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PRY
Six years ago, James – a demolition expert – returned from the Gulf War. Explore James’ mind as his vision fails and his past collides with his present. PRY is a book without borders: a hybrid of cinema, gaming, and text. At any point, pinch James’ eyes open to witness his external world or pry apart the text of his thoughts to dive deeper into his subconscious. Through these and other unique reading interactions, unravel the fabric of memory and discover a story shaped by the lies we tell ourselves: lies revealed when you pull apart the narrative and read between the lines.
(Source: http://prynovella.com)
Daniela Ørvik - 22.01.2015 - 14:49
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Front
Originally commissioned by New Media Scotland as part of their Alt-W Cycle 9, Leishman’s latest work Front is a pre-programmed Facebook parody that addresses the major issues of social media—privacy and voyeurism. Front’s interface whilst mimicking the immersive, interaction rich promise of social media, instead reminds us of where the power structures lie, and what is often freely given up by the user/viewer. A contemporary retelling of the Apollo and Daphne myth, Daphne, our protagonist shares her predilections, thoughts and meticulously crafted “selfies”—she has excellent taste (her Front friends tell her so), but all is not as it seems. The narrative moves towards a climax that presents the perils of misrepresentation with the darker side of self-presentation. Front contains a faux IM chat facility that intrudes on the viewer’s passive reading of the interaction dead “timeline”, upsetting the expected sense of presence and time within the project.
Hannah Ackermans - 10.09.2015 - 10:06
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With Those We Love Alive
Porpentine’s With Those We Love Alive is a Twine game that invites the reader to become physically involved through marking up their own body with symbols throughout play.
As a Twine game, the work relies primarily on text and audio along with backgrounds of shifting colors to draw the player into a disturbing science fiction landscape. The game opens with a level of customization that invites the player to become connected and even embedded into the game, choosing their month of birth, element, and eye color.
As the player becomes a servant to a monstrous larval queen, the stage is set for a dystopia of dream-like and vivid yet mundane violence. After playing, the reader has a tangible record of their own choices and identity beliefs in the drawings on one’s skin.
It's inspired by mob violence, trash struggle, C-PTSD, and child abuse. It's also inspired by friendship between trash girls. In most media there’s an unspoken belief that feminine lifeforms can't survive on their own, can't have spaces of their own, can’t have relationships of their own. The author try to go against this with basically everything she make.Susanne Dahl - 08.09.2016 - 11:23
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Wuxia le renard
Sensitive to the idea of reconnecting children to their environment using a paper book, the designers wanted to make the experience more stimulating through technology. "I first wanted to encourage my daughter to enjoy slow, contemplative reading, because I observed that this kind of reading made her able to invent stories with a richer imagination," says Jonathan Belisle, author of Wuxia the Fox and partner at SAGA. This children's story, uniting the paper book with an iPad application, features speech recognition technology that is animated by reading aloud and triggers musical patterns, sound effects and interactive scenes.
Carlos Muñoz - 26.09.2018 - 15:19