objects

By Hannah Ackermans, 6 February, 2017
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Abstract (in English)

Oculus Rift virtual reality headgear is usually donned to kill dragons or multitudes of soldiers, to explore far off places and feel superhuman. But Pressman argues that the VR and augment reality [AR} work of Canadian digital artist Caitlin Fisher confronts expectations about digital media, games, and electronic literature by employing such technology to tell women’s stories and to pursue feminist storytelling. Pressman examines how Fisher’s AR work Circle (2012) embeds multimodal vignettes about three generations of women onto little domestic objects, which Pressman designates “feminism in action,” specifically in the aesthetic enactment of its female-centered subject matter and its formal glitch aesthetics. More specifically, Pressman aims to show how Circle performs the central concerns of Material Feminism: an investment in illuminating how materiality and context-based relationality are central elements of experience and meaning-making. This short work about women and things insists on the relationality of animate and inanimate objects and, in so doing, it provides an opportunity to critique such philosophical movements as Object-Oriented Ontology. Moreover, the ways in which Circle achieves this critique promotes investigation into the larger and more central intersections between the technologies of AR, VR and feminism.

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By Hannah Ackermans, 8 December, 2016
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Abstract (in English)

As new ways of sharing stories emerge, how does this impact on our writing processes, the ways in which they are informed by previous practices, and the development of new possibilities? Technologies shape stories (Zipes, 2012, p. 21), yet as digital texts take on ever more varied forms – multimedia, sensor-driven, embedded in objects and located in landscapes – contemporary writing practices remain linked to the production of the printed book (Bolter, 1991, p. 5). This paper considers opportunities and challenges in shifting from using only chirographic and typographic tools in writing practice to utilising methods from the oral tradition and other practices.

(Source: Abstract ICDMT 2016)

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Description (in English)

The poem 'Bijenkorf' by Annet de Graaf spoke to me because it uses minimal interventions to give another meaning to words. As i interpret it, the poem is about someone who is seeking a person, but this person has changed so much that only the memory remains. I have chosen to make an animation which is a literal as well as surreal quest for words of the poem. The animation consists of a lot of articles you could find at a department store, but also a few objects that do not belong there at all. The reader/viewer uses the cursor to search for invisible buttons which lead to the next sentence. The location of the buttons is only clear because the cursor changes into a hand when the reader moves across it.

(Translation description Literatuur Op Het Scherm)

Description (in original language)

Het gedicht \'Bijenkorf\' van Annet de Graaf sprak me aan omdat er met een minimale ingreep een andere betekenis wordt gegeven aan woorden. Volgens mijn interpretatie gaat het gedicht over iemand die op zoek is naar een persoon, maar deze persoon is echter zo veranderd dat er alleen een herinnering van vroeger overgebleven is. Ik heb gekozen om een animatie te maken die een letterlijke maar ook surrealistische zoektocht is naar de woorden van het gedicht. De animatie bestaat uit een hoop artikelen die je zou kunnen vinden in een warenhuis, maar ook enkele objecten die daar helemaal niet thuis horen. De lezer/kijker gaat hierin met de muis op zoek naar onzichtbare knoppen die naar de volgende zin leiden. De plek van deze knoppen wordt alleen maar duidelijk omdat de muis in een handje verandert als de lezer er overheen beweegt.

(Description Literatuur Op Het Scherm)

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Description (in English)

“Circle” is an augmented reality tabletop theatre piece that tells the story of three generations of women through a series of small stories. The first version of this piece was created using a custom marker tracking system and the user interacted with the piece by exploring the markers with a webcam, triggering small poetic voiceovers and videos.  The version being premiered here was built in Unity and uses natural feature tracking -- the black and white markers of the earlier version are replaced by objects and photos.  The user interacts with the piece by holding up an iPad or smartphone as a magic looking glass to explore the story world.

(Source: The ELO 2012 Media Art Show.)

Winner of the Jury's Choice Award in the ELO 2012 Media Art Show.

I ♥ E-Poetry entry
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