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CTIN 511
Interactive Media Seminar

Tools, trends and topical issues in interactive media design presented by
guest speakers.


Instructor: Scott Fisher & Friends

Class Aggregator

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IMD Forum for 11/30/05: Project Presentations

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Time: Wednesday, November 30, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)

Featuring Class Projects from :
CTIN 482 Designing Online Multiplayer Games Environments: Final Projects
CTIN 483 Programming for Interactivity: Final Projects: 2D Multi-Screen Games
CTIN 499 Location-Based Mobile Media: Maps, Games and Stories
CTIN 532 Interactive Experience Design: Final projects for the Aquarium of the Pacific
CTIN 541 Design for Interactive Media: Final projects from the mobile module

Plus bonus presentations by:
Doox on Isostar
Mike Stein Machinima
Jess' Microsoft adventure
Tracy Fullerton's Travelogue
and much more....

Food and Drink will be provided

IMD Forum Speaker for 11/16/05: BIll Viola

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Image: The Crossing, 1996
Video/sound installation
Photos: Kira Perov


Title: Presence and Absence
Speaker: Bill Viola
Time: Wednesday, November 16, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)


Bill Viola is internationally recognized as one of the premiere video artists working in this medium. For over 35 years he has created videotapes, architectural video installations, sound environments, electronic music performances, and works for television broadcast. He has been instrumental in the establishment of video as a vital form of contemporary art, and in so doing has helped to expand its scope in terms of technology, content, and historical reach. His works focus on universal human experiences—birth, death, the unfolding of consciousness—and have roots in both Eastern and Western art as well as spiritual traditions, including Zen Buddhism, Islamic Sufism, and Christian mysticism. He is also working with us here in the Interactive Media Division on a prototype for a new interactive project called The Night Journey.

Bill will give an overview of his work from the 1970s to the present with an emphasis on his earlier video/sound installation pieces that contain an interactive element.

More info at www.billviola.com, wikipedia,
and at his gallery's website: www.jamescohan.com

IMD Forum Speakers for 11/9/05: Michael Mateas & Andrew Stern

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Title: Creating the Interactive Drama Façade
Speakers: Michael Mateas and Andrew Stern
Procedural Arts and The Georgia Institute of Technology
Time: Wednesday, November 9, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)


Abstract: High-agency interactive story, in which the player can have a real and complex effect on both the inner lives of autonomous characters and the evolution of the plot, is one of the holy grails of interactive art and entertainment. Unfortunately, attempts to create interactive stories have primarily involved design-only solutions using standard technologies such as finite-state-machines and simple story graphs, resulting in experiences that inevitably trade-off agency and story structure. The consistent failure to combine agency and story has even prompted some designers and theorists to conclude that interactivity and story are fundamentally opposed. Façade, a first-person, real-time, one-act interactive drama (available for free download at www.interactivestory.net), is our attempt to constructively explore the design space of high-agency interactive story.

In this talk we describe the process of building Façade, a process that combined three simultaneous and related research and design thrusts: designing ways to deconstruct a dramatic narrative into a hierarchy of story and behavior pieces; engineering an AI system that responds to and integrates the player's moment-by-moment interactions to reconstruct a real-time dramatic performance from those pieces; and understanding how to write an engaging, compelling story within this new organizational framework. We provide an overview of the process of bringing our interactive drama to life as a coherent, engaging, high agency experience, including the design and programming of thousands of joint dialog behaviors in the reactive planning language ABL, and their higher-level organization into a collection of story beats sequenced by a drama manager. We describe the iterative development of the architecture, its languages, authorial idioms, and varieties of story content structures, and how these content structures are designed to intermix to offer players a high-degree of responsiveness and narrative agency. We conclude with design and implementation lessons learned as well as describe current and future research and commercial directions.

Takeaway from Bruce Sterling talk

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IMD Forum Speaker for 11/2/05: Bruce Sterling

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Speaker: Bruce Sterling
Time: Wednesday, November 2, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)


Bruce Sterling is a futurist, writer, and Visionary in Residence at Art Center College of Design, recognized for his challenging, unflinching evaluations of politics, technology, design, ecology, and culture. Now a journalist, lecturer, and prolific blogger, he was initially acclaimed for his science fiction works which were defining documents of the cyberpunk genre in the early 1980s. He is the author of 14 books, a contributing editor to WIRED magazine, founder of the Virididan Design movement, and also The Dead Media Project - A collection of "research notes" on dead media technologies, from Incan quipus, through Victorian phenakistoscopes, to the departed video games and home computers of the 1980s. ( Bio mostly from Stuart Karten Design, additional biography on wikipedia, and "Who's Bruce Sterling".)

Previous post about Bruce's recent publication " Shaping Things" here.

IMD Forum Speaker for 10/26/05: Seamus Blackley

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A May 2005 picture of Seamus Blackley at his desk at CAA.(photo by Justin Hall)

Title: "The Ugly Truth: Art, Games,& Innovation"
Speaker: Seamus Blackley
Time: Wednesday, October 26, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)
3131 South Figueroa Blvd./2nd Floor


Bio from the E3 2005:

Seamus Blackley is an agent at Creative Artists Agency (CAA), a talent and literary agency based in Beverly Hills, Calif. Blackley's role is to help guide and execute CAA's strategy for representing video game creators in a full-service manner - securing and negotiating deals with game publishers, with film and television studios, and with networks, and building and servicing client development companies to give game designers greater creative and financial control. The top-selling game designer joined Microsoft in 1999 and piloted the creation of the Xbox game platform. While at Microsoft, the former physicist and DreamWorks Interactive executive producer wrote the initial proposal for Xbox, assembled and led the team behind the technical design and philosophy for the platform, and established and nurtured support for Xbox within the game development community worldwide.


Full bio on wikipedia:

IMD Forum Speaker for 10/19/05: Joi Ito

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Speaker: Joi Ito
Time: Wednesday, October 19, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)
3131 South Figueroa Blvd./2nd Floor


Joichi Ito is General Manager of International Operations for Technorati (http://www.technorati.com) which indexes and monitors blogs and the Chairman of Six Apart Japan (http://www.sixapart.jp) the weblog software company. He is on the board of Creative Commons (http://www.creativecommons.org), a non-profit organization which proposes a middle way to rights management, rather than the extremes of the pure public domain or the reservation of all rights. He is a board member of Internet Corporation For Assigned Names and Numbers (ICANN) and the Open Source Initiative (OSI). He has created numerous Internet companies including PSINet Japan, Digital Garage and Infoseek Japan. In 1997 Time Magazine ranked him as a member of the CyberElite. In 2000 he was ranked among the "50 Stars of Asia" by Business Week and commended by the Japanese Ministry of Posts and Telecommunications for supporting the advancement of IT. In 2001 the World Economic Forum chose him as one of the 100 "Global Leaders of Tomorrow" for 2002. He has served and continues to serve on numerous Japanese central as well as local government committees and boards, advising the government on IT, privacy and computer security related issues. He is currently researching "The Sharing Economy" as a Doctor of Business Administration candidate at the Graduate School of International Corporate Strategy at Hitotsubashi University in Japan. He maintains a weblog (http://joi.ito.com/) where he regularly shares his thoughts with the online community.

The wikipedia article gives a good summary of his many interests.

Joi is also the promulgator of the Hecklebot school of backchannel with various versions of the device now in use: View image. Another image. Also see a prescient article by by JHall.

[Definitely can't take credit for the excellent Joi mash-up image and embarassed to say it's true author is currently unkown to us. But indicators appear to lead back to Fred's House - Gene, is this your masterpiece? ]
UPDATE: Mystery Solved - the mashup author is indeed Gene Becker.

IMD Forum Speaker for 10/12/05: Andreas Kratky

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Title: Database Art
Speaker: Andreas Kratky
Time: Wednesday, October 12, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)
3131 South Figueroa Blvd./2nd Floor


Abstract: Databases are the most common device to handle the permanently growing flood of information. This system for the organization of data can be diverted from its normal goal to achieve maximum efficiency for creative uses. Artistic and idiosyncratic ordering structures allow us to create dynamic and recombinant structures to support a multitude of different approaches to narrative forms. The possibility to create multilayered and associative experiences makes this approach fascinating and universal. The experimental field ranges from a tightly crafted narrative to the point where narrative breaks away and forms an aleatoric pathway.

Andreas Kratky will show some examples from his recent work exploring the concepts of database as an artistic device. Among other examples he will show excerpts from the award-winning DVD-Rom “Bleeding Through – Layers of Los Angeles 1920-1986” and “Soft Cinema” published this year by MIT Press.

UPDATE: Backchannel log here: Download file

IMD Forum Speaker for 10/5/05: Kenyatta Cheese & Justin Hall

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Title: Portable Video Workshop
Featuring Kenyatta Cheese with Justin Hall


Time: Wednesday, October 5, 6-9pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)
3131 South Figueroa Blvd./2nd Floor


Devices like mobile phones and portable media players make it possible to have our media follow us wherever we’d like. But as the devices change, does the content change with it? What does it mean to view media outside the home or office, and how do we as content producers prepare for this new medium? The historic USC School of Cinema-Television is a fantastic place to launch a coordinated assessment of this new small screen medium.

Media activist Kenyatta Cheese leads this first in a series of USC- based workshops exploring the potential for portable video. Through hands-on sessions in the Fall of 2005, students and faculty will have a chance to learn how to capture, edit, compress and publish video from their laptops to the internet, and onto portable video devices including mobile phones and the Sony PSP.

Bring your laptop and copyright-free video clips! And RSVP here in the comments or to justin at bud dot com. Future workshops will not take place during 511 - they'll be announced on this Portable Video research page below:

http://interactive.usc.edu/projects/portablevideo/

UPDATE: Backchannel log here: Download file

Art Mobs podcasting

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Anne mentioned this in the 511 discussion last night on ubiquitous storytelling. Here's more info on how people are making "unofficial" podcasts to augment ("remix") the museum experience.


Art Mobs returns with a new project. Last year we hosted a gallery event at Marymount Manhattan College. Now we're focusing our attention on the Museum of Modern Art. We've produced (unofficial) audio guides for MoMA, and we're making them available as podcasts. We'd love for you to join in by sending us your own MoMA audio guides, which we'll gladly add to our podcast feed. Why should audio guides be proprietary? Help us hack the gallery experience, help us remix MoMA!

(Thanks for the link,mimi )

IMD Forum, 9/28/05: Ubiquitous Storytelling

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This forum will be a group discussion/brainstorming session on the emerging capabilities for embedding narratives in our everyday surroundings, personalization, and newforms of collaborative authorship.

Location: USC Robert Zemeckis Center for Digital Arts, Room 201
3131 South Figueroa Blvd
Time: 6:00pm-8pm, 9/28/2005

UPDATE: Backchannel log Download file

IM Forum Speaker for 9/21/05: Blair MacIntyre

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Title: "Supporting Early Design Exploration of Augmented Reality Experiences"

Time: Wednesday, September 21, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)
3131 South Figueroa Blvd./2nd Floor


Over the past six years, my research group [at Georgia Tech] has been exploring the
potential of Augmented Reality (AR) as a medium for creating dramatic
experiences. Our research has three integrated thrusts; creating
compelling experiences, understanding the design process used to
create such experiences, and creating tools to support the
exploration and evaluation of AR experiences. In this talk, I will
touch upon all three aspects of our work. The focus of our technical
work is an AR prototyping environment called DART (the Designer’s
Augmented Reality Toolkit). DART is built on top of Macromedia
Director, a widely used multimedia development environment. DART is
freely available on our web site and is being used by designers both
at Georgia Tech and throughout the world.

I will summarize a collection of problems faced by designers working
with AR in the real world, and discuss how DART addresses them. Our
work focuses on supporting early design activities, especially a
rapid transition from storyboards to working experience, so that the
experiential part of a design can be tested early and often. DART
allows designers to specify complex relationships between the
physical and virtual worlds, and supports 3D animatic actors
(informal, sketch-based content) in addition to more polished
content. Designers can capture and replay synchronized video and
sensor data, allowing them to work off-site and to test specific
parts of their experience more effectively, as well as supporting a
form of editable video prototyping. Extensive Wizard-of-Oz support
allows complex experiences to be developed and tested incrementally.

Throughout the talk, I will draw on experiences we have developed,
including "Four Angry Men" (an AR version of the movie/play "Twelve
Angry Men") and "The Voices of Oakland" (an audio-AR walking tour of
Atlanta's historic Oakland Cemetery).

Download Backchannel Log File

[Bio below the break]

The Man/Machine Interface

The idea of DARPA seriously exploring augmented human cognition both intrigued me and disturbed me. Alex's 20 minute DARPA film reminded me too much of films like,"Minority Report," "The Matrix," and "Ghost in the Shell."

All these film are my favorite simply because they begged the philosophical question of "What is man's relationship to technology?" and "Where are the paths of man and machine destined?"

Will technology be a conspiracy of faceless overlords?
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Will technology be simple extensions of our abilities and nature?
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Will we merge with technology to form a new state of existence?
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Before I saw Alex's film I was really anxious to see how the film would attack these questions. After watching the film I was somewhat disappointed to see that DARPA felt that the future of man-machine interface was new window resize functions that use mental stress as input. I guess a mind-controlled UI would be somewhat better than dragging your mouse to the corner and resizing the window by hand. But, then again, this crack squad of commando nerds don't have time for such trivialities. I probably should also be relieve that DARPA doesn't have any plans to stick us with USB ports in our necks (i.e. Matrix) or above our tail bones(i.e. eXisTenz). I mean who really wants another hole to worry about.

If anyone else is interested in the destiny of man and machine check this link out:
technological singularity

IM Forum Speaker for 9/14/05:Celia Pearce

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(Artemesia hard at work on her in-game ethnography in the virtual
world There)

Title: Playing Ethnography: Studying Social Emergence in MMOGs

Time: Wednesday, September 14, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC), Room 201 Zemeckis Media Lab (ZML)
3131 South Figueroa Blvd./2nd Floor


Abstract:
"Playing Ethnography: Studying Social Emergence in MMOGs"
One of the interesting properties of mmogs is that of emergent social behavior. This sort of behavior can be characterized as activities that evolve outside of the main purpose of the game. For the past 16 months, I have been conducting an ethnographic study, using methods of particiant observation, interviewing and visual anthropology (in- game screen shots) of inter-game immigration patterns. In particular, I have been looking at the Uru diaspora, a group of players who were made refugees when the Myst-based mmog Uru closed in February of 2004. Uru refugees migrated into other game worlds, creating 'ethnic' neighborhoods, bringing the culture, play patterns, and aesthetic of Uru with them. They created Uru-derived artifacts, and over time, began to create original objects inspired by Uru but integrated into the new worlds they were inhabiting. In this talk, my avatar Artemesia will take us on a tour of some of the areas created by members of the Uru diaspora in different virtual worlds, and discuss their relationship to game design. We may also have the opportunity to talk to some Uru refugees during this live 'in-world' demonstration.

What are World Expos For?

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Two weeks ago, in the Interactive Media Seminar, Scott presented some home movies from his visit to the last Expo in Aichi. I've been meaning to comment on the presentation for a while now.

In the publicirty that he showed us for the Aichi Expo, it was billed as "the first World Expo in the 21st C". To me this begs the question, "why drag this 19th V convention into a new millenium"? Haven't World Fairs outlived their usefulness?

Early World Fairs were essentially forums for 19th colonial powers to show off the wealth of nations (which, some say, agrivated rivalries, leading to the wars). They also had a strong interventionist component, where they reimagining urban spaces. The spectacular visions presented at World Expositions such as the White City at the 1893 Chicago World's Fair, inspired intense reactions ranging from The Wizard of Oz's Frank L Baum who modeled Oz on the White City, to the father of modern architecture Lous Sullivan who was appauled by its faux-baroque decadence. In the context of contemporary urban sociology (the "LA school"), it is also interesting to note that World's Fair historians the White City was in some regards the prototypical "simcity" or "careceral archipleago", carefully managed to keep ethnicities out as much as to keep the spectracle in.

In the 20th C World Fairs further developed these themes, but also functioned as temples to new consumer technologies. While the 19th C World Fairs tended to hide the march of industrialism under the guise of the neogothic, the great 1939 World's Fair in Flushing Meadows NY helped established the Buck Rogers "look of the future", particualrly through GM's Futurama exhibit, which featured the famed Trylon and Perisphere (pictured above). The '39 World Fair was considered a high point for the era, as the was the '67 Expo in Montreal (which also featured a sphere though this time a Buckysphere).

'39 signalled a new phase in World Fairs in which corporations used them to prepare the ground for acceptance of their visions of the future. According to STS theorist Richard Rogers, GM's vision of a automotive utopia in Futurama set the tone for what he called the "zero friction society" . Over course of the post war era Futuama's vision was rolled out into society at large, as GM, for example, successfully forced streetcar manufacturers out of business helping create the unplanned suburban sprawl we all call home in Los Angeles.

Richard Rogers argues that aver the past 50 years the ideological function of World Fairs to train the public in the use of technologies has however arguably been rendered irrelevant by the growth of the consumer society. We no longer need to go to a temple of progress to be trained to accept corporate visions of the future, a theory developed in Alfred Heller's "World's Fairs and the End of Progress". So what then was the point of Expo 2005 in Aichi? Perhaps today, World Fairs have become venues for interactive installtion artists interested in producing works with grand narrative themes.

CTIN 511 schedule, Fall 2005

CTIN 511/Fall 2005
COURSE SCHEDULE

Week 1 (8/24) Scott Fisher – “Japan Expo Trip Report”

Week 2 (8/31) IMD Thesis Project Presentations

Week 3 (9/7) Alex Singer – “CLOSE ENCOUNTERS OF THE DIGITAL KIND”

Week 4 (9/14) Celia Pearce – “Playing Ethnography: Studying Social Emergence in MMOG's”

Week 5 (9/21) Blair MacIntyre - "Supporting Early Design Exploration of Augmented Reality Experiences".

Week 6 (9/28) TBD

Week 7 (10/5) Kenyatta Cheese

Week 8 (10/12) Andreas Kratky

Week 9 (10/19) Joichi Ito

Week 10 (10/26) Seamus Blackley

Week 11 (11/2) Bruce Sterling

Week 12 (11/9) Michael Mateas & Andrew Stern –“Façade”

Week 13 (11/16) Bill Viola

Week 14 (11/23) Thanksgiving Vacation – no class

Week 15 (11/30) IMD Project presentations


Also workshops for all IM students:

- 9/7, 9/14, 9/21, 9/28, Perry Hoberman - “ MAX/MSP Jitter”

- September (tbd) – Marientina Gotis “ Networking 101”

- October (tbd) Kenyatta Cheese/Justin Hall - “Portable Video Production & Distribution”