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

The Lost Index: No.2 – The Turning, App Launch 18 October

The Lost Index: No.2 – The Turning

Download from the iTunes store

A museum has been infiltrated by secret enemy forces. A complete index has disappeared. Many objects can no longer be identified or verified. Stability has been disrupted. There are serious consequences that extend beyond the museum. Time is running out. Can you avoid danger and help intelligence forces stop ‘The Turning’, before it is too late?

Using iBeacon technology, this app asks one or multiple players to navigate through the museum against the clock and restore the index whilst avoiding enemy agents.

The Turning uses binaural sound and techniques from hypnotic induction in conjunction with real-world artefacts to create imaginary experiences.

This is the second in a series of The Lost Index smartphone games created by Trulyimagined for Plymouth City Museum and Art Gallery that utilise perceptual illusions to create playable imaginative story-worlds.

Come and play at the app launch on 18th October 2014 at Plymouth City Museum and Art Gallery 10.00 -5.30pm

The Lost Index No.2 – The Turning – preview

The Lost Index No.2 – The Turning is a novel sci-fi adventure game for iPhone and the second the series of The Lost Index apps, now freely available on iTunes.

The Lost Index, No.2 -The Turning
The Lost Index, No.2 – The Turning

The museum is under attack from covert enemy forces who have destroyed an index, with far reaching consequences. Many objects can no longer be identified or verified. Something strange is happening to the museum but what and why? Time is running out. Can you avoid danger and help intelligence forces stop The Turning – before it is too late?

Continue reading “The Lost Index No.2 – The Turning – preview”

Review of Digital Research in the Arts and Humanities Conference 2014

University of Greenwich
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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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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Continue reading “‘The Letters’, release of the new locative narrative app”

Creative Reading Writing and Film in Interactive Storytelling Workshop

RIDERS

RIDERS Project Event

25 November 2013, Manchester

This event will mix creatives with computer scientists to create a day of synergy, IS exploration and great networking opportunities.

There are a talented and diverse line up of speakers,  Christine Wilks, Daniel Kudenko, and Oliver Case. Nathan Jones from mercyonline, the experimental literary and new media organisation, running the digital creative writing workshop so members can get hands on with some experiential digital writing. The full agenda on the talks and workshop to follow shortly.

Spaces will be limited, first come, first served. Interested parties can email Vivienne at: v.m.macdonald@hw.ac.uk to notify their wish to attend.

The Power of Narrative in Environmental Networks

“For as long has humans have lived in communities, storytelling has bound people to each other and to their
environments. In recent times, scholars have noted how social networks arise around issues of resource and
ecological management. In this book, Raul Lejano, Mrill Ingram, and Helen Ingram argue that stories, or
narratives, play a key role; that these emergent networks essentially “narrate themselves into existence”.

The authors propose the notion of the narrative-network, and introduce innovative tools to analyze the plots, characters, and events that inform environmental action. Their analysis sheds light on how environmental networks can emerge in unlikely contexts and sustain themselves against great odds.

The authors present three case studies that demonstrate the power of narrative and narratology in the analysis of environmental networks: a conservation network in the Sonoran Desert, which achieved some success despite US-Mexico border issues; a narrative that bridged differences between community and scientists in the Turtle Islands; and networks of researchers and farmers who collaborated to develop and sustain alternative agriculture practice in the face of government inaction. These cases demonstrate that by paying attention to language and storytelling, we can improve our understanding of environmental behavior and even change it in positive ways.

22 paper | £15.95 | 978-0-262-51957-1 | 240 pp.,

Raul Lejano is Associate Professor in the Steinhardt School of Culture, Education, & Human Development at New York University and the author of Frameworks for Policy Analysis: Merging Text and Context.

Mrill Ingram, a PhD in Geography, is an independent scholar in Madison, Wisconsin.

Helen Ingram is Research Fellow at the Southwest Center, University of Arizona,
and Professor Emeritus at the University of California, Irvine. She is the author/editor of numerous books, including Reflections on Water: New Approaches to Transboundary Conflicts and Cooperation (MIT Press, 2001).”
http://mitpress.mit.edu/books/power-narrative-environmental-networks
https://www.facebook.com/pages/The-Power-of-Narrative-in-Environmental-Networks/1376580422562614

The Expanded Narrative Symposium 2013, 1-3 November

Expanded Narrative Symposium
Image by James Brocklehurst ‘Expanded Narrative Symposium’

Date of Symposium:

2 November 2013

Additional Symposium Events and Performances:

1 – 2 November

Description:

The Expanded Narrative Symposium explores the multidisciplinary field of interactive narrative that reconfigures the form and expands the experience of storytelling. The reader, relocated, becomes a player, co-author or participant. How can we design, develop and experience locative sound, participatory theatre, pervasive and mobile games, flash fiction and works yet to be defined? Through the consideration of these questions, the symposium aims to promote knowledge exchange and collaboration between practitioners from the arts, academia and the creative industries.

The symposium’s interconnected themes of story, sound, performance, games and space reflect the interdisciplinary nature of Expanded Narrative, examined by leading names.

Find out more on the symposium webpage

Book Here

The symposium is supported by the EU project VIVID in conjunction with the School of Art & Design Southampton Solent University, LiteratureWorks, Peninsula Arts, Plymouth University Faculty of Arts Teaching & Learning, The School of Art and Media, MADr and The School of Humanities and Performing Arts.

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Expanded Narrative Site Launched

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Expanded Narrative is an online resource for practitioners, educators and researchers. It is concerned with interactive narrative and storytelling in its multifarious forms from locative media and sound to experimental performance and games.

Expanded Narrative – Videos, offers an evolving directory of interviews that discuss work, approaches and methods with practitioners and experts in the field. Links are provided to examples of work, related information and articles.

Expanded Narrative – Educational resources, offers materials to for lecturers, predominately in higher education, for integrating locative narrative into the arts curriculum. The resources are made available under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Expanded Narrative – News, highlights forthcoming international conferences and events and offers reviews of recent publications and events .