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  1. Retelling The Tell-Tale Heart

    Retelling The Tell-Tale Heart is an interactive audio / touch game based on Edgar Allan Poe’s original short story The Tell-Tale Heart, a first-person narrative that describes a murder. The installation is a recreation of Poe’s story that questions ambiguities inherent in the classic story. The exhibition highlights how interactive artists can reconstruct original story elements to create a new work as well as ways to encourage interaction with digital games without using screens, controllers, headsets, or other common interface elements.

    Martin Sunde Eliassen - 02.09.2020 - 11:48

  2. 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

  3. 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

  4. 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

  5. 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

  6. Around Osprey

    Around Osprey is a two-screen projection based on our artist residency with the Conservation Foundation of the Gulf Coast in Osprey, FL, 2018. We created the two video programs: Element A and Element B.

    For this virtual exhibition, the two video programs have the same duration of 29 min 38 sec, simulating the interactive element of the original design. The suggested viewing setup is: two laptops placed side-by-side; Element A on the left, Element B on the right. The two programs should be started simultaneously.

    Element A is a series of 12 poetic videos and relates to explorations. The moving pictures and sound treatments for these were gathered from our notes, poetry and stories, research outings, and meetings with local residents. The overall flow of the work relates to encounters with the natural world, environmental concerns over development and human encroachment into natural settings, and what derives from those human interventions.

    Odd Adrian Mikkelsen Prestegård - 04.09.2020 - 16:26

  7. Prism Portraits

    Prism Portraits is a participatory social media archive that challenges the audience to critically re-examine digital photo filters and their effects on our (self-)perception. The project comprises three components: participants’ smartphone cameras, a dedicated hashtag (#prismportraits) and a set of instructions for participants.

    The instructions will ask participants to take a selfie, select a hue-based filter (either from their preferred social media platform or a photo-editing software), and share the picture on Instagram using #prismportraits. Participants will also be asked to include a rationale explaining their filter choice, answering a set of questions such as: how does this filter change the way your self-perception in this photo? Seeing yourself in this manner, what emotions and thoughts do you experience? Audience members can search the hashtag to view the other Prism Portraits, and are encouraged to express their reactions to the portraits in the comments.

    Åse Marie Våge Beheim - 04.09.2020 - 20:52