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  1. I Got Up 2020, Pandemic Edition

    I Got Up 2020, Pandemic Edition started as an Instagram series inspired by On Kawara’s 1968-79 daily postcard ritual. 

    This riff on artist On Kawara's 1968-1979 series "I Got Up" is a visible record of getting up while confined to the house and simultaneously enacting the roles of mother, artist, housekeeper, and teacher. While On Kawara sent daily postcards to friends, this project posts daily videos to Instagram through the course of isolating at home during the pandemic. These daily vignettes interpret “getting up” as unusually labor intensive—creative on the best days and merely possible on the worst. As a result of the quarantine, and the collapse of professional and domestic spaces, this series of getting up is a creative family adventure. 

    Irene Fabbri - 08.02.2021 - 19:35

  2. Pandemic Encounter

    Breathing is a common usually unconsious process shared by all. During COVID times, for some, it became suddenly a source of anxiety. I was one of these people.

     
    The sound piece Pandemic Encounter is meant to exteriorate the disconfort of this raw and raspy reality in a “song” where personal respirations mix with computer generated distorted heart beats and a, by twenty artists from all over the world recorded, silence. 

    In ‘Pandemic Encounter’, Annie Abrahams mixed her respirations with computer generated distorted heart beats and extracts from "Silences" by Frans van Lent. 
    The piece has been used by Abrahams May 23rd 2002 in ‘Pandemic Encounters’, a Networked Performance Installation by Paul Sermon (in collaboration with Randall Packer, Gregory Kuhn, the Third Space Network and Leonardo Laser talks), in the show LOCKDOWN in La Trimouille, France (01/08-01/09 2020) and in Temps Suspendus at Plateforme, Paris, France (10-27/09 2020).

    (Source: Author's Description)

    Irene Fabbri - 09.02.2021 - 11:09

  3. Lost Inside: A Digital Inquiry

    "Lost Inside: A Digital Inquiry" is a COVID-era digital journal inspired by J.R Carpenter's "Entre Ville" that assumes depths of hypertext, intimate entries, and personal and visual perspectives that highlight a state of stasis due to the quietude and uncertainty of the outer world. The purpose of this work is to create an intimate space for rumination on the experience of life under quarantine and a pandemic. While it does not necessarily comment on politics and the status of the pandemic, except slightly, it mainly highlights the states/stages, metaphysically and emotionally speaking, which we as individuals tend to undergo due to the circumstances COVID has provided us. These stages, such as hopelessness, concern, distraction, connection, fantasy, reflection, and questioning, are expressed in the journal through images, text, drawings, audio, and video accumulated during the period itself.

    Irene Fabbri - 09.02.2021 - 17:24

  4. Curt Curtal Sonnet Corona

    Curt Curtal Sonnet Corona 
    Based on Sonnet Corona by Nick Montfort 
    December 2020 

    Gerard Manley Hopkins invented the curtal sonnet, a 3/4 abbreviation of the Petrarchan sonnet in which each section of the form is proportionately shortened: the octave becomes a sestet, the sestet a quatrain with an extra tail. 

    Irene Fabbri - 09.02.2021 - 17:42

  5. The British Library Simulator

    The British Library Simulator is a short browser-based game created by Giulia Carla Rossi during the 2020 lockdown using Bitsy, a free game engine developed by Adam Ledoux. It was published online in June 2020, while the Library buildings were closed. The British Library Simulator was created as a fun way to engage with our audience during the pandemic, giving them a chance to visit a different version of the Library, while learning interesting facts about the physical building and the Library as a whole. It was also a way to make the public aware of the services we continued to provide even during lockdown, by highlighting ongoing projects and the digital content that could be accessed from home (such as the Sound Archive and the UK Web Archive). Finally, it provided an example of the digital interactive narratives we are collecting as part of our work on emerging formats and new digital media.

    Irene Fabbri - 09.02.2021 - 18:06

  6. RE\VERSE: an elegiac e-poem

    REVERSE: an elegiac e-poem (2020-21) results from the collaboration between cyberliterary artist collective wr3ad1ng d1g1t5 (Diogo Marques / João Santa Cruz) and visual artist Daniela Reis during the first 40 days after the Covid-19 pandemic status (March – April 2020).Following a random plus (pre-)combinatorial logic, 40 textual verses and 40 pictorial fragments intertwine in order to provoke a self-reflexive reading of the verse(s) and reverse(s) characterizing the experience of confinement.
    Combined, image and text (un)veil a dialogic path that, although necessarily entropic, is made of continuous renewal.

    (Source: Author's abstract)

    Irene Fabbri - 09.02.2021 - 18:46

  7. Merged with the Screen for Days

    Simulating computer-mediated environments that dominated our lives in 2020, in merged with the screen for days, computer-generated stanzas that move across a four-array structure play unpredictably together -- allowing, if the reader generates several versions, multiple views.

    The history of generative poetry is referenced in the background by Jonathan Swift's Lagado Engine from Gulliver's Travels. (the drawing probably did not appear until the 1727 third edition). Swift imagined this engine as a satire that predicted where literature, art, and science would go astray centuries later. But for years, I have been haunted by the beauty of his illustration. 

    In the first column, backgrounded by the Lagado Engine, some of the texts are taken from The Roar of Destiny, a work I began in 1995, while I was working full time online for Arts Wire. In The Roar of Destiny, I wanted to simulate the merging of real life and online life that occurred when at least half of one's life was spent online. I recall that we thought that many other people would soon be working in this way. But that did not happen until 2020, when it was mandated by an epidemic. 

    Irene Fabbri - 09.02.2021 - 19:06

  8. ToniZ

    toniZ.ch - or forcing the virtual down the throat of the analog. It may even be understood as a design method. 

    toniZ.ch is oriented towards a culture of software that has been liberated from legal constraints. Crackers call software that is free from piracy protection mechanisms gamez or warez. toniZ is the attempt to free a (university) building at least a little bit from its legalistic, institutional rules and constraints. In the virtual environment imagination and subjective memories take over and offer other possibilities than reality does. 

    It is precisely the virtual that for years would have offered the opportunity to rethink, to reshape our environment, precisely by letting the virtual overwrite the analog.  

    In the case of the ToniAreal, toniZ is also the third attempt. Before that, there were constructions and 'occupations' by means of SecondLife (ca. 2007). There was also a demolition of the ToniAreal and a renaissance. All this can be seen in the virtual exhibition in the ToniZ. 

    Irene Fabbri - 09.02.2021 - 19:23

  9. Unerasable Characters II

    The project explores the politics of erasure and the temporality of voices within the context of digital authoritarianism. Unerasable Characters II presents the sheer scale of unheard voices by technically examining and culturally reflecting the endlessness, and its wider consequences, of censorship that is implemented through technological platforms and infrastructure.

    The project collects unheard voices in the form of censored/erased (permission denied status via the official API) text, including emojis, symbols, English and Chinese characters, which is based on one of the biggest social media platform in China called Weibo. A daily scraping script is used to fetch those text via Weiboscope, a data collection and visualization project, developed by Dr. Fu King Wa from The University of Hong Kong, in which the system has been regularly sampling timelines of a set of selected Chinese microbloggers who have more than 1,000 followers or whose posts are frequently censored.

    Cecilie Klingenberg - 27.02.2021 - 12:39

  10. Turing's Assembly Line

    Turing's Assembly Line is a cross between a gameart/artgame and an elearning (automatic learning) project. It was simultaneously developed for the amazing plato systems (automatic learning, 1960+) and for the web. It has been created by the Swiss artgroup AND-OR.ch (René Bauer and Beat Suter) in 2020.

    As player you are not a user of the universal machine, you are Alan Turing‘s universal machine yourself. Please, sit down and begin to work!

    You will receive task after task. You have to decide if you want to execute a task or if you don‘t. Of course you will also encounter some errors among the tasks. No program and no coder is perfect! You may even be confronted with exceptions, forkbombs ... and more.

    Will you be fast enough? How many operations are you able to execute per minute? How long can you keep up the assembly line?

    Cecilie Klingenberg - 27.02.2021 - 12:58

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