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Virtuality

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Webcams: Night and Day. How are we present in these other places? ... Michigan: Ann Arbor. ( pp. 37-62) Read Fibonnacis Daughter. MATEAS, Michael. 2001. ... – PowerPoint PPT presentation

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Title: Virtuality


1
Virtuality
Rather than approaching the medium as a means of
escape into some disembodied techno-utopian
fantasy, I see it as a means of return, i.e. of
facilitating a temporary release from our
habitual perceptions and culturally-biased
assumptions about being in the world, to enable
us, however momentarily, to perceive ourselves
and the world around us freshly. (CHAR DAVIES)
2
dagens menu
  • Campanella
  • Frasca
  • Grau
  • Kusahara
  • Seminar Rez
  • Øvelser THE IDEA is born

del 1
del 2
3
Practical info
  • Synopser questions?
  • Blog nominations!?
  • How exercises will continue
  • Any one hanging without a group?

Postmodern virtualization of reality (Lévy,
Hayles) Also related to the hyperreal
(Baudrillard)
4
Virtuality
  • Potentiality (Medieval origin, virtualis, virtue)
    Doesnt exist but could exist
  • Simulation. As opposed to real, couldnt exist,
    illusion, fakeness.
  • Everyday language pseudo/nearly


place
-
immersion
Postmodern virtualization of reality (Lévy,
Hayles) Also related to the hyperreal
(Baudrillard)
5
Blackboard model
6
Webcams Campanella
  • Simple technology that is changing how we think
    of space and distance (69) They reduce the size
    of the earth
  • Telepresence definition (27) We are present in
    the other environment and viceversa, reciprocal
  • They create places in cyberspace, not only show
    places (ex NY)
  • History of webcams (Mars Pathfinder as
    confirmation)
  • Cameras feeding voyeurs around the world, ex.
    jenniCam

7
Webcams Campanella
  • American dialectics urban vs nature, paradox of
    technology to return to nature
  • Osmose as glimpse of the mythic garden
    (simulacrum, VR)
  • Dangers Orwell, Panopticon

8
Telepresence Kusahara
  • Tests our ideas about presence and absence, seen
    and being seen, manipulating and being
    manipulated (199)
  • Examples of telerobotics doll, telegarden
  • Difficulties of acquiring knowledge by
    telerobotic means. How do I know that the garden
    exists?
  • This technology creates huge distance, ex of
    Stelarc and pain. (Interesting opposite to
    immersion)
  • This kind of art makes us reflect about our
    mediated society

9
Webcams Night and Day
  • How are we present in these other places?
  • Issues of verosimilitude and truthfulness of
    images
  • Telepresence Spatial experience no longer
    dependant of physical experience. Location
    independent of the body. An epistemology without
    a subject. (Grau 287)

10
Cybergeography Troels Degn Johansson
  • A second age of geographical exploration
    (re-discovering the world through GIS) New
    terrains to chart, ex of krak, google earth
  • Cyberspace as an extension of place a new field,
    not representations of real place (ex www
    addresses)

- Visualization in Cybergeography LINK
11
give us a break!!!
12
Telepistemology
  • Telepistemology Descartes Last Stand By
    Dreyfuss
  • Descartes and indirect access to reality, only
    sure of the mind, a come back?
  • Contested by pragmatics, existential
    phenomenologists and linguists. Metaphysics and
    ontology win.
  • Study of telepresence might help us appreciate
    the difference between direct and mediated
    perception
  • Funny that people want to throw themselves into
    telepresence

13
Virtual Art Grau
book intro argh!
  • How VR fits in the history of illusion (numerous
    examples panorama) Reality always mediated by
    senses or media
  • VR changes our idea of images, real images mixed
    with virtual simulacrum, link to Gibson
  • Illusion/Artificial Worlds usually fill the
    observers field of vision (frescos), but screen
    also can get u immersed. Perspective not only
    linear, open space
  • VR a higher level than representation (17)
  • Mimesis (Classic illusion)
  • VR Intensifies suggestive image and suspend
    separation subject/object

14
Immersion Grau (13)
  • Mentally absorbing
  • A passage from one mental state to another
  • Diminishing critical distance to what is shown
  • Increasing emotional involvement
  • Apparently present within image (14)
  • All senses involved more intensive (15)

15
Virtual Art Characteristics Grau
  • Centered on participation as originated in the
    avant-garde
  • Immaterial (prerequisite for the highest possible
    degree of variability and the basis for
    interaction)
  • Works are processual, unfinished, open (Eco), no
    self-contained in Heideggers way
  • Work of art as a discrete object disappears

?
16
Osmose Grau
  • promotes a new stage in an intimate
    mind-expanding synthesis with technology
  • natural interface a new level in the history of
    ideas and images of illusionism
  • A new kind of aesthetics and reception

17
Simulation Frasca
  • Article alternative to narrative approach to
    games how to convey ideas through games
    (aest.com.)
  • Boal as example combining interactivity and
    narrative, how to change things
  • Opposition Paidia-Ludus (Spil-Leg)

18
Representation VS Simulation
  • Looks like the object
  • Produces signs
  • Can include narrative
  • Ex. Germinal
  • Not only looks but behaves like the object
  • Models systems
  • Includes processes
  • Trad. To predict complex behavior
  • Ex. Age of Empires

Watching results can look the same
19
Levels of simulation
  • Representation (like other art, ex. Skins in
    Quake)
  • Manipulation rules (possibilities for player, ex
    GTA)
  • Goal rules (Necessary to win game)
  • Meta-rules (How to alter game, ex. Mods)

You communicate more powerfully if at a higher
level
20
Seminar Rez
  • Is it a simulation?
  • How does it work?
  • Relationship to other themes in session virtual
    reality, immersion

21
Til næste gang
  • Check out blog during week to see updates and
    maybe comment on each other? (feedback on Monday)
  • Read
  • AARSETH, Espen. 1994. Nonlinearity and Literary
    Theory. In Landow, Hyper/Text/Theory. This
    edition 2003.MONFORT/WARDRIP-FUIN. The New Media
    Reader. Cambridge, MA MIT Press. (pp. 762-780)
  • DOUGLAS, Jane Yellowlees. 2000. The End of Books
    or Books Without End? Reading Interactive
    Narratives. Michigan Ann Arbor. (pp. 37-62)
    Read Fibonnacis Daughter
  • MATEAS, Michael. 2001. A preliminary poetics for
    interactive drama and games. In Digital
    Creativity, vol. 12, no.3. (pp. 140-152) Read
    Façade
  • RYAN, Marie-Laure. 2001. Beyond Myth and
    Metaphor. The Case of Narrative in Digital
    Media. In Gamestudies, vol 1, issue 1. Read
    Online Caroline

all
1
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