The goals of this workshop are to discuss and promote digital narrative, to encourage interest in the array of tools and works in the context of hypertext, hypermedia and the Web, and to initiate further insight into creative and technical processes. It is not the intention of this workshop to define or highlight any one system or theoretical position but to provide an opportunity for creators to explore their choices and decisions and to provide opportunities for others to investigate the diversity of hypertext and hypermedia production.
9:00 AM |
Welcome |
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Session 1 |
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9:15-10:15 AM |
CHANGING KEY: A hyperdrama Video and Lecture-demonstration :: Charles Deemer, Portland State University, USA |
10:15-10:45 AM |
Break |
Session 2 |
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10:45-11:35 AM |
American Ghosts: from Concept to Completion :: Alan Bigelow, Medaille College and De Montfort University, UK |
11:35-12:25 PM |
The Hypertext Effect: the Transfiguration of Writing and the Writer :: Susan Gibb, Tunxis Community College, USA |
12:30-1:45 PM |
Lunch |
Session 3 |
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1:45-2:35 PM |
Hyperlinking in 3D Multimedia Performances :: Dene Grigar, Washington State University Vancouver |
2:40-3:30 PM |
Deikto: An Application of the Weak Sapir-Whorf Hypothesis :: Chris Crawford, Storytron, Inc. |
3:30-4:00 PM |
Break |
Session 4 |
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4:00-5:00 PM |
Literatronica. Adaptive Digital Narrative :: Juan B. Gutierrez, Florida State University, USA and Mark C. Marino, Univerity of Southern California, USA |
6:30 PM |
Dinner |
Charles Deemer became interested in hyperdrama in the mid-80s when he was commissioned to write one ("a play like Tamara") for the historic Pittock Mansion in Portland, Oregon, where Deemer was playwright-in-residence at the New Rose Theatre. The play ended up being "Chateau de Mort," which at one time had 8 simultaneous scenes spread out over 3 different floors of the mansion. Later he was playwright-in-electronic-residence at the Prisma theater company in Santiago, developing the one-act hyperdrama "The Death of Violeta Parra" in a chat room online. Deemer has had 7 hyperdramas produced, though his most ambitious one -- a hyperdrama version of Chekhov's "The Seagull" -- remains unproduced. However, it and much of his work on hyperdrama (including all of these videos) are available online at Hyperdrama. Deemer teaches screenwriting at Portland State University.
Alan Bigelow writes digital stories for the web. These stories are created in Flash and use images, text, audio, video,and other components. These stories are created expressly for viewing on the web, although they can be (and have been) shown as gallery installations.Originally a fiction writer in traditional text genres, he started working in Flash in 2000. He quickly recognized the potential within this application for creating stories as multimedia events, and the Web as the best place to publish them. With hard copy fiction increasingly difficult to publish, and many writers moving to vanity presses and desktop publishing, it appeared that the Web offered a free market of new genres and, within digital fiction, a relatively undiscovered area of exploration.
Alan Bigelow's work, installations, and conversations concerning digital fiction have appeared in Turbulence.org, Rhizome.org, Media-N: Journal of the New Media Caucus, Hallwalls Contemporary Arts Center, E-Poetry 2007, BlazeVox.org, New River Journal, FILE 2007, chico.art.net, and elsewhere. Currently, in addition to teaching full-time at Medaille College, he is a visiting online lecturer in Creative Writing and New Media at De Montfort University, UK. You can see Alan Bigelow's work at Webyarns.
An unpublished Storyspace hypertext, "Paths,” will be used to illustrate this phenomenon.
Susan M. Gibb holds an A.S. degree from Tunxis Community College in Farmington, CT and is currently supplementing with courses based on English, Creative Writing, and New Media. She is a writer of fiction as well as non fiction and poetry, and has served as editor of otto, the Tunxis literary journal, and has produced and edited a traditional archery magazine sold in the U.S. and abroad. She is currently working on hypertext projects in the Storyspace and Hypertextopia mediums and is interested in exploring all forms of new media including Interactive Fiction and Flash. Ms. Gibb currently writes online on websites she has dedicated to Literature, Writing, Hypertext, and life’s ‘story moments.’ She likes animals but abhors small children. She blogs at Spinning and Hypercompendia.
Dene Grigar is an Associate Professor and Director of the Digital Technology and Culture program at Washington State University Vancouver. Her books include New Worlds, New Words: Exploring Pathways in and Around Electronic Environments (with John Barber) and Defiance and Decorum: Women, Public Rhetoric, and Activism (with Laura Gray and Katherine Robinson); media art works include “Fallow Field: A Story in Two Parts” and “The Jungfrau Tapes: A Conversation with Diana Slattery about The Glide Project,” both of which appeared in Iowa Review Web in October 2004, and When Ghosts Will Die (with Canadian multimedia artist Steve Gibson), a piece that experiments with motion tracking technology to produce narrative. Her most recent work, also with Gibson, is the MINDful Play Environment, a live, interactive game environment she is developing (with Gibson) for the Oregon Museum of Science and Industry.
Chris Crawford earned a Master of Science degree in Physics from the University of Missouri in 1975. After teaching physics for several years, he joined Atari as a game designer in 1979. There he created a number of games: Energy Czar, an educational simulation about the energy crisis, Scram, a nuclear power plant simulation, Eastern Front (1941), a wargame, Gossip, a social interaction game, and Excalibur, an Arthurian game.Following the collapse of Atari in 1984, Crawford took up the Macintosh. He created Balance of Power, a game about diplomacy, Patton Versus Rommel, a wargame, Trust & Betrayal, a social interaction game, Balance of the Planet, an environmental simulation game, and Patton Strikes Back, a wargame. In 1992, Crawford decided to leave game design and concentrate his energies on interactive storytelling, a field that he believed would become important. He created a major technology for interactive storytelling systems, patenting it in 1997. He is now commercializing his technology at his company website at storytron.com.
Crawford has written five published books: The Art of Computer Game Design, now recognized as a classic in the field, in 1982; Balance of Power (the book) in 1986; The Art of Interactive Design in 2002; Chris Crawford on Game Design in 2003; and Chris Crawford on Interactive Storytelling in 2004.
He created the first periodical on game design, the Journal of Computer Game Design, in 1987. He founded and served as Chairman of the Computer Game Developers’ Conference, now known as the Game Developers’ Conference. Crawford has given hundreds of lectures at conferences and universities around the world, and published dozens of magazine articles and academic papers.
Crawford served as computer system designer and observer for the 1999 and 2002 NASA Leonid MAC airborne missions; he also has done some analysis of the resulting data. He lives in southern Oregon with his wife, 3 dogs, 10 cats, 5 ducks, and 3 burros.
Juan B Gutierrez (1973) is a Colombian engineer, author and mathematician who resides in the US since 2001. He graduated in 2005 with a M.Sc. in mathematical biology from Florida State University. He is currently enrolled at FSU as a Ph.D student in biomedical mathematics. He specializes mainly in four areas of research: (i) mathematical models for control of invasive species, (ii) information systems, (iii) pattern classification in biological data sets, and (iv) creation and theory of digital narrative. He has published two paperback fiction books, two digital novels, and several scientific papers.Mark C. Marino is a Ph.D. from UC Riverside, studying chatbots, electronic literature, games, and other new media. His dissertation, I, Chatbot: The Gender and Race Performativity of Conversational Agents, focuses on chatbots and issues of performativity. He blogs about elit on Writer Response Theory and Critical Code Studies. He is also the editor of Bunk Magazine, an online new media humor magazine. He has published articles in James Joyce Quarterly and electronic book review. His creative new media works have appeared in The Iowa Review Web, Hypperhiz, and The New River Journal. Mark is the Director of Communication for the Electronic Literature Organization. He currently teaches at the University of Southern California. : His portfolio lives here. His writings include: Marginalia in the Libary of Babel, A Show of Hands, Stravinsky's Muse, Labyrinth, (PC, 12 Easy Lessons To Better Time Travel) (MAC, 12 Easy Lessons To Better Time Travel)