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  1. The Dead Tower

    Explore a dark, mountainous landscape dominated by a gigantic tower. 

    Set in a dark and abstract dream world that revolves around a crashed bus, the atmospheric literary game environment The Dead Tower can be freely explored at full-screen with the mouse and keyboard. Leonardo Flores says about the project: “This narrative poem is arranged on a darkly atmospheric virtual world designed to both creep you out and pull you in…“. Like the proverbial moth, the reader’s attention is drawn towards the brightest things around: white words float in the air, static or rotating. And the lines of mezangelle verse both heighten the dread by telling fragments of a ghostly narrative prefigured by the bus crash site the reader finds herself in and soften the tone with hints about the interface that nudge the fourth wall. (Source: GalleryDDDL description)

    Andy Campbell - 15.07.2012 - 19:03

  2. Of People Not Machines: Authorship, Copyright and the Computer Programmer

    Authorship of computer programs merits close attention, on one level, because it illustrates what is one of my more general observations about the relationship between ideas of authorship in law and the "digital arts": its complexity. The sphere of "digital arts" is characterised by a multiplicity of creative practices and consequently a diversity of ideas about “authorship”, which resist simplistic conclusions as to what the challenge of the digital should mean for law. At the same time, the status of computer programmers as authors draws attention to what for modern lawyers is likely to be an unexpected and counter-intuitive observation about certain aspects of the relation between digital art and law: far from always a source of challenge, the discourses of authorship in the "digital arts" can also provide the law with assistance. Indeed, as we will see, in humanising technology and exalting the computer programmer as a creative poet, certain discourses of digital art can in fact provide coherence and legitimacy to legal concepts of authorship, rather than challenging them.

    Elisabeth Nesheim - 27.08.2012 - 14:08

  3. The Fundamentals of Digital Art

    The book examines the way digital technology is forcing a complete rethink of creative priorities for artists in the twenty first century. Written from an artist's perspective, the author has had the cooperation of many important practitioners in digital arts in countries across the world. The book is written in an accessible style and alongside examples of work offers practical know-how that will enable to reader to begin using some of the methods described for themselves.

    The Fundamentals of Digital Art has six sections and each of these takes a specific aspect of the subject.

    Historical perspectives
    Dynamic “live” art
    The use of data sources in art
    The place of programming languages
    Network considerations
    Hybrid practice and the blurring of specialist boundaries.

    176 Pages with 150 colour illustrations

    Source: book presentation on accompanying website

    Patricia Tomaszek - 27.08.2012 - 17:06

  4. Gravity Clock

    Gravity clock visualizes the passage of time by the permanent destruction and reconstruction of the clock-face. Every second the hand breaks numbers out of the dial and lets them drop to the floor where they get buried by the following numbers and eventually wither away to make room for the endless succession of time.

    Scott Rettberg - 07.10.2012 - 21:18

  5. Deep Walls

    Deep Walls is a projected cabinet of cinematic memories. When a person walks into its projection beam, the interactive wall starts recording his shadow, and the shadows of those who follow. When the last person leaves the frame, the shadows replay within one of sixteen small rectangular cupboards, looping indefinitely. Like structuralist films, the collection of repetitive videos becomes an object unto-itself, rather than strictly representational “movie.”

    Deep Walls creates a complex temporal relationship between movie loops. Each small shadow-film has the precise duration of its recording: from a few seconds to several hours. The temporal relationship between the sixteen frames becomes complex—in a manner similar to Brian Eno’s tape loop experiments—looping individual recordings of different durations to create a composition that doesn’t repeat for days.

    (Source: Artist's description)

    Scott Rettberg - 08.10.2012 - 14:06

  6. Fields of Dreams

    This literary game which can be equally used to create prose and verse is a tribute to the Surrealist parlor game known as the “exquisite cadaver” and the paper-based Mad Libs created by Roger Price and Leonard Stern in 1953 (for more details, read Montfort’s introduction to the Literary Games issue of Poems that GO). This program originally created in Perl allows people to create texts and tag words to become “dreamfields.” When someone blindly fills in the dreamfield, it reconstructs the text with the reader’s input. (Source: Leonardo Flores, I ♥ E-Poetry)

    Scott Rettberg - 16.10.2012 - 15:38

  7. Tecnopoeticas argentinas. Archivo blando de arte y tecnología

    Tecnopoeticas argentinas. Archivo blando de arte y tecnología

    Claudia Kozak - 16.10.2012 - 22:06

  8. Blind Side of a Secret

    “Blind Side of a Secret” consists of three audiovisual variations, created individually by Mühlenbruch, Sodeoka, and Nakamura, on words written by Thom Swiss. The work could be considered remix culture in action, overlaying and cutting up an underlying tale—which is never given entirely as a whole, though many sections are held in common—about the unspoken parts of relationships, of coming and going. In all three pieces, alternating third-person voice-over narration by a man and a woman forms the bulk of the audio portion, and it includes parts in English, French, and Dutch.

    Scott Rettberg - 18.10.2012 - 12:37

  9. Epitaph Gertrude Stein

    Rules of the game. An international epitaph is to be created in honour of Gertrude Stein, who died on 27 July 1946. The subject prescribed for this international epitaph is the last (No. LXXXIII) of the Stanzas in meditation ("Why am I if I am..."). We are looking for textual, audio and grafic elaborations of the theme. The texts should, like the prescribed stanza, consist of fourteen lines/verses. The last verse must read: These stanzas are done. It is left to the individual author wether he/she follow the structure of the prescribed stanza by Gertrude Stein (diminishing/increasing length of line, rhymes, etc.) or react to other texts of the Epitaph in free association. The text should at any event be written in the author's mother tongue and if possible accompanied by the rough translation or a free version in German. The audio creations must for technical reasons be noted in letters. Graphic contributions should not exceed to format 30 x 30 cm.

    Johannes Auer - 05.11.2012 - 13:45

  10. A crissxross trail < R3/\/\1X\/\/0RX: one remix player's scenic route through remixworx

    A crissxross trail < R3/\/\1X\/\/0RX is a meta-remix of the artist's personal creative journey through remixworx, a collaborative online remixing project. Conceived as a poetic interactive infographic with lots of multimedia animated content, this 'scenic route' presents a sample trail of 33 out of the 100 remixes that Christine Wilks (aka crissxross) has created since joining remixworx in January 2007. The trail includes a text commentary about her experience of remixing and co-creating over the past six years. A crissxross trail < R3/\/\1X\/\/0RX: one remix player's scenic route through remixworx formed the core of Christine Wilks's presentation for the ELMCIP Conference on Remediating the Social in November 2012.

    Christine Wilks - 09.11.2012 - 16:55

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