abstractmachine

2 April, 2012

Exhausting gameplay

Filed under: abstractmachine,rant,theory — Douglas Edric Stanley @ 21:58 pm

A significant percentage of video games employ in one way or another the figure of death. The thanatological sub-species of video game representations are practically endless: dismemberment, infection, untreatable wounds, explosion, etc. Players can be eaten, crushed, sliced, diced, quartered, electrocuted, impaled, and so on. Many of these representations are more or less approximate: in Doom, for example, a player’s state of “health” is represented by an abstract percentage value where players do not die of any specific organ failure, but instead from some sort of provoked exhaustion. In role playing games, players kill their opponents in a similar manner, i.e. by reducing this all-encompassing numerical value of their enemies to zero. In other games, players simply keel over, or disappear in a puff of smoke when touched, as in Pacman. In Super Mario Bros. players can just run out of time. Death in gaming is more a question of symbol than of substance. While we are still in the realm of simulation, the simulation is so figurative as pull us into an wholly other realm of representation. In his 1972 article on transcendence, gaming and “computer bums”, Stewart Brand used the term “symbolic” to describe the flickering figurations of death slowly taking over university computer science research consoles: “Fanatic Life and Symbolic Death Among the Computer Bums“.

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The need for death in gaming is multifaceted. The cynical argument, largely based on the arcade experience, might describe death in gaming as an economical equation: in order to make more money, games needed to provoke death as quickly as possible in order to get to the next “insert coin”. But death in gaming has been with us practically since the beginning, or at least since 1962′s Space War, long before the video game arcade phenomenon became an economic reality.

A less cynical, more narratological reading of eschatology and gaming might look at death as a question of motivation: by introducing death into the game, a certain internal dynamic is created, which in turn heightens the gameplay and structures the temporal form of the game itself. Given that the player will eventually die (from inaction, from inattention, from error, etc), the goal of the game becomes that of survival. The “game over” screen provides some sort of closure to the game and proposes — albeit post facto — a redefinition of the initiating act of the game: “I want to play” has now been translated within the gameworld into “I want to live”.

A third approach would be to look at the material substrate of gaming itself: video games are played on machines and machines, eventually, break down. To quote Felix Guattari: “Machines are instilled with a desire for abolition. The emergence of the machine is accompanied by failures, catastrophes, and death which haunts it. La machine est travaillé par un désir d’abolition. Son émergence est doublée par la panne, la catastrophe, la mort qui la menace.Chaosmose, Éditions Galilée, 1992, p.58. From this perspective, we could see the figure of death in gaming as an extension of this fatal impulse of the machine. The figure of death would be an attempt at sublimating the machine’s death drive into a poetic form — a form upon which a game world might be built.

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*Spoiler alert: you probably shouldn’t read any further if you haven’t played the games “Passage” (Free/Cheap, Mac/PC/Linux/iOS) or “Journey” (~15€, PS3). Especially Journey. Read at your own risk.

While many video games represent death within their gameworld, or use death as a mechanism for the gameplay, there are three games in particular that employ death as the central raison d’être of the game:

Passage

Jason Rohrer’s 2007 conceptual/indie gem “Passage

The Graveyard

Tale of Tales 2008 art-game meditation “The Graveyard

Journey

That Game Company‘s latest (and greatest) creation “Journey” (2012).

Long story short, all three of these games represent a character advancing towards his or her death.

In Passage, a young man in a highly pixellated two-dimensional gameworld begins at the left side of an open maze and advances towards old age and death on the right side of the maze. During his passage from left to right the spritely blond-haired man evolves into a balding gray-haired old man who limps his way to his final steps. Early in the game he can choose love (or not) with a young woman who will age with him throughout the rest of the game. Their coupling makes the game more poignant, especially the ending, but renders certain movements more difficult within the various passages of the maze.

In The Graveyard, we embody an old woman visiting a graveyard. The game is played in three-dimensions, using the standard aesthetic of real-time engine based rendering, albeit with the nice touch of a black and white palette. Like Passage, the game is short and spatially limited: the old woman can move forward or backward on a short path leading up to a church and a bench where she can sit down. As she rests, a song about nostalgia takes over the game, and (in the paid version) ends with the death of the woman, slumped over on the bench.

Within the world of “indie gaming”, Journey is a Sony-funded super-production/mega-blockbuster behemoth, especially when compared to the one/two-person auteurs of the two previous games. Even if That Game Company, the creators of Journey, remain a relatively small studio, the production values here are on an entirely different scale. As can be expected, there is more or less a traditional game here, full of beautifully rendered levels to explore and tokens to collect, and even an extremely subtle use of networked multiplayer gaming. But the title is a thinly veiled manifesto — precisely in the vein of The Graveyard and Passage –, on the possibilities of gaming as a medium for sensitive experience (aisthetikos) beyond the goal-oriented mechanics of traditional gameplay. Here too, the player advances on a path leading unambiguously to their death: inevitably, inexorably, and joyously. And once this goal of the game has been more or less removed as a form of strategy, or at least relegated to a mere point of reference, the game switches into a more symbolic realm.

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There this great moment at the beginning of the filmed dialogue on Arte TV between game designers Chris Crawford and Jason Rohrer, filmed at the Independent Games Festival in 2009. While discussing Passage, Crawford begins by suggesting that the significant bit of the game comes from the introduction of a relationship between spatial navigation and metaphor:

“What is, I think, most important about your approach is that you’re taking the idea of spatial navigation — which has always been done too damn literally —, and suddenly turning it into metaphor. And then exploring, well, what kind of metaphors can be explored with spatial systems?” — Chris Crawford in “Au coeur de la nuit : Jason Rohrer et Chris Crawford“; Arte TV; “Durch die Nacht mit…“; episode 61; July 2, 2009; 08:40.

Like the figure of death, the history of spatial design in video games is as long as the history of video games itself. In many ways, the form or shape of a video game world, and the way in which that world is mapped onto its display, is so determinate to the game in all its aspects that it becomes more or less conflated with the game itself.

When Super Mario Bros. was released for the NES in 1985, it used a form of spatial representation — sideways scrolling –, which had already been explored extensively by a multitude of games before it (cf. Defender, 1980; Scramble, 1981; Pitfall!, 1982; Moon Patrol, 1982; etc.). So while Super Mario Bros. did not invent sideways scrolling, it nevertheless added a significant novelty by equating this left-to-right movement with not only the advancement of the game strategy (survival), but additionally with the advancement of the game narrative. In Super Mario Bros., this left-to-right movement is not only about advancing the player, it is about advancing the story itself. Taking much of its inspiration from Lewis Carroll’s Alice in Wonderland, Super Mario Bros. allows players to flip through various episodes of a story about a character (Mario) tumbling down the rabbit’s hole (here, a pipe) simply by moving from the beginning of the chapter (left) to the end of the chapter (right). What used to be a mechanism for survival (ex: Moon Patrol) or exploration (ex: Pitfall!) is now a journey of discovery.

Super Mario Bros.

Many games, especially the “on-rails shooter” sub-genre such as Resident Evil (1996-), are in many ways a continuation of this tradition: as the player advances throughout the (highly linear) game-space, episode after episode of the narrative unfolds. Newer games, such as Red Dead Redemption, attempt to break the narrative into pieces and scatter them throughout the game, allowing players to explore other aspects of the gameworld before irreversibly advancing the more linear form of the narrative. In some senses, this form of exploration is nothing more than a superposition of parallel linear threads on top of the main linear thread of narrative. One can obviously imagine that eventually game designers will be able to write these threads in such a way as to interrelate with one another concurrently. Generative storylines have also yet to be fully exploited in game design. But currently it appears that we are circling round-and-round the end of cul-de-sac of contradiction: classical narrativity wishes to be linear, or at least to be explored linearly, while algorithmic machines desire structures that are more emergent, with bifurcating forks of expansive parallelism. The machine loves multiplicity, whereas narrative experience desires linearity. It is almost as if we’ve reconstructed in video games the figure of the brain itself, especially its’ serial vs. parallel contradictions.

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A few weeks ago, at the Atelier Hypermédia, I was exploring the use of boolean values as “flags” with some students: we were looking at how to detect certain types of activity by setting up an interrelated series of boolean true/false variables that could flip from false to true and vice-versa depending both on changes in the environment and the states of internal variables. Our example was a simple object on the screen: a student wanted to know how to program a single-fired action when the object entered into collision with either another object or the player (via mouse or touch, whatever). As we explored various situations, we eventually were confronted with an fairly straightforward behavior that left most of us stumped and took about a half hour of collective experimentation and debate to code. The behavior itself is of little importance here; it had something to do with an object splitting into two when touching another object. What is important is the fact it took us about a half an hour to describe how one simple “state” would affect a subsequent “state”, and that we were debating it with the code sitting in front of us all as a group, as if it were some sort of enigma that required solving collectively.

Lara Croft

Anyone who has sat bewildered in front of their television for a half an hour of Lara Croft trying to figure out how to advance the game, should just about now be recognizing the scene. When you pull off the various layers of representation of bodacious ponytailed scientists in dark caves with molten lava, waterfalls, rock formations and dynamite, the player is essentially looking at the same complex interrelation of true/false boolean variables that we were looking at when structuring our code. In other words, a Lara Croft game is just a series of interrelated true/false switches that the player has to enact in the right combination in order to unlock a new series of true/false switches.

##########################################################################
# RSG-SMB-TAB-1.1                                                        #
##########################################################################

How to Win "Super Mario Bros"                Nintendo Entertainment System

WORLD 1 - LEVEL 1

                               +----------------------------------+       
  Key:     < = Left            |                                  |       
           > = Right           |    ^                             |       
           ^ = Up              |   <>                   O   O   |       
           v = Down            |    v    select  start     B   A  |       
           B = B button        |                                  |       
           A = A button        +----------------------------------+       


< ------------------------------------------------------------------------
> OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
^ ------------------------------------------------------------------------
v ------------------------------------------------------------------------
B --------------------------OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
A ------------------------------------------------------------------------

In Alex Galloway’s “How to Win Super Mario“, a listing of left/right/up/down/a/b button combinations are printed out in text files organized by chapter (“World 1-1″, “World 1-2″, “World 1-3″, …). If these “how to play Super Mario” instructions look just as obscure as artist Ben Fry’s “Dismap” visualization of the Super Mario Bros. code itself, it is precisely because in many ways the two forms (gameplay vs. game code) are simply different forms of representation of the same algorithmic substrate. In order to play a game, we need to understand something about the algorithmic, and even machinic, structure of how the game was constructed. Playing a game requires a certain process of exploring the game code in reverse, reading it on the player’s end of the equation via the render engine, even if the player knows little to nothing about how pointers, variables, and if/then structures work. But from a purely experiential/intuitive perspective from within the game, the successful player of Super Mario knows exactly how these very-same structures work in order to actually play the game.

Dismap, Ben Fry Dismap, Ben Fry

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The principle criticism of back-in-the-day text adventures (circa 1977-) was the tedium of this logic of interrelated boolean switches the player had to unlock in order to advance in the game: open mailbox, get letter, open letter, read letter, drop letter, close mailbox, go north, look, pick up shovel, dig hole, get gun, shoot self in head.

Here is a map from the first commercial textual adventure game hit, “Dungeon” (later renamed to “Zork”), where we can see the complex interrelations of one room to the next and the objects they contained:

Dungeon Map

— Click for hi-res: Dungeon Map, by Stephen Rost, taken from “You May Be Eaten By a Grue”

In order to play the game, players had to map out all these interrelated rooms along with the objects they contained and discover how they were all interconnected. While the unwrapping of this maze/puzzle could indeed lead to storytelling (“It is pitch black. You are likely to be eaten by a grue.” – cf. Grue), for the most part the player was simply trying to poke their way around a hopelessly complex maze and find the right combination of non-sequitur commands.

From the documentary, “Get Lamp: The Text Adventure Documentary“, interactive fiction writer Dan Shiovitz:

“It’s like, you ring a bell and kick a dog a bunch of times, and it starts crying after you ring a bell a couple of times.”

While Shiovitz was originally criticizing the absurdity of mazes in interactive fiction, his description is equally apt in describing the absurdity of interactive narrative at its most basic level. Most of the time, the author as well as player are simply trying to unlock a series of boolean switches in the right combination, in order to advance to the next chapter of the story, i.e. the next set of boolean switches in the code. While puzzles are interesting in and of themselves, and can indeed contain interesting opportunities for storytelling, in the case of interactive narratives we seem more to be playing with the machinic structure that made the story possible, than the story itself.

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Most interactive storytelling, whether it be in the form of a 3D first-person shooter or a 2D sprite-based platformer, evolves directly out of the data structures originally designed by Will Crowther as “Colossal Cave Adventure“. This original “Adventure” was based on a map of a real cave, the Mammoth Cave system of Kentucky. Crowther’s idea was to equate each item of data to another data item via a spatial relationship: item “a” is connected to item “b” via the command “north”, which in turn is connected to item “c” when item “d” is present at item “b”. By using the real cave as a map for the data, he was able to create potential walkways that players could use to move from one datapoint to the next as if traversing the successive grottos within the cave system. It was essentially a representation for navigating a datafield, much like the Mac Finder or Windows Explorer offers their own representation via folders and subfolders. By situating data items as points on a map, one could move around the data as if moving around in space. It was upon this foundation, using data points as map points and placing narrative excerpts at each data point, that contemporary interactive narrative was built.

Hunt The Wumpus

From this idea we get text adventures, such as “Zork“, point-and-click adventures such as “Day of the Tentacle“, maze-monster first-person-shooters of the “Doom“/”Quake” variety, and more poetic propositions such as the “Zelda” series of adventures, or “Ico“. While many of these games contain story, character, landscape, dialogue and all sorts of choices and actions that must be enacted to evolve the narrative, they are still fundamentally structured around finding the location of the next switch that will lead to a new series of switches. At the beginning of the game “Ico”, the player must first climb up a series of ladders, find the right windows to climb out of the castle and then back in again, enabling safe passage to a platform close enough to jump onto a cage that will then lower a trapped girl to the first floor where she can safely exit. Once all of these tedious tasks have unravelled, some dialogue ensues, and the story moves on to the next task at hand which is also the next piece of narrative cue. Unfortunately, from a purely literary perspective, such pulling of levers and pushing of switches embodies all the poetic charm and substance of searching for a missing hardware driver buried deep within an external hard disk.

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*Spoiler reminder: stop reading this if you haven’t played any of these games.

The beauty of Passage, The Graveyard and now Journey, is that none of this peeking and poking matters any more. Passage truly began the trend with a powerful opening volley: here is a game in which you will lead a character to his death. And while this goal is not explicit at the beginning of the game, it is part of the beauty of realization that takes you over when playing the game. When demonstrating the game last week to the Media Design students, one of them — upon realizing the fatality (note that I did not use the term “futility”) of the game as the player starts balding and slowing down his gait –, exclaimed “c’est horrible!” His reaction was unambiguously emotional. Teeny pixelated graphics with a dorky 8-bit retro soundtrack, and yet a game can still evoke a sentiment of inevitability. It’s just a funky little pixelated representation on a screen, nevertheless “c’est horrible!”

Passage, Jason Rohrer

Journey follows this formula fairly closely, to such a degree that I wonder in what way the former influenced the later. If so, it certainly would be a nice touch. We know through interviews with Journey’s central designer, Jenova Chen, that he definitely is looking at fellow games and gaming history with an informed eye, but so far I have yet to see a direct causal relation.

Whatever the case, Journey is very much a similar affair. At the beginning of the game we are simply a voyager who picks up a scarf in the desert. In the distance, framed in a sweep of the camera straight out of that pivotal desert scene in Indiana Jones: a mountain beckons us, clearly inspired by aforementioned Hollywood classics, but almost certainly as well the Mount Fuji woodblock prints by Hokusai.

Inume Pass In the Kai Provence, Hokusai Journey, That Game Company

The landscape is gorgeous, the simulation of the sand beneath your feet subtle and totally pleasing; we are experiencing an aesthetic audiovisual convergence reminiscent of grandiose cinematography on the scale of Nestor Almendros in Days of Heaven or Caleb Deschanel in Black Stallion (we’ll still have to wait for rendering shaders on the level of Sven Nykvist on The Sacrifice, but I am now hopeful).

Days of Heaven, Terrence Malick Journey, That Game Company

Unsurprisingly, all of this subtle and-yet spectacular beauty takes place within a highly stylized rendering queue. I say unsurprisingly because it is only in embracing the artificial nature of the image construction that 3D simulation will find its way. We are clearly in the realm of animation, illustration even, and far from the realistic renderings that occupy more and more of the gazillion-dollar 3D shooter blockbusters currently on sale for $75 at your local supermarket. Perhaps, and this might be due to the algorithmic nature of the image, my cinematographic references should instead be harking back to the history of animation, and not live action. For it looks as if we are inching ever closer to the visual plasticity of a Brothers Quay production, à la The Comb or The Piano Tuner of Earthquakes. Again, not quite, not even close, but one can always hope.

From this luscious tableau, we begin our journey from desert to mountain. The sophistication-in-simplicity argument comes from the translation of Passage’s 2D left-to-right narrative mechanics into Journey’s 3D near-to-far construction: the next “goal”, which is more the next “step” on your path, is often a barely perceptible building or outlying natural structure that acts as a beacon leading you forward. Amazingly, the mountain itself acts like a character in the story, through mere shifts in lighting and humidity levels which interact thematically with the evolving storyline and landscape to evoke different “moods” as we progress: at first ominous, then distant, ethereal, massive, brooding, violent, festive, and ultimately, ambiguous.

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I won’t linger any further into the journey itself because it is not really important to what is, I hope, shaping into my central thesis: namely that by removing the tedious goal posts as the motivating factor of a game and replacing it specifically (and quite explicitly given the title itself of the game) into the space in-between — i.e. into that aesthetic field where the gameplay can unfold –, the game designers have further evolved a narrative language that was originally suggested by Colossal Cave Adventure, re-articulated in Super Mario Bros. and then Zelda, and finally brought into the more literary realm of figure and metaphor via Passage.

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One of my favorite cinema sequences comes from the third chapter of Akira Kurosawa’s end-of-career tone poem, “Dreams”. The dream is entitled “The Blizzard” and depicts a group of exhausted explorers climbing a mountain ridge in a snowstorm, haggard, nearly extinguished, and clasping to their last breaths. The scene is interminable, and often shot with a telephoto lens from the side so as to further flatten their gasping faces into the underexposed terrain that visually engulfs them. All we hear are their panting breaths, and eventually their complaints amongst one another. No back-story, no character motivation, just the sound of desperate breathing and a vague image of faces dragging their bodies through the blizzard.

Kurosawa's Dreams, Blizzard Journey, That Game Company

There is a moment near the end of Journey (although not quite at the end), when two voyagers, ours and the voyager accompanying us, are similarly pulling our heavy bodies up a snow-covered mountain. Our gait is troubled, weighed down by fatigue. We carry on, ever more laboriously, into the headwind. Eventually our body gives out, the controls disconnect from our persona who keels over, face-first, into the snow. It is a moment of inevitability, of loss of control, and yet everything about the scene feels just right. It is progressively clear to the player what is about to happen and yet we advance into the snow nevertheless, resigned to whatever the narrative is holding out for us. In a medium that tends to prize interactive mastery above all else, this loss of control from within the interactive realm comes as a refreshing relief. This is not some pre-rendered cut-scene superimposed into an interactive fiction; this is the interactivity itself leading to its own extinction as a sort of accomplishment. Exhausting gameplay.

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The second time I played through Journey, I was lucky enough to experience a lovely little poetic moment right at the end the game, as the two travelers approach the abyss. For those that have played the game (*at this point, it’s your problem if you have never played Journey and have herein spoiled any future experience of it), you will know that by pressing one of the buttons you can make a little melodic chirping sound, allowing you to communicate via very rudimentary means with your fellow traveller. So it was precisely at this point, just before the abyss engulfed us, that my fellow traveller and I decided to stop, not at first but eventually, in a back and forth choreography of following each other’s lead. At some point, we both simply decided to stop, just standing there before the abyss, the obvious ending point of the game. We had already travelled to this point and given that the game is cumulative, much like Passage, there is no real going back, even if one would want to. So in order to prolong the experience and simply take it in, we both at some point, through subtle character body-language, decided to just stop. At that point ensued several minutes of dialogue:

“Piou piou?”

“Piou piou.”

“Piou piou piou?”

“Piou.”

While I generally try to avoid cinematographic analogies when speaking of gaming (I in fact loathe such uniformed discourse), at this point I’m so guilty of hyperbole that I might as well just suck it up and give in to the impulse: the moment was damn cinematographic, despite the obvious cheesy cliche-ness of it all. The experience just worked, and on an emotional level rare for me when playing a video game. It was an experience which I have only previously known through now canonic, well-worn aesthetic forms such as music, literature, painting, illustration, photography or cinema.

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Popular rhetoric, even within the video game community, gives great weight to the notion of “choice” in interactive narrative, as if choose-your-own adventure texts had somehow given us a heretofore unexploited key to some future form, despite the fact that no one seems to be interested any longer in the format.

Maybe it is just because we haven’t tried enough angles. Perhaps. Count me in on trying all those other angles, and this is in fact precisely what we are trying to do at Media Design and at the Atelier Hypermédia. Some of the experiments students are trying out in this direction are profoundly exciting, in spite of all my doubts.

And I do not doubt that there is indeed something yet-to-be-discovered in branching narratives, but in my opinion we are “digging in the wrong place” if we think that choice (more of it, better choices, etc) is going to enrich our experience of interactive narrative. I do not doubt the intent of games like Mass Effect, which prolong players choices all the way through three super-productions, taking the risk of alienating their players at the end of the game as they try to resolve an infinite series of narrative threads. I wouldn’t know anyway, I have’t even played the game, my students have. But given that the apparent solution to their dilemma is to pull out a Deus ex machina (cf. On the Media, New Endings) à la “it was all just a dream”, I figure my long polished reticence on this subject (15-years and counting) is still well founded.

To further flog the comparison-with-cinema horse, Robert Altman never felt the need to wrap all his intersecting narratives into a tight little package.

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In the novel and subsequent film “Sophie’s Choice”, there is indeed a scene involving a profound choice that a woman has to make in order to save her child. And while this choice is indeed harrowing enough to be recounted and still retain something of its power, it is ultimately in the pregnant pauses between the lines that the true force of this choice is felt in the narrative realm. In the film rendition, it is on the infinite white screen of Meryl Streep’s face that we project all the horrors of her unbearable choice. The context of the choice itself is merely the frame upon which this face hangs. This we have known ever since the days of Lillian Gish in “The Wind” or Renée Falconetti in “La Passion de Jeanne d’Arc“. More recent film-makers understand this perfectly as well, for example Quentin Tarantino in the “La Louisianne” scene of Inglorious Basterds: we know going into the scene what the stakes are, and most of all we understand the strategic details of the narrative plot (underground bar, offset alcove with an eavesdropping nazi, etc); it is ultimately the dialogue as they intersect the faces, the how and not the why, the adverb and not the verb, that unpacks layer by layer the tension of the 25-minute scene. The whole thing is harrowing and entirely bad-ass, two descriptors that gamers would love to use to describe their games, and yet the entire weight of the scene hangs in the balance of the length of an vocal inflection.

Lillian Gish, The Wind

Lillian Gish, The Wind, 1928; via Bouchards

Unfortunately for gaming — at least for the time being –, there is no equivalent to the face of Lillian Gish, especially when it comes to 3D attempts at realism such as Call Of Duty. Everything must be constructed by hand or through code. Motion-capture isn’t there yet, just watch any recent hollywood film. As a result, games are currently relegated to wide or medium shots of battle scenes, or over-the-shoulder renderings such as in Gears of War.

While photography, too, was a originally an affair of landscape before moving in to portraiture, photography nevertheless has a natural relationship with the real, a relationship that algorithmic machines have not yet developed with the physical world and the bodies that inhabit them.

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Given these limitations, I find it encouraging that a new generation of game designers are beginning to experiment with the form of gaming on a level not only of narrative complexity, but also of narrative subtlety, perhaps even maturity. We obviously still find ourselves in a significant dichotomy between the games sitting on big-name physical/digital store shelves, and the more independent/auteur fare that often has to play the distribution game at the margins, via Flash-based websites, etc. But this has always been the case with previous media forms. Solutions are out there and the landscape is currently shifting anyway.

Most importantly, it would seem the new generation wants to attack the issue of a more diverse narrative language in gaming. And while death seems to be one of the easier targets, it has been a central trope of the medium since nearly its origins, so why not. In any case, it unambiguously shifts the focus of the game back into the aesthetic and emotional experience of play. By removing all the goals, and keys, and puzzles to unlock, we settle in to a type of narrative where wider themes can be explored.

Case in point, a recent exchange between Brooke Gladstone and Sebastian Janisz on the excellent On The Media:

— BG: Your game was about depression, and this was the game that for me most fulfilled the goal, if that was your goal, to summon-up what it feels like to be depressed. There is the metaphor of beating your head against the wall. The second you get through to a new place, the same arduous process of beating your head against the wall begins again, or beating your head against various objects with little, very minor, spatters of blood, lest you forget that this is painful. And the whole thing feels very lonely.

— SJ: Thank you. That really sounds a lot like what I would have hoped someone might get out of the game.

— BG: You picture your own death. Or did I just… Spoiler alert!

Personal Video Games“, On The Media, March 30, 2012

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For another reading of Journey, try Ian Bogost’s “Portrait of the Artist as a Game Studio

1 March, 2012

ofxSprite

Filed under: Design Algorithmique,feed,Unterplay — Douglas Edric Stanley @ 17:42 pm

+ Demo: ofxSprite
+ Platform: OpenFrameworks
+ Code: SpriteDemo.zip
+ Addons: ofxSpriteManager & ofxAssets

We are currently building a lot of game prototypes as part of our Ünterplay project at the Media Design department of the HEAD —Genève. A lot of these games require sprites of some sort. So here is a simple demo project showing how to integrate ofxSprite into a basic OpenFrameworks project for iOS. This same technique should also work fine on Mac OS X, Windows and Linux, as the only other dependency is ofxAssets.

1. Start with a copy of a basic EmptyExample from the OpenFrameworks examples folder

2. Download the ofxSpriteManager & ofxAssets addons and place them into your « addons » folder.

3. Drag the two new addons into your XCode project. Delete the references to the « README » files if you want to:

4. If you encouter problems with the « ofxExtras.h » addon, you can safely de-activate it as in the following illustration:

5. Copy the « testApp.h » and « testApp.cpp » files from the SpriteDemo.zip example provided here.

6. Make sure to copy the included « Personnage » folder with the eight PNG images of the sprite. You can obviously replace this image sequence with any sequence of your own, in which case you will need to change line no.24 of « testApp.cpp », using your own file/folder name.

7. Compile and run the example.

12 February, 2012

Code Impressions

Filed under: abstractmachine,atelier hypermedia,code,paper,student,workshop — Douglas Edric Stanley @ 18:16 pm

Code impressions, Julien Gachadoat + Mark Webster

Starting Tuesday, Julien Gachadoat and Mark Webster will be in Aix-en-Provence working in the Atelier Hypermédia and the Atelier Sérigraphie for a workshop entitled « Code impressions ». Basically, we will be continuing our explorations of code + print in its various forms, this time via Seriography, by inviting two artists who have already organized similar workshops throughout France (cf. Algorithmes sérigraphiques).

Here is the official description of the workshop (en français):

objectif

Concevoir des affiches et des T-Shirts à partir de formes générés via des algorithmes. Explorer l’aspect génératif du code et comment à partir d’instructions simples on peut arriver à des formes complexes. Confronter les outils de production manuels avec les outils de production procédurales.

contenu

Les atéliers Sérigraphie et Hypermédia invitent cette année Julien Gachadoat et Mark Webster du Free Art Bureau afin d’explorer la confrontation de ces deux matériaux. L’occasion sera donnée de découvrir l’art de la programmation interactive, d’en comprendre les mécanismes grâce au logiciel Processing, environnement de création graphique dédié aux artistes et designers. Des données sonores, visuelles, gestuelles ou issues d’internet seront récupérées, analysées et traitées pour produire des visuels uniques qui, une fois exportés et retravaillés, seront imprimés sur un support textile par le biais de la sérigraphie.

méthode d’enseignement

Les deux premières journées seront consacrées à la découverte de la programmation graphique avec Processing. Elles seront animées par Julien Gachadoat pour aboutir à la création de graphismes prêts a être imprimés.

méthode d’évaluation

Exposition des travaux.

7 February, 2012

Art + Recherche

Filed under: abstractmachine,atelier hypermedia,CityMedia,live,media design,Mur Communiquant,student — Douglas Edric Stanley @ 22:05 pm

Tomorrow I’ll be speaking at 15:00 in a short presentation at the Symposium on Art & Research, organized by the Ministry of Culture. My presentation, on the CityMedia project, is part of a series of round-table/lightning-round presentations that have been divided into different groups. Here is an outline of tomorrow’s presentations:

  • 1/ Image, Son, Technologie
  • Images (~40 min)
  • E Grande Image, Le Mans, CS
  • E City Média, Aix en Provence
  • RI Faux raccords, Angers
  • RI Enactive TV, EESI
  • RI Sciences et arts des interactions Lumière-Matière-Couleur, ENSAD
  • RI Obs/IN, Arles
  • Formes de l’interactivité (~40 min)
  • E Écrans mobiles et récit interactif, Ensad/EnsadLab
  • E DRII, ENSAD, Paris
  • E Sliders-lab, Architecture et mémoire, accord cadre CNRS-MCC,(Angoulême-Poitiers)
  • RI Interactions tactiles TIOP, Amiens
  • RI « It’s interactive : so what ? », école média art de Chalon-sur-Saône (e|m|a|fructidor)
  • Musique, son, instrumentalité (~25 min)
  • E Locus-Sonus, accord cadreMCC/CNRS, ESA Aix en Provence, ENSABourges
  • E Résonances, du sensible au sens, Le Mans, CS
  • RI ARS, son architecture, urbanisme, Esal, Metz
  • [PAUSE]
  • Nouveaux outils, nouvelles pratiques (~40 min)
  • E Des oeuvres-outils/Webring, Toulouse
  • E Créativité instrumentale, EESI
  • RI Espace numérique – Extension de la réalité, ENSAD
  • RI Opti Lab, Aix en Provence
  • RI RANDOM (lab) Recherches 0uvertes en Art, Design et Nouveaux Médias, Saint-Etienne
  • RI IDEA (If Design Else Art), Le Havre
  • Culture « numérique », histoire (~35 min)
  • E DatAData, groupe de recherche sur les médias poétiques, Lyon
  • RI Formes et processus des pratiques artistiques du XXIème siècle au sein des cultures numériques, ESBAMA, Montpellier
  • RI Digital Art conservation, Strasbourg
  • RI Émergences de la synthèse d’images en France dans les années 1980-1990
  • RI Tokyopad, Avignon
  • RI Imaginaires, Technologies, société. Design et quête de sens, ESAD Reims
Légende : E = présentation de 8 à 10 min. RI = présentation de 4 à 5 min.

17 January, 2012

Design Open House

This Wednesday, the Geneva University of Art and Design (Haute École d’Art et de Design —Genève) will be hosting an open house starting around 2pm. The two departments of the Master Design (Media Design & Space and Communication) will be showing some of our latest work. If you’re curious, come by and say hello.

Here are some highlights of the type of work we do over in the Media Design side of the program.

Geek Run, Maria Beltran, Emilie Tappolet, Raphaël Muñoz

Rep.licants.org, Matthieu Cherubini

Dog & Bone, Max Mollon

Reactive Walls, Workshop by Camille Scherrer & Sigma6

Édition expérimentale Digital + Paper: Workshop by Anette Lenz & Étienne Mineur

BodyDouble Workshop by Douglas Edric Stanley, HEAD —Genève, Mapping Festival + Lift Experience

MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011 MEDIA DESIGN in CITY MEDIA @ Mapping Festival 2011

Écran-Image-Objet, Workshop Mobilizing by Jean-Louis Boissier, Dominique Cunin

Still Life, Clovis Duran, Nicholas Rivet

Scolu, Leïla Jacquet

Ünterplay Workshop, Annelore Schneider & Douglas Edric Stanley

1 January, 2012

twothousandtwelve

Filed under: abstractmachine,code,machine — Douglas Edric Stanley @ 23:15 pm

22 December, 2011

Graphisme génératif

Filed under: Design Algorithmique,feed,workshop — Douglas Edric Stanley @ 22:50 pm
  • Workshop: Graphisme génératif
  • Instructor: Douglas Edric Stanley
  • Location: —HEAD, Genève
  • Date: 31/10/2011-4/11/2011
  • Participants: Julia Garcia, Laura Couto Rosado, Nadezda Suvorova, Camille Dedieu, Roger Guindon, Patrick Donaldson, Kim Andenmatten, Amandine Baud, Annja Müller, Pierre-Alain Schilling, Yann Anspach, Marta Revuelta, Gention Cenko, Marie Rossi, Lucas Bertinotti, Angela Cardona, Emily Bonnet, Jakub Svehla, Laetitia Sejmowski, Jimmy Roura, Camille Rattoni
  • Documentation: Raphaëlle Müller —HEAD

A few weeks back I taught a workshop on generative graphics as part of a cross-disciplinary « semaine de tous les possibles » (week of possibilities) at the Geneva University of Art and Design. The workshop combined students from the Master Media Design and undergraduate students from Visual Communication. We worked mostly in the realm of print, introducing code into traditional book design and/or poster design. For example, the books were generated directly in Processing using the PDF Export library to generate multi-page booklets.

Les 100 mots les plus utilisés dans le petit livre rouge de Mao by Yann Anspach, Roger Guindon and Laetitia Sejmowski

Wsp Graphisme Generatif_HEAD©R.Mueller-3593 Wsp Graphisme Generatif_HEAD©R.Mueller-3594

Whole generation by Pierre-Alain Schilling and Jakub Svehla

Wsp Graphisme Generatif_©HEAD-0022 Wsp Graphisme Generatif_©HEAD-0030-2

Roue du Dharma by Kim Andenmatten, Amandine Baud and Annja Müller

affiche flower Wsp Graphisme Generatif_HEAD©R.Mueller-3555

Alice by Emily Bonnet, Angela Cardona, Marta Revuelta and Marie Rossi

Wsp Graphisme Generatif_HEAD©R.Mueller-3599 Wsp Graphisme Generatif_HEAD©R.Mueller-3602

Sisyphe by Lucas Bertinotti, Gention Cenko and Jimmy Roura

Wsp Graphisme Generatif_HEAD©R.Mueller-3514

Le livre rouge de Jung by Laura Couto Rosado, Patrick Donaldson and Camille Rattoni

vue iPad Wsp Graphisme Generatif_HEAD©R.Mueller-3536

Kaleidoscope by Nadezda Suvorova

Wsp Graphisme Generatif_HEAD©R.Mueller-3585 Wsp Graphisme Generatif_HEAD©R.Mueller-3587

stop_pattern_ornamentation by Julia-Garcia Skrenbneva

Wsp Graphisme Generatif_HEAD©R.Mueller-3590 Affiche Julia Garcia-Skrenbneva

Mapping by Camille Dedieu

Wsp Graphisme Generatif_HEAD©R.Mueller-3567 Wsp Graphisme Generatif_HEAD©R.Mueller-3564

20 December, 2011

TimeHue

Filed under: abstractmachine,AppStore,code,design,Marketplace,software — Douglas Edric Stanley @ 07:00 am

TimeHue

TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.

To read the clock, start from the center and move outwards: the hue of the small circle represents hours, the middle continuous hue represents minutes and the surrounding outer hue represents seconds. The segmented color wheels are merely there for reference, broken into 12 color segments for hours and 60 color segments for minutes and seconds.

TimeHue

An iOS (iPhone, iPodTouch, iPad) version is now available on the iTunes AppStore (TimeHue). An Android edition of TimeHue will soon be available on the Android Marketplace.

A web-app compatible version can be viewed here: TimeHue.

TimeHue was designed and developed by Douglas Edric Stanley for the abstractmachine.net « discrete clocks » series. The iOS and Android editions were built with OpenFrameworks. The web-app edition was built with Processing.js.

http://timehue.com

TimeHue TimeHue

TimeHue est une horloge qui affiche l’heure sous la forme de valeurs colormétriques entre 0° et 360° (cf. TSL).

 

5 December, 2011

Photo/Nykto

Filed under: Design Algorithmique,feed,Play iPad Game Light Dark,software,Unterplay — Douglas Edric Stanley @ 11:26 am

Photo/Nykto

« Photo/Nykto » is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the « Unterplay » project at the Master Media Design —HEAD, Genève. It is a game for nyktophobes and photophobes. It is played by switching on and off the lights in order to avoid reaching the edge of the screen. The score increases exponentially near the edges, and speeds up with each change from light to dark and back.

Photo/Nykto was developed by Douglas Edric Stanley using OpenFrameworks.

« Photo/Nykto » est un jeu expérimental conçu par Annelore Schneider et Douglas Edric Stanley pendant un des workshop liés au « Unterplay » au Master Media Design —HEAD Genève. Il s'agit d'un jeu pour nyktophobes et photophobes. On y joue en allumant et en éteignant les lumières, et en éloignant la séparation noir/blanc des bords de l'écran. Le score augmente de manière exponentielle lorsqu'on s'approche des bords et la vitesse générale s'augmente à chaque alternance entre lumière et obscurité.

30 November, 2011

互动编程艺术 (Processing)

Filed under: abstractmachine,atelier hypermedia,code,collaborators,publication,student — Douglas Edric Stanley @ 22:39 pm

Processing 互动编程艺术 Processing 互动编程艺术 Processing 互动编程艺术

I was recently given a copy of this book on Processing by Liang TAN. This is great news as Liang was an invited instructor during the 2009-2010 academic year at the Atelier Hypermédia where he studied Processing (amongst other things) and participated in the Mur Communicant/CityMedia project. While I don’t (yet) read Chinese, I was able to more or less read the book by studying the code and gleaning information from various keywords ; it’s not an expert book, more of an overview of Processing and probably would be a decent introductory text for students starting out with the environment. At least it does get into Classes/objects near the end and has some nice sections about Arduino, libraries and so on.

Processing 互动编程艺术 Processing 互动编程艺术 Processing 互动编程艺术

This is a pleasant validation for our collaboration between the Aix-en-Provence School of Art with the Guangzhou Academy of Fine Arts (广州美术学院). We are currently hosting our third invited instructor, Hong Rongman, who is also learning Processing as well as electronics and interfacing via Arduino and our own in-house Pinguino platform developed by Jean-Pierre Mandon.

Processing 互动编程艺术 Processing 互动编程艺术 Processing 互动编程艺术

8 October, 2011

Schéma Classe/Sous-classes

Filed under: Design Algorithmique,feed,geekrun — Douglas Edric Stanley @ 15:41 pm

Voici un schéma technique que nous avons re-écrit pour la nouvelle version de GeekRun pour V2_ + ISMAR 2011. Il prend en compte la version Lift’11 de GeekRun, ainsi que la toute récente adaptation sous le nom du Passage Futé pout UTP. Il s’agit de l’architecture du nouveau programme et de l’hiérarchie des classes qui formeront le programme.

 

5 October, 2011

Quelques blogs + podcasts

Filed under: Design Algorithmique,feed — Douglas Edric Stanley @ 19:37 pm

Voici un petit tour rapide de quelques blogs que nous avons rapidement rassemblé lors du premier cours de Design algorithmique :

Quelques podcasts (audio/vidéo) :

29 June, 2011

(char)playable podcast

Filed under: abstractmachine,code,interview,play,podcast,rant — Douglas Edric Stanley @ 22:09 pm

Invaders! @ Leipzig

I have no idea how he did it, but Shane Hinton took a typically rambling, 1+ hour interview, and compacted it down to about 10 minutes without losing any of the central arguments. I really wish I had his editing talents. And his choice for an opening rant is pretty funny :-)

In the interview I go back over the whole Invaders! controversy, give some pretentious-art-&#@*%’s perspective for gamerz debating the whole art/game issue, and then tie that in somehow with Antonin Fourneau‘s ENIAROF concept for a contemporary play festival. The transition might not be obvious, but it was in fact Eniarof that first recycled Invaders! and was the reason the piece actually got a second life. The Leipzig Games Convention version was in fact a very late iteration of the piece.

My interview is followed by an interesting essay by Trevor Owens from Play the Past about in-game terminals, and reconstructing (a) history from pseudo-documents in Fallout 3. I didn’t know Play the Past before, it looks like an interesting blog. For fairly obvious reasons, I ended up reading Rebooting Counterfactual History with JFK Reloaded and this interesting follow-up discussion which uncovers an irreverant necrophiliac comment buried in the WAD file of the game : A Revisionist History of JFK Reloaded (Decoded).

I was less impressed with the third story, but whatever. Apparently I missed a chiptune flame war. It would seem that my 8-bit subculture culture is incomplete.

HEAD Master Design 2011

Filed under: Design Algorithmique,exhibition,media design,student — Douglas Edric Stanley @ 20:18 pm

Diplômes Master Design HEAD 2011

1 June, 2011

Nyan Cat Therapy Software

Filed under: abstractmachine,code,software — Douglas Edric Stanley @ 21:37 pm

Nyan Cat Therapeutic Software

Inspired by the Ludovico Treatment for moral reform, Nyan Cat Therapy uses a camera-enabled Macintosh to fully couple the human gaze to the rainbow-riding Nyan Cat. In order to maximize the full effect, subjects are required to download, decompress and exectute the accompagnying application and position themselves face-forward before their computer. Upon detection of a sustained human gaze, the Nyan Cat Therapy software will activate the enigmatic cat.

For more scientific analysis of the Nyan Cat phenomenon and its various incarnations, please visit Know Your Meme‘s page on Nyan Cat/Pop Tart Cat developing meme.

Inspiré du Traitement Ludovico, Le logiciel de Traitement Nyan Cat utilise un ordinateur doté d’une camera vidéo afin de mieux fusioner le regard humain et les forces énigmatiques du chat-arc-en-ciel, le Nyan Cat. Pour maximiser l’effet, les sujets doivent télécharger le logiciel, le décompresser et l’executer, puis se positionner devant leur écran. Au moment de la détection d’un regard humain continu, le logiciel activera le Nyan Cat.

19 May, 2011

CityMedia at Mapping

Citymedia Project & Body Double Workshop – Mapping Festival Profile from mappingfestival on Vimeo.

FILMED AT MAPPING FESTIVAL – GENEVA – MAY 2011
www.mappingfestival.com

The CityMedia system is an open platform for the exploration of public screens and new forms of collective interaction. It uses multi-touch sensors, 3*d body tracking, webcams and internet connectivity to connect people, data, media and objects. CityMedia systems can connect to other CityMedia systems, with the first two exhibited simultaneously in Aix-en-Provence and Marseille during the month of April 2011. Tthe CityMedia Project can currently be experienced at the Bâtiment d’art contemporain as part of the Mapping Festival in Geneva, Switzerland until the end of May 2011.

Over the past year, we have been building and experimenting various applications at the Atelier Hypermédia in Aix-en-Provence and at the Master Media Design —HEAD Genève. We were also joined in the prototyping phase by students and teachers from the Studio Lentigo, ESBA Marseille, the École spéciale d’architecture Paris, and the École nationale supérieure des arts décoratives, Paris. Over forty students have built about twice as many prototypes in 10 different sessions dedicated to designing, prototyping and developing uses for and with the system.

There are currently about 25 applications presented in the system, with eventually more to come at the end of a workshop dedicated to Kinect hacking this Thursday, May 26, 2011, also at the BAC. This workshop sold out very quickly, and unfortunately we do not have any more room for extra participants. So please people, stop begging, it’s heartbreaking. You are welcome to come at the end of the workshop though, and watch as will attempt to add any working applications developped during the workshop into the system.

While the project was developed principally at the Atelier Hypermédia in Aix-en-Provence, our students in the Media Design Master at the HEAD did a considerable amount of work in the design and development of the various applications and contributed as well to the design of some important platform components; as a consequence we wanted to show the result of this work in Geneva. Given that there was already this interresting festival dedicated to real-time visualization, and given the amount of body tracking and various other techniques of real-time image manipulation we use in our system, the venue seemed appropriate.

Finally, I will be giving a talk Wednesday afternoon at 16:30 at the auditorium of the BAC, along with Jean-Baptiste Labrune and VJ Fader, moderated by Nicolas Nova. For my part, I’ll be exploring some of the artistic and speculative predecessors to Microsoft’s latest Kinect device, and will finish with the artistic work, research, and collaborations that allowed us to quickly get up to speed with these new devices.

P.S. There are some good pictures of the exhibit over at Pasta&Vinegar: From Hal to Kinect: live visuals, music and body tracking technologies – Mapping Festival Geneva

13 April, 2011

Amstrad art

Filed under: abstractmachine,code,flickr — Douglas Edric Stanley @ 21:07 pm

After doing some work on the City Media project in Marseille I wandered upstairs into Isabelle ArversGame Heros / Pixellissme exhibit. There I found a lonely Amstrad with Locomotive Basic waiting for someone to design something. I never knew the Amstrad, but I was quickly able to build this little thingy (30 minutes tops), with the only constraint being that the code had to fit on one screen. It’s not the most elegant code, for example I couldn’t figure out how to bitmask, hence all the OR commands.

I’m amazed at how robust the Amstrad was, some 25 years later. Since BASIC is installed in the ROM, you just have to turn it on and away you go, with the given extra of recording onto a cassette player which ironically probably stores its’ data longer than my CD-Roms I can’t read anymore. Apparently the Amstrad has some easy to access PEEK and POKE for getting sound and graphics going, but I didn’t have the time to fiddle around with it. I’ll have to get myself one and see what I can do with it. The PAPER and PEN commands are easy to learn with a totally cool list of the color table written right there on the device. What does that say about a machine that has the color codes screened directly onto the case?

Archéopterix was there maintaining the exhibit and was worried this little improvisation would dissapear, but actually that’s the whole fun of it. Just code it old-skool : type it back in and press RUN

Amstrad Art Amstrad Art Amstrad Art

Amstrad Art

26 March, 2011

CITYMEDIA » City Media 2011-03-26 20:10:23

Filed under: CityMedia,feed — Douglas Edric Stanley @ 20:10 pm

Le projet CITY MEDIA, né en 2009, est le fruit d’un travail collectif entre développeurs, artistes et opérateurs culturels, réunis par l’envie de repenser la place des médias dans la ville et d’en rendre l’usage plus immersif, plus humain et plus sensible.

Celui-ci prend la forme d’un grand écran interactif tactile, installé dans l’espace public, qui peut être activé par plusieurs personnes à la fois, agissant de concert ou de manière indépendante. Ses contenus sont d’ordre informatif, culturels, touristiques, mais aussi artistiques, ludiques… Ce projet est inspiré d’une expérimentation menée à Helsinki. C’est un nouveau média urbain de communication, de service et d’échange entre les habitants et les visiteurs de la ville.

En tant que producteur de ce projet, Seconde Nature coordonne un consortium de partenaires constitué de :  l’ Ecole Supérieur d’Art d’Aix-en-Provence (via son atelier Hypermedia), le Zinc de la friche de la Belle de Mai à Marseille, les villes d’Aix en Provence et de Marseille, et enfin la Fondation Internet Nouvelle Génération. La conception des contenus est également réfléchie dans la cadre d’une collaboration élargie avec un ensemble d’établissements d’enseignements supérieur français et étrangers.

A partir du 22 mars 2011, deux prototypes de « murs communicants » reliés ente eux seront installés au sein de la bibliothèque de l’Alcalzar (Marseille) et de la Cité du Livre (Aix-en-Provence).

 

INFOS PRATIQUES :

Cité du Livre
Du mardi 22 mars au samedi 30 avril 2011 (prolongation possible), mardi, jeudi, vendredi : 12h-18h / mercredi, samedi : 10h-18h
8-10 rue des Allumettes, Aix en Provence / 04 42 91 98 88

Bibliothèque de l’Alcazar
Du mardi 22 mars au samedi 9 avril 2011, du mardi au samedi de 11h à 19h
58 cours Belzunce, Marseille / 04 91 55 90 00

ENTRÉE LIBRE.

PARTENAIRES DU PROJET

Financement : Région PACA / FEDER / Ville d’Aix
Production : Seconde Nature
Réalisation : Atelier Hypermédia / École Supérieure d’Art d’Aix-en-Provence
Étude : ZINC / La Friche
Expertise conseil : FING / Ville 2.0
Soutien : Villes d’Aix-en-Provence et des mairies 1er & 7éme de Marseille
Design : Digital Deluxe
Lieu d’expérimentation : Alcazar Bibliothèque de Marseille à Vocation Régional et Cité du Livre, Aix-en-Provence et le concours du festival IVIV et le label Lowave.

ÉCOLES ET LABORATOIRES ASSOCIÉS A L’EXPÉRIMENTATION :

Studio Lentigo / École Supérieure des Beaux-Arts Marseille
École Spéciale d’Architecture, Paris
École Nationale Supérieure des Arts Décoratifs, Paris
Media Design / Haute École d’Art et de Design, Genève
Telecom ParisTech (Ecole Nationale Supérieure des Télécommunications)
Avec le concours du Master professionnel  » Communication des organisations « , à l’Université de Provence, Aix-Marseille I

23 December, 2010

ofxTwitter

Filed under: Design Algorithmique,feed,Mur Communiquant — Douglas Edric Stanley @ 12:55 pm

This is a fast+lame attempt at making a simple Twitter addon for OpenFrameworks. It is based on various discussions found on the OF forum, but specifically on this article from Paul Shen : openFrameworks + HTTP requests + XML parser.

We are using this addon for some installations we are preparing for Lift’11.

To install, unzip+copy the ofxTwitter folder into your « addons » folder in OpenFrameworks. Then unzip+copy the TwitterSearch example into your « addonsExamples » folder in OpenFrameworks.

If you start from a new OF project, you will have to drag the following addons into your project usually these are placed in the « addons » folder inside Xcode: ofxHttpUtils, ofxThread, ofxTwitter, ofxXmlSettings.

The example is Xcode (Mac OS X) only for the moment. When I’ve cleaned it up and run it through its’ paces, I’ll release it as a true OpenFrameworks addon via GitHub.

And finally, here’s a practically empty Twitter+Kinect example that requires the ofxKinect addon. There is no interaction between the tweets and the Kinect image sensor. We will be using this base example as a starting point for our projects: Tweenect.zip

13 December, 2010

l’esthétique ludique

Filed under: abstractmachine,code,concept,live,play,video — Douglas Edric Stanley @ 18:39 pm

Les organisateurs du Festival Gamerz’06 m’ont rajouté à la dernière minute (!?) dans la liste des conférences qui auront lieu cette semaine à L’école supérieure d’art d’Aix-en-Provence. Je parlerai juste après l’introduction du festival. Je reviendrai, entre autres, sur les rapports entre jeux vidéo et la création artistique, et plus spécifiquement sur les différents ambiguïtés qui rapproche et éloigne ces deux champs. Je prendrai aussi un moment pour revenir sur le mini-scandale autour de mon installation Invaders! au Leipzig Games Convention.

Voici la liste des autres conférenciers de la semaine: Semaine thématique #2 – Gamerz où on trouvera des gens comme Electronic Shadow, Margherita Balzerani, Benjamin Cadon, …

Si vous ne pouvez pas venir demain, ni cette semaine, vous pouvez suivre les conférences via streaming sur SelfWorld qui ouvrira son flux du festival à partir de 10h.

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