Featured Artworks:

Jonah Brucker-Cohen, Lively (2017)

Lively is a web-based tool that gets people sharing, learning and having fun together at live events. You get more people involved and gain valuable insights about attendees. Lively lets you pose questions to the audience that appear on any screen at the event. To participate, people simply text their answers to the screen. There are no apps or no sign-ups needed. Lively turns responses into an interactive group experience, with animation, video and more. It even turns comments into imagery on the fly. Powerful filters and moderation tools keep the experience clean and appropriate.

Sarah Rothberg, Oops! (2017)

Oops! I put on your headset is a simulation of what it might be like to accidentally use someone else’s VR headset (mine) if and when VR is ever used in an ongoing way for personal and/or boring things. Listen to my voicemails, play my dumb “good-job” game. Built on top of the oft-used VRSamples package for Unity, Oops playfully offers an alternative to the (often male, violent, pixel-perfect, and sterile) vision of what the future of VR will be.

Black Box Installations:

Nadav Assor, Titchener’s Cage (2016)

A Mixed Reality installation in which the viewer puts on a VR headset only to be confronted with the physicality of her own body, and by a cast of visitors captured earlier on-site, that appear just a physical as she is, who choose to address her in a variety of modes.

Annie Berman, Utopia 1.0: Post-Neo-Futurist- Capitalism in 3D! (2016)

Utopia 1.0: Post-Neo-Futurist-Capitalism in 3D! is a 8-minute VR artwork that takes place in the now largely abandoned world of Second Life and asks the questions, given the invitation to build anew, what did we create? Is it possible to build a better world? How can we build Utopia if we can’t even imagine it? The project was inspired by the rhetoric surrounding VR and the future of media, and how reminiscent it seemed to the language used to describe Second Life over a decade ago.

Halsey Burgund, Radio Right Left – Speak for Yourself; Listen to Each Other (2017)

Add your voice to Radio Right Left, an audio project aimed at bringing Americans together by creating a “radio station” that randomly combines responses to the question: “How do you feel about the future of America and your place in it?”. This is a non-partisan project and is aimed at countering the forces – both intentional and not – that are pitting Americans against each other and against “the other.” ALL respectful opinions/thoughts/feelings are welcome; the more diverse a group of contributions, the more interesting, useful and effective the experience will become.

Channel Two, Unattended Vaporware (2016)

Unattended Vaporware is the world’s largest, geolocation-based, augmented reality network of site-specific nodes that visualize inconclusive data that operates in every international airport on the planet. The airport has become a stage for security theater, employing methods of control that (supposedly) make things more “secure,” but do not. Under constant warning, reality shifts, and compliance becomes the norm. The looped announcement turn us into nodes of security networks. It encourages us to watch out, to watch the people around us, to be “aware” and, at the same time, it reminds us we are subjects of control, that we must be under control and have our actions, our body, even our luggage, under control. Unattended Vaporware is “critical playware” that transforms every international airport. The unattended luggage represents ghostlike, latent manifestations of the dangers people are told to report. The Unattended Vaporware app reveals what we are forced to imagine every time the announcements convince us to watch out. For Codes and Modes, a special version of the app has been created to simulate the airport experience.

Sha Sha Feng & Tami Kashia Gold, Surveillance: Silence = Death (2017)

Is an interactive environment that looks at Islamophobia. It is inspired by souvenir decks of playing cards that were sold around ground zero.

Greg Garvey, Split Brain (2002)

For this interactive computer based installation the split-brain interface employs the ScreenScope stereoscopic viewer to deliver separate video streams simultaneously to each hemisphere of the viewer’s brain. When positioned correctly the dual input streams are fused to create a virtual experience that exists solely (as qualia) in the mind. The split-brain interface was inspired by the ‘split-brain’ research of Roger Sperry, Joseph Bogan, Phillip Vogel and most directly by the experimental methods of Michael Gazzaniga.

Johnston/Richison/Vujnovic, Augmented Asbury Park (2014)

Augmented Asbury Park pushes against dystopian visions of technology and the future by using AR as a means of archiving, documenting and commemorating the past. Our project uses AR technology as a way to harness human emotion, nostalgia and memory, to recover from oblivion cultural and historical capital of the Asbury Park Boardwalk in New Jersey. This effort is a reach to reconstruct historical place and time and offer users a way to re-imagine their pocket technologies, i.e., smartphones, as tools for socially transformative experiences.

Liss Lafleur, Dear Ivanka (2016)

DEAR IVANKA is an ongoing digital zine dedicated to writing Ivanka Trump as a personal pen pal. Created with the support of New Hive, this work lives both online and in the streets through the affiliated HALT Action Group. Letters written to Ivanka are digitized, and once online are read to the viewer using a text to speech detection process most frequently used for individuals with dyslexia. In a delicate time when our rights are being threatened, we target Ivanka Trump as a daughter of our shared revolution. The political is personal, and we are all connected as one.

Ricardo Miranda Zúñiga, “a geography of being | una geografia de ser”?  (2012-14) 

a geography of being is a 2D video game that reflects upon the dynamics of the undocumented immigrant population in the United States, specifically in relation to undocumented youth. The video game places the player in the role of an undocumented youth that must face several challenges in the search for self-determination beyond the imposed constraints of citizenry. As one plays, one listens to the personal histories of Vishal and Cesar to Dreamers that helped define elements of the game.

Nancy Nowacek, Action Coding (Work-In-Progress)

Action Coding is a research work-in-progress that asks the question: how else might code be performed (if not with fingers and keyboard)? If somewhere between sport, hip-hop and sign language that can be passed on the street and in clubs like popular dance, who then, can access and perform code, and what are its products? A visible and series of full-body actions aids in the transfer of the building blocks of coding: the mind learns through the body. Syntax becomes repeatable phrases and logic becomes physical patterns and phrases, much like dance. The procedural memory required by the physical process amplifies the procedural memory required by computer coding; and the motor programs acquired by this process underscore the computational programs of code. Body Coding challenges the preconceptions of the technology complex by inserting the body as input device into an increasingly disembodied system. It is a speculative project about the future of the body in a digital world and a working system for capturing and translating physical input into digital output.

Anna Ridler, Radical Transparency (2016)

Radical Transparency is a work that explores the collision of public and private that sits at the heart of the Wikileaks project. Stacks of printed paper – emails and documents and photographs – show the macro political machinations that most people assume are being revealed by the database. When an iPad is placed above the top of the papers a hidden narrative is revealed to the viewer, a deeply personal love story of a couple who fell in love and the broke up, all found in the emails that were released as part of a data-dump in 2013. The ipad allows the viewer to see the data and information being shifted and parsed before their eyes, before being constructed out of the mess that is the classification system of wikileaks into a coherent, structured, easy to understand and universal narrative.

Heliodoro Santos, PET (2014)

Pet is an installation that uses information as a generator, it is a simulation of a living organism that lives between a physical space (a table) and virtual space generating information flows between both spaces. Like many animals species, Pet is able to search, select and purify food, information in this case, maintaining a constant balance. The information that Pet eats is generated on Twitter and related to violent deaths and murders in Mexico, he searches, selects and consumes it, this helps him to grow and reproduce. Once the information is processed it decomposes it and returns it to the Network without the words concerning murders and death. It is a project that reflects on the use of information, social networks and social events in Mexico, violent deaths, drug trafficking, forced disappearances and armed confrontations that happen every day throughout the country and this information doesn’t flow in traditional-official media, but through social networks.

Ruben van de Ven, Emotion Hero (2016) & We Know How you Feel (2015)

We Know How You Feel consists of a tablet with a modified demo app by Affectiva, a major player in the field of emotion analysis software. This app acts as an interactive mirror which displays the various emotion parameters that the analysis software derives from someone’s facial expression. Meanwhile, a voice over reads a text extracted from the Dutch classic Beyond Sleep by W.F. Hermans (1966), concerning the impact of the mirror, photography and video on the human self-image. It suggests that computerised analysis of emotions is not a neutral act –as is often claimed– but rather one that potentially influences the human sense of self and of emotions.

Emotion Hero is a video-game-artwork investigates the quantification of emotions prevalent in the multimillion dollar digital emotion analysis industry. Emotion Hero is a two-part artwork. On the one hand is a video-game that is freely downloadable for everybody with an Android device. The second part is a projection that shows the aggregated scores of the game. In order to substantiate their discourse, companies in facial expression measurement employ a huge amount of data collection and processing. Leading to a focus on the mechanics of the face, rather than it being an expression of an inner sensation. It puts the focus on representation rather than feeling. Emotion Hero is an invitation to open up the box of expression analysis to reveal the assumptions that underlie this technology.

Jing Zhou, Through the Aleph: A Glimpse of the World in Real Time (2016)

“Through the Aleph” is a net-art project offering an unprecedented interactive and visual experience where many places on Earth and in space can be seen simultaneously in an instant. It visualizes the diversity of human civilizations (microcosm) and the unity of humanity without borders in the ever-changing universe (macrocosm); it draws the connections between individuals and the global environment, Earth and outer space, eternity and time, and art and science. With an unexpected approach to surveillance cameras and global networks this meditative web project uses live data to create an abstract landscape in an open source environment. It not only embraces the dream of peace on Earth but also explores the bond between humankind and nature through time and space in the present moment.

MIT Open DocLab, DocuBase (Ongoing)

An interactive curated database of the people, projects, and technologies transforming documentary in the digital age, whose mission is to collect, showcase, and inspire new documentary forms and the tools, processes, and makers behind them. We believe that documentaries play a vital role in our democracy and culture and that today’s technologies and techniques offer creative possibilities for expression: the promise of new voices, and the reach to new publics. Docubase is a place of discovery where you can immerse yourself in the playlists and projects; unearth new work, explore new techniques, and find people who are pioneering new storytelling. Docubase opens up the digital storytelling process by providing production data about each project, behind-the-scenes materials, interviews, and case studies to demystify the process and encourage participation.