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  1. How to Rob a Bank

    How To Rob A Bank is a young Bonnie and Clyde-esque love story about the mishaps that befall a young male bank robber and his female accomplice. This transmedia fiction manifests in the form of animated text conversations between the main characters, and their use of their iPhones to Google search, text, game, and use other apps on the phone as part of their capers.

    The story is an immersive experience generated through readers’ hands-on use of apps, maps, imagery, animations and audio. Bigelow’s award winning 2016 multimodal work foregrounds how social technology has become a core element of daily life, and helps us see the way that social technologies structure lived experience.

    The mirror effect of the character/reader’s use of personal devices as they read this piece makes this narrative relatable, shining light on widespread digital traversing behaviors. And yet, the storytelling is also traditional in its linear development with five sequential episodes.

    (Source: Editorial Statement, Electronic Literature Collection Volume Four.)

    Herman Hovland - 28.09.2022 - 10:55

  2. Ladykiller in a Bind

    Forced to pretend to be her twin brother on a cruise ship full of his classmates and enemies, the Beast finds herself thrown into a game of complex social manipulation, as well as literal bondage. An erotic visual novel by the creators of Analogue: A Hate Story about social manipulation, crossdressing, and girls tying up other girls.

    Simone Blessing - 28.01.2023 - 15:21

  3. 200 Castles

    200 Castles

    Caitlin Fisher - 28.07.2023 - 22:57

  4. Caption This

    Clickbait is a music project by Talan Memmott. The album CAPTION THIS is a collection of nine pop-punk tunes about various internet memes. A limited edition CD was made. The album is also available for streaming on Spotify and for download from iTunes, Amazon Music, and Google Play Music. Song list: Duckface Forever Alone Confused Travolta Disaster Girl She's Still Planking The Most Interesting Man in the World Scumbag Steve Hotdog Legs Bad Luck Brian All songs written performed and produced by Talan Memmott

    Talan Memmott - 13.06.2016 - 17:05

  5. MATTERS, Electromagnetic Poems

    Artist’s Statement:
    When materials that support texts change, the content could be affected. This installation is a physical reflection on how the materiality could affect the text.
    From ceramic tiles to displays, each new supporting material has opened new possibilities for writing.
    MATTERS, seeks to write through the manipulation of electromagnetic fields with new raw materials instead of the screen.
    Sensitive components to these fields will be placed on three acrylic drawers (45 x 30 x 15 cm). Each drawer allows different reading times, interactions and experiences.
    (Source: http://elo2016.com/jose-aburto-olezzi/)

    Susanne Dahl - 18.10.2016 - 17:17

  6. Grow-A-Game

    Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of the Values at Play project, the Grow-A-Game cards are widely in use in both K-12 and University classrooms. Using Grow-A-Game, groups of people brainstorm novel game ideas wich prioritize human values. While no prior game design experience is necessary, both experienced designers and those new to the field will have fun making games. In response to consumer demand, our team has created three distinct sets of the cards, with each version designed specifically to meet the needs of a particular user group. Apprentice, designed for 10+ beginners, as well as educators to use in classrooms and after school programs, focusing on digital game examples; Classic, designed for general users or those without much experience with digital games who are interested in exploring values-conscious design; Expert, geared toward advanced students for expert designers. This version is intended to complement more conventional brainstorming methods and without example games to modify. (Source: http://www.tiltfactor.org/game/grow-a-game/)

    Nikol Hejlickova - 25.10.2016 - 15:34

  7. PONTOS: uma recombinação textual intermedial e transpoética

    "PONTOS” parte de uma tentativa (im)possível de aproximação entre margens por meio de visões que se entrecruzam. Um processo de alteridade entre perspectivas simetricamente opostas, numa tentativa gradual de (auto)reflexão, que dará lugar a uma transmutação contínua por parte de um público. De um lado, uma margem A, sempre mais bela vista de uma margem B; de outro lado, uma margem B, local privilegiado para contemplação do seu antípoda. Numa tentativa de construção de pontes, que não é mais do que uma ligação entre pontos, procura-se por meio da palavra ser-se um outro, na (im)possibilidade de sê-lo por completo.

    "Que visão tem neste momento a pessoa que não vejo, mas que sei estar do outro lado?"

    "Com que olhos descreveria eu a minha margem, de um lado que sinto não ser possível alcançar?"

    Diogo Marques - 26.07.2017 - 17:34

  8. Memorias y caminos

    [Performance] The idea of this “reading” (traversals) is to present the aesthetic experience of the digital work Memorias y caminos, developed in a collaborative way by Jaime Alejandro Rodríguez (writer) Cecilia Traslaviña (animator), Alejandro Forero (programmer) and Carolina Lucio (sound designer). The work, written in Spanish, offers an expanded autobiographical space that substitutes and intensifies some perceptive experiences for its virtual equivalent, and that have as reference the corporal experience in the dramatic work El hilo de Ariadna (of the Colombian artist Enrique Vargas, 1992): 1) to the opacity of the scenarios in that, follows the opacity of the interfaces here; 2) to the use of other senses to locate and cross the labyrinth in that, follows the requirement of hearing to enter into the interactive objects here (virtual galleries); and 3) the touch was also included in this strategy, because the user, having to use the mouse device to activate some functions of the interface, activates some tactile sensations. On the other hand, user participation is designed so that user interactivity is essential for its updating.

    Ana Castello - 16.10.2017 - 15:24

  9. Nostranger

    NoStranger is not as much a game as it is a conversation.

    As the app opens, you receive a message from a stranger. But by the end of your experience, you will know his name, his motivation, and his dark secret.

    You will be led on a user-choice-driven narrative; searching through blogs, contacting the story’s characters, and scouring social media websites to find out more. Through real-time conversation, you will delve deep, and sometimes not so deep ;), exploring the interconnectedness of our virtual world.

    With inspiration from titles such as LifeLine and Her Story, NoStranger uses real websites, phone numbers, and videos to create a believable, immersive experience.

    Juan Manuel Altadill Casas - 26.10.2017 - 12:48

  10. Lokroep

    Lokroep is een multimediaal 360 graden virtual reality gedicht speciaal gemaakt voor de Oculus Rift. In nauwe samenwerking met dichter Micha Hamel ontwierp visueel kunstenaar Demian Albers een driedimensionale omgeving die een poëtische uitweiding is van de op de hoofdtelefoon klinkende tekst. In deze vijf minuten durende ‘onderdompeling’, worden taal en beeld op een speelse manier onder elkaars invloedssferen gebracht, met elkaar gefronteerd dan wel met elkaar uitgewisseld. Met deze theatraliserende operaties in het digitale domein willen de makers de toeschouwer een intensieve en betekenisvolle ervaring bieden die het pure lezen of het pure kijken niet vervangt, maar die een eigen, interdisciplinaire ervaring oplevert waarin de mogelijkheden van dit nieuwe medium geëxploreerd alsook ten volle gehonoreerd worden.

    (Source: Apvis.nl)

    Hannah Ackermans - 06.11.2017 - 16:11

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