We Rep Ideas

Mediated Advocacy in a Geoweb Era

Posted in Asymmetrical Literacy, Games, Internet Of Things, Media by rthomas on March 25th, 2008

Causes, values, motivations and concentrated actions become destinations as people and places become increasingly findable. How do situated technologies augment the lifecycles of these elements?

Through locative and social technologies what was once qualitative speculation now has the ability to shift into the domain of the measurable and recordable, generating a new species of data around the relationships between individuals, groups and their environment. Organizations such as Microsofts spinoff company Inrix “tracks the behavior of 750,000 vehicles, cell phone users, and others with digital devices to determine how Americans would react to different situations.”   vividly illustrates the growing interest and unique opportunity to harness human geospatial data. Experimentation with this form of information makes practices like Suprise Modelling thinkable.

Intrix, being such a novel geographic information retrieval company is a weak signal pointing toward our data traces becoming a new form of communication that creates a social metric, which diversifies the voices authoring geographical data. As urban computing is further embedded in our daily interactions new potentials for informing decisions and revealing choices can be realized. Through our data traces we will be able to co-author custom, space, policy and our material culture in new ways. In the background of this emerging context personal behavior will become personal advocacy. Our implicitly authored data may be used to cast votes, leave gestural and locative commentary. It may become a new voice, and new way to speak.

New dialogues of power occur at the intersection of human behavior, emerging technology, and inherited infrastructures and processes. Locative technologies point toward real-time visualization that offers a new individual and collective vantage, which will undoubtedly inform urban “logistics of perception” deeply effecting social dynamics and personal action. How might near-future “geo-strategicidentity building, expression, and management demand a “re-socialization” between individuals and their environment? How will people adapt?

Locative technologies, situational awareness and mobile haptics are a form of contextual and behavioral stenography. They offer a fertile ground to deploy location and behavior based “passive or explicit multi-player citizen games”. These future games (or “systems”) could also act as a base for dynamically negotiating rules, goals, conditions, and social accountability. We discuss current weak signals in our environment, such as serious games like World Without Oil, and the BCN Formula Game that contain elements that can be recombined and resituated as a robust infrastructure for effective democracy populated with informed citizens engaging in civil participation through new media.

“Social learning/training” based on the affordances of locative technologies and a “re-socialization” around the concepts of city and citizen could be proposed. Consider the environment itself as an agent - that is, the city would be, communicable and mutable rather than only a background. It is possible to reinvent the social space of the street as a much-needed infrastructure of expression and presence to facilitate and realize influential social relations. These emergent systems can be designed as educational frameworks for interacting and understanding converging literacies in the new environment. A new literacy and curricula are a vital to better equip people for emerging contexts that will require augmented political and social mobilization.

The need for a new educational framework is evident. However, the curriculum and implementation is up for debate.

A New Dialogue Redux

Posted in Behavior, Gestural Interface, Internet Of Things, Media, Remix by rthomas on March 19th, 2008

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Original Doc: A New Dialogue - Original

A New Dialogue Redux

Introduction
The central concerns of the following text focuses on addressing the cultural meanings attributable to form, and initiate a discursive dialogue with respect to the inherency of meanings which potentially reside within forms themselves.

The former instantiation of this text was written for a conference DeSForM: Design & Semantics of Form and Movement in the Netherlands which purpose is to develop a platform of products that communicate information through a dynamic language of form and movement. The question posed by the organizers was how might we set forth to design this system of symbols in a systematic and scientific manner. The meaning of form is a human production, as it is both malleable and undefined. As a cultural construct, it has the potential to consecrate meaning as well as confound it. New definitions of form semantics can be revealed through the examination of the intersection of human behavior and emerging technological discourse in the present social climes, a language of form and movement cannot be designed, but a platform in which this language can emerge through negotiation can be.

Form Has No Meaning
The capability and meaning of any form can be defined by the limits of people’s ability to imagine what it can be physically or represent spiritually or intangibly. In essence, form has no meaning; it is an invitation, a window to possible relationships which produce a myriad of meanings. Meaning resides, and is latent within us, in the relationships we perceive and cultivate in our minds and through what we negotiate with others.

What can we learn from these characteristics of forms and how can we, as designers, challenge the need for designing explicit meanings?

How can we create a new dialogue between objects and people to harness the emergent properties of meaning within the human experience?

Time Matters. Location matters. Context matters.
Form triggers multiple meanings. A gun locked safely at a hunting lodge has entirely different denotative and connotative associations than the same gun in the hands of a man in a dark alley. The sign itself, the gun and its function, within the context of alternative environments, is pollinated with probable outcomes that are associated with location and situation. Context influences interpretation of the purpose of that form, shaping the message it conveys. It is through the process of negotiating meaning between social actors, place and location, that form evokes multiple meanings, and likewise meanings can inspire multiple forms. Physical properties in differing contexts can trigger landscapes of ulterior meanings around and between people determined by their personally and culturally informed associations. Context again alters the meanings that forms and motions may trigger, influencing their social role at a given time. The introduction of new information and the mutation of old information alters associated meanings because of what is accumulated, paired and lost during the reallocations and migrations of forms in multiple contexts.

How can we enable forms to embrace this continual process of the production of meaning? Is it our objects that adapt, or do we?

Can a form change its mode of expression to fit those who are present?

How can a single meaning be maintained through multiple modes of expression in multiple contexts?

How can these unfolding dialects, migrations and morphologies of the compositionality of meaning over time be documented?

Will context be the dominant hypermedia form? Will it be the request, the curator, the aggregator and synthesizer in relation to ones identity and state, emotional, situational and physical context?

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Rafael Fajardo and Humane Games

Posted in Education, Games, Media by rthomas on March 12th, 2008

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On the slushiest day of the year, Rafael Fajardo, a young game artist and media professor walks in our Toronto office with a bright green webkins frog. What proceeded was an informal discussion about serious games.

The University of Denver (DU), where Fajardo teaches, has staked a claim in doing “good” for humanity. The digital media studies department prepares graduates “with significant experience in three areas of investigation and aptitude: design, technical, and critical. Trained to establish and foster dialogue across these areas, DMS graduates are prepared to address the entangled, technology-fueled challenges shaping contemporary experience.”

Humane Games
Rafael’s personal interests lie in a concept he calls “Humane Games;” games that are educational through play and through their making. “Socially conscience games”, which serve to articulate and address a variety of perspectives on various social, political and cultural issues. He is also underway working on Humane Games as a concept that has medical and health value. These are games that have physiological advantages, aiding therapeutic practice and patient pain aversion. Humane games are games that are good for people. It is here where the design of games is considered as a component in forming a discipline around the development of games. Game development is described on the DU School of Engineering & Computer Science Game Development Programs website as:

“the academic field focused on the creation of electronic games. The field includes interactive graphics/animation programming, fundamental computer science, game design, studio art, electronic art, narrative storytelling, and critical game studies. The field is concerned with both entertainment and serious games.”

This marks a shift in games as they move from a weaponized nature rooted in a heritage of military simulation and wargaming, to a more holistic and diverse social and cultural expression. An evolution “from sword to plowshare”; from tactical to practical; from kill to chill. In our conversation it was discussed how game developers, by in large, create games for people such as themselves; they are “audience-creators” generally male, young and Anglo. Thus, the industry having been flooded with a spectrum of competitive, action and strategy driven games has come to a level of saturation, and is showing signs of waning in popularity. Rafael in his P4 initiative looks to enable the diversification of voices creating games, and tools to assist in making them mark entry points to relieve saturation and restore integrity to the medium.

Design is all about relationships. Games deal with contexts, decisions and outcomes; they are in effect a medium of fluid and dynamic relationships. Rafael asks in his work, “What are the relationships we wish to curate when designing games?” Could they be a form of editorial media for social and cultural critique and art? To find out he takes the complexity of serious issues and simmers them to an interactive “reduction” that one can engage and embody. Digital Games are a relatively young media, and the concept of games as social critic, action, or as a literary object is even more new. Games like Pax Warrior and Darfur is Dying are cause driven artifacts, suitable and viral pickets in an age of internet ubiquity. Games are also a medium of attention, which is all he asks us to pay.

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