The Rilao Remote Viewing Protocol (RRVP) is a collaborative worldbuilding game. Initially produced for the 2014 Science of Fiction conference in Los Angeles, the RRVP uses a card deck and ruleset to scaffold participants through a storytelling and making process. A website collects the output of this process in real-time, enabling participants to watch live as the fictional world of Rilao emerges from their collective imagination. In February of 2015, the RRVP will appear as the centerpiece of a 3 day workshop at the Berlinale Talent Campus during the Berlin International Film Festival.
The Thing from the Future is an imagination game that challenges players to collaboratively and competitively imagine objects from a range of alternative futures. In addition to being a fun party game, The Thing from the Future is the creative engine behind Futurematic, a speculative design jam series jointly held by the Situation Lab and the Extrapolation Factory.
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Games Atelier: Tangent is a game design program at OCAD University. Students develop critical game design skills through weekly game jams structured around a card-based creative prompting system.
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Reality Ends Here is a collaborative media-making game for 10 or more players. It is not a single-sitting game, but rather a long-term experience. Depending on how you want to run it, a “season” of Reality can last anywhere from a few weeks to a few months or longer. It is not a game like Monopoly or Senet or Tag or Mario Kart. If anything, it’s more like a miniature sporting league, where the sport involves media-making, socializing, strategy, and team-building, and where the teams are impermanent, forming and dissolving on a project-by-project basis.
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This report addresses the mobile frontier for civic games across the applied domains of activism, art, and learning. We argue that these three domains can and should speak jointly — an approach we call the civic “tripod.” The structure of the report is part of its contribution, featuring a curated database of projects and interviews from the field.
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Contemporary automobiles contain a wide range of sensors and communication devices that serve a variety of safety and performance purposes. The “Ambient Storytelling for Vehicle-Driver Interaction” project explores how these systems can be integrated with cloud computing and social media services to make possible new modes of driver-to-vehicle and driver-to-driver interaction and engagement.
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If a building could speak, what would it say? How would it “feel” about the comings and goings of the people who use it every day? Would it be affected by their moods and desires? What kind of relationship would it have with its occupants if it could communicate with them somehow, and how would they respond? Perhaps most importantly, would such a feeling-and-talking building even be desirable? In attempting to answer these whimsical questions, the Mobile and Environmental Media Lab (MEML) at the University of Southern California conceived of Million Story Building, an experimental design project exploring how location-specific mobile technology can add playful, imaginative and practical new layers to the relationship between a structure and its inhabitants.
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The CityStory project was an experiment in crowdsourced cinema that invited participants in Japan and the United States to gather video of their home cities in response to SMS messages sent to their phones via Twitter. The resulting video archive was displayed in a variety of ways, including a 4K projection at Cinegrid 2008 and a Flash application.
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Sifter is a WordPress theme and content aggregator for collecting and viewing research artifacts.
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No File: Brown uses the physical space of the 2010 ELO conference’s venue and surrounding area as a site for an interactive narrative. Participants engage with the project via standard cell phone SMS messages or through downloadable iPhone/Android applications. The text itself is ambient and nonlinear, meaning that participants traverse the narrative in their own time and according to their own desires and curiosities; further, the computational agency managing the text adapts to the interaction styles of each participant, meaning that each manifestation of the text is unique and irreproducible. Finally, despite the spatially-articulated nature of the interactive system, the installation itself occupies no real physical space at the conference, as it is be deployed entirely via the cell phone handsets that attendees already possess.
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