ASCII

Description (in English)

MetaQuest is a text adventure game with fantasy elements that parodies the genre itself. It's called MetaQuest because of its heavy use of meta jokes, and the whole game is quite self aware, often breaking the fourth wall. The game starts with "Much to your disappointment, you find yourself trapped in a text adventure." 

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Description (in English)

asciiticism is a blend of ASCII and asceticism, an ascetic retro-futuristic TV set broadcasting asciitic images. It sends us back to asceticism of Soviet industrial design and the realia of the net art of the 90s.

(source: ELO 2015 catalog)

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By Daniela Ørvik, 29 April, 2015
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64-68
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Abstract (in English)

Mark C. Marino explores some of the ways code is used in art practices and how code has been read and interpreted as a complex sign system that means far more than merely what it does. Includes "What Is Code?", "How Is Code Used In Art", and "How Code Is Read".

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Code is a layer of digital textuality whose pointers lead in many directions. Nonetheless, as the semiotic trace of a process or even as the artistic fodder of codework, code offers an entryway into analysis and interpretation of the particular instantiation of a work, its history, and its possible futures.

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All Rights reserved
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Description (in English)

The Face Codes, taken in Kyoto and Tokyo, are digital video stills that were later reworked and typified using identical parameters. The text running along the lower edge of the image, similar to subtitles in a non-synchronized film, represents the alphanumeric code of the respective image, which has been translated “back” into the Japanese code.

Source: Hubertus von Amelunxen (on author's project webiste)

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By Patricia Tomaszek, 19 July, 2012
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All Rights reserved
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Abstract (in English)

Interview with Johannes Auer to be published in Concrete Poetry: An International Perspective. Edited by Claus Clüver and Marina Corrêa. (forthcoming)

By Eric Dean Rasmussen, 20 June, 2012
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Abstract (in English)

Transient self–portrait is an artistic research project with the aim of creating an interactive piece.
I take as the point of departure two pivotal sonnets in Spanish literature that are normally studied
alongside each other, En tanto que de rosa y azucena by Garcilaso de La Vega, a 16th Century
Spanish poet, using Italian Renaissance verse forms and Mientras por competir con tu cabello by
Luís de Gongora, a 17th Century Spanish poet from the Baroque period. Gongora’s sonnet is a
homage to Garcilaso’s and the styles and the cultural aspects that appear on the sonnets are very
different reflecting the attitudes from the Renaissance and the Baroque.

This project is a response to some of the concepts that emerge from these sonnets; ephemerality of
life, consummation, transient entities, fragility, which are also relevant to our age and the electronic
world we inhabit. The creative process is that of producing, reflecting, programming and testing
the medium to explore these notions in an electronic media society of dialogues with self-images,
engaging the participant in a reading experience of ‘in’ and ‘out’ of language, via webcams and
interactive aesthetics. The sonnets pass from different stages of written, visual, aural, language
and code to dissipate into nothing. In my presentation all these aspects will be discussed by
demonstrating the work.

(Source: Author's abstract, 2012 ELO Conference site)