Early Technical Document
- Playback System
2 Max Msp computers
-1 for visual control connected to GSR
-1 for surround sound control connected to GSR
- Projection
2 pico projectors
2 screens made up of fabric or textured paper
- Media Content
Require 10 voice over actors (5 male, 5 female)
Require camera
Require sound recorder (sfu protools system)
Technical issues that need to be determined:
Art installation checklist
Technical document
Mapping of the GSR data to audio
-what parameters we want to control (trigger audio, panning, volume, effect)
Mapping of the GSR to video
-parameter to control (visual effects, video clip)
Determining the narrative structure of the installation
-audio events (random or ordered)
asynchronous visuals (random or ordered)
Duration of each performance:
sensors
- GSR (Galvanic Skin Response)

(Image from http://www.amazon.com/Basic-GSR2-Biofeedback-Relaxation-System/dp/B000E22DFE/ref=sr_1_1?ie=UTF8&s=hpc&qid=1298930772&sr=8-1)
- Heart Beat Sensor

(Image from http://www.sunrom.com/sensors/heart-beat-sensor)
- FSR (Force Sensitive Resistor)
(Images from http://www.sparkfun.com/)
Installation Development
Installation plan view using 8 speaker surround sound, two projection screens with 2 participants (performers) inside.
I know the 3D biped human-like skeletons are a little funny, but just see the big picture. We imagined the screen could be something sculptural, and perhaps a patched surface.
These are rough sketches.
Inspiration
[MN] This is inspiring to see: The Heart Library Project,
Scanner camera:
http://golembewski.awardspace.com/index.html
[SKC] sound of corner monster:
… maybe imagine like the library scene of Wings of Desire:
Sensuous Geographies : a performative sound and video installation
http://www.sensuousgeographies.co.uk/
Book:
Sensuous Geographies: Body, Sense, and Place by Paul Rodaway
Initial Dialogs


[11-02-19 8:46:23 PM] MN: I’ve been thinking more about our project and looking around the web for more ideas
[11-02-19 8:46:34 PM] MN: I still really like the idea of combining Max with Unity
[11-02-19 8:46:50 PM] SKC: so, what is your idea so far? h
[11-02-19 8:46:56 PM] SKC: i have some thoughts..
[11-02-19 8:47:44 PM] MN: I like the idea of combining some of the conversations we have had with the Lucid Dreaming
[11-02-19 8:48:07 PM] MN: creating an installation that deals with dreams or memories
[11-02-19 8:48:16 PM] MN: its very subjective but I think it has potential
[11-02-19 8:48:25 PM] SKC: i was wondering, what you think about putting 4 speakers in closer to the installation component and 4 further out at 45 degrees angles (remote)
[11-02-19 8:49:03 PM] MN: hmmm…what are you thinking of achieving in terms of an audio effect?
[11-02-19 8:49:37 PM] MN: it won’t really make a difference except that the farther speakers will give you better frequency definition in the lower frequencies (bass)
[11-02-19 8:50:15 PM] SKC: i was wondering if there will be a greater perceptual 3d depth by physically moving some other speakers further out
[11-02-19 8:50:59 PM] SKC: and because people interaction/or observing the installation might wonder through the sound space
[11-02-19 8:51:19 PM] MN: to get proper depth control depends on how you setup your mix…speaker positions help but its really what you do to the sounds using production techniques that make a difference
[11-02-19 8:51:28 PM] MN: I like that idea and its definitely possible
[11-02-19 8:51:52 PM] MN: I have been also looking into building environments in unity that look super abstract like this: http://vimeo.com/12700368
[11-02-19 8:53:05 PM] MN: I think the bottom line is between you and I we have enough technical skills to pull off a lot of stuff…the question is what is our concept? what are the underlining themes we want to demonstrate in our project?
[11-02-19 8:53:10 PM] SKC: yeah.. i have a narrative that i am interested in exploring that speaks about multiple layers of physical space like underground for instance, but that is largely represented by video of abstracted faces
[11-02-19 8:54:03 PM] SKC: so when i say narrative, i am thinking this could be recorded speech
[11-02-19 8:54:20 PM] MN: ok but what is it about?
[11-02-19 8:54:21 PM] SKC: which moves around in 3d space depending on various bio data
[11-02-19 8:54:51 PM] SKC: it is about the ‘corner monster’
[11-02-19 8:55:06 PM] MN: :o what?
[11-02-19 8:55:10 PM] MN: lol
[11-02-19 8:55:18 PM] MN: can u explain the idea a bit?
[11-02-19 8:56:09 PM] MN: it reminded of this website: http://www.rmx.cz/monsters/
[11-02-19 8:58:37 PM] SKC: a representative entity of human affective interaction with sensual perception / it is not that cute lol / and i am thinking that it could be interesting two screens behind the two interacting participants (this is a current model) so that each person is constantly distracted from direct interaction by the mediated interaction
[11-02-19 8:59:40 PM] SKC: what is gonna be on the screen could be visual representations of the spoken narrative, but in a different time and space
[11-02-19 9:00:06 PM] MN: so how are the users interacting?
[11-02-19 9:00:53 PM] MN: so you want to have 2 screens in front of the users and 2 behind them?
[11-02-19 9:01:32 PM] SKC: hang on, drawing will come…
[11-02-19 9:01:52 PM] MN: lol..ok
[11-02-19 9:08:43 PM] SKC: sorry, it is an awful drawing as an artist, but it may give you a quick sense what i am imagining..
[11-02-19 9:08:47 PM] SKC posted file rough.jpg to members of this chat
[11-02-19 9:09:20 PM] MN: :)) that’s cute
[11-02-19 9:09:23 PM] SKC: the reds are possible two participants, and blues are screens with video
[11-02-19 9:09:28 PM] SKC: sorry.. lol
[11-02-19 9:09:39 PM] MN: so 1 screen in front and one behind
[11-02-19 9:09:54 PM] SKC: green rectangle is (may be) a table
[11-02-19 9:10:03 PM] MN: how does bio feedback fit in the installation?
[11-02-19 9:11:04 PM] SKC: they will both have gsr, but one gsr will control the spoken voices sequencing, and the other gsr will control spacial positioning of the ‘corner monster’
[11-02-19 9:11:28 PM] MN: are the corner monsters visual or an auditory effect?
[11-02-19 9:11:38 PM] MN: or both?
[11-02-19 9:12:44 PM] SKC: auditory, abstract,
[11-02-19 9:13:00 PM] MN: ok good…I don’t think I can animate monsters :D
[11-02-19 9:13:16 PM] MN: so back to the GSR
[11-02-19 9:13:36 PM] SKC: but the how the visual component affect the participants will be another factor modulating the biofeedback
[11-02-19 9:13:37 PM] MN: so if there is stimulation, then it triggers a new narrative?
[11-02-19 9:14:00 PM] SKC: yeah,
[11-02-19 9:14:12 PM] SKC: more accurately
[11-02-19 9:14:27 PM] MN: ok…I still don’t know what the narrative is about or what corner monsters are…
[11-02-19 9:14:46 PM] SKC: the 3d spatial position and the positoin in the textual sequencing and speed
[11-02-19 9:15:43 PM] SKC: ok… conrer monster is ties with the writings about panoptic/holoptic perception
[11-02-19 9:16:05 PM] SKC: the coner monster is us the thing we never see
[11-02-19 9:16:44 PM] MN: ah yes ok
[11-02-19 9:17:33 PM] SKC: i think we need some conceptual basis for bio interactive contextualization
[11-02-19 9:17:50 PM] SKC: so that is what my narrative is about…..
[11-02-19 9:18:01 PM] SKC: in an abstract sense….
[11-02-19 9:18:52 PM] SKC: i have also been reflecting on what you have told me about your work so far and this seemed a possible integration that allows us both to pursue our research while still collaborating
[11-02-19 9:19:54 PM] MN: ya..I like the idea using panoptic for sound….essentially we dedicate 4 speakers for soundscapes and the other 4 for dialogue and music (in the form of acousmatic)
[11-02-19 9:20:26 PM] SKC: by the way i can make a virtual monster model (3d studio) but i don’t think this is necessary, I’m more interested in abstraction of the idea not literal forms
[11-02-19 9:20:31 PM] MN: all the sounds will be dynamic…that means we get realtime panning, reverberation and volume control…producing the essence of depth
[11-02-19 9:20:36 PM] SKC: yeah, that sounds good
[11-02-19 9:20:46 PM] MN: no I don’t we need to too literal about the monsters
[11-02-19 9:21:21 PM] MN: I think of it as the idea of humans being some what primitive as to the way we perceive things
[11-02-19 9:21:38 PM] SKC: agree,
[11-02-19 9:21:43 PM] MN: and that could be holoptic
[11-02-19 9:21:54 PM] SKC: yes
[11-02-19 9:22:04 PM] MN: ok…I like this ides :)
[11-02-19 9:22:23 PM] MN: I was concerned at first that we were too abstract but I think we can explain the idea
[11-02-19 9:22:30 PM] MN: so lets talk about the visuals
[11-02-19 9:22:39 PM] MN: which I think would be the most challenging
[11-02-19 9:22:56 PM] MN: there is a space which they will be immersed in..right?
[11-02-19 9:23:03 PM] MN: an abstract terrain?
[11-02-19 9:23:49 PM] MN: plus imagery on top (video clips?)
[11-02-19 9:26:50 PM] SKC: i had thought about an abstract terrain models, i am interested in layers of information under the surface of things, for instance like the earth, however after a lot of consideration about the data (how we get it), the meaning of data with the complexity of this timeline, that the idea is better represented with a very minimalist representation, like one part of human body
[11-02-19 9:27:54 PM] MN: I really like this kind of idea for an environment: http://www.fractal-recursions.com/files/fractal-05170508v.html
[11-02-19 9:28:48 PM] MN: or this http://www.youtube.com/watch?v=bMk8cA099xc&feature=player_embedded
[11-02-19 9:28:53 PM] SKC: this would mean very little 3d, if any, data in unity, meaning you can focus on bio modulation of audio.. .. therefore i was imagining projecting simple video onto possibly a sculptural transparent screen
[11-02-19 9:29:20 PM] MN: ya that could work…I’m still learning terrain building in unity
[11-02-19 9:29:21 PM] SKC: are you interested in fractal?
[11-02-19 9:29:37 PM] MN: I like fractals but I don’t know how well I can pull it off in unity
[11-02-19 9:30:19 PM] SKC: if you can think of any relevant terrain model to our project, otherwise it just becomes pretty pictures, i have found that to be a dangerous road to go down..
[11-02-19 9:30:36 PM] MN: I know exactly what you mean!
[11-02-19 9:31:10 PM] MN: we can keep the visuals very minimal…and I really like the idea of experimenting with projecting on different surfaces….
[11-02-19 9:31:18 PM] SKC: for instance, i can make you terrain that you can import, but why should we do this, if we are making it all up, it has no real relation or content to bio data
[11-02-19 9:31:42 PM] MN: no exactly…it has to relate back to our concept
[11-02-19 9:31:53 PM] MN: but we have to think of something for the visuals
[11-02-19 9:32:09 PM] MN: unless we go with sound only!
[11-02-19 9:32:17 PM] SKC: yes, and we can make the different speed/sequencing of narrative between video and audio, and see how the participants bio data get altered or shifted based on the arousals inherent in the narrative
[11-02-19 9:32:41 PM] SKC: yes, there will be visuals on the screens (the blue one in the rough image)
[11-02-19 9:33:03 PM] SKC: behind the participants, I’m thinking transparent, so it is viewable both side
[11-02-19 9:33:17 PM] MN: by the way we can import movies into unity and set them up as textures
[11-02-19 9:33:55 PM] MN: the other option is we can setup video cams and modify the image of the participants in realtime based on the bio feedback readings
[11-02-19 9:34:57 PM] SKC: I’m thinking, lets say, simply a speaking mouth of the narrative, it gives a linear sense of the story, people tend to assemble meanings from mouth shapes, but these shapes won’t necessarily agree with what they hear, this would be projected on sculptural screens
[11-02-19 9:35:36 PM] MN: the only issue is the synchronization of the mouth movements with the audio
[11-02-19 9:36:02 PM] MN: also we have to be careful because controlling the semantics of speech is a very complex process
[11-02-19 9:36:23 PM] MN: a simple speed is ok but doesn’t have any “wow” factor
[11-02-19 9:36:32 PM] MN: i meant speed change
[11-02-19 9:36:47 PM] SKC: i also though about that idea of projecting the participants own face or body, but that has a meaning of mirroring, people tend to react different when they see themselves in the mirror or when they see somebody else trying to speak something
[11-02-19 9:37:03 PM] MN: for sure…I agree
[11-02-19 9:37:09 PM] SKC: ok, there is no synchronization between video and audio,
[11-02-19 9:37:19 PM] MN: oh good
[11-02-19 9:37:25 PM] MN: that’s a big relief
[11-02-19 9:37:55 PM] MN: with the speech, we can control distance…making it seem farther away or closer and spatial positioning
[11-02-19 9:37:56 PM] SKC: video gives the linear sense of the narrative, and the audio positioning will modulated by the bio data of the participants who are interacting with each other and the screens
[11-02-19 9:38:02 PM] SKC: yes,
[11-02-19 9:38:46 PM] MN: I think what would add greater depth to the visuals is that if we layer some kind of imagery behind the mouth as the narrative plays out
[11-02-19 9:38:51 PM] MN: what do u think?
[11-02-19 9:39:29 PM] MN: the imagery is linked to certain events in the story
[11-02-19 9:40:01 PM] MN: it comes in only at certain key points in the story
[11-02-19 9:43:04 PM] SKC: it could be interesting to give other layers of imagery, I’m just worrying about that it could be too complex for the visual part, we can modify and see if it seems appropriate as we progress
[11-02-19 9:43:19 PM] MN: for sure..
[11-02-19 9:43:20 PM] SKC: but if we do that, i agree it should abstract and only intermittent
[11-02-19 9:43:37 PM] MN: can u email me the script?
[11-02-19 9:44:09 PM] MN: I need to get a sense of what we can do in terms of the sound design plus I plan to work on the 811 write up tomorrow
[11-02-19 9:44:32 PM] SKC: it is in my notebook, i need to type them, i will try to send some portions tonight….
[11-02-19 9:44:40 PM] SKC: it is pretty Kafka
[11-02-19 9:45:08 PM] MN: ya I don’t need a lot just a sample so I can visualize it a bit more for myself
[11-02-19 9:45:39 PM] MN: plus it will give me a better sense of what the role of unity and max would be for the project
[11-02-19 9:45:50 PM] SKC: yes, yes,
[11-02-19 9:47:26 PM] MN: well the idea is much more clear…some of the issues that need to be determined is what parameters the GSR is controlling, the type of soundscapes that would work, synchronization of biofeedback data with sound and visualize, the type of equipment we need, cpu horsepower!
[11-02-19 9:47:52 PM] MN: and content! plus how we plan to split up the work
[11-02-19 9:49:23 PM] MN: we don’t need to figure all of these things tonight but I will formulate some more ideas after I sip a bit more wine and sleep on it a bit ;)
[11-02-19 9:49:42 PM] SKC: i could work with the abstract sound of corner monster in max (maybe) and you could work with other spoken narratives in unity from bio feedback data
[11-02-19 9:50:14 PM] MN: ya I mean we have to see which tool is more appropriate for the content….
[11-02-19 9:50:32 PM] MN: I need to do a bit more research on the audio side of unity
[11-02-19 9:51:59 PM] SKC: i think that is good thing to focus on and i will get the script organize, do some max exploration also, and some video experiments
… conversation wanders and finishes…
v1b3 | Shelter: Fall2010 Vancouver, BC
presented during the iDMAa Conference at Emily Carr University of Art + Design
Shelter, food and clothing are basic human need. Within urban contexts people experience many stresses on their ability to find shelter be they geographic, financial or based in security. Many of these forces are affected by the perception of monetary value. Shelter also occupies symbolic meanings about home, family and social position. Like much in our material culture, our choice in shelter/s and how we “outfit” them reflects the user/owner’s identity. Recently the earthquake destruction in Haiti, the floods in Pakistan and the mortgage crisis in the United States refocus attention on the importance of shelter.
Juror: David Jude Greene
Program
- Dana Sperry, Sketches for an Intermezzo for the Masses no. 2
- Suk Kyoung Choi, Diptych: Incense vs. Candle
- Karla Berry and Don Barth, House on Wheels
- Adam Trobridge and Jessica Westbrook, Surface Tension
- Sarah Ross, A Slightly Softer City
- Niki Nolan, 60daysacrossthestreet
- Phill Hopkins, Dropping the House
- Scott Groeninger, The Ping Yao Continuum
- Joeseph Farbrook, Urban Skin
- Joelle Dietrick, Data House Cloud
- Scott Conrad, Natural Connections
- Chris Coleman, My House is Not My House
- Annette Barbier and Drew Browning, The American Dream
- Terry Berlier, House Drag
Juror Bio:
Born in Rice Lake, Wisconsin, David Jude has lived and worked in Duluth MN, New York NY, London UK, Minneapolis MN, Grand Haven Michigan & for 8 years in Chicago Il. Most recently David had his “59 Seconds” video in a group show at the Art Institute of Chicago. Solo exhibitions include “You’re the viewer” Performance, Hyde Park Art Center Chicago Illinois in 2008 and “30 DAYS” video showcase, The Standard Hotel DTWN, Los Angeles California in 2009. David Jude was the recipient of the Beedcroft Travel Grant from the United States Fulbright Program in 2001 to install work at the TATE Modern in London UK. He has also installed numerous shows at the Walker Art Center in Minneapolis. David Jude is the Chicago Artistic Coordinator for Harry Winston.
website: http://www.davidjudegreene.com/
space/time
“The universe is a big place, perhaps the biggest.”
Kurt Vonnegut
The narrative within the narrative: all discourse lives within the context of another discourse.
Narrative is the protoypical logos relationship between two ideas, two moments, two spaces, a time and a space, a moment that exists forever on its own at its singular core and is simultaneously contextualized in an infinite number of stories (1.) Narrative precedes all discourse.
Narrative = noumenon
Time-line (discourse) = phenomenon
- The quote by Vonnegut was famously re-contextualized by Philip Jose Farmer writing as Kilgore Trout, author of “Venus on the Half-Shell.” Trout was originally one of by Kurt Vonnegut’s characters. )
if we stop thinking of narrative as a singular experience –
do we read the same sentence in different ways?
do we approach the same words with the completely different context we bring to it from the concurrent perspective of our space and time?
if so, what are space and time?
http://csmt.uchicago.edu/glossary2004/timespace.htm
Space/Time
“The first definition of “time” in the Oxford English Dictionary is “a space or extent of time” (OED). The first definition of “space” is “denoting time or duration” (OED). These circular definitions demonstrate the congruity between time and space as concepts.”
Scope and Scale
Scope = Depth (Time)
Scale = Form, the ground covered
These dimensions are the upper liminal limit of our ontological perception. They are perceived as somehow different from each other, which characterizes our existence.
Mathematically, we are aware of many more dimensions. Statistics science, for example, deals with multiple-dimension spaces all the time (no pun). However, we tend to conceive of these as ‘data spaces’ and do not experience them in the same way as the time and space we ‘live’ in. Visualizations of these dimensions are inevitably experienced in the remediated lower dimension of space-time.
a two dimensional imagining of a Tralfamadorian, found here the COLORS
The Tralfamadorians, in Kurt Vonneguts non-linear <novel/ Slaughterhouse-Five />, are time detached alien entities who see time as we see form. They experience all time ‘simultaneously’, and are predeterministic (as a result?) in attitude – they can choose can focus on a moment, but can’t change anything.
This view of ourselves is visualized here,
http://thehomegalaxy.com/Metanoiaa/metanoiaa.html
for further info, check out Bonnie DeVarco
http://scaleindependentthought.typepad.com/scale_independent_thought/deep-time/
Can the scope of time be anything other than our own existence?
http://visav.phys.uvic.ca/~babul/AstroCourses/P303/BB-slide.htm
Astrophysical age of universe currently believed to be 13.7 billion years.
http://en.wikipedia.org/wiki/Kalpa_(aeon)
(Sanskrit view of time is immense, but calculated; cycles within cycles, see “Kalpa and other periods of time” where one cycle is defined as almost 40 billion years )
http://www.watsoninstitute.org/infopeace/vy2k/new-seclusion.cfm
“With the dissolution of the scale of our human environment (prefigured by the telescope and radicalized by the satellite), the very reality of the world is reduced to nil (or next to nothing), leading inevitably to a ‘catastrophic sense of incarceration now that humanity is literally deprived of horizon’ (Virilio, “Open Sky” p. 41)
time in games
Time and Computer Games
Or “No, that’s not what happened”
Michael Hitchens
Department of Computing
Macquarie University
NSW 2109 Australia
• Playing time: the objective real world chronological time experienced by a player during and between game play sessions.
• Engine time: The objective chronological real world time in which a game engine executes.
• Game Progress time: A abstract measure of time tracking movement towards game completion and allowing events to be related in terms of happens-before and happens-after
• Game World time: chronological time within the game world
Juul, J., “Introduction to Game Time”. In First Person: New
Media as Story, Performance, and Game, edited by Wardrip-
Fruin, N. & Harrigan, P., Cambridge, Massachusetts: MIT
Press, 2004, 131-142.
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Ryan, Marie-Laure
Pages: 417
Publisher: Johns Hopkins University Press
Date Published: 02/2001
http://en.wikipedia.org/wiki/Afternoon,_a_story
“Afternoon” the first Hypertext story
http://www2.iath.virginia.edu/elab/
The Electronic Labyrinth
a study of the implications of hypertext for creative writers looking to move beyond traditional notions of linearity, by Christopher Keep, Tim McLaughlin, and Robin Parmar
“Two of the most obvious yet significant features of online communication are speed and reach (Figure 2.1). The combination of these two factors makes Internet communication extremely powerful. Take speed. With the split second it takes to press a single key, text, sounds, or visual information can be sent across the globe. The Internet inspires speediness. (…) speed is certainly changing how we live and what we expect, and it may be changing our mental states as well.”
Gurak, Laura J.. Cyberliteracy : Navigating the Internet with Awareness.
New Haven, CT, USA: Yale University Press, 2001. p 30.
http://site.ebrary.com/lib/sfu/Doc?id=10169967&ppg=41
Copyright © 2001. Yale University Press. All rights reserved.
scope and scale of time
http://visav.phys.uvic.ca/~babul/AstroCourses/P303/BB-slide.htm
http://www.santhigiri.com/cosmic/explanation.htm (Sanskrit view of time)
http://scaleindependentthought.typepad.com/scale_independent_thought/deep-time/
“With the dissolution of the scale of our human environment (prefigured by the telescope and radicalized by the satellite), the very reality of the world is reduced to nil (or next to nothing), leading inevitably to a ‘catastrophic sense of incarceration now that humanity is literally deprived of horizon” (Virilio, “Open Sky” p. 41). sourced from http://www.watsoninstitute.org/infopeace/vy2k/new-seclusion.cfm
Perception of Time
“Time is a condition for the existence of our ‘I’. It is like a kind of culture medium that is destroyed when it is no longer needed, once the links are severed between the individual personality and the conditions of existence. And the moment death is also the death of individual time: The life of a human being becomes inaccessible to the feeling of those remaining alive, dead for those around him.” (Tarkovsky, p. 57)
Tarkovsky, Andrey. Sculpting in Time: Reflections on the Cinema
Translated from the Russian by Kitty Hunter-Blair
Austin: University of Texas Press (1986)
http://plato.stanford.edu/entries/time-experience/
the specious present
(specious = superficially plausible but conceptually misleading/problematic)
“The relation of experience to time has not been profoundly studied. Its objects are given as being of the present, but the part of time referred to by the datum is a very different thing from the
conterminous of the past and future which philosophy denotes by the name Present. The present to which the datum refers is really a part of the past – a recent past – delusively given as being a time that intervenes between the past and the future. Let it be named the specious present, and let the past, that is given as being the past, be known as the obvious past. All the notes of a bar of a song seem to the listener to be contained in the present. All the changes of place of a meteor seem to the beholder to be contained in the present. At the instant of the termination of such series, no part of the time measured by them seems to be a past. Time, then, considered relatively to human apprehension, consists of four parts, viz., the obvious past, the specious present, the real present, and the future. Omitting the specious present, it consists of three … nonentities – the past, which does not exist, the future, which does not exist, and their conterminous, the present; the faculty from which it proceeds lies to us in the fiction of the specious present.”
(James, Principles, 609; quoted from Kelly, The Alternative, 167-8)
Holly K. Andersen, Rick Grush. A Brief History of Time-Consciousness: Historical Precursors to James and Husserl. Journal of the History of Philosophy, Volume 47, Number 2, April 2009, pp. 277-307
the dilemma of the perception of time:
(1) What we perceive, we perceive as present.
(2) We perceive motion.
(3) Motion occurs over an interval.
Therefore: What we perceive as present occurs over an interval.
“Still, there is more than an air of paradox about this. If successive parts of the motion (or musical phrase, or whatever change we perceive) are perceived as present, then surely they are perceived as simultaneous. But if they are perceived as simultaneous, then the motion will simply be a blur, as it is in cases where it is too fast to perceive as motion. The fact that we do not see it as motion suggests that we do not see the successive parts of it as simultaneous, and so do not see them as present.”
http://plato.stanford.edu/entries/time-experience/#4
Micro vs. Macro
Phenomenology
Kant’s Views on Space and Time
heavy and critical thinking…
http://plato.stanford.edu/entries/kant-spacetime/
Perception of space
“the ground covered”
Movement
“Space covered is past, movement is present, the act of covering. The space covered is divisible, indeed infinitely divisible, whilst movement is indivisible, or cannot be divided without changing qualitatively each time it is divided. This already presupposes a more complex idea: the spaces covered all belong to a single, identical, homogeneous space, while the movements are heterogeneous, irreducible among themselves.” (Deleuze, p.1)
Deleuze, Gilles. Cinema 1: The Movement-Image
Translated by Hugh Tomlinson and Barbara Habberjam
Minneapolis: University of Minnesota Press
Hertzian space
from place to <non-place>
“Speed destroys real space in favour of real time” (Virilio)
Kazys Varnelis: http://www.arch.columbia.edu/users/kv2157columbiaedu :
“…beyond corporeal space, we increasingly also live in Hertzian space, a cloud of electromagnetic radiation that bathes us in information.” http://varnelis.net/articles/architecture_for_hertzian_space
Paul Virilio http://www.egs.edu/faculty/paul-virilio/biography/ :
http://www.ctheory.http://www.ctheory.net/articles.aspx?id=72
“Cyberspace is a new form of perspective. It does not coincide with the audio-visual perspective which we already know. It is a fully new perspective, free of any previous reference: it is a tactile perspective. To see at a distance, to hear at a distance: that was the essence of the audio-visual perspective of old. But to reach at a distance, to feel at a distance, that amounts to shifting the perspective towards a domain it did not yet encompass: that of contact, of contact-at-a-distance: tele-contact.”
Lev Manovich: http://www.egs.edu/faculty/lev-manovich/biography/ :
“What is human nature and what is technology? How does one draw the boundary between the two in the twentieth century? Both Benjamin and Virilio solve this problem in the same way. They equate nature with spatial distance between the observer and the observed; and they see technologies as destroying this distance.”
http://www.manovich.net/TEXT/Benjamin-Virilio.html
ME++ The Cyborg Self and the Networked City
William J. Mitchell
“Throughout history, humans have created unique physical spaces in which to live, work and socialize. But the digital age has completely transformed the places in which we conduct our affairs, according to William J. Mitchell. We don’t congregate at the town bank any more for financial transactions. We visit ATMs or bank online. Interactions that once required people to face each other now take place via computer, often across vast distances. Mitchell describes the disappearance of familiar public structures like phone booths, as well as the migration of work from office to just about anywhere a wireless connection is possible. As technology becomes imbedded in our lives and literally disappears into the woodwork, Mitchell sees the possibility for new kinds of extended communities. Network technology has enabled “discontinuous, asynchronous global agoras,” says Mitchell, exemplified by the most recent Gulf War protests. Organizers used digital space (email lists and websites) to help orchestrate public gatherings, which in turn generated images fed back to the Internet, spurring interest in country after country, time-zone after time-zone. Mitchell believes that such networks open up new methods for human assembly and political organization, but also increase the risks to individuals of surveillance.”
Mitchell video, November 13, 2003, Running Time: 1:09:43
http://mitworld.mit.edu/video/170
other important related work:
Jacobs, Jane. The Death and Life of Great American Cities
New York: Vintage Books, Random House (1992)
Translation and its issues
Spectacular time
“The Time of Production, time-as-commodity, is an infinite accumulation of equivalent intervals. It is irreversible time made abstract: each segment must demonstrate by the clock its purely quantitative equality with all other segments. This time manifests nothing in its effective reality aside from its exchangeability. It is under the rule of time-as-commodity that “time is everything, man is nothing; he is at the most time’s carcass” (The Poverty of Philosophy). This is time devalued – the complete inversion of time as “the sphere of human development”. (Debord, 147)
“The self-approbation of the time of modern survival can only be reinforced, in the spectacle, by reduction in its use value. The reality of time has been replaced by its publicity.” (Debord, 154)
“As Hegel showed, time is a necessary alienation, being the medium in which the subject realizes himself while losing himself, becomes other in order to become truly himself. The opposite obtains in the case of the alienation that now holds sway – the alienation suffered by the producers of an estranged present. This is a spatial alienation, whereby a society which radically servers the subject from the activity that it steals from him separates him in the first place from his own time. Social alienation, though in principle surmountable, is nevertheless the alienation that has forbidden and petrified the possibilities and risks of a living alienation within time.” (Debord, 161)
“The world already has the dream of such a time; it has yet to come into possession of the consciousness that will allow it to experience its reality.” (Debord, 164)
Debord, Guy. The Society of the Spectacle. New York: Zone Books (1995)
Sensory space
Visual/ Sensorial Space
Differences in the senses: structural? neurological? … conceptual?
visual studies:
The visual field of the human eye spans approximately 120 degrees of arc. However, most of that arc is peripheral vision [Wikipedia]. We perceive objects within our vision span. Our vision gets distorted as the span reduces while getting close to an object.
As we extend our vision experience to 360 degrees (through use of immersive imaging technologies or as yet undiscovered new modalities), how does what we term consciousness adapt to these changes?
“Looking at vision”:
Panoptic
All-seen
Greek panoptos, fully visible : pan-, with respect to everything, fully; see pan- + optos, visible
( http://www.thefreedictionary.com/panoptic)
Panopticism
The Panopticon is a type of prison building designed by English philosopher and social theorist Jeremy Bentham in 1785.
Michel Foucault observed that the Panopticon was a metaphorical model of the tendency of hierarchical structures to ‘observe and normalize’
Holoptic
All-seeing
“whole-eyed” http://bugguide.net/node/view/155600
The Holoptic eye of the fly.
http://en.wikipedia.org/wiki/Diptera
The fly’s proprioceptive space adjusts to the orientation of its eyes.
“The heads of flies were passively turned during fixed flight (open loop conditions). The turning stimuli had ramp-shaped onsets. The resulting torque produced by the thorax was plotted as a function of the degree of head-turn.
“Directional, passive turns of the head evoke active turning tendencies (yawing forces) of the same sign from the thorax. The strength of these tendencies is dependent on the size of the given angle through which the head was turned. The cushion of sensory hairs on the neck (prosternal organ) is very important in the elicitation of the turning tendencies. The results which have been obtained indicate that the position of the fly’s head has a substantial influence on the magnitude of the turning tendencies elicited by visual stimuli.”
Eckehard Liske, The influence of head position on the flight behaviour of the fly. Calliphora erythrocephala, Journal of Insect Physiology, Volume 23, Issue 3, 1977, Pages 375-379, ISSN 0022-1910, DOI: 10.1016/0022-1910(77)90276-(http://www.sciencedirect.com/science/article/B6T3F-49N8SHS-C/2/92b8419958fff141bc1785b588474fcb)
Within this floating immersive vision bubble, a percept (the Other) we know nothing about.
“We characterize the computation of motion in the fly visual system as a mapping from the high dimensional space of signals in the retinal photodetector array to the probability of generating an action potential in a motion sensitive neuron. Our approach to this problem identifies a low dimensional subspace of signals within which the neuron is most sensitive, and then samples this subspace to visualize the nonlinear structure of the mapping. The results illustrate the computational strategies predicted for a system that makes optimal motion estimates given the physical noise sources in the detector array. More generally, the hypothesis that neurons are sensitive to low dimensional subspaces of their inputs formalizes the intuitive notion of feature selectivity and suggests a strategy for characterizing the neural processing of complex, naturalistic sensory inputs.”
Features and dimensions: Motion estimation in fly vision.
Bialek, William., and de Ruyter van Steveninck Rob R. http://arxiv.org/abs/q-bio/0505003v1
The success of this form of navigation is likely to be adopted by robotics…and may already be progressively incorporated in our phenomenological model through mediated connections to Hertzian Space.
Holopticism
http://wiki.thetransitioner.org/English/Holopticism
“Holopticism is a combination of Greek words holos (whole, holistic, holography…), optiké (vision) and tekhné (art, technique). It expresses the capacity for players in a given organization (or group) to perceive the emerging whole of the organization as if it were a unique entity…”
a visualization that suggests liminal polarity …
How would our consciousness perceive this ubiquitous immmersivity?
Scopic
Merleau-Ponty http://en.wikipedia.org/wiki/Maurice_Merleau-Ponty
“all consciousness is perceptual consciousness”.
“I can’t see you, can you see me?”
Children’s hide and seek game strategy
As W.J.T. Mitchell points out in What Pictures Want, this system “provides an especially powerful tool for understanding why it is that images, works of art, media, figures and metaphors have ‘lives of their own’”. [8] The scopic relation means that every mediated image, through the eye and beyond, adds another layer of the gaze and the stain. By consciously using this relation to their advantage artists are able to engage the viewer on levels that are unconscious, but innate.
http://csmt.uchicago.edu/glossary2004/scopicvocative.htm
“His (…) elevation transfigures him into a voyeur. It puts his at a distance. It transforms the bewitching world by which one was ‘possessed’ into a text that lies before one’s eyes. It allows one to read it, to be a solar Eye, looking down like a god.
The exaltation of a scopic and gnostic drive: the fiction of knowledge is related to this lust to be a viewpoint and nothing more.”
Michel de Certeau (“Walking in the City”)
The Nature of Consciousness
“Time is said to be irreversible. And this is true enough in the sense that ‘you can’t bring back the past’, as they say. But what exactly is this ‘past’? Is it what has passed? And what does ‘passed’ mean for a person when for each of us the past is the bearer of all that is constant in the reality of the present, of each current moment? In a certain sense the past is far more real, or at any rate more stable, more resilient than the present. The present slips and vanishes like sand between the fingers, acquiring material weight only in its recollection.” (Tarkovsky, p. 58)
“Time, imprinted in the frame, dictates the particular editing principle; and the pieces that ‘won’t edit’ – that can’t be properly joined – are those which record a radically different kind of time. One cannot, for instance, put actual time together with conceptual time, any more than one can join water pipes of different diameter.” (Tarkovsky, p. 117)
Parallel vs. sequential consciousness
fragmentation of consciousness (multitasking)…
the non-sequiter – as soon as a narrative forms, a bridge has been made … system sequence vs. narrative continuity …
Reaction …future work
intervention – hacking public space
we may understand this as the active remediation of perceived space and time, the intentional entering into one context of another, psychohyperdermic transgression of the liminal barrier
http://www.neural.it/art/2011/01/crashvertise_lets_make_crashes.phtml
“As soon as a serious crash takes place amid the bustle of the city, a Crashvertise team will head to the site to place signs and branded warning triangles for the bystanders to inspect. They also take pictures of the tragedy scene for publishing on the social networks and for creating a viral marketing campaign as soon as possible.”
more
http://vooruit-exe.be/2010/01/22/electrified-hacking-public-space
http://smak.be/tentoonstelling.php?la=en&y=&tid=&t=&id=484
http://www.youtube.com/watch?v=Cmpui9yhYSQ
ELECTRIFIED 02 – Hacking Public Space // Opening night fri 02.04.10 @ S.M.A.K.
http://www.gamestudies.org/0501/lindley/
The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design
by Craig A. Lindley
“For any particular ludic system, such as a computer game, time structure can be considered in terms of a number of distinct layers of meaning analogous to the levels of encoding identified in structuralist narrative theory: a generation level, a simulation level, a performance level and a discourse level.”
as we become nomadic again
http://www.microcompacthome.com/index.php
“The team of researchers and designers based in London and at the Technical University in Munich developed the m-ch as an answer to an increasing demand for short stay living for students, business people, sports and leisure use and for weekenders.”
architecture
the sands of time
http://www.we-make-money-not-art.com/archives/architecture/
http://unlimitedurbanwoods.com/nieuws.php?taal=&nieuwsid=91
Gecekondu DUS Summerhouse Hotel
In an era where over half of the residents of many large cities live in informal settlements, and over a billion squatters inhabit the world, with this number growing rapidly, one can question if the formal is normal.
Gecekundu, the Turkish name for shanty building, literally means ‘built over night’. Because these buildings are built in one night, the founder of the building receives ownership rights.
The Hotel will live up to its temporary character: Its building stones are the archetypical nomadic bags, the so-called china bags (or‘turkentassen’), filled with sand from the beach. Would this make the house legal as it is only re-shaping the sand that is already there?
http://www.dillerscofidio.com/blur.html
Blur Building
Blur is an anti-spectacle. Contrary to immersive environments that strive for high-definition visual fidelity with ever-greater technical virtuosity, Blur is decidedly low-definition: there is nothing to see but our dependence on vision itself.
Narrativity
Juul, J. (2001). Games Studies 0101: Games telling Stories? Game Studies: The International Journal of Computer Game Research, 1(1). Retrieved from http://www.gamestudies.org/0101/juul-gts/
arguments for games being a narrative form:
1) We use narratives for everything.
2) Most games feature narrative introductions and back-stories.
3) Games share some traits with narratives.
reasons for games being a non-narrative form:
1) Games are not part of the narrative media ecology formed by movies, novels, and theatre.
2) Time in games works differently than in narratives.
3) The relation between the reader/viewer and the story world is different than the relation between the player and the game world
the only truly problematic point seems to be the issue of time; but
non-linear storylines: time travel in games:
Portal (2007); plays with time and space
http://en.wikipedia.org/wiki/Portal_%28video_game%29
Machinima; using the game itself to make film
http://en.wikipedia.org/wiki/Machinima
achron (2011); time travel
http://www.achrongame.com/site/
http://en.wikipedia.org/wiki/Achron
chronotron (2008); what you do affect the other level
http://en.wikipedia.org/wiki/Chronotron
prince of Persia (2003-2005)
http://en.wikipedia.org/wiki/Prince_of_Persia:_The_Sands_of_Time
day of the tentacle (1993)
http://en.wikipedia.org/wiki/Day_of_the_Tentacle
“…that something can be presented in narrative form does not mean that it is narrative.” (??)
“…this experience is so strong that most people will involuntarily change bodily position when encountering interactivity, from the lean backward position of narratives to the lean forward position of games.”
But surely this is an artifact of the HCI, not a property of games vs. narratives; we lean forward because of the compulsive attraction to ‘jump through a window’ into a virtual world – “when encountering interactivity”? – would we not look around if we found ourselves in that world? Are we not already there?
What is game; Logical puzzle, a set of rule.
“The classical argument for the existence of narratives is then the fact that a story can be translated from one medium to another”
“This transposability of the story is the strongest reason for arguing that narratives are indeed structures independent of any medium.” (Chatman 1978, p.20)
“A story can then be recognized by having the same existents (with the same names) and the same events; this is what we usually mean by talking of “the same story”.”
However, what does ‘same’ mean in narrative? Same story is entirely different from same narrative. Narrative structures have repeated throughout mythology and history with different existents and events, yet can be recognized as based on similar essential themes.
_characters also tend to become more developed in ‘game to narrative’ translations, ‘interactive dynamism’ increases in the other direction. …….Seems more related to limitations of current technology than any inherent immutability of form.
“there is no such thing as a continuously interactive story”
(sure there is – isn’t life a story?)
+++
Narrative is understood as a relationship between two different time streams (see Christian Metz). It has a kind of orbital interaction with its adjacent partners, but does not on its own constitute ‘story’ which is the thread assembled in the experiencing mind, about which the author in any case knows little; the author is the first experience of a particular contextualization of narrative elements (dare we call them logons?).
By this definition, gaming and story-telling have both the element of narrative resident within them, and in any case the development of an embodied culture around games pre-supposes narrative development.
+++
Writing ‘narrative’ is the making of conceptual associations; a story is a record of the path an embodied participant traces through sequences of narrative. Although I live in a rule-based world, I make choices, inferring or assigning narrative, and fashioning the story of my existence on paper, or in-game. Is the re-reading of a novel any less variant than the degree of interactivity afforded by a finite ludology? I suggest not: new meanings, associations, and threads of linearity are drawn from the interactive re-experiencing of both text and HCI.
http://www.electronicbookreview.com/thread/firstperson/identarian
If it is true that gaming so far has not evidenced strong, or any, narrative structure perhaps that has more to do with economic concerns over the ludological aspects of game play. Just because games ‘don’t’ have narratives, doesn’t mean that they can’t. It seems not irreconcilable that through the remediation of objecthood to electronic impulse of rule-based game theory and practice new understanding about the possibilities of ‘play’ may be introduced as the remediation of lead blocks to hyper-text has equivalently recontextualized the possibilities, but perhaps not the nature, of story-telling. For a new form to emerge it is necessary to investigate the ways in which these two activities, game playing and story-telling exhibit emergent behavior. As games become more autonomous, stories will be told about and within the virtual world as they are …
The author, the experiencer-observer-recorder, (“Don’t recreate the world, feel the world” DiPaola) will become the ubiquitously reconfigured self-embodiment of an individualized Hertzian perception. If we can imagine a sufficiently advanced technology, we might predict the dissolution of the individualized organizer whereupon the networked story is endlessly re-contextualizing itself.
http://www.gamestudies.org/0101/eskelinen/
http://game-research.com/index.php/articles/does-gameplay-have-politics/









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