2011 AUT BCT Studio (chris Lee)
2011 AUT BCT Studio Blog
Wednesday, 9 November 2011
Sunday, 6 November 2011
UN-Reality
Make alternate reality game.
Research
Research
7 things you should know about...
Alternate Reality Games
What is it?
Alternate reality games (ARGs) weave together real-world artifacts
with clues and puzzles hidden online to create an engaging,
collective experience for players. In an ARG, players follow a
narrative through clues, puzzles, and events orchestrated by the
“puppetmaster” or game designer(s). ARGs are not computer or
video games, though electronic devices—including computers,
cell phones, and GPS-enabled handhelds—are frequently used
to access clues. ARGs are not role-playing games, in that players
generally function as themselves in a real-world environment.
Clues and pieces of the puzzle can be anywhere—websites,
libraries, museums, stores, signs, recorded telephone messages,
movies, television programs, or printed materials (textbooks, reference
books, novels, and so forth). Players can meet and talk
with characters in the narrative and use resources like postal mail,
e-mail, the web, or the public library to find hints, clues, and various
pieces of the puzzle. Since no one is expected to find all the
clues, the game’s solution depends on collaborative effort. Several
characteristics are common to most ARGs, including a narrative
that must be inferred, rules that are not specified at the outset but
must be uncovered in the process of the game, and a suspension
of disbelief—in this case, the sense that “this is not a game.”
Who’s doing it?
ARGs, most of which are free to play, have been embraced by
marketers, nonprofits, training groups, and higher education—
venues that can absorb the cost of development. Many ARGs
have been successful as viral marketing tools, with notable examples
including “I love Bees,” promoting the 2004 release of the
video game Halo 2, and “Year Zero,” promoting a new album by
Nine Inch Nails. Because ARGs facilitate social discovery, these
games offer students a means to engage with subject content
in nontraditional ways. For example, in “World Without Oil,” participants
were encouraged to imagine a near-future world in the
grip of a global oil shortage. Players were encouraged to blog
about their experiences, submitting their stories by e-mail, telephone,
and video; stories were then collected and presented as
part of the game. The European Union is funding an ARG called
“ARGuing for Multilingual Motivation in Web 2.0” that brings together
technologists, ARG experts, pedagogy specialists, and
language instructors to take advantage of Internet technologies
to actively engage students in learning languages.
Alternate Reality Games
How does it work?
Players put together story scraps and clues that lead them through
a narrative. They enter the game through “rabbit holes”—sites or
events that point the way into the game by suggesting that at a
certain website or a certain physical location there is a curious
matter to be investigated. ARGs often have multiple entry points,
and participants researching an initial strange occurrence or peculiar
posting may find an e-mail address or telephone number
that draws players into interaction with the fictional world of the
game and the characters within it. Frequently the games, puzzles,
and mysteries encountered in an ARG are challenging enough to
require input from multiple players working in cooperation. In general,
ARGs offer easy entry points for beginners and rely on collaborative
play throughout the activity. Most, but not all, ARGs offer
a definite conclusion that closes the game.
Why is it significant?
Some suggest that ARGs constitute a new form of literary expression
in their presentation of participatory fiction. For educators,
ARGs invite students into the world of subject matter, urging them
to search for and share information in the effort to solve a mystery.
Such activity familiarizes students with the tools of scholarly research
as it promotes collaborative learning, problem solving, and
experiential learning. It may offer new ways to address different
learning styles—including kinetic, auditory, or visual—in that each
student in a team-learning situation can offer clues that might have
been missed by others. Perhaps more to the point, ARGs open
doors into the future of students’ professional lives, where they will
be expected to solve complex problems by taking necessary raw
materials from multiple resources, thinking critically and analytically,
and putting their individual skills, interests, and abilities at the
disposal of a group dedicated to a common goal.
What are the downsides?
ARGs can be complex to design and execute. Effective games for
learning require a compelling narrative, a strong sense of what is
to be accomplished, a series of puzzles and clues that lead to a
pre-arranged conclusion, and instructional design expertise. As a
result, constructing them might be best undertaken in a team environment.
While they encourage players to interact with the game
content in absorbing ways, if clues are too difficult to decipher or
too easy to understand, players will become frustrated or bored
and might simply choose not to participate. ARGs are not common
in education, and notable examples of the genre continue
to be linked with marketing. Even where resources for excellent
design and execution exist, the medium may not appeal to all students
or instructors. Finally, to the extent than an ARG employs a
disturbing scenario (perhaps including crimes and violence) and
successfully creates the suspension of disbelief—the sense that
“this is not a game”—players unfamiliar with the ARG model can
become alarmed and upset.
Where is it going?
The genre is emerging and evolving as it distinguishes itself from
antecedents that include role-playing games, solve-the-murder
parties, and scavenger hunts. Awareness of ARGs is growing,
with much of it coming in the wake of public awareness of virtual
worlds and the educational possibilities that they offer. The overlap
with virtual worlds and augmented reality might be extended
or deepened in the future—a peek through a cell phone camera
viewer, for example, could reveal the building on the corner not as
the familiar warehouse it is but as a castle or ancient oracle with a
clue written above the archway. Some have suggested that ARGs
may constitute a new curriculum of problem-based or experiential
learning in which students can learn to work with others to solve
real-world problems.
What are the implications for
teaching and learning?
Because no one participant finds all the clues and because it’s
improbable that anyone could unravel all of an ARG’s puzzles without
help, these games offer new opportunities for collaborative
learning, either in competition with one another or in opposition
to a puppetmaster. By offering engaging content that embraces
multimedia, these games present learning challenges that can be
solved in many different ways, allowing students to leverage answers
obtained from online searches, library resources, texts, and
experts in the field. Because design of these games can draw on
the skills and knowledge of many contributors, ARGs might be
well suited to production at the departmental or institutional level,
where whole courses might consist of the game alone.
ARGs will force many educators to think in new ways about their
students—as participants in a collaborative learning environment
and characters in the narrative—and ask new questions. Will students
profit from increasingly difficult challenges? Are students
learning useful information as they search for answers? How
have new technologies changed the ways that students search
for information? When such matters are taken into consideration,
ARGs might become a common component of a wide range of
educational programs, offering students new opportunities to
hone their critical-thinking, problem-solving, and collaborativelearning
skills.
EDUCAUSE Learning Initiative. (2009). &things you should know about AR game. Retrieved from http://www.educause.edu/eli
Basic design principles of ARGs
ARGs are sometimes described as the first narrative art form native to the internet, because their storytelling relies on the two main activities conducted there: searching for information, and sharing information.
- Storytelling as archaeology. Instead of presenting a chronologically unified, coherent narrative, designers scatter pieces of the story across the Internet and other media, allowing players to reassemble it, supply connective tissue and determine what it means.
- Platformless narrative. Stories are not bound to a single medium, but exist independently and use whatever media is available to make itself heard.
- Designing for a hive mind. While it might be possible to follow games individually, designs are directed at a collective of players that share information and solutions almost instantly, and incorporate individuals possessing almost every conceivable area of expertise. While games might initially attract a small group of participants, as the participants come across new challenges they try to find others with the knowledge needed to overcome an obstacle.
- A whisper is sometimes louder than a shout. Rather than openly promoting games and trying to attract participation by "pushing" it toward potential players, designers attempt to "pull" players to the story by engaging in over-the-top secrecy, have elements of the game "warn" players away from them, and eschew traditional marketing channels. Designers do not communicate about the game with players or press while it is in play.
- The "this is not a game" (TINAG) aesthetic. ARGs themselves do not acknowledge that they are games. They do not have an acknowledged ruleset for players; as in real-life, they determine the "rules" either through trial and error or by setting their own boundaries. Narratives present a fully realized world: any phone number or email address mentioned works, and any website acknowledged exists. Games take place in real-time and are not replayable. Characters function like real people, not game pieces, respond authentically, and are controlled by real people, not by computer AI. Some events involve meetings or live phone calls between players and actors.
- Real life as a medium. Games use players' lives as a platform. Players are not required to build a character or role-play being someone other than themselves. They might unexpectedly overcome a challenge for the community simply because of the real-life knowledge and background they possessed. Participants are constantly on the lookout for clues embedded in everyday life.
- Collaborative storytelling. While the puppetmasters control most of the story, they incorporate player content and respond to players' actions, analysis and speculation by adapting the narrative and intentionally leave "white space" for the players to fill in.
- Not a hoax. While the TINAG aesthetic might seem on the surface to be an attempt to make something indistinguishable from real life, there are both subtle and overt metacommunications in place to reveal a game's framework and most of its boundaries.
Alternate reality game.(n.d). In wikipedia. retrieve from http://en.wikipedia.org/wiki/Augmented_reality
Sunday, 28 August 2011
Performance
Ideas and research for installation/performance
My group Naru, Sam Joe, Josep, Josh
Naru's idea making touch pad to make sound.
Change of plan we can only have four people in group.
Josh and I will be working in this project.
we are still not sure what we want to do for our final project so we are going explore both side of installation and performance.
Installation idea
The SoniColumn -- an interactive sound installation that's one part sci-fi and one part Victoriana-- is the latest work from multimedia artist Jin-You Mok. Part of his MusicBox Project, the piece, as you can no doubt guess, consists of elements designed to mimic a music box in one form or another. The SoniColumn itself works through an array of touch-sensitive LEDs that each emit a unique tone when touched -- the budding musician can then turn a crank to rotate the column and play back his/her composition in its entirety. If you want let loose your inner Thomas Dolby, you can currently check out the SoniColumn at Bitforms gallery in Seoul, South Korea, or catch it's next appearance at Wired's NextFest in NYC come October.
Artist Bruce Munro poses in front of Water-Towers, his latest light and sound installation, in Salisbury Cathedral’s medieval cloisters on January 13, 2011 in Salisbury, England. Located in the south and west cloisters of the 750-year-old Cathedral and on display until the end of February, the installation comprises sixty-nine glowing towers, made from 15,000 stacked recyclable water bottles filled with 30 tonnes of water, illuminated with fibre optics and specially commissioned LED projectors that change colour to music.
http://www.zimbio.com/pictures/qY_mHw7HFKK/Bruce+Munro+Water+Towers+Light+Sound+Installation
Thomas Forsyth has been a busy man recently, working in a commission to design and make free-standing hardware for a permanent, interactive sound installation for Cleethorpes Academy, North East Lincolnshire, UK. The hardware consists of 6 infra-red sensor units and 1 lectern that houses an iPad. The sensor units pick up and track movement. This is all linked to special iPad software created by David Stevens and Simon Desorgher. The equipment will predominantly be used to aid music.
Pendulum Sound Machine is a sound installation created by Kouichi Okamoto as part of an exhibition curated by Designboom, called Yakitate, which is Japanese for ‘freshly baked’. This nice set of pendulums hanging over a record player should sound as good as it looks, but does it?
http://www.purplbrand.com/wordpress/2011/03/27/sound-installation-hardware/
It really is one of those cases in which the form is well thought out, but the function is neglected. A plate just doesn’t sound as well as a lot of other objects could.
Playing the Building is a sound installation in which the infrastructure, the physical plant of the building, is converted into a giant musical instrument. Devices are attached to the building structure — to the metal beams and pillars, the heating pipes, the water pipes — and are used to make these things produce sound. The activations are of three types: wind, vibration, striking. The devices do not produce sound themselves, but they cause the building elements to vibrate, resonate and oscillate so that the building itself becomes a very large musical instrument.
Telic Arts Exchange and the Center for Integrated Media at the California Institute of the Arts present a sound installation by the Korean media artist Ki Chul Kim.
“Sound Looking - Rain” is a sound installation that investigates the nature of perception and representation in relation to the Buddhist concept of emptiness. Suspended from the gallery ceiling is a matrix of audio speakers, wires and monofilament, the audio that fills the space is a sound collage of falling rain. Kim’s sound landscape induces us to float between the opposing forms of sight and sound. Kim also references a formal minimalism as we experience the shifting relationships between sound, speakers, the gallery space and our bodies.
This exhibition is made possible in part by the generous support of The Andy Warhol Foundation for the Visual Arts.
There are many installation you can find on the net but i have found these installation most interesting.
The scale of the installation or the simplicity of some of the installation. after talking with Josh if we are going to do installation we want to make it in to interaction installation.
Performance idea
Marina Abramović (Belgrado, Yugoslavia; 30 de noviembre de 1946), artista serbia de performance que empezó su carrera a comienzos de los años 70. Activa por más de tres decádas, recientemente ha sido descrita por sí misma como la "Abuela del arte de la performance".
El trabajo de Abramović explora la relación entre el artista y la audiencia, los límites del cuerpo, y las posibilidades de la mente.
Tunnel Canary is a documentary about an improvised anarchist noise/punk band from Vancouver Canada that formed in 1978 performing live only 26 times before disbanding in 1983- described as neglected outcasts on the scariest , artsiest fringes of the Vancouver punk scene, most punks avoided them and were often being shut down by the general public.
Toshi Makihara creates a sound performance art work using James Fuhrman's sculpture "Revealed Lines of an Ancient Tree. Unknowable" as his sound instrument
Golden Axe: NZ performer. using old keyboard and synth to make live music.
When i was doing research on sound installation and performance, i can help to notice number of female artist compare to male artist.
it made me think about how i feel when i use to watch female artist compare to male playing live. Music industrie is dominate by male artist not because they are better but people seem to be more custom to a idea of male play on stage. If male performer made a mistake on the stage most peoples won't react much but if female made a same mistake most likely she would be bood off the stage.
Idea of our concept
gender issues in performing art.
In class i started to talk about my idea and I was Shocked, he dosen't think there is any gender issues in NZ. he never come across it.
When Josh dosen't believe in the idea of gender issues this could be an interesting and hard topic to use.
Let's challenge myself
The idea of gender issues is still bothering me.
gender stereotype
- Female are not very good at making things
- they are not good with electronic
- woman looks unco on the stage
My very first Synth
The idea of making synth as a woman challenges all the gender stereotype. Woman making electronic component form the scratch and performing live.
http://www.musicfromouterspace.com/analogsynth/YOUR_FIRST_SYNTH/YOUR_FIRST_SYNTH.html
Wow my first synth done, wacky and zany sound ~~~~~~
Two days of buying components, placing them in right place, soldering and trouble shooting.
now i am sue i will use this to perform.
Putting my synth and Josh
what can we do to perform.
http://www.d-touch.org/audio/
Audio d-touch is a collection of applications for real-time musical composition and performance, with very special user interfaces. The collection includes a drum machine and a sampling sequencer, both are controlled by spatially arranging physical objects on an interactive table surface. Each object represents a sound, and its position with respect to the surface is mapped to certain playback parameters. For example, the horizontal position of an object represents the timing of the sound. The system is extremely low cost and now it can be freely and fully downloaded from http://www.d-touch.org/audio. All is needed to get audio d-touch to work is a standard computer (PC or Mac) with a webcam and a printer.
i think this could be useful for the performing, it seems easy to use and it can show interaction between me and Josh.
we have been playing with this idea but it's not working.
we need to look in to different instrument for Josh
I am still kin on gender issues idea and may be he could do something very easy to show idea of man don't have to work hard as woman in music industrie.
computer is easy
the idea of using computer
- he doesn't have to make anything
- using software to make simmer sound to synth
me and Josh been practicing with synth and computer.
Our final performance
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