<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>jeff watson &#187; Blog</title>
	<atom:link href="http://remotedevice.net/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://remotedevice.net</link>
	<description>remotedevice.net</description>
	<lastBuildDate>Thu, 17 May 2012 23:20:01 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
		<item>
		<title>Design is a method of action</title>
		<link>http://remotedevice.net/blog/design-is-a-method-of-action/</link>
		<comments>http://remotedevice.net/blog/design-is-a-method-of-action/#comments</comments>
		<pubDate>Wed, 04 Apr 2012 20:10:00 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[charles and ray eames]]></category>
		<category><![CDATA[constraints]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7943</guid>
		<description><![CDATA[Charles Eames, as interviewed in 1972 by &#8220;L. Amic&#8221; of the Musée des Arts Décoratifs in Paris.</a>...]]></description>
			<content:encoded><![CDATA[<p><iframe width="500" height="375" src="http://www.youtube.com/embed/z8qs5-BDXNU?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://en.wikipedia.org/wiki/Charles_Eames">Charles Eames</a>, as interviewed in 1972 by &#8220;L. Amic&#8221; of the Musée des Arts Décoratifs in Paris. Eames&#8217; Zen-like answers amount to a thorough and timeless definition of design. What stands out to me is the exchange about constraints: &#8220;Does design admit constraints?&#8221; the interviewer asks. Eames says, of course, design depends on constraints. When the interviewer asks, &#8220;What constraints?&#8221; Eames begins his reply by saying, &#8220;The sum of all constraints.&#8221;</p>
<blockquote>
<p><strong><em><strong></strong></em>What is your definition of “design?”</strong></p>
<p>A plan for arranging elements in such a way as to best accomplish a particular purpose.</p>
<p><strong>Is design an expression of art (an art form)?</strong></p>
<p>The design is an expression of the purpose. It may (if it is good enough) later be judged as art.</p>
<p><strong>Is design a craft for industrial purposes?</strong></p>
<p>No— but design may be a solution to some industrial problems.</p>
<p><strong>What are the boundaries of design?</strong></p>
<p>What are the boundaries of problems?<span id="more-685"></span></p>
<p><strong>Is design a discipline that concerns itself with only one part of the environment?</strong></p>
<p>No.</p>
<p><strong>It is a method of general expression?</strong></p>
<p>No— it is a method of action.</p>
<p><strong>Is design a creation of an individual?</strong></p>
<p>No— because to be realistic one must always admit the influence of those who have gone before.</p>
<p><strong>…or a creation of a group?</strong></p>
<p>Often.</p>
<p><strong>Is there a design ethic?</strong></p>
<p>There are always design constraints and these usually include an ethic.</p>
<p><strong>Does design imply the idea of products that are necessarily useful?</strong></p>
<p>Yes— even though the use might be surely subtle.</p>
<p><strong>It is able to cooperate in the creation of works reserved solely for pleasure?</strong></p>
<p>Who would say that pleasure is not useful?</p>
<p><strong>Ought form to derive from the analysis of function?</strong></p>
<p>The great risk here is that the analysis may not be complete.</p>
<p><strong>Can the computer substitute for the designer?</strong></p>
<p>Probably, in some special cases, but usually the computer is an aid to the designer.</p>
<p><strong>Does design imply industrial manufacture?</strong></p>
<p>Some designs do and some do not—depending on the nature of the design and the requirements.</p>
<p><strong>Is design an element of industrial policy?</strong></p>
<p>Certainly; as in any other aspect of quality, obvious or subtle, of the product. It seems that anything can be an element in policy.</p>
<p><strong>Ought design to care about lowering costs?</strong></p>
<p>A product often becomes more useful if the costs are lowered without harming the quality.</p>
<p><strong>Does the creation of design admit constraint?</strong></p>
<p>Design depends largely on constraints.</p>
<p><strong>What constraints?</strong></p>
<p>The sum of all constraints. Here is one of the few effective keys to the design problem—the ability of the designer to recognize as many of the constraints as possible—his willingness and enthusiasm for working within these constraints—the constraints of price, of size, of strength, balance, of surface, of time, etc.; each problem has its own peculiar list.</p>
<p><strong>Does design obey laws?</strong></p>
<p>Aren’t constraints enough?</p>
<p><strong>Ought the final product to bear the trademark of the designer? Of the research office?</strong></p>
<p>In some cases, one may seem appropriate. In some cases, the other, and certainly in some cases both.</p>
<p><strong>What is the relation of design to the world of fashion (current trends)?</strong></p>
<p>The objects of fashion have usually been designed with the particular constraints of fashion in mind.</p>
<p><strong>Is design ephemeral?</strong></p>
<p>Some needs are ephemeral. Most designs are ephemeral.</p>
<p><strong>Ought it to tend towards the ephemeral or towards permanence?</strong></p>
<p>Those needs and designs that have a more universal quality will tend toward permanence.</p>
<p><strong>To whom does design address itself: to the greatest number (the masses)? to the specialists or the enlightened amateur? To a privileged social class?</strong></p>
<p>To the need.</p>
<p><strong>Can public action aid the advancement of design?</strong></p>
<p>The proper public action can advance most anything.</p>
<p><strong>After having answered all these questions, do you feel you have been able to practice the profession of “design” under satisfactory conditions, or even optimum conditions?</strong></p>
<p>Yes.</p>
<p><strong>Have you been forced to accept compromises?</strong></p>
<p>I have never been forced to accept compromises but I have willingly accepted constraints.</p>
<p><strong>What do you feel is the primary condition for the practice of design and its propagation?</strong></p>
<p>Recognition of the need.</p>
<p><strong>What is the future of design?</strong></p>
<p>(No answer)</p>
</blockquote>
<p>(transcript via <a href="http://brimstonesandtreacle.wordpress.com/2012/03/02/what-is-design/">Brimstone and Treacle</a>.)</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/design-is-a-method-of-action/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Parsons Talk: Pervasive Games for Experiential Media Arts Education</title>
		<link>http://remotedevice.net/blog/parsons-talk-pervasive-games-for-experiential-media-arts-education/</link>
		<comments>http://remotedevice.net/blog/parsons-talk-pervasive-games-for-experiential-media-arts-education/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 20:06:17 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ARGs]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[nyc]]></category>
		<category><![CDATA[parsons]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[speaking]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7878</guid>
		<description><![CDATA[If you're in NYC, you might want to check out my talk at the <a href="http://amt.parsons.edu/programs/dt/">Design and Technology program at Parsons The New School for Design</a>. I will be presenting <a href="http://reality.usc.edu">Reality Ends Here</a> and some ideas about the role of applied pervasive games in education. Hope to see you there.]]></description>
			<content:encoded><![CDATA[<p><img src="http://remotedevice.net/wp-content/uploads/2012/02/Screen-Shot-2012-02-23-at-11.57.26-AM-500x278.png" alt="" title="Screen Shot 2012-02-23 at 11.57.26 AM" width="500" height="278" class="alignnone size-medium wp-image-7879" /></p>
<p>If you&#8217;re in NYC, you might want to check out my talk at the <a href="http://amt.parsons.edu/programs/dt/">Design and Technology program at Parsons The New School for Design</a>. I will be presenting <a href="http://reality.usc.edu">Reality Ends Here</a> and some ideas about the role of applied pervasive games in education. Hope to see you there.</p>
<p><strong>Talk info:</strong><br />
Monday, February 27th at 2:00-3:00pm<br />
66 W. 12 Street, 5th Floor, Room A510</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/parsons-talk-pervasive-games-for-experiential-media-arts-education/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Transforming Community Through Pervasive Play</title>
		<link>http://remotedevice.net/blog/transforming-community-through-pervasive-play/</link>
		<comments>http://remotedevice.net/blog/transforming-community-through-pervasive-play/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 08:49:33 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[pervasive learning]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[usc]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7838</guid>
		<description><![CDATA[Detailed presentation of <a href="http://remotedevice.net/projects/reality/">Reality Ends Here</a>, with remarks on the methodology underlying pervasive placemaking interventions of all kinds. Originally presented February 2, 2012 at the <a href="http://bcnm.berkeley.edu">Berkeley Center for New Media</a>.]]></description>
			<content:encoded><![CDATA[<div style="width:510px" id="__ss_11700282"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/remotedevice/transforming-community-through-pervasive-play" title="Transforming community through pervasive play" target="_blank">Transforming community through pervasive play</a></strong> <iframe src="http://www.slideshare.net/slideshow/embed_code/11700282" width="510" height="426" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe>
<div style="padding:5px 0 12px"> View more <a href="http://www.slideshare.net/" target="_blank">presentations</a> from <a href="http://www.slideshare.net/remotedevice" target="_blank">Jeff Watson</a> </div>
</p></div>
<p>Detailed presentation of <a href="http://remotedevice.net/projects/reality/">Reality Ends Here</a>, with remarks on the methodology underlying pervasive placemaking interventions of all kinds. Originally presented February 2, 2012 at the <a href="http://bcnm.berkeley.edu">Berkeley Center for New Media</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/transforming-community-through-pervasive-play/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC and DML Panels: Gameful Layers for the Freshman Experience</title>
		<link>http://remotedevice.net/blog/gdc-and-dml-panels-gameful-layers-for-the-freshman-experience/</link>
		<comments>http://remotedevice.net/blog/gdc-and-dml-panels-gameful-layers-for-the-freshman-experience/#comments</comments>
		<pubDate>Sat, 18 Feb 2012 23:31:11 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[benjamin stokes]]></category>
		<category><![CDATA[dml]]></category>
		<category><![CDATA[donald brinkman]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[just press play]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[rit]]></category>
		<category><![CDATA[speaking]]></category>
		<category><![CDATA[throwdowns]]></category>
		<category><![CDATA[tracy fullerton]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7816</guid>
		<description><![CDATA[I will be presenting at the Game Developers Conference and the Digital Media and Learning Conference in the</a>...]]></description>
			<content:encoded><![CDATA[<p><img src="http://remotedevice.net/wp-content/uploads/2012/02/dml-gdc.jpg" alt="" title="dml-gdc" width="540" height="360" class="alignnone size-full wp-image-7825" /></p>
<p>I will be presenting at the Game Developers Conference and the Digital Media and Learning Conference in the first week of March, 2012. These presentations are a part of a panel series jointly organized by the University of Southern California, the Rochester Institute of Technology, and Microsoft Research. The panels, entitled &#8220;Gameful Layers for the Freshman Experience&#8221;, discuss two very different approaches to using game systems to impact post-secondary education. More details below:</p>
<p><a href="http://dml2012.dmlcentral.net/content/featured-session-rml-not-orientation-gameful-layers-freshman-experience">DML</a><br />
9:00 AM March 2, 2012 Cyril Magnin Ballroom, <a href="http://www.parc55hotel.com/">Wyndham Parc 55 Hotel</a></p>
<blockquote><p>The transition to college is a difficult experience for many young people, marked by rapid change as well as social, emotional and intellectual challenges. Additionally, today&#8217;s students may feel disconnected from traditional university classroom materials and structures, spending the majority of their out of class time interacting via text and web. This session will look at two very different experimental games which attempt to scaffold that freshman experience, allowing digital natives to bring their existing communication and media skills to bear on the building of college-level social groups and 21st century skills such as team-building, problem-solving, creative and critical thinking, brainstorming, experimentation, etc. </p>
<p>The two case studies were both launched in Fall of 2011 and each team has worked to assess and evaluate the outcomes so far. Just Press Play, from the Rochester Institute of Technology, is funded by Microsoft Research, and is an achievement-based system that encourages students to think of the obstacles in their path as part of a narrative of their educational development. <a href="http://reality.usc.edu">Reality Ends Here</a>, from the University of Southern California, is an internally funded project from the School of Cinematic Arts. Structured as an alternate reality game, the experience introduces students to the culture and history of the school, encouraging them to become part of that tradition from day one. Designers and evaluators from each project will discuss learning goals, design strategies, assessment approaches, preliminary outcomes and next steps for these innovative digital learning environments. (<a href="http://dml2012.dmlcentral.net/content/featured-session-rml-not-orientation-gameful-layers-freshman-experience">DML 2012</a>)</p></blockquote>
<p><a href="http://schedule.gdconf.com/session/6784/This_is_Not_an_Orientation%3A__Gameful_Layers_for_the_Freshman_Experience">GDC</a><br />
10:00 AM Tuesday March 6, 2012 Room 2004, West Hall, 2nd Fl, <a href="http://www.gdconf.com/attend/hourslocation.html">Moscone Convention Center</a></p>
<blockquote><p>DESCRIPTION: A comparison of two experimental games that each attempt to scaffold the first year university experience. &#8220;Just Press Play,&#8221; from RIT, an achievement-based system that encourages students to think of the obstacles in their path as part of a narrative of their educational development. &#8220;Reality Ends Here,&#8221; from USC, is a DIY media-making ARG that introduces students to the culture and history of the cinema school, challenging them to become part of the school&#8217;s storied tradition. Designers and evaluators from each team discuss learning goals, design strategies, assessment approaches, preliminary outcomes and next steps for these innovative digital learning environments.</p>
<p>TAKEAWAY: Attendees will learn design strategies, assessment approaches for creating innovative digital learning environments. From-the-trenches reports of technologies of play interacting with established curriculum. Outcomes for these experiments that point the way to new and exciting design solutions for games in educational settings. (<a href="http://schedule.gdconf.com/session/6784/This_is_Not_an_Orientation%3A__Gameful_Layers_for_the_Freshman_Experience">GDC 2012</a>)</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/gdc-and-dml-panels-gameful-layers-for-the-freshman-experience/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Reconstructing visual experiences from brain activity</title>
		<link>http://remotedevice.net/blog/reconstructing-visual-experiences-from-brain-activity/</link>
		<comments>http://remotedevice.net/blog/reconstructing-visual-experiences-from-brain-activity/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 22:23:12 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[berkeley]]></category>
		<category><![CDATA[brains]]></category>
		<category><![CDATA[lifelogging]]></category>
		<category><![CDATA[neuroscience]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[science fiction]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7796</guid>
		<description><![CDATA[Despite its length and hard-to-pin-down clunkiness, I always liked Until the End of the World, Wim Wenders&#8217;</a>...]]></description>
			<content:encoded><![CDATA[<p>Despite its length and hard-to-pin-down clunkiness, I always liked <a href="http://www.imdb.com/title/tt0101458/">Until the End of the World</a>, Wim Wenders&#8217; rambling near-term sci-fi film about (among other things) the psychological impact of a technology that enables the recording and playing back of one&#8217;s dreams. In the film, the characters become addicted to the technology, recording their dreams every night and spending more and more of their waking hours reviewing the recordings until their lives are consumed by reflection. </p>
<p>Other movies, like Kathryn Bigelow&#8217;s <a href="http://www.imdb.com/title/tt0114558/">Strange Days</a>, explore the unsettling social implications of a technology that enables people to digitally capture and play back what their brain sees and hears and feels. More recently, Charlie Brooker&#8217;s brilliant <a href="http://www.channel4.com/programmes/black-mirror">Black Mirror</a> (episode 3, &#8220;<a href="http://en.wikipedia.org/wiki/Black_Mirror_(TV_series)#3._.22The_Entire_History_of_You.22">The Entire History of You</a>&#8220;) presents a plausible vision of how such a technology could become ubiquitous, and the devastating effects it will have on privacy, intimate relationships, and the way we remember our lives.</p>
<p>And so it was somewhat disconcerting to come across <a href="https://sites.google.com/site/gallantlabucb/publications/nishimoto-et-al-2011">this research</a> conducted at Berkeley&#8217;s Gallant Lab:</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/nsjDnYxJ0bo?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>The researchers describe the project as follows:</p>
<blockquote><p>As you move through the world or you watch a movie, a dynamic, ever-changing pattern of activity is evoked in the brain. The goal of movie reconstruction is to use the evoked activity to recreate the movie you observed. To do this, we create encoding models that describe how movies are transformed into brain activity, and then we use those models to decode brain activity and reconstruct the stimulus. (<a href="https://sites.google.com/site/gallantlabucb/publications/nishimoto-et-al-2011">UCB Gallant Lab</a>)</p></blockquote>
<p>Right now, to capture these recordings, the subject needs to be positioned inside a giant fMRI machine, so we&#8217;re a little way off from the dystopias described by the narratives of Strange Days and Black Mirror. But as the researchers at the Gallant Lab write, &#8220;both the technology for measuring brain activity and the computational models are improving continuously. It is possible that decoding brain activity could have serious ethical and privacy implications downstream in, say, the 30-year time frame.&#8221;</p>
<p>Strange days, indeed.</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/reconstructing-visual-experiences-from-brain-activity/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Berkeley Talk: Transforming Community Through Pervasive Play</title>
		<link>http://remotedevice.net/blog/berkeley-talk-transforming-community-through-pervasive-play/</link>
		<comments>http://remotedevice.net/blog/berkeley-talk-transforming-community-through-pervasive-play/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 19:54:53 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[bcnm]]></category>
		<category><![CDATA[berkeley]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[speaking]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7761</guid>
		<description><![CDATA[I will be speaking at the Berkeley Center for New Media on February 2nd, 2012, at 5PM in the BCNM Commons (340 Moffitt).</a>...]]></description>
			<content:encoded><![CDATA[<p><img src="http://remotedevice.net/wp-content/uploads/2012/01/george-steven-hands.jpg" alt="" title="george-steven-hands" width="666" height="534" class="alignnone size-full wp-image-7770" /></p>
<p>I will be speaking at the <a href="http://bcnm.berkeley.edu/">Berkeley Center for New Media</a> on February 2nd, 2012, at 5PM in the BCNM Commons (340 Moffitt). Here&#8217;s the description of the talk:</p>
<blockquote><p>In this talk, Jeff Watson will present <a href="http://reality.usc.edu" target="_blank">Reality Ends Here</a> (2011), a pervasive <del>alternate</del> reality game designed to effect immediate change in the community of learners at the USC School of Cinematic Arts (SCA). Over the course of the project&#8217;s 120 day run, collectible cards, rumors, secret websites, and a mysterious black flag drew more than 150 students into an intense underground social game involving collaboration, strategy, and artistic experimentation. By connecting students to one another in unpredictable and serendipitous ways, and by providing a framework for meaningful play and performance, the game transformed a collection of heavily siloed academic divisions into a productively chaotic and interdisciplinary community of practice. Drawing on the research and methodology underlying the design, implementation, and assessment of Reality Ends Here, Watson will argue for the transformative potential of pervasive game interventions across a range of domains, from education and public policy, to activism, innovation, and beyond (<a href="http://bcnm.berkeley.edu/?page_id=425&#038;id=84">Berkeley Center for New Media</a>).</p></blockquote>
<p>UPDATE: Slides posted <a href="http://remotedevice.net/blog/transforming-community-through-pervasive-play/">here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/berkeley-talk-transforming-community-through-pervasive-play/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Play, writing, and the pleasures of complex dynamic systems</title>
		<link>http://remotedevice.net/blog/play-writing-and-the-pleasures-of-complex-dynamic-systems/</link>
		<comments>http://remotedevice.net/blog/play-writing-and-the-pleasures-of-complex-dynamic-systems/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 02:29:21 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[andrea phillips]]></category>
		<category><![CDATA[complexity]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[screenwriting]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7728</guid>
		<description><![CDATA[Writer and game designer Andrea Phillips, who I interviewed in this space a few years back, recently wrote a</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.brainpickings.org/index.php/2009/05/07/writing-without-words/" target="_blank"><img src="http://remotedevice.net/wp-content/uploads/2012/01/Screen-Shot-2012-01-10-at-6.17.51-PM-309x400.png" alt="" title="Visualization of Kerouac&#039;s On The Road" width="309" height="400" class="alignright size-medium wp-image-7733" /></a>Writer and game designer Andrea Phillips, who I <a href="http://remotedevice.net/blog/taking-risks-and-dancing-with-audiences-andrea-phillips-on-writing-for-transmedia-and-args/">interviewed</a> in this space a few years back, recently wrote a <a href="http://www.deusexmachinatio.com/blog/2012/1/10/evolution-of-process.html">blog post</a> about the evolution of her writing process, describing &#8220;the way that my creation of stories and my creation of games have come to use the same general process.&#8221; The gist of the post is something like this: developing stories amounts to something very similar to developing games in terms of the way that both forms demand striking a kind of systemic balance. An unbalanced game will be exploited by its players, or, as in the example Phillips uses of a game which over-incentivizes certain play actions through its point system, will bring about undesired behaviors that detract from the core experience. Similarly, narrative figures fail to generate their intended effects unless they are finely &#8220;balanced&#8221; toward specific ends. This could be illustrated by the canonical example of how showing a ticking time bomb hidden beneath a table at the beginning of a sequence will generate suspense, but if it is shown only right before it explodes, the result will be mere shock. In both cases &#8212; games and narratives &#8212; simple changes in sequence, tone, and fact can have enormous impact on the system as a whole.</p>
<p>Some of my own first inklings of this sort of systems thinking came about when I was learning how to write JavaScript. One of the first projects I did was a kind of &#8220;random log line generator&#8221; that put together snippets of beginnings, middles, and ends to create surprising (and often absurd) pseudo-random stories. As I worked to make the program do more sophisticated things &#8212; things like check if there had been a car mentioned in an earlier part of the story, and if there had, bring it back in later in the story &#8212; I began to see more clearly how traditional fixed linear stories (at the time I was working on various screenplay projects) were in fact complex dynamic systems (at least in terms of the development process &#8212; though of course as far as their relationship to spectators goes, they remain so long after they are &#8220;finished&#8221;). Making a change in one part of the text has cascading effects throughout the whole, changing meanings, altering stakes, and opening (or closing) lines of possibility. It seems obvious now, but for me it also felt like a breakthrough.</p>
<p>Maybe that discovery was part of why I became interested in participatory and environmental media broadly and game design more specifically. The thrill of watching those possibilities open and close and those changes ripple through the system was something I wanted to design for. Why should authors have all the fun playing with the pieces and seeing how things shake out differently as the constituent elements of a story environment are changed? As Phillips puts it, it&#8217;s a wonderful game to imagine &#8220;how else we might have assembled the same cogs and gears to make [the clockwork machine of a story] run faster or quieter or keep time better.&#8221; </p>
<p>This pleasure, I think, is at the heart of game play, not just game design. It&#8217;s a unique kind of pleasure that comes from a feeling of real agency, of having one&#8217;s actions effect tangible consequences upon a system, and of discovering the new and unforeseen challenges associated with those consequences &#8212; and it&#8217;s what keeps me passionate about writing, designing, and playing alike.</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/play-writing-and-the-pleasures-of-complex-dynamic-systems/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Metropolis II</title>
		<link>http://remotedevice.net/blog/metropolis-ii/</link>
		<comments>http://remotedevice.net/blog/metropolis-ii/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 01:12:37 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[cars]]></category>
		<category><![CDATA[chris burden]]></category>
		<category><![CDATA[cities]]></category>
		<category><![CDATA[lacma]]></category>
		<category><![CDATA[performance art]]></category>
		<category><![CDATA[sculpture]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7715</guid>
		<description><![CDATA[Chris Burden’s Metropolis II opens this week at LACMA. According to Burden, “The noise, the continuous flow of the trains, and the speeding toy cars, produces in the viewer the stress of living in a dynamic, active and bustling 21st Century city.” And also, I would add, the thrill and the wonder…]]></description>
			<content:encoded><![CDATA[<p><iframe width="500" height="281" src="http://www.youtube.com/embed/llacDdn5yIE?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Chris Burden&#8217;s Metropolis II <a href="http://www.lacma.org/art/exhibition/metropolis-ii">opens this week</a> at LACMA. According to Burden, &#8220;The noise, the continuous flow of the trains, and the speeding toy cars, produces in the viewer the stress of living in a dynamic, active and bustling 21st Century city.&#8221; And also, I would add, the thrill and the wonder&#8230;</p>
<blockquote><p>Here are a few stats on the piece:</p>
<ul>
<li>The cars are attached by a small magnet to the conveyor belt that brings them to the crest.</li>
<li>The only motorization of the cars is the conveyor belt to the top.</li>
<li>Once the cars cross over the crest and head downward, their entire movement is by gravity.</li>
<li>They travel at a scale speed of 240 mph, plus or minus.</li>
<li>The tracks they take are Teflon coated to reduce friction.</li>
<li>The tracks are beveled at 7 degrees to give added torque for speed when<br />
they come through corners and curves.</li>
<li>The trains are out of the box electric train sets that run on electricity.</li>
</ul>
<p>(<a href="http://lacma.wordpress.com/2012/01/10/metropolis-ii/">Unframed</a>)
</p></blockquote>
<p>See also: <a href="http://www.stumbleupon.com/su/9R26Pj/www.ubu.com/film/burden_wrench.html">Big Wrench</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/metropolis-ii/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>An essential archipelago of opportunity</title>
		<link>http://remotedevice.net/blog/an-essential-archipelago-of-opportunity/</link>
		<comments>http://remotedevice.net/blog/an-essential-archipelago-of-opportunity/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 17:24:49 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[nicholas de monchaux]]></category>
		<category><![CDATA[parametric design]]></category>
		<category><![CDATA[sustainability]]></category>
		<category><![CDATA[urban space]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7585</guid>
		<description><![CDATA[Nicholas de Monchaux's <a href="">WPA 2.0</a> entry, <a href="">Local Code : Real Estates</a> uses geospatial data to map the thousands of abandoned city-owned lots scattered across North American cities. But this is more than just a data viz project: de Monchaux conceives of these spaces as "an essential archipelago of opportunity" for making cities more livable, functional, and sustainable.]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/8080630" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Nicholas de Monchaux&#8217;s <a href="http://wpa2.aud.ucla.edu/info/index.php?/theprojects/finalists/">WPA 2.0</a> entry, <a href="http://nicholas.demonchaux.com/Work/local-code">Local Code : Real Estates</a> uses geospatial data to map the thousands of abandoned city-owned lots scattered across North American cities. But this is more than just a data viz project: de Monchaux conceives of these spaces as &#8220;an essential archipelago of opportunity&#8221; for making cities more livable, functional, and sustainable. The project proposes a provocative union of urban environmental sensor data, citizen participation (presumably captured via social media), and parametric design software:</p>
<blockquote><p>Using parametric design, a landscape proposal for each site is tailored to local conditions, optimizing thermal and hydrological performance to enhance the whole city’s ecology—and relieving burdens on existing infrastructure. Local Code’s quantifiable effects on energy usage and stormwater remediation eradicate the need for more expensive, yet invisible, sewer and electrical upgrades. In addition, the project uses citizen participation to conceive a new, more public infrastructure as well —a robust network of urban greenways with tangible benefits to the health and safety of every citizen. (<a href="http://nicholas.demonchaux.com/Work/local-code">Nicholas de Monchaux</a>)</p></blockquote>
<p>Related: <a href="http://wpa2.aud.ucla.edu/info/">WPA 2.0 Exhibition</a></p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/an-essential-archipelago-of-opportunity/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mogees: Realtime Gesture Recognition with Contact Microphones</title>
		<link>http://remotedevice.net/blog/mogees-realtime-gesture-recognition-with-contact-microphones/</link>
		<comments>http://remotedevice.net/blog/mogees-realtime-gesture-recognition-with-contact-microphones/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 16:44:31 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[bruno zamborlin]]></category>
		<category><![CDATA[mogees]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[physical computing]]></category>
		<category><![CDATA[sensors]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=7514</guid>
		<description><![CDATA[Bruno Zamborlin&#8217;s Mogees project &#8212; &#8220;an interactive gestural-based surface for realtime</a>...]]></description>
			<content:encoded><![CDATA[<p>Bruno Zamborlin&#8217;s <a href="http://www.brunozamborlin.com/mogees/">Mogees</a> project &#8212; &#8220;an interactive gestural-based surface for realtime audio mosaicing&#8221; &#8212; implies all sorts of interesting futures for musical instruments and performance:</p>
<p></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/erz-9f4M9B4?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Via <a href="http://twitter.com/#!/elejansen">@elejansen</a></p>
]]></content:encoded>
			<wfw:commentRss>http://remotedevice.net/blog/mogees-realtime-gesture-recognition-with-contact-microphones/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Innovation Ecotones</title>
		<link>http://remotedevice.net/blog/innovation-ecotones/</link>
		<comments>http://remotedevice.net/blog/innovation-ecotones/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 22:54:30 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ann pendleton-jullian]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[ecology]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[innovation ecotones]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[pervasive learning]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6401</guid>
		<description><![CDATA[An ecotone &#8212; literally, a place where ecologies are in tension &#8212; is a transitional area between</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/11/Screen-Shot-2012-01-05-at-2.13.28-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/11/Screen-Shot-2012-01-05-at-2.13.28-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.13.28 AM" width="588" height="422" class="alignnone size-full wp-image-7556" /></a>
<p>An ecotone &#8212; literally, <a href="http://en.wikipedia.org/wiki/Ecotone">a place where ecologies are in tension</a> &#8212; is a transitional area between different biomes, such as the boundary between grassland and forest or between different kinds of forests. Such places are sites for evolutionary dynamism, conflict, and experimentation. <a href="http://4plus1studios.com/about/">Ann Pendleton-Jullian</a>, Director of the Knowlton School of Architecture at Ohio State University, draws on the ecotone as analogy and inspiration in her provocative essay regarding the future of design education and other institutional systems, <a href="http://remotedevice.net/wp-content/uploads/2011/11/APJ_paper_14.pdf">Innovation Ecotones</a> (.pdf).</p>
<p>Here, Pendleton-Jullian outlines the continuum between linear (&#8220;twentieth century&#8221;) and elastic/non-hierarchical (&#8220;twenty-first century&#8221;) learning and innovation models:</p>
<blockquote><p>The left side of this continuum corresponds to models, methods, and mechanisms associated with twentieth century learning and the right side corresponds to how we are beginning to conceive of knowledge construction for the twenty-first century. A twentieth-century approach to education holds fast to the notion of teaching as a systematic delivery of knowledge—knowledge that is vetted and sanctioned and delivered in discipline-based packages from expert teachers to students. It is education in which one learns about specific stuff and how to do specific things. </p>
<p>In contrast, twenty-first century learning environments are about learning that extends far beyond the classroom (it scales), which in turn promotes elasticity and agency. The assumption is that we need to prepare for futures in which the specific things we will be doing, and specific stuff we will need to know, do not yet exist. Implicated in an education for the twenty-first century are all sorts of new mechanisms—cultural, social, and intellectual mechanisms—that are either directly or indirectly affiliated with the digital age as a global phenomenon.</p>
<p>Intuitively, we understand that a twenty-first century approach to learning is radically different from education that focuses on the accumulation of information and the simplistic transfer of culture and ideas associated with this information. But what is it more precisely? I would suggest that it begins with an epistemological shift in which learning how to learn and act (learning to be), in a highly situated manner, replaces learning about something. And then it is about how this scales, so as to create elasticity and agency.</p></blockquote>
<p>Agency is the key word here. In the staid and siloed ecologies of traditional education, everyone has their place. Agency is reduced to choosing which silo you&#8217;re going to set yourself into &#8212; a choice which can drastically scale back your exposure to what&#8217;s going on in other silos. As a result, your world &#8212; your learning ecology &#8212; becomes smaller and less diverse over time. And the less diverse a given ecology becomes, the slower its pace of evolution and innovation.</p>
<p>In an &#8220;ecotone culture,&#8221; what once was siloed begins to collide, mix, and cross-pollinate, opening new vectors for discovery and collaboration. The results are unpredictable, but rich:</p>
<blockquote><p>Because the students of the ecotone culture share the space and their work with others unlike themselves – with diverse species – there will be those cases in which one enters as one thing and evolves into something else: an architect, for instance, evolves into a musician/architect; or an astronomer evolves into an astronomer/environmentalist. Like the Greenbul [a bird whose song pitch and aeronautical capabilities adapt in response to its environment], though, it is not a change of song but a new tonality that honors both the song structure and the new context. This means that this new talent will acquire the ability to contribute in more than one field and maintain a key presence in multiple camps. </p>
<p>The ecotone analogy is extensive and highly productive. Diversity of species, new species development, keystone species as engineers, distribution of nutrients, corridors for transfer of creatures and stuff—even the idea of microhabitats (smaller habitats within larger habitats, like a tidal pool)—are all intensely relevant in terms of conceiving, designing, and implementing organizational structures and mechanisms for this innovation ecology model. Each component might independently have an impact and add value to the system, but the fact that the ecotone is a system, rather than a collection of components, means that their collective impact scale.</p></blockquote>
<p>It should be noted that establishing an innovation ecotone in an institutional setting does not mean that one must completely change the entire system overnight. As I've <a href="http://remotedevice.net/tag/reality-ends-here/">observed over the past few months</a>, a lightweight and entirely opt-in pervasive game geared around peer discovery and collaborative production can have transformative effects on an otherwise siloed educational environment. Once the channels for agency and disciplinary elasticity have been opened, it&#8217;s hard to close them again. After all, young media artists, theorists, and designers (among many others) are eager to find their niche in the world, to discover their identities, and to make a contribution &#8212; and in diversity, there is opportunity. </p>
<p>Download the complete text: <a href="http://remotedevice.net/wp-content/uploads/2011/11/APJ_paper_14.pdf">Innovation Ecotones (.pdf)</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/11/29/innovation-ecotones/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Video: Indiecade 2011 “No Screens” Panel</title>
		<link>http://remotedevice.net/blog/video-indiecade-2011-%e2%80%9cno-screens%e2%80%9d-panel/</link>
		<comments>http://remotedevice.net/blog/video-indiecade-2011-%e2%80%9cno-screens%e2%80%9d-panel/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 18:26:38 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[chris weed]]></category>
		<category><![CDATA[colleen macklin]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[greg trefry]]></category>
		<category><![CDATA[indiecade]]></category>
		<category><![CDATA[mathieu castelli]]></category>
		<category><![CDATA[nathalie pozzi]]></category>
		<category><![CDATA[reality ends here]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6399</guid>
		<description><![CDATA[Featuring Mathieu Castelli, Nathalie Pozzi, Greg Trefry, Chris Weed, and me. Moderated by Colleen Macklin.</a>...]]></description>
			<content:encoded><![CDATA[<br />
<iframe width="519" height="264" src="http://www.youtube.com/embed/2t5RZLaNp2g" frameborder="0" allowfullscreen></iframe>

<p>Featuring Mathieu Castelli, Nathalie Pozzi, Greg Trefry, Chris Weed, and me. Moderated by Colleen Macklin.</p>

<blockquote>This is a free-range session about games that go beyond the confines of the polygonal frame. In other words big games, street games, args, playful disobedience, analog games or whatever you’d like to call them! Panelists will discuss design considerations, new approaches and what’s next in the genre. (<a href="http://www.indiecade.com/2011/schedule/">IndieCade 2011</a>)</blockquote>]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/11/28/video-indiecade-2011-no-screens-panel/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Using location data to predict where people will be, when they will be there, and who they will be there with</title>
		<link>http://remotedevice.net/blog/using-location-data-to-predict-where-people-will-be-when-they-will-be-there-and-who-they-will-be-there-with/</link>
		<comments>http://remotedevice.net/blog/using-location-data-to-predict-where-people-will-be-when-they-will-be-there-and-who-they-will-be-there-with/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 22:09:25 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[jyotish]]></category>
		<category><![CDATA[long vu]]></category>
		<category><![CDATA[mobile media]]></category>
		<category><![CDATA[prediction]]></category>
		<category><![CDATA[surveillance]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6397</guid>
		<description><![CDATA[Never mind the increasingly ubiquitous surveillance-by-smartphone of where people are. Next up is keeping</a>...]]></description>
			<content:encoded><![CDATA[<p>Never mind the increasingly ubiquitous surveillance-by-smartphone of where people <em>are</em>. Next up is keeping track of where they <em>will be</em>. University of Illinois researchers <a href="http://illinois.academia.edu/LongVu">Long Vu</a>, Quang Do, and Klara Nahrstedt have prototyped a system that analyzes the movements of people on the U of Illinois campus, then makes predictions about their future movements and social contacts:</p>
<blockquote><p>The constructed model is able to answer three fundamental questions: (1) where the person will stay, (2) how long she will stay at the location, and (3) who she will meet.</p>
<p>In order to construct the predictive model, Jyotish includes an efficient clustering algorithm to cluster Wifi access point information in the Wifi trace into locations. Then, we construct a Naive Bayesian classifier to assign these locations to records in the Bluetooth trace and obtain a fine granularity of people movement. Next, the fine grain movement trace is used to construct the predictive model including location predictor, stay duration predictor, and contact predictor to provide answers for three questions above. Finally, we evaluate the constructed predictive model over the real Wifi/Bluetooth trace collected by 50 participants in University of Illinois campus from March to August 2010. Evaluation results show that Jyotish successfully constructs a predictive model, which provides a considerably high prediction accuracy of people movement. (<a href="http://www.sciencedirect.com/science/article/pii/S1574119211001167">ScienceDirect</a>)</p></blockquote>
<p>Full paper <a href="http://illinois.academia.edu/LongVu/Papers/568408/Jyotish_A_Novel_Framework_for_Constructing_Predictive_Model_of_People_Movement_from_Joint_Wifi_Bluetooth_Trace">here</a>.</p>
<p>Via <a href="http://www.newscientist.com/article/mg21228405.900-presocial-network-finds-you-friends-in-your-hangouts.html">New Scientist</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/11/24/using-location-data-to-predict-where-people-will-be-when-they-will-be-there-and-who-they-will-be-there-with/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Address is Approximate</title>
		<link>http://remotedevice.net/blog/address-is-approximate/</link>
		<comments>http://remotedevice.net/blog/address-is-approximate/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 21:01:41 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[stop motion]]></category>
		<category><![CDATA[street view]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6394</guid>
		<description><![CDATA[Like Toy Story, but for graphic designers. Via Flowing Data.</a>...]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/32397612" width="635" height="357" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Like <em>Toy Story</em>, but for graphic designers. Via <a href="http://flowingdata.com/2011/11/24/touching-google-streetview-stop-motion/">Flowing Data</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/11/24/address-is-approximate-by-tom-jenkins-google-streetview-stop-motion-video-via-flowingdata/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Engine 29 “pop-up arts journalism lab” pays a visit to the @scareality Game Office</title>
		<link>http://remotedevice.net/blog/engine-29-%e2%80%9cpop-up-arts-journalism-lab%e2%80%9d-pays-a-visit-to-the-scareality-game-office/</link>
		<comments>http://remotedevice.net/blog/engine-29-%e2%80%9cpop-up-arts-journalism-lab%e2%80%9d-pays-a-visit-to-the-scareality-game-office/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 18:51:08 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[doug maccash]]></category>
		<category><![CDATA[engine 29]]></category>
		<category><![CDATA[game office]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6372</guid>
		<description><![CDATA[Doug MacCash of the New Orleans Times-Picayune caught this footage of me talking about Reality Ends Here when</a>...]]></description>
			<content:encoded><![CDATA[<p><object width="555" height="416"><param name="movie" value="http://www.youtube.com/v/_6jtK33Ptmk?version=3&#038;feature=oembed"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><param name="wmode" value="opaque"></param><embed wmode="opaque"  src="http://www.youtube.com/v/_6jtK33Ptmk?version=3&#038;feature=oembed" type="application/x-shockwave-flash" width="555" height="416" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://blog.nola.com/dougmaccash/index.html">Doug MacCash of the New Orleans Times-Picayune</a> caught this footage of me talking about <a href="http://reality.usc.edu">Reality Ends Here</a> when he and several other brilliant <a href="http://engine29.org">Engine 29</a> Annenberg Fellows paid a visit to the Game Office. Also included in this video: über-player <a href="http://reality.usc.edu/members/willcher">Will Cherry</a>, newly-minted player <a href="http://reality.usc.edu/members/celinelam/">Celine Lam</a> and footage from the excellent music video Deal, <a href="http://reality.usc.edu/deals/space-bound/">Space Bound</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/11/14/engine-29-pop-up-arts-journalism-lab-pays-a-visit-to-the-scareality-game-office/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The secret #scareality experience at #diydays</title>
		<link>http://remotedevice.net/blog/the-secret-scareality-experience-at-diydays/</link>
		<comments>http://remotedevice.net/blog/the-secret-scareality-experience-at-diydays/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 04:11:06 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[diy days]]></category>
		<category><![CDATA[lance weiler]]></category>
		<category><![CDATA[los angeles]]></category>
		<category><![CDATA[reality ends here]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6333</guid>
		<description><![CDATA[Thanks to Lance Weiler and the rest of the DIY Days crew for helping us run a “bite-sized” version of Reality</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0035.jpg"><img class="alignnone size-large wp-image-7564" title="IMG_0035" src="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0035-768x1024.jpg" alt="" width="768" height="1024" /></a>

Thanks to <a href="http://twitter.com/lanceweiler">Lance Weiler</a> and the rest of the <a href="http://diydays.com">DIY Days</a> crew for helping us run a “bite-sized” version of <a href="http://reality.usc.edu">Reality Ends Here/SCA Reality</a> at this year’s conference.

The game as we ran it was very lightweight. We kicked things off by announcing in the conference program that a secret experience was afoot. We then left little black cards bearing the game logo in various locations around the venue. Everyone who knew about the game — initially just me, my co-designer <a href="http://simonwiscombe.com">Simon Wiscombe</a>, and a handful of others — wore small pins bearing the game logo. Gradually, attendees noticed the logos and asked us what was going on. Doing so earned them special packets of game cards — and pins of their own. During the rare intervals in what was an extremely busy and inspiring event, we spotted attendees experimenting with different card arrangements and brainstorming project ideas.

<a href="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0042.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0042-1024x768.jpg" alt="" title="IMG_0042" width="1024" height="768" class="alignnone size-large wp-image-7565" /></a>

<p>The <a href="http://reality.usc.edu/diydays">winning entry</a> from the experience will be used as a special challenge for players of the real game at USC. We will post their work as soon as it is available and share it on the #diydays hashtag.

Congratulations to the winners, and thanks to all those who played!</p>]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/10/30/the-secret-scareality-experience-at-diydays/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Henry Jenkins interviews me about Reality Ends Here</title>
		<link>http://remotedevice.net/blog/henry-jenkins-interviews-me-about-reality-ends-here/</link>
		<comments>http://remotedevice.net/blog/henry-jenkins-interviews-me-about-reality-ends-here/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 17:51:04 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[sca]]></category>
		<category><![CDATA[simon wiscombe]]></category>
		<category><![CDATA[tracy fullerton]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[usc]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6321</guid>
		<description><![CDATA[Special thanks to Henry Jenkins for conducting a wide-ranging two-part interview with Simon Wiscombe, Tracy</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/10/Screen-Shot-2012-01-05-at-2.10.27-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/10/Screen-Shot-2012-01-05-at-2.10.27-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.10.27 AM" width="367" height="516" class="alignright size-full wp-image-7553" /></a>Special thanks to Henry Jenkins for conducting a wide-ranging two-part <a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">interview</a> with <a href="http://simonwiscombe.com">Simon Wiscombe</a>, <a href="http://tracyfullerton.com/">Tracy Fullerton</a>, and me about my dissertation project, <a href="http://reality.usc.edu">Reality Ends Here</a> (A.K.A. SCA Reality, &#8220;The Game&#8221;, etc):</p>
<blockquote><p>All of this cloak and dagger stuff was part of an innovative game &#8212; an Alternate Reality Game of sorts &#8212; which is being conducted amongst the entering Cinema School undergraduates this year. If my own experiences are any indication, the game is proving to be enormously successful at getting students involved, excited about entering the Cinema School, more aware of its resources, more connected to its faculty, more engaged with its research, more connected across different divisions. It is also getting them involved in collaborative and production like activities than most entering students who have had to wait for a bit before they would be allowed to take production classes. I&#8217;ve seen lots of discussion over the past few years about the potentials of using ARGS for pedagogical purposes. But, this is the first time I&#8217;ve seen such a large scale experiment in integrating ARG activities across an entire school to orient entering students to a program and to serve a range of instructional goals. The passion the game is motivating in USC students is palpable. And I can tell you that many of the faculty, who have gotten pulled into the game through one play mechanic or another, are feeling a real pride in their school for its willingness to embrace this kind of experimentation and innovation. (<a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">henryjenkins.org</a>)</p></blockquote>
<p><a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">Read the full interview.</a></p>
<p>More info on the game <a href="http://remotedevice.net/projects/reality/">here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/10/14/henry-jenkins-interviews-me-about-reality-ends-here/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Reality@IndieCade</title>
		<link>http://remotedevice.net/blog/realityindiecade/</link>
		<comments>http://remotedevice.net/blog/realityindiecade/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 17:40:17 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[indiecade]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[sca]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6305</guid>
		<description><![CDATA[Special thanks to the IndieCade organizers for asking us to appear at this year&#8217;s festival, and to all</a>...]]></description>
			<content:encoded><![CDATA[<a href="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0964.jpg"><img src="http://remotedevice.net/wp-content/uploads/2011/10/IMG_0964-768x1024.jpg" alt="" title="IMG_0964" width="768" height="1024" class="alignnone size-large wp-image-7576" /></a>

<p>Special thanks to the IndieCade organizers for asking us to appear at this year&#8217;s festival, and to all the players from the &#8220;real&#8221; game who showed up and helped make Deals with the general public.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/10/10/realityindiecade/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Embedded papercraft objects are better than embedded digital objects</title>
		<link>http://remotedevice.net/blog/embedded-papercraft-objects-are-better-than-embedded-digital-objects/</link>
		<comments>http://remotedevice.net/blog/embedded-papercraft-objects-are-better-than-embedded-digital-objects/#comments</comments>
		<pubDate>Thu, 15 Sep 2011 02:47:20 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[locative media]]></category>
		<category><![CDATA[papercraft]]></category>
		<category><![CDATA[scotland]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6285</guid>
		<description><![CDATA[Responsibility has yet to be claimed for the beautiful papercraft sculptures that have mysteriously popped</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/09/Screen-Shot-2012-01-05-at-2.07.59-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/09/Screen-Shot-2012-01-05-at-2.07.59-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.07.59 AM" width="442" height="488" class="alignnone size-full wp-image-7550" /></a></p>
<p>Responsibility has yet to be claimed for the <a href="http://community.thisiscentralstation.com/_Mysterious-paper-sculptures/blog/4991767/126249.html">beautiful papercraft sculptures</a> that have mysteriously popped up in Scottish libraries and arts centers, each accompanied by notecards featuring the Twitter handles of relevant authorities or personalities. </p>
<p>Tangible artifacts like these have so much presence. It&#8217;s hard to imagine augmented reality objects ever having this kind of impact. </p>
<p>This project is a great example of how &#8220;embedded&#8221; media objects and an active engagement with technology and network culture doesn&#8217;t always need to depend on glyphs, bar codes, scanners, cameras, or smartphones &#8212; as cool as all those things are. </p>
<p>Just because we <em>can</em> do something 100 percent digitally doesn&#8217;t mean that we <em>should</em>. All media forms are tools in the transmedia artist&#8217;s toolbox, and every tool has its place. How much less effective would these sculptures be if they had been objects that you needed to download <a href="http://www.layar.com/">Layar</a> or some other AR app in order to view? How much less presence would they have? How much less mysterious and thought-provoking would they be?</p>
<p>Yes, it&#8217;s true, AR people: embedded papercraft objects are better than embedded digital objects.</p>
<p>This is what differentiates the true media artist from the technofetishist. The former adopts whatever medium or combination of media that suits the needs of their project and maximizes impact. The latter always adopts the highest-tech solution, regardless of other options.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.remotedevice.net/2011/09/14/embedded-papercraft-objects-are-better-than-embedded-digital-objects/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

