exploratory

Description (in English)

Artist Statement:
“Strathroy Stories” is an immersive, spatialized sound piece that explores space and place through a series of adolescent and teenage memories of people, places, and events. This work explores the notion of memory as a dynamic, malleable construct that falls somewhere between archival and living narrative. Guided by the memories of a small town boy, the listener will explore sites and events ranging from the prosaic; swimming at the town pool and hanging out at the arcade, to the aberrant; Turkey Festival murder and an ice fishing party gone wrong. Created as a locative listening piece, the end user is encouraged to listen, as they would a music playlist, while they walk to work, ride transit, clean the house, or walk the hedgehog. This piece is intended to enable a hybrid listening experience where the listener will be at times unable to distinguish real from virtual, thus creating a sort of Schizophonic low-tech AR experience.
(Source: http://elo2016.com/tony-vieira/)

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Sonic Immersions - Electronic art soundpiece
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Sonic Immersions - Electronic art soundpiece
Description (in English)

Big Swing is a semi-non-linear, online narrative that mixes text, photography, sound design, video and interactivity. The story is designed to be explored rather than read. Delivered in semi-non-linear modules, the piece attempts to introduce and resolve tension in the manner of a traditional narrative, while still providing the user some degree of choice and control.

Exploring the story: Click on the small squares and words to reveal story fragments. Yellow words connect to the next chapter.

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screenshot
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screenshot cropped
Technical notes

Exploring the story: Click on the small squares and words to reveal story fragments. Yellow words connect to the next chapter.

Contributors note

Authored by Kenneth CalhounPhotography by J McMertyFeaturing Martha Pentecost and Matt Hunter

Event type
Date
-
Address

Amsterdam
Netherlands

Short description

The 2013 Digital Methods Winter School is devoted to emerging alternatives to big data. The Barcamp, Hackathon, Hack Day, Edit-a-thon, Data Sprint, Code Fest, Open Data Day, Hack the Government, and other workshop formats are sometimes thought of as "quick and dirty." The work is exploratory, only the first step, outputting indicators at most, before the serious research begins. However, these new formats also may be viewed as alternative infrastructures as well as approaches to big data in the sense of not only the equipment and logistics involved (hit and run) but also the research set-up and protocols, which may be referred to as "short-form method." The 2013 Digital Methods Winter School is dedicated to the outcomes and critiques of short-form method, and is also reflexive in that it includes a data sprint, where we focus on one aspect of the debate about short- vs. long-form method: data capture. To begin, at the Winter School the results of a data sprint from a week earlier (on counter-Jihadists) will be presented, including a specific short-form method for issue mapping. One outcome of the Winter School would be a comparison of short-from methods for their capacity to fit the various workshop formats (barcamp, sprint, etc.), with the question of what may be achieved in shorter (and shorter) time frames. We also will explore a variety of objects of study for sprints, including data donations, where one offers particular data sets for abbreviated analysis.

(Source: Digital Methods event site)

Record Status
By Eric Dean Rasmussen, 19 June, 2012
Author
Language
Year
Record Status
Abstract (in English)

This presentation will challenge the current, too quickly determined relationship between
the ‘literary’ and digital media. The presumed literariness of digital art--these days, anything
from performance art to virtual sculpture work--muddles the already confused and meandering
genre of electronic literature, leading away from acts of reading and remarking on text and its location in new media. Electronic literature began as a study of literary writing produced and
meant to be read on a computer screen, opening up new possibilities for interactive and dynamic
storytelling, utilizing the new medium’s ability for linking lexias. The literariness of this work
is manifest: the work was primarily textual, the centrality of reading paramount. Textuality was
at the heart of the work, thus the term electronic literature was appropriate and uncontested.
Lately, ‘electronic literature’ is an umbrella-term for all things digital. A spectrum of genres
and forms are included, among them video games, interactive fiction, digital art, and (virtual)
performance art. Yet the search for the literary continues in all forms of digital art, regardless of
whether or not the literary should even be looked for.

Digital media, particularly digital art, unquestionably has merit. But this does not mean that
digital art need subsume the literary. Electronic literature is still a nascent field, and if it is to
build a corpus of literary works sufficient to sustain a field, these questions need to be addressed
now rather than later (or never). Instead of celebrating the blurring of borders, I hope to draw
certain distinctions that will help the field see the uniquely literary accomplishment of some key
authors working in the e-lit field.

This paper will explore how literariness need be driven by reading and writing, and how the
literary is being lost by the overly general application of the term ‘electronic literature.’ The
search for the literary in the digital is, for the most part, a way for the Humanities to stake a
claim for its own position in the new media ecology. What is needed is an identification by
critics and archivists, not of an e-lit canon, but a corpus of born digital literary works that both
extend and break from the print tradition - as genuine literary works within that tradition have
always done.

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