Saturday, 1 December 2007

Design for Interaction

Design for Interaction

Further research for this brief has led me to these gems recently.
In a similar vein to Mike Blow's Machines for Singing, i noticed this from David Byrne, an installation where devices are attached to various parts of a disused paint factory, which were controlled to produce vibrations, turning the whole building into a playable musical instrument.

The Art of Surveillance , Wired's images from various installations and art projects around the globe which explore the theme of always being watched.


The Khronos Projector
has been used in interactive art installations, it's an interesting device which allows viewers to explore pre-recorded video footage by touching the screen, which makes the film move through time in a water-like ripple effect.


This is impressive stuff , and i wonder how it would work with the sound being affected by the interaction of the user as well. This could potentially produce echo effects similar to dub music. Large installations inside clubs could produce good interactive art/music events.


This concept of making a dub version of video footage reminded me of Jeff Noon (novelist/poet i mentioned in a previous post). He thought about applying the same production methods of dub music, to those of writing a novel. His leftfield book Cobralingus he take various written works and feed them into his 'cobralingus engine' to mutate, sample and remix them into pieces with new a different meaning. It's an interesting idea, -the pieces turn into poem like creations, very weird. He applied this style in an online novel/writing game - mappalujo, co-written with Steve Beard. This idea of remixing text is worth more research.

Wednesday, 28 November 2007

Idea-Generation excercise for Interaction.

Carolyn Handler Miller in her book Digital Interactive Storytelling, relates modern interactive computer games, mmogs etc to ancient rituals, ceremonies, rites of passage and physical contests/games.
Four questions where raised on the topic of interactivity.



1. - What traditional ritual are you aware of that reminds you of some interactive narrative?.


If you could describe a music festival as a traditional ritual , then this could be represented by virtual 3d environments. These serve as a social meeting place for users, and offer a alternate version of reality - a fantasy wonderland that could be evocative of the twisted reality that is often experienced in the hedonistic ephemeral festival. Once inside the gates , festival goers find it easy to loose inhibitions, forget about the real world for the weekend and immerse themselves in their new environment, much like users of virtual worlds.


2 - What game or sport could be adapted to work as an interactive entertainment.

Most major sporting events have a computer game version, this is nothing new- early arcade games included 'Pong'('72) , racing game 'Gran Trak 10' ('74), and later games like althetic themed 'Track and Field' ('82). With the latest generation consoles, motion detection ha been built into the controllers (wii, and xbox 360 are releasing one). As these become more varied and sophisticated, so will the interaction become more tactile and physical. Events such as archery, javelin, curling, fencing, rowing, squash, rhythmic gymnastics (where the girls run about waving a ribbon) , shot put, badminton(to name but a few) will all have a new lease of life on the small screen



3 - What work of traditional storytelling contains a narrative technique that could be applied to a work of digital entertainment?

An interesting book to turn into a work of interactive film , would be Kurt Vonnegut's Slaughterhouse 5. Although any kind of film of this book would be a challenge to make (in as much as it would be difficult to do this classic masterpiece any justice), the themes of free will, fate and rationality might be well suited to an interactive media. The disjointed and seemingly random series of events (as the hapless protagonist Billy Pilgrim travels through time to different periods in his life) could be made into a series of choices for the viewer, who has the ability to fast forward to future events ( or be transported to the forth dimension to Tralfamador) The odd twist would probably be that all the choices are arbitrary, the viewer has no idea where he will end up next - the links would have to be unlabeled, thereby further raising questions of free will and choice. So it goes. Billy's ability to 'time travel' through his own life means he always knows whats coming next as he's seen it before, and that every event is simultaneously happening at the same time. How does he have any choices in life when he knows what the outcome will be?

(anyway, if you haven't read it i recommend giving it a go - it's a short book and well worth the time)



4 - What work of traditional entertainment breaks the "forth wall" , and how could it be replicated in an interactive work ?

The idea that springs to mind first is the British tradition of pantomime. Every December we are blessed with a variety of these types of participatory theatre, where the audience (typically dominated by children) are encouraged to yell at the 'actors' and sing along to the choruses of the songs. Interaction is limited to pre-scripted to shouts of "he's behind you" and "no....other side" etc in response to the 'actor's' on stage antics.
This could be replicated in the form of children TV - with the newer digital format, viewers could input responses (via the remote control) to unfolding events, or select one of a few limited replies to prompts by the actors. This idea is flawed, as the amount of pleasure the children derive from participation is not due primarily to the fact interaction is possible, but more the fact they can interact at high volume with a large number of their equally vocal peers.
The panto format might have more success in virtual environments such as Second Life, where large group participation is possible, though this would work better if the 3D space had VOIP, as typing in "...Oh no it isn't !..." etc doesn't have the same appeal as yelling it. This again has its drawbacks, the age range suited to pantomimes typically aren't equipped with the necessary skills to use Second Life - a simpler child friendly version would be more useful in this case.

Saturday, 24 November 2007

Design for Interaction

Have been researching all things interactive and giving thought to the brief of Design for Interaction. The open brief offers a overwhelming number possibilites, and I'm in need of something to fire my imagination.
Well, that's not quite correct, I've seen plenty of inspiring things, from participatory art, through to imaginatively designed kiosk interfaces. I'm a bit concerned that a lot of the things I've seen function with some specifically written piece of script, or re-wiring and reprogramming different devices and software. Having no skills in these areas, I've no idea where to begin. Then there's the idea of making a web based interactive project. There a some cool sites out there with stunning interfaces and functionality- largely flashed based sites, which again, rely on some custom coding to make things groovy, and my actionscript skills are only marginally better than my electrical rewiring skills.
Initial thoughts lead to some kind of voice activation or sound based project, no idea how it will manifest itself, so more research in this area is my first avenue of research.

seeing with your ears java based 'audio -from -image' doohicky

interactive sound

sound design for interactive media - resources and interesting links

HMC - multimedia production company doing cool stuff

interactive architecture installations and art/ architecture projects

pianographique - curious web multimedia instrument

ixi - digital generative music group, giving workshops and providing free software and tutorials.

SASSAS - The Society for the Activation of Social Space through Art and Sound

dont click it - experimental website that uses mouse movement without clicking to navigate.

British Interactive Media Association
Exhibitions, events and all sorts


.

Wednesday, 7 November 2007

Lansdown Lecture - Heartlands: heart-rate, GPS, gameplay

'Ere be Dragons

Lansdown Lecture - Heartlands: heart-rate, GPS, gameplay



'Ere Be Dragons is a pervasive digital artwork which encourages users to explore both their environment and themselves. Based on mobile computing, it is responsive to location and biodata (heartrate) which it uses to construct a responsive visual and auditory environment overlaid on the real world. It is designed to be highly engaging while at the same time raising important issues about health and behaviour. The work is an interdisciplinary collaboration between digital artists, an electronic arts centre, health scientists, and the UK research laboratory of a major IT company (Hewlett Packard)

Now here is a cool application for A.R glasses. Building a virtual world based on your heartbeat - the more your heart works during healthy exercise, so a more extravagant world is created around you. This could spawn all sorts of games, and be linked into other 3d worlds , so you could create content there with you heart beat.

-------------
It's just a shame the 1 hour lecture is in north London, two and a half hours away:- they need to broadcast it in cyberspace so it's a bit easier to see. If we had our A.R glasses, we could all attend.

Tuesday, 6 November 2007

Through Rose Coloured Glasses

Through Rose Coloured Glasses

So we've skipped ahead 10 years. We've all got these snazzy Mixed Reality glasses on. We never get lost any more, because the GPS in the frame links into Google maps and displays right in front of our eyes where we are, where we wanna go;- and it's booked a table at the restaurant across town where we're trying to find. The kids are all fitter, because they aren't sat behind a computer playing games and shooting aliens for hours on end- they're running around the streets playing computer games and shooting virtual aliensfor hours on end. There's less congestion because the SatNav in the glasses helps us avoid snarl ups and keeps traffic moving, and there's less accidents, because the sensors detect on-coming danger and steer you out of the way. Everything is rosy. But what then?

Death by Pixels

There's a multitude of benefits and cool advantages to this technology, and there will also be a shadier side to it. Just as scandal after scandal hit virtual worlds like Second Life- fraud, child porn rings, undercover cop avatars, extortion, viruses being realised,- there will surely be an underworld develop in the brave new world of augmented reality. Rockstar games will probably find themselves in a lot of trouble with their latest violent mixed reality game they'll probably produce, with high def images of virtual massacres- there's bound to be a class full of kids in America get senselessly slain by someone playing Grand Theft Auto 9 in A.R.
If the glasses have a built in lens and recording capability, people will be able to experience someone else's reality. The film Strange Days explored this theme, where 'dealers' would sell copies of a porn stars reality, or the experience of someone being killed. Some became hooked on the reality of others.

Jacked into Hyper-Reality

To escape all the stresses of constant connectivity to the world, and tune out of all the info and ads of A.R, many will turn on to altered states of (augmented) reality, with programmes created to simulate and induce trance like states and euphoric journeys through psychedelic lands. As the technology and applications mash up and mix together, all kinds of strange hybrids will evolve. Cyberpunk novelist Jeff Noon's creates dystopic visions of Britain's future, where party junkies inject liquid music, where people remix themselves with technology in varying degrees of 'roboness', and where the thrill seekers enter hallucinogenic virtual worlds for kicks.
It won't be long of course, before the boys in blue (#00008B) come pounding on the door with their virtual cops to pull the plug on all those subversives, avatar agents sent to restore order to the matrix.

But at the end of the day, the most important thing for most will be how cool the glasses look. Whatever changes happen to society with the advent of A.R, Apple will still be in the headlines with their latest iEye glasses.


Monday, 5 November 2007

Future Design Presentation.

Reality in the mix

The time to make the presentations for the Design Futures Project is fast approaching, and I've been trying to whittle down my idea into a more focused idea, but i think that the nature of what I'm researching (augmented reality) has such wide reaching potential, that to pin it down to 1 or 2 simple themes will loose what in some ways is the main point of this product/platform. I see the potential of A.R will touch many areas of life, from training and educational use, through to web surfing, teleconferencing and virtual work environments, to gaming and immersive panoramic cinema experiences.
In one sense the glasses can be seen as the latest in portable ultra slim monitors, and when used in conjunction with a PDA device or computer, can run complex applications, which can be highly specialized for training purposes, or popular mainstream web apps, like Google Maps and MMORPGS and social networking virtual environments. I was trying to come up with a simple interface that can present information to the user in a way that's simple to use and doesn't overload the user will to much information, but the interface will vary for each application used, as on a regular computer.
The glasses will be 'transparent monitors' that can overlay graphics over the users field of vision, or can 'blackout' to run total Virtual Reality applications. They also work on the assumption that developments in fuel cells and power issues will be at the stage where they can be produced small and lightweight enough to fit into the arms of the glasses. Currently developments in power cells , data storage and processor chips are producing smaller and more efficient products, so it's feasible that within 10 years the technology will be small enough to fit inside something as small as a pair of glasses, without being as clumsy and cumbersome as current VR goggles.

Thursday, 1 November 2007

Semiconductor

Guest speakers : Semiconductor

I first saw the work of today's speakers, Semiconductor, at this year's Big Chill festival, although at the time I admit I probably didn't give the installation Earthmoves the attention it deserved. This time around my mind wasn't as addled as it was in the heady atmosphere of the festival, nor was i surrounded by all manner of musical and multimedia delights, so was interested to discover what they where all about.
Semiconductor are artists producing digital artworks in the form of sound-films, music videos and live animation. Feeding and mixing audio into photography, 3d software and moving images, they create abstract films and live performances around the world. They use captured sounds from the environment and digital sounds, which effect and are influenced by the images on display.
Their most recent work I was most impressed by, Magnetic Movie, an animation where they have visualised audio recording of scientists describing their discoveries. This was more interesting to me because it seemed less abstract than much of the other work, though all of their work is very inspiring.