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  1. Our Tools Make Us (And Our Literature) Post

    At the start of the movie 2001: A Space Odyssey, two tribes of apes get into a fight over a watering hole, and one group drives off the other. The apes who have been driven away are depressed, and just sit around moping when one of them gets the idea to use a thigh bone of some large animal as a club. First he tries it out on a few dried ribs that are lying about,1 then he uses it to bring down one of the tapirs that had, up until this moment, lived peacefully among the apes in an idyllic, Garden-of-Eden symbiosis. Suddenly, we are back at the watering hole, more of a mud puddle really, and the ape that invented the club is at the head of his troupe, all of whom are armed with their own bone clubs. The larger, stronger apes are still there, furious at the reappearance of the weaker group.

    Patricia Tomaszek - 27.04.2018 - 16:18

  2. Not a Film and Not an Empathy Machine

    With the arrival of the first generation of consumer headsets, virtual reality has produced a wealth of exploratory projects from a diverse group of very talented practitioners including game designers, animators, documentary journalists, Hollywood filmmakers, social activists, university researchers, and visual artists. Most of what these adventurous folks (myself and my students included) are producing is terrible, which is just as it should be.

    Expanding human expressivity into new formats and genres is culturally valuable but difficult work. We are collectively engaged in making necessary mistakes, creating examples of what works and what doesn’t work for one another to build on. The technical adventurism and grubby glamour of working in emerging technologies can make it hard to figure out what is good or bad from what is just new.

    June Hovdenakk - 06.09.2018 - 12:43

  3. Media Art and Electronic Literature in Montreal

    A review of the ELO 2018: Mind the Gap! exhibition at the Galerie du Centre de Design at at L’Université du Québec à Montréal.

    Scott Rettberg - 13.09.2018 - 11:10

  4. Manifesto for a Post-Digital Interface Criticism (The New Everyday)

    We are living in an interface culture: wherever we are, we find touch screens, microphones, sensors, cameras; and we are constantly reminded of interfaces through their sounds. Whether mobile, networked or embedded in architecture or artefacts, the number of interfaces constantly increases to meet the desires of technologies, users and markets.

    Usually, an interface is understood as a technological artefact optimized for seamless interaction and functionality. However, the interface also draws upon cultural and artistic traditions, and plays an important role in our culture as art, entertainment, communication, work and businesses. It is a cultural form with which we understand, act, sense and create our world. In other words, it does not only mediate between man and computer, but also between culture and technological materiality (data, algorithms, and networks). With this, the mediation affects the way cultural activities are perceived and performed.

    Ana Castello - 02.10.2018 - 18:44

  5. text is not static

    Text in its nature and very architecture is anxious, it is neurotic. It is only held in a seemingly apparent stasis. A work with text is never truly finished but ceased. The paragraph is a shivering mass of bent lines as is a single sentence. The systematic function of text is to infer a voice in a code of bent lines and spaces between. The sculptural nature of the lines of letters is akin to an exhibition of forms encoded with implied speech and thought. It also is like the ground awaiting crack and quake, like the sky waiting to break open in rain, like the nervous shudder of breeze from calm.

    Read more: http://www.neme.org/texts/text-is-not-static 

    Jeremy Hight - 27.01.2020 - 02:16

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