…and I visit you there… is a story told by many cultures, in many languages. People from different places were asked to talk about a hypothetical travel in their home countries, in their native languages. Although there are several narrators, the journey is only one, and it is developed by connecting places through sentences. English is used, in this context, not to connect languages, but to serve as a common denominator that makes communication possible. On the other hand, communication is not only about understanding words: it is based on emotional responses, cadence, and intonation. A speech that travels and transforms itself while going from place to place, without a specific direction, represents the essence of traveling. The traveler is the one that goes without a map, not knowing when they will return, or even if they will return at all. The traveler contacts cultures, but not connect them, because cultures cannot be connected. Nevertheless, traveling around the globe has always been the most important way of bringing cultural awareness. This is the goal of this piece.
database is an electronic reading device that deals with the inversed functionality of three technologies: a printer, a video camera and a database. As such, it raises issues about the erasure of text, the act of reading in real time (i.e., listening to a printed text), and physical databases. We challenge the idea of the database as a non-linear and digital structure, and the printer as an output device as well as an information recorder. Our aim is to question the traditional meaning of computer interfaces. We achieve this by inverting their basic functionality. The installation deals with the opposition between presence and absence, recording and erasing, memory and forgetfulness, present and continuous time, reading and listening. These concepts are connected with the idea of present time as a time that is always passing by.
In collaboration with: Fabian Winkler
Nominated Works in the Media Arts Festival (Japan) – March 2003.
Award winning piece in the ACADIA 2002 Digital Design Exhibition (Pomona, CA – Oct. 26th).
Paper published in SiGRaDI 2002 (6th Ibero-American Congress of Digital Graphics).
Caracas – Venezuela – Nov. 2002
Presented in File Symposium 2002 (Festival Internacional de Liguagem Eletronica).
Sao Paulo – Brasil / August, 2002.
Exhibited at the Electronic Literature Symposium STATE OF THE ARTS.
UCLA – April 4th-6th.
LA TIMES. Opening the Book on Literature’s Future. April, 14th, 2002.
This project explores the construction of Hybrid Reality Games (HRGs) for entertainment and educational purposes. HRGs are location-based games that take place simultaneously in two spaces: a digital online space and a physical environment. Equipped with GPS-enabled mobile phones, players in a pre-chosen physical location access location-based information about that space and interact with online players through text messages and voice communication. At the same time, online players track the real-time movement of physical players on an online map that represents the physical location while communicating with the players in the physical space. The collaborative and real-time coordination of HRGs make them especially suitable for educational contexts, as well as other situations that require remote and local networked interaction.
Concept and Coordination
Adriana de Souza e Silva
Programming and Implementation
Joyce Rudinsky, domain scientist for the arts and humanities at the Renaissance Computing Institute.
Exhibited at the UNC CHAT Festival (February 2010)
The project will exhibit a documentation of a HRG played in the streets of downtown Raleigh, North Carolina. CHAT participants will be able to watch a video shot of game participants interacting with local information in downtown Raleigh. The documentation will also show the role of the online players in constructing the game space and determining the movement of the physical players. The game we have designed is a modified, educational form of “Capture the flag” that uses GPS and other location aware technologies to link information to physical space. Players in the physical environment will be directed by online players to “flags” distributed throughout the streets of downtown Raleigh.
When the physical player arrives at the location, he or she will be asked a place-specific question linked to a historical landmark in downtown Raleigh. The player will then have to answer the question correctly, using the clues present in the physical environment. The online player will then assume the role of an avatar on a digital map of the city and move the flag to a new location. There will be two teams playing the game and the two teams will be competing to see which team will control the flags for a longer period of time.
Our video documentation will show the audience how these games are played, how students and educators can use them as educational tools, and how urban areas can be turned into educational gamespace.
Game concept and Documentation
Kim Burke, Richard D’Angelo, Kati Fargo, Jordan Frith, Maurice Mathis, Jessica Vincent
Graphic design and programming in HTML