Search

Search content of the knowledge base.

The search found 3 results in 0.008 seconds.

Search results

  1. StoryFace

    "StoryFace" is a digital fiction based on the capture and recognition of facial emotions.

    The user logs onto a dating website. He/she is asked to display, in front of the webcam, the emotion that seems to characterize him/her the best. After this the website proposes profiles of partners. The user can choose one and exchange with a fictional partner. The user is now expected to focus on the content of messages. However, the user's facial expressions continue to be tracked and analyzed… 

    What is highlighted here is the tendency of emotion recognition devices to normalize emotions. Which emotion does the device expect? We go from the measurement of emotions to the standardization of emotions. 

    StoryFace was re-published in The New River in 2018.

    Carlos Muñoz - 26.09.2018 - 14:53

  2. Gone Home

    Gone Home takes place entirely in one environment—literally a home—and relies on found objects like receipts, personal notes, ticket stubs, and phone messages to further its plot. In doing so, the game goes beyond the story’s central mystery and delves into the inner workings of teenage rebellion, marital strife, and love. Gone Home’s intimate nature, strong storytelling, and ambitious scope has garnered heavy accolades for both the game and The Fullbright Company studio, including an IndieCade Audio Award, two Spike VGX awards, and a 9.5 rating on IGN.

    Source:http://getinmedia.com/articles/game-careers/steve-gaynor-designing-gone-...

    Ana Castello - 09.10.2018 - 13:22

  3. How to Rob a Bank

    How To Rob A Bank is a young Bonnie and Clyde-esque love story about the mishaps that befall a young male bank robber and his female accomplice. This transmedia fiction manifests in the form of animated text conversations between the main characters, and their use of their iPhones to Google search, text, game, and use other apps on the phone as part of their capers.

    The story is an immersive experience generated through readers’ hands-on use of apps, maps, imagery, animations and audio. Bigelow’s award winning 2016 multimodal work foregrounds how social technology has become a core element of daily life, and helps us see the way that social technologies structure lived experience.

    The mirror effect of the character/reader’s use of personal devices as they read this piece makes this narrative relatable, shining light on widespread digital traversing behaviors. And yet, the storytelling is also traditional in its linear development with five sequential episodes.

    (Source: Editorial Statement, Electronic Literature Collection Volume Four.)

    Herman Hovland - 28.09.2022 - 10:55