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September 24, 2004

my notes from 9/22 class

Implications of camera in home versus camera on head
- “look at me” versus "see what I see”
- is 24/7 desirable?

As cameras and wireless tech become tiny and cheap.
1) will there be more first person media?
2) will there be laws about camera use?

Flight simulator talk:
egocentric view = from the user’s own eyes
exocentric view = not from the user’s own eyes (e.g., “God’s eye view” from above)

Observing versus participating in a story
observing = empathizing with characters
participating = being a character
are they mutually exclusive?

sign up names

IM Speaker Forum

Justin Hall, Vincent Diamante - Sep 8: Perry Hoberman: “Recycling Post-Consumer Media Content”
Jess Rosenblatt , Shelby Wong - Sep 15: Michael Lew: “Filmmaking for Computational Media”
Noah Keating, Mihai Peteu - Sep 22: Scott Fisher & Peggy Weil: “First Person Media"
Anita Stokes, Yuechuan Ke - Sep 29: Jim Rowson, HP, & Kurt MacDonald, “Custom Television & the Phiz Network”
Oct 6: 555 (3rd Year Thesis) projects
Josh Green, DooYul Park - Oct 13: Chris Swain: “Game Play Innovation”
Mihai Peteu, Aaron Meyers - Oct 20: Julian Bleeker: “Mobile Experiences”
Josh Green, Herb Yang - Oct 27: Tracy Fullerton: “Game Studies”
Shelby Wong, Justin Hall - Nov 3: Eric Loyer: “Vectors Journal” & Steve Anderson: “Visual Research”
Victoria Moran, Eric Nelson - Nov 10: Mark Bolas (TBD)
Jess Rosenblatt, DooYul Park - Nov 17: Michael Naimark: "Internationalism"

Other Assignments (TBD)

Noah Keating, Victoria Moran
Anita Stokes, Yuechuan Ke
Vincent Diamante, Aaron Meyers
Herb Yang, Eric Nelson

September 23, 2004

First Person Cinema slides

Are here. (flash player 6+ required)

"Game Publishers Sweat Console Change"

This morning, a friend sent me this C|Net article, "Game Publishers Sweat Console Change", whose topic coincides with the discussion we were having yesterday in 511 (regarding the NY Times article "In Video Games, Sequels are Winners"). Whether this has significant bearing on the development of true "indy" games is not entirely clear, but it does seem to indicate that independent game developers who want to compete with the blockbusters on at least some level have their work cut out for them.

An interesting thing that they point out which I have also definitely been noticing is that more games are getting shorter (less entertainment value in terms of hours), and the article attributes this to the rising labor costs due to graphics. Their conclusion from this is that more and more developers will need to reuse code, rather than rebuilding each time; a conclusion they support citing EA's recent acquisition of Criterion Games (Renderware).

September 18, 2004

notes from 9/15 class

Hi All,

Here's a summary of my "cinema and interactivity" chart from our last class:

Film (sprockets, big projectors, theaters)
- only interactivity is on/off
(there have been art installations integrating projected film with live actors, with smoke, with projecting on non-flat surfaces, and with elaborate use of shadows)

Videotape (reels, shuttle/jog control, smaller group viewing)
- variable frame rate

Videodisc (old 12" analog videodiscs, DVDs)
- fast random access allows BRANCHING

Hard Disc (QuickTime, etc.)
- very fast branching
- some real time compositing

CG (2D and 3D computer graphics, game engines)
- extensive real time compositing
- (if 3D) change of camera angle
- (if 3D) more cartoon-like than camera-based (but changing)
- semantic (system has knowledge of objects rather than just knowing pixel values)

PS: Film people (Hollywood), Video People (TV), and CG people all drink in different bars.
PPS - The Hollywood FX industry drinks in all bars.

Semantic and Non-Sematic

HUGE difference. (Negroponte: there's not a computer in the world that can distinguish between a car crash from a love scene on TV.)

ALL (camera-based) movies and television are 2D/non-semantic
ALL CG is 3D/semantic

2D/semantic = cartoons

3D/non-semantic is a curious cluster of work often called "lightfields," "clouds in space," and "voxels."

IM Speaker Forum (current list)

Sep 8: Perry Hoberman: “Recycling Post-Consumer Media Content”
Sep 15: Michael Lew: “Filmmaking for Computational Media”
Sep 22: Scott Fisher & Peggy Weil: “First Person Media"
Sep 29: Jim Rowson, HP, & Kurt MacDonald, “Custom Television and the Phiz Network”
Oct 6: 555 projects
Oct 13: Chris Swain, “Game Play Innovation” + IGF student team
Oct 20: Julian Bleeker: “Mobile Experiences” + Mobiles Group team
Oct 27: Tracy Fullerton: “Game Studies”
Nov 3: Eric Loyer: “Vectors Journal” & Steve Anderson: “Visual Research”
Nov 10: Mark Bolas (TBD)
Nov 17: Michael Naimark: "Internationalism"

syllabus

PRELIMINARY SYLLABUS
25 Aug 04

CTIN 511: Interactive Media Seminar

Professor: Michael Naimark
Semester: Fall 2004
Location: Interactive Media Lab, room CSS G142
Time: 3:00-5:00pm

Plus: IM Faculty Talks, weekly beginning on September 8, 6:00-8:00pm, in the ZML


Description

This course will focus on fundamentals, current developments, and future projections of Interactive Media Art and Technology. Emphasis will be on comprehension of fundamental principles and understanding the underlying production processes involved in making works of interactivity in stand-alone, immersive, and networked environments. It is hoped that through these cultural, scholarly, and technical intersections, MFA students will be aided in the achievement of a stronger focus and clearer vision for their careers in the field of interactive media.

The course is organized around the major themes addressed by the IM Division: Games, Immersion, and Mobile Media, as well as critical thinking skills for understanding Interactive Media as an emerging discipline. This organization is based on weekly IM faculty lectures taking place after each class, open to the entire IM community. Each week we will focus on a particular topic, related to the faculty presentation.

Becoming familiar with the histories and practices of the IM faculty community serves several complementary functions: 1) it familiarizes students with basic concepts and issues surrounding Interactive Media, 2) it orients the students around the core people, values, and practices of the IM Division, 3) it enlivens the faculty presentations with informed questions and discussion.


Grading Structure

This is a credit/no credit class based on 1) attendance and participation, 2) weekly commentary posted on their individual blogs, and 3) two short presentations through the course of the semester based on the weekly topic.


Course Requirements

Open to (and required of) second year, first semester MFA Interactive Media students only.


Schedule

Week 1: Introductions, course overview, a look at the past 25 years

Week 2: (Scott)

Weeks 3-15: Topics to be determined to coincide with IM Faculty presentations


Suggested Readings

- Shaw, J & Weibel, P, Eds., Future Cinema (MIT Press, 2003)
- Galloway, A, Protocol (MIT Press 2004)
- Card, O.S., Ender’s Game (Doherty/Tor, 1977)
- Coyne, D., Designing Information Technology in the Postmodern Age (MIT Press, 1995)
- Dodsworth, Clark, Ed. Digital Illusion: Entertaining the Future with High Technology (Addison-Wesley, 1998)
- Druckery, T. ed., Electronic Culture: Technology and Visual Representation (Aperture, 1996)
- Heim, Michael Virtual Realism (Oxford University Press, 1998)
- Krueger, Myron Artificial Reality II (Addison-Wesley 1991)
- Laurel, B. The Art of Human-Computer Interface Design (Addison-Wesley, 1990)
- Manovich, Lev, The Language of New Media (MIT Press, 2001)
- Moser A. and D. MacLeod ed., Immersed in Technology: Art and Virtual Environments (MIT Press, 1996)
- Murray, Janet, Hamlet on the Holodeck: The future of narrative in Cyberspace (Simon & Shuster, 1997)
- Negroponte, N., Being Digital (Knopf, 1995)
- Ohta, Yoichi, Tamura, Hideyuki, eds. Mixed Reality, (Ohmsha / Springer-Verlag 1999).
- Raby, Fiona & Anthony Dunne, Design Noir: The Secret Life of Electronic Objects (Birkhauser, 2001)
- Rheingold, H., Virtual Reality (Summit Books, 1991)
- Rheingold, H., The Virtual Community (Addison-Wesley, 1993)
- Rheingold, H., Smart Mobs (Perseus Books, 2002)
- Singhal, S. and Zyda, M, Networked Virtual Environments, (Addison Wesley 1999)
- Sherman, W. and Craig, A. Understanding Virtual Reality: Interface Application and Design (Morgan Kauffman, 2003)
- Sommerer, C & Mignonneau, L, , eds. Art @ Science (Springer Verlag, 1998)
- Stephenson, N., The Diamond Age (Bantam, 1995)
- Wardrip-Fruin, Noah, The New Media Reader (MIT Press, 2003)
- Wilson, Stephen, Information Arts: Intersections of Art, Science, and Technology (MIT Press, 2001)

Periodicals

- Presence (MIT Press)
- ID magazine
- Axis Magazine (Japan)
- Game Developer
- IEEE Computer Graphics
- IEEE MultiMedia
- Wired (duh)


Missing an Exam, Incompletes

Though this is a pass/no pass class, USC standards still hold: The only acceptable excuses for taking an incomplete in the course are personal illnesses or a family emergency. Students must inform the professor before the exam and present verifiable evidence in order for a make-up to be scheduled. Students who with to take incompletes must also present documentation of the problem to the instructor before final grades are due.


Academic Integrity

The School of Cinema-Television expects the highest standards of academic excellence and ethical performance from USC students. It is particularly important that you are aware of and avoid plagiarism, cheating on exams, submitting a paper to more than one instructor, or submitting a paper authored by anyone other than yourself. Violations of this policy will result in a failing grade and be reported to the Office of Student Judicial Affairs. If you have any doubts or questions about these policies, consult “SCAMPUS” and/or confer with the Professor or Department Chair.

Students with Disabilities

Any student requesting academic accommodations based on a disability is required to register with Disability Services and Programs (DSP) each semester. A letter of verification for approved accommodations can be obtained from DSP. Please be sure that the letter is delivered to the Professor as early in the semester as possible. DSP is located in STU 301 and is open 8:30am – 5:00pm, Monday through Friday. The phone number for DSP is (213) 740-0776.