Machine Vision Knowledge Base
This database collects information about games, art and narratives that use or represent machine vision technologies. Our aim is to trace connections, similarities and differences in the ways machine vision is invoked culturally and aesthetically. You can follow trails through the material by browsing through at the themes each work deals with, or the technologies they use and reference, or the attitudes shown towards machine vision. Or you can trace the ways different kinds of protagonist (human, machine, child, adult and more) engage with machine vision.
The Machine Vision database is developed by the ERC project Machine Vision in Everyday Life: Playful Interactions with Visual Technologies in Digital Art, Games, Narratives and Social Media. It is currently (2019) in development, and is changing daily.
Machine Vision Situations
|Situation||Brief description||Aesthetic Characteristics|
|Johnny Mnemonic (Johnny Enters Internet)||
Johnny has to log on to the virtual Internet to try and find the rest of the download code. He only has one part, but he needs the rest...
|Bright, Cyberspace, Digital|
|Johnny Mnemonic (Hologram of deceased daughter)||
In this scene Takahashi is sitting in his deceased daughters bedroom filled with soft toys, playing a recording in the format of a...
|Johnny Mnemonic (Body scan in Passport Control)||
As Johnny is flying back to Newark after his trip to Bejing, he gets a full body scan.
|Johnny Mnemonic (Tricked by Deepfake)||
In this situation Johnny is calling Farmakon (the company who made the cure for the virus) to arrange a meeting. On the screen you see...
|Grid, Bright, Shining|
|Pattern Recognition (Finding Cayce using nightvision)||
Cayce has been kidnapped and she escaped her captureres. She is lost and cold in the forest, just as a chopper lands and Parkaboy steps...
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