analog

By Chiara Agostinelli, 15 October, 2018
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The transformation of physical phenomena into data —the pass from analog to digital— has played an important role in expanding our understandings of what is art and what it means to be an artist. This transformation has also changed the way we understand and perform with media and has opened innumerable avenues for experimentation within and across different forms of representation. The outcomes of this experimentation could illuminate our knowledge of creative processes. As part of our research on glitch pedagogy and transmediation over the last two years (Peña, James & DLC, 2016), we have experimented with the functionalities of raw data by comparing patterns of mis/representation between textual, aural and visual data. Our inquiries have allowed us to engage in the intervention and purposeful disruption of these patterns while shedding light on the underlying processes behind these disruptive practices. Delivered as a performance, this paper will demonstrate a few such practices. In our role as noise-musicians, we will improvisualize a transmediatic piece while describing the process behind it. This performance/presentation will start with the production of a natively visual digital artifact (i.e., a digital photograph). This artifact, produced during the session involving attendees, will be then translated into while modifying the sound with analog synthesizers. Simultaneously poetry will be performed, recorded and interpolated with the raw data of the pictures' sound file. This step will effectively involve passing digital data through an analog channel before its re-digitization in real-time. Finally, the intervened artifact will then be re-presented in its visual form. Our presentation will not only contrast between performance as a process and performance as a product, it will allow participants to compare the aesthetic properties of an artifact when presented both in a native and in a non-native format, and will reveal the patterns-in-common between these different media by merit of disrupting them.

Sources: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/854/Trans…https://www.researchgate.net/publication/327163262_Transmedia_an_improv…

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Description (in English)

Re:Activism is an analog game with direction provided through SMS and cell phone technology. Players race through neighborhoods to trace the history of riots, protests, and other political episodes in the history of New York City. Teams pit themselves against the clock and test their puzzle-solving skills to locate important sites representing acts of civic engagement and struggles for greater social justice. Activated by text messages from Re:Activism Central, teams reaching target locations respond to site-specific challenges that reinforce the historical content. Players must also activate strategic thinking by choosing to focus on racing or puzzle-solving, or a combination of both, to win points and become the most-active activists to win the game. Re:Activism was initially developed for, and first played during, the Spring 2008 Come Out And Play Festival. It has since been documented online and adapted into a downloadable kit to encourage redesign for use in other cities.

(source: Website PETLab)

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