manipulation

By Elias Mikkelsen, 19 February, 2015
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Over the past decade, installations of the CAVE have compelled participants to explore how immersive text spaces create playful literary sandboxes in which to experiment with various forms of appropriated writing. Although the fusion of virtual reality and literature has continuously been flirted with, the interactive digital creative space has yet to be realized with comparable impact. So far we have been invited by composers such Rui Torres, Stuart Moulthrop, and Jörg Piringer to participate in the ludic engagement with textual instruments; with “New World Order: Basra,” Sandy Baldwin demonstrated how gamespace provides a compelling environment for textual manipulation. However, to my knowledge, we have yet to develop the space that places these a combination of these capabilities within a single compositional environment.

With the upcoming commercial release of both the Oculus Rift and Google Glass headsets, the arrival of virtual reality’s now decades-old promise of embodiment within the digital appears to be more imminent than ever before. My paper will articulate the foundation of an ongoing project that will attempt to mitigate these revolutionary output devices with combinatorial input sources already in use to create a creative virtual realm. As my presentation will introduce, my Text(ual) Renderer Project will combine VR technology, speech-to-text software and motion-sensing devices to create a unique composition environment. Within this virtual space, the user will input speech which will then be displayed in the 360-degree VR space provided by the Oculus Rift. This text will then be manipulated and arranged through motion input of the user.

My proposal for ELO’s gathering consists of both a paper and a demonstration to be presented simultaneously. My paper will first review the relationship between VR, performance, and language manipulation. After this summary, I will then propose the next iteration of this embrace, an environment that, like the CAVE project, provides the user with a textually creative and interactive experience. I will then provide an exploratory first stage of ongoing research in the modification of an existing gamespace, Mojang’s sandbox world generator Minecraft, which will render the Text(ured) environment into a viable compositional space. Through the creation and manipulation capabilities provided with Minecraft, I will then illustrate the numerous potentials for text creation and manipulation in the virtual landscape.

Finally, my paper will posit several subsequent projects that depart from Minecraft mods to renegotiate the user’s relationship to the textual environment within virtual and augmented realities. These include the development of a VR Processing compiler that allows users to manipulate the code structures and modules through sensory input, the potential benefit for accessibility, as well as the possible opportunities provided by augmented reality (AR) devices. (Source: Author`s abstract)

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Description (in English)

Teenage heartache has become a public commodity. On social media, young people now broadcast the most intimate moments of their lives to a global audience. Context collapse has replaced the small, specific audiences we once opened our hearts to with a vast, undifferentiated swarm of humanity. Falling in and out of love, breaking up and reconciling, seeking solace or revenge – all are enacted in the midst of the data stream. Everything Is Going To Be OK :) explores this new, performative model for love and loss that is emerging in networked environments. Deploying what might be described as a “poetics of search”, the artwork sources relevant tweets from Twitter in real-time, performs string manipulation and anonymizes them, then assembles the fragments into a three-act dialogue that is projected onto the installation space. What results is an emergent narrative that reflects the new modes of online interaction unique to millennials – but also the timeless tropes, customs, dreams and anxieties experienced by every generation. Everything Is Going To Be OK :) was first presented in 2013 at the Underbelly Arts Festival on Cockatoo Island in Sydney, Australia. (Source: ELO 2014 Conference)

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By Audun Andreassen, 10 April, 2013
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A semiotic appoach of animated figures in The Dreamlife of letters by Brian Kim Stefans. In many research works of these last years (for example in my book Matières textuelles sur support numérique, 2007), I tried to circumscribe the stylistic features of digital literature. More specifically, I aimed to identify the processes by which “figures of animation” and “figures of manipulation” in e-literature defamiliarize the conventions of digital discourse. In a recent article (“Digital literature - a question of style”, Reading moving letters, ed. Simanowski/Schäfer/Gendolla, 2009), I have already presented a close reading of The Dreamlife of Letters by Brian Kim Stefans; in order to characterize the textual animations in this work, I had recourse to traditional figures of speech (apocope, metathesis, etc.). The result was a large catalogue of figures - a “taxonomic explosion”. In this paper, I will present an innovative semiotic model developed in a research program at University Paris 81; it will help us to characterize the “figures of animation” in digital literature with more precision while reducing the number of terms and taking more account of the temporal characteristics of digital discourse. The starting point: a certain number of animations differ from a purely visual point of view, but they are perceived similarly by the reader because of a resembling temporal behaviour. They can be described as “temporal semiotic unit”"2 (so far I have identified ten), to which we can associate a certain number of possible “signifying traits”. These semiotic units with their signifying traits therefore constitute a first significant part of the figures of animation. The media contents (e.g. texts) constitute the second part. The “figures of animation” are thus based on a meaningful relationship between the movement and the media contents. This relationship is based on a tensive process that combines signifying traits associated to the media contents and the movement according to the surrounding context ("isotopy") and according to the reader’s habits and knowledge. If the field of intersection (containing the common elements between the signifying traits of the movement and the media contents) is sufficiently large, and if the addition of the signifying traits meets the reader’s expectations shaped by the immediate media context (the isotopy) and by her reading habits and cultural context, the semiosis is based on a relationship I propose to call a « conventional junction ». The movement mainly confirms or accentuates the signifying traits already mobilized by the media contents (e.g. the word “sales” flashing on a commercial website). The “movie-gram” is a special case of an animated conventional junction: the signifying traits mobilized by the media and the movement converge almost completely; a sort of synonymy is created between the signification of the movement and the media contents (e.g. the word “heart” flashing in a love story). If a certain number of signifying traits of the movement and the media enter in an additional relationship whereas some other traits, excluded from the field of intersection, continue to influence the semiosis so that the reader’s expectations are troubled, I propose to call it an “unconventional junction”. The more the intersection field of signifying traits is reduced, and the more an element diverges from standardized usage, the more a reader may perceive an animation as unfamiliar ou even "incoherent"; the animation runs the risk of being considered as a malfunction, as a “bug”. For a “figure” to exist, there must be a process of mediation between the element perceived as incongruous and the context (eg. the word “brain” flashing in a love story). By presenting a very close reading of some scenes of The Dreamlife of Letters, I will discuss examples of these three categories of figures and the processes of mediation. Although a certain number of conventional junctions will be identified in the work, the focus will be on non-conventional junctions and movie-grams; these figures will not only be analyzed as parts of a specific rhetoric of digital discourse, but as important factors of the literariness of Brian Kim Stefan’s work (which, for this reason, can still be considered as “innovative”)

(Source: Author's abstract for ELO_AI).

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Description (in English)

"Winterscape" is an Ambient Video meditation on the changing faces of the Canadian Rockies in winter. The piece is a visual essay that takes the viewer deep into the mountain environment, and in the process expands the limits of cinematic time and space in the context of the recombinant moving image. Ambient Video artworks are "video paintings" that hang on the walls of our homes and offices. They present a considerable aesthetic challenge for the artist. They must give visual pleasure in any given moment, but can not require our attention at any time. Since they live in our homes, they must also support repeated viewing, yet still offer fresh insights each time. Winterscape exemplifies the three techniques I rely on to meet these aesthetic challenges: striking visual composition, manipulation of cinematic time, and the use of visual layers and transitions. Because ambient video works must be slow-paced, the pressure on the original composition is considerable. This piece is based on strong subject imagery with an emphasis on visual impact, simplicity of composition, and the subtle play of light, color and motion. The cinematic time base has been manipulated extensively in these shots. Clouds are sped up to maximize visual interest but still retain an innate sense of grace. Water is slowed down to reveal the complex relationships of motion, time, momentum, and resistance as it plays within the constraints of landscape and gravity. Even more striking is the manipulation of visual layers and transitions. This piece is a radical departure from the more than one hundred years of cinematic tradition—there are no hard cuts in "Winterscape." Instead, it uses a series of multiple layers and complex transitions to support constant but subtle change from image to image. This is a major shift in the fundamentals of film and video construction, which almost exclusively relies on the use of the discrete shot as the basic building block of visual sequencing. In this work, each shot has been fragmented into visual zones, and the transition from one image to the next unfolds in stages determined by the graphic and motion components of each composition. The result is a constant state of transition, as pictorial components layer, wipe, and fade in an unending series of changes. At any given time, the image on the screen is a seamless shifting collage, consisting of parts of two or more camera shots. The effect is one of visual flow, metamorphosis, and an overall sense of recombinant "magic realism".  

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Contributors note

In a technologically-based art, collaboration and support are critical conditions for creative success. This work is the result of a deep collaboration between myself and my two production colleagues: Director of Photography Glen Crawford, and Post-production and Visual Effects specialist Christopher Bizzocchi. The piece has also benefited from the support of the Social Science and Humanities Research Council of Canada (SSHRC) and the School of Interactive Arts and Technology at Simon Fraser University.

Description (in English)

"Killing Lena" is a rendered video series in which Lena Sjööblom's famous face is repeatedly exposed to the compression algorithms she unwittingly helped to develop. The videos presented are compression pornography, the suggestion of a "compressivist art", and a poetic digital demise. The installed version of this piece shows the effect of different recursively applied compression algorithms on the original image, simultaneously on separate screens.

(Source: 2008 ELO Media Art show)

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Description (in English)

"Jargon Reducer" is a software art project which manipulates text.

Artist Statement"Jargon Reducer" is a software art project which manipulates text. It removes or reveals words which might be considered "jargon," specialized language that is not a part of the common vocabulary. The project comes with twelve significant texts ready for filtering demonstration and analysis; and invites the user to input text for jargon filtering.

With "Jargon Reducer" I am interested in the analysis of language; the systems which require us to be mindful of how we use language; what happens to our thinking when we become aware of how others use language and for what purposes; subverting these system; and ultimately having a laugh.

(Source: 2008 ELO Media Arts show)

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//**Code_UP investigates digital images particularities and interrogates the role of the code in the meaning construction.

The research is based on a conceptual dialogue with "Blow up" (1966), by Michelangelo Antonioni, one of the deepest discussions ever made on the nature and the place of the image in contemporary culture, permanence and transitory, and on how we deal with the visible and the invisible phenomena.

The film tells the story of a photographer (Thomas, interpreted by David Hemmings) who may registered, by chance, a crime in a park. On developing his pictures he is startled to find what appears to be a man with a gun in the bushes and, in a later shot, a body.

Rushing back to the park in the middle of the night he finds the body, but on his return to the studio all his pictures have disappeared. When he returns to the park in the morning the body, too, has gone and Antonioni seems to say: It all might never have happened�

His investigation about the crime is made through successive magnifications of the photographic registers he shot accidentally.

In this process the picture appears in its essence, reduced to its materiality: nitrate of silver grains on paper. In other words, the image was not there and Antonioni now seems to ask us: what you see is what you get?

In short, we can say Thomas could not interpret images. His superficiality allowed him just to see photographies. He trusted the technical devices (which are tools), but could not deal with technology as production of knowledge.

In //**Code_UP I reproduced Thomas movements, working on the same images he developed in the film, blowing them up using programs that perform algorithmic zooms, allowing manipulation of the RGB values, exploration of the pixel and screen structure and their translation into different numeric systems and codes (hexadecimal, binary, ascii).

Reproducing Thomas' procedures in his investigation, but reverting his point of view, paying attention to the invisible dimension of the image, establishes the conceptual dialogue with Antonioni. At the same time it opens the possibility to interrogate the image construction in the context of new technologies of seeing and perceiving.

(Source: Author's description from the project site)

Technical notes

Flash, Java runttime environment

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Description (in English)

Poem with computer interventions.

Mac Low created Virginia Woolf Poems using a “diastic” method he developed in 1963, whereby a phrase (or even a word) from a text is chosen, then words in a source text that share the same verbal or letter patterns are extracted and used to create new poetic work. Later, Hartman transformed Mac Low’s arbitrary method, which itself was algorithmic and did not involve random elements, into a computer program named DIASTEXT. The program was capable of rapidly performing the artist’s deterministic tasks once an input text and “seed” phrase are chosen; Mac Low was pleased with the program, and used it to compose many poems and books. Using a combination of the TRAVESTY and DIASTEXT programs, Hugh Kenner and Hartman assembled a book of poems called Sentences (1995) in which source text is a nineteenth-century grammar book that was run through TRAVESTY “a number of times” then underwent DIASTEXT’s “spelling through” process. Each piece begins with a two hundred and fifty-word text generated by TRAVESTY, followed by DIASTEXT’s manipulation of that text into poetry.

(Source: Chris Funkhouser, "Le(s) Mange Texte(s): Creative Cannibalism and Digital Poetry")

By Scott Rettberg, 6 October, 2011
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Presents a semiotics of gestures, using many examples from online advertising and electronic literature. The act of clicking is in itself an act of interpretation in these works.