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May 23, 2005

E3 Extravaganza

My experience this year at E3 was way better than last's. I attribute this to three things:
1. I'm developing an immunity to sex, violence, and pounding rock and rap, thanks to the GDC and E3!
2. My iPod. I found that by creating my own soundtrack to the experience, I was better able to sift through all of the bright and loud crap that inundated the senses upon entering the convention center.
3. Unemployment. Man was I booooooored!

The good news is, by the end of day 3, I realized I had actually seen everything. Wow, did I geek out! And I can now speak with way too much proficiency on the whole expo. But the truth is, once I was able to sift through all the bright and loud crap, I found out there was actually a lot of fun happening, and some pretty neat games, too. Here's what I found blog-worthy:

Trauma Center: Under the Knife
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Mentioned already by Aaron, this game seemed to be what everyone was buzzing about on the Nintendo DS floor. It reminded me of one of the first PC games I played back in highschool(which I was suprised no one else made the same remark - all my friends were into surgery PC games for some reason at the time), with an added sense of humor.
A great game for the DS, since performing surgery with a stylus is a lot of fun. Also, because the success of the operation is time-sensitive, it makes for a great mobile experience when you just need that quick fix of cleaning glass shards out of an open wound on your train ride to work.
View the trailer

Game Boy Micro
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How bad do I want one of these? Pretty bad. It's so teeny! But what I like best about it is the promise that I will be able to save my own video and audio to a memory card for teeny playback. I wonder what Spiderman 2 would look like on this thing?

Killer 7
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Wicked style and fun controls. Didn't get to play this one much so I can't vouch for characters or story, but what seemed most interesting about this Capcom venture is the control schema. The character runs along a fixed path, so you don't have to use the d-pad or analog sticks to make him go, you simply press the big green button. As I am currently stuck in my fourth dead end in God of War, I found this to be quite refreshing. You know where I need to go! Stop beating around the bush and just get me there! Less walk, more rock!
Capcom's Killer 7 Site

Indigo Prophecy
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I only played the first 10 minutes of this game, but it seemed more like an interactive narrative than a game. Which is just fine by me, and I would add that Atari should look into demo-ing this at interactive media/non-gamer conferences. In the first cinematic your character becomes possessed while sitting on the toilet in a local diner. But instead of popping a Tums, he stabs another customer to death. The player takes control the moment just following the murder, and must figure out who was possessing this guy and why, without getting caught by the fuzz. I think you also play as the police at some point, but I didn't get that far. The controls weren't very intuitive to me, but I was interested in the story. There are multiple ways to move through the narrative: "think of a rubber band," was how it was explained to me. Every decision you make has an effect on the story you create, with the story relying on moments of dramatic tension. . . or so I was told. More of it was said than shown, but I'm still interested to experience the final product.

View the trailer

24:The Game
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Yeah, well, maybe this game wasn't at the apex of innovation, but I'm a complete freak for 24 so I had to put it in here. My overview; could have been worse, but I could have done better ;-) Of course, as a fan girl, I have to say that. They were smart enough to employ the multiple-window set up of the show, and incorporated time-sensitive missions, of course. The characters looked pretty good, and I have to admit - after I had completed the task of finding all the snipers through radar and Jack Bauer was setting up on the rooftop to take them out, I was pretty stoked.

View the trailer

May 22, 2005

The Imagination Liberation Front Presents

WHAT:
"I'm Gonna Kill the President!" A Federal Offense by
Hieronymous BANG

"This is an example of the lunatic left wing that makes mainstream
leftists like me look bad."
-Alan Colmes, Fox News Radio

WHEN:
May 20,21,25,26,27,28, June 3,4,10,11,17,18,24,25; show
times vary. Call the hotline.

WHERE:
Various secret locations in the Los Angeles area. Call the hotline.

IMPORTANT:
You must arrive at the meeting place at least 30 minutes
in advance or risk missing the show entirely.

WHO:
starring ***** *****, ******* ****, ***** **********, *******
********, **** **********, ******** *******

HOW MUCH:
$15; $13 students & seniors; $12 posses of 10 or more

RESERVATIONS & INSTRUCTIONS:
888.475.6181

PRESS CLIPS:
The ILF on Fox News

A review from Salon.com

A feature from Timeout New York

"It has been over 24 hours since I left the theater and my nerves
still haven't settled down. Now that's revolutionary."
-Helen Shaw,New York Sun

"The sign of the times isn't the play itself, uproarious as it is.
It's the fact that the one might have to worry about having seen it."
-Michelle Goldberg, Salon.com

"The highly inventive comedy mixes soapbox speechifying, slapstick,
cheesy sight gags and equal-opportunity lampooning (paranoid
conservatives and lame lefties are both shellacked) into a smart and
relevant commentary."
-David Cote, TimeOut NY


Continue reading for The Press Release

"I'M GONNA KILL THE PRESIDENT!" A FEDERAL OFFENSE HITS L.A.!

The Imagination Liberation Front (ILF) presents the traveling
production of Hieronymous BANG's incendiary play "I'm Gonna Kill the
President!" A Federal Offense. The ILF is on the run, striking from
underground, and more dangerous than ever. The play arrives in Los
Angeles May 20 and runs through June 25.

A guerilla comedy that features a crank-call to the White House,
President! scandalized last summer's Republican Convention in New
York. Rush Limbaugh, Sean Hannity, Fox News, and countless
conservative bloggers railed against the production even as crowds
piled in. The ILF's fun-loving radicals had to skip town fast—trouble
from the Secret Service, the FBI, Homeland Security, and death
threats.

The play blends the styles of the Yippies, the Muppets and Dario Fo to
tell the story of a confused college student who falls for a radical
prankster with a plan to overthrow the government.

The production runs at various secret locations around Los Angeles
from May 20 to June 25. America's culture of fear and persecution of
liberty have necessitated certain security precautions. All
performances require audience to assemble at a secret meeting place.
Show times vary; tickets are $12-$15. For reservations and
instructions, call 888.475.6181. AUDIENCE MUST ARRIVE AT THE MEETING
PLACE AT LEAST 30 MINUTES IN ADVANCE OR RISK MISSING THE SHOW
ENTIRELY—LATECOMERS WILL NOT BE SHOWN TO THE THEATER.

For the personal safety of yourself and everyone involved, please take
the following precautionary measures:
- DO NOT disseminate names, locations, or other information beyond
that outlined here.
- MAKE SURE you are not followed to the meeting place.
- DESTROY this document once you've memorized the information

Viva la imaginacion!

May 6, 2005

Final Thesis Proposal

Well guys, I finally figured it out. Here it is, you can download it, or I've pasted the text (up until budget and timeline) into the extended entry for skimming purposes.

I welcome feedback, and appreciate you taking the time to look at it.

download the Word document

I. Title

All Your Body Are Belong to Us


II. Abstract

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


IV. Text

A. Motivation

Physical Performance Arts

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

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

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

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

However, this knowledge hasn't only been held by avant-garde performers. Initially conceived by French philosophers such as Maine de Biran, Ravaisson, and Henri Bergson, implicit memory has been rediscovered and explored in the last few centuries. As opposed to explicit recollection, which is the mind's representation of the past in relationship to the present, implicit memory reenacts the past in the course of the body's performance. Psychologist Thomas Fuchs explains that "implicit knowing is our lived past." It appears generally in five different types: procedural, situational, inter-corporeal, incorporative, and traumatic memory.

Briefly explained, procedural memory is physical memory through repetition, such as typing on a keyboard. Even though I might not remember where every single key is, my fingers are able to create words out of my thoughts through typing. "Procedural memory unburdens our attention from an abundance of details . . . The will becomes free since the single elements of willing and acting recede into the background . . . Through moving the keys the pianist is able to direct himself to the music itself, to listen to his own play. Thus freedom and art are essentially based on the tacit memory of the body"(Fuchs). Situational memory is how full experiences are stored, such as how I felt during my last final, or when I won the big game, etc. It is a part of our memory that cannot be completely expressed in words. Inter-corporeal memory is how our bodies learn and remember to interact with others; for example, how one holds her body when speaking to authority as opposed to in relation with a friend. Incorporative memory involves the postures we have adopted from others, and traumatic memory can come in the form of chronic aches and pains as a result of some physical or psychological trauma one might have incurred and have stored in the body.

After university, I became involved in dance and improvisation. Through improv I was introduced to the philosophy of the mime Etienne Decroux, who formulated "corporeal mime" - an art of attitude achieved through harmony of the trunk limbs, thought and form. Decroux examined how a snapshot of the human body can tell a rich, detailed story without using any words. By isolating various body parts and muscles and using each one of them the way Meyerhold would use each aspect of a performance to tell a story, the human body can become a tool for communication simply on its own.

My final influence as a physical performer came from my work with a New York-based Butoh theatre company, "Shufu Theatre." The director of the company, Madelyn Kent was examining the use of Butoh exercises as rehearsal techniques for dialogue plays (typically Butoh shows have no speaking). Butoh theatre, in short, is a style of dance in which the dancer stops being himself and becomes someone or something else. In traditional dance styles, the dancer expresses an emotion or abstract idea through his body. However, in Butoh the dancer becomes something else than what he is in order to communicate a feeling. Kent used these exercises to assist the actors in the development of their characters and to create a certain rhythm to the play that was neither natural nor unnatural, but fed the emotion of the moment, the line, the word, and down to the breath. In rehearsal I would participate in these exercises, and found a certain physical freedom I had never experienced before. Some compare the exercises to "trance dancing." I could actually let go of my consciousness and move through space as a wholly different person or thing. I could let go of Kellee's body memory, and attempt to discover another body memory all together. These exercises were freeing and therapeutic.

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

Play-Centric Game Design

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

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

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

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

B. Methodology

"All Your Body Are Belong to Us" is a performance piece that will examine these subjects of body memory, physical interactions, and the implications of modern interface design through a narrative that is driven by the body. It is a travel through space and time through the human form. As the characters unlock their body memory, they discover their inhibitions, memories, and natural instincts.

For the creation of the content, I will continue to research and explore the ways through which we communicate through our bodies, store our memories in them, and how we then use our body instrument to interface with the machine instrument. I will also examine how a narrative can be mapped onto and weaved through the body.

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

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


C. Proof of Concept

"All Your Body Are Belong to Us" will be a performance piece with dance, dialogue, music, and video. I project the piece will be a short one-act, lasting somewhere between 30 mins to an hour.

May 3, 2005

Photoshop Procrastination

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hahaha!