Non-linguistic digital art

Description (in English)

Clay conversations arose out of collaborative conversations I had with British ceramicist Joanna Still. After several meetings and exchanges, Joanna created some ceramics which evoked various forms of communication, for example a clay book, a calendar, and an abacus, but which also had an abstracted connection with the objects to which they refer. I wrote several short poems in response to Joanna’s ceramics, conversations we had, and textual material she sent me (such as a newspaper cutting about Haitians eating clay plates because they could not afford food).  My poetry also drew on experiences I had independently, which seemed to connect with the project, such as a visit I made to the Asian Art Museum in San Francisco.

I then started to experiment with the video program Final Cut Pro, and with a variety of techniques and processes such as split screens, superimposition and merging of images, and a range of filters for image transformation. Besides the images of the ceramics, I worked with photographs and emails resulting from Joanna’s travels in Zambia and Ethiopia, where she was sponsored by Voluntary Service Overseas to conduct workshops with local communities.  These were very inspiring and suggestive, and seemed to fit well with my own increasing interest in a cosmopolitan poetics,which moves between different cultures in the same work. I adapted some of the poems I had written for the video, often fragmenting and reorganising them in new ways to optimise integration with the visual images, and to exploit the possibilities of the split screen dynamic.

To accompany the video (presented here as a quicktime video), Roger provided a recorded soundscape: it reflects both the violence and love with which clay and ceramics are treated. With one short exception, all the sounds here are found sounds directly involving clay and pots. Several are recordings of Joanna at work, others are of stone/pot interactions recorded by Roger, while a significant selection of the sounds are taken from the freesound online sonic database maintained in Barcelona. Notable amongst these recordings is a five minute recording of clay gradually distributing itself as it hydrates in a body of water, made with an underwater microphone by KG Jones. We would also like to acknowledge, in keeping with the Creative Commons license which applies, the use of material from Benboncan, Heigh, homejrande, NoiseCollector, Robinhood and volivieri.

Clay Conversations, which runs for just over 10 minutes, was first presented at a performance by austraLYSIS at the Sydney Conservatorium of Music in December 2009.

It was published in Scan Gallery in 2010 and in Hyperrhiz in 2012. 

Description in original language
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Screenshot from Clay Conversations
Description (in English)

Breathing is a common usually unconsious process shared by all. During COVID times, for some, it became suddenly a source of anxiety. I was one of these. The sound piece Pandemic Encounter is meant to exteriorate the disconfort of this raw and raspy reality in a “song” where personal respirations mix with computer generated distorted heart beats and a, by twenty artists from all over the world recorded, silence. 

In ‘Pandemic Encounter’, Annie Abrahams mixed her respirations with computer generated distorted heart beats and extracts from "Silences" by Frans van Lent. The piece has been used by Abrahams May 23rd 2002 in ‘Pandemic Encounters’, a Networked Performance Installation by Paul Sermon (in collaboration with Randall Packer, Gregory Kuhn, the Third Space Network and Leonardo Laser talks), in the show LOCKDOWN in La Trimouille, France (01/08-01/09 2020) and in Temps Suspendus at Plateforme, Paris, France (10-27/09 2020).

(Source: Author's description)

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AdNauseam is a free browser extension designed to obfuscate browsing data and protect users from tracking by advertising networks. At the same time, AdNauseam serves as a means of amplifying users' discontent with advertising networks that disregard privacy and facilitate bulk surveillance agendas.

(Source: Website)

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TrackMeNot blends software tool and artware intervention in a browser extension to protect users from data profiling and intervene in the power dynamic between searchers and the corporations controlling our data. Unlike most privacy tools, TMN works not by means of concealment or encryption, but via noise and obfuscation, periodically issuing algorithmically-generated decoy queries to search engines so that users' real searches, lost in a cloud of false data, are hidden in plain view.

(Source: Helen Nissenbaum)

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Description (in English)

"Bicycle Built For Two Thousand" (2009) is an online work by Aaron Koblin and Daniel Massey.

The work is the product of 2000 people around the globe working together, although none of them knew about it.

The project includes 2,088 voice recordings collected through Amazon's Mechanical Turk web service.

Hired workers were prompted to listen to a short sound clip and then they had to record themselves imitating with their own voice what they heard. 

Put together, these thousands of samples recreate “Daisy Bell”, a popular song from late 1800s.

Why this song?

The song "Daisy Bell" originally written by Harry Dacre in 1892, was made famous in 1962 by John Kelly, Max Mathews, and Carol Lockbaum as the first example of musical speech synthesis.

In contrast to the 1962 version, "Bicycle Built For Two Thousand" was synthesized with a distributed system of human voices from all over the world.

The aim was to use countless human voices to create something digital.

How did it work? The workers involved completed their task in a web browser, through a custom audio recording tool created with Processing.

They were not given any information about the project.

The pay rate for each recording was $0.06 USD.

In total, people from 71 countries participated. The top ten were the United States, India, Canada, United Kingdom, Macedonia, Philippines, Germany, Romania, Italy, and Pakistan.

 

Source: http://www.bicyclebuiltfortwothousand.com/info.html

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Description (in English)

World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe. World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne.(Source: Wikipedia)

Pull Quotes

For the Alliance!

For the Horde!

Tempest Keep was merely a setback

Bear witness to the agent of your demise

Frostmourne hungers

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World of Warcraft Stormheim Area (from Legion)
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Technical notes

This game is currently only accessible via the Battle.net service and as such requires a Battle.net account. To play the game, you need to buy at least the Battle Chest (includes the original version and all the expansions but the latest one) and pay for subscription.

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Description (in English)

Eileen Hogan, the Co-Investigator in the research network, presented a screen-based project showing sketches and paintings she had made between 2008 and 2011 at the third workshop. The project explored how the experience of creating a portrait might be affected by the simultaneous recording of an audio life story with the sitter. Hogan sketched Anya Sainsbury while the latter was being interviewed by Cathy Courtney, Project Director for National Life Stories at the British Library. The resulting drawings in Hogan’s sketchbook, the final portraits, Anya Sainsbury’s recorded words and a short film of one session were brought together in A Narrated Portrait 2008–2011. Hogan soon realised that rather than being a new version of existing work, A Narrated Portrait was a new multi-media work in its own right which allowed viewers to listen to sound recordings and watch the film while virtually turning the pages of the sketchbook. Using turning the page technology, the project was developed with Armadillo Systems and published in 2013 at http://eileenhogan.onlineculture.co.uk/ttp/.

Source: Tate Gallery

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Description (in English)

This is an original art publication made for the iPad. Scroll, glide and plumb the depths of Helen Douglas's The Pond at Deuchar, exploring with your fingers and eyes this long unfolding artwork showing the multitude of life at the fringes of a pond.

As you move past frog and toads you encounter arabesques of toad spawn, squiggles of tadpoles and other denizens of the pond. Plants embroider the edge and, intermingling with reflections, weave from below to the surface of the water and screen. All contribute to a dance of light, colour, surface and depth.

Source: Clive Phillpot: http://www.weproductions.com/epub.html 

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