May 3, 2009

Ways of the Hand: A Project Sketch

This slide show offers a sketch of a new project called: "Ways of the Hand: Tinkering in a Digital Age." The project will include a print book, an interactive map of DIY culture, and a video documentary of maker's culture. This project grew out of the MacArthur funded research project: "Inspiring the Technological Imagination: The Future of Museums and Libraries in a Digital Age" (2008-2009).

Research Team members: Anne Balsamo, PI; Perry Hoberman, Cara Wallis, Maura Klosterman, Susana Bautista, Scott Minneman, and Dale MacDonald.

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Ways of the Hand slide show

February 15, 2009

Brief Report on the Convening on Tinkering

In October 2008 I convened a select group of people involved in various aspects of the DIY movement, Makers' Culture, and informal learning projects to discuss the topic of "tinkering as a mode of knowledge production in a digital age." This convening was part of my grant from the MacArthur Foundation on "inspiring the technological imagination" and a consideration of the role of museums and libraries in a digital age.

A brief description of the convening and its organizing framework was described in a Spotlight Blog post for the MacArthur foundation. Included in the post are short video clips of Tinkering participants: John Seely Brown, Alison Clark, Jaimie Cortez, Mike Petrich, and Eric Siegel.

For the archive, the link is:
http://spotlight.macfound.org/main/entry/anne_balsamo_tinkering_videos/

January 23, 2009

The Tangible Culture Investigation Project

Since early 2008, I have been working with a group of students and faculty on a project to investigate the cultural implications of tinkering, tangible computing, and the design of physical evocative knowledge objects. This project grows out of my long-standing interests in the relationship between the body and technology and the (cultural as well as corporeal) reproductive logics of emergent technologies. (Technologies of the Gendered Body, 1996). The theoretical framework that informs this new research is developed in my forthcoming book called: Designing Culture: The Technological Imagination at Work (Duke UP).

Current research projects include:

1) An investigation of consumer-grade interactive toys in terms of the way in which the toy design facilitates learning experiences. We are analyzing the mechanics and poetics of interactivity to develop a vocabulary of interactive "mixed-reality" learning.

2) A literature review of the efforts going on in museums and libraries to incorporate body-based learning experiences, including the development of new protocols to allow gaming in community libraries and the incorporation of make-spaces within science/technology centers.

3) The development of case studies of significant popular cultural manifestations of physical tinkering culture including Maker's Faire, Machine Project (LA), and The Tech Shop (Menlo Park, CA).

4) The physical prototyping of new evocative knowledge objects such as a multi-touch interactive globe.

5) The physical prototyping of everyday wearable media that incorporate sensors, LEDs, and smart fabrics. Examples include passport cosys that block RFID signals and totes with built-in cell phone flashers.

6) The development of new protocols of cultural analysis that involve the use of digital software such as semantic network interfaces.

Current members of the research team include: Professor Perry Hoberman (Interactive Media, USC), Cara Wallis (Post-Doctoral Research Associate, Annenberg School, USC), Maura Klosterman (Doctoral Research Assistant, Annenberg School, USC), Susana Bautista ((Doctoral Research Assistant, Annenberg School, USC), and John Brenna (MFA student, Interactive Media, USC).

Early support for this research came from Atlantic Philanthropies and the Institute for Multimedia Literacy (USC) and Zumberge Interdisciplinary Award (USC). Generous support has come from the John D. and Catherine T. MacArthur Foundation as part of the initiative in Digital Media and Learning.

January 8, 2009

Spring 2009 Syllabus for CTIN 594B: IMD Thesis Production Course

CTIN 594B: Advanced Interactive Project

Spring 2009

Location: IMD Student Studio Space
Time: Wednesdays 1:00 – 4:00 pm

Anne Balsamo
abalsamo@cinema.usc.edu
Office: IMD Co-Design Lab (Flower Street)
Office Hours: 11-1:00 Wednesdays, or by appointment
415-336-3138 (mobile)


Course Description and Goals

CTIN 594b is the second half of CTIN 594ab, a two semester sequenced course in which third year IMD MFA students are to complete the concept development, production, final documentation and testing of an advanced interactive project culminating in a thesis paper, presentation, and final show. While each project may have several students working in different production or programming capacities, all final controls and decision-making will be the responsibility of the enrolled third year MFA candidate. Along with the faculty supervisor, each MFA candidate student should have already compiled an approved Thesis Committee consisting of a Thesis Supervisor and at least two other participants. The advanced project is not only a portfolio project which demonstrates the student’s technical, creative and managerial skills in creating an interactive project, but also should provide a significant contribution to the body of existing interactive media works.

Final deliverables include:
• Completion of thesis project that includes full functionality and final content;
• Exhibition of thesis project in a project-specific venue;
• One internal and one public presentation of their thesis project;
• Final draft of a thesis paper suitable for publication.

The thesis project is expected to both a technical and a creative achievement that integrates the exploration of new and novel media technologies with compelling and expressive content. Although the lines between technology and content are complex, students are expected to be mindful of both elements and will be assessed accordingly.

Students are further expected to be responsible for documentation and articulation of their thesis project into the corpus of academic scholarship, to both demonstrate “on whose shoulders” their work is built and to “leave a trail” for others pursuing similar work. Students will accordingly be assessed for the contribution in the field through their ability to exhibit, present, and write about their thesis project.

Students are expected to have regular contact with each member of their Thesis Committee, sending them email updates at least once a month through the course of the semester. Students are expected to meet together weekly for production updates and for sharing common information. They are also expected to attend the weekly 511 seminars.

Grading Structure
Grades will be assigned after completion of the project at the end of the second (b) semester as follows:
Creative Execution.................................................................25%
Technical Execution................................................................25%
Contribution to Field...............................................................25%
Collaborative Contribution and Participation in Final Show.................25%

Attendance
Attendance at all classes is mandatory. Punctuality is also expected. Two unexcused absences may lower one's grade a full point while three unexcused absences may lower one's grade two full points. Four or more unexcused absences may result in a request by the instructor for the student to withdraw from the course.

Class Meetings
Students will initially meet weekly as a group during the allocated class time, for lectures, presentations, and discussion. As the semester progresses, the allocated class time may be tailored more for one-on-one meetings and for studio-style work.

USC Supplied Facilities
USC will supply lab space and facilities as available. Generic computer hardware and software and internet access will be provided as available. Students will be required to secure and supply at his or her own expense all project specific hardware, software, bandwidth, etc. as well as non-USC supplied facilities if required

Ownership
Consistent with the policies of USC and the School of Cinematic Arts.

Additional Crew Members
Students may use additional crew members not enrolled in CTIN 594b subject to the approval of faculty. It is specifically intended that students seek out qualified students in other programs and other schools at USC who might bring unique and needed skill to the creative process. It is also intended that students seek out first or second year Interactive MFA students. All projects are required to keep an updated approved crew list that will determine access to USC supplied facilities and equipment.

Missing an Exam, Incompletes
The only acceptable excuses for taking an incomplete in the course are personal illnesses or a family emergency. Students must inform the professor before the final exam week and present verifiable evidence in order for make-up evaluation to be scheduled. Students who with to take incompletes must also present documentation of the problem to the instructor before final grades are due.

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

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

Thesis Paper and Project Deadlines

CLASS SESSIONS /KEY ACTIVITIES/DELIVERABLES

1/14/09
First Day of Class
Discussion on Thesis Preparation Process


1/21/09
Meet w/Space Designer
Production Plan Document Assigned
Go Over Thesis Paper Outline

DELIVERABLES:
Project Title
Project Descriptions


1/28/09
Crit #1
Guest Critics TBD
SET Drop dead date for user testing (3/4/09)

DELIVERABLES:
Production Plans Due
Upload onto class wiki

2/4/09
Crit #2
Guest Critics TBD

DELIVERABLES
Thesis Paper Outline Due
Detailed Production Schedule
Contribution to Field
Prior Art Identified
Example of Relevant Genre as Publication model


2/11/09
Crit #3
Guest Critic: Michael Renov, Assoc Dean, SCA
Hands On User Testing


2/18/09
Crit #4
Guest Critics TBD
Hands On User Testing


2/25/09
Crit #5
Guest Critics TBD
Hands on User Testing

DELIVERABLES
Draft #1 of Thesis: Distribute to Thesis Advisor and Committee members


3/04/09
Individual Meetings w/Anne regarding research


3/11/09
Project Team Meetings
Obtain Feedback from Thesis Advisor

DELIVERABLES
Detailed Production Updates
Thesis Show Submission Doc


March 14-22, 2009 Spring Break

March 23-27, 2009 GAME DEVELOPERS CONFERENCE


3/25/09
Thesis Papers Uploaded

DELIVERABLES
Thesis Paper DUE


3/30/09 Formal Thesis Presentations 9:30 am until its done

NOTE: IMD Faculty will determine Thesis Show participants based on progress to date


4/1/09
Determine Show Title
Look N Feel
Architectural treatment
Art work/Signage

DELIVERABLES
Final Titles
Key Image Provided
Final Text for handouts

SPACE CLEAN OUT/All Hands Clean Up


4/8/09
Final Space Treatment
Demos of Show Application
Finalize all art/PR materials

DELIVERABLES
Detailed Equipment List


4/15/09
Move into Lucas Gallery
Determine light/sound issues

DELIVERABLES
Final Lock of Application
Show Application Done


4/22/09
Continue Space Transformation


4/29/09
Dry run with real technology
Drop Dead Day
Demo in Exhibit Space


5/6/09
Final Show Preparation
Final Exam Week
Handouts created


May 9, 2009 Thesis Show Opens

May 9-14, 2009 Final Thesis Show
Formal Presentations of Thesis Projects during show

5/14/09
Thesis Show Closing

5/15/09
Commencement

September 24, 2008

Wordles from the new book: Designing Culture

title="Wordle: DesigningCulture: Introduction">

title="Wordle: Gendering the Technological Imagination">

title="Wordle: Performing Innovation">

title="Wordle: Public Interactives">

title="Wordle: Working the Paradigm Shift">

January 24, 2007

Anne Balsamo Talk on Technology and Culture

As part of her presentation on her new book project, Anne Balsamo will discuss the theoretical framework for the creation of the Collaboratory for Technology and Culture at USC.

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October 25, 2006

First Year IMD Students Rock...and Punch...and Pray....

and fight...and drink...and game...and play with dolls!

A highlight from this week's 541 mid-term presentations featuring RJ, Diana, and Al playing the DrumBone.

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June 15, 2006

Julian Bleecker and Onomy Labs at Where 2.0

Read below for a review of Julian's demo at Where 2.0. Also read the review of the Twirly-Twisty-Tilty Table that was being demo'd by Onomy Labs (the design company that Anne co-founded before she came to USC). We'll have a table installed in the new IMD Collaboratory space starting in the fall, available for students and faculty to work on for the creation of games and other applications!

A Lot There at the Where Fair

Tuesday June 13, 2006 9:03PM
by Bruce Stewart in Where 2.0

After a mind-bending day of talks and demos and then a lively and packed exhibitor hall reception, the hands-on Where Fair event still did not dissapoint. For those that were at the first Where 2.0 conference, it’s really striking what a difference a year has made in the progress and uptake of these location technologies. I think John Hanke of Google summed it up well when he told the audience this morning, “I think we all share a sense of collective shock at how much has happened in the past year.”

The Where Fair is a fun event that highlights some of the new and smaller projects in the location space, often led by young and independent developers, and was a great place to sample the energy and excitement that many are feeling at this conference. There was a wide range of varied technologies and applications on display — from spy “Bat” planes, to location-tagging applications, to an awe-inspiring “Tilty, Twisty, Twirly” table for interactive map displays. I can’t cover all the neat projects that were on display in this space, but here’s a few details on some of the ones that caught my eye.

OnomyLabs seemed to be drawing the biggest crowds with their “Tilty, Twisty, Twirly” table display. The innovative display responds to, well you probably guessed, being tilted, twirled and twisted. It’s an immersive and impressive way to view maps, especially in fly-over mode. OnomyLabs was created by alumni of XerocPARC, and it shows. They have sold some of these table displays to museums, planning centers, and real estate ventures. They win the prize for the funnest, hands-on demo at the fair.

Julain Bleeker was showing off the new Geotagthings application. Geotagthings is a new web service that allows you to quickly and easily assign anything with a URL to a location in the physical world. Using the Yahoo! Maps’ interface and API, Geotagthings really does make it simple to add location tags to any web page, and it provides an open RSS-based mechanic for retrieving geotagged resources and displaying them in an RSS newsreader.

more....

http://www.oreillynet.com/conferences/blog/2006/06/a_lot_there_at_the_where_fair.html

May 8, 2006

Down with Serious Games Event at UC Berkeley

http://art.berkeley.edu/060606/

Join UC Berkeley's New Media Commons on Tuesday, June 6, 2006, for an all-day colloquium to advance our common knowledge on the topic of Serious Games, sponsored by the UC Berkeley Center for New Media In keeping with our observation that games are best understood when played, we are developing the colloquium itself as a (serious?) game, starting with a 6 am morning run and ending with a victory lap. To show that we are not all talk, no action, we are also hosting a Serious Games Contest. The winners of the competition will receive their awards at our conference.

April 26, 2006

Gaming Literacies

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Delivered as part of the Tele-Seminar on Gaming Literacies, 4/27/06