international

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Description (in English)

"Bicycle Built For Two Thousand" (2009) is an online work by Aaron Koblin and Daniel Massey.

The work is the product of 2000 people around the globe working together, although none of them knew about it.

The project includes 2,088 voice recordings collected through Amazon's Mechanical Turk web service.

Hired workers were prompted to listen to a short sound clip and then they had to record themselves imitating with their own voice what they heard. 

Put together, these thousands of samples recreate “Daisy Bell”, a popular song from late 1800s.

Why this song?

The song "Daisy Bell" originally written by Harry Dacre in 1892, was made famous in 1962 by John Kelly, Max Mathews, and Carol Lockbaum as the first example of musical speech synthesis.

In contrast to the 1962 version, "Bicycle Built For Two Thousand" was synthesized with a distributed system of human voices from all over the world.

The aim was to use countless human voices to create something digital.

How did it work? The workers involved completed their task in a web browser, through a custom audio recording tool created with Processing.

They were not given any information about the project.

The pay rate for each recording was $0.06 USD.

In total, people from 71 countries participated. The top ten were the United States, India, Canada, United Kingdom, Macedonia, Philippines, Germany, Romania, Italy, and Pakistan.

 

Source: http://www.bicyclebuiltfortwothousand.com/info.html

Description in original language
Description (in English)

Opening in the center of the international refugee crisis, this playable story places the interactor in the position of the refugee. As the tale opens, an explosion sends the interactor from the comfort of a ship into the salt immortal sea. Rescued by a mysterious boat the player encounters eight other passengers, drawn from the present and the ancient past. However, one of these passengers has angered the gods, and unless the player can discover which, all will face their wrath. However, finding that secret is no easy task. Each passenger harbors secrets that pit them against each other in an allegory of contemporary global crisis. Choosing from one of nine iconic positions in the refugee crisis, the interactor can explore tales of misfortune while trying to keep the shipmates in balance by collecting and circulating secrets. In this tale, we recast figures in the contemporary refugee crisis against the mythos of the quintessential traveler, Odysseus, for the refugee likewise travels cursed, unable to return home. It is a tale of the eternal return to proxy wars and the challenge of achieving some semblance of world peace. The story of the refugee is a harrowing reality reimagined here in terms of sirens and cyclops, not to make the horrors of war fanciful but to render the tale of the contemporary global conflict in timeless, epic terms. What does it take to survive this existential journey with humanity in tact? How can one negotiate the turbulent waters and the whims of unseen gods and foreign powers in the human tragedy of a proxy war? The Salt Immortal Sea will be set up as an installation that invites a primary interactor to make choices while a larger group can watch the story’s progression play out.

The primary interface will be an iPad. LED lights spread in the room will represent the characters aboard the ship, lighting up when the player interacts with them. The reading experience can take 5-30 minutes, depending on depth of exploration. Platform: Ink + Unity Displays on IPad, (also PC or Mac).

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

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Salt Immortal Sea
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Salt Immortal Sea 2
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Email
gif@piksel.no
Address

Bergen
Norway

Short description

Piksel is an annual event for artists and developers working with free and open source software, hardware and art. Part workshop, part festival, it is organised in Bergen, Norway, and involves participants from more than a dozen countries exchanging ideas, coding, presenting art and software projects, doing workshops, performances and discussions on the aesthetics and politics of free and open source software.

The development, and therefore use, of digital technology today is mainly controlled by multinational corporations. Despite the prospects of technology expanding the means of artistic expression, the commercial demands of the software industries severely limit them instead. Piksel is focusing on the open source movement as a strategy for regaining artistic control of the technology, but also a means to bring attention to the close connections between art, politics, technology and economy.

The first Piksel event was arranged in november 2003, and gathered around 30 artists/developers from all parts of the world. It consisted of artistic/technical presentations, coding workshops and live performances. All activities were documented in a daily blog: http://www.piksel.no/log.html

One of the results of the event was the initiation of the Piksel Technologies for ‘interoperability between various free software applications dealing with video manipulation techniques’ – piksel.org

Piksel is a member of the Pixelache network of electronic art festivals – network.pixelache.ac – and one of the nodes in the Production Network for Electronic Art in Norway – PNEK

(source: http://14.piksel.no/info/piksel)

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Seattle, WA
United States

Short description

The 127th MLA annual convention took place in Seattle, Washington. The presidential theme was "Language, Literature, Learning." 

Record Status
By Eric Dean Rasmussen, 23 February, 2011
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All Rights reserved
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Abstract (in English)

from the publisher: What happens to literature in an age of digital technology? Regards Croisés: Perspectives on Digital Literature provides an answer, with a collection of cutting-edge critical essays on literature gone digital. Regards Croisés is an important addition to existing research on digital literature, and will appeal to scholars of electronic writing, digital art, humanities computing, media and communication, and others interested in the field. It offers a significant advance in the field through its wide-angle perspective that globalizes digital literature and diversifies the current critical paradigms. Regards Croisés shows how digital literature connects with traditions and future directions of reading and writing communities all over the world. With contributions by authors from eight countries and three continents, the collection presents points of view on a transcontinental practice of digital literature. Regards Croisés also opens dialogues with expanded critical paradigms of digital literature, beyond earlier critical concern with the aesthetics of the screen as a space of hypertext links. Many of the essays recognize a rich history and ongoing literary practice engaged with the basic fact of the computer as a programmable device. Other essays explore the latest developments in social media and Web 2.0 as venues for digital literature. Regards Croisés shows the vibrant engagement of writers and readers with literary practice in a digital world.

(Source: Publisher's catalog)