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Issue 01

Projects


The isthmus: a new path between the seas

By: Andrew Kaufman

The Isthmus is a project that was spawned in 2004. It was a story about the administrator of the Panama Canal visiting an indigenous tribe of Indians that lived on a watershed of the Panama Canal that had piqued my interest. That summer I spent 30 days traveling the country.

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Go - ANCIENT GAMES MEET MODERN AI

By: Daniel Milnor

Go is the oldest continuously played game in the history of our species. Invented in China nearly 3000 years ago, Go is played by approximately fifty million people, mostly in Asia. Exponentially more complex than chess, Go players use abstract strategy to place stones on vacant intersections of a 19×19 board grid while attempting to surround an opponent’s territory.

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POSSIBLE COST OF COMPLACENCY AND LAST OF MEETING PLACES

By: ZOE SADOKIERSKI

In response to Drucker’s call, I considered: How might I design diagrams which attempt to render visible the ‘authorship’ of the designer, in order to think-through and demonstrate the constructed nature of these visual forms? I decided to use passages from the two novels Todd introduced me to, alongside data about the subject of these novels – climate change and nuclear testing.

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Uruguay

By: Daniel Milnor

Our team of photographers and filmmakers was comprised of two Uruguayans and two Americans and our goal was to cover the residue of British influence in Uruguay while also studying the subsequent return of public services to the Uruguayan government and the changes that took place. In addition, we also covered the cultural impact, origins and importance of Candombe and Las Llamadas.

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Elementary For Caffeine and Concrete

By: Lorenzo Princi

Expressed through verbatim translations of interviews (over coffee) and concrete poetry inspired typography, Caffeine & Concrete attempts to record some of the wisdom that is often lost in everyday conversation.

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Finding Familiar in IraQ

By: Charlene Winfred

Iraq and Singapore are separated by a swathe of continent, generation, history and situation which are as different as can be. But fellas here are as particular about sculpting their hair into impressive constructions as the fellas there. Any older man is an uncle (although an older woman in Iraq is not necessarily an aunty). The fullness of a woman’s hair, an equal obsession (don’t even start with the horror that greets unusual hair fall), as is the fairness of her skin.

We are more alike than we know.

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Triple Shot

By: Frank Jackson

Triple Shot showcases a “cup” I travel with while photographing the left behind coffee cups as I find them on my journey(s). The “cup” bears witness to this caffeine global love affair with coffee.

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Michael Lundgren's GEOMANCY

By: Melanie McWhorter

Geomancy deals with time and its associated notions of past, present, and future. Michael Lundgren’s three book series – Transfigurations, Matter, and most recently, Geomancy, (the first two published by Radius Books and the third by Stanley Barker),  show a flow through the  physical to a spiritual state; then, Matter into the physical; and with the newest series, fully evoking the ethereal powers of the universe to see into the future illustrated from markings that tell of the seeker’s future. The photographer prompts a discussion of time, the universe, and the question of our perception of reality and idea of permanence. Whether it is physical reality in three dimensions, a fleeting construct of our mind, or something just to the left or right of either, Lundgren is there to is there to capture what and how this land is now and represents for us now.

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THE AFTERLIFE OF PLASTICS

By: megan wong

The idea of plastic as having afterlives, or lives at all, might be thought of as a bit of a strange notion. But is it really? Our plastic waste must go somewhere after we dispose of it, be it in landfill or otherwise. If a singular piece of plastic is a material that will indeed outlive not only us, but the generations of humans that will come after us, then plastics must exist, and ‘live’, in some way during this time. They have a life after humans, and after use as a consumer object.

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Mediastorm

By: Brian Storm

MediaStorm is an award-winning film production and interactive design studio whose work gives voice and meaning to the most pressing issues of our time. Our stories demystify complex problems, humanize statistics, and inspire audiences to take action on what matters most.

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AG23 is a zine collaboration designed to promote understanding as a function of dialogue and art.

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