“OfficersForEthics”: A Hypothetical Non-Lethal LEO Outreach Campaign

Attention must be brought to the needless death's that LEO's inflict on under served US populations one impactful PSA at a time.

Christopher Wray

https://drive.google.com/file/d/1qX435KI9UpoHaa1OvtXlmlPbkJ57qENr/view?usp=sharing

Description

This project was created to bring attention to the increase of deaths among undeserved citizens of the United States. The hope was to show (in this case) the usage of stun guns in situations that have paralleled some of the highest profile police brutality cases today. I want to illustrate that you “don't” have to shoot to kill in these tense interactions.

Video Links

PSA #1 – https://drive.google.com/file/d/15A5Exj7MsEGHB_uNJUdwrRR1CT6wTf5M/view?usp=sharing

PSA #2 – https://drive.google.com/file/d/1qX435KI9UpoHaa1OvtXlmlPbkJ57qENr/view?usp=sharing

PSA #3 – https://drive.google.com/file/d/1C1aonTq_cI1v6EoCbKTwQSL-WTnarKrF/view?usp=sharing

IMALR-GT.202
Critical Experiences
Culture,Social Good/Activism

The Sommers

This is our retelling of the story of Icarus & Daedalus.

Patrick Warren, Monni Qian

https://youtu.be/E2qVWqpZksc

Description

In this retelling of the Greek myth of Icarus and Daedalus, we initially aimed to create a purely audio experience. After we completed that, we decided that it would be fun to create a visual to go along with it. In an ideal setting, this would be projected into a corner at room scale. For this YORB experience, we believe that it would be best for the viewer to get up close to the screen and try to become immersed in it.

ITPG-GT.2076.001, ITPG-GT.2076.001
Out of Order: Storytelling + Technology (Online), Out of Order: Storytelling + Technology (Online)
Culture,Narrative/Storytelling

Gold Rush Era — Awkward Boarder Collision

Gold Rush Era a historical storytelling board game that invites players to revisit the history of Chinese immigrants in the States as discovering how Chinese American culture was seeded and developed.

Hyunwoong Yang, Vivien Kong

https://vimeo.com/489260871

Description

Wandering around the oldest Chinatown, I constantly heard Mahjong sounds in between alleys through the inner Chinatown. Later I found that there are at least forty Mahjong club rooms hidden within — the Mahjong gambling culture has carried through since the 1850s.

I redesigned the Chinatown map by adopting Mahjong's elements. Moreover, the board game serves as a combination of Mahjong and monopoly: four players would have different character identifications and storylines based on the effects of historical events. Instead of rolling dices, the players will take turns and push the buttons on the board to let the LEDs indicate where the characters should go. Once arrived at the location on the Chinatown map, the avatar will trigger “the switch”(by connecting the copper tapes) of the location and the historical story of this place sill unfold as the p5.js projecting the visuals along with the audios (mahjong playing noises) I recorded in Chinatown.

ITPG-GT.2301.00002
Intro to Phys. Comp.
Culture,Play/Games

Listen to Yourself

When I look at the Starry Night and you look at the Starry Night, are we really looking at the same Starry Night?

Duncan Figurski, Rajshree Saraf

https://www.youtube.com/watch?v=9nRsuCBJmMs&feature=youtu.be

Description

I never liked the Mona Lisa. Or Gogh's Café Terrace at Night.
You know what else I never liked? The pressure to like a piece of art, because it supposed to be 'all that'. Oh, and the judgement when you don't get it. Blasphemy.
Everyone's experiences and personalities are different. What they like, feel, think, believe are different. How everyone experiences a piece of art is different. No two people look the same painting the same way – it speaks to each person differently. 
The painting here quizzes the viewer and the answers (or the viewer's personality) shapes what they see and hear. You might not like what you see, but I might love how I see the same thing.
We just want people to listen to themselves not base their judgement art critics or on accolades given by the ‘gate-keepers’ of art. 
We will place the screen in a fancy golden frame and we want people to have an intimate conversation with the painting when they come stand in front of it. It’ll ask questions to the viewer and they have to respond ‘Yes’ or ‘No’. Their response (and their Spotify data) will change what they see. We want them to see how THEY inform the painting.
Yes, I love Hopper’s Nighthawks and Duncan loves the Mona Lisa. To each their own.
Try it out here: https://editor.p5js.org/rajshree.s/present/Xv8iT8w19

ITPG-GT.2233.00002
ICM
Culture,Art

Cyborgian Rock

The Cyborgian Rock, a fictional entity experienced via a chatbot, stimulates animistic imagination in the user.

Maria Maciak

https://vimeo.com/489249670

Description

The Cyborgian Rock (CR) explores the untapped potentialities of social presence theory in technology. Social presence can be defined as the sense of being with another and is exploited by the designers of products such as Alexa or Tamagotchi.

The CR experience is the opposite of our encounters with consumer techno-products. It does not serve a utilitarian purpose or provide consumerist pleasures. Instead, it steers one towards reflections on nature, ancient traditions, and traditional modes of understanding as they relate to the modern experience.

The rock entity speaks obliquely, evoking both a sense of a non-human consciousness and providing the negative space necessary for a sense of social presence. The rock's responses touch on ideas stemming from animistic traditions, thus marrying the digital interface design and ancient modes of projecting social presence onto the natural world.

IMALR-GT.202, IMALR-GT.201 , IMALR-GT.201 , IMALR-GT.202
Critical Experiences, Connections Lab, Connections Lab, Critical Experiences
Culture,Narrative/Storytelling

Don't Worry About That

A haunting and dystopian look at the cloud, Don't Worry About That is a performance by everyone's favorite voice assistant, Siri.

Dawn Sinkowski

https://vimeo.com/477738821

Description

A haunting and dystopian look at the cloud, Don't Worry About That is a performance by everyone's favorite voice assistant, Siri. The cloud, omnipresent and weightless, hanging above us all but actually mired in the earth. What does this light connectivity bring us? And what does it take away? A video collage is set to William Basinski's Disintegration Loop 1.1, Don't Worry About That tells a story through found footage.

ITPG-GT.2156.001
Socially Engaged Art and Digital Practice
Culture,Art

Building Blocks

Building Blocks deals with the effects that every building and its height creates on the surrounding area

Dalit Steinbrecher

https://youtu.be/I8vpF_c4TmA

Description

Walking in the streets of New York made me think a lot about cities. Every building that is there (especially the big ones) has a direct effect on me: the light that I see or don't, wind that I feel, small or big shadows in hot days – are all effects of the size and height of every building and their position.

Building Blocks deals with the effects that every building and its height creates on the surrounding area of the city. Does it block the sun and because of that the street is darker? Or colder? Does it block the air? Is there less grass because of it? In my project every wooden block can block something essential.

The project is divided into two diminutions: The screen and the physical dimension. The

The physical dimension was a surface and 12 wooden blocks that presented buildings. The screen was an illustration of a “city” without buildings and air and light graphs. The physical dimension effect directly on the screen. Each and every building that the viewer will put on the surface changes the illustration on the screen. The light, the air and the grass will be reduced with each building that will be put on the surface. The building heights and location also affect the illustration on the screen.

This project talks about communication between the physical and the computer. In Building Blocks I want to illustrate the effect of buildings to show the effects and change the height building has on essentials that we do not always see but can affect us as people that live or

ITPG-GT.2301.00007
Intro to Phys. Comp.
Culture,Play/Games

Alive & Well @ the Chelsea Hotel

This project seeks to collapse configurations of time to access the spatial memory and rich cultural legacy of NYC's historic Chelsea Hotel in a networked virtual afterlife.

Douglas Goldstein

https://vimeo.com/488819756

Description

Check into the Hotel Chelsea for a social VR experience that expands the legacy of NYC's historic landmark into a virtual venue & maker-space, where users are invited to take up residence in its haunted rooms to explore its storied past and craft legends anew within its hallowed halls.

This project will animate the poetry, art, and music scarred into the Chelsea's walls and renew the bohemian dream of a space that cultivates and nurtures creativity, birthing a new virtual afterlife for the physical space that has been silenced by the city's merchant greed.

My approach will pick up the torch from the Chelsea Hotel community in Second Life's digital twin of the building, both architecturally and ideologically, where its authentic spirit still glows with occasional events and exhibitions. Upon that framework, the VR Chelsea will enable creative practices in visual and performing arts, and deepen dimensions of presence for remote users. This platform can also be used to explore solo standalone storytelling experiences that dive into the lives, times, and secrets with immersive embodied narratives that tap into spatial memory.

ITPG-GT.2461.001
Desert of the Real: Deep Dive into Social VR (Online)
VR\\\\AR,Culture

The Quantified Self

The Quantified Self is a single channel video exploring the boundaries between self care and auto-surveillance in relation to its eponymous movement.

Cezar Mocan

https://vimeo.com/491181603/bd46c62311

Description

In Discipline and Punish, Michel Foucault talks about external structures imposed on the body – for control, or other reasons –, and ways we have internalized them:

“Like the timetable, exercise derives from the practices of monasteries, and is yet another way of regulating the body through activity. Prayer, which was aimed at salvation, and military drills are examples of this original form of exercise. The key shift came when the purpose of exercise changed from the benefit of the individual to control.”

The Quantified Self engages with this idea by exploring the boundary between self care and self surveillance, in relation to its eponymous movement. Q, a narcissistic virtual being – a businessman – who has been tracking his body and behaviors since the beginning of his life, shares a series of deeply personal thoughts about his internal conflict around collecting data on himself.

The Quantified Self movement involves tracking personal data pertaining to the body (e.g. sleep over a period of time,) emotional state, physical shape, and so on. It can be an incredible tool for learning more about one’s unconscious habits, practicing self-care, or making great data art. At the same time, it can become a slippery slope when taking the direction of gathering data on yourself as a means towards becoming more productive, or increasing a body's efficiency.

ITPG-GT.2153.001
Performative Avatars
Culture,Art

The white snake

Non-linear storytelling of a Chinese myth on your browser.

Wen Chen, Yiting Liu

https://youtu.be/vPRGnUF6MDA

Description

What would happen if you are in control of the storytelling process? What would happen if you are only given limited information? What would you do if you are in charge of somebody's life?

Judge wisely.

ITPG-GT.2076.001, ITPG-GT.2076.001
Out of Order: Storytelling + Technology (Online), Out of Order: Storytelling + Technology (Online)
Culture,Narrative/Storytelling