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  1. LYMS

    In the video lyms (which is a non-semantic word), I have solved the question of translation in a special way: words in different languages like spanish, french, german, english and scandinavian are put together.  None of them have the same meaning, the viewer may just taste on the words.  In the first part of the video all the words are starting with f.  In the beginning the f's are exposed in a way they constitute different pictures. The system of the expositions are based on how I made concrete poetry in the sixties. Instead of repeating them differently line by line, the new technology allows me to expose them differently through time.  Then more and more letters are shown, until all the words are exposed.

    Each viewer will have a different experience dependent upon their language background, and the ability to enjoy the poetic combination of the words and the visuality together with the music.  

    Patricia Tomaszek - 12.01.2011 - 18:22

  2. Sooth

    Sooth is a set of love poems interactively triggered phrase-by-phrase to fly in flocks over original video. Sounds associated with each phrase are mapped to audio which pans and volume shifts in space as the phrase flies. Easing equations are randomly shuffled to create a sense of behavior to each phrase. Text-code-video-audio all original and released under a Creative Commons 2.5 License. It was created while I was artist-in-residence at La Chambre Blanche web-lab in Quebec city. Bilingual: French-English in same interface.

    (Source: Author's description from the Electronic Literature Collection, Volume Two)

    Scott Rettberg - 20.04.2011 - 12:46

  3. Interstitial

    David Jhave Johnston’s video-based "Interstitial" is a meditation on terminal anxiety. The title of the piece, which refers generally to that which occupies an “empty interval,” takes on a specific connotation when one considers its popular use in web development contexts for the commercial “pre-loaders” that hawk their wares while one waits for the site to open. The video, which is minimally edited, features three views arranged in triptych form: a cat decomposing in a river, tidal pools, and a bug undergoing metamorphosis. These events, as witnessed by Johnston, are unaltered and unmodified, simply captured where they occurred using handheld equipment. According to an artist’s statement published on Tributaries and Text-fed Streams (http://tributaries.thecapilanoreview.ca/2008/02/22/interstitial/), the web presentation of the files was formatted through the process of naming the discrete video, audio, and poetic text files and allowing software to assemble these pieces into an endless loop.

    Patricia Tomaszek - 06.05.2011 - 14:19

  4. Requiem

    Requiem is an augmented reality poem in which digital imagery and sound is superimposed on a physical object -- in this case the card with the black and white marker. Simply hold the marker up to the webcam to begin experiencing the piece. Click the 'next scene' button to move through the poem.

    The architecture for Requiem was created by Andrew Roth, under the direction of Caitlin Fisher, as part of the ongoing work of the Augmented Reality Lab at York University. This work is based on the LGPL license of FLARManager and FLARtoolkit and the source is therefore made available to you under the GPLv3 license. Requiem is part of a larger, much more fragmented work by Caitlin Fisher, "Cardamom of the Dead", a novel in fragments built using a tabletop augmented reality storytelling machine (custom software created in the lab called SnapDragon). Cardamom is a wide-ranging spatial piece about collections, hoarding and the things we save when people die, including this poem written by my father.

    (Source: Author's description)

    Meri Alexandra Raita - 03.03.2012 - 19:21

  5. Correspondences

    Correspondences is a translation into sound and image of the timbre of Charles Baudelaire's "Correspondances." The work is not a reading, per se, but it follows the structure of Baudelaire's sonnet closely, pivoting around the white space of the dash in the first tercet. In this experimental video + computer music work the gesture of Baudelaire's poetry serves as a scaffolding for an exploration of mutable time and memory. Correspondences is an invocation to the memory of something read, half-remembered perhaps, connected through a dream logic.

    Stig Andreassen - 20.03.2012 - 14:46

  6. Canticle

    "Canticle" was written for Brown University's CAVE immersive virtual reality environment. Like a concerto, it was composed in three movements and arranged for collaborative performance between a solo user and programmed VR environment. In "Canticle", The CAVE system and its user operate in concert: rendering the world through cooperation and opposition. The tone of "Canticle" plays upon the spectacle of VR by inducing an aesthetic environment that is overly saturated despite its basic composition of greyscale letterforms. Evocative text and audio were used to assist this effect: "The Song of Solomon" and Nico Muhly's MotherTongue. A study of "The Song" resonated with the project's themes: the seduction of spectacle and awareness of a physical body within immersive spaces of illusion. Movements were written in response to spectacles that are native to the CAVE. Description of each movement refers to the specific quality of spectacle it explores: periphery, reactivity, stereoscopy, interface, depth or immersion.

    Stig Andreassen - 20.03.2012 - 15:12

  7. Evidence of Everything Exploding

    The third part of Jason Nelson's artgame trilogy.

    Video games are a language, a grammar or linguistics of various texts. The sounds, the movement, the graphics, the rules or lack of rules, everything about a video game is a component of language.  A digital poetry game must combine all these elements, strange and interactive stanzas, crossed out and obstructed lines, sounds and texts triggered and lost during the play.  Indeed the game interface becomes a road to inhabiting the digital poem, to coaxing the reader/player into living and creating within the game/poetry space.

    Scott Rettberg - 25.03.2012 - 21:26

  8. Between Page and Screen

    Coupling the physicality of the printed page with the electric liquidity of the computer screen, Between Page and Screen chronicles a love affair between the characters P and S while taking the reader into a wondrous, augmented reality. The book has no words, only inscrutable black and white geometric patterns that—when seen by a computer webcam—conjure the written word. Reflected on screen, the reader sees himself with open book in hand, language springing alive and shape-shifting with each turn of the page. The story unfolds through a playful and cryptic exchange of letters between P and S as they struggle to define their turbulent relationship. Rich with innuendo, anagrams, etymological and sonic affinities between words, Between Page and Screen takes an almost ecstatic pleasure in language and the act of reading. Merging concrete poetry with conceptual art, “technotext” with epistolary romance, and the tradition of the artist’s book with the digital future, Between Page and Screen expands the possibilities of what a book can be.

    Scott Rettberg - 12.06.2012 - 13:29

  9. Nine Gestures for J.D. Salinger

    A poetic tribute to the writings of J.D. Salinger, this work explores Nine Stories (1953), by inviting participants to write their thoughts into a book in response to nine individual prompts, each corresponding to one of the stories. Interacting with the book reveals a series of poems that follow thematic gestures from the original writings.

    To interact, open the book to any one page, read the typed prompt and then write down either a single word, or short phrase as a response, writing onto the adjoining page’s writable section using the pen. A nearby screen responds by offering several composed verses with each inscription. When a section is filled, that gesture is considered complete.

    (Source: Author's description for ELO_AI)

    Scott Rettberg - 10.04.2013 - 23:29

  10. Feed

    Our deeply ingrained need to trust language enables Feed to generate an endless simulacrum of social commentary cum mythopoeic narrative spontaneously from largely random associations of charged words. It presents cultural observation through the blind eye of chance. The blank passing moment becomes the creator of mythos. It allows us the opportunity to turn ambiguity into poetry, absurdity into satire, unexpected fortuitous alignments into insight. Feed chronicles the mechanisms of the chronicle rather than its subjects. It removes “realism” from the equation, flirting with the meaningless and parading arbitrary associations before the reader under the banners of archetype and metaphor. Feed historicizes, editorializes, moralizes, sings, dances, and wears funny hats, all in the name of “analyzing” its own inventions.

    (Source: Author's description for ELO_AI Conference)

    Scott Rettberg - 11.04.2013 - 11:04