Tuesday, November 4, 2008

Uber City Farm


My final project is going to be a digital Sydney Terrarium, a portion of the city reduced in scale and abstracted into the form of a simulation. The simulation runs the period of Sydney's 2030 strategy, and the player is essentially given to chance to grow their own Sydney.

Sydney Terrarium is also the extension of a proposed real, full-scale nursery located above the Eastern Distributor southern ventilation stack.

The nursery-terrarium is an adaptation of City Farm Chicago. The City Farm works on a minimal architecture maximum impact model - it reaches far beyond its single acre farm by supporting satellite gardens around Chicago. But where Chicago has a patchwork of undeveloped lots, Sydney only has balconies and open roofs. Thus my project proposes to extend the reach of the nursery, and of the residents in surrounding suburbs, by lacing the city with a connected network of potted plants that are geared to evolving ecological models. Just as ecology is about interrelatedness, a sustainable Sydney should leave no one in the ecological dark.



"With tens of thousands of vacant city lots in Chicago, mostly in economically under-developed neighborhoods, turning vacant land into an asset for the community is a primary objective of City Farm."


About Terraria [Wikipedia]
Sustainable Sydney 2030 [City of Sydney]
City Farm, Chicago [Resource Center Chicago]

Thursday, October 30, 2008

Kismet Posters




See them in larger resolution via my Flickr stream: http://www.flickr.com/photos/schwartzalot/2986568882/in/photostream/

Monday, October 20, 2008

DRAFT 2: proof



Music by Cake.

Poster and 500 words to come.

Thursday, September 11, 2008

Nature Spheres: Inversion

This post follows my Nature Spheres post.

Like the Eden Project, the Lost Gardens of Heligan is a bit of a theme park. However, it is the grown up and matured version of the Eden Project. Its collection is marked by cultural uniqueness rather than structural uniqueness; It is the permanent home and birthplace of produce, rather than a stadium where produce is brought to be marketed. It has geometrical forms, but rather than contain nature they support and are intertwined by nature. It is not an overly expensive cause of tourist congestion at the expense of small towns, its restoration revitalised the gardens "but also the local economy around Heligan by providing employment." (Wikipedia)


Heligan Gardens [Wikipedia]
Heligan Gardens [Official Website]

Nature Spheres

There's something about geometrical greenhouses containing sample ecologies that just seems grand. I guess it says, "Science owns nature" or something similar. It's the modernist ideal, isn't it?

So to continue the formal study, what or who owns science, and how does that get represented? The Biosphere 2, originally built by a cult-like organisation as a sealed experiment, has been given to the University of Arizona, and its surrounding land will soon be filled with suburban houses. It is the odd piece of history around the corner.

The Eden Project is more recent, and not in desperate search of support. Its calendar is dotted with festivals and celebrations, and operates almost as a theme park. Like most theme parks, it has land distinct from any urban centre. Its bubbles exist in a world apart from ours.


Biosphere 2 [Wikipedia]
Biosphere 2 [Official Website]
Eden Project [Official Website]
Eden Event Diary [Official Website]

Earthships: The individual within the whole

I visited the Earthships a few years ago, and have used them as precedent studies within a number of projects. Their paradoxical embrace of both self-reliance and interdependecy are poetry through function.

Although I couldn't see a whole world dotted by these off-grid houses, I could see a whole world teeming with their sensibility (a utopia, no doubt): Keep your environment personal, take time to think creatively, and always remember that you are part of a larger whole.


Earthships of Taos, New Mexico [Sangres]

Monday, September 8, 2008

Green Between the Cracks

The influences of guerilla gardenning and trash mirrors converge, in this post about moss-based graffiti:


The graffiti is grown in lines of text, the wall framing a single line of a larger poem - the entirety of which will show up over time on various walls around town. Not quite as responsive as the trash mirrors, but also reflective - in a different way.

Perhaps there's also something of the telectroscope here too, in the emergent connection of different places.

20 Masterpieces of Green Graffiti [Environmental Graffiti]

Friday, August 29, 2008

Draft 1: Zoom, Pan, Rotate




"URBAN ECOLOGY" - the rapidly narrowing title for my graduation project.

Music by Mason Jennings.
2 minutes of video, composed from renders using 3D Max.


Draft 1 further details my investigations into ownership and environment. This research is broached by tracing urban bodies of such a scale that people are like cells in a living creature. Such an image is foreboding and wondrous at the same time. Symbiotic with this great creature are a variety of smaller creatures. These smaller creatures evolve by necessity in such a way as to recombine elements dispersed by the larger creature. Thus my research takes the guise of a life cycle and interdependency diagram that has a life of its own.

The diagram is navigated by assigning zoom, pan and rotate to various modes.

Zoom associates with Point of View, such as the identifiable everyday experience of travelling through a transport tunnel. Point of View later allows the viewer to become other things, such as the smog itself; the viewer zooms away from the ventilation stack and gains an aerial view seen more often by birds than people.

Pan associates with systemic mapping. The viewer gains a sense of larger symphonies, such as the tunnel. It carries smog to ventilation stacks, but is also like a leaky pipe; Seeds flow within and around it, being nourished and finding cracks to grow in. Systemic mapping starts with a known item (the tunnel) and ends by mapping a new, unrecognised system (the smog island, complete with craters).

Rotate associates with growth; a community garden ekes out of the cracks between concrete boxes. Growth is the devalued creating value of itself, a garden carving a rotated crater from solid smog – and establishing a prime economic market of carbon offsets.

Rising problems caused symbolically and realistically by the ventilation stack are visualised as decreasing distinctiveness in our urban environment. Thus as smog rises from our tunnels, it rises from the ground as a solid barrier – an urban island of oppressive solidity. This veil is not just smog, it is the sealed earth and manicured public gardens which tolerate little creatures only as outlaws. From and with this solid mass, various potentials are created. Existing elements, otherwise in a state of dispersal (such as locals losing out in a wave of gentrification) are able to recombine in successful ways. (Community) seeds can be planted, (economic) landscapes sculpted and (ecological) worlds can be uncovered.

Thursday, August 14, 2008

Valuing the Devalued

This relates to my Experiment 2 texture series about Discarded/Devalued, as well as Portals. If we can find honest value in the humble or downtrodden, we will be able to face our own problems with conviction.




"This piece suggests that we are reflected in what we discard. The piece celebrates the ability of computation to inflict order on even the messiest of substances - trash."
-DANIEL ROZIN, about his Trash Mirror.

Friday, July 11, 2008

Interopable Worlds...

... or, Fluid Activities in Many Native Environments

In "Virtual teleportation arrives" on Thursday, Aharon Etengoff says that "teleporting an avatar between platforms will undoubtedly have a significant impact on the future of virtual worlds. Indeed, an open standard for interoperability would permit users to cross seamlessly from one three-dimensional universe to another."

To me, the advantage of "teleportation" between worlds would be in moving more than just your individual appearance. As one commenter notes, just being able to move your avatar would be like "being in facebook and being able to switch to myspace without having to type your username and password again. Nice, but not earthshaking."

As another commenter sees it, "My buds and I might be in a game of BF2342 some day and escape an ambush by being teleported into the Sims10, then over to Quake Wars7 grab some new weapons and teleport back to the BF2732 game just behind our ambushers and zap em?"

- YES! You should be able to move so fluidly between worlds, with your objects and friends, that you can put each environment to its highest and best use, without messing up your train of thought. You should be able to span your activities across multiple worlds, because each world has its own rules, process and value in what you're doing. More than that, when you move from place to place, it's not just you and your files that're moving. Most of the time you're in the middle of a social activity, so you should be able to move with your friends by your side - rather than losing and regaining contact once you arrive. Portals should frame social settings, digital or not.

We shouldn't be looking at digital design in terms of booleans and polygons, we should be looking at swarming, cellular automata and other fluid patterning. And in our increasingly internet-augmented real world, people may demand more fluidly porous ways of navigating our places.

Virtual Teleportation Arrives, And Is Commented On [The Enquirer]

Wednesday, July 9, 2008

Powerthirst

I was going to post something deeply meaningful, but instead I found a video which embodies everything I would like to be able to do with machinima. It's awesome.

Saturday, June 21, 2008

Research Abstract

DESIGN, INNOVATE, MARKET

Living in the city is not an easy prospect. Proximity to high quality facilities is paid for with small private spaces, high costs, community tension and delirious places. People can often get lost in the equation – this is demonstrated near the chosen project site with large numbers of “keep out” signs and a looming ventilation stack operated by a corporation. The stack spews out concentrated smog from cars passing far below the surface, not to mention the loud and obnoxious stream of motor vehicles to be found above ground at what is a key intersection for Sydney’s traffic. Perhaps this is not such a healthy site for healthcare to take place.

Evidence of individual attempts to fight back are also to be found: graffiti extends individual ownership over places which are otherwise alienating. For instance, the prominently located, intricate pattern of cups lodged into a barbed wire fence. A back-street attempt at fighting back also includes a private garden overflowing onto public sidewalk. Such displays are exciting and interesting, but only exist on the surface. Surry Hills, Darlinghurst and Paddington are areas where a large number of small creative elements are able to combine and build character as community. Surely something truly powerful can be achieved through coordination.

Thus two major issues are to be dealt with in this project: First, a preventative health care umbrella to address the local and wide-reaching issue of air pollution. Second, enabling the mediation of big organizations and a potentially strong community. It should be noted that health is always personal, and good health is rarely found in isolation.

Precedents to address this nexus are to be found locally and overseas. Community gardens, while present in a few suburbs, are undervalued in Sydney for their widely affecting qualities; they are used quite effectively in education, addressing environmental health and for social support structures in cities such as Chicago. A community garden would however only address some of the issues. If organised in synergy with operations such as the “Spare the Air” campaign, a public living room, and environmental awareness spaces, a true umbrella might be lifted over the heads of local residents to address the issues of air pollution.

Precedents are also to be found that focus on the second key issue. Humanising elements of a scale relevant to big organizations is the name of the game. In New York, “HighLine” is an elevated railway converted to a very long public park. In Toronto, Jarvis Square is the home to a group of tall multi-jointed crane-like lighting masts. The masts are interactive, and can be controlled by passers-by for the price of a coin. These projects are about achieving relevance within something larger, and the idea that we feel better when we – as individuals – matter.

Further elements of change are already present, but need to be revealed. Wide swaths of the community are able to feel like they are part of something bigger, and need only be sitting at their computers to do so. Games like World of Warcraft attract diverse members of the community to unite through group activities. The problem with this kind of community is that it does nothing to enrich daily activities, nor the streets around our homes. For instance, if your friends all decide they want to fix something in their lives, and make a go of it as a group, you have a greater support structure in place if you decide to be part of that effort to quit smoking. Digital communities have a hard time enabling this kind of behaviour because friends in World of Warcraft probably don't share the ritual of smoking, living as they may on opposite sides of the world. We are having trouble transferring the things gained in our simulations to the things we need in reality.

From London to Manhattan, a “telectroscope” bridges two places out of sync. In someone’s basement, their dog is playing virtual soccer. And very soon, your IPhone will be anonymously informing the world of interesting places in your neighbourhood, merely by analysing the places that you frequent. Transference of skills, traits and values from our rapidly growing digital worlds requires familiarity and overlap as one moves between the virtual and the physical. In my Experiment 4 video, I exhibited some walking garden-type air filters as a community. They are abstractions of an architectural proposal for greenhouse spaces, but perhaps as they arrive on site as built work they can also arrive in World of Warcraft villages, Second Life or maybe even become mirrored at another physical city.


Woolloomooloo Community garden [ACF, CG.au]
Edible Schoolyard, Chicago [ESY]
Jarvis Square Light Masts [Waterfront Toronto]
New York Highline [The Highline]
World of Warcraft (WoW), Telecroscopes, virtual soccer, IPhones and social networks [aPart of aLife]
Health is Not Lonely [aPart of aLife]
Experiment 4 Video [aPart of aLife]
Abstract Brief [Russell Lowe]

Friday, June 20, 2008

Experiment 4



The soundtrack is based on music by Coco Rosie, and some model elements were created by other members of the studio.
UT3 cooked level, 50mb [FileFront]
Quicktime high-res video, 18mb [FileFront]
Experiment brief [RussellLowe]

Monday, June 9, 2008

Not So Healthy Site

A bit of discussion on the site and context that we're choosing to locate a healthcare facility within. The affect of motor vehicles is a key aspect of this particular location, both directly (at street level) and through the tunnel ventilation stack centred on site. Its character, both literally and metaphorically, was a key aspect of our response in Exercise 3 (and my Exercise 2). For both my proposal of a community health club, and end users of any healthcare facilities, dealing with this issue on this site is central and urgent.

At first glance it's a major drag. It's such a big issue! How can anyone have any impact on it? An obvious solution would involve lots of pollution-cleansing and sound-mitigation screens, to the point where you feel reassured and secure. Well, if living machines can transform waste water, and community gardens can unite all walks of life in the goal of nurturing, maybe individuals can do their bit. And maybe it can be a beautiful bit.

"Emissions from industrial facilities and electric utilities, motor vehicle exhaust, gasoline vapors, and chemical solvents are some of the major sources of nitrogen oxides and volatile organic compounds. Nitrogen dioxide is the main component in ground level smog and produced by combustion or heat in buses, cars, truck engines from the gasoline and diesel fuel...

Car or truck engines that are idling during peak traffic hours releases twice as many exhaust fumes than other vehicles in motion because there are lesser amounts of intake air. The chemical and exhaust emission levels from cars and trucks result in the formation of nitrogen dioxides and hydrocarbons from the incomplete burning of gas and diesel fuels during combustion."

(from Applied Ozone Systems website, http://www.appliedozone.com/smog_buster.html)

Friday, May 30, 2008

Group Model Tasks

Following our studio meeting today, here are the task assignments:

Jacob: Boundary map, contours, roads & footpaths
Kimberley: The stack vent & the Eastern Distributor tunnel
Jules: Vegetation, street furniture/power lines, solar data
Jodi: Terraces adjacent to the southern boundary, Russell's building
Vinh: Palace Hotel, Moore Park "pointy bit" on southern side of intersection
Noa: Purple building
Jason & Dennis: Buildings on the western side of the laneway (split this between yourselves)
Fruz: Antique shop & other buildings on eastern side of intersection, photography

Make sure you've got your information before next Thursday, as that's when we'll be meeting to do the modelling. Also, if you still aren't acquainted with Solid Works, make sure you get some time in with the tutorials before Thursday so you don't run out of time and let the team down.

We'll have the laptops booked for Thursday, and on Friday we'll be putting the model together first thing. I'll make sure I've got mine done before Thursday, so that you can all work off a common base map in Solid Works. Post any questions or issues as comments for this post.

More signs of WoW culture

The Sydney Morning Herald is picking up a story written by the New York Times, that compares World of Warcraft to Star Trek in terms of cultural impact. wow.

I think WoW is fundamentally different to Star Trek, in terms of fan culture. For one, WoW is more about team and character building than it is about collectables and idolisation. As with all computer systems however, the fundamental problem is that most people have to sit at a computer to take part. What if WoW could enrich going to the shop, or going to school? I'm not talking about home schooling here - I'm talking about transfer of culture. We all use social networking websites, they add a rich layer of communication to the social networks we have in the physical world. Why can't games like WoW add a rich layer to our physical lives too? Why can't we benefit more from the things gained in games?

EDIT: Maybe telectroscopes can be used to connect the physical and game world.

"When the sun illuminated the lens of the Telectroscope next to the Thames, it was, of course, still nighttime in New York. So the screen inside the scope broadcast back only an empty sidewalk silently framed by the Brooklyn Bridge and the Manhattan skyline.

But then something miraculous occurred.

A police officer and a street cleaner walked into the frame. Stopped. And waved."


EDIT: This youTube clip shows that you can play virtual soccer without sitting at a console. Maybe you can play WoW similarly without sitting at a console...

Link

EDIT: Other directions for enriching reality with digitality include the new IPhone, and CitySense. The IPhone incorporates a good interface, can sense which way you're pointing it, has GPS, fast internet and an ever-increasing amount of grunt for games. Most of all, like the IPod it will probably attract the whole range of community. CitySense takes that platform to another level, effectively turning real life activities of the mobile phone toting masses into an intelligent "discovery application" capable of leading us to what we want to do, rather than where we want to go.


Blackberries tell us things [DMNews]
IPhones are only going to get more awesome [BusinessWeek]
Telectroscopes: telescopes through the world [CNN]
How some guy kicked the WoW habit [SMH]

Thursday, May 29, 2008

Health Is Not Lonely

I think we mostly knew this already. Pretty much everything we do fits into our social sphere, and any addictions we have are likely to be found in our friends too. This can be a good thing and a bad thing, and it depends entirely on the mentality of your social setting. If your friends are gun ho on doing crazy shit, you're probably going to want to go along with them or get new friends. Alternately, if your friends all decide they all want to fix something in their lives, and make a go of it as a group, you have a greater support structure in place if you decide to be part of that effort to (for instance) quit smoking.

Yes, according to the New York Times (so you know it's true)
"Smokers tend to quit in groups... which means smoking cessation programs should work best if they focus on groups rather than individuals. It also means that people may help many more than just themselves by quitting: quitting can have a ripple effect prompting an entire social network to break the habit."

I suspect that this principle applies to almost any aspect of human health. This links into Fruzi's post about community health clubs. In this context, Christopher Alexander's model can be broadened to deal with any addiction or trend we see as negative in the community, and possibly even to detect illnesses lurking beneath the surface. We've become a very transient people, and the neighbourhood we grew up in may not be the one we will spend even the next 10 years in. As such, local issues change too quickly to relocate specialised healthcare whenever the community demographic changes.

A community health club should be a platform for self directed health rather than a static formula. It should enable people to address things in their lives, bring their friends along (maybe make new friends), and to do so in a setting where support and consultation is available from people who are experienced or qualified to give good advice. It should encourage participants to bring their own time and effort into the arena, so that we can have a Wikipedia/Facebook/Flickr solution rather than a Britannica solution.


Big Social Factor in Quitting Smoking [New York Times]

Friday, May 23, 2008

Ex3 Position Statement




The site during the day lives on the boundary between the explorative, the realm of texture, taste, fragrance, sounds – and the peripheral, that of driving past without noticing anything other than the slight chill down the spine, as the ominous smoke stack spewing out its filth looms briefly overhead.

While the various scales and movements around the site exhibit a split world, still more subtle is the disconnect between wildly different pedestrian identities that inhabit the area. There is the drunk who wakes up in the shadow of narrow back lanes, or on the doorstep of a young family’s heritage terrace. There are the groups of subversives who graffiti everywhere and anywhere, in an attempt to extend their ownership over a place already mired by signage posted by the “official” owners of buildings. There is the social shadow cast over every local by the Eastern Distributor ventilation stack, on a site owned by the RTA and distinguished by its inhabitability. Clearly, the site is distinguished by cultural silos.

Far below the surface is a stream of cars, most active in the periods marking sunrise and sunset. The arrival of accompanying smog is the most widely relevant output of the site; it is the opening and closing act of the site’s daytime drama.

Pollution spewed from the site itself sits in watch over the silos of human activity. It broods, watches, infects. The brooding, the space, the melancholy of the activity that occurs is the inhabitant, is the character of the site. One feels that the site, the bricks and mortar, sand and cement may be built on, but the character of the site, the one that exists there at this time will not be shattered, will not change. One feels that it will move, walk down the footpath to the alleys and back lanes of Surrey Hills, stand up the sign of no trespassing once again and continue on uninterrupted with its life.

The work of high power simulations these days is a reconfiguring of player positions, finding ways to enable collaboration of personified identities – teams, organisations, matter. In embodying the perceived meaning of these identities, we hope that such identities can be dealt with rather than overlooked.


Experiment brief [RussellLowe.com]

Sunday, May 11, 2008

Commuters are Like Sheep

This is a little random, but I believe right on topic. The Sheep Market is a project paid for by Amazon and made using Processing (P5). I was involved in the Processing community a while back, when P5 was still in alpha release.

In the Sheep Market, there are so many sheep that the cumulative effect is awesome. Each sheep was created by a different random person through a webpage, and when you click on one you can see an animation of the sheep being drawn. Everyone draws a sheep differently. There are 10,000 sheep in all, each a mini story. After watching a couple of sheep being drawn, that cumulative effect becomes even more awesome because all of a sudden you're staring at a huge library of human character studies instead of a huge library of crude drawings.

When you approach the project site, the cumulative effect of all the cars is also awesome - though in a different way. The stream of cars is alienating, for a variety of reasons. And because you can't pick one up and see the character in each, you can't really deal with the reasons you're being alienated. There's no way to see the value in all those people and machines. It's just too random.

10,000 sheep at $0.02 each [The Sheep Market]
Processing, initiated by Ben Fry and Casey Reas [processing.org]

Unreal Reference

I've been on the hunt lately for good, thorough UT3 reference manuals. Here are a couple good sites which I've had a quick look through. It seems obvious that there is editing, and then there is editing:


A complete kismet reference by the makers of the platform [EpicGames]
Details of something which I very much want to get into: UnrealScript [utwente.nl]
Unreal Wiki [beyondUnreal]
Unreal Developers Forum [beyondUnreal]
A pretty huge list of tutorials all over the web [IceCreamYou]
Player-specific kismet [Epic Forum thread]
Exporting from Max [PlanetUnreal] [waylon-art]


Btw Russell, we were talking about the ability to pull stuff into and out of the internet while in gameplay... At a glance, it looks like the LibHTTP library in UnrealScript might enable it.

This post on the forum looks very interesting, particularly in light of architectural workflow. Imagine if you could meet an engineer in the UT3 model of a building you're designing, while inside the VM collaboratively modify the building's elements, and then have that communicated back to your drawings or BIM.

Thursday, May 8, 2008

Serious Non-Games for Girls

Ok, it doesn't shock me that women are alienated by most of the games out there. Women in game development are probably like women in architecture - sorely and bizarrely lacking, for the most part. And yet... I cant bring myself to take seriously a game called "Coolest Girl in School". Apparently it was however nominated for 4 awards at an Australian industry association event.

"Coolest Girl in School is the world's first mobile role-playing game made specifically for girls and the potential audience is huge... Well over half (60%) of casual mobile gamers are women but very few games are made specifically for female audiences."

I think this links in with my post on game mashups:

"until we (women) start making games ourselves there is no way we will be able to see representations on screen that we can recognise and identify with. We need to start making a generation of games that women want to play and get them excited about creating their own content"


Game Girls [Sydney Morning Herald]

Monday, May 5, 2008

Grand Sale Audio

Web 2.0 is all about using the wide web of user created content to create fine grain. Well, this may seem obvious but big production companies have been doing something very similar for decades: integrating the wide catalog of other produced stuff out there to create fine grain.

Movies used soundtracks way before games ever did, but now the interactivity of games, and permeability of platforms, is allowing more than just media to merge. Entire business strategies, such as retailing and game platforms, are merging; and what you get is sale at the point of use.

And when that happens, the game becomes the marketplace.

Grand Theft Auto and selling Audio [Reuters]

Sunday, May 4, 2008

Worlds Without Worlds

With all the hype about the new Grand Theft Auto release (GTA IV), I found a great article in the New York Times. Of course the NYT always does great stories, so the big hit for me was that they had decided to publish such a detailed and thoughtful review of a computer game. Here're some interesting reflections:

"... much of Liberty City’s map is made up of direct analogues of real New York neighborhoods and locations... It seemed a perfectly logical and human impulse, to prove to myself that I was somewhere recognizable by finding the one place in it that was most recognizable to me. Yet there was no way that the game could satisfy this impulse...

... the proportions of this version of Manhattan were an optical illusion. The parts that everybody would notice were blown up larger than life; the parts that virtually no one would care about were shrunk to nothingness. Faced with this catastrophic revelation, I turned to a life of crime...

Unlike the missions, objectives and narrative elements of a traditional video game, which constitute the game itself — the things you’re supposed to be participating in and following along with in order to actually play — these same aspects of G.T.A. are more like sophisticated distractions to keep you from immersing yourself too deeply in its fictional city environment."

A Role Player Game (RPG) normally uses "missions, objectives and narrative elements" to help you explore the game's detail areas. As XX's unmet desires exemplify, game worlds modelled by a centralised design group will likely always lack good tangential detail areas. And though a game can put you in the driver's seat, more often than not you're just taking someone else's directions - or at least trying to discover ways to reach goals which someone else has established. Does this define/constitute escapism?

If it were a Serious Game for education, it might have missions based on learning particular skills, so the ends are met by the means. If it were a web 2.0 game with mash-up incentives, you might be designing missions and expanding environments, in the process learning new skills and mirroring the real-life process of building civic character.


Grand Theft Auto is MAD for NYC [New York Times]

Waay Waay Retro Mash

Microsoft has announced a game mashup tool, aimed at making simple 2D games like space shooters, tetris and the like. That sounds like fun on its own, but of course the real aim of all this is introducing new groups to complex content creation - programming. According to one of the leads in the project at Microsoft,

"So we're kind of going after a customer who is anywhere from the 8- to 14-year-old kid might be interested in playing around to somebody who's maybe a little older and is bored with the games on a site like MSN Game Zone and is actually interested in building his own."





This project is only one in a widespread move to make programming accessible. In fact, Microsoft is really a late comer in this area. Years ago, MIT was developing a simple programming language for kids in elementary school. A few years ago, Ben Fry and Casey Reas (also at MIT) launched Processing to get artists and designers in on the action. Google's got mashup tools too, and on other levels there are things like WYSIWYG web page editors and even this blogging tool I'm using.

The idea is to enable complex activities without much prior knowledge, and provide a stepping stone to more technical modes of creating with computers. The gaming platform that we're using in this studio, Unreal Tournament 3 (UT3), has a similar tool in its Unreal Editor (UE). Kismet, UE's visual programming interface, is one of the most intuitive I've seen. It shows that there's a lot of innovation in terms of rethinking programming language itself, not just what you can do with that programming language. But all of this is part of a larger move: enlivening traditional products through web 2.0

From online gaming to social networking, the best way to promote a platform's success seems to be helping users to create their own content. Conveniently enough, it also means that as a platform producer you can get away with scripting less content. Facebook, for example, has only a handful of default applications. Much of the fun of Facebook is in fact trying new apps (from games to cross-platform portals), seeing what your friends can do with them, and then moving on to the next app. I simply don't think you could get the same depth of experience if all apps had to be made by Facebook itself.



Microsoft launches Popfly [Information Week]

Friday, April 25, 2008

Seriously Unreal Games

Since we've decided to go down the route of UT3 for our studio modelling engine, here's a lead on the Unreal Engine's use in serious games:

"Virtual Heroes will integrate the Unreal® Engine 3 into its own Advanced Learning Technology (A.L.T.) platform for simulation learning and serious games based learning. That combination will enable the company to offer even more scalable, cost effective, best-in-class products and solutions to its growing number of federal systems, healthcare and commercial clients."


Virtual Heroes to Advance Serious Games with Unreal Engine [Virtualheroes.com]

Tuesday, April 22, 2008

What kinds of games does Oprah play?

Apparently, she plays games to lose weight. I don't watch her show. But I wonder what would happen if you used the mesh-learning model of OLPC to bridge the activities of users in Wii Fit with users in Facebook and WoW.

Wii Fit, an exercise game due next month, is expected to receive more marketing dollars than any game in Nintendo’s history, Mr. Pachter said — and the money will not be spent wooing young men. “Wii Fit is just not aimed at hard-core gamers,” Mr. Pachter said. “It’s definitely aimed at the Oprah crowd. I bet they sell a million units a week for every pound that Oprah says she lost on it.”

New Wii Games Find a Big (but stingy) Audience [New York Times]

Friday, April 18, 2008

Experiment 2

ARCHITECTURAL CHALLENGE: To Document how the site lives through Montage and Texture.
(as stated on the project brief)

3x montages, 36x texture tiles.


All graphics were either created by me, or made from downloaded elements. The vast majority are photographs taken by me, and most of the downloaded elements relate to either Super Mario or the Sydney City Roosters. Downloaded elements were found on a wide array of websites, using Google Image. All of the text was written by me.

Thursday, April 17, 2008

It's Virtually Graffiti

It seems that no matter what the medium or forum, people will always find a way to comment on the status quo. In a virtual environment, maybe graffiti doesn't have to be flat, but it does need to maintain a relationship with whatever it's trying to "own". Graffiti without context ceases to be.

It also needs to be identifiable as comment, possibly even be identifiable to the particular author, if only recognisable to a select few... It could even be something along the lines of an inside joke.

And it needs to be remembered: either by staying put, or by getting recorded.

Second Life graffiti [LOL Architects]

Tuesday, April 15, 2008

Light Resistance

Anyone else interested in graffiti might be fascinated - and entertained - by this. What is Graffiti? Is it someone's name or some cartoon character tattooed on a wall? Or is it the process of making an alienating part of the built environment yours? If you separate graffiti from spray cans, maybe it'll be easier to understand what it's on about.

The Graffiti Research Lab (GRL) takes control of corporate art

Sunday, April 13, 2008

Serious Games or Serious Problem

Excited and intrigued by what I found on Flickr regarding China's "hospitals" for internet junkies, I let my fingers do the walking... On Google. Here are some highlights:


1. China identifies a growing disorder as social crisis.

The Chinese government has opened a number of institutions around the country to combat internet addiction - which is apparently a "growing disorder". The institutions are designed to "cure" those who can afford the treatment, which only the very well-off can. According to a number of sources (including China's own propaganda poster boys), addiction occurs because of the excessive stress put on young people to succeed at school, uni, etc. In order to unwind, they turn to internet Role Player Games (RPG's).

The institutions, run by the military, are a combination of boot camp and hospital. Treatment can include drugs, electric shock and psychologically targeted activities. Many inmates of the rehab system have been involuntarily checked in by their parents. Some have tried to escape or commit suicide.
"Tao Ran, who built his career treating heroin addicts in the 1990s... is convinced that Internet addiction is virtually the same as other more conventional addictions both in terms of its symptoms and the negative impact it has on the addict's ability to function normally in society... the patients that are brought to the clinic usually suffer from a mixture of anger, loss of self-esteem, depression, bad nutrition, insomnia and lack of self-control." (Asia Times Online, July 4th 2007)
The government is also apparently targeting prevention of internet addiction by tightening up its regulation of internet bars. Such bars are often packed full, open far past mandated closing times, and serving "under-age" customers.
"I do believe they want to fight this internet addiction," said Julien Pain, of Reporters Sans Frontières. "But with the Chinese government always behind this justification there is also the will to control political speech.

"If you have thousands of small illegal cybercafes it is very hard to know who posted what, who downloaded what on the internet." (Telegraph.co.uk, March 13th 2007)
Not surprisingly, critics who are already concerned about government interference with the internet in China, see this as just one more avenue through which the government aims to control the community.
"Parents design a life for their child before he is even born... but now we realise that if we let them be who they want to be, they would not suffer so much." (Journeyman Pictures, Jan 29th 2008)

2. Social disorder can mask social change

After researching the machinima sub-culture, I can't argue with the idea that some people are using the internet for escapism. I also noted that very little in machinima is actually original, most of it being quite nostalgic. I think this idea of escapism is not new either, although the connectivity and interactivity of recent internet communities must surely be greater than any other escapist community in the past.

Setting aside the Chinese government's obsession for control, the Serious Games Institute argues that many useful skills which are difficult to teach conventionally, can be gained through gaming. "Serious Games", they claim, can increase the value of this escapism in society.

They can cause us to confront serious issues - games such as the Super Columbine Massacre RPG and Escape from Woomera have been compared to films such as Flight 93. Sim City was originally created so that people could understand a little bit about the dynamics of a real city. Augmented Reality games can get us much more acquainted with out real environments. Game tasks can demand the development of new skills, not necessarily limited to combat.

Maybe internet and MMORPG addiction is itself an indicator of something larger: our need for social and collaborative learning in a physical world which demands high productivity even in our personal lives; a world which is not very personal and even less accessible.



YouTube/Journeyman Pictures, Jan 29th 2008
Asia Times Online, July 4th 2007
Telegraph.co.uk, March 13th 2007
Serious Games Initiative

Infinite Flickr

Flickr is about photo sharing, right? It has nothing to do with RPG's like WoW and Second Life, right? Well, apparently Web 2.0 knows no bounds, so here we go: become an avatar in Flickr!

http://www.flickr.com/photos/philhale/1835105212/in/pool-infinite

http://www.flickr.com/groups/infinite/

From the group's home page:

normy (a group admin) says:
20 Mar 07 -

Infinite Flickr Tip:

Make the previous picture in the pool full size before taking your shot.

Also from Flickr:

China apparently has a hospital for Internet Junkies. http://www.flickr.com/groups/self-help-group-for-flickr-addicts/discuss/72157594251903967/

More bizarreness with WoW

I don't know what to say. Obviously in China, Coca Cola thinks games are the best way to relate to its audience. Does this make gaming a serious platform? Maybe, but I can't help smirk.

Thursday, April 10, 2008

Crazy ridiculous OMA

I've had a love/hate relationship with my feelings about OMA projects for a few years now. On one hand, I love how directly they are able to move from functional premise to architectural form. I've also been a big fan of overcoming flat cities to utilise an "every-direction" model of urbanity.

On the other hand, I hate - with a passion - big box architecture that apparently creates every possible opportunity without recognising any downfalls (along the lines of International Style). You've got to be able to see what you're losing whenever you gain something.

If you want to skip to the visual orgy of architecture which made my jaw drop, check out the last minute of this clip.


Friday, April 4, 2008

aLife of politics

I just read some articles from this google cluster, about the growing uses for virtual worlds in business... And political concern that virtual worlds could be used for illegal activity (even terrorism).

An article in the Washington Post was the most entertaining - and really, that's what I read the news for. It was about a congressional subcommittee meeting to help the US congress learn about virtual worlds. Anyway, here's a great quote:
"Rep. Jane Harman (D-CA) probably got the best quips out, joking that some people already think Congress is a virtual world, and that Markey was throwing the event merely to learn how to get to the next level in World of Warcraft."

Experiment 1: Losing the Places we Love

Here's my first film piece. If I weren't already 23, I'd say mum should keep it for my 21st.

It's a review of my research on machinima to date, and a statement about my "distinctive theory on architecture". Really, if you read some previous posts on my blog you should get what it's on about. That is, machinima culture and nostalgia.

The first part is a machinima composition of my own, appropriating/juxtaposing audio from Tales of the Past III and graphics from Heroes of Might and Magic III. The second part is an adaptation of machinima.com's Inside the World of Warcraft episode, addressing the machinima community's reaction to the actual Tales of the Past III "movie". Male Restroom Etiquitte became the main framework for addressing nostalgia in a humorous way, and I've threaded sections of it throughout my work too. Red vs Blue also helped me get a handle on the humorous aspect of "serious" machinima, and I used some audio from the Going Global episode.

I read a very revealing comment about Tales of the Past III, drawing attention to its striking resemblance to Lord of the Rings. None of the key elements of these clips are new to the world; TotP III just shows how serious people can get about games. Seriously.

Thursday, April 3, 2008

Augmentasia

I just found this clip on virtual reality & augmented reality. I'm a little bit torn about it; I think the parts I like are the parts where the technology is used to bring known things to life in a new way (like Mario cart in the street, or turning your house into a big aquarium).

I think the parts I don't like are when you can see that the "actors" aren't really interacting with much more than a moving sculpture: They're just being big dags, running around in public wearing all black and acting weird.

Also, I've heard good dance routines described as having shades - both light and dark. To apply the same kind of thinking, this felt a little too much like a continual stream of action, rather than a story about, or window into, anything in particular.

Sunday, March 23, 2008

Something new

omg this is great. Did I mention my new love for Red vs Blue?

Anyway, on to the message of the story. RE: losing the places you love; When you're just plain tired of those same old places going round and round your head, that's when you start to have some fun and make something new. I'm sure I won't be the only one in this studio who knows that when you're bored, and make something just for the hell of it... Well, that's what ends up being the best project of the semester.

I, for one, can't wait to play Grifball.

Oh, those silly people from that country Europe

Did I mention I'm American as well as Australian? Anyway, this one's just for laughs. And if you can't laugh at yourself, then what's the point?

Tuesday, March 18, 2008

The places I love

Ok so this is going to make me look very geeky.... But I just can't stop myself from loving Heroes of Might and Magic III. Yes, just version 3. I love the long periods of thought in between each go, the time to figure out exactly which strategy is best, the pixel art creatures, the short list of games you can play, the small range of randomness in each new game. It's a finished package.

It's probably 10 years old at least. I have to force myself to stop playing it at times!

Monday, March 17, 2008

Some thoughts about loss

RE: losing the places you love.

Architects get this in a few ways:
  • Fond memories of places they lived in or travelled to
  • The buildings they design for others, and then must move on.
Anyone can relate to having lost that sense of involvement in stories and adventures from their childhood. Lost innocence maybe?

Gamers have a similar sense of loss, as do machinima makers:
  • Games, like movies these days, are often remakes or retakes from the golden days of sci-fi, pixel-art games or the like, allowing a new exploration of a familiar world
  • Machinima will often try to look more fake rather than more real, partly because it's so much harder to look real, but partly also because there are a lot of good memories rooted in earlier - less advanced - games.
Many people think that the essence of good game design is being lost when all the focus is on bigger being better.

Saturday, March 15, 2008

Inside the World of Webcraft

This clip, like the last one, I found in the "classic" listing on Machinima.com. It shows that when people can spend as much time expressing themselves as much as they want, and they consider what they're doing to be legitimate, they start to self-maintain their community. In other words, communication becomes community.

To give you an idea of how immersed these people get in their niche of the world, I picked the first post on Machinima.com's message board. A quick google search of the author's alias returned profiles on so many gamer websites that they couldn't be listed on one page of google results. I checked the results, they were all about the same person. Some of them were from 3 years ago, some of them were actually written by the gamer's xbox, which apparently has its own blog. By looking at the different websites, I could see what this person had been interested in / infatuated by during the last few YEARS. And because these are social network sites for the most part, I could see that this person's friends were along for the ride. So yeah, pretty surrounded in the gamer niche world.

PS. This clip is a critique of a gaming platform, each of the character types, those character type powers, aimed at the makers of that platform, and a review of an hour and a half movie made by one fan. It goes into more depth than Today Tonight. (admittedly not too hard)

Retro Rules

Animated characters and scenes are being used to tell very real and human stories. And though some sophisticated puppets are given very human expression, the very best Machinima cinematography is firmly rooted in the articulation of the early gamer world.

Hence flashing red screens tell us when things have turned sour.

Machinima research: Freeman's Mind (Ep3)

I like the first half of this one. Obviously a good Machinima vid is all about narrative. This one also has spot on observations about the crappiness of some video game spatial design.

The pain in architecture is...

... losing the places you love

... Rising expectations and a shrinking budget

... getting neighbours to get along

Machinima research: Red vs Blue

So this does a pretty nice job of giving a sense of place, and has a bit of character - both in terms of the storytelling and giving life to characters. Its character is a little like Firefly, which has that comfortable hometown feel - or at least, a longing for it...

Be a lot nicer if it wasn't advertising for some Microsoft product.