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  1. 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

  2. Meet Me At The Station

    Meet Me At The Station is a surreal and lyrical 10 minute experience for for 360 cinemas, domes, virtual reality headsets. A scientist is trapped in the future due to a time-travel accident. His only hope is to travel through dreams, but dreams can also turn into nightmares.

     

    Cecilie Klingenberg - 27.02.2021 - 14:55

  3. Book Post

    A “book post” is placed in the UiB Humanities Library during March 2021, consisting of a table/desk with two stools by it, near a wall.

    Four books are on the table/desk (left to right, in alphabetical order by title): Articulations (Allison Parrish), Golem (Nick Montfort), A Noise Such as a Man Might Make: A Novel (Milton Läufer), and Travesty Generator (Lillian-Yvonne Bertram). Each has a hole drilled through it in the upper left and is secured to the table with a cable, creating a chained library. The books represent the work of four participants in an SLSAeu panel about computer-generated literature.

    A Kodak carousel slide projector is in the middle of the table/desk, projecting small, bright images and texts onto the wall. Slides presenting covers and contents of the five books are shown continually during the exhibition. The selections will be made in consultation with all author/programmers and with their approval.

    The stools allow two readers to sit and peruse the books. The table is wide enough to allow readers to do so while socially distanced.

    Cecilie Klingenberg - 27.02.2021 - 15:32

  4. Not a Book: Locating Material Traces of Collaborative Print and Digital Technologies in the Archive

    Abstract: As a project that is situated between “the print” and “the digital” and as one that places print-based artifacts in conversation with digital artifacts, “not a book” is concerned with the histories, presents, and futures of books and the technologies of reproduction and replication used to make them.  Created from digital images of the traces left from the original copper engraved botanical prints on the interleaved blank pages of a digitized edition of one printed copy of an 1844 issue of “Flora Batava” magazine, the project reflects on and raises questions regarding just what a book is and was by delving into the history of “the” book as a collection of historically contingent technologies and social processes.  Seeking to document and understand how the material traces of bookmaking processes and technologies become legible in new ways once they are reframed and accessed in the context of new technologies of replication and reproduction, this project offers viewers an opportunity to reflect on the ways in which histories of print technologies are embedded in digital technologies and how

    Cecilie Klingenberg - 27.02.2021 - 15:42

  5. Voidopolis

    Voidopolis is a digital performance about loss and memory that is currently unfolding over 40-ish posts on my Instagram feed (@kmustatea). It is a loose retelling of Dante’s Inferno, informed by the grim experience of wandering through NYC during a pandemic. Instead of the poet Virgil, my guide is a caustic hobo named Nikita. Voidopolis makes use of synthetic language, generated in this instance without the letter ‘e’ and the images are created by “wiping” humans from stock photography. The piece is meant to culminate in loss, so will eventually be deleted from my feed once the narrative is completed. By ultimately disappearing, this work makes a case for a collective amnesia that follows cataclysm.

    (Source: Author's Statement)

    Cecilie Klingenberg - 27.02.2021 - 16:02

  6. Tenure Track: A Critical Simulation Game

    Tenure Track is a postmodernist critique of 21st-century academia in the form of a simulation game. In the vein of satirical games like Cow Clicker—a product of “carpentry,” or a strategy for creating philosophical, creative work, according to its designer Ian Bogost—Tenure Track also borrows game mechanics from popular puzzle simulators like Papers, Please, merging the finite potentiality of a critical text with the lightheartedness and non-prescriptiveness of play. Additionally, the simulation game as a genre harkens back to philosophical toys of the 19th century, such as the thaumatrope, the purpose of which was demystification through wonderment. The proposed poster would include imagery from the game, as well as links to interactive components (gameplay footage, demos) and brief descriptions of the mechanics and concept of the game.

    Milosz Waskiewicz - 10.06.2021 - 11:35