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  1. Fourth VR: Indigenous virtual reality practice

    Indigenous creators are currently using virtual reality (VR) tools, techniques and workflows in wide-ranging geographical locations and across multiple VR formats. Their radical adaptation of this new technology folds together cultural traditions and VR`s unique audiovisual configurations to resist dominant, particularly colonial frameworks.

    Withing this context, we ask how VR is being used to create space and capacity for indigenous creatives to tell theis stories and how do indigenous creatives negotiate Eurocentric modes of production and distribution? 

    To answer these questions, our Fourth VR database provides a snapshot of indigenous VR works. By draving on three case studies drawn from the database- The Hunt(2018), Future Dreaming (2019) and Crow: The Legend (2018)- As well as the wider patterns emergin across the database, it is possible to see and indigenous centered VR productions framework. 

    Maud Ceuterick - 14.12.2020 - 10:59

  2. Meet Me At The Station

    Meet Me At The Station is a surreal and lyrical 10 minute experience for for 360 cinemas, domes, virtual reality headsets. A scientist is trapped in the future due to a time-travel accident. His only hope is to travel through dreams, but dreams can also turn into nightmares.

     

    Cecilie Klingenberg - 27.02.2021 - 14:55

  3. The Hollow Reach

    The Hollow Reach is a choice-based virtual reality (VR) experience built on becoming posthuman to overcome the trauma of emotional and physical loss. What at first appears to be an adventure game turns out to be an exploration of psychological and physical recovery, not a retreat from reality but a coming to terms with it. In this interactive puzzle game, virtual reality offers a space of recuperation through adaptation and prostheses. In this piece, the player progresses from the human to the post-human only by letting go of their notions of what is and is not under their control to encounter a life augmented and transformed by the digital.

    Cecilie Klingenberg - 27.02.2021 - 16:13

  4. Ver Binnen

    In Far Inside, the visitor experiences life with schizophrenia. In this spatial experience you feel the lost of control on reality. The original interviews with Ton are the red line in this installation to give an impression of reality through his eyes. Writer Karin Anema describes how Ton battles his psychoses to get his life together in her book Today I will Buy All Colours.

    David Peeters - 10.05.2021 - 15:57

  5. Platform Collaboration, Creativity and Determinism in Virtual Reality (VR): An artist paper the making of The Key To Time, a work for VR, domes and CAVEs.

    Addressing conference themes of platform utopias, determinisms, identities, collaborations and modes, this conversational presentation discusses ways that concepts of time, space and narrative are expanded in The Key To Time https://unknownterritories.org/keytotime/. The Key To Time is a surreal and lyrical work for immersive, cinematic art experiences such as domes and 360 degree cinemas as well as for individual viewing on head-mounted virtual reality devices. Bridging 1920's silent film and virtual reality, the surface story draws viewers into a playful exploration of genre, identity and desire. In doing so, the work unravels narrative underpinnings of myths, genres, and technological constructs of time.
     

    Milosz Waskiewicz - 25.05.2021 - 15:17

  6. E-Literature Bound to Platforms: Exploring Opportunities for Narrative Connection and Disconnection

    Recent pandemic-imposed restrictions on face-to-face exchanges have required that we find new ways to connect, often through networked platforms. Without classrooms, labs, and conference environments, ELO has embraced platforms such as Discord and Zoom for communication, and has also looked to online platforms for collaborative writing.

    As we contemplate how platforms can keep us connected with our work and with each other, as well as the ways they may limit our interactions and thus arguably “disconnect” us, this panel explores what happens when e-literature—as research, practice, and field—is bound to platforms. E-literature scholarship and creative works that do not have the opportunity for in-person exchange provoke re-examinations of platform affordances and limitations. We ask: how may platforms may shape e-literature through their pre-set parameters, interfaces, and infrastructures? What are the promises and perils of platform-specific e-literature? Can we bring attention to platform through works of e-literature? Led by Marjorie C. Luesebrink, five speakers will answer these questions.

    Milosz Waskiewicz - 27.05.2021 - 17:26

  7. Epidemiology and Spatial Narrative : Scaffolds under the Pandemic - Confinement Spaces and Existential E-Narrative

    were forced into situations somewhere between Brazil and The Matrix, in which workspaces become the world. Also this evinced Paul Virilio’s notion of technological acceleration while confining to one spot (ZOOM!) undifferentiates the technologically enabled person without disabilities and the technologically au and the technologically augmented paraplegic (The Third interval).
    These existential effects led to my creation of a visualyl narratological immersive experience entitled Confinement Spaces, which consisted of 3D scans and renders of the UAE quotidian landscape, first of places immediately around me. But as I was able to expand my tr avels, more spaces were scanned in, creating a form of “narrative molecule” based on experience in the 1990’s with designer Roy Stringer’s Navihedron interface regime.
    In Confinement Spaces, six months of expanding explorations into iconic spaces of the United Arab Emirates as an allegory of confinement in space and the fracturing of reality as depicted by the glitches in the 3D scans.

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:35

  8. Tenure Track: A Critical Simulation Game

    Tenure Track is a postmodernist critique of 21st-century academia in the form of a simulation game. In the vein of satirical games like Cow Clicker—a product of “carpentry,” or a strategy for creating philosophical, creative work, according to its designer Ian Bogost—Tenure Track also borrows game mechanics from popular puzzle simulators like Papers, Please, merging the finite potentiality of a critical text with the lightheartedness and non-prescriptiveness of play. Additionally, the simulation game as a genre harkens back to philosophical toys of the 19th century, such as the thaumatrope, the purpose of which was demystification through wonderment. The proposed poster would include imagery from the game, as well as links to interactive components (gameplay footage, demos) and brief descriptions of the mechanics and concept of the game.

    Milosz Waskiewicz - 10.06.2021 - 11:35

  9. Apart Samen

    Deze VR-ervaring van schrijver-muzikant Micha Hamel en maker Demian Albers voelt zowel groots als intiem. Groots omdat je in deze zogenaamde ‘room scale VR’ vrij rond kunt wandelen door de driedimensionale tekeningen, op het ritme van de woorden. Intiem omdat je in Apart Samen letterlijk in een liefdesrelatie duikt die op de klippen dreigt te lopen. Door de speels getekende tableaus en de intuïtieve interactie beleef je de jeugdherinneringen van de geliefden die tegenpolen blijken. Als volwassenen hebben ze hun eigen gevoelens en verwachtingen, maar welke kies jij om aan te horen of te onderzoeken? Door deze keuzevrijheid en het feit dat je nooit alles kunt meekrijgen, wordt hun liefdesgeschiedenis voor de bezoeker een subjectieve én intuïtieve ervaring.

    David Peeters - 05.07.2021 - 13:46

  10. Aa-Kwartier

    Voor Het Grote Gebeuren maakt Chantalla Pleiter, met medewerking van de dichter zelf, een virtual reality bewerking van het gedicht ‘Aa-Kwartier’ van Jean-Pierre Rawie. Het gedicht heeft een plekje gekregen op de kleurrijke letterenkaart Leesbaar Groningen. In de vr-versie kunt u gedicht in woord en beeld aan den lijve ondervinden.

    Het gedicht is een van de vele honderden citaten die een plek kregen op Leesbaar Groningen, de nieuwe letterenkaart van de provincie en stad Groningen die tijdens Het Grote Gebeuren wordt gepresenteerd.

    David Peeters - 12.07.2021 - 14:56

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