How Man Many y Words s in n an an Imag age? e? NARRATI TIVE - - PowerPoint PPT Presentation
How Man Many y Words s in n an an Imag age? e? NARRATI TIVE - - PowerPoint PPT Presentation
How Man Many y Words s in n an an Imag age? e? NARRATI TIVE A E ASPECTS ECTS OF THE A THE ART T PROJECTS ECTS B BASED ED O ON DIGIT GITAL IMA IMAGE GE C CREATION/ N/MA MANIP NIPULATION DIGIT GITAL IMA IMAGIN GING G
NARRATI TIVE A E ASPECTS ECTS OF THE A THE ART T PROJECTS ECTS B BASED ED O ON DIGIT GITAL IMA IMAGE GE C CREATION/ N/MA MANIP NIPULATION
DIGIT GITAL IMA IMAGIN GING G REFLECTS THE RICHNE NESS A SS AND ND D DIVE IVERSIT SITY OF F NEW W MEDIA AR A ART VISI VISION N = P PRIMA IMARY SE Y SENSE NSE IN P IN PRIMA IMATES S AND ND HUMA MANS NS MA MANY NE NY NEW ME MEDIA IA ART P PROJ OJECTS H S HAVE VE PROMINE MINENT NT VISU VISUAL Q QUALIT ITIE IES
DIGIT ITAL IM IMAGIN ING ALSO R O REFL EFLEC ECTS THE HE K KEY E ELEME MENT NTS/ S/ASPE SPECTS S OF DIGI GITAL AL P PAR ARAD ADIGM GM: ABSTARC RCTION ION SYSTE TEMATI TIZATI TION ENC NCODING NG PR PROGRAMMI MMING SELF LF-RE REGULATION ION VI VIRTU TUALI LIZATI TION
CHA CHARILE LE GERE RE DIGIT GITAL CUL ULTUR URE LON ONDON ON: R REAKTION ION BO BOOKS KS, 2 2008 008
Golan Levin & Kyle McDonald - 2011 - Eyeshine
Vladimir Todorović - 2002-2003 - Selfportrait (Web Art, Prints)
Luke DuBois - 2005 - Play (CV)
Shinseungback Kimyonghun - 2012 - Cloud Face
Shinseungback Kimyonghun - 2012 - Cloud Face
Matt Richardson - 2012 - Descriptive Camera (Mechanical Turk)
Daito Manabe & Ryuichi Sakamoto - 2015 - Sensing Streams 80MHz-5.2GHz
Hiroyuki Masuyama - 2002 - 01.01.2001-31.12.2001 (loop)
Evan Roth - 2010 - Graffiti Analysis - Vienna
CHECK CHECK OU OUT
Aaron K n Kobl blin n - 2005 005-2009 009 - Flight P t Patter tterns Matth tthieu C eu Cher erubini - 201 010 0 - Afg fghan an War ar D Diar ary (onl nline) Rober ert L t Laz azzar arini - 2001 001 - Sk Skulls ls Pa Pablo lo G Garc rcia - 201 010 0 - Pro rofilo lograph (after after M Muyb ybridge) e) Tamás amás Wali licz czky - 1997 997 - Sculptur tures es Eti tien enne-Ju Jules Mar arey ey - 1887 887 - Flight o t of f th the e Seag eagul ull (p (plas aster ter cas ast)
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Ani nima mati tion and and Fil ilm
TWO WO MA MAIN IN ASPECTS ECTS/AR AREAS AS OF OF CR CREA EATI TIVE INTER TERACTI CTION BETW BETWEEN EEN DIGIT GITAL TECH TECH AND ND ANIMA NIMATION/FIL ILM: M: COMME MMERCIA IAL CINE INEMA MA PROD RODUCTION ION EXPERIME IMENT NTAL NE NEW ME MEDIA IA ART RT
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INN INNOVATIVE IVE OP OPEN-MIND MINDED SU SUBVE VERSIVE SIVE/CRIT ITICAL REV EVELA ELATO TORY PROJECTS ECTS
Douglas Gordon - 1993 - 24 Hour Psycho (double projection)
Alexandre O. Philippe - 2017 - 78/52 Documentary about the shower scene in Psycho
Chris Bors - 2005 - 24 Second Psycho
Martin Arnold - 2002 - Deanimated - The Invisible Ghost - Comparison
Ryland Wharton - 2009 - Palette Reduction No. 4 (Surrogates trailer)
MORE STATISTICAL APPROACH Frederic Brodbeck - 2011 - CINEMETRICS Shinseungback Kimyonghun - 2013 - Portrait
STATISTICAL APPROACH DERRIVATIVES
Christian Marclay - 1995 - Telephones (speed up)
Ma Marco co B Bra rambilla la, , Sync nc: : Sex ex/Wa Watch/Fight ht, , 2005 005 (jo join ined)
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Jennifer & Kevin McCoy - 2001 - Every Shot, Every Episode (installation)
Ju Julian Pala lacz cz - 201 010 0 - Algor gorit ithmic ic Search for
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MORE STATISTICAL DERRIVATIVE AND GENERATIVE/PARTICIPATORY Perry Bard - 2010 - Man With the Movie Camera - Remake (online) Jono Brandell & G. M. Brower - 2010 - Life in a Day Touchscreen Gallery
Nico cola las Mai aigret et - 201 012-2014 14 - The e Pirate C te Cinema ema
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MORE FREE-STYLE TRANSFORMATIONS Virgil Widrich - 2003 - Fast Film
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Ben Slater
GAMES, NARRATIVES & REPETITION
12/2/2019
Main points from Interactive Narratives Lecture:
- 1. The fantasy of interacting w ithin a story presumes vast freedom of
choice/ agency
- 2. The most effective interactive stories have very limited choice/ agency
We want to be inside the narrative – to role-play – but perhaps our role as participant in interactive narratives is more complex. In linear/ conventional narrative works, we identify with characters, but we aren’t them. Can we interactive with narratives, while not expecting total character immersion? (Which always disappoints). Two things I ‘played’ at Christmas:
- 1. Nancy Drew & the Ghost of Thornton Hall.
A point & click adventure game from 2013. Limited Map. A house with 6 rooms, a graveyard, the pathway between them. Three characters to talk to. New spaces and characters are unlocked as the game progresses. The map changes. You move back and forth between the spaces MANY times.
Pleasure in the familiarity of the spaces. Pleasure in see new things in the familiar. A clue found in one part of the map, opens up a new element in another part.
- 2. Black Mirror: Bandersnatch
‘Interactive Film’ on Netflix, 2018 A choice-based interactive experience that tells the story of a games designer making a choice-based game. It has a limited, temporal “map”. Stefan’s home (kitchen, bedroom), the game company’s office, the psychiatrist’s office, Colin’s apartment. When you ‘complete’ a version of the story, you are sent back to an earlier stage, this happens 3-4 times before you can finish, plus there are other ‘loops’ built into the story. Pleasure in seeing subtle/ large changes in sequences already seen. Pleasure in discovering new possibilities in the familiar. Repetition in Games: Bad: “Backtracking” as a way to extend the life of a map/ environment, force the playing to travel through it again. Good: The theory of the ‘Gameplay Loop’, that all games are made up of a series of actions/ responses that are essentially repeated in new environments or with greater intensity. First Person shooters, platformers, puzzle games but also ‘narrative games’ Papers Please, Her Story, Firewatch Irreversibility Vs Repetition
In linear fixed narratives choices matter, have significance and weight, actions can’t be undone. “Knowledge gained through a previous play throws up a deep problem… ” Stephen Poole, Trig g er Ha p p y . Or does it? Repetition has always been a fundamental component of narrative. Archetypes and story constructions repeat endlessly. Children love to consume the same story repeatedly. (Familiarity is pleasurable) Repetition of ‘text’ in Philosophy (Derrida, etc). True Repetition is impossible – there is always difference, even if the text is identical we have changed (knowledge, emotion, experience). Theatre – rehearsal is repetition – performance is repetition. Life is repetition! So – we are fascinated by repetition/ difference – reflected in narratives.
- In particular the idea of alternative choices/ versions.
It’s a Wonderful Life, 19 4 3 Foregrounding repetition – a primary tool of Modernist strategies to disrupt narrative. Nouveau Roman – Alain Robbe-Grillet. La st Yea r in Ma rienb a d , 19 6 1 A story about déjà vu, about time-loops, being stuck in an eternal, repeating present. Television – A commercial, industrial process that only exists because of repetition.
The Prisoner, late 19 6 0 s The protagonist is trapped in a village (another eternal present, it has no history), forced to reperform a loop of conflict between him and No 6. The episode A, B & C presents a loop within a loop. Three versions of the same ‘event’, with different outcomes. “Meta” narratives built on the protagonists self-reflexivity. All aware we’re in a story. Groundhog Day (199 3), Run Lola Run (1998 ), Edge of Tom orrow (20 14 ), Happy Death Day, The Good Place, Russian Doll Characters self-aware they are caught in narrative loops. Loops as metaphors for our flawed, broken habits and patterns. Awareness of ‘videogame’ narrative aesthetic. Small/ random changes in behavior have major consequences (Butterfly Effect) Change is positive! Break the loop! The viewer gets pleasure from observing difference and repetition (as we do in our
- wn lives).
Reassurance (life goes on) and Intrigue (Why have things changed?) Narratives based on repetition force the viewer/ reader/ player to pay attention, to look for differences, clues for change. A form of interactivity not so different from gameplay.
Dejan Grba
NOTES ON BEN SLATER'S LECTURE
Agency, Interactive and Experiential Qualities of Looping and Repetition in Narrative Media
Nancy Drew (computer game) (https:/ / en.wikipedia.org/ wiki/ List_of_Nancy_Drew_video_games). Black Mirror: Bandersnatch (Interactive Film/ TV) (https:/ / www.netflix.com/ sg/ title/ 80988062). Most of the characters (actors) are pretty repulsive so it is not easy to identify and empathize with them, but with slightly sadistic tone of this interactivity, maybe that was intentional. Or maybe they just could not find more humane actors... See also La linea cartoon series (https:/ / www.youtube.com/ watch?v=skb2gKR7rO‚k) - it is a classic. Tran Ahn Hung - 1995 - Cyclo (https:/ / en.wikipedia.org/ wiki/ Cyclo_(film)). Also his
- ther films on Vietnam such as:
https:/ / en.wikipedia.org/ wiki/ The_Vertical_ Ray_of_the_Sun and https:/ / en.wikipedia.org/ wiki/ The_Scent_of_Green_Papaya. Poole, Steven. Trigger Happy: Videogam es and the Entertainm ent Revolution.
- 2007. (http:/ / pdf.textfiles.com/ books/ triggerhappy.pdf).
See also Poole, Steven. Rethink: The Surprising History of New Ideas. rh Books, 2016.
Enjoying the experience through contextual knowledge (gained and accumulated through repetition) in everyday life, in games, in film (especially in film genres). Alain Resnais - 1961 - Last Year in Marienbad (https:/ / en.wikipedia.org/ wiki/ Last_Year_at_Marienbad), also films directed by Allain Robbe-Grillet. See also Akira Kurosawa - 1950 - Rashomon (https:/ / en.wikipedia.org/ wiki/ Rashomon) Jacques Derrida's motivation for the concept and method of deconstruction (important in postmodernist philosophy, literary, film and culture studies - look it up), came partly from his idea of the impossibility of uncompromised/ absolute repetition (in reading and interpreting texts). See also John Schlesinger - 1976 - The Marathon Man (https:/ / en.wikipedia.org/ wiki/ Marathon_Man_(film)). A single but unforgettable case of repetition. Harold Ramis - 1993 - Groundhog Day (https:/ / en.wikipedia.org/ wiki/ Groundhog_Day_(film)) See also Luis Buñuel - 1961 - The Exterminating Angel (https:/ / en.wikipedia.org/ wiki/ The_Exterminating_Angel) Peter Weir - 1998 - The Truman Show (https:/ / en.wikipedia.org/ wiki/ The_Truman_Show). The repetition of "perfect" life. Tom Tykwer - 1998 - Run Lola Run (https:/ / en.wikipedia.org/ wiki/ Run_Lola_Run). Butterfly Effect - an often misunderstood and abused concept coming from the physics and meteorology, relating to the factors of emergence and unpredictability in nonlinear systems (complex but sometimes also relatively simple ones). Russian Doll - 2019 (https:/ / en.wikipedia.org/ wiki/ Russian_Doll_(TV_series))
Doug Liman - 2014 - Edge of Tomorrow (https:/ / en.wikipedia.org/ wiki/ Edge_of_Tomorrow) See also Duncan Jones - 2011 - Source Code (https:/ / en.wikipedia.org/ wiki/ Source_Code) Watching the same film in sufficiently different contexts (mostly different times in life). When things (personally and/ or environmental) in one's life do not go well, the repetitive elements of everyday become more difficult to bear, negative and
- ppressive.
See also Patterns and patternicity, structural repetition and order in the arts (visual, music, architecture). In new media art, Carsten Nicolai has published several books with patterns, such as Grid Index (http:/ / www.carstennicolai.de/ ?c=publications). You will also encounter this in Minimalism.
Gamin Gaming
OUTLINE INE OF OF CO COMPUTER TER GA GAMES’ CUL ULTUR URAL AL CO CONTEX TEXT OUTLINE INE OF OF ART RT GA GAMES GA GAMEOLOGY GY: : EXTENSIVE NSIVE BIB IBLIOGRA OGRAPHY
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Ferranti Nimrod - 1951 - Custom Built Computer Playing Nim
X-O - 1952 - First Analogue CG - EDSAC - Cambridge U.K.
DEC PDP-1 at MIT - 1961 - Spacewar! - Early Digital CG
PROGRA OGRAMMED EX EXPER ERIEN ENCE/GAMEPLA PLAY, , ACCIDENT AND ND IMPRO ROVISA SATION ON STI TILL LL LI LIMITE TED AND ND AMONG KEY KEY CRE REATI TIVE PROB ROBLEMS
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Unmanned Aerial Vehicle - Stephen Gaghan - 2005 - Syriana - EXCERPT
2007 - Iraq War - Apache AH 64 - (Wikileaks: Collateral Murder) - EXCERPT
Kuda.org - 1999 - Safe Distance - EXCERPT
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