theory


schedule

  1. introduction, practical assignment
  2. multimedia authoring -- flash/flex
  3. virtual environments
  4. digital convergence, information spaces
  5. codecs, MPEG-4, standards
  6. information retrieval
  7. questions
  8. examination

assignment

title

Annotated Tour in Amsterdam

duration

1-2 minutes

effort

1 or 2 week(s)

format

flash

description

Take a map of Amsterdam and select a particular route. Make a presentation that offers information about a number of locations on that route. The choice of locations is free.

The information given must be relevant from some chose perspective. For example, looking at the buldings on the route you may take an historic perspective (and skectch the development in time) or an architectural perspective (and analyse and compare various styles of building). Alternatively, you may take a cultural perspective, and show fragments of the ife and working of living or dead artists.

The presentation must be entertaining, not to say compelling. The user/viewer must be ableto enjoy the presentation without being obliged to make any choice or giving directives.

phases

  1. determination of the concept -- that is route, perspective and (global) contents
  2. detailed scenario -- choice of images and other material, description of scenes and transitions
  3. technical realisation -- elaboration of scenes and (visual) effects
  4. finalproduction -- finishing touch and conversion to shockwave format
  5. justification -- a brief description of the presentation, and an explanation of what 'meta-information'is needed to make you presentation accessible for search

deliverables

The groeps must maintain a web-site where all the deliverables of the project are available for inspection:

  1. week 1: determination of concept -- 1 'page'
  2. week 3: detailed scenarion -- max 10 pages, with timeline, schetches, photo material, and a brief description per scene
  3. week 6: technical realisation -- keep a record of the work done
  4. week 8: final production -- movie in flash format
  5. week 8: justification -- one or two pages

procedure

The deliverables must be available in the web directory of your account. Take care to make the site attractive and sufficiently informative.

deadlines

See your online information

guidance

For each phase there is a deliverable. The deliverables must be approved before you may continue with the next phase.

remarks

Learning flex and/or flash takes time. In week 1, 2 and 3, when you work on the concept and scenario, you must get familiar with your tool of choice and do experiments by realizing fragments of your presentation and exploring the features of your tool.

contents


topics


virtual environments


digital convergence


codecs and standards


information retrieval


see checklist


QUESTIONS?

multimedia

...



1. digital convergence

concepts


technology


...



2. information spaces

concepts


technology


...



3. codecs and standards

concepts


technology


...



4. multimedia platforms

concepts


technology


...



5. information retrieval

concepts


technology


...



6. content annotation

concepts


technology


...



7. information system architecture

concepts


technology


...



8. virtual environments

concepts


technology


...



9. digital content creation

concepts


technology


...



10. application development

concepts


technology


...



11. game technology for serious applications

concepts


technology


...



12. towards an aesthetics for interaction

concepts


technology


  1. (*) Give a short description of the contents and structure of your presentation. Indicate how the information contained in your presentation can be made accessible (for example in search).
  2. (1)


  3. (*) Sketch the developments in multimedia. What do you expect to be the commercial impact of multimedia in the (near) future?
  4. Explain what is meant by digital convergence.
  5. Which kinds of (digital) convergence do we have?
  6. Discuss the relation between the medium and the message..
  7. Give a brief sketch of the development of digital entertainment.
  8. Characterize: HDTV, SDTV, ITV.
  9. Discuss convergence with respect to platforms.
  10. Discuss convergence with respect to delivery.
  11. (2)


  12. (*) What factors play a role in the development of multimedia information systems? What research issues are there? When do you expect the major problems to be solved?
  13. Define the notion of information spaces?
  14. Indicate how multimedia objects may be placed (an queried for) in an information (hyper) space?
  15. Characterize the notion of hypermedia.
  16. Discuss which developments make a large scale application of multimedia information systems possible.
  17. Give a characterization of an object, a query and a clue in an information space.
  18. Describe the Dexter Hypertext Reference Model.
  19. Give a description of the Amsterdam Hypermedia Model.
  20. (3)


  21. (*) What role do standards play in multimedia? Why are standards necessary for compression and delivery. Discuss the MPEG-4 standard and indicate how it is related to other (possible) standards.
  22. What is a codec?
  23. Give a brief overview of current multimedia standards.
  24. What criteria must a (multimedia) semantic web satisfy?
  25. What is the data rate for respectively (compressed) voice, audio and video?
  26. Explain how a codec functions.
  27. Which considerations can you mention for choosing a compression method?
  28. Give a brief description of: XML, MPEG-4, SMIL, RM3D
  29. (5)


  30. (*) What is meant by the complementarity of authoring and retrieval? Sketch a possible scenario of (multimedia) information retrieval and indicate how this may be implemented. Discuss the issues that arise in accessing multimedia information and how content annotation may be deployed.
  31. How would you approach content-based description of images?
  32. What is the difference between a metric approach and the transformational approach to establishing similarity between images?
  33. What problems may occur when searching in text or document databases?
  34. Give a definition of: shape descriptor and property descriptor. Give an example of each.
  35. How would you define edit distance?
  36. Characterize the notions precision and recall.
  37. Give an example (with explanation) of a frequency table.
  38. (6)


  39. (*) How can video information be made accessible? Discuss the requirements for supporting video queries.
  40. What are the ingredients of an audio data model
  41. What information must be stored to enable search for video content?
  42. What is feature extraction? Indicate how feature extraction can be deployed for arbitrary media formats.
  43. What are the parameters for signal-based (audio) content?
  44. Give an example of the representation of frame-dependent en frame-independent properties of a video fragment.
  45. What are the elements of a query language for searching in video libraries.
  46. Give an example (with explanation) of the use of VideoSQL.
  47. (7)


  48. (*) What are the issues in designing a (multimedia) information system architecture. Discuss the tradeoffs involved.
  49. What considerations would you have when designing an architecture for a multimedia information system.
  50. Characterize the notion of media abstraction.
  51. What are the issues in networked multimedia.
  52. Describe (the structure of) a video database, using media abstractions.
  53. Give a definition of the notion of a structured multimedia database.
  54. Give an example (with explanation) of querying a hybrid multimedia database.
  55. Define (and explain) the notion of virtual objects in networked multimedia.
  56. (8)


  57. (*) Discuss how virtual environments may be used for giving access to (multimedia) information. Give a brief characterization of virtual environments, and indicate how information (hyper) spaces may be projected in a virtual environment.
  58. What is meant by virtual context?
  59. Give an example of navigation by query, and indicate its possible advantages.
  60. Discuss the deployment of (intelligente) navigation agents.
  61. Give a brief characterization of: VRML.
  62. What is a viewpoint transformatie?
  63. What kinds of navigation can you think of?
  64. How may intelligent avatars be realized? Give an example.

section(s)


levels of meaning


cultural convergence


The cultural convergence of art, science, and technology provides ample opportunity for artists to challenge the very notion of how art is produced and to call into question its subject matter and its function in society.

standardization and uniformity


  1. Telematic media were incorporated very quickly in the globalization strategies of transnational corporations and their political administrators and they became increasingly dependent on existing power structures.
  2. At the other end of the scale, there were individuals, or comparatively small groups, who projected great hopes onto these networks as a testing ground for cultural, artistic and political models that would give greater prominence and weight to divergence and plurality.

Scientific American (november 2000)


The barriers between TV, movies, music, videogames and the Internet are crumbling.

Audiences are fetting new creative options.

Here is what entertainment could become if the technological and legal hurdles can be cleared ...

Underlying the importance of entertainment in the era of digital convergence is the premisse governing an entertainment economy, which may be stated as

there is no business without show business

evolution of digital entertainment


experience is fundamental to human life


The desire to share experiences will be the motivating factor in the development of exciting multimedia technology in the foreseeable future.

communication technology


the medium was the message when only one medium could be used to communicate messages.

...



...


VR for pain reliefimage delivery system

... cyberspace is a construct in terms of an electronic system.

cyberspace


television, video cassettes, video tape-recorder/players, video games, and personal computers all form an encompassing electronic system whose various forms interface to constitute an alternative and absolute world that uniquely incorporates the spectator/user in a spatially decentered, weakly temporalized and quasi-disembodied state.

virtual reality


virtual reality (is) when and where the computer disappears and you become the 'ghost in the machine' ...

history

the receiver at the RCA Pavillon was way ahead of its time, it was a combination of television - radio - recorder - playback - facsimile - projector ...

digital convergence

the union of audio, video and data communication into a single source, received on a single device, delivered by a single connection

subsidiary convergences


...



convergence


...


exposition on the history of TV in Institute for Time-based Arts/Montevideo

acronyms


a killer d-TV appliance ...

TV or PC


The roadblock to the Entertainment PC could be the PC itself. Even a cheap TV doesn't crash or freeze. The best computers still do.

distribution


digital convergence


what will we do with convergence once we have it?

emergence

we will watch

...


Berkeley meshSan Francisco viewaugmented terrain map

Google Earth


media as materials


each medium of communication tended to create a dangerous monopoly of knowledge

technological determinism


technological determinism was not the answer, ... more attempts were to be made to provide answers about the social consequences of television than had ever been asked about radio.

information


Information became a major concern anywhere during the late 1960 and 1970s where there was simultaneous talk both of 'lack of information' and 'information saturation'.

 [History], p. 555

compression is the key to effective delivery

mediauncompressedcompressed
voice 8k samples/sec, 8 bits/sample64 kbps2-4 kbps
slow motion video 10fps 176x120 8 bits5.07 Mbps8-16 kbps
audio conference 8k samples/sec 8bits64 kbps16-64 kbps
video conference 15 fps 352x240 8bits30.4 Mbps64-768 kbps
audio (stereo) 44.1 k samples/s 16 bits1.5 Mbps128k-1.5Mbps
video 15 fps 352x240 15 fps 8 bits30.4 Mbps384 kbps
video (CDROM) 30 fps 352x240 8 bits60.8 Mbps1.5-4 Mbps
video (broadcast) 30 fps 720x480 8 bits248.8 Mbps3-8 Mbps
HDTV 59.9 fps 1280x720 8 bits1.3 Gbps20 Mbps

(phone: 56 Kb/s, ISDN: 64-128 Kb/s, cable: 0.5-1 Mb/s, DSL: 0.5-2 Mb/s)

images, video and audio are amenable to compression

statistical redundancy in signal


irrelevant information


B. Vasudev & W. Li, Memory management: Codecs


codec = (en)coder + decoder



  signal  -> source coder   ->  channel coder    (encoding)
  
  signal  <- source decoder <-  channel decoder  (decoding)
  

codec design problem


From a systems design viewpoint, one can restate the codec design problem as a bit rate minimization problem, meeting (among others) constraints concerning:

  • specified levels of signal quality,
  • implementation complexity, and
  • communication delay (start coding -- end decoding).

...



tradeoffs

  • resilience to transmission errors
  • degradations in decoder output -- lossless or lossy
  • data representation -- browsing & inspection
  • data modalities -- audio & video.
  • transcoding to other formats -- interoperability
  • coding efficiency -- compression ratio
  • coder complexity -- processor and memory requirements
  • signal quality -- bit error probability, signal/noise ratio

MPEG-1 video compression uses both intra-frame analysis, for the compression of individual frames (which are like images), as well as. inter-frame analysis, to detect redundant blocks or invariants between frames.

frames


GigaPort


system spatial resolution frame rate mbps
NTSC704 x 480 30 243 mbps
PAL/SECAM 720 x 576 25 249 mbps

item streaming downloaded
bandwidth equal to the display rate may be arbitrarily small
disk storage none the entire file must be stored
startup delay almost none equal to the download time
resolution depends on available bandwidth depends on available disk storage

formats


Quicktime, introduced by Apple, early 1990s, for local viewing; RealVideo, streaming video from RealNetworks; and Windows Media, a proprietary encoding scheme fromMicrosoft.

Examples of these formats, encoded for various bitrates are available at Video at VU.

...



standards


...



"Perhaps the most immediate need for MPEG-4 is defensive. It supplies tools with which to create uniform (and top-quality) audio and video encoders on the Internet, preempting what may become an unmanageable tangle of proprietary formats."

MPEG-4


a toolbox of advanced compression algorithms for audiovisual information

scalability

...



audiovisual information


example


Imagine, a talking figure standing next to a desk and a projection screen, explaining the contents of a video that is being projected on the screen, pointing at a globe that stands on the desk. The user that is watching that scene decides to change from viewpoint to get a better look at the globe ...

media objects


composition


transport


The data stream (Elementary Streams) that result from the coding process can be transmitted or stored separately and need to be composed so as to create the actual multimedia presentation at the receivers side.

scenegraph


...



DMIF


Delivery Multimedia Integration Framework

...


(a) scene graph (b) sprites

benefits


managing intellectual property

...



XMT


...



SMIL


TV-like multimedia presentations

parallel and sequential


Authoring a SMIL presentation comes down, basically, to

name media components for text, images,audio and video with URLs, and to schedule their presentation either in parallel or in sequence.

presentation characteristics


applications


example



   <par>
      <a href="#Story"> <img src="button1.jpg"/> </a>
      <a href="#Weather"> <img src="button2.jpg"/></a>
       <excl>
           <par id="Story" begin="0s">
             <video src="video1.mpg"/>
             <text src="captions.html"/>
           </par>
  
           <par id="Weather">
             <img src="weather.jpg"/>
             <audio src="weather-rpt.mp3"/>
           </par>
       </excl>
   </par>
  

history


Experience from both the CD-ROM community and from the Web multimedia community suggested that it would be beneficial to adopt a declarative format for expressing media synchronization on the Web as an alternative and complementary approach to scripting languages.

Following a workshop in October 1996, W3C established a first working group on synchronized multimedia in March 1997. This group focused on the design of a declarative language and the work gave rise to SMIL 1.0 becoming a W3C Recommendation in June 1998.

SMIL 2.0 Modules


module-based reuse


...



www.web3d.org


groups.yahoo.com/group/rm3d/


The Web3D Rich Media Working Group was formed to develop a Rich Media standard format (RM3D) for use in next-generation media devices. It is a highly active group with participants from a broad range of companies including 3Dlabs, ATI, Eyematic, OpenWorlds, Out of the Blue Design, Shout Interactive, Sony, Uma, and others.

RM3D


The Web3D Consortium initiative is fueled by a clear need for a standard high performance Rich Media format. Bringing together content creators with successful graphics hardware and software experts to define RM3D will ensure that the new standard addresses authoring and delivery of a new breed of interactive applications.

...



requirements


SMIL is closer to the author and RM3D is closer to the implementer.

...



working draft


Since there are three vastly different proposals for this section (time model), the original <RM3D> 97 text is kept. Once the issues concerning time-dependent nodes are resolved, this section can be modified appropriately.

time model


MPEG-4 -- spring metaphor


SMIL -- cascading time



  <seq speed="2.0">
     <video src="movie1.mpg" dur="10s"/>
     <video src="movie2.mpg" dur="10s"/>
     <img src="img1.jpg" begin="2s" dur="10s">
                 <animateMotion from="-100,0" to="0,0" dur="10s"/>
     </img>
     <video src="movie4.mpg" dur="10s"/>
  </seq>
  

RM3D/VRML -- event routing


...



4 generations of GPU


graphics pipeline


  1. vertex transformation -- apply world, view, projection transforms
  2. assembly and rasterization -- combine, clip and determine pixel locations
  3. fragment texturing and coloring -- determine pixel colors
  4. raster operations -- update pixel values

...



A simple morphing shader in ViP, see section 4.3.

HLSL declarations



  texture tex;
  float4x4 wvp;	// World * View * Projection matrix
  
  sampler tex_sampler = sampler_state
  {
      texture = /;    
  };
  

vertex shader data flow



  struct vsinput {
      float4 position : POSITION; 
      float3 normal : NORMAL; 
      float2 uv : TEXCOORD0;
  };
  struct vsoutput {
      float4 position   : POSITION;   // vertex position 
      float4 color    : COLOR0;     // vertex diffuse color
      float2 uv  : TEXCOORD0;  // vertex texture coords 
  };
  

vertex shader



  vsoutput vs_id( vsinput vx ) {
      vsoutput vs;
    
      vs.position = mul(vx.position, wvp);
      vs.color = color;
      vs.uv = vx.uv; 
      
      return vs;    
  }
  

pixel shader



  struct psoutput
  {
      float4 color : COLOR0;  
  };
  
  
  psoutput ps_id( vsoutput vs ) 
  { 
      psoutput ps;
  
      ps.color = tex2D(tex_sampler, vs.uv) * vs.color;
  
      return ps;
  }
  

technique selection



  technique render_id
  {
      pass P0
      {          
          VertexShader = compile vs_1_1 vs_id();
          PixelShader  = compile ps_2_0 ps_id(); 
      }
  }
  

...



Examples of Impasto, see examples -- impasto

morphing (vertex) shader



     float3 spherePos = normalize(vx.position.xyz);
     float3 cubePos = 0.9 * vx.position.xyz;
  
     float t = frac(speed * time);
     t = smoothstep(0, 0.5, t) - smoothstep(0.5, 1, t);
  
     // find the interpolation factor
     float lrp = lerpMin + (lerpMax - lerpMin) * t;
  
     // linearly interpolate the position and normal
     vx.position.xyz = lerp(spherePos, cubePos, lrp);
     vx.normal = lerp(sphereNormal, cubeNormal, lrp);
  
     // apply the transformations
     vs.position = mul(wvp, vx.position);
  

coloring (pixel) shader



      float4 x = tex2D(tex_sampler, vs.uv);
      if (x.r > x.g && x.r > x.b) { x.r *= xi; x.g *= xd; x.b *= xd; }
      else  if (x.g > x.r && x.g > x.b) { x.g *= xi; x.r *= xd; x.b *= xd; }
      else  if (x.b > x.r && x.b > x.g) { x.b *= xi; x.r *= xd; x.g *= xd; }
      ps.color = x;
  

...


rendering of van Gogh painting with Impasto

comparative overview


BlC AW D3D HL2 SL
in-game building -++/--++
avatar manipulation ++++/-+++
artifical intelligence +-+/-+-
server-side scripts +-+/-+++
client-side scripts ++-+/-+-
extensibility +-++++/-
open source --++-+/-
open standards --+/--+/-
interaction +/-+/-+++++/-
graphics quality +/-+/-+++++
built-in physics --++++
object collision --+++++
content tool support +/--+++-

...


Clima Futura architecture

module(s)


  1. climate model(s) - action script module(s)
  2. game play interaction - event-handler per game event
  3. video content module - video fragment(s) and interaction overlays
  4. minigame(s) - flash module(s) with actionscript interface
  5. Clima Futura - integration of modules 1-4, plus server-side ranking
  6. adapted versions -- educational, commercial
  7. multi-user version --with server-side support

interactive application(s)


collada


Amsterdam Drugport


Amsterdam is an international centre of traffic and trade. It is renowned for its culture and liberal attitude, and attracts tourists from various ages, including young tourists that are attracted by the availability of soft drugs. Soft drugs may be obtained at so-called coffeeshops, and the possession of limited amounts of soft drugs is being tolerated by the authories.

The European Community, however, has expressed their concern that Amsterdam is the centre of an international criminal drug operation. Combining national and international police units, a team is formed to start an exhaustive investigation, under the code name Amsterdam Drugport.

information

media types


retrieval


...



information retrieval


Information retrieval, according to  [IR], deals with the representation, storage, organisation of, and access to information items.

To see what is involved, imagine that we have a (user) query like:

find me the pages containg information on ...

information retrieval models


vector models


image query


content-based description


shape


property


example



  shape descriptor: XLB=10; XUB=60; YLB=3; YUB=50   (rectangle)  
  property descriptor: pixel(14,7): R=5; G=1; B=3 
  

definitions


example



  property: (bwcolor,{b,w},bwalgo) 
  

...



similarity-based retrieval


How do we determine whether the content of a segment (of a segmented image) is similar to another image (or set of images)?

solutions

metric approach


distance d:X->[0,1] is distance measure if:


           d(x,y) = d(y,x)
  	 d(x,y) <= d(x,z) + d(z,y)
  	 d(x,x) = 0
  

pixel properties


complexity


a set of points in k-dimensional space for k = n + 2

feature extraction


...



transformation approach


Given two objects o1 and o2, the level of dissimilarity is proportional to the (minimum) cost of transforming object o1 into object o2 or vice versa

transformation operators



    to_1,...,to_r  -- translation, rotation, scaling
  

cost


distance


advantages


operations



   rotate(image-id,dir,angle)
   segment(image-id, predicate)
   edit(image-id, edit-op)
  

...



image repository


mission


Our goal is to study aspects of the deployment and architecture of virtual environments as an interface to (intelligent) multimedia information systems ...

...



query


problems


...



effective search


precision and recall



  precision = ( returned and relevant ) / returned  
  recall = ( returned and relevant ) / relevant 
  

anomalies


example


term/documentd0d1d2
snacks100
drinks103
rock-roll011

complextity


compare term frequencies per document -- O(M*N)

reduction


...



...



user-oriented measures


...



video annotation


video content



  video v, frame f 
  f has associated objects and activities 
  objects and activities have properties
  

property


  property: name = value 
  

object schema


   (fd,fi) -- frame-dependent and frame-independent properties 
  

object instance: (oid,os,ip)

example


frameobjectsframe-dependent properties
1Janehas(briefcase), at(path)
-housedoor(closed)
-briefcase
2Janehas(briefcase), at(door)
-Dennisat(door)
-housedoor(open)
-briefcase

frame-independent properties


objectframe-independent propertiesvalue
Janeage35
height170cm
houseaddress...
colorbrown
briefcasecolorblack
size40 x 31

activity

example


   { giver : Person, receiver : Person, item : Object } 
   giver = Jane, receiver = Dennis, object = briefcase 
  

...



video libraries



  which videos are in the library 
  what constitutes the content of each video
  what is the location of a particular video
  

query language for video libraries


VideoSQL



  SELECT -- v:[s,e] 
  FROM -- video:<source><V> 
  WHERE -- term IN funcall 
  

example



  SELECT  vid:[s,e]
  FROM video:VidLib
  WHERE (vid,s,e) IN VideoWithObject(Dennis) AND
  	object IN ObjectsInVideo(vid,s,e) AND
  	object != Dennis AND
  	typeof(object) = Person
  

...



...



To improve library access, the Informedia Digital Video Library uses automatic processing to derive descriptors for video. A new extension to the video processing extracts geographic references from these descriptors.

The operational library interface shows the geographic entities addressed in a story, highlighting the regions discussed in the video through a map display synchronized with the video display.

The map can also serve as a query mechanism, allowing users to search the terabyte library for stories taking place in a selected area of interest.

questions


More recently, it has been recognized that the process of spatialization -- where a spatial map-like structure is applied to data where no inherent or obvious one does exist -- can provide an interpretable structure to other types of data.

atlas of cyberspace


We present a wide range of spatializations that have employed a variety of graphical techniques and visual metaphors so as to provide striking and powerful images that extend from two dimension 'maps' to three-dimensional immersive landscapes.

Dam Square, Amsterdam


how can we give access to the 'Dam square' information space

...



virtual context


augmented virtual reality


problems


VRML


...



virtual archeology


...



postmodern design


... postmodern design is of a highly reflective nature ... appropriating design of the past ... in other words, sampling is allowed but no plagianarism

game design


did you ever wonder why cheap wine tastes better in fancy glasses?

seduction


genre(s)


Abstract, Adaptation, Adventure, Artificial Life, Board Games, Capturing, Card Games, Catching, Chase, Collecting, Combat, Demo, Diagnostic, Dodging, Driving, Educational, Escape, Fighting, Flying, Gambling, Interactive Movie, Management Simulation, Maze, Obstacle Course, Pencil-and-Paper Games, Pinball, Platform, Programming Games, Puzzle, Quiz, Racing, Role-Playing, Rhythm and Dance, Shoot Em Up, Simulation, Sports, Strategy, Table-Top Games, Target, Text Adventure, Training Simulation, and Utility.

levels of design


...



ICT Games Project


The goal of the ICT games project is to develop immersive, interactive, real time training simulations to help the Army create a new generation of decision-making and leadership-development tools.

Virtual Humans Workshop


...



usability (ISO DIS 9241-11)


... the effectiveness, efficiency and satisfaction with which specified users can achieve particular goals in particular environments ...

emotional involvement


...



...



form and content


Very often people assume that "form" as a concept is the opposite of something called "content". This assumption implies that a poem or a musical piece or a film is like a jug. An external shape, the jug, contains something that could just as easily be held in a cup or pail. Under this assumption, form becomes less important than whatever it is presumed to contain.

We do not accept this assumption. If form is the total system, which the viewer attributes to the film, there is no inside or outside. Every component functions as part of the overall pattern that is perceived. Thus we shall treat as formal elements many things that some people consider content. From our standpoint, subject matter and abstract ideas all enter into the total system of the artwork ( .... )

experimental validation


validation scenario(s)


...



Stone and Feather


digital dossier

Create a VR that realizes a digital dossier for a work of a particular artist. A digital dossier represents the information that is available for a particular work of art, or a collection of works, of a particular artist. The digital dossier should be multimedia-enhanced, that is include photographs, audio and other multimedia material in a compelling manner.

Webster New World Dictionary


...


main nodeinterviews

everything must be highly intertwinkled

...


presentation of video clips from Marina Abramovic

...



Reconstruction of Terra della Dea Madre in VRML.

style issues


...


no lighthalf lightfull light

user-centered design methods


field studies, user requirement analysis, iterative design, usability evaluation, task analysis, focus groups, formal/heuristic analysis, user interviews, prototype (without user testing), surveys, informal expert review, card sorting, participatory design

usability evaluation


task world ontology


...



game playing


... in the game we confront a function of the living creature which cannot be determined either biologically or logically ...

visual culture


games are an increasingly important element in our visual culture.

game programming


game engine component(s)


...



fun


what is a game?


a game is a series of processes that takes a player to a result.

interactive electronic game


A game is a play activity comprised of a series of actions and decisions, constrained by rules and the game world, moving towards an end condition. The rules and the game world are delivered by electronic media and controlled by a digital program.

The rules and game world exist to create interesting situations to challenge and oppose the player. The player's actions, his decisions, excitement, and chances, really, his journey, all comprise the "soul of play".

It is the richness of context, the challenge, excitement, and fun of a player's journey, and not simply the attainment of the end condition that determines the success of the game.

...


varoomthung blam

battle condition(s)


design team role(s)


history


  1. phase i: before space war -- hardwired
  2. phase ii: spacewar on atari -- console with game
  3. phase iii: game console and PC -- separate game development
  4. phase iv: shakedown and consolidation -- player code in data files
  5. phase v: advent of the game engine -- user level design
  6. phase vi: the handheld revolution -- the GameBoy
  7. phase vii: the cellular phenomenon -- larger installed user base
  8. phase viii: multiplayer games -- from MUD to Everquest

...



...



Screens from Samurai Romanesque.

virtual heroes


Serious games and simulations are poised for a second revolution. Today's children, our workforce and scientists are increasingly playing, learning, and inventing in visually intensive "virtual" environments. In our increasingly experiential economy, immersive educational and training solutions are needed to advance the workforce of tomorrow. Game-based learning and technologies meet this challenge.

With regard to the use of 3D we may remark that since ancient times a walk in space has served as a mnemonic device, and as such spatial memory may aid in retention and understanding, which might also provide a decisive argument for the use of 3D in aa serious game, such as a service management game!

peace maker(s)


Q: With the lion's share of strategy games on the market being devoted to ending a conflict through violence, why was it important to you to emphasize the need for a peaceful solution?
A: When we started to work on the project and looked around at other video games, we encountered the notion that war is much more challenging and conflict is essential to engage players. Many people we talked to perceived peacemaking as mere negotiations, where a group of diplomats sit at a table for lengthy discussions and sign agreements. We tried to shed light on what we see as the other side of peacemaking how challenging it is for a leader to gain trust and understanding in the face of constant violence. How difficult it is to execute concessions, while your own population is under stress or feeling despair. In a sense, peacemaking can be more complicated, sophisticated and rewarding than war making, and it is a message that we would like to convey to young adults, the future generation of leaders.

...


black/whitegreyscale sepia thermal

game theory


...



classic game (reference) model


rules vs fiction


game fiction is ambiguous, optional and imagined by the player in uncontrollable and unpredictable ways, but the emphasis on fictional worlds may be the strongest innovation of the video game.

...



theory of interaction


are games relevant for a theory of interaction?

effective service management game(s)


additional criteria


game play


... structure of interaction with game system and other player(s)

component framework


...



pattern(s)


...



intimate media object(s)


  1. glow tags -- a subtle way to trigger the person who has placed it or who sees it
  2. living scrap book -- to capture and collect information and media digitally
  3. picture ball -- as an object of decoration and a focus for storytelling
  4. lonely planet listener -- enabling people to listen to a real time connection to another place

intimate media experience(s)


...



experience as meaning