Thursday 2 November 2017

New chapter in a book: 'Emerging Forms of Collaboration: Communities of Practice Online through Networked Fictions, Dreams and Stories'




 Ask if you would like to read it!
 
Antonopoulou, A. and Dare, E. (2015) 'Emerging Forms of Collaboration: Communities of Practice Online through Networked Fictions, Dreams and Stories' in Kok, A., Lee. H, eds. Cultural, Behavioral, and Social Considerations, in Electronic Collaboration, Advances in Human and Social Aspects of Technology Series, IGI Global.


Dreaming in black and white


The belief that, in the early days of television, people dreamed in black and white but began to dream in colour with the advent of a colour TV service, has been verified by a number of research studies, for example Okada, Hitoshi; Matsuoka, Kazuo; Hatakeyama and Takao (2011). This phenomena evidences the significant connection between technology, culture and our individual imagings including dreams.

International Symposium for Electronic Arts Paper

Wednesday 1 November 2017

A cross-disciplinary commentary on the inevitable nature of technological remediation



The Digital Dreamhacker: Crowdsourcing the dream imaginary' is a collaborative endeavour between Dr Eleanor Dare and Dr Alexandra Antonopoulou. It is a cross-disciplinary commentary on the inevitable nature of technological remediation even in the most unconscious aspect of human lives such as dreams.  The digital Dreamhacker application (Antonopoulou and Dare, 2011) is a Web based program written in Javascript that gathers dream themes reported by individual dreamers in the form of keywords, and turns them into crowdourced dream visualisations by sourcing online images. It is a “repurposing of dreams, a form of Crowdsourced  'hack', in which we take images from an online community and subvert them into dream visualisations and diverse social networks. The project is not about the literal illustration of dreams or a means of enhancing artistic skill, but more of a commentary on the 'social imaginary' and the connection between technology, culture and our individual ‘imaginings’, including dreams. Therefore, the visualisations re-frame dreams within a technical and cultural imaginary, meaning the systems of meaning that help form collective understandings and expectations of social life. 

Although the chance operations the computer uses resemble the illogical dream process, the computer cannot understand the context of the dreamer’s interpretation. This absence of conventional, logical reasoning, cultural and contextual awareness and non progressive thought processes, of the computer software makes it impossible to analyse dreams in the way that Freudian analysis proposes, in which meaning is hyper-associative, with myriad branches of symbolic meaning. In a paradoxical way, the computer resembles a human dreamer, as defined by Hobson: someone who uncritically accepts illogical events. 


Monday 30 October 2017

Installation: App vs human dream visualisations


We have created an installation in which both analogue (physical sculptures) and prints of computer generated crowdscoursed representations of dreams are put side by side forming a dream network as an intellectual and physical space for cross-disciplinary discussion. The analogue sculptural dream interpretations have been created using used the same conceptual foundation; in a process of collaboration and interpretation dreamers exchange their short dream descriptions in turn they construct physical  dream representations interpretations for each other’s dreams.
The project is now on process of creating a Virtual Reality 3d space in which using gesture and movement people traverse the dream network.











   

Someone’s dream visualised by the Dreamhacker app and the same dream visualised by another human