Test Image

Bio

CINDY POREMBA (C.V.) is a digital media researcher, artist and curator, exploring the intersection of documentary, videogames and interactive art. She is currently an FQRSC postdoctoral fellow, researching infrastructure for documentary videogames, in the School of Image Arts at Ryerson University.

(more…)

XYZ: Alternative Voices in Game Design

14 July – 01 September, 2013, Museum of Design Atlanta (MODA), Atlanta, GA

Co-curated with Celia Pearce, Akira Thompson, John Sharp and Adam Rafinski.

(more…)

blank

Documentary Media: Production III (New Media)

DM8106 Production III (New Media)
Ryerson University

This is an advanced production course that focuses on specific methods and techniques of editing images, motion picture, sound, or interactive experimental approaches in contemporary documentary-based practice. Various production and post-production strategies are reviewed. This is a hands-on course designed to prepare for graduate fieldwork and production of the MFA final project.

(more…)

blank

Experimental Media and Digital Art

LMC 4730/6318
Georgia Institute of Technology, Fall 2012

Recent years have seen a surge of interest and creative energy surrounding documentary and non-fiction media. In this course, students explore and challenge the conceptual, historic and technical factors that surround the representation of the real, with a particular focus on issues of performance, experience, indexicality, and interaction.

(more…)

tumblr_lw5i17DlZH1r7ues7o2_1280

Cadere

Cadere is the first game designed for Street Level.

In Cadere, players perform a series of slow gestures to create an abstract after-image linked to their physical movement. (more…)

tumblr_lvg5b3nFBQ1r3wfar

Street Level

Street Level is a research-creation project for sidewalk accessible arcade-format videogames. The project is currently being funded by Concordia’s Centre for Technoculture, Art and Games (TAG), as part of the PLAYPR project (GRAND-NCE). (more…)

Joue le jeu/Play along

La Gaîté Lyrique, Paris, FR (June 21 – Aug 13, 2012)

http://justplayalong.info/

Curated by Lynn Hughes, Heather Kelley, and Cindy Poremba.

The playable exhibition Joue le jeu – Play along showcased games as the broad, rich cultural phenomenon they now are. A vibrant international community of artist-designers is inventing new narrative forms, play styles, and innovative visions which are radically different from more familiar video game stereotypes. We invited visitors to experience the new forms of gaming at the heart of the current golden age of creative game design.

(more…)

IMG_5118

Carte blanche à TAG et kokoromi

TAG et Kokoromi, deux des principaux groupes montréalais centrés sur les jeux expérimentaux, ont carte blanche dans l’espace jeux vidéo.

Lynn Hughes (Technoculture, Art and Games research center, TAG), Heather Kelley (kokoromi collective) et Cindy Poremba (kokoromi et TAG) sont des curateurs et concepteurs de jeux associés aux deux principaux groupes montréalais centrés sur les jeux expérimentaux: TAG et kokoromi. (more…)

Screen shot 2012-07-22 at 5.00.40 PM

superHYPERCUBE (arcade version 2008-2011)

Anaglyphic 3D videogame with head tracking. superHYPERCUBE is an exploration into accessible large-scale public gaming. It uses 3 types of depth cues to create immersion, while simultaneously contributing to the visualist spectacle within a performance environment.

Kokoromi/Polytron, ported to Kinect by TAG (more…)

Screen shot 2011-06-26 at 11.47.32 PM

Grime

Grime is a documentary videogame exploring the work of UK reverse graffiti artist Moose (Paul Curtis). The game uses the iOS platform’s touch interface to engage players in gestural actions aimed at exploring the environmental an d social implications of grimewriting, in conjunction with the audio and rotoscoped commentary from Moose himself. (more…)

blank

Videogames and/as Literature

ENGL 398D
Concordia University
Winter 2010, Fall 2010, Fall 2011

Videogames have become increasingly significant in terms of both popularity and role as a cultural form. This course will explore formal, aesthetic, and cultural aspects of videogames, the emerging discourse around digital narrative, the expressive potential of games, and the nature of meaningful gameplay; with particular emphasis on the relationship of digital games to text-based forms such as poetry and literary fiction. Through readings, in-class “screenings” and take-home play-assignments, students will be challenged to consider how videogames both extend and complicate traditional models of analyzing and understanding texts.

(more…)

From Bizarro Controllers, HTMelles 2010
digitalludology

Digital Ludology

Curated by:
Emilie Grenier + Cindy Poremba

The Digital Ludology Space invites you to explore imaginative worlds and playful encounters, courtesy of Digital Ludology: Studio XX’s game creation workshop initiated by Bérengère Marin-Dubuard in 2008. These unique new games will spill out into the exhibition space, beckoning you to set down the everyday world and play along. (more…)

Screen shot 2012-07-22 at 5.19.40 PM

Live Game Code: Love Letters

Love Letters was a gamemaking/livecoding performance for the Montreal 2009 Biennial. With Heather Kelley. (more…)

Sustainable Forest

The Sustainable Forest

The Sustainable Forest was a small scale “LAN party” using Tale of Tales’ (Auriea Harvey and Michaël Samyn) multiplayer online game The Endless Forest. Drawing on both the “endless forest” outside, and an atmospheric, surreal space inside, this “soiree” was an attempt to optimize the feeling of co-present, self-directed play. It was a curatorial performace experiment in sustaining an art experience by crafting a social gaming context conducive to mood, community, play, engagement, and reflection. (more…)

detail_splashguard

Street Screen Sprouting Scene

Analog interactive work incorporating cell phone photography, seeded paper. Participants were invited to reclaim abandoned CRT technology. (more…)

195_11500583991_616_n

The Art of Play

Games don’t want to be Art. Like popular film and music, we just want art’s stuff. Respect, protection, preservation, due consideration. To reach a cultural stature such that when we put sophisticated messages into our games, there’s someone
out there who actually expects to find them. We’re not interested in asking whether games are art (in the categorical sense), but whether videogames are really worth a damn (in the evaluative sense). To paraphrase Alfred Steiglitz– can videogames have the significance of art? (more…)

pov_catalog

POV Alternative Games Exhibition

PoV: Alternative Games Exhibition

June 17-20, 2005
Port of Vancouver, Renaissance Hotel Waterfront
Vancouver, British Columbia, Canada

The PoV (Point of View) Alternative Games Exhibition focused on groundbreaking digital games and game-based projects that innovated through content, process, use of technology, interaction, expectations and audience; in short, games that refuse to rehash standard themes and paradigms.
(more…)

eyeTEASers

eyeTEASers: Art Podified

On Thursday June 22nd, 2006 The Escape Artist’s Society (TEAS) unveils  eyeTEASers: Video Art Podified; Vancouver’s first showcase of video artwork for the Apple iPod.

The iPod is the ‘Walkman’ of the early 21st century— it has moved beyond popularity to become one of those ubiquitous cultural elements defining this time and place (along with low carb diets and terrorist threats). We can’t underestimate the impact ‘podification’ will have on audio and video – just as audio-only ‘Podcasts’ are reviving the radio star, video iPods will change the way we view and distribute digital video. (more…)