Search

Search content of the knowledge base.

The search found 151 results in 0.011 seconds.

Search results

  1. Landing Gear

    Landing Gear

    Ana Castello - 28.10.2018 - 17:47

  2. The Spectral Dollhouse

    In Jilly Dreadful's hypertext work The Spectral Dollhouse, the death scenes are staged; the blood is (presumably) fake; and the owner of the house is, or was, a doll; and yet it looked like we'd seen ghosts after ouiji-ing our way through this work, which in the author's words, investigates "the literary oppression that women face in regards to the procreation of their stories and bodies" as well as the question of whether (and/or how) photography is representational of reality. In a way, though, we had seen ghosts, as Dreadful admits, "fiction haunts nonfiction," resulting in a piece that balances sure-footedly on the line where truth and artifice abut one another, with Dreadful taking handfuls of each to make one replete with the other.

    Source: https://www.cddc.vt.edu/journals/newriver/13Fall/editor.html

    Chiara Agostinelli - 20.11.2018 - 16:48

  3. Chimeria: Gatekeeper

    Chimeria: Gatekeeper is a playable interactive conversational scenario, authored using the Chimeria Platform It uses a cognitive science-grounded model of social category membership to customize how conversational narratives unfold. Conversations between characters are important aspects of many videogames. However, most such conversational interactions in videogames are quite limited in how they take into account the identities of those characters. Conversation in videogames typically varies, if at all, based only on one aspect of the character such as an NPC referring to the character by race, class, or a gendered pronoun. Chimeria: Gatekeeper is an application of the Chimeria Platform, which seeks to developing conversational narratives that addresses such limitations.

    (Source: Project site)

    Laura Johnson - 12.06.2019 - 23:04

  4. bedbugs

    Jonah is working at a shelter for asylum seekers in Austin, Texas. Zander is a filmmaker and dancer based in New York City.

    bedbugs is a video version of a talk presented at a couple different WordHack events. Talk presented circa 2014, video finished circa 2017.

    Morten Skutle - 02.09.2019 - 14:48

  5. CO2GLE

    CO2GLE is a real-time, net-based installation that displays the amount of CO2 emitted on each second thanks to the global visits to Google.com.
     

    David Wright - 04.09.2019 - 02:37

  6. from estranger to e-stranger

    An (e)stranger is invisible, exotic, unidentifiable, rude, hybrid, 
blurry, deformed, subversive, incomprehensible, complex, pliable, lonely, abject, harder and more fragile at the same time … they are more resilient, more inventive, know how to protect themselves, are good observers, look around a lot, see and ask questions about things that seem to be selfevident …

    There is so much to enjoy in this book. It is all-at-once instruction manual, poetry and a series of vignettes of contemporary encounters in language-less places.” Ruth Catlow 23-09-2014

    Annie Abrahams - 15.09.2019 - 18:09

  7. Parlor Talk

    The audience listens to women working/coming into a beauty parlor in Bangalore, India. Comments on the possibility of private space, and what home is. Control and security are associated to the presence of men in women's lives.

    As foreigners, immigrants, urban nomads and women, how do we negotiate personal space and how is this influenced by the circumstances we live in? In an attempt to create an approximation to these questions and to the participants, a situation was dislocated and recreated from a place regarded as a typically feminine domain in India (and other countries): the beauty parlor.

    The title is a reference to both the conversations that form the basis of the audio work, as well as to the performance that was enacted during the exhibition at 1Shanthi Road gallery, in which individual participants received a manicure from the artist.

    The performance and accompanying audio work "parlor talk" were developed during the bangaloREsidency in Bangalore, India.

    Maud Ceuterick - 09.07.2020 - 15:08

  8. A Brief History of Interactive Fiction Games... Choose Your Own Adventure and Visual Novels

    Interactive fiction is a game genre that has been around for quite some time now and has a rather in-depth history to it. We’ve already taken a look at part of the genre, primarily text and graphical adventures. But today I’m going to talk about some other things that are important to interactive fiction!

    So, I’m sure that many of us as kids read Choose Your Own Adventure books (or CYOA); novels where at the end of each page you were asked to make a choice as to what to do and then would be directed to a different page depending on your actions. Sometimes you’d make it to the end, sometimes not.

    And if you’re wondering just what these books have to do with video games, the answer is a surprising amount! So let’s take a look at these types of books.

    Martin Li - 17.09.2020 - 16:17

  9. #SELFIEPOETRY: Fake Art Histories and the Inscription of the Digital Self

    #SELFIEPOETRY: Fake Art Histories and the Inscription of the Digital Self

    Alex Saum - 18.09.2020 - 21:33

  10. 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

Pages