political

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Description (in English)

EMBLEM/AS consist of three digital poetic artifacts created in Flash that present three emblem or banners (“Emblemas” in Spanish) related to three geographic-poetic/linguistic areas: 1. MORA AMOR 2. ARENA AL COR 3. UNITED ESTADOS The three artifacts allow interactive experiences based on words created with the acronym of each of the city/banner referenced. As you move the cursor, words and sounds lead new audiovisual and political constructions based on meanings that explore the author’s split sense of identity as a nomadic subject. The first banner, “Mora amor” (Love dwells), was published in 2017 and its record is archived at elmcip.net: https://elmcip.net/creative-work/mora-amor This artifact refers to the banner of the city of Zamora, the place of birth of the author. The interactive words and Spanish sounds explore her sense of disengagement and nostalgia towards this city, while pointing to the conservatism and religious constrains of this area of Spain: Ora, Roma, Mazo, Amor, etc. (Prey, Rome, Mallet, Love). The interface can be experienced here: https://proyecto.w3.uvm.edu/Emblem/as/ZamoraFinalVoice.php

“Arena al cor” (Sand in the heart), is visually based on the Catalonia banner. The voice now reproduces, in both Catalan and Spanish, words created with the acronym of the city of Barcelona, the area where the author grew up. Now, the meanings intersect semantics of the sea (Ona, Roca, Ancla –Wave, Rock, Anchor) with others related to work and pain (Labora, Lacera –Works, Wound). This interface can be experienced here: https://proyecto.w3.uvm.edu/Emblem/as/BarcelonaArena.php Finally, “United Estados” reproduces the emblematic flag of the United States. The words and sounds, now in English, Spanish and Spanglish, reflect political issues in the country of residence and co-citizenship of the author. The acronyms point now to notions of anxiety, division and pain (Ansiado, Dissent, Duelo, SOS), as well as longing (Deseado).

Description (in English)

social media platforms stealᵀᴴ analytics & algorithmic lifestyleᵀᴹ in tiny gifs of laugh or how data is shaping & twisting social / political events

By Hannah Ackermans, 17 January, 2017
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The central objective of this paper is to provide a new conceptual theoretical framework starting from the role of new new media in shaping a new kind of literature, which I call Cosmo-Literature. Towards this, I start working from Levinson’s differentiation among old media, new media, and new new media to arrive at the difference among the variable types of media. Next, I address the role of new new media in establishing world democracies and changing the social, cultural, and political world map. After that, I investigate the terms of “global village” and “cosmopolitanism” in relation to literature. To clarify what I mean by Cosmo Literature, I will investigate two new new media novels: Only One Millimeter Away, an Arabic Facebook novel by the Moroccan novelist Abdel-Wahid Stitu, and Hearts, Keys and Puppetry an English Twitter novel by Neil Gaiman, to infer the characteristics of Cosmo literature in general and Cosmo narration in particular.
What I mean by Cosmo-literature is all forms of literature produced by the capabilities provided by new new media. These include digital works but also examples where the digital artifact is printed or presented in other media.
Cosmo literature is derived from the political, social, and cultural context that the whole world lives in nowadays. Appiah’s cosmopolitanism as “universality plus difference” is the most significant term to refer to the pluralistic and universal society of today. Respecting diversity, caring about each other, and kindness are the moral principle of the cosmopolitan society according to Appiah. My project builds on Appiah to argue that digital media facilitate the cultural co-existence of the peoples of the cosmopolitan society. As long as such a society has its own morals and identity, it is logical to have its own literature, which I believe to be Cosmo-Literature.
The investigation of two new new media novels: Only One Millimeter Away, an Arabic Facebook novel, and Hearts, Keys and Puppetry an English Twitter novel, has shown many features of Cosmo-Literature in its relation to cosmopolitanism. At the heart of these features are interactivity, multilingualism, multimediality, suspense, new literariness, blurring the boundaries between the real and the fictional, and creating new dimensions of time. Those features also play as the characteristic features of the group identity of the universal society of today.

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We Are Angry is a a 360 degree digital fiction, fusing traditional fictional text storytelling with other media, bolstered by real news content and annotations. The work sets a political tone, discussing women's rights and rape culture.

The artist states: "We are living in mixed media times and yet rarely do we find the media coalescing in a truly integrated and artistic way, a way that could take storytelling - especially issue-based storytelling - to another level, not replacing books or the linear text experience, but offering another construct."

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HTML, CSS, JavaScript, JQuery

Contributors note

Writing and production credits

Writer: Lyndee Prickitt
Executive producer: Lyndee Prickitt
Producer: Rahul Shivshankar
Assistant producer: Anuja Jaiman, Pankaj Singh Kaintura
Editorial assistant: Anuja Jaiman
Researcher: Lyndee Prickitt
Assistant researcher: Anuja Jaiman
Copy editor: Anuja Jaiman, Mark Stewart
Translator: Anuja Jaiman and Veena Chauhan
Consulting editor: Anuja Jaima, Mark Stewart, Mekhela Deva, Rahul Shivshankar
Videographer and Director: Lyndee Prickitt
Assistant director: Natraj Hasrat
Audio recorder: Lyndee Prickitt, Anuja Jaima
Audio editor: Lyndee Prickitt
Video editor: Lyndee Prickitt, Slugfilms (background video)
Graphic designer: Rajnish Kashyap, Lyndee Prickitt
Web design team: Macavity Digital
Senior web designer: Rajnish Kashyap
Senior programmer: Saransh Dhingra

By Audun Andreassen, 3 April, 2013
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Advancements in social/participatory media and electronic networking technologies help bring to focus the complex interplay between aesthetics and politics common to all modern community interaction. Historically speaking, few other media formats have transformed social frameworks as acutely as contemporary online networks have. On one level, the diverse communities and social aggregates derived from such technologies seem to follow many of modernity’s more radical ideological critiques of what the philosopher Robert P. Pippen identifies specifically as “bourgeois subjectivity,” re-imagining voice and identity as collective formations to be culled from the cultural and political margins of the state. Distinct, however, from these prior revisionary challenges to cultural and social production, digital “network relations,” with their emphases on convergence over conflict, performance over practice, critically re-situate the traditional modern dialectic between individual and collective modes of agency that has dominated ideologico-political argument for the past century.

My paper aims to analyze how advances in new social media technologies continue to offer a poignant critique of the bourgeois subjectivity, while at the same time challenging traditional communal/collective modes of interaction as its primary ideologico-political alternative. Pippen, one of America’s pre-eminent writers on German idealism, reminds us that philosophical debates concerning the autonomy of the modern subject from Hegel onward have always approached the concept of individual consciousness through negation, often emphasizing its role as a kind of rationalising counter-structure to the more natural diversity of sensual experience. Even today, he notes, the prevailing “tone of post-Hegelian European thought and culture” remains one of “profound suspicion” concerning the one “notion central to the self-understanding and legitimation of the bourgeois form of life: the free, rational independent, reflective, self-determining subject.” The rise of social media technologies over the last decade, inaugurating what cultural historians and information theorists alike have labelled “Web 2.0”, can be usefully read within the broader context of western culture’s ongoing argument with subjectivity as a state of being perpetually on the edge of its own dissolution. Yet rather than merely augment earlier intellectual preferences for collective models of socio-political agency, the contemporary community as electronic network, as my paper will demonstrate, reveals strikingly new paradigms of subjectivity specific to informatic culture and its uniquely integrated re-designation of society’s public and private spheres. To help frame these paradigms, as well as relate them conceptually to contemporary examples of revisionary electronic literature/writing, my paper will recall one of screen culture’s more enduring – not to mention, playful – narratives, symptomatic, I argue, of the West’s consistently apprehensive, i.e., “suspicious,” approach to modern subjectivity: the “broken mirror” sketch-routine, popular in many early Hollywood comedies onward from the silent era. In this narrative, two participants dressed identically farcically mimic each other’s gestures face-to-face, while one of them is under the illusion that a mirror is in place, reflecting her image. As the sketch progresses, the deluded participant gradually comes to realise that no reflective surface is, in fact, present; either it was broken previously or it never existed in the first place. Of course, audience members watching the performance are never unaware that the framework in front of the protagonist is actually an open portal, revealing a completely separate subjectivity or identity across the way. The humour in the sketch, however, derives not from the performer’s realisation that the mirror is missing – in other words, not from the deluded subject’s gradual enlightenment, but rather just the opposite: once aware that the mirror is missing, the subject does everything she can do to maintain the illusion that the reflection is continuous, that the person on the other side of the portal is and always has been an image of one’s own self. Similarly, the viewer facing today’s networked screens cannot but realise that the images peering back at her are not her reflection – in fact, bear almost no expressive or existential relationship to her, and instead signify a very different social relationship to the external world. Yet, in order to maintain some semblance of continuity in both the self and its apprehension of the world, it seems necessary to consider (however erroneously) the growing number of networks surrounding us as a kind of reflective surface, revealing in the narratives to follow a uniquely porous sense of social environment, never fully visible, though always present.

(Source: Author's abstract for ELO_AI)

Description (in English)

 "In this hypertext, I interrogate the language, imagery, and ideologies of cosmetics advertisements and related texts. Hypertext as a form lends itself to unorthodox juxtapositions, particularly through linkages based on associative logic (e.g., metaphors, puns). I invoke the feminist understanding that "The Personal Is Political," combining autobiographical reflections with an analysis of the discourse and industry of cosmetics. The personal dimension includes elements from my unconscious (following in the Surrealist tradition of automatic writing).

"The political dimension includes an examination of the political economy of beauty. Both levels include many kinds of images, such as family photographs, cosmetics advertisements, images from cosmetics industry journals, and images from books on makeovers and modeling. These elements are juxtaposed, sometimes in conversation, sometimes in "collision," to borrow a term Sergei Eisenstein uses to describe his method of montage in film. I do not approach my investigation of subjectivity, media messages, and political economy directly through theoretical analysis, but indirectly, through associative connections (reasoning through dream logic). In this text, I use the analogy of the cosmetics "makeover" as the frame that holds together my information. I take the conventions of the beauty makeover and apply them to the face, to the self (identity, experience), and to society as a whole. For each "step" of the makeover, I address both the literal instructions for making over a woman's face, as well as more figurative applications that come through reading this makeover process metaphorically. The thematic focus of the work is rooted in my urge to rethink the social--I ask, through the construction of this polyvalent (hyper)text: can we begin to invent a materially grounded utopian vision through the lens of contemporary female beauty?"

(Source: 2002 State of the Arts gallery)

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By Jill Walker Rettberg, 7 January, 2013
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One of the most controversial computer games in recent years has been "Grand Theft Auto: San Andreas" (Rockstar Games 2004). Much of the controversy surrounding the game (including the disparaging critiques of the likes of Senator Hillary Rodham Clinton) centered around the relationship between the game's simulation of violence, sex, and racial stereotypes and the potential for this game interface to affect the real-world actions of its players. Though "Grand Theft Auto: San Andreas" is often considered to simply be a gang-violence simulator, this paper will argue that the relationship between the digital interface and the potentially-affected material space can be altered in such a way as to create a sense of distanciation. Drawing from Bertolt Brecht's theory of the Alienation Effect (which is echoed in Bolter and Grusin's theory of the hypermediated interface), I will demonstrate how the customization possible in "Grand Theft Auto: San Andreas" provides a framework for distanciation and socio-political critique essential to Brecht's theory. The potential break from gang-violence simulation ("Grand Theft Auto's" default mode) is found in the ability to alter the avatar of the protagonist, CJ. By creating an avatar that glaringly juxtaposes the gang life surrounding him, the avatar alienates players from a sense of immersion in the simulation. The success of this juxtaposition is highly dependent on the relationship of the avatar of CJ and the game narrative he engages. As the customized CJ (who can more closely resemble the Shakespearean clown than a violent gang member) continues to engage the narrative, the story begins to emerge as a social satire and absurd exaggeration of the generic stereotypes the game supposedly advocates.

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Flash poem about media and society in the post-9/11 era.

I ♥ E-Poetry entry
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