Search

Search content of the knowledge base.

The search found 87 results in 0.012 seconds.

Search results

  1. Zonder Handen

    ‘Zonder Handen’ (No Hands) is an immersive 360° installation in which you can experience the philosophical poem ‘Zonder Handen’ written by Micha Hamel for and about the experience of virtual reality. Studio APVIS director Demian Albers visualized this poem in an Oculus Rift environment.

    ‘Zonder Handen’ is part of Literature on Screen. This is a program in which digital designers and writers jointly develop narrative productions for the tablet or smartphone and centers on the creative interaction between the author and the designer.

    (Source: http://apvis.nl/zonder-handen/)

    Hannah Ackermans - 06.11.2017 - 16:20

  2. Circa 1948

    Circa 1948 is a photorealistic 3D storyworld that transports users to postwar Vancouver, a city caught between the ruins of an old order and the shape of things to come. Co-created by the National Film Board’s Digital Studio in Vancouver and world-renowned artist Stan Douglas, the universe of Circa 1948 revolves around an immersive, interactive “art app” for iPad and iPhone that uses touch and gyroscopic navigation. It also includes a website that frames the project’s story and characters and an interactive projection-mapped installation that premiered at the 2014 Tribeca Film Festival’s Storyscapes program.

    Jana Jankovska - 26.09.2018 - 13:34

  3. 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

  4. High Muck a Muck: Playing Chinese

    Play the Chinese lottery and see what life was like as a Chinese immigrant to British Columbia.

    High Muck a Muck: Playing Chinese is an interactive poem, created through an interdisciplinary collaboration of 11 Canadian artists, programmers and community members. The project consists of an interactive website, 8 videos and an interactive gallery installation. 

    High Muck a Muck: Playing Chinese explores the theme of Chinese immigration to the west coast of Canada – both historical and contemporary – the tensions that exist in and between these narratives.

    Miriam Takvam - 01.10.2018 - 19:00

  5. The Spectral Dollhouse

    In Jilly Dreadful's hypertext work The Spectral Dollhouse, the death scenes are staged; the blood is (presumably) fake; and the owner of the house is, or was, a doll; and yet it looked like we'd seen ghosts after ouiji-ing our way through this work, which in the author's words, investigates "the literary oppression that women face in regards to the procreation of their stories and bodies" as well as the question of whether (and/or how) photography is representational of reality. In a way, though, we had seen ghosts, as Dreadful admits, "fiction haunts nonfiction," resulting in a piece that balances sure-footedly on the line where truth and artifice abut one another, with Dreadful taking handfuls of each to make one replete with the other.

    Source: https://www.cddc.vt.edu/journals/newriver/13Fall/editor.html

    Chiara Agostinelli - 20.11.2018 - 16:48

  6. Chimeria: Gatekeeper

    Chimeria: Gatekeeper is a playable interactive conversational scenario, authored using the Chimeria Platform It uses a cognitive science-grounded model of social category membership to customize how conversational narratives unfold. Conversations between characters are important aspects of many videogames. However, most such conversational interactions in videogames are quite limited in how they take into account the identities of those characters. Conversation in videogames typically varies, if at all, based only on one aspect of the character such as an NPC referring to the character by race, class, or a gendered pronoun. Chimeria: Gatekeeper is an application of the Chimeria Platform, which seeks to developing conversational narratives that addresses such limitations.

    (Source: Project site)

    Laura Johnson - 12.06.2019 - 23:04

  7. CO2GLE

    CO2GLE is a real-time, net-based installation that displays the amount of CO2 emitted on each second thanks to the global visits to Google.com.
     

    David Wright - 04.09.2019 - 02:37

  8. from estranger to e-stranger

    An (e)stranger is invisible, exotic, unidentifiable, rude, hybrid, 
blurry, deformed, subversive, incomprehensible, complex, pliable, lonely, abject, harder and more fragile at the same time … they are more resilient, more inventive, know how to protect themselves, are good observers, look around a lot, see and ask questions about things that seem to be selfevident …

    There is so much to enjoy in this book. It is all-at-once instruction manual, poetry and a series of vignettes of contemporary encounters in language-less places.” Ruth Catlow 23-09-2014

    Annie Abrahams - 15.09.2019 - 18:09

  9. Parlor Talk

    The audience listens to women working/coming into a beauty parlor in Bangalore, India. Comments on the possibility of private space, and what home is. Control and security are associated to the presence of men in women's lives.

    As foreigners, immigrants, urban nomads and women, how do we negotiate personal space and how is this influenced by the circumstances we live in? In an attempt to create an approximation to these questions and to the participants, a situation was dislocated and recreated from a place regarded as a typically feminine domain in India (and other countries): the beauty parlor.

    The title is a reference to both the conversations that form the basis of the audio work, as well as to the performance that was enacted during the exhibition at 1Shanthi Road gallery, in which individual participants received a manicure from the artist.

    The performance and accompanying audio work "parlor talk" were developed during the bangaloREsidency in Bangalore, India.

    Maud Ceuterick - 09.07.2020 - 15:08

  10. Glass Mountain

    A digital reprint of Donald Barthelme's Glass Mountain—as printed in City Life (1978), published by Pocket Books—hosted on librarian Jessamyn West's website as part of a larger personal repository dedicated to the author and his work. All creative works were collated and published with permission from Frederick Barthelme, Donald's brother.

    Official story blurb:

    A glass mountain sits in the middle of a city and at the top sits a 'beautiful, enchanted symbol'. Seeking to disenchant it, the narrator must climb the mountain. Confronted by the jeers of acquaintances, the bodies of previous climbers and the claws of a guarding eagle he, slowly, begins to ascend. In true postmodernist form, subject and purpose collide as Donald Barthelme uses one-hundred fragmented statements to destabilise a symbol of his own - literature's conventional forms and practices. With a quest, a princess and an array of knights, Barthelme subverts that most traditional of genres, the fairy-tale; irony, absurdity, and playful self-reflexivity are the champions of this short story.

    Tjerand Moe Jensen - 03.10.2021 - 20:02

Pages