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As for my interest in interactivity and storytelling I see lot's of possibilities...hmmm. I can see googoles of data served by every microlayer, now, if I can only remember where I left my glasses...
The Eyewriter from Evan Roth on Vimeo.
I have to admit that before this class and this reading on MMOG. That I hadn’t given much thought to MMOG. I personally have never participated in any of the games mentioned although through the years I’ve known many people who have. Probably, the most interesting to me in the historical narrative of the development of online gaming was the information about how politics has influenced the development of the games. I find it fascinating that part of the reason that Korea has lead the way with games such as Legacy was that rather than importing other commercial gaming systems from Japan (which was not allowed post WWII the country focused their attention on broadband. That one difference made a huge impact in their country being successful in the online gaming business. The other fascinating thing to me that was pointed out in the article was that the way the different cultures interface with MMOG is different. For more communal societies, the users gravitate towards game that better reflect the society they know.
In the second set of reading I was asking myself “what is the purpose of the game?" Gaming is such big business and has been extremely successful, but why? The reading cleared this up for me a bit because the developers are asking the same question. What is it about these games that draws people in? Is it the fight or the social interactions or some combination of both? What method of payment works best? What Leveling up method keeps people interested? I think the development community knows that the social interactions and some sort of goal are key but they cannot have a free reign society because the survival of the fittest mentality tends to take out all the new players too quickly (which isn't good for business or for social satisfaction).
I think we'll have to stay tuned to see where this goes. As to the satisfaction of "why they are popular" I found an interesting article on The Psychology of MMORPG. In this article the author conducted an online survey for 3 years from 2000-2003 of users who played EverQuest, Dark Age of Camelot, Ultima Online and Star Wars Galaxies. They had anywhere from 2000 to 4000 responders for each survey they posted. Many of the questions were related to social interactions both in real life and in the game. One static that really caught me was that of women gamers 59.8% participated in the game with a romantic partner and 39.5% of female responders participated with a family member. There were also many other interesting statistics about friendships within the game. It seems to me, that at least for women, the huge draw is the social interactions that can be had, in some ways, much more easily in the game than in reality. Maybe the MMOG has taken the place of the Tupperware party. Time will tell if it is a passing trend or is here to stay.
Augmented Reality (AR) Joiner series, Waterfall - Outdoors from Augmented Stories on Vimeo.
In researching how to animate text for the names of the performers in the Live Vibe TV Bach presentation, I tried working with both Flash and Isadora. There seemed to be no advantage to Flash in that the overall production is going to use Isadora to control the multimedia components for the event. Isadora offers an amazing versatility of effects and modes. It comes with examples of how to set up a series of variables and controls, one of which is shown on the screen capture above. Only focusing on the possibilities with text, the following are just some of what can be accomplished:
1) Showed alpha channeled text over video images
2) Allowed for control of font size, color, and style (can match logo fonts)
3) Allowed for control of location and/or rotation of text
4) Create effects with the text such as changing it to dots, or cutting it into
sections which then come together to form the names
5) Animated on an x,y, and z axes
6) Allowed for button or toggle control of chosen functions
In the essay of Tele-Agency: Telematics, Telerobotics and the Art of Meaning, Edward Shanken addresses the idea of determining how new media are to be used. It is a very similar discussion to what we have read in prior essays, however there is more of a focus on the use of certain language. Specifically, he argues that we should reevaluate the use of the terminology of “master-slave” for future work with robots. I think that it the language itself may be a hindrance in having mutual interactions between the machine or robot and the human. Shanken argues that a more “object-object” set of definitions may be more appropriate as a starting point for discussion and again brings up the point that the machine may be capable of arriving and consciousness which would change the way we engage with them. A primary issue is that the ethics for how object-object art and sciences is to be achieved should be determined.
Although I am still quite skeptical of machines achieving consciousness, I can see where we would need to discuss the ethics of such thing as it helps to structure how we will interact with other beings and machines. I could certainly agree with the statement he makes that eventually the "master" reaches a point of not being able to live without the "slave". Sometimes I wonder if we haven't already reached that point with our technology.
The discussions in the paper about telephonics was very interesting to me from a more practical point. I like the idea of using the technology to be able to interact with artistic designs in a "real-time" situation. In looking further into the work of Norman White and the Telephonic Arm Wresting I also found some other works my Norman White who has spent most of his time working on interactive media. One particular work that I found very interesting was the HearSay device from 1985 before email was commonplace. This message was around the world and translated into various languages. The final message had the major components of the message intact, but the details were either removed or changed. The original and final part of the message are illustrated below:
Original:
STILL SHORT OF BREATH, THE MESSENGER PULLED HIMSELF TOGETHER. HE LOOKED THE KING IN THE EYE AND GASPED: "YOUR MAJESTY, I AM NOT WAITING FOR A REPLY BECAUSE THERE IS NO MESSAGE BECAUSE NO ONE SENT ME. I JUST LIKE RUNNING."
Final:
THE MESSENGER, STILL PANTING, LOOKED AT THE KING AND REPLIED: YOUR MAJESTY, THERE IS NO NEED FOR AN ANSWER. AFTER ALL, NOTHING HAS HAPPENED. NO ONE SENT ME. I RISE ABOVE EVERYTHING.
In this article on “Of Writing Machines and Scholar-Gipsies” Christopher Keep comments on the teaching of humanities in universities with increasing presence of technology and machines. It is an interesting essay and does pose a few questions that should be considered. The first thought that I have is essentially in seeing the machines as tools in which the humanities (specifically literature) can be brought to life. I do not see that automatons or any other machine creation is a threat to the humanities or to human-kind as is possibly eluded to in this essay because the automaton is still an expression of the work of the humanities. The literature is an expression of the ideas of the authors of their age and the use of blogs, VR, video games or comic books in our age does not discredit the fact that they are still expressions of the authors’ thoughts. In fact, many of the ideas of literary works can be brought to life in “new” ways by the new media. The author essentially says this argument is not new because as works were translated into English the same debate was had of the appropriateness of translating these literary works as it would take away from what they represent. I suppose in many ways the same conclusions have been drawn as we create libraries and recreations of literary works within Second Life. The other main theme of the essay that I find humorous is that as humans we have created machine and then have used these creations to try to differentiate why we are different from them. The main way in which we are different is that we have created and have tried to express ourselves. In that way, are automatons, virtual realities, or games any different from literature?