BUG INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ SANDRA GAUDENZI EDITORS
PREFEITURA DO RIO DE JANEIRO, SECRETARIA MUNICIPAL DE CULTURA, LEI MUNICIPAL DE INCENTIVO À CULTURA - LEI DO ISS PRESENT
EDITORS
ALBERTO SARAIVA ART & TECHNOLOGY COLLECTION COORDINATOR
1st
EDITION
RIO DE JANEIRO, 2019
PUBLISHER
CO-PUBLISHING
PROJECT
SUPPORT
SPONSORSHIP
OI FUTURO
LIGHTING
UNIVERSIDAD DE BUENOS AIRES)
Roberto dos Santos Bartholo Junior
MANAGING COUNCIL
BeLight Samuel Betts EQUIPMENTS
TEXTS
On Projeções
André Paz Sandra Gaudenzi Mayra Jucá Kátia Augusta Maciel Arnau Gifreu-Castells Jéssica Cruz Julia Salles María Laura Ruggiero Fanny Belvisi Xavier de la Vega
COPPE/UFRJ)
PRESIDENT
Eurico de Jesus Teles Neto BOARD MEMBERS
Jose Augusto da Gama Figueira Roberto Terziani Suzana Gomes Santos
VR EQUIPMENT
Thunder VR
EXECUTIVE BOARD
VIDEOS
PRESIDENT DIRECTOR
Cria Projetos e Narrativas
Suzana Gomes Santos PHOTOGRAPHY VIDE PRESIDENT DIRECTOR
Felipe Varanda
Silvio Roberto Vieira Almeida
PRODUCTION
DIRECTOR
Meise Halabi
Mariana Schincariol e Marisa S. Mello | Automatica
Sara Crosman
COMMUNICATION ASSISTANT
PRODUCTION ASSISTANT
CULTURE
LEONARDO COELHO
Ana Pimenta | Automatica
Roberto Guimarães
SOCIAL MEDIA
CREDITS OF THE IMAGES
CULTURE MANAGEMENT
Victor D’Almeida
Leonardo Coelho Raquel Boechat Bianca Nonato
VISUAL ARTS CURATOR
EDITORIAL COORDINATION OF THE WEBSITE
Alberto Saraiva
Mayra Jucá
VISUAL ARTS PRODUCTION
MONITORING COORDINATION
Claudia Leite
Diogo Fernandes
CULTURE COORDINATOR
SUPPORT
Sérgio Ricardo Pereira
The British Academy University Of Westminster UNIRIO PROEX/UNIRIO ECO/UFRJ LTDS/UFRJ COPPE/UFRJ PPGTLCOM/UFRJ USIS/UFRJ Thunder VR Futura Erasmus/União Europeia Newton Fund LASIN Cria Projetos e Narrativas
Felipe Varanda portuguese: 8, 25 (base); 26, 44, 59, 60, 71, 72, 81, 82, 92, 100, 105, 106, 123, 136 english: 87, 90, 78, 67, 51, 6 Marco Terranova portuguese: 25 (top); 104, 120, 130 english: 8 Vanessa Lauria portuguese: 18 IDROPS/IFLAB portuguese: 36, 43 english: 37 BUG404 português: 4, 99
PRESS RELATIONS
EXECUTIVE MANAGEMENT OF CULTURE
PERFORMING ARTS PRODUCTION
Zelia Peixoto LABSONICA PRODUCTION
Yuri Chamusca CULTURAL SPONSORSHIPS
Luciana Adão Joseph Andrade MUSEOLOGY
Bruna Cruz Leyanne Azevedo
GRAPHIC DESIGN
DÍnamo CATALOG TEXT EDITING (WORKS)
Manoela Meyer TRANSLATIONS
David Hauss Lis Horta Moriconi Mariana Gago Carola Mittrany PROOFREADING
MUSEOLOGY PRODUCTION
Rosana Lobo Amanda Coimbra McCaskey
Sandro Rosa
BUGLAB - CONFERENCE
CULTURE TEAM
COORDINATION
Jairo Vargas João André Macena Juliana Moreira Marciel Oliveira Raphael Fernandes
André Paz Kátia Augusta Maciel
ORGANIZING COMMITTEE
ACKNOWLEDGEMENTS
Gabriel Brum
Inês Maciel Julia Salles Luciano Saramago Ronaldo Ranzemberger
PRESS OFFICE
PRODUCTION COMMITTEE
Leticia Duque Carla Meneghini
Arthur Moraes Bianca Nonato Bruna Lacerda Christophe Nonato Marina Cruz Willian Nogueira
The British Academy Cédric Mal (Le Blog Documentaire) Julia Salles Arnau Gifreu-Castells Kátia Augusta Maciel María Laura Ruggiero Fanny Belvisi Xavier de la Vega Jéssica Cruz Manoela Meyer Laure Cops Wouter Vanmol Marcia Mansur Marina Thomé
INTERN
BUG EXHIBITION CURATORSHIP
André Paz Julia Salles Arnau Gifreu
PUBLICATION BUG: INTERACTIVE AND IMMERSIVE NARRATIVES
PRODUCTION
EDITORS
Automatica Luiza Mello Mariana Schincariol de Mello
André Paz Sandra Gaudenzi EDITORIAL COORDINATOR
PRODUCTION ASSISTANT
Mayra Jucá
Ana Pimenta EDITORIAL BOARD (LETRA E IMAGEM) MANAGER
Felipe Trotta
Marisa S. Mello
(PPG EM COMUNICAÇÃO E DEPARTAMENTO DE ESTUDOS CULTURAIS E MÍDIA/UFF)
GRAPHIC DESIGN
João Paulo Macedo e Castro
Dínamo Alexsandro Souza
(DEPARTAMENTO DE FILOSOFIA E CIÊNCIAS SOCIAIS/UNIRIO)
Ladislau Dowbor
(DEPARTAMENTO DE PÓS-
GRADUAÇÃO DA FEA/PUC-SP) EXPOGRAPHY PROJECT
Leonardo De Marchi
Gávea Arquitetura Felipe Rio Branco Alziro Carvalho Neto
(FACULDADE DE COMUNICAÇÃO SOCIAL/UERJ)
Marcel Bursztyn (CENTRO DE DESENVOLVIMENTO SUSTENTÁVEL/UNB)
Micael Herschmann SCENE SETS
(ESCOLA DE COMUNICAÇÃO/UFRJ)
H. O. Silva Produções Humberto Junior
Pablo Alabarces (FALCULDAD DE CIENCIAS SOCIALES/
Stilgraf
COLEÇÃO ARTE & TECNOLOGIA OI FUTURO | THE OI FUTURO ART & TECHNOLOGY COLLECTION
1.
CORPOS VIRTUAIS | IVANA BENTES [ORG.], 2005
2.
ESTADO DE ATIVIDADE FUNCIONAL: E.A.F. TINA
LUCIANO FIGUEIREDO, KATIA MACIEL E ANDRÉ PAR-
VELHO | ALBERTO SARAIVA [ORG.], 2005
ENTE [ORG.], COEDIÇÃO +2 PRODUÇÕES, 2010
3.
CICLO PARADIGMA DIGITAL: FOTORIO 2005 | MILTON
43.
44.
GURAN [ORG.], 2005 4.
GERAÇÃO ELETRÔNICA | TOM LEÃO [ORG.], 2006
5.
FILE RIO 2006: FESTIVAL INTERNACIONAL DE
45. 46.
PINTURA EM DISTENSÃO | ZALINDA CARTAXO, 2006
7.
WILTON MONTENEGRO: NOTAS DO OBSERVATÓRIO,
ARTE
[ORG.], 2006
F10, 2011
NAM JUNE PAIK: VIDEOS 1961–2000 | NELSON HO-
48.
INEFF [ORG.], 2006
11. 12. 13.
50.
PROJETOR: TONY OURSLER | PAULO VENANCIO FILHO [ORG.], COEDIÇÃO AUTOMÁTICA EDIÇÕES, 2011
51.
ROSSINE A. FREITAS, TOM LEÃO [ORG.], EDIÇÃO OI
FILE RIO 2007: FESTIVAL INTERNACIONAL DE LIN-
FUTURO, 2011
GUAGEM ELETRÔNICA | RICARDO BARRETO E PAULA
52.
PERISSINOTTO [ORG.], 2007 14.
COCCHIARALE [ORG.], COEDIÇÃO CONTRA CAPA, 2007 15. 16. 17.
FOTOGRAFIA E NOVAS MÍDIAS: FOTORIO 2007 | AN-
18.
BABILAQUES: ALGUNS CRISTAIS CLIVADOS | WALY
TONIO FATORELLI [ORG.], COEDIÇÃO CONTRA CAPA,
54.
POWER PIXELS | MIGUEL CHEVALIER, COEDIÇÃO
55.
WARHOL TV | JUDITH BENHAMOU-HUET [ORG.], CO-
AEROPLANO, 2011 EDIÇÃO AEROPLANO, 2011 56. 57.
SALOMÃO E OUTROS, COEDIÇÃO CONTRA CAPA, 2007 RELÍQUIAS E RUÍNAS | ALFONS HUG [ORG.], COFILE RIO 2008: FESTIVAL INTERNACIONAL DE RICARDO BARRETO [ORG.], 2008
22.
59.
ERA UMA VEZ... | AÍDA MARQUES E ELIANNE IVO
23.
60.
LETÍCIA PARENTE | ANDRÉ PARENTE E KATIA MACIEL
61.
GABRIELE BASILICO | NINA DIAS E PAOLA CHIERE-
[ORG.], COEDIÇÃO +2 EDITORA, 2011 GATO [ORG.], COEDIÇÃO FRANCISCO ALVES, 2011 62.
HÜZÜN. CARLOS VERGARA | LUIZ CAMILLO OSÓRIO,
25.
MARCOS CHAVES | ALBERTO SARAIVA, COEDIÇÃO
COEDIÇÃO CONTRA CAPA, 2008 AEROPLANO, 2008 26.
PERFORMANCE PRESENTE FUTURO | DANIELA LABRA
27.
ARTE DA ANTÁRTIDA | ALFONS HUG, COEDIÇÃO AERO-
[ORG.], COEDIÇÃO CONTRA CAPA, 2008 PLANO, 2009 28.
EDIÇÃO AEROPLANO, 2012 63. 64.
MEIAS VERDADES | LIGIA CANONGIA, 2009
30.
DANÇA EM FOCO: A DANÇA NA TELA | PAULO CALDAS, EDUARDO BONITO E REGINA LEVY [ORG.], COEDIÇÃO
31.
MUSSEL [ORG.], COEDIÇÃO LETRA E IMAGEM, 2012 67.
GUAGEM ELETRÔNICA | PAULA PERISSINOTTO E RICARDO BARRETO [ORG.], COEDIÇÃO AEROPLANO, 2012 68.
CARVALHO. | EPA!, MIGUEL COLKER [ORG.], COEDIÇÃO AEROPLANO, 2012 69.
COEDIÇÃO LIVRE EXPRESSÃO, 2012 70.
ENTRE TEMPS: UMA DÉCADA DE VIDEOARTE FRANCESA
JEAN-MAX COLARD, 2009 PERFORMANCE PRESENTE FUTURO. VOL. II | DANIELA
34.
ENTREOUVIDOS: SOBRE RÁDIO E ARTE | LILIAN ZA-
35.
PIERRE ET GILLES: A APOTEOSE DO SUBLIME | MAR-
LABRA [ORG.], COEDIÇÃO AEROPLANO, 2009 REMBA [ORG.], COEDIÇÃO SOARMEC EDITORA, 2009 CUS DE LONTRA COSTA, COEDIÇÃO AEROPLANO, 2009
71.
73.
MULTIPLICIDADE 2008 | BATMAN ZAVAREZE [ORG.],
40.
MULTIPLICIDADE 2009 | BATMAN ZAVAREZE [ORG.],
74.
TRANSPERFORMANCE | LILIAN AMARAL [ORG.], COEDIÇÃO F10, 2013
75.
REGINA VATER: QUATRO ECOLOGIAS | PAULA ALZUGARAY [ORG.], COEDIÇÃO F10, 2013
76.
EXPO(R) GODARD | AÍDA MARQUES, ANNE MARQUEZ E
77.
MACHINARIUM | MARISA FLÓRIDO E MONICA MANSUR
DOMINIQUE PAÏNI [ORG.], COEDIÇÃO 7 LETRAS, 2013 [ORG.], COEDIÇÃO BINÓCULO EDITORA, 2013 78.
ANA VITÓRIA MUSSI | MARISA FLÓRIDO [ORG.], COEDIÇÃO APICURI E F10, 2013
79.
BILL LUNDBERG | ALBERTO SARAIVA [ORG.], CO-
80.
PAULO CLIMACHAUSKA | ALBERTO SARAIVA ,COEDIÇÃO
COEDIÇÃO AEROPLANO, 2009
EDIÇÃO F10, 2013
COEDIÇÃO AEROPLANO, 2010 A CARTA DA JAMAICA | ALFONS HUG [ORG.], CO-
POESIA VISUAL | ALBERTO SARAIVA [ORG.], COEDIÇÃO F10, 2013
ZAVAREZE [ORG.], 2007 39.
MULTIPLICIDADE 2012 | BATMAN ZAVAREZE [ORG.], COEDIÇÃO AEROPLANO, 2013
CONTRA CAPA, 2007 MULTIPLICIDADE: IMAGEM_SOM_INUSITADOS | BATMAN
XICO CHAVES | ALBERTO SARAIVA [ORG.], COEDIÇÃO F10, 2012
72.
RICARDO BARRETO [ORG.], 2009 FREDERICO DALTON: FOTOMECANISMOS, COEDIÇÃO
PREDICAMENT – SITUAÇÕES DIFÍCEIS | YANN LORVO E STÉPHANIE SUFFREN, COEDIÇÃO APICURI, 2012
FILE 8 BIT GAME PEOPLE: FESTIVAL INTERNACIONAL DE LINGUAGEM ELETRÔNICA | PAULA PERISSINOTTO E
42.
I SEMINÁRIO OI FUTURO MEDIAÇÃO EM MUSEUS: CIAS | ADRIANA FONTES E RITA GAMA [ORG.],
DE PARIS/ARC ANGELINE SCHERF, ODILE BURLURAUX,
41.
ILUMINANDO O FUTURO – 50 ANOS DE JORGINHO DE
GARY HILL: O LUGAR SEM O TEMPO. TAKING TIME
33.
38.
FILE RIO 2012: FESTIVAL INTERNACIONAL DE LIN-
ARTE E TECNOLOGIA - REFLEXÕES E EXPERIÊN-
NA COLEÇÃO DO MUSÉE D’ART MODERNE DE LA VILLE
37.
SEBASTIÃO BARBOSA, FOTÓGRAFO | FELIPPE SCHULTZ
CONTRA CAPA, 2009
CONTRA CAPA, 2009
36.
ADF.11 - ATOS DE FALA | FELIPE RIBEIRO [ORG.], COEDIÇÃO RIZOMA, 2011
66.
FROM PLACE | MARCELLO DANTAS [ORG.], COEDIÇÃO 32.
HIGH-TECH/LOW-TECH – FORMAS DE PRODUÇÃO | ALFONS HUG [ORG.], COEDIÇÃO AEROPLANO, 2012
65.
GUAGEM ELETRÔNICA | RICARDO BARRETO E PAULA 29.
MULTIPLICIDADE 2011 | BATMAN ZAVAREZE [ORG.], COEDIÇÃO AEROPLANO, 2012
FILE RIO 2009: FESTIVAL INTERNACIONAL DE LINPERISSINOTTO [ORG.], 2009
BRÍGIDA BALTAR: O QUE É PRECISO PARA VOAR | BRÍGIDA BALTAR E MARCELO CAMPOS, CO-
LO CALDAS, EDUARDO BONITO E REGINA LEVY [ORGS], 24.
EDITORA DE LIVROS LTDA, 2014
COLETIVA PROJETOS CULTURAIS, 2013 81.
FILE GAMES RIO 2014: FESTIVAL IN-
O PAPAGAIO DE HUMBOLDT | ALFONS HUG [ORG.], COEDIÇÃO NAU DAS LETRAS EDITORA DE LIVROS LTDA, 2015
92.
NIURA BELLAVINHA: EM TORNO DA LUZ | ALBERTO SARAIVA, COEDIÇÃO NAU EDITORA, 2014
93.
POESIA VISUAL 2 | ALBERTO SARAIVA [ORG.],
94.
TRANSPERFORMANCE 2 | MARISA FLÓRIDO [ORG.],
95.
DESENLACE – MIGUEL ANGEL RIOS & TERESA SER-
COEDIÇÃO F10, 2015 COEDIÇÃO F10, 2015 RANO | LUIZA INTERLENGHI [ORG.], COEDIÇÃO MEMÓRIA VISUAL, 2015 96.
ADF.14 - ATOS DE FALA | FELIPE RIBEIRO [ORG.],
97.
DANIEL SENISE | ALBERTO SARAIVA, FLAVIA CORPAS
98.
SOMOS IGUAIS – NAZARENO | NAZARENO E TAINÁ
COEDIÇÃO RIZOMA, 2014 E PAULO MIYADA, COEDIÇÃO COSAC NAIFY, 2015
[ORG.], COEDIÇÃO AEROPLANO, 2011
DANÇA EM FOCO: ENTRE IMAGEM E MOVIMENTO | PAUCOEDIÇÃO CONTRA CAPA, 2008.
NEOS | DELFIM SARDO, COEDIÇÃO NAU DAS LETRAS 91.
AEROPLANO, 2011
IVENS MACHADO: ENCONTRO / DESENCONTRO | ALBERTO SARAIVA [ORG.], COEDIÇÃO CONTRA CAPA, 2008
LUCIFERINAS, SIMONE MICHELIN | SIMONE MICHELIN PULSO IRANIANO | MARC POTTIER [ORG.], COEDIÇÃO
POIESIS | ANDRÉ VALLIAS, FRIEDRICH W. BLOCH, ADOLFO MONTEJO NAVAS [ORGS.], 2008
2014
ALÉM CINEMA | NEVILLE D’ALMEIDA, COEDIÇÃO NOVA
58.
LINGUAGEM ELETRÔNICA | PAULA PERISSINOTTO E 21.
FRANCESCA AZZI [ORG.], COEDIÇÃO ILUMINURAS,
[ORG.], COEDIÇÃO AEROPLANO, 2011
EDIÇÃO CONTRA CAPA, 2007 20.
MARULHAR – ARTISTAS PORTUGUESES CONTEMPORÂ-
FRONTEIRA, 2011
2007
19.
90.
TRANS - ADRIANA VARELLA | ALBERTO SARAIVA [ORG.], COEDIÇÃO AEROPLANO, 2011
ATLAS AMÉRICAS | PAULO HERKENHOFF [ORG.], COEDIÇÃO CONTRA CAPA, 2007
APICHATPONG WEERASETHAKUL | DANIELLA AZZI E
FILE GAMES RIO 2011: EU QUERO JOGAR | RICARDO F10, 2011
53.
DANÇA EM FOCO: VIDEODANÇA | PAULO CALDAS E LEONEL BRUM [ORG.], 2007
EDIÇÃO APICURI, 2013
BARRETO E PAULA PERISSINOTTO [ORG.], COEDIÇÃO
FILMES DE ARTISTA: BRASIL 1965–80 | FERNANDO
PAISAGENS CROMÁTICAS | ISABEL PORTELLA, CO-
89.
GERAÇÃO ELETRÔNICA 2011 | BRUNO KATZER,
ZAVAREZE [ORG.], 2006
VIDEOFOTOPOESIA - TADEU JUNGLE | ALBERTO SARAIVA [ORG.], COEDIÇÃO F10, 2014
88.
LABRA [ORG.], COEDIÇÃO AUTOMÁTICA EDIÇÕES, 2011
CÂMARAS DE LUZ | LIGIA CANONGIA [ORG.], 2006 MULTIPLICIDADE: IMAGEM_SOM_INUSITADOS | BATMAN
[ORG.], 2010
EDIÇÕES, 2011 PERFORMANCE PRESENTE FUTURO VOL. III | DANIELA
FILE RIO 2010: PERSPECTIVAS DA ARTE DIGITAL | PAULA PERISSINOTTO E RICARDO BARRETO
LENORA DE BARROS | LENORA DE BARROS,
49.
DANÇA EM FOCO: DANÇA E TECNOLOGIA | PAULO CALDAS E LEONEL BRUM [ORG.], 2006
NO, 2010 86.
87.
ALBERTO SARAIVA [ORG.], COEDIÇÃO AUTOMÁTICA
VICENTE DE MELLO, ÁSPERA IMAGEM | ALBERTO SARAIVA [ORG.], COEDIÇÃO AEROPLANO, 2006
RELIVRO:
FOTO + VÍDEO + ARTE CONTEMPORÂNEA: FOTORIO 2009 | MILTON GURAN [ORG.], COEDIÇÃO AEROPLA-
ARTE E NOVAS ESPACIALIDADES: RELAÇÕES CONTEMPORÂNEAS | EDUARDO DE JESUS [ORG.], COEDIÇÃO
BRICS | ALFONS HUG [ORG.], COEDIÇÃO EDITORA ATLÂNTICA, 2014
85.
FAD - FESTIVAL DE ARTE DIGITAL 2010 | FAD -
CONTEMPORÂNEA BRASILEIRA | GLÓRIA FERREIRA
ANATOMIA DA LUZ | MARTHA PAGY [ORG], ALBANO AFONSO, 2014
84.
MULTIPLICIDADE 2010 | BATMAN ZAVAREZE [ORG.],
INSTITUTO CIDADES CRIATIVAS, 2010 47.
NENHUMA ILHA - ELISA DE MAGALHÃES | MARCELO CAMPOS [ORG.], COEDIÇÃO LETRA&IMAGEM, 2014
83.
FESTIVAL DE ARTE DIGITAL [ORG.], COEDIÇÃO ICC
6.
10.
82.
WLADEMIR DIAS-PINO | WLADEMIR DIAS-PINO
COEDIÇÃO AEROPLANO, 2011
RICARDO BARRETO [ORG.], 2006
9.
DE
[ORG.], COEDIÇÃO AEROPLANO, 2011
LINGUAGEM ELETRÔNICA | PAULA PERISSINOTTO E
8.
LIVRO DE SOMBRAS: PINTURA, CINEMA, POESIA
AZEREDO [ORG.], EDIÇÃO ADUPLA, 2015 99.
ÁREA 91 - THALES LEITE | MARISA FLÓRIDO CESAR [ORG.], COEDIÇÃO F10, 2016
100. POESIA VISUAL 3 | ALBERTO SARAIVA [ORG.], COEDIÇÃO F10, 2016 101. TRANSPERFORMANCE 3 | GABRIEL BOGOSSIAN, LUÍSA DUARTE [ORGS.]., COEDIÇÃO F10, 2016 102. AMOR | DENISE CARVALHO E MONIKA SZEWCZYK, COEDIÇÃO BARLÉU EDIÇÕES, 2016. 103. GAMBIÓLOGOS 2.0 A GAMBIARRA NOS TEMPOS DO DIGITAL | FRED PAULINO [ORG.], COEDIÇÃO FOGÃO DE LENDA, 2016 104. ADF. 16 - ATOS DE FALA | FELIPE RIBEIRO [ORG.], COEDIÇÃO RIZOMA, 2016 105. MULTIPLICIDADE 2014 | BATMAN ZAVAREZE [ORG.], COEDIÇÃO AEROPLANO, 2015 106. ESPÍRITO DE TUDO | ROSÂNGELA RENNÓ [ORG.], COEDIÇÃO COBOGÓ, 2017 107. MULTIPLICIDADE 2025 | BATMAN ZAVAREZE [ORG.], COEDIÇÃO COBOGÓ, 2017 108. CÓDIGOS PRIMORDIAIS | CAROLINE MENEZES E FABRIZIO POLTRONIERI [ORGS.], COEDIÇÃO CAOSMOS EDITORA, 2017 109. MÁQUINA DEVIR – MARIA LYNCH | BERNARDO MOSQUEIRA, ANDRÉ ABU-MERHY BARROSO E ALBERTO SARAIVA, COEDIÇÃO R&L PRODUTORES ASSOCIADOS, 2017 110. NAM JUNE PAIK | MARCO PIERINI, COEDIÇÃO BASE 7 PROJETOS CULTURAIS, 2017 111. POESIA VISUAL 4 | ALBERTO SARAIVA [ORG.], COEDIÇÃO FIORETTI, 2016 112. OUTRAS IDEIAS – DANIEL ARSHAM + AZUMA MAKOTO | MARCELLO DANTAS, EDIÇÃO OI FUTURO, 2017 113. DENISE CATHILINA – FOTOGRAFIA EXPANDIDA | ALBERTO SARAIVA, EDIÇÃO OI FUTURO, 2018 114. POESIA VISUAL 5 | ALBERTO SARAIVA E TERRI WITEK [ORG.], COEDIÇÃO OI FUTURO/FIORETTI/CONFRARIA DO VENTO, 2018 115. KATIA MACIEL | KATIA MACIEL [ORG.], COEDIÇÃO COBOGÓ, 2018 116. CELACANTO
ODIR ALMEIDA | MARIA ARLETE
GONÇALVES [ORG.], COEDIÇÃO COLETIVA 2018 117. EXISTÊNCIA NUMÉRICA | DORIS KOSMINSKY, BARBARA CASTRO
E LUIZ LUDWIG [ORG.], COEDIÇÃO RIO
BOOKS, 2019 118. MAIS PERFORMANCE | CAROLINE MENEZES [ORG.], COEDIÇÃO CAOSMOS EDITORA, 2019 119. MULTIPLICIDADE 2018/2017 | BATMAN ZAVAREZE [ORG.], COEDIÇÃO EDITORA CIRCUITO, 2019 120. BUG NARRATIVAS INTERATIVAS E IMERSIVAS | ANDRÉ
EDIÇÃO AEROPLANO, 2010
TERNACIONAL DE LINGUAGEM ELETRÔNICA
PAZ & SANDRA GAUDENZI [ORG.], COEDIÇÃO AUTOMAT-
SONIA ANDRADE: VIDEOS | ANDRÉ LENZ [ORG.],
PAULA PERISSINOTTO E RICARDO BARRETO [ORG.],
ICA EDIÇÕES; LETRA E IMAGEM, 2019
COEDIÇÃO AEROPLANO, 2010
COEDIÇÃO FILE, 2014
CHAPTER 1 Overview THE SCENARIO OF INTERACTIVE AND IMMERSIVE NARRATIVES - ANDRÉ PAZ AND MAYRA JUCÁ
10
TAKING THE INTERACTIVE NARRATIVES ‘OUT OF THE BOX’: A CONVERSATION WITH SANDRA GAUDENZI - BY ANDRÉ PAZ
19
MOVING FROM LINEAR TO DIGITAL INTERACTIVE STORIES: A SHIFTING WORLD THAT DEMANDS SEVERAL MIND SHIFTS - SANDRA GAUDENZI
24
FROM STORY-TELLERS TO STORY-FACILITATORS: INTERVIEW WITH LAURE COPS & WOUTER VANMOL, FROM NUNAM - BY SANDRA GAUDENZI
32
CHAPTER 2 Interactive Narratives BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS IN INTERACTIVE NARRATIVE - ANDRÉ PAZ AND KÁTIA AUGUSTA MACIEL
38
CURRENT DEVELOPMENTS IN INTERACTIVE AND TRANSMEDIA DOCUMENTARY: THE AMERICAS, EUROPE, AND AUSTRALIA - ARNAU GIFREU-CASTELLS
52
MEDIA AND PLATFORMS ECHO IN THE SOUND OF BELLS - BY JÉSSICA CRUZ
61
CHAPTER 3 Immersive Narratives THE VIRTUAL REALITY EXPERIENCE FROM THE NARRATIVE PERSPECTIVE: ENVISIONING ALTERNATE REALITIES - JÚLIA SALLES E MARÍA LAURA RUGGIERO
68
FÉLIX & PAUL: A GUIDED TOUR OF THE PRESTIGIOUS VIRTUAL REALITY STUDIO - BY FANNY BELVISI
77
OKIO STUDIO, FRANCE’S PIONEERING VIRTUAL REALITY STUDIO, RESPONSIBLE FOR “I PHILIP” AND “ALTÉRATION” - BY XAVIER DE LA VEGA
83
CHAPTER 4 The BUG Exhibition – Catalog INTERACTIVE NARRATIVES 106 MOBILE NARRATIVES 120 IMMERSIVE VÍDEO 123 VIRTUAL REALITY 130 TRANSMEDIA INSTALLATION 135
INTRODUCTION
A bug is a programming error. Something unexpected, foreign to a system. Much like the works discussed in this book: uncommon in the programmed universe we find on the internet. We are constantly overstimulated by images, sounds, or phrases which reach us through televisions, cell phones, screens in elevators. An informative kaleidoscope, fed by new digital technologies connected to the internet. We can, however, also glean a number of works from this environment which lead us to inspiring, provocative experiences. These are interactive and immersive narratives in different formats and platforms (websites, applications for mobile devices, installations, web documentaries, interactive documentaries, 360 videos, virtual reality, augmented reality). A variety of productions that incorporate the interactivity or immersion of new media into their narrative structure. From behind their interfaces, these projects explore different forms of creation, production, distribution, and reception among producers, participants, and the public. Processes of co-creation, production of participative media, and production of collaborative works allow for different forms of agency. The projects gain purpose beyond their artistic value: they gain social impact, give new meaning to urban spaces, and help to preserve the environment, cultural heritage, and social memory. This book is one of the outputs of The BUG Exhibition, held in the Oi Futuro Flamengo Cultural Center in Rio de Janeiro, Brazil, between September 11th to October 9th, 2018, curated by AndrÊ Paz, Julia Salles, and Arnau Gifreu-Castells. It evolved out of the exhibition’s objective: to create an introduction to the field which will inspire new projects in the production or research of interactive and immersive narratives. There is no set form or methodology, however, to be followed to be followed by new projects. Instead, it is a production of hybrid works, whose creative processes intertwine the audiovisual, new technologies, design, and programming. They require a collaboration among artists, filmmakers, programmers, designers, technologists, specialists, activists, and researchers. As with The BUG Exhibition itself, this book follows the Bug404 (bug404.net) principles of participation and dissemination that were the foundation of both initiatives. The subsequent articles and interviews, in incorporating a diverse range of voices and visions, represent one more attempt to deepen the dialogue between researchers and those who create and produce the works.
7
The first chapter addresses the whole scenario behind interactive and immersive narrative projects. André Paz and Mayra Jucá present a portrait of the scene beyond the works themselves: producers, festivals, labs, and research centers. They also show how these works can arise within innovative ecosystems and present the Bug404 proposal along these terms. Sandra Gaudenzi completes the landscape
with
her considerations on the changes in mindset required for developing innovative projects based, among other things, on her experience as founder and coordinator of !F LAB. At the end of the chapter, NuNam producers Laure Cops and Wouter Vanmol talk about their experience of participating in this LAB. The chapter Interactive Narratives, is focused on the spectrum of works called interactive documentary, web documentary, living
documentary, or transmedia documentary. In “Beyond The Interface: fundamental concepts and works in interactive narrative”, André Paz and Katia Augusta Maciel present an introduction to the field and to basic concepts used to understand and develop new projects. The article by Arnau Gifreu-Castells presents interactive and transmedia documentary’s stages of development in different parts of the world. Next, in an interview with Jéssica Cruz, Estúdio Crua’s Marina Thomé and Marcia Mansur, directors of the interactive and transmedia documentary The Sound of Bells (2015), analyze the behind the scenes reality of this project, which uses new media to promote Brazil’s intangible heritage, the traditional bell sounds of historical churches in Minas Gerais. The third chapter is dedicated to Immersive Narratives. The article “The Virtual Reality Experience from the Narrative Perspective: envisioning multiple realities,” by Julia Salles and Maria Laura Ruggiero, presents the new challenges to the creative process from the perspective of the producer. The subsequent interview offers a guided tour through the prestigious Canadian virtual reality studio, Felix & Paul, which has stood out for works including Through the
Masks of LUZIA and Dreams of “O”, with Cirque du Soleil. At the end of the chapter, Xavier de la Vega presents the Okio-Studio, a French pioneer in virtual reality, which produced works such as I, Philip and Alteration, two virtual reality works of science fiction. These works by Felix & Paul and Okio-Studio are among those selected for The BUG Exhibition and presented in the fourth chapter. The event presented a diverse panorama divided into sessions and projections of interactive documentaries, mobile narratives,
360 videos, virtual reality animations, and installations. A large part of the works in this catalog is analyzed throughout the book, illustrating deep questions through articles and interviews. This is an invitation for the reader to explore this universe, filled with new forms of telling, provoking, and experiencing stories.
ANDRÉ PAZ AND SANDRA GAUDENZI EDITORS
OI FUTURO
Storytelling was the raw material of what could be called the radical occupation of the Oi Futuro cultural center from 14 August to 9 September 2018. The trio of curators - André Paz, Julia Salles, and Arnau Gifreu - joined together with a group of professionals who have, for a long time now, investigated the effects of contemporary technologies on narrative forms. Many desires, many places, and many trajectories made up this great BUG. Using a diverse range of technological devices, the exhibition mapped out the infinite possibilities of storytelling in an instigating manner, within a game of perception which included cellular phones, computers, videos and projections on virtual and physical spaces, both immersive and interactive. Singular narratives constructed for spaces apart from the traditional areas of theater, cinema, TV, and even the internet. Extensive territory for creation, with producers from Brazil and beyond. BUG gathered works made up of different visual profiles, in the challenge of intersecting science, art, and technology, blurring the lines between literature, audiovisual art, photography, computer art, and design. A project which uniquely places the spectator at the center, inviting her to interact and construct her own narrative, recreating characters and promoting new paths between fiction and reality. BUG has now become a book, part of our Oi Futuro Art & Technology Collection, which chronicles the exhibitions shown at Oi Futuro. In being retold, a story is never the same. Just like the world, narratives are constantly in movement. I, you, and the other, in permanent transformation. Without beginning, middle, or end.
ROBERTO GUIMARÃES CULTURE EXECUTIVE-MANAGER - OI FUTURO
9
INTRODUCTION
New technologies have always been associated with the emergence of new languages, modes of communi-
OVERVIEW
cation, and narrative forms. Some examples of this relationship have become unavoidable clichés: in the 15th century, Gutenberg marked the birth of the
THE SCENARIO OF INTERACTIVE AND IMMERSIVE NARRATIVE
press with his invention of a printing machine; in the 19th century, the daguerreotype brought on the emergence of photography; and at the end of the same century, the Lumiére brothers, with their cinematograph, released the cornerstone for the foundation of the cinematic “form”. Since the the 20th century, the rhythm of innovations has
ANDRÉ PAZ1 AND MAYRA JUCÁ2
increased, and the media that came after (film, video, CD-ROM, DVD) and the forms of narrating also entered a prolific phase of experiences. At the beginning of the 21st century, the arrival of Web 2.0 opened the floodgates to uploading, questioning the concept of centralized communication (beyond one for all, we began to experience new forms of communication, those of all for all, as Pierre Levy observed.) The dissemination of digital media and the consolidation of the internet opened up a series of new narrative possibilities. When cyberspace
1 André Paz is a professor and researcher at the Federal University of Rio de Janeiro State (UNIRIO). He teaches in the Professional Masters of Digital Creation and Production at the Federal University of Rio de Janeiro (UFRJ). Director and producer of interactive narratives. Founder and coordinator of Bug404. Curator of THE BUG EXHIBITION in 2018.
becomes a dimension of human existence as real and
2 Mayra Jucá is a journalist (UFRJ), researcher, and producer of interactive and collaborative documentaries and platforms. She is a doctoral student in History, Politics, and Cultural Patrimony (FGV/CPDOC), teaches Graduate Courses in Documentary Cinema at FGV-RJ. She founded and directs Cria Projetos e Narrativas.
transformed. Observing these transformations, Henry
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET
unavoidable as physical territory; when cyberculture or digital culture dictates new habits and behaviors; when productivity and creativity are made possible through a collective intelligence (Levy, 1994;1997), it is natural that the forms of creating, interpreting, and accessing stories will be
Jenkins (2006), for example, introduced the concept of convergence culture and transmedia storytelling; and Janet Murray, in “Hamlet on the Holodeck: The Future of Narrative in Cyberspace” (2007), noted the concept of interactive storytelling, and made
10
predictions encompassing various forms of digital
a profusion of works that are difficult to classify
narratives that arose later.
and which include diverse productive and creative
In this context, a broad spectrum of work
processes. We simply locate references which can
arises which we call in this book interactive
cater to readers wishing to launch themselves as
narrative or immersive narrative, for incor-
producers and seeking inspiration and support in
porating interactivity with, or immersion of,
making their projects viable.
the spectator as a fundamental principle of the narrative structure. In truth, it refers to an extremely diverse production of hybrid works
A FERVENT SCENARIO
with different formats, platforms, and scales of investment. Multiplatform productions, such as
The historical trajectory of interactive and immer-
Highrise (2009-2017)3 ; web documentary series,
sive digital narrative goes back to the technologies
such as Do Not Track (2016) ; mobile narratives
and experimentations of earlier decades. In this
based in applications, like Alma (2012)5; immersive
book, however, we will concentrate on the last
4
360 videos such as
6x9: A Virtual Experience of
ten years, in which we see a fervent
creative and
Solitary Confinement (2016); and installations
productive scenario, and some already established
which use virtual reality platforms and augmented
milestones.
6
reality applications, like The Enemy (2018) .
Regarding interactive narratives, perhaps the
Some of these productions have been recognized
fundamental reference would be Highrise (2009-2017),
over recent years in prestigious international
a work released in 2010 by Canada’s Katherina Cizek,
screenings and festivals like the IDFA DocLab,
an Emmy award-winning director. This interactive
of the International Documentary Film Festival
documentary, produced by the National Film Board
Amsterdam (IDFA), in Holland, or the Sundance
(NFB), addresses issues about living in large build-
New Frontier Lab, in the USA. The principal
ings around the world. Highrise is actually a group
references have been mapped out by projects such
of projects produced over a series of years, and
as Docubase , of the Massachusetts Institute
became an iconic case for various reasons: for its
of Technology’s (MIT) Open Documentary Lab, a
aesthetic innovation, where the spectator’s path is
freely accessible online database referenced by
driven not only by text or video, but by the very
international curators.
design of its visual collage; for its collaborative
7
8
This article aims to sketch a portrait of
production model, with professionals from 13 cities
the scenario behind the work: producers, festi-
around the world creating the documentary’s content
vals, financers, labs, and research centers. We
in a decentralized manner; and for the fact that
seek to thus give a general vision of the broader
it has become a work permanently in progress, with
context of the emergence and production of the
derivative productions arising later to address the
projects. It is not an exhaustive map. We address
same theme (life in skyscrapers around the world) from new angles. The projects that came after Highrise
3 http://highrise.nfb.ca/. See page 106. 4 www.donottrack-doc.com. See page 111. 5 http://alma.arte.tv.
See page 121.
6 https://www.theguardian.com/world/ng-interactive/2016/ apr/27/6x9-a-virtual-experience-of-solitary-confinement 7 www.theenemyishere.org/ See page 120.
maintained its innovative aspect, whether in terms of narrative, method, or technology, contributing to the development of new frontiers for interactive narratives in general.
8 https://docubase.mit.edu/
THE SCENARIO OF INTERACTIVE AND IMMERSIVE NARRATIVE · ANDRÉ PAZ AND MAYRA JUCÁ · 10-18
11
Another project from this period is Alma: A
dissemination of Sandra Gaudenzi’s doctoral thesis
Tale of Violence, produced in 2012 by the French
The Living Documentary: from representing reality
group ARTE and by the producer UPIAN. It is a
to co-creating reality in digital interactive
documentary about the violence of Guatemalan
documentary, as well as Arnau Gifreu-Castells’,
street gangs, based on an application for mobile
El Documental Interactivo: evolución, caracteri-
devices. Rider Spoke (2007)9, by the Blast Theory
zación y perspectivas de desarrollo, which became
collective from England, had already used a
theoretical references in the then-incipient field
mobile device to construct a narrative with a
of interactive narrative. At this point, there is
set of geo-referenced audio stories, accessed
a growing interest in these digital works, which
through a bike ride. Whether based on websites,
already do not fit into the traditional audiovisual
applications, or even installations, the truth
genres and categories.
is that, over the last decade, there has been
Nonfictional interactive narrative has expanded
a proliferation of nonfictional, interactive
into different areas, but journalism has had an
narratives which were being classified as inter-
important role in the wider dissemination of these
active documentaries, I-docs, interactive fac-
new possibilities. In 2012, the release of The New
tuals, expanded documentaries, and transmedia
York Times’ interactive report, “Snow Fall”10, led
documentaries, thus generating new categorical
to a more concrete understanding of how an interac-
possibilities, all still in the process of gain-
tive narrative can impact conventional journalism.
ing recognition.
Still centered around a long-form text divided in
These works inaugurated fields of pro-
six parts, the report had a narrative path driven
duction and research with their own concepts,
by a vertically scrolling page, which led to the
as presented in the article “Beyond Interface:
expression “scrollytelling,” and the edition was
fundamental concepts and works in interactive
interspersed with elements from various media (pho-
narrative,” written by André Paz and Katia Augusta
tography, video, sound design, computer graphics,
Maciel for this book. In 2011, for example, in
3D simulations). The story of an avalanche is told
Bristol, England, Judith Aston, Jon Dovey, and
through the spatial exploration of the mountain where
Sandra Gaudenzi organized the first I-Docs,
the disaster occurred, in Seattle, Washington in the
a symposium on interactive narratives linked
United States. The text provides information about
to the namesake research project from Digital
the event, videos enhance the subjective visions of
Cultures Research Center in the University of
the characters, and the scene’s presentation offers
the West of England. In 2012, Mandy Rose joined
interactive possibilities, such as choosing the
the group, and the event became biennial, having
user’s angle of vision of the location and position
been held four more times as of 2018. The book
of each skier at the moment of the disaster. This
I-Docs: The Evolving Practices of Interactive
simple format became a reference which influenced
Documentary, released in 2017 by three of the
later reports. For example, one year later, in
four event organizers (Judith Aston, Sandra
2013, The Guardian released “Firestorm”, also in
Gaudenzi, and Mandy Rose), became an undeniable
“scrollytelling”, but more focused on audiovisual
reference in the field. 2013 saw the defense and
content, and it also received various awards.
10 http://www.nytimes.com/projects/2012/ 9 https://www.blasttheory.co.uk/projects/rider-spoke/
snow-fall/#/?part=tunnel-creek
Journalism has thus become a digital media
report on the Guantanamo Bay penitentiary, which
market that has adopted new languages and media.
earned the cover of the International Documentary
The Guardian and The New York Times, among others,
Magazine. The interactive and immersive work used
stand out as creators, buyers, and disseminators
the Second Life video game to create a virtual
of this format, following a trend which was
version of the prison, where the user could be
already being established and which has been
imprisoned and even suffer torture.
driven by the increasingly affordability of the new technologies.
The dissemination of what we call in this book immersive digital narrative came some years
Through extensive research, the MIT Open
after interactive narratives, when the sale of
Documentary Lab released the publication Mapping
the devices increased, at a lower cost and with
the Intersection of Two Cultures: Interactive
a significantly better user experience. Virtual
Documentary and Digital Journalism in 2015,
reality technologies have existed for decades, with
bringing together a panorama of institutions,
their origins dating back to the 19th century (La
production models, works, professional profiles,
Valle, 2017). Immersive and volumetric narratives
principal stakes, challenges, and tensions. The
are similarly not a recent phenomenon. What we are
study confirms the interest of large media compa-
experiencing, however, is an unprecedented cycle
nies, public and private, in experimenting with
of mass production, marketing, and accessibility of
innovative formats involving diverse platforms,
devices and content, which enhances the possibili-
not only with
interactive, but also immersive
ties for the production and reception of immersive
resources. Part of the Highrise project, “A Short
narrative through the use of headsets adapted to
History of the Highrise” (2013)
watch 360 videos or “virtual reality”.
11
is an example
of this approximation between interactive docu-
The year 2015 was marked by the release of
mentary and digital journalism. Produced through
the Samsung Gear headset (Oculus). In 2016, the
a collaboration between The New York Times and
Oculus Rift came out on the market, allowing for
the National Film Board, the work uses a range
an authentic, virtual reality experience. Large
of content, from historical material taken from
corporations such as Facebook, Google, Sony, and
the newspaper’s archive to content sent in by
Samsung began to invest in virtual reality, which
the public, with the objective of investigating
was seen as a computer platform with infinite
the historical roots of life in vertical towers
possible applications in society.12 From there,
throughout the world.
a large number of immersive narratives began to
In 2009, the renowned American journalist,
arise. The universe of content for these appli-
Nonny De La Peña, who has been published in
cations is very broad, including, for example,
Newsweek, The Times, the Associated Press, and
educational materials and games. Our interest,
The New York Times, became a senior researcher
however, is limited to documentary or artistic
at the University of Southern California and
productions, like those selected for The BUG
initiated the first virtual reality experiences
Exhibition. The chapter, “Immersive Narratives”,
as applied to journalism. In that same year, for
in this book addresses a sample of these produc-
example, she had launched “Gone Gitmo”, a digital
tions. For example, we feature 6x9: A virtual
11 http://www.nytimes.com/projects/2013/high-rise/index.html
12 http://gonegitmo.blogspot.com/2009/03/on-cover-of-documentary-magazine.html
THE SCENARIO OF INTERACTIVE AND IMMERSIVE NARRATIVE · ANDRÉ PAZ AND MAYRA JUCÁ · 10-18
13
experience of solitary confinement (2016)
It also requires new productive arrangements within
and The Party (2017) , both produced by The
the so-called ‘creative economy’ which make possible
Guardian, demonstrating the adoption of this
the projects and networks which drive technological
format by large media companies.
innovation and aesthetic experimentation. Thus,
13
Radio and TV broadcasters, especially pub-
the production of both interactive and immersive
lic ones such as BBC, in England, RTVE, in Spain,
narratives, especially regarding documentaries and
and the French-German ARTE, have also invested
artistic animations, was initially developed within
in interactive and immersive narrative produc-
the context of certain creative hubs in Europe
tions. These three have established specific
and North America. In these places, a series of
departments for the creation and testing of
initiatives emerged which were connected to each
digital content. Some have invested in innovative
other, creating more fertile, innovative ecosys-
platforms, winning awards and standing out as
tems, such as the first festivals and conferences,
central references in the productive chain of
production companies, events, and emerging markets
documentaries, both interactive and immersive.
for new projects, project financing, universities,
They are also responsible for a growing number
and research centers.
of international co-productions, such as the
Canada is perhaps the country which most stands
docugame Prison Valley14, the result of a co-pro-
out as an “innovative ecosystem”. The aforementioned
duction between the ARTE group and the National
National Film Board (NFB) is internationally rec-
Film Board, that received various awards for
ognized as one of the principal producers and dis-
its innovative approach in which the spectator
tributors of interactive and immersive narratives.
registers, receives an anonymous identity, and
The Documentary Organization of Canada (DOC) is a
traverses through the content as though in a
quite active institution in the country. Founded
game. It even features the ability to make com-
in 1994 in Toronto, the HotDocs Film Festival, one
ments which other visitors can see. This is also
of the largest documentary viewing events in the
the case in Altération, an immersive , virtual
world, began to incorporate interactive and immersive
reality science fiction narrative produced by
digital narrative into the HotDocX program years
ARTE in partnership with Okio.
later. Out of DOC also came docSHIFT, which organizes
15
Although interactive and immersive nar-
the DocSHIFT Summit. In Montreal, universities and
rative works are two distinct fields, when we
producers have developed into a hub of research,
observe from behind the scenes, we notice a series
interactivity, and artistic experimentation. The
of intersections. Situated between audiovisual
Félix & Paul Studios arose in this environment and
production, design, and programming, all these
stands out as one of the most creative and lucrative
productions require not only resources, technical
producers of virtual reality narratives,16 with works
methods, and knowledge of these areas, but also
such as Through the Masks of Luzia17 and Dreams of O18,
the development of new tools, processes, and tech-
with Cirque du Soleil. On the West coast, Vancouver
nical abilities, as well as aesthetic references.
has consolidated itself as a hub for technology and innovation in virtual and augmented reality.
13 www.theguardian.com/technology/2017/oct/07/the-party-avirtual-experience-of-autism-360-video. See page 129. 14 http://prisonvalley.arte.tv/. See page 110.
16 See the interview with one of the Félix & Paul founders on page 77.
15 http://www.okio-studio.com/okio-project1-alteration.html.
17 https://www.felixandpaul.com/?projects/luzia. See page 127.
See page 132.
18 https://www.felixandpaul.com/?projects/o See page 127.
Over the last years, a series of festi-
training and mentorship for project development,
vals have contributed to the consolidation of
maintaining a medium-term relationship with those
the scene and demonstrate the recognition of
selected to help them into the market.
interactive and immersive works. In Europe, the
The first studios specialized in interactive
IDFA DocLab in Amsterdam shows and awards doc-
and immersive digital works in virtual reality
umentaries produced in new media and platforms
arose, logically, within these hubs. Upian (Paris);
with two categories: the DocLab Award for Digital
Okio Studio (Paris); Honkytonk Films (Paris);
Storytelling and the Immersive Non-Fiction Award.
Félix & Paul Studios (Montreal and Los Angeles);
It also offers training for project development
Helios Design Labs (Toronto); Submarine Channel
(DocLab Academy), pitching sessions, and has a
(Amsterdam); and Penrose Studios (San Francisco),
line of funding for interactive and immersive
are among the producers who have stood out in the
work, as well as other forms of digital art.
scene, developing original projects, and also com-
Other festivals, such as the Sheffield Doc/Fest
missioned works for advertising, journalism, and
(England), increasingly highlight exhibitions
NGO clients. Beyond these featured players, many
featuring virtual reality and other interac-
small and medium-sized producers have begun to
tive and immersive formats. Even international
dedicate themselves to interactive and immersive
film festivals as prestigious and traditional
projects, seeking out financing through rounds of
as Cannes (France) and Venice (Italy) already
pitching in festivals or attempts at earning new
include specific programs for works on innova-
lines of funding opened by old investors. Tied
tive platforms, with a focus on exhibitions and
to the Tribeca Film Festival, the Tribeca Film
competitive categories exclusively for virtual
Institute, for example, offers a line of funding,
reality works. There are also festivals which have
the TFI New Media Fund, which supports nonfiction
become references for interactive documentaries,
projects addressing contemporary social issues using
including Interdocs Barcelona (Spain), which
the power of storytelling and transmedia on online
currently includes version in Latin American
platforms, video games, and mobile applications,
countries such as Chile and Colombia.
among other formats.
In the United States, the Tribeca Film
For new producers, the labs represent another
Festival was a pioneer - the organizers guar-
opportunity for project development. This refers
anteed that it was the first - when it included
to workshops and training offered at fairs and fes-
an exclusive category for virtual reality works
tivals, such as the already mentioned IDFA DocLab
(Tribeca Immersive) and incorporated online works
Academy and Sundance New Frontier. However, there
and even games in its programming. In 2018, the
are also more extensive programs for accompanying
festival opened a special room for exhibiting
and developing projects, such as the Interactive
immersive works, the Tribeca Cinema360. Just
Documentary Workshop (IDW), in Switzerland, and the
as relevant, the Sundance Festival has the New
!F Lab19, in England. !F Lab, a program created and
Frontier Lab program, which, in 2013, already
coordinated by Sandra Gaudenzi, consists of a series
incorporated augmented reality projects as well
of meetings where specialized coaches offer the
as other forms of interactive and immersive
participants mentorship through directed dynamics
digital narratives. Along the same lines as IDFA DocLab Academy in Amsterdam, New Frontier offers 19 www.iflab.net
THE SCENARIO OF INTERACTIVE AND IMMERSIVE NARRATIVE · ANDRÉ PAZ AND MAYRA JUCÁ · 10-18
15
and tools, based on a methodology20 which stems
Autorretrato22”, by the same producer, is from 2011.
from the concept of Design Thinking. The program
Marcelo Bauer, founder of the production company, is
is open to producers from various fields and
also responsible for the website webdocumentário.
industries with various professional backgrounds.
com.br, the first website dedicated to spreading new
In this universe of constant innovation,
forms of storytelling in this digital environment.
there is no single production methodology or
Over the subsequent years, a series of projects arose.
process which works as a standard model. Every
Most of them were represented in The BUG Exhibition
project should come up with its own method-
2018 program. It is worth noting the award-winning
ology, its own narrative strategies, and its
transmedia project, The Sound of Bells23 (2014),
own production process. This characteristic
from Estúdio Crua, includes a web documentary, a
further emphasizes the relevance of project
feature-length documentary, an application for mobile
development laboratories, as well as the role
devices, a sound map, and traveling projections. The
of research centers and universities in con-
project elaborates on the traditional bell sounds
structing “innovative ecosystems”. It is worth
from historical churches in the state of Minas
once more noting the initiatives being produced
Gerais, Brazil.
by the Open Documentary Lab of MIT, such as the
As is common in Latin America, the Brazilian
aforementioned Docubase, events like Virtually
producers tend to be socially engaged, and much
There, studies such as Mapping the Intersection
of the work is financed with resources from civil
of Two Cultures: Interactive Documentary and
society organizations, private foundations with
Digital Journalism, and the Institute’s art-
funding programs for campaigns and social projects,
ist-in-residence program.
or public grants for social initiatives. This was the case for The Sound of Bells the collaborative platform Meu Rio Vale um Webdoc24 (2016), and the
BRAZIL SCENARIO: BUG404
interactive documentary Ilha Grande: cada praia uma
ilha, cada ilha uma história25 (2016). The same is Over the last decade, interactive and immer-
observed in relation to documentaries with immersive
sive narrative production has extended beyond
narratives, which began to arise in Brazil start-
the regions of Europe and North America. In
ing in 2016, the year of River of Mud: The Worst
the second chapter of this book, Arnau Gifreu-
Environmental Disaster in Brazil, by the producer,
Castells sketches an updated map in his arti-
Junglebee. Along the same lines, Fogo na Floresta,
cle, “Modern Development of the Interactive and
from the same producer, and Amazônia Adentro (2017)
Transmedia Documentary in the Americas, Europe,
and My Africa (2018)26, both by the NGO Conservation
and Australia”. In Brazil, the first interactive
International and co-produced with partners.
documentaries arose at the beginning of the decade.
At the end of 2017, a group of profession-
“Filhos do Tremor - Crianças e seus Direitos em um
als, supported by companies, gathered to create
Haiti Devastado21”, by the producer CrossContent, was released in 2010, for example. “Rio de Janeiro,
22 www.riodejaneiroautorretrato.com.br See page 109. 23 http://www.somdossinos.com.br/. See the interview with the cre-
20 Sanda Gaudenzi wrote an article and did an interview about
ators of The Sound of Bells, in Chapter 2.
the methodology of !F Lab and the creative process of interac-
24 http://www.meuriovaleumwebdoc.com.br/. See page 117.
tive narrative. See pages X - Y.
25 http://ilhagrandewebdoc.website/. See page 108.
21 http://www.webdocumentario.com.br/haiti/
26 www.conservacao.org.br/myafrica. See page 125.
a Brazilian community of entrepreneurs working
proposals. It is a question of
in the X-Reality (Virtual Reality, Augmented
ground to technological innovation and aesthetic
Reality, and Mixed Reality - known as XR)
and linguistic experimentations, which require the
market. In February 2018, the XRBR foundation
cooperation between producers and research centers,
was formed, a “Brazilian Hub for X-Reality”.
databases, festivals, and channels of information
The nonprofit initiative aims to connect links
related to this incipient and promising field.”
in the creative and productive chain through
(Paz and Salles, 2015: p. 157)
creating fertile
experience exchange among professionals, entre-
This diagnosis was the central motivation
preneurs, researchers, administrators, and
for founding Bug404 (bug404.net), a portal and
financers. The hub gathers together all the
network for dialogue and collaboration between
possible applications of XR, representing a
researchers and producers which aims to contribute
far wider universe than that covered by The
to the dissemination of interactive and immersive
Bug Exhibition and this book. However, it is
narratives in Brazil, especially in the sense of
an auspicious sign for development of an “inno-
supporting the design, development, and production
vative ecosystem” in the immersive narrative
of new projects. The idea is to encourage coordi-
field, as defined here.
nation between universities and different actors:
Although it seems to be blessed with a
artists, producers, administrators, and the public.
promising future, the current production of
The project began with the promotion of specialized
immersive narratives in Brazil has not kept up
content on social media and websites, coordinating
with the volume and sophistication of produc-
academics from different universities, audiovisual
tion in international hubs. However, if we look
producers, and all those interested from various
beyond the interface, we notice the wealth of
professional areas, who have come to collaborate
creative proposals, produced with limited finan-
with the production of textual content, events,
cial resources. The incipient Brazilian scene
and opportunities for technical or scientific part-
is based on the initiative of entrepreneurs who
nerships around interactive documentaries, virtual
work with small teams and limited budgets, with-
reality, docugames, and mobile narratives.
out a structure to drive the projects, such as
Bug404 quickly diversified its actions while
festivals, appropriate lines of funding, and the
following the same principles. At the Federal
cooperation of large businesses. The diagnosis
University of Rio de Janeiro State (UNIRIO), the
presented in 2015 by André Paz and Julia Salles,
extension program, BugLab, supports meetings between
in an article on interactive documentaries in
producers and interested parties throughout Brazil,
Brazil, continues to be relevant today, and can
holds workshops and promotional events. Researchers
easily be expanded here to immersive narratives:
and students created the project, BugBrasil, an
“It becomes necessary not only an effort at
initial map of the field of national interactive
[boosting] communication between the main actors
and immersive narratives, and translated Docubase
in this area (producers, researchers, critics,
into Portuguese, in collaboration with the MIT Open
and the public), but also the dissemination of
Documentary Lab. The partnership with Arnau Gifreu-
international references, as much in the sense
Castells led to the translation, subtitling, and
of works, productive processes, procedures,
dissemination of the interactive meta-documentary
and strategies, as in discussions and aesthetic
COME/IN/DOC. In one of the São Paulo workshops,
THE SCENARIO OF INTERACTIVE AND IMMERSIVE NARRATIVE · ANDRÉ PAZ AND MAYRA JUCÁ · 10-18
17
in partnership with the Kinoforum Association, Bug404 is a facilitator in developing a hackathon-style web documentary, an opportunity which coordinates a group of creative professionals around the proposal of producing a project in
LEVY, Pierre. A inteligência coletiva: por uma antropologia do ciberespaço (1994). 3. ed. São Paulo: Loyola, 2000. ___________. Cibercultura (1997). São Paulo: Editora 34, 1999. 260 p MIT Open Documentary Lab. Virtually There. Documentary Meets Virtual Reality. A Conference Presented by The Mit Open Documentary Lab, The John D and Catherine T. Macarthur Foundation and The Phi Centre, 2016a.
seven days. After achieving their goal with the release of the webdoc Pedalei até Aqui?27, some of the participants went on to found Crop Coletivo28, in São Paulo, which is dedicated to interactive documentaries. In 2018, in partnership with the cultural production company Automatica, and with financing from the Oi Futuro Cultural Center, Bug404 developed the proposal for The BUG Exhibition, the first event promoting interactive and immersive narrative in Brazil, with more than 50 selected works, including a conference and various workshops. Both the Exhibition and this book were organized as an introduction to the field, and as a contribution towards strengthening our “ecosystem” for the production of new projects. The authors gathered here are partners in an endeavor which, beyond simply documenting and mapping a scenario, aims to contribute towards an ample dialog between those who work within it: curators, researchers, producers, artists, and the public.
REFERENCES
GAUDENZI, Sandra (2013). The Living Documentary: from representing reality to co-creating reality in digital interactive documentary. Doctoral Thesis, Goldsmiths College, University of London.
GIFREU-CASTELLS, Arnau (2013). El Documental Interactivo: evolución, caracterización y perspectivas de desarrollo. Barcelona: UOCPress.
JENKINS, H. Convergence Culture: Where Old and NYU Press, 2006. New Media Collide. New York:
LAVALLE, Steven M. Virtual Reality. Cambridge, Mass: Cambridge University Press, 2017.
27 http://www.bug404.net/pedalei/. See page 119. 28 http://www.cropcoletivo.com.br/
MIT Open Documentary Lab. Mapping the Intersection of Two Cultures: Interactive Documentary and Digital Journalism. A Report supported by the John D. and Catherine T. MacArthur Foundation, 2016b. Murray, J. Hamlet no holodeck: o futuro da narrativa no ciberespaço. São Paulo: Itaú Cultural; UNESP, 2003. Paz, André and Júlia Salles. “Brasil, Mostra a sua Cara: aproximações ao cenário brasileiro de documentários interativos”. Revista Doc On Line 18 (2015): 130-165. http:// www.doc.ubi.pt/.
When Sandra Gaudenzi began accompanying the field of interactive narrative, the fashionable term was ‘multimedia’. After that came ‘cross-media’ narrative,
and
later
‘transmedia’
narrative.
“We’ve already been through so many different terms I don’t even remember them all,” she jokes. When she wrote her doctoral thesis2 ten years ago, she used the term ‘interactive documentary’. She
OVERVIEW
was unsatisfied, however, because she believed that the concept of ‘interactive documentary’ meant more than just a project which came from
TAKING INTERACTIVE NARRATIVES ‘OUT OF THE BOX’: A CONVERSATION WITH SANDRA GAUDENZI
the universe of documentaries. Her search for a more ‘inclusive’ term brought her to the concept of ‘interactive factual narrative’, or simply ‘interactive factuals’. Sandra began her career as a TV producer, but shifted to academia, specializing in interactive digital narratives, and is now a senior professor at the new Digital and Interactive Storytelling LAB, in the University of Westminster in England, “a place for exploring, experimenting, and stand-
BY ANDRÉ PAZ1
ing out through the different approaches to storytelling in our digital culture.” She created the !F Lab3 (Interactive Factual Lab), a creative training
program
which
incubates
projects
and
where creators receive support to make a prototype. She is the author of books and articles, coordinates i-Docs, the principal academic event dedicated exclusively to the theme, and she provides consultant work and gives lectures. In
our
conversation
in
London,
in
March
2018
during the days following the i-Docs conference in Bristol, which we both participated, Sandra 1 André Paz is a professor and researcher at the Federal University of Rio de Janeiro State (UNIRIO). He teaches in the Professional Masters of Digital Creation and Production at the Federal University of Rio de Janeiro (UFRJ). Director and producer of interactive narratives. Founder and coordinator of Bug404. Curator of THE BUG EXHIBITION in 2018.
better explains what led her to define her own terminology and develops her vision on “interactive factuals”. 2 Sandra Gaudenzi’s thesis, “ The Living Documentary: from representing reality to co-creating reality in digital interactive documentary”, is available at http://www.interactivefactual.net/phd/ 3 http://www.iflab.net/
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 19
technology. I emphasize interactivity, because,
THERE ARE MANY TERMS IN THE INTERACTIVE FIELD. YOU PREFER TO USE THE TERM ‘INTERACTIVE FACTUAL NARRATIVE’. WHY DO YOU USE THIS TERM AND WHAT DOES IT MEAN TO YOU? Well, as you know, in any emerging field the terminology keeps changing all the time. So, it’s always a choice of whether you accept the trendy
to me, if you post your journalistic material or documentary on the internet, on YouTube, you are definitely creating a digital narrative, not an interactive one. For it to be interactive you need to allow the user some capacity for agency, and, starting at this point, I think a different product emerges.
word of the moment, or whether you try to create your own terminology. The reason I’ve been using interactive
factual,
probably
over
the
last,
HOW DO YOU SEE THE EMERGENCE OF THIS NEW FIELD, HISTORICALLY?
let’s say, four to five years, is because I had noticed that keeping ‘interactive’ and ‘documen-
The
tary’ was misleading for a lot of people who were
factual is very much linked to the emergence
emergence
not coming from the documentary field.
of the web. When web 2.0 allowed some sort of participatory,
of
the
field
collaborative,
of
and
interactive
individual
If you’re working in education and you’re making
content creation, probably around the year 2000,
an interactive app about ancient history, you
2005, at the very beginning of Wikipedia, at the
normally don’t think that you’re doing an inter-
beginning of YouTube.
active documentary, because most people would
idea that the internet could be a place for
say “oh but I don’t work in documentary”. The
freedom, where people could express themselves,
same goes for journalists, there is a big field
post their content. It’s when, suddenly there
of interactive journalism and digital journalism
is this huge increase in content which comes
that is happening now, and none of those people
from people talking about their lives, and are
would recognize themselves and their work as
effectively creating factual, digital content.
Therein was born this
being part of ‘interactive documentary’ because they were stuck with the word ‘documentary.’ And
The more the web advanced, and we left behind
this is why I decided to change it and to make
the
it a wider definition, ‘interactive factual’,
DVDs were the grandfathers of interactive nar-
which is the word that I use and I think pretty
ratives- the moment the webpage and broadband,
much the whole group at i-Docs that I collabo-
so the ability of having a lot of video content
rate with are using as a word.
online arrived, then this is where journals,
CD-ROM
newspapers,
era
-which
obviously
broadcasters,
CD-ROMs
educational
and
fields,
And it’s just a way to be as inclusive as pos-
open universities, everybody started thinking
sible, so that people who come maybe even from
“hang on - this is a whole new field. This is a
the arts, and who are doing nonfiction by using
place where nonfictional content can be exposed
HoloLenses or VR, could also be able to think
and given to people, and since it allows for
that they are doing an interactive factual. So
interactivity, why not use it?”
it’s about broadening the fields, and the only real distinction here becomes, you know, not
So the moment big newspapers like The Guardian
being purely fictional and using some interactive
and The New York Times, (about ten years ago)
is
when Oculus Rift managed to produce some rea-
not on paper, but online - they start to have
sonably priced headsets, and second, when they
a choice: do we want to just put our linear
solved the problem of motion sickness, which
stories which are text-based, and we want to
was still a big issue if you wanted to make it
put them online (because the web is just a way
a mass market medium. And this only happened,
to distribute it) or do we want to use what the
I would say, four years ago. Actually it was
medium can do, which is, to allow a back and
the result of a lot of work by journalist Nonny
forth, a feedback loop, and the possibility of
De La Peña, who was involved in VR and digital
involving people in the story? And clearly,
journalism. Part of her research led gradually
there was a gradual opening towards the sec-
to the Oculus Rift, which then suddenly became
ond option, which is to use the medium’s full
viable for the market.
start
thinking
the
future
of
journalism
potential.
And now all we’ve been hearing about over the
And so I think it is a gradual evolution which
last three years are people thinking “oh, we
probably means that when the web started a good
have a new technology, it’s affordable, they
fifteen years ago (the way we see it now- as a
need content, let’s jump into this new thing and
participatory tool), that was when interactive
let’s produce content - whether it’s fiction or
narrative started, and the industry has increas-
nonfiction and factual, whether it’s education,
ingly come to understand that this is the new
porn, or training”, so yes there is a boom and
way to be.
yes that is a big trend.
Actually, over the last five years, that’s where
All this being said, in terms of VR headsets sold
I think we really started seeing big projects.
worldwide, we’re actually still very far from a
Television’s getting into the field, and even
real new medium which is commercially available
film funding agencies are starting to create
for everybody. For now, what we’re seeing is
some interactive film funding agencies, at the
that the adoption curve is actually starting
national level, all over the world, as well as
to go down, it is not going as predicted. So
agencies for interactive games, to create more
we will see what happens with VR and I think,
of this kind of content.
as often happens, this is more about commercial realities and market developments, than about how we can use it (VR) from a creative point of
OVER THE PAST 2 YEARS, VR HAS EMERGED AS AN INCREASINGLY ATTRACTIVE NARRATIVE POSSIBILITY. WHAT IS YOUR OPINION ON IT?
view. I’ve been noticing that these trends are very short. Over the past two years, we were thinking
To start with, virtual reality has been around
about VR, but now the buzzword is already ‘aug-
for at least 25 years. Those who follow the work
mented reality’, because they’re talking about
of Jaron Lanier know that, in the 80s, there
the HoloLenses, about Microsoft coming up with
was a huge boom, and that virtual reality was
mixed reality headsets, so we’re already moving
possible, but the real problem was its cost.
on to the next new thing.
What really changed the VR equation was, first,
TAKING INTERACTIVE NARRATIVAS OUT OF THE BOX… · BY ANDRÉ PAZ · 19-23
21
My feeling is that the technology is ready to be
docs. This becomes clear because broadcasters
cheap enough to go in a direction where it will
were investing in them, we know this because
create a mass market. I don’t think VR will be
newspapers did quite a few of them, and now we
the queen of this market segment, it will only
don’t talk about them anymore. But that doesn’t
be a small part of it. I think, in the long term,
mean that they don’t exist, it just means that
they’re going to develop things that you can
they’re no longer a novelty, it means that our
either use as VR or as AR, augmented reality,
media system now needs to speak about virtual
and so we still need to see a lot of new headsets
reality, because it needs to feed into this idea
which are going maybe to go more towards what
of innovation. But it also means to me that, in
Google was trying to do with Google Glass. And
the meantime, web docs, long-form journalism,
yes, over the next ten years this is going to
which uses the web to do long articles that are
evolve and there will definitely be a market,
media rich with video, etc., are now becoming
but I don’t think it will be the only market.
the norm. And this is how we consume a lot of
Just like mobile platforms and mobile phones have so much importance in our lives, this is
our news when we’re using the apps of the main broadcasters.
where people really consume their content at
And therefore the web doc is not dead, it is
the moment, and so for the next five years we
actually now part of our culture. We just don’t
still have a lot of those platforms, and VR, AR
call them web docs anymore. We don’t need a new
(augmented reality), MR, XR (extended reality),
name for it, they’re all around us, and we use
whatever you want to call it, is only going to
them all the time. Any website that is a little
be, you know, something for the early adopters.
more exciting and complicated than just text, that has chapters, stories, interviews, sound, video, is effectively a web doc - we just don’t
THERE ARE THOSE WHO SAY THAT THE WEB DOCUMENTARY IS DEAD. WHAT DO YOU THINK? What I love about the history of innovation is that things are new until people get used to them, and then they suddenly become old. So if you think about electricity and the toaster, these products were seen as innovations for a fairly short period of time, and yet they have revolutionized the way we live. I think it’s exactly the same with web docs. The moment when web docs were new, in the sense that no one had seen them before, that moment has probably already passed.
call it that anymore.
FROM A WIDER PERSPECTIVE, WHAT, IN YOUR VIEW, ARE THE MAIN CHALLENGES TO DEVELOPING THE INTERACTIVE FACTUAL FIELD IN GENERAL? Well, developing the field of interactive factual pretty much boils down to the amount of money invested in it. I think the big institutions, whether
broadcasters,
newspapers,
educators,
universities, or national innovation funds, all have their role to play. And they need to invest in it, because this is the future. But what I’m
I would say that seven years ago, around the
seeing is that a lot of big players are resisting
year 2010, there were maybe seven, and between
it, and this is normal. If you have a newspaper
2010 to 2013 or 2014, there were a lot of web
and you have spent your whole life investing in
a certain knowhow about linear storytelling, and
when they will switch on, because there will
that’s where your strength lies, the fact that
be a reality check: either we jump or we die.
you suddenly need to adapt to a different way of telling stories is actually quite threatening. So I totally understand that there is a tendency to be conservative and to say no-no-no, let’s not go there because if we start investing
in
innovation
and
changing
our
way
of
doing storytelling, then we really radically have to change. So there is a tendency to stay within what we know now, hoping that things are
not
going
to
change
too
fast
and
that
therefore, you know, we’re safe.
IS THERE ANYTHING THAT YOU’D LIKE TO SAY SPECIFICALLY TO THE BRAZILIAN AUDIENCE? Well, the first thing I would like to say is that I would like to see more Brazilian projects. I know about a few of them, a very small few, and I’m sure there is a lot happening in Brazil, so why are there not more Brazilian projects
reaching
the
international
level?
The second thing I would like to say is that
But at the same time I think the market is
I think the interactive world is still very
going
where
much what we call a cottage industry, meaning
broadcasters, newspapers that don’t change are
to
come
you can really cook with your own ingredients,
going to die off. I mean, I have kids, they’re
so you don’t always need to do a master chef-
teenagers,
actually
style meal, you can make, you know, a very
switched on our television. The television in
exciting meal with things that no one would
our house is dead. It doesn’t mean that they
even think to put together.
none
up
of
against
them
a
reality
have
ever
don’t consume content, they just consume it online, and they consume it with a different logic.
Broadcasters
need
to
know
this,
and
if anybody wants those kids to, you know, be involved with the world, read the news, engage with any kind of movement, they need to understand the way kids want to consume information and storytelling.
And so I think in the open source movement there is huge margin for very clever and talented young people, who are not coming from a defined industry - so people who are not thinking “oh I’m only a musician, or I’m only a filmmaker, or I’m only a photographer”. I think people who are twenty years old today and know a little bit about coding, they know that coding is a point
So I think we are at an interesting moment
of entrance to all of those fields. And I think
where, in order to have this field evolve,
that is where we’ll find the talent. I think
we need massive investments, and people are
that’s where people can be hugely creative with
moving
we’re
often very little resources. And what I would
seeing is a sort of resistance which I think
really love is to see this incredible creative
is going to be quite short - where people,
energy that Brazilians have for music for, you
I think, and big institutions are going to
know, Carnival, and so many other things, to
start to lose their audience, and that is
be applied to the interactive field, because
in
that
direction,
but
what
I’m sure it’s there, it just needs to take on a bolder form.
TAKING INTERACTIVE NARRATIVAS OUT OF THE BOX… · BY ANDRÉ PAZ · 19-23
23
Most of us agree that stories have the fundamental role of helping us making sense of our world (Bruner, 1986). During our lifetime, we need to learn several of the world’s patterns to be able
OVERVIEW
to navigate it, and in this context stories are a handy way to remember, and explain, patterns through the logic of our parents and cultural environment. Stories clarify our being and make us belong. Some psychologists even go as far as to say
MOVING FROM LINEAR TO DIGITAL INTERACTIVE STORIES: A SHIFTING WORLD THAT DEMANDS SEVERAL MIND SHIFTS
that we even use stories to understand ourselves, our inner world, and to find some coherence within our multiple personalities (McAdams, 1993).
The
reason is that “linear stories have the advantage of making complex things simple” (Thalhofer, 2018:106). Since linear storytelling is based on a causal logic - this happened, then this other thing happened - it favors our understanding of a deterministic world, where things are processable and predictable, since they always come to a single end. The issue is that “most frequently, things don’t cause each other, they influence each other” (ibidem). So could linear storytelling be
SANDRA GAUDENZI1
responsible for misleading us into a simplified explanation of the world? There are further complications: the world is becoming increasingly unpredictable. Twenty years of digital technology have changed the world so much that we are now asked to be constantly “innovative” and “fluid” in our approach, meaning that the past learnings are not considered that useful anymore. Two centuries ago, when most kids
1 Sandra Gaudenzi is the Head of Studies of !F Lab (Interactive Factual Lab). She has been consulting, mentoring, researching, lecturing, writing, speaking and blogging about interactive factual narratives for the last twenty years. She is a Senior Lecturer at the University of Westminster’s Digital and Interactive Storytelling LAB; visiting Fellow at the Digital Cultures Research Centre (UWE, UK); co-director of the i-Docs conference and website, and co-editor of the book: i-docs: the Evolving Practices of Interactive Documentary.
were their parents’ work apprentices, that was not the case. So what happens to storytelling in this century’s rapidly evolving digital landscape? Media history shows us that storytelling always adapts to allow us to keep up with the times. It happened with books, movies, television, and now again with the web. Storytelling helps us to explain, but also to shape, the world we live in. Media, technology and society are connected in
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 24
mutually influential ways. It is no surprise then
a horse. Digital media allow you to do much more,
that today an associative medium such as the web
why not embrace it? Mobile technology allows you
is opening new storytelling options, stretching
to connect subjects and give them a direct voice.
the causal logic of film and books. The Open Work
How can you use this as a creative force in your
(Eco, 1962) and the film avant-gardes of the
projects? Will you build communities, or adopt
20th century - which wanted to break free from
co-creation strategies and accept less authorship
the single author and the Aristotelian narrative
of your own stories? Interactive media allow you
form - have finally found a medium that sets them
to involve your audiences by giving them the power
free: the open World Wide Web. Digital media
to choose, browse, change, comment or add to your
reflect our times. In a less certain world, our
stories. This power is the agency you give to your
modern stories need to help us deal with our
users. How will you use it? Which boundaries of
uncertainties. As a result,
we feel the need to
action are you going to create for them? What will
create open stories that can fluctuate, adapt,
they learn from it? Different digital platforms
be shared, be co-authored and, sometimes, have
will cater to different interactivity types and
more than a single ending.
levels. Which level of interaction, and platform,
I am not saying here that films are dead,
is suitable for your story?
but just that digital interactive media is offer-
These choices are both the opportunities and
ing us a platform to explore our complex, rapidly
the dilemmas of our new digital world: we have more
changing and multi-vocal world. In the words
freedom and choices than ever before, but where are
of screen media theorist Patricia Zimmermann:
the limits of such choices, what can we do with them, and how do they shape the author/subject/audience
Polyphonic new media strategies reject the singular author, the unique voice, the final interpretation. Instead, these works operate as technologies, systems, and practices to bring together many voices that open up space for complex ideas and participatory exchanges to develop in unexpected ways through convenings (2018:10).
relationship? Stepping into digital storytelling is about moving into a new form of narrative all together that questions our shared world. We can make use of constantly evolving types of digital platforms (mobile phone, tablet, computer, VR, AR, holograms, etc.) and extend our definition of storytelling well beyond the Aristotelian beginning/ middle/ending structure. Ultimately, it is about standing for a position in our open digital world. Choosing an interactive form, rather than a linear one, is a statement in itself. It is about embracing the mind shifts that will allow you to detach yourselves from the illusion of a predictable and causal world and move into a more fluid, sometimes unpredictable, space of action.
My message to media producers is the following:
When I came to the realization that story-
using the web as a world distribution platform
tellers were struggling to embrace interactiv-
for your videos is a good start, but it is a
ity for reasons that were more complex than lack
little like using a car to go at the speed of
of technological skills, I decided to create a
MOVING FROM LINEAR TO DIGITAL INTERACTIVE STORIES: A SHIFTING ... · SANDRA GAUDENZI · 24-31
25
workshop that would question and remix autho-
workshops, having two-month periods of rest in
rial beliefs, audio-visual media practices and
between them for teams to actualize the decisions
digital ideation techniques. The idea behind
made during the workshops. In the last iteration
what then became !F Lab (Interactive Factual
of !F Lab, the first five-day long workshop, Story
Lab) was to create a space for storytellers to
Booster, would get all the participants together
see interactive media as a space of freedom, to
and the !F Lab team would lead them to transition
embrace fluidity as a strategy of co-creation,
from an initial concept to a fully-fledged paper
and ultimately conceive projects that reflect
prototype of their interactive idea. Participants
our shared world, fears and hopes.
would then go back to their respective countries and had to do research on their audiences, test their ideas, iterate their concept and come prepared to
!F LAB AND THE WHAT IF IT PROCESS
the following workshop, Prototype Booster. This second five-day workshop was conceived to support
!F Lab (Interactive Factual Lab) is an EU funded
teams while they transformed their paper prototype
training workshop produced by social innovation
into a fully working digital prototype. In order
agency iDrops, which I co-initiated in 2015. !F
to do so, a three day Prototype Jam was organized,
Lab’s aim was to enable talented creatives to tell
where external coders and designers joined the teams
impactful stories using digital technology and to
and helped them build a first digital version of
push the industry forward. The context in which
their project. This hackathon atmosphere pushed
it acted was the early adoption of interactive
participants to share their ideas with newcomers
narratives from the “big players” (broadcasters
and to accept influences coming from totally dif-
such as Arte, BBC, SBS, and newspapers such as
ferent fields and expertise. This was not always
The New York Times and The Guardian) that had
easy, but in most cases, it has been an eye opener
started around the year 2008. The problem was
on the
that little was shared about their production
interactive production.
fundamentally pluri-disciplinary nature of
practices, and small audio-visual companies
What I have observed during my experience as
had difficulty entering the field. Aware of the
Head of Studies of !F Lab, is that embarking on the
difficulties faced by creative producers when
creation of an interactive project is both exciting
embarking on unknown territories, our objectives
and frightening, and therefore the challenge is
at !F Lab were simple: 1. To help the development
to create the right atmosphere for people to feel
of innovative forms of digital storytelling by
inspired, challenged, supported, and yet still
mentoring new projects. 2. Research the best
totally free.
production practices for the industry by testing
sentations, hands-on work for projects and caring
them. Between 2015 and 2018 !F Lab has guided
one-to-one mentoring. To make sure that all projects
72 participants from 25 countries, and invited
would go through the same development process, we
top digital creative experts from all over the
created two types of learning tools: cards and
world to share their knowledge with us.
canvases. Cards were mini-lectures delivered by our
At !F Lab, we did so by mixing pre-
The structure of !F Lab changed over the
coaches, while canvases were conceived as practical
years, but the essential logic was to incubate
exercises to help each team make decisions related
projects through a series of hands-on group
to their own projects and move on to the next step.
Going from a mini-lecture to its actualization through a hands-on exercise provided the right balance of guidance and freedom that we were looking for. We called this process the WHAT IF IT process, as it starts from a question (WHAT is my concept?) then asks you to Interact with your audience (hence the “I”), then to Formulate your challenge and impact (“F”), to Ideate through prototyping (hence the “I”) and finally to Test
IMAGE 2. CARDS AND CANVASES OF THE WHAT IF
it (“T”) before starting again.
IT PROCESS (HTTP://WWW.IFLAB.NET/)
IMAGE 1. THE 5 PHASES OF THE WHAT IF IT PROCESS (HTTP://WWW.IFLAB.NET/)
IMAGE 3. EXAMPLE OF CANVAS: THE CONCEPT CANVAS (HTTP://WWW.IFLAB.NET/)
The WHAT IF IT process is a methodology that can be
While I clearly encourage you to download The !F Lab
used by any person starting an interactive produc-
Field Guide to Interactive Storytelling Ideation2
tion as it does not need any technical knowledge.
and try it for yourself, I also want to remind you
It is based on a few fundamental principles, which
that no methodology is set in stone and that it is
I believe are good guidelines to produce innovative
conceived to help you, not to limit you. Please
interactive narratives: start from the user, have
experiment with it, and change it according to
a clear purpose (or impact) for your project,
your needs and professional environment. I have
work with a multi-disciplinary team from day one
done so myself.
and embrace an iterative user-centered production
In 2017, I was contacted by Professor André
process. To give you an idea, here is the overview
Paz from the Federal University of Rio de Janeiro
of all the supporting material we used during the
to see if we could adapt the WHAT IF IT process to
workshops, followed by one example of the canvas
the Brazilian context. Thanks to the support of
that we used to help participants pin down the exact “concept” of their project.
2 http://www.iflab.net/wp-content/uploads/2019/01/The-F-Lab-FieldGuide.pdf
MOVING FROM LINEAR TO DIGITAL INTERACTIVE STORIES: A SHIFTING ... · SANDRA GAUDENZI · 24-31
27
The British Academy’s Newton Mobility Grant, we
cost? Clearly there is no single magic answer, and
embarked on a one year research project aimed at
the options are so many that it can be overwhelming.
iterating our process into what we called the IF
Our learning from !F Lab, and IF BUGLAB, is
BUGLAB: a four-day interactive ideation process
that instead of wanting to make all the decisions
designed for Brazilian audio-visual producers.
alone on day one,
Taking on board the relative novelty of the
that the answers will impose themselves, and emerge
interactive narrative field in Brazil, and the
as evidence, if one follows a creative development
consequent lack of financial resources, IF BUGLAB
process. My proposition is therefore to engage
put a strong emphasis on production resources
with a series of mental shifts that open you up
while keeping the fundamental iterative nature of
to new digital challenges, and then observe what
the WHAT IF IT process. Through this experiment,
comes out from engaging with such a process. You
we were effectively testing the flexibility and
will notice these mental shifts go hand in hand
it is more beneficial to trust
malleability of ideation processes. Our finding
with the WHAT IF IT process, although here we use
is that although processes have to adapt to their
a slightly different terminology:
cultural and economic contexts, their backbone can be stable and relatively unchanged. In the case of the WHAT IF IT process, this meant keeping the main phases and itera-
1. PUT THE USER AT THE CENTER OF YOUR CREATIVE PROCESS
tive nature of the process, while changing the emphasis given to them. In other words, what
(Murray, 1997:126). If the users are not curious
never changed is the view that interactive ide-
to explore the options you have designed for them,
ation is not linear and requires a series of
you have failed to engage them. While we have all
mind shifts, a series of clicks that make you
watched a TV show that did not interest us by pure
see the world, your work, and your role in it,
laziness and inertia, in interactive media the
in a new way. In what follows, I have tried to
story does not move further if we do not interact
go back to the essence of each phase of the WHAT
with it, so… end of our story. For this specific
IF IT process, added what I learned in Brazil,
reason, you should enter in a frame of mind where
and ended up with a list of guidelines that I
you design with your audience, and not for your
hope will be of use to you.
audience. This is the fundamental ethos of UserCentered Design (UCD), a branch of Design Thinking that starts the design of any product, service or
GUIDELINES, OR MIND SHIFTS, FOR
experience by studying and engaging with its final
THE PRODUCTION OF INNOVATIVE
user. For Donald Norman, the first designer to have
INTERACTIVE NARRATIVES
used this term, “user-centered design emphasizes that the purpose of the system is to serve the
When you start an interactive narrative, you are
user, not to use a specific technology, not to be
confronted with an array of questions: which
an elegant piece of programming” (Norman, 1998:61).
platform should I choose? How will I organize my
If you look carefully at the WHAT IF IT process
story? Which part should be interactive? Which
(image 1), you will see that we have accommodated
technical skills do I need? How much will it
the five phases of UCD to the needs of interactive
storytellers. Phase two is Interact with your
a launch strategy and some solid partners. While
user, meaning: test your concept by interviewing
we encourage you to look for your partners from day
your target audience, learn which platforms they
one, we also know that if you have nothing to show
use and what they know about your topic before
them it is difficult to involve them. You are in a
even starting your ideation process. After having
chicken-and-egg situation where you need a prototype
done so, you can start working on an initial
to explain your idea, but you also need help to
paper prototype of your concept that you will
create your first prototype. Our suggestion is to
test, again, with your target audience. This
move in incremental shifts where story development
is the beginning of a two-way iterative process
and research on partners move hand in hand. The
between you and your audience.
more you progress with your idea the more you can
As strange as this might seem, this sin-
show it to different people and ask for their help.
gle mind shift has been the most difficult, and
For you to be credible in this delicate bal-
probably most precious, learning experience
ancing act, you need to be prepared and on top of
for the !F Lab participants that were coming
your game. Never underestimate the importance of
from audio-visual production. They were used to
having checked who else has addressed your topic
starting from their own idea and then rolling
using linear and interactive narratives:
into production once they had the approval of their commissioning editor. Convincing them that empathizing with their audience from the start is not only the best way to challenge their own preconceptions, but also a fundamental step to keep their audience engaged, and ultimately to generate clever out-of-the-box ideas, has needed a try-it-yourself attitude.
• Have a series of comparative points between what you want to do and what others have done already. • Why is interactivity essential to engage your selected audience? • Be aware of existing trends in interactive narratives. When the “next technology” starts to be passé, you need to justify why you are using it.
2.
DO YOUR RESEARCH
A lot of people want to create an interactive narrative because they think it will allow them
• You also should be able to place your project within the different styles of interactive narratives that already exist. After all, you are the specialist… are you not?
to bypass closed distribution networks and reach
This book is a first resource to help you do your
a larger audience. This is a false expectation.
comparative analysis, but also keep in mind other
Your project might be online, but if no one knows
existing online resources such as MIT Docubase3,
about it, you effectively have no audience. The
IDFA DocLab4 and i-Docs5.
mind shift needed here is the following: do not expect audiences to come to you, it is your job to attract them. Ensuring you will have an audience often boils down to having a promotion budget to spend, but it also means that you need to have
3 http://docubase.mit.edu 4 http://www.doclab.org/category/projects/ 5 http://i-docs.org/
MOVING FROM LINEAR TO DIGITAL INTERACTIVE STORIES: A SHIFTING ... · SANDRA GAUDENZI · 24-31
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3. EMBRACE MULTI-DISCIPLINARY TEAMS AND ITERATIVE PRODUCTION
The recently created MIT Co-Creation Studio6 emphasizes that “co-creation offers alternatives to a single authored vision. It’s a constellation
It is challenging to be a one-man band in digital
of media methods and frameworks. Projects emerge
productions. The skill sets that you need to have
out of process, and evolve from within commu-
between content production, design and coding
nities and with people, rather than being made
are still too different for one person to do it
for or about them”. Visiting their website will
all well. So accept the following mind shift:
give you ideas and resources to help elaborate
you need help, and you need help from people
projects where impact is co-designed with the
that come from different industries, hence they
communities it targets.
will be used for a completely different process and language when working in groups. We cannot stress enough the importance of hav-
5. HAVE A CLEAR IMPACT STRATEGY
ing a multi-disciplinary team from day one. It might be difficult at the beginning, but it will pay off
Think of impact as the shift you want your user to
when you will realize that they come up with ideas
have throughout the experience of your project. See
and solutions you could not imagine yourself. To
it as a before and after list. If there are specific
solve the problem of having different approaches to
changes you want to make happen (gaining awareness by
work, we suggest you choose a series of steps that
learning about your topic, feeling a specific emotion,
will lead you to the production of a first prototype
doing something like signing a petition, or more) you
(also known as a Minimum Viable Product), and to
have to design towards them. Your user journey needs
commit to it as a team. This first prototype, once
to bring the audience where you want it to go (see
tested with your audience, will be your best ally
the User’s Impact Canvas in the WHAT IF IT process).
to ask for further funding and seek new partners.
Now zoom out from your user and see the bigger picture: impact is like an onion, it has different layers. At the core you have the individual (users).
4. CONSIDER CO-CREATION WITH YOUR SUBJECTS
But your users can have an impact within their community and have a social impact, and social pressure
If your story involves specific communities then con-
can scale up and have an impact at a political level.
sider co-creating your narrative with them. Documentary
Impact is therefore multi-layered and non-linear
makers and artists have experimented during most of
(systemic). This brings us to our fifth mind shift:
the last century with participatory practices, but
think of impact as a non-linear process with several
moving to digital media gives you one extra arrow in
points of entry. Your job is to strategically define
your bow: social media is by definition communitarian
how far you want your project to be influential,
and the web is first of all a network. The mind shift
and to design action points both in your story and
that interactive narrative offers you here is: Why
your promotion campaign to set an impact movement
use your singular voice to represent others? If you
in motion. You also need to keep in mind that this
have already embraced a certain level of co-authorship
is not a set science, networked media are ruled by
with your users and your multi-disciplinary team, why not extend it to your subjects? 6 https://cocreationstudio.mit.edu/
relational and non-causal logics, so you can
In conclusion, embarking on the creation of inno-
only play it by ear, constantly adjusting while
vative interactive narratives goes far beyond learning
listening to the reactions that you are generating.
new technical skills. It is a political and ideological statement within the digital world, where you take a position by framing and forging what the digital dis-
6. MAKE SURE YOUR PROJECT IS COHERENT
course is, or will be. Interactive narratives are not just a way to have free distribution on the web and
Finally, as part of the iterative process of
make your stories global, they are a way of thinking
creation, go back to your project’s fundamentals:
about the world and the relationships we want to build
your chosen platform, audiences, impacts, partners
in it. They create more than tell. They are tools. They
and resources. If you want to augment your chances
are a statement of action. This is why asking yourself
to move from the demo stage, or prototype, to full
“why should this story be interactive?” from day one
production you need to make sure that these five
is essential. Interactivity is an authorial choice.
points are aligned, because this is what will
Once you find your own answer to this essential
constitute your proposal, or project treatment.
question, you then have to decide if you want to follow
We have noticed throughout the years of !F
your creative instinct or prefer the guidance of an
Lab that often participants had clear answers for
ideation methodology like the WHAT IF IT process. This
each of the five pillars of their projects, but they
is totally up to you. Whatever you decide, you will
were not necessarily relating them. For example,
probably notice that you cannot avoid addressing some
we had stories aimed at an audience of teenagers
of the mind shifts that are listed in this article.
using a platform they did not engage with. Ideas
These mind shifts are more or less ineluctable because
for technically complex transmedia projects that
they are part of the journey that leads us to evaluate,
needed big financial resources lead by people who
and sometimes discover, what we want out of the digital
had no contacts in the industry. Or even projects
sphere, and which role we want our stories to have in
on topics that had no proven appeal to the selected
forging it. Welcome to the digital mind shift.
target audiences, but that the author wanted to continue because of their own interest in it. We all fall in love with our stories, but that is just not enough if we want them to be heard. In an interconnected and non-linear space such as the digital
REFERENCES
BRUNER, Jerome (1986) Actual Minds, Possible Worlds. Cambridge: Harvard University Press.
one, coherence in our intent is still necessary to
ECO, Umberto (1962) Opera Aperta, Milano: Bompiani Editore.
move a project forward. This brings us to our last,
GAUDENZI, Sandra (2019) The !F Lab Field Guide to Interactive Storytelling Ideation. http://www.iflab.net/wp-content/ uploads/2019/01/The-F-Lab-Field-Guide.pdf
and probably most counter-intuitive mind shift of all: to be coherent is not to have predicted all the causes that will have an effect, but to have a systemic vision where different forces can expand towards your desired direction. Think of your digital narrative as a living form that acts on the world through several forces. Your job is to give it a direction, not to pretend to control it.
MC ADAMS, Dan P. (1993) The Stories we Live by. London: The Guilford Press. MURRAY, Janet (1997) Hamlet on the Holodeck. The Free Press. NORMAN, Donald (1998) User Centered System Design. New Jersey: CRC Press. Thalhofer, Florian, Judith Aston, and Stefano Odorico (2018) “A Few Questions for Florian Thalhofer.” Alphaville: Journal of Film and Screen Media, no. 15, Summer 2018, pp. 106– 112. www.alphavillejournal.com/Issue15/InterviewThalhofer.pdf ZIMMERMANN, Patricia (2018) “Thirty Speculations Toward a Polyphonic Model for New Media Documentary.” Alphaville: Journal of Film and Screen Media, no. 15, Summer 2018, pp. 9–15. www.alphavillejournal.com/Issue15/ArticleZimmerman.pdf
MOVING FROM LINEAR TO DIGITAL INTERACTIVE STORIES: A SHIFTING ... · SANDRA GAUDENZI · 24-31
31
NuNam2 is a Belgium based creative studio. It’s founders, Laure Cops and Wouter Vanmol, come both from film and communication studies. After traveling around the world they decided to settle back home, and created a company in 2014 with the intent to
OVERVIEW
use filmmaking in a socially engaged manner. I met them in 2015, when they participated to IF Lab (Interactive Factual Lab), a EU funded workshop
FROM STORYTELLERS TO STORYFACILITATORS: INTERVIEW WITH LAURE COPS & WOUTER VANMOL FROM NUNAM BY SANDRA GAUDENZI1
that I ran between 2015 and 2018, aimed at developing digital interactive narratives. The reason Laure and Wouter joined the workshop was because they had been working on a project that could not just be done as a documentary. It was a story too big to fit. They wanted people to feel engaged, they wanted impact, and they were wondering if the web, or any other interactive format, could help them do reach beyond the screen. It turns out that IF Lab did more than help them with their ideas, it actually changed their whole way of thinking about their role as storytellers, and as a result they changed their company’s profile, going from the production of linear stories, to a “creative studio that shapes stories into film, photography, words, installations and interactives for clients, audiences and ourselves”. Shifting from a linear mindset to a 360 degrees interactive one meant changing ways of working, learning new tools but most of all looking at the world differently: less as observers and more as facilitators of change. This interview aims at tracing the mindset changes that Laure & Wouter had to
1 Sandra Gaudenzi is the Head of Studies of !F Lab (Interactive Factual Lab). She has been consulting, mentoring, researching, lecturing, writing, speaking and blogging about interactive factual narratives for the last twenty years. She is a Senior Lecturer at the University of Westminster’s Digital and Interactive Storytelling LAB; visiting Fellow at the Digital Cultures Research Centre (UWE, UK); co-director of the i-Docs conference and website, and co-editor of the book: i-docs: the Evolving Practices of Interactive Documentary.
face during their transition from “story-tellers” to “story-facilitators”.
BACK IN 2015, YOU JOINED IF LAB TO DEVELOP A STORY IN AN INTERACTIVE WAY. WHAT WAS THE PROJECT AND WHY DID YOU FEEL IT NEEDED TO BE INTERACTIVE?
2 https://www.nunam.be/
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 32
Wouter Vanmol (WV): Every story you tell is
again? We probably new intuitively that it had to
personal,
be something interactive but it was only at the
but
this
one
was
(and
still
is)
probably the most personal story we ever felt
first workshop - !F Lab Storybooster 2015 - that
the need to tell. Laure lost her father to
we managed to translate our initial thoughts to
suicide when she was 18 years old. It took her
concrete reasons.
more than 10 years to come to peace with what happened. In the meantime also her best friend Saura choose to take her own life.
LC: We discovered that support groups are very important
in
coping
with
the
trauma.
People
learn from each other and reassure each other
Laure Cops (LC): I have come through, I even
through sharing experiences and feelings. They
dare to say as a stronger, richer person. But
discover that what they are experiencing and
it cost me blood, sweat and tears. Now I know
feeling are normal responses any person would
that
new
have in similar circumstances. BUT this comes
identity, is crucial. I learned the hard way
with three problems: 1) Not everybody feels com-
that a successful processing stands or falls
fortable going to these kind of meetings. 2) Not
with the fact that you can reconcile with the
everybody has access to them due to geographical
new situation, death as a definitive part of
reasons - not in their neighborhood-, social
life. I had to learn to accept that constant
(stigma/blame)
happiness is an illusion. That I was injured
groups are at given times. These are not always
and that I would always wear the scars. But
the times when help is needed.
building
a
new
internal
world,
a
over the years I also realised that I could discover happiness again. Somewhere along the way I decided to use that whole horror as my strength. Because while every suicide is a tragedy for the people who have to deal with it, the personal outcomes can be very different. Some people bereaved by suicide spiral down, developing suicide thoughts themselves (20 to 30 percent of those who lost somebody to suicide) while others, who manage to go through the grieving process in a forward
or
economic
reasons.
3)
These
So from that iteration on we knew we wanted our project to be anonymous and ad-hoc. The Golden Forest had to be a guide to help people cope with their grief in a forward looking way. The project had to give the opportunity to the user to go through it at their own speed. The user had to be able to steer the story towards the feelings/situations that they were dealing with at that time. And to do this, only an interactive approach was right.
looking way, can find new outcomes and a deeper sense/understanding of life (and death). WV: From the beginning we knew The Golden Forest3 was a project about this aftermath of suicide.
WHAT WAS YOUR UNDERSTANDING OF INTERACTIVE STORYTELLING BACK THEN? I REMEMBER YOU WANTED YOUR PROJECT TO BE ON THE WEB, WHY?
What does this complex grieving process look like? How do you go on with your life after you
WV: I think I was part of one of the last genera-
lost a loved-one ? How do you re-embrace life
tions that studied Journalism with an almost blind eye to digital and interactive storytelling. The teachers at our school were coming from ‘offline’
3 https://www.nunam.be/golden-forest
FROM STORY - TELLERS TO STORY - FACILITATORS: INTERVIEW WITH LAURE COPS... · BY SANDRA GAUDENZI · 32-37
33
little
LC:“The interface is part of the experience” was a
knowledge and/or interest how journalism was
real “aha” moment. !F Lab set in motion a sort of
or should be adapting to the emergence of ‘the
“professional maturing”. It was the first place
internet’. But of course I knew something was
where we questioned the medium. Where we learned
cooking. When working as a video journalist
that ‘your canvas is not only a canvas”, where
for an online medium I was drawn to these new
a canvas is more than white space. We discov-
and exciting things that came out and were
ered that every medium has its challenges and
obviously exploring new paths.
possibilities. Possibilities to reach the user.
environments,
and
most
of
them
had
LC: Later on we started exploring ourselves. We experimented with software like Klynt and Racontr and did a longform with Pageflow4 on
Possibilities to reach your goal as a maker, but also possibilities in the pure storytelling field. Possibilities to reveal, interact, immerse...
Europe’s energy supply, mixing text, photo and
We like to believe that every story has a medium
video. By then we knew there were things like
that fits it like a glove. Whether it is text-
VR and AR, but we had no idea how to approach
based, audio or video-based. Whether it is linear
these media and how to produce content for it.
or non-linear. Whether it is AR, VR, XR, radio,
For The Golden Forest we wanted the project to
podcast, chatbots, and so on... Point is, there’s
be web-based because we taught that like this
a whole range of
we could reach the biggest possible audience.
purify every form is to find new ways to tell the
Not because out of vanity but because we knew
same old stories we all share since the begin-
that there are so many people that lost rela-
ning of time. It initiated a sort of research,
tives to suicide but never have the chance to
a research that is still going strong, where we
find help in their community.
question the (new) medium and its possibilities.
WV: I think this also resonated with our belief
WV: Before !F Lab our knowledge of media was
to use ‘technology for good’. In a world were
limited to “text, video or photo. It was ‘only’
new technology is one of the driving forces
TV or cinema. And we were into ‘the video com-
behind social, cultural, economical and polit-
partment’. What !F Lab did was not only make us
ical disruption, we think it is hopeful (and
realise this but also reveal a whole new and
much needed) to actively try to implement new
coming technology-based emerging world of media
technologies in a way it is a catalyst for
and possibilities.
positive change.
media. And to combine, twist,
As a matter of fact it was only by seeing all these crazy, impressive, intriguing projects on
I REMEMBER YOU TELLING ME THAT IF LAB HAD BEEN A “LIFE-CHANGING EXPERIENCE” FOR YOU… CAN YOU EXPLAIN?
the web, in VR, AR, XR, as transmedia installations etc, that we realised we were part of the ‘old possibilities’ and that it was the dawn of a whole new era of storytelling. And that is after all the most interesting thing to pursue, right : the feeling of exploring. Setting foot
4 Pageflow is a publishing platform for Multimedia Storytelling. Sample of a project done with Pageflow by NuNam: https://www.nunam.be/walking-the-line
on new lands. Going into the great unknown!
LC: Strangely, going on this quest brought us
audience to interact and possibly ‘co-create’
back home again. By exploring these new media,
the story. So as makers we consider ourselves
we discovered the power of story. And more so,
more and more facilitators. We have a vision
the art of it. The craftsmanship.
It made us
and we have to create an ecosystem where every
think on how we were using stories in our own
part involved can thrive and add to this bigger
audiovisual/ journalistic projects thus far.
picture we have in mind.
WV: !F Lab changed our perspectives. Not only
WV: And that’s how we also like to work today.
did we learn to pivot, but we also learned the
We are trying to embed ourselves in an ecosystem
basic fact that there are different perspec-
where we are surrounded by people we like to
tives. It’s like Leo in the Matrix, not only
work with and who are great at things we are
finding out there is a glimpse, but as a matter
not. Standing on the shoulders of giants, right?!
of fact also that there is another reality. I
Building the team had thus become an important
think !F Lab taught us this by stressing us to
part of every projects process.
research our impact strategy.
Our take-away:
Where story and medium collide: IMPACT.
WAS FOCUSING ON THE USER - RATHER THAN ON THE STORYTELLING ONLY - A RADICAL MIND SHIFT FOR YOU? HOW DID YOU ADJUST TO THAT AND HOW DO YOU PLAN YOUR INTERACTIVE STORIES TODAY?
WHAT WERE THE MAIN OBSTACLES THAT YOU FACED AFTER THE WORKSHOP TO DEVELOP YOUR PROJECT? WHERE THEY FINANCIAL, TECHNICAL OR CONCEPTUAL? LC :I think you can bring most of our struggles down
to
“mainly
financial”.
Of
course,
going
through the creative, or conceptional, process WV: It was a radical mind shift indeed, but
is always filled with challenges to overcome,
actually it was not that hard to do. Probably
but that is part of the fun! - and !F Lab really
the biggest change “traditional makers” have
delivered in providing us a guide to go through
to make, is to go beyond their ego, because a
this iterative process!
big part of “focussing on the user” is about that, we think. It is not only your story
The financial part of our endeavor however is
you’re outputting. It is finding common ground
the most challenging one. To put it bluntly:
between yourself and your audience. You go
making a video, short form documentary, long-
from being a storyteller to becoming a story
form,... doesn’t cost a whole lot. But to pull
architect. And that is a whole new role you
of the quality piece of interactive, immersive
have to adjust to. And we like that new role!
experience we have in mind, means bigger productions. And bigger teams. And thus bigger chal-
LC: We think this process of focussing on the
lenges to raise the budget you need. Certainly
user goes hand in hand with the knowledge
in a field where the whole (financial) industry
that
is still developing in a way.
to
pull
of
interactive
projects
you
are not the only one in control anymore. You want the creative technologists to be thinking about the story as well. You want the developers to add to the story. You want your
WHAT WOULD YOU ADVISE TO NEWCOMERS IN THE FIELD: SHOULD THEY START FROM THE
FROM STORY - TELLERS TO STORY - FACILITATORS: INTERVIEW WITH LAURE COPS... · BY SANDRA GAUDENZI · 32-37
35
BIG IDEA, OR SHOULD THEY CHECK THEIR IMMEDIATE RESOURCES AND CONTACTS FIRST? WHAT IS THE RIGHT BALANCE BETWEEN CREATIVITY AND FEASIBILITY? WV: We love to work together with our friends, but we really miss having “tech friends” (or having
more
coding/developing
skills
few experimental prototypes, following a crazy into
the
great
unknown,
just
for
it feasible! That is how we do it for now, but who knows how we’ll do it tomorrow? As long as we are gentle dragons, we’ll make it, right?!
our-
selves). How lovely it would be to build a
idea
creativity into and you fight like dragons to make
the
thrill of it!
WHERE DO YOU START FROM WHEN A CLIENT COMES TO YOU? IDEAS? INTERACTIVE POTENTIAL? BUDGET? WV:
It
really
depends.
For
some
projects
you
Hiring a tech team leaves not much room for
immediately see interactive potential. Some might
experimentation and exploration for the fun
have the interactive potential, but if the client
of it. So find friends to play and experiment
already has certain expectations or a more tradi-
with! And certainly friends that have skills
tional mindset, it can be a tough job convincing
you don’t have. Friends who approach things
them to take the interactive route.
differently. It will give you the pleasure to co-create things that are more or less free, new, fresch, crazy, not needed and without a deadline. It will give you the pleasure to fail without consequences.
To be able to make really interesting interactive experiences is often a case of ‘the planets aligning’. There has to be a story, there has to be interactive potential, the client has to be willing to follow your creative path (and often take a step into the unknown) and there has to be
WHAT IS YOUR OWN WAY TO DEVELOP PROJECT NOWADAYS
a budget that allows for it all. Those things are not (yet) easily combined. In our case, anyway. Although we also have to say that there seems to
LC: We have 3 kinds of projects running simul-
be a certain ‘digital awakening” among some of our
taneously: first, the small projects, mostly
clients. Maybe also because we try to pursue good
client stuff, very feasible, but can also be
relationships with our (potential) clients and
some personal experiments for the fun of it
really “preach the interactive prophecy”.
all. Then we also have some medium length projects. Projects that leave room for creative
LC: This being said, you can always help those
expression but don’t push feasibility to its
planets to align. There are solutions (you could
limits.
Projects we work on for a few months,
also call them compromises) for certain obstacles
where there often is some sort of client’s
like budget issues. An example: for the interac-
expectations to meet. And then we have the
tive documentary ‘Nueva Prosperina’ we were facing
one big project. The project that makes our
exactly this budgetary limits. So instead of going
hearts beat with passion. The big project that
for “the whole custom made way” we used Wirewax - a
defines you. The project that is part of your
software to make interactive video5 - to create
oeuvre. This is the project you pour all your 5 Sample of a project made with Wiremax by NuNam: https://www. nunam.be/nueva-prosperina
a sort of minimal viable product. The client believes in the idea behind it, they liked the documentary and for their next campaign they are willing to provide extra funding to continue
YOUR FINAL WORDS… WHAT WOULD YOU LIKE TO SAY TO PEOPLE THAT ARE NEW IN THE FIELD - THAT YOU WISHED YOU WERE TOLD BACK IN 2015?
the interactive path and take it to a higher level. So it really is a step by step process.
WV: Set goals. Be ambitious. But see things in perspective. Don’t get impatient. When we started the Golden Forest we expected to have it finished
HOW DIFFERENT IS IT AS A PROCESS WHEN YOU ARE WORKING ON YOUR OWN PROJECTS? LC:Since The Golden Forest has become such a big project we try not pursue too many other new projects. We have lots of ideas and keep iterating them on paper, but producing them is something we haven’t come to do. We do little experiments, sketch our ideas and try them out, but we wait for the right opportunity before showing them to others.
in 2 years time. But after 4 years we know it will take us at least one (or even 2) more year(s) to have the Golden Forest become a reality. At first we saw this as an eternity. But when you put it into perspective, we are not only trying to pull off a project with several international versions (so far we are talking about a Flemish and German version), we are also making our first medium length
documentary.
We’re
building,
expanding
and consolidating our own creative studio, enjoying each others company, the new professional
But thinking of this, it is indeed a little
relationships we forged and the beauty of life
different working on our own ideas. We leave
in general. So our big “peace out” could be as
budget things out of the creative process.
cheesy - but not less significant or hard to
That’s for sure! And even the focus on the user
achieve - than ‘live the moment.’
is less important than our focus on the story. The story is what gets us passionate. It is the story that makes us want to dig deeper.
I want to map new terrain rather than chart old landmarks MARSHALL MCLUHAN
INTERACTIVE NARRATIVES
BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS IN INTERACTIVE NARRATIVES
INTRODUCTION
The spectrum of work which we call interactive
digital narratives in this book represents very diverse productions with different formats, structural narratives, support platforms, modes of interaction, and production dimensions3. We are addressing large, multiplatform productions, such as Highrise (2009-2017)4; small productions, like
Ilha Grande: Cada Praia, uma Ilha; Cada Ilha, uma
ANDRÉ PAZ1 AND KATIA AUGUSTA MACIEL2
História (2015)5; collaborative, social impact works like The Quipu Project (2015)6; web documentary series, such as Do Not Track (2015)7; mobile, app-based narratives, whether fiction such as
Phallaina (2016)8; or documentary, like Alma: Une Enfant de la Violence (2012)9. More generally, these productions have been mapped out by certain projects, such as Docubase10, from the Massachusetts Institute of Technology (MIT) Open Documentary Lab, a database about the field that is available online, and mentioned by international curators11. All of these productions have been recognized in recent 1 André Paz is a professor and researcher at the Federal University of Rio de Janeiro State (UNIRIO). He teaches in the Professional Masters of Digital Creation and Production at the Federal University of Rio de Janeiro (UFRJ). Director and producer of interactive narratives. Founder and coordinator of Bug404. Curator of THE BUG EXHIBITION in 2018.
years by renowned festivals, such as IDFA DocLab, of the International Documentary Film Festival of Amsterdam (IDFA). 3 It worth mentioning that we do not address immersive narratives as an object in this article 4 http://highrise.nfb.ca/ See page 106. 5 www.ilhagrandewebdoc.website. See page 108. 6 http://interactive.quipu-project.com. See page 109.
2 Katia Augusta Maciel is a professor and researcher at the School of Communication (ECO) and coordinator of the Professional Masters of Digital Content Creation and Production at the Federal University of Rio de Janeiro (UFRJ).
7 www.donottrack-doc.com.See page 111. 8 http://phallaina.nouvelles-ecritures.francetv.fr/phallaina_en.php. See page 121. 9 http://alma.arte.tv.
See page 121.
10 https://docubase.mit.edu/ 11 Bug404 has translated this material and also released it in Portuguese. http://bug404.net/
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 38
In this book, the article “The Scenario of Interactive and Immersive Narratives”
concepts were selected to map out the field and
(Paz and
point out the potential of its works, with the
Jucá, 2019) shows how these productions arise
objective of thus functioning as a reference for
within the context of innovative ecosystems and
innovative productions or research projects. The
with producers, large media companies, festivals,
next item presents the field in a more general
funders, research centers, and congresses. It is
manner, with its diverse formats and more basic
placed at the intersection between the audiovi-
concepts. The following item presents the rela-
sual, design, and programming. The creative and
tional aesthetic perspective which allows for
production processes require interdisciplinary
the recognition of works as projects which go far
collaboration and an ample dialogue between those
beyond interface. The following items explore,
who produce and those who research. Thus, the
respectively, the potential which works acquire
consolidation of these innovative ecosystems
when incorporating different agency practices
occurred in parallel with the emergence of an
regarding participants and users.
12
international field of research, with laboratories
In the field of interactive digital narra-
and research groups, such as MIT Open Documentary
tives, there is no work format which has prevailed
Lab , in Boston; and specific congresses, such as
or become hegemonic. We can identify some more
i-Docs14, in Bristol, and Interdocs Barcelona15.
consolidated formats, but, in fact, what we have
This field of research has established a broad
observed is the disseminated rise of hybrid works.
dialogue through articles, books, congresses,
The defining characteristic of this innovative
and blogs, around authors who have become inter-
field is its creative fertility. We believe that
national references, such as Sandra Gaudenzi,
research can contribute to this fertility and to
Arnau Gifreu-Castells, William Uricchio, Mandy
the field’s development by feeding new projects.
Rose, and Judith Aston. The book, I-Docs: The
After all, they are not going to “invent the wheel,”
Evolving Practices of Interactive Documentary
but will innovate using references and the diverse
(2017), by Judith Aston, Sandra Gaudenzi, and
paths and possibilities they indicate. For this,
Mandy Rose, for example, has become a recent
we seek to bring concepts which allow us to map
reference in the field. In Brazil, André Paz,
out the terrain of this field, avoiding the overly
Julia Salles, Denis Renó, Katia Augusta Maciel,
rigid classification of these hybrid works which
and Vicente Gosciola have also conducted important
do not fit into overly specific categories.
13
studies in the field. This article is an introduction to interactive digital narratives through some
INTERACTIVE DIGITAL NARRATIVE
of the basic concepts formulated in the context of this new field of research, organized
In the broad universe of narrative possibilities
from the relational aesthetic perspective
arising from the diffusion of digital and internet
which has been developed by André Paz. The
media, what characterizes an interactive digital narrative? What are its specific characteristics? The
12 See page 11. 13 http://opendoclab.mit.edu/ 14 https://idocs2018.dcrc.org.uk/ 15 http://www.docsbarcelona.com/en/ed-2016/festival-2016/
primordial mark of these works is the presentation of an interactive interface, rather than the traditional screen generally used in film and television.
programacio/
BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS... · ANDRÉ PAZ AND KATIA AUGUSTA MACIEL · 38-51
39
In these works, the spectator encounters an
and makes their choices within a limited number
interactive experience which transforms them
of possibilities that are previously produced and
into an interactor, like with other fields of
made available by the creators.
interactive art, as already described by Louis-
The informational structure of an interactive
Claude Paquin in 2006, in his book, Comprendre
digital narrative is, therefore, a system in which
les médias interactifs. Paquin affirms (2006:
various media (text, video, animation, graphics,
15): “With the interfaces, the direct manipu-
among others) are made available by the interface.
lation, the spectators become interactors,” for
The graphic design of the interface is a fundamental
it is necessary to physically interact with the
part of the work. The interface organizes access to
database for the narrative to occur.
the database. The interactor’s navigation through
The most appropriate example is that of
their choices results in a particular version of
the work which has become the field’s great-
the narrative. In this sense, the interactor’s
est reference: Highrise (2009-2017). Katerina
actions are full of meaning, as Arnau Gifreu-Castells
Cizek’s interactive documentary, produced by the
observes in The Interactive Multimedia Documentary:
National Film Board of Canada (NFB), explores
a proposed analysis model (2010). Thus, in her
questions about living in large buildings around
seminal book, Inventing the Medium: principles of
the world. As defined on its website: “An Emmy-
interaction design as a cultural practice (2012),
winning, multi-year, many-media, collaborative
Janet Murray affirms the necessity of considering
documentary experiment at the National Film
interactors as “cultural beings” who actively create
Board of Canada, that explores vertical liv-
and negotiate the meaning of shared information.
ing around the world.” In fact, Highrise has
Therefore, when we speak here of interactive digital
become a set of interactive narratives on the
narrative, we refer to works which incorporates this
same theme. The interactive documentary Out My
interactivity into the narrative through digital
Window (2010)16, for example, dwells on the life
means, within a more complex discursive context.
of people who inhabit skyscrapers in different
Three clarifications become important here.
parts of the world. Through the interface, the
Firstly, a documentary web series available through
interactor can choose and navigate through 49
Youtube or Vimeo episodes, for example, is not
stories from 13 cities around the planet, entering
part of this universe. This is due to the simple
pages that offer an interactive, 360 collage of
reason that interactivity is not part of the work’s
their homes, with different stories accessible
interface, it is not in the comments or external
through hyperlinks that are available in text
shares. Secondly, games are not part of the field
and audiovisual content. For example, if an
addressed in this book. They incorporate interac-
apartment in São Paulo is chosen, the interactor
tivity and participation into the narrative, but
will have access to stories from Ivaneti and
represent their own universe, much larger, with
her family, squatters in a building in the Luz
its own specificities, players, practices, and
neighborhood and coordinator of the São Paulo
proposals. Thirdly, only a small minority of the
Landless Workers’ Movement (MST). The narrative
works is fictional, such as Phallaina (2016), by
occurs when the interactor uses the interface,
Marietta Ren, a French scrolling graphic novel, specifically designed for the tactile interfaces of mobile devices. Available for Android and iOS,
16 www.outmywindow.nfb.ca. See page 106.
this work on an application tells the fictional
techniques, Hollow explores the population decline
story of Audrey, who lives in a city constructed
in rural areas of the United States through the
on stilts due to the continuous rise of waters
story of the residents of McDowell county, in West
and catastrophic waves, and who experiences
Virginia, which has a population of 20 thousand
a transformative personal journey, combining
inhabitants, down from 100 thousand in the 1950s.
cognitive sciences and mythology.
The project features the direct participation of the community itself, they suggested research themes and proposals, as well as providing part of the audiovisual material which comprises the work.
INTERACTIVE DOCUMENTARY
Through surprising interactive scrolling collages, The vast majority of interactive digital narrative
Hollow uses videos, infographics, photography, and
productions are non-fiction. Thus, these works
archival footage to explore the universe of the
are largely called interactive documentaries
local characters and history, articulated through
or i-docs - an abbreviation for interactive
social media and fundraising campaigns.
documentary. Many of the field’s main references
Do Not Track is a documentary series about
use this term, such as Arnau Gifreu-Castells.
privacy and the economy on the web. The project
I-docs is also the name of one of the field’s
represents a set of works which use algorithms in
main congresses, held by the University of West
its interactivity, like Digital Me (2015)21, by
England, in Bristol, England. In a broader sense,
Sandra Gaudenzi. In the episodes, the interactor
interactive documentaries work with the creative
is asked to provide some data about themselves, and
treatment of reality when they incorporate inter-
throughout the fruition of the work experiences a
activity into the narrative. These works can
process analogous to the methods and tools which
exist in one or more of the following formats:
trackers use commercially on the internet. Do Not
websites, mobile device applications, gallery
Track is therefore an interactive documentary series
or museum installations, and performances.
which not only narrates a story or a discourse,
The vast majority of i-docs are on websites,
but offers the interactor an experience similar
and are also therefore called web documentaries
to that which the theme explores. Network Effect
17
or web docs. Examples include Out My Window ,
(2015)22, by Jonathan Harris and Greg Hochmuth, is
A Short History of the Highrise (2013)18, and
similar in that it also explores the internet use’s
Universe Within (2015)19, all from the Highrise
psychological effect on humanity. The interactor
project. This is also true for internationally
has around seven minutes to watch a giant database,
recognized and awarded works such as Hollow
which induces a state of anxiety. A provocation
(2013) , by documentary maker Elaine McMillion
about the illusion of knowledge and completeness
Sheldon, and Do Not Track, by documentary maker
generated by the internet. These works, as well as
Brett Gaylor and produced by Upian, one of the
the aforementioned Digital Me and Universe Within,
most renowned producers in the field. With a
are part of a set of interactive documentaries which
graphic installation and the use of parallax
address questions regarding the very environment
20
of the internet. 17 outmywindow.nfb.ca 18 http://www.nytimes.com/projects/2013/high-rise/index.html 19 http://universewithin.nfb.ca/mobile/index.html
21 http://www.interactivefactual.net/digital-me/
20 http://hollowdocumentary.com/
22 www.networkeffect.io. See page 107.
BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS... · ANDRÉ PAZ AND KATIA AUGUSTA MACIEL · 38-51
41
Although the majority of interactive documentaries are supported on websites, some use
interactive documentary which is also presented as a transmedia documentary.
mobile device applications as their main support. Perhaps the best known example is Alma: Une Enfant
de la Violence, produced by the ARTE group and
TRANSMEDIA DOCUMENTARY
Upian, two of the largest producers in the field.
Alma is a documentary about and named after a
The transmedia logic assumes a set of content which
26-year-old woman who was born in Guatemala and
crosses through multiple platforms with narrative
grew up in poverty, in the midst of urban gang
and aesthetic connections, offering complementary
wars known as maras. For five years, Alma was a
experiences within the same narrative experience.
member of one of the most violent groups in the
As Carlos Scolari notes in his book, Narrativas
country and lived surrounded by murder, aggression,
Transmedia: cuando todos los medios cuentan (2013),
and brutality. In this work, the interactor can
different meaning systems (verbal, iconic, audio-
choose between Alma narrating her stories, and
visual, textual) are aggregated in a complementary
images of certain scenes which illustrate the
manner and expanded. In Convergence Culture (2009),
narrations. Also based on an application, Rider
Henry Jenkins shows how each new work is founded
Spoke (2007), by the Blast Theory collective from
on an older one, while at the same time offering
England, explores a set of audio stories that
new “access points” to the created narrative uni-
are geo-located on the streets while interactors
verse. For the public, the contact with one part
circulate through the cities where the work was
potentially leads to the discovery of others. The
exhibited and experienced. Using geo-located
transmedia experience, in fact, occurs through the
media has become a fairly common procedure among
public’s active search for these “access points”
interactive documentaries on websites and applica-
to the system.24
tions. The Sound of Bells (2014)23, also uses this
In this way, an i-doc can be an “access point”
technique, providing geo-referenced, audiovisual
for a larger transmedia documentary, which crosses
content on the tradition of bell sounds from the
over different online or offline platforms: film,
historic churches of Minas Gerais, a state in
website, book, installation, or application. The
Brazil. In the work, the interactor can navigate
project The Sound of Bells, for example, includes
through this content remotely, anywhere on the
a web doc, a feature-length documentary, a mobile
planet, using the map to identify the location of
device application, a sonic map, and traveling
the churches, but they can also do so while walking
projections. Singular aesthetic elements cross
through the region and through the streets of the
through different platforms, such as graphic design
very cities, encountering and navigating content
and audiovisual montage. The traveling projec-
in the churches which are physically nearby. The
tions brought audiovisual content to the external
application is actually part of a larger project,
walls of the churches located in the interior of
including a web documentary, which explores the
Minas Gerais. Specifically for The Bug Exhibition,
universe of the bell towers and unfolds into even
Marina Thomé and Marcia Mansur produced a video
more platforms. Thus, The Sound of Bells is an 24 This transmedia logic was widely debated and applied to the analysis of interactive digital narratives, such as web documentaries, in the book Direção de arte e transmidialidade (2018), orga23 www.somdossinos.com.br. See page 135.
nized by Amaury Fernandes and Katia Augusta Maciel.
installation for the Oi Futuro cultural center
and transmedia documentary, which denounces the
in Rio de Janeiro. The Sound of Bells provides
officially unrecognized policy of nonconsensual,
a narrative universe of bell sounds in historic
mass sterilization of more than 300 thousand women
churches through multiple platforms for a variety
and 20 thousand men from the poorer classes of
of audiences and physical spaces. Due to the
Peru in the 1990s, during the Alberto Fujimori
intrinsically fluid and subjective nature of
administration. The project’s major innovation
the encounter between the audience and each one
comes from the manner in which they managed to
of the works, the level of immersion as well as
present the testimonies of the victims, who were
its engagement is always varied and distinct.
largely women and indigenous, and trigger integrated
The public’s experience depends on how each one
action in search of justice. The project offers
traverses through the different access points and
a phone line the victims can call free of charge
through the narrative universe of the transmedia
to provide anonymous testimony. This resource was
documentary as a whole.
fundamental, as the majority of the women spoke the Quechua language and, within the oral, indigenous traditions, experienced difficulty in expressing
A PERSPECTIVE BEYOND THE INTERFACE
themselves through text or video, even more so given the delicate theme. From there, the project
Once we understand the concepts “interactive narra-
was based on the integration of the technologies -
tive,” “interactive documentary,” and “transmedia
telephone line and digital interface. The interface
documentary,” we can then better locate ourselves
was conceived in line with the project’s proposals
within this field. The question thus arises: What
and the creative solution for engaging the victims
significance do these works bring to the set of
in producing the record through audio content. It
narrative possibilities in a wider, more human
provides audio records on the web page in a way
context? To recognize this potential, we will
in which different interactors can also contrib-
adopt the relational aesthetic perspective as
ute with new audio records. Thus, the interactive
it has been developed by André Paz over recent
documentary corresponds to a collaborative work,
years (Paz and Salles, 2013 and 2015; Paz, 2017),
formed with contributions from different groups.
through the creative redescription of Nicolas
Through the interface of its online platform,
Bourriad (2009) and Vilém Flusser’s proposals,
the interactor can hear the stories of victims,
articulated with contributions from the field of
witnesses, and specialists. They can send their
research of the linear documentary tradition. For
own stories or messages and support to the victims.
this perspective, the works assume a procedural
They can donate to the project or collaborate in
connotation according to relational notions.
its development, pressuring the Peruvian justice
Beyond the interface, they are seen as “devices,”
system to punish those responsible. Therefore, the
recognized as broader processes of interactive
interactor has a series of practical possibilities
practices and agency among the team, the par-
for engaging with the narrative and the proposal
ticipants, and the interactors, throughout the
it represents. More than an unfinished work, the
creative and production processes. For example:
interactive documentary The Quipu Project is a
From Maria Court and Rosemarie Lerner, The
process of collaborative practices of agency for
Quipu Project is an interactive, collaborative,
victims and interactors on a hybrid platform of
BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS... · ANDRÉ PAZ AND KATIA AUGUSTA MACIEL · 38-51
43
polyphonic content, in diverse media, and chan-
narrative, pre-determined by the production team,
neled for a purpose. In this way, the project
but rather a narrative of possible experiences.
not only narrates the stories of the victims,
Narration and interaction mix together in an open
it enmeshes the people in its attempt to result
and undefined process. In this sense, designing an
in concrete social impact. It is not only a
interactive document is a bet on the very dynamics
narrative which tells a story, but an engagement
which it can trigger. This is why Gaudenzi (2013a
for the construction of a new story.
and 2013b) considers interactive documentaries as
The presentation of The Quipu Project
an open, relational entity with its own dynamics,
clearly illustrates the concept of “device.” When
and proposes using the term living documentary.
we see interactive documentaries as a “device,”
“They put the emphasis on becoming, rather than
we see beyond the interface. Here, a “device”
explaining (...) The message is not in the form,
does not refer to the common sense meaning of
it is in the interaction,” (Gaudenzi, 2013b: 26).
an electronic apparatus, like a cell phone or a
In this sense, as Paz (2017) notes, the poetics of
tablet. It refers to an intersection of practices
the interactive documentary reside, in large part,
and technical, discursive, organizational, and
in the fertility of the “device,” or rather, in its
aesthetic elements, which promote effects and
potential to trigger proper, autonomous dynamics
affects in some sense25. From this perspective, the
with unpredictable effects and affects.
interface is a core of intersections of practices
In the case of Quipu, the project’s impact
and forms of interaction, agency, and relations.
also comes from the potential of the device and
More than a work as a product, it is a process for
from the communication and transmedia action strat-
which there is no preconceived model. As already
egies. The project counted on broad social media
noted, there is no consolidated productive format
promotion, an extensive and delicate awareness
or process for interactive narratives. Designing
campaign, the articulation of a national network,
an innovative interactive documentary is, before
and the survey of witnesses through the work of
content production, developing a “device,” or
activists in numerous locations. Thus, as Zambrano
rather, a specific intersection of practices
and Gifreu-Castells put it, in Aproximación al
and processes that pass through the interface.
potencial colaborativo de la narrativa documental
In The Quipu Project’s case, the interface was
interactiva en los procesos de cambio social (2016),
designed in line with its activist viewpoint,
the project functioned as a sounding board for the
moved by the fight for justice and the need for
demands of the local communities and the victims.
engaging different people in this sense.
The initial reports triggered a full social pro-
The interface promotes a kind of play-
cess which resulted in investigations and actions
ful agency in people by opening a series of
within the Peruvian justice system. These impacts
possibilities for interaction and engagement
are in line with the relational aesthetic per-
which dissolve the borders between production,
spective. Interactive documentaries are creative
distribution, and reception. It is not a closed
experiments, “devices” for interaction which lead to the possibility of new relations in the world.
25 We understand the concept of a device in a broad sense, from the appropriation and redescription of Foucault’s original concept, which represents a specific set of force fields and heterogeneous, technical, architectural, discursive, affective, and philosophical elements.
“It is no longer, however, about utopian projects and the full reconstruction of society’s forms of relation, but rather offering small possibilities
for concrete and circumscribed modifications.
recording and documentations: “Collectively, the
The possibility for a relational art consists
projects — and the ones to come — have both shaped
in taking as a theoretical horizon the sphere
and realized the Highrise vision: to see how the
of human relations and their social context, and
documentary process can drive and participate in
not the affirmation of an autonomous, symbolic
social innovation rather than just to document
space” (Paz, 2017: p. 90).
it; and to help re-invent what it means to be an
In this context, authorship unfolds in
urban species in the 21st century.” On the one
different dimensions. The creative process begins
hand, Highrise is dedicated to exploring forms and
at the conception of the “device” within the
procedures which unquestionably contribute to the
project as a whole, as in the case of The Quipu
development of languages and the field of interac-
Project. We are speaking here of the authorship
tive digital narrative. On another note, Highrise
of forms of interaction in a broader sense.
calls into question life in skyscrapers through
Here, authorship refers to the coherence between
creative agency towards concrete change. From the
the project’s purpose and its theme, platform,
relational perspective, it enmeshes participants
forms of interaction, practices, engagement
and interactors in an innovative form which aims
and, ultimately, the interface. This dimension
at small modifications - social innovations.
of the project will largely influence or deter-
Highrise illustrates the double nature of
mine the narrative and the content’s production
the purpose of interactive documentaries. On
and reception. Another dimension of authorship
one hand, innovative projects are proposed to
regards the production of the content itself.
explore new frontiers of language, seeking formal
On the other hand, one can continue through
contributions to the field, which are extremely
the possibilities of sending content through
important. Numerous projects have dedicated them-
the platform. The challenge is to not just the
selves and produced their proposals in this sense
creative process of a “device,” but rather a
by elaborating on different themes, such as the
“creative device,” which leads to new relations.
aforementioned Hollow, Do Not Track, Alma, The
The next item indicates examples in the sense of
Quipu Project, and Network Effect. On the other
projects that coherently structure proposals,
hand, as Paz (2017) defends, a species of natu-
production conditions, and agency practices.
ral propulsion in the interactive documentaries appears to also bring purpose to the projects, which is external to the aesthetic or language
THE COHERENCE OF THE PROJECTS
explorations. In What is Interactivity For? The
social dimension of web-documentary participaViewing interactive documentaries beyond their
tion, Kate Nash (2014) argues that the continuity
interfaces, what practices have been used and
between the documentary tradition and the new
how do these relate with the project’s pur-
production of interactive documentaries happens
pose and modes of production as a coherent
precisely through the exercise of certain social
whole? We return to the example of Highrise.
functions - more than through the conventions of
On its website, the project clearly presents
the genre of production practices. Among them, Nash
that its purpose is to trigger and participate
notes: i. Registering, revealing, or preserving:
in processes of social innovation, as well as
interactive documentaries can be databases or
BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS... · ANDRÉ PAZ AND KATIA AUGUSTA MACIEL · 38-51
45
collections that can be accessed and orga-
de Iracema e Dirceu (2015)27, is an interactive
nized in various forms, which strengthens the
documentary which features the routine of a family
convergence between documentary and document,
from southern Brazil in extreme poverty, and uses
as in the already commented case of The Sound
very modest financial resources, produced by Diário
of Bells; ii. Civic engagement: interactive
Catarinense.
documentaries can promote the construction of
With more restricted budgets, especially in
communities with common interests and incenti-
Latin America, universities also have their own
vate debate and action, as in Highrise; iii.
production, with specific purposes and modes of
Persuasion: interactive documentaries can
production. One example is Women for Sale (2015)28,
exercise the role of convincing in discourse
produced by the National University of Rosario,
and public opinion on certain issues, as in
which registers and denounces the crime of human
The Quipu Project.
trafficking in Argentina. The work uses the victim’s
Thus, to a great extent, interactive and
accounts, specialist testimony, and data gathered
transmedia documentary projects assume different
through journalistic investigation. O que a Baía
purposes and social functions, in accordance with
Tem (2018)29, produced by the Federal University of
the resources they manage to mobilize and their
Rio de Janeiro (UFRJ), is presented as a practical
modes of production. As there is no pre-estab-
research application by Katia Augusta Maciel, used
lished format in the field, there is no one mode
to express and experience the ecological diversity
of production which standardizes the execution of
of the Guanabara Bay through interactive audiovisual
the works. There are possibilities for projects
creation in the city of Rio de Janeiro, Brazil. The
of different scales, complexities, and produc-
i-doc includes flat screen and 360 footage, seek-
tive structures. In this way, Highrise proposes
ing different levels and modes of engagement. The
the challenge of social innovation through a
idea, as Katia Augusta Maciel states in the arti-
multiplatform, large-scale project which is
cle, “Documentário interativo: a Baía de Guanabara
daring in aesthetic terms, as the National Film
prêt-à-porter” (2018), is that the work be used by
Board is an institution with ample resources and
professors to give agency to and also strengthen
a long tradition of supporting documentaries
teaching and learning beyond the school walls.
which are innovative in terms of proposal and
Also produced in the same university, by André
language. Produced by a small production com-
Paz, Ilha Grande: cada praia uma ilha, cada ilha,
pany, the aforementioned The Sound of Bells also
uma história is an interactive documentary which
uses diverse platforms with social innovation
presents stories experienced by characters from
to record and promote intangible heritage, but
the various fishing communities at beaches around
with far less financial and human resources.
Ilha Grande, in the state of Rio de Janeiro. The
The Shirt on Your Back (2014) , produced by The
interactive narrative is based on a series of videos
Guardian, represents a full set of works from
which was also sequentially published on social
the journalistic perspective, produced by large
media. The interface is very simple. As André Paz
businesses from the sector. As Quatro Estações
(2017) describes it, the interactive documentary
26
27 www.clicrbs.com.br/sites/swf/DC_quatro_estacoes_iracema_dirceu. 26 www.theguardian.com/world/ng-interactive/2014/apr/bangla-
28 www.documedia.com.ar/mujeres. See page 110.
desh-shirt-on-your-back. See page 112.
29 www.baia.net.br
was designed through dialogues with the local
collaboration among participants and researchers,
communities during a series of actions carried
technology specialists, and other professionals in
out in a larger project called Voz Nativa, which
developing the project and in the production pro-
sought to support community-based tourism in
cess. In the book, I-Docs: The Evolving Practices
Ilha Grande as well as the leading role of local
of Interactive Documentary (2017), Mandy Rose
youth in this process.
coordinates the full edition of a session dedicated
The simplicity of Ilha Grande’s interface
to the theme of co-creation.
contrasts with the complexity of One Millionth
There are diverse forms of incorporating the
Tower (2015)30, from Highrise. However, the
voice of the participants who are the project’s
principles behind the creative process and the
subject. In Ilha Grande and One Millionth Tower,
relationship with the subjects and participants
the design of the devices and the interface is a
of the projects are largely similar. The concep-
result of this dialogue. Other projects incorporate
tion of One Millionth Tower was developed with
the participants as content and media producers,
residents of a Toronto suburb over two years.
which is then called participative media. When the
The team worked in workshops with urban plan-
participative content has a determining share in
ners, architects, designers, programmers, and
the constitution of the narrative’s content, the
residents, who were invited to imagine how they
interactive documentaries are called collaborative.
would like the surrounding and common areas of
This is the case of the internationally-renowned 18
the buildings to be. This process resulted in the
Days in Egypt (2011)31, by Jigar Mehta and Yasmin
interface for One Millionth Tower, the first 3D,
Elayat. The work’s content is the set of media sent
open source documentary, in which the interactor
by people who lived through the 18 days of politi-
can navigate through these imagined projects.
cal and social disturbance in Egypt. As Paz (2017)
Before the platform and interface, however,
puts it, these projects require the mobilization
the “device” integrated a set of actions for
of participants as a fundamental component. To make
restoring the heritage, renovating deteriorating
the content creation viable, the productive process
areas, and even providing digital and literacy
needs to create a community of participants or give
courses for the youth. In both Ilha Grande and
agency to participants of a pre-existing community.
One Millionth Tower, the design of the platform
Other projects seek to use the interface to give
as content production followed the principles
agency to the interactors as content producers or
of co-creation. Director Katerina Cizek has
through other forms of participation. Zambrano and
perhaps become the most recognized name in the
Gifreu-Castells (2016), for example, focus their
field which defends co-creative processes, as
analysis on the participative and collaborative
she is one of the people responsible for the Co
practices in interactive documentaries. They note
Creation Studio at the MIT Open Doc Lab. The
some of the known cases of interactive and collabo-
co-creation projects incorporate representa-
rative documentaries in this sense, such as Mapping
tives from groups, who are the subject of the
Main Street (2010)32 and Question Bridge: Black Males
project as active participants in the creative
(2011)33. The already mentioned case of The Quipu
process. Thus, they count on open dialogue and 31 http://www.18daysinegypt.com/ 32 www.mappingmainstreet.org 30 http://highrise.nfb.ca/onemillionthtower/
33 http://questionbridge.com/
BEYOND THE INTERFACE: FUNDAMENTAL CONCEPTS AND WORKS... · ANDRÉ PAZ AND KATIA AUGUSTA MACIEL · 38-51
47
Project seeks engagement from participants as much as it does from the interactors. The next item elaborates on the potential of the interface in accordance with the modes of interactivity.
Fig. 134 and Fig. 235
THROUGH THE INTERFACE
In his aforementioned text, Aren GifreuCastells (2010) presents all the narrative structure
Interactive documentaries engage in different
formats observed by Ryan and, moreover, deepens the
agency practices through the interface, which
relation between them and the modes of navigation.
allows the interactor to access and navigate
The depth of these issues goes beyond the scope
through its narrative structure - the form in
of this article, but the theme is fundamental for
which it organizes the set of media within the
developing new projects. The works offer modes of
system. This structure is composed of a finite
navigation and interactivity based on distinct
combination of narrative segments and assumes
structural narratives. To illustrate the modes of
a rhizomatic aspect with different formats. In
interactivity, however, we see some examples from
works published in 2001, 2011, and 2015, Marie-
the perspective organized by Sandra Gaudenzi in
Laure Ryan, for example, describes possible
The Living Documentary: from representing reality
architectures for interactive narratives, which
to co-creating reality in digital interactive
result in the potential narrative of the work.
documentary (2013). The author presents four modes
A basic example is the network structure (see
of interactivity: hypertextual, conversational,
Figure 1), in which interactors can jump between
participative, and experiential. These modes are
narrative units (also called knots). In this
not exclusive, that is, the same i-doc can use more
type of structure, there is no all-encompassing
than one, even if one is predominant to the point
narrative meaning as Tatiana Levin explains in her
of determining the work’s interactivity.
doctoral thesis, Narrativa e Interatividade no
The hypertext mode of interaction is the most
Webdocumentário (2016). Another example specified
common. In it, the interactor simply navigates
by Levin (2016) is that of the “sea anemone,”
through different content, which was previously
a structure in which each narrative unit is
arranged by the author and made available through
connected to a central core (Figure 2). From each
the interface. The interactor moves between hyper-
core, smaller narrative segments or micro-stories
links, without interfering in the work’s content.
are organized. There, from the initial central
The hypertext mode is present to a greater or lesser
core, the interactor can follow along a trail
extent in all i-docs, making the interactor an
and discover various, related micro-stories, or
explorer. They follow the logic of “click and go”
return and follow another trail.
or “click and see.” In this way, hypertext i-docs can, for example, allow for various paths and a
34 Network structure. Source: Peeling the Onion: Layers of Interactivity in Digital Narrative Texts (2011). Marie-Laure Ryan. Available on: http://www.marilaur.info/onion.htm 35 Caption: The structure of the sea anemone. Source: Peeling the Onion: Layers of Interactivity in Digital Narrative Texts (2011). Marie-Laure Ryan. Available on: http://www.marilaur.info/onion.htm
range of perspectives on one theme or subject.
web, but it also uses the conversational mode in
This is the case of the aforementioned Hollow,
various key moments; for example, when it solicits
where the residents of McDowell, in the United
personal data from the interactor in order to
States, seek to demystify the stereotypical view
respond with a portrait of their profile. This
of the county. McDowell suffers from a lack of
is a mark of the project: it offers an experience
employment, drug trafficking, and violence,
to the interactor of how, in an analogous form,
but it does not give in, it resists. Through
their data is used by websites, social media,
the accounts of various families, different
and streaming platforms. Therefore, it uses the
perspectives are presented. In the hypertext
conversational mode to make the interactor aware
form, the interactor scrolls the mouse up and
of how the web is a space where movements, speech,
down, from side to side, unveiling options for
and identity are recorded, tracked, and used.
links to various videos and photos showing the
From cell phones to social networks, everything
different realities of the location.
is watched in the search for strategic advertis-
In the conversational mode of interactiv-
ing information.
ity, there is a kind of dialogue between the
In the participative mode, the interactor is
interactor and the i-doc. The system responds
inserted into the work’s creative process, invited
specifically to the gestures of the inter-
to send photos, testimony, videos, or edit, remix,
actor, and there is a constant exchange in
translate, or subtitle. As in the already mentioned
the work. The interactor does not just pass
Quipu project, the interactor can send their stories
through previously determined and fixed con-
or messages to the victims to become part of the
tent, as in the hypertext mode. Their actions
work. They can also become a volunteer and help
also influence the content and the story as it
transcribe and subtitle testimonies which have
unfolds. Digital technologies are used here in
been sent to the project. Moreover, as mentioned
order to give the interactor the impression
before, the interactor can also make donations,
of navigating through a simulated world, like
sign a public petition, or engage in various actions
in a game. Universe Within (2015), from the
to promote the project. In the end, as the work’s
Highrise project, embodies this conversation
website states: “The purpose of our project is to
as much in the metaphoric sense used here as
help these stories reach as many people as possible,
in the literal sense. Three characters are
and for that we rely on people like you! Tweets,
presented and offer to guide the narrative
Facebook posts, blog articles or even just telling
experience. The avatars represent algorithms
a friend will go a long way towards helping us reach
with which one can speak about provocative
our goal.” Thus, what defines this mode of inter-
questions about digital life. The work thus
activity is the interactor’s participation in the
explores the relation of people who inhabit
content, through the dissemination of bandwidth,
skyscrapers throughout the world with the
as in the aforementioned 18 Days in Egypt, Mapping
internet, while provoking the interactor to
Main Street, and Question Bridge: Black Males36.
reflect on how they themselves relate with the
What stands out in these works is not the interac-
web. The aforementioned Do Not Track, gener-
tor’s choice of the order of visualizing previously
ally uses hypertext to make content available on how the surveillance economy works on the 36 http://questionbridge.com/
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49
available content (hypertext mode), nor the
forgotten places of rural Iceland. To interact
interactor-system conversation (conversational
with the work, the participant has to follow a map
mode), but the interactor’s participation in
from one place to the next, passing through gravel
the creation, production, and promotion of the
roads, enormous fields, and rocky coasts. The other
work’s content.
alternative is to learn about the project through
In the experiential mode of interactivity,
the web documentary, which tries to recreate the
the works explore a hybrid space between the
experience of the artistic installation for those
digital environment and the concrete world. They
who cannot physically be in Iceland.
seek to expand the experience of a place or an
I-docs use one or more modes of interactiv-
artistic installation, for example, relating the
ity in different forms. As was already said at the
interactive digital narrative to the movements
beginning of this article, there is no hegemonic
of the body in the space, and visual, auditory,
format, but rather a set of hybrid works which share
and tactile perceptions. As Gaudenzi and Aston
a series of common characteristics in a creative
(2012) explain, i-docs can add layers of per-
and innovative manner. In this environment, every
ception to reality, generating an experience
project needs to find the most efficient manner of
for the interactors which is both physical and
exploring the attributions and specificities of the
virtual at the same time. It is common in works
digital medium, as well as the diverse languages,
which include locative media, through the use
media, and technologies which intersect it. Our
of GPS (Global Positioning System), and mobile
intention was not, therefore, to point out paths
devices. This is the case, for example, of the
to be followed, but rather references which can
already mentioned application, The Sound of
inspire new interactive digital narrative projects
Bells, where the interactor can physically access
or research in this field. This is why we took on a
diverse, geo-referenced content about the sounds
perspective which recognizes the works as broader
of bells in the churches they visit in the small
processes of interactive practices and of agency
towns in the interior of Minas Gerais. Also
between the team, participants, and interactors
based on an application, Rider Spoke (2007) ,
throughout the creative and production processes.
by the British collective Blast Theory, allows
We also highlight the need for coherence among these
the interactor to travel by bicycle through
practices, the format, the productive structure,
points of the city where they explore a set of
and the purpose of the project. We therefore hope
accounts in geo-referenced audios, left by other
to contribute, in some form, to the creative fer-
interactors who have passed through the same
tility of this innovative and stimulating field.
37
place. A Cartography of Iconic Memory (2014)38, by Morgan Rhys Tams, uses QR codes permanently installed in the small fishermen’s village of Skagströnd, Iceland. Using a smartphone to read the codes, the interactor can see small animations specifically created for each location, seeking to bring new life to the practically
37 https://www.blasttheory.co.uk/projects/rider-spoke/ 38 http://www.morgantams.com/cartography/
REFERENCES
ASTON, J. (2017). Sandra Gaudenzi and Mandy Rose. I-Docs: The Envolving Practices of Interactive Documentary. London and New York: Columbia University Press. BOURRIAUD, N. (2009). Estética Relacional. São Paulo: Martins Fontes. GAUDENZI, Sandra. (2013a). The Living Documentary: from representing reality to co-creating reality in digital interactive documentary. Thesis. London: University of London.
GAUDENZI, Sandra. (2013b). The Interactive Documentary as a Living Documentary. Revista Doc On Line 14, pp. 9-31. Accessed August 30, 2017. http://www.doc.ubi.pt/ GIFREU-CASTELLS, Arnau (2010). The Interactive Multimedia Documentary: a proposed analysis model. Thesis. Pompeu Fabra University. JENKINS, H. (2006). Convergence Culture: Where Old and New Media Collide. New York: NYU Press. LEVIN, T. (2016). Narrativa e Interatividade no Webdocumentário [Thesis]. Universidade Federal da Bahia. MACIEL, K.A. and Fernandes, A. (2018). Direção de arte e transmidialidade. Rio de Janeiro: Editora UFRJ. MACIEL, K.A. (2018). Documentário interativo: a Baía de Guanabara Prêt-à-Porter. Revista de Geografia. v.35, n.1.: https://periodicos.ufpe.br/revistas/revistageografia/index MURRAY, J. (2012). Inventing the medium: principles of interaction design as a cultural practice. London: The MIT Press. NASH, K. (2014). What is interactivity for? The social dimension of web-documentary participation. Continuum: Journal of Media & Cultural Studies, pp. 37-41. PAQUIN, Louis-Claude. (2006) Comprendre les médias interactifs, Québec: Isabelle Quentin Éditeur. PAZ, André and Julia Salles. (2013) Dispositivo, Acaso e Criatividade: Por uma estética relacional do webdocumentário. Revista Doc On Line 14, pp. 33-69. http://www.doc.ubi.pt/.
PAZ, André and Julia Salles. (2015). Brasil, Mostra a sua Cara: aproximações ao cenário brasileiro de documentários interativos. Revista Doc On Line 18 pp. 130-165. http://www.doc.ubi.pt/. PAZ, André. (2017). Documentário interativo e estratégia de impacto social. Revista Doc On Line. Num. Esp.: 81-108. http://www.doc.ubi.pt/. RYAN, M.L. (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press, series Parallax. RYAN, M.L. (2011) “Peeling the Onion: Layers of User Participation in Digital Narrative Texts.” New Narratives: Stories and Storytelling in the Digital Age. Eds. Ruth Page and Bronwen Thomas. Lincoln: University of Nebraska, pp. 35-62. RYAN, M.L. (2015) Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. (2015) Baltimore: Johns Hopkins University Press, series Parallax. SCOLARI, C. (2013) Narrativas transmedia: cuando todos los medios cuentan. Barcelona: Grupo Planeta. ZAMBRANO, V. & Gifreu-Castell, A. (2016) Aproximación al potencial colaborativo de la narrativa documental interactiva en los procesos de cambio social. (2016) Cultura, Lenguaje y Representación. XV 53-169.
1. INTRODUCTION
The interactive and transmedia documentary consists of forms of narrative expression which come about as
INTERACTIVE NARRATIVES
a result of the new avenues which the documentary genre allows through technological advancements. The objective and proposal of this work is to
CURRENT DEVELOPMENTS IN INTERACTIVE AND TRANSMEDIA DOCUMENTARY: THE AMERICAS, EUROPE, AND AUSTRALIA
offer a general approach to and a (non-exhaustive) analysis on the state of its development in those countries which currently feature notable work and production in this field (2018). We will focus on three continents which currently concentrate a large part of the development and production of this specific material: The Americas, Europe, and Australia. In 2013, we presented a doctoral thesis which revolved around the study and analysis of the interactive documentary. Making use of the research conducted between 2007-2013, we also published an article in
ARNAU GIFREUCASTELLS1
the scientific magazine, Obra Digital, entitled “El documental interactivo: estado de desarrollo actual” [The Interactive Documentary: The State of Current Development] (Gifreu-Castells, 2013). In this first approach, we divided the state of development into four parts: ‘Events and conferences’ (1); ‘Businesses, specialized producers, practitioners and actors’ (2); ‘Researchers’ (3); and ‘Specific software’ (4). From the moment we presented the first study and its related reports (doctoral thesis and articles) six years ago, the field of interactive and transmedia
1 Arnau Gifreu-Castells is a lecturer, researcher and director in the audiovisual and multimedia field. He was a research affiliate at the Comparative Media Studies / Open Documentary Lab (MIT, 2013-2018) and part of the i-Docs group (University of the West of England). He is also a lecturer at the ERAM-University of Girona and coordinates the interactive and transmedia activities at DocsBarcelona International Documentary Film Festival. He has published various books and articles on interactive and transmedia non-fiction, and specifically on interactive documentaries.
documentaries has not stopped evolving and consolidating itself, and has reached the current stage of normalization within the documentary genre. Events and festivals such as IDFA Doclab (the Netherlands),
Hot Docs Film Festival (Canada), Sheffield Doc/Fest (England), interDocsBarcelona (Barcelona), among others, promote and exhibit this kind of work year after year, along with conferences specialized in the interactive documentary, such as i-Docs (England),
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 52
or in nonfiction, such as Visible Evidence. There
in Spanish-speaking countries, especially in Iberian
are more and more businesses and producers decid-
American countries such as Argentina, Colombia, Chile,
ing to dive into this kind of production, although
and Mexico. Before beginning the analysis on the main
the majority of the production continues to be
countries involved in the development, production and
carried by broadcasters such as ARTE (France),
research of these new narratives of nonfiction, it is
the National Film Board of Canada, and the Special
necessary to observe that this work does not intend to
Broadcasting Service (Australia). The informative
make an exhaustive analysis of everything that happens
and journalistic media have also marked a presence,
in this area, but a first investigation on what we
led by The New York Times and The Guardian. The
believe are its most relevant works in 2018. In this
more prolific producers continue to be concentrated
way, for this edition of the BUG book we formulated
in France and Canada, where there are more means
an evolution of the work presented in 2013.
and resources for production, such as the cases of Upian and Honkytonk Films (France), Submarine
Channel (the Netherlands), or Helios Design Labs,
2. STATE OF DEVELOPMENT IN THE AMERICAS2
Felix & Paul Studios, and Akufen (Canada), to name a few examples. The number of researchers who cover
2.1 CANADA
interactive and transmedia documentaries in their work has also increased greatly, featuring many
Our first stop will be in the Americas, in particu-
female researchers such as Sandra Gaudenzi, Kate
lar, North America. In Canada, millions of dollars
Nash, Mandy Rose, Judith Aston, and Julia Scott-
go into interactive and transmedia fiction and
Stevenson. The specific software which appears to be
nonfiction productions every year. The government
consolidated in this type of production is native web
offers public support through the Canadian Media
development through the HTML 5 language (with CSS,
Fund and other open calls for public grants; there
Javascript, and databases mainly as a complement),
are various institutions dedicated to the inter-
dynamic content managers such as Wordpress and
section of digital and documentary media. However,
Joomla, and especially certain multimedia editors
if there is an institution that stands out, it
such as Klynt and Korsakow.
is the country’s main broadcaster, the National
In this way, the tendencies announced in our article about the state of development in 2013 seem
Film Board of Canada (NFB), created in 1939 by the Canadian government.
to trend toward permanence, consolidation, and even
Canada’s tradition and taste for nonfiction
expansion in this field. As we have pointed out in
cinema, and especially for the narrative documentary
earlier works (Gifreu-Castells, 2017), it appears
is not something recent; in the mid-twentieth century,
that the form of the interactive and transmedia
it established itself as the cradle of Direct Cinema, a
documentary in English and French-speaking countries
documentary style whose main objective was to directly
is changing and leading to an immersive kind of
film the reality and represent it sincerely. This
documentary, within the concept and continuum which
type of cinema, which began between 1958 and 1962,
we can denominate as ‘Extended Reality’ (Milgram
more specifically in the Canadian province of Quebec
and Kishino, 1994). At the same time, these new
and in the United States, had Jean Rouch as its main
avenues which approach the documentary using technology as a mediator appear to have reached a peak
2 To see illustrations from this section and prints selected by the author, access: http://agifreu.com/img_catalogo_mostrabug/America_E.jpg
CURRENT DEVELOPMENTS IN INTERACTIVE AND TRANSMEDIA DOCUMENTARY:... · ARNAU GIFREU CASTELLS · 52-60
53
representative. Another important innovation came
2.2 UNITED STATES
through social themes and civic engagement, the most representative project being Challenge for Change
Even though the United States is not a country that
(NFB, 1967-1980), which helped give voice to Canada’s
provides abundant public support for the production
poorer communities, empowering them with cameras and
of these kinds of documentaries, over the years
other recording devices. This seminal project of
various festivals and private initiatives have
traditional cinema inspired Filmmaker in Residence
proliferated and are worth mentioning. Such is
(Katerina Cizek, NFB, 2006) in the beginning of
the case of festivals like Tribeca, Sundance, and
the twenty-first century, and later the National
South by Southwest, among others, where interactive
Film Board’s flagship of modern transmedia documen-
and transmedia documentaries have been part of the
tary, Highrise (Katerina Cizek, NFB, 2009-2015) .
program for years. Various festivals have also
Throughout the years, the NFB has specialized in
introduced the interactive and transmedia documentary
four areas which converge and complement each other
category within their respective competitions.
in the field of nonfiction transmedia narrative:
However, perhaps the most interesting part of these
documentary, animation, education, and interaction .
festivals are the institutions for promotion and
NFB’s interactive and transmedia production is
financing: especially those of Tribeca and Sundance.
broad and diversified, and one can explore it in
The Ford Foundation also promotes this type of
the Interactive section of its web portal. From the
project with substantial support. At the level of
NFB, we highlight the following projects: Highrise,
research and development in educational projects,
Waterlife (Kevin McMahon, 2009) , Welcome to Pine
the MIT Open Documentary Lab stands out among the
Point (Paul Shoebridge and Michael Simons, 2011) ,
American research centers and groups.
3
4
5
6
7
8
Bear 71 (Jeremy Mendes and Leanne Allison, 2012)9,
Regarding production, we will highlight two names
A Journal of Insomnia (Thibaut Duverneix, Bruno
from the creative side: Sharon Daniel14 and Jonathan
Choinière, Guillaume Braun, and Philippe Lambert,
Harris15. Sharon Daniel is an artist who produces
2013) , In Limbo (Antoine Viviani, 2015) , Way to
interactive and participative documentaries focused
Go (Vincent Morisset, Philippe Lambert, Edouard
on the themes of social justice, economics, the envi-
Lanctôt-Benoir, and Caroline Robert, 2015)12, and
ronment, and the penal system, constructing online
The Enemy (Karim Ben Khelifa, 2017) .
archives and interfaces which approach the story of
10
11
13
marginalized communities beyond the social, cultural, and economic limits. Her noteworthy works include
Public Secrets (2008)16, Blood Sugar (Sharon Daniel 3 The NFB rehearsing Highrise (Blog Webdocs. Historias del siglo XXI – RTVE.ES) http://blog.rtve.es/webdocs/2016/01/9-filmmaker-in-residence-nfb-ensayando-highrise.html 4 www.outmywindow.nfb.ca. See page 106.
and Erik Loyer; Vectors Journal, 2010)17, Inside the
Distance (LINC-KU Leuven, STUK Arts Centre, Courtisane,
5 The seven wonders of the NFB (Blog Webdocs. Historias del siglo XXI – RTVE.ES) http://blog.rtve.es/webdocs/2016/04/2-las-siete-maravillas-del-nfb-parte-1.html 6 https://www.nfb.ca/interactive/ 7 https://www.nfb.ca/film/waterlife/ 8 https://www.nfb.ca/interactive/welcome_to_pine_point/ 9 https://bear71vr.nfb.ca/ 10 https://www.nfb.ca/interactive/a_journal_of_insomnia/ 11 https://www.nfb.ca/interactive/in_limbo/ 12 http://a-way-to-go.com/ 13 http://theenemyishere.org/
14 http://www.sharondaniel.net/. La travesía de Sharon Daniel: De Public Secrets a Inside the distance. Parte 1-3 (Blog Webdocs.
Historias del siglo XXI – RTVE.ES). http://blog.rtve.es/webdocs/2014/08/3.html 15 http://number27.org/. Jonathan Harris, el hombre orquestra (Blog
Webdocs. Historias del siglo XXI– RTVE.ES). http://blog.rtve.es/ webdocs/2016/02/4-jonathan-harris-el-hombre-orquestra.html 16 http://www.sharondaniel.net/#publicsecrets 17 http://www.sharondaniel.net/bloodsugar/
University of California - Santa Cruz, European
en el Che (2007). Regarding important creators, jour-
Forum for Restorative Justice, Suggonomé - Servicio
nalist Alvaro Liuzzi is one of the pioneers who has
de Mediación Flamenca, OPAK, 2013) , and Undoing
worked on the intersection between the documentary
Time PLEDGE/S.O.S. (2013)19. Jonathan Harris is
and journalism with an innovative concept: utilizing
a unique creator thanks to his education in both
nonfiction platforms with the objective of making the
photography and computer science, he works as a
audience relive Argentina’s key historical events,
Renaissance artist in that he has developed an
such as the thirtieth anniversary of the Falklands
extraordinary ability and dominion over various
War between Argentina and Great Britain, Rodolfo
codes and languages. Some of his noteworthy works
Walsh’s identity in Clave Digital, and the 30-year
include We Feel Fine (Jonathan Harris and Sep
celebration of the country’s democracy. Noteworthy
Kamvar, 2006) , Cowbird (2011) , I Love Your Work
are Proyecto Walsh (Alvaro Liuzzi)24 and Malvinas 30
(2013)22, and Network Effect (Jonathan Harris and
(Alvaro Liuzzi, 2012)25.
18
20
21
Greg Hochmuth, 2015) . 23
At the same time, the analysis would remain incomplete without mentioning the National University of Rosário’s Multimedia Communication department,
2.3 ARGENTINA
with its director Fernando Irigaray leading this unique project, and whose series of transmedia
Argentina is, without a doubt, the most prolific
documentaries, under the name DocuMedia Periodismo
Latin American country in this area. Argentina’s
Social Multimedia, has earned important recognition
events and activities related to interactive and
over the last few years, featuring Calles perdi-
transmedia documentaries are mainly concentrated
das (Documedia-UNR, 2013)26, and Mujeres en Venta
in the capital, Buenos Aires, and in the city
(Documedia-UNR, 2015)27.
of Rosário. Events such as Doc Buenos Aires,
Moreover, Argentina is the only Latin American
Doclab, Foro de Periodismo Digital-Encuentro de
country which has co-produced with the two global
Narrativas Transmedia de Rosário, Mediamorfosis,
public broadcasters that have invested the most in
Festival de Mar del Plata , and Ventana Sur have
interactive documentaries: ARTE and the National
included this style of narrative in their more
Film Board of Canada. For example, Primal (Bruno
recent editions.
Stagnaro, Caroline Hayeur, David Mongeau-Petitpas,
Regarding experimentation and production,
Manuel Archain, and Marc-Antoine Jacques, 2014)28 was
the multimedia specials of the newspaper Clarín
the first co-production between the Canadian institu-
(1996-2009) were the first pioneering nonfiction
tion and Argentina’s Canal Encuentro, the Argentine
works in the southern part of the Americas. It is
Ministry of Education’s television channel.
a group of more than 40 pieces directed by Gustavo Sierra and produced by the Clarin.com multimedia team, including El viaje que el Ernesto se convirtió
18 http://www.sharondaniel.net/inside-the-distance/ 19 http://www.sharondaniel.net/undoing-time/
24 http://proyectowalsh.com.ar/
20 http://wefeelfine.org/
25 https://docubase.mit.edu/project/malvinas-30/
21 http://cowbird.com/
26 http://www.documedia.com.ar/callesperdidas/
22 http://iloveyourwork.net/
27 http://www.documedia.com.ar/mujeres/. See page 110.
23 http://networkeffect.io/. See page 107.
28 http://primal.nfb.ca/es
CURRENT DEVELOPMENTS IN INTERACTIVE AND TRANSMEDIA DOCUMENTARY:... · ARNAU GIFREU CASTELLS · 52-60
55
Paciente (Jorge Caballero, Gusano Films, 2016)33 and
2.4 COLOMBIA
Desarmados (Fabio Díaz Vergara, Paolo Morales Escobar Colombia is another emerging country in the southern
and Juan Sebastián Zuluaga, Department of Social
hemisphere that is involved in the production and
Communication, EAFIT University, 2017)34.
promotion of interactive and transmedia documentaries. The country counts on a consolidated network of events and markets related to audiovisual and
2.5. BRAZIL
new media: Bogotá Audiovisual Market, Festival
Internacional de Cine de Cartagena de Indias,
In Brazil, the development of interactive and transmedia
Colombia 4.0, Festival de la Imagen, Muestra
non-fiction presents solid foundations, although it
Internacional de Documental de Bogotá, Festival
is in an incipient state due to the lack of public
de Cine Creative Commons Bogotá, DocsBarcelona
subsidies and private investment. However, even with
Medellín, Ambulante Colombia, etc. Moreover,
this low investment, producers such as Cross Content,
there is a potent system of incentives promoted
under the leadership of Marcelo Bauer, have created
by the government and Proimágenes, with support
platforms such as ‘Webdocumentario35’, which host low
and public grants such as Crea Digital (Ministry
budget productions.
of Information and Communications Technologies),
Regarding research and education, two pioneers
the public grant for interactive web documentaries
in digital narratives, Denis Porto Renó and Vicente
(Ministry of Culture), the Fund for Film Development
Gosciola, have been dedicated to studying and edu-
(Proimágenes Colombia), New Media Colombia and
cating in the area of nonfiction from their two main
New Media Canada (Proimágenes Colombia), etc.
forms of expression: journalism and documentary. Also
In Colombia, as in Argentina, the first inter-
noteworthy is the work of the group of researchers
active nonfiction narratives began in the hands
and filmmakers who joined and created the Bug40436
of journalists. There were a series of interactive
platform, an initiative promoted by André Paz with
reports entitled Reportaje 360
produced by the new
the support of Julia Salles, Claudia Holanda, Katia
media team of El País Cali, under the direction of
Augusta Maciel and Mayra Jucá. Bug404 aims to con-
Felipe Lloreda. Beyond the El País Reportajes 360
tribute to the expansion of this field in Brazil, not
production, the following interactive and transmedia
only through the research and dissemination of studies
documentaries are also worth mentioning: 4 Ríos
on interactive narratives in the world and in Brazil,
(Elder M. Tobar, Orgánica Digital, Centro Ático
but also through conferences, courses, workshops and
Universidade Pontifícia Javeriana, Identity School
events. It has the merit of establishing a Brazilian
of Digital Arts; Animaedro Estúdio de Animação and
network on new narratives, offering knowledge and
Fundação Chasquis, 2011) ; Cuentos de viejos (Marcelo
technical support to create interactive documentaries
Dematei, Carlos Smith, Laura Piaggio, and Anna
and support the production of strategic projects such
Ferrer, Hierro Animación, Piaggiodematei and Señal
as Black-box and Bug Brazil.
29
30
Colombia, 2013) ; Pregoneros de Medellín (Ángela 31
Worth noting are some pioneering projects such
Carablí and Thibault Durand, Grupo Carabalí, 2015)32; 29 https://www.elpais.com.co/reportaje360/web/home.html
33 http://pacientedoc.com/
30 http://4rios.co/
34 http://desarmados.org/
31 http://cuentosdeviejos.com/
35 http://webdocumentario.com.br/
32 https://pregonerosdemedellin.com/#es
36 http://bug404.net/
as Canto do Brasil (Geoffrey Hiller, 2006)37, Rio
Télévisions, of the government via Centre National
de Janeiro: Autoretrato (Marcelo Bauer, Sérgio
du Cinéma et de l’Image Animée (CNC), and a group
Moraes, Giovanni Francischelli, and Lucian Rosa,
of producers such as Upian or Honkytonk Films, and
2011)38, Cup for Who (Maryse Williquet, Switch
other entities that contribute to the production
asbl, 2014)
39
Ilha Grande: Cada Praia, uma Ilha;
and growth of these kinds of works.
Cada Ilha, uma História (André Paz, 2016)40, and
ARTE, the main European broadcasting company,
The Sound of Bells (Marcia Mansur and Marina Thomé,
is an entity that has always shown an interest in
Crude Studio, 2017) .
cultural and artistic products, boosting local culture
41
at a number of levels. Its web department has always invested in non-linear forms and non-fiction genres
3. THE STATE OF DEVELOPMENT IN EUROPE
42
(especially journalism and documentaries). All the French experience acquired in the 90s with optical disc formats (CD Roms and DVDs) has, a number of decades
3.1 FRANCE
later, translated into constant innovation in both Since the beginning, France was the European
user experience and internet usability.
nation that most invested in interactive and
In addition to this base structure, we have to
transmedia documentary narratives. The French
consider a circuit of markets and festivals that allows
audiovisual and new medias system has a variety
for the development, funding, production, exhibition
of incentives that started out from, and are
and distribution of such works. Just to mention a few,
based on, three key pillars: firstly, the fact
we highlight Cross Video Days (Paris), Sunny Side of
that film was born and began in this country
the Doc (La Rouchelle) or Marché du Film (Cannes).
(1895), which gives France a long cinematographic
Produced in France, we recommend the following
tradition along with other nations such as the
projects: Gaza-Sderot Life in spite of everything
United State. Secondly, it is a nation that
(Khalil al Muzayyen, Robby Elmaliah, Films/Trabelsi
has invested in innovation and technological
Productions, The Sapir College, Ramattan Studios, Bo
experimentation across a variety of fields; and
Travail!, Upian, 2008)44; Prison Valley (David Dufresne,
finally, and perhaps most importantly: it has
Philippe Brault, Upian, ARTE, 2010)45; Alma. A Tale of
a system of incentives and public aid in the
violence (Miquel Dewever-Plana, Isabelle Fougère, Arte,
area of film and new medias that plays a role
Upian, 2012)46; Type:rider (Cosmografik, Agat Films &
in expanding French culture. A good part of
Cie, Ex Nihilo, BulkyPix, ARTE, 2013)47; Do Not Track
the interactive and transmedia productions are
(Brett Gaylor, Upian, ARTE, ONF, BR, 2016)48; Dada-Data
the recipients of generous funding from public
(Anita Hugi and David Dufresne, Akufen, RSI, RTS, SRF,
broadcasting companies, such as ARTE , or France
ARTE, 2016)49 and Phallaina (Marietta Ren, Smallbang,
43
CNC, FranceTV Nouvelles Ecritures, 2016)50. 37 http://www.hillerphoto.com/brazil/intro.htm 38 http://riodejaneiroautorretrato.com.br/dev2011/Content/Swf/ index_portugues.html. See page 109. 39 http://www.copaparaquem.com/. See page 119.
44 http://gaza-sderot.arte.tv/
40 http://www.ilhagrandewebdoc.website/. See page 108.
45 http://prisonvalley.arte.tv/?lang=en. See page 110.
41 http://somdossinos.com.br/. See page 135.
46 http://alma.arte.tv/. See page 121.
42 To see illustrations from this section and prints selected
47 http://typerider.arte.tv/#/
by the author, access:
48 https://donottrack-doc.com/en/. See page 110.
http://agifreu.com/img_catalogo_mostrabug/Europe_E.jpg
49 http://dada-data.net/en/
43 https://www.arte.tv/sites/en/webproductions/
50 http://phallaina.nouvelles-ecritures.francetv.fr/. See page 121.
CURRENT DEVELOPMENTS IN INTERACTIVE AND TRANSMEDIA DOCUMENTARY:... · ARNAU GIFREU CASTELLS · 52-60
57
VSB Fund, Gasterra, 2010)52; Unspeak (Tommy Pallotta,
3.2 THE NETHERLANDS
Submarine Channel, VPRO, Creative Industries Fund The Netherlands is another important actor in
NL, Dutch Cultural Media Fund, Netherlands Ministry
this field for two specific reasons: firstly,
of Culture, The City of Amsterdam, The Netherlands
for developing the IDFA Doclab , the interac-
Film Fund, 2013)53 and Last Hijack Interactive (Tommy
tive section of the International Documentary
Pallotta and Femke Wolting, Razor Film, ZDF, IKON,
Film Festival of Amsterdam, the world’s most
Creative Industries Fund NL, The City of Amsterdam,
important documentary film festival along with
The Dutch Cultural Media Fund, The Netherlands Film
Toronto’s Hot Docs Festival in Canada. For over
Fund, 2014)54.
51
10 years, the IDFA Doclab has awarded prizes to the best interactive documentaries in its yearly competition; it holds screenings, a conference,
3.3 ENGLAND
guided browsing, and various other events at the end of November. It also co-produces proj-
England is a country that, similarly to the
ects for the promotion of knowledge and digital
Netherlands, has two or three important centers.
preservation (Moments of Innovation, Online
Bristol’s I-Docs conference, launched in 2011, has
Database, etc.). Secondly, the country’s VPRO
become the world’s leading conference on interactive
public broadcasting company provides generous
documentaries55. The symposium is held biannually
funding for interactive and transmedia works in
and organized by Judith Ashton, Sandra Gaudenzi, and
both fiction and nonfiction.
Mandy Rose. It brings together the majority of the
Finally, the production companies are the
people interested in this field from the academic
third player, particularly the Submarine Channel,
perspective, as most of the researchers in this
one of the most prolific producers of interac-
area are based in the country, even though they
tive documentaries in the world. This Dutch studio
may not originally be from England, many develop
is specialized in transmedia narratives, and was
their academic careers in the country.
founded in 2000 by Bruno Felix and Femke Wolting.
Secondly, the BBC (British Broadcasting
They currently have studios in Amsterdam and Los
Corporation) has developed a few initiatives that have
Angeles, and while in the first few years they
stimulated development and production in the field,
specialized in the development and production of
such as the BBC Taster56 or the BBC Commercial Studio57
interactive linear films, over the last few years
with platforms for the creation and development of
the company’s goal has been to create important
digital narratives. Lastly, we must mention that the
transmedia projects with a special emphasis on
country has high level academic studies in the field
interactive animation and digital games.
and prestigious centers (such as the DCRC-Digital
From the Netherlands, we would like to high-
Cultures Research Centre of the University of the West
light three interactive nonfiction projects produced
of England, Interactive Storytelling LAB of Westminster
by the Submarine Channel: Collapsus: The Energy
Risk Conspiracy (Tommy Pallotta, Submarine Channel, VPRO, Dutch Cultural Media Fund, SNS Reaal Fund,
52 http://www.collapsus.com/ 53 https://unspeak.submarinechannel.com/ 54 http://lasthijack.submarinechannel.com/ 55 http://i-docs.org/ 56 https://www.bbc.co.uk/taster/
51 https://www.doclab.org/
57 http://www.bbc.co.uk/connectedstudio/
University, etc.) as well as an interesting circuit
(Audiovisual Innovation Lab) is unique in the world,
of events and festivals that foster the creation
created by the RTVE (Lab RTVE)61 Interactive Media
and funding of interactive documentaries: Sheffield
Department, which is a small, highly-qualified team
Doc/Fest, Mozilla Festival, etc.
dedicated to constant experimentation with new narrative
Although England’s production has not stood
languages. The RTVE Lab started with a high level of
out in the field, we do find good examples of the
activity in its first years, and eventually focused on
intersection between journalism and documentaries
co-producing webdocs via the Factoría de webdocs, and
in The Guardian, and in the following projects:
more recently, creating content for Playz, the RTVE.
Global Guide to the First World War (Francesca
ES platform for exclusively digital content.
Panetta, Lindsay Poulton and Iain Chambers, The
Guardian, Kiln.it, 2014)
The second important factor in Spain is
and The Shirt on your
the DocsBarcelona62 festival that since 2013 has
Back (Lindsay Poulton, The Guardian, WorldView,
promoted its interactive and transmedia section
2014) . We also highlight Anyone’s Child Mexico:
interDocs Barcelona, which includes conferences,
families for safer drug control (Matthew Brown,
interactive web browsing, case studies, exhi-
Ewan Cass-Kavanagh, Mary Ryder and Jane Slater,
bition, hackathons, and an interactive pitch.
University of Bristol, 2017) .
The festival has grown especially over the past
58
59
60
five years, and currently aims to promote the documentary medium worldwide, comprising three
3.4 SPAIN
festivals in three countries: Barcelona (Spain), Medellín (Colombia) and Valparaíso (Chile). The
Spain offers a wide range of interactive nonfic-
project also includes a school (DocsSchool) and
tion projects, but most of them are low-budget
one of the most wide-ranging distribution systems
productions. Although Spain has created a certain
for documentary films, the DocsBarcelona del Mes,
level of interest and expectation through good
which has 95 screening rooms in Spain and various
training and an efficient system of distribution
Latin American countries. Finally, there are also a
and screenings via well-established festivals
number of Spanish production companies, among them
(DocsBarcelona, Documenta Madrid, Medimed, etc.),
we would like to highlight Barret Films63, based in
there has been virtually no funding available.
the city of Valencia, specialized in interactive
This has limited the growth of these works, while
and transmedia documentaries committed to social
at the same time it is a clear sign that it is
and activist themes.
possible to produce with few resources, a lot
We would like to mention the following works for
of creativity, and alternative funding sources.
their impact and narrative innovation: Montelab (Lab
We must first mention Spain’s most important
RTVE, Documentos TV, 2014)64; 0 responsables (Barret
broadcasting company: Radio Televisión Española.
Films, 2015)65; Las Sinsombrero (Tània Balló, Manuel
Spain’s Laboratorio de Innovación Audiovisual
Jiménez and Serrana Torres, Intropía Media, Yo la
58 https://www.theguardian.com/world/ng-interactive/2014/jul/23/a-global-guide-to-the-first-world-war-interactive-
61 http://www.rtve.es/lab/
documentary
62 http://www.docsbarcelona.com/
59 https://www.theguardian.com/world/ng-interactive/2014/apr/
63 https://barret.coop/
bangladesh-shirt-on-your-back
64 http://lab.rtve.es/montelab/
60 http://mexico.anyoneschild.org/
65 http://www.0responsables.com/?l=ca
CURRENT DEVELOPMENTS IN INTERACTIVE AND TRANSMEDIA DOCUMENTARY:... · ARNAU GIFREU CASTELLS · 52-60
59
perdono, RTVE, Ministerio de Educación, 2015)66;
We would also like to highlight the training and
Bugarach. Como sobrevivir al Apocalipsis (Sergi
research that has been taking place in research centers
Cameron, Nanook Films, Lab RTVE, Interactius and
and universities, as is the case of RMIT University and
Playfilm, 2016)67 and Sexo, maracas y chihuahuas
its non/fiction Lab, under the leadership of Adrian
(Minimal Films, Lab RTVE, TVC, Labyrinth Studio,
Miles and Francesca Rendle-Short. We would like to
2016)68.
highlight the following works from Australia: Long
Journey, Young Lives (David Goldie and Hilary Balmond, ABC, 2002)72, Africa to Australia (SBS Online, 2010)73,
4. THE STATE OF DEVELOPMENT IN AUSTRALIA69
The Block: Stories form a Meeting Place (Matt Smith, Alicia Hamilton and Poppy Stockell, SBS, 2012)74, The
Australia has two main broadcasting companies
Boat (Matt Huynh, SBS Online, 2015)75, I’m Your Man
that have developed an interest in transmedia
(Kylie Boltin and Damian McDermott, SBS, 2017)76 and
and interactive narrative content: they are the
Kgari (Ella Rubeli, Boris Etingof and Kylie Boltin,
Special Broadcasting Service (SBS)70 and the
SBS, 2017)77.
Australian Broadcasting Corporation (ABC). SBS has produced the most important and representative works in the field since 2010, while the pioneering work was first developed by ABC. We must also mention Screen Australia71, the federal government agency dedicated to fostering film production, development, and promotion.
Screen Australia ’s mission is to inspire, inform, and involve the public through Australian stories, offering aid and incentives starting from the pitching
REFERENCES
GIFREU-CASTELLS, A. (2013). El documental interactivo: estado de desarrollo actual. Obra Digital, 5. pp. 29-55.Vic: Universidad de Vic. ISSN: 2014-5039. https://www.raco.cat/index.php/ ObraDigital/article/view/264707/352399 GIFREU-CASTELLS, A. (2017). Interactive Documentary Aqui y Ahora (Here & Now) Themes and Directions in South America. Judith Aston; Sandra Gaudenzi; Mandy Rose (Eds.): (2017). i-Docs: The Evolving Practices of Interactive Documentary. New York: Columbia University Press. ISBN: 023118123X. MILGRAM, P.; Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems, E77-D, 1321-1329. http://www.alice.id.tue.nl/references/ milgram-kishino-1994.pdf
and writing stages, funding writers and filmmaking teams, as well as production and postproduction, so that authors can develop and finish films. They launched the category Focus on interactive a few years ago to stimulate and promote the production of interactive documentaries. 66 https://www.lassinsombrero.com/ 67 http://lab.rtve.es/webdocs/bugarach/ 68 http://lab.rtve.es/webdocs/xavier-cugat/ 69 To see illustrations from this section and prints selected by the author, access: http://agifreu.com/img_catalogo_mostrabug/Australia_E.jpg 70 https://www.sbs.com.au/features
72 http://www.abc.net.au/longjourney/documentary_broadband.html
71 https://www.screenaustralia.gov.au/. Titles produced – Focus
73 http://www.sbs.com.au/africatoaustralia/
on interactive – Screen Australia
74 http://www.sbs.com.au/theblock/
https://www.screenaustralia.gov.au/fact-finders/production
75 http://www.sbs.com.au/theboat/
-trends/documentary-production/focus-on-interactive/
76 http://www.sbs.com.au/imyourman/
titles-produced
77 http://www.sbs.com.au/kgari/
The
interactive
installation,
The
Sound
of
Bells , presented for the first time at The BUG 2
Exhibition, is part of a larger project of the same name, which includes a mobile application, an interactive documentary, a linear documentary, and traveling exhibitions in the cities where the images and sounds were captured. This transmedia work intends to honor the more than 40 sounds of bells recognized as intangible cultural heritage in nine cities in Minas Gerais.
INTERACTIVE NARRATIVES
Marcia Mansur and Marina Thomé, the founders of
Estúdio CRUA in São Paulo, are the project’s
MEDIA AND PLATFORMS ECHO IN THE SOUND OF BELLS
creators.
Both
started
their
careers
in
the
field of interactive narratives in 2011 on opposite sides of the Atlantic without knowing one another. Marina graduated from the Universitat
Autònoma de Barcelona’s first Master’s program in interactive documentary. Her first i-doc was
BY JÉSSICA CRUZ1
Las Sombras del Progreso3, produced in Spain. Marcia was part of the resident coordination team at UnionDocs, an American, nonprofit organization which produces documentaries and has been a great promoter of interactive digital narratives. Living Los Sures4, a web doc which became a UnionDocs benchmark, was produced by residents she was directing at the time. In
this
interview,
Marcia
and
Marina
tell
us
about what happened behind the scenes of their most important work, about the production models they have been testing, and their perspectives on financing projects in the area.
1 Jéssica Cruz has a degree in Journalism from Casper Líbero College (São Paulo). She works as an audiovisual producer, and is the producer of the linear documentaries Filhos da AIDS (2012) and Carolina (2016), as well as the interactive documentary Bixiga Existe (2017).
2 www.somdossinos.com.br. See page 135. 3 http://www.sombrasdelprogreso.com/
4 http://lossur.es/ BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 61
whole, we knew what we were going to film, how
HOW WAS ESTÚDIO CRUA BORN? Marina
Thomé
(MT):
The
Sound
we were going to film it, had already described
of
Bells
was
really the founder, because I met Marcia, I think it was 2012, and she was working with anthropology
and
intangible
heritage
and
I
was working with technology and documentary, and we wanted to create some kind of project together that dealt with intangible heritage and new media. Crua was founded through The
Sound of Bells, you could say, because we had these international experiences, and here in Brazil in 2012 there wasn’t all that much,
what characters we wanted to find, for example, and the bell ringers, that we already had these representatives of youth, of tradition, it was also something to talk about with the community, we had a relationship of characters, we wanted a midwife, because there was going to be a question of the birth and death of the bell, gravediggers, a sculptor, a vendor who worked with saints... In the countryside, when we got there, we discovered the characters, but we had already mapped all this out.
especially in the area of promoting cultural
In technical terms, the web doc needed more immer-
heritage.
sive scenes, so we already went with this more immersive camera, which went up and down stairs, got details of the towers’ facades, got the names
HOW WAS THE SOUND OF BELLS FINANCED? Marcia Mansur (MM): The cultural field is very different from the fields of entertainment and advertising, it is an area with less funding. At
of the bell ringers inside, in the rock, we already knew that we wanted to show the tower bit by bit, we did not want any wide shots, you can see there are very few wide shots.
the time, we got a grant from Eletrobrás, which I think does not exist anymore, for intangible
AND EVERYTHING WENT AS PLANNED?
cultural heritage, so this idea of making a transmedia project was not in the grant appli-
MT: We made a mistake: we didn’t get the GPS coor-
cation, it was not a technology-based incen-
dinates of all the churches we went to, and this
tive, it was for intangible heritage, except
was a problem for the app, because we did not get
ours was the only proposal that came up with a
the coordinates and later we had to find them and
project involving new media, so we won.
it made for a ton of work. As it is a transmedia project, there was a lot of field work, we had to capture sound, we had the interviews for the
AND HOW WAS THE PRODUCTION PROCESS FOR THE SOUND OF BELLS, INCLUDING ALL THE TRANSMEDIA WORK?
app, the coordinates of the churches, the photos, frames for the app, all the material for the film, which has a much different time than what was
MT: We went out in the field, collected some
planned, the editing was more spaced out, there is
of the audiovisual repertory, and also did
a whole thing with popular faith, so we had a lot
research. When we got there to record, we had a
of material to capture with different audiovisual
document called the form of the film, a little
directions, but mostly we managed to think it out
of the audiovisual format of the project as a
before, I think just the web doc theme inside the
tower was something from after the editing and
the area of culture, it is much more difficult
the main concept, and the the app itself made
to find programmers, they charge per hour and
for a lot of work, I think the application was
are very expensive, so that was a big problem,
the most work.
I think it is a big problem. And I think the directors too, documentary makers, we see this a lot in classes, they are not familiar with web
IN TERMS OF THE TEAM, WHAT WAS NEW? DID YOU HAVE ANY DIFFICULTY FINDING QUALIFIED PROFESSIONALS?
documentaries, so they do not know how to deal with the scope of the technology, they do not know what to demand.
MT: We hired 40 people who worked on this project, but there was a core team, the editors and the assistant editors, because we had
a
lot
of
image
editing.
In
terms
of
technology, we had a company which made the app in Rio de Janeiro, and later a programmer who made the web doc in São Paulo. There was an art director who did everything, she was really great. I think that, in terms of design, we had less trouble with interfaces, because Haydee Uekubo, who is the creation person, is someone who worked for a long time
MM: It was great that the technology professionals we worked with enjoyed making a documentary project, they had a certain liberty in creating, because most technology jobs are much more rigid. So, I remember that they also liked it, a few really bet on it, because a documentary project which uses technology is rare, that is, at the time, today it is a little more common, but 4 years ago, it was a little rarer for these professionals we worked with. So, I think everyone enjoyed it as well.
in an advertising agency, so she is someone who thinks very quickly in interface and she made
the
brand,
the
solutions...The
women
WHICH PRODUCTS WERE PLANNED FROM THE BEGINNING OF THE SOUND OF BELLS?
worked hard, the programmer, art director, screenwriter for the film, myself, Marcia,
MM: We had already come up with the format we were
the producer Julia Franceschinni, local pro-
going to use: a feature film, an interactive doc-
duction, so we had a lot of women on the
umentary, a multimedia platform, an app geo-ref-
team. As far as programming, I think it is
erenced by the sounds of bells in Minas Gerais,
tough to find a team, the person is generally
and a return to all nine cities we recorded in to
a programmer and works with websites, it is
make a projection on the external facade of the
difficult to find someone who works with user
churches in these cities. So the idea was that
experience and web documentary, it is very
each of these products would have a different
difficult to find that. I think people are
public and different content, starting from the
being trained to work with technology and
same arsenal of material.
user experience, programming for storytelling, but I do not think it is easy to find, especially in the area of culture, because
TALK A LITTLE ABOUT THE MATERIAL YOU CAPTURED. HOW WAS IT USED?
advertising has so much money. The Sound of
Bells budget was R$297 thousand for all the
MM:
products, which is nothing, right? So, in
video, more than 40 interviews, many parties,
Our
MEDIA END PLATAFORMS ECHO IN THE SOUND OF BELLS · BY JÉSSICA CRUZ · 61-67
production
had
about
100
hours
of
63
processions... From this content, we had to
has
an
architectural
configuration,
where
the
The
sun hits it, the type of bell, the sound, so in
Sound of Bells. The application, for exam-
this web documentary, the idea was that you were
ple, which has more than 100 audio tracks,
immersed in the towers, the form of navigation
we have about 45 churches geo-referenced in
also fit well with this trajectory we follow, you
the app and some audio from each of these
are heading up, there is a video that asks “Do
churches, which are the sounds of bells as
you want to meet the bell ringers?”, you click
well
and go up the tower, through vertical navigation,
pull
out
as
the
products
interviews
which
with
made
bell
up
ringers
and
you get to know these bell ringers, each one has
with the surrounding community.
a role there. There
HOW DOES THE APP WORK?
is
a
navigation
which
is
the
opposite,
downwards, which is vertical, but you enter, you MM: You have to chart your path to the church,
scroll down to the bell section, in this section
the idea was to work a bit with this open air
we made something in parallax, something more
audio-guide concept and work with the public
exciting, with audio from people, and talking
which visited these churches in Minas Gerais.
a bit about the bell itself, what material it
But also a young public, we wanted the project
is made of, harmony, the musical notes, we made
to relate to these newer generations, boys who
something
ring these bells every day, 14, 15-year-old
animation, and text.
boys, who spend their adolescence there in the tower and are filming themselves, posting themselves on YouTube. We also thought that it would be great if this content were available on cell phones so they could see themselves as well.
more
focused
on
audio,
photography,
For the ringing section, we made an animation focused on the clock, so when the user enters, the system already recognizes through their IP what time it is where they are, now it is 1:20 PM and at this time some bell rings in Minas Gerais, we wanted to speak a little about the relationship between the bell and time, the clock is a circular menu and you see the different rings which depend
HOW WAS THE WEB DOCUMENTARY, SPECIFICALLY THE SOUND OF BELLS, CONCEIVED?
on the time of day where you are, and that is the web documentary The Sound of Bells.
MT: In the web documentary, the idea was to provide an immersive experience in the uni-
AND THE INTERACTIVE INSTALLATION?
verse of the towers. We saw in the cities in the traveling cinema that the towers are
MT: What is interesting is that, for The BUG
rarely visited, right? They are not a tourist
Exhibition, we made a new product that is The
spot, because there is also a question of dan-
Sound of Bells’ 6th product. At the exhibition,
ger, they are not well preserved, the physical
there are three projectors which connect the tower
access
really
universe, and you ate immersed in these images.
curious about getting to know the universe of
There is some content from the web doc, and in one
the bell ringers, of the towers. Each tower
of the projectors there is new content.
is
not
easy,
so
people
were
WHAT IS THE PRODUCTION ARRANGEMENT AT ESTÚDIO CRUA?
HOW ARE NEW NARRATIVES BEING DEVELOPED IN BRAZIL?
MM: We work on two main fronts, one is CRUA
MT: In Brazil, we have had a series of invest-
Doc, which is our original production company
ments, as much public, SPCine itself is trying to
for linear documentaries, and CRUA Lab, which
do this creative economy workshop which involves
is the education area. We have concentrated
transmedia...There are some companies popping up,
the better part of our transmedia and inter-
focused on virtual reality. Brazil has started to
active projects in the field of education,
appear more in these international fairs, also
whether theoretical or practical. Last year,
these
we
making
which are increasingly taking up space, first
collective maps of São Paulo neighborhoods,
in advertising and now in entertainment, which
and this year we have already extended these
involves film, there are plenty of festivals with
collective works a little more, making two- to
VR, and I think Brazil is starting to create some
three-month laboratories on specific themes.
alternatives along these lines.
developed
this
hackathon
model,
Beyond a series of workshops in festivals, we participated in the photography festival in Tiradentes. This year, we have had a strategy of international circulation, we will go to a residency in France, we are going to give a Master Class in Spain on producing transmedia projects for intangible heritage, in Lisbon we are giving a workshop on cultural heritage and new media, so this area of cultural heritage and the use of new medias is quite tied to my expertise and to Marina’s, which is in
large
producers
with
interactive
cores
When we made The Sound of Bells, it was a totally new thing, and I think it still is for the area of cultural heritage. I think one path for interactive narratives is that of social impact. I think beyond entertainment, in a country like Brazil, which has the necessity of working with human rights, social impacts, a transmedia strategy is very important, as much for reaching a larger public as for making projects that can help make external support and networking viable.
anthropology, digital communication, design,
I think that CRUA sees much of this in our work
photography, documentary...
and education, we produce collaboratively, we have
MT: In CRUA Doc, we are in the distribution stage for Gary, which is a short film, we are finalizing and distributing The Sound of Bells, which we just sold to the Canal Brasil channel, it should run in August. Alzira Espindola, we just won the Itaú Cultural grant to develop a feature film on her life, so, we are working on these projects now.
the idea of making partnerships to work with VR in the next laboratories. In terms of technology, it keeps changing, each year it changes a lot, every class we give has new technology to speak about and discuss, the cell phone itself, in terms of
production,
changes
audiovisual
production
significantly, Brazil is trying to keep up, but it is difficult, because abroad they are already at another level, they are already discussing audiovisual preservation in transmedia.
MEDIA END PLATAFORMS ECHO IN THE SOUND OF BELLS · BY JÉSSICA CRUZ · 61-67
65
WHAT CHALLENGES HAVE YOU FACED?
DO PRIVATE COMPANIES ALREADY SEE THE NEW NARRATIVES AS A GOOD INVESTMENT?
MT: One is us being able to get education and training, it is an issue, because when we
MT: Private investment will continue increasing,
do these laboratories, there are people from
advertising itself already revolves around sto-
many different areas, there is a filmmaker,
rytelling, because we talk about the journey of
a photographer, a designer, a researcher, an
the user, but in the case of advertising, it is
architect, and there are very few undergrad-
the journey of the consumer, everyone has a cell
uate courses, technical courses, so much so
phone, companies will invest in this because it
that SPCine is creating these courses, calling
is where the consumers are. Digital investment is
on these companies to be able to create under-
increasing, and has already surpassed that of TV.
graduate courses. So I think that education is
Except that in our area, which is social impact
an issue we need to face. Two: bandwidth in
and cultural heritage, it is very difficult for
Brazil, we deal with this problem a lot, we
a company to invest, because when you work with
have to give classes, even in São Paulo, there
social impact, I am not talking about a company
is not good enough internet to give classes in
that says a woman’s beauty is what matters, I
large institutions.
am talking about social impact which involves a series of political viewpoints, they will not
And, certainly, public investment in this, the
want to expose themselves, it is not advertising.
grants are very small, the people are not very well paid in any sense, as I said, technology
So
projects are very expensive, the workers are
rights, there has to be funding. I think it is
in
the
area
of
cultural
heritage,
human
paid per hour, so it is not easy to hire at
a difficulty, for example, it is the same fight
low a cost. With technology, you need devices,
social institutions have in getting financing for
you make a 360º exhibition in VR, you need to
their projects, like Greenpeace, UNICEF, Amnesty
have Google Cardboard, good internet, cables,
International, what we fight for at CRUA is work-
wires, you need to have advanced technology.
ing with transmedia projects on human rights, but
LED, we do a lot with projectors, the big
where is the funding for what is not advertising,
spaces do not have projectors, how can you do
and not private interest?
an interactive exhibition? It is very difficult, I went to a Bill Viola exhibition, there are amazing projectors, projecting on granite, imagine how much it costs, it is a lot of money. How can you be a visual artist and work with a projector and VR? That costs money! Lack of investment, education, and bandwidth, these are the challenges.
THE INTERACTIVE DOCUMENTARY, ENTREVILAS5, BY ESTÚDIO CRUA, IS ALSO IN THE BUG EXHIBITION. WHAT IS THE STORY BEHIND THIS PRODUCTION? MM: Entrevilas was a beautiful project, we had been developing the thematic element for a while, so we had already worked with the city of São Paulo, and we understood that the workers’ villages would be an incredible narrative device
5 www.entrevilasdoc.com.br. See page 115.
for speaking about the history of São Paulo,
housing, what it is like to live in a house that
for speaking about work relations and issues
is a heritage site, another group talked about
which remain current, such as immigration and
the sports they have in these villages, which
forms of housing in the city. We presented a
is something that unites the older people, the
laboratory project to the SESC Research and
history of the villages, and a group which talked
Training Center, which has been a CRUA partner
a lot about the Perus neighborhood, where there
for 3 years now, this was another goal of ours.
is an old factory and a village which you cannot
We
go into anymore.
developed
a
methodology
for
hackathons,
which are 6 days long, 8 hours a day, with 15 to 20 people, so it is an intensive marathon, which has this urgency which unites people in collaborative creations. But we want to try something more long term, more extensive, narrative possibilities related to technology, so we can get deeper in this. That was the proposal for this three-month laboratory on workers’ villages.
MM: They created this concept of an imaginary village, so they did not do the main navigation through the villages. They used the main components of the São Paulo workers’ villages, most of them had a factory, houses, recreation areas, they had a school, guard house, so these are all elements of control, they made it so the workers did not have to leave, they did not need to spread out, they did not spend time going to work, so
MT: The project was really wonderful, with
it was all an environment of control...What they
14 people, each group made really interesting
did was search for more poetic connections within
choices, they went to five different workers’
this content.
villages. There was a group that spoke about
INTRODUCTION
In 1995, after four years of development, Nintendo
IMMERSIVE NARRATIVES
launched the Virtual Boy, one of the first commercial devices to use stereoscopic 3D images.3 However, the Virtual Boy failed to sell, and with
THE VIRTUAL REALITY EXPERIENCE FROM THE NARRATIVE PERSPECTIVE: ENVISIONING MULTIPLE REALITIES
its launch limited to a few territories, its production was stopped the year after it came out. 20 years later, the outlook regarding virtual reality (VR) is much different. In 2016, around 6 million VR headsets were sold - 11 million counting Google Cardboard, a VR device made of cardboard and often distributed for free.4
Virtual Boy is considered to be the precursor to the modern virtual reality headset and ended up coming back into fashion among nostalgic fans. What one can realize is that the 1990s hardware did not
JULIA SALLES1 AND MARÍA LAURA RUGGIERO2
allow for a comfortable virtual reality experience. In Virtual Boy, the images were bichromatic (using only black and red), the display device was very large and uncomfortable, causing pain in the eyes and head after a while, and it was also very expensive by the standards of that time. Only in recent years have technological conditions allowed for the resurgence of virtual reality. Among professionals of the field, 2015 is commonly cited as year 0 for virtual reality, as the release of Samsung’s Gear headset (Oculus),
1 Julia Salles is a producer and curator of interactive and immersive media. Julia is also a professor in the Communication Department of the Université de Montréal (UdeM, Canada) and a PhD candidate in Communication at the Université du Québec à Montréal (UQAM).
followed by Oculus Rift in the beginning of 2016,
3 Stereoscopy is a binocular imaging technique that works as follows: when capturing the image, two lenses aligned on the horizontal axis record images of the same scene with a distance corresponding to the distance between the left and right eyes of the human vision system. The stereoscopic image is then shown
2 María Laura Ruggiero is a film producer and screenwriter and narrative designer at SeirenFilms. She holds a degree in Image and Sound Design (UBA, Argentina) and is a teacher and consultant of new interactive media projects around the world. She is also the founder and creative director of StoryHackers.
on a binocular device that on the right eye displays the image captured by the lens to the right of the recording device (the same procedure is applied to the left eye). Thus, the sensation of depth is restored in a similar way to the process of human vision, which estimates the depth based on the triangulation between the observed object and the positions of the left and right eyes. The same procedure can apply to synthesis images.
4 https://www.statista.com/statistics/752110/
global-vr-headset-sales-by-brand/ BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 68
marked the starting point for greater access
their head: looking to the sides, up and down, and
to VR content.
tilting their head. However, if the participant
But, after all, what is virtual reality?
moves their body in the space (without altering the
Virtual reality is an immersive, audiovisual
position of their head), the 360 virtual image does
experience which offers the public the illusion
not change. To move the body in the space, other
of presence in a virtual environment through
“degrees of freedom” are required. Six degrees of
360 image techniques and spatial audio. The fact
freedom, or 6DoF, refers to the possibility of the
that the image is in 360o allows the participant
image reacting to the participant’s movements to
to look at all sides during the VR experience
the sides, to the front/back, and up/down. Thus in
(vision is not restricted to the framing of a
6DoF format, along with the head movements, the
2D screen). If besides being 360o, the image is
image also reacts to the body’s movements in space.
also stereoscopic, the perception
of depth and
In the case of 360 VR (3DoF), in order to have
volume is even more accentuated. One can add to
the experience, the participant needs a virtual
this
spatial audio (or ambisonic),
reality headset (preferably one with headphones)
which allows for the positioning of audio sources
and 360 content. The 6DoF experience requires a
in a virtual sphere surrounding the participant,
somewhat more complex device, since beyond the
imitating the sonic experience of the physical
headset and specific content, it is often necessary
world. Beyond image and sound simulations, some
to have external sensors, joysticks, and a computer
virtual reality experiences seek to activate
with a very powerful processor and graphic card.
other senses, including the olfactory and tac-
All of the elements which are necessary for the
tile. In that sense, Burdea and Coiffet propose
6DoF experience end up making the consumption of
the following definition: “Virtual reality is
this type of technology expensive, which diminishes
a high technology interface between user and
its accessibility. Nowadays there are many types
computer, which uses real time simulation and
of virtual reality headsets on the market. The
interactions via various sensory channels. Sensory
hardware scene has evolved rapidly, and therefore
modalities include the visual, auditory, tactile,
any commentary about the equipment runs the risk
olfactory, and taste.” (Burdea & Coiffet, 2003,
of quickly becoming outdated.
image the
p. 3). All these characteristics contribute to
As far as the content, some of the main dis-
a strong impression of being transported to the
tribution platforms for VR narrative experiences
virtual space.
are SteamVR, Oculus, and Within. On these plat-
In some types of VR experiences, it is
forms, it is possible to download games, videos,
also possible to “move” within the image. The
and other experiences, such as Kurious, by Cirque
concept of degrees of freedom (often referred
du Soleil. Content production and distribution for
to as DoF), became quite popular for classify-
virtual reality has also gained force in the field
ing the degree of interactivity with the image
of journalism: The Guardian, The New York Times,
in VR devices. In 360o images (stereoscopic or
AJ+, and ARTE are examples of pioneering outlets
not), there are 3 degrees of freedom: the gaze
in the area of VR journalism. As Marcelle Hopkins,
can move along the horizontal, vertical, and
deputy video editor and co-director of virtual
diagonal axis. In this case, the image reacts
reality at The New York Times states: “Journalists
to movements which the participant can make with
and technologists from various parts of The New
THE VIRTUAL REALITY EXPERIENCE FROM THE... · JULIA SALLES AND MARÍA LAURA RUGGIERO · 68-76
69
York Times started experimenting with virtual
narratives have passed through various degrees
reality a few years ago. We launched NYT VR in
of immersion and connection with the audience.
November 2015 when we published the V.R. doc-
The emergence of the digital world has not only
umentary The Displaced (about three children
generated the possibility of creating a synthetic
displaced by war), and distributed more than
hyper-realism, but has also opened the doors to
one million Google Cardboard headsets to our
transmedia narratives, recreating a world of enter-
subscribers. Since then, we’ve produced more
tainment which today allows for participation in
than 20 V.R. films, and we learn a lot with each
the creative process and a broad range of options
one” (Hopkins, 2017).
for interacting with the stories.
Film festivals have also played an important
The digital world has opened the door to a
role in disseminating virtual reality content
large amount of changes which have generated a
by creating programs dedicated to showing VR
reconfiguration of roles in the film and audiovi-
narratives. Significant cases of film festivals
sual industry. Without discarding the past and the
opening up to virtual reality include the New
present, the immersive future emerges as a con-
Frontier program of the Sundance Film Festival,
struction filled with challenges for creators and
DocLab of the IDFA (International Documentary
participants. Attention, empathy, users, prototypes,
Film Festival of Amsterdam), and more recently,
and interactivity are some of the terms which are
Venice VR, the Venice Film Festival’s program
beginning to take central roles in audiovisual
dedicated to virtual reality.
creation. We have observed the transformation of
As one can observe, the forms of dissemina-
linear stories into universal narratives, of the
tion and consumption of virtual reality present
audiences into participants. Considering all these
some particularities and differences in relation
factors, we see that the audiovisual field has
to film and other linear audiovisual narratives.
begun expanding toward the design of experience.
This also applies to the creation of the content. In this article, we will address some aspects of virtual reality’s creative process: How can
CHOREOGRAPHY OF ATTENTION
one think of and develop an immersive experience which brings the participant’s body within the
In linear narratives, actions are inscribed within a
audiovisual content? How can one construct a
frame defined by the director. In narratives-of-ex-
narrative in which essential elements of the film
perience, the framing still exists, but as a sphere,
language (such as framing) are transformed? In
which allows the director to have a more advanced
this text, we aim to propose some initial clues
version of their traditional role. The director
for a language in construction.
creates spatial narratives and generates something larger than a limited frame: they construct a 3D space which contains a narrative universe with
NARRATIVE’S EVOLUTION TOWARD
special characteristics. Among these characteristics
THE DESIGN OF EXPERIENCES
that make VR a unique narrative model, there arises the concept of “choreography of attention.”
Since the invention of film and during the explo-
In VR experiences, one cannot guarantee that
sion of radio, theater, and massive televisions,
the participant or visitor observes exactly what
the director wants. It is not the objective of
hyper- and hypo-stereoscopic processes.” These tech-
this type of technology-technique to monopolize
niques allow “the participant to feel like a giant,
the participant’s attention, but there are var-
only to then feel tiny in the midst of unbelievable
ious manners of projecting paths which will be
acrobatic scenes. To further increase the immer-
created based on the participant’s attention.
sion, the company’s creative teams redesigned the
Spatial narratives can be created in var-
artistic performance to create something completely
ious ways: as a choreography which works with
new.” In Dreams of “O”6, for the virtual reality
nodal points of emotion distributed throughout
experience to accompany the aquatic movement of
the 3D space, or with a detailed art direction
the choreography, Felix & Paul Studios developed a
which directs the movement of attention in order
high-quality VR camera adapted for use underwater.
to propose meanings. Movement, color, light and
Tales of Wedding Rings7, an immersive Manga
shadow, audio design, and the dialogue itself
experience produced by Square Enix, and also explores
can act as hooks which lead the participant to
different narrative techniques which can contribute
possible routes in the multiverse of stories.
to the “choreography of attention.” The combina-
Attention can be directed like a choreog-
tion of the traditional 2D Manga format with 360
raphy from the design phase: one can work with
image and sound allows for the passage from a 2D
models in different scales or actors who move in
framing scheme to an immersive one. In this way,
space. It is also possible to measure attention
the choreography of attention is constructed in a
through heat maps in a prototype which works
back-and-forth between 2D and 3D, between framing
as a demo. To avoid the force of the immersive
the scene and presence in the virtual space. This
experience becoming oppressive, it is neces-
technique also allows us to have the feeling of
sary to understand and balance the quantity of
entering the fictional Manga world, so that we
sensory information that the participant will
can enter the frame and find ourselves surrounded
receive in order to trace the story’s possible
by fictitious characters who are experiencing the
paths. Some of the VR works which participate
story around us.
in The BUG Exhibition illustrate how the concept of “choreography of attention” works in these kinds of narrative.
SPECTATOR. PARTICIPANT. PLAYER. VISITOR.
The BUG Exhibition features two works which are the result of the collaboration
Since stories began to expand, surpassing tra-
between Felix & Paul Studios and Cirque du
ditional linear platforms and involving digital
Soleil, both based in Montreal (Canada).
devices, the role of the audience has changed and
Through this collaboration, they explored
evolved, not just in terms of marketing, but also
various techniques which can be applied to
in terms of narrative. Throughout this process,
the “choreography of attention.”
the group referred to as the audience has begun
Through the Masks of LUZIA , based on one
to enter the narrative with their full body and
of the Cirque du Soleil shows, is “considered the
retake, in a hybrid form, other roles. From spec-
first virtual reality experience made through
tator to participant, the audience has gained a
5 Site: www.oculus.com/experiences/gear-vr/1360461600675039/.
6 www.oculus.com/experiences/gear-vr/1085637668212272/. See page 127.
See page 127.
7 http://www.jp.square-enix.com/mangainvr/. See page 133.
5
THE VIRTUAL REALITY EXPERIENCE FROM THE... · JULIA SALLES AND MARÍA LAURA RUGGIERO · 68-76
71
new perspective: it has become a visitor in
moment we enter the virtual and observe ourselves
created or captured worlds.
with a body, we hold existence in that story world.
What is it like to enter storytelling with
We are alive in a virtual space. The role given to
our whole bodies? On one hand, these experience
the participant in a narrative combines the sensation
occur in both virtual reality and augmented
of “presence” with the possibility of changing the
reality, as well as in open experiences more
course of the plot. Being the protagonist of a story
similar to unconventional theaters, or theaters
is not the same as being an accomplice or a witness.
without a main stage, and on the other hand,
Our interpretation of the story, the emotional
experiences mediated by technology involve a
impact, and our involvement change in line with the
greater level of control in their design.
role which is given to us in the narrative. There
The narrative design, which involves
are some story worlds
which are more emotionally
designing the role of participant-human-visitor
charged, and in these cases it is preferable to
in the story’s universe ,has 3 different stages:
project these experiences in a way so that the par-
the transition to the virtual world, the virtual
ticipant experiences them in a disembodied manner.
experience itself, and the aftermath.
If the participant is some kind of ghost who sees
In the first phase, a process of pseudo-de-
everything, this can, in some cases, distance them
materialization is designed: the participant,
from the conflict and emotionally protect them from
for a short period of time, stops existing solely
a highly-charged situation. There are other story
in physical reality while preparing for their
worlds
transition to an alternate world. This transition
linked with the user-visitor’s capacity for action
is a fundamental part of the total experience
and interaction
design and is key to immersion.
where the perspective will be intimately
Step to the Line8, by Ricardo Laganaro, pre-
How can you connect the physical world
sented in The BUG Exhibition, is an immersive expe-
(the space where the experience occurs) to the
rience into maximum security prisons in California,
virtual world? Is this universe experienced
USA, which uses different narrative techniques to
while sitting, standing, or walking? How does the
construct the role of the participant. In Step to the
sensory nature of the physical world penetrate
Line, the narrative point of view alternates between
the virtual world?
modes of a greater sensation of physical presence and
The first seconds of the experience are
modes of disembodied observation. Ricardo Laganaro
dedicated purely to physical adjustment: Do I feel
explores different techniques in order to provoke,
comfortable in the new space and do I understand
first through the participant’s feeling of being a
the rules of the created world? Who am I? What
witness to the reality of the American prison system,
will happen to me? What can I do? Do I have feet
then by putting the perspective of the prisoners in
and hands? Do I have a body?
the foreground. This virtual reality experience is
Making the transition to the virtual world,
“part of the VR for Good program, which connected ten
certain questions about the role of the partic-
rising filmmakers with nonprofit organizations to
ipant in the narrative and the creation of the
create provocative projects about social issues.9 “
sensation of “presence” enter the scene. How will I know who I am as a visitor? Will it be through a physical reference or a clue in the story? The
8 http://www.oculus.com/vr-for-good/programs/step-to-the-line. See page 126. 9 https://www.oculus.com/vr-for-good/
The phase which comes after the experience
Stories, in any platform, have the possibility to
in virtual space is important for integrating
change the world, because narratives in general
the experience as a whole. It is the end, or the
awaken an empathic process.
transition to other platforms. Depending on the
Thinking of a technological platform, like
content and the sensory nature of the experi-
virtual reality, as a kind of plugin that allows us
ence, the way we leave the story is completely
to feel like others, reduces all human processes to a
different in every case: leaving the experience
mere technological activation. If the story we tell
of a war documentary is not the same as getting
does not possess a careful and immersive design,
off a rollercoaster ride. It is important to
skillful emotional development, and a detailed
keep in mind that, during this experience, the
narrative process, we will generate experiences
visitor is purely
which can be equated to “situation tourism.”
emotional, reflection is not
possible during the minutes of virtual reality
Virtual journeys can lead us to various
existence, but this time for reflection does
events and emotions, but the way we get there
arrive at the end. The transition back from the
makes the difference between “poverty porn” and
virtual to the physical world should generate
a deep, impactful experience. The term “poverty
a space which is adequate for reflection or for
porn” was introduced for the first time in the
a new action.
1980s and suggests the use of media, especially film and photos, exploiting situations of poverty or injustice to increase donations to a cause or
HUMAN-MADE EMPATHY, EMOTIONS, AND
introduce specific difficult social situations to
DESIGN: THE EMPATHY PLUGIN?
a privileged audience. VR and this vague notion of an empathic and immersive technology has become
Since the beginning of the last VR wave, the
fertile ground for a new wave of “poverty porn.”
concept of “empathy” was launched as a significant
It is important to remember that every story
component. The idea of the “Empathy Machine”
and storyteller, when effective in their mission,
from Chris Milk’s TED talk The Birth of Virtual
activates empathy, and that this process is not
Reality as an Art Form”, in 2015, created fertile
only related to the technology involved. Studies
soil for an entertainment industry famished for
in neuroscience (Stephens, Silbert, & Hasson,
engagement and attention.
2010) show that our brains synchronize the sto-
“[Virtual reality] connects humans to other
ryteller’s emotions with those of the audience
humans in a profound way I’ve never before seen
who’s listening or watching. The same parts of
in any other form of media, and it can change
our brain activate when we feel together with
people’s perception of each other (...) That is
others, like a bridge which connects us through
why I think virtual reality has the potential
the story. So this empathy machine already exists,
to actually change the world10.”
it is what has driven humanity for years, since
Although factual elements exist to equate
the first storytellers appeared on our planet,
VR with the empathic process, thinking of VR as
the empathy machine is the story being told or
an empathy machine is complicated and inexact.
experienced. But is VR improving this, making it evolve, or is it simply another means of expe-
10 https://www.ted.com/talks/
riencing stories?
chris_milk_the_birth_of_virtual_reality_as_an_art_form
THE VIRTUAL REALITY EXPERIENCE FROM THE... · JULIA SALLES AND MARÍA LAURA RUGGIERO · 68-76
73
Virtual reality and our screen-mediated
When I create a virtual reality experience
world , where digital narratives protect us
in which the participant is thrown into a con-
from being vulnerable, give us a safe way to
flict zone, and experiences the pain of others,
participate in individual or collective action,
am I awakening empathy? Or provoking sympathy?
without truly living through it and with a
Does a meme make me funny? Does Photoshop make
well-defined emergency exit.
me handsome? Can I travel to the inner depths of
The wonders of the digital world allow us to
pain while protected by digital armor?
be one-click activists, defending painful causes
Understanding that we are seeing the birth of
from our leather couches, safe from cruelty. This
a new language is key to asking ourselves how we
allows us to connect with hundreds of people
should treat empathy within the design process. To be
in a day without really having connected with
more precise: we are at the dawn of a new technology
any of them. It also allows us to say things we
which has still not created its own language. And
would never say in person. We already experience
language is important. Language opens and destroys
virtual realities every time we enter the social
barriers of the possible or imaginable. Language
networks, whether or not we are equipped with
allows us to give name to our dreams and fears and
Google’s virtual reality headsets.
through this process, construct what is possible.
Once more, the problem is not in the tech-
The creation of this language is the key
nology, but rather in how much the participants,
process that should not be linked solely to the
creators, and citizens of a digital world ded-
creators of the tool. We do not want the inven-
icate themselves to understanding the current
tors of the printing press to be the only ones
reality, having to now deal with a virtual, real
who can publish books, do we?
and augmented, shared world. To be a citizen of
Participating in the process where emerging
thousands of places at the same time is not easy.
languages and narratives are created should be a
The use of virtual reality tools for
diverse dialogue from the beginning, considering
a new digital information society is still
the origin, genre, access to the technology, and
questionable. In an experience, I can be the
creative visions. If this diversity is lacking in
center of a conflict, but if I am looking at
the proposal of the audiovisual language, it will
it from the outside (disconnection) I cannot
lack truth, and will become a monopolized language,
act, I remain an external voyeur, floating
or a dead one. And the same will happen if it lacks
among the pain of others.
emotion or if the narrative is driven by sympathy.
Synthetic realities can steal the option
Citing Brené Brown’s work (The Power of Vulnerability,
of being truly vulnerable away from us,
XX), presented during a TED talk: “Empathy fuels
because they create a strange kind of com-
connection. Sympathy drives disconnection11.”
promise. But is this a problem related to
The current exploration of the VR language will
technology? No. Narrative is missing from
sooner or later lead to the democratization of the tech-
this equation. Do we need to construct more
nology, but also to the democratization of an open language
empathy machines or build ourselves up as
which will begin to mix with our lives and with our pre-
better storytellers? Can I be empathetic in
ferred means of entertainment, information, and pleasure.
a virtual world if I am not empathetic in the real world?
11 https://www.ted.com/talks/ brene_brown_on_vulnerability?language=pt-br
DESIGN DRIVEN BY HUMANS AND EMOTIONS
separating sensory and narrative elements, we will get to various elements which will help us construct
Creations in transmedia, virtual realities,
and reconstruct emotions. When we are happy, we
and interactive experiences have the peculiar
feel everything in a different rhythm than when we
power to add different layers of complexity
are afraid. Perceptions vary in color, tonality,
and new abilities for the creative processes of
the perception of geometry can be friendlier or
audiovisual narrative.
more intimidating. The detailed account of a lived
These kinds of creations are approached
experience helps to connect all the elements which
through a design process which has the par-
are part of that experience. This can contribute
ticipant-human in mind during the creation
to us being able to later analyze and replicate
of the narrative and the visual journey they
these elements in the virtual reality experience.
will experience.
The physical reality, dreams, and memories are
This narrative process is also a process of sensory design to create, balance, and gen-
crucial to the process of designing other alternative realities.
erate stories (plot) and emotions in a virtual
Understanding the art and the craft of a media,
atmosphere. A form of entering into this design
which includes the vast number of elements incor-
process could be through reverse engineering,
porated by the hybrid audiovisual and experiential
creating an experience through nodal points
language, requires patience and the will to explore.
which focus on different emotions.
This exploration requires that we enter a new terrain
Example: When leaving the VR experience,
that is beginning to arise in modern society: the
what is the feeling I want the participant to
transition from storytelling to story-experiencing.
bring back to physical reality with them? Was it
On this journey exploring the connections between
a linear trajectory to where the participant felt
content, technological platforms and interaction,
certain emotions or was it a journey which took
we need creators to not only recreate what we expe-
the participant through different emotional states
rience as reality, but to take advantage of the
(curiosity-tension-fear-terror, for example)?
vast possibilities which open up as one interferes
How do we construct fear, sadness, happi-
in this universe, with a powerful artistic vision.
ness, or ecstasy? In the same way that immer-
The challenge will be in identifying an experience
sion and empathy are not automatic processes
which is worth recreating, and then bringing it
driven by technology, generating emotions is
further, constructing alternative visions of that
also a constructive and human process. Working
meaningful experience, and provoking the infinite
with emotional nodes in an immersive narrative
exploration of the artistic field.
suggests connecting with the physical reality before connecting with the virtual one. How do we remember human experiences that were truly memorable? What did we feel that night we were so afraid to be alone in the woods? What did you feel when you were so in love with life that you could not stop smiling? In remembering, if we try to scrutinize our experiences,
REFERENCES
BROWN, Brené. (2010). The power of vulnerability. TED Conference . https://www.ted.com/talks/ brene_brown_on_vulnerability?language=pt-br BURDEA, G., & COIFFET, P. (2003). Virtual Reality Technology. Presence: Teleoperators and Virtual Environments, 12(6), p. 663-664. doi:10.1162/105474603322955950 HOPKINS, M. (Oct. 18, 2017). Pioneering Virtual Reality and
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75
New Video Technologies in Journalism. New York Times, p. B4. https://www.nytimes.com/2017/10/18/technology/ personaltech/virtual-reality-video.html MILK, C. (Producer). (2015). The Birth of Virtual Reality as an art form. TED conference. https://www.youtube.com/watch?v=cJg_tPB0Nu0 STEPHENS, G. J., SILBERT, L. J., & HASSON, U. (2010). Speaker–listener neural coupling underlies successful communication. Proceedings of the National Academy of Sciences, 201008662. doi:10.1073/pnas.1008662107. https://www.pnas.org/content/107/32/14425
In the vibrant heart of Montreal lies the famous
Felix & Paulo Studios, two steps from the Phi Centre, the city’s spot for artistic experimentation. The proximity is not only geographic: the two institutions maintain strong relations, and it is not uncommon for the Phi Centre to
IMERSIVES NARRATIVES
exhibit the studio’s latest projects. In March 2016, the Phi Centre proposed a “virtual reality garden,” where the public was invited to
FÉLIX & PAUL STUDIOS: A GUIDED TOUR OF THE PRESTIGIOUS VIRTUAL REALITY STUDIO1
immerse themselves in four VR works, with a new perspective on the 20th century’s great questions. Included among these works were Inside impact:
East Africa with President Clinton3, and Nomads: Maasai4, by Félix Lajeunesse and Paul Raphaël, founders of the studio. Thus, we wished to know more about these two personalities. The studio’s logo represents them:
BY FANNY BELVISI2
one of them on top of a moose and the other on a camel. Although the camel inspires laughter, it also translates the partners’ desire to expand from the North to the South. In fact, this little startup, created in 2013, has not stopped growing, and continues to embrace increasingly ambitious projects. It is well known that camels are not common among the vast fauna of America’s west coast, but even so, Felix & Paul Studios opened a branch in Los Angeles.
1 Interview conducted in March 2016. Originally published in the book Au-delà du webdoc: Les nouveaux territoires de la création documentaire (Le Blog documentaire éditions, June 2018, Paris). 2 Fanny Belvisi holds a degree in Literature and Art History, worked in the field of contemporary art and moved to the film universe, having studied documentaries at the Ateliers Varan in 2013. Since 2017 she has produced documentaries for several television channels. She has collaborated with Le Blog Documentaire since 2015.
“Ultimately, for Félix, Paul, and Stéphane (the last founding member of the startup), the idea is to be a TRUE studio for VR cinema. Technology advances very quickly. There is no reason whatsoever that it cannot go much farther and that we cannot become a major VR studio. Our headquarters is in Montreal, but we had to open another branch, because there are many opportunities in L.A.,” affirms Cindy, who welcomed me for my visit to the studio on a cold March morning.
3 https://www.felixandpaul.com/?projects/inside_impact_east_africa 4 https://www.felixandpaul.com/?projects/maasai BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 77
Cindy is a kind of super assistant for the
After the cookies and tea, it is time to see
three studio founders. Since 2015, she has
the
taken care of the packed schedule, coordinat-
Studios’ reputation is precisely their position
ing their commitments, having them meet with
regarding projects, with a documentary approach
the right people at the right time, filtering
that allows them to dive deep into the heart of
the numerous projects which arrive in their
“real” situations where the spectator lives a
email inboxes, and presenting only those which
nearly “pure” experience.
fit the house philosophy. She also manages a part of the startup’s communications (website, social networks, Instagram). “There’s no time to be bored here. The important thing is that everyone likes what they do. As our quality standards are very high, we need to dedicate a lot of time and also be happy with our work. You have to want to give your best. Everyone is very committed,” she says.
real
works.
What
sustains
Felix
&
Paul
Cindy places the impressive, and to be honest, rather uncomfortable, VR headset over my eyes and a pair of headphones in my ears. The journey begins with one of the studio’s first productions, Strangers with Patrick Watson5, in which the spectator is immersed in the intimacy of the musician’s
studio
rehearsal.
We
continue
our
exploration with Nomads: Herders , a fascinating 6
incursion into the landscapes of Mongolia with an
With a plate of homemade cookies and a cup
impressive scene where the spectator is thrown
of tea warming her hands, she introduced me
into a yurt and becomes surrounded by a family of
to the space where everything is secret. You
Mongolians, eating and engrossed in their tasks.
cannot take photos, for example. The studio is
We have the same sense of vertigo in our tête-à-
divided in two large parts: at the entrance,
tête with Bill Clinton, practically in the flesh,
we find the developers who manage the data
seated at his desk, speaking with us in Inside
(and eventual bugs) they receive, guaranteeing
impact: East Africa with President Clinton. As
their
technology
Felix and Paul Studios has also entered the world
specifically: Samsung Gear VR
of fiction, Cindy shows us the project, Wild -
correct
they use
–
adaptation
to
the
–, and they are
The Experience7, which was presented at the 2014
developing a VR camera which better responds
Sundance Festival, created in partnership with
to the necessities of future projects.
Fox Searchlight and Fox Innovation Lab, at the
headsets, powered by Oculus
The second part of the space, separated by a
same time of the premiere of the film Wild.
kitchen, is used by the post-production team,
In the end, the sensory experience is convincing,
which manages project production, sound, and
even though the media raises many reflections.
synchronization. In total, 25 people partici-
Virtual
pate in the studio’s productions, not including
of “classic” cinema, and forces us to rethink
10 spots which need will be filled in post-pro-
its grammar and syntax, which are quite confused
duction, which is always more important. “We
in this world. The spectator is truly divided
have grown a lot in very little time, but we
between a here (their body) and a there (their
Reality
alters
the
critical
still need people, because we are planning on growing even more,” announces Cindy.
5 https://www.felixandpaul.com/?projects/introtovr 6 https://www.felixandpaul.com/?projects/herders 7 https://www.felixandpaul.com/?projects/wild
questions
consciousness). If this media is the material-
the director remain the same, or will they begin
ization of Man’s ancient dream – the power of
to assume the function of a theater director, who
omnipresence – what new relation with our body
organizes the scene and the characters and then
will it lead us to?
leaves the scene to give space to the spectacle?
In 1968, Roland Barthes analyzed what he called
There is no one who can respond to these ques-
“the reality effect8” in the sphere of realist
tions with more legitimacy than Félix Lajeunesse.
literature. This “reality effect” on the presence, in the context of literary texts, more specifically the realist novels of the 19th century, addresses descriptive elements which have no functional value. Or rather, which are not useful to the novel’s narrative itself. This “reality effect” clearly arises regarding the descriptive elements of the text which do
YOUR FILMS ARE GENERALLY 8 TO 10 MINUTES LONG. THIS TRANSIENCE IS, IN PART, RELATED TO TECHNICAL DIFFICULTIES. BUT IS THIS CHOICE OF SHORT FORMATS ALSO RELATED TO THE FACT THAT YOUR FILMS REQUIRE A STRONG LEVEL OF INTERACTION WITH THE SPECTATOR, ESPECIALLY IN THE DOCUMENTARIES? IS IT A DESIRE TO CONTROL OUR CAPACITY FOR ATTENTION?
not connect as much to action, but validate an immediate and authentic relation with reality.
FÉLIX LAJEUNESSE (FL) - The idea of “presence”
With this reflection in mind, we can ask our-
in virtual reality needs to be shaped according
selves: Does the strength of Virtual Reality
to the story being told, like an instrument.
not also come to justify precisely this “real-
In any case, that is how we work. It is not a
ity effect”? Taking this understanding as a
resource which should be used at full capacity
basis, one can conclude that the narrative of
all the time. We shape it through the story. If
films produced up to now is relatively weak,
we only create very intense moments, tied into
and that the spectator has finally arrived
the narrative, that brings us an experience which
closer to the sensation of watching a descrip-
is too dense. In the films we produce, there are
tion of reality – which is not theirs – rather
moments in which we try to reduce the intensity
than sticking to a story.
of this sensation of presence, to give the spec-
Virtual Reality offers the spectator a potent, aesthetic
experience
which
stimulates
the
senses. However, depriving the audience of a physical distance from the work, does it not also take away, in a certain way, their critical distance that allows one to appreciate
tator time to breathe and catch up. It is like a story where we resort to more wide shots, seeing the scene from afar, to be able to keep a certain distance from the story. After these pauses, the spectator is more capable of returning to the dramatic intensity.
a work and the representation of the reality
In virtual reality, we have this first dimension,
it proposes? Moreover, what representation of
or rather, the intensity of the storytelling. But
reality does Virtual Reality offer? How does
we also have the intensity of the spectator’s
it differ from film? What happens to the con-
presence, which we shape according to the type
cepts of framing and shooting? Will the role of
of experience we intend to provide. In Nomads:
Herders,
we
have
some
shots
with
a
stronger
intensity than others. As soon as the spectator 8 www.persee.fr/doc/comm_0588-8018_1968_num_11_1_1158
FÉLIX & PAUL STUDIOS: A GUIDED TOUR OF THE PRESTIGIOUS VIRTUAL REALITY STUDIO -
BY FANNY BELVISI · 77-82
79
arrives at the yurt with the people, there is
of the story and the way in which we acted upon
no proper narration, but this sensation of
the state of the spectator’s spirit. Because this
a very strong connection with those people
media can affect us in a very sensitive manner,
does exist. However, nothing terribly special
we try to do this very cautiously, respecting the
happens. If it were a classic film, this scene
intelligence and sensibility of the spectator.
would be an accessory and ordinary. However, if we think in terms of the evolution of the sensation of presence, that is the protagonist of the experience. The tie with these characters is created in that moment. Normally, I would never have begun with this scene, right at the start of the experience. Gradually, things settle in and the scene is emotionally stronger for being where it is. The spectator needs to be psychologically prepared. We take this strongly in consideration and work with virtual reality from this perspective, as much in fiction projects as in documentaries.
FROM YOUR POINT OF VIEW, ARE VR AND FILM TWO COMPLETELY DISTINCT THINGS? IF VR ALLOWS THE SPECTATOR TO GET CLOSER TO REALITY, IS IT STILL A “REPRESENTATION OF REALITY,” IN YOUR OPINION? AND, IF SO, WHAT ARE ITS MODALITIES AND CHARACTERISTICS? FL- Yes, absolutely, VR is a representation of reality! The only great difference is that there is far less distance between the representation and the spectator. What changes, then, is the relation which is maintained with this representation. The media is made in such a way that it is assimilated to the human sensorial experience
The source material we work with is the state
in an extreme manner: to the way we see things
of the spectator’s spirit. In virtual real-
naturally in reality, how we hear, and how we
ity, we are in their head. From the moment
perceive space.
you insert them into a work, you have their full attention, they cannot escape or disconnect.
The
spectator
is
confronted
with
knowing what is being presented to them. It is a very sensitive media, where it is possible to provide a real impact on the state of the public’s spirit. For me, a low-quality VR work is irritating, because I am inside it and cannot get out. I am deep within something that holds my full perception. I take this very seriously! On the other hand, if it were a classic film, I could diminish my level of attention and think about other things. That is not possible in a virtual reality film. There is a very tight bond created with the spectator. In Herders, we paid plenty of attention to the evolution
VR receives and expresses things in a form very analogous to the human being. It is an immediate, very intimate experience which does not appear to make a great distinction between the consciousness of the spectator and that of the artist who created the film. The very nature of the media is different, so the position of the spectator is as well. But I do not believe that VR, even in its realest form, allows for a confusion. Even when we fully film moments of life, sectors of life are not manipulated, the spectator’s brain continues to be aware that they are immersed in an experience, which can be left at any moment. They do not think that they have been teleported. VR creates a sensation of
immersion within the head of the spectator,
conditions and that it grants veracity to the
but it is not a complete disconnection.
spectator, and is correctly produced. If we were to think “my camera has 360 degrees, I
IN FILM, THE DIRECTOR SELECTS AND FILMS THE REAL ACCORDING TO THE SHOTS CHOSEN. IN VR, THERE IS NO SUCH OPERATION, AS THE SPECTATORS THEMSELVES CHOOSE WHAT THEY WANT - OR DO NOT WANT - TO WATCH IN THE PROPOSED SCENE. HOW DO YOU WORK WITH THIS?
place it in a determined point because that way
FL - This question about framing is a common
On the contrary, we see the camera more anthropo-
question for many people who come from film.
logically, keeping in mind the role and the point
They see VR essentially from the perspective
of view of the spectator within each moment. (What
of the freedom which is given to the spectator.
is the meaning of the spectator’s presence? What
This aspect constitutes a fundamental shift
is the motive behind being in this scene?). It
regarding film, but one which we never think
is not so serious if the spectator doesn not see
about at the time of project production. For
this or that. What is important to understand is
us, this is a concept that does not exist. We
where the spectator should be seated. As soon as
create moments and bring the spectator within
you make that decision, you see the camera as a
them. We work so that the place from which the
character and you end up making choices which are
spectator chooses to watch these moments is not
coherent with the nature of this character.
we have a good point of view when the character enters,” then we are confronted with the problem we just described, because it is a reflection given in terms of points of interest. You think strategically, like a filmmaker.
very important. In all of life’s situations, we have the possibility of looking at another place, of exercising our right to direct our attention where we want, to immerse ourselves
IN YOUR OPINION, WHAT ARE THE AXES WHICH YOU STILL NEED TO DEVELOP? WHAT ARE THE COURSES OF EVOLUTION AND IMPROVEMENT?
where we wish, according to what has come to us, according to what we want to look at. This
FL - Virtual reality is a fragile media. It is
happens within our unconscious. We do not say
very easy to mess it up. But if you really want
to ourselves: “I am making the choice to look
to achieve a skilled form of expression, to be
at this or that...”
capable of affecting people and making the work
We try to create moments in which the spectator is going to feel a state of spirit analogous to that of reality, moments where we do not
persist within them, it is difficult! You have to know the concepts very well and the DNA of your media in order to sound true.
have to control whatever. The spectator is
Over the next few years, what will change regards
free to experience what they want, like in
the duration of the projects. They will extend in
reality. What is important to us is creating
time and approach more complex stories, contain-
conditions that provide the encounter between
ing different aspects. We should also gain more
the spectator and a moment. We need to assure
flexibility and lightness.
that our work as the director, which consists in creating this encounter, is done in good
FÉLIX & PAUL STUDIOS: A GUIDED TOUR OF THE PRESTIGIOUS VIRTUAL REALITY STUDIO -
BY FANNY BELVISI · 77-82
81
The
challenge
we
have
as
a
studio
and
as
directors is that of diving more and more into fiction. Until now, we have been very prudent.
It
is
important
for
us
to
first
SPECTATOR IS INVITED TO A SCENE, BUT KNOWS PERFECTLY WELL THAT THEY SHOULD NOT BE THERE. WHAT DO YOU THINK ABOUT THIS ASPECT: THE SPECTATOR WHO NAVIGATES BETWEEN PRESENCE AND PASSIVITY?
understand the material with which we work. We are heading towards more ambitious proj-
FL - At this moment, there is a lot of discussion
ects in the area of fiction.
in the industry regarding this problem, especially among people who come from the world of games. According to them, being present is nothing, it is
IF YOU DIVE COMPLETELY INTO FICTION PROJECTS, WILL YOU ABANDON DOCUMENTARIES?
necessary to be able to tinker and interact. It is
FL - We will not abandon documentaries, on the
it is a tendency to dogmatize things: “this should
contrary! What I am about to say is a bit of an
be this way, or it is not VR.” To me, the problem
exaggeration, but I always had the impression
with the fact of feeling like you are moving, is
that the documentary never really found its
that this very quickly reaches the limit! You find
place in film. As though the expression of
yourself in a kind of game that is obviously full of
documentary through film had never found its
rules, which are too evident for being an experience
peak, due to the fact that the film is artifi-
of reality, where, on the contrary, everything is
cially fabricated.
possible. The more freedom we give, the more evident
a discussion which is not based on storytelling, but only on interaction. At the end of the day,
its limitations. This ends up defining rules of what Documentary films try to achieve the real,
you can or cannot do during the experience.
but this is distant and difficult, given that cinema is an artificial media, a pure repre-
On the other hand, I am convinced that the more
sentation like a painting.
the spectator is in contact with VR, the more the feeling of passivity diminishes. They end up
In the end, the documentary that pursues veracity ends up passing through an artificial media. I feel that if documentary cannot achieve its peak in cinema, it is perfectly possibly that this may occur in virtual reality. Directors will finally encounter a way of developing their work where they can fully express themselves.
APPLIED TO THE DOCUMENTARY, VR SOMETIMES PROVIDES THE SPECTATOR WITH A VOYEUR EXPERIENCE. THEY ARE PRESENT IN THE SCENE, AND, AT THE SAME TIME, EXPERIENCE IT PASSIVELY. THE PLEASURE THAT VR PROVIDES ALSO COMES FROM THE FEELING OF TRANSGRESSING THE PROHIBITED: THE
completely integrated with the sensation.
In 2016, they produced France’s first virtual reality science fiction piece: I, Philip3. The film is part of a transmedia device created by
ARTE channel, that revolves around the universe
IMERSIVE NARRATIVES
of Philip K. Dick, along with a linear TV documentary, the Californium videogame, and I, Philip.
Okio-Studio’s next production returned to virtual
OKIO-STUDIO, FRANCE’S PIONEERING VIRTUAL REALITY STUDIO, RESPONSIBLE FOR I, PHILIP AND ALTERATION1
reality fiction with Alteration4. Antoine Cayrol and Pierre Zandrowicz’s activities are not limited to these two works, but they effectively placed both creators at the world’s cutting edge, not too far from the Quebec-based Canadians Felix & Paul. It all began with the presentation of the film
Grand Huit (roller coaster in French). It caused cold sweats, vertigo and panic. Nothing out of the ordinary when related to roller coasters… if it were not for the fact that Antoine Cayrol and
BY XAVIER DE LA VEGA2
Pierre
Zandrowicz,
producer
and
creative
director of FatCat Films respectively, had not planned on a visit to the Foire du Trône (an amusement park in Paris) that evening. They had met up with other producer friends and with a DK headset - the first version of the Oculus Rift - that was in the back of the room. One could experience a virtual descent down a roller coaster with a poor-quality image. However, as soon as they had stepped out of the room to smoke and chat about their experience, both were taken
1 Article produced in 2016 and updated by the author in 2018. Originally published in the book Au-delà du webdoc: Les nouveaux territoires de la création documentaire (Le Blog Documentaire Éditions, June 2018, Paris). 2 Xavier de la Vega is an interactive storyteller and producer. With a background in journalism, he specialized in interactive designer at École de L’image des Gobelins. He wrote and produced the newsgame BeMySavior (LeVentSeLève, OBS, 2015). He is currently the VR producer at Picseyes Films, a film production company based in Paris.
up by the same flash of insight. They spoke at the same time: “What if we made a movie?” Two and a half years later, the movie was ready,
I,
Philip,
one
of
the
first
virtual
reality
short films that French TV channel ARTE included in its programming, about the American Sci-Fi writer Philip K. Dick. It is, without a doubt, the first great French virtual reality project. In the meantime, the two thirty-somethings
3 http://www.okio-studio.com/okio-project4-I-philip.html. See page 129. 4 http://www.okio-studio.com/okio-project1-alteration.html. See page 132.
BUG - INTERACTIVE AND IMMERSIVE NARRATIVES ANDRÉ PAZ AND SANDRA GAUDENZI/EDITORS ISBN 978-85-64919-30-3 / 978-85-64919-31-0 RIO DE JANEIRO · 224 PAGES / PUBLISHER: AUTOMATICA CO-PUBLISHING: LETRA E IMAGEM · BUG404.NET 83
created Okio-Studio, a virtual reality pro-
convinced of their capabilities and immediately
duction company that soon became renowned in
asked them if they had virtual reality projects.
the
A project on Philip K. Dick? What a coincidence!
field.
“We
spent
a
year
experimenting direction,”
ARTE has just created a transmedia device pre-
said Antoine. “We manufactured our cameras.
cisely on the same author. “I had not even final-
We filmed on skis, skates, in cars, on the
ized the script when Antoine arrived with the news
roller coaster, to understand how it worked,
that ARTE was interested in reading it,” said
what worked and what did not. From that point
Pierre. A few weeks of work later, the channel
on, we started to get invitations. We had
announced: “Let’s go to the bank!” They sponsored
become virtual reality specialists.”
the editing of the short film, its budget was a
with
virtual
reality
in
every
In fact, Okio saw its productions multiply quickly. I, Philip and also Alteration, among
trifling 500,000 euros. That is what we call being in the right place at the right time.
a number of other films the studio created were
Those responsible for the ARTE web center were
inserted in the “drama” category. There was
able to finance the first stage of the project’s
also the Okio-Report that gave rise to a vari-
demo, to submit the production to approval, and
ety of 360 reports for Le Parisien and France
verify if it would be possible to carry out the
Ô. Finally, there was the “brand” sector: Okio
biggest challenge the film posed – shooting it
produced advertisements in virtual reality for
entirely with the camera and through a subjective
Jean-Paul Gautier, for the gas company Engie,
point of view. They took the risk, since at the
for Téléthon… advertising became, in fact, the
time the only other feature length film to use the
studio’s main activity. That was how Antoine
same technique had been Lady in the Lake (1947),
Cayrol and Pierre Zandrowicz left Okio at the
whose claim to fame was based on curiosity, rather
end of 2017, and created Atlas V along with
than effectively marking the history of film.
Arnaud Colinart.
Marianne Lévy-Leblond and Lili Blumers, of the
I, Philip was born practically by chance. Pierre Zandrowicz had, during a long time, the film project in a drawer. “We had tried to make a documentary, a feature film, a short film, but the story was complex and the sponsors fell short. We realized that the solution was to tell the story with a virtual reality headset, creating in the spectator a feeling of empathy for this robot head,” he said. I, Philip is a film told from the subjective point of view, in which the spectator gets into the head of a robot and recreates the spirit of Philip K. Dick. As soon as Antoine took his first demos of virtual reality tryouts to ARTE’s web center, Gilles Freissinier, head of the center, was
ARTE web, were concerned that the camera-gaze of the characters, present in so many scenes of the movie, might not work. “We worked for a month and a half on the demo and then took it to a screening,” said Pierre. “They saw the film only once – it was incredibly frustrating – and said: “Okay, cool!” We asked them if they would want to see it another time. They told us: “No, no, it’s fine!” And that is how our short-film was born, in which, the moment the spectator puts on their virtual
reality
headset,
they
find
themselves
inside the head of a robot, a kind of digital creature amid humans. To film I, Philip it was necessary to create a
recording
device
from
scratch.
“We
brought
together a few techniques in order to cre-
one first and then the other… the second actor
ate a real cinematic effect, we did not want
had no right to interact, he could not even move,
the GoPro effect (six GoPro cameras mounted
since it would ruin the sound.” In other words,
together are standard for 360 journalism). What
a 360 film forced us to reinvent the good old
is more, we wanted to film with some relief”,
reverse shot. “Filming was very challenging for
said Pierre. With that goal in mind, he mounted
the actors,” said Antoine. “But then Pierre could
two Red cameras (super high definition digital
direct the actors, the director lit the scene.”
cameras) to film in 3D. The microphones were
In sum, it was about making movies.
installed on top of the cameras, which forced them to suppress the fans and attach a long tube to the back of the equipment to guarantee the necessary ventilation. “It was a very strange camera...” “Where did our desire to film in relief come from? Well, from the desire to recreate reality! If you wear a virtual reality headset and watch a 360 video, it is like looking through a bubble. Reality is in relief,” said Antoine.
But what happens to film in a 360 movie? We know that its grammar is turned inside out. To start, there is no “outside the scene,” since the camera captures the scene from every angle. “The ‘outside the scene’ in virtual reality, is the room next door. There is a scene in I, Phillip in which we hear the conversation of two characters that we do not see. They are in a different room, down the hallway,” said Pierre. Thus, for the spectator, the frame is built through exclusion,
The two partners and producers belong to an
since what they see is always a fraction of a 360º
elite international group of virtual reality
image. This means that the director needs action
&
happening in a number of places within the frame.
Paul, and American Chris Milk (Within), that
“Virtual reality means establishing a hierarchy
manufacture their own filming devices to bring
in the various elements of a scene. First we have
an old dream to life: to recreate reality in
the fundamental elements, that the spectator can-
the truest possible manner. “If we stick to
not miss so they can understand the story. A good
our level of expectations, we will continue
part of the narrative in virtual reality consists
to manufacture cameras. Until now, what we did
in guiding the spectator’s eye, through sound,
was to make the best camera possible for that
light, image movements, so that they see what can
film. The next one will have nothing to do with
be seen and when it can be seen. And there are
the camera used in I, Philip”.
other elements, placed here and there, that make
hackers,
along
with
the
Canadians
Felix
Pierre quickly gave up on filming in 360, which
the story richer,” said Antoine.
implied leaving the scene once the camera was
And what about the frame, this crucial decisions
activated. This on the other hand, led to risky
for
challenges. “Since we wanted perfect stitch-
augments, adds complexity, provides rhythm to
a
filmmaker,
that
excludes,
accentuates,
ing, (stitching is to conjoin various points
action; has not the frame been equally abolished?
of view so as to reconstruct a 360 image)
We can imagine the commotion among the guardians
we would film in a series of stages. More
of the seventh art, ready to pounce: no frame,
concretely, when two actors had a dialogue,
can we still talk about film? “This story of say-
I would not film them together. I would film
ing there is no frame, because the camera films
OKIO-STUDIO, FRANCE’S PIONEERING VIRTUAL REALITY STUDIO... - BY XAVIER DE LA VEGA · 83-86
85
everything…”, contested Pierre. “In 360º people
This feeling of “presence” became a mantra for the
do not film everything. It is the positioning
virtual reality community. The moment Pierre saw
of the camera that will induce, or not, the
(with a headset) the work The Battle for Northern
feeling of being in someone else’s place. The
Syria, produced by Okio-report for Le Parisien
composition of the frame is still a decisive
in partnership with the Smart press agency based
choice. We filmed a scene at the Etretat beach
in Syria, he had for the first time in his life
(in Normandy). We could have placed the camera
the feeling of omnipresence. “Suddenly Syria was
in a thousand different places. We chose one
here, and I was there.”
in which the rocks were filmed in relief, and this added to the narrative. Virtual reality scares directors because they fear that their role may disappear, but in fact, in virtual reality there are an infinite number of decisions to be made.”
With
the
ongoing
experimentation
that
contem-
plates the entire potential of virtual reality, is there still a place for the production of classical digital images –
that is, if we dare use
the term ‘classic’ for formats from 10 years ago? For Antoine, the answer is absolutely affirma-
Virtual reality is a form of film with inherent
tive: “Virtual reality will certainly have great
interactivity, activated by the movements of
importance in the future - Goldman Sachs predicts
the head (and body, depending on the device
it will have a trajectory comparable to that of
used).
the
television. But it will continue to coexist with
spectator will react to a certain image? “Our
But
how
can
one
anticipate
how
web and audiovisual content. There is nothing
main role is to guide the spectator’s gaze.
that says that the spectator will have a desire
But there is also what I would call a passive
to be permanently immersed in virtual reality.
interactivity: the spectator activates a few
They will prefer to alternate between immersive
elements inside the image. A certain character
content and a 2D soccer match with alternating
will only appear if the spectator looks in
planes; or they will be moving from an internet
that direction, but also will not appear if the
tab with a documentary and specific sequences of
spectator does not look in the right direction.
virtual reality. The future lies within media
This interactivity is what I think is more
complementation.”
interesting than in web documentaries, where the choices are clear (go left or right?). In this case, the spectator has no awareness of what he or she lost,” said Pierre. It is possible that I, Philip has benefitted from such interaction by redirecting the movements of the spectator to the heart of the action. The ability to move one’s head to all sides, at specific points in time, may interfere with the spectator’s identification with the robot, and thus their presence in the action.
CAPÍTULO 4 | CHAPTER 4
MOSTRA BUG - CATÁLOGO THE BUG EXHIBITION – CATALOG
BUG - NARRATIVAS INTERATIVAS E IMERSIVAS · ANDRÉ PAZ E SANDRA GAUDENZI/ORG ISBN 978-85-64919-30-3 / 978-85-64919-31-0 · RIO DE JENRIO · 224 PÁGINAS EDITORA: AUTOMATICA · COEDIÇÃO: LETRA E IMAGEM / OI FUTURO · BUG404.NET
105
Highrise: Out My Window
2010
Highrise: Out My Window fala da vida urbana por meio de pessoas que habitam arranha-céus e observam o mundo de suas janelas. São 49 histórias vindas de 13 cidades ao redor do planeta. O documentário mostra recortes diverso`s de vidas imersas em gigantescas torres residenciais de concreto. É um dos primeiros documentários interativos com visualização em 360o do mundo e foi a primeira iniciativa do premiado projeto multiplataforma e colaborativo Highrise, ainda em desenvolvimento, sempre com foco na experiência humana em grandes edifícios.
PRODUÇÃO/PRODUCTION: NATIONAL FILM BOARD OF CANADA (NFB) •
outmywindow.nfb.ca
Highrise: Out My Window discusses urban life through the stories of people who inhabit skyscrapers and observe the world through their windows. There are 49 stories from 13 cities around the planet. The documentary shows various slices of life as immersed in gigantic, concrete-slab towers. It is one of the world’s first, interactive 360o documentaries and was the first initiative from the award-winning, multiplatform and collaborative project, Highrise, still in development, and always with a focus on the human experience in large buildings.
REALIZAÇÃO/CREATOR: KATERINA CIZEK
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • CANADÁ/CANADA
INTERACTIVE NARRATIVES
NARRATIVAS INTERATIVAS
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
107
Hollow
2013
2015
Network Effect explora o efeito psicológico do uso da internet na humanidade. O projeto se baseia nos infinitos cruzamentos de informações que o usuário pode gerar a partir de um gigantesco banco de dados composto por 10 mil videoclipes, 10 mil frases faladas, notícias, tweets, gráficos, listas e milhões de dados postados por indivíduos na web. Só há uma questão: a janela de visualização é limitada a cerca de sete minutos (cálculo feito a partir da expectativa de vida média no país de onde a página é acessada), induzindo o usuário a um estado de ansiedade, de impossibilidade de conclusão. Uma provocação a respeito da ilusão de conhecimento e completude gerada pela internet.
PRODUÇÃO/PRODUCTION: JONATHAN HARRIS E GREG HOCHMUTH • REALIZAÇÃO/CREATOR: JONATHAN HARRIS E GREG HOCHMUTH
networkeffect.io
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • EUA/USA
Network Effect
Hollow é um documentário interativo que investiga o declínio populacional da América rural por meio da história dos moradores do condado de McDowell, na Virgínia Ocidental. Em 2013, a população era composta por 22 mil moradores, bem abaixo dos 100 mil durante o auge industrial vivido em meados do século XX. O motivo principal seria a saída de jovens e adultos em busca de melhores oportunidades de emprego em cidades maiores, um fenômeno ainda em curso.
Network Effect explores the psychological effects of internet use on humanity. The project is based on the infinite cross sections of information which the user can generate through a gigantic database composed of 10 thousand video clips, 10 thousand spoken phrases, news stories, tweets, graphics, lists, and millions of data posted by individuals on the web. There is only one issue: the viewing window is limited to around seven minutes (a calculation based on the average life expectancy in the country from which the page is accessed), inducing in the user a state of anxiety, frustrating any attempt at conclusion. A provocation related to the illusion of knowledge and completeness generated by the internet.
Hollow is an interactive documentary which investigates rural America’s population decline through the story of the residents of McDowell country, West Virginia. In 2013, the population consisted of 22 thousand residents, well below the 100 thousand experienced during the industrial boom in the 20th century. The main motive for youths and adults to leave was the search of better job opportunities in bigger cities, a phenomenon which continues today.
PRODUÇÃO/PRODUCTION: REQUISITE MEDIA, LLC • REALIZAÇÃO/CREATOR: ELAINE MCMILLION SHELDON
hollowdocumentary.com
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • EUA/USA
Ilha Grande: Cada Praia, uma Ilha; Cada Ilha, uma História 2015
2017
The web documentary, Ilha Grande: Cada Praia, uma Ilha; Cada Ilha, uma História, gathers stories about characters and curiosities from nine beaches of Ilha Grande, an island paradise located in southern Rio de Janeiro state. It also offers suggestions of local guides, housing, restaurants, and transportation services. The webdoc is part of a development project aiming to promote social technology which supports community-based tourism initiatives in environmentally protected areas.
A Colônia de Itapuã, localizada no município gaúcho de Viamão, foi um dos 33 “vilarejos-hospital” construídos na década de 1940 pelo então presidente Getúlio Vargas para isolar pessoas com hanseníase. A colônia chegou a abrigar 1.454 pessoas, muitas delas abandonadas por suas famílias. Hoje, apenas 35 moradores permanecem lá, todos com mais de 60 anos. A Cidade Inventada reúne vasto material sobre o passado e o presente do lugar, como vídeos, mapas, gravações em fita cassete feitas pelos moradores e um cinejornal produzido na época da inauguração da colônia. O objetivo é evitar que Itapuã caia no esquecimento.
Itapuã, located in the municipality of Viamão in Rio Grande do Sul, was one of the 33 “hospital villages” constructed in the 1940s by then-president Getúlio Vargas to quarantine people with Hansen’s Disease. The colony was home to 1,454 people, many of whom were abandoned by their families. Today, only 35 residents remain, all more than 60 years old. The Invented Village gathers a vast array of material on the village’s past and present, including videos, maps, cassette tape recordings made by residents, and a newsreel produced for the colony’s inauguration. The objective is to keep Itapuã from falling into the abyss of the forgotten.
PRODUÇÃO/PRODUCTION: TEMPO PORTO ALEGRE • REALIZAÇÃO/CREATOR: LILIANA SULZBACH
acidadeinventada.com.br
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
A Cidade Inventada
O webdocumentário Ilha Grande: Cada Praia, uma Ilha; Cada Ilha, uma História reúne histórias de personagens e curiosidades sobre nove praias deste que é considerado um paraíso no sul do estado do Rio de Janeiro. Também traz sugestões de guias locais, hospedagens, restaurantes e serviços de transporte. O webdoc faz parte de um projeto de desenvolvimento e difusão de uma tecnologia social voltada para apoiar iniciativas de turismo de base comunitária no entorno de áreas protegidas.
PRODUÇÃO/PRODUCTION: LABORATÓRIO DE TECNOLOGIA E DESENVOLVIMENTO SOCIAL (LTDS) DA UFRJ • REALIZAÇÃO/CREATOR: ANDRÉ PAZ
ilhagrandewebdoc.website
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
109
2011
2015
Through self-representation, three photographers, residents of the Maré favela (AF Rodrigues, Jaqueline Felix, and Ratão Diniz) provide their perspectives in discussing the stereotypes of Rio de Janeiro favelas. These youths narrate their lives amidst a backdrop of contradiction: they portray the happiness of everyday life and the difficulties faced by those who live in often precarious urban conditions. It addresses a Rio distant from the traditional postcard image. Due to this, however, it is far more real and human.
The Quipu Project é um projeto transmídia, interativo e colaborativo sobre as mais de 300 mil pessoas afetadas pelo programa de esterilização forçada que ocorreu no Peru nos anos 1990. A premissa fundamental é divulgar os testemunhos de quem sofreu e continua sofrendo as consequências dessa violação, em termos físicos e psicológicos, e buscar maneiras de apoiá-los tanto com reconhecimento quanto reparação dos danos.
The Quipu Project is a transmedia, interactive, and collaborative project about the more than 300 thousand people affected by the forced sterilization project which occurred in Peru in the 1990s. The fundamental premise is to disseminate the testimonies of those who suffered and continue to suffer the consequences of this violation, both physical and psychological, and search for ways to support them through recognition and reparation.
PRODUÇÃO/PRODUCTION: CHAKA STUDIO • REALIZAÇÃO/CREATOR: MARIA COURT E ROSEMARIE LERNER
interactive.quipu-project.com
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • INGLATERRA/ENGLAND
The Quipu Project
Por meio da autorrepresentação, três fotógrafos moradores do Complexo da Maré (AF Rodrigues, Jaqueline Felix e Ratão Diniz) trazem seus olhares e colocam em discussão os estereótipos criados sobre as favelas cariocas. Esses jovens se ocupam em narrar suas vidas num cenário de contrastes: retratam as alegrias do dia a dia e as dificuldades de quem convive com condições urbanas muitas vezes precárias. Trata-se de um Rio de Janeiro longe das imagens dos cartões-postais tradicionais. Mas, por isso mesmo, muito mais real e humano.
PRODUÇÃO/PRODUCTION: CROSS CONTENT • REALIZAÇÃO/CREATOR: MARCELO BAUER
riodejaneiroautorretrato.com.br
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
Rio de Janeiro: Autorretrato
Prison Valley 2010
2015
Prison Valley is an interactive road movie which puts the user in the place of a journalist investigating the United States prison industry. The story takes place at the heart of the American prison sector: Fremont County, Colorado, the home of 36 thousand people and 13 prisons. One of these is called ADX Supermax, the only maximum security prison on American territory.
Mujeres en Venta aborda as etapas do crime de tráfico de mulheres na Argentina, desde a captura e maneiras de enganá-las até as rotas que são percorridas, a exploração sexual e o resgate. Os relatos corajosos das vítimas que conseguiram escapar do horror se cruzam com os dados produzidos por uma minuciosa investigação jornalística e com o testemunho de especialistas, familiares e organizações antitráfico.
Women for Sale addresses the stages of the criminal trafficking of women in Argentina, from their capture and manners of tricking them, to the trafficking routes, sexual exploitation, and rescue. The courageous accounts from victims who managed to escape their horror intersect with data produced from a detailed journalistic investigation and with testimony from specialists, relatives, and anti-trafficking organizations.
PRODUÇÃO/PRODUCTION: #DCMTEAM | PRODUCCIONES TRANSMEDIA – UNIVERSIDADE NACIONAL DE ROSÁRIO • REALIZAÇÃO/CREATOR: DFERNANDO IRIGARAY E SUA EQUIPE DO DEPARTAMENTO DE COMUNICAÇÃO MULTIMÍDIA (#DCMTEAM)
documedia.com.ar/mujeres
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • ARGENTINA
Mujeres en Venta
Prison Valley é um road movie interativo que coloca o usuário no lugar de um jornalista que investiga a indústria carcerária nos Estados Unidos. A história se passa no coração do setor carcerário americano: o condado de Fremont, no Colorado, lugar que abriga 36 mil pessoas e treze prisões. Uma delas é a chamada ADX Supermax, única prisão de segurança máxima em território norte-americano.
PRODUÇÃO/PRODUCTION: ARTE E UPIAN • REALIZAÇÃO/CREATOR: DAVID DUFRESNE E PHILIPPE BRAULT
prisonvalley.arte.tv
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • FRANÇA/FRANCE
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
111
Do Not Track
2015
2016
Jerusalem: We Are Here é um documentário interativo que, por meio da tecnologia, traz os palestinos de volta a Jerusalém, de onde foram expulsos em 1948 para a constituição do Estado de Israel. O projeto foi desenvolvido entre 2012 e 2015 por meio de uma plataforma colaborativa que mapeou e trouxe à tona histórias de uma cidade não mais visível. Para isso, contou com a participação de palestinos que pesquisaram sobre o passado de suas famílias e seu doloroso presente. Junto com a equipe do documentário, produziram vídeos curtos e poéticos, repletos de nostalgia. Além de acessar os filmes, o público também pode participar de três tours virtuais pelas ruas do bairro de Katamon. Enquanto as cenas mostram uma Jerusalém contemporânea, a narração em off fala sobre o cotidiano na década de 1940.
Jerusalem: We Are Here is an interactive documentary which, using technology, brings Palestinians back to Jerusalem, from which they were expelled in 1948 for the creation of the State of Israel. The project was developed between 2012 and 2015 through a collaborative platform which mapped a no longer visible city, bringing back a forgotten history. It counted on the participation of Palestinians, who researched their family’s past and their painful present. Together with the documentary’s team, they produced short, poetic videos filled with nostalgia. As well as accessing the films, the public can also participate in three virtual tours through the streets of the Katamon neighborhood. While the scenes show a contemporary Jerusalem, the narrator speaks of everyday life in the 1940s.
PRODUÇÃO/PRODUCTION: HELIOS DESIGN LABS • REALIZAÇÃO/CREATOR: DORIT NAAMAN
info.jerusalemwearehere.com
REALIZAÇÃO/CREATOR:
Do Not Track is a documentary series about privacy and the web economy. During each of the seven interactive episodes, the user is asked to provide some data about herself and, with this, experience the methods and tools which trackers use commercially. The idea is to provoke reflections regarding the personal information which is collected and utilized by numerous companies and services, even when the person does not consciously authorize its use. Each episode explores one aspect of how the web has transformed into a space where movement, speech, and identity are recorded, tracked, and used without permission. From cellular telephones to social networks, from personalized advertisements to Big Data, each episode will have its own focus, narrative and visual style.
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • CANADÁ/CANADA
Jerusalem: We Are Here
Do Not Track é uma série documental sobre privacidade e economia na web. Durante cada um dos setes episódios interativos, o usuário é solicitado a fornecer alguns dados sobre si mesmo e, com isso, experimenta os métodos e ferramentas que rastreadores usam comercialmente. A ideia é provocar reflexões a respeito das informações pessoais que são coletadas e utilizadas por inúmeras empresas e serviços, mesmo quando a pessoa não autoriza conscientemente o uso. Cada episódio explora um aspecto de como a web tem se transformado em um espaço onde movimentos, fala e identidade são gravados, rastreados e utilizados sem permissão. Dos telefones celulares a redes sociais, de publicidade personalizada a Big Data, cada episódio tem um foco, narrativa e visual próprios.
PRODUÇÃO/PRODUCTION: UPIAN, NATIONAL FILM BOARD OF CANADA (NFB), ARTE E BAYERISCHER RUNDFUNK (BR) • BRETT GAYLOR
donottrack-doc.com
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • CANADÁ/CANADA
Momento MX 2017
2014
Momento MX is an interactive documentary which sketches a picture of the recent creative communities in Mexico. The user can explore two thematic axes: one dedicated to independent publishers in Mexico City, and another which explores the electronic and experimental music scene in the country. Each theme includes five sections - actors, processes, products, markets, and panorama - and each of them unfolds in one interactive video and one immersive, 360o video. For example, the navigation architecture allows the user to compare the industries. The project foresees the future publication of four more thematic axes.
The Shirt on Your Back é um documentário interativo baseado no desastre de Rana Plaza, o acidente mais fatal da história da indústria mundial. Em 2013, uma gigantesca fábrica têxtil ruiu, matando mais de 1.130 pessoas e ferindo o dobro. Neste trabalho, o ciclo de vida de uma camisa é traçado e usado como mote disparador de questões sobre o terrível custo humano envolvido na fabricação dos milhares de peças que saem de Bangladesh direto para as prateleiras de marcas de roupas “fast fashion” em todo o mundo.
The Shirt on Your Back is an interactive documentary based on the Rana Plaza disaster, the deadliest accident in the history of global industry. In 2013, a gigantic textile factory collapsed, killing more than 1,130 people and injuring twice that. In this work, the life cycle of a shirt is traced and used as a jumping-off point for questions about the terrible human cost involved in fabricating the thousands of pieces which leave Bangladesh directly for the shelves of “fast fashion” clothing brands all over the world.
PRODUÇÃO/PRODUCTION: THE GUARDIAN • REALIZAÇÃO/CREATOR: LINDSAY POULTON
theguardian.com/world/ng-interactive/2014/apr/bangladesh-shirt-on-your-back
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • INGLATERRA E BANGLADESH/ENGLAND AND BANGLADESH
The Shirt on Your Back
Momento MX é um documentário interativo que traça um panorama sobre as recentes comunidades criativas no México. O usuário pode explorar dois eixos temáticos: um dedicado a editores independentes na Cidade do México e outro que explora o cenário da música eletrônica e experimental no país. Cada tema inclui cinco seções – atores, processos, produtos, mercado e panorama – e cada uma delas se desdobra em um vídeo interativo e um vídeo imersivo em 360o. A arquitetura de navegação permite ao usuário, por exemplo, comparar as indústrias entre si. O projeto prevê a publicação futura de mais quatro eixos temáticos.
PRODUÇÃO/PRODUCTION: AURA CULTURA · REALIZAÇÃO/CREATOR: PABLO MARTÍNEZ ZÁRATE
momentomx.com
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • MÉXICO/MEXICO
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
113
2011
2010
Bugarach: Cómo Sobrevivir al Apocalipsis is an interactive documentary about the only place which, according to the ancient Mayan civilization, would survive the end of the world, which they predicted for 21 December, 2012: the small village of Bugarach, north of the French Pyrenees. The playful platform gathers data and trivia about the place, and works like a videogame: the user can only advance in the story and survive the apocalypse by carrying out certain tasks - which include meeting some of the two-hundred residents and exploring the streets and forests in search of clues about the locale and the origin of the enigmatic prediction. The user’s choices, as well as the seasons of the year and its climatic changes are factors which alter the way the story is revealed. The project also includes other facets: a linear documentary, a participatory virtual community, and print and digital editions of a photobook with reflections on the film, based on the experience of filming.
This Land é um documentário interativo baseado na experiência vivida pela documentarista Dianne Whelan, primeira mulher a acompanhar a expedição de uma patrulha militar no norte do Canadá. Formada por sete homens, ocidentais e inuítes, o objetivo da missão era alcançar o extremo norte do país. Viajando em trenós motorizados, eles percorreram mais de 2 mil quilômetros em um dos locais mais ermos do planeta. Dianne registrou toda a experiência em vídeo, fotos e texto, narrados para esse projeto por Karin Konoval. A navegação é orientada em função dos dias – dezesseis, no total – que o grupo levou para completar a épica aventura no Ártico. Além disso, também são disponibilizados alguns dados climáticos que evidenciam as condições extremas que enfrentaram.
PRODUÇÃO/PRODUCTION: NATIONAL FILM BOARD OF CANADA (NFB) • REALIZAÇÃO/CREATOR: DIANNE WHELAN E JEREMY MENDES
thisland.nfb.ca
This Land is an interactive documentary based on the experience of the documentarian Dianne Whelan, the first woman to join the expedition of a military patrol in northern Canada. Composed of seven Western and Inuit men, the mission’s objective was to reach the country’s extreme north. Riding snowmobiles, they traveled over 2 thousand kilometers in one of the most isolated areas on the planet. Dianne documented the experience in video, photos, and text, with narration by Karin Konoval. Navigation is guided by the days - sixteen in total -which the group took to complete the epic, Arctic adventure. Beyond these, there is also climate data which demonstrates the extreme conditions faced by the team.
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • CANADÁ/CANADA
This Land
Bugarach: Cómo Sobrevivir al Apocalipsis é um documentário interativo sobre o único lugar que, de acordo com a antiga civilização maia, sobreviveria ao fim do mundo previsto para o dia 21 de dezembro de 2012: a pequena vila de Bugarach, ao norte dos Pirineus franceses. A plataforma lúdica funciona como um videogame: o usuário só consegue avançar na história e sobreviver ao apocalipse se realizar algumas tarefas – o que inclui conhecer alguns dos duzentos moradores e explorar ruas e florestas em busca de pistas sobre o local e a origem da enigmática previsão. O projeto inclui um documentário linear, uma comunidade participativa virtual e edições impressa e digital de um livro de fotografias baseado nas experiências das filmagens.
PRODUÇÃO/PRODUCTION: NANOUK FILMS E LAB RTVE • REALIZAÇÃO/CREATOR: SERGI CAMERON
lab.rtve.es/webdocs/bugarach/
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • ESPANHA/SPAIN
Bugarach: Cómo Sobrevivir al Apocalipsis
Amazônia 2017
2015
The web documentary Amazônia, is a compilation of reports, videos, infographics, photographs, and podcasts about the Amazon, produced by the magazine Pesquisa Fapesp over nearly twenty years. The content was grouped in seven larger themes - geological formation, biodiversity, pre-Colombian peoples, populations, climate, biotechnologies, and perspectives -, addressing distinct areas of knowledge. The web documentary provides more than three hours of audio and video, as well as dozens of reports, interviews, and infographics.
Redes Estratégicas é um projeto composto por cinco vídeos interativos que apresentam parte das pesquisas-ações coordenadas pelo Departamento de Ações Programáticas Estratégicas (Dapes) do Ministério da Saúde, de 2011 a 2015. O trabalho se organiza em torno de redes temáticas, que incluem saúde da mulher, da criança, da pessoa com deficiência e da pessoa privada de liberdade. A divulgação dessas experiências tem o objetivo de ampliar a comunicação e informação sobre os temas e evidenciar a importância do Sistema Único de Saúde (SUS) na garantia de direitos básicos. O projeto conta com recursos de acessibilidade (Audiodescrição e Libras).
Redes Estratégicas is a project composed of five interactive videos which present part of the research-actions coordinated by the Department of Strategic and Programmatic Actions (DAPES) of the Ministry of Health between 2011 and 2015. The work is organized around thematic networks, which include women’s health, children’s health, and the health of handicapped people and those deprived of their freedom. The dissemination of these experiences has the objective of amplifying communication and information on these topics and demonstrating the importance of the Single Health System (SUS) in guaranteeing basic rights. The project includes accessibility features (Audio-description and Brazilian Sign Language).
PRODUÇÃO/PRODUCTION: JARDIM DIGITAL • REALIZAÇÃO/CREATOR: GIULIANO DJAHJAH, GUSTAVO JUNQUEIRA E JULIO BRAGA
redesestrategicassus.org
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL
Redes Estratégicas
O webdocumentário Amazônia é uma compilação de reportagens, vídeos, infográficos, fotografias e podcasts sobre a Amazônia produzidos pela revista Pesquisa Fapesp ao longo de quase vinte anos. Os conteúdos foram agrupados em sete grandes temas – formação geológica, biodiversidade, povos pré-colombianos, populações, clima, biotecnologias e perspectivas –, abrangendo distintas áreas do conhecimento. Estão disponíveis no webdoc mais de três horas de áudios e vídeos, além de dezenas de reportagens, entrevistas, animações e infográficos.
PRODUÇÃO/PRODUCTION: PERIPÉCIA FILMES • REALIZAÇÃO/CREATOR: TIAGO MARCONI E CAIO POLESI
revistapesquisa.fapesp.br/webdoc/amazonia
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
115
Rio Frescobol
2018
2018 BRASIL/BRAZIL
Rio Frescobol is an interactive documentary which shows some of the history of this genuine Rio de Janeiro sport. Athletes and amateurs gathered at Copacabana beach and Flamengo Park present the philosophy and culture of frescobol, as well as the basic strokes of the sport and some trivia about it.
EntreVilas é o primeiro documentário interativo que mergulha nas vilas operárias e no contexto da urbanização paulistana. A proposta é discutir as relações entre trabalho e moradia, registrar o contexto em que as vilas foram construídas e sua relevância na constituição das famílias e na expansão da cidade de São Paulo. Com vídeos, fotos e textos, o projeto costura um traçado imaginário entre temáticas e personagens das vilas Maria Zélia (Cia. Nacional de Tecidos de Juta, 1916), Cerealina (Indústrias Reunidas Fábrica Matarazzo, 1924), Triângulo (Cia. Brasileira de Cimento Portland, 1926) e Economizadora (Moinho Santista, 1935).
EntreVilas is the first interactive documentary to dive into the model villages and the context of São Paulo urbanization. The proposal is to discuss the relationships between work and housing, documenting the context in which the villages were constructed and their relevance in the constitution of families and in the expansion of the city of Sao Paulo. With videos, photos, and texts, the project stiches together an imaginary outline between the themes and characters from the villages of Maria Zélia (Cia. Nacional de Tecidos de Juta, 1916), Cerealina (Indústrias Reunidas Fábrica Matarazzo, 1924), Triângulo (Cia. Brasileira de Cimento Portland, 1926) and Economizadora (Santista Mill, 1935).
PRODUÇÃO/PRODUCTION: ESTÚDIO CRUA • REALIZAÇÃO/CREATOR: ESTÚDIO CRUA
entrevilasdoc.com.br
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY •
EntreVilas
Rio Frescobol é um documentário interativo que mostra um pouco da história deste esporte genuinamente carioca. Atletas e amadores reunidos na praia de Copacabana e no Aterro do Flamengo apresentam a filosofia e a cultura do frescobol, além dos golpes e curiosidades sobre o esporte.
PRODUÇÃO: CENTRAL DE PRODUÇÃO MULTIMÍDIA DA ESCOLA DE COMUNICAÇÃO DA UFRJ • REALIZAÇÃO: MESTRADO PROFISSIONAL EM CRIAÇÃO E PRODUÇÃO DE CONTEÚDOS DIGITAIS DA ESCOLA DE COMUNICAÇÃO DA UFRJ. A PARTIR DA IDEIA ORIGINAL DE ANTONIO J. CARVALHO, ALUNOS, PROFESSORES E TÉCNICOS TRABALHARAM COLABORATIVAMENTE NA REALIZAÇÃO DA OBRA / PRODUCTION: UFRJ SCHOOL OF COMMUNICATION MESTRADO PROFISSIONAL EM CRIAÇÃO E PRODUÇÃO DE CONTEÚDOS DIGITAIS. ORIGINAL IDEA BY ANTONIO J. CARVALHO. STUDENTS, PROFESSORS, AND TECHNICIANS WORKED IN COLLABORATION TO PRODUCE THE WORK.
riofrescobol.art.br
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
2015
2017
Farmers Iracema and Dirceu Conofre de Campos and their fourteen children are part of a statistic which is not always associated with the state of Santa Catarina: that of people in extreme poverty. Over two years and seven months, a reporter accompanied this family, documenting their pain and their victories in audio, photo, and video. This material forms the foundation of As Quatro Estrações de Iracema e Dirceu, an interactive platform which invites the user to travel along this economic and social journey with a basis in the cycles of nature. The work won the 37th Vladimir Herzog Prize for Amnesty and Human Rights in the Multimedia category.
Híbridos is an ethnographic study into the multiplicity of the world of sacred, Brazilian ceremonies, and also into cinematographic language and its poetic potential. The interactive website hosts around 150 films, interviews, texts, and links to other authors’ works, the result of documenting more than seventy different ceremonies around the country over three years of wandering. From Afro-Brazilian ceremonies in Bahia to the new version of Umbanda in Minas Gerais; from ancestral indigenous ceremonies in Acre to the growing evangelical services in Rio de Janeiro, the project is the largest poetic collection of Brazilian spiritual culture, and is also unveiled as a feature film, live cinema performances, and site specific installations.
FEEVER FILMES E PETITES PLANÈTES • REALIZAÇÃO/CREATOR: PRISCILLA TELMON E VINCENT
Híbridos é uma pesquisa etnográfica sobre a multiplicidade do mundo das cerimônias sagradas brasileiras e também sobre a linguagem cinematográfica e seu potencial poético. O website interativo abriga cerca de 150 filmes, entrevistas, textos e links para trabalhos de outros autores, resultado do registro de mais de sessenta cerimônias diferentes pelo país afora durante três anos de andanças. Dos cultos afro-brasileiros da Bahia às novas formas da umbanda em Minas Gerais; dos rituais indígenas ancestrais no Acre aos crescentes cultos evangélicos no Rio de Janeiro, o projeto é a maior coleção poética sobre a cultura espiritual brasileira e se desdobra também em um filme longa-metragem, performances de cinema ao vivo e instalações site specific.
MOON
PRODUÇÃO/PRODUCTION:
hibridos.cc
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL E FRANÇA/BRAZIL AND FRANCE
Híbridos: Os Espíritos do Brasil
Os agricultores Iracema e Dirceu Canofre de Campos e seus catorze filhos fazem parte de uma estatística nem sempre associada ao estado de Santa Catarina: a das pessoas em situação de miséria. Ao longo de dois anos e sete meses, uma repórter acompanhou essa família, registrando em áudio, foto e vídeo suas dores e vitórias. Esse material é a base de As Quatro Estações de Iracema e Dirceu, uma plataforma interativa que convida o usuário a percorrer essa travessia econômica e social com base nos ciclos da natureza. O trabalho venceu o 37o Prêmio Vladimir Herzog de Anistia e Direitos Humanos na categoria Multimídia.
PRODUÇÃO/PRODUCTION: DIÁRIO CATARINENSE • REALIZAÇÃO/CREATOR: ÂNGELA BASTOS
clicrbs.com.br/sites/swf/DC_quatro_estacoes_iracema_dirceu
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
As Quatro Estações de Iracema e Dirceu
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
117
Mapas Afetivos
2014
2016
Cities are not made of concrete, but stories, and their people are their greatest wealth, their color. The project, Mapas Afetivos, unites and geo-locates dozens of video accounts of both famous and everyday people, about notable memories imprinted in the neighborhoods, streets, parks and homes which, sometimes, no longer exist. Through these accounts, it is possible to become familiar with a once invisible city, now more human, composed of affects and intimacy. The project also includes cultural workshops on affective recognition of territories in various cities around the country.
Meu Rio Vale um Webdoc é um documentário interativo que apresenta um mosaico de “postais audiovisuais” do Rio de Janeiro, criados por alunos do curso homônimo realizado nas Naves do Conhecimento em 2016. Os vídeos apresentam as principais paisagens e personagens de Irajá, Madureira, Vila Aliança, Padre Miguel, Triagem, Nova Brasília, Penha e Santa Cruz, locais onde o curso foi realizado. A produção coletiva reúne imagens de drone, vídeos em 360o, time-lapses, clipes musicais e registros de percursos e leituras poéticas, rodas de rap e de capoeira, além de entrevistas com artistas, religiosos e peladeiros locais. O usuário ainda pode enviar um postal audiovisual por e-mail, escolhendo três vídeos de cada bairro.
Meu Rio Vale um Webdoc is an interactive and collaborative documentary which presents a mosaic of “audiovisual postcards” of Rio de Janeiro, created by groups of students from the course held in Naves do Conhecimento in 2016. The collective production gathered drone images, 360o videos, time lapses, interviews, musical clips, from each of the eight neighborhoods which host the Naves do Conhecimento (Irajá, Madureira, Vila Aliança, Padre Miguel, Triagem, Nova Brasília, Penha, and Santa Cruz). The user can also send an audiovisual postcard by email, and choose three videos from each neighborhood to create it.
PRODUÇÃO/PRODUCTION: NAVES DO CONHECIMENTO E CRIA PROJETOS E NARRATIVAS • REALIZAÇÃO/CREATOR: ALUNOS DAS NAVES DO CONHECIMENTO, FELIPE VARANDA E MAYRA JUCÁ
meuriovaleumwebdoc.com.br
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • EUA/USA
Meu Rio Vale um Webdoc
As cidades não são feitas de concreto, mas de histórias, e têm nas pessoas sua maior riqueza, seu colorido. O projeto Mapas Afetivos reúne e geolocaliza dezenas de relatos em vídeo, de gente famosa e de desconhecidos, sobre memórias marcantes impressas em bairros, ruas, parques e casas que, por vezes, nem existem mais. Por meio dessas falas, é possível conhecer uma cidade antes invisível, mais humana, composta por afeto e intimidade. O projeto inclui também oficinas culturais de reconhecimento afetivo de territórios em diversas cidades do país.
PRODUÇÃO/PRODUCTION: LIQUID MEDIA LAB • REALIZAÇÃO/CREATOR: FELIPE LAVIGNATTI E ANDRÉ DEAK
mapasafetivos.com.br
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
2016
2013
The Oficinas Kinoforum de Realização Audiovisual [Kinoforum Audiovisual Production Workshops] interactive catalog gathers a vast array of content produced by the project, which was created in 2001 by the Associação Cultural Kinoforum to awaken an interest in film production amongst underprivileged youth. During its workshops, participants have the opportunity to elaborate, produce, and film their own work.
Se Eu Demorar uns Meses é um webdocumentário composto por dez vídeos curtos baseados nos relatos de presos políticos opositores à ditadura militar brasileira. Foram interpretados por Juan Martyn e Neusa Velasco e gravados no interior do Memorial da Resistência, antigo prédio do DOPS – considerada uma das polícias políticas mais truculentas do país –, mais especificamente nas áreas que reproduzem as celas tal como eram no período entre 1971 e 1982. O projeto também reúne fotografias coletadas no Arquivo Público do Estado de São Paulo. Um resgate da memória que coloca o documentário e a linguagem web como ferramentas a serviço da reflexão e da verdade, abordando questões políticas, sociais, culturais e, sobretudo, históricas.
If I Am a Few Months Late is a web documentary consisting of ten short videos based on the accounts of political prisoners who opposed the Brazilian military dictatorship. They were interpreted by Juan Martyn and Neusa Velasco and recorded inside the Memorial da Resistência, the old headquarters of DOPS - considered to be one of the most violent political police forces in the country -, more specifically in the areas which reproduce the cells as they were between 1971 and 1982. The project also gathers photographs collected from the São Paulo State Public Archives. A recovery of memory which uses the web documentary and language as tools in service of reflection and truth, addressing political, social, cultural, and, above all, historical issues.
PRODUÇÃO/PRODUCTION: DOCTELA • REALIZAÇÃO/CREATOR: GIOVANNI FRANCISCHELLI E LÍVIA PEREZ
doctela.com.br/se-eu-demorar-uns-meses/
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
Se Eu Demorar uns Meses
O catálogo interativo das Oficinas Kinoforum de Realização Audiovisual reúne o vasto conteúdo produzido pelo projeto, criado em 2001 pela Associação Cultural Kinoforum para despertar o interesse de jovens carentes pela criação cinematográfica. Durante as oficinas, os participantes têm a oportunidade de elaborar, produzir e filmar seus próprios trabalhos.
PRODUÇÃO/PRODUCTION: ASSOCIAÇÃO CULTURAL KINOFORUM E CROP COLETIVO • REALIZAÇÃO/CREATOR: ASSOCIAÇÃO CULTURAL KINOFORUM E CROP COLETIVO
kinoforum.org.br/oficinas/
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
Oficinas Kinoforum de Realização Audiovisual
NARRATIVAS INTERATIVAS | INTERACTIVE NARRATIVES · 106-119
119
Pedalei Até Aqui?
2015
2014
The interactive documentary, Pedalei Até Aqui?, features stories and accounts of those who travel by bike and fight for the mode of transportation in the city of Sao Paulo. The project gathers videos, photos, audio, and texts collected during the opening of the last stretch of the Ave. Paulista bike path, on August 23rd, 2015, considered a milestone moment in the history of Sao Paulo bike activism. The production and execution of the whole platform was carried out in five days by nine participants in the Webkino workshops, during the 26th Sao Paulo International Short Film Festival.
Copa para Quem é um documentário interativo sobre temas obscuros que envolvem a Copa do Mundo FIFA de 2014, realizada no Brasil. Quais os reais impactos deste megaevento na vida da população? Assuntos como turismo sexual, população de rua, desapropriações e movimentos sociais são tratados por meio da perspectiva de personagens que moram em Fortaleza (Ceará), uma das doze cidades-sede do evento e detentora de altos índices de desigualdade e violência.
Copa para Quem is an interactive documentary about the darker themes revolving around the 2014 FIFA World Cup held in Brazil. In what ways did this mega event impact the lives of the people? Subjects such as sex tourism, the homeless population, forced displacement, and social movements are addressed from the perspective of people who live in Fortaleza (Ceará), one of the event’s twelve host cities, and a place with high levels of inequality and violence.
PRODUÇÃO/PRODUCTION: SWITCH ASBL • REALIZAÇÃO/CREATOR: MARYSE WILLIQUET
copaparaquem.com
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BÉLGICA/BELGIUM
Copa para Quem
O documentário interativo Pedalei Até Aqui? traz histórias e relatos de quem anda de bike e de quem luta por essa modalidade de transporte na cidade de São Paulo. O projeto reúne vídeos, fotos, áudios e textos colhidos durante a abertura do último trecho da ciclovia da Avenida Paulista, no dia 23 de agosto de 2015, considerada um marco para a história do cicloativismo paulistano. A produção e execução de toda a plataforma foram realizadas em cinco dias pelos nove participantes da Oficina de Webkino, durante o 26o Festival Internacional de Curtas-Metragens de São Paulo.
PRODUÇÃO/PRODUCTION: BUG 404 E CROP COLETIVO • REALIZAÇÃO/CREATOR: ANDRÉ PAZ E JULIA SALLES
bug404.net/pedalei/
DOCUMENTÁRIO INTERATIVO/INTERACTIVE DOCUMENTARY • BRASIL/BRAZIL
The Enemy
2017
The Enemy é um aplicativo para dispositivo móvel que mescla realidade aumentada e mista para colocar o participante frente a frente com combatentes de três das zonas de conflito atuais mais dramáticas e violentas do mundo: El Salvador, República Democrática do Congo e a fronteira de Israel e Palestina. Antes da experiência principal, é exibido um vídeo em 360o do local selecionado para contextualizar as histórias que estão prestes a serem vivenciadas. Surgem então os combatentes contando suas narrativas, e o participante, com o celular em mãos, pode caminhar até um deles e examiná-lo mais de perto.
The Enemy is a mobile device application which blends augmented and mixed reality to place the participant face to face with combatants from three of the most dramatic and violent conflict zones in the world: El Salvador, the Democratic Republic of the Congo, and the Israeli Palestinian border. Before the main experience, a 360o video of the selected locale is shown to contextualize the stories which are ready to be experienced. Then the combatants arise, telling their narratives, and the participant, cell phone in hand, can walk to one of them and explore them up close.
PRODUÇÃO/PRODUCTION: NATIONAL FILM BOARD OF CANADA (NFB), CAMERA LUCIDA, EMISSIVE, FRANCETV NOUVELLES ÉCRITURES AND DPT. • REALIZAÇÃO/CREATOR: KARIM BEN KHELIFA
theenemyishere.org
NARRATIVA MOBILE/MOBILE NARRATIVE • CANADÁ E FRANÇA/CANADA AND FRANCE
MOBILE NARRATIVES
NARRATIVAS MOBILE
NARRATIVAS MOBILE | MOBILE NARRATIVES · 120-123
121
2012
2016
Alma: A Tale of Violence is a documentary for mobile devices about a 26-year-old who was born in Guatemala and grew up in a reality in which laws and justice are constantly disrespected, where impunity reins and families mired in poverty destroy each other amidst the wars of urban gangs known as “maras”; For five years, Alma belonged to one of the most violent gangs in the country and lived immersed in murders, assaults, and brutality. She tells her powerful life story like a confession, face to face with the user, who can also choose whether or not to see some scenes which subjectively illustrate the story she tells.
Phallaina é considerada a primeira graphic novel de rolagem, especialmente projetada para as telas táteis de dispositivos móveis. Conta a história fictícia de Audrey, que mora em uma cidade construída sobre palafitas por conta da ascensão contínua das águas e ondas catastróficas. Ela sofre desde criança com alucinações de baleias e é diagnosticada com uma forma particular de epilepsia chamada “fiseter”, que permite que ela prenda a respiração embaixo d’água por muito mais tempo que o normal. Em busca de cura, ela inicia uma jornada de transformação pessoal, combinando ciências cognitivas e mitologia.
Phallaina is considered first scrolling graphic novel, specifically designed for the touch screens of mobile devices. It tells the fictitious story of Audrey who lives in a city built on stilts because of the continually rising waters and tidal waves. Since she was a child, she has suffered from hallucinations of whales and is diagnosed with a peculiar form of epilepsy called “physeter”, which allows her to hold her breath under water for far longer than normal. In search of a cure, she embarks on a journey of personal transformation, combining cognitive science with mythology.
PRODUÇÃO/PRODUCTION: SMALL BANG STUDIO AND FRANCETV NOUVELLES ÉCRITURES • REALIZAÇÃO/CREATOR: MARIETTA REN
phallaina.nouvelles-ecritures.francetv.fr/phallaina_en.php
NARRATIVA MOBILE/MOBILE NARRATIVE • FRANÇA/FRANCE
Phallaina
Alma: Une Enfant de la Violence é um documentário para dispositivo móvel sobre a jovem homônima de 26 anos que nasceu na Guatemala e cresceu em uma realidade na qual leis e justiça são continuamente desrespeitadas, onde impera a impunidade e famílias atoladas na pobreza se destroem em meio a guerras de gangues urbanas, conhecidas como “maras”. Alma integrou por cinco anos um dos grupos mais violentos do país e viveu imersa em assassinatos, agressões e brutalidade. Ela narra sua forte história de vida como uma confissão, frente a frente com o usuário, que também pode escolher acionar ou não algumas cenas que ilustram, por vezes de maneira subjetiva, o que é contado pela personagem.
PRODUÇÃO/PRODUCTION: ARTE, UPIAN, AND AGENCE VU • REALIZAÇÃO/CREATOR: ISABELLE FOUGÉRE AND MIQUEL DEWEVER PLANA
alma.arte.tv/en/webdoc/
NARRATIVA MOBILE/MOBILE NARRATIVE • FRANÇA/FRANCE
Alma: Une Enfant de la Violence
Inventeca 2018
2017
Inventeca presents various stories illustrated by authors of children’s and young adult literature, and allows the user to record their own narration. The application is ideal for fathers and mothers to tell their children stories, pushing them to create their own narratives, either together, or by recording audios for their children to listen to when their parents are away.
Nautilus é uma adaptação do livro Vinte mil léguas submarinas, de Júlio Verne. O app book é composto por 22 capítulos e traz o épico em linguagem audiovisual e interativa, totalmente narrado, com animações e efeitos de som. Conta com conteúdo extra sobre a vida do autor e suas motivações para criar narrativas de ficção, incluindo detalhes do livro que inspiraram cientistas e acabaram se tornando grandes invenções humanas na vida real. A proposta é levar os leitores a experimentar o pensamento inovador, unindo ciência e fantasia. Nautilus recebeu o Prêmio Jabuti de Literatura em 2017.
Nautilus is an adaptation of Jules Verne’s Twenty Thousand Leagues Under the Sea. The app book is composed of 22 chapters and features the epic in audiovisual, interactive language, fully narrated, with animations and sound effects. It includes extra content about the author’s life and his motivations for writing fiction, including details of the book which inspired scientists and whose ideas ended up becoming great human inventions in real life. The proposal is to lead the readers to experiment with innovative thought, uniting science and fantasy. Nautilus received the Prêmio Jabuti literature prize in 2017.
PRODUÇÃO/PRODUCTION: STORYMAX • REALIZAÇÃO/CREATOR: SAMIRA ALMEIDA, FERNANDO TANGI AND MAURÍCIO BOFF
storymax.me/nautilus
NARRATIVA MOBILE/MOBILE NARRATIVE • CANADÁ E FRANÇA/CANADA AND FRANCE
Nautilus
Inventeca apresenta diversas histórias ilustradas por autores de literatura infantojuvenil, e permite que os usuários gravem em áudio sua própria contação. O aplicativo é ideal para pais e mães contarem histórias aos filhos, instigando-os a criarem suas próprias narrativas, criando juntos, ou deixando áudios gravados para as crianças ouvirem quando os pais estiverem ausentes.
PRODUÇÃO/PRODUCTION: STORYMAX • REALIZAÇÃO/CREATOR: SAMIRA ALMEIDA, FERNANDO TANGI AND LAURO GOE
storymax.me/inventeca
NARRATIVA MOBILE/MOBILE NARRATIVE • BRASIL/BRAZIL
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Frritt-Flacc
2016
Frritt-Flacc é um app book de sete capítulos que traz o homônimo conto de suspense e terror de Júlio Verne, propondo uma reflexão sobre diferenças sociais e a pobreza ao apresentar o mesquinho Dr. Trifulgas – um médico que só presta atendimento a ricos – e mostrar o que o destino lhe reserva. A leitura engajadora, cheia de interatividade, efeitos de som e conteúdo extra, fez com que Frritt-Flacc fosse o único livro digital premiado entre os dez melhores livros de 2016, de acordo com a Cátedra Unesco de Leitura, além do Opening Up Reading Digital Fiction UK.
PRODUÇÃO/PRODUCTION: STORYMAX, NOVOZYMES E SESI PARANÁ • REALIZAÇÃO/CREATOR: SAMIRA ALMEIDA E FERNANDO TANGI
storymax.me/frrittflacc
NARRATIVA MOBILE/MOBILE NARRATIVE • FRANÇA/FRANCE
Fritt-Flacc is a seven-chapter app book which features Jules Verne’s tale of horror and suspense, proposing a reflection on social differences and poverty by presenting the stingy Dr. Trifulgas - a doctor who only tends to the rich - and shows what destiny has in store for him. An engaged reading, full of interactivity, sound effects, and extra content, made Frritt-Flacc the only award- winning digital book among the ten best books of 2016, according to the Cátedra UNESCO de Leitura, as well as Opening Up Reading Digital Fiction UK.
IMMERSIVE VÍDEO
VÍDEO IMERSIVO
Fogo na Floresta
2017
Fogo na Floresta é um documentário sobre o povo Waurá, uma das quinze etnias indígenas que vivem dentro do território do Parque Indígena do Xingu, no Mato Grosso. O filme retrata em narrativa imersiva o cotidiano da aldeia Piyulaga e as maneiras encontradas pelos indígenas para manter sua cultura tradicional, mesmo incorporando hábitos e tecnologias dos “brancos”. Também serve como um alerta para o perigo dos incêndios que, devido ao desmatamento ao redor do parque e ao agravamento das mudanças climáticas, saem muitas vezes do controle e ameaçam a vida na reserva. Este é o primeiro filme imersivo produzido em uma aldeia indígena na Floresta Amazônica e é narrado pela atriz Fernanda Torres.
Fogo na Floresta is a documentary about the Waurá, one of fifteen indigenous ethnicities living in the Xingu Indigenous Park in Mato Grosso. The film portrays, in immersive narration, the everyday life of the Piyulga village and the ways the indigenous people have found to maintain their traditional culture, even while incorporating habits and technologies from the “whites”; It also serves as a warning about the danger of fires, which, due to the deforestation around the park and the worsening of climate change, often burn out of control and threaten life within the reserve. This is the first immersive film produced in an indigenous village in the Amazon Forest, and is narrated by the actress Fernanda Torres.
PRODUÇÃO/PRODUCTION: ACADEMIA DE FILMES AND INSTITUTO SOCIOAMBIENTAL (ISA) • REALIZAÇÃO/CREATOR: TADEU JUNGLE
youtu.be/Jv8nkw8hy-c
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BRASIL/BRAZIL
2016
This short, immersive narrative documentary portrays the survivors of Brazil’s worst environmental tragedy with sensibility and melancholy. River of Mud shows what is left of the village Bento Rodrigues after the failure of the Samarco dam in Mariana (MG), and contrasts the devastated landscape with the emotional memories of its residents.
REALIZAÇÃO/CREATOR: TADEU JUNGLE
O curta-metragem documental em narrativa imersiva retrata os sobreviventes da maior tragédia ambiental do Brasil com delicadeza e melancolia. Rio de Lama mostra o que restou da vila de Bento Rodrigues após o rompimento da barragem da Samarco em Mariana (MG) e contrapõe a paisagem arrasada com as memórias afetivas de seus moradores..
PRODUÇÃO/PRODUCTION: JUNGLEBEE •
riodelama.com.br/
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BRASIL/BRAZIL
Rio de Lama: A Maior Tragédia Ambiental do Brasil
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Amazônia Adentro 2017
2018
Amazônia Adentro is an immersive, 360 o documentary filmed in the middle of the forest. It is narrated by Kamanha Panashekung, of the Trio tribe in Suriname. Along the journey, he tells a bit about the relationship the indigenous have with the biome, and it is possible to see animals and even an archaeological site, all in an interactive, immersive format. The film, recorded in 360 o and dubbed by actor Marcos Palmeira, has the objective of guaranteeing that the participant hears, sees, and feels why the greatest tropical forest in the world is fundamental to human wellbeing, and why the indigenous are so important for its conservation.
My Africa é um filme de narrativa imersiva produzido em meio ao Santuário de Elefantes Reteti, no Quênia, primeiro caso de uma instituição criada e gerenciada por uma comunidade local. A história é narrada pela jovem Naltwasha Leripe, que conduz o participante em uma experiência imersiva no dia a dia do povo Samburu, retratando as maneiras que encontram para garantir o próprio sustento e a sobrevivência dos animais que se encontram no território – há o registro, por exemplo, do resgate de um elefante das mãos de caçadores. O principal objetivo do projeto é despertar a consciência sobre a importância da conservação da vida selvagem no continente africano e as possibilidades de garantir a coexistência de humanos e animais.
My Africa is an immersive narrative film produced in the middle of the Reteti Elephant Sanctuary in Kenya, the first such institution which was created and managed by a local community. The story is narrated by the young Naltwasha Leripe, who guides the participant along in an immersive, day-today experience of the Samburu people, portraying the ways they have found to guarantee their own livelihood and the survival of the animals found in the territory - for example, it it shows the moment an elephant is rescued from the hands of hunters. The main objective of the project is to raise awareness of the importance of wildlife conservation on the African continent and the possibilities of guaranteeing the coexistence of humans and animals.
PRODUÇÃO/PRODUCTION: PASSION PLANET AND VISION3 • REALIZAÇÃO/CREATOR: CONSERVATION INTERNATIONAL
conservacao.org.br/myafrica
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BRASIL E KENYA/BRAZIL AND KENYA
My Africa
Amazônia Adentro é um documentário imersivo rodado em 360º no meio da floresta. A narrativa é conduzida pelo indígena Kamanja Panashekung, da tribo Trio, do Suriname. Durante o percurso, ele conta um pouco da relação dos índios com o bioma e é possível avistar animais e até mesmo um sítio arqueológico, tudo de forma interativa e imersiva. O filme, gravado em 360o e dublado pelo ator Marcos Palmeira, tem como objetivo garantir que o participante ouça, veja e sinta por que a maior floresta tropical do mundo é fundamental para o bem-estar humano e por que os indígenas são tão importantes para a sua conservação.
PRODUÇÃO/PRODUCTION: JAUNT VR • REALIZAÇÃO/CREATOR: CONSERVATION INTERNATIONAL
conservation.org/global/brasil/Pages/Amazonia-Adentro.aspx
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BRASIL, EQUADOR E SURINAME/BRAZIL, ECUADOR AND SURINAME
Step to the Line
2017
Revelação
2018
Revelação é uma narrativa imersiva inspirada na obra As Cores do Crepúsculo: A Estética do Envelhecer, de Rubem Alves. Proporciona uma experiência imersiva a bordo de um ônibus, colocando o participante na perspectiva do personagem principal, um idoso, que narra suas impressões sobre as cenas que se sucedem durante o trajeto. Realização:
PRODUÇÃO/PRODUCTION: PYNTADO ENTRETENIMENTO AND GOVISION • REALIZAÇÃO/CREATOR: GUSTAVO MARTINEZ AND THIAGO TOSHIO
facebook.com/PyntadoEntretenimento/
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BRASIL/BRAZIL
Revelação is an immersive narrative inspired by Rubem Alves’ As Cores do Crepúsculo: A Estética do Envelhecer. It provides an immersive experience on board a bus, placing the participant in the shoes of the main character, a senior, who narrates his impressions about the scenes which take place along the journey.
Step to the Line is an immersive experience in maximum security prisons in California, USA. The virtual reality documentary aims to show new perspectives of prisons and the prison system. It is part of the VR for Good program, which connected ten rising filmmakers with nonprofit organizations to create provocative projects about social issues.
REALIZAÇÃO/CREATOR: RICARDO LAGANARO
Step to the Line é uma experiência imersiva em prisões de segurança máxima na Califórnia, EUA. O documentário em realidade virtual tem como objetivo trazer novas perspectivas sobre os prisioneiros e o sistema prisional. É parte do programa VR for Good, que conectou dez cineastas em ascensão com organizações sem fins lucrativos para criar projetos provocadores sobre questões sociais.
PRODUÇÃO/PRODUCTION: OCULUS AND DEFY VENTURES •
oculus.com/vr-for-good/programs/step-to-the-line
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BRASIL/BRAZIL
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2017
2016
Through the Masks of LUZIA, based on one of Cirque du Soleil’s acclaimed shows, is a celebration of Mexican culture, enmeshed in surrealism and dreamlike fantasy. Considered the first virtual reality experience made through hyper- and hypostereoscopic processes, it allows the participant to feel like a giant, only to then feel tiny in the midst of unbelievable acrobatic scenes. To further augment the immersion, the company’s creative teams redesigned the artistic performance to create something completely new.
Mergulhe no mundo hipnótico de Dreams of “O”, em uma experiência em narrativa imersiva composta por acrobacias aéreas, mergulhos ousados, fogo e os personagens anfíbios surreais do famoso espetáculo do Cirque du Soleil. Para captar as complexas coreografias de água que constituem parte da essência da apresentação, a equipe contou com uma câmera VR para mergulho, de alta velocidade, construída especialmente para o projeto e considerada a primeira do gênero no mundo.
Dive into the hypnotic world of Dreams of “O”, in an immersive narrative experience comprised of aerial acrobatics, daring dives, fire, and the surreal amphibious characters of Cirque du Soleil’s famous spectacle. To capture the complex water choreography which constitutes part of the presentation’s essence, the team used an underwater, high-speed VR camera, constructed specifically for the project and considered to be the first of its kind in the world.
PRODUÇÃO/PRODUCTION: CIRQUE DO SOLEIL AND FELIX & PAUL STUDIOS REALIZAÇÃO/CREATORS: FÉLIX LAJEUNESSE, PAUL RAPHAËL AND FRANÇOIS BLOUIN.
https://www.felixandpaul.com/?projects/o
VÍDEO IMERSIVO/IMMERSIVE VIDEO • CANADÁ/CANADA
Dreams of “O”
Through the Masks of LUZIA, baseado em um dos aclamados espetáculos do Cirque du Soleil, é uma celebração da cultura mexicana, envolta em surrealismo e fantasia onírica. Considerada a primeira experiência em realidade virtual feita por meio de processos de hiperestereoscopia e hipoestereoscopia, permite que o participante ora se sinta como um gigante ora como uma miniatura em meio a cenas de acrobacias inacreditáveis. Para aumentar ainda mais a imersão, as equipes de criação da companhia redesenharam as performances artísticas, criando algo completamente novo.
PRODUÇÃO/PRODUCTION: CIRQUE DU SOLEIL AND FELIX & PAUL STUDIOS • REALIZAÇÃO/CREATOR: FÉLIX LAJEUNESSE, PAUL RAPHAËLN E FRANÇOIS BLOUIN
oculus.com/experiences/gear-vr/1360461600675039/
VÍDEO IMERSIVO/IMMERSIVE VIDEO • CANADÁ/CANADA
Through the Masks of LUZIA
Syria’s Silence
2016
2017
This immersive narrative documentary tells the story of Al-Shaddada, a city a few kilometers from the front line of the Islamic State terrorist group. The area was recently liberated, but the majority of its residents had already abandoned their homes long before. Syria’s Silence portrays a Kurdish ghost city, where rubble is strewn across the streets and a dark tension hangs in the air.
Em 2014, combatentes do Estado Islâmico invadiram o Iraque e atacaram a comunidade Yazidi de Sinjar. Os homens foram mortos e mais de 3 mil mulheres e meninas foram escravizadas sexualmente. Algumas conseguiram escapar e formaram um grupo de combate feminino intitulado Senhoras do Sol, com o objetivo de resgatar suas irmãs e proteger a honra e a dignidade de seu povo. A experiência em narrativa imersiva em The Sun Ladies acompanha a jornada pessoal da líder do grupo, Xate Shingali. Revela desde as suas raízes como famosa cantora no Curdistão até a nova vida como soldada nas linhas de frente, arriscando tudo para acabar com a violência contra seu povo.
In 2014, Islamic State combatants invaded Iraq and attacked the Yazidi community of Sinjar. The men were killed and more than 3 thousand women and girls were made into sex slaves. Some managed to escape and form a female combat group called The Sun Ladies, with the objective of rescuing their sisters and protecting the honor and dignity of their people. The immersive narrative experience in The Sun Ladies accompanies the personal journey of the group’s leader, Xate Shingali. It portrays her story from her roots as a famous singer in Kurdistan to her new life as a frontline soldier, risking everything to end the violence against her people.
PRODUÇÃO/PRODUCTION: LUCID DREAMS PRODUCTIONS • REALIZAÇÃO/CREATOR: CELINE TRICART, CHRISTIAN STEPHEN E MARIA BELLO
luciddreamsprod.com/
VÍDEO IMERSIVO/IMMERSIVE VIDEO • EUA/USA
The Sun Ladies
Este documentário em narrativa imersiva conta a história de Al-Shaddadi, uma cidade a poucos quilômetros da linha de frente do grupo terrorista Estado Islâmico. O lugar acaba de ser libertado, mas a maioria dos habitantes já havia abandonado suas casas bem antes. Syria’s Silence retrata uma cidade fantasma curda, onde destroços se espalham pelas ruas e uma tensão sombria está suspensa no ar.
PRODUÇÃO/PRODUCTION: FISHEYE • REALIZAÇÃO/CREATOR: JENS FRANSSEN
fisheyevr.eu/portfolio/syrias-silence
VÍDEO IMERSIVO/IMMERSIVE VIDEO • BÉLGICA/BELGIUM
I, Philip 2016
2017
I, Philip is a science fiction film in immersive narrative. Philip - or just Phil - is an android created in 2005 by an American robotics engineer, and is a copy of the famous science fiction author Philip K. Dick. Within a few weeks, Phil becomes famous on the web and in the author’s fan groups, and he is presented in various conferences around the world until the disappearance of his creator during a flight from Dallas to Las Vegas. Through the memory of the robot and the engineer himself, the film offers an interpretation of Phil’s life.
The Party é uma experiência em narrativa imersiva sobre autismo, que coloca o participante no lugar da adolescente Layla, recém-diagnosticada, durante a festa de aniversário surpresa de sua mãe. Por meio da narração dos pensamentos de Layla, é possível experienciar a sobrecarga sensorial e auditiva a que fica exposta e suas tentativas de lidar com uma situação estressante usando os mecanismos de enfrentamento que criou para administrar sua ansiedade. O drama fornece uma poderosa perspectiva em primeira pessoa sobre os desafios que situações sociais podem representar para autistas. O projeto envolveu a consultoria e participação direta de mulheres de espectro autista, como Sumita Majumdar, que escreveu o roteiro, e Honey Jones, que faz a voz de Layla.
The Party is an immersive narrative about autism, which puts the participant in the place of the recently-diagnosed teenager, Layla, during her mother’s surprise birthday party. Through the narration of Layla’s thoughts, it is possible to experience the sensory overload which she is exposed to, and her attempts to deal with a stressful situation using the coping mechanisms she has created to deal with her anxiety. The drama provides a powerful, first-person perspective of the challenges which social situations can represent to autistic people. The project involved the consultation and direct participation of women on the autism spectrum, such as Sumita Majumdar, who wrote the script, and Honey Jones, who provides Layla’s voice.
PRODUÇÃO/PRODUCTION: THE GUARDIAN • REALIZAÇÃO/CREATOR: AMRICK BREGMAN, LUCY HAWKING, AND SHEHANI FERNANDO
https://www.theguardian.com/technology/2017/oct/07/theparty-a-virtual-experience-of-autism-360-video
VÍDEO IMERSIVO/IMMERSIVE VIDEO • INGLATERRA/ENGLAND
The Party
I, Philip é um filme de ficção científica em narrativa imersiva. Philip – ou apenas Phil – é um androide criado em 2005 por um engenheiro de robótica americano, e é a cópia do famoso autor de ficção científica Philip K. Dick. Em poucas semanas, Phil fica famoso na web e nos círculos de fãs do autor e é apresentado em várias conferências ao redor do mundo. Até o desaparecimento de seu criador, durante um voo entre Dallas e Las Vegas. Por meio das memórias do robô e do próprio engenheiro, o filme oferece uma interpretação da vida de Phil.
PRODUÇÃO/PRODUCTION: ARTE AND OKIO STUDIO • REALIZAÇÃO/CREATOR: PIERRE ZANDROWICZ
www.mk2films.com/en/film/i-philip
VÍDEO IMERSIVO/IMMERSIVE VIDEO • FRANÇA/FRANCE
The Little Prince
2018
In The Little Prince, the participant dives into Antoine de Saint-Exupéry’s classic work, interacting with his characters like never before. Since its first edition in 1943, the book has sold 140 million copies, making it the fourth best selling book of all time. This is the work’s first virtual reality adaptation.
REALIZAÇÃO/CREATOR: RED ACCENT STUDIOS
Em The Little Prince, o participante mergulha na clássica obra de Antoine de Saint-Exupéry, interagindo com seus personagens como nunca antes. Desde a primeira edição, em 1943, o livro já vendeu mais de 140 milhões de cópias, entrando no quarto lugar dos mais vendidos de todos os tempos. Esta é a primeira adaptação da obra para realidade virtual.
PRODUÇÃO/PRODUCTION: RED ACCENT STUDIOS •
thelittleprincevr.com/
REALIDADE VIRTUAL/VR • FRANÇA/FRANCE
VIRTUAL REALITY
REALIDADE VIRTUAL
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Nothing Happens
2012
2016
Nothing Happens is a virtual reality art installation which questions the role of the spectator by inviting the participant to witness an event through a new way of watching, and also of being watched. This is possible thanks to VR technology, which allows for a deep immersion in the narrative.
REALIZAÇÃO/CREATOR: MICHELLE E URI KRANOT
Allumette é um filme em realidade virtual inspirado no conto A Pequena Vendedora de Fósforos, de Hans Christian Andersen. A história trata do amor de uma mãe pela filha e os sacrifícios que ambas fazem por um bem maior. Depois de sofrer uma tragédia, a jovem se agarra à esperança para persistir em seu caminho. O mundo fantástico criado para abrigar a história lembra uma Veneza flutuando no céu, com nuvens cobrindo os edifícios como ondas, em meios a canais de ar sinuosos como rios.
Allumette is a virtual reality film inspired by Hans Christian Andersen’s tale, The Little Match Girl. The story is about a mother’s love for her daughter, and the sacrifices they both make for a greater good. After suffering a tragedy, the young girl clings to the hope of continuing along her path. The fantasy world created to hold the story is reminiscent of a Venice floating in the sky, with clouds covering the buildings like waves, among channels of air as sinuous as rivers.
PRODUÇÃO/PRODUCTION: PENROSE STUDIOS • REALIZAÇÃO/CREATOR: EUGENE YK CHUNG
penrosestudios.com/stories/2016/4/13/introducing-allumette
REALIDADE VIRTUAL/VR • EUA/USA
Allumette
Nothing Happens é uma instalação artística com realidade virtual que questiona o papel do espectador, convidando o participante a testemunhar um evento sob uma nova maneira de olhar, mas também de ser assistido. Um espetáculo de ver e também ser visto e vigiado. Sobre estar presente. Isso é possível graças à tecnologia VR, que permite uma profunda imersão na narrativa.
PRODUÇÃO/PRODUCTION: DANSK TEGNEFILM E MIYU PRODUCTIONS •
tindrum.dk/project/nothing-happens/
REALIDADE VIRTUAL/VR • DINAMARCA E FRANÇA/DENMARK AND FRANCE
Altération 2017
2017
Alexandro volunteers for an experiment about dreams, but does not know that scientists will inject him with Elsa, a form of artificial intelligence which will digitize and take over his subconscious to help her turn into a human being. Alteration is science fiction in virtual reality, which gives the participant the chance to accompany the experiment directly from Alexandro’s invaded mind, while Elsa evolves.
The Dream Collector is a virtual reality animation which tells the story of a man and his playful dog, who spend days in a garbage dump looking for “treasure.” The objects they find - a broken guitar, a ripped baseball glove, an deflated soccer ball, for example - are the remains of abandoned dreams. Determined to give them new meaning, the man carefully fixes them and gives them away as presents.
REALIZAÇÃO/CREATOR: LI MI
The Dream Collector é uma animação feita em realidade virtual que conta a história de um homem e seu cachorro brincalhão que passam os dias em um depósito de lixo procurando “tesouros”. Os objetos encontrados – um violão quebrado, uma luva de beisebol rasgada, uma bola de futebol vazia, por exemplo – são como remanescentes de sonhos abandonados. Determinado a ressignificá-los, o homem conserta minuciosamente cada um e os dá de presente.
PRODUÇÃO/PRODUCTION: PINTA STUDIOS •
pintastudios.com
REALIDADE VIRTUAL/VR • CHINA
The Dream Collector
Alexandro se voluntaria para um experimento sobre sonhos, mas não está ciente de que os cientistas irão implantar nele Elsa, uma inteligência artificial que irá digitalizar e assumir seu subconsciente com o objetivo de se transformar em um ser humano. Altération é uma ficção científica em realidade virtual que dá a chance do participante acompanhar o experimento direto da mente invadida de Alexandro, enquanto Elsa evolui.
PRODUÇÃO/PRODUCTION: ARTE FRANCE, OKIO STUDIO, METRONOMIC E SAINT-GEORGE STUDIO • REALIZAÇÃO/CREATOR: JÉRÔME BLANQUET
arte.tv/sites/webproductions/alteration
REALIDADE VIRTUAL/VR • FRANÇA/FRANCE
REALIDADE VIRTUAL | VIRTUAL REALITY · 130-134
133
Museum of Symmetry
2018
2018
An absurd mind-and-body romp, the Museum of Symmetry uses virtual reality to reproduce the explosive universe of cartoonist and animator Paloma Dawkins. Like a metaphor for real life transported to a room, the experience leads the participant through landscapes of earth, fire, wind and water, where 2D characters inhabit a 3D environment. In a clear provocation to the conventional narrative of games, there are no rules to be followed or objectives to be fulfilled. Only an invitation to enjoy, in a disconcerting environment inspired by geometry and nature. Perhaps the biggest surprise is not what happens during the gameplay itself, but how you feel once you return to the real world.
Tales of Wedding Rings é um mangá japonês imersivo, desenvolvido em realidade virtual. A experiência mantém a clássica estética monocromática e adiciona um campo de visão em 360o. A história gira em torno da relação entre dois estudantes adolescentes: Satou e Hime. O rapaz acaba seguindo a amiga de infância por um portal que os leva a outro mundo. Satou descobre então que Hime é uma princesa e, por circunstâncias bizarras, casa-se com ela, transformando-se no Ring King. Acaba descobrindo que, para cumprir seu maior desafio, banir Abyss King, precisará se casar novamente… com outras cinco princesas! O que mais pode acontecer nessa aventura?
Tales of Wedding Rings is an immersive Japanese manga developed in virtual reality. The experience maintains the classic, monochromatic aesthetic and adds a 360o field of vision. The story revolves around the relationship between two teenage students: Satou and Hime. The boy ends up following his childhood friend through a portal that takes them to another world. Satou then discovers that Hime is a princess and, through bizarre circumstances, marries her, becoming the Ring King. He ends up discovering that, to overcome his greatest challenge, that of banishing the Abyss King, he will need to marry again...with five other princesses! What else might happen along this adventure?
PRODUÇÃO/PRODUCTION: SQUARE ENIX • REALIZAÇÃO/CREATOR: KAEI SOU
jp.square-enix.com/mangainvr/
REALIDADE VIRTUAL/VR • JAPÃO/JAPAN
Tales of Wedding Rings
Um absurdo jogo de mente e corpo, o Museum of Symmetry reproduz em realidade virtual o explosivo universo da cartunista e animadora Paloma Dawkins. Como uma metáfora da vida real transportada para uma sala, a experiência leva o participante a paisagens de terra, fogo, vento e água, onde personagens 2D habitam um cenário 3D. Em uma clara provocação à narrativa convencional de jogos, não há regras a serem cumpridas ou objetivos a serem conquistados. Apenas um convite ao deleite, em um cenário desconcertante inspirado na geometria e na natureza. Talvez a maior surpresa não seja o que acontece durante a experiência, mas que sensações ficam quando se retorna ao mundo real.
PRODUÇÃO/PRODUCTION: CASA RARA STUDIO E NATIONAL FILM BOARD OF CANADA (NFB) • REALIZAÇÃO/CREATOR: MICHELLE E URI KRANOT
mediaspace.nfb.ca/epk/museumofsymmetry
REALIDADE VIRTUAL/VR • CANADÁ/CANADA
Zero Days VR 2017
2015
Way to Go é uma experiência interativa em um mundo particular. Uma paisagem de folhas e flores silvestres, repleta de vida oculta. Um jardim e um deserto, um piscar de olhos melancólico. O participante é uma caricatura com rosto e membros, caminhando. Ou correndo. Ou voando. Como um desbravador em uma grande aventura. Ou simplesmente um indivíduo em um passeio contemplativo. Usando animações feitas à mão, música, vídeo 360 e programação, Way to Go é um mundo de sonhos. Em um momento em que existe acesso a tanto, e se enxerga tão pouco, o projeto propõe o delicioso e súbito prazer da descoberta.
Way to Go is an interactive experience in a private world. A landscape of leaves and wild flowers, filled with hidden life. A garden and a desert, a melancholic blink of the eye. The participant is a cartoon, with face and limbs, that walks. Or runs. Or flies. Like a pioneer on a grand adventure. Or simply an individual on a contemplative hike. Using handmade animation, 360 video, and programming, Way to Go is a world of dreams. At a time when we have access to so much, and see so little, the project will remind you of the luscious, sudden pleasure of discovery.
REALIZAÇÃO/CREATOR: VINCENT
Zero Days VR is a virtual reality version of the award-winning short film with the same name. The story revolves around the Stuxnet virus, the first cyber weapon known to cause physical damage in the real world. The participant experiences the invisible world of cyber warfare from the perspective of the virus, designed by the USA and Israel, and sent on a clandestine mission to sabotage an underground Iranian nuclear facility.
PRODUÇÃO/PRODUCTION: NATIONAL FILM BOARD OF CANADA (NFB) E FRANCETV NOUVELLES ÉCRITURES • MORISSET
a-way-to-go.com
REALIDADE VIRTUAL/VR • CANADÁ E FRANÇA/CANADA AND FRANCE
Way to Go
Zero Days VR é a versão em realidade virtual do premiado curta-metragem de mesmo nome. A história gira em torno do vírus Stuxnet, considerado a primeira arma cibernética do mundo capaz de causar danos físicos no mundo real. O participante experimenta o mundo invisível da guerra cibernética da perspectiva do vírus, projetado pelos EUA e Israel e enviado em uma missão clandestina para sabotar uma instalação nuclear iraniana subterrânea.
PRODUÇÃO/PRODUCTION: SCATTER • REALIZAÇÃO/CREATOR: YASMIN ELAYAT
zerodaysvr.com
REALIDADE VIRTUAL/VR • EUA/USA
Som dos Sinos
2014
The Sounds of Bells is a multiplatform project and a pioneer in the use of new media to disseminate intangible cultural heritage. Focusing on the sound of bells and the work of bell ringers, it gathers a broad range of audiovisual material from nine historical cities in Minas Gerais, known for their more than forty different bell sounds, which identify liturgical rites, deaths, types of masses, births, fires, and holy hours. An immersive experience into the world of belfries and the relation of the human with the divine.
REALIZAÇÃO/CREATOR: MARCIA MANSUR E MARINA THOMÉ
Som dos Sinos é um projeto multiplataforma e pioneiro na utilização de novas mídias para a divulgação de patrimônio imaterial. Tendo como foco o Toque dos Sinos e o Ofício de Sineiro, reúne um amplo material audiovisual sobre nove cidades históricas de Minas Gerais, conhecidas por seus mais de quarenta toques de sinos, que identificam ritos litúrgicos, mortes, tipos de missas, partos, incêndios e horários sacros. Uma experiência imersiva no ambiente dos campanários e na relação do humano com o divino.
PRODUÇÃO/PRODUCTION: ESTÚDIO CRUA •
somdossinos.com.br
INSTALAÇÃO TRANSMÍDIA/TRANSMEDIA INSTALLATION • BRASIL/BRAZIL
TRANSMEDIA INSTALLATION
INSTALAÇÃO TRANSMÍDIA