virtual

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Queers in love at the End of the World is a hypertext game in which the reader experiences fleeting intimacy in a ten-second narrative. In the upper left of the browser window, a timer counting down the seconds prompts the reader to move quickly, advancing the narrative by clicking highlighted action words with little time to deliberate or savor the moments chosen before "Everything is wiped away."

Anthropy writes of the work, "If you only had ten seconds left with your partner, what would you do with them? What would you say? It’s a game about the transformative, transcendent power of queer love, and is dedicated to every queer I’ve loved, no matter how briefly, or for how long."

The work was inspired by a game competition, Ludum Dare, whose theme was "ten seconds." It was built with Twine, and makes use of a modified version of Stefano Russo’s timer Twine extension. It was made with support from the crowdfunding site patreon.

By Jana Jankovska, 5 September, 2018
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Context aware technologies (Augmented Reality) allow for novel forms of interaction with physical environments. These technologies feature properties that allow information to be situated in the environment in a context aware manner. There are diverse ways in which information can be integrated into the environment by such means. The Microsoft Hololens, and related technologies, allow the placement of virtual information in locations that are congruent with physically tangible objects and environmental elements. You may place virtual images onto physical walls, punch virtual portals through to other (virtual) spaces in actual floors, or place a virtual ball on a physical table so that when the table is tilted the ball will roll along the surface of the table and drop onto the floor, bouncing on impact. The virtual object and the physically tangible space the virtual object has been placed within are, within the logic of the system, of the same ilk. The imaginary and the tangible are merged in a novel manner. Artists have been undertaking context specific creative interventions for some time, where the imaginary is sited in specific places. Janet Cardiff's work employing recorded spoken narrative for pre-determined walks (psycho-geographies) are an exemplar. Cardiff carefully crafts the recording of her voice to create a sense of co-location not only with the physical and visual environment the walker encounters, as they listen to the narrative, but also the aural characteristics of the location; Cardiff states, "On the CD you hear my voice giving directions, like 'turn left here' or 'go through this gateway,' layered on a background of sounds: the sound of my footsteps, traffic, birds and miscellaneous sound effects that have been pre-recorded on the same site as where they are being heard' (Gibbons 2007). This merging of now and then, the constructed and the experiential, allows the creation of a hybrid place that exists in the physical now and the artistic imaginary - a space between the real and the unreal. Whilst characterised as a psycho-geography this could also be considered a form of memory theatre (Yates 1992). Recent work by Judd Morrisey, The Operature (Engberg 2017), continues these developments, exploring the dramaturgies of augmented reality as an example of the memory theatre (or memory palace). This paper outlines a program of artistic augmented reality research that allows users to encode information into the environment around them, allowing them, or others, to recover that data at a later time from the environment it was inscribed upon. A focus of this work is on how the information, once inscribed, can evolve (self-modify) in a context aware manner, creating a new imaginary between author, environment and reader. The project seeks insights into how place might be explored as an active mnemonic, a literary and artistic (geo-poetic) site as subjective perception between the real and the unreal.

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By tye042, 5 October, 2017
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Paul Harris hybridizes the terms of hypertextual discourse and takes it to a higher power.

The spirit or at least pervasive desire of our age revolves around a sort of transparency: a desire to project ourselves as a surface of permeable traces, to exfoliate, let the inside become the outside, to become fully visible like the meat and bones of a Cronenberg character, while remaining invisible like the little hacker ghost (Turing’s Demon?) that tracks text in the Random Access Memory banks of the machine onto whose screen we splash words. In large part, the attractive force that transparency exerts is an effect of media culture; simultaneously, however, transparency marks a limit of im-mediacy - an unmediated, collapsed sensation where we can see the neurophysiology of our brains or the shapes of and linkages among our words. This is an immediacy of the sensory that never shades into the tactile - it is rather the immediacy of sensing the medium itself, of clicking tracks around the computer screen or dredging up hidden treasures on the Netscape of our lives.

Pull Quotes

 “network” is a promiscuous and ubiquitous term, serving many functions in describing our modes of conduct and perception of the world: network serves as a structural design principle, modus operandi, technological environment and constraint, as a textual space and psychological model all in one.

Description (in English)

Artist Statement:
“Strathroy Stories” is an immersive, spatialized sound piece that explores space and place through a series of adolescent and teenage memories of people, places, and events. This work explores the notion of memory as a dynamic, malleable construct that falls somewhere between archival and living narrative. Guided by the memories of a small town boy, the listener will explore sites and events ranging from the prosaic; swimming at the town pool and hanging out at the arcade, to the aberrant; Turkey Festival murder and an ice fishing party gone wrong. Created as a locative listening piece, the end user is encouraged to listen, as they would a music playlist, while they walk to work, ride transit, clean the house, or walk the hedgehog. This piece is intended to enable a hybrid listening experience where the listener will be at times unable to distinguish real from virtual, thus creating a sort of Schizophonic low-tech AR experience.
(Source: http://elo2016.com/tony-vieira/)

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Sonic Immersions - Electronic art soundpiece
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Sonic Immersions - Electronic art soundpiece
By Hannah Ackermans, 29 June, 2016
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This presentation provides an overview of Hatsune Miku, a virtual pop idol, and showcases a work by the speaker that uses her image and voice as platforms for the creation of electronic literature. Hatsune Miku is a multitude of things at once: a pop star, a software product that uses Yamaha’s Vocaloid text-to-song technology, a fictional character, and ultimately a global collaborative media platform. The electronic literature project presented, “Miku Forever,” uses Miku’s global fanbase as a kind of raw material. An endlessly recombinatory pop song, the lyrics sung by Miku for “Miku Forever” are algorithmically generated from a corpus of songs she has previously sung, and her digital body and dance moves are sourced from open-licensed, fan-created assets available on the web.

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An interactive series about the exploration, exploitation and transformation of the American West.

Following works by John Wesley Powell and Edward Abbey, filmmaker Roderick Coover creates actual and virtual explorations into the places they wrote about, the landscapes they imagined and contemporary land use.

When John Wesley Powell first navigated the Colorado River in 1869, much of the great American desert was marked on U.S. government maps as an "unknown territory" -- unmapped lands known only to native cultures. His works name, narrative and mythologize the West and his encounters within it. Ironically, later, as U.S. Geographer, Powell came to recognized perils of unsustainable development, but his calls to restrict growth to natural watersheds were rejected.

Writer Edward Abbey moved to the Canyonlands region of the Great American Desert in the late 1950s at a time when air-conditioning, access to abundant water and power from massive dam projects, a cold war boom in uranium mining, and an automobile-driven boom in tourism were transforming the landscape. Abbey worked as a ranger and fire-lookout in Utah and Arizona, and he wrote about what he saw: beauty, destruction, and rising communities of resistance. Abbey's words ignited debates about the role of direct action and free speech in local and national discourse, and they helped to forge new ways of thinking about communities, deserts, and protest.

(source: http://astro.temple.edu/~rcoover/UnknownTerritories/index.html)

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By Alvaro Seica, 2 February, 2015
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In this essay John Cayley reviews Nick Montfort’s #!, a book of computer generated poetry and the code that generated it. Exploring the triangle of Montfort’s programs, the machines that read them, and the output presented for human readers, Cayley situates the experience of reading and writing as intrinsically virtual, powered by its sustained potentiality, rather than its definitive comprehension. (Source: ebr)

By Joe Milutis, 6 November, 2014
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9781780997049
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296
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Abstract (in English)

Failure, A Writer’s Life is a catalogue of literary monstrosities. Its loosely organized vignettes and convolutes provide the intrepid reader with a philosophy for the unreadable, a consolation for the ignored, and a map for new literary worlds. "The unfinished, unreadable, unpublishable — the scribbled and illegible, the too slowly published, the countless unpublished, all that does not seem to count at all. . . . here lie all manner of ruins. From Marguerite Duras to Google Maps, Henri Bergson to H.P. Lovecraft, Orson Welles to Walter Benjamin to a host of literary ambulance drivers (not to mention the FBI, UFOs, and UbuWeb), _Failure, A Writer's Life_ charts empty spaces and occupied libraries, searches databases bereft of filters, files spam and porn and weather reports into their respective _konvoluts_, and realizes the full potential of cultural inscription. In a series of snapshots concatenated in the best surrealist mode, Milutis has curated a catalogue of curiosities as essential to understanding our current cultural condition as they are eccentric. With Nietzschean _witz_ and self-reflexive bravura, he teases out the occult links between heterogeneities in the tradition of Allen S. Weiss and Greil Marcus. In the process, Milutis redefines the 'virtual' as something much broader and more interesting than digital simulacra: as the unmanageable storehouse of memory and the inevitable expanse of forgetfulness. Here, in all its glamorous success, is the horizon of failure." ~ Craig Dworkin

By Elisabeth Nesheim, 3 September, 2013
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978-0-8223-2897-1
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viii, 328
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Abstract (in English)

Although the body has been the focus of much contemporary cultural theory, the models that are typically applied neglect the most salient characteristics of embodied existence -- movement, affect, and sensation -- in favor of concepts derived from linguistic theory. In Parables for the Virtual Brian Massumi views the body and media such as television, film, and the Internet, as cultural formations that operate onmultiple registers of sensation beyond the reach of the reading techniques founded on the standard rhetorical and semiotic models. Renewing and assessing William Jamesʹs radical empiricism and Henri Bergsonʹs philosophy of perception through the filter of the post-war French philosophy of Deleuze, Guattari, and Foucault, Massumi links a cultural logic of variation to questions of movement, affect, and sensation. 

Source: Publisher description

By Elisabeth Nesheim, 15 May, 2013
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978-0-415-97016-7
978-0-415-97015-0
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xi, 327
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Abstract (in English)

"Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual."

(Source: Publisher website)

Pull Quotes

[Digital technologies] broaden what we might call the sensory commons—the space that we human beings share by dint of our constitutive embodiment. This is because digital technologies:

  1. Expand the scope of human bodily (motor) activity; and thereby
  2. Markedly broaden the domain of the prepersonal, the organism-environment coupling operated by our nonconscious, deep embodiment; and thus
  3. Create a rich, anonymous "medium" for our own enactive co-belonging or "being-with" one another; which thereby
  4. Transforms the agency of collective existence … from a self-enclosed and primarily cognitive operation to an essentially open, only provisionally bounded, and fundamentally motor, participation. (20)