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  1. Gridworks

    A. Bill Miller's 'Gridworks' is an ongoing body of work that includes drawings, collage, video and transmedia compositions of text-based characters.

    "We exist within a built environment that is constantly mediated by the grid. Grids organize space through coordinate mapping and patterns of development. Grids compress, redisplay, and reorder information. Grids are an enforcement system imposed upon both nature and culture.

    Grids can also be populated with marks that are fundamentally human — the characters of our shared alphabets. These marks — once scratched by hand, now recorded by a keypress — are not simply carriers of meaning but iconic forms in their own right. The codes of information interchange can potentially become an artist’s palette, a medium for drawing. The coldness and rationality of the grid confronts the warmth and playfulness of the human touch."

    (Source: Gallery Catalogue Description)

    Ole Samdal - 25.11.2019 - 00:55

  2. Cicatrix

    “Cicatrix” is collected video from recent performances and experimentation, in Second Life, at Eyebeam, and at various other venues.

    “Cicatrix” refers to scar tissue, and for his installation Eyebeam Resident Alan Sondheim juxtaposes early radio equipment with contemporary models of virtual avatars to meditate on virtuality as it relates to distortion, pain, and death. In a reflection on the Four Noble Truths of Buddhism, Alan comments how in Second Life pain physically cannot occur, but therefore it also cannot be stopped. The avatars he creates, both through digital texture mapping and 3D printing, capture distorted bodies in moments of unnatural pain. 

    (Source: Project description on Gallery Site)

    Ole Samdal - 25.11.2019 - 01:33

  3. Oblique or /

    Oblique (/) est une oeuvre de Grégory Fabre exploitant une esthétique du flux pour évoquer une rencontre entre deux individus et la relation qui s'en suit. À l'écran, des phrases partielles apparaissent en noir alors que s'insèrent, lettre par lettre, les mots manquants. Chaque nouvelle lettre ne se fixe toutefois qu'au terme d'un étrange processus de défilement: les lettres de l'alphabet s'enchaînent une à une, dans l'ordre, jusqu'à ce que la lettre juste prenne enfin place. En arrière-plan, l'internaute peut voir une silhouette humaine accomplir divers mouvements. Cette silhouette est visible tantôt dans son entièreté, tantôt en partie seulement, ne donnant par exemple à voir qu'une main ou un profil. La silhouette est composée de traits obliques: en plaçant le curseur de sa souris sur ces traits, l'internaute interrompt le mouvement de la silhouette. Un clic sur ces mêmes traits entraîne quant à lui un changement aléatoire de la phrase affichée et de la couleur des mots manquants.

    Ole Samdal - 25.11.2019 - 01:47

  4. Velcro and Cupcakes

    This project used QR codes as a medium for sharing video poetry. Counter to the popular function of QR codes, this work did not aim to promote or sell any products or to gather or share information. In fact, several of the videos intentionally chose organic materials and/or analog technology to specifically counter the ‘hands off’ quality of electronic media and the intended functionality of the codes.

    This project included stickers with QR codes. The stickers were posted in public places.

    Each sticker had the same phrase:  “I [QR code] U”

    Though they looked almost identical, the stickers revealed different symbols when scanned. Each sticker connected with a video, and the video design was inspired by QR code technology.

    (Source: Artist's Project Description)

    Ole Samdal - 25.11.2019 - 02:07

  5. Pac-Man

    Pac-Man is a maze arcade game developed and released by Namco in 1980. The original Japanese title of Puck Man was changed to Pac-Man for international releases as a preventative measure against defacement of the arcade machines. Outside Japan, the game was published by Midway Games as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called power pellets causes the ghosts to turn blue, allowing Pac-Man to eat them for bonus points. It is the first game to run on the Namco Pac-Man arcade board.

    Trygve Thorsheim - 25.11.2019 - 13:09

  6. Tetris

    Tetris (Russian: Тетрис [ˈtɛtrʲɪs]; portmanteau of "tetromino" and "tennis") is a tile-matching puzzle video game originally designed and programmed by Soviet Russian software engineer Alexey Pajitnov. The first playable version was completed on June 6, 1984, while he was working for the Dorodnitsyn Computing Centre of the Academy of Science of the Soviet Union in Moscow. He derived its name from combining the Greek numerical prefix tetra- (the falling pieces contain 4 segments) and tennis, Pajitnov's favorite sport. The name is also used in-game to refer to the play where four lines are cleared at once.

    Trygve Thorsheim - 25.11.2019 - 14:00

  7. Super Mario Bros

    Super Mario Bros. is a platform game developed and published by Nintendo. The successor to the 1983 arcade game, Mario Bros., it was released in Japan in 1985 for the Famicom, and in North America and Europe for the Nintendo Entertainment System (NES) in 1985 and 1987 respectively. Players control Mario, or his brother Luigi in the multiplayer mode, as they travel the Mushroom Kingdom to rescue Princess Toadstool from Bowser. They must traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower, and Starman.

    Trygve Thorsheim - 25.11.2019 - 14:17

  8. Psychometric Researches

    Psychometric Researches

    David Wright - 01.12.2019 - 01:46

  9. The Data Souls

    The Data Souls

    David Wright - 01.12.2019 - 01:52

  10. Electronic Literature Support Group (netprov)

    This netprov was an assignment in the course on Digital Genres (DIKULT103, University of bergen) during the spring of 2020. The netprov premise and structure was inspired by The Machine Learning Breakfast Club (Marino and Wittig 2019)

    The Premise
    After decades of development, works of electronic literature are fed-up with the way they are treated. At once lauded and despised, ignored and overanalyzed, it is time we finally hear from the e-lit works themselves. In this netprov, you are each the personification of a creative work sharing your troubles and asking other works for advice.

    On the forum, you are invited to share your issues, whether you are a remixed combinatory poem with a limited sense of self, a 3rd generation work with an inferiority complex, or a classic hypertext novel with abandonment issues.

    Hannah Ackermans - 26.02.2020 - 13:09

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