app

By Jana Jankovska, 5 September, 2018
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Abstract (in English)

Examples of everyday urban experiences with interfaces are numerous: TripAdvisor provides access restaurants, and other sights that are otherwise not clearly visible in the urban landscape; with Airbnb, any apartment in the city holds the invisible potential of a bed and breakfast, etc. In other words “every street corner and every local pub leads a double life.” (de Waal). The interface is however not just an interface to the city, but is a meta-construction that within itself holds a particular urban gaze (Andersen and Pold). This presentation focuses on the black box of the urban metainterface, and how the city is textualized beyond the street sign and the billboard; and how this produces a particular territoriality and perception of space. The urban metainterface depends on an ability to capture the user’s behaviors: the more the interface opens up the city – to diverse behaviors and signification – the more it needs to monitor the users and their milieu, and process these data. The more we read, the more we are being read. But what are the aesthetic mechanisms of seeing and walking in the city, whilst being seen and being guided? In the app Las calles habladas, or Spoken Streets, by Clara Boj and Diego Diaz, the user is offered a random map and walking path around their location. The app is an audio guide, but unlike most audio guides, however, the narrative appears fragmented. The audio track is an automated text-to-speech function where each user movement generates a search and is answered by the reading of debris from the World Wide Web’s enormous body of text: phrases from websites, Twitter feeds, or Facebook events appear together with symbols, numbers, and URLs. Sometimes there is a direct and visible linkage to the user’s location, as when the user is near a shop that also is listed on a website. At other times the relation is more abstract. The relation between sense and nonsense, between potential narrative and raving incoherent jabber, seems to be central to the literary experience of using the app and points to both how the city can be defined as a “semiotization” of space, and the ways in which this process is deeply intertwined with “how the web speaks the streets”. To unfold the grammar of the urban metainterface, the presentation accounts for how the city itself (according to Roland Barthes) functions as a process of semiosis that is structured around a particular, often-implicit, and unconscious way of seeing, and with Boj and Diaz as a starting point, but also with references to the literary works of Graham Harwood, the presentation elaborates the kinds of gazes the metainterface produces.

By Susanne Årflot…, 5 September, 2018
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Abstract (in English)

Memories are deeply rooted in the concrete: in space, gesture, and material objects. The cognitive processes of forgetting and recalling, the latter involving “action-oriented responses from a living subject to material triggers -- physical stimuli from external environment” (van Dijck 2007: 30), have not only been studied by neuroscientists, psychologists, and cognitive theorists, but have been addressed and examined by e-lit writers as well. Textual “instruments,” such as the app novella Pry (2015), which are activated by bodily gestures and manipulated like games (Luesebrink 2013), invite readers-players not only to trigger (through touch) the narrator’s, protagonist’s, or principal character’s interior thoughts -- thoughts which are verbalized and represented as the strobing words, or floating or stretched text. They also enable readers to experience, within the course of complex tactile interactions, the struggle of retrieving from explicit memory and from the unconscious, personal flashbacks (in Pry represented in the form of very short videos). However, these Bergsonian image-souvenirs, once registered by senses and stored in the faculty of the mind, are not fixed. Rather, while invoked, they are continually being submitted to (re)creation (Kordys 2006: 143, van Dijck 2007: 30). This paper focuses on memory (re)construction apps created within the field of new media art. The analysis will not be limited to the gestural repertoire used to interact with facets of someone else’s memory -- in the second half of the paper, the focus will shift to the reader-player’s own memory, which is subjected to the challenge of having to read a constantly transforming text: for example, the stretchtext technology implemented in Pry allows inserting phrases between already read ones, which changes the meaning of each sentence; similarly, readers of Pry come to realize that it is not possible to retrace sequences of already viewed flashbacks. In this context, I will address the question of whether the concept of haptic memory can be adapted to a ludosemiotic approach (Ensslin 2014: 53).

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Description (in English)

This cute interactive story offers a reimagining of “Little Red Riding Hood.” Designed to appeal to literate and preliterate audiences (as young as two years old), the game offers twelve exploratory animated scene peppered with hidden mini games. The work uses touch and tilt to allow the interactor to discover the story while engaging the affordances of mobile devices. Interactors are free to explore the tale at their own pace, as the wolf stalks over to granny’s house. However, created for even the youngest of audiences, the wolf merely shoves granny into a closet, rather than eating her. Rendered in white, black, and grey (with a hint of red), this app’s aesthetic draws upon the style of Japanese anime and contemporary animation. Backed by an immersive soundtrack, the piece offers a delightfully modern retelling of this classic tale.

(Source: Description from ELO 2017: Book of Abstracts and Catalogs)

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Description (in English)

“Flewn” is a melancholic and surrealistic story in book app format about an old whale walking on stilts through a desert in search of a lost ocean, carrying on its back jars with sea creatures it has rescued. Beautifully executed, “Flewn” offers two reading modes: the story mode, in which the reader explores the whale’s story by scrolling through the illustrations, accompanied with music, animation, video, and text; and the game mode, which offers an interactive exploration of the story space from the perspective of a little frog whose helicopter must be kept on air by pedalling and in this way help to spot the ocean everybody is looking for.

(Source: Description from ELO 2017: Book of Abstracts and Catalogs)

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Technical notes

Android version is as of 2017, unreleased, but still downloadable from the App store.

Description (in English)

“All Hands Meeting” is a live performance that uses aestheticized speech to engage conceptually with human/ machine entanglement. The piece consists of a monologue delivered by a semi-synthetic boss to an audience of interns. Three new strategic initiatives are presented: an app, a poem, and a political movement. This version of “All Hands Meeting” is site-specific to ELO 2017.

(Source: ELO 2017 Book of Abtracts and Catalogs) 

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Source: Performing All Hands Meeting at Pioneer Works (NYC), 3/26/17. Photo by ESPTV
Description (in English)

Lulu Sweet: A Gold Rush Tale in 8 Acts Lulu Sweet: A Gold Rush Tale in 8 Acts (2015) is a location aware walking tour app situated on the Fraser River, re-imagining the life of Gold Rush actress Lulu Sweet, for whom Lulu Island (Richmond, BC) was ostensibly named. Using animations, archival imagery and sound, panoramas, and 19th century newspapers, the artists take viewers on a journey from New York in 1850 through the jungles of Panama, to the mining towns of California and the outposts of colonial England, ending in the footlights of the Gold Rush stages of San Francisco. There are nine gps activated hot-spots, each taking you back to a different moment in time, from 1850 to 1863.Lulu takes the stage at the tender age of ten in the rough mining town of Hildreth’s Diggings, California; shares the stage with the notorious Adah Menken in San Francisco; is managed by desperate swindlers and hot-headed gamblers. All of this is set against the backdrop of the Fraser River itself, upon which she and Colonel Richard Moody (the officer charged with surveying the region) sailed in 1861, the ‘moment’ when the island received its name.

Description (in original language)

Lulu Sweet: A Gold Rush Tale in 8 Acts (2015) is a location aware walking tour app situated on the Fraser River, re-imagining the life of Gold Rush actress Lulu Sweet, for whom Lulu Island (Richmond, BC) was ostensibly named. Using animations, archival imagery and sound, panoramas, and 19th century newspapers, the artists take viewers on a journey from New York in 1850 through the jungles of Panama, to the mining towns of California and the outposts of colonial England, ending in the footlights of the Gold Rush stages of San Francisco. There are nine gps activated hot-spots, each taking you back to a different moment in time, from 1850 to 1863.Lulu takes the stage at the tender age of ten in the rough mining town of Hildreth’s Diggings, California; shares the stage with the notorious Adah Menken in San Francisco; is managed by desperate swindlers and hot-headed gamblers. All of this is set against the backdrop of the Fraser River itself, upon which she and Colonel Richard Moody (the officer charged with surveying the region) sailed in 1861, the ‘moment’ when the island received its name.

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Description (in English)

To Montréal” was first written using pen and paper while paddling a packraft from Toronto to Montréal. It was subsequently written into an Android app with hope of monetization. The hope proved futile, but did lead to experimentation with alternative formats. These are the results of those experiments: An app, a movie, a web page, and a portable wifi book.

Description (in original language)

To Montéral is a creative work which exist as an app, a movie, a web page and a portable wifi book. In this work we are shown a series of images that follows a story. The artwork

Description in original language
Multimedia
By Hannah Ackermans, 16 November, 2015
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Abstract (in English)

In the field of networks and big data, data visualization has become very popular in recent years. Scientists, artists, and software designers are working collaboratively using elaborate ways to communicate data, and visual design is playing a substantial role by making the language of science more accessible and comprehensible, through visualisations, in the form of infographics, sculptural objects, installations, sonifications and applications. But why this current outburst? Is it because of the availability of open data? The approachability of visual design? The need for new analytic methodologies in the digital humanities? Or, the fact that it is part of our collective consciousness?

This paper deals with the above questions and has evolved, as a practice-based research, in conjunction with the practical part, a mobile application designed to run on an iPad2 / iPad mini or later models. This work was created specifically for the SILT exhibition, hosted in Hamburg, Germany in June 2014.

I took this exhibition as an opportunity to research the city of Hamburg and discovered that it had one of the largest ports in the world; its name Gateway to the World (GttW) seemed like a great title for the app. The vast and busy port served as a metaphor for the immensity of the Internet, the flow of information and its meaning of openness and outreach to the World Wide Web.

The aim of the app was to use open data from the maritime databases to visualise the routes of the vessels arriving to and from the Port of Hamburg, as well as have the vessels’ names mapped to Wikipedia entries. As the vessels move they act as writing tools to reveal a string of text creating calligramatic forms of information pulled from Wikipedia entries about the name of the vessels.

The information gathered from these entries generates a remix of text going from presenting factual information about vessels (containers, cargo ships, tankers, high speed crafts) to describing their names connecting them to characters in literary works, plays and mythological stories.

Further questions addressed as part of the ongoing research process are: How is this current fascination with data visualisation to be understood? How can open data be used as the raw material for creative projects? How can graphic design, programming, and aesthetics be used to analyse databases? What contribution can design bring to the Digital Humanities in general and more specifically to the field where art, language, and digital technologies intersect, such as in electronic literature?

It is with projects like this that Electronic literature serves as a means to explore open data as cultural material, as a way to instigate new forms of communication to discuss social and political issues and bring transparency through hybrid forms of visual art, language and technological advances. GttW in particular explores new territories to develop electronic literature. These include the investigation of open data in the creation of data visualisation poetics, e-calligrams, new literacies, networked multimodal textualities and online and mobile platforms for writing, publication and dissemination purposes.

For documentation of the work see following Website: http://www.mariamencia.com/pages/gatewaytotheworld.html

(source: ELO 2015 Conference Catalog)

Description (in English)

Gateway to the World is a mobile application designed to run on an iPad2 / iPad mini or later models. This work was created specifically for the SILT exhibition, hosted in Hamburg, Germany in June 2014. I took this exhibition as an opportunity to research the city of Hamburg and discovered that it had one of the largest ports in the world; its name Gateway to the World (GttW) seemed like a great title for the app. The vast and busy port served as a metaphor for the immensity of the Internet, the flow of information and its meaning of openness and outreach to the World Wide Web. The aim of the app was to use open data from the maritime databases to visualize the routes of the vessels arriving to and from the Port of Hamburg, as well as have the vessels’ names mapped to Wikipedia entries. As the vessels move they act as writing tools to reveal a string of text creating calligramatic forms of information pulled from Wikipedia entries about the name of the vessels. The information gathered from these entries generates a remix of text going from presenting factual information about vessels (containers, cargo ships, tankers, high speed crafts) to describing their names connecting them to characters in literary works, plays and mythological stories. (source: ELO 2015 Catalog)

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Description (in English)

This is a remediation of a popular paper book about two friends whose names reflect their personalities. Jakob always says yes (ja) to everything, and Neikob always says no (nei). The interactivity that has been added to the app version works perfectly. Of course children love touching Jakob to make him say ja, and Neikob to make him say nei. The repetition of this interaction perfectly mirrors the repetition in the characters’ responses, which is the whole point of the narrative. Other features, like being able to turn lights on and off, also enhance the experience, which culminates in Jakob’s cunningly finding a way to make Neikob go along with his plans, allowing them to escape great danger involving a thief and a crocodile. (source: ELO conference catalog)

Description (in original language)

Ein rålekker, kvit Ipad 2 låg inne i bursdagspapiret på 38-årsdagen min for litt sidan. Først fleire dagar seinare fekk eg prøve han sjølv, då hadde ungane lasta ned alt frå Fifa 12 til Angry Birds. No er det derimot ein annan applikasjon dei opnar aller oftast: Den nye barnebok-appen Jakob og Nekob er ikkje berre den mest brukte heime hjå oss, han låg òg på toppen av salslistene i haust Jakob seier JA! til alt og Neikob seier NEI! til alt. Slikt vert det trøbbel og krokodillemat av. På lesebrettet kan borna aktivere mange artige effektar. Jakob og Neikob seier orda sine, krokodiller brøler, lampene skrur seg på og av og bilen brummar bortover vegen. Innlesinga skrur du på og av som du vil. Eit lite spel er også med. Samlaget har lykkast særs godt i ta med seg Kari Stai sin genistrek over til dette nye mediet. (source: http://www.nynorskbok.no/2011/12/28/kari-stai-jakob-og-neikob-app/)

Description in original language