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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 4/29/09: IMD Project Presentations

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Time: Wednesday, April 29, 6-9pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

Featuring Spring Semester Class Projects from :

- CTIN 405 Design and Technology for Mobile (Carter & Stein)
- CTIN 406 Sound Design for Games ­(Diamante)
- CTIN 483 Programming for Interactive Media (Brinson)
- CTIN 488 Game Design Workshop (Swain/Arey/Diamante)
- CTIN 484/489 Intermediate Game Design (Brinson & Fullerton)
- CTIN 501 Interactive Cinema (Kratky)
- CTIN 542 Interactive Experience Design (Bolas)
- CTIN 544 Experiments in Interactivity (Hoberman)
- CTIN 590 Directed Research (Bolas, Brinson, Hoberman, Fisher)
- Immersive Research Group (Bolas)

and more....

Food and Drink will be provided starting at 5:45.

***SCHEDULE below*****

Resources and Links: Locative Media and Responsive Environments

The following links are supplementary readings and resources for my talk, "Locative Media and Responsive Environments," delivered 22 April, 2009 to the graduate students at the USC IMD.

Pervasive Computing


Readings




  • Rise of the Network Society -- Manuel Castells' excellent book about the economic and cultural implications of pervasive computing. Writing about nanotech, Castells notes that "...experimental programs seem to indicate that molecular electronics is a possible avenue to overcoming the limits of increasing density in silicon chips, while ushering in an era of computers 100 billion times as fast as a Pentium microprocessor; this would make it possible to pack the computing power of a hundred 1999 computer workstations into a space the size of a grain of salt. Based on these technologies, computer scientists envisage the possibility of computing environments where billions of microscopic information-processing devices will be spread everywhere 'like pigment in the wall paint.' If so, then computer networks will be, materially speaking, the fabric of our lives." (53)


Technologies and Projects




  • Cell Phone Usage Worldwide -- There are over 2.1 billion cell phones in the world today.

  • Hitachi RFID dust -- These tiny RFID chips look like powder, measuring just 0.05 millimeters (0.002 inches) by 0.05 millimeters (0.002 inches), and are thin enough to be embedded in pieces of paper.


The Semantic Web


Background




  • Tim Berners-Lee: "I have a dream for the Web [in which computers] become capable of analyzing all the data on the Web – the content, links, and transactions between people and computers. A ‘Semantic Web’, which should make this possible, has yet to emerge, but when it does, the day-to-day mechanisms of trade, bureaucracy and our daily lives will be handled by machines talking to machines. The ‘intelligent agents’ people have touted for ages will finally materialize." (Weaving The Web, ch. 12)

  • TED Talk: Tim Berners-Lee on the next Web of open, linked data -- "20 years ago, Tim Berners-Lee invented the World Wide Web. For his next project, he's building a web for open, linked data that could do for numbers what the Web did for words, pictures, video: unlock our data and reframe the way we use it together." (TED)

  • Linked Data -- Tim Berner-Lee's original article on the subject.

  • Cool URIs for the Semantic Web -- W3C article on standards for concept and data URI (Universal Resource Identifiers). Abstract: "The Resource Description Framework RDF allows users to describe both Web documents and concepts from the real world—people, organisations, topics, things—in a computer-processable way. Publishing such descriptions on the Web creates the Semantic Web. URIs (Uniform Resource Identifiers) are very important, providing both the core of the framework itself and the link between RDF and the Web. This document presents guidelines for their effective use. It discusses two strategies, called 303 URIs and hash URIs. It gives pointers to several Web sites that use these solutions, and briefly discusses why several other proposals have problems."


Example Projects




Internet of Things


Bruce Sterling:




  • Shaping Things (.pdf) -- A pdf copy of Sterling's 2005 book wherein he describes the concept of the spime. From the product description: "The future will see a new kind of object—we have the primitive forms of them now in our pockets and briefcases: user-alterable, baroquely multi-featured, and programmable—that will be sustainable, enhanceable, and uniquely identifiable. Sterling coins the term "spime" for them, these future manufactured objects with informational support so extensive and rich that they are regarded as material instantiations of an immaterial system. Spimes are designed on screens, fabricated by digital means, and precisely tracked through space and time. They are made of substances that can be folded back into the production stream of future spimes, challenging all of us to become involved in their production. Spimes are coming, says Sterling. We will need these objects in order to live; we won't be able to surrender their advantages without awful consequences." (Amazon.com)

  • Spimes and the Future of Artifacts (video presentation) -- An entertaining 35 minute presentation elaborating on six key technology trends (RFID, GPS, visual search, CAD, rapid prototyping and "transparent production") that are changing the way that we relate to objects. He defines a spime as an object that is "plannable, trackable, findable, recyclable, uniquely identified and generates digital histories." (5:33)

  • Flurb #6: Computer Entertainment (text) -- A signature Bruce Sterling rant posing as a lecture given to a 2008 SXSW audience by a time traveler from the year 2043. Representative passage: "This is my General Electric Pocket Mediator. This one’s about five years old, it’s a student’s model. Personal mediators are a stable technology in my time, we don’t have to fuss with them much. Unfortunately it doesn’t have full functionality here in 2008, because we don’t have the cloud yet. As soon as I reached here, my Mediator reached out for the cloud to reload its apps and OS... and it tapped into something called “Window-Vista.” Then it just plain gave up. It’s gone completely limp now. There’s nothing left here but this frozen screen-saver pattern."


Miscellaneous Readings and Resources:




  • Four Stages of the Internet of Things -- Former Wired editor and all-around whiz Kevin Kelly riffs on this article by Tim Berners-Lee to construct a succinct description of what he thinks "the Semantic Web" or "Web 3.0" is all about. In short, his four stages are: 1) Linking computers, 2) Linking documents, 3) Linking the data in (and about) documents, and 4) Linking things.

  • The net shapes up to get physical -- Guardian article by Sean Dodson. Good general description. Excerpt: "Most people, if they bother to think about it at all, probably view the internet as an agent of profound change. In the 15 years since Tim Berners-Lee invented the world wide web, the life of almost everyone in the industrialised world has been touched by it. But just as many of us are getting to grips with its second stage, the mobile internet, very few are prepared - perhaps even aware - of the third and potentially most revolutionary phase of all: the internet of things." (guardian.co.uk)

  • RFID -- Wikipedia article on RFID tags. Includes many interesting examples.


Communities, Organizations and Protocols:




Responsive Environments


Readings




  • How smart does your bed have to be, before you are afraid to go to sleep at night? -- Rich Gold critiques the notion of the "smart house" in this hilarious and thought-provoking essay. "Can an intelligent house fall in love with the house next door," asks Gold. "Can they have baby houses? Is an architect a trained "womb" for houses, or more crudely, is an architect how a house makes another house? Does an architect feel like she/he is violating fundamental forces of evolution if she/he does not include the latest new technology in the house she/he next gives birth to? Do you believe in progress? Is a suburban house of today better than a terrace house in London in 1850 which was better than a thatched country cottage in 1700 which was better than the tepees and mud huts that Columbus found in the New World? Is the house that Donald Trump lives in better than the house you live in? If you were an architect and you designed an intelligent house, would the house's own happiness matter to you? If the couple that bought the house you designed got a divorce, do you think you should be libel for damages?"

  • Orchestrating your surroundings -- A project proposal for a "smart house"-type environment by by Pau Giner, Carlos Cetina, Joan Fons and Vicente Pelechano.


Imagined Futures/Imagined Presents


Readings




  • Ubik - A novel by Philip K. Dick treating themes of intelligent environments, resurrection and shifting ontologies. Research only: torrent here.

  • Spook Country -- A novel by William Gibson about locative media artists and shadowy private intelligence contractors.

IMD Forum for 4/22/09: Locative Media and Responsive Environments

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Speakers: Lisa F. Grand, PhD Visiting Scholar (USC) and Jeff Watson, IMAP PhD Student (USC)
Time: Wednesday, April 22, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Abstract: This presentation will explore the evolution and trajectory of ubiquitous computing technologies that enable designers to embed media artifacts and computational systems in physical space. By placing custom bar code glyphs, GPS/Google Earth markers, sensor systems or other smart-phone-readable triggers in physical locations, designers can create hyperlinks connecting real-world objects or places with a wide variety of media -- from video, audio and text content to dynamic data feeds and opportunities for interactions with both human and non-human agencies. Crucially, however, this layering practice does not stop at the level of the hyperlink or the traditional notion of Augmented Reality. Rather, designers are beginning to perceive opportunities for embedding responsive computational power in physical space, enabling environments to track, profile and communicate with their inhabitants, providing customized, adaptive and anticipatory user experiences. After surveying this nascent practice of layering information and computation atop and within physical space -- the latest step in the gradual disintegration of the boundary between the Real and the Virtual -- the presenters (Lisa F. Grand, Visiting Scholar and designer of the TRISH Responsive Environment, and Jeff Watson, IMAP PhD Student) will lead a discussion exploring the profound implications of these new technologies on the nature of entertainment, storytelling, game play, privacy, and social organization.

IMD Forum for 4/15/09: “Mobile Storytelling”

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Speakers: IMD's Mobile and Environmental Media Lab (Fisher, Stein, Watson, Gotsis, Kratky, Preuss, Carter, Yasuda)
Time: Wednesday, April 15, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Title: “Mobile Storytelling”
Abstract: The overall objective of our Mobile and Environmental Media research program is to design and prototype new capabilities for unique entertainment and out-of-classroom educational opportunities available to anyone, at anytime with the added benefit of being embedded in the rich context of specific “place”. The recent focus has been on content development for location-specific museum, game, and arts installations in which the ‘virtual’ contents are embedded on site and perceived through mobile display or viewing devices. This presentation will describe several of the group's projects ranging from crowd-sourced cinema and mobile advertising to " Ambient Storytelling".

IMD Forum for 4/8/09: Ulla-Maaria Engeström

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Speaker: Ulla-Maaria Engeström, Thinglink.Org
Time: Wednesday, April 8, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

Title: Thinglink: Web pages for design objects

Abstract: This presentation explores how tagging physical objects with personal stories can make them work as agents of social networking on the Internet. Thinglink is a free product code and an online catalog of design products that enables design enthusiasts to share photos and personal references of products with their friends. These photos and references link back to the catalogue forming a dialogue between designers, manufacturers and their products in the various real life settings. The presentation includes practical examples of creating ID stickers for artifacts and claiming a product in the Thinglink database.
Note: Thinglink is currently in private beta and it will open to public later this year. Ask for an invitation on thinglink.com.

Bio: Ulla-Maaria Engeström is a social media developer and columnist living in Palo Alto. Her works explores connecting physical artifacts to online communities of design and craft. Ulla-Maaria is the founder of Thinglink, a free product code and online catalog of design objects. In 2003-2006 she attended a graduate school at the University of Helsinki, Center for Activity Theory and Developmental Work research, focusing on the development of collective design capabilities. In 2000-2002 she worked as the director of Institute for Design Research in Finland.
Blog: http://www.hobbyprincess.com

Experimental Game Mechanics, GDC

The GDC panel that engaged me most was the one on experimental game mechanics, moderated by Jonathan Blow (Braid). I appreciate both its exposing me to really innovative game mechanics and its providing a really helpful chance to see and hear about the process(es) developers follow to develop a germ of an idea into prototype(s) and game. (Several of the featured projects were unfinished and are, as yet, more mechanics than games).

Since I was already familiar with the mechanics in the work of the two featured USC affiliates (Ian Dallas and Jenova Chen), I learned the most from what they revealed re: their development processes. Ian explained that, to his mechanic that revealed – via spurts of what appeared to be thrown black paint -- the dimensions and depth of, and shapes in, a wholly white seemingly 2d space, he’d added a narrative: a boy’s search for a swan. Over time, he too had made peace with deploying his mechanic toward creating (at least some) puzzle games, even if he’d first vigorously avoided them.

Jenova explained that his process began with, and centers around, the experience he wants his game to deliver. That Flower – intended to create a free space “filled with love” – ultimately created a game that resembled Flow [plus 3d movement, minus AI] was a consequence of his process and its logic that drove it. Next he presented a series of prototypes – first built in Processing (!) and later in XNA – through which he and Nick Clark worked to design game play. He explained that they’d rejected a few– e. g one centering game play in the player’s/wind’s depositing seeds on a field, another requiring players’ deposit petals into orbs – because they worked against their basic goal of creating a peaceful experience.

Just as there were two games from USC, a second game joined Ian’s in revealing a 2d white space’s depth and dimensions via the splatter of paint. While the “paint” of Ian’s game, The Unfinished Swan, was black and appeared thrown, that of Steve Swink’s was magenta and blue looked as though produced by a spray can. After confessing to having shared many of Ian’s difficulties in developing story and design, Swink showed a second game – a compelling one called Shadow Physics that combines 2d and 3d to subvert the traditional relationship between shadow and light maintained in games. Typically shadows are subordinated to character, Swink explained; his goal was to subordinate character to shadow so that shadow functioned as the overwhelming dynamic. In Shadow Physics the player-character is a shadow-creature that pushes on the shadow of 3d objects to move the objects themselves. The player must move those objects or the lights in the environment to create shadows that the player character can jump across, enabling it to complete puzzles.

A second game, called Closure, also played with light. Frustrated with games’ “dark levels” – levels where one is obligated to navigate through levels where one can’t see – designer Tyler Glail created a game in which things in the darkness do not exist. While the player-character carries a light and can use still more lights to illuminate the world, there are distinct advantages to keeping the light low: in darkness, player-character walks unhindered by objects (walls, obstacles) that would halt its path in light.

There were two other games that, while intriguing for playing with space and time, were tough to get one’s head around. Miegakure is a puzzle/platformer that’s intended to be 4d but which designer Marc ten Bosh demonstrated by showing via a presentation showing a character living in a 2d plane within a 3d world. Rather than making time the fourth dimension, Bosh made the fourth dimension the mechanism that enabled a player to jump easily from any of the other three – a trick that enabled the player-character to move around object that would hinder its passage in 2d.

Chris Hazard and Mike Resnick’s Achron is an RTS that employs a timeline to permit extraordinarily dynamic play with time. His explanation of the game’s mechanics was obtuse enough to make stories of earlier game-play a better way of explaining a game, he believed. It still didn’t clarify much to me. The timeline, he explains, permits the player to send units of his army back in time to destroy units of his opponents’ forces before that opponent has even had a chance to build them. Similarly, he explained that – given the timeline and a series of projections backwards and forwards in time-- a battle over one property had enabled him to watch his opponent nuke his own troops. It’s my hope that later prototypes, and/or the chance to play the game oneself, will help me to make more sense of the game.

For more information about these games and for some whose demonstrations I missed, one can read the following:
http://www.gamasutra.com/php-bin/news_index.php?story=22946

IMD Forum for 4/1/09: "Tinkering"

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Discussion leaders: Bryan Jaycox & Sean Plott
Time: Wednesday, April 1, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Discussion Topic: Tonight's seminar will focus on the topic of "Tinkering" raised in the previous two seminar presentations by John Underkoffler and Peter Brinson. Logs for the backchannel discussion can be reviewed on the respective talk announcements..

Abstract: In the modern age, the rapidly changing knowledgebase of technology is quickly outpacing our human ability to assimilate it. No longer is it possible to simply acquire a skillset and practice it in stagnation. In the rapidly evolving face of technology we must continuously adapt to stay on top of the curve. In this environment of changing technology learning how to learn for oneself and find knowledge becomes a much more valuable skill than simply learning artifacts of knowledge themselves. Tinkering is a way for us to learn how to learn through physically doing and dabbling in everything. It is a means for sparking interest in learning through exploration rather than textbook studies, and an opportunity for us as artists to open up into new expressive forms from biology to philosophy to engineering. This talk will cover tinkering as a new mode for learning and artistic expression in areas ranging from bioart, LED music boxes and circuit bending, to Henry Jenkins and education.

Required Readings/Watchings:
1. " Reflections on Tinkering", blog post by Alex Pang
2. John Seely Brown YouTube video: "Tinkering as a Mode of Knowledge Production"
3. Explore these two Tinkering websites:
- "Reed Ghazala's Art of Circuit Bending".
- "The Biotech Hobbyist"

Optional:
1. "The Social Construction of Knowledge in Digital Media: Three Perspectives"
by Douglas Thomas and John Seely Brown (on IMD wiki under CTIN 511 class)
2. Henry Jenkins YouTube video on Convergence Culture.

GDC Pic Diary

My 1st GDC, my 1st SF trip.

Day 1

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Welcome to GDC!!

The GDC Experience

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This was Sunday night at the showroom floor. As you can see we managed to weaseled our way in when we probably shouldn't have.

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Our booths on Sunday

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Clearly it was all built last minute.

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The first lecture I attended. It was Designing the First Social Reality Game to Motivate Change. The main problem with this lecture is that the game they used as an example sucked. Akoha is the name of the game.

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I then Raced to see my game KWS at the independent games summit.

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The next day I went to the Spore talk. It was rather interesting to think that their tech demos that they made for certain aspects of the game were better then the actual game.

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I gave my first presentation along with Hua and Michael about our game. Pictured here is Ian Dallas giving his presentation.

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IMD dinner at Bucca, as you can see Al Yang tried to squeeze money out of Scott to pay for the massive bill.

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The booth was open for business, but that also signaled the death of my legs since we had no time to sit down.

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Sony's new strategy for PS3, make every game in Real 3D.

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As you can see I was really in to the 3D.

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I had to take a picture of Hua's upper torso because had you been able to see his lower half this blog would become NSFW

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Heading to the award ceremony.

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Looks like the Oscars, but only with less beautiful people.

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As you can see Hideo Kojima (of Metal Gear fame) was excited to see me.

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A view from our table.

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Will Wright and wife.

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Pressured by Scott and Mark Bolas, Michael decided to do his post a little different this time.

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Kojima's Keynote was pretty good.

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Who would have guessed.

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The IGF in full swing.

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Our last play tester was Johnathan Mac the creator of Everyday Shooter.

IMD (& DADA) Forum for 3/25/09: Eric Goldberg

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Speaker: Eric Goldberg, Walt Disney Animation Studio
Time: Wednesday, March 25, 6:30 (sharp!) - 8:30pm
Location: Joint meeting with Digital Arts and Animation Seminar in SCA 108

Long-time Disney animator Eric Goldberg, well known for designing the Genie in Disney's Aladdin, will discuss character design in his presentation "Getting Character Out of Your Characters". He is the author of the recently published book, Crash Course in Animation.

Also featuring Pat Beckman, who is the WDAS Schools and Outreach Manager. Pat will provide students with preparation tips and tools for a career in the animation industry.

IMD Forum for 3/11/09: Shake Rattle and Roll !

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Presenters: 2nd Year MFA students in CTIN 542 and CTIN 548
Time: Wednesday, March 11, 6pm-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

Title: " Shake Rattle and Roll - CTIN 542,548 Second Year MFA Combined One-Week Interactive Design Project, Spring 2009"


Instructors/Jurors: Mark Bolas, Perry Hoberman, Steve Anderson.

The Challenge: Keyboards contain the arms, wrists, hands and fingers to slight taps along a tiny plane. Mice confine the entire body to slight motions along a plane – reducing intent to inches. Screens constrain our backs, necks, and heads into Nixon-esque postures – eyes fixed forward, shoulders slumped. It is time to break free from the bondage of our systems and engage our bodies in the interaction. It is time to Shake, Rattle and Roll!

Your assignment is to conceive of, design, and produce an interactive experience in which the body is not a mere spectator, but a central element of the experience. The experience should engage the body and be one or more of the following: surprising, shocking, bewildering, addictive, amazing, exquisite, thoughtful, provocative. Students are to incorporate the box, in some way, to create an interactive experience that transpires in between .002 to 200 seconds. Engagement is a two-way street – we move, speak and sweat while we also hear, see, feel, touch and smell. Think in terms of the whole body, and a full range of sensory possibilities.

IMD Forum for 3/4/09: Peter Brinson

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Speaker: Peter Brinson, Instructor of Cinematic Practice, Interactive Media Division, USC School of Cinematic Arts
Time: Wednesday, March 4, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Title: Matching Meaning and Mechanics

Peter will discuss his upcoming, The Cat and the Coup, an experimental documentary game focusing on an aspect of U.S. warfare that has little presence in game history - the covert military interventions carried out by the Central Intelligence Agency. Broken into historical chapters, the game explores the justifications for U.S. interventions, the actual violent coup d’états, the subsequent effects on the country, and the consequences of "blowback" on U.S. foreign affairs. Currently in production, the first level ("justifications") puts the player in the role of the cat of Mohammed Mossadegh, the democratically elected leader of Iran. On the night of August 19, 1953, the Prime Minister undergoes a CIA sponsored coup d’état. You accompany him through significant events of his life including living under house arrest, being convicted for high treason, undergoing the coup, meeting the President of the United States, and being elected Prime Minister. Future levels will document CIA coups in Chile and Cuba.

Peter Brinson is a game developer, filmmaker, and educator living in Los Angeles. His work explores the narrative possibilities found in animal protagonists, documentary play, and collective ownership. His films and games have exhibited in numerous venues, including the Museum of Modern Art, SIGGRAPH, Ars Electronica, Slamdance, Indiecade, Yerba Buena Center for the Arts, The Kitchen, and the Telluride Film Festival. Brinson attended the University of North Carolina and the California Institute of the Arts, and currently teaches in the Interactive Media Division of the School of Cinematic Arts at the University of Southern California.


IMD Forum for 2/25/09: John Underkoffler (& IMD Research Demos)

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Speaker: John Underkoffler, Chief Scientist at Oblong Industries
Time: Wednesday, February 25, 6-9pm
Location: SCA Digital Collaboratory Annex, 509 W. 29th Street
(Between Flower and Figueroa Streets, Behind the Panda Express parking lot)


Tonight's CTIN 511 seminar will feature a special session and reception with John Underkoffler, chief scientist at Oblong Industries who will present and demonstrate Oblong’s G-speak Spatial Operating Environment. The G-speak SOE is a gesture-based immersive environment that was first envisioned in the film Minority Report; Underkoffler served as science advisor on the film and then went on to establish Oblong Industries to develop the platform.

The evening will also include demonstrations of other interactive experiences created by faculty and students who are part of the Interactive Media Division’s Collaborative-Design Lab (aka the Flower Street Lab). PLEASE NOTE: The talk and reception will take place at the School of Cinematic Arts’ Digital Collaboratory Annex.

IMD Forum for 2/18/09: "Social Computing"

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Discussion leaders: Nahil Sharkasi & Diane Tucker
Time: Wednesday, February 18, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Discussion Topic: Tonight's seminar will focus on the topic of "Social Computing" raised in the previous two seminar presentations by Warren Sack and Andreas Kratky. Logs for the backchannel discussion can be reviewed on the respective talk announcements..

Abstract: Social computing – the dynamic ways in which technologies and social behavior reflect and affect each-other -- has become pervasive in this era in which the network is the dominant metaphor for everything from information technology to international relations and as Hillary Clinton works to make the network and its associates – crowdsourcing and collaboration – into bases for American foreign policy in the Obama Administration (http://www.state.gov/secretary/rm/2009a/02/117345.htm )

Social computing's ubiquity has arguably inhibited our acknowledging the range of transformations linked to its rise-- e.g. changes in the geographies of networks, the economies of processing, and the topographies of expertise – and prevented our realizing that the peer production it facilitates constitutes a new mode of production. We'll talk about each of them as well as consider how radically what Benkler calls "commons-based peer production" promises to overturn businesses founded in more industrial models.

Readings/Watchings for this discussion:
TED Talks - Howard Rheingold: Way-new Collaboration
http://www.ted.com/index.php/talks/howard_rheingold_on_collaboration.html

Gin, Television, and Social Surplus" by Clay Shirky
http://www.shirky.com/herecomeseverybody/2008/04/looking-for-the-mouse.html
TED Talks - Yochai Benkler: Open Source Economies
http://www.ted.com/index.php/talks/yochai_benkler_on_the_new_open_source_economics.html

Do We Need a New Internet by John Markoff
http://www.nytimes.com/2009/02/15/weekinreview/15markoff.html?emc=eta1

Other recommended Readings are:
M. Ito, "Amateur Cultural Production and Peer-to-Peer Learning"

IMD Forum for 2/11/09: Andreas Kratky

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Speaker: Andreas Kratky, Visiting Asst. Professor, Interactive Media Division, USC School of Cinematic Arts
Time: Wednesday, February 11, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

Title: Simulation Versus Representation – What Can Simulations Tell Us About the Past?


Abstract: An increasing amount of successful interactive media works uses mechanisms of simulation to construct their experience. As systems defined by an initial state and transformation rules, simulations are directed towards a future result. To consider the importance of this kind of process-oriented work as a general cultural form we need to ask what they can tell us about the past and how our systematic abstractions shape how we perceive the world around us. This presentation will show a selection of works that investigate this question looking at the experience of a stroll through urban streets, museum collections, and theater.

Bio: A media artist whose work focuses on memory, database, and new forms of cinema, Andreas Kratky was born in Berlin, Germany, and lives and works in Berlin and Los Angeles. He is designer and co-director of several award winning projects including That’s Kyogen (2001), Bleeding Through – Layers of Los Angeles 1920-1986 (2003), Soft Cinema (2004), and Title TK (2006).

IMD Forum for 2/4/09: Warren Sack

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Speaker: Warren Sack, Associate Professor of Film and Digital Media at the University of California, Santa Cruz
Time: Wednesday, February 4, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

TITLE: Technologies of Community, Conversation by Design: How should networked public spaces be designed?


ABSTRACT: In the United States, public space is splintering into shards. Poor urban planning and the demise of many institutions of civil society are two factors that are to blame. But, media technologies, like television, are usually, also, seen to be destructive forces in this shattering of public space. Can new media technologies be designed to engender community rather than undermine it? I outline “discourse architecture,” an approach to designing software for community and then present a few examples of technologies that my group and I have designed in the last several years.

BIO: Warren Sack is a software designer and media theorist whose work explores theories and designs for online public space and public discussion. He is Associate Professor of Film and Digital Media at the University of California, Santa Cruz and earned a B.A. from Yale College and an S.M. and Ph.D. from the MIT Media Laboratory. Warren's writings on new media and computer science have been published widely and his art work has been shown at the ZKM|Center for Art and Media, Karlsruhe, Germany; the New Museum of Contemporary Art, New York; the Walker Art Center, Minneapolis; the artport of the Whitney Museum of American Art; and, in the exhibition "The Art of Participation: 1950 - now" currently open at the San Francisco Museum of Modern Art.

IMD Forum for 01/28/09: Serious Games: Reality Check

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Discussion leaders: Ian Dallas & Logan Olson
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)

Discussion Title: "Serious Games: Reality Check"

Tonight's seminar will look at the current state of "serious games" with a more critical eye. Games with learning components, games arguing a specific perspective, and games attempting to evoke feelings beyond simple enjoyment. What have current video games tried to achieve in these arenas, and how effective have they been?

To ground our discussion we'll be focusing on three games. Please play these games before seminar. They're short, free, and available online:
1. Rohrer, Jason. Passage. 13 December 2007. http://hcsoftware.sourceforge.net/passage/
2. The ReDistricting Game. Los Angeles: USC Game Innovation Lab, 2007. http://www.redistrictinggame.org/
3. Ruiz, Susana. Darfur is Dying. mtvU: 2006. http://www.darfurisdying.com/

Readings for this discussion:
1. Lazarro, Nicole. Why We Play Games: Four Keys to More Emotion Without Story. Oakland: XEODesign, 8 March 2005. PDF available here: http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
2. Rohrer, Jason. Interview with Travis Boisvenue. The Happy Medium. http://thehappymedium.tumblr.com/post/43808908/small-words-and-short-sentences. 28 July 2008.

IMD Forum for 1/21/09: Chris Swain

USCEA-Swain002-sm.jpg

Speaker: Chris Swain, Interactive Media Division, School of Cinematic Arts.
Time: Wednesday, January 21, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Title: Future of Games"

Bio: Chris Swain is a game designer, educator, and co-author of the textbook Game Design Workshop. He co-founded the EA Game Innovation Lab at USC. His serious game lab projects include:
‱ The Redistricting Game—funded by the USC Annenberg Center for Communication
‱ Immune Attack—funded by National Science Foundation and created in collaboration with Brown University and the Federation of
American Scientists.
‱ ELECT-BiLat and ELECT urbanSIM—funded by the U.S. Army and produced for the USC Institute for Creative Technologies.
‱ The New New Deal—funded by the Rockefeller Foundation and produced in collaboration with the Los Angeles Times.

Prior to coming to USC, Swain worked on games for Microsoft, Sony, Disney, Activision, Acclaim, and many others. He was a founding member of the New York design firm R/GA Interactive. At R/GA he led over 150 projects for clients that included AOL, Warner Brothers, PBS, Intel, Children’s Television Workshop, and many others. He was a creator of NetWits—a massively multiplayer online game show—for the Microsoft Network. Other notable projects include Multiplayer Wheel of Fortune and Multiplayer Jeopardy! for Sony Online, and Weakest Link Interactive for NBC.

Swain was a founding member of the start-up Spiderdance, Inc. He served on the Board of Directors of the Emmy’s from 2000-2004. His work has received many awards including Time magazine’s Best of the Web. He started his career at the pioneering interactive firm Synapse Technologies.

CTIN 511 Syllabus - Spring 2009

CTIN 511 Syllabus - Spring 2009:
Download file

CTIN 511/Spring 2009 COURSE SCHEDULE

CTIN 511/Spring 2009
COURSE SCHEDULE

“ Provocative Play”
Week 1 (1/14) Eric Zimmerman, Gamelab
Week 2 (1/21) Chris Swain, USC Interactive Media Division
Week 3 (1/28) (Discussion led by Ian Dallas and Logan Olson)

“ Social Computing”
Week 4 (2/4) Warren Sack, UC Santa Cruz
Week 5 (2/11) Andreas Kratky, USC Interactive Media Division
Week 6 (2/18) (Discussion led by Nahile Sharkasi and Diane Tucker)

“Tinkering”
Week 7 (2/25) John Underkoffler, Oblong
Week 8 (3/4) Peter Brinson, USC Interactive Media Division
Week 9 (3/11) One Week Project Demo (CTIN 542 & CTIN 548)
Week 10 (3/18) Spring Break – no class
Week 11 (3/25) CTAN seminar TBD
Week 12 (4/1) (Discussion led by Bryan Jaycox & Sean Plott)

“ The Internet of Things”
Week 13 (4/8) Ulla-Maaria Engeström, Thinglink
Week 14 (4/15) IMD Mobile and Environmental Media Lab project presentation
Week 15 (4/21) (Discussion led by Jeff Watson)

Week 16 (4/28) IMD Final Project presentations