Search

Search content of the knowledge base.

The search found 141 results in 0.011 seconds.

Search results

  1. El misterio de Backersfield

    El usuario se mete en la piel de un investigador que debe introducirse en una mansión para resolver el misterio de una sospechosa muerte. A través de opciones excluyentes el usuario avanza en la investigación, pero debe ser cauteloso o el investigador morirá antes de resolver el caso.

    Maya Zalbidea - 24.07.2014 - 11:03

  2. IP Poetry

    Project IP Poetry questions the statute of poetry and poets. On the one hand, as far as the construction of robots is concerned, it highlights the subjectivization of technological systems, those we provide of determinate human augmented characteristics artificially –memory, ability to speak and listen to each other-. On the other hand, with regards to the poetic constructions as a result, we take advantage of the virtual configuration of a collective human memory through the Internet Web and a poetics based on machinery and random. Using a proximity sensor the system detects the presence of the audience and sends a command to the robots to make them start to recite poems created for each event.

    Maya Zalbidea - 25.07.2014 - 12:36

  3. Meaning Maker

    Meaning Maker is a guided interactive response structure tailored to specific styles of experience.

    Meaning Maker enables users to round out and develop closure with any given experience.

    When used over time, Meaning Maker becomes a powerful and useful tool to assist in understanding and evaluating one's life experiences and activities.

    Making distinctions is essential for human survival.

     (Source: Meaning Maker project "about" page)

    Scott Rettberg - 08.08.2014 - 09:32

  4. Bit.Fall

    Bit.Fall is a installation artwork. An algorithm scans newsfeeds seeking words that have a certain degree of information in comparision to the surrounding text. The artwork consists of a waterfall onto which those words are ephemerally projected as the water drops.

    Scott Rettberg - 19.08.2014 - 15:11

  5. Robolettries

    Les Robolettries est de la poésie qui est réalisée en programmation en utilisant l’ordinateur comme outil (actif, dynamique). Quelques unes de ces œuvres ont été créées comme des hommages aux autres artistes/écrivains qui travaillaient dans le domaine de l’informatique (Jean Pierre Balpe, Antoine Schmitt). Alexandre Gherban, l’auteur des robolettries, présente les poèmes dans une forme transitoire observable. Ces poèmes peuvent être classifiés sous le mouvement de "Lettrisme." Dans l’art de ce mouvement, les lettres et les symboles ne sont pas considérés comme porteurs des messages utiles, mais plutôt comme des objets d’art ou comme matériel visuel. Dans le site web, il y a une liste des œuvres qui suivent cette même classification de programmation, les robolettries en faisant partie. Ce programme met en scène de petits automates où l'on voit le comportement et les mouvements programmés des « lettres fluctuantes ». Le nom de ce programme vient du mot « robographe. » Au total, Gherban a créé 9 robolettries ; chacune présentant différents titres et donc un thème, une variété de couleur et un mouvement différent.

    Erin Stigers - 09.09.2014 - 03:54

  6. Holes

    Holes by Graham Allen is a digital poem which presents a new approach to autobiographical writing. Holes is a ten syllable one line per day poem which offers something less and something more than a window on the author’s life. Holes began on December 23rd, 2006 and is now in its sixth year of composition. Holes is a poetic vehicle for the exploration of chance, meaning, juxtaposition and language. (Source: http://holesbygrahamallen.org/about/)

    Anne Karhio - 22.01.2015 - 15:39

  7. Baila

    Baila

    Alvaro Seica - 06.05.2015 - 14:14

  8. [giantJoystick]

    [giantJoystick]

    Alvaro Seica - 18.06.2015 - 13:32

  9. asciiticism

    asciiticism is a blend of ASCII and asceticism, an ascetic retro-futuristic TV set broadcasting asciitic images. It sends us back to asceticism of Soviet industrial design and the realia of the net art of the 90s. (source: ELO 2015 catalog)

    Hannah Ackermans - 12.09.2015 - 11:13

  10. IVANHOE

    IVANHOE is a pedagogical environment for interpreting textual and other cultural materials. It is designed to foster critical awareness of the methods and perspectives through which we understand and study humanities documents. An online collaborative playspace, IVANHOE exposes the indeterminacy of humanities texts to role-play and performative intervention by students at all levels. While we often refer to IVANHOE as a ?game,? it is important to understand that the concept has broader implications for humanities pedagogy and research, and that many modes of sophisticated, scholarly gamesmanship are possible in the IVANHOE environment. The ?rules? of the game are up to its players and initiators. IVANHOE can foster both competitive and collaborative interaction, well suited to research and teaching. No, really: what is IVANHOE? In simple terms, IVANHOE is a digital space in which players take on alternate identities in order to collaborate in expanding and making changes to a ?discourse field,? the documentary manifestation of a set of ideas that people want to investigate collaboratively.

    Hannah Ackermans - 31.03.2016 - 15:15

Pages