chat

Description (in English)

"StoryFace" is a digital fiction based on the capture and recognition of facial emotions.

The user logs onto a dating website. He/she is asked to display, in front of the webcam, the emotion that seems to characterize him/her the best. After this the website proposes profiles of partners. The user can choose one and exchange with a fictional partner. The user is now expected to focus on the content of messages. However, the user's facial expressions continue to be tracked and analyzed… 

What is highlighted here is the tendency of emotion recognition devices to normalize emotions. Which emotion does the device expect? We go from the measurement of emotions to the standardization of emotions. 

StoryFace was re-published in The New River in 2018.

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Description (in English)

One of the first works of interactive fiction made by a female designer, La femme qui ne supportait pas les ordinateurs is an examination of sexual harassments in cyberculture. The game, written by Chine Lanzmann and coded by Jean-Louis Le Breton, allows the player to impersonate a woman who has to face numerous seducers. Interestingly, one of the sexual predators is a computer. The game is stylized upon a chat on Minitel, where the player is asked several questions. She can type only two answers: "yes" or "no", which influence the outcome of the game. However, the more the player becomes involved in the simulated chat, the lesser the chance to avoid one of the six endings, all of them negative.

Description (in original language)

L'une des premières œuvres de fiction interactive réalisée par une créatrice, La femme qui ne supportait pas les ordinateurs, est un examen des harcèlements sexuels dans la cyberculture. Le jeu, écrit par Chine Lanzmann et codé par Jean-Louis Le Breton, permet au joueur de se faire passer pour une femme qui doit faire face à de nombreux séducteurs. Fait intéressant, l'un des prédateurs sexuels est un ordinateur. Le jeu est stylisé sur un chat sur Minitel, où plusieurs questions sont posées au joueur. Elle ne peut taper que deux réponses : "oui" ou "non", qui influencent le résultat du jeu. Cependant, plus le joueur s'implique dans le chat simulé, moins il a de chances d'éviter l'une des six fins, toutes négatives.

Description in original language
Pull Quotes

Dites-moi quel est votre charmant prénom...

Plus romantique que Chipette, vous mourrez sur le champ ! (et moi aussi !!!!!)

Oui. Oui. Hé hé hé. Oui. Hé hé. Oui.

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A picture of a woman aiming at the computer with a gun. In the background, there is a man with a disquette..
Technical notes

Original work was created for Apple II computers.

Contributors note

Written by: Chine Lanzmann

Programmed by: Jean-Louis Le Breton

Description (in English)

Limerence is the private blog of Clarice Mahon. Huge part of the blogposts evolves around how she feels about her boyfriend and how their relationship changes.

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Contributors note

Writer, producer, co-director: MARIANNA SHEK Interactive design and co-director: JUDY YEH Programmer: JAMES WARR Cinematographer: SEN WONG Songwriter/ singer: DAVID HETHORN Production designer: LIZ TYSON-DONELLY Makeup Artist: RUBY SPARK Sound recordist: DUC DUONG

Description (in English)

Cloe is a final academic project from Universidad de Navarra, it is a digital well-narrated story, it uses a contemporaneous interface that combines texts, chat sessions, email simulations, images and intimate reflections while it tells the depression of an adolescence that, little by little, is able to get out of herself. The story deepens into the psychological portrait of the characters, a loneliness within the great city, with a background of dark colors of melancholic sadness.

Description (in original language)

Cloe es un proyecto final académico universitario de la Universidad de Navarra, es un relato digital bien narrado, que utiliza un interface contemporáneo en el que se combinan textos, sesiones de chat, simulaciones de emails, imágenes y reflexiones íntimas mientras se narra la depresión de una adolescente que, poco a poco, con la ayuda de un psicólogo sale de la misma. Un relato que profundiza en el retrato psicológico de los personajes, en la soledad dentro de la gran ciudad, con un fondo de colores oscuros, duros, de tristeza melancólica.

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Description (in English)

[the perpetual bed] is an online, virtual VRML world in which users can interact with each other from within a navigable, surrealistic narrative. A hybrid between video, interactive art, installation, and animation, the piece is based on my own and my grandmother's experiences within transparent yet tangible beings and places discovered when hospitalized. My creative concerns in creating this piece are numerous, but I am trying to create a new media from the temporal and motion imaging elements of film and video, the accessibility of the internet, the user-centered narrative form from interactive art, and elements of choreography. The interaction will take place through a technology I have designed called Navigable Chat. Users can percieve each other through their textual presence. My goal is to tell a story in an altogether new way -- that of allowing the user to move through a story, to "happen" upon a scene, and to find their own meaning in this ever-enacted place. Users can then leave their mark and become part of the story--leave hints, impressions, etc--for the next viewer.

Description (in English)

make-shift is a house party, performance, and networked salon. Each live event telematically connects participants in two ordinary houses and an online performance space, using the cyberformance platform UpStage (www.upstage.org.nz) in conjunction with audio-visual streams from the two houses. The theme of the work centers around consumption and disposal in late capitalism. Crutchlow and Jamieson describe themselves as "brokers" of the event, combining scripted performance with improvisation and activities in which everyone participates in various ways, becoming co-authors in a collaborative process. 

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make-shift screenshot
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Technical notes

make-shift uses UpStage (www.upstage.org.nz), an open source venue for cyberformance which allows logged-in players to manipulate digital media in remote collaboration, in conjunction with two audio-visual streams. Online audiences access the platform via a standard domestic internet connection and web browser with the Flash player plug-in, and do not need to log in.