TZINA: SYMPHONY OF LONGING
Shirin Anlen, Or Fleisher, Technology Avner Peled, Ziv Schneider, Laura Juo-Hsin Chen, Udi Ben-Arie
Documentary, Animation, WebVR, 2017
A poetic, interactive webVR documentary in which the residents of the run-down Dizengo Square in Tel Aviv muse on love and things that are no more.
At the beginning of 2017, Tzina Dizengo square, one of Tel Aviv’s emblematic sites, has been demolished. The square became a home for the lonely and marginalised characters of the area.
This project tells the story of the people who gravitated toward the square and spent their days in it. In this interactive webVR documentary (for HTC Vive + chrome), they talk about their lives and the square. Tzina invites you to physically explore the virtual square, combining elements of fantasy, while experiencing the square in diferent times of the day.
FRAGMENTS OF LAURA & HA-VITA
Beanstalk Team (Valentina Nisi, Mara Dionisio, Paulo Bala, Sandra Olim, Rui Trindade, Dina Dionisio, Duarte Texeira, Claudia Silva, Ana Bettencourt) Transmedia Project, 2017
Fragments of Laura (FoL) & Há-vita is a transmedia project inspired in the natural capital of UNESCO’s World Natural Heritage Laurisilva Forest of Madeira. The project will allow the audience to experience di erent historical times of Madeira’s cultural and natural heritage.
In FoL, the narrative takes place in the 19th century and the user has the chance to follow the story while interacting with the environment, as they can unlock new content on each historical landmark included in the experience. In Há-vita the content is presented in a web-platform, designed to create a bridge between the locative playable ctional story with journalistic style interviews providing more in depth information about the local heritage in the current days
Mobile Application, 2016
This digital creation offers four interactive experiences: adapt, rock, light up and forget. Each scene comes as an answer to contemporary injunctions: being exible, dynamic and mobile, finding one’s way, forgetting in order to move forward… You will have to shake words – more or less strongly – in the Rock scene, or to use the gyroscope in the Light up scene. These four scenes are integrated into an interactive narrative (Story). They can also be experienced independently (Scenes).
If fiction is the expression of society, it also proposes models for us to identify with. The great apprenticeship novels of the eighteenth and nineteenth centuries (for instance The Life of Marianne by Marivaux or Wilhelm Meister’s Apprenticeship by Goethe) have thus been able to give their readers a “narrative identity” (Ricoeur) centered on the construction of the individual.
Today, new ways of working and of organizing society (increas- ingly emphasizing the notions of network or mobility) and a new relationship to temporality (immediacy, events-based life) could more than ever justify other forms of narratives.
The interactive narrative DO IT tells the story of someone who is struggling against the acceleration ot time and the injunctions to move always forward, faster and faster. The original music (composed by Hervé Zénouda) emphasizes the contrast between the re ections of the character, who aspires to slowness, and the injunctions given to him to go always faster and to accelerate the tempo.
ALL THE DELICATE DUPLICATES
PC Game, 2016
All the Delicate Duplicates is an indie game/digital fiction experience created by Mez Breeze and Andy Campbell. Inspired by the possibilities of fiction, digital poetry and experimental digital art, All the Delicate Duplicates tells a complex psychological story through game engine technology. The work challenges traditional storytelling within games by spanning multiple time periods, incorporating animated and transitional texts as physical manifestations within the gameworld, and leaving the story wide open to multiple revisits and interpretations.
DID EVIL WIN?
Klaas van Dijken and Adriane Ohanesian
Interactive Web Documentary, (2017)
More than a decade ago, celebrities, policy makers and millions of citizens in the United States and Europe took to the streets to demand attention for Darfur, the war torn region in Sudan. They called it a genocide: in Darfur, hundreds of thousands of people were being killed and thousands of women and girls were raped. The International Criminal Court in The Hague issued a warrant for the arrest of president Omar al Bashir, for crimes against humanity and war crimes. But a mere decade later little has changed in Darfur, as journalists Klaas van Dijken and Adriane Ohanesian found out when they visited the region illegally in 2015. The Bashir government is still in charge and doesn’t allow journalists to enter Darfur. Van Dijken and Ohanesian saw that many atrocities still continue there. In the meantime, any mention of Darfur has disappeared from the news coverage. The US and the EU are even collaborating with the criminal regime. How does this happen? How come the public and politicians have forgotten about the crisis that occupied their conscience a mere decade ago?
The journalists created this project to follow-up with several key players involved in the global action to save Darfur. They spoke with victims, activists, politicians and one rebel leader and asked them: Where did things go wrong? What could they have done diferent?
In the interactive documentary, viewers can assess all these answer for themselves and ultimately decide on the answer to the question: Did Evil Win?
TURMOIL ALLEY | LARMGRÄND
Maria Engberg, Per Linde, Johannes Karlsson, Sebastian Bengtegård
Interactive Exhibition, 2017
Turmoil Alley | Larmgränd is an interactive exhibition that uses mixed media as a storytelling vehicle. The work consists of
two large-scale posters depicting photographs of houses from Malmö, Sweden. In a patchwork fashion, the houses form a street: Larmgränd (in English Turmoil Alley) which once existed but
has long since disappeared from Malmö’s cityscape. The houses on the posters function as a canvas for story fragments about people in Malmö between 1900 and 1925. While the stories are truthful—in the sense that they could have happened in the way we tell them—the characters who inhabit Larmgränd are ctive amalgams of real events and people. To access these stories, the visitor uses Argon, a mobile Augmented Reality application for iPhone and Android smartphones. Argon was created by the Augmented Environments Lab at Georgia Institute of Technology with whom we have collaborated.
PROUD AND TORN: HOW MY FAMILY SURVIVED HUNGARIAN HISTORY
Bettina Fabos, Dana Potter ,Jacob Espenscheid, Collin Cahill, Isaac Campbell, Leslie Waters and Kristina Poznan
Interactive timeline, 2017
An animated, digital timeline that tells the story, across time, of a Hungarian farming family who, as serfs, worked the land of the Carpathian Basin and both prospered and floundered under the economic conditions and political decisions of “great men” in power. The story of this rural Hungarian family—a “nobody” family— is a refreshing critique of Hungarian nationalism the dominant narrative of Hungary. Narrated by the American daughter of a Hungarian émigré, the work contains over 1,200 photographs, maps, graphics, and looping lm clips that together create a rich tapestry of visual storytelling controlled by the user via horizontal and vertical parallax scrolling that continuously anchors back to the beautifully layered and interactive timeline interface. Proud and Torn stylistically combines the genres of timeline, photomontage and graphic history and celebrates amateur photographs. As such, the work is setting new standards for what is possible through historical texts in terms of visualization and the reinterpretation of history.
Exploration/Walking Simulator Game, 2016
Charlotte is an exploration/walking simulator game that allows players to explore the history and culture of 19th century women through the short story, The Yellow Wall-paper and the life of its author, Charlotte Perkins Gilman. Players are put in the role of a woman trapped by the rest cure for hysterical tendencies so that they may empathize with the character’s feelings of powerless- ness and frustration. Charlotte allows players to step back in time to late 19th century America. The setting, a mansion described in the short story The Yellow Wall-paper, is a metaphor for the mind of Charlotte Perkins-Gilman. Perkins-Gilman was an important American suffragist and the author of the story. Each room represents an aspect of Perkins-Gilman life and contains ephemera that de- scribe the influences surrounding her at the time. There are two timelines in the game: the narrative timeline of the fictional story arc of The Yellow Wall-paper and the narrative of Charlotte’s life which is frozen in time, a memory palace.
A DECISIVE CONVERSATION
Interactive Film, 2016
An interactive film in the Netherlands puts people in the interviewer’s chair at the asylum agency. Its producers discuss the importance of new forms of storytelling in breaking down barriers to understanding.
Who is entitled to asylum status in the Netherlands? Who will be welcomed as a refugee and who will be rejected? The outcome of these questions is highly politicized, but the process by which they are made is poorly understood by the public.
As a society, how do we decide who stays and who does not? What if we could put ordinary Dutch people in charge of making a decision like this, what would they learn? These were the questions we had in mind when we decided to bring this decisive conversation to life in the form of an interactive documentary for smartphones called ‘A decisive conversation’.
Lissa Holloway-Attaway, Lars Vipsjö, Patrik Erlandsson
Children’s Books with an accompanying Mobile AR App, 2016
KLUB is based on the collaborative development of a series of traditional children’s books with an accompanying mobile AR application that incorporates the local histories and heritage sites of several municipalities within the region. The intended readers/ users of the stories are primarily youth, but ideally also, their families who read/travel together to visit heritage locales referenced by the stories and interact with them via the application. The books are collaboratively created with researchers and students from the University of Skövde, along with heritage experts,
local schools and libraries to encourage both reading skills and knowledge of local history. In this way the stories embrace the idea of time travel through embodied, interactive and performative narrative experiences
ZENA – AN INTERACTIVE VR FILM
Maria Cecilia Reyes, Serena Zampolli
Interactive VR film, 2016
Zena – which means “Genoa” in genovese dialect – is the first immersive and interactive lm set in Genoa. The story unfolds in a 360o environment created through Live Action. In Zena the user plays an active role inside the narrative by interacting directly with the story: s/he decides which way to go, if s/he wants to follow or ignore the advice of a character, or access extra information that contributes in the understanding of the story. Its narrative structure is inspired by the labyrinth of alleyways in the historic center of Genoa (World Heritage Site), where walkers come face to face with choices that lead them to interact with different environments and people. In Zena, users will help Lorenzo during his travel to the future, yet the responsibility to choose the right path will not fall on Lorenzo’s shoulders, but on yours.