Search

Search content of the knowledge base.

The search found 27 results in 0.011 seconds.

Search results

  1. Nightingale's Playground

    Andy Campbell and Judi Alston’s The Nightingale’s Playground is a digital fiction work that was created with Flash in 2010. The main character is Carl Robertson, who tries to figure out what has happened to his lost high-school friend Alex Nightingale. The piece leads the reader/player through a world experienced from Carl’s perspective. It consists of four individual parts, the first section “Consensus”, an interactive point- and click game that can be played online, downloadable “Consensus II” which transports the reader into a dark 3D flat with text snippets , the “Fieldwork book” is a browser based grungy sketchbook with puzzling notes and the last part is a PDF version of the story.

    Eric Dean Rasmussen - 12.02.2011 - 18:43

  2. Virtual Reality Exhibit at the Singapore Museum

    A hypertext poem. The reader navigates through different stanzas by selecting icons.

    Author's note:

    The sheer profusion of a city like Singapore calls reality into question. Exhilarating mix of cultures, plants and animals, surreal insects and multi-colored carp, it plays on the nagging fear that this world is not quite our home. Such anxiety is pitched to the surface by the pressure of the ordinary loneliness of a stranger in a strange land .

    We can't escape the making of virtuality, any more than we can avoid being connected to the human city (genet) and at the same time individuated from it (ramet). Everything "suffering description," which is the world, the "possible to be believed," is real. And in this fecund city of lives within a strict order, we become acutely aware that the assertion "In the city of Singapore eyes saw" is not so simple.

    (Source: The New River 3)
     

    Scott Rettberg - 12.10.2011 - 11:29

  3. Labylogue

    Labylogue est un espace de conversation.

    Dans trois lieux différents reliés par Internet, Bruxelles, Lyon , Dakar , les visiteurs déambulent dans un labyrinthe virtuel en quête de l’autre.

    Deux à deux ils dialoguent en français.

    A mi-chemin entre le livre et la Bibliothèque de Babel de Borgès, les murs se tapissent de phrases générées en temps réel, qui sont autant d’interprétations du dialogue en cours. A son tour le texte fait l’objet d’une interprétation orale qui anime l’espace du labyrinthe tel un choeur de synthèse qui vagabonde sur les rives de la langue en action.

    La médiation numérique introduit dans la communication des couches d’interprétation qui échappent à l’intention brouillant parfois le sens. La parole reprend alors ses droits. Elle glisse sur l’interprétation de la machine en privilégiant le contact là où la trace écrite dérive.rive.

    Patricia Tomaszek - 23.08.2012 - 13:20

  4. ExtraPhysical Worlds

    Publié en 2001 par Bluescreen, le pseudonyme du créateur du programme, ExtraPhysicalWorld est un programme qui se trouve sur le CD alire12, la douzième publication d’une revue inspirée par une coopératif d’auteurs, y compris Phillipe Bootz. Ce collectif qui a inspiré BlueScreen s’appelait L.A.I.R.E, (Lecture Art Innovation Recherche Écriture) et a été créé en octobre 1988. Pourtant, Bluescreen a fait partie d'un autre collectif qui s'appelait Transitoire Observable, créé en 2003. C’est dans les fichiers du CD-ROM que l’on trouve le « site » d’ExtraPhysicalWorld (Les mondes extra-physiques). Normalement, on lançait le site en y accédant sur internet. Cependant, en septembre 2014, le site d’ExtraPhysicalWorld ne marche plus. Donc, il a fallu accéder au programme via les fichiers dans le CD d’alire12. En tout cas, le programme d’ExtraPhysicalWorld se caractérise par quelques menus qui fournissent des renseignements et des animations variés. L’entrée Écrits.txt du menu comprend un article écrit par Bluescreen en 2001 sur la conceptualisation du monde extra-physique.

    Jonathan Baillehache - 09.09.2014 - 04:14

  5. Hearts and Minds: The Interrogations Project

    Hearts and Minds: The Interrogations Project was developed at the Electronic Visualization Lab (EVL) at the University of Illinois Chicago (UIC) for the CAVE2™, the next-generation large-scale virtual-reality 320-degree panoramic environment which provides users with the ability to see 3D stereoscopic content in a near seamless flat LCD technology at 37 Megapixels in 3D resolution matching human visual acuity. The CAVE immerses people into worlds too large, too small, too dangerous, too remote, or too complex to be viewed otherwise. This project makes use of the CAVE environment for a multisensory artwork that addresses a complex contemporary problem: as American soldiers are returning from wars in Iraq and Afghanistan, it is becoming increasingly clear that some of them participated in interrogation practices and acts of abusive violence with detainees for which they were not properly trained or psychologically prepared. This has in turn left many soldiers dealing with Post-Traumatic Stress Disorder on their return home, and left many unresolved questions about the moral calculus of using torture as an interrogation strategy in military operations.

    Alvaro Seica - 11.11.2014 - 20:02

  6. Cavewriting Classics on the Oculus Rift

    There are many immersive e-lit works that require more than the affordances provided by a screen and a keyboard to experience. These get displayed rarely and even when they do get shown, they are often shown poorly, either due to a lack of facilities (CAVES are rare and expensive), lack of curation and context (a series of random technology demos does not an exhibition make), limited audience (4 at a time in a CAVE or one at a time with an HMD means that the number of people who can experience the piece is limited), rushed experience (when cramming 8 demos into a 4 hour slot with 5 pieces each most people spend more time waiting around in the dark while someone furiously clatters away at a command line trying to get the piece to launch than actually experiencing them).

    Hannah Ackermans - 10.09.2015 - 09:09

  7. WALLPAPER

    USA-based computer engineer and innovator PJ Sanders returns to his remote family home in the UK following the death of his elderly mother. His agenda: to close the place down and sell it. But not before he employs an experimental device he’s been working on, primed to help him uncover the history behind one particular room in the house – a room that has remained locked since his childhood.

    (Source: Author)

    Andy Campbell - 21.01.2016 - 19:12

  8. Our Cupidity Coda

    This VR Literature work is an allegorical poem deliberately designed to emulate conventions established in early cinematographic days (the silent soundtrack, white on black intertitle-like text, parallels to Kinetoscope viewing) so as to echo a similar sense of creative pioneering/exploration. Our Cupidity Coda is designed for read through multiple times in order to unstitch its poetic denseness. It’s a slow burn work for those that click with it.

    Instructions and Navigation: Our Cupidity Coda is designed for viewing via an internet browser using a VR headset – no hand controllers are necessary. The work is designed for (initial) quick sharp consumption, then repeat plays for those with which it resonates. It is also viewable using only a desktop browser/monitor, but the recommended setup is a HTC Vive using the latest version of the Mozilla Firefox browser.

    mez breeze - 01.06.2018 - 23:03

  9. NeuroSpeculative AfroFeminism

    NeuroSpeculative AfroFeminism is an ambitious and richly imagined project by Hyphen-Labs, a global team of women of color who are doing pioneering work at the intersection of art, technology, and science. The project consists of three components. The first is an installation that transports visitors to a futuristic and stylish beauty salon. Speculative products designed for women of color are displayed around the space, including a scarf whose pattern overwhelms facial recognition software, and earrings that can record video and audio in hostile situations.

    The second part of NeuroSpeculative AfroFeminism is a VR experience that takes place at a “neurocosmetology lab” in the future. Participants see themselves in the mirror as a young black girl, as the lab owner explains that they are about to experience cutting edge technology involving both hair extensions and brain-stimulating electrical currents. In the VR narrative, the electrodes then prompt a hallucination that carries viewers through a psychedelic Afrofuturist space landscape.

    Nataliia Aleksandrova - 04.09.2018 - 23:45

  10. Notes on Blindness

    After losing sight, John Hull knew that if he did not try to understand blindness it would destroy him. In 1983 he began keeping an audio diary.

    Over three years John recorded over sixteen hours of material, a unique testimony of loss, rebirth and renewal, excavating the interior world of blindness.

    Published in 1990, the diaries were described by author and neurologist Oliver Sacks as, ‘A masterpiece… The most precise, deep and beautiful account of blindness I have ever read.’

    Following on from the Emmy Award-winning short film of the same name, Notes on Blindness is an ambitious and groundbreaking work, both affecting and innovative – and one of the most essential British documentaries of the year.

    Akvile Sinkeviciute - 12.09.2018 - 15:38

Pages