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Clive Fencott

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Can Semiotics help us on the aesthetic side? Yes, but it needs to be ... Genre theory, aesthetics, perceptual opportunities, the semiotics of interaction ... – PowerPoint PPT presentation

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Title: Clive Fencott


1

A Methodology of Design For Virtual Environments
  • Clive Fencott
  • SpIDERStudio
  • School of Computing
  • University of Teesside

2
Introduction
  • Methodology
  • Particularly content modelling
  • Integration
  • Problems and further research
  • SpIDERStudio
  • Strange Agency Limited

3
Me
  • Idle waster
  • Poet and performance artist
  • Formal Methods
  • Methods Integration research
  • Virtual Environment Theory
  • Entrepreneur

4
What is the problem?
  • Designing VEs is difficult and time consuming
  • Have to reconcile engineering and aesthetics
  • Need methods and tools
  • Thats why were here

5
What is a Method?
  • An underlying model
  • A language
  • A process model
  • Heuristics
  • (Kronlof, 1993)

6
A VE Process Model
7
What Underlying Model?
  • Turing Machines, Lambda Calculus not expressive
    enough
  • Interaction Machines
  • Semiotics

8
Semiotics
  • The study of how people find meaning in the world
    around them
  • Signs made up of
  • Signifier
  • Signified
  • Huge body of theory built up from this basic
    insight

9
Semiotically Closed Interaction Machines
10
What Language do we use?
  • UML on the engineering side
  • Can Semiotics help us on the aesthetic side?
  • Yes, but it needs to be adapted for interaction
  • Do they work together?

11
  • A chair looks like a chair

12
Interactive Content
  • but it might also be
  • Something to stand on
  • Something to fight with
  • Something to buy and sell
  • A symbol of status, a throne for instance
  • The meaning paradox
  • A chair doesnt function as a chair
  • It does function as interactive content

13
Content Modelling
  • Theories of
  • The meanings people make of interactive content
  • The types of responses they make as a result
  • Has to be
  • Multi-levelled
  • Multi-faceted

14
VE Aesthetics
  • Agency
  • Intention
  • Perceivable Consequence
  • Narrative Potential
  • Co-presence
  • Transformation
  • Presence

15
The Problem with Agency
16
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17

18
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19
Perceptual Opportunities
20
Method
21
Now and Future
  • Object Aesthetics
  • POs as OO attributes of content code
  • Agency at the heart of all VR
  • Tools dont support the design of agency
  • Most tools make implementing agency very
    difficult at best

22
SpIDERS
  • Semiosphere Interactive Digital Environment
    Research Studio
  • Semiosphere
  • An ecology of meaning in which differing
    languages and media interact
  • Yuri Lotman, a Russian semiotician
  • Semiotics
  • The study of how humans make meaning out of the
    world around them

23
What is SpIDERS?
  • An interdisciplinary team of computer scientists,
    experimental psychologists and artists and
    designers
  • Conduct research into theories of interactive
    content
  • Experimental verification of theories
  • Practical research into the nature of interactive
    media applications
  • Particularly computer games

24
Ethos
  • There are many ways of investigating the world
  • Empirical science
  • Qualitative methods
  • Art practice and other humanities based
    approaches
  • And so on
  • They are all of use

25
Experiments
  • Predictive content modelling
  • Genre theory, aesthetics, perceptual
    opportunities, the semiotics of interaction
  • Unrealisms
  • Specialised experimental methods
  • Mood and presence
  • patterns of choice
  • VR as object of study

26
Methodology
  • Specialist technology, e.g.. Eye-tracker
  • To correlate focus of attention with observed
    behaviour

27
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28
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29
Applications Research
  • VR as subject of study
  • People with Dementia (PWD)
  • The use of Virtual Reality to help PWDs learn new
    environments
  • Computer Games for exercise
  • Games that respond to exercise bikes etc.
  • Computer Games and Older Adults

30
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31
  • University Spin-out company
  • Proof of Content
  • The analysis of computer games before they are
    playable

32
Conclusions
  • Interactive content a major field for research
    and commercialisation
  • Content modelling way behind the technology of
    interactive content
  • We are still only at the beginning
  • Even computer games are in their infancy

33
  • A Methodology of Design for Virtual
    Environments
  • In Developing Future Interactive Systems
  • Ed. Sanchez-Segura
  • Idea Group
  • 2005
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