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  1. Curlew

    Curlew is an interactive, multimedia poem about one man's encounter with the forces of nature. The narrative centers on Catsinas, a fisherman living alone in a makeshift shack on Curlew, one of several barrier islands in the Gulf Coast known as the Chandeleurs. Based on a true account, the story chronicles the man's futile attempt to save Curlew's shoreline to a storm's destruction of his adopted home.

    Dene Grigar - 30.10.2014 - 03:39

  2. Hearts and Minds: The Interrogations Project

    Hearts and Minds: The Interrogations Project was developed at the Electronic Visualization Lab (EVL) at the University of Illinois Chicago (UIC) for the CAVE2™, the next-generation large-scale virtual-reality 320-degree panoramic environment which provides users with the ability to see 3D stereoscopic content in a near seamless flat LCD technology at 37 Megapixels in 3D resolution matching human visual acuity. The CAVE immerses people into worlds too large, too small, too dangerous, too remote, or too complex to be viewed otherwise. This project makes use of the CAVE environment for a multisensory artwork that addresses a complex contemporary problem: as American soldiers are returning from wars in Iraq and Afghanistan, it is becoming increasingly clear that some of them participated in interrogation practices and acts of abusive violence with detainees for which they were not properly trained or psychologically prepared. This has in turn left many soldiers dealing with Post-Traumatic Stress Disorder on their return home, and left many unresolved questions about the moral calculus of using torture as an interrogation strategy in military operations.

    Alvaro Seica - 11.11.2014 - 20:02

  3. Toxi•City

    Toxi•City is a combinatory piece in which narrative segments and a chorus of historical anecdotes chronicling deaths from Hurricane Sandy are drawn from a data-based of materials. The database contains over one hour of materials and the clips are combined based on keywords. In Toxi•City, 6 characters describe conditions living in a future shaped by global warming and climate change. The film takes place in the industrial river setting on the US east coast. (Source: Author's description)

    Alvaro Seica - 11.11.2014 - 21:06

  4. Pong Ping Poème

    Pong Ping Poème

    Alvaro Seica - 13.11.2014 - 23:13

  5. Le Dernier Volcan

    This video project explores Norwegian folk histories that return as fragments in light of ongoing volcanic eruptions. The project was recorded in Bergen following the disruptions caused by the activities of the Eyjafjallajökull volcano in Iceland. A folk history of disaster is set against slowly revolving images set in a contemporary landscape. This is the first of a series of works recorded in Norway that juxtapose folk histories and contemporary events to explore narrative and associative characteristics of cultural anxieties and collective memory. The project was researched and filmed by Roderick Coover in 2010 thanks to a distinguished-scholar-in-residence award from the University of Bergen.

    Alvaro Seica - 13.11.2014 - 23:32

  6. [schèmes]

    Stéphan Hyronde presented [schèmes] at the Galerie Rhinocéros et Cie in Paris on November 13, 2014, as a fast-forward animation of his geometrical and schematic drawings.

    Alvaro Seica - 14.11.2014 - 18:43

  7. A Nordic Neurotic

    A Nordic Neurotic

    Alvaro Seica - 21.11.2014 - 01:17

  8. House of Trust

    House of Trust is a generative poem that addresses issues of information access and control in the 21st century. It proposes that free libraries are houses of trust. At the same time, it brings up images of redaction and censorship as well as broaching many concerns about the technical developments associated with information sharing. House of Trust consciously positions itself in a tradition of e-literary work: it is based on Alison Knowles and James Tenney’s A House of Dust (1967), generally considered to be the first computer-generated poem, which had its beginnings at an informal Fluxus seminar in which Tenney demonstrated how the Fortran language could be employed in chance operations in artmaking. (source: ELO 2015 catalog)

    Julianne Chatelain - 29.11.2014 - 15:48

  9. Inanimate Alice, Episode 5: Hometown 2

    Alice is 16, an aspiring game designer who grew up constantly on the move. Now, she finds that the so-called stable hometown life she yearned for is far from perfect. Bored and restless, she skates into deep trouble.

    Andy Campbell - 29.12.2014 - 20:39

  10. multi.com.plicity

    Multiplicity
    1. A large number or great variety
    2. The state of being multiple

    Complicity
    1. The fact or condition of being an accomplice, esp in a criminal act

    multi.com.plicity is a twenty-first century translation of Guy de Maupassant's short story Mes vingt-cinq jours (My Twenty-Five Days), originally published in 1885, and translated into English by Albert M.C. McMaster, A.E. Henderson, Mme. Quesada et al.

    multi.com.plicity takes de Maupassant's story and reimagines it, changing a health resort in 19th century France to a laboratory complex in an unspecified future, and inhabiting the story with nameless clones and technology. In this way the story eschews the notion of a literal translation in favour of a temporal and situational carrying across of de Maupassant's tale, with multiple layers of perception as realised through randomised image and video layers.

    Chris Joseph - 01.01.2015 - 11:39

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