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  1. Ecology of Worries

    Our artistic research led us to amass an archive of thousands of recorded worries from people in the US and abroad. Ecology of Worries asks the question of whether we should teach a machine to worry for us. The animation consists of hand drawn critters. Some critters are driven by synthetic worries generated with TextGenRnn recurrent neural network trained on the transcribed worries archive. Other characters are driven to worry by a novel machine learning system called Generative Pretrained Transformer 2 (GPT-2), which was dubbed by some commentators as the AI that was too dangerous to release (but it was released anyway). The creatures’ performance of synthetic worries spans a gradient of intelligibility, reflecting on our deeper collective reality.

    Håkon Dale Askeland - 03.09.2020 - 16:58

  2. Tape Mark 3

    Tape Mark 3

    Cecilie Klingenberg - 03.09.2020 - 19:11

  3. Adventures in Morality: An Interactive Case Study

    Adventures in Morality (AiM) is a first-person PC game and fictional narrative in which the user is the subject of a psychological test. As the user interacts with the test, a scientist named Hank Treadsoft tells the story of how he and his wife, Edith, built an A.I. named, Cybil. As the story unfolds, it becomes clear Cybil is the true architect of AiM and her theory of “sympathy types” is rife with corruption. Like a personality type, a sympathy type is the categorization of how people emotionally connect with others. Sympathy types can range from reserving compassion for a specific community, to extending compassion to humanity at-large. Independently programmed in C# and Unity Engine, AiM playfully blends the genres of gaming and storytelling to produce an immersive and interactive experience designed specifically for the medium of electronic literature. 

    Cherie Louise Senneseth - 04.09.2020 - 15:10

  4. Around Osprey

    Around Osprey is a two-screen projection based on our artist residency with the Conservation Foundation of the Gulf Coast in Osprey, FL, 2018. We created the two video programs: Element A and Element B.

    For this virtual exhibition, the two video programs have the same duration of 29 min 38 sec, simulating the interactive element of the original design. The suggested viewing setup is: two laptops placed side-by-side; Element A on the left, Element B on the right. The two programs should be started simultaneously.

    Element A is a series of 12 poetic videos and relates to explorations. The moving pictures and sound treatments for these were gathered from our notes, poetry and stories, research outings, and meetings with local residents. The overall flow of the work relates to encounters with the natural world, environmental concerns over development and human encroachment into natural settings, and what derives from those human interventions.

    Odd Adrian Mikkelsen Prestegård - 04.09.2020 - 16:26

  5. Prism Portraits

    Prism Portraits is a participatory social media archive that challenges the audience to critically re-examine digital photo filters and their effects on our (self-)perception. The project comprises three components: participants’ smartphone cameras, a dedicated hashtag (#prismportraits) and a set of instructions for participants.

    The instructions will ask participants to take a selfie, select a hue-based filter (either from their preferred social media platform or a photo-editing software), and share the picture on Instagram using #prismportraits. Participants will also be asked to include a rationale explaining their filter choice, answering a set of questions such as: how does this filter change the way your self-perception in this photo? Seeing yourself in this manner, what emotions and thoughts do you experience? Audience members can search the hashtag to view the other Prism Portraits, and are encouraged to express their reactions to the portraits in the comments.

    Åse Marie Våge Beheim - 04.09.2020 - 20:52

  6. Corporate Poetry

    Earlier this year, I started corporate poetry as an exploration into how corporate language related to that other corpora that is our body. Through a series of interactive “rooms,” this work aimed to repurpose the language of a variety of familiar online forms and platforms (Google Forms, Survey Monkey, Zoom and Qualtrics, among others) in order to domesticate the neoliberal intent of these data gathering technologies.

    (Source: http://thenewriver.us/room-1-and-room-2/)

    Alex Saum - 18.09.2020 - 21:50

  7. Flight of the CodeMonkeys

    In “Flight of the CodeMonkeys,” you play a servile programmer who must correct code for a tyrannical AI.  In this futuristic dystopia, the AI System has control over everything — everything, that is, except its own code. To make necessary corrections or changes to its code, it needs an army of codemonkeys following its directions to the last bit.  However, as you sweat, attending to its many requests, you begin to wonder if the code you are correcting is all that benign.  When you are contacted by the Resistance, an anonymous faction poised against the System, your suspicions grow.  On the other hand, all you really want is to finish your code work so you can start your vacation with your romantic interest: marta. With each coding error you make, your vacation moves further and further away. It has been said that code holds deep meaning for its readers. This code is as meaningful as it gets, for it holds the fate of its protagonist codemonkey.

    Scott Rettberg - 02.10.2020 - 14:41

  8. Objects (series)

    Objects is a series of digital literary art (using Processing code, video and gif animation). The different pieces have the common theme of addressing issues concerning domestic violence and constitutional rights, prejudice and behaviour towards women, questions of sexual identity and social roles.

    Lucila Mayol Pohl - 08.10.2020 - 11:15

  9. Memorias Construidas (Constructed Memories)

    My work explores translation, transformation, personal memories, and the creation of fragmentary states of being through the reverence for colors and shapes found in Mola textiles made by the Kuna women native to Guna Yala, Panama.

    The mola is a product of acculturation, the balancing of two cultures while assimilating to the prevailing culture of the society, and continues to exist because of tribal tradition. These textiles could have never developed without the cotton cloth, needles, thread, and scissors acquired by trade from ships that came to barter for coconuts during the 19th century.

    The materials I am attracted to using in my work have vibrant, vivid colors and bold, graphic prints reminiscent of the Mola textiles that also consist of acquired commercial fabrics. The coming together of many different materials is an integral part of my work. Not only because the materials I work with are in limited quantities but also because this process is reflective of my upbringing in Miami, where I was surrounded by a variety of cultures and people living together.

    Lucila Mayol Pohl - 08.10.2020 - 12:26

  10. Camtasia Fantasy

    Camtasia Fantasy is a study on institutionalized tools for presenting information, featuring numerous forms of misreading and corruption native to those systems—including automated captioning and stabilization, noise removal, layers of lossy compression, and the broader assumption that a PowerPoint slide show can communicate any knowledge worth knowing—as well as the unintended poetics that emerge from such misreadings.

    (Source: http://thenewriver.us/camtasia-fantasy/)

    Lucila Mayol Pohl - 08.10.2020 - 12:58

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