Speed / the paper ( selected chapters )

2 EXPLORING THE NARRATIVE OF THE MOVING IMAGE
3 VIDEOART / ARTF
ILM
4 DIGITAL NARRATIVITY
5 PHILOSOPHY


INTERACTION

The communicative room, or the narrative stage, is created in the intersection between the moving image and the audience. This room has expanded with digital media and the communication between the computer and the user. On this stage the linear narrative elements of the moving image has been given a new range of possibilties, the ”story” of old media have been expanded with the ”story world” of new media and a whole set of interactive possibilties.

The term interactive have constantly been redefined and developed during the last decade. To understand the nucleus, the core, of interaction, we can quote programmer, gamedesigner and author Chris Crawford from his book Understanding interactivity: ”interaction: a cyclic process in which two actors alternately listen, think and speak.” (1) Crawford have designed and programmed several textbased storyworlds, among them Erasmaton and Erasmaganza.
Expanding his basic view on interaction as a communication tool between actors on to the computer / user relation, Crawford reaches this conclusion on how the process is set up:

”User interface focuses on optimizing the communication between people and electronic devices. Interactivity design adresses the entire interaction between user and computer. While it shares much with user interface, interactivity design is distinguishable by its inclusion of thinking in the process of optimization.” (2)

Essential in this definition of interaction is Crawfords belief that there must be an element of active reflection to constitute a real communication with the computer. An interactive process that could – using a broad definition – be seen as an analogy to the way the montage constructs meaning in in movie making.

4.1 Interactor and writer
The narrative structures and theories developed in digital media are to a large extend based on interaction. Each application or project in new media need to define how the interaction is set up. In the project SPEED we focused on how the viewer could create a personal and unique experience navigating in a see of media. Our model was developed using a definition on the role of the interactor formulated by Janet Murray: ”...the interactor is the author of a particular performance within an electronic story system”(3) , with the important distinction that the narrative world of SPEED isn´t a storyworld but a model for creating an experience from a specific narrative content.
With Murrays definition of the interactor as a form of writer / creator of his / her experience, follows: ”Authorship in electronic media is procedural. It means writing the rules by which the texts appear as well as writing the texts themselves. It means writing the rules for the interactor´s involvement, that is, the conditions under which things will happen in response to the participant´s actions.”(3) Or to put it in our context working with a pre-concieved content – the writer creates the storyboard and the content, but the actual reading / experience takes place when the user shapes his / her path through the narrative world.

The purpose of interaction in a narrative context differs totally from that in an information context, the usefullness – or how to reach a desired result. In the world of fiction, to create an experience is central – how does the artistic creation cooperate with the communication, how and in what degree can the audience act as a co-creator of the experience.
A writer / creator of a narrative world can be seen as the cartographer who delivers the actual impressions of a landscape in the form of a map, the interactor explores this map. The choices the explorer makes decides what kind of experience he / she creates: a distinct, crisp and clear-sighted walk through a naked desert or a wet, turbulent ride on a roaring river of emotions.

Research into methods of shaping interactive narrative works in digital media have exploded during the last years of the computer era. In this paper we choose to study the model concieved for navigation in a documentary movie material by Michael Murtaugh for ”Jerome B. Weisner: A Random Walk through the Twentieth Century” (4), an interactive narrative about the founder of Massachusetts Institute of Technology, MIT.
The issues Murtaugh formulates and describes in his preparatory work for the production, ”The Automatist Story Telling System” back in 1996, is fundamental and still relevant for penetration the problems and theories evolving in the field of digital narrativity.

4.2 Automatic association
When embarking on the build-up of an interactive map for his work, Murtaugh makes an introductory distinction about the role of the user / audience, his focus is on how to influence the narrative path rather than the creation of a string of events that constitutes the experienced story. ”The Storytelling System is a kind of ”editor in software” or ”narrative engine” - a computer program capable of constructing responsive narratives based on the content and description provided by an author.” (5)
The programming model is based on association, the term ”automatist” refers to a method the surrealists used to create art build on the free associations in the subconcious, the automatist creation. ”...the approach uses keywords as a means of indirectly defining potential links between materials. During the presentation process, keywords function in parallel, pushing and pulling the narrative toward and away from specific pieces of content.”(5)
Key words expresses emotions, problems and statements like – art revolt, melt a stone, bear pit, recovery – words based on themes expressed in the content rather than events. Based on choices among these keys, the Murtaughs system links up and screens moving images from the database of interviews, reflections and statements. ”The fundamental units of structure are not events to be expressed but expressions themselves in the form of discrete units of content. Instead of characters interacting in an environment that is literally the ”story world”, individual expressions interact in an environment that is the process of storytelling.”(5)
To create a deeper experience by using emotions and association to trigger narrative content, is one method to formalize the narrative structure build on other parameters than logic. The formalization of the narrative tools is a crucial part of research in digital narrativity.

4.3 Narrative tools
Tools in interactive narration differs from those used in traditional dramatized fiction — ”exposé - conflict - peripeti – closure ” — a formal, linear structure based on dramatic tension. This way of constructing a story from the beginning to the end describes a movement forward towards a goal, this model is referred to as aristotelian and goes all the way back to the structures used in greek drama and oral storytelling traditions.
The narrative elements used in interactive media is different, mainly because of the absence of linear, forward movement in the creation of the story. Murtaugh uses a different set of tools — ”intention, immersion, structure, response, guidance”.
In his paper he reviews these tools from the narrative aspect, puts emphasis on the fact that interactive storytelling still is an open field were no rules are pre-written; a new media creates its own set of rules, or rather conventions, in close affiliation with the development of technology.

Some of Murtaughs conclusions are fundamental and seems – in todays context - almost - superficial- – ”In the interactive narrative, immersion relates to how well the Storytelling System engages the wiever in the diegesis rather than in the mechanisms of its construction.” (5) But the point he makes is still valid; the exploration of the navigation can be an obstacle for the desired insight in the story, or to use proper interactive lingo : The interactive map can be more immersive than the world it describes.
This interplay between tool and experience, structure and immersion, can be seen as the foundation for how to dramatize when creating an interactive narration. To navigate through a see of media demands some sort of map or instruction, the user of the system should know, or be able to understand, how he / she can approach and discover the narrative.

To embark upon this interplay, you need to create an overall context, an allurement or attraction, a mysterium to solve, a secret to discover, an experience to share.
Professor Glorianna Davenport at MIT Media lab have made groundbreaking research through the institutes Interactive Cinema Group, were Murtaugh was a member, for more than a decade. In an attempt to summarize the role of the tools in the universe of interactive narrativity, she concludes that it is the underlying thematic motives in the narrative that should rule the creation of an interactive process.

”The wonder of being an "interactive multimedia" author today lies in the discovery, the effective surprise of the creation. The author only has a limited ability to previsualize a project before it becomes a functioning system. I encourage designers to throw convention to the wind, not to dismiss visual intensity of a presentation, but rather to disregard -- in the beginning -- decisions about buttons and mouse clicks and menus and branching, and concentrate on finding an underlying structure which can be driven procedurally and presented with a rich dimensionality.”(6)

4.4 Absence of closure
In Hamlet on the Holodeck, Janet Murray focus on a central aspect of interactive storytelling, the absence of a preconcieved closure. In a traditional structured aristotelian story all movement are directed to such a point, in the interactive world, this point rarely exists. ( This, for obvious reasons, is not true in a game context were goals are of a different nature like gamepoints, puzzlesolving and / or creation of power).

”Electronic closure occurs when a work´s structure, though not its plot, is understood. This closure involves a cognitive activity removed from the usual pleaures of hearing a story. The story itself has not resolved. Instead the map of the story inside the head of the reader has become clear”.(7)

From a traditional story point-of-view the absences of closure and a given ending is equal to a narrative failure, a sign of hesitation, indetermination. In an interactive narrative Murray see this absence as an asset; thus we can restart, focus on theme, transform the story, make it as a caleidoscope, experience the content from other aspects than the preconcieved. Seen in this context, the multidimensionality of the story is more important than the authors intentions, the clue or the moral is a process with the user / interactor as an active part.
Michael Joyce, author of hyper-text work ”Afternoon”, makes in a remark on closure a point of the fact that the readers are in control. ”When the story no longer progresses, or when it cycles, or when you tire of the paths, the experience of reading it ends.”(8)

This remark could be taken from a sociological study of how the modern mediaconsumer uses the remote control in front of the tv-set. When the story no longer is absorbing, change channel, go for other excitements. The writer Douglas Rushkoff makes a remark in his essay ”The End of the Story” over how the digital technology creates a totally new relationsship with experiencing a story. ”The people I call ”screenagers”, those raised with interactive devices in their media arsenals, are natives in a mediaspace where even the best television producers are immigrants.” (9)
Rushkoff argues that todays young digital generation never envisions themselves as passive consumers of political solutions or messages, in all fundamentals their view of the world is freedom of choice; the computer have tought them that everything can be manipulated. That fiction, storytelling, is a field where everyone creates their own version, in a constant state of transformation and movement between identities and content.
This fragmentisation is not equal to collapse of meaning, instead, new potential meaning is created parallel with the growth of digital media.

4.5 Digital aestethic – a ”floating” condition
In the new narrative context made possible by digital technology, we need to investigate how to create immersion, how to define the quality of the term. In her essay ”Digitally – approximate aesthetics”, Anna Munster makes an attempt to describe the specific communicative means new media art uses, how meaning is created in the aestethic interplay between human-computer.

”Digital art is partly dependent upon what it offers us specifically and uniquely as it effects us through its `blocs of sensation´. The `bloc´ or zone according to Deleuze and Guattari, designates a relational area of sensibility, the indeterminate feeling of sensate participation in the material world, organic or inorganic: `Life alone creates such zones where living beings whirl around, and only art can reach them and penetrate them in its enterprise of co-creation. This is because from the moment the material passes into sensation, as in a Rodin sculpture, art itself lives on in these zones of indetermination. They are blocs.´” (10)

With the aid of Deleuze / Guattari terminology, Munster formulates the nature of the aestethic experience in a digital context, examines the artistic process at work in digital art. She concludes that the artistic strategy closest to the computers functionality is the assemblage, an meaningfull experience arise in constant movement between immersion and reflection, ”between experience and contemplation”.
The ”zones” created by this movement are the nodes were the aestethic experience is born. Munster notes that these zones are approximate, floating, almost impossible to discover and this reflection leads to a reasoning where the mechanical functions of the computer and the bodys reaction in front of the screen and keyboard, also are protagonists in the aestethic interplay.

”When it comes to considering what kind of aesthetic experiences digital art work offer us we need to consider the hypermediation of the technology itself through a range of media machines (video, television, print, photography) and the speeds through which they engage us with the technology.” (11)

The conclusion Munster arrives at are that digital art cannot be seen as an clearly defined aesthetic field, all traditional media are active in the process filtered by the computer. All media aestethic are active in the relational aestethic created by digital art.

In the final chapter of ”Hamlet on the Holodeck” entitled ”New Beauty, New Truth”, Janet Murray follows a similar line of thought:

”The computer is chameleonic. It can be seen as a theater, a town hall, an unreaveling book, an animated wonderland, a sports arena, and even a potential life form. But it is first and foremost a representational medium, a means for modeling the world that adds its own potent properties to the traditional media it has assimilated so quickly.” (12)

The term ”digital stage” represents in Murrays resoning an open narrative condition where the key word is chameleonic. The investigation and creation of new narrative universa opens an ocean of possibilities, limited only by the computers ability to represent and / or dissemble our image of reality.

In the creation of SPEED we regonized the need of understandable interactive tools to experience the narrative content, in the same time we searched for means of reaching beyond, or under, the structurally codeable story. Our ambition was to examine if the narrative could expand along paths we could not visualize. A term for this would be the sublime, an urge to reach beyond cultural fields and gameplays and arrive at an experience that we cannot programme or define.
A possible strategy for this would be to free the narrative paths from any form of logic and hand over guidance to elements of chance.


(1) Crawford, Chris Understanding Interactivity Chapter One ”What Exactly IS Interactivity?” http://www.erasmatazz.com/Book/Chapter%201.html 2001-04-24
(2) ibid
(3) Murray, Janet ’The Aesthetics of the Medium’ s.153, Hamlet on the Holodeck (The MIT Press, Cambridge, Massachusets 1997)
(4) ’Jerome B. Weisner: A Random Walk through the Twentieth Century’
http://ic.www.media.mit.edu/JBW/ 2001-04-24
(5) Murtaugh, Michael ’The Automatist Storytelling System’ (1996)
www.media.mit.edu/people/murtaugh 2001-04-24
(6) Davenport, Glorianna ”1001 Electronic Story Nights: Interactivity and the Language of Storytelling.”. (Conference Paper) Language and Interactivity conference, Australian Film Commission. Sydney, Australia. (1996). http://ic.media.mit.edu/Publications/Conferences/StoryNights/HTML/gidAus1.html 2004-10-11
(7) Murray, Janet ’The Aesthetics of the Medium’ s.174-175, Hamlet on the Holodeck (The MIT Press, Cambridge, Massachusets 1997)
(8) ibid.
(9) Rushkoff, Douglas ’The End of the Story. How The TV Remote Killed Traditional Structure’ Fall 1997 issue of Telemedium, The Journal of Media Literacy http://danenet.wicip.org/ntc/TELEMED.HTM 2001-04-24
(10) Munster, Anna ’Digitally – approximate aesthetics’ CTHEORY THEORY, TECHNOLOGY AND CULTURE VOL 24, NO 1-2 Article 93 14-03-01. http://www.ctheory.com/ 2001-04-26 Citat ur Munster´s fotnot – ”This is Deleuze and Guattari's description of the grouping of sensations into affectual moments that occur in aesthetic experience. See, G. Deleuze and F. Guattari, "What is Philosophy?", H. Tomlinson trans, Columbia University Press, New York, 1994, pp.173-4.”
(11) ibid.
(12) Murray, Janet ’New Beauty, New Truth’ s.284, Hamlet on the Holodeck (The MIT Press, Cambridge, Massachusets 1997)

THORE SONESON 2001

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