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Shawn Greenlee
Shawn Greenlee is a sound and electronic media artist. In recent performance and installation work, Greenlee focuses on generating digital audio from graphic patterns. Via computer programs of his own design, he advances new methods for interpreting visual image as sound (graphic synthesis). Further areas of investigation evident in his work include psychoacoustic phenomena, sonic environments, sound synthesis, telecommunications, and noise.
Scott Rettberg - 15.04.2011 - 15:50
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Screen
Screen is an alternative literary game created in the "Cave," a room-sized virtual reality display. It begins with reading and listening. Texts, presenting moments of memory as a virtual experience, appear on the Cave's walls, surrounding the reader. Then words begin to come loose. The reader finds she can knock them back with her hand, and the experience becomes a kind of play - as well-known game mechanics are given new form through bodily interaction with text. At the same time, the language of the text, together with the uncanny experience of touching words, creates an experience that does not settle easily into the usual ways of thinking about gameplay or VR. Words peel faster and faster; struck words don't always return to where they came from; and words with nowhere to go can break apart. Eventually, when too many are off the wall, the rest peel loose, swirl around the reader, and collapse. Playing "better" and faster keeps this at bay, but longer play sessions also work the memory text into greater disorder through misplacements and neologisms. (Source: authors' description.)
Scott Rettberg - 15.04.2011 - 15:56
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Semantic Disturbances
Reinforcing changing attitudes and roles toward art, religion and technology. Experimental research using Google search results. Textual fragments found on the Web are programmatically rearranged, deformed or crushed, deconstructing and re-contextualizing the actual text. By applying this strategic process new, dismantling and reorienting contexts arise, not directly conforming to the mundanity of the original result listings. (Source: author's description.)
Eric Dean Rasmussen - 18.04.2011 - 09:49
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Accounts of the Glass Sky
In this Flash hypertext, Coverley weaves a tapestry of text, image, and sound, telling a California story that many readers can relate to. In this piece, the sky itself is the center of a meditation on memory and loss across decades of human experience. The same "blue sky" that often refers to people's wildest dreams now comes to represent boundaries and fears.
(Source: Electronic Literature Collection, Vol. 1.)
Eric Dean Rasmussen - 18.04.2011 - 11:07
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Itinerant
Itinerant invites people to take a walk through Boston Common and surrounding neighborhoods to experience an interactive sound work that re-frames Mary Shelley's Frankenstein, the classic tale of conflict between techno-scientific hubris and the human spirit. A second orignal text is woven throughout the space, engaging visitors in a search for an elusive character who is doppelganger to both the doctor and the creature. Sounds, "played" by visitors as they move through the city, create a series of frames within which to reflect upon our highly mobile, technologically saturated society and issues of identity, place, and displacement. Mobile and locational media (GPS) formally underscore themes in the work. The sonic overlay is also presented as an interactive map on the web, creating a formal re-framing and displacement of this site-specific work.
(Source: Artist's description at project site)
Scott Rettberg - 18.04.2011 - 12:36
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Jeremy Hight
Jeremy Hight is an artist/theorist/information designer/writer/photographer/musician/editor/curator (and hates the need for so many hyphens but works in a range of fields). His essay “Narrative Archaeology” was named one of the 4 primary texts in locative media and he created locative narrative in the project “34 north 118 west”
His works in different fields have been shown in museums, galleries and festivals internationally and in locations in the landscape. He has published roughly 30 essays, articles and book chapters on locative media, new media, augmented reality, interface design, immersive educational tools, spatial internet applications, architectural theory, language theory and art.
(Source: Author's site)
Scott Rettberg - 18.04.2011 - 12:47
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All Roads
Venice. The tight winding alleys and long dirty canals. Easy to become lost here, where every street emerges somewhere unexpected. In the central square a scaffold has been erected for your neck, and if only you can escape for long enough you might survive, but in this city all roads lead back to Piazza San Marco and the Hanging Clock.
(Source: Author's description from Electronic Literature Collection Volume 1)
Eric Dean Rasmussen - 18.04.2011 - 12:53
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PING
PING uses a telephone menu system to distribute active commands to participants who call in using cellular telephones. The choices made by the caller when navigating the telephone system produce directions for physical movement through the city.
PING comes out of psychogeographical inquiry, which focuses on the study of the effects of the environment on the perception, behaviour and mood of individuals. PING is intended to explore the interface between disparate fields such as situationist thought that focuses on subjective mood, generative psychogeography which introduces algorithms as a way to inspire movement through urban space, existentialism, and the interpolation of digital metaphors onto physical, analog space.
(Source: Author's description from project site)
Scott Rettberg - 18.04.2011 - 12:58
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Bad Machine
Bad Machine is codework that works. It presents a surface of text that blends English with structures and tropes from programming languages, database queries and reports, error messages, and other forms of machine communication. But it is also a functioning interactive fiction, capable of accepting commands and being figured out by the assiduous reader. The machinery of program and language is at work here, as those who are up to the challenge of Bad Machine can discover. (Source: Electronic Literature Collection, Vol. 1).
Eric Dean Rasmussen - 18.04.2011 - 12:59
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carrier (becoming symborg)
carrier investigates the fluid boundaries of the body and the self via viral symbiosis in the biological and virtual domains by weaving an intimate love story between the viewer and the hepatitis C virus. The site integrates artificial and viral intelligence with immune system and computer operating system discourse within the swarming electronically networked nervous system of our planet — the world wide web, immersing the viewer in VRML worlds, Shockwave games, and Java-generated textual landscapes. We are lead through the site by sHe, an intelligent viral agent, who crosses our species boundary, penetrating our cellular core, repositioning viral infection as positive biological merging with the flesh. We become symborg as the boundaries between human / machine / species dissolve. carrier comes in several versions, allowing the viewer to navigate alone or with the virus, as well an offline gallery stand-alone version. (Source: Author's description from ELC, Vol. 1.)
Eric Dean Rasmussen - 18.04.2011 - 13:23