Search

Search content of the knowledge base.

The search found 5 results in 0.008 seconds.

Search results

  1. Field Notes From The Secret War Between Value and Meaning in Digital Culture

    The crisp air of technological promise is increasingly permeated by comments reinforcing the view that digital culture is understandable as a fringe phenomenon. Linguistic evidence — 'zines, "being wired," cybersurfing, Mondo Internet — is encountered in verbal manifestations of a view that considers digital culture as more than an activity; it is seen as a state of mind in full bloom. These and other signifiers evince a specialist language that signals the creative growth of digital culture; a growth originally led more by fierce allegiance to an intrinsic communitarian mission than more superficial possibilities of capital gain. The permanent citizens of digital culture are the pioneers, activists, and defenders of its realm; they make it, they take it, they shape it, because there is no other culture like it. Likewise, their own lives have been transformed by the premise and promise of non-geographical community. Community, digital culture knows, revolves around the fulcrum of distributed communication as an ethical principle, and any innovations inherent in the culture are offered as communicative devices to this end.

    Scott Rettberg - 19.01.2013 - 16:52

  2. The Bafflement Fires

    The Bafflement Fires is an interaction fiction/poem in the form of a digital recreation of a Freemason board game from the 1950s. Based on found documents, this game seems an attempt to alter player perceptions through quiz and play. Also attempt at building a part fiction, part creative non-fiction world, told through the surreal and literary answers/questions of someone trying to influence how we perceived the world around/inside us, playable on a screen attempting to create its own pixeled reality.

     

    James O'Sullivan - 17.01.2017 - 22:33

  3. The Fall

    "The Fall" is the story of John Smith, three-time winner of the MBPW (Most Boring Person in the World award), who is about to take a radical step into the next phase of his life. John Smith is not only himself in this narrative—through the use of archetypal images, symbols and plot, he becomes an everyman for our age. 

    This story synthesizes text, images, audio, and animation into a single sustained vision of the action. It engages readers with opportunities for fuller interactions (e.g. triggering visual events during the piece and, at the end, an interactive quiz). These interactions push against typical reader expectations and force a more pro-active engagement with the material.

    Akvile Sinkeviciute - 26.09.2018 - 15:45

  4. High Muck a Muck: Playing Chinese

    Play the Chinese lottery and see what life was like as a Chinese immigrant to British Columbia.

    High Muck a Muck: Playing Chinese is an interactive poem, created through an interdisciplinary collaboration of 11 Canadian artists, programmers and community members. The project consists of an interactive website, 8 videos and an interactive gallery installation. 

    High Muck a Muck: Playing Chinese explores the theme of Chinese immigration to the west coast of Canada – both historical and contemporary – the tensions that exist in and between these narratives.

    Miriam Takvam - 01.10.2018 - 19:00

  5. Magister Ludi Game

    “Magister Ludi” is serious comedy game that puts a twist on the escape-the-room genre, with a wry narrator and design that interrogates our role in needing to escape. It is an art game created for Experimenta's International Biennial of Media Art: Recharge.

    Nina Kolovic - 01.11.2018 - 13:05