Sunday 26 February 2012

love-in-idleness

Discussing the paper 'Love-in-idleness' for the CR Greece with Milena Szafir and Ralf Flores. And here a list of shared references...

Andy warhol's experimental film



Andy Warhol's original Screen Tests were originally filmed from early 1964 - November 1966 (GM25). Factory visitors who had potential "star" quality would be seated in front of a tripod mounted camera, asked to be as still as possible, and told not to blink while the camera was running. These film portraits were some of the earliest examples of Warhol's Screen Test series. It is interesting to note that they were filmed in Edey's apartment prior to Warhol's move to the silver Factory where most, but not all, of the other Screen Tests were made. More than 500 Screen Tests were made. In addition to The 13 Most Beautiful Boys, some of the footage was incorporated into other compilation reels such as The 13 Most Beautiful Women (1964) and 50 Fantastics and 50 Personalities (1964). Malanga also used some reels in his multimedia poetry readings called Screen Test Poems in 1965. In 1966 Andy and Gerard also prepared a book together of Screen Test stills from 54 subjects (17 women and 37 men) and Gerard's poetry called Screen Tests/A Diary (NY: Kulchur Press, 1967).


Based on the Voight-Kampff empathy test which tests whether someone is a human or a replicant in "Do Androids Dream of Electric Sheep?" by Philip K Dick

a polygraph-like machine used in the film Blade Runner (re-creation in SL)


Eye Tracking in Video Game Player Experience

Researchers at the Blekinge Institute of Technology conducted an eye tracking experiment on players’ experience with Half Life 2. A specially modified Half Life 2 game was built using the game’s software development kit to correspond with the players’ eye tracking gaze. In the experiment, players do not completely control the game through eye tracking. Instead, a keyboard controls each player’s movement and eye tracking is used to control the first person camera view. The researchers measured the players’ ability to navigate through the game environment using gaze as a steering method. To help contrast the differences, players were allowed to switch between gaze and mouse navigation.







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