Kinesics of Letters

Neljän videorunon sarja koronakeväältä 2020.
A series of four videopoems from corona Spring 2020.

”Video poetry is taking a closer look at different intermediate states in a trapped situation, small things that took a vague form. Kinesics of Letters mixes the tradition of handwritten letters, text art and assorted aesthetics of modern communication. Texts and videos are made with p5.js coding and video manipulation.

Remember to define time.

The blockhouse
is reflected
on my closet door
wow
society is
reflected
on my doors.”

March


 

April


 

May


 

June

A triptych para pandemia. [Un Poemema]

Koronapandemia-aiheinen gif-triptyykki.
Corona pandemia themed gif triptych.

During these months of isolation, still in full force in Mexico where I reside most of us have submerged ourselves in an unending ocean of news, videos and images to not only stay up to date on the latest about the coivd-19 pandemic but also to escape it and carve out some safe spaces for our own mental health and sense of hope. In other words, we rely on the same devices, the same screens, to remain informed and to escape such information. That tension, ripe with poetic possibilities, is perfectly encapsulated by the barrage of internet memes that have emerged commenting, ridiculing and even attempting to explain our shared plight. These, along with my previous research into the language of Internet Memes, were some of the thoughts that went into crafting the poememe A Triptych para Pandemia, where a sense of urgency and hopelessness rubs up against the banality of internet visual culture, written in espanglish as most everything I write since it is the lingua franca of the MX-US border, la frontera that smashed me into shape.

I. Porque profits.

II. Porque dominion.

III. Porque needs.

Epilogo. Porque what’s next?

Gifiography:

Fragments

Sana- ja kuvageneraattori. Maailmankuulun pop-idolin sanoitusten insipiroima väri- ja typografiailoittelu. Katsoja voi halutessaan säätää värejä liukukytkimen avulla vielä räikeämpään suuntaan.
Word and image generator. Lyrics from songs by a world famous pop idol with fierce colors. Viewer can adjust the intensity of the colors.

Teokseen | Enter
Fragments

 

 

 

We Know The Devil

Visuaalinen romaani, jossa yhdistyvät nuortenkirjallisuus, queer  ja yliluonnolliset elementit.
”Worst Girls Gamesin
We Know the Devil on visuaalinen romaani, joka kertoo kolmesta kesäleirille osallistuvasta nuoresta. Kolmikko tuntee itsensä ulkopuoliseksi muusta porukasta ja päätyy viettämään yön syrjäisessä mökissä. Aloitus on kauhutarinatrooppi, mutta We Know the Devil jatkaa siitä yllättäviin suuntiin. Ulkoiset ja sisäiset tapahtumat sekoittuvat toisiinsa ja oman identiteetin hapuilu vertautuu okkultistisen rituaalin läpikäymiseen. Runollinen teksti häivyttää osaltaan erot yliluonnollisen ja henkilökohtaisen välillä.”
Esitelty Aleksandr Manzosin kuratoimassa pelitaiteen ja kirjallisuuden numerossa 4-2020.

Visual novel mixing youth literature with queer and supernatural elements.
We Know the Devil is a visual novel by Worst Girl Games. It follows the story of three teens at a summer camp. The trio feels excluded from the others and ends up spending the night in a remote cabin. The opening is a horror story trope, but We Know the Devil takes it in surprising directions. Outer and inner events become entangled, and the characters’ search for their identities is likened to an occult ritual.. The poetic script also helps to blur the differences between the supernatural and the personal.”
Presented as part of Nokturno’s guest curated issue on game art and literature 4-2020, curated by Aleksandr Manzos.


 

 

 

Näytevideo | Video excerpt from the work

howling dogs

Twine-pohjainen hypertekstipeli.
”Porpentinen
howling dogs on Twine-pelin malliesimerkki: lyhyt tarina, joka avautuu tekstinpätkä kerrallaan sen mukaan, mitä hyperlinkattua sanaa tai lausetta painaa. Tuntematon päähenkilö kytkee itsensä päivästä toiseen jonkinlaiseen virtuaaliseen todellisuuteen. Joka kerta laite vie kokemaan lyhyen hetken toisen henkilön elämässä – yleensä jossain hyvin kaukaisessa ajassa ja paikassa. Valintojen määrä kannustaa kokemaan howling dogsin useammin kuin kerran ja lähestymään sen tarinaa eri kulmista.”
Esitelty Aleksandr Manzosin kuratoimassa pelitaiteen ja kirjallisuuden numerossa 4-2020.

Hypertextual Twine game.
”Porpentine’s howling dogs is a prime example of a Twine game: a short narrative that expands one text fragment at a time, according to which hyperlinked word or sentence the player chooses. The unknown protagonist connects themselves into some kind of virtual reality, day after day. Every time the machine transports the player into the experiences of another person’s life usually in some extremely remote place and time. The amount of choices in howling dogs encourages the player to complete it more than once, to approach it from different perspective.”
Presented as part of Nokturno’s guest curated issue on game art and literature 4-2020, curated by Aleksandr Manzos.


 

 

 

Näytevideo | Video excerpt from the game