Archive for the ‘Theorie’ Category

Aktuelle Location-based Kunstprojekte in der Schweiz

July 3rd, 2009 by axel

Anbei ein paar aktuelle location-based Medienprojekte die momentan in der Schweiz laufen oder in Vorbereitung sind. Eine Exkursion würde sich vielleicht lohnen:

Davos Soundscape
“The experience and composition of .ds – davos soundscape emerges from the movement, peregrination and strolling of the listeners throughout the landscape of Davos and surroundings. Ten microcomputers equipped with GPS were available for rent at the Davos Tourist Office.”
Dieses Projekt läuft nicht mehr. Marcus Maeder, einer der Beiden verantwortlichen Künstler plant jedoch im Moment ein neues interaktives Hörspiel in der Landschaft namens Der Pfad zur Linken Hand welches aber so weit ich weiss noch nicht so bald zu sehen/hören sein wird.

Pont Sonore Belju
Das Projekt läuft im September 2009 im Jura. So wie ich es verstehe, ist dies ein location-based audioproject, welches sich mit der historischen und politischen Situation des Jura auseinandersetzt. Die Benutzung von Brücken als “Ausstellungs” oder Hörraum unterstreicht diesen Gedanken.

Coop Handy Safari
Die Handy Safari ist ein relativ einfaches Spiel welches sich vor allem an Familien und Kinder wendet:
“Einmal am Ort Ihrer Wahl, starten Sie das Spiel durch ein SMS (Kosten: 20 Rappen) mit dem Stichwort der jeweiligen Region an die Nummer 5555 (ausgenommen Liechtenstein*). Dann erhalten Sie ein SMS mit der ersten von fünf Fragen, welche den Ort und seine Umgebung betreffen. Die Antwort schicken Sie wie-derum an die 5555 und Sie erhalten sofort die nächste Frage. Jedes SMS kostet 20 Rappen. Am Schluss des Spiels, das auf 36 Stunden ausgedehnt werden kann, erhalten Sie den Gewinncode und die Information, wo Sie den Coop-Einkaufsgutschein abholen können.”

User Journeys, Use Cases und Scenarien

June 29th, 2009 by axel

Hier ein paar Artikel und Beispiele zum Thema User Scenarios und User Journeys. Diese Tools sind hier zum Teil recht schematisiert dargestellt, was im Kontext von Softwareentwicklung durchaus Sinn macht. Sie sollen in unserem Kontext jedoch nicht als Anleitung sondern lediglich als Inspiration dienen, aus der jeder seine eigenen Modelle entwickeln kann:

An Introduction to User Journeys

Use Case - User Scenario
(Am Ende des Artikels sind links zu zwei Beispielen)

Executable content, directed graphs

May 7th, 2009 by admin

Target, Problems, Needs
The linear nature of spoken language obviously is limited by our body. As we have one tongue only, we are forced to serialize thoughts in order to express them with language. Reading may be seen as the process that translates a stream of concepts into the spatial domain. Writing on the other hand converts temporally arranged concepts back to the spatial domain. A mental image therefore could be considered mainly as a spatial phenomena, even though time and space are clearly interdependent. Mental models are formed over time.

graph1
Natural language, direct translation into formal system, non-linear schematic representation / visualization in a interactive visual editor. Note that the verb «minus» has been replaced by the operator «-» which can be evaluated by the machine. Processing is not limited to numeric and logic calculations.

Solution
To articulate and visualize relationships between elements, directed graphs offer increased expressiveness over seemingly linear language. External representations like schematic drawings, storyboards or maps augment our thinking process. Unlike a thought, an external representation on paper or on a computer screen is persistent and can be shared among people. It can also be easily manipulated. Interactive computer graphics coupled with semantic systems further extend static representations on paper as they can be based on arbitrary models that can be represented visually manipulated dynamically.

 ums_subprocesses

Unified Modeling Language: Description of (sub)process logic.
 

dag

Autodesk Maya Hypergraph: The yellow nodes represent verbs that produce data. The verbs (methods) create the sphere and the cube as well as the result of the boolean operation «ResultingShape». A small application made with Maya’s HyperShade can be seen here.

Tools, Applications
In the area of computer animation and software development the need for simple to use, yet expressive interaction models caused many innovative applications. It started with visualizing the syntax of program code in order to make is more readable for the developer and to spot common errors. Increasingly, flow diagrams have been used to visually represent the high-level logic of the system to be built. 

Example, Images, Publisher
Unified Modeling Language like Maya’s Hypergraph (Hypergraph is a visual editor of a 3D animation application named Autodesk Maya) are methods to specify behaviour of systems. The idea is that behaviour can be expressed on a meta level that can ultimately be turned into arbitrary representations such as natural language, images or even machine code that can be executed. Like in language, the idea is to represent nodes and relations between them. A node is an abstract object that can be a method, an attribute or data like text, a number or an image). Descriptions are made by linking the desired objects in a particular way.

quartzQuartzComposer by Apple. Visual authoring system aimed at application developers. Quartz Compositor is part of every OS X distribution. It is hidden in the «Developer Tools». Aa wide variety of node types are present and can be connected to build applications. Nodes range from Text processing (XML, RSS, etc.) to image processing and general purpose operators. Image by Noiseindustries.com

 

shake

Shake by Apple is a node-based image compositing application for post production. The name «Shake» is derived by the node’s behaviour. Connected nodes can easily be detached by shaking them off the established connections visualized by lines. Images can be either inputs or outputs. The direction of the flow is defined by the order of the connections.
 

Ideas, Thoughts, Relevance
Written language generally is «read only», meaning that the medium like a book contains just text or «data». This data or content can only be interpreted by the reader itself. Executable content like a software application on the other hand can be interactive and therefore communicate with reader. The «reader» turns into a «user» or even an «author». In other words, the document can become a tool. This is a fundamental change. Clearly travel literature could profit from node-based representations of information as much as 3d graphics.

Cartoville City Guides

May 6th, 2009 by admin

Category
Cartoville is a series of map centric city guides that aim to combine the physical compactness of a tour guide and spatially arranged information of a map.

Goals, Problems, Needs
While maps are a rich source of information, they are generally too big to be practical for the city tourist. Travel plans are often made on the go. Whether it is on the train or on a airplane, space is precious. 

cartoville_front cartoville_index

Solution
To limit the size of the included maps, Cartoville subdivides a traditional city map into six to eight partly overlapping areas. The individual maps determine the chapters which are laid out as individual flip-out maps. Each area map features its own index page organized with common categories such as hotels, landmarks, points and activities of interest. By dividing the city into distinct areas, the density of information is greatly reduced and the selected chapter is likely to contain relevant information as it is based on the reader’s current or imagined proximity. 

Tools, Applications
When using a Cartoville guide, typically the first step is to roughly determine the the starting point for looking up information. is either the traveler’s current origin or the location of a hotel found via overview map. Alternatively the index page of each area contains short articles about the history, points of interest, travel info and more centered around this specific area.

Example, Images, Publisher
cartoville_flip

Size: 125 x 176 mm
Publisher: Guides Gallimard

Ideas, Thoughts, Relevance
Cartoville’s design addresses a number of  shortcomings of traditional city guides by segmenting its content into spatial districts and categories. This reduces the density of information and increases relevance based on proximity. With the use of a clever fold-out layout the guide overcomes the practical limitations of maps.

Aarseth’s “Cybertext: Perspectives on Ergodic Literature”

March 30th, 2009 by axel

Aarseth, E. J. (1997). Cybertext. Baltimore: The Johns Hopkins University Press.

Espen Aarseth’s Cybertext is probably one of the most interesting texts in media theory in the recent years. What makes this text so exciting is that it opposes itself to a lot of the 20th century literary theory: structuralism, poststructuralism and semiotics. Aarseth’s very specific and original viewpoint is most likely related to his background in video game studies and electronic literature, both domains, which  put a lot of emphasis on the technical medium. To him, the shortcoming of structuralism is that it treats any text as a sequence of signs, irrespective of the reader’s position or the material that is read from. Poststructuralism on the other side overemphasises the position of the reader, the process of reading and interpretation, thus turning the reader into an author. While questions of meaning are at the center of both theories, the actual mechanics of reading are neglected, as a text according to those schools of thought is linear per se and the path of reading is predefined. Particularly poststructuralism actually critisizes the linearity which it thinks is at the core of the medium book.

Aarseth points the attention to the element that has been mainly ignored by these schools of thought, the materiality of the text itself. His focus is not on “what was being read” but “what was being read from”. He points out that it is not only the act of reading and writing that produces a text but also the performance of the material itself. All texts perform and in digital media the text can even perform partially or wholly without either the reader or the author. Accordingly Aarseth describes text as a “mechanical device for the production and consumption of verbal signs”. In that sense the book is not linear at all. Aarseth highlights the fact that reading paths through a book are actually less linear and predfined as they are in a hypertext. A hypertext has much stricter rules regarding the accessibility of certain parts of text at a given moment.

So what is a Cybertext then? There has been some controversy about its exact meaning and particularly about the term ergodic literature. (see the respective discussion on Grand Text Auto) The way I understand the term Cybertext it is meant as a specific perspective on text. The label does not apply to digital media only as, by the sounds of it, one might think. Nor does it try to deepen the trenches along the lines of old and new, digital and analog, linear and non-linear, interactive and non-interactive or whatever terminology might be used to describe the changed modalities of text. It is an effort to give consideration to a wider dimension of textuality and to open up the discussion by adding a new perspective regarding the performance of the text. This performance includes the possibility of a physical rearrangement of the text elements, the scriptons. This construction of a very specific sequence of signs goes much further than the idea of just different readings, which structural and poststructual literary theory concentrate on. But Aarseth also points out that there are “trivial” and “non-trivial efforts” in the construction of such a sequence. The turning of the pages of a book for example would be seen as a trivial effort. This doesn’t rule paper or other analogue media out as carriers of Cybertext. Aarseth explicitly refers to printed works such as the I-Ching or Queneau’s Cent Mille Milliards de Poémes as falling into this category.

One could argue that it is the interaction with the text that Aarseth is interested in. But interaction does not discriminate between trivial and non-trivial action, which is why Aarseth doesn’t give it much further consideration. He defines his own list of qualities defining the workings of the text as a material:

  • Dynamics: describing the possible changes in the amount and content of text elements
  • Determinabilty: describing the flexibility in the relationship of the text elements to each other
  • Transiency: describing the ability of a text to change without the user’s intervention
  • Perspective: does the text force the user take on a specific perspective (play a specific role) such as a character in a role playing game?
  • Access: how much of the text is accessible at any given time?
  • Linking: if specific text-elements are linked to each other how are these links defined?
  • User-functions: What are the activities that the user has to undertake to support the performance?

Those categories show that the user to some extent participates in the arrangement of the text, and thus reading is more than just the extraction of meaning out of a predefined semiotic sequence. However, according to Aarseth, there is no way the user can claim authorship which is one of the main propositions of poststructuralist theory. Ergodic literature, at least in my understanding of the term, describes a form of literature where the user moves through a text by acting on it and through a form of non-trivial effort, always restricted to the amount of freedom and the set of rules predefined by the author (p. 89). So, contrary to poststructuralism, Aarseth claims, that these predefined parameters of reading are an essential part of authorship rather than a way of handing authorship to the reader.

A few quotes from Cybertext:

Cybertext, as now should be clear, is the wide range (or perspective) of possible textualities seen as a typology of machines, as various kinds of literary communication systems where the functional differences among the mechanical parts play a defining role in determining the aesthetic process. Each type of text can be positioned in this multidimensional field according to its functional capabilities…As a theoretical perspective, cybertext shifts the focus from the traditional threesome of author/sender, text/message, and reader/receiver to the cybernetic intercourse between the various part(icipant)s in the textual machine. (p. 22)

For semiotics, as for linguistics, texts are chains of signs and, therefore, linear by definition (Hjelmslev 19661, 30). As Tomás Maldonado (1993, 58-66) argues in his excellent essay on virtual reality, semiotics (with particular reference to the work of A. J. Greimas) has not managed to meet the challenge from “a whole typology of iconic construction, very different form those studied by semiotics until now.” The new constructions consist of “interactive dynamic” elements, a fact that renders traditional semiotic models and terminology, which were developed for objects that ar mostly static, useless in their present, unmodified form. (p. 26)

The fundamental question, however is whether a system capable of producing emergent behavior based on an initial state and a set of generative rules should be considered a semiotic system at all. Since it can exist without any semiotic output, as a closed process running inside a computer, the semiotic aspect is clearly arbitratry and secondary to the process itself. To the researcher, the semiotic aspect is indispensable as a front end, a practical means to observe and gain knowledge of the evolutionary process going on inside, but this does not imply that the process is basically a semiotic one or that the studied object should be classified as a sign, only that the activity of observation by necessity has to involve a semiotic system of some sort. (p. 31)

Schreibtools

March 27th, 2009 by urs

Hier ein paar “neuartige”, zum Teil interaktive Schreibtools:

(ich konnte leider nicht alle ausprobieren)

StorySpace

die gute “alte” Hypertext”-Schule. Mit diesem Tool können Textnetzwerke mit einfachen und konditionalen Links erstellt werden. Konditional meint: der Leser muss erst einige andere Texte gelesen haben, bevor der Link angezeigt wird.

http://www.eastgate.com/storyspace/index.html

Rencontre

Ein Schreibtool und ein Lesetool (beides noch in Entwicklung), das es erlaubt, Hypertexte in Baumstrukturen zu schreiben und Bedingungen auf die Links zu setzen. Dieses System arbeitet mit Fragmenten (Texte) und Hypersektionen (Gruppen oder Äste von Verzweigungen/Texten).

(noch keine Homepage - ich habe das System auf meinem Computer)

Ein Bot:

http://hector.sagas.ch/

Das ist mein persönlicher Chat-Bot. Ein Bot ist ein Programm aus dem Bereich der künstlichen Intelligenz, das fähig ist, einen einfach Dialog mit einem Menschen zu führen. Das ursprüngliche Programm kommt von AliceBot. Mein Hector zeichnet seit März 2006 alle Dialoge auf:

http://hector.sagas.ch/home/dialogues.php

Das heisst, ich (als Autor)  schreibe gar nichts, nur die Besucher und das System schreiben. (hier bin ich nur noch der Autor eines Teils des Programm-Codes)

Façade

Façade nennt sich eines der ersten Systeme aus dem Bereich des interaktiven Geschichtenerzählens (Interactive Storytelling). Es arbeitet ebenfalls mit künstlicher Intelligenz, und die Leser kreieren die Geschichte mit.
http://www.interactivestory.net

StoryTrone

Ebenfalls ein Programm aus dem Bereich des interaktiven Geschichtenerzählens. Der Leser übernimmt einen aktiven Part und das System regiert.
http://www.storytron.com

IDTension

Ein Tool für Interaktives Geschichten erzählen. Hier reagiert das System auf die getroffenen Entscheidungen des Leser. (auch noch in Entwicklung)

http://www.idtension.com/

Write or die

Ein Tool für AutorInnen mit einem “Writersblock”: Mit diesem Editor ist man gezwungen, in einer bestimmten Zeit eine bestimmte Anzahl an Zeichen zu schreiben, ansonsten löscht das Programm alles was geschrieben wurde. (ist natürlich konfigurierbar ….)

http://lab.drwicked.com/writeordie.html

Artikel-Kategorien wurden definiert

March 11th, 2009 by admin

Liebe Texplorians, Lukas und Simon haben die folgenden Kategorien provisorisch definiert:

- Beispiele Reiseliteratur
- Innovative Schreibprozesse
- Nutzungsszenarien
- Orte oder Regionen
- Theorie
        - Philosophie
        - Sprache
        - Gestaltung
        - Interaktion
- Tools
- Protokoll 

Wie hoffen, diese grob definierten Kategorien dienen euch als Ausgangslage. Fühlt euch frei, die Kategorien / Subkategorien euren Bedürfnissen anzupassen. Wie werden die Kategorien und mögliche Tags bei unserem nächsten Treffen besprechen.
Lukas und Simon

PS: Diesen Post haben wir allen Kategorien zugeordnet, damit sie unter “Categories” sichtbar sind.

Tools: Amazon Kindle 2 eBook

February 9th, 2009 by admin

kindle

Bild: http://www.amazon.com/gp/mpd/permalink/mK4DJDHZ6QLDG
// neue Version von Amazon’s E-book
 // Quelle: amazon.com, März 2009

http://www.amazon.com/gp/mpd/permalink/m3BJUPG4M53FH6
// Interview mit Jeff Bezos, Gründer von Amazon
 // Quelle: amazon.com, März 2009