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|
|Primal Tourism (Virtual Replica)||
Exploring a replica of the Bora Bora Island which is based on satellite images and other peoples imagination. It is also a speculative...
|Tropical, High definition, Sharp|
|Minority Report (Scanning bagged eyeball)||
After he has had his eyeballs replaced, John Anderton uses his old eyeball to get through the "Eye-dentity" retinal scan to...
|Asymmetric Love (Surveillance chandelier)||
A chandelier built from CCTV cameras. These cameras are just ornamental and do not stream images, however the sculpture references power...
|Symbolic, Hardware, Technical|
|Crazy Santa (Santa is not recognised)||
A man dressed as Santa (the house owner) arrives at a house where a Christmas party is going on, clearly planning to deliver presents. A...
|Crazy Santa (House owner uses facial recognition)||
The house owner is successfully recognised by the facial recognition on the door of his home, and the door opens.
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