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  1. Eververse

    Eververse is a project which synthesises perspectives from disciplines in the humanities and sciences to develop critical and creative explorations of poetry and poetic identity in the digital age. Eververse sends biometric data from a fitness tracking device worn by the poet to its custom-built poetry generator. This generator utilises NLG techniques to output poetic text published in real time, and 24/7, on the Eververse website.

    Justin Tonra - 12.06.2019 - 12:59

  2. The Pleasure of the Coast: A Hydro-graphic Novel

    The Pleasure of the Coast: A Hydro-graphic Novel is a bilingual web-based work in English and French. This work was commissioned by the « Mondes, interfaces et environnements à l’ère du numérique » research group at Université Paris 8 in partnership with the cartographic collections of the Archives nationales. The title and much of the text in the work détourne Roland Barthes’ The Pleasure of the Text (1973), replacing the word ‘text’ with the word ‘coast’. The images are drawn from an archive of coastal elevations made on a voyage for discovery to the South Pacific by the French hydrographer Beautemps-Beaupré (1793). In French, the term ‘bande dessinée’ refers to the drawn strip. What better term to describe the hydrographic practice of charting new territories by drawing views of the coast from the ship? In English, the term for ‘bande dessinée’ is ‘graphic novel’. In this hydro-graphic novel, Barthes’ détourned philosophy inflects the scientific and imperialist aspirations of the voyage with an undercurrent of bodily desire.

    J. R. Carpenter - 03.08.2019 - 08:09

  3. The Buoy

    “The Buoy” is a work of poetic auto-fiction that functions as a performative powerpoint presentation. Drawing inspiration from long tradition of concrete poetry, “The Buoy” is structured by a series of diagrams that strive to create a new form of language for dealing with topical political issues involving marginalized identities. The formal progression of related diagrams serves to simultaneously defamiliarize our current perceptions about language as a communications medium and to allow for new meanings and associations about language and identity to emerge. The content of the piece asks the following questions: How do we talk about things that are hard to understand? How do we talk about ourselves? How do we talk to others? How do we talk to others about ourselves? And, ultimately, how do we communicate across existing societal and political barriers? The thematics of the piece are concerned with a personal history of growing up queer in Texas, a state that remains socially conservative despite work being done to advance queer rights across the United States.

    Meredith Morran - 09.09.2019 - 22:07

  4. Sometimes I am ...

    “Sometimes I am ...” is an interactive text/audio poetic that explores how language shapes our identity, how it can bring us together, and how it can set us on the periphery. How language and can make people and events visible and not visible. It asks the viewer/reader to consider both “What is invisible?” and “Who is invisible?”
    A beta version of “Sometimes I am …” was built in the summer of 2019 and was presented at the Media Festival and Conference of Electronic Literature in Cork, Ireland. The beta version can be viewed at http://bit.ly/iamyouare. The work was conceived of by Leanne Johnson (leannej) in collaboration with artist My Name Is Scot (audio) and Kevin MacMillan (developer).

    Leanne Johnson - 27.09.2019 - 00:19

  5. Waveform (Film)

    An experimental piece, drawing from the artist's Waveform project, this 10 minute film depicts a single, overhead shot of incoming ocean waves, which are scanned and analysed at various points by a machine vision system, which then parses the data gathered into short, poem-like texts. This film marks an attempt at using the dynamics of the moving image to better apprehend both the subject matter and the technical processes behind Waveform.

    This piece was displayed at the Peripheries: Electronic Literature and New Media Art exhibition held at the Glucksman Gallery, Cork, as part of ELO2019, in July 2019.

     

    Richard Carter - 31.10.2019 - 21:14

  6. Greetings from…

    "Using both the Amazon Atlas and the AWS infrastructure map as starting points, I will track and identify new AWS data centres around the globe. I also hope to initiate contact and dialogue with artists/activists within specific AWS regions in order to promote and develop tactical, subversive and creative interventions within these systems of corporate networked power."

    (Source: Schloss-Post Open Call Proposal)

    Anne Karhio - 08.11.2019 - 11:40

  7. Kulaktan kulağa, Chinese whispers, or Arabic telephone

    “I’m on the hard drive. When the gift came. Both disk and memory disappear”. Kulaktan kulağa, Chinese whispers, or Arabic telephone reveals mis(machine)translated stories of found images through tangible interaction. The installation uses what is (at first glance) just a box of old photographs to examine the western-centric lens of the internet by humanising machine translation errors. The artist collected old photographs from London’s flea markets, and wrote short stories for each photograph in her non-native English. Using an online machine translation tool, she machine-translated the stories into her native Turkish, and into other ‘foreign-looking’ languages such as Chinese and Arabic. The garbled outcome then is machine-translated back to English, carrying its inaccurate interpretation alongside. The stories and photographs are integrated into an interactive installation that invites readers to reveal mistranslated stories through tangible interaction. The installation invites spectators to pick a photograph from an old box and explore its interpretation.

    Vian Rasheed - 11.11.2019 - 22:47

  8. Texts, Interfaces, and the Puzzle Element in Her Story

    Sam Barlow’s 2015 computer game Her Story is barely a game. The interface is an obsolete police database stocked with seven videotaped interviews of a woman accused of a crime, broken up into clips of between ten and ninety seconds. The game is played by typing in words to search through the clips, and the database returns only the first five videos, chronologically, that contain the query. The player pieces together the mystery at the heart of the game in whatever order they choose – the primary cue that the game provides is an initial search term, “MURDER,” – and the game is ‘over’ only when the player decides they have seen enough. As they play, the game’s interface design, along with its thematic focus on liminal and reflective surfaces, incorporates the player into a system of cognitive apparatuses. Critical responses to Sam Barlow’s 2015 video game Her Story were rapturous.

    Vian Rasheed - 11.11.2019 - 22:55

  9. The Aesthetics of Feminist Digital Archiving in the Suffrage Postcard Project

    In 2019, we have Twitter, Instagram, and Facebook. A hundred years earlier, there were postcards. In the “Golden Age” of postcards (1902-1915), postcards circulated with the same fervor, if not speed, of images on popular social media apps today. The Suffrage Postcard Project looks back at the early decades of the 1900s in the context of the women’s suffrage movement, a movement that gained momentum in the same historical moment of the Golden Age of postcards and produced hundreds of pro- and anti-suffrage images. This project asks: How can feminist DH and data visualization approaches to over 700 postcards offer new perspectives on the visual history of the U.S. suffrage movement?

    Vian Rasheed - 11.11.2019 - 23:12

  10. Has Been Hero

    Logline: In a time of peril, one self-styled vigilante's mission to pummel a super-villain is thwarted only by his own decline as both hero and villain search for fulfillment. “Has Been Hero” is the story of how Jack Lee, a juggernaut, must confront his most formidable enemy yet: inevitable physical decline. This is a humbling and disempowering experience for Jack, a self-styled vigilante who saw himself as a soldier dedicated to dispensing his own brand of justice.

    Once a fearsome powerhouse, Jack Lee fought crime and was the spectacle of public praise and ridicule. Now in the twilight of his life and in ill health, Jack finds himself forgotten by the public, bored in retirement, and bitter.

    Old age is often viewed by the young as something that happens to other people, and is an outcome that can be avoided through sheer will. The truth is that it happens to everyone, even superheroes.

    Vian Rasheed - 11.11.2019 - 23:25

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