digital art

By Milosz Waskiewicz, 25 May, 2021
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Toward the end of 2020, one of the most culturally impactful web games of all time shut down—at least, the original, Flash-based version did. FarmVille, by social game studio Zynga, was not outstanding for its gameplay mechanics nor for its imaginative qualities. In fact, social games like Farmville are defined by game designer and scholar Ian Bogost as “games you don’t have to play.” Rather, FarmVille was special because it tapped into 2009-era Facebook’s lax user-generated notification system, and its developers succeeded in creating a user-operated spam cannon disguised as a game. What made FarmVille a cultural phenomenon is best represented by the metanarrative about how it manufactured and sold compulsive behavior to a new audience. By targeting ludic luddites with its folksy facade and “freemium” business model, FarmVille ushered in a new era of games that encouraged users to exchange money for in-game effects. Farmville is just one example of plethora experiences made possible by digital platforms that everyday people inhabit—and increasingly rely on for work and social connection during the ongoing COVID-19 pandemic—that demand constant attention. While it may not be a matter of your digital crops dying or your digital cows going unmilked, the gamification of real life has other, more tangible consequences. With questions circulating for years now on the extent of digital surveillance and abusive, intrusive advertisements disguised as entertainment, contemporary artforms must engage. To what degree can electronic literature exist in the same spaces (platforms) as applications that profit from artificial as well as human limits? And if new social platforms are needed to improve access to electronic literature, to what extent can they or should they resemble the status quo? Germane to this line of questioning is the advancements in computing power that have made imagining virtually limitless, uncompletable digital experiences possible. When a work is untethered from meaningful material limitations, new possibilities arise and—as is the case with impositions on an audience like FarmVillian microtransactions that reveal a naked pecuniary interest—certain possibilities are foreclosed upon; in other words, what form does a genre take when it can be “bottomless”? Asynchronicity is another element that must be better grappled with as individuals and institutions become more adapted to remote work and play. In what ways future platforms can address the breakneck kairos of art, either by accommodating or deviating from recent mass cultural reprogramming and the by-now prosaic ever-splintering, ever-accelerating pace of media consumption will be explored.

By Milosz Waskiewicz, 25 May, 2021
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The contemporary digital environment is made possible through a matrix of behemoth infrastructures that traverse the orbital, atmospheric, oceanic, and terrestrial domains. These infrastructures manifest not only in the narrowly technical sense, but encompass the manufacturing chains, regulatory interfaces, and geopolitical contexts that enable (or forestall) the development, deployment, and maintenance of digital systems at a global scale.

Underpinning all these aspects are the flows of energy and materials constituting the liveable Earthly ecology. The latter comprises the ultimate baseline ‘platform’ on which specific digital platforms, as more commonly expressed, are enabled—but which, being so defined, can obscure these far larger structures and processes in which they are embedded.

Coming out of all this, we can note that the global scale of digital infrastructure is now foundational to the charting and modelling of a rapidly deteriorating planetary ecology, but this comes with the recognition that the former is both the product, and a critical facilitator, of economic processes that are driving the very pollution, wastage, and largely unhindered exploitation behind our present environmental calamities.

It is in these contexts that we are encouraged to evaluate how works of digital art and electronic literature are responding to this uncomfortable paradox. We might recall here how early digital art sought to demonstrate (with admittedly varying success) different possibilities for computing beyond militarised technoscience, and the creative and critical challenge today is to rework and reframe digital platforms so they might perform and inspire substantive ecological critique and expression, rather than be relegated only as perpetuators of extractive, accelerationist, technocentric paradigms. Contemporary electronic literature, in its very particular fusions of data, writing, and the algorithmic, affords rich experimental pathways for just this kind of work—as deftly illustrated by the recent outputs of artists such as J.R. Carpenter and Eugenio Tisselli.

This paper will contextualise and document the author’s latest experiments with creating electronic literary works that bring together a diverse, unconventional assemblage of platforms as a key aspect of their creation and expression. Cameras, satellites, drones, canvas graphics, esoteric code, and printed outputs are combined to establish elaborate, contingent exchanges, with the ‘work’ itself being enacted across these different platforms—each contributing to an always provisional outcome—and drawing its creative and critical force as much by examining and reflecting on these aspects and processes, as the varied marks they leave behind. In particular, the author will discuss his newly emerging work, “Landform”, in which satellite and drone image data of terrestrial landscapes are parsed into esoteric visual algorithms, that, once interpreted, are compiled into code poems that draw on a vocabulary derived from scientific, scholarly, and poetic texts discussing present ecological concerns. The aim is to actualise a set of speculative, experimental relations between the platforms, materials, and concepts involved, investigating their potential for enacting novel modes of environmental computational practice, and, thus, suggest another vector for articulating the entanglements and contingencies that are driving the present situation.

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Critical Writing referenced
By Hannah Ackermans, 24 March, 2021
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Rather than taking a lit-crit approach to a single piece of e-literature, we used this session to collect and discuss “e-lit in the wild”: works that we have found that often don’t have ties to the academic or artistic circles we traditionally look to for electronic literature. We created a Google Doc list of works we have come across that make interesting artistic and narrative uses of digital spaces, including customer reviews of products, interactive web comics, online bulletin boards, Reddit users, indie games and more.

 

We began with Lyle discussing the items on the list so far, and why, to her, they qualified as “e-lit”. The discussion quickly branched into topics such as: defining e-lit, finding e-lit, the evanescence of art, the use of “1st/2nd/3rd generation e-lit” as classification, and what the digital medium means for linguistic arts. We found common ground in the notion that some work cannot be separated from its medium of origin without loss of coherence, and that various media shape their texts in a myriad of meaningful ways.

By Rui Torres, 21 February, 2021
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978-989-643-163-1
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1646-4435
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Neste segundo volume da renovada coleção CIBERTEXTUALIDADES, dedicado à Investigação-Experimentação-Criação, no eixo Arte-Ciência-Tecnologia, reúnem-se especialistas de diferentes áreas do conhecimento, com reconhecido currículo científico e/ou artístico a nível nacional e internacional, e promovendo uma multiplicidade de abordagens, tão inovadoras e arrojadas quanto rigorosas e atentas. Não defendendo que as três componentes que serviram de mote a este volume sejam completamente indistinguíveis, a maleabilidade e o diálogo afirmaram-se, contudo, como critérios definidores para a estruturação do mesmo. Assumindo-se o esbatimento de fronteiras naturalmente existente entre os eixos apontados, os ensaios / poemas (visuais) / resenhas artísticas aqui reproduzidos distinguem-se, acima de tudo, pela sua natureza autorreflexiva e pelo seu cariz marcadamente multi/inter/trans e, por vezes, até mesmo, antidisciplinar.

Description (in English)

My work explores translation, transformation, personal memories, and the creation of fragmentary states of being through the reverence for colors and shapes found in Mola textiles made by the Kuna women native to Guna Yala, Panama.

The mola is a product of acculturation, the balancing of two cultures while assimilating to the prevailing culture of the society, and continues to exist because of tribal tradition. These textiles could have never developed without the cotton cloth, needles, thread, and scissors acquired by trade from ships that came to barter for coconuts during the 19th century.

The materials I am attracted to using in my work have vibrant, vivid colors and bold, graphic prints reminiscent of the Mola textiles that also consist of acquired commercial fabrics. The coming together of many different materials is an integral part of my work. Not only because the materials I work with are in limited quantities but also because this process is reflective of my upbringing in Miami, where I was surrounded by a variety of cultures and people living together.

(Source: https://thenewriver.us/memorias-construidas-constructed-memories/)

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By Lucila Mayol Pohl, 8 October, 2020
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Spring 2020 Issue
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In some ways, the COVID-19 pandemic brought us closer to the mission of The New River, even as it pushed our meetings apart. Since the beginning, The New River has dedicated a platform to emerging and established artists working at the intersection of digital art and literature. Excellent execution has always been one of our top priorities, along with innovative ideas and user-friendly engagement. We aim to challenge passive readership—a symptom of overindulgent screen time and existential Googling. The artists we have selected for the Spring 2020 issue of The New River compliment this vision and complicate the questions “what is art?” and “who is it for?”

Pull Quotes

As digital life is now more important than ever, we are proud to present our selections for our Spring 2020 issue and some of the reasons we felt these pieces in particular deserve a visible platform.

Description (in English)

Cosmonet Games are a set of digital games that are designed around the idea of an indirect branching narrative. That is, instead of a player making direct choices on the game story (choosing to take the path to the left, saying no to the king, etc.) the player makes the inconsequential choices of everyday life that define the player character’s personality. The story then evolves based on the small choices, having them influence the big, uncontrollable events of the main story.Originally inspired by a mutual love of personality quizzes (Buzzfeed, specifically), designers Martzi Campos & Sean Bloom wanted to see if a game could be built solely on taking them. Cosmonet is set in a near future in an alternate universe where Russia won the space race. The game takes place entirely on the computer console of Lena, a bored cosmonaut who is stuck in space trying to teach birds how to fly in zero gravity. She converses with friends and family through chat, and conducts experiments, which the player has no direct control over, but in her down time she takes personality quizzes where the player makes her choices. Depending on her results, on such pressing issues as ‘what job should you have’ and ‘what kind of toaster are you’, Lena may or may not save her job, her relationship and the very birds she is training to fly.Cosmonet was originally created in 48 hours for the Global Game Jam, and left the creators excited to explore the concept of indirect branching beyond the scope of a personality quizzes. They went onto create a longer, more expansive game, From Ivan.From Ivan, the sister, or more accurately, brother piece to Cosmonet, takes place in the same shared universe as the original but focuses on Lena’s brother Ivan, who works a mundane job on earth as an HR representative. Ivan’s primary focus is on which is the most appropriate greeting card to send to co-workers for various events, and sorting through his mail. If Cosmonet is a love letter to personality quizzes, from Ivan is the same for the epistolary narrative by unfolding entirely in letters and notes sent to and from Ivan.Both games focus on the idea that how you choose to define yourself creates your story. Cosmonet is how you define yourself internally and how your convictions decide your fate, and in From Ivan it is how you relate to others that affects both the world around you and your own path.

Source: https://projects.cah.ucf.edu/mediaartsexhibits/uncontinuity/Campos/camp… 

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Germany

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(Originally published on https://www.kampnagel.de)

Three days of intensive “digital feminism” featuring talks, video and room installations, workshops and DJ sets by international and Hamburg artists. World premieres and commissioned pieces look to pasts and futures, melding and blurring images and sounds – every bit as analogue as digital. Are we already “slaves to the algorithm” or can we find ways to escape the digital reproduction of inequalities? Representatives of the queer-feminist avant garde provide diverse approaches to and perspectives on these mediated worlds, local reference points and global echo chambers. Bots can lie but bits don’t bite!

Digifem is funded by Elbkulturfonds and within the framework of the Alliance International Production Houses supported by the Commissioner for Culture and Media. 

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Description (in English)

Video art installation critical of the precarious, racialised, and gendered labour going on through the internet, or born-digital.

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"- What are the benefits of presenting yourself as a male freelancer?

- I work in academia, I am no stranger to the wage gap and heteronormativity in our society. I am sure that women make less than their male counterparts for the same work and I am also Latin American. Being a Latino woman makes me more prone to receiving less for the same hard work

...

I have seen a difference between presenting oneself as a man in contrast with my daughter who presents herself as a woman: she does the same work and gets hired significantly less. She also has to use milder language and say 'please' and 'sorry' a lot more or she would come across as too bossy and difficult to work with." (Worker 1)

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Contributors note

Giardina Papa portrays workers who offer digital micro-services, fetish work or emotional support online, and gives them a voice. In Technologies of Care, we meet seven digital workers: an ASMR (Autonomous Sensory Meridian Response) artist, a virtual boyfriend, an online dating coach, a storyteller and video performer, a social media fan, a scientist working simultaneously as fingernail designer, and a customer service representative. Papa has found these freelancers in Brazil, Greece, the Philippines, Venezuela and the USA, where they offer their services anonymously via online platforms, which make a profit from them. With the exception of the virtual boyfriend, all in- terviews are interpreted by female-sounding voices. While the transcripts read like ethnographic research texts, the interviews in the video function like chamber plays on unfettered digital neoliberalism. (IA)

Technologies of Care​ documents new ways in which service and affective labor are being outsourced via internet platforms, exploring topics such as empathy, precarity, and immaterial labor.The video visualizes the invisible workforce of online caregivers. The workers interviewed in "Technologies of Care" ​include an ASMR artist, an online dating coach, a fetish video performer and fairytale author, a social media fan-for-hire, a nail wrap designer, and a customer service operator. Based in Brazil, Greece, the Philippines, Venezuela, and the United States, they work as anonymous freelancers, connected via third-party companies to customers around the globe. Through a variety of websites and apps, they provide clients with customized goods and experiences, erotic stimulation, companionship, and emotional support.The stories collected in ​Technologies of Care include those of non-human caregivers as well. One of its seven episodes, ​Worker 7 - Bot? Virtual Boyfriend/Girlfriend​, documents the artist's three-month-long “affair” with an interactive chatbot.

Description (in English)

Digital contemporary retake of Shelley Lake's eerie video 'Polly gone' (1988). 'Polly Gone' was a critique of the gendered role of the housewife. Although the music is 1980s techno, the eeriness and themes somewhat recalls Chantal Akerman's video 'Saute ma ville' (1968). In 'Polly Returns', the robot has taken a more humane physiognomy, and the relation to the screen has changed. Polly has become an integral part of the screen, and her gendered role has acquired complexity that goes beyond domestic chores. Rolling text instructs her in a very neoliberal way how to be simultaneously a perfect housewife, a politically conscious citizen, a productive worker and a caring mum, among others.

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While in residence at the Internet Archive, I came across Polly Gone, a 1988 computer animation by Shelley Lake (who was then the technical director of Digital Productions, a prominent 3D animation studio). In the video, a female robot -- whose severe, mechanistic design was inspired by Oskar Schlemmer's Triadic Ballet -- zips around a futuristic dome house doing various domestic chores, all while a horror movie soundtrack with synthesized beats plays in the background. Fascinated with how dystopian and surreal the animation seems in retrospect, I attempted to address the horror of the digital sublime in a modern day version: Here, Polly returns in 2017 to find herself awash in a sea of listicle titles. My soundtrack is based on Shelley Lake's soundtrack, which in turn was inspired by the soundtrack from The Day the Earth Stood Still (1951).