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  1. Oneirografia

    The process also allowed the idealization of Oneirographia, which is a 3D interactive online environment that is under construction and will be finished by the end of February of 2021. In this work, the interactor can build or simulate his digital dreams with data input that´ll randomly create a sensory ambiance. First, the user fills a form and, then it will be possible to choose between a dream or a nightmare to define the atmosphere of the digital experience. After that, the user will navigate between images, words, and sounds, and, at any moment, he can choose to capture photographs of the digital dream to download or share them on the social media networks. Dreams hold relevant messages and memories that we cannot access otherwise. However, its encrypted language makes it difficult to understand, and usually, during the wake, we quickly forget what we have dreamed of. Oneirographia aims to facilitate the remembering, reimagining, and sharing of our dreams. The work will be available in three different languages: Portuguese, English and Spanish.

     

    Milosz Waskiewicz - 23.05.2021 - 16:03

  2. Platforms of contemplation in times of confinement: a philosophicophysiological reflection

    The forced confinement due to the Covid-19 pandemic has been framed as a condition from which to reassess modern life's habits and values, and build upon such reassessment in order to reimagine a more sustainable and equitable future. A ubiquitous feature of such confinement has been the transition from physical/presential modes of expression and interaction to virtual ones, typically supported through electronic platforms. In the current conditions of physical distancing and confinement, electronic-platform culture presents a tension between two opposite but coexisting aspects – isolation and connectedness – both of which it seems to amplify: the former through its implication of physical distance, the latter through its global reach. My poster will offer a reflection on today's recourse to electronic platforms under conditions of physical confinement in light of physiological evidence and philosophical ideas, in particular the work of ancient Chinese thinker Zhuang Zhou's (369-286 BC) emphasis on contemplation as vehicle for the achievement of virtue and wisdom.

    Carlota Salvador Megias - 24.05.2021 - 12:25

  3. The Time Travel Agency's The Algorithm of Donated Dreams

    The Algorithm of Donated Dreams is a sociotechnical artifact and a piece of computational poetry. It is the product of a speculative design experience for the blockchain community DAOstack and the Reshaping Work Barcelona conference in 2019. It is also published in Taper 04 and is live here: https://taper.badquar.to/4/ Guests who participated in its making went through a game of futures to speculate "What if we lived in a society where we donated dreams like we donate blood? And what if those dreams were inserted in an algorithm that made us see we can build that society?". Through our game, guests found challenges in that future society and prototyped solutions first with objects around them and then with language.

    Carlota Salvador Megias - 24.05.2021 - 12:40

  4. Homenaje a Wlademir Dias-Pino: when a digital poem revisits an e-lit antecedent

    In 1956, the Brazilian avant-garde poet Wlademir Dias-Pino published one of his most famous books: A Ave. All copies of this conceptual work were produced in a craft press, and the content and form of the text (a process poem, as Dias-Pino called it) are inextricable from the materiality of the book, composed of superimposed perforated pages of different colors and transparency levels, with printed letters and polygonal lines. Scholars have considered A Ave an analog predecessor of new media poetry, reflecting on the affordances of paper, ink, punch hole, and bookbinding, and their creative use in a book of visual poetry centered on the imagery of birds in flight. Wlademir Dias-Pino also wrote theoretical texts and a manifest that point to the permutational and the procedural nature of poetic language as code. His contributions as an antecedent to Latin-American digital literature still require further investigation, especially because scholars interested in the history of new media poetry in the continent often pay more attention to the Brazilian concrete poets from São Paulo, such as Augusto de Campos, Haroldo de Campos, and Décio Pignatari.

    Carlota Salvador Megias - 24.05.2021 - 12:52

  5. Me, Myself and I in Dystopia

    Me, Myself and I in Dystopia is part of the large project called, “Humanity: From Dystopia to Survival” which is an interactive survival game and audio-visual music performance. Although the original concept of this project was to involve audience members to play the real-time interactive survival game, this version explores how the pandemic has shifted the sense of collectivity to individuality and depicts what it means to remain in a dystopian society alone by re-creating my own versions of self. In this video, I take multiple shots of my own photos (represented as an outline of faces) and speak to the microphone to interact with the video in real-time. The voices and air that I blow to the microphone affect my own photographic representations in the video by blurring the image. I will be saying random words to the microphone and also exhale air as a gesture of meditation during the crisis. The interactive video will demonstrate how an individual yearns to survive dystopia as he/she struggles to fight the solitude, controls, and chaos of society. As each photo of myself is taken, it will also trigger a new sound file as a way to intensify the mood of being alone.

    Milosz Waskiewicz - 24.05.2021 - 12:54

  6. Edge Effects: Queer Virtual Arcades

    What happens at the edges of bordercrossing technologies? Our poster showcases an exploratory, Benjaminian digital experiment that queers the investigation into who and what and how emerging technologies connect with our bodies, lives and desires. This work is part of a larger project investigating tools, platforms and digital strategies that help us to weave together the digital and the analogue, human and machine, and interactivity that moves us beyond linearity to multiplicity, and for ELO we are excited to highlighting our proposed experimental project archive, still in the early stages of development as we are considering multiple platforms and seeking feedback. We’re building a kind of queer digital arcades - both platform and method - weaving together poetry, elit, theory and ephemera to perform an interactive, technoerotic story that troubles the borders between technologies, selves, others and the world. Our goal is to offer de-centred and multiple entry points to explore the increasingly ubiquitous technologies that summon our curiosities, vulnerabilities and penetrability, and implicate our skin, our memories of the basement bar, and our bravery.

    Carlota Salvador Megias - 24.05.2021 - 13:02

  7. A Platform to Come - Transcreating Deleuze's Bergsonism

    TBD is a work of intensive translation that understands translation not as an activity bound to building bridges between languages, but as an immanent material act on the way to utopia. The work began with a reading of Gilles Deleuze’s Bergsonism and continues to persist in a cross-platform evolution searching for a utopic platform to come. As it moves, it takes on new phase-states according to the affordances of a variety of media and platforms. It begins with the codex, but has moved through digital photography, photographic manipulation, After Effects animation, Twitter, Googleslides, .gifs — and it will continue to evolve, leaping from one platform to another, binding disparate materials and platforms to its identity even as it transforms into something else, in search of perfection. Informed by an implicit poetics latent in Deleuze’s book, it is also an outgrowing line from it.

    Milosz Waskiewicz - 24.05.2021 - 13:09

  8. Creating and Archiving Electronic Literature During the Pandemic

    The 2020 COVID-19 pandemic has had a considerable impact on the way cultural heritage organisations engage with their audiences. At a time when public exhibitions and events have to be postponed indefinitely or cancelled, many GLAM institutions have chosen to increase their online presence instead, looking at virtual platforms as a means to deliver content, showcase their collections and drive engagement. The British Library Simulator (https://giuliac.itch.io/the-british-library-simulator) is a brief video game created and released in June 2020, as a way to engage with our audience while the physical library buildings were closed. The game, created using the free online game engine Bitsy, allows players to explore a pixelated rendition of some popular areas of the British Library; by moving their avatar and interacting with other characters in the game, players can learn facts about the history of the building and discover some of the projects the library staff have been working on during the pandemic.

    Carlota Salvador Megias - 24.05.2021 - 13:14

  9. "Thin Spaces:" Using Twine for Storytelling and Catharsis

    For individuals who have suffered from abuse, working with hyperlink texts can, but does not necessarily, provide an opportunity to unpack trauma and experience catharsis. As a disclaimer, this should only be done with the support of a counselor as this sort of writing can also result in becoming retraumatized. “Thin Spaces” is a hyperlink text that introduces interactors to a narrator reliving her experiences of being in an abusive marriage and her subsequent PTSD. Through presenting this autobiographical IDN, the hope is to shed light on abuse cycles and demonstrate one way that they can be broken. “Thin Spaces” weaves through two timelines: a personal timeline of key moments surrounding the abuse and a genealogical timeline consisting of historical documents and family stories of the narrator’s ancestors. The blending of personal experience and genealogy shows that abuse can span generations. The initial framework of the story forms a cycle that culminates in a therapy session. This lexia’s single hyperlink takes readers back to an earlier lexia in the story.

    Carlota Salvador Megias - 24.05.2021 - 13:22

  10. Generated Texts: Reading Strategy and Interpretational Options

    The paper is devoted to the reading and critical reflection of the generated electronic literary texts. From the structural point of view all textones of generated texts can be divided into standard schemes or patterns (word combinations or the whole sentences that are switched according to the software algorithms). Authors use these schemes to make generated texts close to the natural human language. If we look closer, for example, at generative elit works, most of their verbal patterns look like meaningful expressions. But what makes them meaningful and what kind of meaning can readers get from these patterns? Is it possible to catch the esthetic idea of the whole generated work analyzing these verbal patterns? One of the strategies to reveal the author’s aesthetic concept of the generated work is to identify the key words grid of the separate textone as well as of the whole work. The key words grid allows to catch the thematic dominant and then move to the interpretive strategies of the whole literary work.

    (Source: the work itself)

    Lene Tøftestuen - 24.05.2021 - 17:01

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