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  1. PING

    PING uses a telephone menu system to distribute active commands to participants who call in using cellular telephones. The choices made by the caller when navigating the telephone system produce directions for physical movement through the city.

    PING comes out of psychogeographical inquiry, which focuses on the study of the effects of the environment on the perception, behaviour and mood of individuals. PING is intended to explore the interface between disparate fields such as situationist thought that focuses on subjective mood, generative psychogeography which introduces algorithms as a way to inspire movement through urban space, existentialism, and the interpolation of digital metaphors onto physical, analog space.

    (Source: Author's description from project site)

    Scott Rettberg - 18.04.2011 - 12:58

  2. [Murmur]

    [Murmur], a documentary oral history, records aural stories and memories and geolocates  them exactly. Now in its ninth year, this ample, well-curated archive features stories from twelve cities on four continents and loads quickly on mobile device.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Meri Alexandra Raita - 03.02.2012 - 16:17

  3. Core Sample

    Core Sample is a GPS-based interactive sound walk and corresponding sound sculpture that evokes
    the material and cultural histories contained in and suggested by the landscape of Spectacle Island.
    The piece engages the extended landscape of Boston Harbor as bound by the new Boston Institute of
    Contemporary Art building on the downtown waterfront, and Spectacle Island, a former dump and
    reclaimed landfill park visible just off the coast. The two sites function dialogically, questioning
    what is seen versus what is not seen, what is preserved and recorded versus what is suppressed and
    denied. (Source: Project website)

    Meri Alexandra Raita - 05.02.2012 - 16:38

  4. Blue Light

    The Blue Light Project is a mobile media narrative. Composed to challenge conventional perceptions of security, the project guides participants through the campus using emergency phone towers as landmarks to discover who among their friends accused them of cocaine possession. With an immersive narrative written by Kirsten Petersen and Page Schumacher, a dynamic route mapped by Nicole Anderson and Allison Gray, and an interactive web interface coded by Kevin Diep, Tyler Lundfelt, and Dylan Symington, The Blue Light Project compels participants to reevaluate the certainty of personal safety and prized friendships.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Note: This work was featured in the 2012 Electronic Literature Exhibition on the computer station featuring Future Writers--Electronic Literature by Undergraduates from U.S. Universities--Mobile Works

    Meri Alexandra Raita - 08.02.2012 - 20:28

  5. Glitch

    Glitch is a fictional, site-specific, mobile media narrative based on the campus of the University of Maryland. Readers follow the story of a student named Alice, who experiences a series of strange glitch-like events that she cannot explain but works to understand. Users walk through various sites on campus based on provided coordinates, finding geocaches and solving riddles that utilize location- based knowledge to explore Alice's personal journal pages and digital blog entries.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Note: This work was featured in the 2012 Electronic Literature Exhibition on the computer station featuring Future Writers--Electronic Literature by Undergraduates from U.S. Universities--Mobile Works

    Meri Alexandra Raita - 08.02.2012 - 20:41