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immersion
design
The stories we tell reflect and determine how we think about ourselves and one another. A new medium of expression allows us to tell stories we could not tell before, to retell the age-old stories in new ways, to imagine ourselves as creatures of a parameterized world of multiple possibilities, to understand ourselves as authors of rules systems which drive behavior and shape our possibilities. - Janet Murray
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design || game worlds | credit courses
|short courses | consultancies |
game
worlds ||
2007: tears in the rain ....
"All those moments will be lost... like tears in rain" - Roy Batty
the tears in the rain project explores memory and place in the representation. the main concept is the inclusion of time and ability to explore time within a specific place.
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2006: tabernacle - lead architect and design
tabernacle places the interactor in a hallucinatory medieval world where the only way out is an epiphany: there is no story, there is no game, there is no real ...
tabernacle explores the manner in which the map is a representation of the embodied self in place ...
the project was initially inspired by the 6th century maps of cosmas indicopleutes and an excitement that such a world view might be unreachable in the normal sense but providing an experience within a visualised world might open a window into the episteme that produced such a map.
it arises from a problematic set up by the digital songlines project and the mismatch between the map as represented by the game engine and indigenous australian maps
team: glen, victor, justin, ash, glen vb, jon, ryan |
the tabernacle project is an immersion and experience design project which exploits the visualisation technologies of a 3D games engine - the intent is not a game but an exerience, a trip to another mind ...
a further inspiration for the tabernacle project is the area of games for change, sometimes categorised as docugames - game worlds designed to provide play but which also intend to be overt in a cultural message [see for example: escape from woomera, waco resurrection, dafur is dying, the columbine massacre, paris riots]. there is a problematic here which was illuminated by the digital songlines environment where a cartesian map concept was exploited for an indigenous world ....
another area of inspiration is the use of rich immersive environments for the purposes of cultural heritage, a prime example of this is the digital songlines project which recreates indigenous australian experience. finally, the project is intended as a play space for design techniques. because a design parameter is subversion of the hero quest theme and the use of residual story expectation, the space encourages the exploration of the not-yet-useful. here we are deeply indepted to peter molyneux' GDC 2005 presentation of the room and the emily dickenson competition

concept art for the tabernacle landscape by ash
2005:
digital songlines - written in TGE - ethnographer and design research
on cultural interfaces and game design [website]
2005:
flowers in the snow - written in the world - alternate reality
game design as experiment in production of traditional narratives
2005:
history's purchased page - design and research on visualisation
of dramatic worlds - aspect of ACID research project media station [website]
2004:
ipskay - alternate reality game - lead architect and design on CI funded creative
town project created by axel bruns - a simulated environment for project generation for
creative industries unit - aspect of ACID project media station [website]
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map of the alternate real: ipskay and surroundings |
2002:
angel of the north - adventure role-playing game concept for educational
purposes - written in MOO
2001:
cyberama - the theme park - written in MOO - narrative world constructs
to create game worlds [explored under theme park]
2000:
lost cities - written in MOO - narrative world constructs to create
game worlds [explored under theme park]
1998:
virtual brighton - written in MOO - narrative world construct for
players own stories
1997:
jaarptown - written in MOO - open spatial worlds as places for
players to construct stories
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map of the town constructed by players |
character design by players |
1995: brisbane adventure - hypertext 'choose your own adventure' web constructed by students using their own stories of the town and their own experiences to dictate 'play' and movement through the city
1993:
stories to construct stories - written in hypercard - visual fictions
created to instigate player stories
1986:
interactive - reactive fiction - written in BASIC - further experiments
in the IF genre as agency potential educational games spaces
1985:
interactive domestic fiction - written in BASIC - experiments in
educational games spaces produced for the British Council, Las Palmas
1981:
botanical worlds - some kind of alternate reality adventure based
in botanical garden environments which exploited the manner in which the landscape gardening approach produced 'small worlds'
1979:
board game: cambridge scores - a hand drawn semi-role playing game
that occupied both real and game space based on the experience and adventures of the household across the cambridge map. constructed in inks and cardboard
curriculum
design ||
teaching and game design have much in common - after all, the ultimate goal of both is to create convincing worlds where players are encouraged to become engaged agents and construct their own realities ... anonymous
the following are full semester [13 weeks] courses delivered
as both lecture and tutorial with media sites providing overviews, materials,
resources and contacts
this
section lists design work. as a teacher and academic, my primary design
medium is the experience of the user [player - participant]. as a designer,
my medium is the technology environment ...
courses
i have designed, supported via media, coordinated and taught are listed
as credit courses. the short courses are those designed as workshops series
on behalf of others or for special events such as conferences or professional
development.
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interactive
writing + concept development for game design |
| The
role of the writer/image-maker/information designer is central to
the success of any significant project in interactive media. Effective
interactive writing demands a grasp of conceptual and information
design, the nature of interactivity, and the tensions between interactivity
and traditional narrative. In game design these tensions are reinterpreted
again through both ludological practice and spatial practices. The
rules of ‘play’ change the nature of the designer’s role. |
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tangible
media studio [2006 - ] |
|
Playful
tangible media Many of the computational and new media devices we
interact with are not situated solely within a virtual space. Instead,
there is an increasing trend for stand alone devices to be augmented
by embedding computational media within them. This unit explores
the design of these augmented devices. The aim of this unit is to
introduce you to the development of designs for interactive systems
of tangible media. The unit addresses the design and development
of interactive devices that are primarily physical in their nature.
The
theme is: PLAYFULNESS
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interdisciplinarity
[2005] |
| It
is essential that graduates possess the foundational skills necessary
for them to negotiate differing circumstances. This unit introduces
hybrid methodologies with which to operate effectively within interdisciplinary
teams and environments. This unit aims to employ tools and techniques
within problem-based team environments in order to continue the evolution
from advanced student to novice practitioner |
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enabling
immersion [2001 - 2007] |
| This
unit serves as an introduction to immersive interactive technology
and to issues related to design, effective communication and interaction
within digital environments. It offers an initial background for those
of you interested in areas such as designing communication, hypermedia
narrative, interactive multimedia forms, games design, mixed reality
applications and creative / interactive writing. - QUT unit outline
entry 2004 |
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enabling
immersion was the application of research into games design and
software culture. it evolved out of the lost cities project and
is both an aspect of the cyberama project
and gavin sade's work on envisionning
cybernetic environments:
"The
project addresses game and immersion design using a constructive
multiuser environment. The interface to this environment permits
the development of extraordinarily rich prototypes for games and
interactive narratives, enabling the development of plot, objects,
character and game play. Thus exploring practical game environment
design parameters and concepts and theories of immersion design."
[ubik]
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introduction
to media technology [2000 - 2003] |
| In
order to engage with contemporary modes of electronic media production,
publishing and communication within the Creative Industries you will
find you need to combine practical skills related to the use of technologies
and processes with a conceptual understanding of these technologies
and processes as relevant to various Creative Industries. This unit
sets out to provide a foundation for students who enter the university
from a variety of backgrounds and skill levels in multimedia. It provides
initial experience with the software and hardware tools used for creative
work in new media. It is a production course that introduces electronic
publishing, computer graphics and design. It is aimed at both experienced
and non-experienced computer users. - QUT unit outline entry 2003 |
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digital
environment design for educators [post grad] 2001 onwards |
| This
course invites participants to explore the pedagogical possibilities
of the digital environments enabled by Information and Communication
Technologies (ICTs). It takes participants through an industry standard
process in the production of basic digital media materials and environments
for the world wide web in particular and discusses the new forms of
pedagogy inherent in the medium. The lecture series discusses issues
for educators in the digital environment of the web, the epistemology
of technology and the design considerations of implementing both courses
and materials in this medium. The tutorials focus on embedding pedagogic
principles into the construction of the medium and the assessment
schedule reflects the need for educators to be aware of a change in
presentation of learning objectives designed for the medium; the need
to articulate the structure of educational media for the purposes
of grant applications and the manner in which awareness of digital
architecture underpins presentation of educational materials. The
course trains participants in the use of industry standard software
and facilities for the construction of educational learning environments.
- QUT unit outline 2002 |
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technology
and language education [post grad] 1997 onwards |
| There
have been many changes in the technology available to second language
teachers in the last few years. In the area of Computer-Enhanced Language
Learning (CELL) in particular, it is becoming increasingly important
for language professionals to be familiar with the range of uses and
applications available to them. The aim of this unit is to explore
the creative teaching potential of technology such as CELL, interactive
multimedia. The unit will also explore access to and pedagogical uses
of electronic communication such as e-mail, list servers and bulletin
boards. Attention will also be given to the possible roles technology
can play in changing models of teaching and learning.
QUT unit outline 2001 |
short
courses
the
short courses described here are suites of materials designed either to
stand alone and be re-used or designed as support for invited lectures.
some materials are aspects of short courses delivered entirely on-line
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VR
epistemology series |
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A
series of three performances for Virtual Reality presented in 2003 exploring the philosophical underbelly
of developing technologies.
the
sequence is based on a foucauldian approach to software culture
analysis
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intertextuality
series |
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an
introduction to kristeva, copyright and plagiarism issues in post
modern practice.
this
site is now an aspect of the theme park
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Multi-User
[OO] environment design narrative |
|
this
short course represented early exploration of the potential of anarcho-constructive
software environments for design.
it
built on previous work in use of MOO environments for language and
literacy purposes and focussed on the visible programming enabled
by the specific interface for communication design students.
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Multi-User
[OO] environment courses [on-line] 1998 onwards |
| Barcelona
MOO suite: The MUD, Object Oriented Suite [Introductory session, On-line
guest event, Building session] Barcelona IATEFL-CALL SIG Conference,
June-July 2000 with Lesley Shield, OU (UK), Markus Weininger, UF (Brazil)
and Larry Davies, FUN (Japan) |
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Feb
2000: A Virtual Pre-Conference Event (with Lesley Shield, OU)
IATEFL Dublin Conference
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Feb-March
2000: A Virtual Conference Event (with Lesley Shield, OU), IATEFL
Dublin Conference |
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August
2000: Introduction to MOO spaces for K12 |
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July
1998: Exploring MOO spaces with k12 as constructive environments [with
cameron richards] |
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CALL
materials [in service] |
| The
Computer-Assisted Language Learning materials [CALL four-pack] was
designed as support for visiting groups of teachers in the TESOL unit,
Faculty of Education, QUT. Materials available via this site provide
information and activities under four main headings: information literacy,
pedagogy and technology, use of generic software and constructing
your own materials for the web.- QUT TESOL handout 2003 |
consultancies
and web design
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creative
town simulation [2005] |
|
lead
architect and conceptual design on CI funded creative
town project - a simulated environment for project generation
for creative industries unit conceived by axel bruns
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media
station collaborative web site [2004] |
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establishing
and construction and on-going maintenance of collaborative research
archive and presentation site for ACID media
station project
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IGDA
brisbane chapter website [2004] |
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International
Game Developer Association chapters connect game developers in local
communities around the world. Through regularly scheduled meetings,
chapters provide an opportunity for professional game developers
to interact with peers on a local level, and reach out to international
peers. This new chapter of the IGDA seeks to bring together game
developers in the greater Brisbane area, including the Gold and
Sunshine Coasts.
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self
access.com design review [2004] |
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formal
design review for selfaccess.com
commercial materials provider
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fibreculture
conference gallery [2003] |
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on-line
art gallery - part of fibreculture
@ the powerhouse 2003
in
academic and popular discourses, new media, the Internet, and ‘virtual
reality’ are often described as just this – a ‘virtual’ reality,
an Other, a ‘cyberspace' which is somehow disconnected from the
‘real’ and secondary to ‘life’ experiences and issues .... this
on - line gallery space is set up as an opportunity for exploration
by artists to explore the theme of critical literacies in these
spaces
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amber
light project [2003] |
| these
pages offer links and procedures, advice and descriptions of previous
experiences for course coordinators, unit coordinators, class tutors
and others involved in student outcomes in the Creative Industries.
the site specifically adresses the problem of students not achieving
their potential course outcomes and providing scaffolding and prevention
measures |
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non-deliberate
plagiarism project [2000] |
| the
non-deliberate plagiarism project is a QUT TESOL initiative to unpack
plagiarism issues - particularly among second language speakers. |
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website
provided by UQ - paper-ware course materials only
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cybrary:
digital information, knowledge and learning [2001] |
| This
course examines the nature and structure of information in print and
digital formats with a focus on the implications of digital culture
for knowledge and learning. The course equips participants with skills
and knowledge to access, analyse, critique and create digital and
online information resources for curricular units of study. It will
examine the information/knowledge cycle; information needs and uses,
information organisation and access, the implications of digital logic
for literacy and epistemology, the politics of information, and legal
and ethical issues of information access and use. - University of
Queensland, unit entry 2001 |
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