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  1. Platform Collaboration, Creativity and Determinism in Virtual Reality (VR): An artist paper the making of The Key To Time, a work for VR, domes and CAVEs.

    Addressing conference themes of platform utopias, determinisms, identities, collaborations and modes, this conversational presentation discusses ways that concepts of time, space and narrative are expanded in The Key To Time https://unknownterritories.org/keytotime/. The Key To Time is a surreal and lyrical work for immersive, cinematic art experiences such as domes and 360 degree cinemas as well as for individual viewing on head-mounted virtual reality devices. Bridging 1920's silent film and virtual reality, the surface story draws viewers into a playful exploration of genre, identity and desire. In doing so, the work unravels narrative underpinnings of myths, genres, and technological constructs of time.
     

    Milosz Waskiewicz - 25.05.2021 - 15:17

  2. Alternative Play? Twine as a Digital Storytelling Platform

    In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature:
     

    What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art.
     

    Milosz Waskiewicz - 27.05.2021 - 16:12

  3. Netprov in the Classroom: Character Building and Team Building

    This talk shares collaboration strategies and “funnest practices” for using netprov — networked improvisation, online roleplay literature — in the classroom. In sequences of “jump right in” creative games, students explore such topics as character development and character voice in a real-time laboratory of quick creative exchanges (accompanied by mutual encouragement and laughter). By building a bridge between students’ own social media writing practices and learning about historic literature, their creative strategies are expanded and critical connections between canonical texts and contemporary, everyday writing are made. What students may not realize is that netprov also can help break through their own creative blockages and freezes.

    Milosz Waskiewicz - 27.05.2021 - 16:41

  4. The Mediapoetry Laboratory 101: new forms of creative cooperation

    My poster will be full of works of participants of the first Russian Laboratory of Mediapoetry 101 for teenagers (12-19 years old).
    It just turned out that the fate of the project is closely related to circumstances of pandemic that is why a search for new forms of creative cooperation, ways of communication and methods of creating new projects has become overarching issue of the work of the laboratory participants.

    I am the curator of the Mediapoetry Laboratory 101. Although “curator” is poorly conclusive definition. An ideologist, a dreamer, an inspirer, the one who has got a grant (financial support) from the government for a genre of mediapoetry which is not recognized in Russia yet.
    The project got the grant in February, 2020. My gladness did not see any limits. Off-line sessions had to start from April, 2020, but everyone knows what prevented it to happen.

    Milosz Waskiewicz - 10.06.2021 - 11:26

  5. Salon August 10, 2021: Coding Coding Coding

    What are you working on? What could we make happen?

    Hannah Ackermans - 11.10.2021 - 14:40

  6. Contrapoemas

    3000 non verbal visual poems produced by Regina Pouchain and Wlademir Dias-Pino using Adobe Photoshop.

    viniciuscarpe - 09.02.2023 - 22:45

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