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  1. 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

  2. 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

  3. 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

  4. Mo[X]Rphing B[l] termina: El estado de XR [Literatura]

    This project of virtual reality dates back to 1990 and born named Bodyssey,  fermented on herself and one of their collaborators, an artist called Gary Zebington. Form part of the doble special number of The Digital Review journal, called “Critical Making, Critical Design”. This project try to explore the notion of a language-induced freedom of body from through the use of speech-recognition, text, and VRML effigies. Intimate relations between interactive human body symbols, speech, text and images will mix so that the effigies’VRML bodies and verbal utterances will evolve to express a spectrum of emotions.

    This project never eventuated in the particular form we envisioned, but helped to many of her works produced from the onwards, works that morph and blend interactive storyforms in unexpected ways through a mix 3D/VR, Extended Reality [XR]

    María Fernández García - 28.09.2022 - 18:04