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the
role of teaching and research in multimedia design || diving into immersion
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nb
- links to media inactive in on-line version
this seminar
is about the roles of teaching and research and the potentials of multimedia
design. i come to this as a literacist, game designer, educator and researcher
and intend to share some observations on the nature of the mediums we
work with and play within .....
mm
= immersion
== iMMersion == games
== media
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literacy
is ... [wikipedia]
other
literacies?
spatial
literacy - dimensional literacy - navigational?
cuteXdoom
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*
sigh * its ALL text [ual - ish] ...
literacy
: understanding the text and the ramifications of the text ::
seen
in "3D", as having three interlocking dimensions - the operational,
the cultural, and the critical [lankshear]
The
reader is a participant with the text, a code breaker, text participant,
text user, and text analyst [Freebody & Luke 1990:14]
A
reader does not passively absorb a text. Rather they have to ‘crack
the code’ – interpret the words used, work out what the text means,
work out what to do with it and work out what the text is ‘doing
to them’
[majestic]
much
of this latter is TACIT knowledge, it is internalised rather
than explicit
define:
tacit
knowledge
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this tacit
knowledge that comes to us as an aspect of our experience with the world
can be seen in the perceived affordances of mm |
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that
which a medium affords: define:
affordances
donald
norman in his 'design of everyday things' offers multiple levels
of perceived affordances
- those
embedded in the nature of the materials: physical affordances
- eg glass is clear but breakable - people who live in glass houses
shouldn't throw stones ....
- those
demanded by the function - norman has a rant about doors .....
and web navigation
- those
EXPECTED of the design - the CULTURAL convention
- and
the potential ..... [half-life
II]
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so
|| the role of teaching and research is to make the tacit explicit | why?
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the
world of games is in kind of a trance. people are programmed to
accept so little, but the possibilities are so great
allegra
geller, game designer, realist [eXistenZe]
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opening
up those possibilities |
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star
wars galaxies [gametab
review] [local]
trailer [here]
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EVE
second genesis [game
tab review] [local]
trailer [here] |
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Virtual
worlds are being designed by know-nothing newbies, and there's not
a damned thing anyone can do about it. I don't mean newbie designers,
I mean newbie players - first timers. They're dictating design through
a twisted "survival of the not-quite-fittest" form of natural selection
that will lead to a long-term decay in quality, guaranteed. If you
think some of today's offerings are garbage, just you wait…
[richard
bartle - gamastutra 04]
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Possibilities?
We must be able to effect our environments, the objects, and each
other. That is the key to collaborative world building. Virtual
worlds still have the feeling of the cocktail party that repeats
itself nightly: one wants to grow from that experience and do something,
create something, have mutual experiences with another being. Until
that happens, we are destined for mediocre experiences in online
worlds.
[mary
flanagan - images 98]
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the
future of interactivity [iMMersion design] is something you DO rather
than something you are GIVEN [rokeby]
menage
a trois
in
order to be literate, a triangle of identities must be recognised
- the
user role [expectations] [cultural]
- the
tool outcomes [machine role] [operational]
- the
designer role [plot] [critical]
[after
stevens]
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case
studies
- lost
cities - exploiting constructive collaborative world design to
create games [site]
[fairground] [presentation]
[local]
- history's
purchase - part of the media station ACID project, this examines
the WHERE of immersion and some very tricky design issues [chart]
- creative
town - another project where the immersion is external to the
environment [site]
- islas
canarias misterio - a constructive learning environment for open
university students
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connections
we
are at a crossroads here. it's no breakthrough statement to say
that the games industry has been remarkable lately for for being
unremarkable ....
[stuart
roche shiny entertainment 04]
You
would have enjoyed, for example, the fight for "square" pixels.
"What if you want to rotate a photo", I asked. "What," came the
reply, "show photos on the computer and rotate them? Who'd want
to do that?" If you don't have square dots, rotating a picture makes
it look funny
[jeff
raskin discussing the 1978 mac project]
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oh,
i suppose you want a conclusion?
the
role of teaching and research in media design is to notice details
.... to educate ... to open up opportunites for those possibilities
.... it is the designers themselves that need to be critically literate
about the world ...
to
paraphrase freire [1972] we need to become jointly responsible for
the design process in which all grow ....
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"Anyone
who thinks there is a difference between education and entertainment
doesn't know the first thing about either."
[marshall
mcluhan]
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and
a personal note:
methodolgy
by michel foucault
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