Collaborators: Jessica Abroms, Marie Daubert, Michael Rosenblatt |
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- - - - - - - Our work |
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focused on building technological devices to foster social interaction between strangers in a real world setting. |
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User interfaces are necessary lies providing controls upon digital processes. Art is an interface to the real world, it offers oriented reading and acting upon live events, processes and emotions. |
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Here, the interface is a game. |
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We planned to distribute these portable, pocket-sized devices to 10 random people on campus who would participate in this real-world, full-time game, assuming the role of either vampire or victim as their device indicated. |
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Each robot is programmed to listen to radio signals within a certain range and to periodically send its own identity. This event is also triggered by a move sensor, so the user activity corresponds to h/er visibility. |
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Wearable
communication, remote tracking, security
cameras, |
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Victims device detects vampires units and alerts the player of danger proximity. A victim is not able to detect another victim presence, so they live in separate paranoias. |
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Given the ability to detect either identity, the vampires goal is to find, approach and eventually bite their victim by physically connecting the two devices. The victim then transforms identities. We use the simple, vampire hunt concept since it would be easy for players to quickly understand the rules. Also the myth of vampires is the opportunity to set up a parralel between technological networks and social relationships of power and identity. |
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The game processes the colonization of a network, turning a former individualized, preservation-oriented being into part of an evoluted, interaction-based community. Logging on the network is basically becoming your enemy, by switching to vampire's agenda. |
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The victims progressively take the measure of network specific matters: expansion, awareness of the pairs, cooperative behavior, as they are introduced to vampires consciousness by their initiator. As the work is better suited as a simulation, our goal was to investigate what type of emotional responses these devices could evoke from the participants. |
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- - - - - - -Demo
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