Month: October 2008 (Page 2 of 4)

PICNIC ’08, part three: Social network fatigue and visual asset collections

argnetpicnic2008.jpgEditor’s Note: Daniël van Gool, an administrator at the Unfiction forums, was on the scene at PICNIC ’08 on behalf of ARGNet. We were impressed with Daniël’s work covering PICNIC ’07 and, as media partners of the annual cross-media festival, were invited to a number of special events in addition to the speaker sessions. This is the third part of Daniël’s comprehensive look at this year’s event, still focused on the first day of conference speakers (the first part is here and the second part here). All pictures are courtesy of Daniël as well.

Next up on the first day’s schedule was Stefan Agamanolis, formerly of MIT, now working at Distance Lab, devising creative ways to deal with distance, giving a talk called Duelling the Distance. His rather bizarre but interesting address concerned itself with the communication analogy of fast-food versus slow-food: it’s efficiency versus quality, generic versus personalized, and so on. A mobile phone has the same ‘design mentality’ as fast food, meaning it facilitates ‘anywhere, anytime’ versus specific communication, it’s generic, and it’s the same device for any type of situation.

So Stefan and his colleagues had been thinking about what ‘slow communication’ would be like and tried to build a system based on those design principles. It would have to be free of distractions, like the concept of a phone booth pushed to an extreme.

What they ended up with were two people, submerged in two different swimming pools, each one’s head encased in a helmet that completely blocked their vision, taste and smell, while the water they floated in diminished their sense of touch. At the same time, their helmet, fitted with ultra-high-quality speakers and a microphone so the two test-subjects could communicate, was attached to three flotation devices so that they wouldn’t have to put effort into staying afloat. They called this concept the iso-phone. The experiment resulted in a lot of gestures under water by people who completely lost track of time.

This is a rather non-practical concept, of course, but it does provide insight into different aspects of the fast vs. slow analogy. We use the same communication device to call our lover as we do to talk to our lawyer or the pizza delivery guy, and this brings up the topic of intimacy. Another setup devised by Distance Lab tried to tackle this topic: a subject wears a ring on their finger that is detected by an overhead camera, which makes you able to draw in the air. The drawings are then communicated through projections of colored light onto someone else, creating an intimate way of communicating. Check out more about this project, dubbed Mutsogoto, on Distance Lab’s website.

Another few less intriguing objects were discussed before Agamanolis finished with a project called Remote Impact, which was described as a ‘boxing interface’ that lets you hit a mattress that’s mounted on a wall, where a silhouette of your opponent (potentially across the world) is projected. This setup proved especially popular on several games-related conferences over the past few months.

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Update: Ghosts of a Chance Live Event

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The Luce Foundation Center at the Smithsonian American Art Museum is hosting a ghostly scavenger hunt later this month as a part of the Ghosts of a Chance ARG. Attendees will participate in a series of code-breaking, puzzle-solving and ghost-hunting quests designed to help rid the museum of its “mischievous spirits”. The scavenger hunt will take place at the museum on October 25th from noon until 5pm. While exploring the museum, make sure to check out the Ghosts of a Chance art display which showcases art created by players for the ARG.

For those who can’t make it to Washington D.C. for the event, the ghosts of the Smithsonian still need your help! They would like players to work together to create a quilt code to be used during the scavenger hunt.

PICNIC ’08, part two: Aaron Koblin and the importance of data visualization

argnetpicnic2008.jpgEditor’s Note: Daniël van Gool, an administrator at the Unfiction forums, was on the scene at PICNIC ’08 on behalf of ARGNet. We were impressed with Daniël’s work covering PICNIC ’07 and, as media partners of the annual cross-media festival, were invited to a number of special events in addition to the speaker sessions. This is the second part of Daniël’s comprehensive look at this year’s event, still focused on the first day of conference speakers (the first part is here). All pictures are courtesy of Daniël as well.

Next up was Aaron Koblin, a software developer and artist who works for Google’s Creative Labs and whose work is internationally renowned. He specializes in data visualization, which was another recurring theme through PICNIC’08.

There’s a revolution going on in data visualization, departing from pie-charts and graphs and taking on quite a different, creative route. It took a while for me to figure out why this topic, while interesting, was featured so prominently at a conference like PICNIC, but the theme became apparent after several speakers made it clear that one of the biggest trends on the internet nowadays is the connection between the digital and the physical worlds. Manipulating “virtual objects” online is a thing of the past: interacting with real objects and real data and input from the real world is what’s becoming big. And this is why data visualization is rapidly becoming a hot topic.

Koblin showed us several examples of interesting ways to portray data, including a display of oil production in the form of oil blobs crawling on a map and a very cool graphical representation which illustrated which portions of New York City were communicating via email with recipients around the world. I could write about these demonstrations for a long time, but I realize that, apart from hardly being interesting, they do Koblin’s work no justice, so if you’re interested, visit his website and check out some of his work.

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Report from Austin Game Developers’ Conference 2008: In ARGs We Trust

magnets.JPGEditor’s note: Brandie was ARGNet’s press presence at this year’s Austin Game Developers Conference. This is the first in a series on her experiences at the conference.

At the Austin GDC‘s only session devoted exclusively to Alternate Reality Games, Elan Lee of Fourth Wall Studios shared his thoughts on trust between ARG designers and players along with anecdotes from some of the most well-known cross-media experiences like AI and I Love Bees. In an interactive, real-time game-story experience, the level of trust between the designers (Puppet Masters, if you will) and the players can have a profound effect on the outcome of the game and the memories the players carry away at the end. “ARGs: Fake Websites, Invented Stories, Automated Phone Calls, and Other Methods to Earn the Trust of a Community” examined the building of trust as an integral part of the game-story experience.

Elan Lee opened the session with a look back at “The Beast” the promotional experience designed for the movie A.I.: Artificial Intelligence. Steven Spielberg came to Microsoft and said he wanted to do something promotional that would familiarize his audience with the A.I. world before the movie opened. What evolved from this was a series of websites, puzzles, and events that attracted thousands of dedicated players – who, incidentally, solved several weeks worth of content in a matter of hours. The designers had to scramble to keep adding content, altering the storyline as needed, and even responding to their audience by taking an initially unimportant but player-beloved character (The Red King) and promoting him to the character A-List.

After “The Beast” ended, Elan was surprised to receive three wedding invitations from players who had been deeply affected by their experience with the game. He realized, he said, that something magical was happening, when an audience felt close enough to a total stranger to invite him to participate in their real-life celebrations. “The Beast” and its designers had evoked a trust that transcended the anonymity of the internet and crossed over into the real world. What builds this intense sense of trust? According to Elan, one of the keys to trust is… a magnet.

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“Hooking Up” with Lonelygirl15’s Jessica Rose: Not Quite What I Anticipated

hookingup.jpgImagine, for a moment, half of your favorite YouTube stars going to the same college, obsessively using all your favorite social networking programs. It’s almost like some alternate reality where obsessively twittering, texting, Facebook stalking, and playing Halo is the epitome of coolness.

Apparently HBOlab has an active imagination, as they’ve gathered together Jessica Rose (Bree from lonelygirl15), Phil DeFranco (sxephil), and Kevin Wu (kevjumba) to produce Hooking Up, “a College Comedy Series about Relationships and Communications.”

Starting October 1st, “Hooking Up” commenced its ten episode run, with new episodes released weekly. HBOlab is showcasing the project at the American Film Institute’s DigiFest 2008, billing it as “a cross-platform alternate reality game” seeking to “explore how [an] online narrative series might integrate cross-platform promotions to build both intrigue and audience.” AFI’s Digital Content Lab is working with HBOlab on the production.

So far, the interactive and cross-media elements of “Hooking Up” are admittedly sparse. This may change after adding the characters to my social networking profiles, as the site claims you can “Become friends with your favorite HOOKING UP characters…and be part of the hidden story!” The Hooking Up homepage features “bask-book”, a social networking Facebook clone for the fictitious Bask University and its attendees that leads to MySpace and Facebook profiles, where the characters communicate (and miscommunicate) with each other. A post by Kevin Nalts implies that the series will expand to include access to e-mails between the two main characters. The site also provides links to bonus video content.

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PICNIC ’08, part one: A healthy dose of cross-media inspiration

ARGNet @ PICNIC 08 LogoEditor’s Note: Daniël van Gool, an administrator at the Unfiction forums, was on the scene at PICNIC ’08 on behalf of ARGNet. We were impressed with Daniël’s work covering PICNIC ’07 and, as media partners of the annual cross-media festival, were invited to a number of special events in addition to the speaker sessions. This is the first part of Daniël’s comprehensive look at this year’s event. All pictures are courtesy of Daniël as well.

The morning of the 24th of September marked the third year I walked up to the intriguing Westergasfabriek area in the West of Amsterdam to attend PICNIC on behalf of ARGNet. In my report on PICNIC ’07 I tried to describe why this area is perfect for a conference that is all about creativity, innovation and inspiration: the Westergasfabriek area just breathes all those things. If you want to try and get an idea how PICNIC looked and felt in 2008, check out the set of rather nice 360-degree pictures made by C360.

PICNIC’s ambition is still growing, and they have taken things another step further this year, welcoming an even larger audience in attendance and hosting even more events before, during and after the main conference in comparison to the previous two years. The PICNIC Club, the central lounging and networking area, was moved to the Gashouder building this year. Previously a huge silo used to store natural gas, during PICNIC it was fitted with large patches of grass, rows of picnic tables, a stage with some impressive lightning, a couple of huge displays of hundreds of images of sheep (I will come to this later) and various booths and domes where demonstrations were held and books and picnic-baskets were sold.

Around 1:00pm. Bas Verhart and Marleen Stikker, founders of the Crossmedia Foundation and PICNIC, opened the event and announced that over 5000 people had registered this year for the main conference and all the partner events. The main theme of this year’s conference was Collaborative Creativity, a subject that has a couple of interesting parallels with the world of ARGs.

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