Memory Trading in the Grey Area of Law

a parafictional documentary that discusses unsupervised black-market and drug use.

Zehua Wang

https://youtu.be/ON8XWjl3fRw

Description

Memory Trading in the Grey Area of Law is a parafictional documentary that discusses the illegal memory-trading black markets in the imaginary city, Zora, which is described in Invisible Cities by Italo Calvino. By discussing the issues of manufacturing, selling, purchasing, and taking other's memories as if they truly existed, the project leaves space for the audience to respond to the absurdity of the problems the documentary discusses, and further critically inquire about the real black-market trading and the illegal drug use in real life.

The documentary uses found footage of other non-fictional videos, such as documentaries, news, and interviews, as well as the voiceover written by the artist. By publishing the documentary in a simulated official BBC Documentary YouTube channel, Memory Trading in the Grey Area of Law brings the audience into this parafictional viewing experience.

IMA/IMB Shanghai
Make Believe
Art,Social Good/Activism

The Light

A game that you use shadows to control light

Chaoyi Wang

https://drive.google.com/file/d/1bw0cKHkE4T4bMj8oFZzWi8DVhLbYULK-/view?usp=sharing

Description

The Light is a game in which players move their hands to control mirrors and change directions of light beams in a virtual space. There is a board with light sensors, and the shadows will form mirrors that reflect light beams, and the goal of the game is to reflect the light beam to a certain point. Arduino was used to sense the shadows and Processing was used to create the “virtual space”.

*The “Learn more” below will take you to the files and poster of this project*

IMA/IMB Shanghai
Interaction Lab
Play/Games

Fountain of Interaction

Fountain of Interaction aims to redefine public space by bringing human body as means to interact with the fountain

Radek Sabatka

https://youtu.be/xnneU6pecDg

Description

Modern interactive devices conquered our personal lives. Every time we leave our house, we double-check whether we have our phones with us – everyone’s nightmare is no longer a spider in a bed but phones with no charge. Yet, modern technologies of the 21st century often pay no attention to public spaces (they look exactly like 100 years ago). While thinking about a public space and what could be done about it, I came across fountains as they belong to the dominant features any city or town. Although fountains changed in the past, namely through “live performances” with music, an individual’s input and thus the interactive experience is unfortunately still absent.

Fountains are often beautiful addition in public spaces, yet not a very engaging one as everyone usually loses interest after a short time. Therefore, I decided to bring our public squares to the 21st century by proposing an interactive fountain. Anyone who passes by can interact with this fountain by moving their hands. The water streams then respond adequately by changing the angle of water, or water pressure. This is the Fountain of Interaction.

IMA/IMB Shanghai
Interaction Lab

COVID-19, Wrath and Greed

A careful observation during the COVID-19 period.

Chenle Li

https://drive.google.com/file/d/1xPHY52kWFdav9arWQz-4Qvpe1yffx0t4/view?usp=sharing

Description

The project investigates the firm position held by a certain group of Chinese people during the COVID-19 spreading period and intended to show people’s attitudes toward artifacts.

The project has two parts: Weibo and a photo journal. The Weibo, also named MicroBlog, is one of the most common social media sharing platforms in China, the artifact was published on Weibo which shows the firm position held by some Chinese people during the outbreak of coronavirus through the release of a Chinese citizen's microblog in the outbreak. The publisher is one of the main supporters and distributors of the conspiracy theory of coronavirus; The second artifact is a photo journal of an escaped convict who traveled from Hunan to Henan during the outbreak of coronavirus after ransacking a gold store. The convict is extremely cautious and has a high anti-detection capability. After burying the gold in the countryside of Henan province, the convict returned to Hunan through the highway on bicycles, he was armed to the teeth.

By combining the two artifacts together, the project was intended to show how wrath and greed were revealed during the COVID-19 spreading period. The boundaries between the fictional and the real are blurred.

IMA/IMB Shanghai
Make Believe
Art,Narrative/Storytelling

The Normalization Program

a parafictional business website that examines the misperceptions and the imposed social normalcy of the LGBTQ community

Zehua Wang

https://the-normalization-program.now.sh/index.html

Description

The Normalization Program is a business website that examines the misperceptions of the LGBTQ community and the social normalcy imposed on them.

The project collects found news, social media posts, and personal experiences and translates these narratives into supportive materials on the business website. In the first glimpse of the website, it gives an impression of a genuine business. The appearance of the website with the slogans, the up-to-date technology, the research, the profile of the professional team members, as well as the cooperation with real international organizations, all carries the legitimacy of the business.

However, upon further examination of the website and investigation of the subtle information, the audience might start making associations with misperceptions they’ve experienced or witnessed. With more absurdity introduced along with the experience, the project pushes the audience to question the authenticity of the website and reflect on how the LGBTQ community is suffering from misperception and struggling fitting into the social normalcy as a minority group.

IMA/IMB Shanghai
INTM-SHU.217.1
Make Believe
Art,Social Good/Activism

Untitled Rhythm Game

A simple and fun rhythm game.

Chaoyi Wang

https://drive.google.com/file/d/1SBZWOA47HPwKYqX3fHdOOrngrWMYS9vu/view?usp=sharing

Description

This is a rhythm game created in Processing and can be played with four keys on a computer. It's my first attempt to create a computer game so it only has one half piece of music and the codes are messy. However, I still managed to realize as many rhythm game features as possible. For example, there are hit sounds and hit indications, combo number, score, grades, and the game reads the chart from a txt file. I will possibly continue this project in the future and eventually make it a mobile game for everyone to play.

*The “Learn more” below will take you to the files of this project so you can download them and play if you have Processing installed*

IMA/IMB Shanghai
INTM-SHU.101.4
Interaction Lab
Play/Games

Two Pieces of Evidence

A two part parafictional project to bring awareness to the ignored severe situation of online sexual abuse.

Xueping Wang

https://youtu.be/-Mf470SwLQY

Description

Two Pieces of Evidence is a two part project: guidebook and a perfume. The guidebook provides suggestions and guidance for people to form a closer intimate relationship with children and is shared in the perpetrator community. Based on the police and media release of online child sexual abuse case files and statistics about annual cases as well as online Pick-up Artists (PUA) training materials, the project brings awareness to the unnoticed severe situation of the online sexual abuse.

According to the UK National Crime Agency, “there could be a rise in online child sexual abuse offenses during the Covid-19 pandemic as it reveals its most recent intelligence shows there are at least 300,000 people in the UK who pose a sexual threat to children”. Similar rising tread has been perceived in other countries.

The parafictional artifacts create more authentic experiences of discomfort because the audience experience the fiction as a fact. Like Harvard professor and art historian Carrie Lambert-Beatty argued, parafiction is a very physical experience. “It is cognitive, but you feel it in the body”.

IMA/IMB Shanghai
INTM-SHU.217.1
Make Believe
Accessible

Escape Room Flashlight

Use this flashlight to play Escape Room

Linda Li

https://www.youtube.com/watch?v=7EOU984ezTk

Description

“Escape Room” is a video game consisting of a controller which looks like a flashlight, allowing players to navigate multiple virtual rooms on screen. A player is locked in a room when the game starts. Only when the player collects all the clues from the room can proceed to the next room to escape the rooms in the end. Built with Arduino and Processing, players interact with the game using the two knobs and a button on the flashlight controller, replacing the conventional mode of playing a game. Clues will show up when both intensity value and halo size value are a correct range. To help users make correct adjustments, there are hints on the upper left corner suggesting whether the two values are in correct range or not. In addition, this game uses images and theme music from Harry Potter to create a more immersive experience. Hope you have a pleasant journey.

IMA/IMB Shanghai
INTM-SHU.101.4
Interaction Lab
Play/Games
NYU Tisch School of the Arts provides reasonable accommodations to people with disabilities. Requests for accommodations should be made at least two weeks before the date of the event when possible. You can request accommodations at tisch.nyu.edu/accommodation