david is famous ;-)
hey david — your post here was picked up on visual poetry cliipings — neat…
http://vispo.blogspot.com/2005/09/review-of-review-of-digital-poetry.html
Course Site for Future Cinema 1 (and sometimes Future Cinema 2: Applied Theory) at York University, Canada
hey david — your post here was picked up on visual poetry cliipings — neat…
http://vispo.blogspot.com/2005/09/review-of-review-of-digital-poetry.html
Fri, October 28 2005 » Future Cinema » 1 Comment
Thu, October 27 2005 » Future Cinema » No Comments
Thu, October 27 2005 » Future Cinema » No Comments
29 OCTOBRE 2005 : Faculty of Information Studies, Claude T. Bissell building (part of John P. Robarts research library), Université de Toronto (St. George)
8h00-9h00: Inscriptions
9h00-10h30 : Open Knowledges Résumé Blog
Table ronde animée par les membres de KMDI (Knowledge Media Design Institute), Université de Toronto
10h30-10h45: Pause café
10h45-13h00 : Explorations dans la dissémination du patrimoine littéraire, documentaire [...]
Thu, October 27 2005 » Future Cinema » No Comments
hi everyone — this looks like a fun event and they need volunteerrs. If anyone is interested, all the contact info is below. (But let me know if you decide to do this!)
Caitlin
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I am now in the process of pulling together our volunteer roster for the Interactive component of the Art Fair and [...]
Tue, October 25 2005 » events » No Comments
Excerpted from Nature.com
Computer users move themselves with the mind
Michael Hopkin
Published online: 27 September 2005
Computer scientists have created a hat that can read your thoughts. It allows you to stroll down a virtual street. All you have to do is think about walking. [...]
Fri, October 21 2005 » Future Cinema, articles of interest, emerging technologies » 1 Comment
“Comparing Differences in Presence during Social Interaction in Augmented Reality versus Virtual Reality Environments: An Exploratory Study” by Tang, A., Biocca, F., and Lim, L. (2004).
ABSTRACT: In augmented reality (AR) environments, users experience the physical environment and other users directly along with the mediated virtual objects embedded in the environment. In immersive virtual reality (VR), the user’s experience of a visual environment (and sometimes other senses) is completely mediated. The representation of the user’s body in virtual environments granted us new research territory in dualistic interaction between the mind and body: how do the virtual body and the user’s mind interact (with) one another and eventually effect the user’s behaviors in the envrionment? An experiment was conducted to explore the potential effect of users’ and interactant’s bodies to sense of presence in VR and AR environments. Results from the study suggest that the absence of representation of the user’s body in VR environments may lessen (her) sense of spatial presence compared with AR environments.”
Fri, October 21 2005 » Bolter, Future Cinema, augmented reality, virtual reality » No Comments
“Comparing Differences in Presence during Social Interaction in Augmented Reality versus Virtual Reality Environments: An Exploratory Study” by Tang, A., Biocca, F., and Lim, L. (2004).
ABSTRACT: In augmented reality (AR) environments, users experience the physical environment and other users directly along with the mediated virtual objects embedded in the environment. In immersive virtual reality (VR), the user’s experience of a visual environment (and sometimes other senses) is completely mediated. The representation of the user’s body in virtual environments granted us new research territory in dualistic interaction between the mind and body: how do the virtual body and the user’s mind interact (with) one another and eventually effect the user’s behaviors in the envrionment? An experiment was conducted to explore the potential effect of users’ and interactant’s bodies to sense of presence in VR and AR environments. Results from the study suggest that the absence of representation of the user’s body in VR environments may lessen (her) sense of spatial presence compared with AR environments.”
Fri, October 21 2005 » Bolter, Future Cinema, augmented reality, virtual reality » No Comments
In 1972, the World Game Institute was established by Fuller and two colleagues, o.s.Earth founders Howard Brown and Medard Gabel. The World Game Institute brought the World Game™ experience to hundreds of thousands of participants around the world. The World Game Institute also developed the world’s largest and most accurate map of the world, one of the most detailed and substantive databases of global statistics available anywhere, and educational resources designed to teach interdependence, collaboration, respect for diversity, and individual participation in a global society. [...]
Fri, October 21 2005 » Future Cinema, games, globalization » No Comments
Here’s some info on Pax Warrior, further to our gaming discussion today. Note it’s a Canadian project.
Following text excerpted from www.worldischanging.com
Pax Warrior | Jamais Cascio
Scenarios don’t have to be about the future. We can learn from the examination of past experiences, exploring how alternative options may have played out. These are often referred to as “counter-factual” exercises, as they are intended to play out in ways contrary to historical fact, giving participants insights into both how decisions are made and the complexity of events. Pax Warrior, a computer simulation-documentary on the 1994 Rwandan genocide, is designed to be just this sort of counter-factual exercise. In Pax Warrior, the player is given the role of a UN Peacekeeping commander in Rwanda, and is asked to make a series of increasingly-difficult decisions about how to respond to evidence that something awful is taking place.
[...]
Thu, October 20 2005 » Future Cinema, games » No Comments