home

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Description (in English)

'Describe the route you take from your parental home to your bed, where you slept as a child.' That was the question Vanhauwaert asked people who have lost their parental home. Vanhauwaert was inspired by five extraordinary stories of people whom she changed into characters. She created a mental room in which these five characters wander. 50 routes are hidden in the audiotour.

Description (in original language)

‘Beschrijf mij de route die je aflegde van de deur van je ouderlijk huis tot aan het bed waar je sliep als kind.’ Dat is de vraag die ik stelde aan mensen die, om de een of andere reden, hun ouderlijk huis verloren.

Ik liet mij inspireren door vijf bijzondere verhalen van mensen die ik tot personages kneedde.  Vervolgens creëerde ik een mentale ruimte waarin de vijf personages ronddolen en dromend weer thuiskomen.

Je kan je eigen audiotour beluisteren op www.thehouseinme.com. Begin met je cursor (of wijsvinger) bij een van de namen, en teken je route tot aan een van de slaapkamers. Bij elk kruispunt kan je afslaan. Er zitten bijna 50 verschillende routes in verstopt!

Description in original language
Pull Quotes

‘Ik woon niet meer in het huis, maar het huis woont nog in mij.

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Description (in English)

Gone Home takes place entirely in one environment—literally a home—and relies on found objects like receipts, personal notes, ticket stubs, and phone messages to further its plot. In doing so, the game goes beyond the story’s central mystery and delves into the inner workings of teenage rebellion, marital strife, and love. Gone Home’s intimate nature, strong storytelling, and ambitious scope has garnered heavy accolades for both the game and The Fullbright Company studio, including an IndieCade Audio Award, two Spike VGX awards, and a 9.5 rating on IGN.

Source:http://getinmedia.com/articles/game-careers/steve-gaynor-designing-gone…

Description (in English)

If, as Henri Lefebvre asserted, "spatial thinking" involves several different ways of conceptualizing space-as idea, as lived, as imagined-then perhaps an open system of examples can generate new ideas about "home" in the future. This is an experiment in reading; the CD-ROM is organized in an associative manner, since the subject radiates in so many different directions. There is obviously a "direction" here, that is no hidden-but the user may peruse and reconnect the fabric of the piece in many different ways. And, if our habitat may be located within a given social order, defined by economics, culture, and history, these forces must be viewed as interacting, rather than fixed.

"Home" is a core around which radiate issues of neighborhood, economics, safety, and environment. Where and how we live is undergoing tremendous change as the century draws to a close. As social services and government oversight are curtailed, innovative solutions to problems concerning shelter and land use are of great importance. Southern California, a place "invented by real estate developers," with massive infusions of imported water, seems to offer the prime model of the politics of space. There are also links outward. The piece allows users to consider and contribute text about various growth/land use issues, to print text from the CD and/or their files, and to mark return to points on their exploration.

(Source: ELO 2002 State of the Arts gallery)

Technical notes

Additional video effects: Morph, Strata Media Paint

Description (in English)

Home explores the meaning of home, the secrets revealed there, and our emotional relationship to both the place and the intimacies contained therein. A house is for sale; it has been abandoned. Yet it reverberates with the memories of those who lived there and whose most private moments still inhabit the half empty spaces. The user overhears snippets of emotionally charged family conversations, moves down dark corridors and enters into surprising rooms. You eavesdrop, learn secrets, watch. From these fragments the story of this specific home is pieced together, as well as the meaning of home itself.

Using VRML, Home invites you to move through the pretty, flat suburb and into the 3-D world inside the house. This home, like all homes, is constructed from rooms and objects: a coffee cup, a telephone, a moth, a postcard, a slice of pie, a family photo, a bottle of alcohol, a nightlight, a bedside stand, children’s toys, a bathroom mirror, a bathtub, and even a window to the outside. These objects are links to the work of fourteen different artists who were invited by Barbier and Browning to create a piece on the meaning of home. Many of these works are fragments from longer films and videos. Collectively they present different points of view on the psychological, social, and cultural dimensions of home. From this mosaic, a complex narrative of home and its meaning is created.

(Source: Michelle Citron, in "START HERE> An Interdisciplinary Introduction to Electronic Literature")