"In a bland square in Madrid, some workers, who are wearing a strange uniform, are installing a phone box. Some moments later, an anonymous citizen, after taking his son to the school bus, gets trapped in the box for no understandable reason. As the day goes by, all kind of strangers go there to see the strange event: some of them try to free him; others make fun of him… Everyone looks interested in this little man. After a distressing delay full of surrealistic moments, the trapped man is taken to a strange factory full of thousands of phone boxes. In each one, a single corpse is trapped, in some strange ritual. The movie ends with a new phone box in another square of the city."
(Aaron Rodriguez, World Cinema Directory)
Antonio Mercero (1972). "La Cabina/The Phone Box", -phone booth location: Calle de Rodríguez San Pedro, 5, Madrid, Spain [http://filmap.tumblr.com/post/98879196634/la-cabina-antonio-mercero-1972-phone-booth-calle].
"The language interpreter runs in a cross platform IDE (OS X/Linux/Windows) and communicates via Open Sound Control with one or more synthesis servers. The SuperCollider synthesis server runs in a separate process or even on a separate machine so it is ideal for realtime networked music.
SuperCollider was developed by James McCartney and originally released in 1996. He released it under the terms of the GNU General Public License in 2002 when he joined the Apple Core Audio team. It is now maintained and developed by an active and enthusiastic community. It is used by musicians, scientists, and artists working with sound."
"The writer Ken Hollings examines how an artistic device called the 'cut-up' has been employed by artists and satirists to create new meanings from pre-existing recorded words.
Today's digital age has allowed multi-media satirists like Cassetteboy to mock politicians and TV celebrities online by re-editing - or cutting up - their broadcast words. But the roots of this technique go back to the early days of the avant-garde. The intention has always been to amuse, to surprise, and to question.
The founder of the Dadaist movement, the poet Tristan Tzara, proposed in 1920 that a poem could be created simply by pulling random words cut from a newspaper out of a hat. And it was this idea of the random juxtaposition of text, of creating new meanings from pre-existing material, that so appealed to the painter Brion Gysin in the late 1950s when he and his friend, the American writer William S Burroughs, began applying the technique not just to text but to other media too - including words recorded on tape."
"You will find a number of definitions and points-of-view on what constitutes an interactive documentary. At this point in the development of this fast-moving field we feel that it is important to have an expansive definition that can embrace the many different kinds of work that are emerging. The i-Docs site includes coverage of projects that you may find elsewhere described as web-docs, transmedia documentaries, serious games, cross-platform docs, locative docs, docu-games, pervasive media. For us any project that starts with an intention to document the 'real' and that does so by using digital interactive technology can be considered an i-doc. What unites all these projects is this intersection between digital interactive technology and documentary practice. Where these two things come together, the audience become active agents within documentary – making the work unfold through their interaction and often contributing content. If documentary is about telling stories about our shared world; we are interested in what happens as the audience get more closely involved in this way. At the heart of i-Docs is the question; what opportunities emerge as documentary becomes something that is co-created?"
(Digital Cultures Research Centre at University of the West of England)
Moritz Stefaner speaking about his work on the Selfiecity.net project (part 2) at the 'Visualized' conference in New York, 6-7 February 2014.