FILE

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A homenage to the culture and folclore of brazilian Northeast. “Xilo” tells the story of the sertanejo Biliu. To save his family of a serious illness, he must take all parts of the sacred “xilogravuras”, facing challenges and brazilian legends, like “Mula-Sem-Cabeça”, “Curupira” and the “Boitatá”, among others. Its a 2D action game that call attention for his xilogravura inspired aesthetics, as for the use of cordel rimes, all with the sound of “forró” performed by Cabruêra band. (Source: Authors' description)

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By Luciana Gattass, 24 October, 2012
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Computer people don't understand computers. Oh, they understand the technicalities all right, but they don't understand the possibilities. Most of all, they don't understand that the computer world is entirely built out of artificial, arbitrary constructs. Word processing, spreadsheet, database aren't fundamental, they're just different ideas that different guys have whomped up, ideas that could be totally different in their structure. But these ideas have a plausible air that has set like concrete into a seeming reality. Macintosh and Windows look alike, therefore that must be reality, right? Wrong. Apple and Windows are like Ford and Chevrolet (or perhaps Tweedledum and Tweedledee), who in their co-imitation create a stereo illusion that seems like reality. The computer guys don't understand computers in all their manifold possibilities; they think today's conventions are how things really are, and so that's what they tell all the new victims. So-called "computer literacy" is an illusion: they train you in today's strange conventions and constructs-- (Desktop? This to you looks like a desktop? A vertical desktop?) --and tell you that's what computers really are. Wrong. Today's computer constructs were made up in situations that ranged from emergency to academia, which have been piled up into a seemingly meaningful whole. Yet the world of the screen could be anything at all, not just the imitation of paper. But everybody seems to think the basic designs are finished. It's just like "Space, we've done that!" -- a few inches of exploration and some people think it's over.

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In the old days, you could run any program on any data, and if you didn't like the results, throw them away. But the Macintosh ended that. You didn't own your data any more. THEY owned your data. THEY chose the options, since you couldn't program. And you could only do what THEY allowed you-- those anointed official developers.

By Luciana Gattass, 24 October, 2012
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In this article, I examine computer worms and viruses as part of the genealogy of network media, of the discourse networks of the contemporary media condition. While popular and professional arguments concerning these miniprograms often see them solely as malicious code, worms and viruses might equally be approached as revealing the very basics of their environment. Such a media-ecological perspective relies on notions of self-referentiality and autopoiesis that problematize the often all-too-hasty depictions of viruses as malicious software, products of vandal juveniles. In other words, worms and viruses are not antithetical to contemporary digital culture, but reveal essential traits of the techno-cultural logic that characterizes the computerized media culture of recent decades.

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Fred Cohen was not, however, thinking merely of digital guerrilla war but of life in general, of the dynamics of semi-autonomous programs, highlighting that the two, war and life, are not contradictory modalities, in the sense that both are about mobilizing, about enacting. In this respect, his work has also been neglected, and I am not referring to the objections his research received in the 1980s.[16] Instead of merely providing warnings of viruses, Cohen's work and Ph.D thesis presented the essential connections that viruses, Turing machines and artificial life-like processes have. We cannot be done with viruses as long as the ontology of network culture is viral-like. Viruses, worms or any other similar programs that used the very basic operations of communicatory computers were logically part of the field of computing. The border between illegal and legal operations on a computer could not, therefore, be technically resolved -- a fact that led to a flood of literature on "how to find and get rid of viruses on your computer."

For Cohen, a virus program was able to infect "other programs by modifying them to include a, possibly evolved, copy of itself."[17] This allowed the virus to spread throughout the system or network, leaving every program susceptible to becoming a virus. The relation of these viral symbol sets to Turing machines was essential, similar to an organism's relation to its environment. The universal machine, presented in 1936 by Alan Turing, has since provided the blueprint for each and every computer there is in its formal definition of programmability. Anything that can be expressed in algorithms can also be processed with a Turing machine. Thus, as Cohen remarks, "[t]he sequence of tape symbols we call 'viruses' is a function of the machine on which they are to be interpreted"[18], logically implying the inherency of viruses in Turing machine-based communication systems. This relationship makes all organisms parasites in that they gain their existence from the surrounding environment to which they are functionally and organizationally coupled.

I do not want to address the question of whether worms and viruses are life as we know it, but underline that in addition to being an articulation on the level of cultural imaginary, this virality is also a very fundamental description of the machinic processes of these programs, and of digital culture in general. As a continuation to the theme of technological modernization, network culture is increasingly inhabited by semi-autonomous software programs and processes, which often raised the uncanny feeling of artificial life as expressed, for instance, in the various journalistic and fictitious examples describing software program attacks. This uncanny feeling is an expression of the hybrid status of such programs that transgress the constitutional (in Latour's sense of the word) boundaries of Nature, Technology and Culture. Whereas viruses and worms have come to be the central indexes of this transgression for popular consciousness, artificial life projects have also faced the same issue. As transversal disciplines such as ALife have for decades underlined, life is not to be judged as a quality of a particular substance (the hegemony of a carbon-based understanding of life) but as a model of the interconnectedness, emergence and behaviour of the constituent components of a(ny) living system. Chris Langton suggested in the late 1980s that artificial life focuses not on life as it is, or has been but on life as it could be. This is taken up as the key idea for projects that see life emerging on various synthetic platforms, silicon and computer-based systems and networks for example. [22] In a similar vein Richard Dawkins, when he viralized cultural reality with his theory of memes in 1976, referred to the possibilities of finding life even in "electronic reverberating circuits." [23]

By Luciana Gattass, 24 October, 2012
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The explosion of new ideas and methods in cultural disciplines from the 1960s did not seem to affect the presentation cultural processes in practice. Books and museums devoted to art, design, media, and other cultural areas continue to arrange their subjects into small numbers of discrete categories: periods, artistic schools, -isms, cultural movements. The chapters in a book and rectangular rooms of most museums act as material dividers between these categories. A continuously evolving cultural "organism" is forced into artificial boxes.

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If architects adopted the techniques of computer graphics as theoretical terms to talk about their own field, we propose to do the same for all cultural fields. However, rather than only using these terms as metaphors, we also propose to visualize cultural processes using the same techniques.

The time has come to align our models and presentations of cultural process with the new design language and theoretical ideas made possible (or inspired) by software. For example, what will happen if we start conceptualizing and visualizing cultural phenomena and processes in terms of continuously changing parameters - as opposed to categorical boxes standard today?

Just as software substituted the older Platonic design primitives with new primitives (curves, flexible surfaces, particle fields) we propose to replace the traditional "cultural theory primitives" by the new ones. A 1D timeline becomes a 2D or 3D graph; a small set of discrete categorical boxes is discarded in favor of curves, freeform 3D surfaces, particle fields, and other representations available in design and visualization software.

By Luciana Gattass, 23 October, 2012
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A criação de nova arenas da representação com a entrada onipresente do duplo virtual das redes telamáticas (web-internet) amplifica o espectro da perfomance e da investigação cênica com novas circuitações, navegações de presenças e consciências na rede e criação de interescrituras de textos. Com uma imersão em novos paradigmas de simulação e conectividade, em detrimento da representação, a nova cena das redes, dos lofts, dos espaços conectados desconstrói os axiomas da linguagem teatro: atuante, texto, púbico – ao vivo, num único espaço, instaurando o campo do pós-teatro.

Pull Quotes

A contaminação do teatro pelas artes visuais, cinéticas e eletrônicas dá um novo salto com a emergência das redes telamáticas que permeiam uma comunicação em tempo real e uma extensão do corpo e da presença, que é eminentemente performatizada.