The term 'dialogic', does not just apply to literature. For Bakhtin, all language - indeed, all thought - appeared dialogic. This means that everything anybody ever says always exists in response to things that have been said before and in anticipation of things that will be said in response. We never, in other words, speak in a vacuum. As a result, all language (and the ideas which language contains and communicates) is dynamic, relational and engaged in a process of endless redescriptions of the world.
I liked the essay about the guy who lost his hearing - especially how the process of going through that altered his fundamental notion of self - and forced him to accept himself as a cyborg of sorts because his fundamental perception depended on software upgrades and improvements to his augmentation. He goes on to say how having a more complex view on representation can be rooted in seeing yourself as subjective, dependent, interconnected, dialogical.
Dumit talks about the distribution of fact on the projection of the self - using PET and Prozac as case studies to illustrate that there is an ongoing discussion that forms around notions of the self in relation to technology.
Tuesday, April 27, 2010
Wednesday, April 21, 2010
Whole Body Interaction
Feedback from Full Body Interaction Brainstorm
Sean, How can we extend the interaction beyond just waving around? (Put people in a setting, direct them towards different parts of each others bodies etc.)
How will Natal effect peoples perception of this area? Will people come to expect full body interactions in the future?
Great tool for teaching choreographing - circus arts - why not design a tool where you can record the path of a dance and then have that played back with audio in the space for people to learn from.
Discussions about the difficulty of setting up something like this came up. Many people say they have desired a space for something like this but have been disappointed how little access students have to installing things in the new building.
Full body interaction that extends from our engagement with objects transcends the boundaries of where you setup your interaction - due to the clunky nature of current setups thats perhaps why we haven't seen this type of work outside of the museum.
Consider what objects, (Balls and cards) could be used by groups to influence virtual content in spaces..
Paired interfaces can also encourage whole body interaction - Someone mentioned a project by David Cranner that uses a secret handshake - and they think it is the best gestural interface they have seen so far.
What if you use this as a tool to increase peoples awareness of their bodies? In relationship to each other but also to individual parts of the body, the space. Elle noted that developing an awareness of the body gets you out of your head, and helps you understand others.
In this way, Pol said what if you make a system that explores the people rather than the people exploring the system?
Jing Ha said that he sees it as an interesting space to "extend the body" mentioning that babies first instinct is to incorporate something into their bodies - what if this space lets you control a larger digital space around you? (this is sort of what gspeak is but I think he means what if the interface just extended parts of your body out onto the floor or wall, as a part of yourself)
Then we talked about the "call effect" - someone mentioned a large puppet, sultans puppet that takes 150 people to control it. What happens when we are forced to require multiple people to do something. In this case a game makes the most sense - because the interaction is not open ended, like many of the "experiential" games that we have been prototyping.
Ryan mentioned that his group is setting up a space like this for exploring children who play with their whole bodies - and said that we should consider collaborating with them if we cannot find a space.
Sean, How can we extend the interaction beyond just waving around? (Put people in a setting, direct them towards different parts of each others bodies etc.)
How will Natal effect peoples perception of this area? Will people come to expect full body interactions in the future?
Great tool for teaching choreographing - circus arts - why not design a tool where you can record the path of a dance and then have that played back with audio in the space for people to learn from.
Discussions about the difficulty of setting up something like this came up. Many people say they have desired a space for something like this but have been disappointed how little access students have to installing things in the new building.
Full body interaction that extends from our engagement with objects transcends the boundaries of where you setup your interaction - due to the clunky nature of current setups thats perhaps why we haven't seen this type of work outside of the museum.
Consider what objects, (Balls and cards) could be used by groups to influence virtual content in spaces..
Paired interfaces can also encourage whole body interaction - Someone mentioned a project by David Cranner that uses a secret handshake - and they think it is the best gestural interface they have seen so far.
What if you use this as a tool to increase peoples awareness of their bodies? In relationship to each other but also to individual parts of the body, the space. Elle noted that developing an awareness of the body gets you out of your head, and helps you understand others.
In this way, Pol said what if you make a system that explores the people rather than the people exploring the system?
Jing Ha said that he sees it as an interesting space to "extend the body" mentioning that babies first instinct is to incorporate something into their bodies - what if this space lets you control a larger digital space around you? (this is sort of what gspeak is but I think he means what if the interface just extended parts of your body out onto the floor or wall, as a part of yourself)
Then we talked about the "call effect" - someone mentioned a large puppet, sultans puppet that takes 150 people to control it. What happens when we are forced to require multiple people to do something. In this case a game makes the most sense - because the interaction is not open ended, like many of the "experiential" games that we have been prototyping.
Ryan mentioned that his group is setting up a space like this for exploring children who play with their whole bodies - and said that we should consider collaborating with them if we cannot find a space.
Monday, April 5, 2010
Connection and Identity
Has anyone ever made a game for a therapist to use in therapy? As Sherry asks? Want to make a game? hmmmmmmm
The therapeutic exchange is a place where the imaginary becomes real.
Erik Erikson - adolescents concretely imagine a future, stressing the importance of visualization in this playful process.
Therapy is a transitional space where childhood development can occur - a creative play space for reenacting the self.
Joanies involvement with a made up character helps her sustain who she wants to be.
Keep the ego ideal realistic so that you do not become too self critical.. (further work)
Games become a ritual in which aggression feels codified and safe. (16 year old sweet/man)
Laurence has a diminished capacity to distinguish reality and fantasy. What gives children this capacity? Would making something in the physical work enrich the fantacy world? Is it a physical digital - or is the nature of fantasy projection of desire anywhere?
Last paragraph: Generalizations about the impact of gaming fall short because adolescents use gaming as a safe place to deal with the surges of desire they have and help organize their inner selves. But at the same time if they can be incited not to master their aggression, but to act upon it. How can we develop games that encourage mastery and development but not extreme fantasy?
Multi-User Dungeons:
MUDs are environments for construction and reconstruction of the self (in a post modern we reinvent ourselves, moving past the notion of progress to a more non linear thinking)
Virtual space as a Dungeon from dungeons and dragons.
What do you mean a "resolutely postmodern context"? (ask) Complex and overlapping perspectives portrayed?
MUD as a "second chance" - life, intentionality, itelligence (what the defnintions are)
-one can develop mastery in a MUD and then transfer that into life?
-Network can serve as an evocative object for thinking about community. Could serve as place to act out social ideas (like world of warcraft)
to remake the self in the game....
-MUD as a vehicle for "working through something" - peter and julie examples.
-Contrast escapism vs. a vehicle for working things out. A parrallel life to try things out...
virtual | (evocative) | real
Contrast of MUD as continuous, not just a weekend thing.
MUDs can be a projection of your inter fantasies, where one may find their voice only through another persona.
Qualities of the cam that contrast from real life:
1) Ongoing - play as much as you want
2) anonymous: be who you want to be
3) invisible: no one knows who you really are
4) be multiple characters
ego ideal - embodying aspects of the self you hate or fear in real life...
In this sense the game becomes a therapist - a safe place to deal with unresolved issues (instead of drinking or suicide)
Identity means one - interesting...
GENDER and COMMUNITY:
social and cultural issues revealed through the games:
gender - by being able to become anyone people learn what it is like to be each gender.
evocative objects to consider gender and community through role playing.
Real and the virtual - evocative spaces are spaces to play and think about the real world.
Robots vs People behind systems.
Build something, be someone - constructionist ethos...
In the end do we become what we play or do we use that play to work through our issues? Thats the big question.
----------
CyberPlaces:
Matthew hopes to derive something real from an imaginary contact - that is his "trick"
"you may be the same in the game but not in my head" - differentiation between the virtual and the real.
Thereputic process as emergent and provisional - one that constructs itself as it goes along - throw away the book
Blurs the notion of what is real and fantasy just as we do in therapy.
Cell phones:
Enabled her to connect with some part of thier relationship that they were unable to face in reality.
Texting as a way of filling spaces
Her cell phone was her talisman
Object holds some representation of who you were before - associations in the mind...
Ring tones of the old relationship
Sleeping with it near her.
New phone = new her... a new start in some ways..
The therapeutic exchange is a place where the imaginary becomes real.
Erik Erikson - adolescents concretely imagine a future, stressing the importance of visualization in this playful process.
Therapy is a transitional space where childhood development can occur - a creative play space for reenacting the self.
Joanies involvement with a made up character helps her sustain who she wants to be.
Keep the ego ideal realistic so that you do not become too self critical.. (further work)
Games become a ritual in which aggression feels codified and safe. (16 year old sweet/man)
Laurence has a diminished capacity to distinguish reality and fantasy. What gives children this capacity? Would making something in the physical work enrich the fantacy world? Is it a physical digital - or is the nature of fantasy projection of desire anywhere?
Last paragraph: Generalizations about the impact of gaming fall short because adolescents use gaming as a safe place to deal with the surges of desire they have and help organize their inner selves. But at the same time if they can be incited not to master their aggression, but to act upon it. How can we develop games that encourage mastery and development but not extreme fantasy?
Multi-User Dungeons:
MUDs are environments for construction and reconstruction of the self (in a post modern we reinvent ourselves, moving past the notion of progress to a more non linear thinking)
Virtual space as a Dungeon from dungeons and dragons.
What do you mean a "resolutely postmodern context"? (ask) Complex and overlapping perspectives portrayed?
MUD as a "second chance" - life, intentionality, itelligence (what the defnintions are)
-one can develop mastery in a MUD and then transfer that into life?
-Network can serve as an evocative object for thinking about community. Could serve as place to act out social ideas (like world of warcraft)
to remake the self in the game....
-MUD as a vehicle for "working through something" - peter and julie examples.
-Contrast escapism vs. a vehicle for working things out. A parrallel life to try things out...
virtual | (evocative) | real
Contrast of MUD as continuous, not just a weekend thing.
MUDs can be a projection of your inter fantasies, where one may find their voice only through another persona.
Qualities of the cam that contrast from real life:
1) Ongoing - play as much as you want
2) anonymous: be who you want to be
3) invisible: no one knows who you really are
4) be multiple characters
ego ideal - embodying aspects of the self you hate or fear in real life...
In this sense the game becomes a therapist - a safe place to deal with unresolved issues (instead of drinking or suicide)
Identity means one - interesting...
GENDER and COMMUNITY:
social and cultural issues revealed through the games:
gender - by being able to become anyone people learn what it is like to be each gender.
evocative objects to consider gender and community through role playing.
Real and the virtual - evocative spaces are spaces to play and think about the real world.
Robots vs People behind systems.
Build something, be someone - constructionist ethos...
In the end do we become what we play or do we use that play to work through our issues? Thats the big question.
----------
CyberPlaces:
Matthew hopes to derive something real from an imaginary contact - that is his "trick"
"you may be the same in the game but not in my head" - differentiation between the virtual and the real.
Thereputic process as emergent and provisional - one that constructs itself as it goes along - throw away the book
Blurs the notion of what is real and fantasy just as we do in therapy.
Cell phones:
Enabled her to connect with some part of thier relationship that they were unable to face in reality.
Texting as a way of filling spaces
Her cell phone was her talisman
Object holds some representation of who you were before - associations in the mind...
Ring tones of the old relationship
Sleeping with it near her.
New phone = new her... a new start in some ways..
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