recombinant

Description (in English)

 

Distant Affinities is a work of recombinant cinema about machine intelligence attempting to process, narrate and mimic sentient being. Through subtitles, the omniscient AI narrator cycles through media that has been captured from the network and attempts a narrative interpretation of the patterns of human behavior. Disparate data points and discontinuous video loops resist being systematized or narrativized. The distances or gaps between the text and video fragments suggest what remains outside the domains of surveillance and narrative. An allegory of the vagaries of networked life existing within larger webs of living and non-living systems, the work shows a world coming apart, but also transforming into a more spacious mode of being made of errant language, creaturely life, isolated gestures and mutating interfaces.

 

Distant Affinities is programmed to oscillate between a probabilistic distribution of media elements and controlled narrative sequencing; between poetic montage and spatio-temporal continuity. Video, audio and text fragments appear on the screen in semi-indeterminate arrangements, depicting the chaotic flux of a technological world endlessly changing and repeating itself with each user click. Clicking on certain fragments “zooms in” voyeuristically on moments of individual lives, full of their own complex cycles of sensation, memory, thought, embodied and disembodied living. Loops, nested and at various scales, are employed to convey a fractal temporality. The intention of the work is to create an ambient and fluid experience, at times adrift in indeterminate structures and processes and at other times stimulating in the viewer a search for meaningful patterns.

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Description (in English)

Phantom Agents is an episodic fiction that programmatically weaves sequential narration with random selections of text and image. Li and Pym are partner agents inside a broken augmented reality game. They solve complex plot problems in a plot that is proliferating beyond all reason. They collect data at virtual parties and forget all about their first bodies. They observe and are observed observing. Agency, identity, point of view and reality are slippery as both the fictional characters and the reader/user navigate cine-poetic juxtapositions, make meaningful narrative connections and progress, episode by episode, towards an understanding of the network that includes them.
“Recombinant poetics”, a term coined by artist/scholar Bill Seaman, refers to a techopoetic practice in which the display and juxtaposition of semantic elements are generated by computer algorithms, rather than through an author’s predetermined composition. Although inspired by traditions of combinatorial literature and the use of constraints to generate narrative or poetic forms, recombinant works of art produce variable “fields of meaning” (Seaman/Ascott) for the user/reader/viewer. Recombinant authors program discrete semantic elements, media stored in arrays or databases, to display through random, semi-random or variable processes, often in conjunction with user-interaction. Examples of recombinant poetics in works ofdigital poetry and art are abundant. Digital narratives that foreground recombinant processes are less common, because they tend to dismantle or dissolve themselves as sequential narrative in favor of more non-linear, emergent meanings. However, narrative authors since Laurence Sterne have tried to harness life’s variability and randomness inside their fictions by embedding non-narrative representations of contingent experience within a narrative framework. Through digression, semantic shock, dream logic, parataxis, meta-narrative, stream of consciousness, authors disrupt narrative logic in order to produce affect in the reader/viewer, which in turn contributes to the realization of a fictional world.
Phantom Agents is a playground of familiar identification processes inside a near-future culture that is dominated by database logic. The work is narrative and poetic, deterministic and variable, book-like and cinematic in an effort to explore a networked version of what John Ashbery calls “the experience of experience.” In this work, I create a recombinant fiction that uses computational procedures (random selections of image and text) to produce the affect of variability and randomness alongside or as counterpoint to narrative sequencing.

(source: ELO 2015 catalog)

Description (in English)

Huckleberry Finnegans Wake is a combinatoric performance work bringing together Mark Twain’s Adventures of Huckleberry Finn and James Joyce’s Finnegans Wake. With both texts based around river culture, contextual imbrications can be formed by folding one text into the other and through this combinatorial engines can be developed for the texts as well as implied visual and auditory material. Though both source texts are replete with exclusive language (regional dialects, neologisms, etc.) when brought together what emerges is a fantastical environment lacking specificity, but for the rivers (the Liffey and the Mississippi) that run through both. Imagine steamboats on River Liffey, the Pike County dialect being spoken in County Dublin, or Shem and Huck on the banks of the Mississippi.

The development method for Huckleberry Finnegans Wake rests somewhere between the creative and the critical. In one regard, by combining the two source texts a sort of comparative and deconstructive textual analysis can be performed on either text, or both texts in combination. On another level, the work is creative; in that it is generative, performative, and relies on combinatoric principles that lend themselves to emergence.

The performance utilizes a number of applications to generate a multi-modal interpretation of the combined text that includes visual material, audio, and live readings from various combinatorial engines. 

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Description (in English)

This is a romantic-spy story rendered into the genre of Recombinant Fiction. Four characters told a fiction using dialogues shown on several media channels. The cloned identity of a real spy was used to portray a story about the political and sentimental weakness of our era characterised by a dysfunctional sociality being created by social media communications. Actions in public environments completed the set of stages upon which the story was acted and audiences had an active role by unfolding and creating other pieces of fiction. The drama deconstructed language and symbolism of ideologies by remixing characters' lives and identities with real-world patterns.

The work has been exhibited as an installation and there is also a web version.

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From the installation of The Big Plot in Halle at the .Move Festival, 2009.
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Screenshot of http://thebigplot.net
By Eric Dean Rasmussen, 21 June, 2012
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Abstract (in English)

Ambient video art is designed in the spirit of Brian Eno's ambient music - it must never require our attention, but must reward our attention whenever it is bestowed. It comes in many forms, ranging from the kitsch of the Christmas yule log broadcast to more mature moving image art created by a number of contemporary video artists and producers. The author has created a series of award-winning ambient video works. These works are designed to meet Eno's difficult requirements for ambient media - to never require but to always reward viewer attention in any moment. They are also intended to support viewer pleasure over a reasonable amount of repeated play. These works are all "linear" videos - relying on the careful sequencing and meticulous transitioning of images to reach their aesthetic goals. Re:Cycle uses a different approach. It relies on a computationally generative system to select and present shots in an ongoing flow - but with constant variations in both shot sequencing and transition choice. The Re:Cycle system runs indefinitely and avoids any significant repetition of shots and transitions. The system selects shots at random from a database of video clips, and joins them with transitions drawn at random from a separate transitions database. The transitions are based on abstract graphic values, so each specific visual transformation is unpredictable and complex. Compared with the linear videos, the computational system has sacrificed a measure of authorial control in order to maximize sequencing variability and therefore long term re-playability. The presentation describes in detail a series of specific artistic decisions made by the author and his production team. Each of these aesthetic design decisions is explicated as a balance between two fundamental variables: aesthetic control and system variability. The advantages and trade-offs of each decision point are identified and discussed. These artistic directions are analyzed in the broader context of generative art. This context situates the project within the discourse of generative art, and in the specifics of generative works in a variety of media, including visual art, sound art, moving image and literary works. The presentation also describes how metadata encoded within the shots and the transitions will be used to modulate the essentially random operation of the basic system in order to increase visual impact and flow. Future work on the system will incorporate this use of metadata - tagged as form and content variables for each shot, and as form variables for each transition. These metadata tags will provide increased coherence and continuity to the visual flow of the work. They will nuance and modify - but not completely supplant - the random processes at the heart of the generative system. The presentation concludes by describing how the system will be further revised to present emergent forms of generative narrative. It details how these storyworks could run indefinitely while mediating a dynamic balance between two seeming oppositions: random algorithmic selection and the coherence of sequencing necessary for narrative pleasure. (Source: Author's abstract, 2012 ELO Conference site)

Creative Works referenced
Description (in English)

Re:Cycle is a generative ambient video art piece based on nature imagery captured in the Canadian Rocky Mountains.  Ambient video is designed to play in the background of our lives.  It is a moving image form that is consistent with the ubiquitous distribution of ever-larger video screens. The visual aesthetic supports a viewing stance alternative to mainstream media - one that is quieter and more contemplative - an aesthetic of calmness rather than enforced immersion.  An ambient video work is therefore difficult to create - it can never require our attention, but must always rewards viewer attention when offered.  A central aesthetic challenge for this form is that it must also support repeated viewing.  Re:Cycle relies on a generative recombinant strategy for ongoing variability, and therefore a higher measure of re-playability.  It does so through the use of two random-access databases: one database of video clips, and another of video transition effects.  The piece will run indefinitely, joining clips and transitions from the two databases in randomly varied combinations.

Creative input to the system derives in large part with the selection of shots that the artist uses.  I've been fortunate to collaborate with a brilliant cinematographer - Glen Crawford from Canmore, Alberta.  Re:Cycle's landscape images include a range of elements such as snow, trees, ice, clouds and water - reflecting a deep respect for the natural environment.  These images also produce the ‘ambient’ quality I am seeking.   They are engaging when viewed directly, but also move easily to the background when not.  Another artist might choose very different images, and the resulting work could be completely different.  While I enjoy the complete control offered with traditional linear video art, I am intrigued by the different set of artistic decisions this simple generative platform can support.

The current version of the generative engine for Re:Cycle also incorporates a deeper level of artistic intervention through the integration of metadata into the dynamics of the system.  Each video clip is given one or more metadata tags - reflecting the content of the individual shot. I have used the tags to nuance the random operation of the engine, and group and present images in sequences that share a common content element (such as "snow" or "water").  The resulting generative video work presents a stronger sense of visual flow, and the sequencing begins to exhibit a degree of semantic continuity.

The overall design of the piece incorporates a series of decisions (number of shots, quality of shots, transition selection, algorithmic process) that strike a balance between replayability/variation on the one hand, and aesthetic control on the other. 

 

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Technical notes

Original program in MaxMSP-Jitter.   Revised program in Max6

Contributors note

Director of Photography:  Glen Crawford

Version 2 Programming:  Sayeedeh Bayatpour, Tom Calvert

Original Programming:  Wakiko Suzuki, Brian Quan, Majid Bagheri

Producer:  Justine Bizzocchi

Description (in English)

This document is a DMO. It is born from the transformation of an existing document. Words were replaced within it with other words through the Find and Replace feature of Microsoft Word. Moreover the word file was transformed into a video: dmo.mov. Through these transformations the digital document has become a different document: a DMO. But this document is still readable and it contains within itself the definition of DMO, i. e. Digitally Modified Organism. The text of this document is a product of electronic literature. As video it is a hybrid work of literature that presents itself as an essay on a topic while also being the subject of an essay. A Digitally Modified Organism is a digital being that has a digital heritage, this heritage is a sequence of modifications using digital engineering techniques, which allow the addition, deletion or transformation of digital elements or their subparts. The definition of the Digitally Modified Organism includes all those objects whose parts of the immaginoma has been modified through the modern techniques of digital engineering. All those organisms whose digital heritage is changed as a result of spontaneous processes (changes due to the corruption of the digital matter or the corruption caused by internet transfers of digital matter), are not considered to be “digitally modified organisms”. They are “digitally modified organisms” those ones that are modified by us intentionally through techniques that are included in the digital technologies (for instance editing or video editing operations, - or as in this case using certain features of the Word program - desktop video capture programs, image processing and video editing programs). A DMO cannot be recognized as a transdigital organism: the two terms are not synonymous because the term “transdigitalization” refers to the insertion - into a given non-digital organism - of objects and/or files clearly digital derived (for example, this happens considering the most extensive meaning of hybrid literature, where from a traditional print text the reader is invited to continue the exploration of text through a different medium such as an internet connection that links to a video related to a printed text). We define as DMO those organisms that show modifications that provide for the incorporation of digital matter from “donors” of the same (digital) type through objects and/or files and/or infinitesimal parts such as pixels (for example, in the montage of images, in video editing, in the assembly of static images or text within video).

Description (in original language)

Questo documento è un ODM. Nasce dalla trasformazione di un documento già esistente. Nel suo interno sono state sostituite delle parole con altre attraverso la funzione Trova e sostituisci di Word. Inoltre si è trasformato il file di word in un video: odm.mov. Attraverso queste trasformazioni digitali il documento è diventato un documento diverso: un ODM. Ma questo documento ha ancora la possibilità di essere letto e al suo interno contiene la definizione di ODM, cioè di Organismo Digitalmente Modificato. Il testo di questo documento è un prodotto di Letteratura elettronica. Come video è una opera di Letteratura ibrida che si presenta come un saggio su un argomento mentre risulta essere anche l’argomento del saggio.

 

Un Organismo[1] Digitalmente Modificato (ODM) è un essere digitale che possiede un patrimonio digitale modificato tramite tecniche di ingegneria digitale, che consentono l'aggiunta, l'eliminazione o la modifica di elementi digitali o parti di essi.

Rientrano nella definizione di Organismo Digitalmente Modificato quegli organismi in cui parte dell’immaginoma[2]  sia stato modificato tramite le moderne tecniche di ingegneria digitale. Non sono considerati "organismi digitalmente modificati" tutti quegli organismi il cui patrimonio digitale viene modificato a seguito di processi spontanei (modificazioni dovute a corruzione di materiale digitale o per corruzione attraverso trasferimenti internet di materiali digitali), lo sono invece quelli indotti dall'uomo tramite tecniche che sono incluse tra le tecniche digitali (ad esempio con operazioni di fotoritocco o montaggio video o come in questo caso usando determinate funzioni del programma di scrittura Word, programmi di ripresa video del desktop, elaboratori di immagini e programmi di montaggio video).

Gli ODM non possono essere indicati come organismi transdigitali: i due termini non sono sinonimi in quanto il termine “transdigitalizzazione” si riferisce all'inserimento, in un dato organismo non digitale, di oggetti e/o file/es di chiara derivazione digitale (per esempio ciò che accade nella forma più estesa di Letteratura ibrida quando da un testo a forma di stampa tradizionale si induce il lettore a continuare l’esplorazione del testo attraverso un media differente come un collegamento internet che porta ad un video comunque correlato al testo a stampa). Sono definiti ODM quegli organismi che presentano modificazioni che prevedono l'inserimento di materiale digitale proveniente da un organismo "donatore" della stessa specie (digitale) attravero oggetti e/o file/es e/o loro parti infinitesimali quali pixel(per esempio nel fotomontaggio di immagini, nel montaggio video, nel montaggio di testi o immagini fisse all’interno di video).

[1] Insieme complesso di oggetti articolati in uno o più file correlate capaci di rispondere a determinati software o di essere parte integrante di software.

[2] Si definisce come immaginoma il corredo di pixel contenuti in ogni organismo digitale. Un organismo digitale può essere composto da uno o più file e da uno o più oggetti. Si ricorda che in informatica un oggetto è una allocazione di memoria e che un file è un contenitore di informazioni digitalizzate. Le informazioni codificate all’interno di un file sono leggibili solo da software. Nell’ambito dell’informatica tutto è un file: esso può essere “aperto”, “chiuso”, “letto”, “scritto”, “modificato”. Un file può essere costituito da: testo, immagine, video, software, interfaccia, comunicazione, processo ecc.

 

 

Description (in English)

To read this work, the reader had to browse the internet through a proxy server which kept track of visited websites and launched small windows in the readers browser, while the reader was viewing other sites, telling fragments of a story throughout the week. As the week progressed, the story would replace parts of the original text and images with text and images from sites the reader had visited. The work is no longer accessible.