Published on the Web (virtual world)

Description (in English)

Confinement Spaces is an existential visual narrative of living in the United Arab Emirates under lockdown from March-August 2020. The initial days of the lockdown, when work turned to Zoom-time and simple actions like grocery shopping became an exercise in epidemiology, created a mix of anxiety and ennui that led to scanning the environment with an iPhone and 3D scanning software, creating beautiful, glitched dreamlike landscapes. As time passed and restrictions eased, other spaces, like the Cultural Foundation and Louvre Abu Dhabi opened again, and the artist went out to progressively scan the pandemic landscape. Eventually restrictions eased to allow travel to the other Emirates, and sites in Dubai, Sharjah, and the legendary airplane from the movie Lord of War (in Umm al Quwain) were captured as an allegory for the universality of the isolation being experienced in the UAE and around the globe.

The result is a visual narrative of the glitched landscape of the pandemic UAE, six months collapsed into a single experience (following the author's work in Spatial Form), as a series of twelve interactive spaces rendered as pastiches of the 82 scanned spaces made during this time. The project proposed is an initial version created for The Foundry in Dubai, and the ELO version will incproporate deeper narratological structures in text, spoken word and video.

Source: exhibition documentation

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title page and menu of confinement spaces in front of a 3d image of dubai
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a 3d image of a plane
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3d landscape made up of signs and concrete barriers
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3d landscape with Persian rug
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Technical notes

"During this time i had found an app called Display.Land that allowed me to 3Dscan the landscapes i was inhabiting. creating a kind of scrapbook of the confinement."

Source: Description from website

Description (in English)

toniZ.ch - or forcing the virtual down the throat of the analog. It may even be understood as a design method. 

toniZ.ch is oriented towards a culture of software that has been liberated from legal constraints. Crackers call software that is free from piracy protection mechanisms gamez or warez. toniZ is the attempt to free a (university) building at least a little bit from its legalistic, institutional rules and constraints. In the virtual environment imagination and subjective memories take over and offer other possibilities than reality does. 

It is precisely the virtual that for years would have offered the opportunity to rethink, to reshape our environment, precisely by letting the virtual overwrite the analog.  

In the case of the ToniAreal, toniZ is also the third attempt. Before that, there were constructions and 'occupations' by means of SecondLife (ca. 2007). There was also a demolition of the ToniAreal and a renaissance. All this can be seen in the virtual exhibition in the ToniZ. 

Visually the whole thing comes along as a 80/90s multiplayer point & click adventure. The software was originally developed by Paolo Pedercini, Molleindustria.com (OpenSource) for an event that was no longer possible due to COVID-19 and then further developed with its own inventory or display of Youtube, links directly in the content. The software works with ProcessingJS/5p.js and with NodeJs in the backend. 

ToniZ.ch is the twin of the Toni Areal, the building where the Zurich University of the Arts is housed in. With the lockdown in place in March 2020, the building was shut off completely for several months. The ToniZ.ch is a try to gain back some grounds for students and teachers. ToniZ.ch is a symbolic and ironic confrontation with the university building. Similarities with exsting institutions and people are incidental. ToniZ.ch has been designed under the auspices of GameLab ZHdK. Main Creator is René Bauer. Parts of the content and individual exhibitions have been created by Master students Larissa Wild, Emma McMillin, Leander Schneeberger, Chris Leisi u.a. 

Bachelor and Master graduation celebrations were held in ToniZ.ch with all students and teachers present and able to interact with each other. 

Enter here: http://toniz.ch

(Source: Author's abstract)

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Description (in English)

When Los Angeles shut down in March 2020 due to the pandemic, and most cities became ghost towns, I returned to making art for the screen, developing what has become a dynamic and multi- layered artwork that is readily disseminated. One of the things that thrilled me about making art for the internet (net art) was that it could exist beyond the traditional gallery space. I saw it as a new form of public art, easily accessible to all and a viable platform where unconventional narratives could be created by combining photographic images, drawings, short poetic texts, and animations through a succession of linked pages. The viewer actively “clicked” on images and words to engage with the work and move through the site. 

Since the beginning of the Pandemic, (March 2020) I have been creating a net art project that in many ways is a pandemic journal with reflections about what I see around me as I walk in my neighborhood (Santa Monica, CA) as well as react to events world-wide. I have created images, roll-overs, texts and animations. The site has about 200 pages (or more). It lives within an earlier net art project called Ghost City (www.ghostcity.com) and because it stems from the "S" square on the Ghost City website, I have called it Avenue S (www.ghostcity.com/avenue-s). To navigate one clicks on the red squares at the bottom of each page ( … ). Avenue S is a visual record of these disconcerting times as it includes imagery related to the pandemic and interpretations of this fraught national and global political moment. The project has become a document of this extraordinary moment in time that unveils regularly like a serialized novel. 

Returning to net art recently has been both a challenging and rewarding experience: challenging as I have had to relearn a lot of the HTML code used to create interactive webpages and rewarding because I love using this medium to create work. It is a pleasure every day to be inspired by what I see and to imagine an interactive scenario while I walk and then come home and create it. This immediacy engenders a feeling of freedom and is why I gravitated to net art originally. It is a dynamic and interactive form of art that can be experienced by anyone, anywhere, anytime. 

(Source: Author's description)

Part of another work
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Description (in English)

Traveling While Black is a cinematic VR experience that immerses the viewer in the long history of restriction of movement for black Americans and the creation of safe spaces in our communities. Visit historic Ben's Chili Bowl and join patrons as they share and reflect on their experiences. Confronting the way we understand and talk about race in America, Traveling While Black highlights the urgent need to facilitate a dialogue about the challenges minority travelers still face today. (from Felix & Paul Studios' website)

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Contributors note

FEATURING SANDRA BUTLER-TRUESDALE, VIRGINIA ALI, THERRELL SMITH, COURTLAND COX, FRANK SMITH, DAVID STRADER, AMANDA KING & SAMARIA RICEDIRECTED BY ROGER ROSS WILLIAMSIN COLLABORATION WITH FELIX LAJEUNESSE & PAUL RAPHAELCO-DIRECTED BY AYESHA NADARAJAH PRODUCED BY FELIX & PAUL STUDIOS EXECUTIVE PRODUCERS BONNIE NELSON SCHWARTZ, RYAN HORRIGAN & STEPHANE RITUITPRODUCERS AYESHA NADARAJAH, JIHAN ROBINSON & LINA SRIVASTAVACINEMATIC VR TECHNOLOGY FELIX & PAUL STUDIOSVISUAL EFFECTS SUPERVISOR SEBASTIAN SYLWANLINE PRODUCTION SAILOR PRODUCTIONSIMMERSIVE SOUND HEADSPACE STUDIOMUSIC BY JASON MORANOCULUS EXPERIENCES EXECUTIVE PRODUCERS YELENA RACHITSKY & COLUM SLEVINSPECIAL THANKS TO BEN'S CHILI BOWL & THE ALI FAMILYTHIS PROJECT IS PART OF THE 10th ANNIVERSARY OF THE NEW FRONTIER AT SUNDANCE INSTITUTE AND IS SUPPORTED BY THE JOHN D. AND CATHERINE T. MACARTHUR FOUNDATION, IN ASSOCIATION WITH THE NEW YORK TIMES OP-DOCS

Description (in English)

Digital Fiction Curios is a unique digital archive/interactive experience for PC and Virtual Reality.

The project houses works of electronic literature created in Flash nearly two decades ago by artists Andy Campbell and Judi Alston of Dreaming MethodsOne to One Development Trust‘s award-winning in-house studio.

Dreaming Methods is responsible for some of the internet’s earliest media-rich digital fiction. Much of that work was created in Flash, a technology that will be removed from all major web browsers in 2020. Curios archives and re-purposes three of our Flash works originally made as far back as 1999 and makes it uniquely possible to explore them in VR.

From fragments of words held in glass bottles to sprawling apocalyptic dreamscapes, Curios offers an immersive glimpse into Dreaming Methods' signature world of dream-inspired narratives, living texts and lost realities. 

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Description (in English)

Alice finds herself stuck on a broken bus in the middle of nowheresville trying and failing to download a new app in this Virtual Reality episode. Each level of the game is represented by a different location (i.e. the autobus, the desert, an empty building). During these levels, Alice encounters obstacles as she tries to charge her phone to get help. Alice must search for an outlet and work with her friends via texting on her phone to fix the autobus and get back on her way. The episode, Alice in Virtual Reality – Perpetual Nomads, had an Early Access Release date on March 14, 2018.

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Old broken down car in what looks like an abandoned desert
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Rotten tree in the middle of a dry and dusty desert
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Inside of an abandoned bus in the same desert
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Old tank in the same dusty environment
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scenic picture of a bus on a road in the dusty desert
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Computer in the foreground, the desert in the background with a dog and an dome in the background
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Picture from inside of the glass dome looking out or into the center of the dome.
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From what looks like a hallway in concrete leading into a room with a chair.
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A concrete room with a bigscreen, two chairs and some lights
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powersocket recharge point, dark picture with some sparks coming from the recharge point
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Description (in English)

Playthrough of "The Days at Florbelle," a game designed by Roman Kalinovski based on the Marquis de Sade's lost masterpiece of the same title. Created in RPG Maker for the Playstation 1, a platform that itself created countless lost works thanks to memory card corruption.

(Source: https://www.youtube.com/watch?v=DaIVQy8kIWg)

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Description (in English)

The Forever Club is an ensemble web comedy using a mash-up of videos, texts, interactive elements, animations, audio, memes, and visual remnants of social media.

(Source: http://thenewriver.us/the-forever-club/)

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A parallel component of the project is the companion website. TheForeverClub.com provides synopses and links to the episodes; biographies of the actors; idiosyncratic notes from the Director about the project (including a number of interactive features); a “FanFeed” for audience comments; and a contact page. This website complements the episodes and offers a fictional backstory to the episodic action and the project’s history.