Alone Together
The First 25 years of Digital Storytelling
1
Cover image: Alma, A Tale of Violence, Miquel Dewever-Plana and Isabelle Fougère, 2012, web documentary and app
1. Introduction
5
2. Background
7-16 7 7 11 15 16
2.1 Origins 2.2 Digital storytelling: a definition 2.3 Different backgrounds, different terms 2.4 A different relation with media and technology 2.5 Important technological developments
3. Research
17-22
3.1 Categorization 3.2 Examples of the categories
4. Exhibition
17 19
23-34
4.1 Potential works in relation to technological developments and Alone Together
25
5. Book/App
31
6. Symposium
31
7. Audience
33
8. Possible partners
35
8.1 Research 8.2 International venues
9. Appendix
35 35
36
For inquiries please contact travelling exhibitions manager Agnes Wijers (aw@paradox.nl)
> Alma, A Tale of Violence > 2012 > Miquel Dewever-Plana en Isabelle Fougère > App and web documentary > Linear narrative with second layer information > Viewer/user becomes editor > Lean back User can view background information in second layer which pulls down over the first screen.
4
1. Introduction Alone Together – Why We Expect More from Technology and Less from Each Other is the title of a pioneering study of human behavior by the American media sociologist Sherry Turkle (2011, Basic Books). The book is a perceptive analysis of the individualization arising out of online technology which our society has undergone in the past few decades – and which has now resulted in the increasing dominance of mobile media. We still seek each other’s company, but we are now attached to one another by a digital umbilical cord. In public space the individual who is interacting with a tiny screen is an omnipresent phenomenon, but even in the intimacy of dinner around a table that is increasingly the case; the smartphone lies ready next to the plate, the smartwatch on the wrist rings with the addition of a new ‘Like’ on our Facebook page. Personalized mobile media providing us with an unending flow of events, large and small, are the core of the digital society which has taken shape over the last quarter century. Alone Together – the First 25 Years of Digital Storytelling reveals how we have moved from traditional mass media based on broadcasting to narrowcasting. Using its technological and creative possibilities, over the past 25 years journalists, photographers, artists, and large and small media concerns – and in their wake, uncounted ordinary people – have collectively provided the content for this new phenomenon of online communication, life online. It has produced (and still produces) an ever-growing mountain of repulsive or fascinating nonsense, but it also led to pioneering productions which have set the course for the development of the new phenomenon. Or ones that could or should have done so, but have been passed by unnoticed. Alone Together – The First 25 Years of Digital Storytelling examines today’s media society, and in doing so makes the first attempt to interpret the developments of its first 25 years. The role of multimedia documentary practice is central here. It manifested itself primarily online, and to an increasing degree on mobile media, but began even before the internet in 1991, with the CD-ROM. However, the multimedia documentary also expressly developed in three-dimensional presentations in museum spaces. What characterized both environments was the degree to which an individual experience of the material provided is possible, in combination with an interfacing that seems increasingly naturally linked with the body. Wandering through a projected installation, museum visitors edit their own cinematic experience; scrolling horizontally or vertically through a contemporary web documentary (scrollytelling), an individualized image of a social phenomenon emerges. Employing virtual reality for the personalized experience is the logical next step. That future began yesterday. Alone Together – The First 25 Years of Digital Storytelling reveals where we came from in that process, and where we (potentially) are going. An inseparable part of this is also the degree to which average people, through social media and blogs, have become digital storytellers. Alone Together investigates the contemporary media society and looks back at the past quarter century, but also looks forward to what is coming. The project will be comprised of an exhibition, a book (app), and a symposium, and in this way will address a diverse audience.
5
> The Ballad of Sexual Dependency > 1979-1986 > Nan Goldin > Predecessor of spatial digital storytelling > Analogue audiovisual installation: slide projection with soundtrack
> Predecessor of digital storytelling > Picture story > Spread from LIFE
6
2. Background 2.1 Origins Digital storytelling has various predecessors, in which photographers, filmmakers and journalists used analogue media in order to convey stories to their audience in images, and in some cases audio too. From photography, the tradition of the picture story, the photo book and audiovisual installations are an important point of departure. The tradition of the picture story arose in the 1920s, as a new phenomenon in photojournalism. The cameras photographers used were becoming increasingly more compact, enabling them to more easily shoot images on location. Editors then could make a selection from the various images, which together would make up a picture story. The photos were provided with captions so as to make the story complete, but the emphasis lay on the images. One of the most important photo magazines which stood out in this field was founded in 1936: LIFE. Autonomous photographers looked to the photo book, with or without a text, but in which the editing played a great role, just as in the case of the picture story. In what order were the images to be placed in order to convey the story as well as possible? The same question could be asked with regard to audiovisual installations that artists began to put together in the 1960s. Slide projectors were often used for these, in combination with audio. For example, between 1979 and 1986 Nan Goldin photographed the people around her, friends and family, and used these images in the ever growing work The Ballad of Sexual Dependency, which she presented as a slide show, but also had published as a book. In cinema the development of linear documentaries and, within them, experiments with archival material are important. In the same way that editing is important in the making of a picture story or photo book, it is also important in making a film. Many interactive documentaries begin with a short introduction in the form of a trailer. This idea clearly comes from the world of film, in which trailers are used to give viewers a taste of what is to come. Not only elements from photography and the film world laid the foundations for the development of digital storytelling. Ideas from the world of gaming also are to be found in digital storytelling. When playing a video game, alone or online with other players, the player is carried along with a story that develops incorporating the player’s input. Among the important aspects of a game are that the player takes on a certain role, and that by playing the game well you can earn ‘points’, and as a result are enabled to go on further in the game. Often the player also receives some other reward. These elements have now been worked into some interactive documentaries, in which, for instance, the player takes on the role of an investigative reporter, who has to interview the people he meets, in order to discover the whole story. In this way the user becomes very actively involved in the unfolding of the narrative.
2.2 Digital storytelling: a definition Digital storytelling is an umbrella term for multimedia projects published on a digital platform, either online or offline. It is often also characterized by the manner in which the public relates to the work, generally interactivity, which can be present to varying degrees.
7
> Alma, A Tale of Violence > 2012 > Miquel Dewever-Plana and Isabelle Fougère > App available on tablet > 1:1 experience > Lean back
> CD-ROM > 1:1 experience > Lean forward
> Refugee Republic > 2014 > Jan Rothuizen, Martijn van Tol and Dirk Jan Visser > Interactive documentary > 1:1 experience > Lean forward
> The Last Days of Shishmaref > 2008 > Jan Louter and Melle van Essen > Spatial montage > Lean forward
8
Multimedia: combination of various media, for instance still and moving images, audio, and text Digital platform: CD-ROM, web, app, VR, installations Online: connected with the web Offline: not connected with the web Interactivity: the possibility for the user to influence the course of the narrative Lean forward vs lean back Interactivity assumes an active attitude on the part of the user; the accompanying experience therefore can also be described as ‘lean forward’, as opposed to the ‘lean back’ experience of watching a film or reading a book. The viewer or reader becomes a user, interactor or participant as a result of the necessity for interaction (‘lean forward’). Passive entertainment and interactive entertainment are often referred to as ‘‘lean back’’ and ‘‘lean forward’’ experiences, respectively. ... What the audience does or does not do in terms of relating to the material is one of the most profound differences between interactive and passive entertainment. (Carolyn Handler Miller, Digital Storytelling, 77) Interaction vs participation Another important aspect of digital storytelling is ‘participation’. This aspect is not present in all projects, but can be characteristic for digital storytelling. Although your participation could be considered as a form of interactivity, the website momentsofinnovation.mit.edu, made by MIT’s OpenDoclab and IDFA Doclab, approaches the difference between interactivity and participation as follows: interactivity is defined as an act to which you get a response (i.e., clicking, scrolling), through which you can view the production further, while participation really is about producing information or images yourself, often aptly called ‘user-generated content’. Individual 1:1 or spatial experiences In the most frequent cases, we speak of works that are viewed by one person on one screen as being a 1:1 experience. This term applies to CD-ROMs, the web, to an app, or to virtual reality. But there are also multimedia installations to which the term can be applied, because of the changing relationship between body and work in a physical sense. One can think here of spatial installations with multiple screens, allowing the viewer to make a selection from the images presented by moving from one screen to another, a three-dimensional montage or loop, and the scale relationship between the work and the viewer’s body. Platforms: CD-ROM Web App Installation Virtual reality
9
> Money & Speed: Inside the Black Box > 2011 > Marije Meerman > iPad app > Linear narrative with second layer including background information > Lean back Background information for a scene appears above right in an icon. User jumps from the main line to consult the extra information, for instance biographies or current exchange rates.
10
2.3 Different backgrounds, different terms There are differing terms used in this newly opened field. One can often work back from these terms to uncover the discipline from which they came. Early online productions were termed web documentaries, or webdocs for short. Later the term interactive documentary was frequently used (abbreviated as i-doc). These are all often a combination of still and moving images, audio and infographics. Although in the case of a web documentary the emphasis is on the publication platform (web), interactive documentary places the emphasis precisely on the interactive element in the publication. These can be either online publications or apps. As far as is known, the Dutch documentary and accompanying iPad app Money & Speed is the only production which has been termed a ‘touchdoc’ by its makers, an intuitive, logical term for the app, combining the manner of operating a tablet (directly touching the screen to navigate through the project) and documentary. The term ‘long read’ is known from journalism, comparable with longer background articles in paper publications, with added still and moving images that at appear online. Web documentary/webdoc: has its origin in projects with photography. Multimedia project. Emphasis on the publication platform: web. Interactive documentary/i-doc: has its origin in the film discipline. Multimedia project, published on line as app. Long read: has its origin in written journalism. Multimedia project with greater role for text.
11
> Analogue media: broadcasting > Wide audience > Simultaneous > Identical content
> Alone Together: narrowcasting > Specific audience > Private moment > Personally geared content
12
> Collective viewing experience in cinema > Viewer has no influence on the viewing process > Lean back experience
> Why Mister, Why? > 2004 > Geert van Kesteren > Viewers move freely through the space > Individual perspective > Lean forward experience
13
> I Photograph To Remember > 1991 > Pedro Meyer > CD ROM > Lean back experience Story of Pedro Meyer’s parents. Archive material and new images. New: computer used to convey emotions.
14
2.4 A different relation with media and technology „It was the first time that anybody anywhere had seen a computer used to express emotional ideas. For thirty minutes you could have heard a pin drop, nobody made a sound.” This citation is from Bob Stein, former director of the Voyager Company, describing the 1991 event at which he showed the CD-ROM I Photograph to Remember to a wide audience for the first time. Up to that moment computers had almost exclusively been used in a business environment, and thus this publication was the first time that the medium had been employed in a different manner. The relation between man and machine at that time was impersonal. Early projects often had a prominent interface – menu structure and buttons – that had to be operated by the user. To help the user with this, early CD-ROMs often came with ‘instructions’ of a sort for users, which explained what the parts of the CD-ROM were and how the user had to navigate to them. Over the years in which digital storytelling developed, a shift has taken place from physically clicking on buttons to taping or swiping on the touchscreen of a tablet or smartphone, movements which by now feel as turning the page of a book. This way of interaction has also found its way to the computer, and in these cases it feels more natural to use a trackpad rather than a mouse. In digital storytelling this is also called scrollytelling: publications in which you advance from one fragment to another through a flowing movement, and the video or audio begins to play by itself. But that the movements feel natural does not mean that it is self-evident to everyone how to navigate a digital storytelling project. Short explanations about navigation are still regularly to be found at the beginning, just as they were earlier with CD-ROMs. While our lives have become increasingly interwoven with technology, do people still need this sort of overview? Or in such cases, has the interfacing fallen short? Presently there are many people who are reachable 24 hours per day, connected (albeit at a distance) with one another by means of digital communication, and via social media people have the possibility of sharing all aspects of their life: nice ones, absurd ones, but also emotional ones are shared publicly in this way. The relationship with, and ways of dealing with (mobile) media and technology have thus changed radically in this period, and the consequences of this and responses to it can also be seen in digital storytelling projects.
15
2.5 Important technological developments Various technological developments have provided the foundation for the burgeoning digital storytelling of the past decades. The most important are:
PC
IBM presents the first personal computer for consumers: the IBM PC (HW)
2014 Google Cardboard
2002 Web 2.0
Users can place information online or make a user profile, etc. (P)
2012 Occulus Rift
1993 Macromedia Director
virtual reality glasses (P)
software for constructing content for CD-ROMs (SW)
1981
viewing virtual reality via your own smartphone placed in a cardboard holder (P)
2014 2012 HTML 5
1993 WWW
does not use Flash plug-in for interactive content (SW)
developed in the 1980s, accessible for everyone in 1993 (P)
1986 CD-ROM
popular until the mid-’90s, as interactive archive and distribution platform (P)
1996 Flash
software for online use in, for instance, playing video and making web applications (SW)
2010 iPad/Tablet (HW)
Hardware = HW Software = SW Platform = P
16
3. Research The basis of this project is an inventory of works on CD-ROM, online publications, apps and multimedia installations. This research was carried out from July to September, 2014, by Hannah Hagen, a student in the Masters programme in Film and Photographic Studies at the University of Leiden, as commissioned by Paradox. The inventory was prepared on the basis of research in literature, on the internet, and through contacts with people in the field. Twenty persons were approached by letter with the question of whether they could list valuable projects which should be included in the database; feedback was received from ten of them. Concrete titles were received from George Legrady, Arnau Giffreu and Daniel Meadows. Annet Dekker provided a reference to the CD-ROM art inventory project conducted by Sandra Fouconnier, which collects about 80 CD-ROMs. The following details were recorded for each work: - title - author - producer - year of publication - country - interactive/linear - (URL) - software - subjects - short description/remarks This growing database charts what was made over the past 25 years, and where it can still be found. Because of the relatively short existence of the CD-ROM as a platform, and its limited availability in physical form (CD-ROMs were issued in limited editions), this category is in all likelihood the most complete. Online projects are being produced at high speed; the best known publications are included in the growing list, but this list is far from complete. The number of apps that are being produced is lower, and they are thus easier to keep track of, although here too the inventory is presently not definitive. And finally, the number of installations which have been inventoried is most likely only a limited share of a much greater phenomenon. There has never been any research focused on this area.
3.1 Categorization Because the domain of digital storytelling is a field in development, the definition and categorization is difficult. Various researchers have made attempts to categorize the interactive documentary, but in doing so emphasize that their work is no exhaustive analysis. The same is true for this preliminary research (in fact, more of a stimulus to real research). Loosely based on Sandra Gaudenzi’s PhD research The Living Documentary: From representing reality to co-creating reality in digital interactive documentary, we have presently arrived at our own categorization. Gaudenzi’s work has been extremely useful in selecting the conditions for a classification.
17
Category
Visual
Audio
Linear narrative
Photo, film, graphics
Archive
Photo, film, graphics
Game
18
Narrative structure
Role of user
Lean forward/ Spatial relationship lean back
Navigation
Content
Soundscape, voiceover, Linear, interviews linear +
Hypertext, scrollytelling, body movement
Limited; user follows Author; story with minimal user generated effort.
1:1, spatial
Lean back
Soundscape, voiceover, Non-linear, interviews multi-linear
Hypertext, scrollytelling, body movement
Author; User selects path in user generated prescribed structure
1:1, spatial
Lean forward
Hypertext, scrollytelling, body movement
User assumes role; must complete 1st step in narrative to reach next one; perhaps Author; receives reward for user generated ‘performance’
1:1, spatial
Lean forward
Soundscape, Photo, Film, voiceover, Non-linear interviews Graphics
In making a division, we have looked at: -- the visual aspect (photography, film, graphics) -- audio (soundscape/interview/voiceover) -- the narrative structure (linear, linear+ (linear narrative you can easily step out of to view extra information), non-linear, multilinear -- navigation (hypertext, scrollytelling, body movement) -- content (provided by author, user generated) -- the role of the user (the user has only a limited active role and only chooses a following fragment in a pre-determined structure; users select their own paths in a pre-determined structure – database; users take on a role and are (for instance) researchers) -- the spatial relationship between the user and the work (1:1 experience in front of a computer or tablet vs a three-dimensional experience in which the body interacts with the work in space, for instance through the scale of the installation or an installation with multiple screens, in which the viewer has influence on what is seen by moving through the installation) -- is the work a lean forward or lean back experience? The distinctive characteristics for the different categories are: -- the narrative structure (Linear, linear+, non-linear, multilinear), -- the role of the user (the user has a limited active role and only chooses a following fragment in a pre-determined structure; users select their own paths in a predetermined structure – database; users take on a role and are (for instance) researchers), -- lean forward/lean back experience. The different tentative categories are: -- linear narrative -- archive -- game-like Both 1:1 and three-dimensional productions are to be found in all three categories. Many of the productions are not easy to place in just one of the categories, but are hybrid in form – for instance, when the user’s role suggests a ‘game’ while the interface inclines toward an archive structure. The table on page 18 shows the characteristics in a scheme that clearly indicates which characteristics are important in each category.
3.2 Examples of the categories a. Linear narratives The most important characteristic of the linear narrative is the form of the narrative itself. This can be linear, but in later productions one also sees linear with a second layer of information. Alma, A Tale of Violence (2012), made by Miquel Dewever-Plana and Isabelle Fougère for ARTE, is a web documentary also published as an iPad app. In this production, Alma tells about her life as a member of one of he most violent gangs in Guatemala. While telling her story she looks right into the camera. Meanwhile the viewer can look at a second layer of visual material (photos, videos and drawings) through second screen that is pulled down by swiping. This creates a kind of split screen, while Alma continues to tell her story. This is thus a linear narrative offering a second layer of visual material which the user can choose to view. The web documentary and iPad app are both typical 1:1 experiences that the user can view, in principle alone, on one device. View Alma, A Tale of Violence
19
> An Anecdoted Archive From the Cold War > 1994 > George Legrady > CD ROM > Clear archive structure > Lean forward Overview, story lines, and one of the stories
20
The Last Days of Shishmaref (2008) is a spatial montage of film material by Jan Louter, on five screens. The Last Days of Shishmaref is about the influence of climate change on the life of a community in Alaska. The installation runs as a loop, so that viewers enter the projection at different moments. In this way viewers choose their own beginning and end points. The work can be viewed by various people at the same time, and is a spatial experience. Because of the projection on different screens, each spectator has his or here own perspective, and each viewing experience is different. Walking around in an environment like this is in effect editing the different channels. Unlike in a cinema, the viewer assumes a physical measure in relation to the projected image. b. Archive The most important characteristics of the archive are the form of the narrative, nonlinear or multilinear, and the role of the user. On the basis of a predetermined structure, the user can make a selection from the database with information. The CD-ROM An Anecdoted Archive from the Cold War (1994), made by George Legrady, has a clear interface and structure. The ‘floor plan’ refers to a physical archive and each category has various layers of information, so that you can delve deeper into the archive with each click. In this way the user makes his or her own selection form the database with information that Legrady uses to tell his family history, interwoven with information about the Cold War. In this way you can, for instance, choose a section with propaganda, but also a section with home videos. This CD-ROM is a 1:1 experience. The interactive documentary Refugee Republic (2014) is a multilinear narrative about the lives of Syrian refugees in Camp Domiz, in Iraq. Drawings by Jan Rothuizen form the interface of the interactive documentary. There are four different routes indicated on a large map, each with its own theme, for instance money or housing. These narratives were made by journalist Martijn van Tol and photographer Dirk Jan Visser. The user walks through the refugee camp by scrolling or swiping. It is thus an example of scrollytelling, horizontal rather than vertical. Like many other digital storytelling productions, Refugee Republic also indicates how the user can best navigate. During your walks you encounter short videos and photo stories which offer background in the narrative. View Refugee Republic c. Game-like Works in the ‘game’ category are characterized by non-linear narrative and the fact that the user assumes a role, and for instance conducts research. Another characteristic can be that to the degree you go further into the story, the more material becomes available. Prison Valley (2010), made by David Dufresne and Phillipe Brault, takes place in Fremont County, Colorado. The user assumes the role of a journalist who is researching the prison industry. Prison Valley starts with a short inductory film, a sort of trailer. This technique is employed by many interactive documentaries. In it the subject is briefly introduced and the visitor is then invited to go further to discover the rest of the story. After this introduction you can check into a motel, to which you can regularly return. If you subscribe to the website, you can return to the point in the story where you left. Along the way you encounter various characters who give you information. Various objects are kept in the motel room, and at certain points you can enter into conversations with other Prison Valley users, via the forum.
21
> 9 Scripts From a Nation at War > 2012 > Documenta in Kassel > Table top miniature > Alternative presentatation method
> An Anecdoted Archive from the Cold War > 1994 > George Legrady > 1:1 experience translated into spatial installation > A larger audience can watch how one person controls the work
22
4. Exhibition Audience perspective The technological progress which has in part made digital storytelling possible, and the way in which photographers, filmmakers, designers and journalists make use of these advances for productions that break new ground conceptually, aesthetically or in terms of content, is an important motivation for the realization of this research and presentation project. But apart from the purely substantive experience of individual works, and partly a certain nostalgia with regard to employing vintage hardware, the interaction among technology, content and formal development is a layer in the exhibition that is particularly relevant for professional colleagues (including curators). In the exhibition these developments are placed in the broader perspective of our changing society, and in this way are intended to address a larger audience. Everyone is confronted with countless screens every day, with permanent reachability, with personalized content on the internet. This almost permanent reachability also influences our relations with one another. For instance, at one and the same time people are linked to one another and separated from one another, everyone pouring over their own screen. The exhibition Alone Together – The First 25 years of Digital Storytelling shows a selection of works from that period, which focus on this aspect of the individualized experience. 1:1 and spatial It is necessary that the exhibition Alone Together also include works that are made for an individual 1:1 experience. By definition, it is difficult to have these function in an exhibition space. Only one person can use them at a time, and the museal experience conflicts with the desired concentration and intimacy. Considerable attention will thus have to be given to this point in the spatial design. There are roughly two different ways of exhibiting these works: 1. as 1:1 experience on a computer or tablet, with one person operating and viewing the work. When using hardware it is important to use the old hardware, so that the contrast between the old and new is visible, and this contributes to the user’s experience. And 2: some of these works are also possibly suitable for exhibition as installation or projection – see, for instance, the installation of An Anecdoted Archive from the Cold War by George Legrady. In that case, other people can view them along with those who actually ‘steer’ the work. Table top miniature and virtual reality Next, there are spatial installations that will require (much) more room. Practical problems related to showing multiple installations include lack of space and open sound, with the audio from various installations spilling over to one another. An alternative manner of presenting some of these installations, which takes up less space but does take the viewer into a closed world, is the table top miniature. On the adjacent page you can see the work 9 Scripts from a Nation at War during Documenta 12 in Kassel. The image is to be seen on three screens and the audio heard on headphones. Viewers who bend forward move into the scale of the installation, just as they would with a doll house or model railroad. The illusion of a monumental installation is (almost) perfect. The most important conceptual drawback: it leads to a simplified perspective, and the function of (the sound of) the physical footstep is lacking. Nonetheless, it could certainly be successfully employed for a number of installations. Another experimental alternative that occupies less space is the representation of installations by means of virtual reality. Visitors can experience the installations in a virtual environment. In the more advanced representations they can also interact with the work physically.
23
> Stress > 2002 > Bruce Mau Design > Spatial installation > Linear narrative > Combination of archive material, photography, text and audio
24
4.1 Potential works in relation to the technological developments and Alone Together a.1 Linear narratives 1:1 I Photograph to Remember (1991) by the photographer Pedro Meyer, the first CD-ROM with a photographic narrative, tells the life story of the photographer’s parents on the basis of archive images and new photographs. As seen in the quote from Bob Stein referred to earlier, I Photograph to Remember was a unique work at the time it was published, because for the first time a computer was being used to express emotions, rather than for everyday business purposes. This is now difficult to imagine, if only taking into account the volume of narratives which appear in this research – and these are only a fraction of what has been published. The way in which we relate to computers has changed radically in the intervening years, and this work can be regarded as an early step in this development. The narrative is linear and a lean back experience, but the publication on CD-ROM makes it possible for viewers to choose for themselves whether they will look (further), and to select the language of the voiceover. Money & Speed: Inside the Black Box (2011), made by Marije Meerman, is the first and only ‘TouchDoc’ (a term which has not been used elsewhere), but suitable because of the platform on which the app was published: the iPad. TouchDoc thus literally refers to touching the screen in order to discover more information. Brought out as a linear documentary (VPRO) and as an iPad app, Money & Speed is about the flash crash in 2010. In the documentary people who were involved in the situation firsthand have a chance to speak, and in the app the user can obtain extra information about the subject in a second layer of the documentary, based on real time data. It is thus a linear narrative with access to extra material. Although the app supplies the information in a second layer, the use of the app is so intuitive that this also feels like a lean back experience. This also again illustrates the hybridity of the phenomenon of digital storytelling. Some projects are difficult to place in any strictly defined category. a.2 Spatial linear narratives In 2002 designer Bruce Mau produced a multimedia installation, Stress, a combination of archival material, new photography, text and audio. The installation reveals an image of today’s society by means of visual material from important political and historical events. The theme works through in the high speed montage. The length of the projection screen forces the viewer to move physically. Because of this form of spatial installation everyone’s viewing experience is unique, while it is possible for more than one person to view the project at the same time. In his work Omer Fast investigates the construction of narrative in film, and for instance presents different perspectives within the same story. 5000 Feet is the Best (2011) is a cinematic translation of interviews Fast did during an encounter with a drone operator from the American army, in which the operator described his work and the traumatic situations that he experienced in it. Presently it is possible to steer armed drones by remote control from very great distances and wage war in that way. The physical distance between the person and weapon also influences the soldier’s emotional experience. Instead of standing eye to eye with your opponent, it appears that this manner of waging war in front of a screen is more like playing a computer game. The installation 5000 Feet is the Best is a linear narrative and is played as an endless
25
> Antirom > 1994 > CD-ROM > Anti-archive > Lean forward > Disclaims a formal interface Once the menu is found, a built in randomizer means any choices invariably lead to results other than expected. Antirom assigns the characteristics of hypertext structures by denying them.
> 18 Days in Egypt > 2011 > Jigar Mehta and Yasmin Elayat > Interactive documentary > User generated content > Archival structure > Lean forward Screen shot of overview page with various ‘streams’ that users have uploaded.
26
loop. Therefore there is no fixed succession of the repeated components; each viewer experiences the flow differently. b. Archive The CD-ROM Antirom (1994), made by the antirom collective, is really an anti-archive. It is a collection of parts that all reflect to the idea of interactivity, but rather than having a logical structure, as is usually the case with an archive, Antirom lacks all logic. There is therefore no interface in which you make choices, but the computer makes random choices for you. Antirom makes use of existing visual, text and audio material. Although you as viewer have no influence on what happens, Antirom can be considered a lean forward experience. The user must do something to go further; it is just not possible to navigate with this interactive process. The project dates from 1994, and is thus an early reflection on the possibilities of the medium and interactivity. The flood of visual stimuli that Antirom is also refers to the speed and abundance that is characteristic of visual culture today. The CD-ROM was made with Macromedia Director, which came out in 1993. 18 Days in Egypt (2011), by Jigar Mehta and Yasmin Elayat, makes use of the principles of Web 2.0. This form of the internet, which arose in the early 2000s, makes it possible for users to add material themselves. 18 Days in Egypt is a platform on which material is published that has to do with the revolution in Egypt in 2011 and the events which followed it. It is based on user generated content. User generated content challenges the role of the author in digital storytelling. Blogs and social media give everyone the space to be an author and tell their own story in their own way. Users of 18 Days in Egypt can upload their own story in a ‘stream’. This stream can consist of a combination of photography, film and text. A selection can be made from these streams on the basis of date, popularity, recommended videos, and the most recent material. During the revolution the makers realized that to a great degree the events were being reported by the demonstrators themselves, with their smartphones, by making photos and videos and posting them on social media such as Facebook and Twitter. The use of social media is characterizing for this time. Social media are increasingly used not only to stay in touch with people one already knows, but to show the world what one is doing or spread opinions. The possibility to share images and text through these platforms and the fact that almost everyone nowadays carries a camera in the form of a smartphone also challenges journalistic conventions. Not only traditional media can report on events such as the revolution in Egypt, almost anyone has that possibility. View 18 Days in Egypt Universe Within (2015) is the fourth part of the Highrise series, made by Katerina Cizek. This interactive documentary investigates the hidden digital lives of ‘highrise’ residents on the basis of a various questions. As a user you first choose one of the three ‘hosts’, who then poses questions to the user about emotions, empathy and ethics in this digital era. By answering these questions the user makes a selection from the total database. This documentary is thus also a lean forward, personalized experience, because what the user gets to see depends on the answers that are chosen. Bekijk Universe Within c. Game-like The interactive documentary Do Not Track (2015), made by Brett Gaylor, lets users see who (i.e., which businesses) are following their internet behaviour. Now that people
27
> Do Not Track > 2015 > Brett Gaylor > Interactive documentary > Game-like > Lean forward Project concerning the use of internet and how the internet uses its users. Asks for data about the user’s internet behaviour, which is then analyzed.
> Portrait One > 1995 > Luc Courchesne > CD-ROM > Game-like > User plays the role of interviewer > Lean forward User makes contact with Marie. Marie breaks off conversation if it becomes intimate too quickly. If the conversation goes well, the user receives a warning that she is a virtual character.
28
are almost always online today, that internet usage leaves behind an invisible trail that many are not aware of. In seven installments that appeared between April and June, 2015, Do Not Track investigates various themes, for instance explaining to the user the process of ‘like mining’ (analysing the ‘likes’ on Facebook), or what sort of information a smartphone stores about its owner. There is an option to use the data of the maker, but what makes Do Not Track interesting is that you as user are repeatedly asked for input – what websites you visit, what is in your Facebook profile – and thus you not only get an explanation, but immediately get to see what happens with your personal data. In order to go a step further in the documentary, the user regularly has to make a choice or fill in data. The user thus has the role of the one whose data is being analysed; if you fill in personal data you are rewarded by an analysis. The interface of Do Not Track however looks like an archive structure. This interactive documentary is made as a 1:1 experience, for one person, who fills in his or her own data. View Do Not Track As user of Luc Courchesne’s Portrait One (1995) you can ask Marie, the central character, questions, which she answers. You choose from a number of questions each time, but if you become personal too quickly she excuses herself. When you reach a certain degree of intimacy Marie warns the user that she is virtual, and thus can not enter into any real connection with you. Portrait One is a work on CD-ROM. The original computer variant demands presentation as a three-dimensional installation. Via a monitor the work is projected on a plate of glass so that Marie appears to be in the same space as the user. This work allows the user to investigate the relation between human and machine, in which Marie’s answers depend on the path chosen by the user. Portrait One can be seen as a game because you, as the user, assume the role of interviewer, whereas if, during the course of the interview, the questions become too personal, Marie announces ‘game over’ and stops the conversation.
29
> Installation photos from Born Digital in MOTI (2015) > Works in which the digital world and our digital lives are central > Spatial work, installations and online projects > Do Not Touch, by Moniker (upper left). Interactive video clip that can be played online > Here, on a podium, to be operated by one person. Other visitors watch via a projection. > The Smoking Room, by Pinar & Viola (below) > Presented as physical space where the visitor can use the online project
30
5. Book / App A book / app that offers an overview of the technological developments which have been important for the rise of digital storytelling, and the narrative and aesthetic developments which are connected with them, will be issued to accompany the exhibition. As in the exhibition, these developments will be placed in the framework of today’s media society, for instance by means of background essays. In this way the two layers that are also present in the exhibition will be fully represented.
6. Symposium How has the publication of work changed? How do you get a story across to an audience clearly, if the audience itself can make a selection of the material presented? In what way does the role of the author change when everyone has the possibility of making images and texts and publishing them on the internet? These questions regarding the technological developments will be posed in a symposium for fellow professionals and other interested parties. To date, little or no attention has been paid to the systematic collection of these productions, and what acquisitions there have been call up many questions about the conservation of these works. Rapid technological progress [sic] threatens to make the hardware and software necessary for viewing many of these projects obsolete – and thus to make the works themselves inaccessible. A symposium is also the right environment for bestowing attention on the issues around the collection and conservation of this digital heritage. During the symposium there will ls be attention given to the way in which digital storytelling will develop in the future. At the moment of writing, many experiments are being done with virtual reality. Will this develop into a new storytelling platform?
31
> Virtual reality > Immersive Reality during IDFA DocLab 2014
> Project Syria > 2015 > Nonny de la Pe単a > Virtual reality > Users feel they are on the spot, as it were Project concerning bomb attack in Aleppo, Syria. Second scene takes place in a refugee camp.
32
7. Audience Through the various components – exhibition, book/app and symposium – Alone Together is intended to reach a broad audience. The exhibition provides an overview of the developments in digital storytelling over the past quarter century and the technological advances that have contributed to this. These developments are investigated from the perspective of today’s mediated society in order to be able to interpret how these developments are related to one another. The theme of the exhibition is intended to address those with an interest in developments in the field of media and technology, and the influence these have on society: the ‘users’ of these works, and (media) historians. In addition, the technical aspects that are characteristic of digital storytelling are particularly interesting for photographers, filmmakers, producers and journalists. The catalogue, to be published in the form of a book or app, will offer an overview of the works in the exhibition, in combination with in depth background information, for users, makers, museum colleagues and academics. Makers, fellow professionals and academics will be addressed by means of a symposium which will shed light on the manner in which storytelling has changed in the digital era, issues concerning collection and conservation of works, and future developments.
33
> Installation photos from ANGRY, Nederlands Fotomuseum (2011) > Photography, videos, multimedia installations and online publication > Narrative environment > Monumental structure > Environment contributes to bringing the exhibition narrative across to the audience > Red cubicles form points of rest within the setup: video portraits of former radicals The same sort of narrative structure in the setup, with resting points between the large installations, is intended for Alone Together.
34
8. Potential partners 8.1 Research -- University of Leiden, academic partner for research project -- LIMA, performs research on CD-ROMS and conservation issues -- MIT Open Documentary Lab, research centre of MIT, which focuses on the fields where documentary and technological innovation overlap -- IDFA DocLab, IDFA’s festival component that is devoted to the presentation and discussion of, and support for the development of digital storytelling projects -- VPRO MediaLab, focusing on the development of apps and experiments with virtual reality These institutions could be interested on cooperating in the framework of research running up to the exhibition and the symposium dealing with developments in the field, and at the same time the problems surrounding the collecting and conservation of our digital heritage.
8.2 International venues The following locations (among others) could be possible places for showing the exhibition: -- Nederlands Fotomuseum, Rotterdam -- EYE, Amsterdam -- Jeu de Paume, Paris -- Fotomuseum Winterthur, Winterthur -- International Center of Photography, New York -- Three Shadows Photography Arts Center, Beijing
35
9. Appendix Digital Storytelling Inventory - CD-ROM
Title
Artist/Author/Director
Publisher
I Photograph to Remember
Pedro Meyer
The Voyager Company
1991 USA
Lineair
From Alice to Ocean
Rick Smolan
Against All Odds
1992 USA
Interactive
The Voyager Company
1993 USA
Lineair
Self published
1993 USA
Interactive
1994 UK
Interactive
The Voyager Company
1994 USA
Interactive
History, Nucleair weapons, Hiroshima Storytelling, Freak show
Truths & Ficitions, A Journey From Documentary to Digital Pedro Meyer Photography She Loves It, She Loves It Not
Christine Tamblyn, Marjorie Franklin, Paul Tompkins
Antirom
Antirom
The Day after Trinity: J. Robert Oppenheimer and the Jon Else Atomic Bomb
Year
Country Mode
Collection(s)
Software
Macromedia V2_ / Bas Vroeg Director
Topics Parents, Childhood, Death Australia, Travel, Road trip Photography, Digital revolution
Bas Vroege
Ideology, Power, Memory, Violence, Communication Bas Vroege
Freak Show
The Residents
The Voyager Company
1994 USA
Interactive
An Anecdoted Archive From the Cold War
George Legrady
HyperReal Media Productions
1994 HU
Interactive
Al Reinert
The Voyager Company
1994 USA
Interactive
Space, Apollo Vietnam, photojournalism
For All Mankind
Bas Vroege
War, History, Archive
Rick Smolan
Against All Odds
1994 USA
Interactive
John Vink
Apple France/Magic Media
1994 FR
Interactive
Lovers Leap
Miroslaw Rogala
ZKM/Institute for Visual Media, Karlsruhe and Hatje Cantz Publishers
1995 USA
Interactive
Chicago, Streetphotography, Interactivity
Material World
Peter Menzel
Multimedia StarPress
1995 USA
Interactive
Global, photojournalism
Luc Courchesne
ZKM/Institute for Visual Media, Karlsruhe and Hatje Cantz Publishers
1995 CA
Interactive
Communication, Portrait, Intimacy
The Deaths in Newport
Lewis Baltz
Paradox
1995 NL
Lineair
Dans un Quartier de Paris
Gilberte Furstenberg, Janet H. Murray
Yale University Press
1996 USA
Interactive
Paris, Urban, Daily Life
ACTUALITE DU VIRTUEL : ACTUALIZING THE VIRTUAL.
Various contributors
Revue Virtuelle
1996 FR
Interactive
Digital technology, New media, Digital art, Media art
From Silver to Silicon
Frank Boyd, Anrew Dewdney, Martin Lister
Artec
1996 UK
Interactive
Bas Vroege
Macromedia Director
Photography Digital revolution
Rehearsal of Memory
Harwood & Ashwood Arts
Artec and Book Works
1996 UK
Interactive
Bas Vroege
Macromedia Director, Quicktime
Mental health, Hospital
Passage to Vietnam Camp de Réfugiés
Portrait One
Slippery Traces: The Postcard George Legrady Trail Million Man March/World Wide Web
Reggie Woolery
House of Pain
Tim Hetherington
A Bronx Family Album: The Impact of AIDS Inmemory
Community, Identity
Interactive
1997
Interactive
Pixel Press
1997 UK
Interactive
Hospital, Violence
Visual culture, Database, 20th century Video Data Bank (vdb.org)
Steve Hart
Scalo
1997 US
Interactive
Family, Health, AIDS, Daily Life
Chris Marker
Centre Pompidou, Musée de l'Art Moderne
1997 US
Interactive
Memory, Photography
Maria Soppela
Mediamatic
1998 NL
Interactive
Florian Thalhofer
Mediamatic
1999 NL
Interactive
The Perfect Picture
Theo Bos
Tuesday Multimedia
1998 NL
Interactive
Born With A Broken Tongue
Martin Casey
Dublin Institute of Technology
1999 IRE
Interactive
Anne Frank Huis, Een huis met een verhaal
Anne Frank Stichting
Softmachine BV.
1999 NL
Interactive
36
Bas Vroege
Photojournalism, Refugees, Global
1996 CA
Family Files
Norman M. Klein - Bleeding Through: Layers of Los Angeles 1920-1986
Macromind Director 4.0
ZKM/Institute for Visual Media, Karlsruhe and Hatje Cantz Publishers
Small World
Walton City
iMAL, Brussel
John Lambrichts
Rosemary Comella, Andreas Kratky
2000 NL ZKM Zentrum für Kunst und Medientechnologien Karlsruhe & The Labyrinth Project
2003 US
Interactive
Interactive
V2_, Rotterdam
Family, History Town, Childhood
Bas Vroege
Macromedia Director
Military, Urban, History
Bas Vroege
Quicktime
War, History, Archive
Bas Vroege
Macromedia Director, Quicktime
Drug addiction, Brothers, Urban History, Los Angeles, Urban, Daily life, Storytelling
Digital Storytelling Inventory - CD-ROM
Title
Artist/Author/Director
Publisher
Boston: Renewed Vistas
Glorianna Davenport
MIT Interactive Cinema Group
Cultivating Pasadena
Rosemary Comella, Marsha Kinder
The Labyrinth Project
Year
Country Mode
2004 US 2005 US
Collection(s)
Software
Topics
Interactive
Urban, Daily Life, Boston,
Interactive
History, Calinfornia, Urban, Storytelling, Memory, Database
37
WEB
Title
Artist/Author/Director Production
Bosnia: Uncertain Paths Gilles Peress to Peace
Year
Country
URL
Rating
Software
Topics
The New York Times Electronic Media Company
1996 US
http://www.pixel press.org/bosni a/intro.html
1996 US
http://www.pictu
Flash
War, History, Bosnia, Violence War, History, Kurdistan
War, History, Bosnia
Farewell to Bosnia
Gilles Peress
Picture Projects
akaKURDISTAN
Susan Meiselas
Picture Projects
1997-present
US
http://www.akak urdistan.com
Flash
360degrees
Alison Cornyn, Sue Johnson e.a.
Picture Projects
2001-2011
US
http://360degree s.org
Criminality, Justice, Flash / HTML US, Law
2001-2008
UK
http://www.bbc. co.uk/wales/arts /yourvideo/queri es/capturewales .shtml
Real player
2002-2006
NL
http://www.cargi rls.org
Carindustry, Sales, Girls
2002 US
http://www.sonic memorial.org/so nic/public/index. html
9/11, World Trade Centre, Memorial, Terrorism, US, Audio,
2003 NL
http://go-nogo.nl/
2004
http://www.ene my-within.org/
Capture Wales
Various
Car Girls
Jacqueline Hassink
The Sonic Memorial Project
Picture Project and dotsperinch
Go No Go The Enemy Within
Ad van Denderen
BBC Wales
Picture Projects / dotsperinch Paradox
Bjarke Myrthu
Why Mister Why?
Geert van Kesteren
Paradox
2004 NL
http://www.why misterwhy.com
La Cité des Mortes
Jean Christophe Rampal, Marc Fernandez
Upian
2005 FR
http://www.lacite desmortes.net/n av.php
Days with My Father
Philip Toledano
UK
http://www.days withmyfather.co m/
2006-2009
Kingsley's Crossing
Olivier Jobard
Thanatorama
Julian Guintard, Vincent Baillais Upian
Journey to the End of Coal
Mediastorm
Samuel Bollendorf, Abel Le Monde, Ségrétin HonkyTonkFilms
Flash
Personal experience, Community
Migration, Refugees Flash
Memory, War War, Iraq, Soldiers, Army
Flash
Globalization, Latin America, Memorial, Violence Parents, Father, Death
2006
http://mediastor m.com/publicati on/kingsleyscrossing
Flash
Africa, Migration
2007 FR
http://www.than atorama.com
Flash
Death
2008 FR
http://www.honk ytonk.fr/index.p hp/webdoc/
Flash
China, Energy, Mines, Worklife Death Global Warming, Alaska, Community
The Last Days of Shishmaref
Jan Louter, Melle van Essen, Dana Lixenberg Paradox
2008 NL
http://www.thela stdaysofshishm aref.com/
So Blue, So Blue
Ad van Denderen
2008 NL
http://www.sobl uesoblue.nl
Mediterranean, Politics, Economy, Slow Journalism
Mediastorm
2008 USA
http://mediastor m.com/publicati on/intendedconsequences
War, Rwanda, Sexual violence, Women
FR/ Israel/ 2008 Palestine
http://gazasderot.arte.tv/
2008 USA
http://www.thepl aceswelive.com /
2008 DE
http://bombayfc. com/Afghansite UK/Afghanmain UK.html
Intended Consequences Jonathan Torgovnik
Paradox
Gaza/Sderot
Susanna Lotz, Joël Ronez, Alex Szalat
ARTE France, Alma Films/Trabelsi Productions, The Sapir College, Ramattan Studios, Bo Travail, Upian.com
The Places We Live
Jonas Bendiksen
Magnum Photos
The Afghan Diaries
??
Bombay Flying Club
Through Positive Eyes
Gideon Mendel, David Gere
UCLA Art & Global Health Centre
2009-present
SA, BR, ME, US, IN
http://throughpo sitiveeyes.org
USA
http://interviewp roject.davidlync h.com/www/#/a bout
Interview Project
David Lynch
One in Eight Million
Photographs: Todd Heisler. Produced by Sarah Kramer and Alexis Mainland
New York Times
2009 USA
http://www.nyti mes.com/packa ges/html/nyregi on/1-in-8million/
Iron Curtain Diaries
Matteo Scanni
Peacereporter, On/Off, Prospekt Photography, Becco Gallio
2009
http://www.their oncurtaindiaries .org/intro.html
38
Absurda
2008-2010
Flash
War, Israel, Palestina, Urban Urban, World, Housing
Flash
War, Army, Afghanistan, Denmark Health, HIV/AIDS, Stigma
Flash
Interview, Roadtrip, US
New York, Daily life, Urban Flash
History, Iron Curtain
WEB
Title
Artist/Author/Director Production
Le corps incarcéré
Seelow Soren
Hungry: Living with Prader-WIlli Syndrome
Maisie Crow
Le Monde
Year
Country
URL
Rating
Software
Topics
2009 FR
http://www.carc eropolis.fr/Lecorpsincarcere#
Prison, France, Health
2009 UK
http://vimeo.co m/5717103
Health, Family
Climate change, Environment, Africa
When the Water Ends
Evan Abramson
Mediastorm
2010 US
http://mediastor m.com/clients/w hen-the-waterends-foryale360
Highrise: Out my Window
Katherina Cizek
National Filmboard of Canada
2010 CA
http://highrise.nf b.ca/
Take Care
Gillian Laub
Mediastorm
2010 US
http://mediastor m.com/training/t ake-care
2010 FR
http://prisonvalle y.arte.tv/?lang= en
Flash
Prison, US, Town
Korsakow
Istanbul, Galata Bridge, Community
Flash
Town, Canada, Community
Prison Valley
David Dufresne, Philippe Brault
ARTE, Upian
Flash
Urban, World, Housing Family, Daily life
Planet Galata
Florian Thalhofer, Berke Bas Korsakow
2010 GE
http://planetgala ta.com/korsako w/en/
Welcome to Pine Point
Paul Shoebridge, Michael Simons
2011 CA
http://interactive .nfb.ca/#/pinepo int
2011 US
http://www.nyti mes.com/intera ctive/world/batta lion.html
War, Afghanistan
2011 USA
http://inmotion. magnumphotos. com/essay/2ndtour-hope-idont-die
US, War, Army
Chernobyl, Nucleair disaster, Health Migration, Road trip, Pan-American Highway
A Year at War
2nd Tour Hope I Don't Die
NY Times
Peter van Agtmael
National Filmboard of Canada
New York Times
Magnum in Motion
La Zone
Guillaume Herbaut, Bruno Masi
Le Monde
2011 FR
http://s1.lemde.f r/webdocs_cont enu/fichiers/la_z one_va/index.ht ml
Vía PanAm
Kadir van Loohuizen
Paradox
2011 NL
http://www.viap anam.org/viapa nam/opening
Jewish Homegrown History
Rosemary Comella
The Labyrinth Project
Défense d’Afficher
Sidonie Garnier, François Le Gall & Jeanne Thibord
France Televisions, , La Maison du Directeur, Camera Talk Productions
Snow Fall
John Branch
New York Times
ARTE, Upian, Agence Miquel Dewever-Plana, VU, Télérama, Rue 89, France Info, taz.de Alma, A Tale of Violence Isabelle Fougère
http://flash.jewis hhomegrownhis tory.com
Flash
Jewish, Immigration, History, Identity
2012 FR
http://www.franc etv.fr/defense-dafficher/en#/intr oduction
Flash
Urban, Street art, Community
2012 US
https://www.nyti mes.com/projec ts/2012/snowfall/
HTML5
Avalange, Sports, Natural disaster
2012 FR
http://alma.arte.t v/
Flash
Violence, Mexico
2011-present
Het FAS-project
Allard de Witte (fotografie) Joost Bos (journalist)
Stichting Het Witte Bos 2012-present
Bear 71
Leanne Alisson and Jeremy Mendes
National Filmboard of Canada
World of Matter
Mabe Bethonico, Ursula Biemann, Uwe H. Martin, Helge Mooshammer & Peter Mörtenböck, Emily E. Scott, Paulo Tavares, Lonnie van Brummelen & Siebren de Haan
Firestorm
Jon Henley
NL
http://www.faspr oject.nl
Health, Children, FAS
2012 CA
http://bear71.nfb .ca/#/bear71
Nature, Wild life, National Park, Human activity
http://www.worl dofmatter.net/
Ecology, Natural resources, World
2013-present
The Guardian
USA
AUS
2013 UK
http://www.guar dian.co.uk/world /interactive/201 3/may/26/firesto rm-bushfiredunalleyholmes-family
HTML5
Natural disaster, Australia
39
WEB
Title
Witnessing Gezi
Hers to Lose
Swan Song
Staff Riding Silent Night: The Kandahar Massacre A Short History of the Highrise
NSA Files: Decoded
Fort McMoney
Artist/Author/Director Production
Emin Özmen
Brent McDonald, Stephen Maing
Rick Gershon, Caitlyn Greene
Agence LeJournal
New York Times
Mediastorm
Marco Casino
Lela Ahmadzai
2470media
Katherina Cizek
National Filmboard of Canada / New York Times
Ewen Magaskill, Gabriel Dance The Guardian US
David Dufresne
National Filmboard of Canada / Arte / Toxa
Year
Country
URL
Rating
Software
Topics
2013 TU
http://www.worl dpressphoto.org /multimediagallery/2014/wit nessinggezi?gallery=11 66641
Turkey, Taksim square, Protest
2013 US
http://www.nyti mes.com/video/ nyregion/10000 0002461740/her s-tolose.html?playli stId=100000002 138838
Politics, Campaign, New York
2013 US
http://mediastor m.com/clients/s wan-song-forneighborhoodcenters
Dementia, Hospital, Health
2013
http://www.worl dpressphoto.org /multimediagallery/2014/sta ffriding?gallery=1 166641
South Africa, Train surfing
2013 GE
http://www.2470 media.com/proj ects.79.en.html ?tfs[video]=267
Afghanistan, US, War
2013 CA/US
http://www.nyti mes.com/projec ts/2013/highrise/
2013 US
http://www.theg uardian.com/wo rld/interactive/2 013/nov/01/sno wden-nsa-filessurveillancerevelationsdecoded
US, NSA,
2013 CA
http://www.fortm cmoney.com/#/f ortmcmoney
HTML5
Community, Economy, Environment, North America
2013 US
http://www.hollo wdocumentary.c om
HTML5
US, Community, Rural
HTML5
Urban, World, Housing
Hollow
Elaine McMillion Sheldon
17000 Islands
Thomas Østbye Thomas Østbye, Edwin PlymSerafin
2013 Norway
http://17000isla ndsinteractive.c om/
Indonesia, Nationalism, Politics
The Sochi Project
Rob Hornstra, Arnold Van Bruggen
2013 NL
http://www.thes ochiproject.org/
Russia, Urban, Politics, Olympics
2013 USA
http://www.kenn edyandoswald.c om
Politics, USA, Death
2013 BE
http://www.hidd enwounds.be
Soldiers, Health, PTSD
2014 NL
http://www.atlas ofpentecostalis m.net
Religion, Pentecostalism, Global, Database,
2014 NL
http://ihearyou. me/
Afghanistan, Elections, Religion, Education, Gender, Daily Life
NL
www.loveradiorwanda.org
Africa, Rwanda, Genocide
2014 NL
http://lagos.sub marinechannel. com/
Africa, Urban
Requisite Media
National Geographic
Killing Kennedy Hidden Wounds
Thomas Kaan
Atlas of Pentecostalism
Richard Vijgen, Bregtje Ter Haak
Prospektor
Paradox and Free Press Unlimited
HTML5
I Hear You
The Cause Collective
Love Radio
Eefje Blankevoort, Anoek Steketee
Lagos Wide and Close
Rem Koolhaas, Bregje van der Haak
COME/IN/DOC
MIT DocLab
2014 USA
http://comeindo c.com
Interactive documentary, Theory
Refugee Republic
Jan Rothuizen, Martijn van Tol, Dirk Jan Visser Submarine
2014 NL
http://refugeere public.submarin echannel.com
Refugee camp, Daily Life, Iraq, Syria
2014 NL
http://www.npog eschiedenis.nl/ wo1/longread/? story=home
WW I, History
14-18 Nederlandse Oorlogsverhalen
40
Lyangelo Vasquez
2014-ongoing Submarine, VPRO
VPRO
WEB
Title Hungy Horse: Legends of the Everyday
Artist/Author/Director Production Pieter ten Hoopen
MediaStorm
Year
Country 2014 USA
URL http://mediastor m.com/publicati on/hungry-horse
Rating
Software
Topics USA, Daily Life, Drugs, Poverty, Landscape
41
Installation
Title We Make Memories
Artist/Author/Director Year Abbe Don
Country 1989 USA
Collection(s)
Technology
Topics
Family, Hypercard on laserdisc, Photography, two monitors Memory War, History, Archive, Database
An Anecdoted Archive from the George Legrady Cold War
1994 CA
The Clearing
George Legrady
1994 CA
Interactive installation, dimensions variable
Sound of Silence
Alfredo Jaar
1995 US
Single screen projection Sudan, Africa, in box Photojournalism
Bosnia, Media, Language, History, Database
Lovers Leap
Miroslaw Rogala
1995 US
Projection
Chicago, Streetphotography, Interactivity
Slippery Traces: The Postcard Trail
George Legrady
1995 CA
Projection, interaction stad, wall text
Visual culture, Database, 20th century
Rehearsal of Memory
Graham Harwood & Ashwood Arts
1995 UK
Mental health, Projection single screen Hospital
Traces
George Legrady
1997 CA
Two screen projection, incl. ambient sound and Information age, text cultural differences
Collected Visions
Lorie Novak
2000 US
2 screen projection, soundscape
Memory, Photography
Stress
Bruce Mau Design Inc.
2000 CA
Multiple screen projection, sound
Visual culture, Information, Stress
Greenhouse
Xavier Ribas
2000 NL
Single screen, monitor
Greenhouse, Landscape, Housing
>Play
Carel van Hees
2001 NL
20 screen projection, soundtrack
Urban, Youth, Streetlife
2002 NL
Cibachrome plexiglass, dibond, wood. + Text messages
Fang (Beach) + I will to hung the flag ... God
Gerald van der Kaap
Solid Sea 01: The Gost Ship
Multiplicity e.a.
2002 IT
Projections, Monitors
Mediterranean sea, Immigration, Identitiy, Nature
The Lament of the Images
Alfredo Jaar
2002 US
3 Screen projection
Rwanda, War
The Danube Exodus: The Rippling Currents of the River
Péter Forgács and The Labyrinth Project
2002 US
Multiple screen projection, soundtrack, Ethnic minorities, Touchscreen monitor Migration, History
Sliding
Ralph Kämena
2003 NL
Projection in box
Urban, media experience News, Documentary photography, personal images
REVERB
Lorie Novak
2004 US
Single screen projection, audio fragments
Healing Sport
Tim Hetherington
2004 UK
Single screen projection Africa, Sports,
Go No Go (photographs) together with Britanya (film)
Photography by Ad van Denderen, film by Marjoleine Boonstra
2004 NL
Projections, Monitors, Computers
Migration, Refugees
Darfur Bleeds
Tim Hetherington
2006 UK
Single Screen projection, voice-over
Sudan, Civil War France, Paris, Student protests
The Wars
Oscar van Alphen
2008 NL
Single screen projection, prints
Places We Live In
Jonas Bendiksen
2008 USA
16 screen projection, Still images, Soundscape
Urban, World, Housing
Dikke Huizen, Dunne Huizen
Ralph Kämena, Jan Konings
2008 NL
Interactive
The Netherlands, Architecture
The Last Days of Shishmaref
Jan Louter (Film), Dana Lixenberg (photography)
2008 NL
Photographs, film
Global Warming, Alaska, Community
Spectator
Theo Niekus
2009 NL
Single screen projection, 5 monitors
Amsterdam, City life, People
Sleeping Soldiers
Tim Hetherington
2009 UK
3 screen projection, sound
War, Soldiers, Army, Afghanistan
42
Installation
Title
Artist/Author/Director Year
Diary
Tim Hetherington
2010 UK
War, Soldiers, Single screen projection Army, Afghanistan
Blanco
Stefano Deluigi
2010 FR
Single screen projection Blindness, Health
5000 Feet is the Best
Omar Fast
2011 ISR
Violence, Drone, Single screen projection Trauma, US
La Zone
Guillaume Herbaut
2011 FR
Photographs, video, soundscape
Chernobyl, Nucleair disaster
Street
James Nares
2011 US
Single screen projection, soundtrack
Streetlife, New York
Poppy Trails of Afghan Heroin
Robert Knoth, Antoinette de Jong
2012 NL
Multiple screen projection, sound
Afghanistan, Globalisation, Heroin
Clouds
James George
2012 US
Single screen projection Code, Storytelling
2013 IRE
6 screen projection, soundscape
2013 NL
Azerbaijan, Two screen projection, Geopolitics, Daily audio life Archive, Dutch East Indies, Colonialism, Memory,Migration
The Enclave Oil & Paradise
Richard Mosse Ad Nuis
Country
Collection(s)
Technology
Topics
Congo, Africa, Conflict, War, Violence
Looming Fire
Péter Forgács
2013 NL
15 screen projection, audio
Vía PanAm
Kadir van Lohuizen
2013 NL
5 screen projection, audio
Migration, Road trip, Pan-American Highway
Digital Diaspora Family Reunio Thomas Allen Haris
2014 US
Single screen
Community,
2014 UK
7 screen projection,
Capital, Economy, Global
Playtime
Isaac Julien
43
App
Title
Artist/Author/Director
Production
Year 2009ongoin g
The Road Trip Project
Emeka Okereke (founder) e.a.
Invisible Borders
Report: Rape in Congo, peace violated
Zoé Lamazou et Sarah Leduc
FRANCE 24
Money & Speed: Inside the Black Marije Meerman, Joris Maltha, Daniel Gross Box
Country
Mode
Rating Software
Topics
Interactive
iOS 6.0
Africa, Road trip
2010 FR
Interactive
iOS 3.2
Congo, Africa, Violence, Report
VPRO
2011 NL
Interactive
iOS 3.2
Finance, Economy, Flash crash
Paradox
2011 NL
Interactive
iOS 4.0
Migration, Road trip, Pan-American Highway
2011
Interactive
iOS 3.2
Prison camps, Siberia
iOS 3.2
Urban, Landscape, Daily Life
Vía PanAm
Kadir van Lohuizen
Zona
Carl de Keyzer
Radiation Tokyo
Suguru Takeuchi
108UNITED Co., Ltd.
2011
Sierra Zapoteca
Jorge Lépez Vela
Colección Cristal de Luz
2012 ME
Linear
iOS 4.2
Mexico, Nature, Daily life
CCell
Taiji Matsue
Goglia Books Inc.
2012 US
Interactive
iOS 3.2
Urban, Landscape
Quest For Land
John Vink
John Vink
2012 US
Interactive
iOS 4.0
Cambodia, Eviction, Land grabbing
Alma, A Tale of Violence
Miquel Dewever-Plana, Isabelle Fougère
ARTE, Upian, Agence VU, Télérama, Rue 89, France Info, taz.de
2012 FR
Interactive
iOS 4.0
Violence, Mexico
Figures & Fictions: Contemporary South African Photography
Various
MACK, V&A Museum
2012 UK
Interactive
iOS 3.2
South Africa, Photography, Politics, Identity
Photojournalisms
Ed Kashi
Ed Kashi
2012 US
Interactive
iOS 4.3
Photojournalism, Diary
Great Photographers: William Klein
Contrasto
2012 IT
Interactive
Photography, Oeuvre, Lessons
Great Photographers: Giacomelli
Contrasto
2012 IT
Interactive
Photography, Oeuvre, Lessons
Why Mister Why?
Geert van Kesteren
Paradox
2013 NL
Interactive
iOS 5.1
War, Iraq, Soldiers, Army
Burtynsky: Oil
Edward Burtynsky
Melcher Media
2013 CA
Interactive
iOS 6.0
Oil, Nature, Landscape, Global
Circa 1948
Stan Douglas
National Filmboard of Canada
2014 CA
Interactive
iOS 8.0
History, Urban, Economy, Vancouver
44
VR
Title
Artist/Author/Director
Production
Hunger in Los Angeles Nonny de la Peña
Year
Country
Platform
Topics
2012 US
Prototype head mounted display Hunger, Poverty, Los developed at MxR Lab at USC ICT Angeles, VR
Assent
Oscar Raby
Oscar Raby
2013 AUS
Oculus Rift
Chile, Army, Violence, History, Conflict, Politics, VR
Project Syria
Nonny de la Peña
Emblematic Group
2014 US
Custom build
Syria, War, Refugees, VR
Herder
Félix Lajeunesse / Paul Raphaël
Felix & Paul Studios
2014 CA
Zero Point
Danfung Dennis
Condition One
2014 US
Oculus Rift
VR, Documentary, Developing, Media
2015 US
iOS/Android
Iran, Revolution, History, Game, VR
1979 Revolution: Black Navid Khonsari / Vassiliki Khonsar iNK Stories Friday
Mongolia, Nomads, Daily life, Nature, VR
Evolution of Verse
Chris Milk
VRSE
2015 US
iOS/Android - VRSE app
Photo realistic 3D, Journey, VR
Clouds over Sidra
Chris Milk
VRSE
2015 US
iOS/Android - VRSE app
Jordan, Syria, Refugees, Conflict, War, Daily Life, VR
VRSE
2015 US
iOS/Android - VRSE app
News broadcast, Protest, Violence, Police, New York, VR
VICE news VR: Millons Chris Milk and Spike Jonze March
45
Indeling Digital Storytelling
PLATFORM Title
Artists
akaKurdistan
Susan Meiselas
Alma A Tale of Violence
Miquel Dewever-Plana, Isabelle Fougère Web/App
An Annecdoted Archive of the George Legrady Cold War
RATING
Lineaire vertelling Archief Web **
Game
***
4
*
4
CD-ROM
***
3
Antirom
Antirom
CD-ROM
***
5
Atlas of Pentecostalism
Richard Vijgen, Bregtje Ter Haak
Web
***
3
Bear 71
Leanne Alisson and Jeremy Mendes
Web
Blanco
Stefano Deluigi
Web
Car Girls
Jacqueline Hassink
Web
Circa 1948
Stan Douglas
App
Days with My Father
Philip Toledano
Web
Do Not Track
Brett Gaylor
Web
Family Files
Maria Soppela
CD-ROM
Fort McMoney
David Dufresne
Web
Greenhouse
Xavier Ribas
Web
***
2
Hollow
Elaine McMillion Sheldon
Web
***
4
Web
***
Hungy Horse: Legends of the Pieter ten Hoopen Everyday
***
3 2
***
3 ***
2
***
5
***
3
***
2 ***
2
2
I Hear You
The Cause Collective
Web
I Photograph to Remember
Pedro Meyer
CD-ROM
***
5
Intended Consequences
Jonathan Torgovnik
Web
***
***
4 2
Journey to the End of Coal
Samuel Bollendorf, Abel Ségrétin Web
Killing Kennedy
National Geographic
Web
***
Money and Speed
Marije Meerman, Joris Maltha, Daniel Gross
App
***
**
5
Planet Galata
Florian Thalhofer, Berke Bas Web
***
3
Playtime
Isaac Julien
***
4
***
Installation
Robert Knoth, Antoinette Installation Poppy Trails of Afghan Heroin de Jong
3 2
***
3
Portrait One
Luc Courchesne
Prison Valley
David Dufresne, Philippe Brault Web
Refugee Republic
Jan Rothuizen, Martijn van Tol, Dirk Jan Visser Web
***
4
REVERB
Lorie Novak
Installation
***
3
Sleeping Soldiers
Tim Hetherington
Installation
***
3
Sliding
Ralph Kämena
Installation
Small World
Florian Thalhofer
CD-ROM
Snow Fall
John Branch
Web
Solid Sea 01: The Gost Ship
Multiplicity e.a.
Installation
***
2
Stress
Bruce Mau Design Inc.
Installation
***
CD-ROM/Installatie
***
5
***
3
5
***
4 ***
3
***
3
Thanatorama
Julian Guintard, Vincent Baillais Web
The Clearing
George Legrady
Installation
***
4
The File Room
Antonio Muntadas
Installation
***
4
The Deaths in Newport
Lewis Baltz
CD-ROM
The Enclave
Richard Mosse
Installation
The Enemy Within
Bjarke Myrthu
Web
***
Installation
***
The Last Days of Shishmaref Jan Louter
46
CATEGORY
***
***
2
2 ***
3 3 3
Universe Within
Katerina Cizek
Web
***
Vía PanAm
Kadir van Lohuizen
App
***
4
Why Mister Why?
Geert van Kesteren
Installation
***
4
18 Days in Egypt
Jigar Mehta, Yasmin Elayat
Web
***
5
Indeling Digital Storytelling
PLATFORM Title
Artists
5000 Feet is the Best
Omar Fast
CATEGORY Lineaire vertelling Archief
Installation
***
RATING Game 5
47
Paradox - Postbus 113 - 1135 ZK Edam (NL)