Digital Aesthetics Research Center

Digital Aesthetics Research Center (DARC) is committed to research the relationship of art and aesthetics to the culture and future development of information technology.

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Digital Urban Living
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CASSETTE MEMORIES at Roskilde Festival 2013

3. July 2013to4. July 2013

Consortium for the Preservation of Cassette Tape (CPCT) presents:


- a media archaeological excavation of the cassette tape and its use – from a human and tape perspective.

Cassette Memories_web 

“Listen to your present time tapes and you will begin to see who you are and what you are doing here”

Cassette Memories is a sound installation and drop-in workshop based in the Makerspace in Dream City (H82 on the festival map).

Side A: We remember tape

Side B: Tape remembers us.

As our first childhood medium that brought us our first musical experiences and made it possible to make our own tapes- or as an obsolete medium that today is something that is associated with our older brothers or parents? As a way of sharing music and making mixtapes for parties or lovers?

The rotating capstan and pressure roller pressing against my thin polyester tape coated with chromium oxide, transferring the magnetic domains to the playback heads. The battle between narrow tapes with poor signal/noise ratio and engineous noise reduction leading to a portable music medium sounding differently on different cassette decks, walkmen and car stereos?

Bring along your old cassettes or use some of ours, transform them into loops and mix them into something new.

We want to document your stories about tapes, cassette culture, and music.

We will also be improvising live musical performances with the tapes made here, at intervals through the day on Wednesday and Thursday.

At this year’s Roskilde festival CPTC are presenting both sides (A and B) of the story of the cassette tape. Come to Makerspace in Dream city and experience and remake / remix the voices of cassette culture. Both human and cassette.

“mix yesterday in with today and hear tomorrow your future rising out of old recordings everybody splice himself in with everybody else”

Quotes from “The Invisible Generation” by William Burroughs, taken from pp335 – 340 of Cox & Warner (2004): Audio Culture: Readings in Modern Music, Continuum.

Flyer here:




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Ink at Aarhus Main Library


Tilfældigvis er Skærmen blevet Blæk’ (‘Accidentally, the Screen Turns to Ink’) is an interactive, participatory literary installation made in a collaboration between DARC/PIT-researchers, CAVI/Tekne Productions and Roskilde Libraries during the Literature Takes Place project. Ink is designed to make people affectively engage with, and reflect on, the ergodic qualities of digital literature in public settings such as libraries and events. Through their engagement with Ink, people can – individually or collaboratively – produce poems by interacting with three books embedded with a custom-made sensor system, the DUL Radio. The interactive books let people control a floating sentence in an ocean of words toward a sheet of paper to produce a poem, all visualized on a large (55”) display. The sentences, written by Danish author Peter-Clement Woetmann, are retrieved from a database. When the poem reaches a limit of 350 characters, it is printed out in a form similar to a library receipt that people can take with them. The poems also appear on a blog updated in real-time ( where people can read their own and others’ poems, and comment on them.

Ink has been exhibited at the library in Roskilde, at conferences and seminars and at Roskilde Festival, where it produced more than 1000 poems. It is currently exhibited at Aarhus Main Library until mid June, where it will be exhibited at the Next Library conference. Ink has so far been presented at conferences in Bergen and Edinburgh.

For a scenario video see here: and a video from Roskilde Festival can be seen here:

Ink (Tilfældigvis er skærmen blevet blæk/ Accidentally, the Screen Turns to Ink) is created within the project Litterature Takes Place (Litteraturen finder sted) by Roskilde Bibliotekerne and Participatory Information Technology Center, Digital Urban Living, CAVI, Aarhus University.

Design & concept development: Jonas Fritsch, Lasse Steenbock Vestergaard, Søren Pold, Martin Campostrini, Allan Thomsen Volhøj, Ann Luther Petersen

3D programming: Jonas Oxenbøll Petersen, Janus Bager Kristensen, Rolf Bagge

Sound design: Rune Wehner

Author: Peter-Clement Woetman




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PhD defense. Rikke Toft Nørgård: Gameplay Corporeality: the corporeal-locomotive dimension in gameplay activity and experience

28. November 2012

NB: The time of the defense is moved to 10-13 (same date and place)

Rikke Toft Nørgård defends her Ph.D. thesis on digital games, gameplay and gameplayers entitled Gameplay Corporeality: the corporeal-locomotive dimension in gameplay activity and experience

28 November 2012, 10-13

The Peter Bøgh Andersen Auditorium, Nygaard bygn. Helsingforsgade 14, 8200 Aarhus N

Short Summary

Gameplay Corporeality: the corporeal-locomotive dimension in gameplay activity and experience

The thesis introduces the gameplayer’s bodily activity and experience as a significant, qualitative and meaningful dimension into game studies. This is done through investigating corporeal locomotion during gameplay, i.e. the gameplayer’s bodily activity and experience, in longitudinal empirical studies, across a variety of digital games and platforms, of gameplayers in gameplay. The thesis explores how gameplayers as (kin)aesthetic bodies experience the joy of doing and develop craftsmanship skills through taking corporeal-locomotive ownership of their ‘gameplay craft’ – be it in the gameworld of World of Warcraft, Starcraft, Battlefield, Rock Band, Tetris or Angry Birds. The thesis thus attempts to break new ground by investigating how being a player is expressed and experienced as being a body engaged and absorbed in corporeal-locomotive play – something that have hitherto received little attention within studies of games, gameplay and gameplayers. Therefore, Gameplay Corporeality tries to advance this new research field within game studies; a field that emphasizes the aliveness, presence, engagement and absorption of gameplayer as a corporeal-locomotive being. The studies in this thesis are among the first to explore and investigate gameplay corporeality, that is, the bodily activities and experiences of gameplayers, the corporeal-locomotive design, composition and choreography of gameworlds and the corporeal-locomotive dimension in gameplay activity and experience, as something that carries essential qualities and important meanings within it.

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