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CTIN 511
Interactive Media Seminar

Seminars on latest trends in interactive media content, technology, tools, business and culture. Graded CR/NC.


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IMD Forum for 11/4/09: Mark Bolas

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Speaker: Mark Bolas, Associate Professor, Interactive Media Division, SCA

Time: Wednesday, November 4, 6-8 pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)

Please join us at the IMD seminar this week for a presentation by IMD Professor Mark Bolas. He also serves as the director of Graphics Lab at USC's Institute for Creative Technologies (ICT). Professor Bolas' research explores perception, agency, and intelligence; he creates virtual environments that are designed to engage one’s perception and cognition to create a visceral memory of the experience. His work has been exhibited in many venues including six Emerging Technology exhibits at Siggraph. In 1988, Bolas co-founded Fakespace Inc. with Ian McDowall and Eric Lorimer to build instrumentation for research labs to explore virtual reality.

IMD Forum for 10/28/09: Gonzalo Frasca


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Speaker: Gonzalo Frasca, Co-Founder and CCO, Powerful Robot Games
Time: Wednesday, October 28, 6-8 pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)



Title: Play like you mean it! Videogames & Rhetoric

Please join us for a talk by Gonzalo Frasca, who is the co-founder and Chief Creative Officer of Powerful Robot Games. His talk will describe a framework for understanding how play and games convey ideas through the use of rhetoric rather than rules.

Gonzalo Frasca is a game developer, researcher and entrepreneur, who lives in Montevideo, Uruguay. He co-founded the studio, Powerful Robot Games, in 2002 to build both commercial and experimental games. Their game for Cartoon Network reached over 13 million player accounts. They described it as "our biggest gaming success in our history".

One of their most popular indie projects is Newsgaming.com, a project mixing journalism with videogames. It received the Knight Foundation News Games Lifetime Achievement Award at the Games for Change 2009 conference.

IMD Forum for 10/21/09: 3rd Year Thesis Student Presentations


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Speakers: Lulu Cao, Ala' Diab, Bryan Jaycox, Cynthia Nie, Taiyoung Ryu, Nahil Sharkasi, Peter Van Dyke, and Brandi Wilcox,

Time: Wednesday, October 21, 6-8 pm
Location: The IMD Co-Design Lab (aka Flower Street Lab)
School of Cinematic Arts
Digital Collaboratory Annex
501 29th Street

Please join us at the IMD seminar this week for presentations and demonstrations by the IMD 3rd year Thesis students. The students will present for the 1st hour, and then run simultaneous demos during the second hour. Professor Mark Bolas will serve as facilitator for the evening.

Transcript of IMD Forum on 10/14/09

Guest speaker: Christopher Janney

IMD Forum for 10/14/09: Christopher Janney

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Speaker: Christopher Janney, PhenomenArts, Inc.
Time: Wednesday, October 14, 6-8 pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Title: "Architecture of the Air: From Urban Musical Instruments to Physical Music"


Trained as an architect and a jazz musician, Christopher Janney has combined these two disciplines in a number of projects. Sometimes he has tried to make architecture more like music as in his "Urban Musical Instruments" series. These include a number of large-scale interactive sound/light installations. Projects completed include "Harmonic Runway", a 200 ft. long interactive light/sound corridor in the Miami International Airport; "Chromatic Oasis", a 30 ft. diameter colored glass and steel mobile, at the Sacramento International Airport; "Touch My Building, an interactive light/sound piece for the entire facade of a new nine-story Bank of America building in Charlotte, NC; “Rainbow Cove,” two nine-story colored glass pedestrian towers at Logan International Airport; “Whistle Grove: The National Steamboat Monument”, a 2500 square foot interactive light, sound, steam environment on the banks of the Ohio River; and “Turn Up the Heat” a 30-ft. diameter interactive scoreboard for the American Airlines Arena in Miami, FL. At other times, Janney has tried to make music more like architecture- more physical, more visual. Projects in this vein include his "HeartBeat," a dance/performance piece where the performer wears a modified heartbeat monitor and moves to the sounds of his/her own heartbeat while other musicians perform in counterpoint.

Backchannel log of the presentation after the jump:

Interactive Media Seminar - Backchannel Transcript 10/07/09

Backchannel archive for 10/07/09: guest Julia Heyward


CTIN-511 Interactive Media Seminar 9/23/09 - BackChannel Transcript

â€ıdread› IMD Forum for 9/23/09: Noah Wardrip-Fruin, University of California, Santa Cruz
â€ıdread› http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11757
â€ıLittle› http://en.wikipedia.org/wiki/Dungeons_&_Dragons
â€ıbo1v› http://books.google.com/books?id=M9dshxV-T0cC&dq=little+wars&printsec=frontcover&source=bl&ots=3amJOMNcZr&sig=AsrMk20hWmMPQFmLCNlM_B_HGFk&hl=en&ei=U8m6Ssu1EpH8sgOuwYHlCA&sa=X&oi=book_result&ct=result&resnum=5#v=onepage&q=&f=false
â€ıSam› Love that game. Bioware rules.
â€ıLittle› One of the best games ever.
â€ıdread› Noah et al's Grand Text Auto blog: http://grandtextauto.org/
â€ıryan› I remember that scene... but I think when I did it everyone died
â€ıLittle› if you did it and chose to follow the Dark Side you probably helped kill everybody
â€ıdavid m.› maybe he has short term memory problems
â€ıLittle› I think I had this problem too
â€ıryan› bioware's portfolio:
â€ıryan› http://www.bioware.com/games/
â€ıdavid m.› is that a metal book?
â€ıMannetta› metal-ish
â€ıLittle› you mean "metallic"?
â€ıdavid m.› no, made of metal
â€ıLittle› well
â€ıLittle› "metal-ish" isn't really a word
â€ıLittle› maybe it is. looks weird to me, too
â€ıMannetta› my sarcasm is lost on you, Little one.
â€ıbobo› isn't it made of paper?
â€ıdavid m.› a lesser book would be
â€ıdavid m.› there's no straightforward way for a designer to test the incontinuities of multiple intersecting narrative branches
â€ıLittle› that's a big "break" in the story. I played that game a few times through and had to remember not to screw it up the same way the second time around.
â€ıLittle› maybe a little more playtesting on that could have helped
â€ıdavid m.› right but there's no assurance. casus being dead or not as something that breaks the other plot branches is something that does not neccessarily stick out in design
â€ıdavid m.› its only looking back that the problem is revealed
â€ıLittle› yeah I agree it's difficult and probably still impossible to fix everything... but that was a large break and it was disappointing when I did it the first time through. I had a few big problems the first itme through.
â€ıironman28› http://www.nous.org.uk/oulipo.html
â€ıdavid m.› eliza?
â€ıironman28› http://www.chayden.net/eliza/Eliza.html
â€ıdavid m.› i had a text to speech version of a therapist chatbot on an old dos computer
â€ıdavid m.› it was frustrating and hilarious
â€ıdavid m.› is this where the chinese box argument comes from?
â€ıcraab› Do you feel strongly about discussing such things ?
â€ıSam› Do you feel strongly about feeling strongly about things?
â€ıcraab› Oh, I feel strongly about feeling strongly about things ?
â€ıdavid m.› http://en.wikipedia.org/wiki/Chinese_room
â€ıSam› Eliza's kind of creepy.
â€ıcraab› 'm not sure I understand you fully.
â€ıEd.› chinese box? is that the linguistic thingy?
â€ıdavid m.› its an AI question, if something apears to be intelligent, is it really?
â€ıEd.› yup... i remember that
â€ıdavid m.› i confused box with room
â€ıEd.› is the argument whether a computer really know the language or not... something like that...
â€ıironman28› Mr. Mind: an inversion of the Turing test: http://www.mrmind.com/mrmind3
â€ındef› Eliza breaks down when the player becomes sophisticated... but what about suspension of disbelief?
â€ındef› Can people deliberately act in an unsophisticated manner, and does it prevent the experience from breaking down?
â€ıEd.› i think there is a really strong argument saying that eventhough the computer might be able to produce the syntax, it does not KNOW the language in the chiniese box scenero
â€ıSam› I'm not sure if people can force themselves to take Eliza seriously when her simple nature is revealed
â€ıSam› it's human nature to want to test the boundaries of a system.
â€ıdavid m.› i think the most germaine thing to designers is, it shouldn't matter
â€ıdavid m.› if the player is fooled i'm happy
â€ıcraab› @Sam - I'm not sure of that.
â€ıdavid m.› to advocates of civil liberties for artificial beings, there might be some application
â€ıEd.› yea cog sci :)
â€ıcraab› Some humans try to test boundaries, others not.
â€ıLittle› I don't know if humans bother testing all systems. I do think we probably test boundaries to systems we don't like, but I'm not sure it's human nature
â€ındef› @craab Or in some cases, and not others.
â€ıSam› In conversation with a human-type intelligence, wouldn't we try to see if we can fool it? I know that's my first reaction.
â€ıironman28› that's also what the computer does with you!
â€ındef› Depends on the presentation of the intelligence. Depends on the context.
â€ındef› Depends on what I hope to get out of the experience.
â€ıdavid m.› we can't rely on the altruism of players
â€ıLittle› usually anything resembling "human" even in a loose way... I generally want to see if it can be blown up, shot at, turned into a zombie, or if it can have *** on screen for me. so... I dont' try to break the game right from the start.
â€ıdavid m.› even a well meaning player will break a faulty system
â€ıLittle› I agree with David.
â€ıLittle› hey there's a censor in this room. -.-
â€ındef› When we design an experience, do we have to design it for everyone?
â€ıdavid m.› tout le monde?
â€ıMannetta› narrative as string theory?
â€ındef› Can we design it for people who are willing to play along?
â€ıdavid m.› digital games generally don't work well with player adjudication
â€ıSam› Well, players of D&D have to play along in order for it to work
â€ıSam› but if the DM sounded like Eliza, they probably wouldn't want to play for very long
â€ındef› Sure. I'm not arguing that Eliza, specifically, works.
â€ındef› I'm arguing that the Eliza effect may have value.
â€ıdavid m.› thats a fair argument
â€ıdavid m.› its not good enough for researchers, but for games maybe
â€ıbo1v› I like the idea of Eliza systems that reveal the nature of their users. Try online dating sites for example and you will find Eliza Style systems in action. In fact, “Eliza” is a great name for a fraudulent online dating profile –
â€ıdavid m.› but how do you alter the game state by talking to a chatbot
â€ıdavid m.› without having keywords
â€ıbo1v› yes, I have a fraudulent online girlfriendâ€Ĥ and yes she is basically an online game.
â€ıbo1v› I haven’t sent her any money – yetâ€Ĥ
â€ıbo1v› Ah, Elizaâ€Ĥ she cut’s and pastes all the right thing’s l(by hand of course) iike “Really?”, “Oh, cool” , “tell me about what you do for a living” (again), “a little girl I’m taking care of is sick”, “I need money for a plane ticket”, and the rest of the story is generated by me. I think this should be the future of online dating.
â€ıLittle› I think you've just destroyed the good parts about meeting anyone through the internet.
â€ıironman28› I don't see any difference between that and real dating
â€ındef› "The rest of the story is generated by me." That's the key phrase.
â€ıbo1v› It's nice to meet you.
â€ıSam› "You (insert subject name here) must be the pride of (insert subject hometown here).
â€ındef› Can't we work with that?
â€ıLittle› and also, somewhere in there I think you hit on why guys on the internet thing there are no females using it as well
â€ıdavid m.› definitely maybe
â€ıbo1v› maybe the females are males - but they only like to date one person online at a time .... so they are very genuine
â€ıLittle› what??
â€ıLittle› they are genuine because they are unavailable?
â€ıbo1v› yes
â€ıLittle› that really seems like bizarre circular logic. I don't get it at all.
â€ıMannetta› http://www.cosplayamerica.com/lebowitz/universe.html
â€ıbo1v› love
â€ıMannetta› http://www.terminaltime.com/
â€ıLittle› it seems like when you give up control over the narrative - like in a neverending universe situation - which maybe relates to having a bunch of authors write a long series - seems like you lose control over the constraints on story... and leave a lot of room for things to get weird.
â€ıLittle› so isn't it expected that we haven't found a particularly "perfect" model yet?
â€ıdavid m.› could you make the idealogue a religious materialist?
â€ıironman28› Terminal Time was all about playing with the algorithms that defined each ideological position
â€ıironman28› they encouraged you to adopt multiple and contradictory subject positions
â€ındef› @Little Is it possible to define the constraints on the story ahead of time, in such a way that they will be observed even when you don't have direct narrative control?
â€ıdread› Noah is the author of the lead writer/designer of The Impermanence Agent, which tells a story, monitors the user' s web browsing, and uses browsed materials to customize its story out of existence.
â€ıdread› http://www.noahwf.com/agent/index.html
â€ıLittle› I'm saying that since we haven't figured out how to do that just in writing or telling a story... it makes sense that we haven't figured out ways to make computers do it for us.
â€ıLittle› although in the Star Wars universe, for example, there are a few things that stay the same. But any writer can still decide who lives, who dies, and whatever ridiculous plot twist they please goes where in the universe
â€ıironman28› http://eis.soe.ucsc.edu/
â€ıLittle› http://www.amazon.com/Expressive-Processing-Fictions-Computer-Software/dp/0262013436
â€ıdavid m.› http://en.wikipedia.org/wiki/The_Dmitri_Project
â€ıdavid m.› sounds like an uncanny valley issue
â€ıSam› I was just about to say that lol
â€ıdread› http://kotaku.com/5275204/testing-molyneuxs-milo-a-virtual-boy-with-yes-a-dog
â€ındef› Scott McCloud talks about iconic imagery as something that the reader projects themselves into.
â€ındef› Seems related to that.
â€ıdavid m.› does anyone have a link to this thing he's talking about?
â€ıdavid m.› i can't figure out how to spell it
â€ıLittle› what he was talking about on how to -at this moment - improve an RPG like KOTOR? or something else?
â€ıLittle› whoever archives the backchannel should get links to some of the things he was talking about before they archive it and add it
â€ıdread› Noah's immersive text: http://www.noahwf.com/screen/index.html
â€ıdread› play shade
â€ıMannetta› http://en.wikipedia.org/wiki/Shade_%28interactive_fiction%29
â€ıKylaG› This one? http://www.kongregate.com/games/cgjordan/shades
â€ıKylaG› What is "Shade"?
â€ıMannetta› http://www.eblong.com/zarf/if.html#shade
â€ıKylaG› Thank you.
â€ıMannetta› de nada
â€ıdavid m.› http://aliceandkev.wordpress.com/
â€ıcraab› http://www.scottmccloud.com/2-print/1-uc/index.html

CTIN-511 Interactive Media Seminar 9/30/09

Our visitors today reminded me an awful lot of these guys:

Burnie Burns & Crew


And I couldn't come up with any good questions because I was enjoying every answer they gave and let everybody else come up with things to say/ask them.

Interesting seminar today! I like that we got to hear about "mistakes" that have been made so maybe we have a chance not to make those... and probably make others instead. But, knowledge is always a good thing to have in any case. ^_^

CTIN-511 Interactive Media Seminar 9/9/09 Thoughts

Anne Balsamo said something about libraries becoming a place for people to gather and design and learn. That sounds like a really cool way to do things, but I foresee people like my mother (a high school librarian) hating that with a passion. I wonder how such a library would be seen to people who prefer passive learning or reading for relaxation.

Perhaps instead of taking over a library setting, this sort of "garage for designers" should become its own place - a new type of place - with no connotations of any sort. I'm not sure how that would work, but the concept of a library where there is free exchange of information and books (and later all forms of media) is not really all that old. Surely a new media creation hub could become its own new setting?

However, the end of class discussion sounded a little more realistic and what I was already thinking about - there would have to be a lot of molding to make a space like this fit within each community and make a space that does not take away from information access. It'd be nice if more people were receptive to game playing / game designing / interactive and immersive media as a legitimate form of communication and not just something that wastes time.

Just a thought.

CTIN-511 Interactive Media Seminar 9/2/09 Thoughts, Ideas, Dreams

Links included: http://www.thevenusproject.com

Included in extended part of this entry:
Ideas for a game - utilizing some ideas from Jacque Fresco (The Venus Project)
Thoughts on intergenerational gaming (personal experience)

IMD Forum for 9/2/09: RESEARCH in IMD

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Speakers: IMD Faculty and Students
Time: Wednesday, September 2, 6-8 pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


This week's seminar will feature short presentations by IMD faculty and students about current research projects.

6:00 Scott Fisher
Research in IMD

6:15 Sean Plott and Daniel Ponce
CATS Math Games

The CATS project combines research on cognitive psychology, instruction, assessment, and games to improve the learning of underperforming middle school students. The first prototype, created and tested with students this summer, teaches addition of rational numbers.

6:25 Nahil Sharkasi
Participation Nation

Participation Nation is a game for teaching American constitutional history and civics to high school students. Players can play the “Forces of Change” or the “Status Quo” in a debate over the constitutional issues that shaped the country.

6:35 Logan Olson & Diane Tucker
Intergenerational Play research

The Intergenerational Play project is a collaboration between the Joan Ganz Cooney Center at Sesame Workshop, the University of Michigan School of Learning Sciences, and the GIL. The goal of the project is to discover design principles for creating engaging and intergenerational games that can promote literacy and learning.

6:45 Elizabeth Swensen & Jesse Vigil
Pathfinder

The Pathfinder project is a collaboration between the GIL and USC's Center for Higher Education Policy and Analysis. Funded by a Provost's grant, the goal of the project is to design a game to engage high school students in the college preparation and application process.

6:55 Tracy Fullerton, Todd Furmanski & Bryan Jaycox
Walden

Walden simulates the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the gameplay their own thoughts and responses to the concepts discovered there.

7:10 Peter Brinson & Kurosh Valanejad
Cat and the Coup

The Cat and the Coup is an experimental documentary game in which you play the cat of Mohammed Mossadegh, the democratically elected leader of Iran. On the night of August 19, 1953, a CIA-engineered coup replaces the Prime Minister, with an absolute dictatorship. As a player, you coax Mossadegh through significant events of his life by knocking objects off of shelves, scattering papers, jumping into laps, and scratching heads.

7:20 Perry Hoberman
MEPEDS

The Multi-Ethnic Pediatric Eye Disease Study (MEPEDS) is a project of the USC Department of Ophthalmology at the Doheny Eye Institute. For a pilot study, a team at IMD is developing stereoscopic 3D print, animation and interactive materials to facilitate recruitment efforts and enhance the waiting room experience.

7:30 Scott Fisher
Million Story Building Project

The Mobile and Environmental Media Lab is currently exploring location-specific mobile storytelling with a project called The Million Story Building (MSB). This research investigates the idea of ambient storytelling and how the built environment can act as a storytelling entity that engages and interacts with the people in specific spaces. Through the use of the downloadable MSB mobile phone-based application,sensor networks, and other software applications, inhabitants and visitors become immersed in an emergent, responsive environment of collaborative storytelling.


7:40 Logan Olson and Emily Duff
New research at ICT/IMD


7:50 Marientina Gotsis
Wellness Partners

This game employs known effective game mechanics from casual games and features from online social networking in order to enable players to leverage their social network to meet individual and/or group wellness goals. This study aims to advance theory and practice through the evaluation of the following key methods, measures, and outcomes.


8:00 Erin Reynolds
Humana Games

A presentation of three mobile sensor-based health game prototypes for nutrition, exercise and immunity sponsored for Humana (Trainer, Healthy Eats, and Germ Wars).