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  1. EMAJI NARATGEE MARAKKA. a Game and a Fable

    Convinced that the civic life of my country has been usurped by a game of alternate reality, I respond with a counter-game (or simulation, or expiation), whose object is, however momentarily, to stint the spewings of the Troll so that a different story can emerge. This story concerns the arc of the moral universe and a woman who, with all the luck in the world, can bend it like a bow. It is a fable and perhaps a parable. Against the purulent babble of monsters from the id, it offers words of comfort and counteraction.
    Instructions: Click to begin the Trollspiel. Observe the horror. Find the option that interrupts it. Read a bit of the story. Return to Trollspiel. Fight through and keep fighting until the end.

    Nina Kolovic - 26.09.2018 - 15:02

  2. 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

  3. 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

  4. 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

  5. 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

  6. Sixteen

    Sixteen is a classic web-based project which allows the user to engage with a series of dreamscapes of a teenage girl that come together to form an interconnected story. The piece makes heavy use of video, Aftereffects, and an overarching spoken word poetry thread that unites the dream videos. Along the way, a close reader can discover a secret.
    The creators of 16 are two sisters, age 15 and 12.

    Nina Kolovic - 26.09.2018 - 15:28

  7. Let’s Play: Ancient Greek Punishment: CPU Edition!

    Let’s Play is part of an ongoing series of games based on ancient Greek figures
    and their punishments. Sisyphus, Prometheus, Tantalus, Danaids and Zeno, the
    philosopher known for his paradoxes, are represented by the CPU player, the
    computer’s Central Processing Unit. In this CPU edition, the computer does it all
    by itself, both simulating and playing the game, cutting out the player entirely.
    Every time the reload button is activated, the game starts afresh. It may seem
    like watching an animated GIF or a video file, but it’s the computer playing,
    pushing a rock or having its liver eaten. Again and again. Let’s Play presents a
    world closed in on itself, behaving according to its own logic, its own code. A
    world stuck in a frustrating loop.

    (source: Description from the schedule)

    June Hovdenakk - 26.09.2018 - 15:39

  8. Coral Short & Visionaries

    Through a mystical tarot card, Future Visions presents a multitude of possible
    futures. Angela Gabereau and Coral Short, the “mothers” of the project, sent out
    an open and uncensored call for submissions and were able to assemble more
    than eighty predictions in a collection of "queer futures". The contributions reflect — by means of filmed performances, tutorials, music, video mixing, etc. — on a
    future free from hate, prejudice and the yoke of heteronormativity. While this
    collection is forward-looking, its visions reflect the present-day concerns of the
    queer community that too often go unnoticed.

    Kamilla Idrisova - 26.09.2018 - 15:47

  9. The Aberration of the Translator

    The Aberration of the Translator considers virtual reality as a social space, one with its own rules of presentation and communication. Gloria Anzaldua’s “How to Tame a Wild Tongue” is sampled and celebrated to create a microcosm of colliding quotations that break and collide across the virtual space of the CAVE. Every language is a foreign language, learned through memorized rules and societal agreements. In Walter Benjamin’s “The Task of the Translator,” refastening shards of a shattered vessel is compared to the act of translation; writing must be fragmented and then reassembled to traverse barriers of language. The Aberration of The Translator acknowledges the world which utilizes linguistic tools to order, colonize, and develop architectural space, specifically interrogating the act of code-switching and the multilingual experience.

    Jane Lausten - 26.09.2018 - 15:52

  10. Blocked Connections

    Using visual QR codes embedded into combinations of traditional quilt blocks drawing on piecing and applique, the reader will discover fragments of a quilter’s story using any QR-reader capable smart phone. The primary object of installation is an original quilt, designed using high-contrast panels of fabric to allow the QR reader to decode additional meaning in what will appear to the human eye as an abstract piece steeped in traditions of pieced and quilted textile art. This installation thus combines two traditions of meaning: one analog, the language and traditions of quilt blocks, and one digital, the interconnected hypertext trails of communication unlocked through finding the QR codes. By providing a tangible interface to a re-imagined, oft-forgotten, and somewhat "broken" era of the web, the quilt tells the story of its imagined creator, a quilter working during the “early” days of the web in 1999.

    Carlos Muñoz - 26.09.2018 - 15:55

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