Tuesday, December 8, 2009
Sherry Turkle-“Computer Holding Power”
MUD and MOO-text based online virtual reality
“The medium is the message”
Games convey an idea of rule based, constructed world
We feel out of control, thus we retreat to game world to feel in control
The difference between TV and Games-TV is more passive
Socialization to computers-learn their patterns of behavior
Pinball machine-learn properties of gravity?
Sense of “Close to the edge, but not threatening” makes games appealing
Women Players in videogames---
Gender roles through videogames
Idea of men finding strong females attractive rather than scary
½ of female players WoW are played by men
Lara Croft Game video
“I don’t know about being born, but I just happened”-from the film
Discussed the film…felt too much like looking at a game rather than watching a film
General consensus of confusion in the movie
The film portrayed her in a different way than the actual game does
Saturday, December 5, 2009
In my paper, I plan to discuss how remixing and sampling has affected the music industry today. In particular, I want to discuss how it impacts and basically shapes the hip-hop community in several ways. I will use quotes from the very insightful DJ Spooky about how the 20th century was such a defining time period in remixability and mash-ups, because of how media changed.
A large aspect to my paper will be based on how well I can highlight the contrast in how music absorption by the public changed from the 19th to 20th century. Such events as the invention of the radio and record player made music more readily available over a large area. For the first time in history, music didn’t just have to be heard live; Rather, it could be listened to multiple times, and more importantly, at the will of the listener. This change is so important today because the vast availability of different music is the fundam ental element that sparked the birth of remixing and sampling. By being able to hear music over and over, people began to have the idea of instead of starting from scratch (or simply creating music based on genres they heard in their town or village), they could take the completed work of another person and alter it in a way to make it unique and unique sounding to that individual. In a way, by remixing, it became possible to define one’s own music vicariously through the work of another.
Also I will have to talk about the negative backlash of remixing and sampling. So often today people consider those who sample the work of other artists to have a lack of creativity; that they are using the work of another person as a crutch. In my paper I will counter act this point by explaining the certain level of homage that is automatically delivered to the original piece by altering it. It is not an insult, rather, it is a compliment [to the original] that the artist was so inspired by the music that they thought they needed to make their own song using it; that they believed in the piece so much as to make it an integral part of their own original song. I will cite the work of such producers as Kanye West, who seem to constantly sample, and how a whole new meaning can be given to a song by utilizing the sample as a jumping off point for creativity, not a hindrance to it.
Also, a key point to this will be being able to define what exactly a sample is. In this day and age, when one has the ability to listen to thousands of songs by simply clicking a mouse, it is impossible to say that every artist in some way “samples” the work of another previous work, simply by being inspired by it. By listening to a song we enjoy we are given ideas about several things. For the musician, even subconsciously it is possible that they receive ideas about a song of their own because of something they heard. In this sense, it is fair to say all work today is a remix of several thousands of songs, because artists/musicians always affect other artists, which is reflected in their work.
Thursday, December 3, 2009
I thought for my paper I would explore the idea of the cyborg in American film. Because the scope of this topic is so large I will have to narrow my focus down to only a few movies. I find that particularly in American film, the cyborg is presented as being an unstoppable, destructive force, hell bent on eradicating humanity. I thought I could start by looking at the borg in Star Trek. Then move on to the unstoppable technological bionic android gone awry, like seen in the movie The Terminator. I will link Donna Harraway’s ideas in The Cyborg Manifesto to the human whose mind has been colonized by a simulated reality from which s/he cannot unplug, as in The Matrix. I think that will prove a good blend because it is a great example of the machine-human binary system. I’m also interested in computers with human-like minds, like HAL in 2001: A Space Odyssey, and link that to computer applications such as cleverbot. I can explore the idea further of machines being able to replace life, and quarrel with the concept of whether or not machines will ever be considered alive. Mostly I want to focus on what seems (at least through Hollywood cinema) to be an extreme paranoia of the human race concerning Cyborgs, and whether or not they will replace and control us. I think with all this, I will have enough for ten pages. I’ll probably wind up having too much. If that is the case I will narrow my focus down further and omit a few films from my analysis.
Wednesday, December 2, 2009
Other then social networking sites there are many other ways to communicate using new technology. I am specifically interested in ways of communicating using media that is artistic. One way that is growing at a rapid pace is collaboration channels on youtube. Collaboration channels are youtube channels that involve two or more members that post videos almost every day in order to keep in touch.
Another artistic form of media communication is website like post secret and learning to love you more that consist of people who post things about themselves anonymously. Although these are not meant to be the kind of communication from one person to another they are meant to communicate a greater message to a larger group of people.
Tuesday, December 1, 2009
In my paper i will talk about with Locative Media and how Youtube can be used in a Locative Media Project. It can get points across and provide a video of information about a certain place or thing to help the Locative media project take shape to make more sense and overall be more user friendly for the participants. The point of a locative media project is to follow instructions from a Global Positioning Device either accessed directly from a cell phone or through the Internet from an iphone or laptop to guide participants through a place and for them to hit spots where information or a task will be provided In this paper I will be talking more about locative media projects, I will talk about the growth and importance of Youtube, and I will talk about the possitive effect Youtube has on a Locative Media Project when it is incorporated.
So what does this all mean for the future of television as we know it? While there are plenty of people who do most of their television viewing on their computers now, the majority of Americans will continue to own TV sets for years to come. While streaming websites can provide high quality sound and picture, they cannot come close to matching the highest resolution that can be found on many new high definition (HD) televisions. Experts in this field predict that in about a decade, 'Ultra HDTVs” will be able to deliver four to 16 times the resolution of current HDTV sets which will certainly give many consumers a reason to not solely use their computers to watch television.
However, Hulu (and other websites that provide streaming television) is not the only way for Americans to watch TV programs when not around an actual television set. Websites such as Amazon.com and iTunes' media store allow consumers to buy episodes of their favorite shows for a small fee (usually $1 - $5) right after they air so that they can watch them on-the-go (on a digital media player) or at home at their leisure. Just ten years ago, nobody would have dreamed that many Americans would actually prefer to watch television shows on a three inch screen, however that is the new reality that we're living in. My term paper will examine all the ways that Americans can watch television without actually watching television -- because why would you want to do that?
Boyd, Danah M. "Taken Out of Context: American Teen Sociality in Networked Publics."
Diss. Brown University, 2001. Print.
Campbell, Richard, Christopher Martin, and Bettina Fabos. Media & Culture: An Intodruction to
Mass Communication. 7th ed. Boston: Bedford/St. Martin's, 2009. Print.
Kay, Roger. "The Drawbacks of Federated Identity: A Potential Nightmare in the Guise of
Convenience." Technology Pundits. Endpoint Technologies Associates Inc., 29 Sept.
2008. Web. 01 Dec. 2009.
Marshall, McLuhan,, and Eric McLuhan. Laws of Media The New Science. New York: University of Toronto, 1992. Print.
McLuhan, Marshall. "The Playboy Interview: Marshall McLuhan." Interview by Eric Norden.
Playboy Mar. 1969. Print.
Monday, November 30, 2009
Paper Topic Idea
My paper will explore the different aspects for the lack of technology infusion in the United States. It will look at the rising of the Iphone, the uprising of newer technology in Japan, and then it will focus on what this media means for the future of technology.
I’m interested in looking into what has made the Iphone such a great phone and the idea behind Iphone, the smart phone technology and where the technology could go from here, given the opportunity, and the infusion of Asian influence
Looking at places like Japan and different parts of Asia, you see an influx of newer technologies being unlocked and available for users. This technology is newer and makes greater use of smart phone capabilities over what we in the United States have yet. I want to pose the question as to why that is , and go over possibilities.
Places that have this upgraded technology have better access and better user equipment. I want to explore what would happen if this technology was released earlier in the United States and how that would of effected users and user interfaces of technology in production.
Obviously since this medium is entirely dependent on users and their input, customization, creativity, and networking with others, these facets of communication are very audience interactive and defined by their desires and needs, not so much a third-party invented format for people to interact within. Much like Kaprow’s Happenings, sometimes these methods of communication aren’t necessarily based on a greater mean outside of the ability to communicate. In some cases, a site can exist just to offer the ability to communicate with someone else. Citing multiple forms of communication and networking available on the Internet, and the chronological buildup of how these websites and services formed and grew, there are a variety of ways to show how interaction with other people has changed, with multiple artistic and kinesthetic implications that previous artistic movements and theories can support and explain.
I think the issues of youtube are also interesting; as peoples information is boardcast to everyone, as well as copyright infringments that occur in this web cite
- Brief definition/Intro
- History in fiction and literature
- Art/Influence in music
- Email cut-ups
- Behavioral cut- ups
- Pop Cultural influence
- Kinesthetic Experience
In the opening paragraphs I will provide a brief history, and in plain terms the definition of what the cut- ups were all about. I will also cite what I plan to discuss in my paper. I will further explain the technique used by the cut-ups and define the style in a relatable manner. Through audio samples, research, and other works of art I will better explain the cut-ups mission. Articles I plan to use are ones about Brian Gysin’s view on the Cut-Ups and Art, Remixability & Modularity by Lev Manovich and The Art of Reproduction by Walter Benjamin. The different group of cut ups that have developed recently and through pop culture will also be discussed along with the relation to a kinesthetic experience. An analysis will close the paper, and hopefully I am able to find an appropriate work of art to do just that.
Touch screen technology, such as capacitive touch sensing is a relatively mature electronic technology that allows a user to interact directly with a 2D or 3D interface on a flat display. Not only good for ease of use and speed, this interface coupled with graphic layouts essentially are an extension of the person's hand, as they are using their fingers directly on the display.
Virtual Reality is a means of putting the user into a virtual space that is generally navigable through arm or leg motions, and a Head Mounted Display provides the visual feedback. This is useful for accessing fictional or experiential realms that are unattainable otherwise.
Augmented Reality is the concept of layering data and information over top of a (generally) live feed of audio or video. This is an incredible way to enhance our interactions of the physical world around us, by incorporating compiled metadata about the locations we visit. In a sense, this technique is similar to the way we interact with objects on a computer (access to description and other specific traits), but shifted to the real world.
Over the years, we hear more and more about the decline of newspapers. This is nearly always linked to the rise of the Internet. The prevalent age groups of newspaper readers gets higher and higher as less young people take interest in them. As the Internet grows, it becomes a greater haven for quick, free information. A common belief for the reason of newspapers dwindling is their inability to cope with and embrace our age of new media. Other entertainment and news mediums such as television and magazines have found ways to make use of the Internet, and while many news papers such as The New York Times and The Wall Street Journal have made large Internet news sources, it’s undeniable that their readership continues to shrink.
Word of the downfall of newspapers started in the early days of television. Ad revenue shrunk, but loyal readers kept the companies going. As readers shift to the more convenient and to the point style of Internet news, newspapers face serious trouble. Not only is the Internet the new best place for advertisers, it’s also easily to track sales and adjust business strategies.
The Internet just seems to continue to improve all aspects of newspapers, while newspapers themselves haven’t offered enough to keep, or bring in new readers.
Of course newspapers are being hit the hardest in America. Improved literacy and cheaper manufacturing and production costs in other countries have created a rise in newspapers there. Many people in America have even gone on record saying that they are sure the newspaper industry is not in trouble, but the shifting of readers and advertisers from newspapers to the Internet makes the future of newspapers look dim.
Survey for new media
November 30, 2009.
ABSTRACT FOR FINAL PAPER
In class, we discussed the evolution of technology and how it enhances our communication. I will explore the reasons for the creation of devices such as the Nintendo Wii. This paper will concentrate mainly on four aspects of how the Nintendo Wii impacts its users, mainly by how it enhances, retrieves, obsolesce, and replaces the devices that preceded it. This paper will explore a brief background on the Nintendo Wii in order to establish a foundation. Moreover, the Nintendo Wii will be examined in terms of how it enhances users’ interaction with video games. Furthermore, the Nintendo Wii will also be compared and contrasted to other video games.
Based on how technology has evolved, this device, Nintendo Wii retrieves a lot from the other devices that preceded it. Also the Wii’s purpose is not only to entertain but to keep its users active. Therefore, this device is packed with entertainment and fun-filled physical activities which will guarantee productivity.
Surely, the Nintendo Wii could be obsolete in many ways. Since it is different from other video games, it serves a unique purpose. If anyone has ever seen the Wii user in action, they will without a doubt know that it has a distinct function compared to other video games. Particularly, the primary purpose for video games are to entertain the user without the user having to exert themselves or use much effort and energy. However, the Nintendo Wii was designed with an additional and uncommon feature found in video game, the motion sensor feature, which forces its users to engage in physically active situations. Furthermore, the Wii replaces several excising items.
Sources possibly to be used for the paper:
The main focus of my paper will be the progression of GPS. I plan on beginning with the how it began as solely a military tool. It could even be said it was used for ‘negative’ reasons, spying and such. Eventually the technology was made available for consumers and so began the TomTom and Garmin age. GPS’s were built into people’s cars and made for hand held use. Using it for a directional and location tool became its main focus. I may discuss its integration on smart phones and how everyone always knows where they are at all times now. From there I would like to discuss how GPS started to be used as something more than a tool for getting around. GPS opens us up to the rest of the world, so it was only a matter of time until people began using for more than what originally intended. Geocaching will be the next topic of focus. Geocaching is the recreational activity of hunting for and finding a hidden object by means of GPS coordinates posted on a Web site. Discussing this will display how its uses slowly began to go beyond ‘practical’ means. I plan on discussing different aspects of Geocaching and how there are various types of puzzles that involve GPS and problem solving. From there I’d introduce more abstract art forms that involve GPS, such as locative media. Teri Rueb would be a focus point, also some of the walks I’ve personally seen in the “Walk Philly” project. There are several discussions about the idea of our relationship to the ‘place’ like ‘The Poetics of Augmented Space: Learning from Prada’ and Drew Hemment’s ‘The Locative Dystopia.’ The overall goal is to display how something can go from a strict tool with a specific reason, to an art medium in a matter of years. Looking at things differently can yield various results, using things we see everyday for something different all together.
My sources so far include:
Lev Manovich, The Poetics of Augmented Space: Learning from Prada
Drew Hemment, The Locative Dystopia <http://www.makeworlds.org/node/76>
1. Similar to tourists, the exercise would be carried out in groups.
2. Participate by interacting with speakers from the organizations.
3. share your experience by blogging it.
View Design study map in a larger map
First I wish to discuss the slow progression towards full immersion, with things such as higher resolution TVs, IMAX, motion sensitive video games, and 3D projection screens.
The next section shall look at how once photorealism is achieved and the uncanny valley overcome, the next step is to take the image and feel as if one is standing within. It’s about the many doors that working in VR open, how it can change entertainment, art, and society the for the better.
Then I’ll look more closely at each medium that is changed, and examine all of the ways that virtual reality can detract from entertainment, art, and particularly social interactions. I see the increase in digital interaction with VR, or even with facebook is similar to moving from a rural area to a city. The flow of information increases as does encounters with people, but real conversation, socializing, and connecting diminishes.
Ultimately I hope not to absolutely demonize computerized interaction, but to point out how it causes changes for both better and worse.
Sources to be used:
Survey of New Media
December 1, 2009
Locative Media as a Facilitator for Human Connection
Technology is all around us. It pervades every possible corner of human life from birth to death and spans all genres and cultures. The more we develop newer, better, faster machines, the more they become similar to the humans who created them. Many technologies are simple extensions of human abilities and are modeled closely after them. Communication technology has become huge in recent years with the standard consumer having at least one cell phone if not more communication devices. The Global Positioning System (GPS) has also been a huge step forward in determining exact geographic place on the face of the planet. Although these technologies make some things drastically easier (such as sending a message across the world or connecting two people who could never physically meet), they have also made it much harder for humans to connect with one another in emotional ways. Everything is facilitated by technology and this could have a drastic effect on the social skills of humans when interacting in real space. In my study, I aim to describe the ways in which Locative Media, a form of new media that tries to discern the linkage between people and technology and makes them think critically about the spaces they are moving through and the design of those spaces, can actually be a way of bringing people close together. Not in a physical sense, but in the emotionally connected sense. Drawing on readings from class and specific case studies of these plans put into action, it is my goal to prove that the blurring of lines between humans and other humans as well as humans and their environment can not only be facilitated by technology, but strengthened by it.
Psychogeography and the derive: http://www.geog.leeds.ac.uk/people/a.evans/psychogeog.html
Algorithmic Psychogeography: http://socialfiction.org/psychogeography/algoeng.htm
Urban Tapestries: http://urbantapestries.net/
Blast Theory: http://www.blasttheory.co.uk/bt/index.php
The Game of Being Mobile: http://con.sagepub.com/cgi/content/abstract/13/4/369?rss=1
Invisible Cities - Italo Calvino - http://www.sccs.swarthmore.edu/users/00/pwillen1/lit/citysum.htm
Sunday, November 29, 2009
Thursday, November 26, 2009
Wednesday, November 25, 2009
Tuesday, November 24, 2009
The next thing we did was watch McCluhan's Wake which discussed Marshall McCluhan's life and his 4 Laws of Media. McCluhan's 4 Laws of Media are:
1. What will this thing enhance?
2. What will this tool obsolesce?
3. What will this tool retrieve from the things you lost?
4. How will this tool reverse on you when it is pushed to its outer limit?
After listening to Marshall McCluhan's descriptions of his 4 Laws of Media we went over our own examples. We discussed cell phones, skyscrapers, and cars.
Monday, November 23, 2009
With this new technology, additionally a whole new medium opens up in which new forms of art work can be created. Imagine, instead of a 2D painting on a canvas of let's say, an abstract piece, with this the colors, shapes, and composition would totally surround the viewer and give an experience unparalleled and unexplored before.
Consider how this might be used in contemporary mainsteam media, as films are transformed into a completely different experience, or video games become so immersive you feel the feel and possibly even the pain of the character.
Finally consider how this level of interaction could social interactions. Could someone, instead of visting someone in person, meet then in a virtual community space online? Imagine if Second Life or an MMO allowed people all across the world to meet in the same virtual room, communicating as if they were really in the same area. Think about how that might affect time spent physically travelling outdoors, or other activity located in the real world.
Saturday, November 21, 2009
Eliza test: http://www.chayden.net/eliza/Eliza.html
Wednesday, November 18, 2009
Tuesday, November 17, 2009
The idea of a human/technology merger may not seem so far-fetched, however, since we already coexist with technology in today's society. Overcoming gender binary oppositions seemed to be much more difficult, and almost impossible to eliminate the distinction between male and female.
We also touched upon the notion of alienation as the "other" or unknown. Alienation serves as the foundation of inequality.
The class ended with us viewing some works and images by performance artists such as Orlan and stelarc.
Regardless of the technological progress, I could definitely see this being a potentially huge medium of art because it allows people to share experiences. There is so much to learn from this. Instead of sharing a story with someone, you could recreate the experience in a virtual realm and have people experience it just as you did. You could create possible future disaster scenerios to open the eyes of unexpecting people. There endless possibilities, and that's why it is such an exciting progressive thing.
It is no secret I sometimes disagree with the authors of our readings and in the of the implications of VR I again question the motives of the author. I would love to have explained to me how this following quote has anything what so ever to do with VR. In "alt.civilization.faq: Cyberspace as the Darker Side of the West", Ziauddin Sardar (1996:34) describes cyberspace and VR as "the product of the collective consciousness of Western culture" issuing from a techno-Utopian ideology ripe with subconscious perceptions and prejudices. These prejudices include the gender bias of a phallo-centric culture, not only in terms of privileging sharply-focused sight (Lefebvre's eye of God, the Father), but also interface techniques whereby, especially in games, the traditionally masculine will to master is rewarded. Such bias also includes the desire to leave the body behind..” Why is it that every time we have a new form of media introduced we are confronted with radical feminism ideology and completely unbalanced with different non ideological theories from different thinkers that don’t have a feminist or communist bent? Please teach me about new media, not Feminism or Communism theory, I hear you, now lets talk about VR.
Monday, November 16, 2009
Sunday, November 15, 2009
View Rittenhouse Square in a larger map
Thursday, November 12, 2009
Tuesday, November 10, 2009
View Experience You - Design Study 2 in a larger map
1) For this Design Study I chose to create a map, with specific trigger points located all over the city of Philadelphia. Transportation modes to get to and from each destination are not limited in any way. How you choose to travel, becomes part of your experience. This also gives participants a chance to get a good taste of the city, no matter how they travel.
2) The communication method used for this is a cell phone with picture, email, and gps capabilities.
3) INSTRUCTIONS: This is done with a group of people, like a class, but each participant leaves the group to travel through the city individually. Starting at Washington Square, you are to take 2 pictures of anything you want, using your cell phone and send them to the group at a separate location. Once they receive your pictures they will respond, giving you your next trigger point. You choose how to travel to and from each trigger point. At each place the same process is carried out. The group back at their separate location is to print out these pictures and collect them into a photo album for you to have when you get back from traveling the city.
1 Washington Square
2 Independence Hall
3 Lorenzo’s and Painted Buildings
4 Sports Complex
5 Rittenhouse Square
6 Love Park
7 City Hall
4) The point of this Design Study is to be aware that you are creating your own, personally unique, narrative. By going from place to place by yourself and taking pictures of only things that interest you, you are creating an experience that is solely yours.
5) ASSESSMENT: You write your own story as you travel from place to place in Philadelphia. The pictures you take along the way are put together in a photo album to represent your personal experience. Everything you do, aside from the places you go, you choose. So, it is essentially up to you how you interact with the city; what you see, what you do, who you talk to and what you take away from it.
View Sellersville, PA in a larger map
I thought of several different communications methods for this walking/driving “tour” of Sellersville and Perkasie. One could be the use of a cell phone where the tourist will call a toll-free number seen on a sign of any kind. It could be the sign for the park, a bridge, playground equipment, street sign, or on the wall, anywhere. When they call, they will hear a recorded list of different stories to listen to—either a history of the general location, a story of the specific spot they are standing in or anything that relates to the location they are in. Another idea for a communications method would be podcasts that are downloadable for the tourist who has planned ahead to take this trip. There would be a separate podcast for each location and I chose this medium because they can be paused and listened to later if the listener needs to stop it for whatever reason. The podcasts would be a narrative of the location’s history and place in the community. With the podcasts, they will receive an itinerary of things to do at each location, like a list of performances at the Sellersville Theater, community activities at the Menlo Pool, the library, and the hours of operation at the Carousel, and snapshot of the menu at the Washington House. Another idea is something I “borrowed” from what museums and zoos do, primarily at the parks. There will be a stand with a picture of the place from when it first opened or some other activity that happened there in past, a speaker, and a button the person can press to listen to a brief description of the exact place they are standing or looking at.
This “tour” is primarily for people who have planned this trip ahead of time. If people are in the various locations where the recorded messages are, they will learn about the tour from a brief introduction or conclusion saying something like “if you would like to learn more about this tour please stay on the line or visit our website at the following…” In the podcasts, the narrator will point out the trigger points, but in the use of the cell phones or story stands (as I am calling them) they will be visible to everyone in the park. The latter are supplemental to the narrative podcasts, but also stand alone stories for those who are not on the tour. The idea of this is to have something that is very random like the Happenings, or Fluxus. Or it can be very planned out, yet different than the last trip like the Cut-Ups. The trigger points are placed somewhere that can be visible to anyone and everyone in that immediate location in order to have maximized participation, which will most frequently be random because of curiosity. This is meaningful because it increases participation from community members so they can learn more about the place where they live. It also increases participation from people who may be just visiting, which increases meaningful because they’ll then learn about a community that is different from theirs.
1) Start at Druckenmiller Park, watch whatever game(s) may be going on and if there isn’t, play their own game. If they have young children with them, let them play on the playground. After a half hour maximum, get in the car and drive to the next location.
2) Park at the Sellersville Theater where they can listen to each communication device and attend a performance if there is one taking place.
3) Walk next door to the Washington House and order lunch or dinner, preferably after listening to the narratives or stories. If there is a show at the theater, they can enjoy a meal before going back to the show.
4) After the Washington House (or a second trip to the theater), walk across the street to the gift shop and take a look around while interacting with the communication devices. Participants may or may not purchase something.
5) After the gift shop, the participants will need to walk back to their car, then drive to the next location, which is the shopping center. This isn’t as important as the other stops. The participants don’t need to actually visit the stores, but can if they want to. It’s just a convenient location to park their cars and listen to the rest of the narratives. The shopping center is across the street from Lake Lenape Park where they can walk to.
6) Based on the narrative podcasts, take the tour around Lenape Park. If so desired, walk over the bridges to Menlo Park and take the rest of the tour or walk back to the car and drive around to the specified location. (stop at Dairy Queen for dessert if desired)
7) Arrive at Menlo Park and take the tour. Once the narrative is completed here, either walk or drive to the next location—Menlo Pool and the Carousel. If it’s a Sunday and it’s open, take a ride on the Carousel. If the pool is open and it’s hot, take a dip if one-time visitor’s are allowed.
8) Spend some time in the park/playground, especially if there are children involved and also be sure to visit the library where additional information can be found on any of the locations in the tour.
The narrative would be difficult to write without doing some significant research about each location on the tour. I do have a small narrative written as a part of the map. Each location has a short caption, picture, and some even have a web-link for those who want to learn a little bit about each location before making the decision to take the trip. Like I mentioned before, this is supposed to be a narrative tour, but inevitably there will be random participants if the cell phones signs or story stands are put in place. The narrative will be very fragmented because they participants will be interacting with the location or order to fully experience and understand what the narrative is about. This interaction definitely leaves room for chance or improvisation because the participants will not have the same experience as the narrator. Instructions include things like “now go to this location and watch the show if there is one.” That’s pure chance, especially at the parks. It’s outdoors, nothing is the same from day to day in a park. There is definitely more than one story available to be told. There doesn’t have to be more than one story, but it definitely adds to the feel and history of the location.
This experience is more than just one. It’s at least one fully day, if you spend sufficient time at each point on the map. Hana Iverson talked about things that could be experienced by people all over the world. Eventually, participants could be from all over the world once the map becomes more interactive. The goal is to make the map completely virtual eventually, but it definitely takes away the experience of actually being at the specific spot. Significant elements are hearing the sounds of the parks, riding on the carousel, reading books in the library, swimming at Menlo Pool, playing on the playgrounds, eating at the restaurant, and viewing a performance at the Sellersville Theater; things that wouldn’t be the same viewing online. Most everything participants have to physically experience to get the complete understanding of it.
This activity opens people’s eyes to the different types of people that can be found in a small area. Often when people are walking through the city they are too concerned with where they are going that they don’t realize the diversity and interesting lives around them. Even if they do you don’t really know background on those people or if they have a story to why or how they got where they are. This gives you the opportunity to notice both.
View King of The Hill in a larger map
This game will involve a GPS tracking system for the “Shark” players and a flare gun to mark the new locations of each Hill. The Hills will be a Projected circle from a video projector displaying a large white ring on the ground and located in the spots marked on the map. Once a team takes a hill it will change colors immediately to either Blue or Red depending on the team that has control of the Hill.
The boundaries for this game will be Spring Garden, Girard, 6th st and 2nd st approximately 1.8 miles in diameter. There are two teams involved in King of the Hill, The Red team and the Blue team. Each team consists of 10 members, five males and four females. The object of the game is to locate the hill and occupy it with all of your team members. The way to capture the hill is by having more team members than the other team for the longest period of time. As soon as the first teammate is inside the designated area a timer begins to count the seconds. If two teammates arrive from the opposite team and outnumber the original team inside the ring a second timer begins and the previous one stops. There is a designated blue timer and Red timer. When a timer reaches five minutes first, the Hill is captured. The contestants are given a fifteen-minute break to discuss what happened and strategize for the next Hill. When the fifteen-minute break is up a flare will shoot into the air from the next Hill. In this round Two “Sharks” are added to the play. Each “Shark”. Has a display of the map and GPS locations of each teams players. When the round begins the “Sharks” are released from the next Hill to intercept the players searching for it. The sharks will be wearing Yellow hats. A shark must tag a player in order to force him to stop. The player is not out but is forced to listen to the shark’s proposition and wait three minutes. The shark will offer the player $25 to quit the game, each time after that the amount will increase $25. If the player decides to continue he is allowed to finish his three minutes and continue to his next Hill. If the player decides to quit he goes to the last Hill collects his cash and is aloud to leave or wait to see the winners. The shark will try and catch one player per round. This will cause confusion and a sense of betrayal in the players who are left. They will be told the player quit the game and left. The team that wins the most hills at the end of the game will split a thousand dollars with who ever is left. The order in which the Hills will activate are Aquamarine, Blue, Green, Yellow, Red. The Red hill will be the location of the final narrative event in which the winning teams will be revealed as well as the players who cashed out and for how much they received.
4) Propose a narrative.
The narrative that is created in this game is an interesting social experiment. It slightly resembles Wolf’s Dilemma in the way it requires trust on the parts of each player to not sell out in order to guarantee themselves money. The players will not be told of the cash prizes offered at the end. It will be a test of a person’s integrity and will power. It will most likely create some sort of dramatic narrative about betrayal and selfishness. If the player is easily swayed by money it will be an easy decision the harms the performance of his team. If a player decides it is immoral or unethical to abandon his team for a small some of money, he will contribute to the win. In a way we are creating a narrative ripe in drama and somewhat epic in scale. It could vary in outcome every time the game is played depending on the interactions of the contestant’s. When the contestants stay till the end and are presented with the money the players who lost and had teammates abandon them will be outraged and the players that did abandon the team that wins will be outraged that they settled for so little when so much more was available.
This design study makes use of the landscape in Northern Liberties and turns it into a physically intense game of strategy speed and teamwork. It changes from a neighborhood into a giant obstacle course. The streets and there layouts will make it difficult for the players to pinpoint exactly were the flares are being launched from. This will force the players and sharks to use natural instinct and use way finding as their mode of navigation. The instructions are designed to create tension allowing the people involved to feel a sense of competition and a small sense of anxiety, which pushes them to succeed. As each Hill is captured the sense that territory is starting to belong to that person will make a subconscious impact that this land is becoming his or hers which will give a person new perspective on the properties inside his realm. The subjective landmarks will stay with them for sometime after the game. Instead of a bench in a park it will be a hotly contested Hill. I feel that this modality of Northern liberties would be fun interesting and good exercise, not to mention if you win, you get some cash.
The Philadelphia International Airport (PHL) is a well-populated area that thousands of people pass through daily. These people are of any age, race or economic background, and are coming and going to just about anywhere in the world. Because of this extreme diversity, I believe that each person that passes through every terminal has a unique, informative story to tell about their airport visit – be it their reason for travel, where they're going, or maybe just a memory of a vacation in Philadelphia (for a tourist). While waiting at the gate for their plane to take off, people will be able to pass the time by thinking about the “travel story” that they want to add to the collection. Not only will participants be able to add their story, but they will also be able to listen, read or look at the stories that others before them have left.
PHL has six terminals (A – F), so for this locative narrative, I will use three forms of communication. In terminals A and D, phones (or a number for people to call on their cell phone) will be available so that a person can call and leave their story in a voicemail, or call a separate number to hear the stories others have left before them. Participants will be encouraged to tell a story about a place in the world, either their destination or where they came from. In terminals B and E, a classic communication method will be utilized – pen and paper – so that participants can simply write down their name. In terminals C and F, a pencil and paper will be provided, however it will be for drawing – participants will be asked to draw a picture of the route they took to get to the airport.
At each gate in terminal A and D, a phone with a blue stripe on it (and signs with that same stripe that has the phone number on it) will be displayed for participants to call and tell a story about any place of their choosing, as long as it is either where they are departing to or coming from. For participants who are walking through the entire airport, they will discuss where they came from at terminal A and where they are going at terminal D. Participants will include anybody/everybody in the airport, and I'm sure many will be resistant at first, however as they start to listen to the stories others have left the many days before them, the more likely they'll be to add their own story. At terminals B and E, small pieces of paper will be left so that participants can simply write their name down, and then pin it to a large map of the world (where they are going) showing the extreme diversity of the travelers' destinations. At terminals C and F, participants will be asked to draw their own map of the route they traveled – then the pictures will be displayed. The outcome of the map is entirely up to the participant, it could result in a simple map of the train that they took to the airport, or could be a weaving, winding road driven from a far distance away. (At each terminal there will be the phone number listed so all can listen to stories left. Also, if one plans to walk through all terminals, they need to only go to terminals A – D.)
All who pass through any airport have at least one story to tell – where they came from and where they are going. While these might not be the most interesting of all stories, narratives can easily be born out of this basic information. Also, the idea of placing your name where you are going on a map gives personal significance to one's individual 'corner of the world.' To give more importance to 'place,' the final stage asks participants to draw a map of how they got to the airport, and once these incredibly detailed or overly simple pictures are displayed, a sense of commonality will be felt in all at the terminal.
The idea of this project is to evoke a sense of pride in either where you came from, or where you are going. This isn't necessarily pride in your home, however I'm sure that for many in the airport, their destination is their home. It's a given that any random person in an airport can come from any number of backgrounds, so this locative narrative helps to get these people to tell their story in one of the most diverse places of all. The simplicity of asking questions like “where are you going?” and “where did you come from?” help make this narrative accessible to people from all walks of life.