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truna aka j.turner |
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research
|| constructive environments | collections
current design projects in progress ||| participatory story engine || this project was initiated when it became apparent that constructing narrative scripts for NPCs in an immersive world was generally implemented in a linear fashion - albeit sometimes with hyperlinks. the concept here is to provide an interface that allows a particpant to construct scripts spatially particpatory graffiti project || this project [currently under development with JCU] seeks a method by which immersive world participants are able to treat the world as if it were real and leave their mark as a mnemonic in the right place at the right time ... it explores the pre-historic use of graffiti as a way of claiming place and voice ... mobile mnemonics || bringing the real into the virtual via mobile devices |||| ------ research || games as cultural interfaces
digital songlines environment - a exploration of potentials of exploiting a games engine to construct the indigenous australian landscape and culture and the manner in which the tools themselves coerce an approach ... research || games as education this research project explores and de-constructs the extra-ordinary resonance between the educational philosophy of constructivist learning, the demands of critical literacies in digital environments and the design and the structures and embedded epistemologies of the game format …… the review work is currently in support of an ACID project grant proposing the educational exploitation of MMORPGs and a project to design a language and cultural exploitation game environment: space || the final frontier the working title for this overall work is a play on the naive concept of space expressed in the star trek series. coming from a background in both the humanities and computing, i am always deeply fascinated by the effective neglect of the authors of the interface by those who discuss new literacies. rather like the crew of the star ship enterprise, the ship of new media literacies navigates the digital environment as if it were a new frontier open for colonisation. the simple fact that this digital space is designed and purposed seems strangely contentious.
articles and papers in this work focus on the design of the interfaces used - of particular interest to me are those interfaces that offer worlds of some description. such world softwares, sometimes offering communication, sometimes offering community and place and sometimes offering game play, these interfaces all evidence a conceptual design that provides both architecture and affordances. while foucault observed that architects are "not the technicians or engineers of the three great variables - territory, communication, and speed" [1969] and the digital space accessed by world softwares often offers a similar illusion, such interfaces in their form, design and function mediate access to digital space. in effect architecture of the space is created, experience is mediated by the architext. captain kirk and the vulcan f'cault offer an introduction: MelbourneDAC paper constructive environments |
collections | archive
of the eMU papers [eMU papers] now cobwebbed archive
of interactive narrative and game research resources [gin papers] [gin papers] now cobwebbed
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