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  1. War Poems: Critical race theory and database narrative in digital public histories

    This public research/community project explores the use of database narrative in the process of “counter-storytelling” using oral history and Critical Race Theory (CRT) in a public history touch-table project. The research is based on a case study of an ongoing digital humanities project at the historic Kimball African American War Memorial Building, built by black veterans of WWI in 1928 in the southern coalfields of West Virginia. The Kimball Project’s aim has been to further develop the significance of the renovated Kimball African American Memorial, which was once a vibrant center of local community life for all ethnicities and races. A central goal of the project is to create an identity as a national treasure and unique destination for historical tourism through the innovative use of digital information technology. One of the objectives of the project has been to involve the community in telling their own historical narratives using iPhone and iPod-based mobile journalism tools for incorporation into the Memorial’s exhibits, digital content, and to upload these stories to the Memorial website.

    Magnus Lindstrøm - 05.02.2015 - 15:14

  2. Scriptpoemas

    Scriptpoemas (2005-) is a collection of poems or “poemas” which is still being written by Antero de Alda. He was described by Rui Torres as an explorer of “new paths for computer-animated poetry” (Torres, 2008). These short and (apparently) ready-to-consume poems were created using Flash, Javascript and ActionScript and they often enact the activity or attribute described in their title. Each poem seems to convey the literal meaning of the words used to describe them: the “poem in prison” is presented behind bars, the “spherical poem” can be described as a round object. However, as soon as the poems are activated by the reader, new details begin to surface. Antero de Alda makes use of the digital environment to uncover the many faces of a poem and the evasiveness of language. The arbitrariness of signs is, after all, widely explored by Alda in each poem. Nothing is what it seems and icons, concepts or famous photographs are defamiliarized and turned into traps designed to betray the reader’s senses.

    Daniela Côrtes Maduro - 06.02.2015 - 23:57

  3. F8MW9

    F8MW9 is a collaboration between Jim Andrews and margareta waterman. F8MW9 seeks randomly to play short parts of a sound file of vocalizing by waterman. the part of the sound file played is indicated visually. as the sound plays, a visual interpretation (drawn by waterman) of the vocalizing is revealed. In fact waterman is vocalizing her interpretation of the revealed visuals, ie, the vocals and the visuals coincide. Controls at the bottom of the piece allow the user to: a) Set the maximum duration (in milliseconds) of played audio snippets b) Press an infinity button to hear the whole audio file uninterupted (click the writing at top to exit this mode) c) Click a button to change the writing/glyphs that are rendered d) Clear the screen e) Set audio volume f) Go to a related waterman/andrews collaboration. The reader can also click the graphic or waveform to play the sound at that point. Includes an interview by Andrews of waterman about the sound and glyph visuals.

    Jim Andrews - 09.03.2015 - 20:31

  4. The Computer Wore Heels

    The Computer Wore Heels is an interactive book app for the iPad that shares the little known story of a group of female mathematicians, some as young as 18, who did secret ballistics research for the US Army during WWII. A handful of these human 'computers' went on to serve as the programmers of ENIAC, the first multi-purpose electronic computer. The app is based on the documentary film Top Secret Rosies: The Female Computers of WWII (LeAnn Erickson 2010), and aims to bring this story to younger students in the hopes of giving today's teens role models that might encourage them to study math, science and computer science. The app's design resembles a girl's diary from the 1940's with the narrative unfolding as an adventure story. Readers may access primary research documents such as original WWII era letters, photographs and mathematical equations actually completed by the story's subjects. There are also numerous audio and video clips that expand on story plot points or events.

    (source: Kid e-Lit booklet)

    Hannah Ackermans - 04.08.2015 - 12:42

  5. The End: Death in Seven Colours

    The End: Death in Seven Colours is a non-linear Internet artwork made in the interactive authoring environment Korsakow. Seven deaths (corresponding to seven colours of the rainbow) are examined through the prism of popular culture and film in a vast, encyclopedic mash-up. The work presents an “exploded view” diagram of our culture’s relationship to death and narrative closure. Like a chose-your-own-adventure conspiracy theory, The End weaves together a paranoid meta-text organized around themes of the unknown, concealment, secrecy, and the shifting boundary between animal, man and computer in the post-human era. The deaths of Alan Turing, Sigmund Freud, Princess Diana, Jim Morrison, Judy Garland, Walter Benjamin, and Marcel Duchamp become the touchstones for many impractical segues and short circuits peppered with recurring motifs such as 4 a.m., His Master’s Voice, Snow White,The Rainbow, Chess, The Man Behind the Curtain, and an array of famous surrealist artworks that find new meaning in their entanglements with these stories.

    (source: ELO 2015 catalog)

    Hannah Ackermans - 10.09.2015 - 09:46

  6. High Muck a Muck: Playing Chinese

    High Muck-a-Muck: Playing Chinese explores the narratives and tensions of historical and contemporary Chinese immigration to Canada. The project is both an interactive installation and an interactive website. Accompanying the installation and embedded within the website are eight videopoems. The piece is a result of a collaboration between eleven writers, artists and programmers and was created over three years from 2011–2014. The installation received its first public exhibition at Oxygen Art Centre in Nelson, BC in July, 2014. The digital work was created in HTML 5. The three aspects of the project – videos, interactive installation and website – can be exhibited together or in discrete parts. (source: ELO 2015 catalog)

    Hannah Ackermans - 10.09.2015 - 16:23

  7. Labyrinth…

    Labyrinth… is a Polish interactive hypertext novel. Textual layer of the artwork is broadly inspired by postmodern books including If on a Winter’s Night a Traveler by Italo Calvino. It is referenced in the text both by a literary (by a note hold by one of the characters) and a metatextual structure of intertwining storylines (however a-story-within-a-story concept is replaced with a looping hyperlink chain). Because of that metatextual play the format of the hypertext (which is a MS Windows application written in C#) is important and significant itself. Although GUI could be initially seen as just a side-effect of using electronic medium, it in fact constitutes the mentioned metatextual layer. The text among with references to literature contains a lot of references to GUI widgets, algorithms and cognitive schemata typical to interfaces of computer programs. It is in fact a proof-of-concept of using (currently unused in literature) poetics of application interfaces to express fictional narratives and give them new emergent value. To achieve that goal, the hypertext is intentionaly written differently compared to classical hypertextual literature of the 1980s.

    Hannah Ackermans - 11.09.2015 - 19:41

  8. Jason Nelson Digital Magic Show and Poetic Interfaces

    It is overly simplistic to state that my digital poems come entirely from building/discovering interfaces. Any artist’s creative practice is a merging/melding mix of fluid events and inspirations. But with all my digital poems there is one commonality, the emphasis on interface. Rarely do I even reuse interfaces, and when I do it is only as one section of a larger work. This continual drive to create new ways to rethink the structure, organization and interactive functionality of my digital poems comes from a variety of internal influences. Most importantly is how these interfaces are not just vessels for content, they are poems in themselves. In the same way digital poetry might be best defined by the experience, rather than a description. Or similar to a digital poet and their works being described by the events and stories surrounding the creation and building process, an interface is the life, the body, and a poetic construction in itself. And through the artist performance I will explore/perform numerous of my interfaces, discussing/reading from them, eluding to how they were made, their inspirations and my thoughts on how they could be reused by other poets.

    Hannah Ackermans - 30.11.2015 - 08:35

  9. WALLPAPER

    USA-based computer engineer and innovator PJ Sanders returns to his remote family home in the UK following the death of his elderly mother. His agenda: to close the place down and sell it. But not before he employs an experimental device he’s been working on, primed to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood.

    (Source: Author)

    Andy Campbell - 21.01.2016 - 19:12

  10. TXTual Healing

    TXTual Healing was created in the early days of 2006 by Paul Notzold and has become an ongoing exploration in how mobile technology can transform public action into theater. Using a laptop and projector, speech balloons and/or graphic context are projected onto buildings, with a phone number to which anyone with a mobile phone can text a response. Typically a private form of communication, in this project text messaging becomes an open, anonymous, and uncensored dialogue; a means to engage, rather than to escape. A way to create community through spontaneous performance.

    TXTual Healing contextualizes text messaging into user generated story telling, whether in public space or as an indoor installation. Projects include displaying text messages in speech bubbles pairing them with graphic content, writing messages out in the hand of graffiti artists, interactive movies where the audience text’s the dialog and triggers the movie to play forward, mixed media pieces using permanent graphics with projected messages, and live performance pieces such as freestyle rapping your text messages.

    Hannah Ackermans - 06.04.2016 - 15:07

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