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Mexicans in Canada
Can text in digital space take us everywhere on the human map? This digital poem re-assembles a sentence spoken by Gabriel Iglesias on the documentary series Inside Jokes (2018) — 'And the next thing you know, there’s Mexicans in Canada.' The poem moves its reader across the world, through countries and territories, among its citizens, crossing borders. Nations and their demonymic forms are collected from Wikipedia. The script is written in p5.js.
Mads Bratten Myking - 02.09.2020 - 16:09
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Jiewen Wang
Jiewen Wang is an interaction designer, a technologist and a researcher who works in the intersection between technology, design and arts. He graduated with a B.Sc. in Physics from Peking University in 2018. He is now studying towards a M.Sc. in Computer Science at Georgia Institute of Technology.
Rebekka Ruud Rostrup - 02.09.2020 - 17:37
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The Singularity
The Singularity is a web-based AI narrative system that demonstrates the ethical issues, hidden biases and misbehavior of emerging technologies such as machine learning, face tracking and big data. The system tracks users' eye positions through a webcam, and continuously feeds users directly into their eyes with infinite Reddit posts containing the latest progress in AI along with random news and ads. By visualizing eye trajectories over time, it suggests possible misuses and dangers of all-pervasive data tracking. The near-invisible operations underpinning the technologies could bring visible and fundamental changes to the society, leading the world to a "technological singularity" in which technology governs all aspects of human society. This work consists of three sub-systems:
Rebekka Ruud Rostrup - 02.09.2020 - 17:45
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Martzi Campos
Martzi Campos is an interactive artist. Her work focuses on combing her installation art background with digital technology and interactive design to create magical experiences. She has a BFA from Rhode Island School of Design with a focus on Installation art, and a MFA from the University of Southern California in Interactive Media and Games. Her games and art have been featured at IndieCade, ELO, Experimental Games Workshop, SIGGRAPH, and the Hammer Gallery among others.
Eirik Herfindal - 02.09.2020 - 20:48
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Sean Bloom
Sean Bloom has worked as a game designer and technology lead in the University of Southern California's Interactive Media and Games Division since 2011. His work for the division includes Mission: Admission, a time-management game about preparing for college, Chrono Cards, a card game about historical thinking and the causes of WWI, and Life Underground, a digital dark ride about discovering and identifying microscopic life forms. He regularly teaches undergraduate and graduate courses on game design fundamentals, experimental game design, polishing and publishing games, and game production. He has spoken at the Game Developers Conference, the IndieCade Festival, the Meaningful Play conference, the Games for Change Festival, the Digital Media and Learning conference, and the Digital Games Research Association conference.
Eirik Herfindal - 02.09.2020 - 20:49
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Cosmonet Games
Cosmonet Games are a set of digital games that are designed around the idea of an indirect branching narrative. That is, instead of a player making direct choices on the game story (choosing to take the path to the left, saying no to the king, etc.) the player makes the inconsequential choices of everyday life that define the player character’s personality. The story then evolves based on the small choices, having them influence the big, uncontrollable events of the main story.
Eirik Herfindal - 02.09.2020 - 20:59
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Death Fugue
During Holocaust Remembrance Day, an annual campus event where I teach, poems written about the Holocaust—including some written by survivors—are read aloud. Paul Celan’s “Death Fugue” is often read, and has been translated by multiple Arts & Humanities faculty. This work of participatory digital art is another translation of the poem as a participatory embodiment of the text. It was created for more than 200 visitors of this event, many of whom were already familiar with Celan’s poem. In Education for Socially Engaged Art: A Materials and Techniques Handbook, Pablo Helguera defines multi-layered participatory structures. This work falls somewhere between (2) directed participation and (3) creative participation. While the visitor was asked to complete a simple task (level 2), they demonstrated varying degrees of creative commitment (level 3) in their participation.
Steffen Egeland - 03.09.2020 - 13:15
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Ecology of Worries
Our artistic research led us to amass an archive of thousands of recorded worries from people in the US and abroad. Ecology of Worries asks the question of whether we should teach a machine to worry for us. The animation consists of hand drawn critters. Some critters are driven by synthetic worries generated with TextGenRnn recurrent neural network trained on the transcribed worries archive. Other characters are driven to worry by a novel machine learning system called Generative Pretrained Transformer 2 (GPT-2), which was dubbed by some commentators as the AI that was too dangerous to release (but it was released anyway). The creatures’ performance of synthetic worries spans a gradient of intelligibility, reflecting on our deeper collective reality.
Håkon Dale Askeland - 03.09.2020 - 16:58
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Daniel Roche
Daniel Roche is a playwright, poet, programmer, and game designer. He recently completed a writer in residency at Catwalk Institute in New York where he programmed AR characters to interact with live actors on stage. Prior to teaching professional writing courses at the University of Illinois in Urbana Champagne, he lived in Beijing, China where he taught rhetoric, creative writing, and theater courses for the University of Colorado Denver. Daniel earned his MFA in Creative Writing and MA in English from San Francisco State University. Additional information on recent projects can be found at www.daniel-roche.com
Cherie Louise Senneseth - 04.09.2020 - 14:52
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Adventures in Morality: An Interactive Case Study
Adventures in Morality (AiM) is a first-person PC game and fictional narrative in which the user is the subject of a psychological test. As the user interacts with the test, a scientist named Hank Treadsoft tells the story of how he and his wife, Edith, built an A.I. named, Cybil. As the story unfolds, it becomes clear Cybil is the true architect of AiM and her theory of “sympathy types” is rife with corruption. Like a personality type, a sympathy type is the categorization of how people emotionally connect with others. Sympathy types can range from reserving compassion for a specific community, to extending compassion to humanity at-large. Independently programmed in C# and Unity Engine, AiM playfully blends the genres of gaming and storytelling to produce an immersive and interactive experience designed specifically for the medium of electronic literature.
Cherie Louise Senneseth - 04.09.2020 - 15:10