This database collects information about games, art and narratives that use or represent machine vision technologies. This is part of the ERC project Machine Vision in Everyday Life: Playful Interactions with Visual Technologies in Digital Art, Games, Narratives and Social Media

Citation: Rettberg, Jill Walker, Linda Kronman, Ragnhild Solberg, Marianne Gunderson, Stein-Magne Bjørklund, Linn Heidi Stokkedal, Kurdin Jacob. 2021. Machine Vision in Art, Games and Narratives. Research database.

Machine Vision Situations

875 records
Situation Brief description Aesthetic Characteristics
StoryFace (User is told they are lying)

The user chats with a potential partner in a system where they can select text responses from several options. If the user selects a response that does not match their actual facial expression, as measured by the emotion recognition algorithm that's accessing their webcam, a message pops up asking why they are lying, and threatening to alert their chat partner to the lie if they do not become more truthful. 

Webpage, Chatroom
Star Wars: Episode VII - The Force Awakens (Holograms for planning)

In several scenes, people use holograms to view maps of planets, spaceships and other objects, often discussing travel paths or plans for an attack or a mission while standing around a holographic display of the area.

hologram, Transparent
Brave New World (optical implant memory holograms)

John's memories and emotions are transmitted through the AR/occular interface as holograms/experiences for people to enjoy.

Brave New World (optical implant overwhelm)

John the Savage getting the optical implant and being overwhelmed.

Sight (Daphne discovers the pick-up app)

Daphne goes home with Patrick, finds pick-up game trophies on his wall. Patrick hacks Daphne's AR interface/brain.