific mobile Augmented Reality poem mapped visually to geo-spatial coordinates in a public outdoor space in Bergen. The work responds to historical and fictive narratives of Norway as a landscape for exile and escape in conjunction with writings and memories from my residency as a Fulbright Scholar in Bergen last year. It will be accessible for viewing with internet-enabled smart phones and tablets throughout ELO 2015 and will be activated by a brief live event in which I manipulate and read from the virtual space and generate additional material by scanning augmented tattoos on the body of a local male performer. This work evolves out of my AR installation in June 2014 at the Bergen Bibliotek, The Empty House, but will be a substantially new iteration. (Source: ELO 2015 Catalog)

    Hannah Ackermans - 30.11.2015 - 10:29

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