feminism

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"Hacking Sarah Lucas with Hilma af Klint and @matieresfecales foot from Instagram"#Arthack by #MarjanMoghaddam posted on 2/4/19. Music @Bjork and @PJHarveyOfficial Singing "I Can't Get No Satisfaction" from #Youtube by the #RollingStones. #ChronometricSculpture with #GlitchGoddess of Miami #GlitchedOdalisque Non-Binary Nude Glitch & new ones inspired by #SarahLucas & #HilmaafKlint. #Arthack #Netart #PostInternetArt #Digitalart #MixedReality #DigitalSculpture #3d #3dCG #Animation #Mocap #SFX ##HilmaafKlint @Guggenheim #Guggenheim #NewMuseum #art #Exhibition #museum #AugmentedReality #VirtualReality #NewMedia #Brooklynartist #Glitch #Glitchart #lightwave3d #Octane #OctaneRender #GlitchFeminism #Artist #Brooklyn

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Critical comment on the nomination of Brett Kavanaugh at the U.S. Supreme Court by Donald Trump, in the wake of the #metoo movement. Part of the artist's #arthacks and #GlitchGoddess series

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From Instag"Kavanaugh Haunted my Frieze London 2018 #Arthack" by Marjan Moghaddam, #arthack #digitalbodies during #FriezeLondon 2018. 10/6/18. Music by @beatsbyleet Videos taken from: @mqtfas @anartistsinfo @hannahpierce_hp @dagmar144 and @washingtonpost friezeweek #friezelondon #Frieze #friezeArtWeek #Kavanaugh #Metoo #digitalart #PostInernetArt #ConceptualArt #Glitch #ChronometricSculpture #DataBending #jvasurvey @paulacoopergallery #lizglynn #art #artfair #artexhibition #3dCG #Animation #mocap #mixedreality #AR #VR #Lightwave3d #Octane #OctaneRender #brooklyn #artist

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Part of the #GlitchedGoddess and #arthack series of the artist. Comment on gendered representation and body shapes.

"Stemming from an #ArtHack Instagram project which the artist initiated in 2016 to disrupt and democratize the exhibition space, her glitch aesthetic permeates the oscillating female forms depicted in her Glitched Goddesses series." (ANTE Mag: https://antemag.com/2019/03/16/augmented-humanism-the-artwork-of-marjan…)

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Her Body #arthack at #FriezeLondon 2019 with #GlitchedOdalisque #GlitchedGoddess Amelia Jones and Haydeh . Posted around 2.40pm 10/6/19 by Marjan Moghaddam

#Arthack #Intervention #FriezeLondon #FriezeArtFair #FriezeWeek Videos taken from @DuggieFields and @ByronBiroli . Voice of art historian Amelia Jones taken from @Friezeartfair - voice of unknown man taken from the videoes - Interventionist paintings Broad Barbara Krueger taken from The Broad, Lisa Yuskavage taken from Google search, and #MarjanMoghaddam @marjan_moghaddam_artist from hard disk - music from #Haydeh "I cry on Your Shoulders" on You Tube #PersianMusic #nocompulsaryhijab #Iran#Arthack #DigitalArt #NetArt #ChronometricSculpture #Glitch #GlictchArt #3dCG #Animation #Mocap #MixedReality #XR #AR #VR #SFX #Octane #OctaneRender #Lightwave3d #Blender3d #StreetArt of the internet

By Hannah Ackermans, 3 December, 2019
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978-1-947447-71-4
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509
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CC Attribution Non-Commercial Share Alike
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Approved by librarian
Abstract (in English)

All too often, defining a discipline becomes more an exercise of exclusion than inclusion. Disrupting the Digital Humanities seeks to rethink how we map disciplinary terrain by directly confronting the gatekeeping impulse of many other so-called field-defining collections. What is most beautiful about the work of the Digital Humanities is exactly the fact that it can’t be tidily anthologized. In fact, the desire to neatly define the Digital Humanities (to filter the DH-y from the DH) is a way of excluding the radically diverse work that actually constitutes the field. This collection, then, works to push and prod at the edges of the Digital Humanities — to open the Digital Humanities rather than close it down. Ultimately, it’s exactly the fringes, the outliers, that make the Digital Humanities both heterogeneous and rigorous.

This collection does not constitute yet another reservoir for the new Digital Humanities canon. Rather, its aim is less about assembling content as it is about creating new conversations. Building a truly communal space for the digital humanities requires that we all approach that space with a commitment to: 1) creating open and non-hierarchical dialogues; 2) championing non-traditional work that might not otherwise be recognized through conventional scholarly channels; 3) amplifying marginalized voices; 4) advocating for students and learners; and 5) sharing generously and openly to support the work of our peers.

(source: back cover of the book)

Description (in English)

Tale of a Great Sham(e Text) The date is 1881.

There are high rents and evictions, there is homelessness. In answer to the extra-ordinary times the Ladies’ Land League is directed by Anna Parnell to organize public meetings and protests. Thirteen women, speak, rally, and inspire female agency. Irish Women realizing their own political potential, moving the struggle away from government to the personal. This is an electronic text, to be created using 13 female voices and a computer. The visuals/text of the electronic text will be created using game development software and electroacoustic compositional techniques, presented as an interactive work within a web browser. The 13 female voices will sound original text created using works by Anna Parnell, processed using electroacoustic compositional techniques. Passive resistance is be combined with a constructive creative programme, developing the self-confidence of the audience and encouraging them to participate.

“The best part of Independence is the independence of the mind.” (Anna Parnell)

By Vian Rasheed, 12 November, 2019
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In our contemporary, increasingly transnational world, national literatures may seem increasingly arbitrary—even more so in the context of electronic literature, whose barriers of circulation tend to be marked by transnational, rather than national, groupings based on, for example, language or access to certain technologies. In contrast to the frequently (hyper-)nationalized literatures of mainstream literary study, electronic literature is often framed as an international or transnational literature. There are very good reasons for this: for example, the medium of electronic literature naturally lends itself to transnational dissemination and readership through the global reach of the internet. However, this transnational approach, which frequently exhibits an unacknowledged bias towards works produced in the US, also frequently ignores the ways in which an understanding of national contexts may enrich the understanding of a work. Through this paper, I hope to facilitate discussion regarding the relative merits and demerits of a transnational or national framing of electronic literature by using my own larger project, which focuses on works responding to Canadian contexts, and its sub-study of the decidedly transnational setting of J.R. Carpenter’s Notes on the Voyage of Owl and Girl as a case study. This paper begins by briefly describing my larger project, which examines works of electronic literature that consider how gendered, queer, racialized, and economicallydisenfranchised identities navigate physical, regionalized Canadian spaces of the past, present, and future. In this project, I examine e-lit that uses temporally- and spatially-dynamic techniques to explore how marginalized identities operate on the peripheries and navigate Canadian spaces and historical contexts, and how these works trouble the dominant narratives that these marginalized groups encounter and resist. As a part of this study, I look at J.R. Carpenter’s works of electronic literature, which transform the aesthetics of predominantly male-authored printbased forms into non-linear, female-narrated digital explorations of girlhood and the formation of gender identity. In this paper, I briefly consider the thematic trajectory of Carpenter’s works (from a focus on Nova Scotia and North American maritime settings, to Montreal and urban settings, to a transatlantic aesthetic) before diving into a short case study of her work Notes on the Voyage of Owl and Girl, set in a transatlantic space. The location of the work’s narrative in transatlantic waters means that this work is less obviously situated within a Canadian space, thus troubling my framing of her work within a Canadian context and making this work a perfect candidate for a study with a transnational approach. However, this work is also very much informed by the diasporas of the British Isles towards the now Atlantic Canadian shores, and the pre-digital communication networks that grew out of the transatlantic relationship between these two landforms. Thus, I argue that an understanding of both Canada’s history of colonization and exploration and its transnational underpinnings enriches our understanding of this work in which a girl’s appropriation and transformation of narratives of past colonialist endeavours is a subversive repurposing of those words in service of a feminist journey of personal discovery.

Description (in English)

In 2019, we have Twitter, Instagram, and Facebook. A hundred years earlier, there were postcards. In the “Golden Age” of postcards (1902-1915), postcards circulated with the same fervor, if not speed, of images on popular social media apps today. The Suffrage Postcard Project looks back at the early decades of the 1900s in the context of the women’s suffrage movement, a movement that gained momentum in the same historical moment of the Golden Age of postcards and produced hundreds of pro- and anti-suffrage images. This project asks: How can feminist DH and data visualization approaches to over 700 postcards offer new perspectives on the visual history of the U.S. suffrage movement? Our methodology is inspired by Jacqueline Wernimont and Julia Flanders’ 2010 article, “Feminism in the Age of Digital Archives.” They argue that the “work of digitization and encoding also engages us in a reflexive process that forces us to interrogate those genres and any genre-tags that we may use in creating the textbase.” Within our feminist DH lab—made up of faculty, instructors, graduate students, and ELO2019 University College Cork #ELOcork 36 undergraduate students—images were collectively tagged through Omeka, a digital archive platform. Currently, we are using the API to export data to ImagePlot and Gephi for data visualization. We are also in the beginning stages of building a feminist data visualization tool for the Project, in collaboration with computer science and engineering faculty and graduate students. Using the Suffrage Postcard Project, this presentation reads the aesthetics of a digital archive and argues that the ideological aesthetic brought to the creation and development of a digital archive influences the way that archive is read. In this case, a feminist aesthetic challenges visual understandings of race, class, and gender within the suffrage movement; it uses data treated by feminist methodologies to raise questions critical to intersectional feminist analysis. The aesthetics of the archive asks: How do we organize our images, line-breaks, page-breaks, and written text within the digital archive to reflect a feminist aesthetic? How do we apply a feminist aesthetic to write machine-learning algorithms that highlight critical feminist concerns within U.S. visual history? How do we represent absence—the absence of women of color, immigrant women, working-class women, non-Christian women, and women without children—in data visualization? What do these visualizations allow us to see that we couldn’t see before? And finally, how do we make our feminist treatment of such data transparent to the archive-user? These questions frame the collaborative work done within the feminist DH lab that produces the Suffrage Postcard Project.

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"Black Room," is a browser-based, narrative game about falling asleep while on your computer, on the internet. You play as an insomniac on the verge of sleep, moving through shifting states of consciousness. Hallucinatory, pixelated visions of landscapes filled with sprites ripped directly from the arcade/NES/SNES video games of your childhood appear and disappear as you click through fragile internet spaces. Point-n-click mini games are scattered throughout the narrative. Often  interrupted, you continually return to the Black Room, a meditation technique your mother taught you for falling asleep, visualizing black flowers in a black vase on a black table in the center of a black room.

This game, conceived as a feminist dungeon crawler, features a majority women cast of video game sprites from the 1970s-current day.  This work seeks to bring these characters together to form new narratives:  Chun Li reposes elegantly in a desert oasis filled with flamingos;  Catwoman languidly cartwheels across the nighttime beaches of Coney Island; Jennifer Simpson, the lead character from  Clock Tower, runs endlessly through the brightly pixelated fantasy landscapes of the Oregon Trail. These narratives appear as “Strange Visions,” to the player, induced by shifting stages of wakefulness.

(Source: Creators description of work)

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Title page of Black Room
By Hannah Ackermans, 6 August, 2019
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978-1-5179-0611-5
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xxv, 491
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Abstract (in English)

In recent years, the digital humanities has been shaken by important debates about inclusivity and scope—but what change will these conversations ultimately bring about? Can the digital humanities complicate the basic assumptions of tech culture, or will this body of scholarship and practices simply reinforce preexisting biases? Bodies of Information addresses this crucial question by assembling a varied group of leading voices, showcasing feminist contributions to a panoply of topics, including ubiquitous computing, game studies, new materialisms, and cultural phenomena like hashtag activism, hacktivism, and campaigns against online misogyny.

Taking intersectional feminism as the starting point for doing digital humanities, Bodies of Information is diverse in discipline, identity, location, and method. Helpfully organized around keywords of materiality, values, embodiment, affect, labor, and situatedness, this comprehensive volume is ideal for classrooms. And with its multiplicity of viewpoints and arguments, it’s also an important addition to the evolving conversations around one of the fastest growing fields in the academy.

Contributors: Babalola Titilola Aiyegbusi, U of Lethbridge; Moya Bailey, Northeastern U; Bridget Blodgett, U of Baltimore; Barbara Bordalejo, KU Leuven; Jason Boyd, Ryerson U; Christina Boyles, Trinity College; Susan Brown, U of Guelph; Lisa Brundage, CUNY; micha cárdenas, U of Washington Bothell; Marcia Chatelain, Georgetown U; Danielle Cole; Beth Coleman, U of Waterloo; T. L. Cowan, U of Toronto; Constance Crompton, U of Ottawa; Amy E. Earhart, Texas A&M; Nickoal Eichmann-Kalwara, U of Colorado Boulder; Julia Flanders, Northeastern U Library; Sandra Gabriele, Concordia U; Brian Getnick; Karen Gregory, U of Edinburgh; Alison Hedley, Ryerson U; Kathryn Holland, MacEwan U; James Howe, Rutgers U; Jeana Jorgensen, Indiana U; Alexandra Juhasz, Brooklyn College, CUNY; Dorothy Kim, Vassar College; Kimberly Knight, U of Texas, Dallas; Lorraine Janzen Kooistra, Ryerson U; Sharon M. Leon, Michigan State; Izetta Autumn Mobley, U of Maryland; Padmini Ray Murray, Srishti Institute of Art, Design, and Technology; Veronica Paredes, U of Illinois; Roopika Risam, Salem State; Bonnie Ruberg, U of California, Irvine; Laila Shereen Sakr (VJ Um Amel), U of California, Santa Barbara; Anastasia Salter, U of Central Florida; Michelle Schwartz, Ryerson U; Emily Sherwood, U of Rochester; Deb Verhoeven, U of Technology, Sydney; Scott B. Weingart, Carnegie Mellon U.

 

(Source: University of Minnesota Press)