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  1. Our Cupidity Coda

    There’s an aspect of current Virtual reality that underplays an emphasis on the personal, the poetic, the introspective, and the spaces that exist in between. Our Cupidity Coda seeks to address this by creating (what I term) a MicroVR Experience: a poetic snapshot of the life span of a romantic relationship, bridging the gap between the impersonal and the intimate. 

    The meat of the project is a set of poetic texts interspersed with 360 illustrative stills. The work is deliberately designed to partially echo the conventions from early film-making days (including no audio), making a viewer focus on text inserts, which are contrasted with having to move (turn in the 360 VR space) and view the 360 tableaus (a reflection of the theme underlying the work) to engage fully with the 360 illustration sections. 

    Akvile Sinkeviciute - 26.09.2018 - 15:07

  2. It Must Have Been Dark By Then

    It Must Have Been Dark By Then' is a book and audio experience that uses a mixture of evocative music, narration and field recording to bring you stories of changing environments, from the swamplands of Louisiana, to empty Latvian villages and the edge of the Tunisian Sahara. Unlike many audio guides, there is no preset route, the software builds a unique map for each person’s experience. It is up to you to choose your own path through the city, connecting the remote to the immediate, the precious to the disappearing. 

    Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/1465/It+Mu...

    Amirah Mahomed - 26.09.2018 - 15:11

  3. Why did you cry when you read that poem

    Why did you cry when you read that poem

    Carlos Muñoz - 26.09.2018 - 15:11

  4. Fractalize 1: I've loved you from afar

    FRACTALIZE is a hypermedia fiction project created by Tony Vieira, with Lesley Loksi Chan and Arthur Yeung. The first installment, ”I've loved you from Afar,” is a fractal reminiscence of a romance across space and time. Created for Supercrawl 2017, a four day art and indie music festival in Hamilton, Canada, Fractalize is intended to exist both inside a gallery space as much as within the audience member’s smartphone. Narrative “fractals” will be delivered over the course of the five day ELO Conference and Festival via email and social media, with intentional knowledge gaps that users fill in based on their own experience, anxieties, and desires. Users experience the project in the form of VR/360º video gallery exhibit, video walks, web videos, photographs, original music, text messages, sound art, Spotify playlists, and social media posts. Characters within the narrative have their own social media identities which are regularly updated over the course of the exhibition, creating a blurring of the lines that separate reality and virtuality.

    Nina Kolovic - 26.09.2018 - 15:12

  5. The Automatic Writing Machine

    The Automatic Writing Machine

    Jana Jankovska - 26.09.2018 - 15:13

  6. Las piedras del camino

    The installation "Las piedras del camino" is a representation of the landscape walked by Don Quijote in the first part of his journey. We converted literary fragments to rocks by calculating the magnitude of some confusions and mistakes that are narrated in the first part of the novel Don Quijote de la Mancha, written by Miguel de Cervantes. We can now use this rocks to make scultural representations of Don Quijote's landscape through the objectification of his mistakes.

    The process 

    Amirah Mahomed - 26.09.2018 - 15:19

  7. Institute for Southern Contemporary Art

    The Institute for Southern Contemporary Art is a long-term project that aims to
    develop an experimental platform for artists and cultural producers through
    results derived from machine learning and art market data. Drawing from climate
    change disasters and the use of algorithmic analysis, the video portrays a
    dystopian future where the creation of art is tied to its market consumption.
    Although ISCA’s mission seems disconcerting, it also strikes as strangely
    familiar. Is ISCA simply looking to join the likes of existing programs such as
    ArtRank and Art Advisor, or does it rather wish to shed light on the possible
    pitfalls of these endeavours? Doubt is at the core of this proposition.

    (source: Description from the schedule)

    June Hovdenakk - 26.09.2018 - 15:21

  8. Salt Immortal Sea 2

    An explosion sends you, the reader, from your boat in the Mediterranean into what Homer called the salt immortal sea only to be rescued by a mysterious ancient watercraft. Aboard this boat, you encounter allegorical characters from ancient and modern times, locked in a dangerous power struggle, passing secrets, currying favor, creating enemies, and fostering unrest. In this interactive story, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. The story of the refugee is a harrowing reality reimagined here in terms of sirens and cyclops, not to make the horrors of war fanciful but to render the tale of the most abject and disenfranchised of global citizens in epic terms. 

    Nina Kolovic - 26.09.2018 - 15:22

  9. Máquina Do Desassossego [ Machines of Disquiet]

    Machines of Disquiet are a series of experimental web applications that aim to provide various aesthetic and reading experiences based on Book of Disquiet by Fernando Pessoa. Each of the applications is an attempt to find a new setting for experiencing the Book of Disquiet as a sensitive matter. The title refers to the condition of machinic mediation that defines digital objects, but these experimental applications are also understood as “feeling machines,” “machines for making sense,” and “imagination machines.” The Machines of Disquiet have been developed as a first iteration of author-function of the LdoD Archive: Collaborative Digital Archive of the Book of Disquiet.

    Artists and collaborators: LuísÍ / Author and programmer: Lucas Pereira / Texts: Fernando
    Pessoa (1888-1935) / Translator: Manuel Portela

    Source: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/1618/M%C3%...

    Amirah Mahomed - 26.09.2018 - 15:23

  10. Synthetic Empathic Intelligent Companion Artefacts (SEICA) Human Interaction Labs

    Synthetic Empathic Intelligent Companion Artefacts (SEICA) Human Interaction Labs' (seicalabs.org) is a speculative transmedia narrative and a 12 personae multimedia performance art project. The work attempts to thematically bridge concepts and creative processes employed within the fields of art, science and technology through hypertext fiction and on/offline storytelling. Positioned as a faux virtual organization, SEICA Human Interaction Labs is manifested through its online activities. Operated by a team of personae, the organization produces multimedia research works that reflect on how overhyped media portrayals and oversimplification of information package the modern perception towards scientific discovery and technological innovation. Blending and bending technocultural themes through tropes found in popular culture and internet vernacular, the fictive organization’s cybernetic researchers strive to orchestrate chaos and generate questions that critically engage with near-real-time discourses on human interaction in the age of companion robots.

    Jana Jankovska - 26.09.2018 - 15:25

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