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. http://machine-vision.no.
|Title||Year||Country||Creator||Type of work||Machine vision technologies referenced|
|StoryFace||France||Alexandra Saemner, Serge Bouchardon||Narrative, Electronic literature||Emotion recognition|
|Sight||United States||Eran May-Raz, Daniel Lazo||Narrative, Online video||Augmented reality, Emotion recognition|
|Emily Eternal||United States||M.G. Wheaton||Narrative, Novel||AI, Augmented reality, Surveillance cameras|
|A Disappeared Movement||China||Yufeng Deng||Art, Performance art||Motion tracking, Surveillance cameras|
|Squid Game||South Korea||Dong-hyuk Hwang||Narrative, TV series or episode||Motion tracking, Surveillance cameras|
Machine Vision Situations
|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.
|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.
|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.