dream

By Milosz Waskiewicz, 25 May, 2021
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This work presents an artistic process based on a dream that took place in the capital of Czechoslovakia, a region unknown to the dreamer, which happened at the beginning of the quarantine period due to the Coronavirus pandemic. The first stage of this creative process started with the confirmation of coincidences between real-life Prague and the dreamed Prague. The similarities, discovered mainly through the search algorithms that led to Google maps, touristic blogs, Wikipedia, and other websites allowed the collection of data for the memories would not be lost and could be used as tools for the creative process. That fact so unique and different from other experienced dream phenomena aroused a series of sensations and reflections on the possibility of incorporating the unforeseen and irrational element as a means of promoting academic inquiry and artistic research. It was also an encouragement at the critical moment of confinement and pessimism.

In Antiquity, as the work of Artemidoro confirms, the dream had a cosmic dimension related to the mystical tradition and the collectivity. However, the psychoanalytic conception, influential in Western society since the first decades of the twentieth century, contributed to fixing the perception of dreaming as a private event that concerns only the individual dimension. On the other hand, neuroscience favors a biological approach to dreaming, even though Sidarta Ribeiro is a dissonant voice in this environment. The Brazilian neuroscientist relates dreams and memory since we dream as a way of remembering what we are and what we do. According to him, we also dream to prepare ourselves for the future.

The conceptual project started from a dream and proceeded, at first, with the help of Internet search engines. The dream experience allowed a deviation in the search algorithms using private intuition. This methodology contradicts the rational tendency behind the “improvement” of the artificial intelligence of these mechanisms. This effort included bibliographic research and the construction of a web page that will contain more information about the work in development. The process also allowed the idealization of Oneirographia, which is a 3D interactive online environment that is under construction. In this work, the interactor can build or simulate his digital dreams with data input that´ll randomly create a sensory ambiance. First, the user will fill a form and, then it will be possible to choose between a dream or a nightmare to define the atmosphere of the digital experience. After that, the user will navigate between images, words, and sounds, and, at any moment, he can choose to capture photographs of the digital dream to download or share them on the social media networks.

Dreams hold relevant messages and memories that we cannot access otherwise. However, its encrypted language makes it difficult to understand, and usually, during the wake, we quickly forget what we have dreamed of. Oneirographia aims to facilitate the remembering, reimagining, and sharing of this important aspect of our lives.

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Description (in English)

The process also allowed the idealization of Oneirographia, which is a 3D interactive online environment that is under construction and will be finished by the end of February of 2021. In this work, the interactor can build or simulate his digital dreams with data input that´ll randomly create a sensory ambiance. First, the user fills a form and, then it will be possible to choose between a dream or a nightmare to define the atmosphere of the digital experience. After that, the user will navigate between images, words, and sounds, and, at any moment, he can choose to capture photographs of the digital dream to download or share them on the social media networks. Dreams hold relevant messages and memories that we cannot access otherwise. However, its encrypted language makes it difficult to understand, and usually, during the wake, we quickly forget what we have dreamed of. Oneirographia aims to facilitate the remembering, reimagining, and sharing of our dreams. The work will be available in three different languages: Portuguese, English and Spanish.

 

Oneirographia is a project that started in March 2020, when the quarantine due to the Coronavirus pandemic began in the city of São Paulo, Brazil. The conceptual project started from a dream and proceeded, at first, with the help of Internet search engines and it was an encouragement at the critical moment of confinement and pessimism. Somehow that fact so unique and different from other experienced dream phenomena aroused a series of sensations and reflections on the possibility of incorporating the unforeseen and irrational element as a means of promoting academic inquiry and artistic research. The dream experience allowed a deviation in the search algorithms using private intuition. This methodology contradicts the rational tendency behind the “improvement” of the artificial intelligence of these mechanisms. This effort included bibliographic research and the creation of a web page called “Prague Dremiary” that contains more information about the work.

 

Source: exhibition documentation

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Oneirografia dream
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Commissioned by Peterborough’s Platform8 / Jumped Up Theatre and devised by One to One Development Trust / Dreaming MethodsThe Dreamcatcher gathered people’s aspirations and dreams about the city of Peterborough in the UK, through audio, film, creative interventions and social media. This was woven into a projected interactive digital art installation and Virtual Reality experience primarily for the Oculus Rift. Artists from Jumped Up Theatre gathered dreams from local school children, festival goers and shoppers.

(Source: https://diary.dreamingmethods.com/dreamcatcher/)

"The Dreamcatcher" is an interactive piece of digital art which explores the dreams and aspirations of people living in Peterborough, in the UK, through lush landscapes and snippets of text. It really does seem to capture the liminal feeling of dream-space.

(Source: https://www.cddc.vt.edu/journals/newriver/17Fall/editor.html)

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“Stromatolite” is a dream/delusion/poem/shallow grave of language. As I say by way of introduction:

I was carving up _Was_, Michael Joyce’s “novel of internet,” feeding phrases to Googlemena, savage goddess, to see what she might throw back. Results fell mainly in three piles: interesting resonance (e.g.,”the lost what was” evoking notes on circumcision); incestuous loops (quotations from the novel in reviews, etc.); and most marvelously… THESE REALLY WEIRD HEAPS OF WORDS

(Source: https://thenewriver.us/stromatolite/)

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By Hannah Ackermans, 28 November, 2015
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In December of 2013, I mailed blank journals to thirty poets and asked them to record their dreams for two months and return the journals to me. I asked that they record the dreams themselves rather than their interpretations, relying on language, voice, and syntactical rhythm to emerge as distinctive markers. From the dream journals I compiled the dreams into a spreadsheet database, setting the linear retelling of the dream along the horizontal axis (rows) in chronological order, color-coded by poet. Ciphering the dreams into single cells was the true editorial work of the matrix. Even as poets were creating their own patterns, I was reorganizing dialogue, bisecting idioms, segmenting narrative apparitions. Phrases and snippets of these dreams were now decontextualized into raw form, phrases and words shaken out of their former constellations to become single pure poetic units. After the dream journals had been reorganized into the matrix, they could be used to generate new poetic material.

The purpose of soliciting dreams for this project was in the cognitive dissonance of the language and motif of the dream experience. To record a dream as faithfully as possible is already a blended act: remembering and inventing. The hyperreal poetics of dreaming both undermine and reify the narrative construct of the telling. The filtering of dreams through a collaborative matrix is a social act. Poets have an opportunity to take a solitary – the most profoundly solitary – act and become part of a collective generative functional form. The dreams belong to the poets. The database belongs to the making of poems, to all of us. As soon as the database is finished, it generates poems based on the application of a rule, any rule. For example, to create a title that generates a poem based on the order of its letters (the first S, for example, refers to the numbered row, column S position). By making poems in this way, poets wake into a unified dream. This generative model based on a simple matrix is significant to Poetics as a networked social application of poetic units. If poetry can be said to be made up of poetic units, then those units can make up a larger poetic compilation that is a shared source poem from which other poems can be made. The investment in the project database is therefore in its work as a flexible form that is at once collaborative and generative.

(Source: ELO 2015 Conference Catalog)

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“The Dream Net” is an Internet adaptation of the ambiance that Kata Mijatovic executed using textual descriptions of her dreams at the exhibition K+Z in Fine Arts Gallery, Slavonski Brod, 2001. The on-line texts are complemented with visual materials according to the artist’s code. The possibility of hypertext linking is used to structure a network of dreams similar to a labyrinth. The work has no real beginning nor ending, navigation becomes vague and every further step leads deeper into the realm of unconsciousness. [Taken from http://www.g-mk.hr/online/dreams/eng/about.htm ]

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This whimsical poem invokes one of the masters of idiosyncratic poetry, E. E. Cummings. Cummings used capitalization, spacing, punctuation, letters, and words in very unconventional ways to craft off-the-beaten-path poetic experiences. The speaker’s dream taps into this idea, by having e.e. rearrange the furniture in counter-intuitive ways. A simple interface for navigation from side to side presents different items of furniture, which reveal texts and brief animations towards new images when the reader places the pointer over them. Perhaps this is a metaphor for Cummings’ poetics, who rearranged letters and words to lead to new perceptions of ordinary things.

(Source: Leonardo Flores, in I ♥ E-Poetry)

I ♥ E-Poetry entry
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A young man experiences a recurring dream about a labyrinth in such high detail that he is able to draw a detailed map of it. Rendered as a 3D world in WebGL and best experienced in Google Chrome, 'R' explores the story of the dream - both past and present - through a series of on-screen narratives, puzzles and text-sculptures. A regularly written short story also accompanies the work.

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Requires a WebGL-enabled browser such as Google Chrome (recommended) or Firefox.

Description (in English)

Author's description:Winchester's Nightmare is a work in Inform, premiered at Digital Arts and Culture '99 on October 29 in Atlanta. In its "hardback" form, it is a novel-length interactive fiction which includes a computer running software: a novel machine. The work consists of a primitive portable computer running this cybertext in the literary fiction genre, with a text-adventure interface. Ten hardbacks were manufactured for sale;some are still available. The softback, available free, contains the entire text of the hardback edition.The main character of Winchester's Nightmare is the historical figure Sarah Winchester, née Pardee, 1837-1922. Sarah is remembered for building onto her San Jose house constantly for more than thirty years. The official, and rather simplistic, explanation for this eccentric enterprise is that she was following the instructions of a spiritualist, seeking redemption for the many killings effected by the Winchester rifle, made by her husband's company. Sarah was made rich by the mass production of weapons, gave her name to the Winchester hard drive, and built an ever-sprawling house that serves as a metaphorical target for today's American city. In this work which treats themes of technology and American urban life, the interactor acts and explores through her.Winchester's Nightmare is about Sarah's psyche, and does not portray her house directly. While the Winchester Mansion seems rich in narrative possibilities, Winchester's Nightmare takes place instead in the composite metropolis of Sarah's dream, United City. This city is peopled with other characters and a plot (driven by Sarah's search for redemption) organizes the narrative. The setting, however, is the dominant element.United City is like Rockvil in Steven Meretzky's A Mind Forever Voyaging. It is an American city, one which the main character sees as home, and it is transformed through time. It is also like the landscape of Robert Pinsky's Mindwheel, in that it is a "mental map" of a character's psyche. Exploration of the world reveals aspects of the protagonist and her particular obsessions. The interaction with and completion of the text is motivated by series of challenges, as in text adventures. The puzzles presented are constructed for thematic appropriateness, and present to motivate exploration and reflection. The interactor will hopefully be able to engage with the work as literature, rather staying in a jigsaw-puzzle mode of thinking during all of the interaction.

(Source: http://nickm.com/if/wn_description.html)