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  1. The Gathering Cloud (book)

    The Gathering Cloud collates research into the history and language of meteorology with current thinking about data storage and climate change. Archival material from the Met Office Archive and Library in Exeter has been studied and sifted, along with classical, medieval, and Victorian sources, including, in particular, Luke Howard’s classic essay On the Modifications of Clouds, first published in 1803.

    This research material is presented as a sequence of texts and images, acting both as a primer to the ideas behind the project and as a document of its movement between formats, from the data centre to the illuminated screen, from the live performance to the printed page. In his foreword media theorist Jussi Parikka describes the work as “a series of material transformations made visible through a media history executed as digital collage and print publication, hendecasyllabic verse, and critical essay”.

    This work won the New Media Writing Prize 2016.

    source: http://www.uniformbooks.co.uk/thegatheringcloud.php

    Alvaro Seica - 24.01.2017 - 14:28

  2. All Hands Meeting

    “All Hands Meeting” is a live performance that uses aestheticized speech to engage conceptually with human/ machine entanglement. The piece consists of a monologue delivered by a semi-synthetic boss to an audience of interns. Three new strategic initiatives are presented: an app, a poem, and a political movement. This version of “All Hands Meeting” is site-specific to ELO 2017.

    (Source: ELO 2017 Book of Abtracts and Catalogs) 

    Alvaro Seica - 24.08.2017 - 15:56

  3. Common Spaces

    Common Spaces is an experimental performance that translates spatial poetry into a multidisciplinary collaborative environment that gathers the physical and the virtual spaces. This performance mixes in realtime distinct types of media in a sort of multi-modal orchestrate. A multi-sensorial performance based on our hand gestures (Leap Motion), vision (camera) and voice (microphone).
    The common-space derives from the notion of common ground as the medium and the process of communication. It can be understood as a mutual understanding among interactors – as the iterative process of conversation for exchanging evidences between communicators – as an interface.

    (source: http://www.grifu.com/vm/?cat=74

    Malene Fonnes - 25.08.2017 - 12:30

  4. Pocket Poetry

    Pocket Poetry presents poetic texts as electronic objects. Each object is a poem. It has a sensor, a four line text display and an Arduino microcontroller. Each object reacts on the particular aspects of the environment: sounds, movements, light or sometimes smell even. Spectator can drive some objects by handling tumblers changing the generated poetry inside it. Some objects react on the spectator presence unexpected for her/him. After each interaction text on the screen is changed. Each object has tripod or alternatively it is possible to hung it on the wall or put on the pedestal. The objects are self-sufficient and only need electricity (220V). At the moment several sub serials including one with the Soviet time underground poetry are done. Here the “DADvA” serial with the texts of DADA poets is presented.

    (Source: ELO 2017: Book of Abstracts and Catalogs)

    Lisa Berwanger - 28.08.2017 - 14:04

  5. Dark Matter

    Dark Matter' is a fully immersive, physically interactive, three-dimensional digital projection environment. The artwork explores whether the body might be perceived as an absence, inferred from the physical and cultural information around it. In this context, employing multi-agent interaction, people are proposed as emergent 'co-readers' within the context of a dynamic assemblage. The artwork employs the metaphor of dark matter; not only that of a physical character but also cultural. Just as dark matter is believed to bind the universe together it can be proposed that our society is bound by cultural 'dark matter'. In 'Dark Matter' textual material directly linked to events at Abu Ghraib and, specifically, Guantanamo Bay, is employed to explore the nature of the things we "don't know we know", representing a kind of cultural dark matter. Readers physically interact with the textual fragments (within a full physics simulation), their bodies revealed in the subsequent actions and interactions of the text objects.

    Malene Fonnes - 31.08.2017 - 15:40

  6. Ten

    Ten is an electronic literature piece emerges organically from my very digital life as a ten-year-old. Every day I make a lot digital art and interventions - from simple selfies to more complicated stories and most are about presenting myself as a girl who is ten or imagining who I want to be. some are about conforming to how others think i should be... or how I hope they see me. My friends and I exchange and circulate our representations every day... like a networked memoir. For the ELO, Ten will be a carefully curated collection 365 small digital moments from among thousands, set up on a computer using a simple calendar interface. You can select a date and you’ll see a photo or short video, a musical.ly, snapchat photo, an Instagram picture or a storify. To me it’s like a time capsule digital memoir and on my 11th birthday I will do a one minute video about all the things I learned being ten and making these things and sharing them and about this being my world. And advice I would give a ten year old.

    Presented on a Desktop PC.

    Pål Alvsaker - 05.09.2017 - 15:46

  7. The Multiple Lives of Walter B.

    An artwork realized as a physical installation, “The Multiple Lives of Walter B.” invites participants to explore how a number of interrelated decisions change a character’s biography. The participants engage with the piece by physically interacting with objects and locations, thus creating a sensory experience. Inspired by motives from the life of media theorist and philosopher Walter Benjamin (1892-1940), the work is simultaneously an exploration of history, through the lens of an individual character. Benjamin’s multifaceted life provides ample motives for an interactive treatment. Simultaneously, the many junctures in his biography open up a space for speculation – what would have become of him, if he had taken a different turn? At different points in time, he could have stayed in Sweden, in Ibiza or in Moscow. And what would have happened as a consequence? If he would have chosen Moscow, would he have returned to Germany as a Communist party functionary and ended his life as Minister for Culture? If he would have stayed in Ibiza, would he have been known as the first Hippie and a symbol of counterculture later?

    Filip Falk - 06.09.2017 - 16:36

  8. Dream Garden

    Dream Garden is a site-specific augmented reality project to gather, graft and nurture a city’s dreams. Each time a city dweller texts a 7-word dream (a poetic form moving private experience into public space), that dream automatically joins others both in a “garden” (a designated physical location in the city) and online at inthedreamgarden.com. The project shows how some community resources – like citizens’ dreams - can inhabit and expand a space without wounding it, colonizing it or wasting natural resources. As a political space, it’s urban renewal and greening without displacement. As a philosophical space it suggests that dreaming together may change a city and even a country. As a community garden it suggests that our dreams aren’t wasted - they are growable, transplantable, and in the poetic space of the project, both virtual and real.

    (Source: ELO 2017: Book of Abstracts and Catalogs)

    Filip Falk - 06.09.2017 - 16:54

  9. Nightmares for Children

    “Nightmares for Children” is a found-footage virtual reality installation with a fictional backbone and original soundscape created for Oculus Rift with touch. The viewer/reader will be immersed in 360 video with VR assets and 2D video as overlays and will navigate through a series of dreamy horrors in different emotional registers using the intuitive Oculus touch interface. The piece allows for a very small child’s voice and infant storytelling to sound fully, but at the same time is crafted as a meditation on the imagery in children’s dreams and what it might trigger in the adult imagination - the authors’ hands are apparent in the way the sometimes banal horror of the dreamscapes extends and escalates. “Nightmares for Children” also constitutes an e-lit experiment in the Rift guided by the premise that personal VR headsets enabling immersive electronic literature might constitute ideal dream machines. Tech requirements: we will bring a laptop and Oculus RIFT.

    (Source: ELO 2017: Book of Abstracts and Catalogs)

    Filip Falk - 06.09.2017 - 17:09

  10. Andromeda and Eliza

    Andromeda and Eliza is a work of interactive fiction that combines Twine hypertext with parser-fiction interactions to invite readers to consider choice and agency. You, as Andromeda, are caught in every woman’s dilemma, with only a few choices for escape--and none of them good. Perhaps you can find a meaningful way out, or perhaps you will be enticed into an endless discussion with a hypocritical ELIZA that questions your intentions and your morality. How long will you engage?This work builds on layered adaptations, drawing from both the mythical story of Andromeda and the original code of the ELIZA bot. Both Andromeda and ELIZA are ultimate examples of women without agency: one is chained to a rock to await demise for the apparent sin of beauty, while the other is a procedural therapist who exists in an endless state of questioning and response, programmed to show nothing but interest and patience with even the most obnoxious of queries. By rewriting the code of the original story (and of the ELIZA bot herself) we will re-imagine the woman’s journey from victim to co-author of her own fate.

    Filip Falk - 06.09.2017 - 17:34

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