Creative Project: The Key To Dreams

My original idea was to give an old well known poem new life by creating an interactive poem like the one we viewed in class. Though I had originally wanted to do a project centered around the Young-Hea Chang interactive poem Dak0ta, I eventually settled on creating an interactive text/ choose your own adventure story, when I became aware that my original idea was not really possible given the time and the resources. None the less, I am very pleased with my finished product, The Key To Dreams.

Design: I designed the story in a way that each time the viewer clicks through the story they gain a bit more information than the last time. The viewer is encouraged to make different choices throughout the course of the story that will in the end effect the meaning of the story’s ending. The results of the progression of the story are entirely up to the whim of the viewer’s selections, however, the progression works best when the reader selects the first option the first time through and the second the second time through and so on. Any way the viewer chooses to click through the story they will still get a story but not as much information is revealed. Each time the story line progresses a little more.

Faults: Though I am very pleased of the finished product, I must admit that there were a few things that I probably would have done differently had I been able to figure out how to do so. The main change that I would have made was to completely eliminate the choice to select the rewind button on the side panel. I tried several times to do this using the help of w3schools, a few of my computer science friends, and even my suite mate. To no avail I did not figure out how to do this in time so the option remains available. I wanted to eliminate this option so that the viewer would be forced to click through the entire story again rather than simply rewind to select a different path.

Appearance: I thought long and hard about whether or not I should try to change the appearance of my story. In the end I decided against it because, in my case, the basic dark design color scheme really matched the dark nature of my story.  I decided to keep it as is but did experiment with different color palettes.

Reflection: I feel that through the creation of this project I have gained a better understand of the Twine program and gained a better appreciation for choose your own adventure stories in general. I am very proud of my project and I feel that it shows just how much hard work and time I put into creating it.

Now You Try: Here is my Creative Project. Please feel free to click through the story and make sure to post a comment back to this post and tell me what you think. Remember the story changes slightly each time you play it, so be sure to play it multiple times and make different choices with each session.

Do you touch me when I touch you?

Using the internet is a bit like interacting with the real world whilst wearing a set of thick gloves.  There is presence, there is material, but it is not to be interacted with first hand. A simulation of interaction can be achieved, but through a series of proxies: input gleaned from the mouse, keyboard, microphone, and webcam.

Toucher by Serge Bourchardon, Kevin Carpentier, and Stephanie Spenle manages to make the reader hyper aware of the glove more than it succeeds in removing it. Our awareness of touch, of interaction and its effects are heightened by the proxy. Every interaction is deliberate, awareness of the exchange from physical to digital space is required to experience each lexia, each devoted to a different form of touch.

Working across the navigation screen right to left, you come to the lexia “move”. You are asked to move about your mouse, to arrange and shuffle through a mix and match of queries. The first query pairing kicks off “move” with the question that perhaps drives the whole work: “Do you touch me when I touch you?”  Which is a tricky enough question before you exit the physical world.  You can rest your fingertips on a surface, you are touching that surface, but it is not touching you back.  Touch is qualified by sentience, or at least responsiveness, driven by a seeming ‘mind of its own’.  Even the peas and the mashed potatoes touching is driven by some malevolent will. I digress. When you, a human, touches something, it is that thing you expect to respond, in some manner or another.  The doorbell gives under a finger’s pressure, though that is not the ultimate intended result. That result is the doorbell ringing, then someone answering the door.

It is in this state of removal Toucher exists.  Your breath may blow away the letters and snowflakes that have accumulated on your screen, but only when received as audial input via microphone and a dozen other invisible processes resulting in the scattering of pixels.  Of course this happens so swiftly you might not think on it, but for the remove.  There is no stepping up to the monitor and blowing away the graphics as you would dust on a shelf. You must first locate a microphone and assure your computer you are okay with interacting with the work (snapping on the gloves, if you will) and then interacting with the microphone to see the idea of your breath displaced by several inches or feet as its effects are carried out on screen.

In the process of simulating the senses, trying to create something instinctive, rather than our trained proficiency of by proxy interaction, Toucher occasionally drives right past instinctive into innovative. Well, that might be a bit strong a word, but in its reluctance to adhere to standard digital interface interaction Toucher has readers learn connections they may not utilize. In ‘caress,’ where a seeing person would base their interaction with the object by sight, Toucher has you associate touch to sound. As you caress the screen (via mouse or trackpad) you are instructed to follow the sound in order to form a sense of an object, rather than relying on your sense of vision.

Toucher takes the processes of input with which computer users are already intensely familiar, and seeks to streamline them, though not in ways you would expect. What would be obvious in the physical world seems surprising in the digital (the sound of a touch for example.)  Toucher ends up as a sort of ‘how to’ guide to interaction, there is more than one way to interact with your computer.  The boundaries between digital and physical are blurring.  Or at the very least, they are doing better at convincing you they blur.

9:05

I posted earlier about a game called 9:05. It is really good, but the link I put up contained a coding error (thanks, cottontail!) Here is a good link for a good game:

http://zmpp.sourceforge.net/games/play.php?name=9:05%20(Adam%20Cadre)&storyfile=905.z5

Colossal Cave Adventure: The Experience

I chose to take this course because I was very interested in actually discovering what electronic literature actually was. After some intense Google searching, I came to realize that electronic literature was really any literary work that was created on a computer or electronic devise to be enjoyed on a computer or electronic devise. Having this information at the forefront of my mind, I came into this course with the assumption that I would probably be reading various texts on the computer. Much to my surprise, after the first class when Professor Whalen explained all that the course actually entailed, I happened to hear the word games mentioned in the course description. i thought to myself surely I misheard the professor no way would we be allowed to play games in an upper level English course like this. Just at the moment I happened to look at the syllabus and I read the words clearly GAMES. I could not believe it was true. This was going to be the best Literature class I had ever taken. I was sure of it.

When we were assigned our first game, Colossal Cave Adventure, I was so excited to be playing a game for homework that I began to fantasize about how the game would go. Later on that night I went online to read up on Colossal Cave Adventure before diving into the actual game. After reading several, not so stellar reviews, I was nervous and decided, maybe it was time that I check it out for myself instead of simply taking the opinions of several unknown others.

When I began the game, at first, I was confused about exactly how to phrase commands. I started the game a few different times and it seemed like each time I got a bit further and a bit further. Eventually I got so far that I was actually in the cave. I found that once inside the cave however, I seemed to be caught in some sort of loop involving me, an angry dwarf, and an axe. After about an hour of continuous play I decided to end the game. When I came back later on with renewed confidence, I fell prey to the vicious loop yet again. Though I was pleased with how far I had gotten I wanted to see how far others had gotten as well. I decided to turn to my trusty advisor, GOOGLE. While searching, I stumbled upon the video below. I thought it would be a great idea to add it to this post so that everyone could see it.

YouTube Preview Image

 

Now that you know my experience with Colossal Cave Adventure, I would like to hear about yours. What was the Colossal Cave Adventure experience  like for you?

“Separation:” A Message of Connection

http://collection.eliterature.org/2/works/abrahams_separation.html

Before this class, my experience with electronic literature was incredibly limited, barely ranging beyond internet blogs and fiction produced for e-readers. Needless to say, my mind has been opened to an entire world of literature that I had never even considered before, particularly when it comes to works that require one to interact directly in order to consume it.

The first work of this medium that truly captured my attention was “Separation” by Annie Abrahams, from the Electronic Literature Collection (Volume 2). Still adjusting to the concept of a work that invites one to interact to such a degree that they become as integral to the work’s meaning as the words and images themselves, I was incredibly impacted by the content of “Separation.”

The title page of Abrahams’s work explains that the text’s primary purpose is to inspire physical responses in sufferers of Repetitive Strain Injury (often people that work with computers), which will in turn alleviate pain and help with physical recuperation. Its overall intention, though, is not only to rehabilitate people physically, but emotionally, as well.

Unlike some of the works that we’ve studied in this class, this text’s presentation is entirely linear. Using a yellow, featureless background (which remains blank until one impatiently clicks at it, thinking it to be frozen) and Lucida typeface, the work resembles the error screen of a Windows computer and sets the bleak, lonely tone. User beware, however: if one clicks too rapidly, the screen will freeze and an alert will appear, slowly explaining that one doesn’t “have the right attitude in front of [his or her] computer” (Abrahams).

The text itself appears one word at a time, testing one’s patience as one tries to refrain from clicking too rapidly so as to avoid the alert window. While this in itself does not sound terribly difficult, it can prove to be quite a challenge, primarily due to the fact that many of us are from a society where we are constantly bombarded by information via the media and cyberspace, and thus must learn how to consume said information as quickly as possible. This single work attempts to revert this habit and, in some ways, succeeds, at least momentarily.

The work’s text itself tells the story of the complex and troubling state of being emotionally detached from other people, particularly people that one has been intimate, even in love with. It expresses how people, despite their longing to get close to others, can unwillingly hold others at a distance due to emotional trauma and/or other psychological issues. The slow, deliberate pacing of the text, in this way, seems almost representative of how people with emotional issues have to take slow, cautious steps when entering relationships.

Finally, another striking feature of the work is its interactive aspect, in which the entire window freezes and an alert pops up with an animated diagram and instructions on how to do things like “show pain” or “show courage” (Abrahams). It encourages sufferers of Repetitive Strain Injury and casual readers alike to do the unthinkable: stand up, move about, and feel true emotion while using the computer! While the instructions seem to be almost condescending in their dissection of how to relax and move, they are, at the same time, almost comforting, like a mother guiding a child through aspects of daily life that he or she is wont to forget. And don’t we forget?

I believe that that may be the overall message of this text: a reminder that computers and the media can cause one to become so absorbed in receiving information that he or she loses connection with his or her self. Likewise, emotional issues can mirror this, forcing people to unintentionally distance themselves from others regardless of how they truly feel. “Separation,” then, is not just a work, but a practice in remembering to move, to live, and to remain connected with oneself, others, and the world, despite the distractions of this life.

Its interactive nature in turn reminds us to interact.