Jeffrey Bardzell

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    Jeffrey Bardzell - Presentation Transcript

    1. Massively Amateur Culture Animutation, Machinima, and Virtual Fashion as HCI 1
    2. Interaction design reflects culture. Interaction design produces culture. 2
    3. Interaction Criticism Rigorous, evidence-based interpretive analysis that explicates relationships among elements of an interface and the meanings, affects, moods, intuitions, and social inclinations they produce in the people that interact with them; the immediate goal of this analysis is the generation of innovative design insights. 3
    4. Good Reasons Cultural theory reasons Quality of life: interfaces should delight, enlighten, be just HCI reasons Understand how people appropriate technologies Remain relevant in “third-wave” HCI (Bødker) 4
    5. Agenda Interaction criticism in amateur multimedia communities Multimedia authoring software shapes visual languages Diachronic evolution of these languages share a number of characteristics These amateur multimedia visual languages interact with mainstream culture in dynamic ways Discuss AMM as a problem space for research Discuss, Q&A 5
    6. I. The Usable is the Message 6
    7. Multimedia Authoring Tools Not merely instrumental “tools” subjects to human intention They facilitate the creation of certain kinds of messages More usable features become more used features More used features constitute visual languages 7
    8. Art Reconfigured as Data A multimedia file is a database (Manovich) Its parts remain forever discrete and can only be composited These pieces are spatiotemporally managed Digital material with qualities 8
    9. How Tools Shape Creativity 3 paradigms of art creation in multimedia tools From scratch From primitives From components Primitives are by far the easiest to work with And so composition with primitives is the dominant paradigm of most amateur multimedia visual languages Usability is a major criterion of natural selection 9
    10. The Practice of Creativity The acquisition of primitives From authoring software tools (rectangles; cubes), importing bitmaps, sounds, video Their management in the authoring tool Their composition (design time or real-time) We can see this in the Flash genre, “animutation” 10
    11. “Hyakugojyuuichi!” Neil Cicierega albinoblacksheep.com 11
    12. Common Messages Pastiche/parody and “WTF” Also, keep in mind that I play can do relatively good animation, it's just that bad Aesthetic of “crap” animation is better. Yay. Commentary, interfaces to --Neil Cicierega, inventor of animutation other media (Johnson) Self-referential 12
    13. “Making an Internet Cartoon Tutorial” Keaton albinoblacksheep.com 13
    14. II. Emergent Aesthetics: The Parallel Histories of Machinima and Second Life Fashion 14
    15. Machinima Basics Videos shot in video game environments Created almost by accident in 1994 with the in-game record feature of Doom By 1996’s Quake it had become a basic medium of expression Early uses: Recording gameplay, boasting, clan/guild identity and dialogue 15
    16. Diary of a Camper [Quake] 16
    17. Machinima Styles Ludic machinima Gameplay prior, filmmaking and craft secondary Cinematic machinima Filmmaking, storytelling, production primary; gameplay often but not always present 17
    18. Ludic: Pwned! WoW funeral 18
    19. Ludic: Sports Warthog Jump: A Halo Physics Experiment 19
    20. Cinematic: Skit Internet is for Porn [WoW] 20
    21. Cinematic: Sitcom Red vs. Blue [Halo] 21
    22. Cinematic: Music Video Still Seeing Breen [Half-Life] 22
    23. Cinematic: Music Video 2 Big Blue Dress [WoW] 23
    24. Cinematic: Transgressive Art To Heaven [Halo] 24
    25. Cinematic: Experimental Art 1K Project 25
    26. Two Generative Strategies Feature gameplay Comment on the games Fuse gameplay and other cultural forms Comment on mainstream society Modernism/futurism: develop new forms that shock the senses and enable new messages Similarity to animutation in terms of bricolage and commentary 26
    27. Dominant Characteristics Demonstrate mastery of the game (cred) Gameplay extends beyond the game, or, other media are drawn into the game (boundaries blurred) 27
    28. The Rise of Virtual Fashion 28
    29. Virtual Fashion Industry Second Life is a user-created virtual world Only natural that users could create their own look more radically than in the “choose your face, choose your hair, choose your pants” paradigm People accordingly started making clothes Over the next 3 years, a hobby (serious amateurs) became an industry (serious professionals) 29
    30. Avatar Design = Multimedia Authoring Libraries (inventory system) Body as 3D canvas 39 body “slots” Layers: mesh, skin, underwear, shirt/skirt/pants, outerwear, accessories Objects organized in space 30
    31. Creation of SL Fashion Items Authored From scratch From primitives From components Usability problems discourage creating from scratch Usability problems, flexibility, cost discourage from components SL fashion is a language built out of prims (WoW even more) 31
    32. The Message of SL Fashion “Outfits” (ready-made and sold collections of items) easiest (due to management issues) Diminished functional purpose to clothing Protection, modesty, immodesty Stylization of the self. Leads to: Fetish/subculture Punk, goth, S&M 32
    33. Critical Language of SL Fashion “I can hardly do anything but admire the technical construction -- the lace SL fashion blogs on what tops of the stockings with hardly any makes good fashion: distortion, stress wrinkles on the side panels -- just fantastic.” Looks great -- Second Style Fashionista Technically savvy vis-à-vis SL’s authoring capabilities Conveys the right symbolic “Antonia Marat, Artilleri, brought lifestyle out her Kats Coat [link] in 6 versions. Great for the chilly Facilitates interaction weather that’s a-comin’.” -- Appearance Mode 33
    34. Disclosure/ Policies X Seen in world X Review copy Friends list 34
    35. Common Characteristics Made out of readily And comment on both, available prims often as parody Composited out of Inside jokes and reference libraries onto a specialized to your microcommunity technical canvas All this with low production Liberally borrow from quality external visual languages Fuse external and internal languages for meaning 35
    36. III. Out of the Subculture, Into the Mainstream 36
    37. Case Study: SWK These emergent visual languages don’t just take from the mainstream They enter into dialogue with the mainstream 37
    38. Star Wars Kid Montage 38
    39. IV. Researching Amateur Multimedia: Towards an Agenda 39
    40. Summary of the Problem Massive numbers of Not: Democracy, dispersed users professional performance, scientific discovery Multimedia content is non- textual Yes: Humor, inside jokes, mindbending experiences, Meaning emerges in cultural commentary from microcommunities a “hip” small network of peers, learn how to Knowledge/information improve at a game, wild versus affect/experience sex, self-discovery and identity play 40
    41. My Strategy: Habitus or Sensibility Stolterman’s “sensibility”: Bourdieu’s habitus A developed a taste for It’s “a system of a material’s special dispositions” that incline qualities actors to perceive and act in certain ways, a A wine lover’s wine; a “feel for the game” literature lover’s poem It can be shared by large groups (e.g., a social class) 41
    42. A Hermeneutics of AMM Understanding arises by fusing AMM participants’ habitus with the researcher’s Philosophically problematic (sorry) To cultivate this habitus, we need to understand and participate in the “field of digital cultural production” 42
    43. The Field of Digital Cultural Production “Field” is understood in Bourdieu’s sense A socio-cultural-economic space of possible positions, and in which actors must take positions Good versus crappy animation, high versus low art, symbolic capital versus economic capital, innovation versus least- common-denominator, radical versus reactionary You can participate in the field only if you have the right habitus 43
    44. AMM Network Theory Not simple networks, but networks of networks SL fashionistas not only work in-world, but post tutorials/ fashion shows on YouTube, have MySpace-like sites devoted to SL avatars, their own blogs, virtual magazines Postmodern identity factories Proliferating simulacra loosely anchored to the RL self In corporate speak: Disaggregated identity 44
    45. AMM Critical Languages Criticism Complex systems theory Emergent systems Memes (elements of “cultural DNA”) 45
    46. Participating in Participatory Culture Get in there and live it Learn authoring tools as prerequisite for understanding visual language Researcher needs not to be a n00b There is nothing worse online than being a n00b Isolated from microcommunities, microvocabularies, microintertextualities 46
    47. Conclusion Authoring tools have a direct I offered here a vision of and visible impact on amateur interaction criticism in the multimedia culture domain of amateur multimedia research as This culture is making it into mainstream culture Formation of the habitus/ sensibility Therefore interaction design is a significant input into Both scientific and critical contemporary culture research into the field of digital cultural production HCI needs a discipline of interaction criticism 47
    48. Thanks, Q&A Jeffrey Bardzell, Ph.D. Human-Computer Interaction Design School of Informatics Indiana University jbardzel@indiana.edu 48
    49. Bonus! 49

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