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| NOVEMBER 1990 NUMBER 43 VOLUME 10 NUMBER 9 | |
| ------------------------------------------------------------- | |
| Welcome to ART COM, an online magazine forum dedicated to the | |
| interface of contemporary art and new communication technologies. | |
| You are invited to send information for possible inclusion. We are | |
| especially interested in options that can be acted upon: including | |
| conferences, exhibitions, and publications. Proposals for guest | |
| edited issues are also encouraged. Send submissions to: | |
| well!artcomtv@uunet.uu.net | |
| artcomtv@well.sf.ca.us | |
| Back issues of ART COM can be accessed on the Art Com Electronic | |
| Network (ACEN) on the Whole Earth 'Lectronic Link (WELL), | |
| available through the CompuServe Packet Network and PC Pursuit. | |
| To access the Art Com Electronic Network on the WELL, | |
| enter g acen at the Ok: prompt. The Art Com Electronic | |
| Network is also accessible on USENET as alt.artcom. | |
| For access information, send email to: artcomtv@well.sf.ca.us. | |
| *Guest Editor: Abbe Don | |
| *Executive Editor: Carl Eugene Loeffler | |
| *Editor: Anna Couey | |
| *Systems: Fred Truck and Gil MinaMora | |
| ART COM projects include: | |
| ART COM MAGAZINE, an electronic forum dedicated to contemporary art | |
| and new communication technologies. | |
| ART COM ELECTRONIC NETWORK (ACEN), an electronic network dedicated to | |
| contemporary art, featuring publications, online art galleries, art | |
| information database, and bulletin boards. | |
| ART COM SOFTWARE, international distributors of interactive video and | |
| computer art. | |
| ART COM TELEVISION, international distributors of innovative video to | |
| broadcast television and cultural presenters. | |
| CONTEMPORARY ARTS PRESS, publishers and distributors of books on | |
| contemporary art, specializing in postmodernism, video, computer | |
| and performance art. | |
| ART COM, P.O. Box 193123 Rincon Center, San Francisco, CA, 94119-3123, USA. | |
| WELL E-MAIL: artcomtv TEL: 415.431.7524 FAX: 415.431.7841 | |
| ----------------------------------------------------------------------- | |
| GUEST EDITORIAL: INTERACTIVE FICTION ABBE DON | |
| ----------------------------------------------------------------------- | |
| Abbe Don, owner of IN CONTEXT, is an interactive multimedia artist and | |
| producer. Her interactive video "We Make Memories," which simulates the way her | |
| great-grandmother told stories, has been exhibited nationwide. She has done | |
| research with Apple Computer's Advanced Technology Group on the Guides project | |
| which investigates the use of narrative and storytelling as a means of | |
| structuring and conveying information in large multimedia databases. She was | |
| also a guest artist at the Future Fiction Workshop in 1988 and 1990. | |
| - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
| Is interactive fiction an oxymoron? If not, then what makes for both a | |
| meaningful storytelling experience as well as an engaging interactive one? And | |
| how does an artist accomplish this daunting task? | |
| The next two issues of ART COM magazine explore a range of answers to these | |
| questions. Although many writers claim to be inspired by the conviviality of | |
| this emerging interactive medium, the discussion frequently focuses on | |
| well-funded projects emerging from corporations or big-name academic | |
| institutions. The authors included in the November and December issues of ART | |
| COM magazine write from a variety of disciplines with varying degrees of | |
| experience with computers, interface design, fiction, or narrative theory. | |
| Some are students new to the field while others are researchers who have been | |
| addressing these ideas for several years. | |
| At the risk of oversimplifying the issues, I will note that two common themes | |
| emerge. First, many people recognize that this is a collaborative, | |
| interdisciplinary process. Second, we are simultaneously excited by the | |
| potential of this new medium, frustrated by the hardware and software | |
| limitations, and reluctantly accepting that in many cases, the theoretical is | |
| outpacing the actual. | |
| The November issue focuses on the perspectives of participants in the Future | |
| Fiction class held at the California State University Summer Arts Workshop | |
| from July 29 to August 11, 1990. In the course of two weeks, these artists | |
| tested their assumptions, pushed their creative and technical limits, and | |
| emerged with interactive works (produced in HyperCard) that acted as a | |
| catalyst for these essays. | |
| This month also includes descriptions of two interactive videodisc projects: | |
| one on the subject of Gabriel Garcia Marquez produced at Santa Rosa Junior | |
| College, and one entitled "LitDisc," a collection of original writings and | |
| readings produced by Yomama Arts in New York City. Both describe content as | |
| well as process that might serve as models for other interactive media | |
| producers. | |
| Abbe Don | |
| Guest Editor | |
| abbe@well.sf.ca.us | |
| --------------------------- MENU OF CONTENTS --------------------------- | |
| 1. FICTIVE TEXT AS INTERFACE, Lou Lewandowski | |
| 2. THE QUIET MOMENT, John Doyle | |
| 3. THE POINT OF INTERACTION, Rachelle Reese | |
| 4. aNTIhYPERdECONSTRUCTION, Rob Swigart | |
| 5. FUTURE FICTION WORKSHOP FIELD REPORT, Paul Mansell | |
| 6. THE GABRIEL GARCIA MARQUEZ VIDEODISC PROJECT, Roger Karraker | |
| 7. LITDISC: A STORYTELLING INSTALLATION ON VIDEODISC, George Agudow | |
| 8. EXIT | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 -------- | |
| FICTIVE TEXT AS INTERFACE | |
| Lou Lewandowski | |
| Lou Lewandowski is currently the Associate Dean of Graduate and International | |
| Studies at San Jose State University. She is the past co-ordinator of the | |
| interdisciplinary Creative Arts program and has taught creative writing. In | |
| addition, she has served as course co-ordinator for the Future Fiction class | |
| at the Summer Arts workshop in 1988 and 1990. | |
| It happened again. The "Future Fiction" course was announced, as it had been | |
| the first time it was taught (summer 1988), as one in which students would | |
| combine word, image, and sound as they wrote their fictive pieces. Some fine, | |
| balanced pieces were completed (Burnette, 1990 and Reese, 1990). But the power | |
| of integrated images mesmerized most of us and visuals swallowed up much of | |
| the text. In many of the "fictions," in fact, text disappeared altogether. | |
| So too, in much of the professional work demonstrated for class, text was | |
| missing except when essential for directing the user. Even projects which had | |
| originally begun as text-centered had evolved into pieces which, with a few | |
| clicks of the mouse, presented whole factual worlds, via images and even | |
| videotaped sequences. | |
| Despite our fascination with the images, we were aware that some of the class | |
| projects and professional material didn't quite "work." It was merely | |
| interesting, not engaging. Questions arose: What is the function of visuals in | |
| hyperfiction? What's the difference between narrative used to give information | |
| and that used to create stories? What is "interactivity?" Is text (i.e., the | |
| printed words on a page or screen) ever interactive? Is it less interactive | |
| than images? Is interactive fiction really possible? | |
| I understand the term "interactive" in two senses--one traditional, one | |
| computer-interface related. Taken in the first sense, interactivity refers to | |
| the active exchanging of information through a medium. In this case, working | |
| on a puzzle may be a kind of interactivity; one gives shape to material that | |
| exists in potential through the puzzle pieces. A more common example, however, | |
| is that of probing for and receiving information of any sort through a | |
| computer screen. The other use of the term refers to a kind of information | |
| seeking and manipulating in hypertext systems which, by means of computer- | |
| interfaced modes of information, allow a user to experience "dynamically | |
| changing content and structure" (Gygi, 1990). This kind of activity might be | |
| compared to putting together a three-dimensional puzzle that can take any | |
| number of forms. | |
| It seems clear that the goal of either kind of interactivity is to allow the | |
| initiator of the activity a way of becoming engaged with the material at hand | |
| in a special way, one that calls upon him/her to create or re-create the | |
| information which exists, however potentially, on the other side of the | |
| medium. | |
| Given that goal, then, can fictive text--by itself or as part of a hypertext | |
| product--be an interface for interactivity? | |
| As I argued during our discussions at Humboldt, surely we are all aware of | |
| SOMETHING happening when we read a good novel. Our brains are working | |
| furiously, our image-inations are rushing along, our emotions are engaged. All | |
| sorts of logic-seeking activities are going on: we fit scenes together in time | |
| which, in text, are chronological; we predict lines of narrative and even the | |
| ending of the work; we evaluate character traits and motives; in randomized | |
| modern novels we work even harder--looking for redundancy and parts of | |
| patterns, seeking form. | |
| In doing all this with a piece of fiction we are creating a world which, the | |
| author hopes, is something like the one s/he created in the writing of the | |
| work. The truth is, however, that the reader's created world is unique, a fact | |
| borne out by the anger we often feel when a filmmaker creates a different | |
| world from the one WE made with the novel. It's interesting that, as we mature | |
| as readers, even illustrations detract from the special worlds we create from | |
| fictive pieces. | |
| Do we do the same with other kinds of texts? Clearly not. College textbooks, | |
| for example, may engage us in logic-seeking activities like fitting parts | |
| together and relating similar chunks of information. Unless a casebook | |
| approach is used, however, we rarely find our emotions being used in the | |
| reading, and often the novelty of the subject matter inhibits our imaging of | |
| the material. However, diagrams and visualizations of all kinds (including | |
| innovative computer-based presentations) help the reader enormously in | |
| creating the world of fact the author is presenting. | |
| Why this difference? What is it that is working on the other side of the | |
| textual interface in a work of fiction? Abraham Moles argued some time ago (in | |
| INFORMATION THEORY AND AESTHETIC PERCEPTION) that works of art (including | |
| poetry and fiction) contain two kinds of information: semantic and aesthetic. | |
| Described simplistically, the words and sentence patterns shown on the page or | |
| screen comprise the semantic information; embedded in that semantic text, | |
| however, and released by our reading, is the aesthetic information--that | |
| which, by use of verbal symbol systems and imagistic couplings, encourages the | |
| creation of the worlds of human values and emotions we discover when we read | |
| novels. This second kind of information, says Moles, is infinitely | |
| interpretable and is untranslatable. That is why we are eager to see HAMLET | |
| twenty times while we read a textbook only once. | |
| Thus, the attempt at Humboldt to translate our works of fiction into images | |
| was, on one level, doomed to failure. Whereas creating worlds of pure image | |
| may enhance a factual text greatly, such efforts seem to turn fictional pieces | |
| into something game-like. Visuals added to illustrate the text, or to actually | |
| replace the text, tend to reduce tremendously the interactivity we expect with | |
| short stories and novels. These attempts reduce the piece to purely semantic | |
| information. Such action is anti-fictive; it produces denotative works rather | |
| than connotative ones, worlds in which the reader can move around and in which | |
| s/he can perhaps associate images but ultimately worlds in which the reader | |
| has no power to create. | |
| If hyperfiction is ever to exist as a viable art form, writers must find a way | |
| to blend word and image and sound in ways which are not merely illustrative | |
| but also aesthetically extending, ways which leave open the possibility for | |
| the imaginative re-making of fictive worlds by the user, worlds that are even | |
| richer than those possible through the reading of text alone. Fictive | |
| interactivity, the kind of joy we experience in creating with a writer a world | |
| of human emotional experience, has united minds through space and time for | |
| over two thousand years. If we can make it work, hyperfiction may produce | |
| works that are even richer, and more interactive than ever. | |
| NOTES | |
| Burnette, Kay. "The Gardenias in My Mother's Garden." (Original Hyperfiction), | |
| 1990. | |
| Gygi, Kathleen. "Recognizing the Symptoms of Hypertext...and What to Do About | |
| It." THE ART OF HUMAN COMPUTER INTERFACE DESIGN. Brenda Laurel, ed. | |
| Addison-Wesley Publishing Company, 1990. | |
| Moles, Abraham. INFORMATION THEORY and AESTHETIC PERCEPTION. Joel Cohen, | |
| trans. University of Illinois Press, 1966. | |
| Reese, Rachelle. "Bus Stop." (Original Hyperfiction), 1990. | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 -------- | |
| THE QUIET MOMENT | |
| John Doyle | |
| John G. Doyle is a graduate student in the Educational Technology | |
| Department at San Diego State University. His current interest lies | |
| in discovering motivational techniques to enhance learning capability. He is | |
| currently working on an "interactive fiction" piece using HyperCard to | |
| teach Chapter 1 high school students critical thinking skills. | |
| It's the most dreadful time when designing an interactive computer | |
| program. It's the time when procrastination reigns over determination, | |
| when I've created something I know in my heart is not quite right, but I | |
| don't know why. I visualize the user's disappointment as she's yanked | |
| from the reality I've so painstakingly designed into the realm of the little | |
| black box. I've lost her. | |
| The engagement is over. | |
| The importance of interface slaps me again across my left cheek, making me | |
| keenly aware of the complexity of designing human-computer interfaces that | |
| communicate, yet show no signs of communication. | |
| Some would call it "seamless." I feel it's experiential. | |
| I sit in agony rehashing previous projects and how I dealt with this | |
| problem only to realize, again, that each problem is different from the | |
| previous one. When frustration becomes a lurking force, it drives me to shut | |
| down my computer in favor of a pleasant volleyball game in the sun. "Yeah, | |
| that will help. Just get away from this @!^&#%* computer for awhile." | |
| As I leap into the air to take my aggressions out on an innocent leather | |
| sphere, I realize that I'm not having a good time; and I probably won't until | |
| I resolve this problem. Does that force me back behind my 9" monochrome | |
| screen? Heck no. I let it boil inside me. Tuesday. Wednesday. Thursday. The | |
| frustration becomes my alter-ego amiably residing on my spinal column between | |
| the third and fourth vertebrae, constantly reminding me of the importance of | |
| my user. | |
| Sleeping is the only release, or at least I think it is. 4:00 AM, that's | |
| before the sun dares to show its face. I wake to do what most men forget | |
| to do when they go to bed. As I lay myself back down, I take note of the | |
| constant stillness of the room. A thought bolts into my head causing me to | |
| sit straight up staring at the blank wall. Could it work? My cautious side | |
| steps back and analyzes my discovery. "Why not? If I just...Yeah!" An | |
| incredible flow of excitement takes over my mind. "What if...?," followed by, | |
| "What if...?," continuing until my user is satisfied. | |
| I forget that I hate early morning. Everything seems to fit together now. My | |
| third and fourth vertebrae rejoice and tingle a bit. It seems so obvious in | |
| concept. Why all the agony? | |
| What a sincere challenge it is to merge humans and computers without taking | |
| one or the other for granted. | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 -------- | |
| THE POINT OF INTERACTION | |
| Rachelle Reese | |
| Rachelle Reese, an interactive fiction author, recently received her master's | |
| degree in English from San Jose State where she completed a HyperFiction piece | |
| entitled "Storyboard." She is currently working on a new piece entitled "Bus | |
| Stop" and on an educational HyperCard stack about Australian aboriginals for | |
| Earthquest. | |
| "You are in a dark room, sitting on cold wet soil. You hear a repetitive | |
| knocking noise above your head." | |
| Writers of interactive adventure games often use a second person point of view | |
| to involve users in a story. Each user takes his/her place as a character | |
| within a plot filled with violence, intrigue, and eventually, after numerous | |
| fictional deaths, a happy ending and a pat on the back. After 977 repeated | |
| attempts and an entire week of nights spent sleepless, trying to explain | |
| his/her battle plan in basic sentences, s/he has managed to kill the monsters | |
| and return the world to its idyllic state. And what does s/he feel? What kind | |
| of understanding has s/he come to over the course of the battle s/he so | |
| gallantly fought? Monsters usually attack very four or five moves, unless you | |
| have on your ring of extra protection--if x is false and y > 4 then produce | |
| encounter. | |
| In an essay entitled "Interface as Mimesis," Brenda Laurel suggests that | |
| adventure games are more fulfilling when the user is led to feel like s/he is | |
| experiencing the adventure first person, rather than giving orders to a system | |
| which then tells him/her the consequences of his/her orders on the action | |
| behind the scenes. And as far as allowing the user to feel more caught up in | |
| the world of the game, her notion of "first-personness" seems to work. A user | |
| feels much more involved with a game which presents him/her with animated | |
| monsters to fight by aiming an arrow and pulling back the string. | |
| However, no matter how physically interactive the interface is, the experience | |
| of the adventure game is strictly intellectual. The user tries to second guess | |
| the developer--to solve his/her puzzles, defeat his/her monsters and avoid | |
| situations which result in death. On the other hand, a good piece of fiction | |
| engages its readers in some emotional way with what is going on in the story. | |
| The reader does not literally play a character in the story, but somehow | |
| identifies with one. That character interacts with other characters on an | |
| emotional level and the reader follows, and sometimes even experiences, those | |
| emotions. | |
| Allowing the phenomenon of character identification to occur in an interactive | |
| context seems to require the developer to create a "user-character" and invite | |
| the user to interact within the framework of story through the eyes, hands and | |
| lips of that character. A writer of interactive fiction must develop a | |
| "user-character" as conscientiously as a writer of paper-based fiction | |
| develops a protagonist, and the user should be filled in on how the "user | |
| character" thinks and feels about the things happening around him/her | |
| gradually, as the feelings of a protagonist might be revealed in a novel. | |
| In "Bus Stop," an interactive fiction I developed during the CSU Summer Arts | |
| workshop on Future Fiction, the user is introduced into the role of the "user | |
| character" by clicking around a sparsely furnished bedroom. Gradually, s/he | |
| learns that the person whose bedroom s/he is in reads a certain type of book, | |
| keeps a diary and has "ghosts" in the chest of drawers with stories of their | |
| own. Gradually s/he assumes the role of the person who sleeps in the unrumpled | |
| bed. However, at this point the user only has a vague idea of the character | |
| whose hand s/he points with. S/he has only entered the person's mind briefly | |
| and then only to see snapshots from the memory album. It is when the user | |
| guides the hand to pick up the telescope and focus it on the people at the bus | |
| stop, that the story inside the "user character" begins to unfold. The user | |
| sees the people at the bus stop through the eyes of the character s/he is | |
| playing--and since that character is a voyeur who projects her own past, | |
| present, and fantasies onto the people she watches, the user begins to | |
| understand more and more about the role s/he is playing. By the time the | |
| fantasies of the "user character" climax and she puts the telescope back on | |
| the window sill, the user understands the root of the character's obsessions | |
| and has felt her emotional swings. The user also understands that the | |
| character has deluded herself, once again, into thinking that her demon has | |
| been destroyed. | |
| The "user character" is not a "you" persona, but it is not a "she" or a "he" | |
| persona either. The "user character" is a role which is assumed by the user | |
| while s/he is experiencing the work of fiction. Other characters within the | |
| story should address her as "you," talk to other about her as "she" and her | |
| own diary should refer to her as "I." Her thoughts can be implied through the | |
| articles around her and what they mean to her or through what others say she | |
| has said. However, an author should be subtle in revealing a "user | |
| character's" thoughts in order to shape but not dictate the user's experience. | |
| In an interactive work of fiction the user's (and therefore the "user | |
| character's") actual experience and what s/he takes from it will differ from | |
| user to user and even from time to time. | |
| NOTES | |
| Laurel, Brenda K. "Interface as Mimesis." USER CENTERED SYSTEM DESIGN: NEW | |
| PERSPECTIVES ON HUMAN-COMPUTER INTERACTION. Donald A. Norman and Stephen W. | |
| Draper eds. New Jersey: Lawrence Erlbaum Associates, 1986. | |
| Reese, Rachelle. BUS STOP. Original interactive fiction created in HyperCard, | |
| 1990. | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 --------------- | |
| aNTIhYPERdECONSTRUCTION | |
| Rob Swigart | |
| Rob Swigart is a novelist, science fiction writer, hypermedia hacker and | |
| conceptual maverick. He teaches Interactive Fiction in the English Department | |
| at San Jose State University and has been the lead instructor of the Future | |
| Fiction class at the Summer Arts Workshop in 1988 and 1990. | |
| So-called hypermedia offers opportunities for new narrative: interaction, | |
| mixed-media, electronic digits that ebb and flow through the noosphere can | |
| carry units of story (narrative units, NITS), have done so and will continue. | |
| More and more the planetary network carries tides of storytelling, from | |
| Eastern European peaceful revolution or tanks in Tienanmen to Peter Jennings | |
| face to face with Saddam Hussein the Golgotha monster. These stories, which | |
| are not true at all, and are also completely true, alter our perceptions, | |
| shape our take on global culture. | |
| Images are there, and sounds (the grit of sand in the air filters of American | |
| helicopters, or the Cajun music in the desert), and smells (hot wind, the | |
| polluted Danube, rotting bodies of Kurd children gassed from the air), and | |
| touch (Gorby's warm handshake?), not to mention the taste of poverty on the | |
| tongue. Religious fundamentalists want to stomp out fantasy because it leads | |
| to devil worship, prevent Texans from studying yoga, for the same reason; they | |
| want to wage holy war on someone, us, or some other neighbor. They have faces | |
| distorted by rage, or is it fervor? | |
| So far all this material is relentlessly post-modernist: earthquake victims | |
| weeping over the bodies of their neighbors flow seamlessly into an equal | |
| admonishment to purchase a brand-name pie crust, and carry nearly equal | |
| emotional weight. | |
| Television was a centralized medium, totalitarian, heavy-handed, a little dull | |
| in a Richard Nixon fifties way. In the eighties it proliferated, along with | |
| fax and satellites, decentralized into cable and VCR, timeshifted, xeroxed, | |
| montaged and mosaicked, and the world fell apart like bread dissolving in a | |
| fluid of hyperactive hypermedia. And all this just as we thought we were | |
| learning to cope with television, now hopelessly out of date. Minds now MTVed, | |
| destructured. Deconstructed. | |
| Should we get in and co-opt it? Teach HyperCard in kindergarten? We need to | |
| dip our hands and tongues into this swirling media effluent, pull out the nits | |
| that will make stories meaningful, give shape to world, or shapes individual, | |
| personal, local. | |
| There's a lot of raw raw material out there. | |
| It's why we're so confused, so we might as well make it conscious. We're doing | |
| it all the time anyway. | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 -------- | |
| FUTURE FICTION WORKSHOP FIELD REPORT | |
| Paul Mansell | |
| Paul Mansell has a master's degree from the Educational Technology Department | |
| at San Diego State University. He is currently the programmer on the Telephone | |
| 2000 project. | |
| Those of us who participated in the CSU Summer Arts Workshop on Future Fiction | |
| experienced an intense two weeks. During morning lectures, we explored the | |
| meaning of interactive fiction; surveyed the evolution of computer fiction; | |
| and discussed technical issues. In the afternoon and evening, we focused our | |
| energies on designing and developing interactive fiction using the software | |
| authoring tool HyperCard. | |
| I needed a week to decompress once it was all over. | |
| During those two weeks, we spent a lot of time talking about interactivity. My | |
| first view towards this concept was in terms of stimulus-response. An image is | |
| presented on the computer screen and the user spontaneously pushes a button or | |
| clicks on a mouse. Users interacting with action games display this behavior. | |
| They see and do. | |
| As the discussions evolved, my outlook towards interactivity changed. | |
| Hypermedia fiction requires a different set of responses. Users need to be | |
| engaged in making mediated responses--responses that draw them into the story | |
| and let them take control over the story. | |
| The most rewarding aspect of the class was collaborating. I came to Humboldt | |
| State as part of a software design and development team. Each of us had | |
| specific responsibilities: project management, graphic design, narrative | |
| development, HyperTalk scripting. | |
| Our team's planning sessions would go on for hours. We recursively tackled | |
| issues. Repeatedly, we revisited issues that we had hashed out only minutes | |
| before. We ended up discarding 90% of the ideas that we generated. Ideas that | |
| first seemed hot quickly cooled. Often we had to settle for "kludges" as we | |
| waited for the right idea to emerge. This running in circles forced me to | |
| place a premium on respecting my colleagues and maintaining an optimistic | |
| attitude. | |
| I left Humboldt State realizing that I knew few answers to future fiction. | |
| However, I am excited about being part of the process that might supply them. | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 -------- | |
| THE GABRIEL GARCIA MARQUEZ VIDEODISC PROJECT | |
| Roger Karraker | |
| Roger Karraker is a journalism instructor at Santa Rosa Junior College and an | |
| interactive video producer. | |
| Earlier this year I led a small team of volunteers in creating an | |
| interactive videodisc and accompanying computer resource materials | |
| about the Pulitzer Prize-winning author Gabriel Garcia Marquez. The disc | |
| contained more than 400 video items: documentary clips, maps, paintings, | |
| segments from eight movies written by Garcia Marquez, and Colombian | |
| songs and music. | |
| For the accompanying computer resource materials, we obtained bibliographies, | |
| full text articles, even verbatim interviews with Garcia Marquez. We used | |
| Apple Computer's HyperCard program to create inter-related "stacks" of | |
| information where the data chunks were able to control the videodisc and | |
| play video items from that visual/aural database. | |
| The videodisc was designed to accompany a spring semester project | |
| at Santa Rosa Junior College called Work of Literary Merit, where | |
| 1500 or so beginning English composition students studied | |
| GarciaMarquez's novel | |
| ONE HUNDRED YEARS OF SOLITUDE. | |
| Our project had no institutional recognition or budget. We just | |
| wanted to see if we could create something useful in a short period of | |
| time with essentially no resources and a small team--two instructors, | |
| three students, one staff programmer and the help of the college's audio- | |
| visual staff. | |
| We also had the kind assistance of friends at ABC News Interactive, | |
| Apple Computer, the Sundance Institute, Fox/Lorber Associates and | |
| several other individuals and organizations. | |
| Our original plan, to dub the entire second audio track in Spanish, | |
| was abandoned when our volunteer translators could not meet our | |
| production deadline. To have delayed the disc would have meant that | |
| students would not have been able to use it while studying Garcia | |
| Marquez's book. | |
| I have a parallel interest in searching electronic databases so we | |
| combined my interests to acquire print resource materials. We searched | |
| several Dialog databases and acquired --in violation of Dialog's rules -- | |
| bibliographic abstracts that students could search in the HyperCard stack to | |
| find additional data on Garcia Marquez. | |
| I also used CompuServe's Electronic News Service (ENS) to create an | |
| automatic "clipping" folder that searched eleven news wires and "clipped" full | |
| text of all the articles mentioning Garcia Marquez or Colombia. In this | |
| fashion students were able to follow the bloody election campaign in | |
| Colombia and the parallels to the events portrayed in ONE HUNDRED YEARS | |
| OF SOLITUDE, with a degree of detail that far surpassed even the best U.S. | |
| newspapers. | |
| I couldn't find a graphic image that worked as an opening title for | |
| the videodisc or as an intro to the computer interface. So I asked my wife, | |
| an artist, to paint an illustration that showed major characters from the | |
| book, as well as other elements such as art, music and the environment. | |
| We hung the painting in the English Department Macintosh classroom and a | |
| black-and-white digitized version became the user interface for the | |
| HyperCard stacks of resource materials. | |
| For example, clicking on the image of Ursula, the grandmother, took | |
| students to essays and videodisc segments concerning family structure, | |
| the roles of women, etc. Clicking on the banana plantation in the | |
| background brought up materials on colonialism, the United Fruit Company and | |
| the banana workers' strike (a central element in the book), even segments | |
| on the modern destruction of the tropical rain forests. | |
| Within four months, we had created a one-sided interactive | |
| disc, designed an innovative user interface and had amassed more than | |
| seven megabytes of textual resource materials that were linked to | |
| segments on the videodisc. Many of our students -- but fewer than we | |
| would have wished -- used the disc to help research their print term | |
| papers. | |
| At semester-end we took those print term papers, imported them | |
| into HyperCard stacks and quickly and easily annotated the papers with | |
| video clips, stills, music and maps located on the CAV videodisc. | |
| What we learned: | |
| 1. It's not that tough to create a good interactive videodisc if you use | |
| existing video source material. Essentially you edit a 30-minute | |
| videotape, a visual database of clips, sounds, paintings, slides, maps, etc. | |
| I estimate we spent 400+ hours of logging tapes, getting permissions, | |
| creating an edit decision list, and editing tape. | |
| 2. Shooting new video is slow, expensive and difficult. It's much better to | |
| steal the good stuff from motion pictures and documentaries. Get | |
| permissions if you can (We got permission to use excerpts from six of | |
| Garcia Marquez's films). If you can't get permission, don't steal so much | |
| from a single source that you infringe on copyright. | |
| 3. The slowest part of the process was shooting artwork (everything from | |
| Picasso to Colombian artist Fernando Botero to my friend, the Colombian | |
| artist Gabriel Sencial). It is very difficult to frame, focus, get correct | |
| color balance, etc. We used a team of four and rarely got faster than one | |
| slide per minute. Worst of all, creating the HyperCard slide database is | |
| incredibly labor-intensive. If you don't have guaranteed labor to compile | |
| your database, use the smallest number possible. Significantly, ours isn't | |
| finished yet. | |
| 4. You can create an integrated videodisc/HyperCard setup for very little | |
| money. It cost only about $500-$700 to create a single "one-off" | |
| videodisc. Replicating a disc costs about $2,000 for a single-sided master | |
| and about $10 for each copy. Be careful about replicating for sale if you | |
| haven't obtained copyright clearance for the items on your disc. | |
| 5. Most importantly, pick a project that will be of interest far into the | |
| future. Don't assume that teachers or students will necessarily flock to | |
| your creation. The more you can involve teachers and students in the | |
| production process the more likely they will be to use the disc. It's quite | |
| possible to thumb your nose at the institution, then go ahead and create | |
| your disc. But more people will see and use your creation if you can | |
| arrange institutional cooperation. | |
| I'd like to hear more from others who have created interactive projects. | |
| You can reach me by telephone or electronic mail. Please don't write. | |
| Roger Karraker, journalism instructor | |
| Santa Rosa Junior College | |
| 707/527-4440 | |
| Internet: roger@well.sf.ca.us | |
| Applelink: U0613 | |
| -------------- A R T C O M / NOVEMBER 1990 / VOL. 10(9) / #43 -------- | |
| LITDISC: A STORYTELLING INSTALLATION ON VIDEODISC | |
| George Agudow | |
| George Agudow is co-director of Yomoma Arts and program co-ordinator at the | |
| Interactive Telecommunications Program at New York University. | |
| We came at this project from the point of view of a typical luddite, low-tech | |
| arts organization not particularly enamored of machines but wanting | |
| desperately to reach the huddled masses who can't bear to drag themselves away | |
| from their TV sets. How is a live reading going to compete with the | |
| "Terminator"? First of all you forget about art and your basic distrust of | |
| technology and try turning some basic assumptions upside down. Let's bring | |
| the videos to THEM. Let's put a reading where you can't miss it -- on your | |
| corner, in your backyard -- and let it run all day. Let people play with it, | |
| let them tag one wall of the kiosk with graffiti. Feature the faces, the | |
| accents, the language you hear on the street, in the subway -- English, | |
| Spanish, Chinese. Mix it up! | |
| We took our inspiration from the video displays that can be found outside of | |
| Times Square movie theaters -- they invariably draw a crowd by condensing two | |
| hours worth of special effects -- explosions, crashes, gunshots -- into a hot | |
| two minute tape loop. Couldn't this same idea work for storytelling, if the | |
| stories, and the performances were compelling enough? | |
| In many respects, the idea succeeded quite well. Audiences have responded | |
| well to the installations -- they are always surprised, initially by the | |
| intervention of the the object (the kiosk is over 6 feet tall) into their | |
| normal frame of reference, and then by the stories they hear. As in any work | |
| of complicated public art, there were monetary, technical and logistical | |
| obstacles to get around. | |
| Raising funds was, to put it mildly, a challenge. Fortunately, the Literature | |
| Program of the New York State Council on the Arts made a leadership grant | |
| which launched the production phase of the project. The late Gregory | |
| Kolovakos, who directed the Lit Program, had confidence that our track record | |
| of producing accessible, multicultural literary events would translate into a | |
| new, untried format. The Architecture and Design Program of the Council | |
| likewise embraced the multimedia aspects of the project. Our strong | |
| relationship with municipal government resulted in other public funds. These | |
| were the exceptions -- in general we found that LitDisc was not "literary" | |
| enough for foundations interested in promoting literature and not "arty" | |
| enough for those who support video art. | |
| The other factor that took us by surprise was the "dirty words" problem. It | |
| never occurred to us that language would become an issue with this project. | |
| Even though we have produced many public events where profanity or sexual | |
| references were part of the works presented, LitDisc took matters to another | |
| level. Because this electronic performance was permanent, some potential | |
| "hosts" for the installation freaked out at the thought of someone saying | |
| "fuck" several hundred times in their space. Needless to say we sought other | |
| sites, but it is definitely something that anyone working with public art | |
| should consider. Thank you Mr. Helms. | |
| LitDisc: The Formal Description | |
| "A space, an artist, an audience." That is Kwok, one of the artists who | |
| appears on LitDisc, talking about creating and performing in NYC today. This | |
| elemental notion is also at the heart of LitDisc's pilot project that uses a | |
| videodisc player housed in a sculptural kiosk to bring the performances of a | |
| diverse group of writers and storytellers to unexpected public sites | |
| throughout the city. LitDisc is a unique performance opportunity for artists, | |
| as well as a way to bring storytelling into public life in a typically New | |
| York "in your face" style. LitDisc makes the entire city a performance space. | |
| The intent is to use technology to bring a cross-cultural artwork to urban | |
| audiences that might never make the trip to alternative performance spaces, | |
| museums or galleries. The execution is straightforward -- two monitors in an | |
| eye-catching kiosk that continuously present five performances and related | |
| biographical segments. The installation can be plugged into a wall outlet or | |
| draw on its internal battery power for outdoor sites. It is meant to go | |
| anywhere -- to show up unexpectedly on a street corner, a building lobby or a | |
| park. The emphasis is on the voices and faces of the artists, not the | |
| technology. | |
| Kwok, originally from Hong Kong, is joined by Bruce Benderson (New York), | |
| Marithelma Costa (Puerto Rico), Kurt Lamkin (Philadelphia) and Kelvin C. James | |
| (Trinidad). Their stories, poems and biographical portraits make up the 30 | |
| minute disc. Viewers can enjoy the entire program or can use a bar-code | |
| scanner to select particular "chapters." | |
| LitDisc has been seen in various NYC locations -- outdoors at the Greenmarket | |
| at Union Square Park and Schomburg Plaza in Harlem, and indoors at The East | |
| Harlem Music School, New York State Council on the Arts, Empire State College, | |
| and Brooklyn Arts and Cultural Association Downtown. LitDisc was also | |
| featured at the IICS show "Chroniclers of the Media Age: Artists and | |
| Historians Use New Technology" at the New York Historical Society and will be | |
| a part of the Performance Studies International Conference at NYU's Tisch | |
| School of the Arts in October. | |
| LitDisc is a project of Yomoma Arts, Inc. a non-profit, tax-exempt cultural | |
| organization which has presented free music, performance and literary events | |
| in New York City since 1984. | |
| LitDisc Credits: | |
| Co-Directors of Yomoma Arts and LitDisc: George Agudow, Eric Darton. | |
| Production Manager on LitDisc: Kiersta B. Fricke. | |
| Technical Director: Kyle Chepulas | |
| Principal Videography and Sound: Jorge A. Gonzalez, Marianne Petit. | |
| Editing: Bernadine Colish. | |
| Kiosk Design: Lea H. Cloud, AIA; Victoria A. Rospond, AIA of CR Studios. | |
| Principal funding for LitDisc was provided by the Literature and Architecture | |
| Programs of the New York State Council on the Arts and the NYC Department of | |
| Cultural Affairs. | |
| -------------------------------- END OF FILE --------------------------- | |
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