A Collaborative New Media: The World’s Longest Sentence

The World’s Longest Sentence is an interactive art piece that is enabled by the collaborative contributions of the audience through a website. The site instructs them to “continue the sentence” by submitting material of varying type – including text, image, video and sound.

The audience member is unaware of what precedes in the sentence. I contributed by submitting the phrase “to continue the sentence”. This phrase will then be published at the back of the running sentence on the website.

Generated is a long running, haphazard sentence of all languages and slang. Oddly enough, we are able to make sense of the different fragments contributed, and the stark coincidence in some pieces is compelling to watch.

Narrativity takes on new meaning and form in networked practices, through collaborative, many-tomany systems of writing, media making, and other forms of online expression. In connection with open source thinking, the collective narrative is a sharing and open exchange of conversation, ideas, information, and media that leads to a synthesis of voices: forming a common thread among peers.

Randall Packer, Open Source Studio

The piece is a social media that synthesises the communicative language and thought of a multitude of audiences, creating what seems to be a collage of a narrative. By collapsing our differences as such, and enabling our sentence to tally, the artist has put forth an incessant stream augmented reality; a third space whereby our differentiated thoughts are able to tell the same story. In one read, we are able to experience the narrative from a plethora of physical angles and make sense of them in a metaphysical space of cognition.

The possibilities of peer-to-peer authoring of the collective narrative is now native to our writing tools, such as Google Docs, Microsoft Word, and WordPress, in which multiple authors can coauthor and collaborate on writing projects, often in real time. This dramatically alters the act of writing and narrative, from the singular activity of a very personal form of individual expression, to a collective activity that is highly collaborative: all publishable instantaneously to a global audience.

Randall Packer, Open Source Studio

Much like collaborative online systems such as Google Drive and Google Docs, The World’s Longest Sentence allows for multiple users to co-author a narrative. What differentiates it from such softwares is it’s provision of instruction to allow for live collaboration on a much larger scale. The instructions narrow function as facilitators for the users to move in the same direction when participating in this extensive narrative.

Grand Theft Avatar – As a Third Space

The Third Space has an ability to collapse space and time through a “fragmented and augmented perception of reality”, according to Randall Packer.

We are connected to each other within this space, despite factors of reality that may hinder this connection. An example of such a network is Grand Theft Avatar — a live interactive performance art by Second Front.

In this piece, the participants of Second Front take up pseudo identities and deploy to rob a bank to free the virtual currency of “Linden Dollars”.

The third space represents the fusion of the physical (first space) and the remote (second space) into a third space that can be inhabited by remote users simultaneously or asynchronously.

Randall Packer

Grand Theft Avatar deploys a simultaneous use of the third space, collapsing the notions of reality through allowing such a scene to take place virtually/in a metaphysical space while the subjects are controlled live by actual beings.

It showcases how participants would interact with other participants in real life, however these behaviours are only actualised in a virtual space. This phenomenon rids the scenario of cause and consequence, creating a hole in this staged reality.

The third space is perhaps akin to the fourth dimension, a hyperspace where spatial trajectories have no boundaries, where temporal relations are amorphous, where wormholes reveal pathways that are instantaneous and geographically dispersed.

Randall Packer

The nature of Grand Theft Auto is also said to allow it’s players to experience thrill through reckless behaviours that harbour serious consequences in real life.

It could then be said that in this third space, actual beings can experience a different and impossible version of reality through this media. This quality brings a certain superior level of flexibility to the third space.