Producing Ambient Literature and Situated Narratives using Nested Media?

I’ve been thinking about the ways in which expanded narratives, in particular situated narratives, can mediate the participant’s relations with their surroundings and how narrative devices familiar to theatre and radio drama may be used in producing this work. Here, I wish to briefly compare the use of nested recordings, such as phone calls, instant messaging, recorded interviews, voice messages, memos, and vlogging, etc. within situated and “non-context specific” narratives.

Emblematic of this device is Samuel Beckett’s play Krapp’s Last Tape (1958) in which the protagonist plays sound recordings made thirty years earlier, recalling memories of his younger self. Radio has repeatedly utilised nested media; in the sci-fi drama Orbit One Zero (Peter Elliott Hayes, BBC Home Service: 1961) each episode is bookended by the scientist’s recorded audio notes revealing an attempted alien invasion. In Clara Glynn’s tightly scripted tale, A World Elsewhere (director David Ian Neville, BBC Radio 4: 2015), the life of Rida, a Glasgow teenager, is represented through her screen-based interactions with close friends and strangers. The linguistic forms of instant messaging and blogging shape the narrative’s structure and style, becoming part of the story’s subject matter and its dialectical critique. Gimlet Media’s podcast Homecoming, (Eli Horowitz: 2016), is a compelling psychological thriller in which acts of forgetting, the intentional suppression of “truths” and drug induced amnesia are mechanisms of suspense. “Truths” and “fictions” are told largely through recorded consultations between psychotherapist and patient, voice messages, and phone conversations between the psychotherapist and her government employer. Speech is sometimes distorted, the phone line glitchy, to obfuscate their fictional status.

For examples of nested media within situated narratives we can turn to Cardiff and Bures Miller’s walk works. In Villa Medici Walk (2001) a female voice heard on headphones creates the world of the story, set in the garden in which participants walk, interspersed with memories that took place elsewhere. Recorded messages, apparently from a man in a war-zone, interject places and times, far removed from the surroundings. In Blast Theory’s Machine to See With (2011), the drama of the heist is staged between participants in the city, via their own mobile phones — props that have dual categorical status as functional objects within and outside the world of the story. Cast as a lead character, attention is focused by the unseen mastermind that communicates to the participant via voicemail messages, conveying the route around the city and announcing tasks to be undertaken. “Real” voicemails are heard on the phone, while it is their causes and that of the “heist” that are fictional.

What are the purposes of the nested media, why not tell the story straight?

A host of reasons begin to unfurl, just a few points are touched upon here: A false dichotomy can be created between the mediated — the recording, the phone call, the instant message — and the world of the story in which they take place. Counterintuitively, fictional events can also be lent the semblance of the real in the form of recordings that profess to have (actually) happened in the past. In addition to shaping the depiction of time, nested media often portrays events as happening elsewhere, extending the parameters of the fictional world. There is a shuffling of the hierarchy of the reals, or as Matt Hayler has pointed out in an earlier post, both background and foreground operate within the picture perceived.

A World Elsewhere does not guile the listener into role-playing that they’re actually part of the Rida’s on-line conversation, rather the use of nested media is used to illustrate the arguments put forward in the drama. In contrast, Homecoming invites us to imagine as-if we are listening to phone calls and recordings. It does this by utilising signifiers such as “realistically” distorted sound and field recordings to create “naturalistic” sounding story locations; both the character and the podcast listener strain to hear as the phone line breaks up. A World Elsewhere uses representations of media, in Homecoming recordings are imitations [1].

Another function is added to the use of nested media by situated narratives. The participant’s physical presence is placed in relation to, and often coincides with, the world created by the narrative. Phone calls, or printed or textual notes can offer a means and a rationale for the delivery of the story to the participant in a particular place. The phone call and recorded messages can go beyond creating categorical confusion between what’s classed as being inside or outside the narrative. The phone call and other nested media can invite a range of engagement with the story, from perceiving and interpretation, to responding to the material phone held in the participant’s hand, moving, acting, and engaging in tasks in the environment.

The late nineteenth century and early twentieth century psychologist and philosopher William James, says we assign objects in our experience to different categories or “worlds”: the physical world of heat, colour, or sound, for example; the worlds of scientific laws; of mathematics, logic, ethics, aesthetics; of common beliefs and prejudices; of supernatural beliefs, religion, or fictions; of individual opinion; or of madness or vagary. Assignment may be immediate or delayed but is dependent upon our current perspective and point of view:

Each world whilst it is attended to is real after its own fashion; only the reality lapses with the attention. (1890: 293)

Nested recordings in non-context specific narratives play with distinctions between that which we may class as fictional or real. But they don’t operate like fake news — the participant doesn’t have to step back too far to see the fictional frame. In situated narratives this frame remains, however, at a greater remove, as attention is directed towards the world of the story and the existent place that can occupy the same space. Like sides of a diamond, the foreground and background become relative and contingent positions, according to our focus and point of view.

— Emma Whittaker

Notes

[1] Lister, Dovey, Giddings, Grant & Kelly (2003: 113), after Woolley (1992), draw the distinction between the imitation, that represents an existent object and simulation that anticipates and comes before an existent object and Baudrillard’s (1994 [1981]: 6) simulacra whose object can have the effect of the real without recourse to an existent referent.

References

Baudrillard, J. (1994 [1981]) Simulacra and Simulation. Translated by Sheila Faria Glaser. Ann Arbor: University of Michigan Press

Beckett, S. (1958) Krapp’s Last Tape. [Play] https://www.youtube.com/watch?v=otpEwEVFKLc

Cardiff, J. & Bures Miller, G. (1998) ‘Villa Medici Walk’. [Audio Walk] Villa Medici, Rome, Italy [WWW] http://www.cardiffmiller.com/artworks/walks/medici.html

Elliott Hayes, P. (1961) Orbit One Zero. [Radio drama] BBC Home Service

Glynn, C. (2015) A World Elsewhere. [Radio drama] BBC Radio 4

Horowitz, E. (2016) Homecoming. [Radio drama] Gimlet Media

James, W. (1890) The Principles of Psychology, Vol.2. New York: Henry Holt and Company.

Lister, M., Dovey, J., Giddings, S., Grant, I., & Kelly, K. (2003) New Media a Critical Introduction. London: Routledge. p.113

Woolley, B. (1993 [1992]) Virtual Worlds. London: Penguin

Diagramming a Species & Journeyer’s Guidebook

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E. Whittaker & J. Brocklehurst 2016 Journeyer’s Guidebook, illustrated book accompanying the iPhone app

Diagramming a species “…one can make exact experiments upon uniform diagrams; and when one does so, one must keep a bright lookout for unintended and unexpected changes thereby brought about in the relations of different significant parts of the diagram to one another. Such operations upon diagrams, whether external or imaginary, take the place of the experiments upon real things that one performs in chemical and physical research.” (Peirce 1906: 493) [1]

Imagine picking up a pen and noting down on the back of an opened, but clean white envelope, the words ‘expanded narrative’. It’s the name I use to refer to a broad and inclusive family of storytelling practices that challenge the form and experience of the book. These types of works can be analogue or digital, multi or transdisciplinary, and range from concrete poetry through to tabletop role-playing games, from participatory theatre to “puzzle novellas” [2] and locative narrative.

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Interview with Blast Theory – narrative, interaction and performance

Interview with Blast Theory, Wellington Road, Brighton, January 2012

Blast Theory is renowned internationally as one of the most adventurous artists’ groups using interactive media.

In this interview Blast Theory – Matt Adams, Ju Row Farr and Nick Tandavanitj – discuss a selection of projects created over the last twenty years including, Fixing Point (2011), Machine to See With (2010), Ivy4Evr (2010), Ulrike and Eamon Compliant (2009), I Like Frank (2004), Uncle Roy All Around You (2003), Desert Rain (1999) and Stampede (1994). Relationships between narrative, interaction and performance, dialogue as a structuring device, game design and methods of development are considered.

Funded by The Teaching & Learning Directorate, Plymouth University (2011-12) www.expandednarrative.org

ICIDS2015 The Lost Index: NATMUS, National Museum of Denmark & Dieselhouse Museum, Copenhagen

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The locative narrative The Lost Index: NATMUS  was featured at 8th International Conference on Interactive Digital Storytelling in Copenhagen.

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The Lost Index: NATMUS, photo James Brocklehurst

Audio guides and games have long been staple modes of interpretation in museums. The medium of locative narrative, defined here as participatory site-specific story experiences that are heard on headphones, offers alternative modes of engagement with archives and collections where the visitor becomes a participant in an unfolding drama. The confluence of the existent world and narrative representations is an often-reported feature of “mixed reality” [1] experiences [2] [3] [4].

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Launch of Strange Books

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StrangeBooks, Strange Stories for Strange people in a Strange World

20 Mind-expanding Short Stories

“Inspiring, liberating, otherworldly, magical, surreal, bizarre, funny, disturbing, unique… all of these words have been used to describe the stories of mike russell so put on your top hat, open your third eye and enjoy: nothing is strange.”

Strange Books are Mike Russell (Mr StrangeBooks) & Jay Snelling (Receiver and Transmitter Maintainer). More about StrangeBooks

Buy StrangeBooks on Amazon

Review of Digital Research in the Arts and Humanities Conference 2014

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DRHA2014 at University of Greenwich

The Digital Research in the Arts and Humanities (DRHA2014) conference took place between 31st August and 4th September at the University of Greenwich, convivially convened by Anastasios Maragiannis, Academic Portfolio leader in Design and Senior Lecturer in Design Theory & Practice.

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trulyimagined

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Bespoke immersive storyworlds that are experienced in real-world locations using a mobile phone and your imagination.

Trulyimagined create immersive storyworlds that participants can step inside. These bespoke virtual locations are experienced within public buildings or outside in gardens, parks and urban spaces, using participants’ own smartphones to affect perceptual illusions and stimulate the imagination.

  • narrative to create immersive experiences
  • game mechanisms to produce engaging interaction
  • spatial sound to create illusions and simulate virtual locations

Trulyimagined  work with heritage sites, museums and commercial enterprises to develop new ways to engage audiences, creating immersive narrative experiences that inspire and inform. We welcome commissions from historical sites, museums, theatres, public spaces and the commercial sector. We also develop academic research projects.

Contact:

Emma Whittaker: emma.whittaker [at] plymouth.ac.uk

James Brocklehurst: james.brocklehurst [at] plymouth.ac.uk

www.trulyimagined.org

Seth Kriebel ‘The Unbuilt Room: Scratch Quartet – Part 1’

 

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The Unbuilt Room: Scratch Quartet – Part 1 

At the Battersea Arts Centre,  Friday 5th Sept, 9pm, pay what you can.

“Small groups of players wander through rooms real and imagined in a collaborative act of memory to create imagined, immersive theatre. ”

And at The British Library new edition of the  Unbuilt Room, written to accompany the BL’s World War One exhibition Enduring War: Grief, Grit and Humour.

The British Library,  Tuesday 16 Sept from 6pm.

“The Unbuilt Room is a performance-game exploring histories and memories of World War One. Written to accompany the invaluable digital resource created from the Europeana 1914-1918 project and the exhibition Enduring War: Grief, Grit and Humour at the Folio Society Gallery of the British Library, players experience objects from the collection in a new way, navigating poetry, patriotism and doomed youth in a verbal maze. Inspired by early text-adventure computer games and Alan Turing’s famous test, The Unbuilt Room combines theatre and choose-your-own-adventure stories to form a live game of interactive fiction. Small groups of players work together to explore an imagined landscape… without leaving their seats.”

More info at www.unbuiltroom.com/news

Video: http://www.unbuiltroom.com/video

 

Fascinate Conference, Call for Submissions

 

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FASCINATE 2014

27-31 August : Falmouth – Cornwall – England

Call for Submissions Deadline 19 May 2014

FASCINATE is an interdisciplinary conference investigating the current and future applications of ubiquitous computing technologies in visual and performance arts, games, architecture, craft, design and interactive media.

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‘The Letters’, release of the new locative narrative app

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