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<title>548 - Thesis Prep</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/" />
<modified>2005-05-07T03:16:02Z</modified>
<tagline></tagline>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73</id>
<generator url="http://www.movabletype.org/" version="3.14">Movable Type</generator>
<copyright>Copyright (c) 2005, kellee</copyright>
<entry>
<title>Kellee&apos;s Thesis Proposal: All Your Body Are Belong to Us</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/05/kellees_thesis.html" />
<modified>2005-05-07T03:16:02Z</modified>
<issued>2005-05-07T03:10:10Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4376</id>
<created>2005-05-07T03:10:10Z</created>
<summary type="text/plain">Well guys, I finally figured it out. Here it is, you can download it, or I&apos;ve pasted the text (up until budget and timeline) into the extended entry for skimming purposes. I welcome feedback, and appreciate you taking the time...</summary>
<author>
<name>kellee</name>
<url>http://interactive.usc.edu/members/kellee</url>
<email>ksantiag@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>Well guys, I finally figured it out. Here it is, you can download it, or I've pasted the text (up until budget and timeline) into the extended entry for skimming purposes. </p>

<p>I welcome feedback, and appreciate you taking the time to look at it. </p>

<p>download the Word document<a href="http://interactive.usc.edu/members/kellee/archives/SantiagoThesisProposal.doc">Download file</a><br />
</p>]]>
<![CDATA[<p>I. Title<br />
	<br />
All Your Body Are Belong to Us</p>

<p><br />
II. Abstract<br />
	<br />
"All Your Body Are Belong to Us" is a live performance piece that will use the body to drive its narrative.  It will explore the ways in which we restrict our bodies, our moments of release, the memories we store, and how our lifestyles influence our body language, and vice versa.  This performance will use re-appropriated interface devices to highlight the contrast between how we use our bodies and the possibilities they hold.  </p>

<p><br />
IV. Text<br />
   <br />
A. Motivation<br />
	<br />
Physical Performance Arts</p>

<p>When I studied theatre at the Tisch School of the Arts at New York University, I had the privilege of studying under a number of talented and passionate physical performers.  These body-based actors believed that powerful performers were ones that had unlocked their physical inhibitions completely, so that their bodies could be free to express every subtle emotion that we as humans contain.  </p>

<p>At NYU I became exposed to the philosophies of Vsevolod Meyerhold and Jerzy Grotowski, two of the first proponents for examining the actor's body as a medium: Meyerhold in the early 20th Century, and Grotowski in the mid-20th Century. Meyerhold pioneered the use of biomechanics in theatre -- a way of directing a production by examining separately the stage area, audience, actor's performance, and dramatic substance as areas of communication in the medium of theatre.  In his biography of Meyerhold, Zafirovska summarizes biomechanics as it applies to acting: it is "simultaneously both a particular actor’s training and a way of an actor’s performance, whose purpose is to effect the main request made by Meyerhold on the stage . . . the flexibility of the actor to convey his own creation through his body (consciously controlled!) and his movements."</p>

<p>Jerzy Grotowski also pushed the use of the actor's body as his medium of communication.  In order to achieve open communication between an actor and an audience, the actor must release all of his inhibitions.  In his interview with Eugenio Barba, Grotowski explained, "If the actor is conscious of his body, he cannot penetrate and reveal himself.  The body must be freed from all resistance.  It must virtually cease to exist" (36).</p>

<p>Many of the exercises used in pursuit of this state of "body as medium" involve learning control over one's body as well as unlocking all physical inhibitions the actor might have when entering his training.  It was through these exercises that I began to understand how our bodies hold tension as a way of protecting ourselves from physical and emotional pain - usually something our bodies learn at an early stage.    </p>

<p>However, this knowledge hasn't only been held by avant-garde performers. Initially conceived by French philosophers such as Maine de Biran, Ravaisson, and Henri Bergson, implicit memory has been rediscovered and explored in the last few centuries.  As opposed to explicit recollection, which is the mind's representation of the past in relationship to the present, implicit memory reenacts the past in the course of the body's performance.  Psychologist Thomas Fuchs explains that "implicit knowing is our lived past."  It appears generally in five different types: procedural, situational, inter-corporeal, incorporative, and traumatic memory.<br />
  <br />
Briefly explained, procedural memory is physical memory through repetition, such as typing on a keyboard.  Even though I might not remember where every single key is, my fingers are able to create words out of my thoughts through typing.  "Procedural memory unburdens our attention from an abundance of details . . . The will becomes free since the single elements of willing and acting recede into the background . . . Through moving the keys the pianist is able to direct himself to the music itself, to listen to his own play.  Thus freedom and art are essentially based on the tacit memory of the body"(Fuchs).  Situational memory is how full experiences are stored, such as how I felt during my last final, or when I won the big game, etc.  It is a part of our memory that cannot be completely expressed in words.  Inter-corporeal memory is how our bodies learn and remember to interact with others; for example, how one holds her body when speaking to authority as opposed to in relation with a friend.  Incorporative memory involves the postures we have adopted from others, and traumatic memory can come in the form of chronic aches and pains as a result of some physical or psychological trauma one might have incurred and have stored in the body.        <br />
	<br />
After university, I became involved in dance and improvisation.  Through improv I was introduced to the philosophy of the mime Etienne Decroux, who formulated  "corporeal mime" - an art of attitude achieved through harmony of the trunk limbs, thought and form.  Decroux examined how a snapshot of the human body can tell a rich, detailed story without using any words.  By isolating various body parts and muscles and using each one of them the way Meyerhold would use each aspect of a performance to tell a story, the human body can become a tool for communication simply on its own.  <br />
	<br />
My final influence as a physical performer came from my work with a New York-based Butoh theatre company, "Shufu Theatre."  The director of the company, Madelyn Kent was examining the use of Butoh exercises as rehearsal techniques for dialogue plays (typically Butoh shows have no speaking).  Butoh theatre, in short, is a style of dance in which the dancer stops being himself and becomes someone or something else.  In traditional dance styles, the dancer expresses an emotion or abstract idea through his body.  However, in Butoh the dancer becomes something else than what he is in order to communicate a feeling.  Kent used these exercises to assist the actors in the development of their characters and to create a certain rhythm to the play that was neither natural nor unnatural, but fed the emotion of the moment, the line, the word, and down to the breath.  In rehearsal I would participate in these exercises, and found a certain physical freedom I had never experienced before.  Some compare the exercises to "trance dancing."  I could actually let go of my consciousness and move through space as a wholly different person or thing.  I could let go of Kellee's body memory, and attempt to discover another body memory all together.  These exercises were freeing and therapeutic.  </p>

<p>Throughout my physical training as an actor, I have discovered how important it is for us to have moments of total release.  I have seen my peers go through striking transitions as they have explored their own body memory and freed themselves of physical, and therefore emotional, burdens.  Exploring one's body in this manner is another approach to therapy that unfortunately only actors and dancers are very aware of. </p>

<p>Play-Centric Game Design<br />
 <br />
When I came to the Interactive Media Division at USC, I was exposed to the play-centric game design philosophy held by Tracy Fullerton and Chris Swain, and embodied by Bernie DeKoven and The New Games Movement of the 1970's. </p>

<p>Play-centric game design looks at the play or the fun of the game as being the central aspect to design.  It puts the power of game design into the hands of the people actually playing it, as opposed to one or two designers.  The New Games Movement organized large outdoor events to encourage people to play with each other, participate, and create games just for the fun of it.  Bernie DeKoven sees the physical release of these games as an important part of our development and existence as humans.  Play can be therapeutic as it allows for people to relate to each other in abnormal ways and gives a mental and physical break from the daily routine.</p>

<p>Learning this play-centric philosophy reinforced my instinct that there did not need to be a strict division between people who interfaced with digital technology, and people who "couldn't."  The majority of my theatre and improviser friends do not play digital games, and most of my "gamer" friends don't play physical theatre games.  What is the reason for this disparity?  </p>

<p>Instead of a divide between the physical and the digital realms, I would like to see a happy collaboration.  We are finally at a unique time in which this collaboration is possible - with the right interfaces. We can make smart, forward-thinking choices in interface design to discover how it cannot only be less painful for our bodies, but possibly even help them and our emotional well-being. <br />
	</p>

<p>B. Methodology</p>

<p>"All Your Body Are Belong to Us" is a performance piece that will examine these subjects of body memory, physical interactions, and the implications of modern interface design through a narrative that is driven by the body. It is a travel through space and time through the human form. As the characters unlock their body memory, they discover their inhibitions, memories, and natural instincts.<br />
  <br />
For the creation of the content, I will continue to research and explore the ways through which we communicate through our bodies, store our memories in them, and how we then use our body instrument to interface with the machine instrument.  I will also examine how a narrative can be mapped onto and weaved through the body.  </p>

<p>I currently envision one main character that is played by three or four different performers.  Through the different actors one "body narrative" can be explored without limiting the representation to one body type.  </p>

<p>While the narrative of "All Your Body Are Belong to Us," travels through the body, the tech of the piece will travel through the history of interface design.  I will experiment with how I can re-appropriate old and current physical interfaces to express narrative ("physical interface" as I am using it here encompasses everything not graphic).  The performance will also project how we would interface with technology if only our bodies were needed, represented through a combination of existing technology and/or pre-prepared material. </p>

<p><br />
C. Proof of Concept</p>

<p>"All Your Body Are Belong to Us" will be a performance piece with dance, dialogue, music, and video.  I project the piece will be a short one-act, lasting somewhere between 30 mins to an hour.   <br />
</p>]]>
</content>
</entry>
<entry>
<title>SED Thesis Proposal</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/sed_thesis_prop.html" />
<modified>2005-04-20T21:21:48Z</modified>
<issued>2005-04-20T21:12:08Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4291</id>
<created>2005-04-20T21:12:08Z</created>
<summary type="text/plain"> I&apos;ve completed V1.0; check out the PDF @ThisLink...</summary>
<author>
<name>edinehart</name>
<url>www.iami.tv/newme/exp.html</url>
<email>erindinehart@yahoo.com</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p><img alt="Gesamtkunstwerk.jpg" src="http://interactive.usc.edu/members/edinehart/archives/Gesamtkunstwerk.jpg" width="480" height="551" /><br />
I've completed V1.0; check out the PDF <a href="http://interactive.usc.edu/members/edinehart/archives/SED_ThesisProp_USCCNTV05.pdf">@ThisLink</a></p>]]>

</content>
</entry>
<entry>
<title>a couple of memos</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/a_couple_of_mem.html" />
<modified>2005-04-15T19:26:14Z</modified>
<issued>2005-04-15T19:20:57Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4259</id>
<created>2005-04-15T19:20:57Z</created>
<summary type="text/plain">1. Richard Weinberg ended up coming to the ZML much later (he was very sorry) - during 544. He said he&apos;d be happy to give us a tour of zml&apos;s facilities (including resources not readily visible nor available, i.e. the...</summary>
<author>
<name>susana</name>

<email>sruiz@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>1.  Richard Weinberg ended up coming to the ZML much later (he was very sorry) - during 544. He said he'd be happy to give us a tour of zml's facilities (including resources not readily visible nor available, i.e. the MoCap system) another time. Those of us interested, we need to coordinate.</p>

<p>2.  In regards to the equipment list which Scott needs from us in order to assess our thesis needs - I imagine this is going to be one consolidated list - the sooner the better for this - blog or email to coordinate, whatever works best.</p>]]>

</content>
</entry>
<entry>
<title>Mark Bolas&apos;s Thesis Thoughts</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/mark_bolass_the.html" />
<modified>2005-04-15T16:03:58Z</modified>
<issued>2005-04-15T16:01:17Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4255</id>
<created>2005-04-15T16:01:17Z</created>
<summary type="text/plain">Mark sent this to me with this note: &quot;These was the introduction I gave in October when the third year&apos;s were presenting. I wrote it largely with the current second years in mind.&quot; I think this is a good time...</summary>
<author>
<name>pweil</name>

<email>weilp@earthlink.net</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>Mark sent this to me with this note:<br />
"These was the introduction I gave in October when the third year's were presenting.  I wrote it largely with the current second years in mind."   I think this is a good time to re-read this (you heard it last October) in light of your coming presentations. </p>]]>
<![CDATA[<p>D R A F T<br />
Some thoughts I may mention in the introduction to tonight’s session.  Some from Matt Kahn of Stanford’s Design Program.<br />
My thoughts - not approved or official in anyway.<br />
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------</p>

<p>The Senior Thesis _ or Advanced Interactive Project _ offers the ability for our students to ‘flex their muscles on a meaty topic’.  With this final work, students have an opportunity not only to create a portfolio project which demonstrates the student’s technical, creative and managerial skills in creating an interactive project _ but it also allows the student to provide a significant contribution to the body of existing interactive media works when their skills, interests, and ability to focus are unscathed.</p>

<p>Defining and committing to a project is a critical in terms of your relationship with the program, and the program’s significance in the long run.  A strong project will act as a platform from which all the resources of USC and the Interactive Media program can be accessed to both challenge and teach.</p>

<p>The Program draws students from many varied areas.  Interests are diverse:  Film, Music, Engineering, etc.  There is no single great project or area in which to work.  This is intentional and is what occurs at the edges of a new medium.  We have the history and culture of film and the film school from which to draw - but we are busy writing the history of interactive media.  You would not have been accepted to this program if it was not felt that you had - or will grow to have - the maturity to deal with such ambiguity.</p>

<p>Taking on a thesis project requires courage.  By the Third year you are ready to do something that until this moment has never been said or done before.  Hopefully, by the time you reach this point in the semester, you will still fill with fantasy and play when thinking about your project _ but at the same time you will be anxious to buckle down and just get stuff done, as you are pushing yourself to produce at a level that was previously been just outside your grasp.</p>

<p>You will be struggling to turn away from being superficial or stuffy and turn toward being significant and alive.</p>

<p>Tonight, we have the opportunity to ‘drop in’ on the first senior class of our program. We can learn not only about what they are working on, but on the process that lead them to this place, and where they hope to go.  It is important that the first and second year students are still exploring and thinking about a range of projects.  That they are casting a wide net over all that the field of Interactive Media and resources that USC has to offer.  This evening should hopefully help get you thinking along these lines.</p>

<p>In order to allow for this type of discourse, we have decided to give very short introductory presentations, followed by an extended hands-on demonstration and discussion session.  You are encouraged to walk around and talk with each senior student during this period.</p>

<p>Note that the Third Year students are still recruiting crew members on their projects with a special slot for a first or second year ‘Mario’.  This role helps the senior student know that he or she has someone who will be there when needed (like when the projector does not work during final presentations) while offering the first and second year student exposure to the senior student’s advice and process (like just ignoring anything Mark Bolas has to say).  If you are interested in playing such a role, mention it as you walk around tonight.</p>

<p>And so, I would now like to introduce. . .</p>]]>
</content>
</entry>
<entry>
<title>Presentation Schedule</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/presentation_sc.html" />
<modified>2005-04-18T22:32:07Z</modified>
<issued>2005-04-14T22:09:37Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4251</id>
<created>2005-04-14T22:09:37Z</created>
<summary type="text/plain">Week 14 April 21st SCHEDULE: 12: 00 Erin 12:30 Julie 1:00 Andrew 1:30 Ashley Week 15 April 28th SCHEDULE: 12;00 Michael 12:30 Brad 1:00 Susana 1:30 Jenova 2:00 Kellee...</summary>
<author>
<name>pweil</name>

<email>weilp@earthlink.net</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>Week 14 <br />
April 21st</p>

<p>SCHEDULE:<br />
12: 00	Erin<br />
12:30   Julie<br />
1:00   Andrew<br />
1:30   Ashley</p>

<p><br />
Week 15<br />
April 28th</p>

<p>SCHEDULE:<br />
12;00	Michael<br />
12:30   Brad<br />
1:00    Susana<br />
1:30    Jenova<br />
2:00	Kellee</p>

<p><br />
</p>]]>

</content>
</entry>
<entry>
<title>Thesis Prep Topics for Scott</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/thesis_prep_top.html" />
<modified>2005-04-14T22:08:31Z</modified>
<issued>2005-04-14T20:36:44Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4094</id>
<created>2005-04-14T20:36:44Z</created>
<summary type="text/plain">This is an ongoing list that the entire class will edit. Scott&apos;s responses are in bold. - Resources Availability - Thesis-level priority on the soundstages (so we can&apos;t be bumped by a 546 or 581) Support Production #&apos;s? Equipment: -...</summary>
<author>
<name>pweil</name>

<email>weilp@earthlink.net</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>This is an ongoing list that the entire class will edit.<br />
<strong>Scott's responses are in bold.</strong><br />
- Resources<br />
   Availability<br />
       - Thesis-level priority on the soundstages (so we can't be bumped by a 546 or 581)<br />
   Support<br />
   Production #'s?<br />
   Equipment:<br />
       - A DVCAM<br />
       - The 360-cam<br />
       - Boom mics<br />
       - A DAT recorder</p>

<p><strong>Get a specific list to Scott and CC Peggy on what equipment we need so Scott can take it to the dean.</strong><br />
<strong>We pointed out the fact that different production #'s have access to different equipment, so we want to make sure that the access we have is appropriate to our project goals.</strong><br />
<strong>Access to other labs will be granted on a case by case basis.</strong></p>

<p>- IP<br />
   Latest developments in the school's policy<br />
<strong>Current Policy:<br />
The School owns the copyright, the student owns the IP(the idea).<br />
Anything that is sponsored will fall under different categories and agreements, on a case-by-case basis.<br />
If you use SAG actors and production equipment, you MAY be subject to the previous copyright contract.</p>

<p>- Advisors<br />
   Requirements <br />
      Is it still two from inside the department?<br />
      <strong>Two from inside IMD, and one from the outside. The idea being this third person should be someone from the industry to help you get contacts, outside perspective, etc. <br />
      Outside can be from elsewhere in the school.<br />
      You can make a case for not using 2 IMD faculty members, since there is already a strain on the current faculty members, being spread too thin between all the students.<br />
      However, INSIDE is suppossed to be a faculty member that understands what we do here, who you are, and what your process is.</strong> <br />
      Is Scott on every committee?<br />
      <strong> No. </strong><br />
      What is expected from a thesis advisor?<br />
     <strong>It's mostly up to you. There are presentations to which your committee should be in attendance(the end of this semester, next semester, and the final), but it's as formal or informal as you dictate.</strong>      </p>

<p>-Faculty<br />
       Who will be teaching us next year? When will we know?</p>

<p><br />
- 2005-2006 Calendar<br />
   What are the milestones and approximate dates for the Thesis next year. <br />
   First presentations, <br />
   reviews, <br />
   final presentations, <br />
   exhibition<br />
   final submission of paper</p>

<p>- Department support in finding outside venues for future exhibition and publication.<br />
<strong>We need to brainstorm about space options after Scott sees our presentations, since many of the students are looking at large installations and performance pieces.</strong></p>]]>

</content>
</entry>
<entry>
<title>brad&apos;s thesis</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/brads_thesis.html" />
<modified>2005-04-12T09:24:42Z</modified>
<issued>2005-04-11T10:58:58Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4230</id>
<created>2005-04-11T10:58:58Z</created>
<summary type="text/plain">Abstract (untitled) is a communal play experience involving cooperative puzzle solving and improvisational expression among 3 participants in a physical installation. The experience will attempt to use the power of the &quot;magic circle&quot; and intuitive interfaces to achieve creative and...</summary>
<author>
<name>brad</name>
<url>http://interactive.usc.edu/members/bnewman/</url>
<email>xenoploid@hotmail.com</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p><u>Abstract</u></p>

<p>(untitled) is a communal play experience involving cooperative puzzle solving and improvisational expression among 3 participants in a physical installation. The experience will attempt to use the power of the "magic circle" and intuitive interfaces to achieve creative and intimate interactions between participants. It will take the form of a large room akin to a surreal garden / playground, within which reside interactive tangible devices, along with some form of display of real-time graphics that are meaningfully connected to the interaction with the physical objects. This may take the form of projection, augmented reality displays, or both. Interfaces will be intuitive largely, and at times gestural. Techniques of sensing capacitance without touch (as in Theremins) and computer vision to detect motion would be employed, with OpenGL used to generate the graphics. The audience would be wide to create connections between strangers. 15 yr olds and up would likely be the best audience for the subject matter. Those inclined to being open, honest and creative would excel in the experience and could be a catalyst for others to.</p>

<p><u>Motivation / Background</u></p>

<p>This thesis follows from my interest in the power of play to decrease barriers and establish intimate connections between participants, as well as new forms of communication possible via interactive media. In addition, it involves interaction with tangible devices connected to computers that offer a more direct and visceral interaction. And last but not least, the power and uniqueness of immersive experiences to frame and focus interactions. </p>

<p>I am looking at prior art including: Happenings art movement, New Games Movement, Ludology theorists, Media artists using gestural interface such as Golan Levin and Zachary Booth Simpson. Surrealists/Dadaists, location based entertainment / theme parks: e.g. Disney, Universal, Chuck E. Cheese. Fantasy movie set design, Social / group psychology, adolescence and it's connection to creativity, gameplay, sexual / psychological development, hypnotism, ESP, synchronicity, improvisation, hallucinations, dreams, meditation, magic, etc.  Bernie DeKoven, Carl Jung, Aleister Crowley, Marcel Duchamp, Allen Kaprow, Katie Salen/ Eric Zimmerman, Will Wright...    </p>

<p><u>Methodology / Flow</u></p>

<p>I want to create a cooperative game to increase communication, understanding and expression in groups. Communal goals and play use the power of the magic circle and the lusory attitude to bring people together, now what can we do with this power once they're inside other than repetitive-distinct goal based activity? Where else can that connection be steered while maintaining the magic? What forms of interaction are more intimate than others? How can we seduce participants and lower social barriers with games, environment, and interactive media?  How can you create more meaningful play and interactions? Is there a way to provide some individual expression and exploration within the experience? What sort of technology is most appropriate for creating this experience, and what sort of tech could create new content? </p>

<p>I would like to address these questions by creating a series of experiences that get people into a flow of interaction that can build and culminate in a sublime experience.  I think that there are certain sequences and cycles that can be designed to build upon one another. For example, having participants engage in a playful and accessible group activity / game at the start of the experience may help to warm people up to one another, lower their guards, and establish a bit of trust. Following this with a simple puzzle can establish more complex intellectual cooperation and interaction. Providing a meaningful payoff and playful reward to solving the puzzle can make people value the amazing things that can be accomplished as a cooperative group, perhaps increasing the participant's value of different people's strengths, as well as increasing trust. Using the energy and state of mind that's been established, it may be easier to persuade participants to become more vulnerable than they normally would by getting them to reveal some personal aspects of themselves in service to the play of the game. The trick would be how to do this while not destroying the lusory attitude and the trust that's established. The payoff may need to be linked to people's level of admission. Psychological and Hypnotic techniques could be employed here.   </p>

<p><u>Design</u></p>

<p>At the beginning of the experience, participants will enter from 3 separate and symmetrically spaced entrances into a domed tent roughly 12’ in diameter and 8’ high. 3 cushioned seating areas just inside the edge would clearly be designated. Low ambient music / sounds would be played over surround speakers. A physical structure residing in the center (very vague at this point, something between a tree / fire / bubble) would faintly glow (perhaps via an array of embedded LED’s) and come alive when all three participants took their seats. 3 projectors would be mounted outside the dome and project onto the dome’s translucent surface. Cameras inside the device would act as its eyes to observe the participant’s movements, and tangible tendrils jutting from the device would allow them to physically touch and interact with it. Capacitance sensors would provide non-touch interaction. When participants move in a certain manner or hold hands to form a circular link, the projections and sound would react.<br />
Each person will have unique imagery and sound that is generated based on their movement. The manner with which they need to move their body will also be unique, in the hope that their interactions can form a sort of unified gestalt when they act cooperatively.   </p>

<p>The experience would possibly begin with a fun and joyful activity such as popping or bouncing around images and sounds. A method of sensing touch and linking between participants would be rewarded with interaction that is more fun than when they act separately (e.g. what were separate musical notes or chords might unite into a song.) This would serve as a way of acquainting and training people to interact with the system. </p>

<p>Puzzle solving or simply a more structured game would follow this to engage participants in a more complex and communal goal driven activity (e.g. building some virtual device via stacking or interlinking of pieces). Upon reaching this goal or solution, this virtual device may come alive and integrate with the physical device, and provide an expressive form of interaction (similar to the beginning playful activity, but in this case more complex and refined, like the difference between clapping and a drum set). <br />
</p>]]>

</content>
</entry>
<entry>
<title>Paper Outline</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/paper_outline.html" />
<modified>2005-04-09T22:32:06Z</modified>
<issued>2005-04-09T22:28:24Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4223</id>
<created>2005-04-09T22:28:24Z</created>
<summary type="text/plain">I&apos;ve started filling in some of the blanks for my proposal paper, and thought I would just put them up here for feedback as I go through development. I&apos;ll put up notices as I update it, if that&apos;s an okay...</summary>
<author>
<name>kellee</name>
<url>http://interactive.usc.edu/members/kellee</url>
<email>ksantiag@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>I've started filling in some of the blanks for my proposal paper, and thought I would just put them up here for feedback as I go through development.  I'll put up notices as I update it, if that's an okay use of blog space. </p>]]>
<![CDATA[<p><strong>I. Title</strong><br />
     Interface: Human</p>

<p><strong>II. Abstract</strong></p>

<p>This thesis proposes an investigation into game interface and play possiblities when natural human gesture is the guide.  A gestural interface game vocabulary would allow for a much wider game playing audience, as well as increase the communicative possibilities of the game medium.  By using the natural movements of the human body, I hope to design a game that is enhanced by the computer, instead of being dictated by it.    </p>

<p>Influences:<br />
The New Games Movement<br />
Bernie DeKoven<br />
Grotowski<br />
butoh theatre</p>

<p><strong>III. Images</strong></p>

<p>Coming</p>

<p><strong>IV. Text</strong><br />
A. Motivation</p>

<p>"Play is older than culture . . . [for] animals have not waited for man to teach them their playing . . .  We have only to watch young dogs to see that all the essentials of human play are present in their merry gambols." <br />
Homo Ludens, J. Huizinga</p>

<p> 1) Games Connect People Together<br />
It is demonstrated in the games kids play - they play the same games that have been handed down over generations and across cultures.  Games can speak to all ages and races, and can be and extremely powerful communication tool.</p>

<p>However, as computer and console games have developed, their controls have been created almost completely self-referentially, so that each genre of game has a vocabulary of interaction that is specific to its own genre of gaming, and nothing else.  For example, in a fighting game such as Mortal Kombat, one would expect that there are four buttons to use for upper-kick, lower-kick, upper-punch, lower-punch, a button for defense, and various standard combinations of these buttons will trigger a wider variety of moves.  While this control schema is common to the genre of fighting games, it is not common to how people fight each other, nor is it common to the way our bodies are designed to move. Using this type of control schema limits the possibility of which peoples can play the game, and it limits the amount of new players it can attract.  </p>

<p>  2) Solution<br />
My intention is to create a system that uses body language as its control schema.  I believe this will allow for a wider range of players to participate, while not simplifying the game mechanics that make it exciting to more season players. </p>

<p>To truly meld our digital culture and our play culture, we must use the physical body to interact. </p>

<p><strong>B. Methodology</strong></p>

<p>In order to develop an effective gestural interface, it seems imperative that I play test.  I will do a series of tests using pre-existing games with new gestural interfaces.  Through these tests I plan on developing a gestural play vocabulary that is both natural and fun for the player. </p>

<p>Once this vocabulary is created I can then create a game that will highlight the benefits of this new control schema.</p>

<p>C. Definition<br />
The final product of my research will be a simple game that demonstrates the results of my research and play-testing, offering a solution to the problem of controller interfaces. </p>

<p><strong>V. Timeline</strong></p>

<p>May - August: Research & Build Prototypes for Play Testing<br />
Sept - Dec: Play Test and Develop Content for final iteration<br />
Jan - April: Build final Iteration</p>

<p><strong>VI. Budget</strong></p>

<p>Coming</p>

<p><strong>VII. Advisors</strong></p>

<p><strong>VIII. Possible future venues</strong></p>

<p><strong>IX. Bibliography & Prior Art</strong></p>]]>
</content>
</entry>
<entry>
<title>PAPER HANDOUTS for Presentation</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/paper_handouts.html" />
<modified>2005-04-08T02:46:24Z</modified>
<issued>2005-04-08T02:39:33Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4216</id>
<created>2005-04-08T02:39:33Z</created>
<summary type="text/plain">When you make your presentation, you should have an informal (but neat) handout for the faculty and your potential advisors. This shouldn&apos;t be a burden, but I found it very helpful when trying to follow the presentations last year. Make...</summary>
<author>
<name>pweil</name>

<email>weilp@earthlink.net</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>When you make your presentation, you should have an informal (but neat) handout for the faculty and your potential advisors.  This shouldn't be a burden, but I found it very helpful when trying to follow the presentations last year.  Make several copies of pages 1 and 2.  Make at least four copies of your longer draft (3 advisors and me).</p>

<p>PAGE 1:  TITLE<br />
                  YOUR NAME<br />
                  IMAGE w/caption  (a quote, an explanation - whatever works for your piece)</p>

<p>PAGE 2:  ABSTRACT</p>

<p>PAGE 3+  <br />
 Whatever you feel ready to submit, keeping in mind that the more you give us, the more feedback you'll receive.  So, even if the body text, and schedule, budget, etc of your proposal is rough,  you can attach this with a "draft" label.  </p>]]>

</content>
</entry>
<entry>
<title>Thesis Abstract</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/thesis_abstract.html" />
<modified>2005-04-07T20:50:53Z</modified>
<issued>2005-04-07T20:49:39Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4214</id>
<created>2005-04-07T20:49:39Z</created>
<summary type="text/plain">Title: Adjust Optimal Experience in Games Brief Description: This is a research about the relationship between different game-play settings and different players reaction. Explore how to give the different players the right amount of rewards in the right time; How...</summary>
<author>
<name>Jenova</name>

<email>xinghanc@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>Title: Adjust Optimal Experience in Games</p>

<p>Brief Description:<br />
This is a research about the relationship between different game-play settings and different players reaction. Explore how to give the different players the right amount of rewards in the right time; How to offer hard enough chanllenging for different players before they get bored; How to read the players' needs from their in game interactions.</p>

<p>Motivation<br />
Most of the current video games are very scripted. The design of the video game are fixed once it's released. Normally designers design their games to a stereotype from the target market like teenager hard core gamers or middle age female non-gamers. Good game that fits for everybody is really hard to find.</p>

<p>Each person is an individual, their desire and needs for the expereince is different. Like body building, a good trainer knows to how design a good plan for different people. To design a game, a designer should also consider to adjust the weight and times for his different trainees. Tetris is boring for the hardcore gamer but very addicting to the beginners. RTS is really attracting mature gamer, while the non-gamer can not easily understand what's going on in the games. There are player like chanllenging, there's also players prefer casual play. If a game can ask and adjust the play based on the player's needs, it will be a great step forward from today's game design.</p>

<p>Media:<br />
I'll use multiple prototypes to focus on detailed areas like: difficulty<br />
chanllenging<br />
rewarding<br />
time<br />
stimulation</p>

<p>After that I'll try to combine all these prototypes into one. If the game makes different players feel exsiting and different, I think the grammar and vocabulary will be a great reference to the industry and acadimia.</p>]]>

</content>
</entry>
<entry>
<title>brad&apos;s schedule</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/brads_schedule.html" />
<modified>2005-04-07T19:46:18Z</modified>
<issued>2005-04-07T19:40:19Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4212</id>
<created>2005-04-07T19:40:19Z</created>
<summary type="text/plain">Week of April 7th - Continue meeting with advisors - Read more and digest DeKoven’s ideas - Start designing playtests - Research more into magic, ludological theory, collaborative puzzles, surreal and new games, social psychology, children&apos;s museums... Week of April...</summary>
<author>
<name>brad</name>
<url>http://interactive.usc.edu/members/bnewman/</url>
<email>xenoploid@hotmail.com</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>Week of April 7th      <br />
- Continue meeting with advisors<br />
- Read more and digest DeKoven’s ideas<br />
- Start designing playtests<br />
- Research more into magic, ludological theory, collaborative puzzles, surreal and new games, social psychology, children's museums...</p>

<p>Week of April 14th<br />
- Continue playtest designs<br />
- Begin making as many tech decisions as possible<br />
- Make a stab at a detailed physical layout<br />
- Continue research</p>

<p>Week of April 21st<br />
- Finalize decision about the flow and as many rules of the experience as possible.<br />
- Work on presentation</p>

<p>Presentation on April 28th</p>

<p>May 5th FINAL SUBMISSION OF PROPOSAL</p>]]>

</content>
</entry>
<entry>
<title>Abstract Draft</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/abstract_draft.html" />
<modified>2005-04-07T17:27:22Z</modified>
<issued>2005-04-07T17:25:12Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4210</id>
<created>2005-04-07T17:25:12Z</created>
<summary type="text/plain">Feedback is most welcome! Motion Rapture This thesis proposes an investigation into game interface and play possiblities when natural human gesture is the guide. A gestural interface game vocabulary would allow for a much wider game playing audience, as well...</summary>
<author>
<name>kellee</name>
<url>http://interactive.usc.edu/members/kellee</url>
<email>ksantiag@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>Feedback is most welcome!</p>

<p><strong>Motion Rapture</strong></p>

<p>This thesis proposes an investigation into game interface and play possiblities when natural human gesture is the guide.  A gestural interface game vocabulary would allow for a much wider game playing audience, as well as increase the communicative possibilities of the game medium.  By using the natural movements of the human body, I hope to design a game that is enhanced by the computer, instead of being dictated by it.    <br />
</p>]]>

</content>
</entry>
<entry>
<title>SED Thesis Bibliography</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/sed_thesis_bibl.html" />
<modified>2005-04-07T07:38:00Z</modified>
<issued>2005-04-07T07:37:45Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4207</id>
<created>2005-04-07T07:37:45Z</created>
<summary type="text/plain">1. The Fourth Dimension; Rudy Rucker; Houghton Mifflin, 1985 Absolutley mind blowing; Dr. Diane Voss, my former professor, had me read this for a class I took on &quot;time&quot;. It helped me form for much of my current understanding of...</summary>
<author>
<name>edinehart</name>
<url>www.iami.tv/newme/exp.html</url>
<email>erindinehart@yahoo.com</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p>1. <img alt="0395393884.01.THUMBZZZ.jpg" src="http://interactive.usc.edu/members/edinehart/archives/0395393884.01.THUMBZZZ.jpg" width="43" height="60" /><br />
<strong>The Fourth Dimension</strong>; Rudy Rucker; Houghton Mifflin, 1985</p>

<p>Absolutley mind blowing; Dr. Diane Voss, my former professor, had me read this for a class I took on "time". It helped me form for much of my current understanding of realitys' structure.</p>

<p>2.<img alt="048627263X.01.THUMBZZZ.jpg" src="http://interactive.usc.edu/members/edinehart/archives/048627263X.01.THUMBZZZ.jpg" width="36" height="60" /><br />
<strong>Flat Land</strong>; Edwin Abbot; Dover Publications, 1880<br />
This book helped reinforce Plato's "Allegory of a Cave", helping me to understand my condition.</p>

<p>3. <img alt="157062545X.01.THUMBZZZ.jpg" src="http://interactive.usc.edu/members/edinehart/archives/157062545X.01.THUMBZZZ.jpg" width="39" height="60" /><br />
<strong>The Mission of Art</strong>; Alex Grey; Shambala Press, 2001<br />
Great art and writing?!? Yep. Alex really helped me to understand my purpose, a blessing and a curse, as an artist in this world.</p>

<p>4.<img alt="0486234118.01.THUMBZZZ.jpg" src="http://interactive.usc.edu/members/edinehart/archives/0486234118.01.THUMBZZZ.jpg" width="38" height="60" /><br />
<strong>Concerning the Spiritual in Art</strong>; Wassily Kandinsky, 1911<br />
I love Wassily. He tried to speak in a language few have the eyes to see.<br />
</p>]]>

</content>
</entry>
<entry>
<title>Kellee&apos;s Schedule Spring &apos;05</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/kellees_schedul.html" />
<modified>2005-04-07T06:06:25Z</modified>
<issued>2005-04-07T05:47:51Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4203</id>
<created>2005-04-07T05:47:51Z</created>
<summary type="text/plain">Wed April 07 First draft Abstract and Text are due Research, research, research Sunday April 10 Solidify committee members Interview Bolas Research, research, research Tues April 12 Brainstorm potential game gestures with Peggy&apos;s Interactive Writing class Thurs April 14 Fisher...</summary>
<author>
<name>kellee</name>
<url>http://interactive.usc.edu/members/kellee</url>
<email>ksantiag@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p><strong>Wed April 07</strong><br />
First draft Abstract and Text are due<br />
Research, research, research</p>

<p><strong>Sunday April 10</strong><br />
Solidify committee members<br />
Interview Bolas<br />
Research, research, research</p>

<p><strong>Tues April 12</strong><br />
Brainstorm potential game gestures with Peggy's Interactive Writing class</p>

<p><strong>Thurs April 14</strong><br />
Fisher joins class to answer questions</p>

<p><strong>Thurs April 21</strong><br />
Solidify my 'definition' - what is my final product?<br />
Cheer on classmates who are presenting</p>

<p><strong>Sun April 24</strong><br />
Budget completed</p>

<p><strong> Wed April 27 - Thurs April 28</strong><br />
<a href=http://nicta.com.au/director/aboutnicta.cfm>The National Information and Communications Technology of Austrialia (NICTA)</a> hold the <a href=http://nicta.com.au/director/research/programs/imagen/GIW2005.cfm>Gestural Interaction Workshop 2005</a><br />
Will follow up with workshop organizers in obtaining documentation of the workshops (already in communication with them)</p>

<p><strong>Thurs April 28</strong><br />
Presentation<br />
Heavy drinking</p>

<p><strong>May 5</strong><br />
Final paper due</p>]]>

</content>
</entry>
<entry>
<title>Thesis Bibliography</title>
<link rel="alternate" type="text/html" href="http://interactive.usc.edu/classes/548-thesis/archives/2005/04/thesis_bibliogr_1.html" />
<modified>2005-04-07T05:47:40Z</modified>
<issued>2005-04-07T05:46:49Z</issued>
<id>tag:interactive.usc.edu,2005:/classes/548-thesis//73.4201</id>
<created>2005-04-07T05:46:49Z</created>
<summary type="text/plain">Got the bibliography started....</summary>
<author>
<name>kellee</name>
<url>http://interactive.usc.edu/members/kellee</url>
<email>ksantiag@usc.edu</email>
</author>

<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://interactive.usc.edu/classes/548-thesis/">
<![CDATA[<p><a href=http://interactive.usc.edu/members/kellee/archives/004200.html>Got the bibliography started.</a></p>]]>

</content>
</entry>

</feed>