software art

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Description (in English)

Vocable Code is both a work of “software art” (software as artwork, not software to make an artwork) and a “codework” (where the source code and critical writing operate together) produced to embody “queer code”, examining the notion of queerness in computer coding through the interplay of different human and nonhuman voices. Collective statements and voices complete the phrase “Queer is…” and together make a computational and poetic composition. Through running Vocable Code on a browser, the texts and voices are repeated and disrupted by mathematical chaos, creating a dynamic audio-visual literature and exploring the performativity of code, subjectivity and language. Behind but next to the executed web interface of Vocable Code (13082018), the code itself is deliberately written as a codework, a mix of a computer programming language and human language, exploring the material and linguistic tensions of writing and reading within the context of (non)binary poetry and computer programming.

Vocable Code was first released in Nov, 2017 as part of the Feminist Coding Workshop organised by !=null. Conceptually, the artwork was, in part, inspired by Geoff Cox’s book titled Speaking Code: Coding as Aesthetic and Political Expression. In the early 2018, Winnie Soon has collaborated with Geoff Cox to produce a lecture-performance on Vocable Code as part of the International Conference on Artistic Research: Artistic Research Will Eat Itself, where both the source code and concepts were read aloud to exemplify the speech-like qualities of a computer program. Vocable Code (13082018) expands with the web version and the book in collaboration with Anders Visti from ‡ DobbeltDagger.

:: Voices’ contributor ::

Polly Poon, Søren Pold, Magda Tyzlik Carver, Sarah Schorr, Elyzabeth Holford, Gabriel Pereira, Annette Markham, Anna Brynskov, Geoff Cox, Lone Koefoed Hansen, Sabrina Recoules, Tobias Stenberg Christensen, Sall Lam Toro, Anders Visti, Google Algorithm, AhTong, Melissa Palermo, Joana Chicau, Erin Gee, Vasudevan Roopa, Winnie Soon

I am continuously looking for contributors, please see the instruction for voice donation and get in touch if you would like your voice to be part of this work.

Description in original language
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Picture showing the creative work "Vocable Code"
Description (in English)

Collocations is a work of experimental writing that explores the philosophical implications of quantum mechanics by appropriating and transforming two key texts from Niels Bohr and Albert Einstein’s historic debates about the complementary relationship between position and momentum. By interacting with Collocations, the user turns into an experimenter, observing and physically manipulating the device to materialize unique textual configurations that emerge from within Bohr and Einstein’s original writings. Striking a balance between predetermined and algorithmically influenced texts, Collocations constructs a new quantum poetics, disrupting classical notions of textuality and offering new possibilities for reading. (Source: ELO 2015 catalog)

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By Daniela Ørvik, 29 April, 2015
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64-68
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Abstract (in English)

Mark C. Marino explores some of the ways code is used in art practices and how code has been read and interpreted as a complex sign system that means far more than merely what it does. Includes "What Is Code?", "How Is Code Used In Art", and "How Code Is Read".

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Code is a layer of digital textuality whose pointers lead in many directions. Nonetheless, as the semiotic trace of a process or even as the artistic fodder of codework, code offers an entryway into analysis and interpretation of the particular instantiation of a work, its history, and its possible futures.

By Scott Rettberg, 4 November, 2013
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978-1-86137-6312
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Abstract (in English)

POCOS is an outward-looking and thoughtful project which addresses topics of significant complexity for the preservation of digital collections. Preservation is challenging enough for relatively well-understood and self-contained data types like images and documents but the digital estate is increasingly about sophisticated interactions and interdependencies between software, hardware and people. Our digital memory is growing in scale, our interactions with it are growing more sophisticated, and the ways in which elements are constructed are growing ever more subtle. So the challenge is not necessarily getting easier the more we know about it. Those concerned with safeguarding our digital legacy must never fall into the trap of constraining digital creativity - but nor should they be so complacent as to think they can afford to ignore change. Instead of waiting for inspiration to come through introspection or individual genius, POCOS invited, persuaded and cajoled many people to consider the transience of our digital heritage. Three symposia followed, on broad themes of visualisation, software art and virtual worlds. Creators, policy makers, conservators and collection managers shared their aspirations, expectations, priorities and limitations. The resulting reports will become a lasting contribution - perhaps even a roadmap - for research and development. Although those behind it would never be so grand to claim it themselves, it has all the best elements of a 'grand challenges' initiative.

This volume considers the preservation of software art. At first inspection, preservation of software art may seem like an esoteric concern for ephemeral objects. But, as with all of POCOS, it challenges many of our expectations about collection management and preservation. There are complex technical challenges about the interdependencies of software, operating systems, hardware and users. It introduces the inter-subjectivity of meaning and the contexts of performance which defy simplistic approaches to documentation and representation. It crosses the boundaries of institutional genre and raises disconcerting questions about policy and competence. So there is a real sense that software art is a topic for the avant-garde of digital preservation: it pushes the boundaries not for its own sake but in order that all can progress.

(Source: Preface by WIlliam Kilbridge)

By Scott Rettberg, 30 January, 2013
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Abstract (in English)

Nam Shub is a tool and software art project for the creation, modification and performance of text oriented electronic art ranging from experimental literature to visual sound poetry performances or interactive art installations. The discussed project is the second version or rather a newly developed and enhanced version of HyperString which was presented at e-poetry 2005. This tool will be made available under an open source license in the future so that everybody can not only use but alter and expand it. 

(Source: Author's abstract)

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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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By Luciana Gattass, 6 November, 2012
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135-156
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All Rights reserved
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Abstract (in English)

This essay discusses the emergence of lifestyles under the paradigm of urban life, based on the results of research on interface design for mobile connections in ubiquitous computing with pervasive and sentient interfaces, which generate cybrid (cyber+hybrid) scenarios for co-located beings that act in physical and digital space. Artistic creation using software art writes programs and uses hardware that convey a sense of presence and action, with digital collage adding information about the physical scene. The digital material is pasted in layers onto the physical space, redesigning places, reconfiguring actions, and mixing realities in a cybrid manner. In other words, locative and mobile interfaces reconfigure the sense of presence by blending in the digital material that adds information to locations. Computers mix into the periphery through transparent interfaces, enabling enactions and affordances in quotidian actions in calm connections with transparent interfaces. Instants are experienced through computers, which become invisible in portable and mobile technologies: cell phones, PADs, displays, computational vision, tags, RFID, Bluetooth, wearable computers, geolocators, trackers, GPS, SMS, MMS, make us co-exist here and there. Augmented Reality (AR) and Mixed Reality (MR), social platforms, perceptual and affective computing, wearable computing, among other examples from various artists and scientists, are discussed here.

Description in original language
Abstract (in original language)

O ensaio discute a emergência de modos de viver sob o paradigma da vida urbana misturada a partir dos resultados de pesquisas em design de interface para conexão móvel, em computação ubíqua, com interfaces pervasivas e sencientes, que geram cenários cíbridos (ciber+híbrido) para seres co-locados, que agem no espaço físico e no espaço digital. A criação artística em Software Art escreve programas e usa hardwares que propiciam o sentido de presença e de ação, com o digital agregando informações sobre a cena. O digital cola-se em camadas sobre o espaço físico, redesenhando lugares, reconfigurando ações e misturando realidades de maneira cíbrida. Em outras palavras, interfaces locativas e móveis reconfiguram o sentido de presença por mesclas do digital, que agrega informações a locais. Computadores se misturam à periferia por interfaces transparentes e propiciam enactions e affordances nos atos cotidianos, em conexões calmas com interfaces transparentes. Átimos sãos vividos conectados a computadores que se tornam invisíveis em tecnologias portáteis e móveis: celulares, PADs, displays, visão computacional, tags, RFID, Bluetooth, computadores vestíveis, geolocalizadores, rastreadores, GPS, SMS, MMS nos fazem co-existir aqui e acolá. Realidade aumentada (RA) e realidade mista (RM), plataformas sociais, computação perceptiva e afetiva, computação vestível, entre outros exemplos de vários artistas e cientistas, são discutidos no ensaio.

Pull Quotes

Arte e tecnociência na interface humano-computador exploram o design de interface para a vida urbana misturada, em direção ao sentido de presença e de ações humanas que se dão pela tatilidade ou pelo ato de tocar o mundo com dispositivos tecnológicos. A realidade, que sempre foi um conceito filosófico, mais do que pura materialidade, é concebida redesenhada e refuncionalizada: conexões desplugadas e móveis em realidade aumentada e misturada passam a acontecer num espaço que permite compartilhar o sentido de presença em ambos os mundos – no real e no virtual – no espaço físico e no espaço de dados, em ações que se fazem por mútuas relações com ambos os ambientes, em comunicação distribuída. O co-existir, co-locado no ambiente físico e no digital confirma a condição humana biocíbrida de nossos tempos. Trata-se de uma existência cíbrida, num topos que gera um local diverso para um tipo de existir e de agir que antes dos dispositivos móveis não era possível. Em Artes, a aparência ou os “ modos de ver” são trocados pela experiência comunicacional, como “modos de usar” dispositivos de hardware e diferentes softwares embutidos nos dispositivos de conexão (HUHTAMO, 2004).

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If the codes that make up digital images are unique like the people in the images are unique, then we might imaginatively think of these codes as a form of digital DNA. The Eden Database contains 32 detail plus 32 derived index records of digital image code samples taken from descendants of Eve in the summer and fall of year 2002. The Eden Database features dynamic record retrieval and reporting functions -- auto, select, scroll, and random. Users will choose these and related sub-functions to generate system standard plus recombinant code samples custom reports.

(Source:About page for the Eden Database)

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