Victoria Kaiulani Kalaninuiahilapalapa Kawekiu i Lunalilo…

Victoria Kaʻiulani Kalaninuiahilapalapa Kawekiu i Lunalilo Cleghorn, Crown Princess of Hawaii (16 October 1875 – 6 March 1899) was heir to the throne of the Kingdom of Hawaiʻi and held the title of crown princess. Kaʻiulani became known throughout the world for her intelligence, beauty and determination. After the overthrow of the Hawaiian monarchy in 1893, she spearheaded a campaign to restore the Kingdom. In New York, she made many speeches and public appearances denouncing the overthrow of her government. In Washington, D.C she spoke before the United States Congress and pleaded with U.S. Presidents Benjamin Harrison and later Grover Cleveland, but her negotiations could not prevent eventual annexation. (via upload.wikimedia.org)

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Marmocorn


Marmocorn.

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Hypothetical worlds: A better future

The following is an excerpt from my paper, “Alternate Reality Games and Pre-Splash Knowledge Studies: Hypothetical Worlds; A Better future.” This tongue-in-cheek science-fictional paper didn’t work out exactly the way I wished it would, but it’s funny in parts, so I’m posting it here for posterity…

Introduction

For some, the very notion of “pre-Splash Knowledge Studies” (PSKS) is an oxymoron. The academic institutions of the time were notorious for being wasteful where they should have been stingy, and stingy where there was need. Worse, restrictive copyright laws and archaic credentialing rituals sealed off important participation vectors and created an atmosphere of distrust and resentment.

Significantly, one doesn’t require the remove of time and circumstance to make this bleak assessment of the period. Thought leaders clearly understood that crucial components of the academic ideal, such as the free and universal access to knowledge, were “compromised by the current intellectual property regime,” and that the so-called ‘new media’ initiatives put forth by most institutions were “about disciplining the flow of knowledge rather than facilitating it” (link) And yet while this frustration was shared by many within the Humanities, few seemed to know what to do.

Part of the reason for this desperate state of affairs was a lack of examples of alternative knowledge production systems that could point the way. As one scholar noted:

[Reimagining the Academy will] involve developing projects which span disciplines, which link several classes together and [require] students to build on each other’s work, and which may straddle multiple universities dispersed in space. All of this is easier said than done, of course, but we should be experimenting with how to achieve this goal since at this point it is even hard to point to many real world examples of what this would look like. (Confessions of an Aca/Fan, October 2008)

Indeed, despite the incredible advances in network technology and ubiquitous computing that had taken place during the early 2000s, the inherently conservative nature of degree-granting academic institutions meant that official scholarship continued to treat “digitally (re)produced research…as if it were more or less a prosthetic extension and enhancement of print.” Worse, in many cases, knowledge produced in online spaces – particularly collaboratively-produced knowledge – was often rejected altogether. So high was the anxiety about the future that many turned to denial, attempting to wish the unfolding changes out of existence by clinging to the past; in so doing, these actors did their part to set the stage for the cataclysms that accompanied the Splash. Such was the tenor of the time.

On the other hand, it has become something of a Crosbyism to simply equate all pre-Splash knowledge production practices with corporatism, neofeudalism, and rampant careerism. As broadly accurate as these clichés might be, the reality is, of course, much more nuanced. Our research has revealed numerous progressive models for the production of knowledge that were actively explored in various sectors during the decade leading up to the Splash. One such practice, namely that of “Alternate Reality Gaming”, a cross-platform recreational knowledge production activity whose popularity exploded in underground “alpha geek” culture in the years immediately preceding the Splash, has captured the imagination and enthusiasm of our node to such an extent that we have decided to dedicate our centennial activity almost exclusively to its study. By exposing this little-known genre of story and play to a wider audience, we hope to spark fresh discussion about popular conceptions of life and learning in the first decade of the 21st century. Further, by revealing how the ARG community (among others) enacted many of the very practices that would have enabled the Humanities Academy of the time to break free of its self-imposed chains, we intend to make a larger point about the all-too-human tendency to miss the solutions to one’s problems even when they’re sitting right in front of one’s nose.

Full paper: watson-hypothetical-worlds.pdf

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DIY Days: Art and Craft of the ARG


http://blip.tv/diy-days/diy-days-la-the-art-and-craft-of-the-arg-steve-peters-and-jan-libby-2909274

Jan Libby and Steve Peters talk ARGs at DIY Days LA.

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Masquerades disclose the reality of souls

A moving and deeply personal description of a very literary kind of transmedia storytelling can be found in the Readings section of this month’s Harper’s Magazine. Portuguese writer Fernando Pessoa “[wrote] and published in the guise of seventy-two different pseudonymous personae, for whom he invented detailed biographies…”; that is, Pessoa, like Cervantes and Twain and other masters of the unreliable narrator, created dense meta-narratives about the supposed authors of his texts that modulated and extended his original material by layering story upon story. The following excerpt should resonate with anyone dabbling in ARGs or other cross-platform layer-on-reality storytelling genres; it also seems rather apt as a general — and somewhat bittersweet — description of a certain kind of sublime.

Masquerades disclose the reality of souls. As long as no one sees who we are, we can tell the most intimate details of our life. I sometimes muse over this sketch of a story — about a man afflicted by one of those personal tragedies born of extreme shyness…who one day, while wearing a mask I don’t know where, told another mask all the most personal, most secret, most unthinkable things that could be told about his tragic and serene life. And since no outward detail would give him away, he having disguised even his voice, and since he didn’t take careful note of whoever had listened to him, he could enjoy the ample sensation of knowing that somewhere in the world there was someone who knew him as not even his closest friend did. When he walked down the street he would ask himself if this person, or that one, or that person over there might not be the one to whom he’d once, wearing a mask, told his most private life. Thus would be born in him a new interest in each person, since each person might be his only, unknown confidant. And his crowning glory would be if the whole of that sorrowful life he’d told were, from start to finish, absolutely false. (Harper’s)

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Tuttuki Bako: 8-Bit AR?

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This pokey AR toy might not be as spectacular as something like LevelHead, but give it props for thinking, er, inside the box:
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Here at ThinkGeek we’ve seen Attack ships on fire off the shoulder of Orion but never have we encountered anything quite like the Tuttuki Bako Virtual Finger Game. When we caught sight of this wacky electronic game on the Japanese blogs, we figured it must be a joke… but no it’s 100% real and fantastically crazy. Simply stick your finger in the hole and a virtual representation appears on the screen. Then you can use your virtual finger to play all kinds of cool mini games… from swinging a panda to having a karate fight with a tiny little man. It’s so odd yet so wonderful. Domo Arigato Japan! (ThinkGeek)

Via Architectradure

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Transmedia and Education: Three Essential Readings

Henry Jenkins’ New Media Literacies class at USC has been a treasure-trove of readings and insights. Three recent articles covered in class — read alongside Jenkins’ own book, Convergence Culture, and his excellent MacArthur-funded New Media Literacies white paper — struck me as particularly essential for anyone who’s looking to build an understanding of what multimodal communication is and how transmedia relates to education, literacy and literature. Most of these readings can be found in various corners of the Web, but I’ve also posted them here (along with a brief gloss and anecdote) for those who are interested. They are:

Ito’s succinct article makes the case most directly: “technologies of the imagination populate even the most mundane corners of our lives,” (34) and, contrary to the fears of those who worry that new media threatens to compartmentalize and disembody, the media mix is in practice productive of a culture that is “extroverted and hypersocial, sociality augmented by a dense set of technologies, signifiers, and systems of exchange.” (32) Buckingham and Sefton-Green hammer the point home: skeptics ought to consider examples like the “striking contrast between the high levels of [multimodal reading, sociality and production] activity that characterize the Pokemon phenomenon and the passivity that increasingly suffuses our children’s schooling” (30); and who could disagree that banning such phenomena from the school yard would do anything other than increase their “forbidden appeal” and “prevent schools from building on the enthusiasms children possess”? (31)

Of course, we have a long way to go before these kinds of messages can establish a critical mass in institutional and creative practice. Last week, I attended an experimental literature conference and found that while many of the assembled authors and scholars were keen on experimenting with new media, few if any of them were open to a wholesale redefinition of what literature is/can be. (( …and here I’m thinking not in either/or terms but in both/and: the novel will always be around and will always be the best at doing those things that novels do best. But there are other kinds of literature lurking in the shadows, and that’s what I’m interested in here. )) The works presented would inevitably employ language — spoken or written — as their core expressive resource (unsurprising for a conference largely run and constituted by poets and English professors), which they would then back up with video, flash animations, sound effects, etc. The effect of this was to reduce any image, sound, interactive or procedural elements present in the works to subordinate “supporting” status, lending credence to the commonly-expressed concern that the use of new media “in” literature amounts to little more than gimmickry. As Kress argues, we need to not only shift our definition of text to include “any instance of communication in any mode or in any combination of modes, whether recorded or not,” (48), but also our concept of the role design plays in both reading and writing. “Design does not ask, ‘what was done before, how, for whom, with what?” Kress writes. Rather, Design asks, “What is needed now, in this one situation, with this configuration of purposes, aims, audience, and with these resources, and given my interests in this situation?” (49)

The easy analogy here is that of the early cinema, wherein fiction films were shot using the conventions of the proscenium drawn from the theatre. It was only after a thorough interrogation of the affordances of the camera and the film splicer that the cinema began to reveal itself as a space for artistic endeavor. That is, once filmmakers let go of the notion that the cinema should attempt to create the same experiences as earlier forms of narrative art, they found themselves liberated to discover the unique way of “speaking” that film affords. What complicates this analogy is that we now confront a dynamic multiplicity of media modes. Like Gardner’s multiply-intelligent children, not all authors are going to be able to work well across all media. But in an age of expanding definitions of words like “text,” “author,” and “reading,” creators of literature, as educators and thought leaders, need to ask themselves the questions Kress’s personified Design asks: “What is needed now…with these resources, and given my interests?” Intelligently using new media is not about adding bells and whistles or referencing the Web — rather, it’s about selecting the right mode (or modes) to express what it is you have to say.

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Fatale

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Belgian experimental video game developer Tale of Tales has released its new game, Fatale:

Fatale is an interactive vignette in realtime 3D inspired by the story of Salome.

Explore a living tableau filled with references to the legendary tale and enjoy the moonlit serenity of a fatal night in the orient. Fatale offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations. (Tale of Tales: Fatale)

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Don’t Worry Vivian, the World is Really Real

I agree with Vivian Sobchack that “within the dominant cultural and techno-logic of the electronic there are those out there who prefer the simulated body and a virtual world…” and that these people are, well, basically nuts. The nanotech immortality fantasies of Ray Kurzweil et al notwithstanding, I think this perspective is increasingly a minority one, and I can’t accept that there are many serious people out there who would argue for a completely disembodied, brain-in-a-vat/brain-in-the-machine cyberfuture. Indeed, I believe such thoughts basically emerge from an early wave of naive techno-utopianism and catastrophe theory, and have been propagated largely via non-technical and somewhat dim-witted (vaguely new age, often times stoner burnout) quarters. It all smacks of mediocre 50s sci-fi and its derivatives in Scientology and other tech/alien cult manifestations, and yet Sobchack talks about it as if this motive is at the dark heart of our culture.

All this is to say that the whole argument in “The Scene of the Screen: Envisioning Photographic, Cinematic, and Electronic ‘Presence'” is a bit of a straw-man kind of thing. Yes, definitely — “an insubstantial electronic presence can ignore [all the] ills the flesh is heir to outside the image and the datascape,” and that would suck, but are we really moving deeper into the screen and disembodiment, full stop, end of story? Sobchack says yes, and I can understand how she got there.

At the time of her writing, the notion that we (or at least those of us who will be able to afford it) are all going to live our futures through our brainstems in an all-encompassing, “jacked-in” Virtual Reality was at its zenith, particularly in popular culture. The fear was that people would become so wrapped up in their disembodied virtual existences (foisted upon them by their robot overlords) that they would fail to notice that the were, phenomenologically speaking, sitting in a tub of goo far away from the site of their action. But while the Matrix films provided the culture with an outlet for various anxieties about technology, identity and control, they were, at bottom, kind of vacant, semi-obvious entertainments that recycled ideas and story figures that have been around since the 50s. Their cause was putatively a noble one, but the films themselves were little more than the pop finales to the initial gasps of fear and anxiety that accompanied the birth of “the electronic.”

I would argue that our future can’t be plotted on a phenomenological continuum that has “embodied” at one end and “disembodied” at the other. Blade Runner and the Matrix trilogy tell us more about the fears and conceits of the early 1980s and late 1990s than they do about the future we are actually confronting in the here and now. And yes, I know — sure, there’s something to be harvested there about the “techno-logic” of late capitalism and of course, yes, it’s all valuable, all of it. But Sobchack spends a lot of intellectual capital worrying about the phenomenological effects of a theoretical reality that increasingly bears little resemblence to what’s actually happening on the ground. No one outside of the most moronic and outmoded subcultures of misguided paranoid technoenthusiasm uses the words “meat” or “wetware” to refer to their bodies. Indeed, highly embodied cultural manifestations like DIY, networked public play and mobility are arguably emerging as the dominant paradigms. While screens continue to proliferate, they are arguably becoming less central to our “lifeworld” (while computation nonetheless continues its ascent behind the scenes). The once easily-drawn line between the Virtual and the Real is now revealed to be a grand fallacy, a product of the very fears and ignorances that produced Sobchack’s essay in the first place.

Put away Neuromancer and pick up Pattern Recognition or Spook Country. Blade Runner and La Jetee are great — so is Denno Coil.

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Image Mapping and Tracking for AR Apps

http://youtu.be/434zw201iN8

I’m interested in the ways that augmented reality can be used to extend storytelling and interaction into the real world. The literary and gameplay potentials presented by this nascent technology seem limitless. That said, we have a fair distance to go before our world starts looking like the one depicted in Denno Coil. One of the biggest stumbling blocks I’ve encountered is the issue of precise positioning. Without knowing the user’s exact location and orientation, an AR system can’t properly overlay/position objects. Most of the AR apps we’ve seen thus far depend on glyphs to accomplish this task; others use carefully pre-positioned wifi routers or Bluetooth nodes to triangulate the user’s location. The problem with these solutions is that — while they make for decent demos — they don’t really scale. If we’re going to tell stories using AR, I suspect that we’ll be looking for solutions that break free of the need for pre-set glyphs, routers or other equipment.

This is where image recognition comes in. Projects like Microsoft’s Photosynth illustrate the capacity of image databases to define 3D space. More recently, AR researchers have started to use image recognition/mapping metaphors to create fluid “glyph-free” applications. The team at the University of Graz’s Christian Doppler Laboratory have just posted some exciting new videos of their work in this field.

These videos hint at the kind of seamlessness of interaction we can expect from AR in the near future.

More: Handheld Augmented Reality at the Christian Doppler Laboratory

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