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  1. Faceless patrons

    ‘Faceless patrons’ is an installation that documents stories used by Internet scammers in so called ‘overpayment check scams’. Scammers use scripted stories to reach their victims, yet when correspondence continues story worlds start to evolve. We wanted to take a closer look on these ‘419-fiction’ cybercrime stories, ‘419’ relating to the criminal code in Nigerian law that deals with fraud. While we were aware of the fact that we are dealing with scammers, we use a fictional character and narration to investigate how the scammers react to various turns in the plot. The story takes the form of e-mail correspondence where two characters are involved; one art patron created by the scammers and our fictional artist ‘Anna Masquer’. The scammers posed identity is often based on either identity theft or a confusing mix of several existing individuals, giving them the opportunity to remain faceless and anonymous. The installation setup consists of five photo-frames hanging on a wall. Each frame connects to a correspondence with a scammer and holds a photograph and a fake check that was received as an advance payment for Anna Masquers’ photos.

    Andreas Zingerle - 05.03.2015 - 14:25

  2. Mother/Home/Heaven

    Mother|Home|Heaven is a magic-mirror augmented reality installation that overlays digital assets – 3D models, video, poetic spoken word and soundscape over a series of objects sourced from a pioneer village in Canada. It combines historical fact and literary fiction to weave together a series of fragments that together consider gender, space and place, private and public, loss, longing, time and place. Created with the Unity game engine and the Vuforia augmented reality plug-in, the experience uses fractal and non-linear narrative to bring real objects and accounts – notably an archive of amazing diaries – to life, while also using fictional, whispered secrets and ghosts to suggest what might haunt the neatly ordered shelves of the General Store. We wish to track 2-D images rather than physical objects. The viewer would encounter shelf after shelf of everyday objects relating to domestic material culture – teapots, kerosene lamps, spools of ribbon, wood burning stove and parlour games etcetera.

    Hannah Ackermans - 08.09.2015 - 10:47

  3. Cavewriting Classics on the Oculus Rift

    There are many immersive e-lit works that require more than the affordances provided by a screen and a keyboard to experience. These get displayed rarely and even when they do get shown, they are often shown poorly, either due to a lack of facilities (CAVES are rare and expensive), lack of curation and context (a series of random technology demos does not an exhibition make), limited audience (4 at a time in a CAVE or one at a time with an HMD means that the number of people who can experience the piece is limited), rushed experience (when cramming 8 demos into a 4 hour slot with 5 pieces each most people spend more time waiting around in the dark while someone furiously clatters away at a command line trying to get the piece to launch than actually experiencing them).

    Hannah Ackermans - 10.09.2015 - 09:09

  4. Kjell Theøry

    Kjell Theøry will be a site-specific mobile Augmented Reality poem mapped visually to geo-spatial coordinates in a public outdoor space in Bergen. The work responds to historical and fictive narratives of Norway as a landscape for exile and escape in conjunction with writings and memories from my residency as a Fulbright Scholar in Bergen last year. It will be accessible for viewing with internet-enabled smart phones and tablets throughout ELO 2015 and will be activated by a brief live event in which I manipulate and read from the virtual space and generate additional material by scanning augmented tattoos on the body of a local male performer. This work evolves out of my AR installation in June 2014 at the Bergen Bibliotek, The Empty House, but will be a substantially new iteration. (Source: ELO 2015 Catalog)

    Hannah Ackermans - 30.11.2015 - 10:29