Art: June 2008 Archive Page
Sibling Affection and Paternal Abstraction as Drawn By a Six-Year-Old; or, Aren't My Daughter's Drawings Cute?
So, in my spare moments around the house, I started sketching web page layouts, or characters and props from the bedtime stories I've been telling my daughter. (Recently, I had a burning need to know what an engine room looked like in our ether-powered blimpship.)
Carolyn has picked up the habit from me -- we supply her with little notebooks which she happily fills up. She drew this picture during church this weekend. There's Carolyn on the left (note the "C" floating above her head) snuggled up against her brother Peter. Note also the little hearts inside the letters.
At the time she drew the above picture, I was sitting between Carolyn and Peter, and I wouldn't let her squirm across me to show this picture to her brother. Blinking back tears, Carolyn sat down in the pew and drew another, very different picture:
I have been reduced to a vertical barrier -- an impersonal force separating the two siblings.
First demonstration -- Virtual DJ.
Spinning circles of light seem to track the performer as she moves a motion-tracking controller in 3D space. Four cameras track down on a 9x9x9 space; we saw 8 maps of "Level 1," the music and lights are located in different directions, so one has to remember where each zone is. She carries a small container that emits an infrared light, picked up by the cameras. Space divided into a 3D grid, with different media objects programmed into the grid. A PC reads the performer's location in space, talks to a Mac which runs sound and visual elements. Software: "Reason"
Things of Day and Dream, corporeal poetry.
Software: "Ableton" (it sounded like that... unfamiliar to me) Recorded a poem, divided it up into chunks... video clips keyed with the text in 13 zones. Each chunk of spoken word invokes a different chunk of video, with music playing throughout. Text, video, and music all embedded in 13 different zones. Very short -- just a minute and 5 seconds. Grid divided into 2 regions, 10 different phrases on the "dream" side, and 2 with "awake," and in the middle is a liminal zone. [Question... what does live interaction add to the performance? Watching someone else -- a specialist -- interact with a 3D space is one kind of experience...]
Rhapsody Room.
Spaces trigger individual words, also keying changes in the sound track and lighting. "Jolt," "sky," "final". Pronouns high, in the middle were the modifiers, and on the ground were the verbs. Intersting experience.
[The complexity of navigating through the 3D menus reminds me of the frustrating experience of navigating multiple 90 degree turns through nested Windows menus. It takes a precision that seems mechanical and robotic... how often does the system poll the location of the controller? How does that affect the nature of the experience?]
The whole studio setup reminds me -- just slightly -- of the "mood room" in Anthony Clarvoe's PICK UP AX. Lab set up with a collaborator in Canada... very little lag time. There's too much lag to create classical music.
Question from Mark Marino: how do new users interact with the system?
Dene says it takes people about 20 seconds of moving the controller up and down, but within 30 seconds people start moving around. People who are comfortable with their bodies and uninhibited are all over the place, but people who are more reserved are more timid with the controller. Designed to be portable and friendly to new users.
Rather than a mouse running across a desk, the mouse is a tracker, the surface is air, and a hyperlink is an invisible point in 3D space. [I guess her controller doesn't have a clicker, so it's all activated by "hover".]
Invoked Jeff Parker's "A Poetics of the Link."
Patterns, repetition, cycles... a physical instantiation of the interaction of cameras, trackers, light, computers, along with the human performer's body, brought to fruition by the hyperlinks. Disorienting, but not silent gaps. We tend to think of hypertext disjoined spaces, but Dene sees them as potentially contiguous.
Dene -- "event link" -- multidimensional event space. Invoked Aarseth's notion of time in ergotic works. Time in the tale, time of the telling, and the event time. DIalectic between aporia (gaps) and epiphany (insight). Dene sees her work as lacking gaps.
3D perforamce works are about signification and mapping... performer finds her own sense of order. Transition, relay, and movement. Emphasizes the performer inside the system. Human, corporeal contribution to the work of art. Add, along to the perception of reading along multiple paths, also the mutiple paths of performance, multiple ways of the human performer interacting with the work.
"Corporeal Poetics."
The controller has no "click" function, so all the 3D ineractions is "hover."
Diana Slattery, "Glide" - build a visual language and gesturing, hand gestures.
Kate Pullinger and mouse-over. "Breathing Wall" -- breathing into an apparatus to move the story along with the breath.
Mark B. asked how this counts as literature -- is it scored? Virtual DJ isn't written down, Rhapsody Room is open enough that anyone can innovate, but Day and Dream takes practice to perform.
The notion of ephemeral beauty is part of the allure of this kind of work... "Do I really care" whether it's possible to capture it?
The space can handle four different trackers, each triggering different actions in the various spaces.
The demos we saw were all based on the tracker's location in 3D space.
In The Mindful Play Environment, it is possible to use trajectory, speed, proximity of trackers to each other... Dene's website has a video of that work in progress for the Oregon Museum of Science and Industry.
Now, it's possible that Limbo of the Lost purchased the rights to re-use the art and 3D models, but Oblivion isn't the only game the creators of Limbo of the Lost have borrowed from.Eric was recently assigned a game developed by Majestic Studios titled "Limbo of the Lost." At first glance, this game appears to be your typical point and click adventure again. This time, however, something seemed oddly familiar to him. Eric, being the avid PC gamer that he is, noticed that there were some similiarties between Limbo of the Lost and The Elder Scrolls: Oblivion.
The first example of this can be seen in the screenshots from Oblivion and Limbo of the Lost below. Notice how everything is placed in exactly the same place and almost all of the textures are identical. In fact, the only real difference is the quality of the texture and overall graphical look. Even the portrait that can be seen under the stairs is exactly the same as the one that can be found in Oblivion. Also, take note of the placement of the rug in the middle of the floor and the placement of the stairways. These similarities lead to many questions. How rampant are situations like this in games that fall under the radar of the typical gaming crowd?
