The Center for Digital Narrative invites PhD students who are writing a dissertation on digital narratives to participate in a five-day PhD summer school at the University of Bergen from 10-14 June 2025.
Participants will:
- learn methods for researching digital narratives both from a scholarly and an artistic perspective
- interact with world-leading scholars in digital narrative
- receive feedback on work in progress from experts and fellow PhD students
- build a network of colleagues in the field
- explore beautiful Bergen in June
We welcome applications from PhD students in disciplines such as digital culture, literary studies, game studies, media studies, digital art or design. Applicants can be working on a research-based PhD or a PhD using creative practice or artistic research.
Key dates
23 April 2 May- Sign-up for workshops- 25 May - Draft articles or chapters due (3000-7000 words). Participants must set aside time to read drafts from 6-10 other students.
Content of the summer school
The summer school has three main components.
Keynotes by Maria Mäkelä (Finland), Yudhanjaya Wijeratne (Sri Lanka), Alexandra Saemmer (France), and Fox Harrell (USA). See more information about the individual speakers below.
Feedback on writing: Students will share a draft of a chapter or article they are working on. Participants will be assigned to feedback groups that will work together each morning. Facilitators will include Jason Nelson, Kristine Jørgensen, Jill Walker Rettberg, Caitlin Fisher and other experts in the field.
Each participant will be asked to read all the drafts for their groups (6-10 people in each group) and to be lead respondents on two drafts. Each student will get 30-50 minutes discussion time for their draft.
Workshops: After lunch participants will choose one of two or more methods workshop options led by experts in the field of digital narrative. Each day there will be a choice between a creative and a critical methods course. Workshop convenors include Nick Montfort, Gabriele de Seta, Lin Prøitz, Scott Rettberg, Jason Nelson, Alinta Krauth, Caitlin Fisher and others.
Each workshop will be about a specific method that is relevant for the study and creation of digital narratives, e.g. within creative practice, digital humanities, narrative analysis or ethnography.
Workshop Descriptions
We are pleased to offer this selection of valuable workshops, emphasizing practical application and instructed by distinguished researchers renowned within their fields.
Introduction
This workshop will provide participants with a hands-on introduction to leveraging AI tools for innovative filmmaking practices, visual storytelling, and cinematic augmentation of theoretical presentations. Participants will experiment with creative methods of production, first exploring conversion of their research questions into prompts (then visuals), before transitioning to AI-assisted filmmaking.
Learning methods/structure of the workshop
This workshop is based on an active learning model. First, participants are introduced to the theoretical framework of AI-assisted filmmaking, and a practical example of lecturing with AI. They will then participate in an individual visual storytelling exercise involving scene/idea conceptualization. Participants will then learn how to implement these scene-ideas using whatever AI filmmaking tools exist at the time of the workshop – as the ecosystem is shifting the specific platforms will be decided as the workshop dates arrive. But the workshop organizers have licenses for Runway and Sora. Platforms that offer free test renders will also be explored.
Items to bring
Pre-workshop requirements
Required: Begin to imagine the visual aesthetics and style of your research questions. Generate a few images or bring examples that are expressive of your intent and interest. How would you convey your thesis as a story? If your research was narrative, who/what would narrate it? Consider a future where PhD deliverables are fully multimodal.
Recommended explorations:
Expected learning outcomes
- General knowledge about reimagining AI tools as narrative filmmaking platforms that can enhance and augment theoretical persuasiveness in academic contexts.
- Experience in developing concise idea-specific visual storytelling.
- Potentially, capacity to relax into a tidal wave of inconceivable change.
Contextualizing Literature
- Crawford, Kate and Joler, Vladan, 'Anatomy of an AI System' https://anatomyof.ai/
- Benjamin, Ruha, 'Race After Technology: Abolitionist Tools for the New Jim Code', Polity Press, 2019
Workshop facilitators
David Jhave Johnston is a digital-poet writing in emergent domains: A.I., 3D, VR, and code. Author-programmer of the multimedia human + A.I. writing art-project ReRites (Anteism Books, 2019), the theoretical-history Aesthetic Animism: Digital Poetry's Ontological Implications (MIT Press, 2016), and many online multimedia literary explorations at www.glia.ca. He is currently employed as an Ai-narrative researcher at the UiB Centre for Digital Narrative from August 2023-26 on a team investigating Extending Digital Narrative.
Scott Rettberg is an American digital artist, scholar, and professor of digital culture at the University of Bergen in Norway. He is a pioneering figure in electronic literature and digital arts, co-founding the Electronic Literature Organization (ELO) in 1999. Rettberg's creative works include collaborative digital fiction projects such as "The Unknown" (1999), which won the trAce/Alt-X Hypertext Competition, and "Kind of Blue" (2002). His scholarly work focuses on electronic literature, digital culture, and narrative theory. He is currently Director of the Centre for Digital Narrative.
Hand-Coded Text Generation using Templates and Markov Processes
Introduction/description
This is a hands-on workshop in which all participants will intervene in computer programs by modifying the code. The session will begin with a very brief introduction to some classic text generators. Participants are strongly encouraged to review these beforehand at https://nickm.com/memslam so discussion of them can proceed quickly. After considering these, we will proceed by modifying existing computer programs. HTML5 pages with JavaScript will be available, as will Python programs that do the same thing. Changing these programs (for instance, by substituting our own strings) will let us craft our own text generators using simple but powerful and resonant methods. We’ll devise one template-based generator and one that uses a Markov chain or Markov process, a statistical technique that relates to more powerful methods (Large Language Models) widely used and discussed today.
Required
Have a text editor(not a word processor) installed.
Expected learning outcomes
Participants will have a working understanding or enhanced understanding of programming — seeing that code is ultimately a text that can be contained on one’s own computer, studied, edited, shared, etc. They will be able to create simple text generators and use this hands-on process to gain insight into a range of text generation processes.
Literature list
Memory Slam: Batch-Era Text Generation, https:/nickm.com/memslam
Output: An Anthology of Computer-Generated Text, 1953–2023, eds. Lillian-Yvonne Bertram & Nick Montfort, MIT Press & Counterpath, 2024. See especially the glossary entries for template and Markov chain and the examples listed there.
Workshop facilitator
Nick Montfort is a professor II at the University of Bergen and a professor at MIT. His work includes ten computer-generated books (in print from seven presses), the collaborations The Deletionist and Sea and Spar Between,and more than 50 digital projects. His latest poetry book, All the Way for the Win, is composed entirely of three-letter words. His MIT Press books include The Future and two co-edited volumes, The New Media Reader and Output: An Anthology of Computer-Generated Text, 1953–2023.He lives in New York City.
Introduction
This workshop will provide participants with a hands-on introduction to rethinking game-making software for the wider applications of locative storytelling, augmented reality, and memory mapping. Participants have the chance to experiment with creative methods of production, firstly in non-digital locative formats, layering story on the landscape. Participants' outcomes will contribute to a digital project developed by the entire workshop class, where their site-specific digital writing contributions are added to an interactive game-based digital 'map' of our community. The final, collaborative project will be published by the digital art collective, Ephemerlab, and participants will be listed as contributors.
Learning methods/structure of the workshop
This workshop is based on an active learning model. First, participants are introduced to the theoretical basis of the topic. They will then participate in an individual outdoor activity involving locative story making. Participants will then come back together to learn how to implement these stories into Construct 3 - a game-creation software with a large range of affordances for digital interaction creation.
Items to bring
- A smartphone with reliable camera (or other camera equipment)
- A laptop (a tablet computer may also suffice)
Pre-workshop requirements
- Required: Please sign up for a Construct 3 account: https://www.construct.net/en/ . The free account tier will be used for this workshop. Requirements for running Construct 3: Construct 3 runs in your browser, on Windows, Mac, or Linux. We recommend Chrome or Firefox browser for smoothest use.
- Recommended: We also recommend you complete a few tutorials for Construct 3 in your own time, including the 'beginner tour' tutorial that will automatically appear on your Construct 3 account upon first entering. Please note, the tutorials are not required in order to complete this workshop. You can access further tutorials here: https://www.construct.net/en/tutorials/construct-3?flang=1Links to an external site. Here are some beginner tutorials that you might find interesting:
Expected learning outcomes
- General knowledge about rethinking digital software, in this case a game engine, Construct 3, as an example of story-creation software;
- Hands-on experience in developing locative/site-specific storytelling;
- Hands-on experience in collecting and implementing creative data;
- Collaborative contribution to a published a work of artistic research.
Recommended Literature list
- Løvlie, Anders Sundnes, 'Poetic Augmented Reality: Place-bound Literature' in Locative Media, 2009
- Hargood, Charlie ; Millard, David E ; Mitchell, Alex ; Spierling, Ulrike, 'Authoring Locative Narratives–Lessons Learned and Future Visions' in The Authoring Problem, Switzerland, Springer International Publishing AG, 2023
- Rita Raley, 'TXTual Practice' in Comparative Textual Media, edited by Jessica Pressman, N. Katherine Hayles, University of Minnesota Press, 2013.
Workshop facilitators
Jason Nelson is Associate Professor in Digital Culture at University of Bergen, specializing in Electronic Literature and Digital Poetry. He is a PI in Artistic Research at the Center for Digital narrative. He has been creating weird and stimulating multimodal works for over 20 years.
Alinta Krauth is a Førstelektor in Digital Culture at the University of Bergen and has been a researcher and creator of digital narratives for over 20 years.
Introduction
Michael Joyce's afternoon, a story is a work of hypertext fiction written in 1987 and published on diskette by Eastgate in the 1990s. It begins with the words "I want to say that I may have seen my son die this morning", and tells the story of Peter, who saw a car accident on his way to work. Afternoon is a classic work of electronic literature and is discussed or at least mentioned in hundreds of scholarly articles, but many people have not actually read it. In this workshop we will take time to both read and discuss the work.
Expected learning outcomes
Participants will become familiar with a pioneering work of electronic literature that is a key reference, but difficult to access, and will learn strategies for reading and interpreting hypertext fictions that are also useful for other non-linear literary works.
Literature list
Walker, Jill. Piecing Together and Tearing Apart: Finding the Story in “Afternoon”. Edited by Klaus Tochtermann et al., ACM Press, 1999, pp. 111–17. https://hdl.handle.net/1956/1073
There are hundreds of scholarly articles about afternoon. Choose one.
Workshop facilitator
Jill Walker Rettberg is professor and co-director of the Center for Digital Narrative. She is principal investigator of the project AI STORIES: Narrative Archetypes for Artificial Intelligence, which is funded by the European Research Council. Her most recent book is Machine Vision: How Algorithms are Shaping the Way We See the World (Polity Press 2023, open access). She began her research career with a fascination for hypertext fiction and has written several articles and book chapters on electronic literature. Jill's research blog is http://jilltxt.net and she is also active on Bluesky, LinkedIn and Mastodon.
Introduction
This two-hour workshop introduces participants to the fundamentals of XR (Extended Reality) content creation using industry-standard tools (likely Adobe Aero and/or 8th Wall). Designed for students with minimal prior experience in XR development, but open to all, participants will gain hands-on experience creating interactive augmented reality experiences that can be viewed on mobile devices while being suggestive of storytelling for other kinds of displays.
We’ll begin with a very brief overview of some histories of XR narratives and platforms, especially as these relate to digital narrative. We’ll also engage with examples of XR content that will allow us to think about different viewing/reading situations, including XR pop-up books, room scale experiences, the impact of using 2D vs 3D assets and the place of audio in XR.
The bulk of the session will involve creating one or – time permitting - two small prototypes based on a template that will be provided to you. You will leave with a demo project in hand and the capacity to create additional projects.
Digital assets (images, 3D, audio) will be provided in advance for students who may not have access to these or time to develop their own, but participants are also invited to bring their own digital assets for use in their projects. If you’d like to do that, bring four or five files of each type: png (including some alpha images?) or jpg for still images, Mp3 M4a for audio, glb for 3d assets. Smaller file sizes work best. But don’t worry if you don’t have assets and have no idea what a glb is! By the end of the session you’ll have a good sense of what these assets are and an understanding of how to weave together images and text and objects and sound to create XR magic.
We’ll end with a brief show-and-tell and a wrap-up discussion to consider what working with the tools suggests about future forms – what are the limits of current tools? What are they missing? What can XR help us to think? What is your ideal XR narrative? What kind of narrative futures can XR help us to imagine?
Materials provided
- Temporary access to Adobe Aero and 8th Wall accounts
- Curated collection of AR poetry and narrative examples
- Narrative-focused 3D assets and templates
- Media assets for use in projects
What to bring
- Laptop
- Smartphone or tablet with Adobe Aero app installed
- Optional: Media assets or short text fragments of your own writing to incorporate into AR experiences
Expected Learning Outcomes
Participants will explore how extended reality technologies are transforming narrative structures, poetic expression, and reader engagement. By examining pioneering AR poems and stories, students will gain insight into the unique affordances of spatial storytelling.
Participants will also develop their own prototypes that will leave the workshop with a familiarity with key XR concepts and terminology, a basic capacity to navigate the Adobe Aero and/or 8th Wall development environments, and insight into the kind of stories that work well with existing XR technologies and possibilities for future forms.
Workshop facilitator
Caitlin Fisher is a professor at York University and Director of York’s Immersive Storytelling Lab.
Keynote speakers
Maria Mäkelä is a Senior Lecturer in Comparative Literature at Tampere University, Finland, and was the Director of Narrare: Centre for Interdisciplinary Narrative Studies from 2016-2020. Her research spans a wide range of topics, including storification, neoliberal narrative logic, and the literary tradition of adultery, covering media from 17th century French novels to contemporary fiction and corporate storytelling.
Yudhanjaya Wijeratne is an author, data scientist and general tinkerer from Colombo, Sri Lanka. He is the co-founder and Editor-in-Chief of Watchdog, a research collective that works on fact checking, investigative journalism and community tech.
Alexandra Saemmer is Full Professor of Information and Communication Science and co-director of the CEMTI laboratory at University of Paris 8, France. Her research focuses on socio-semiotics of cultural productions (texts, images, videos, websites, platforms), and digital literature. She is also an author of digital literature herself.
D. Fox Harrell, Ph.D., is Professor of Digital Media, Computing, and Artificial Intelligence at MIT in the Comparative Media Studies Program, Computer Science and Artificial Intelligence Laboratory (CSAIL), and Institute for Data, Systems, and Society. He is the founder and director of the MIT Center for Advanced Virtuality. He is a Nebula Award finalist and an Emmy Award winner.
Travel information and guide to Bergen
Download the Bergen Map and Bergen Guide: Bergen Map and Bergen Guide.
Events happening in Bergen: What’s on in Bergen.
Or simply enjoy the Norwegian nature around Bergen: Hiking in Bergen.
Many of the links below are to our local tourist office Visit Bergen, they are a trusted source for information on the city, events and accommodation.