Search

Search content of the knowledge base.

The search found 9 results in 0.009 seconds.

Search results

  1. All The Delicate Duplicates

    John, a single father and computer engineer, inherits a collection of arcane objects from Mo, his mysterious Aunt. Over time, the engineer and his daughter Charlotte begin to realise that the objects have unusual physical properties – and that the more they are exposed to them, the more their realities and memories appear to change.

    “All the Delicate Duplicates traverses time and alt-realities via a layered character driven narrative world.” – Dr Andrew Burrell

    "I could lose myself in this for hours. This feels so new, unlike anything I’ve ever seen." – Beta Tester at the 2016 Game City Festival.

    “Played one of the most cerebral walking sims I've experienced yet.” – Michael Nam

    Andy Campbell - 27.06.2016 - 14:12

  2. 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

  3. Kulaktan kulağa, Chinese whispers, or Arabic telephone

    “I’m on the hard drive. When the gift came. Both disk and memory disappear”. Kulaktan kulağa, Chinese whispers, or Arabic telephone reveals mis(machine)translated stories of found images through tangible interaction. The installation uses what is (at first glance) just a box of old photographs to examine the western-centric lens of the internet by humanising machine translation errors. The artist collected old photographs from London’s flea markets, and wrote short stories for each photograph in her non-native English. Using an online machine translation tool, she machine-translated the stories into her native Turkish, and into other ‘foreign-looking’ languages such as Chinese and Arabic. The garbled outcome then is machine-translated back to English, carrying its inaccurate interpretation alongside. The stories and photographs are integrated into an interactive installation that invites readers to reveal mistranslated stories through tangible interaction. The installation invites spectators to pick a photograph from an old box and explore its interpretation.

    Vian Rasheed - 11.11.2019 - 22:47

  4. Sound Spheres

    Sound Spheres combines computational digital media and storytelling techne to provide an interface with which users can create and experience interactive aural narratives. Sound Spheres was conceptualized and created to encourage active engagement with sound sources (the colored spheres) representing narrative elements. Participants may engage these sound spheres to construct aural narratives using multiple interactive techniques. As participants do not know the contents of sound spheres, narratives constructed using this technique are serendipitous, similar to actively tuning a radio from one station to another, hoping to find interesting aural content. Meaning is supplied by the participant's interpretation, which, in turn, depends on memory, cultural context, and previous hearing experiences. Sound Spheres suggests that engaging narratives can be created from non-dialogic sound sources. And, through its remix of radio, aural narratives, and non-linear composition, Sound Spheres demonstrates new methods for creating and experiencing interactive digital storytelling.

    Vian Rasheed - 12.11.2019 - 00:14

  5. Diamonds in Dystopia: container & tool

    What does a cutting-edge collaboration between music, visual, and literary artists look like and how did it evolve? This ongoing, transdisciplinary collaboration between said types of artists evolves a born digital interactive poetry application for every presentation and exhibition opportunity. Our mission as collaborators is to open up creative workflows for interactive technologies and artists interested in using them to benefit the presentation and experience of the visual, musical, or literary arts. We developed an interactive, live-streaming poetry web app that takes audience response to trigger improvisations, sensory experiences, and create an event-specific poem collectively. The user acts as collaborator by sending word selections that resonate with individual users by tapping text from a born-digital “seed poem” on their mobiles to trigger Markov chain reactions, which enables succinct recombination of massive amounts of language as source material.

    Vian Rasheed - 12.11.2019 - 03:11

  6. Emblem/as

    EMBLEM/AS consist of three digital poetic artifacts created in Flash that present three emblem or banners (“Emblemas” in Spanish) related to three geographic-poetic/linguistic areas: 1. MORA AMOR 2. ARENA AL COR 3. UNITED ESTADOS The three artifacts allow interactive experiences based on words created with the acronym of each of the city/banner referenced. As you move the cursor, words and sounds lead new audiovisual and political constructions based on meanings that explore the author’s split sense of identity as a nomadic subject. The first banner, “Mora amor” (Love dwells), was published in 2017 and its record is archived at elmcip.net: https://elmcip.net/creative-work/mora-amor This artifact refers to the banner of the city of Zamora, the place of birth of the author. The interactive words and Spanish sounds explore her sense of disengagement and nostalgia towards this city, while pointing to the conservatism and religious constrains of this area of Spain: Ora, Roma, Mazo, Amor, etc. (Prey, Rome, Mallet, Love).

    Vian Rasheed - 18.11.2019 - 02:05

  7. Always Tomorrow

    Always Tomorrow is a virtual reality fiction piece for HTC Vive. The viewer/reader is positioned in the centre of an infinite visual galaxy populated by 40 small interactive spheres, suggestive of planets but textured with distorted images that resonate with the stories they hold within. The viewer touches the spheres in any order to activate audio and unfold a time-twisting, fringeaffirming, ether-inflected love story set in Berlin in the Weimar Republic with a tomorrow already speaking itself on the protagonists’ lips. We hope the piece resonates with the contemporary moment, too, somewhere between histories and futures; the objects of our desires and our longing, the periphery of the culture and its centre. It’s also a mediation on the power of poetry.

    Vian Rasheed - 18.11.2019 - 15:49

  8. Culprit

    Culprit is a choose-your-own adventure screen-based game created using the interactive documentary software Klynt and inspired by the resurgence of interest in a genre that e-lit has seen as unsophisticated but is currently enjoying an uptake in popularity as interactivity goes mainstream both on handheld devices and livingroom televisions. A multi-modal murder mystery with five storypaths that intersect to provide for many more distinct readings, Culprit is set in a contemporary, urban North American city and anyone could be the murderer.

    Vian Rasheed - 18.11.2019 - 15:52

  9. Tale of a Great Sham(e Text)

    The date is 1881.

    There are high rents and evictions, there is homelessness. In answer to the extra-ordinary times the Ladies’ Land League is directed by Anna Parnell to organize public meetings and protests. Thirteen women, speak, rally, and inspire female agency. Irish Women realizing their own political potential, moving the struggle away from government to the personal.

    This is an electronic text, which will be using 13 female voices and a computer. The visuals/text of the electronic text will be created using game development software and electroacoustic compositional techniques, presented as an interactive work within a web browser. The 13 female voices will sound original text created using works by Anna Parnell, processed using electroacoustic compositional techniques. Passive resistance is be combined with a constructive creative programme, developing the self-confidence of the audience and encouraging them to participate.

    “The best part of Independence is the independence of the mind.” (Anna Parnell)

    Vian Rasheed - 18.11.2019 - 15:56