The 2020 COVID-19 pandemic has had a considerable impact on the way cultural heritage organisations engage with their audiences. At a time when public exhibitions and events have to be postponed indefinitely or cancelled, many GLAM institutions have chosen to increase their online presence instead, looking at virtual platforms as a means to deliver content, showcase their collections and drive engagement. The British Library Simulator (https://giuliac.itch.io/the-british-library-simulator) is a brief video game created and released in June 2020, as a way to engage with our audience while the physical library buildings were closed. The game, created using the free online game engine Bitsy, allows players to explore a pixelated rendition of some popular areas of the British Library; by moving their avatar and interacting with other characters in the game, players can learn facts about the history of the building and discover some of the projects the library staff have been working on during the pandemic. One of the main projects we wanted to raise awareness about is the Emerging Formats project: the British Library, with the other five UK Legal Deposit Libraries, have been researching, collecting, archiving and preserving complex digital publications produced in the UK for the past four years. We curate a growing collection of web-based interactive narratives hosted in the UK Web Archive (https://www.webarchive.org.uk/en/ukwa/collection/1836), which includes a variety of format types and interaction patterns, and have just recently launched a collection of all winning and shortlisted entries for the New Media Writing Prize (https://www.webarchive.org.uk/en/ukwa/collection/2912). While most of the collected entries are only available on Library premises for legal reasons, a few can be accessed remotely, allowing for part of the collection to be accessible even during lockdown. Another aim of the game was to highlight the British Library’s effort to collect and archive around COVID-19: the Library has been collecting radio stations recordings, interviews, websites and testimonies to capture the experience of lockdown and living through the pandemic. These also include examples of e-lit produced in the UK, as well as extensive dedicated collections in the UK Web Archive (https://www.webarchive.org.uk/en/ukwa/collection/2975) and the British Library Sounds (https://sounds.bl.uk/). Both are mentioned in the game, in an effort to direct audiences to our digital resources and bring our steady online services into the spotlight. The British Library Simulator offered us a chance to present libraries not just as keepers of knowledge, but as active and engaging content creators; it allowed us to reach new audiences, outside of the usual academic circle; by being an interactive narrative itself, it helped us stress the importance of collecting and preserving contemporary born-digital publications, as well as provide and example of the electronic literature the Library is interested in collecting; and lastly, it highlighted our ongoing effort to keep offering our services online even while the physical Library remains closed.
lockdown
"Sentenced to Covid: Voices of the Pandemic" displays our single-sentence responses to the pandemic. You can read the responses in either manual or auto mode (the latter which provides an endless looping display of the responses). If you want, you can write your own response for others to see.
Source: exhibition documentation
Confinement Spaces is an existential visual narrative of living in the United Arab Emirates under lockdown from March-August 2020. The initial days of the lockdown, when work turned to Zoom-time and simple actions like grocery shopping became an exercise in epidemiology, created a mix of anxiety and ennui that led to scanning the environment with an iPhone and 3D scanning software, creating beautiful, glitched dreamlike landscapes. As time passed and restrictions eased, other spaces, like the Cultural Foundation and Louvre Abu Dhabi opened again, and the artist went out to progressively scan the pandemic landscape. Eventually restrictions eased to allow travel to the other Emirates, and sites in Dubai, Sharjah, and the legendary airplane from the movie Lord of War (in Umm al Quwain) were captured as an allegory for the universality of the isolation being experienced in the UAE and around the globe.
The result is a visual narrative of the glitched landscape of the pandemic UAE, six months collapsed into a single experience (following the author's work in Spatial Form), as a series of twelve interactive spaces rendered as pastiches of the 82 scanned spaces made during this time. The project proposed is an initial version created for The Foundry in Dubai, and the ELO version will incproporate deeper narratological structures in text, spoken word and video.
Source: exhibition documentation
"During this time i had found an app called Display.Land that allowed me to 3Dscan the landscapes i was inhabiting. creating a kind of scrapbook of the confinement."
Source: Description from website
In our piece we explore themes of intimacy, proximity, disruption and mediation through our audio-only documentation of suspended being(s) in the emerging and familiar spaces, patterns and troubled times of contemporary 2020 COVID existence inside the many rooms of Apt. 3B (wherever that is). We draw creative inspiration from personal historical accounts of plague and disease narratives (Boccaccio’s Decameron, Pepys’ Diary of Samuel Pepys, Gilman’s “The Yellow Wallpaper,” for example), as well as reflections on home and storytelling (from Ursula K. LeGuin and others), combined with original texts, recordings and contemporary (2020) news reporting focused on global destruction, recovery, resistance, and homage. We remix, re-design and (sound) engineer an audio experience deliberately intended to evoke curiosity from eavesdropper-users, drawing them in, while distancing them through confusion and discomfort.
Our interactive audio experience moves between deep materiality and immaterial illusion, and it is captured through spatial dis/orientation, fragmentation, layered affects, embodied response, and confession, all reconstructed by a single eavesdropper-user, also ideally in semi-isolation. Created as a web-based interface (but with downloadable versions for PC and MAC available), and with no identifiable graphics, other than a full-screen black square, the eavesdropper-user wears headphones (and ideally a face mask, blindfold, or plague doctor hood, if available) and may only move a computer mouse blindly across the flat surface of a desk in front of the blackened computer monitor. Hidden sound files, which also move and shift, must be discovered by the eavesdropper-user, who accesses them through a further limited sense of human touch, mediated through the mouse. The sound files shift and are layered to create the manifold and multiplicitous spaces (‘rooms’) of “Apt. 3B,” both a site-specific—and therefore bounded location—but also a conceptual space of endless limitation and resonance. (Left mouse clicks allow users to move from room to room, signaled by opening/closing door creaks, and right clicks allow escape.)
(Source: author's abstract)
Coronation is a webcomic created by the Marino family using digital tools and platforms to document our experience of the COVID-19 Pandemic. Since the beginning of the lockdown and the various homestay orders in Los Angeles, we have been creating and publishing one comic per day, five days a week, using a combination of digital tools, specifically filters and graphics applications. Images include photographs from our family albums, screenshots and downloads from Internet-based news sources, as well as original hand-drawn images created using digital tools. As the pandemic continues to sweep the globe, Coronation documents one family’s experience of the ups and downs of the Corona virus and the surrounding times, including the 2020 US Election and its ensuing drama and the Black Lives Matter protests. The comics are profoundly domestic and yet reflective of a global crisis, focusing on intimate family moments, transformed through digital tools into a visual expression of the ongoing homestay during a time of turmoil. As we craft these together, the webcomic has been a way for our family to take this time of chaos and to respond creatively and collaboratively by reflecting on the life in one household. We try to frame our experience with humor, sensitivity, and a medicine that is in quite short supply, hope.Unlike previous pandemics, such as polio, HIV, and the Spanish flu, COVID-19 has emerged at a moment of tremendous digital connectivity. However, the news and social media feeds have created so-called doom scrolling. We have used the digital tools and platforms available to us to rapidly document events, to transform them into comics, and to share them online with a broader world, inviting them into our homestay as we share our climbs and falls, confusion and epiphanies, all born of some unexpected family time.Although our main platforms for distribution are electronic, we have also been producing individual hand-made print versions as well.
(Source: Author's abstract)
a webcomic born during the Coronavirus outbreakand subsequent social isolation of 2020,written by me with my family.
(Author's description)