presence

Short description

In this interactive workshop, participants will be introduced to two platforms that can facilitate online communication and storytelling. These platforms include our own open source tool Virtual Director, developed in TouchDesigner, for compositing multiple participants in a shared virtual space in order to communicate tele-immersively [1], as well as open-source creativity helpers such as an automated slide generator [2].The workshop will start with warm-up exercises taken from improvised comedy practice, and conclude with short live improvised presentations made by the participants. Over the course of the workshop, participants will learn a range of skills and best practices, derived from applied improvisation and cinematographic language, that will help them foster a sense of presence, connection, and creativity in digitally immersed environments. In Part I: “Virtual Director - Designing tools for improvisation”, participants will learn how to use our own open source tool for facilitating live interactive tele-immersive performance, rehearsal, and improvisation. In Part II: “The virtual theatre DJ/VJ: Directing ensembles in virtual spaces”, participants will engage in a series of games and activities that demonstrate best practices for helping performers feel connected and present with each other, facilitating physical and emotional connection through the visual language of cinema and the pedagogy of improvisation.

Record Status
By Patricia Tomaszek, 30 September, 2013
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All Rights reserved
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Abstract (in English)

This essay, focusing on a slice of Swedish prose fiction from the 1960-70's, raises some questions concerning the artificial subject, along with discussions of game theory and automation. Torsten Ekbom's "strategic model theatre" Spelmatriser för Operation Albatross [1966; Game Matrices for Operation Albatross] is the main object of study. The (often very bizarre) text fragments in this book are, fictionally, generated by a number of computers. The figures acting in this game are devoid of skeletons; they are merely bodies of information, produced by machines. In dialogue with (among others) Norbert Wiener, Lewis Mumford, John von Neumann and Marshall McLuhan, Ekbom's text is found to illustrate a broader context of cybernetics and subjectivity in the 1960's. Finally, by using the shift of epistemological dominant (described by N. Katherine Hayles) from "presence-absence" to "pattern-randomness", Ekbom's Game Matrices for Operation Albatross finds itself in an historically interesting intersection of subjectivity: the life of Man in the 1960's is becoming increasingly "coded" and "randomized", while the computer is still that huge Machine, not yet, as today, the subconscious of everyday life.

Source: Author's Abstract

By Eric Dean Rasmussen, 7 May, 2012
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Abstract (in English)

The paper proposes a descriptive (i.e., non-hermeneutical/presence-driven) reading of the virtual reality work Screen by Noah Wardrip-Fruin et al. (2002) designed for Brown University’s CAVE. Because of the non-triviality of its demands, one might argue that Screen is as much about its theme (memory/forgetting) as it is a self-referential study on VR as a literary medium. In this context, seemingly incompatible notions such as those of "flickering signifiers" (Hayles, 1999) and “presence effects” (Gumbrecht, 2004) can operate as coextensive tropes of analysis. Are we to speak of a new phenomenology of language wherein processing protocols precede literary semiosis? Does proprioceptive awareness of the linguistic mark not also trigger a concurrent semiotic reaction obligatorily leading to an act of interpretation? Or is the immediacy of the de-anchored text in the CAVE more intimately related to what Gumbrecht characterizes as “being in sync” with the things of the world or, with a nod to Heideggerian ontology, Erleben (lived experience) that exceeds Wahrnehmen (perception) and precedes Erfahrung (interpreted knowledge)?

(Source: author's abstract)

Creative Works referenced
By Eric Dean Rasmussen, 24 February, 2011
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ISBN
9780816667383
Pages
xiii, 291
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All Rights reserved
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Approved by librarian
Abstract (in English)

From the publisher: How to interpret and critique digital arts, in theory and in practice Digital Art and Meaning offers close readings of varied examples from genres of digital art, including kinetic concrete poetry, computer-generated text, interactive installation, mapping art, and information sculpture. Roberto Simanowski combines these illuminating explanations with a theoretical discussion employing art philosophy and history to achieve a deeper understanding of each example of digital art and of the genre as a whole.

(Source: University of Minnesota Press catalog description)

Pull Quotes

It is important not to reduce any specific example of digital art to the status of typical representative of some aspect of digital media or of some genre of digital art. It is time to pay attention to the specificities of particular works.

...my agenda proceeds with a threefold rejection of the embrace: the embrace of code as such at the expense of its actual materialization, the embrace of the body's action at the expense of its cognitive reflection, and the embrace of the pure presence of the artwork at the expense of any examination of its semiotic meaning. What this book does embrace, however, is the methodology of close reading while rejecting its more traditional implications.

If the text continues to be important as a linguistic phenomenon, then we may speak of digital literature. If the text becomes primarily a visual object of interaction, then we are dealing with digital art.

This book is driven by the belief that the first purpose that a digital work serves is to produce an act of creative expression; it is not a mere product of technology or chance.