Ways in which technologies may bring different type of leisure experiences to a larger audience
Technology Based Entertainment and Leisure (33)
Find narratives by ethical themes or by technologies.
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- 14 min
- Kinolab
- 2019
In an imagined future of London, citizens all across the globe are connected to the Feed, a device and network accessed constantly through a brain-computer interface. Tom is a member of the Hatfield family, the owner of the tech monopoly which created this technology. The Feed allows people to alter their perception of reality, whether this means changing the appearance of people and places or playing music over any environmental noise.
- Kinolab
- 2019
Omnipresent Technology and Altering Reality
In an imagined future of London, citizens all across the globe are connected to the Feed, a device and network accessed constantly through a brain-computer interface. Tom is a member of the Hatfield family, the owner of the tech monopoly which created this technology. The Feed allows people to alter their perception of reality, whether this means changing the appearance of people and places or playing music over any environmental noise.
What are potential consequences of getting large numbers of people addicted to brain-computer interface technologies that can easily be hacked? How does this deprive people of autonomy? How can digital addiction de-sensitize people to the “real world”? How could augmented reality fundamentally change industries such as interior design, event planning, and even travel? How can virtual reality tech be used to bring us closer, and connect people together? What will virtual meetings look like in the future, with the potential for holograms and a complete immersive experience?
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- 8 min
- Kinolab
- 2019
Chris, a ride-share driver who took passenger Jaden hostage in order to leverage a conversation with social media CEO Billy Bauer, tells the story of how his distracted driving (through looking at a notification from social media on his smartphone) ultimately killed his wife and other drivers. As the hostage situation comes to an end, the world watches over social networks before looking up from their phones and returning to their lives.
- Kinolab
- 2019
Consistent Digital Distraction
Chris, a ride-share driver who took passenger Jaden hostage in order to leverage a conversation with social media CEO Billy Bauer, tells the story of how his distracted driving (through looking at a notification from social media on his smartphone) ultimately killed his wife and other drivers. As the hostage situation comes to an end, the world watches over social networks before looking up from their phones and returning to their lives.
Does the speed and volume of sensational events which users can access through digital channels ultimately de-sensitize users to the real world? Do social media companies have culpability in ensuring that their products are not over-addictive, or does responsibility ultimately fall solely on users to make the right choices? Are current protections against distracted driving aggressive enough? In a meta-commentary sense, do you believe this narrative adds anything new to the digital addiction/distracted driving conversation, or is it the same warning that has been given over and over again to no avail?
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- 15 min
- Kinolab
- 2019
Danny, Karl, and Theo are a trio of friends who all once lived together. In their adult years, after Danny and Theo have married, Karl gifts Danny with the most recent release of their favorite fighting video game, Striking Vipers X. In this virtual reality simulation, Danny and Karl are able to become their avatars, Lance and Roxette respectively, and feel pain and pleasure in the virtual world through them. After the avatars begin to form an intimate connection within the virtual reality video game, Danny, Theo, and Karl find themselves needing to negotiate new terms of their relationships with one another, struggling to find if connections in the virtual world can coexist with connections in the real world.
- Kinolab
- 2019
Relationships and Exploration of Identity in Virtual Worlds
Danny, Karl, and Theo are a trio of friends who all once lived together. In their adult years, after Danny and Theo have married, Karl gifts Danny with the most recent release of their favorite fighting video game, Striking Vipers X. In this virtual reality simulation, Danny and Karl are able to become their avatars, Lance and Roxette respectively, and feel pain and pleasure in the virtual world through them. After the avatars begin to form an intimate connection within the virtual reality video game, Danny, Theo, and Karl find themselves needing to negotiate new terms of their relationships with one another, struggling to find if connections in the virtual world can coexist with connections in the real world.
How do virtual reality worlds allow humans to explore aspects of their sexual or gender identities that they may not have the opportunity to discover in the real world? Do the seemingly limitless possibilities for connection with digital technologies and virtual realities innately pose a threat to the landscape of long term relationships? Should concepts such as sex be built into virtual realities? If it is assumed that the reality is fake and the avatars are distinct from their controllers, do Danny’s actions count as infidelity?
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- 15 min
- Kinolab
- 2017
In a world in which the program Coach determines the pairing and duration of romantic matches, Frank and Amy managed to be matched more than once and eventually fall in love after failed matches with other people. After Frank breaks a promise to Amy by checking the expiry date that is automatically assigned to all relationships, they temporarily break up. After a reunion, they set out to discover the truth of their reality and the meaning of their match.
- Kinolab
- 2017
Online Dating Algorithms
In a world in which the program Coach determines the pairing and duration of romantic matches, Frank and Amy managed to be matched more than once and eventually fall in love after failed matches with other people. After Frank breaks a promise to Amy by checking the expiry date that is automatically assigned to all relationships, they temporarily break up. After a reunion, they set out to discover the truth of their reality and the meaning of their match.
Should machine learning algorithms, even the most sophisticated ones, be trusted when it comes to deeply emotional matters like love? Can simulations and algorithms account for everything when it comes to a person’s experience of love? How could algorithmic bias which is present in real-life matching programs enter the virtual reality system shown here? How can advanced simulations be distinguished from reality? Has the digital age moved the dating experience firmly past the “old days” of falling in love, and should this be embraced?
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- 6 min
- Kinolab
- 2017
Robert Daly is a programmer at the company Callister, which developed the immersive virtual reality game Infinity and its community for the entertainment of users. Daly is typically seen in the shadow of the co-founder of the company, the charismatic James Walton. Unbeknownst to anyone else, Daly possesses a personal modification of the Infinity game program, where he is able to upload sentient digital clones of his co-workers to take out his frustrations upon, as he does with Walton in this narrative.
- Kinolab
- 2017
Virtual Vindictiveness and Simulated Clones Part I: Daly and Walton
Robert Daly is a programmer at the company Callister, which developed the immersive virtual reality game Infinity and its community for the entertainment of users. Daly is typically seen in the shadow of the co-founder of the company, the charismatic James Walton. Unbeknownst to anyone else, Daly possesses a personal modification of the Infinity game program, where he is able to upload sentient digital clones of his co-workers to take out his frustrations upon, as he does with Walton in this narrative.
What should the ethical boundaries be in terms of creating digital copies of real-life people to manipulate in virtual realities? How would this alter the perception of autonomy or entitlement? Should the capability to create exact digital likenesses of real people be created for any reason? If so, how should their autonomy be ensured, since they are technically a piece of programming? Are digital copies of a person entitled to the same rights that their corporeal selves have?
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- 8 min
- Kinolab
- 2016
In this extreme imagination of social media, detectives Karin Parke and Blue Coulson try to discover the correlation between two recent deaths. They first interrogate a teacher who posted “#DeathTo @JoPowersWriter” along with a photo of controversial journalist Jo Powers on the day before Jo was found dead. The teacher discusses the popularity of this message and the hashtag, sharing that an entire online community split the cost of sending Jo a hateful message on a cake. Later on, the detectives discover that these deaths were determined by bots and the trending of the #DeathTo, and that whichever name had the most hits under this hashtag were hunted down and killed by a mysterious force.
- Kinolab
- 2016
Social Media Trends and Hive Mind Justice
In this extreme imagination of social media, detectives Karin Parke and Blue Coulson try to discover the correlation between two recent deaths. They first interrogate a teacher who posted “#DeathTo @JoPowersWriter” along with a photo of controversial journalist Jo Powers on the day before Jo was found dead. The teacher discusses the popularity of this message and the hashtag, sharing that an entire online community split the cost of sending Jo a hateful message on a cake. Later on, the detectives discover that these deaths were determined by bots and the trending of the #DeathTo, and that whichever name had the most hits under this hashtag were hunted down and killed by a mysterious force.
How does this relate to the phenomenon of “cancel culture” in the real world? How can buzzwords commonly used online translate poorly into real life? How can digital social media be re-imagined so that users are less susceptible to “trends” started by bots? Is there a possibility that social media might give too much power or too high of a platform to the general population?