perception

Description (in English)

Synthetic Empathic Intelligent Companion Artefacts (SEICA) Human Interaction Labs' (seicalabs.org) is a speculative transmedia narrative and a 12 personae multimedia performance art project. The work attempts to thematically bridge concepts and creative processes employed within the fields of art, science and technology through hypertext fiction and on/offline storytelling. Positioned as a faux virtual organization, SEICA Human Interaction Labs is manifested through its online activities. Operated by a team of personae, the organization produces multimedia research works that reflect on how overhyped media portrayals and oversimplification of information package the modern perception towards scientific discovery and technological innovation. Blending and bending technocultural themes through tropes found in popular culture and internet vernacular, the fictive organization’s cybernetic researchers strive to orchestrate chaos and generate questions that critically engage with near-real-time discourses on human interaction in the age of companion robots. Recent multimedia research works include a study on (non)living things, hardware and intermediary interfaces, commercial user experience design and dopamine level manipulation, objects from the Institutional Cabinet of Curiosities (ICC), and a collaborative essay on re-imagining humanity inspired by Donna Haraway's "A Cyborg Manifesto" (1984). Disseminated through various platforms including social media, the project’s satirical nonlinear narrative unfolds through inquiry-based performances documented in the new media works, digital artefacts, speculative lab equipment, lab notes, and chat logs that further develop the ongoing dynamics between the interacting personae.

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By tye042, 5 October, 2017
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Abstract (in English)

Paisley Livingston on Stanislaw Lem and the history and philosphy of Virtual Reality.

The technologies and speculations associated with “virtual reality” and cognate terms (such as “cyberspace”) have recently made it possible for scores of journalists and academics to develop variations on a favorite theme - the newness of the new, and more specifically, the newness of that new and wildly different world-historical epoch, era, or Zeitgeist into which we are supposedly entering (and on some accounts, have already entered) with the creation of powerful new machines of simulation. The innovative powers of the machines of virtual reality are so extensive, it would seem, that they are even supposed to be able to achieve the extraordinary feat of revitalizing that tired journalist genre, “gee-whiz” scientific reporting. “Gee whiz,” one can now read, “you just put on a data glove and don the head-mounted display helmet, and step right into a whole new world where the old reality - and even the tired, old-fashioned notion of reality as such - gets replaced by the non-existent reality simulated by the machine. You can fight battles and have sex with people who aren’t anywhere near you, or who never even existed. Why you can actually, I mean really, interact with an illusion!”

By Eric Dean Rasmussen, 8 April, 2012
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138-152
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All Rights reserved
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Pull Quotes

[M]y main interest lies in the receiver's side adn teh degree to which we can uphold purpose-driven, goal-directed intentionality in a multimodal cybertextual experience.

Creative Works referenced
By Eric Dean Rasmussen, 8 July, 2011
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CC Attribution Non-Commercial No Derivatives
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Abstract (in English)

Stephanie Strickland investigates an epistemological shift in web-specific art and literature, from an understanding that is less about structure and more about resonance. (Source: ebr) Artists discussed include: Tom Brigham, Jim Rosenberg, Mary Anne Breeze (mez), Noah Wardrip-Fruin, Lisa Jevbratt, and Edardo Kac.

Pull Quotes

Of the nine system-processes that characterize both life and knowledge in the 21st century - I refer to feedback, hierarchy, bounds, network interaction, scale, cycles, symmetries, evolution, and equilibrium - it is this last that does not characterize the Internet and does not characterize Web-specific literary works.

Creative Works referenced
Description (in English)

PING uses a telephone menu system to distribute active commands to participants who call in using cellular telephones. The choices made by the caller when navigating the telephone system produce directions for physical movement through the city.

PING comes out of psychogeographical inquiry, which focuses on the study of the effects of the environment on the perception, behaviour and mood of individuals. PING is intended to explore the interface between disparate fields such as situationist thought that focuses on subjective mood, generative psychogeography which introduces algorithms as a way to inspire movement through urban space, existentialism, and the interpolation of digital metaphors onto physical, analog space.

(Source: Author's description from project site)