Results 1997Module 1: 30 May 5 June 1997 Contents
1. Lectures by Jay David Bolter and Michael Joyce1.1. Interactive Fiction: Origins in History and Various Presentation Media*Jay David Bolter and Michael Joyce introduced their subject by tracing its origins in history. They agreed that the notion of telling a story interactively has existed since the beginning of storytelling itself and suggested that oral epic poems like Gilgamesh or Odyssey are prototypes of interactive storytelling: with the poet getting up in front of a huge theater audience and telling the story differently each time, depending upon the expectations and the reactions of his audience. This tradition also includes such 19th century novels as Laurence Sterne´s Tristram Shandy or E.T.A. Hoffmann´s Die Lebensansichten des Kater Murrs, in which the text is an interface; seemingly simple, it suddenly begins to suggest other dimensions. During the reading of these books, a "subversive text" surfaces alternate beginnings in the middle, several stories told in one countering all expectations toward a linearly told story unfolding. In the oral epic we have an interactive context (of audience expectations). In Tristram Shandy there is a suggestive interface. In Ulysses, James Joyce actually subverts the interface by layering language; and at the end of each chapter in Hopscotch, Julio Cortazar gives the reader a choice of which chapter to read next. The mid-70s mark the appearance of the prototypical computer adventure game "ADVENT"/"ADVENTURE", first designed by Will Crowther, and expanded by Don Woods at Stanford, in which the player has to search through the space of the computer in order to find a set of attributes, pieces, jewels: all sorts of things that will put the world, created by the author, back together. In "ADVENTURE", we finally had a new variety of text cocreated by the reader/user and the author/programmer implementing the theorist´s old metaphorical notion that reading fiction always involved "creating the story as you read it". In the late 1970s this collaborative relationship is advanced by Infocom´s The Zork Trilogy, in which the dually written text already reaches a conjunction in the form of the expectation that, at some point, one violates the interface, moves out of the story being told, and tries to interact with the program. This is implanted in the program itself: you either decide that the program is tricking you and try to pull out, or you see this new relationship as a co-operative dialogue where you listen to the double voices and make your way through the space. Projects on "story generation", e.g. by James Meehan and Roger C. Schank, also deserve mention. Despite the expectations of the creative authors, however, the question remains whether those initiatives toward developing an "artificial intelligence dream" were actually about interaction. They seem more focused on using the computer to create an artificial intelligence which does not really need any human user intervention whatsoever. Michael Joyce´s hypertext fiction afternoon (1987) might be considered an attempt to show that interactive fiction involves more than just "versions of a story", but that the story itself is all of the dimensions, all of its "contours". afternoon demonstrates the nature of this narrative closure, in which the world is not revealed the first time you read a section, but that you may be taken elsewhere, if you so select when you encounter that section again thus creating the notion, as it were, that the text somehow learns from you a result futilely expected from the "artificial intelligence" experiments. Still quite far from so-called classical artistic results yet already creating their basis, the following presentational media manifest some of the current possibilities of non-linear storytelling. 1.1.1. MUDs (Multi-User Dungeon, MultiUser Dialogue or Multi-User Dimension) or MOOs (Object-oriented MUDs)Interactive games structured as chat-forums played by several people via the Internet. They have multiple locations like an adventure game, and may include combat, traps, puzzles, magic... MUDs have also evolved into 3-D virtual reality sites. The typical procedure is as follows:
There are basically two types of MOOs: "text" and "visual" MOOs. In the "text" MOOs, conversations are somewhat constrained by the fact that the locations are described textually on the screen, whereas in "visual" MOOs they are realized in the form of images (plus the user may assign props to his avatar). Why should MOOs be considered a new medium? One could say that all conversation is a type of fiction, yet a MOO is a much more conscious attempt to do so precisely because the interface is entirely a representation. 1.1.2. Virtual Reality SystemsThe VR experience seeks to provide total immersion in an entirely computer-controlled reality. At present, VRSs offer two basic interfaces: "headsets" and "caves".
The VR world still has a cartoony look. It does not resemble reality 100% because the computer does not adjust quickly enough in real time. In VR environments, narrative is therefore not a necessity. They are more suited for use as performance areas than as narrative ones " also because of the strong similarity of VR space to that in "visual" MOOs, due to the fact that the user can move around and explore it. Present VRSs are usually so designed that people are alone, but sometimes robots may be programmed into the system, or two or more people may be in it simultaneously, seeing and communicating with each other. 1.1.3. Augmented Reality SystemsThe ARS is a way of merging reality and virtuality and has been used a lot lately but mainly for pragmatic rather than aesthetic purposes. (In Boeing aircrafts, for example, when technicians have to figure out how to connect the right plugs for thousands of wires running through the airplane, the computer assists by projecting a wiring diagram or a textual database over their field of view.) The most common interface is again a "headset", which does not completely occlude the user´s view of the world. It allows the computer to display graphics, text or other types of information over the field of view, at the same time allowing the user to see beyond and through that field into the real world. In a similar fashion as in the VR helmet, an attached tracking-device follows the head movements, so as to display the proper information at the right time. A pointing-device can also be attached, if needed. Thus, two environments exist side by side, and a narrative (again not a necessity) can emerge from the contrapuntal relationship between those two worlds. 1.1.4. World Wide WebThe WWW is actually only semi-interactive, as its interface does not allow the user to change what is taking place. Instead, it merely allows the user to choose his or her path through the narrative by pointing to and clicking on either portions of an image or underlined phrases or graphics, which if clicked on then take him or her to another page. Other basic constraints upon the WWW are:
1.1.5. CinematrixThe Cinematrix can be realized only through group interaction. It seeks to teach people how to apply their collective efforts (usually through some sort of "voting system") toward the creation of some kind of projected narrative. 1.1.6. Interactive Cinema EnvironmentThe distinctive difference between a film and an interactive film is that the possibility the viewer is able to shift points of view. In a conventional film this process is ordinarily controlled by the director/editor, while an interactive film allows the viewer to do this on demand, thus creating his own version of the narrative. The interaction is realized through the activation of implanted "temporal" or "spatial" links. They differ in the following ways:
Depending on the type of existing links, there are also two basic interfaces: a "single windowed" one (where, when in use, the viewer is informed whether he point-and-clicks on spaces or on the whole frame) and a "multiple windowed" one (in which only the frames can be chosen). 1.2. RemediationJay David Bolter pointed out that the nature of new media cannot be successfully explained without referring to the principle of "remediation", i.e. the act of borrowing/refashioning elements from a well-established medium in order to validate or re-validate the value of a new or a declining medium. According to Jay David Bolter, there are two separate strategies of remediation: the honorific and the rival. Within the new media, the honorific strategies are found in:
Note: It should be pointed out that the latter actually claim to be better than the original, whereas the first two only intend to make great works of art available to a larger audience. Whereas the rivaling strategy can be found in:
On the other hand, it cannot be claimed that remediation entails only linear progression: with photography remediating painting, film remediating photography, television remediating film and the computer remediating film and television. Reverse remediation also occurs; quite frequently, in fact: e.g., both film and television, and even photography use computer graphics. Due to constant competition with media nearly always claiming to offer users something more real than what they had before the necessity arises to distinguish two strategies of mediation in terms of their depiction of reality: immediacy and hypermediacy.
After elucidating the theoretical framework, Jay David Bolter and Michael Joyce presented several other examples of immediacy and hypermediacy in new media. Using the printed and the web versions of the newspaper USA Today, Bolter underlined that the World Wide Web is probably the new media best displaying the hypermediated style a style highly dispersed and fragmented, consisting of a lot of different media images, text and video, broken up. Michael Joyce then offered three more instances of web versions of this kind of multiple programs: Laurie Novak´s Collected Visions; Arnold Dreyblatt´s Who's Who in Central & East Europe 1933; and Joseph Squier´s The Place. But if one is looking for the best representation of the aesthetics of immediacy in new media, Bolter stressed, one should definitely begin with 2D computer graphics, with their "photorealism", (which uses the model of the single POV in linear perspective, established in Renaissance painting); then focus on 3D graphics; and especially on Virtual Reality in which the POV is controlled by the user, as he is totally immersed in the experience. Because it is exactly the question of the changing use of point of view in new media which should be discussed in connection with the question of how new media are related to film and TV. To illustrate the shift, Bolter analyzed the futuristic film Strange Days (Kathryn Bigelow, 1995) in which a man sells video tapes of sexual or violent experiences that people might want to have. Whenever the director wants to show an experience being recorded, or being felt by putting on the "wire" (VR helmet), she switches to a subjective camera to show what the character is seeing. According to Bolter, Strange Days thus becomes an instant reference to another very important and influential Hollywood film: Hitchcock´s Vertigo, in which there is this same first-person POV when the protagonist has one of his vertigo attacks. The shot used for the depiction of those situations, though, is a "distortion", with a simultaneous zoom forward and track back yet it evokes the same kind of sense of immediacy. Strange days thus looks back into the history of cinema, reflecting the way POV is represented in earlier cinema where, even in the very best of the Hollywood style, hypermediacy is seen as an equivalent of insanity. At the same time, though, it also takes us ahead for a look at a future where the VR experience would be normal everyday life. Another example, shown and analyzed by Bolter as an extension of this line of thought was the Acrophobia Project (codeveloped by the Georgia Institute of Technology and Emory University in Atlanta). Its initial idea was to test whether VR could be substituted for actual "progressive exposure" (a medical approach in which people afraid of heights are progressively exposed to heights to overcome their fear). The significance lies not only in the proof provided that fear could be diminished with repeated usage of a VR device, but also in the very existence of fear as it actually justifies and validates the concept of "presence" in VR. (That someone is scared in such a reality being quite a strong argument for "presence".) Fear in VR, Michael Joyce suggested, in turn, opens unexplored zones for the possible drama of identity: First, there is the drama of the "viewed viewer" since in most VR applications there is also an audience watching the person in the space. So the writer may, as it were, exploit the viewer´s sense of seeing himself within the frame;
* Main subjects of the more theoretical parts of the lectures by Jay David Bolter and Michael Joyce during SAGAs Writing Interactive Fiction 1997/ module 1 and module 2. For a more explicit description of the principle of remediation see: Jay David Bolter, Richard Grusin, "Remediation", in Configurations, 1996, (John Hopkins University Press and the Society for Literature and Science, 1997) 3:311-358. (Back) 2. Presentations2.1. Jonas Grimas: The Interactive Stereo DramaThe 8-episode TV romantic comedy "Noodles and 08-TS", presented by Swedish film director Jonas Grimas, is the story of a boy wanting to become a director and a girl wanting to become an actress and their unlucky relationship, told simultaneously from the viewpoints of the two main characters and shown simultaneously on two public channels in Sweden (in 1996). This concept gave the viewers at least three options, Grimas pointed out:
Around 60% of the scenes are the same for both tracks, but shot from different angles, rousing the viewer´s identification with each of the characters. The potential audience also had the opportunity to check the Internet for a daily updated version, plus the chance of winning a competition for the "best home-video edit of the series". All those features made the experience interactive but also provoked the question why the audience wasn´t permitted to have a small-screen version of the other track running at the same time? Jay David Bolter and Michael Joyce offered two explanations (using the concept of immediacy and hypermediacy):
2.2. Jean-Baptiste Touchard: Multimedia Producing in EuropeJean-Baptiste Touchard focused the audience´s attention on the aspect of financing, producing and distributing of new media products. The multi-media product producer (MMPP) should always bear in mind that his constant awareness of changes in current world marketing developments in his field is a major prerequisite to success. For example, according to the latest statistics from Screen Digest (1996), there are currently over 12 000 000 active multi-media PCs (MMPCs) in Europe, over 80 million in the world, and roughly $1,2 billion in software sales per year. If the "magic curve" theory is applied to this data, during the next 5 years the MMPP can expect a tremendous rise in sales of both hard- and software products. NOTE: The "magic curve" theory suggests that during the first 5 years of a product´s market presence, it gains less than 5% of its potential share. The next 5 years raise the percentage to 25%, and the following 5 years bring it up to 75% and more. At the same time, the MMPP should also closely monitor rapid changes in the development of media, as they have a crucial impact on the market´s orientation ad hoc. As good evidence of how "important" this is, one might take the latest declaration by leading CD-ROM manufacturer Voyager, that given the success of digital video discs (DVD´s) prototypes which guarantee 20 times the quality and length volume of CD-ROMs the company is already fully restructured for the production of DVDs. Finally, any MMPP aspiring for success must also be an expert in cultural, technical, legal and financial matters, such as budgets, investment returns, project proposal elements, distribution possibilities, etc. Just as an example, he should be aware that:
2.3. Rich Tackenberg: The Episodic Web Drama 1The episodic web drama, as started in The Spot and continued in GrapeJam, was introduced by Rich Tackenberg (LightSpeed Media, Culver City, CA). LightSpeed Media unites the creators of The Spot, who left their former employer to start their own company. This was the direct result of, among other things, the evolution of "The Spot", the first episodic web drama. It started out as the experiment of a Los Angeles film student, who collected her friends' diary entries and put them into the net. These entries began to develop a fictitious life of their own, as authors took over the different characters young men and women of the early Nineties and developed their stories into an elaborate 'soap'-type tale. This all started in a rather playful vein. The authors were not 'staffers' but people doing this on the side, maybe in their lunch breaks or at night. What happened then was that The Spot got more and more attention (page hits) of the web community. They turned out to be people that working with computers, some continuously online browsing the World Wide Web for relaxation and entertainment during work time or breaks. They identified with the Spot characters (having their same ages and preferences) and were eager to find out through the daily diary entries what they were up to. The increasing page hits made The Spot site attractive for advertisers; the whole venture became a growing business of its own. One feature that attracted audiences the possibility of contacting the characters via e-mail: to suggest what they should do or refrain from, and even get an answer from the characters addressed. By this time, the team of authors were processing around 500 e-mails daily: by answering them and working suggestions into the further plot of the stories. The overall storyline was planned in story conferences and enhanced with audience ideas more or less adhered to. Sometimes the audience was invited to chat rooms to confer with the characters. In these online conferences, the authors would respond immediately (as 'their' characters occasionally, a single author would express several characters) to audience questions, often improvising details, which thus became part of their characters' biographies. As a visual representation of the characters in The Spot, the photographs of actors were used to illustrate the daily sites. The episodic web drama The Spot, now known as one of the most significant milestones of internet programming, attracted the attention of North America's major television network NBC, which intended to adapt it as a TV series with World Wide Web accompaniment. This raised the question of ownership: who had the rights to The Spot? In the end the authors founded their own company (leaving The Spot with their former employer) and created the sitcom serial GrapeJam according to the same recipe. The episodic web drama as presented by Rich Tackenberg is a child of the internet and its possibilities. Neither planned nor conceptualized, it simply grew out of the ways of dealing with a new medium. 2.4. Greg Roach: Interactive Films 1 and GamesGreg Roach (Hyperbole Studios, Seattle) began his presentation with a demonstration of three of his early interactive works on CD-ROM, which use mainly textual interfaces and explore the rather semi-immersive experience options for a user playing the role of an editor:
As a next step in the progression from representational interfaces acting as a mediating player to immersive interfaces based on the experience of the content itself, Roach showed two other works:
As a further move towards an "interactive cinema" in which the user participates in the actor's role, Roach presented his project Ten State Spree and, as an even stronger example, the interactive X-Files CD-ROM currently in production.
The discussion raised several basic questions:
The answers can be summed as follows:
2.5. Robert Rockwell: Interactive Worlds and AvatarsIn his introduction Robert Rockwell (Blaxxun Interactive, San Francisco/Munich) argued that society´s development depends on an appropriate shift in the understanding of cyberspace´s characteristics. He finds it surprising how, instead of trying to optimize the existing software, people keep thinking about how to make the hardware faster. An example is the current use of the World Wide Web, which is still mainly seen as a new publishing device, instead of a revolutionary communications medium. To illustrate his company´s attempts, he presented:
Note: The term "avatar" comes from the Sanskrit word, used for naming the form Proceeding to explain his latest projects, concerned with creating software tools for the authoring of social spaces, Robert Rockwell drew parallels with J.R.R.Tolkien´s Lord of the Rings, in which a "whole new world" with rules and circumstances was created. Rockwell then underlined the two factors of paramount importance for the success of such a fundamental technological platform:
To support this appraisal, Robert Rockwell then showed various avatar-based software products, (custom developed for such companies as Intel and Black&Decker), detailing such basic problems as:
2.6. Christopher Hales: Interactive Films 2Describing his personal achievements in the field of interactive filmmaking, Christopher Hales declared that he envisions them more as auteur experiments, linked to visual poetry and documentary, than related to the concept of cinema as a storytelling art. Underlining his belief that the major philosophical question of interactivity should be: "What is it we get from it and what is it we lose?", he began by presenting two of his early works:
In both cases, the visual interface allows interaction at all points where the objects are visually deformed; Christopher Hales suggested a comparison with some of his later productions, in which the "narrative" goal is life unfolding, without any dramatic construction. In all of these, the user´s intervention can only activate different facets of the depicted world, without in any way leading to a pre-determined ending:
2.7. Grahame Weinbren: Interactive Films 3Grahame Weinbren startet off by clearly stressing that his interest in interactive media began when he understood how interactivity connects with his goal in filmmaking: the portrayal of human experience as a parallel process. He also underlined that, ever since, he has not been interested in the "choice-making" paradigm allowing the user to change the overall content but in one where the software only registers the user´s response and responds back only allowing him or her to shift points of view (POVs). Correspondingly, this credo left a strong mark on Weinbren's subsequent design of interfaces:
The basic question raised during the discussion was whether such a story-telling approach, which reduces the user´s possibility of identification, helps him or prevents him from wholly grasping the content? To properly answer this question, one has to distinguish that two types of identification are always simultaneously possible for any work of art, and that it is the author´s choice to decide which one to accentuate:
2.8. Rene Swetter & Willem Capteyn: Interactive Films 4Rene Swetter and Willem Capteyn (The Netherlands Film and Television Academy) showed two interactive films created by their students in the Program Development for Interactive Media (PIM), a line of studies established in 1994. 2.8.1. The Case of Sam
2.8.2. Desiree Dossier
2.9. Andreas Mokros: The Episodic Web Drama 2Andreas Mokros (BAVARIA FILM Interactive, München) presented the weekly episodic soap-opera "face to face"/"Island in the Town" developed for The Microsoft Network GmbH:
2.10. Michael Hoch & Jens Piesk: The Interactive Film-Planning SystemThe first part of the presentation of the Kunsthochschule für Medien, Cologne, was carried out by Michael Hoch. It focused on the practical results of a program, established in 1993 under the above title, dealing with the creation of an "intuitive interface" to help artists unfamiliar with computers feel at ease when working with them. It is based theoretically on the ancient ars memoriae technique through which speakers would memorize long texts by 'walking around' freely in an imaginary house, connecting specific portions of the text or the things referred to to existing locations. In the modern version, there is a rear-projection screen in a lab, with two cameras watching the user, and an image-processing system which identifies the user-in-the-camera´s images, gestures and speech. Two major applications are possible:
Three major problems still need to be solved:
In the second part of the presentation, Jens Piesk focused attention on the possibilities of connecting "virtual actors" to text, as well as on the major stages in producing performance animation, i.e. virtual characters in live interaction. Its culmination was the VISTA (The Virtual Story-Telling Actor) concept and practical results, in which 3D character animation is combined with natural language-processing. The system contains a text module for the analysis of the user´s textual input in the interaction process; and an animation module with the nine basic psychological emotions (shame, interest, grief, anger, joy, disgust, surprise, fear and contempt) implanted for the depiction of the computer-generated character, plus a library of 36 facial, gesture and posture movements to fit with that depiction 3. Exercises developed by Jay David Bolter and Michael Joyce3.1. Michael Joyce: Fundamental exercisesIllustrating the theoretical lectures, Michael Joyce suggested several exercises from his own teaching practice, useful for screenwriting teachers offering courses in interactive writing in their schools. 3.1.1. The "Four-Part" ExerciseAs an introduction to interactive hyperfiction, this exercise is aimed at introducing beginning authors to the notion that there are only three possible narrative links in any story. The author is instructed to:
It is readily understood that there are only three possible choices:
3.1.2. The "Forward/Backward" ExerciseThe "Forward/Backward" exercise can be considered a helpful expansion of the knowledge gained in the "Four-Part" exercise, as it delves deeper into the linking process by showing how to create connections in parallel storylines. It involves:
3.1.3. The "House" ExerciseThe "House" exercise is quite reminiscent of the cinematic "Kuleshov effect", in which a masterfully edited sequence of film takes, shot at different real locations, but showing segments of a story in successive order, gives the viewer the sense that he or she is watching a spatially homogenous scene. This exercise is structured so that each participant (group) performs three-steps:
As is reasily apparent, the idea of this exercise is to illustrate the rich potential of basic interactivity technique: there could be numerous (an abundance satisfying any viewer´s requirements) playabilities of different emotional tenures, since different ways of traversing spaces, looping through and revisiting them again, always and inevitably yield different versions of a story. Note: Escaping endless repeating loops is possible by creating a manual with a list of the links and the options for revisiting spaces. 3.1.4. The "Cinematrix" ExerciseA sequel to the "House", the "Cinematrix" exercise assumes the existence of an audience able to influence scenes by lifting paddles (or some such device). The goal is to demonstrate to the beginning author, although on a very primitive level, the potential of narratively interconnecting two zones of virtuality in a single maze. The participant carries out the following steps:
3.2. Jay David Bolter & John Tolva: Advanced Exercises*: "Seven & Seven" or "The Chinese Menu"The original premise behind this exercise was that seven metaphors (A) had to be enacted using seven presentation media (B) in such a way that the media´s constraints could be best explored on an operational level.
To concentrate more on the different presentational media, the premise was rephrased: metaphors were eliminated, and a single narrative was proposed for all groups: the story of Faust, as told by Goethe. With the following results: 3.2.1. Group 1: Interactive Cinema IThe narrative depicts the story of Fikret (Faust), a Turkish gambler in Germany and Mustafa (Mephisto), a rich man lusting after Fikret´s girlfriend Aysha. The chosen medium is stereo TV drama; the method is strongly reminiscent of the "Jonas Grimas style". The user´s role is that of a director involved in determining the emotional status, but not the content itself (which, though in a modernized setting, follows the philosophy of the original). Interaction is only possible once the camera stops moving, for the user is required to watch the content, in order to specify its emotional character. Then the user can choose "Left/Right" (establishing different POVs), or "Angry/Sad" and "Hot/Cold" (establishing different moods) clip-streams. Finally, though, since the authors´ concept does not allow the user to change the causality of the story, he or she always returns to the "Mainstream" with its three mandatory clips, "Showdown", "Lost" and "Solved". 3.2.2. Group 2: Interactive Cinema IIThe narrative of the second Interactive Cinema project group involves a Good Angel and a Bad Angel, audible only off-screen, debating "what would happen if Faust and the characters, tempted by Mephisto, were to commit one of the Seven Deadly Sins". The medium chosen is film. The method is "Zbigniew Rybcyinski´s Kafka style", in which almost invisible editing creates a more or less constant holistic stream. Planned to be an immersive experience, it focuses on a "small group" audience which would appreciate the complete filling of the field of vision and the rich 'surround sound'. As the narrative unfolds, the users can choose which storypath depicted by the Angels they would like to see: the "bad" one or the "good" one. They can also choose which characters´ spirits they wish to follow. As in Group 1´s proposal, they cannot change the characters´ destiny. Interaction is possible by means of a "magic wand" interface (remote-controller) at the editing points, when Mephisto enters close-ups to talk directly to the audience who then point in the chosen direction. 3.2.3. Group 3: MOOMOOs are initially non-linear structures, so in this project the narrative is a sort of preparation for interactivity. It does not adapt the linear play in any form, but creates an open space in the Faustian spirit, where the user´s role is to freely discuss challenging moral topics/situations inspired completely or partly by the play. The overall setting is visual (drawings, photos, etc.) and interaction takes place at five stages:
3.2.4. Group 4: World Wide WebOriented toward a very young target group, this modernized narrative shows the characters as rappers, and Faust, although still a scientist, is a drug addict. There are also lots of clever gimmicks, including ads which organicly interpret parts of the original. The presentation method chosen is a sort of "Andreas Mokros-style" soap-opera with a vectorized background, painted like comics, and garnished with real photographs. Interaction is possible by clicking on text, painted setups or photos: triggering changes in the POV. The user´s role is thus limited to a pre-programmed interference like in the CD-ROM based pieces where he is basically an editor and not a writer, director, or actor. The real advantage of the WWW which allows direct feedback from the user to influence changes in the story-flow is not actually explored though. 3.2.5. Group 5: Augmented RealityIn this project interactivity actually uncovers the narrative, which is split between a "past" world (virtuality) and a "present" world (reality). Like in the computer game "Myst", the user has to find hidden clues to discover what is happening. The experience begins the moment the user enters the real environment, the "present", and dons a helmet with a built-in screen. Whenever he looks at a wall, the computer image inside his helmet shows segments of a previously filmed story revealing what has happened behind that wall at some "past" moment. Meanwhile, walking around in the "present", the user meets characters from the "past". He may talk to them (which is a kind of a personal interaction, in fact), and they respond but their responses are based solely upon what has happened in the "past". Note: The computer never projects stories from the same room the user is in, or shows a "past" story connected with the character he is talking to. What the user finally must come to understand is that he is playing the role of Faust in a story, in which he initially thought his role was to rescue a young girl (Gretchen, the only character he never actually meets in the "present") from a mad scientist (Mephisto). He learns that the girl has all along been "augmented" (virtually created) by the scientist, who wanted to keep him in the game because it is the scientist´s task to collect time for his master, the Millennium Child. Moreover, upon entering the game, the user has, as it were, "signed" a Faustian contract with the Millennium Child, giving him his time. And that´s the end of the story and the game. 3.2.6. Group 6: CinematrixThe target audience of this project is under 17 and not necessarily computer-literate. It is planned to be staged in a science park under the title "Rule or be ruled!" The narrative is only inspired more or less by the Faust theme of the struggle against temptation, and is revealed through the interaction process:
* Michael Joyce was unable for health reasons to attend the second module of SAGAs Writing Interactive Fiction. Substituting for him, John Tolva (Georgia Institue of Technology, Atlanta) supervised the October workshop sessions together with Jay David Bolter. (Back) 4. Appendix: Biographies4.1. Jay David BolterSchool of Literature, Communication, & Culture 4.1.1. Biographical DescriptionJay David Bolter is a professor at the School of Literature, Communications, and Culture of the Georgia Institute of Technology. He is also appointed to the College of Computing. He authored Storyspace, a program for creating hypertexts for individual use and World Wide Web publication. His work with computers led to the publication, in 1984, of Turing's Man: Western Culture in the Computer Age, a book that was widely reviewed and translated into several foreign languages (including German, Italian, Spanish, Dutch, Polish and Japanese). Bolter has lectured at dozens of universities and colleges on the social and cultural impact of the computer. Bolter's second book Writing Space: The Computer, Hypertext, and the History of Writing, published in 1991, examines the computer as a new medium for symbolic communication. (Writing Space has also been translated into Italian and Japanese.) Together with with colleagues at Georgia Tech, he is now working on teaching and commercial applications of video and textual annotation systems. He and Professor Richard Grusin are investigating the relationship between traditional visual technologies (such as film and video) and electronic visual media. The resulting book, Remediation, will be published by MIT Press, probably in September 1998. 4.1.2. Selected Publications
4.2. Michael JoyceBox 360, Vassar College 4.2.1. Selected Professional Experience
4.2.2. Selected Academic Honors and Fellowships
4.2.3. Major Publications
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