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  1. The Reading Glove

    The Reading Glove is the first component of a research program called the TUNE Project (Tangible, Ubiquitous, Narrative Environment). Karen and Josh Tanenbaum describe TUNE as a story, a space, a game, and a research instrument that investigates questions of interactive narrative, player modeling, adaptivity, and tangible embodied interaction.

    The Reading Glove itself has gone through several iterations. Version 1.0 consisted of a wearable RFID-enabled glove and tagged objects that allowed readers to experience an interactive narrative by picking up objects that have been augmented with story fragments.  There is a video of Reading Glove 1.0 and details of the design process on our blog.

    Jill Walker Rettberg - 07.04.2012 - 14:22

  2. Digital: A Love Story

    A computer mystery/romance set five minutes into the future of 1988. I can guarantee at least ONE of the following is a real feature: discover a vast conspiracy lurking on the internet, save the world by exploiting a buffer overflow, get away with telephone fraud, or hack the Gibson! Which one? You'll just have to dial in and see. Welcome to the 20th Century.

    (Source: Authors's statement, ELC3)

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    Christine Love’s Digital: A Love Story is a visual novel set “five-minutes into the future of 1988” and invites the player back into the early days of the Internet through the interface of an Amiga-esque computer. The graphical interface of white text on a blue background accompanies the metaphor of the local BBS (bulletin board system) as a happening space for conspiracy and flirting. All the core interaction takes place through dialing into this system, which has multiple characters and threads that can be explored through sending out replies to advance the story. The work is strongly grounded in early hacker culture and William Gibsen-inspired models of artificial intelligence.

    Scott Rettberg - 01.09.2016 - 15:36