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  1. text, sound, electronics, live coding

    This is a performance by Hazel Smith and Roger Dean, involving a strong sonic and musical element interwoven with text. It includes sampled text and sound, electronics and live coding of text and sound. The performance will include two pieces, Metaphorics and Bird Migrants. These two works were performed earlier this year in the UK and Australia, but have undergone considerable development. Every iteration and performance of them (particularly of Metaphorics) is substantially different. Metaphorics (2014) for voice and coded sound This piece employs live voice, live-coded sound (using the platform Gibber by Charlie Roberts, University of California at Santa Barbara), and live algorithmic sound. It involves samples from a recording of parts of the text, together with electronic and sampled instruments. The piece is about metaphor: it also employs metaphor while at the same time deconstructing it. Historically metaphor has been one of the main tools of poetry. Attitudes towards metaphor have been very important in contemporary poetry and poetics, but have caused divisions in the poetic community. Some poets have clung to metaphor as a traditional mainstay of their craft.

    Hannah Ackermans - 30.11.2015 - 10:15

  2. Text/Sound-Videos

    # text/sound-movies text/sound-movies are works of abstract poetry created with the means of digital video and audio. the image is extreme typography. the sound is digital sound poetry. each video is centered around a single topic or source material. please read below for a description of the 6 videos. ## vorsprung is a clip taken from the the video-performance spambot that dealt with propaganda and advertisment. ## sig all source material in this video originates from radio jingles of various broadcasting companies. ## broe sell a typographic video about stock markets. ## mmmatn a video about money and currency. ## ff oitl text and sound are taken from a sneakers commercial ## rr ii rr ii is visualized sound poetry or a sonified visual poem. the material of the acoustic and visual part consists only of electronically modified representations of the sound R. (Source: ELO 2015 Catalog)

    Hannah Ackermans - 30.11.2015 - 10:48

  3. With Those We Love Alive

    Porpentine’s With Those We Love Alive is a Twine game that invites the reader to become physically involved through marking up their own body with symbols throughout play.
    As a Twine game, the work relies primarily on text and audio along with backgrounds of shifting colors to draw the player into a disturbing science fiction landscape. The game opens with a level of customization that invites the player to become connected and even embedded into the game, choosing their month of birth, element, and eye color.
    As the player becomes a servant to a monstrous larval queen, the stage is set for a dystopia of dream-like and vivid yet mundane violence. After playing, the reader has a tangible record of their own choices and identity beliefs in the drawings on one’s skin.
    It's inspired by mob violence, trash struggle, C-PTSD, and child abuse. It's also inspired by friendship between trash girls. In most media there’s an unspoken belief that feminine lifeforms can't survive on their own, can't have spaces of their own, can’t have relationships of their own. The author try to go against this with basically everything she make.

    Susanne Dahl - 08.09.2016 - 11:23

  4. Flewn

    “Flewn” is a melancholic and surrealistic story in book app format about an old whale walking on stilts through a desert in search of a lost ocean, carrying on its back jars with sea creatures it has rescued. Beautifully executed, “Flewn” offers two reading modes: the story mode, in which the reader explores the whale’s story by scrolling through the illustrations, accompanied with music, animation, video, and text; and the game mode, which offers an interactive exploration of the story space from the perspective of a little frog whose helicopter must be kept on air by pedalling and in this way help to spot the ocean everybody is looking for.

    (Source: Description from ELO 2017: Book of Abstracts and Catalogs)

    Pål Alvsaker - 07.09.2017 - 16:47

  5. Tales of Automation

    Tales of Automation is a collection of nine short "tales" that explore the effects of digital automation - algorithmic behavior modification, quantified feedback, life-logging, etc. - on daily life and subjectivity. Each tale is a never-ending cycle of asynchronous loops (of text and video) that present a single character at a moment of distracted attention, attempting and always failing to self-narrate experience in its complexity, materiality and abstraction. Notifications, data and spam intrude on consciousness at the cusp of self-awareness. Vision is composited, filtered and collaged. The multiplicity and variability of nested loops means that the short fictions are without beginnings or ends, or rather they begin in medias res and end when the nature of the characters' situation becomes evident.

    The work is best presented in full screen mode on any browser, but preferably Chrome. Interaction with each tale involves a simple click, page scroll or mouse movement. In Tale 7, the central image can be dragged to read what is underneath. There is no sound in this work.

    (Source: Author's description)

    Filip Falk - 29.08.2018 - 12:53

  6. The Several Houses of ....

    Author's reading from work for NaNoWriMo (National Novel Writing Mo) 2017 The Several Houses of Brian, Spencer, Liam, Victoria, Brayden, Vincent, and Alex. 

    The Several Houses of Brian, Spencer, Liam, Victoria, Brayden, Vincent, and Alex is 800-page novel generated by a Python script. 

    Jana Jankovska - 26.09.2018 - 14:56

  7. The Aberration of the Translator

    The Aberration of the Translator considers virtual reality as a social space, one with its own rules of presentation and communication. Gloria Anzaldua’s “How to Tame a Wild Tongue” is sampled and celebrated to create a microcosm of colliding quotations that break and collide across the virtual space of the CAVE. Every language is a foreign language, learned through memorized rules and societal agreements. In Walter Benjamin’s “The Task of the Translator,” refastening shards of a shattered vessel is compared to the act of translation; writing must be fragmented and then reassembled to traverse barriers of language. The Aberration of The Translator acknowledges the world which utilizes linguistic tools to order, colonize, and develop architectural space, specifically interrogating the act of code-switching and the multilingual experience.

    Jane Lausten - 26.09.2018 - 15:52

  8. How to Rob a Bank

    “How To Rob A Bank” is a love story in five parts. The story focuses on the misadventures of a young and inexperienced bank robber and his female accomplice. The entire work is revealed through the main characters’ use of their iPhones and the searches, texts, apps, imagery, animations, audio, and functions that appear on their iPhones. 

    Ana Castello - 29.10.2018 - 16:12

  9. MetaQuest

    MetaQuest is a text adventure game with fantasy elements that parodies the genre itself. It's called MetaQuest because of its heavy use of meta jokes, and the whole game is quite self aware, often breaking the fourth wall. The game starts with "Much to your disappointment, you find yourself trapped in a text adventure." 

    Nina Kolovic - 03.11.2018 - 11:36

  10. Will to Win

    Stories about Lithuanian Paralympians. Each story encompasses each individuals experience, struggles, and passion.

    Available in English and Lithuanian language.

    This work was awarded the Gorkana Award for Journalism in 2016. 

    Nina Kolovic - 03.11.2018 - 13:05

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