User:Louisa: Difference between revisions

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[https://pzwiki.wdka.nl/mediadesign/Category:Implicancies Radio Implicancies]
[https://pzwiki.wdka.nl/mediadesign/Category:Implicancies Radio Implicancies]
https://issue.xpub.nl/15/
https://issue.xpub.nl/15/
===[https://hub.xpub.nl/sandbot/SI15/Radio_1/ 1]===
=====[https://hub.xpub.nl/sandbot/SI15/Radio_1/ 1]=====


feat. Kendal
feat. Kendal

Revision as of 17:32, 7 July 2021

PT5rqyzgc.gif


I am working with themes around gaming and the effect of new technologies on the player's perception of reality. By analysing gameplay methods and implementing them into RL settings, I am creating scenarios in which the viewer turns into the protagonist of an interactive fictional narrative.
my shitty website Thesis on Interactive Fiction: http://louisateichmann.com/01.html

☣ present

☣ issues

issue #13

https://pzwiki.wdka.nl/mediadesign/Category:WordsfortheFuture

MY WORD FOR THE FUTURE IS RESURGENCE

Word Authors PDF (small)
LIQUID Rachel Armstrong, Andrea Božic & Julia Willms (TILT) link
OTHERNESS Daniel L. Everett, Sarah Moeremans link link link
PRACTICAL VISION Moses Kilolo (Jalada), Klara van Duijkeren & Vincent Schipper (The Future) link link link
ECO-SWARAJ Ashish Kothari, Rodrigo Sobarzo link link
HOPE Gurur Ertem, Ogutu Muraya link
TENSE Simon(e) van Saarloos, Eilit Marom & Anna Massoni & Elpida Orfanidou & Adina Secretan & Simone Truong link link
UNDECIDABILITY Silvia Bottiroli, Jozef Wouters link
RESURGENCE Isabelle Stengers, Ola Macijewska link
!? Nina Power, Michiel Vandevelde link
ATATA Natalia Chavez Lopez, Hilda Moucharrafieh link

Collective Contribution: Wor(l)ds for the Future

  • web
  • writing

Individual Contribution: Republishing of Resurgence by Isabelle Stengers

Resurgence-green-01.png
End Result Issue 13 Resurgence WEB
End Result Issue 13 Resurgence PRINT

WEB
PRINT

During this first trimester, my focus was on building a structure which allowed for a non-linear navigation of an essay, which derived from my previous research on text adventures. Throughout this process, I started prototyping 3D environments with the help of the three.js library and overlaying it with an interactive multiple choice style interface. The initial idea was for the digital environment to adjust according to the path the player takes by navigating through the given options. The big challenge was to find a way to make this process meaningful not only for web but also print and making it suit the content of the essay 'Resurgence' by Isabelle Stengers. Deeply inspired by the lecture of David Maroto on "choose your own adventure" books, I decided to follow a similar structure for my republication and started with the print version first before translating it into its interactive web counterpart.



process



Essays to annotate: ?!, Undecidability, Resurgence, Liquid
with Nami, Clara, Kendal

?! PDF PAD NEW PAD
Undecidability PDF PAD
Resurgence PDF PAD
Liquid PDF PAD

generated poems



In a world of distance,

   I find myself in hollow frameworks. 
   Surrounded by my tangled memories, 
   all I can see now is void.

In a world of comfort,

   I find myself in hollow frameworks. 
   Surrounded by my tangled memories, 
   all I can see now is fractions.

In a world of distance,

   I find myself in blinding noise. 
   Surrounded by my nightly terrors, 
   all I can see now is void.

In a world of distress,

   I find myself in darkened space. 
   Surrounded by the echos of passing sounds, 
   all I can see now is void.

In a world of comfort,

   I find myself in hollow frameworks. 
   Surrounded by the echos of passing sounds, 
   all I can see now is void.

In a world of distress,

   I find myself in darkened space. 
   Surrounded by my tangled memories, 
   all I can see now is fractions.

In a world of comfort,

   I find myself in blinding noise. 
   Surrounded by my tangled memories, 
   all I can see now is a new light.

In a world of distance,

   I find myself in hollow frameworks. 
   Surrounded by the echos of passing sounds, 
   all I can see now is a new light.

In a world of comfort,

   I find myself in hollow frameworks. 
   Surrounded by the echos of passing sounds, 
   all I can see now is void.



TRY 2

I want to learn how to make the python code an .exe file. https://www.youtube.com/watch?v=UZX5kH72Yx4 Mainly because I want to have the option of giving input like you would use a chatbot to add a level of interactivity.


Screenshot (279).png



TRY 3 Turns out i'm an idiot and all i needed was the input() function. I am now trying to code a text adventure from scratch to possibly use for a non-linear reading experience of the words for the future issues:

Text Adventure Chatbot in Python

In the first prototyping classes, we got introduced to Python and its functions around tagging and producing text with NLTK. It immediately reminded me of programming text adventures in C# and I was curious to work with user input.


YouTube Tutorials:
https://youtu.be/DEcFCn2ubSg
https://youtu.be/ypNFNr72Xe8
https://youtu.be/dVjs6HI9MCs

Text Adventure Chatbot in Python

from flask import Flask
app = Flask(__name__)

from flask import Flask
app = Flask(__name__)

@app.route('/')
def hello_world():
    return 'Hello World!'

if __name__ == '__main__':
    app.run()

import time
import sys

a = 0.2
b = 2

def inventoryWipe():
    file = open("inventory.txt", "w")
    file.close()
inventoryWipe()

print("    _________")
print("   / ======= .")
print("  / __________. ")
print(" | ___________ |")
print(" | | words   | |")
print(" | |    for  | |")
print(" | |_the_____| |________________________")
print(" \=____________/              future    )")
print(" / =========== \                       /")
print("/ ::::::::::::: \                  =D-'")
print("(________________)")
s = '"Hello Traveler"'
for character in s:
    sys.stdout.write(character)
    sys.stdout.flush()
    time.sleep(a)
time.sleep(b)
print()
print('Enter your name:')
name = input()
count = 0

def select_element():
    global count
    print('Hello, ' + name + ". Welcome to ***Earthrise***. Are you ready to set sail to the land of the future? If yes, pick one of these elements to start: water, fire, wind")
    time.sleep(b)

    while True:

        print('Type your choice below, ' + name + '!')
        element = input()
        if element.lower().strip() == "water":
            print('Great work, ' + name + ', Captain Atata picked you up with his ferry! Where should we go from here? (north/west)')
            count = count + 1
            print(count)
        elif element.lower().strip() == "fire":
            print('Great work, ' + name + ', You find yourself at the foot of an active volcano. Where do we go from here? (north/west)')
            count = count + 1
        elif element.lower().strip() == "wind":
            print('You lift off the earth into the skies now, ' + name + ', you are floating. Where do we go from here? (north/west)')
            count = count + 1
        else:
            print("this spell has no power here.")


        direction = input()
        if direction.lower().strip() == "west" and count == 1:
            print("You are walking along a " + element + " stream until you see a big book.")

        elif direction.lower().strip() == "north":
            print("You find yourself in a dense forest. By your feet you see a magic elixier and a whistle. You only have space for one, which one do you pick? (elixier/whistle)")
            count = count + 1
        else:
            print("this spell has no power here.")

        object = input()
        if object.lower().strip() == "elixier" and count == 2:
            print("You don't understand what to use it for yet, so you keep on walking.")

        elif direction.lower().strip() == "whistle":
            print("You try to make sounds with it, until you finally succeed. You hear the whistle sound being echoed from far. (follow)")

        else:
            print("this spell has no power here.")
select_element()

File:JupyterLab - Mozilla Firefox 2020-11-16 09-32-50 Trim.mp4



Imagining a fictive island around 'Resurgence'
  • Mapping essay into fiction
  • Mapping essay into fiction


In order to turn the essay into an interactive reading experience, I imagined a narrative in which the reader finds themselves on an island. On their arrival, I am welcoming them and guiding them through the areas of the island which represent different paragraphs of the essay. I am asking the reader questions in order to determine their interests in order to lead them to the parts of the essay they find most intriguing. In the game, I am describing myself reading passages to the player, carrying the printed out essay in my hand. This helped me to make a clear distinction between my own narrative and the original essay. In the imagined conversation I am staging with the player, I am expressing my thoughts and concerns, before asking them to make a choice and navigate the island further. My intention was to make the essay more digestible and keep the reader focussed by turning them into active participants of a fictive journey.



Navigation through Text with Arrows in Javascript
Three.js Environment with Multiple Choice Interface Overlay
Implementing 'Resurgence' by Isabelle Stengers into interface
End Result Issue 13 Resurgence


issue #14


Collective Contribution: I Don't Know Where We're Going, But

  • creative direction
  • writing
  • launchday at pnf

(+ codeword input in web launcher)

Individual Contribution: [IRL ENERGY>>>a hybrid reality game]

IRL ENERGY >>> MOBILE ONLY

  • Irl.png
  • Wasted.jpg
  • IRL-ENERGY.gif
  • Ending Screen IRL-ENERGY Game.jpg


During the second trimester, I was looking to find ways of mapping a digital game to real locations in the city. Not only as an escape from the screen and isolation, but also as a way of allowing people to experience their environment in a more liberated way. Instead of going from A to B, I wanted to encourage people to stop and look closely. To facilitate this behaviour, I started researching the practice of geocaching to be able to translate the game mechanics into a more visually stimulating mobile game. My interest in asynchronous social interaction and intimacy manifested itself through site specific narration of the environment around Duan's Seafood Service in den Haag (one of the five locations of the final publication), before the players would stand in the same spot a few days later.





process

Spidey2.png
Feeling human also means feeling uncomfortable, being exposed to elements, to instinctual fear. Anxiety builds up because we usually don't have a natural output or use. We are too safe. Feeling human means real adrenaline, real anxiety, real fear. Building shelter, feeling the elements. Feeling alive. How can we feel alive if our environment is shaped to make us feel apart from life? We were not supposed to be able to connect to life. We were born into a world which hovers safely on top of life. My own fascination with video games is rooted in my experience of dissociation, feeling like I am on rails in a video game. I cannot look into corners, details, I can not go off rails. Looking at my arms and hands like they are not part of me.
READING NOTES: https://pad.xpub.nl/p/reading_notes_%2314_Situationist_times

I started trying out adding a tracker to a three.js(AFRAME) scene to gamify the virtual showroom of MAMA. The main gameplay is finding hovering questionmarks in the three-dimensional space and collecting the clues that appear on click. After collecting all five, an ending screen appears linking you to an archive.

  • Virtual-showroom-MAMA.png
  • Screenshot (1102).png

Later on, I was working on a 3D environment to host the virtual exhibition of Worm's femfest together with Noemi Biro. My goal was to create smaller spaces inside the landscape where people could have accidental encounters. Working on this project helped me get used to the work flow of modelling in Blender and photoshopping the model's textures.

  • Screenshot (901).png
  • Screenshot (925).png
  • Screenshot (1103).png

Visual inspiration https://www.youtube.com/watch?v=-HhRKtdhs6M
Tutorial on how to make early 2000s lowpoly video game objects
https://www.youtube.com/watch?v=m3Wf-EegBgg

Disney's Hercules Computer Game



Initial Game Sketch
Interface Progress
Booklet Ad

Initial Idea
project plan
Geocaching game meets early 2000s video game meets text adventure with scene illustrations

An in browser online game built up of static images that replicate real places in the city in a Half-Life type of style. Hovering, animated keys in locations represent clue inside of geocache. Coordinate is displayed when arriving at replicated online scene. Players need to be moving through the city to be able to unlock the next level in the game, which leads to another replicated geo scene. The geocaches will hold codewords for online game and logbook.

Second Idea
Not being able to set up the game in Rotterdam was a set back for me, as I was able to spend less time at the locations I was going to use for my game. As the concept for the general publication adapted the site specific aspect of geocaching, but using local Wi-Fi networks instead of material containers/caches, I had to find a way to adapt my idea to work within the limited reach of the networks. As a sort of emergency plan, I decided to use elements of the existing scenery around one of the Wi-Fi locations as codewords for the game. In order to keep their energy high, the player is urged to spend time in their environment, finding and logging the clues into the mobile game. When no codeword is logged while the player keeps interacting with the screen, the energy counter will eventually drop to 0% and the WASTED ending screen will pop up. When logging all the codewords in time, the winning screen appears. The whole game is inspired by the hope to make people experience their environment in a more intense way than just seeing it as the line between A and B.

    var healthtracker = 100;
    var keytracker = 0;
    var scenetracker = 0;
       
        document.getElementById("hint-txt1").style.visibility = "hidden";
        document.getElementById("hint-txt2").style.visibility = "hidden"; 
        document.getElementById("hint-txt3").style.visibility = "hidden"; 
        document.getElementById("hint-txt4").style.visibility = "hidden"; 
        document.getElementById("hint-txt5").style.visibility = "hidden"; 
        
        function openCan(){

            document.getElementById("input").style.visibility = "visible";
            document.getElementById("fname").focus();
            document.getElementById("coordinates").style.visibility = "visible";   

            } 

        function forwardClick () {
            if (healthtracker <= 1) {
                document.getElementById("ending").style.visibility = "visible";
                  console.log("wasted");
              } 
             else if (scenetracker == 0) {
            document.getElementById("first-page").style.visibility = "hidden"; 
            document.getElementById("input").style.visibility = "visible";
            document.getElementById("fname").focus();
                document.getElementById("1").style.visibility = "visible"; 
                 document.getElementById("2").style.visibility = "hidden"; 
                 document.getElementById("3").style.visibility = "hidden"; 
                 document.getElementById("4").style.visibility = "hidden"; 
                 document.getElementById("5").style.visibility = "hidden"; 
                healthtracker = healthtracker - 25;
                scenetracker = 1;
            } else if (scenetracker == 1) {
                document.getElementById("left").style.visibility = "visible";
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("1").style.visibility = "hidden"; 
                document.getElementById("2").style.visibility = "visible"; 
                healthtracker = healthtracker - 25;
                scenetracker = 2;
                
            } else if (scenetracker == 2) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("2").style.visibility = "hidden";
                document.getElementById("3").style.visibility = "visible"; 
                healthtracker = healthtracker - 25;
                scenetracker = 3;
            } else if (scenetracker == 3) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("3").style.visibility = "hidden";
                document.getElementById("4").style.visibility = "visible"; 
                healthtracker = healthtracker - 25;
                scenetracker = 4;
            } else if (scenetracker == 4) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("4").style.visibility = "hidden";
                document.getElementById("5").style.visibility = "visible"; 
                healthtracker = healthtracker - 5;
                scenetracker = 5;
            } else if (scenetracker == 5) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("5").style.visibility = "hidden";
                document.getElementById("6").style.visibility = "visible"; 
                document.getElementById("right").style.visibility = "hidden"; 
                healthtracker = healthtracker - 5;
                scenetracker = 6;
            }
            else {
                console.log("nothing");
            }
            
        document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";
        console.log(healthtracker);
        console.log(scenetracker);    
        }
        
                function backwardClick () {
            if (scenetracker == 2) {
                document.getElementById("1").style.visibility = "visible";
                document.getElementById("2").style.visibility = "hidden"; 
                document.getElementById("left").style.visibility = "hidden";
                scenetracker = 1;
            } else if (scenetracker == 3) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("3").style.visibility = "hidden";
                document.getElementById("2").style.visibility = "visible"; 
                
                scenetracker = 2;
            } else if (scenetracker == 4) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("4").style.visibility = "hidden";
                document.getElementById("3").style.visibility = "visible"; 
                
                scenetracker = 3;
            } else if (scenetracker == 5) {
                document.getElementById("scene1").style.visibility = "hidden";
                document.getElementById("5").style.visibility = "hidden";
                document.getElementById("4").style.visibility = "visible";
               
                scenetracker = 4;
            }
            else {
                console.log("nothing");
            }
            
        }
        
        
        
        

        let scene1unlocked = false;
        let scene2unlocked = false;
        let scene3unlocked = false;
        let scene4unlocked = false;
        let scene5unlocked = false;
        
        let text = document.querySelector ("input[type='text']");
        function checkCode (e) {

            // console.log("checkCode", e);
            if (e.key == "Enter") {
                
                // console.log("checking the code");
                if (document.querySelector ("input[type='text']").value.toLowerCase() === "shrimp" && scenetracker == 1 && scene1unlocked == false) {
                    // console.log("OPEN SESAME");
                    document.getElementById("scene1").style.visibility = "visible";
                    keytracker++;
                    healthtracker = healthtracker + 15;
                    scene1unlocked = true;
                    console.log(scene1unlocked)
                    document.getElementById("keys").innerHTML = "LOGGED CANS: " + keytracker;
                    document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";
                
                } else if (document.querySelector ("input[type='text']").value.toLowerCase() === "dumplings" && scenetracker == 2 && scene2unlocked == false) {
                    // console.log("OPEN SESAME");
                    document.getElementById("scene1").style.visibility = "visible";
                    keytracker++;
                    scene2unlocked = true;
                    healthtracker = healthtracker + 15;
                    console.log(scene1unlocked)
                    document.getElementById("keys").innerHTML = "LOGGED CANS: " + keytracker;
                    document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";
                    
                }  else if (document.querySelector ("input[type='text']").value.toLowerCase() === "blue" && scenetracker == 3 && scene3unlocked == false) {
                    // console.log("OPEN SESAME");
                    document.getElementById("scene1").style.visibility = "visible";
                    keytracker++;
                    scene3unlocked = true;
                    healthtracker = healthtracker + 15;
                    console.log(scene1unlocked)
                    document.getElementById("keys").innerHTML = "LOGGED CANS: " + keytracker;
                    document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";
                    
                }  else if (document.querySelector ("input[type='text']").value === "11" && scenetracker == 4 && scene4unlocked == false) {
                    // console.log("OPEN SESAME");
                    document.getElementById("scene1").style.visibility = "visible";
                    keytracker++;
                    scene4unlocked = true;
                    healthtracker = healthtracker + 15;
                    console.log(scene1unlocked)
                    document.getElementById("keys").innerHTML = "LOGGED CANS: " + keytracker;
                    document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";
                    
                } else if (document.querySelector ("input[type='text']").value === "119" && scenetracker == 5 && scene5unlocked == false) {
                    // console.log("OPEN SESAME");
                    document.getElementById("scene1").style.visibility = "visible";
                    scene5unlocked = true;
                    keytracker++;
                    healthtracker = healthtracker + 15;
                    document.getElementById("keys").innerHTML = "LOGGED CANS: " + keytracker;
                    document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";
                    
                }  
                document.querySelector ("input[type='text']").value = "";
                
            }
            
            if (keytracker >= 5) {
                document.getElementById("win").style.visibility = "visible";
                  console.log("win");
              } else {

            console.log(keytracker);

            } 
        }
        // text.addEventListener("EVENT", CODE-TO-DO-WHEN-EVENT-HAPPENDS);
        text.addEventListener("keydown", checkCode ); 
        
        function keyCheck(){
            if (keytracker >= 5) {
                document.getElementById("win").style.visibility = "visible";
                  console.log("win");
              } else {

            console.log(keytracker);

            } 
        }
    document.getElementById("healthbar").innerHTML = "ENERGY: " + healthtracker + "%";

IRL-ENERGY.gif

IRL ENERGY in Action

issue #15

https://pad.xpub.nl/p/notes-steve-15 https://pad.xpub.nl/p/15.7_lou_concept

BROADCASTS

Radio Implicancies https://issue.xpub.nl/15/

1

feat. Kendal ROTIROL: Playing in a Virtual World


If technological systems are implicated in the structuring of knowledge and knowledge systems are implicated in how technology operates … how do we start to think the world otherwise?!

testing 2, 1, 4. test. test.

This is the first ever broadcast of XPUB year of 2021/2022. Tune into a compilation of obscure sounds and voices of the moment. Laying the ground for many more experimental streams to come.

Eight weekly broadcasts emit the signals of different constellations within the ten of us, bringing forth different responses and creating new approaches to the way knowledge and technology interplay and create inherent structures.

2

feat. Martin Radio Legends: Macintosh and Windows share a little boogie

LIVE – The 2nd episode of Radio Implicancies by XPUB1. Join the live session composed of echoing voices; vocals performed as instruments; scraped chats which turn into new conversations and a musical dialogue between operating sound systems. Laying the ground for many more experimental streams to come. Eight weekly broadcasts emit the signals of different constellations within the ten of us, bringing forth different responses and creating new approaches to the way knowledge and technology interplay and create inherent structures.

3

Caretaking with Poni

>>>implementing a live chat through https://hack.chat/


Welcome to "A Generative State of Mind", a broadcast of the master experimental publishing, piet zwart institute and hosted by Louisa and Federico aka. Bowser and Funix.

What you are gonna watch is a series of AI-generated images through a GAN algorithm that analyses the sound of a certain audio track. Generative Adversarial Network: this Machine Learning technique uses two neural networks. One creates a new possible picture from Visual Noise, the other one attempts to discriminate the other neural network, in order to improve the output result. Does it create possible realities? Does it create probable realities? Does it generate microcosms? A few questions can come up. A multitude of answers could be given. We would like to question the objectiveness and truth in which AI is hyped. There is a chat: use it, for fucks sake.

In a system dominated by measures, demanding an ever increasing synchronisation between individuals and their environments, they propose "Spacing in Time" as a way to escape pre-determined variables. Through these audio experiments, they encounter a new moment of experiencing different time flows. The radio turns into a time's perception box where various tools for time measurement and orientation are being de-fragmented and re-booted. While creating audio environments with sound repetitions, reverbs, overlapping and echoes, the experiments lead to a sense of physicality which allows the full immersion into a broadcasted time travel. Shut down the clocks and de-synchronise yourself from the established recognition of time, while un-practicing your common perceptions. What follows will be experimental tracks by Martin Foucaut, Jacopo Lega, Nami Kim AND Kendal Beynon AND Clara Gradel AND Floor van Meeuwen. Camilo Garcia and Euna Lee.

The tracks have been composed using the open source software Sonic Pi. This radio stream is accompanied by visuals generated from sound using deepsing; thanks to Nikolaos Passalis and Stavros Doropoulos to let the repo be open source. This stream is hosted in the confederated project peertube, in Swiss Olympiad in Informatics's server. The title of this broadcast has been generated by https://www.name-generator.org.uk/rapper/

The Act of Untethering An Audio Adaptation of Ursula K Le Guin's A Word of Unbinding


You are stuck in the system. Desperate for connection outside of your confined space, you attempt to trick the system through transformation. What you do not realise is that the force you are blocked by is not matter made from flesh and blood. Nothing can trick the operator, as it is all-encompassing and penetrating every inch of the prison you have found yourself in. Only by giving up the encounter and deciding to leave the platform, you find yourself in a space where you are able to understand the facade of the system instead of being tethered to it.

5

feat. Camilo

This week we were tired and wanted to eat.

6
7
8

Caretaking with Pongie, Camilo, Poni

☣ prototyping

python

21-9-20 Python Syntax workshop notes

Notebook, integrated development environment like processing, see immediate changes. Too seamless? Notebook = best of both worlds. New way of publishing ideas/code/discourse around code. Used to visualise data. Other servers apart from xpub server to use. Possible to run offline. Multiple ways of using program. Python running on the background.

->lab interface with split screen.

console: also used for terminal, typing commands, back and forth dialog. Typed commands interpreted as python code. read->eval->print= interactive mode of language. Reading what you wrote, process and spit result back.

notebook: fusion of console with more of a publishing idea. Possible to type "regular" text. Different modes: code/markdown, markdown is normal text but can be edited with special characters to make cursive for example. Also possible to move different blocks around to built a mix of text and code. Creating hyperdocuments.

literate programming
literateprogramming.com/knutweb.pdf
styling markdown

The House of Dust

projects

1 Euro Cinema online

1eurocinema-wip.png 1eurocinema-wip(2).png 1eurocinema-wip2.png

Climb the Firewall

https://pad.xpub.nl/p/Ultra-Stream PT5rqyzgc.gif

☣ past


theory

Overwriting Reality (BA Thesis)


☣ thinking about

learning interests

theory

gamified user-profiling

I am interested in the techniques of gamified user-profiling used by companies to target users online with personalised ads/content. PT5rqyzgc.gif

coding

three.js

I am learning three.js in order to be able to create accessible 3D environments inside the browser. https://hub.xpub.nl/sandbot/words-for-the-future/RESURGENCE/ascii.html

set-up/techniques

automated escape room

I would like to connect a computer game with sensors and buttons in a real space which affect the stage of the game and vice versa.

multi-user dungeon

My goal is to make a multi-user online game which can be extended and changed by other users in real time.