Chameleonia

Chameleonia

Chameleonia: Days of Lost Selves is a prototype sketch of a game based on shifting identities where the construction of self is at stake. Players make gestures associated with traits such as aggression, commerce, ideology, and more. Player's avatars, and their opponents', then transform in response. One moment the player character is a bazooka-toting cowgirl/boy sipping a softdrink - at the next moment a gold chain and pocketwatch wearing tycoon with stock charts bursting from its top-hatted head.

Associated Project: 
Chameleonia
Tags: 
Advanced Identity Representation

Generative Visual Renku

Generative Visual Renku

The Generative Visual Renku project presents a new form of concrete polymorphic poetry inspired by Japanese renku poetry, iconicity of Chinese character forms, and generative models from contemporary art. Calligraphic iconic illustrations are composed by the system with both visual and conceptual constrains in response to user actions into a fanciful topography articulating the nuanced interplay between organic (natural or hand-created) and modular (mass-produced or consumerist) artifacts that saturate our lives.

Artists' Statement

Since the industrial age, modularity has revolutionized our everyday lives. For the sake of efficiency and optimization, things and activities were shaped into mass-produced interchangeable units, including our furniture, our dwelling places, our commuting, our consumptions, our entertainments, and our identities. In consumerist societies, modularity always lies at the center, whereas the complements are just scattered peripheries. Life is a journey back and forth between clustered majorities and isolated minorities.

Associated Project: 
Generative Visual Renku
Tags: 
Interactive Narrative

Loss, Undersea

Loss, Undersea is an interactive narrative/multimedia semantics project by Fox Harrell in which a character moving through a standard workday encounters a world submerging into the depths -- a double-scope story of banal life blended with a fantastic Atlantean metaphor. As a user selects emotion-driven actions for the character to perform, the character transforms -- sea creature extensions protrude and calcify around him -- and poetic text narrating his loss of humanity and the human world undersea ensues.

 
You can download  the application here:
http://collection.eliterature.org/3/files/loss-undersea/LossUndersea-v1.0-mac.zip

 
References

“Loss, Undesea,” Electronic Literature Collection, Vol. 3. Stephanie Boluk, Leonardo Flores, Jacob Garbe, and Anastasia Salter, eds., Electronic Literature Organization. http://collection.eliterature.org/3

Associated Project: 
Loss, Undersea
Tags: 
Interactive Narrative

Living Liberia Fabric

The Living Liberia Fabric, initiated in affiliation with the Truth and Reconciliation Commission (TRC) of Liberia, is an interactive, web-based narrative supporting the goal of lasting peace after years of civil war (1979-2003). It links concerns for liberation, dignity, and the future with needs for cultural foundations, human rights, truth, and reconciliation. Our system is based in Liberia's culture and the specifics of the conflicts, hence representing our cultural computing perspective.

Background

The Final Report of the Republic of Liberia Truth and Reconciliation Commission (TRC) states:

While Liberia has often been hailed as one of the only African nations never to be colonized, the historical facts are more complex. The settlements of repatriated Africans were in fact, governed by white American agents of the American Colonization Society for the first several years of their existence.

… the American Colonization Society, and later the fledgling Liberian government, was at war with various indigenous tribes over territory and trade routes throughout the 1800s. Liberia’s complex history created a 'state of contestation' which remains today a major source of conflict and disunity.

Associated Project: 
Living Liberia Fabric
Tags: 
Interactive Narrative

Define Me: Chimera

Define Me: Chimera

DefineMe: Chimera is a social networking (Facebook) application in which users define metaphorical profiles and avatars for each other, and several games and avatar creation systems where users' representations change dynamically based upon social context, user interaction, and artifact use. The DefineMe database is designed to be lightweight, dynamic, and extensible, while implementing categorical relationships between members. When comparing profiles, DefineMe is designed to match lexical items and logical relations directly, or it can compare the structures of profiles following insights from the analogical structure-mapping engine (SME) developed by Ken Forbus et. al. Influenced by Eleanor Rosch's influential prototype theory, the labeling system can also be used to define aspects of categories themselves. For instance, a 'robin' tag can be added to the category, 'birds,' to define the prototype of that category. In this way, members can belong to multiple groups, but individuals can represent the prototypical members of groups. This relatively lightweight structure avoids some of the pre-defined categorization built into many social networking infrastructures, and has the potential to more nuanced identity phenomena than many hierarchically organized social networking profiles allow.

Associated Project: 
Define Me: Chimera
Tags: 
Advanced Identity Representation

Avatar Breeder

Avatar Breeder

Avatar Breeder is a genetic algorithm-based procedurally generative satirical artwork constructed by Daniel Upton and Jisun An in Dr. Harrell's graduate course LCC 6312: Design, Technology, and Representation. It is intended to undermine normative categories of identity encountered on bureaucratic forms and in everyday lived experience. In such discrete categorization systems, ethnic identities can be based on geography, nationality, ancestry, family, culture and sub-culture, religion, language, race or any combination of these. In this new ideological thread, how do people identified with mixed ethnicities inhabit the interstitial spaces and margins amidst these complex factors? How do essential categorizations of ethnicity and/or race properly reinforce or obliterate social illusions or personal histories.

Associated Project: 
Avatar Breeder
Tags: 
Advanced Identity Representation

Abstract Avatar

Abstract Avatar

Abstract Avatar allows for users to construct graphical self-representations akin to social networking profiles. These representations are composed of basic media elements such as uploaded images, text, and multimedia files, connected to each other in a self-determined graph structure. Bloggers can attach links to avatars, which readers can access upon receipt of permission. Abstract Avatar was created by the quartet of B.S. computational media students: Allen Morrison, Michael Groves, Kristi Champion, Charles Gunnell in Dr. Harrell's course LCC 3314: Technologies of Representation.

Credits: 

By the quartet of B.S. computational media students: Allen Morrison, Michael Groves, Kristi Champion, Charles Gunnell in Dr. Harrell's Georgia Tech course LCC 3314: Technologies of Representation.

Associated Project: 
Abstract Avatar
Tags: 
Advanced Identity Representation

Gestural Narrative Interactive Expression (GeNIE) Project

Gestural Narrative Interactive Expression (GeNIE) Project
Associated Project: 
Gestural Narrative Interactive Expression (GeNIE) Project
Tags: 
Interactive Narrative

AIR Toolkit Development

AIR Toolkit Development

The Advanced Identity Representation (AIR) Project ($535,060/5 years, NSF CAREER Award #0952896) is a new transdisciplinary approach to the problem of designing identity technologies to enable imaginative self-representations and to counter social stigmas by implementing dynamic social identity models grounded in computing and cognitive science. The AIR Project seeks to: (1) Develop models of social computational identity (e.g., virtual characters, avatars, and social networking profiles) to enable user representations that dynamically change in response to context and use, and can minimize implicit stigma built into underlying infrastructure, (2) Implement an identity modeling toolkit for constructing empowering, cross-application self-representations (crucially, both back-end semantic data structures and graphical representations), (3) Use the AIR toolkit to build integrated social networking and narrative/game applications, and empirically assess the quality and nature of user representations constructed in contrast with the quality and nature of current systems.

Associated Project: 
AIR Toolkit Development
Tags: 
Advanced Identity Representation

Mimesis

Online social networks and video games are prevalent in today’s society, and using both video game characters and social networking profiles cam potentially be used to help people better understand others’ experiences, delivering meaningful experiences which enable critical reflection upon one’s identity, and on others’ experiences related to identity. However, merely customizing graphical representations and text fields are insufficient to convey the richness of our real world identities. As a step towards conveying richer identity experiences, we introduce our interactive narrative game called Mimesis, which aims to allow players to explore identity phenomena associated with discrimination.

Associated Project: 
Mimesis
Tags: 
Advanced Identity Representation
Mimesis

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