offline networks unite!

Discussion. The ‘off.networks’ mailing list started as an attempt to bring together researchers, activists and artists that work on the idea of an offline network, operating outside the Internet.

DAY: Sat 31.01.
DUR: 120 min
PLC: hkw foyer

Discussion
At Foyer Stage

The ‘off.networks’ mailing list started as an attempt to bring together researchers, activists and artists that work on the idea of an offline network, operating outside the Internet. Such networks could range from artistic projects (eg. deadrops or wifitagger) and “personal networks” (eg PirateBox.cc or subnod.es), to community networks (eg commotionwireless.net, nethood) and large city-scale mesh networks (eg. guifi.net, freifunk.net, awmn.net.). The first assembly of off.networks took place at the CCC last month. In their second scheduled meeting during transmediale Festival, the members of this network wish to make their first effort to build a diverse and dynamic community around the design, implementation and deployment of offline networks in different contexts. They wish to reflect critically on the role of such local networks in shaping the evolving hybrid urban space and in addressing the threats which are posed by internet corporations and surveillance states on citizens’ privacy and freedom of speech. In other words: How can the under construction “offline networks” allow us to join forces in reaching our common visions without sacrificing pluralism and independence? The answer might not be so simple as offline networks are subject to hybrid design and therefore require the collaboration between people with different expertise; they are context-specific and thus need to be easily installed and customised by non-savvy users; they have to compete with more and more ambiguous commercial initiatives that now pop up claiming a similar logic.

The session will open by short presentations by existing members of the off.networks community: Aram Barholl, Jeff Andreoni, David Darts and Matthias Strubel, Andreas Unteidig, Sarah Grant, Panayotis Antoniadis and Ileana Apostol. Other artists and practitioners taking part in transmediale will also join and an inclusive and open-ended mode of discussion will follow. The stage will be given to participants from the audience who will have 2-3 minutes each to present their thoughts and ideas forming a big round table.

> off.networks@librelist.com

The off.networks community (international)

The offline networksor ‘off.networks’ community has started as an attempt to bring together researchers, activists and artists that work on the idea of an offline network, operating outside the Internet. Such networks could range from artistic projects (eg. deadrops or wifitagger) and “personal networks” (eg. PirateBox.cc or subnod.es), to community networks (eg. commotionwireless.net) and large city-scale mesh networks (eg. guifi.net, freifunk.net, awmn.net). In their second scheduled meeting during transmediale Festival, the members of this network wish to make their first effort to build a diverse and dynamic community around the design, implementation and deployment of offline networks in different contexts. They wish to reflect critically on the role of such local networks in shaping the evolving hybrid urban space and in addressing the threats which are posed by internet corporations and surveillance states on citizens’ privacy and freedom of speech.

off.networks_transmediale

Panagiotis Antoniadis (ch) DIY Networking

Panayotis Antoniadis is a senior researcher at ETH Zurich. He has an interdisciplinary profile with background on the design and implementation of distributed systems (Computer Science Department, University of Crete), Ph.D. on the economics of peer-to-peer networks (Athens University of Economics and Business), post-doc on policies for the federation of shared virtualized infrastructures (UPMC Sorbonne Universités), and an on-going collaboration with urban planners on the role of ICTs for bridging the virtual with the physical space in cities (project nethood.org). Panayotis is currently active in the organization of various interdisciplinary events that aim to bring together researchers, practitioners, and activists from various fields around the participatory design of hybrid urban space with a focus on wireless and peer-to-peer technology. In this context, his personal conviction is that there is an urgent need for a global social learning framework, a toolkit, that will allow citizens to build their own local networks for supporting local interactions, and claim their right to the (hybrid) city.

Aram Bartholl (de)

Aram Bartholl‘s work creates an interplay between internet, culture and reality. The versatile communication channels are taken for granted these days, but how do they influence us? According to the paradigm change of media research Bartholl not just asks what man is doing with the media, but what media does with man. The tension between public and private, online and offline, technology infatuation and everyday life creates the core of his producing.

Sarah Grant (us)

Sarah Grant is a Brooklyn-based artist, technologist, and educator. She is a former artist in residence at Eyebeam Art and Technology Center and is currently a Technical Lead at The Barbarian Group in NYC. As an artist, she has been experimenting with both the practical and expressive properties of mesh networks for connecting people together in ways that encourage participation with your immediate geographical location. She is also an Adjunct Professor at NYU Polytechnic in Digital Media.

Hot Probs is a simple chat room designed to run on a Raspberry Pi and within the subnod.es platform. To join the chat room, visitors need to connect to the ‘HOT PROBS’ wireless network, open up a new browser window and navigate to hotprobs.com.

Subnodes is an open source initiative that facilitates the process of creating a portable local area network and a mesh node for anonymous, local communication. Its source code can be found on github.

Telekommunisten (de)

Telekommunisten is a Berlin-based collective whose work investigates the political economy of communications technology. Core themes include the incompatibility of capitalism with free networks and free culture, and the increasing centralisation and enclosure that results, as well as the potential for distributed producers employing a collective stock of productive assets to provide an alternative economic basis for a free society.

deadSwap 2.0 is an android app which lets you coordinate a clandestine communications and off-line sharing network. The technique is the same as the old classic spycraft one of ‘dead drop’, Participants share a flash memory archive, e.g. a USB stick, hiding it in public space. Participants are informed about the current location of the archive through SMS on their cell phones. The deadSwap 2.0 system allows anyone to initiate a distributed sharing session which continues until all members of the network have found the memory device.

Most participants remain ‘sleepers’ who become activated by SMS to go look for a hidden memory device. When they are activated, they become ‘rabbits’. Once they successfully find the hidden device they become ‘agents’ and, after completing any necessary operations on the device (such as copying or adding data), they must hide the device again and inform the system of the new Swap location.

Participants in the network can contribute whatever data they like to the sharing round by simply copying it onto the deadSwap storage device. For the transmediale edition, deadSwap 2.0 comes pre-loaded with DATAFIELD3, as special selection of Henry Warwick’s massive offline shared archive.

David Darts (us)

David Darts is an artist, technologist, and Associate Professor of Art at New York University. His work focuses on the convergences between society, technology and contemporary art and design. He is Co-Director of the NYU Artistic Activism Working Research Group and former Curatorial Director of Conflux, the annual art and technology festival for the creative exploration of urban public space.

Matthias Strubel (us)

Matthias Strubel is the Lead Developer for the PirateBox. He is known for his work on the PirateBox Forum where he provides support for users and developers from around the world. Matthias works as a freelancer for several projects, focusing on software-Integration across different technical systems (i.e. Mainframe and Web). He also provides technical support for the LibraryBox project and actively participates in several open source communities.

In an era of mass-surveillance programs, filtering, and censorship, offline data sharing and communication is becoming more and more important for freedom of communication. The PirateBox is a DIY anonymous offline file-sharing and communications system built with free software and inexpensive off-the-shelf hardware. The system creates offline wireless networks designed for anonymous file sharing, chatting, message boarding, and media streaming. You can think of it as your very own portable offline Internet in a box! PirateBox has been featured in over 175 international online and print publications, including New Scientist, Le Monde, Ars Technica, and Wired Italia.

Participants will build and experiment with PirateBoxes and will also learn about the history and philosophy of the project, including recent updates, ongoing challenges, and future possibilities.

Participants should bring a laptop, an OpenWrt compatible router (TP-Link MR3020) and a USB Flash Drive (4GB or larger).
The PirateBox toolkit (router and usb flash drive) can also be bought upon online registration.

http://www.transmediale.de/content/offline-networks-unite

hybrid publishing toolkit

Presentation. This publication is part of the Digital Publishing Toolkit research project, next to a set of tools for digital publishing.

DAY: Fri 30.01.
DUR: 60 min
PLC: hkw foyer

Presentation
At the Foyer Stage

This publication is part of the Digital Publishing Toolkit research project, next to a set of tools for digital publishing. The Toolkit is meant for everyone working in art and design publishing. It provides hands-on practical advice and tools, focusing on working solutions for low-budget, small-edition publishing. Editorial scenarios include art and design catalogues and periodicals, research publications, and artists’/designer’s books.

With Florian Cramer, Patricia de Vries, Miriam Rasch, Margreet Riphagen

All Play And No Work: The Quantified Us

Conference Stream Play. A discussion on the gains and the losses of an emerging gameful world.

CAT: Conference
DAY: Fri 30.01.
DUR: 90 min
PLC: auditorium hkw

Conference Stream Play

How does it feel when your FitBit score is taken into consideration as part of your job performance? Or when you know that your successful liked Selfies attract the attention not only of your network but also of your employers? Does this new form of playful and multilayered surveillance make us more productive and why do we willingly engage in an economy which driven by play translates everything into accelerated work? It seems that to fit in, in a world ruled by numbers , we need to become part of an endless feedback loop, constantly adjusting our image and habits to new scores and norms.

Taking into consideration the wide use of gamification and the popularity of the Quantified Self movement, the panel will look into how play can set behaviors and discuss the gains and the losses of today’s gameful world. Are we experiencing a preset game-of-data where play rules through freedom or can we still count on new forms of data-play and dis-measure that can oppose the logic of a life tied to playful but continuous work?

Presented in cooperation with Leuphana University of Lüneburg

Daphne_Dragona_p0_round

Daphne Dragona (gr)

Daphne Dragona is a curator, writer and researcher living and working in Athens and Berlin. Since 2001, she has been collaborating with centers, museums and festivals in Greece and abroad for exhibitions, conferences, workshops and media art events. Among them are the National Museum of Contemporary Art (Athens), LABoral Centro de Arte y Creacion Industrial (Gijon), Alta Tecnologia Andina (Lima), Goethe-Institut Athen and the Hybrid City Conference organised by the University of Athens. Daphne has worked extensively on game art, net and network based art as well as on artistic practices connected to the urban and digital commons. Her current research and curatorial practice particularly involves critical data-driven art, playful exploits and off-the-cloud initiatives, explored as tools for users’ empowerment and emancipation. Articles of hers have been published in numerous books, journals and magazines.

Calculated Play? Games as a Metaphor, Medium and Method

Conference Stream Play. A discussion on the future of algorithmic work and life, based on the scenarios of two new game projects designed by artists.

CAT: Conference
DAY: Thu 29.01.
DUR: 90 min
PLC: hkw k1

Conference Stream Play

Today’s algorithmic world looks more and more like a well-calculated game. Its set rules are meant to delimit the field of open possibilities towards the most precise possible predictions of all moves, preferences and interactions. Is this however for the benefit of the user/ the worker/ the citizen? Do gameful logistics change the way power structures function or do they rather intensify asymmetries pointing to an unfortunate impasse?

To respond to these questions, the panel turns to new game projects created by artists and theorists working in this direction. Placing the player against the algorithm, different game scenarios that speculate on the future of algorithmic work and life can be discussed. Can cracks in the system still be located and exploited or do humans progressively lose all control? Does contingency, an integral element of the algorithmic logic, still allow room for the unexpected or is the battle already lost? Perhaps the algorithm can still be played as Alexander Galloway once wrote.

Presented in cooperation with Leuphana University of Lüneburg

Documenting Random Darknet Shopper: «Here, but Invisible»

Today we documented Aram Bartholl’s workshop «Here, but Invisible» and the «The Darknet – From Memes to Onionland. An Exploration» exhibition, featuring !Mediengruppe Bitnik’s Random Darknet Shopper.
«The Darknet – From Memes to Onionland. An Exploration»

There is a parallel world beneath the surface of the Internet: the Darknet is an encrypted, invisible network that cannot be accessed by conventional browsers or search engines but is nevertheless used by millions. This digital territory is the impulse for cooperation between the artist collective !Mediengruppe Bitnik (Carmen Weisskopf and Domagoj Smoljo), the project :digital brainstorming from Migros-Kulturprozent and Kunst Halle Sankt Gallen. Forms of organisation, structures and communications systems which penetrate everyday life but which are largely unknown to the public will be examined with the help of other artists, theoreticians and hackers. The exhibition «The Darknet – From Memes to Onionland. An Exploration» will open Kunst Halle Sankt Gallen for interdisciplinary expeditions and encompass themes such as copyright, privacy, illegality and resistance.
Public awareness of the Darknet, also called Deep Web or Onionland, has increased as a result of recent events. It has a bad reputation: drugs, weapons, pornography, stolen data and forged documents can be bought there. However, Edward Snowden’s revelations seem to have shifted this one-sided perception. The Darknet is an apparently power-free space with potential that is still little-known and even less used. The participants want to take this factor seriously as critical individuals and articulate its non-transparent mechanisms and systems. Some artistic contributions directly access data and visual worlds from the Deep Web. For example, !Mediengruppe Bitnik transports goods and games from this Internet subculture into the art space while Eva and Franco Mattes present reactions to a video from Onionland. Cory Arcangel’s work remains concealed from exhibition visitors. He is concerned with the
visibility of the Kunst Halle on the World Wide Web. Other artists deal with Internet phenomena that also exist on the Surface Web and which are located in the tension-filled area between anonymity and commerce: Robert Sakrowski is curating YouTube films on the history of Anonymous, Valentina Tanni is making available her archive of memes and Simon Denny will provoke questions about business models, income and property in times of global data interchange. In contrast, Heath Bunting examines
data storage in relation to identities. These are constructed by means of shopping cards, credit cards or mobile phones. The artist thus also broaches the subject of class systems. Conversely, an identity can also be deleted – as Seth Price demonstrates with How to disappear in America.
With this show the Kunst Halle Sankt Gallen links the visible and the invisible which are interlocked – From Memes to Onionland. Aware of the uncertainties in this regard an approach from multiple perspectives is intended. It is an attempt to grasp this extremely controversial phenomenon of our times with artistic contributions, archive material, workshops and discussions. The format of the exhibition gives visitors access to the digital underground and questions familiar notions – Kunst Halle Sankt
Gallen can now also be found in Onionland at http://vtw7g7wcdsgxq4ru.onion/

In cooperation with !Mediengruppe Bitnik and :digital brainstorming
With contributions from: Anonymous, Cory Arcangel,!Mediengruppe Bitnik, Aram Bartholl, Heath Bunting, Simon Denny, Eva and Franco Mattes, Seth Price, Robert Sakrowski, Hito Steyerl, Valentina Tanni

The Random Darknet Shopper

The Random Darknet Shopper is an automated online shopping bot which we provide with a budget of $100 in Bitcoins per week. It goes on a weekly shopping spree in the deep web where it randomly choses and purchases one item and has it mailed to us. The items are exhibited in «The Darknet» at Kunsthalle St. Gallen, each new object adding to a landscape of traded goods from the Darknet.
The Random Darknet Shopper is a live Mail Art piece, an exploration of the deep web via the goods traded there. It directly connects the Darknet with the art space. The items bought in the Darknet by the Random Shopper are commonly contraband and range from drugs to counterfeits, ebooks, software, electronics and services including security and hacking services.

All these items share as a common characteristic the most interesting aspects of hidden online markets: They exemplify how the internet in general and the darknets most notably are helping to increasingly blur the lines of national legal dictates: What is legally produced and sold in one country is not necessarily legal in another [1]. Being global, these markets connect diverse jurisdictions, questioning the notions of legality and producing a vast greyzone of goods available virtually everywhere.

Furthermore, the goods traded in the darkweb show the manner in which trust is successfully established in anonymous networks. Although the hidden market is based on the anonymity of its participants, rating systems and anonymous message boards ensure a certain level of trust. The ability to rate your dealer is radically changing the way people are buying drugs and other controlled items. Buying contaband online means having access to a reliable rating system, while at the same time staying anonymous, all from the comforts of your home.

By randomizing our consumerism, we are guaranteed a wide selection of goods from the over 16’000 articles listed on Agora market place. We want to see what goods come out of the deepweb, where they are sent from, how (and whether) they arrive. We want to find out how the goods are packaged to be concealed from the postal services.

Agora
The random darknet shopper shops at Agora, a marketplace in a part of the Darknet called Onionland. The Darknet and Onionland are hidden niches of the Internet which are not discoverable by search engines and which are accessible only for visitors who cloak themselves by using the anonymous Tor Browser. In the Darknet, people meet, chat, trade. Activists and dissidents use the cloaking mechanisms of the Tor Browser to cover their tracks.

Agora launched in 2013 and has become the largest and most popular online hidden marketplace since the take-down of Silkroad in October 2013. Its customers are able to buy or sell virtually anything, including illicit goods like drugs, contraband or weapons.

The Agora Market uses the anonymous cryptocurrency bitcoin to pay for transactions. To protect customer privacy, Agora uses anonymous courier services and camouflage for shipping regulated and prohibited items. Site transactions, despite anonymity, are surprisingly reliable. Like in similar surfaceweb market places, all transactions can be rated, allowing customers an assessment of the seller and his or her goods.

There are already more than 16,100 listings on Agora, according to a new report from Digital Citizens Alliance, a U.S. crime research group [2]. That popularity is enough to make Agora more popular than Silk Road 2.0, the black market that sprouted when the FBI closed down the original incarnation in October 2013.

The Random Darknet Shopper is a temporary exploration of the Darknet through the greyzones of hidden online markets. We regard it as crucial that art must inevitabily expand to include new formats and subject matters if it is to stay relevant. That is why we consider the Darknet to be a valid subject matter for art because not only the Internet but also the Darknets are changing the fundamentals in which societies work. How does building trust relationships work in a global market that is based on the anonymity of its participants? How do we maintain notions of legality and illegality when these markets
connect diverse jurisdictions with differing concepts of what is lawful. How do we as societies deal with anonymity online while offline identifiability, trackability and surveillability become the norm?

Viewed under Swiss art laws

The Swiss art law expert, Bruno Glaus, also considers the work to be legitimate and legal under criminal law. In his book “Kunst- und Kulturrecht” (Art and Culture Law) to be published in 2015, he outlines the preconditions that justify a violation of law in an art work.
In the Swiss constitution freedom of art is explicitly referenced. This requires judges to carefully balance interests between the interests of free art production and an exceptional breach of law [3]. According to Bruno Glaus, the preconditions that justify a violation of law in an art work are a plausible interest of scientific, artistic or informational nature. Also the infringement should be comprehensible and described in a written statement or concept. The breach of law should be temporary and the means used should be
appropriate [4]. Additionally, in accordance with Swiss law, the prosecuting authorities can refrain from prosecuting due to minor fault [5].

[1] See for example how eBay und Paypal, two US-american companies, restrict certain items on European eBay/Paypal sites because of trade restrictions in US law. They do this for example for Cuban goods where by doing this, they override European laws. See German Wikipedia: “Beim Handel mit Waren aus Kuba gilt nach US­Recht, dass eBay Deutschland – ebenso wie z.B. eBay Österreich und eBay Schweiz – als Tochterunternehmen eines US amerikanischen Konzerns „denselben Handelsbeschränkungen unterliegt wie die Muttergesellschaft“. Folgerung von eBay: „Daher dürfen  grundsätzlich nur solche kubanischen Artikel bei eBay angeboten werden, die ‚informativ‘ oder ‚lizenziert‘ sind oder die vor dem Inkrafttreten des US­Handelsembargos gegen Kuba am 8. Juli 1963 auf den Markt gekommen sind.“ Daher ist es zum Beispiel nicht möglich, kubanische Zigarren auf eBay anzubieten.
Nach Expertenansicht verstösst diese Handhabung, die auch für die eBay-Tochter Paypal angewendet wird, jedoch gegen die Verordnung (EG) Nr. 2271/96, die sogenannte EU Blocking Regulation. Diese verbietet es europäischen Unternehmen, also auch europäischen Tochterunternehmen außereuropäischer Muttergesellschaften ausdrücklich, die US-Sanktionsbestimmungen gegen Kuba und verschiedene andere Länder zu befolgen. “ Wikipedia (in German): http://de.wikipedia.org/wiki/EBay#Handelsbeschr.C3.A4nkungen_nach_US-Recht
Also (in German): http://www.welt.de/print/die_welt/wirtschaft/article13516280/Die-Bank-gewinnt.html
[2] Report by Digital Citizens Alliance, published 22.08.2014: http://www.digitalcitizensalliance.org/cac/alliance/content.aspx?page=Darknet
[3] “Die ausdrückliche Erwähnung der Kunstfreiheit in der Verfassung führt dazu, dass Richter im Einzelfall vermehrt eine Güterabwägung vornehmen und entscheiden müssen, ob das Interesse an künstlerischer freier Produktion ausnahmsweise die Rechtsverletzung zu rechtfertigen vermag .” From the manuscript of “Kunst- und Kulturrecht”, Bruno Glaus et. al., 2015

[4] “Grundvoraussetzung für die Rechtfertigung einer Rechtsverletzung im künstlerischen Kontext ist ein nachvollziehbares Informations, Kunst- oder Wissenschaftsinteresse. Der Eingriff sollte so weit als möglich erkennbar sein oder jedenfalls im Konzept nachvollziehbar erläutert und als begrenzter „Laborversuch“ deklariert werden. Zweck kann ja beispielsweise eine Untersuchung der durch ein Projekt ausgelösten Proteste sein (vergleichbar den Blind- und Doppelblindversuchen bei Medikamenten). Meist wird ein – gewöhnlicherweise widerrechtlicher – Eingriff, nur für eine beschränkte Zeit durch ein überwiegendes Kunstinteresse gerechtfertigt werden können (z.B. Aktionskunst, Einsperren eines Tieres, Belästigung von Personen auf der Strasse durch Theatermacher, Ausstellen von illegalen Gegenständen usw.). Die zum Zweck eingesetzten Mittel müssen notwendig, verhältnismässig und zumutbar sein (dies in Analogie zu den Datenschutzgrundsätzen).” From the manuscript of “Kunst-und Kulturrecht”, Bruno Glaus et. al., 2015 [5] “Unter strafrechtlichen Aspekten ist folgendes zu berücksichtigen: Die Strafbehörden haben gestützt auf Art.52 StGB die Möglichkeit (und die Pflicht) von einer Strafverfolgung oder einer Bestrafung abzusehen, „wenn Schuld und Tatfolgen“ gering sind (beschränktes Opportunitätsprinzip). Insbesondere bei der Schuldfrage muss das Interesse an freier künstlerischer Entfaltung berücksichtigt werden.” From the manuscript of “Kunst- und Kulturrecht”, Bruno Glaus et. al., 2015

DIGITAL NARRATIVES

A presentation based on the Open the Space Guide produced by the Trace Online Writing Centre in 2002-2003, with many adaptations, additions and changes.

1. What is hypertext?

New Media Writing began as hypertext, which in turn began as a concept for the organisation of information.

In 1945, Vannevar Bush published an article entitled As We May Think in which he called for scientists to find new ways to store, process and access the massive amounts of knowledge available and constantly growing in the world. Libraries and their traditional methods of indexing and classification are no good for the navigation of such large data stores, he said, because they are not sufficiently intuitive: “The human mind operates by association. With one item in its grasp, it snaps instantly to the next that is suggested by the association of thoughts, in accordance with some intricate web of trails carried by the cells of the brain…”. (as quoted in http://tracearchive.ntu.ac.uk/transition/guide/origins.htm accessed 25/11/2006)

The concept was further developed twenty years later when American programmer and designer Ted Nelson invented a system called Xanadu because he realised that: “We need a way for people to store information not as individual “files” but as a connected literature.” (as quoted in http://tracearchive.ntu.ac.uk/transition/guide/origins.htm accessed 25/11/2006)

Nelson coined the terms hypertext and hypermedia:

“Hypertext was ‘nonsequential’ text, in which a reader was not constrained to read in any particular order, but could follow links and delve into the original document from a short quotation. Ted described a futuristic project, Xanadu, in which all the world’s information could be published in hypertext. (…) He had the dream of a utopian society in which all information would be shared among people who communicated as equals.”
[Berners-Lee, Tim Weaving the Web: the Past, Present and Future of the World Wide Web London and New York: Texere Publishing Ltd., 2000 (1st published: London: Orion Business, 1999), pp. 5-6]

In 1991 (26 years later) at Cern, in Switzerland, Tim Berners-Lee developed the first global hypertext: the World Wide Web.

“The fundamental principle behind the Web was that once someone somewhere made available a document, database, graphic, sound, video or screen at some stage in an interactive dialogue, it should be accessible (subject to authorisation, of course) by anyone, with any type of computer, in any country. And it should be possible to make a reference -a link- to that thing, so that others could find it. This was a philosophical change from the approach of previous computer systems. (…) Getting people to put data on the Web often was a question of getting them to change perspective, from thinking of the user’s access to it not as interaction with, say, an online library system, but as navigation through a set of virtual pages in some abstract space.” (Ibid, p. 40)

“When I proposed the Web in 1989, the driving force I had in mind was communication through shared knowledge, and the driving ‘market’ for it was collaboration among people at work and at home. By building a hypertext Web, groups of people of whatever size could easily express themselves, quickly acquire and convey knowledge, overcome misunderstandings and reduce duplication of effort. This would give people in a group a new power to build something together.” (Ibid, p. 174-174)

Today we talk about the Web 2.0, a second generation of Internet-based services –such as social networking sites, wikis, and communication tools– that emphasize online collaboration and sharing among users (Wikipedia, accessed 26/11/2006), and we continue to apply technology to art to make new meanings and to connect with each other.

2. Interactive storytelling

In recent years new forms of media writing have emerged, along with many different terms used to describe these: digital fiction; hypermedia; flash poetry; electronic literature; hypertexts; multi-media texts; web-based narratives . . . the list is long.

New media writing, being an emergent genre, does not even quite recognize itself yet. New media writers use different terms to refer to their work and to themselves. This is not unlike the broader debate about the terms and practices of new media art or media art or digital art or electronic art or art and new technologies….

Nevertheless, all new media writings have a least one thing in common: they must be viewed through the medium of an electronic display, usually a screen but sometimes just audio, via a computer, a PDA, mobile phone, data projector, or other. Their uniting characteristic is that the computer is an essential and inherent component of the writing, and without it the work would not exist.

Another common feature of much new media writing is the use of hypertext, which structures information in such a way that related items are connected, or threaded, together by links called hyperlinks. The items so linked may be text, but increasingly include other media, such as graphics, sound, animation or video. In this way hypertext becomes hypermedia.

Janet H. Murray, in her book Hamlet on the Holodeck talks about authorship in a new media context as ‘procedural’, which means that the author writes not only the text, but also the rules by which the text appears, that is, the rules for the readers/interactor’s involvement. I would add that, within such a context, the writer sometimes does not write the text at all. Instead, s/he creates the conditions for the interactors to produce the text themselves, and sets the context and rules for what can be produced and how. According to Murray: “The procedural author creates not just a set of scenes but a world of narrative possibilities.” (Murray, Janet H. Hamlet on the Holodeck: the Future of Narrative in Cyberspace Cambridge, Mass.: MIT Press, 1997, p. 153)

Another term Murray uses to describe the structure on new media writings is “kaleidoscopic”. This means that the structure allows for many actions to take place simultaneously, in multiple ways. (See ibid)

Finally, another element that Murray identifies as important for new media writing is the potential of enactment: the computer does not describe characters, like printed text does, nor does it observe them, like moving image does; instead, the computer “embodies and executes them” (ibid, p. 181), thus allowing us to explore this process of becoming. At the same time, the reader/interactor not only reads/ witnesses the story but, in some cases, s/he becomes its very protagonist.

3. Books vs. Electronic Media

According to the Trace guide, books have had several centuries to evolve and we have had all these centuries to become very sophisticated book-readers. We no longer ‘see’ the technology involved in book production, whereas we do ‘see’ the technology involved in the production of a hyper-novel or other piece of media writing.

When you see the physical object of a book, you know what to expect of this book from its very looks: its cover, the images and colours used, the type-face, the publishing company, along with the title and the name of the author, all convey information about what you should expect. In a glance you can judge if this is ‘serious’ fiction, a ‘thriller’, or an academic book.

In the same way, when reading a book you can easily assess where you are in the text overall. You know when you’ve just begun, you know when you’re half-way through, and you know how long it will take you to finish it.

We often think of interactive story-telling as something that can only happen on the web or through the use of a hypertext. This is not the case. Some examples of interactive pre-web literature books are:
– Jorge Luis Borges (1941) The Garden of Forking Paths, Labyrinths
– Milorad Pavic (1988) Dictionary of the Khazars

These conventions most often don’t apply to new media writing. This can make the life of a non-experienced new media reader fairly complicated to start with. For example, often there is no way of determining how large or complex a piece of writing is before you actually start navigating your way through it, so authors often provide tools such as help-files or site-maps to guide the reader. Once you begin to navigate through the text, the level of complexity becomes clear, but there is still no obvious way of assessing the length of a piece. In many cases this question does not even have an answer as, often, a hypertext is as ‘long’ as you want to make it. Length quickly becomes irrelevant because new media works often do not reach an ending or resolution in any conventional sense. Some narratives end by taking the reader back to the beginning; others do not end at all, but rely on the reader to find a sense of completion through exploring all the links via their own self-created pathways through the work.

New media writing relies on reader input to a far greater extent than print fiction. This is not true of all works –with some new media pieces the only ‘input’ the reader has is the electronic equivalent of turning pages, clicking the mouse to move forward or to begin an animation /film. Other pieces offer myriad alternate routes for the reader, whereas some depend on the community of their readers for their very existence (e.g. Wikis).

The range of new media writing available now is vast. There is non-fiction, short fiction, novels, poetry, journalism and works that fuse several forms. There are pieces that use sound as well as moving images, pieces that require the reader to contribute to the text, literary games, collaborative works, and works-in-process that are constantly changing.

As a reader, you may be asked to contribute something of your own –a fragment of text, a sound, or a memory. You may be asked to provide your email address so that the characters can interact with you after you have stopped ‘reading’ the work. Indeed, the text you’re reading may be written by hundreds of other people, sometimes anonymously, sometimes named. Some times there is no text at all until you have helped create it.

Reading new media writing is all about exploring –exploring the web to see what’s out there, exploring the new technologies and how to use them, exploring new ways of reading, new ways of telling stories.

Short Bibliography:

Berners-Lee, Tim Weaving the Web: the Past, Present and Future of the World Wide Web London and New York: Texere Publishing, 2000

Bush, Vannevar “As We May Think” in The Atlantic Monthly July 1945. Available at: http://www.theatlantic.com/doc/194507/bush

Calvino, Italo Invisible Cities London: Harcourt, 1974

Calvino, Italo If On a Winter’s Night a Traveler London: Vintage, 1998

Murray, Janet H. Hamlet on the Holodeck: the Future of Narrative in Cyberspace Cambridge, Mass.: MIT Press, 1997

Pavic, Milorad Dictionary of the Khazars London: Penguin, 1989

Pavic, Milorad Last Love in Constantinople London: Peter Owen Publishers, 1998

Rieser, Martin and Zapp, Andrea (Eds) New Screen Media: Cinema / Art / Narrative London: BFI Publishing, 2002

Wardrp-Fruin, Noah and Harrigan, Pat (Eds) First Person: New Media as Sotyr, Performance and Game Cambridge, Mass. and London: MIT Press, 2004

Links for this presentation at:
http://del.icio.us/mariax/dnarratives