Showing posts with label round2. Show all posts
Showing posts with label round2. Show all posts

Tuesday, March 2, 2010

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Round 2: Shamanism & Sacrifice (Connie)

The Shamanic Ritual concept examines the ritual of accessing information beyond one's immediate grasp. Requesting answers in the past was a significant ordeal: an invoking sacrifice, fasting or hallucinogens to attain visions, or significant group effort facilitated by the "chosen." With information today so easily at one's hand (or pocket), the humbling restriction of not knowing or remembering is lost.

While enlightenment will always be phenomenological, what AR can bring to this new interpretation is a uniform "vision" to be interpreted by a group.



The direction is to induce an immersive, storytelling and role-playing experience for group access of the archive. A signature interaction from the past would be carried through, perhaps a "modern sacrifice." The initial vision is for this to take place either on-site at Beeld & Geluid, or at a special event.



Instead of forcing this interaction on all queries, perhaps it would be an interesting exercise to come up with questions that would merit this modern sacrifice. A fun idea a friend and I did once was to ask only other people for answers that would typically be asked of Google, and on the flip side, to ask Google fuzzy, ambiguous questions (ex: "What do you think of my love life?").
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Round 2: Archive Bomb (Connie)


A la "War of the Worlds" broadcast fiasco, the Archive Bomb concept aims to raise awareness of
  1. broadcasting and its power over people's perception of the truth
  2. Beeld & Geluid and its archive materials
Archive material is imposed on everyday life in public spaces in a guerrilla warfare style. The effect should be explosive: surprising, disorienting, unexplained, and temporary. A bit of chaos stimulates reaction.

The bomb doesn't wait for people to discover the archive. If one is fooled by mis-information, meta-thoughts on broadcasting may occur (Who is projecting what message, for what reason, and to what end? What is truth?). The experience is short and less immersive: the consumption metaphor here would be snacking on a pretzel that was thrown at you.

An anonymous group of B&G bombers would be ideal, either akin to the fictional members of Gorillaz or to flash mob organizers. The ethics of hacking or pranking could be investigated to avoid terrorism. Constructing a bomb requires exploration of the archives.

Further elaboration and investigation are needed in several areas:
  1. Motivation (Can it survive outside a game context, or the safety of an event?)
  2. Current possibilities of implementation (mobile projection, multi-sensory expression, disposable?)
  3. Material to be exposed. A suggestion was that a commentary on current events could be made by exposing material from other times with similar conditions. It would be great to be more dynamic than projecting old buildings or reliving old stories, a la Tijdmachine project in Rotterdam.
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Round 02 - Shauna

Yesterday I presented two first concepts with illustrative examples within the domains of physical browsing and ritual, what I call library2.0 and mixed slow rituals, respectively. The starting points were again the group vision we developed as a team and the criteria I developed last week. In addition, I was very interested in nostalgia for physical space and interaction induced by historical or knowledge artifacts.
5 Criteria from Round 1
1. Continuity of experience (spatial and temporal)
2. Flexible interaction
3. Interfacing the best of the digital and actual world
4. Durable/sustainable
5. Accommodates sociality
Library2.0
Physical/tangible browsing is much more satisfying and potentially more powerful than WIMP browsing. Computer search lacks the spatial and serendipitous qualities that are offered by physically located information. Additionally, the accessibility/visibility of this information can be improved.

On the other hand information mapped in physical space is limited, for example in a library, information is mapped 1:1 in terms of data and organizational system.


Earlier in this project, we talked about the Art of Memory by Frances Yates. In her book, she explains the memory technique of embedding information (words or thoughts) onto imagined objects housed in imagined architectural spaces in the mind. I was intrigued by the notion that the same mental places could be used again and again to house new thoughts and words:
"The same set of loci can be used again and again for remembering different material...the loci are like wax tablets" - The Art of Memory, Frances Yates
The digital revolution created new paradigms for thinking about data and its organization. I take Yate's statement to a literal level and propose that digital information can be projected on physical artifacts. In the figure below, I extend the analogy of books organized on bookshelves. Not only can different data sets be organized in the same space (not simultaneously), but also the organization/classification systems used to present this data.

For example, the archive video content could be organized by arbitrary classification like amount of red content in the videos, by keywords, it could be smart...utilizing neural networks to learn how users want to search.

Johan from Sound and Vision mentioned that the archive was created through a merger of 5 separate archives with different information classification systems. Could a physical-digital archive be a solution to the problem of unifying information?

Continuing with the library analogy, I thought about what a physical-digital archive could look like. With infinity on my mind, I thought of a rolodex going forward and backwards in information space. Perhaps the physical-digital archive could be made of circular shelves, housing blank physical artifacts and the digital information could be projected on the spines. Moving forward and backwards in information space would require turning the shelves forwards or backwards. The physical relationship between bits of information could reintroduce serendipity or chance into the search process...The information set projected on the shelves can be changed to fit the query and information demands of the users with a blink of the eye, and the desired information can be physically collected.

For an A/V archive, it is also important to be able to visualize or understand the continuum of information. Maybe when examining a program pulled from the shelf, people can scroll through key points or access further information or metadata about that program.

Some other concerns:
- How can information be placed in space so that there is a visible hierarchy? Should certain information be "featured." Should more obsolete information be placed farther away?
- How can the social context of being in a physical space with other people be reintroduced...like awareness of other people as they pass by on the other side of the bookshelf?
- Can viewing artifacts (e.g. glasses, monocles) be used to delve deeper into the information space? Is it satisfying?
- How can the heaviness/age/etc. of content be visualized?


Mixing Slow Rituals
The second concept is about recombining what I call "slow" rituals, such as going to the museum, library, bookstore, cafe, or archive, in new relationships. I am nostalgic for the hours and days spent in the library or bookstore, browsing, reading, and lounging around for free, not spending a cent. Alas, the physical aspect of libraries is slowly disappearing or changing forever.

What will happen to the sexy librarians (or archivists) when libraries/archives go totally digital? I already miss the cute record shop guys and I wonder if students of the future will study in the same cavernous beux arts study rooms I spent so much time in.


New relationships already exist between these places housing the slow experience.

The question is how can archives recombine into the same kind of relationships? I see an opportunity in the archive and, i.e. cafes promoting each other through their recombination. One very literal example I already see is at the Urban Espresso Bar in Rotterdam. There they have a downstairs space with video exhibitions running all the time.

To think further on:
- Who curates the content?
- Can archive services be offered in these places (i.e. dling or requesting clips)

Monday, March 1, 2010

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Round 02: Bas

CAVE (Collaborative AudioVisual Experience)

Based on current intuitive and gestural interface development, such as the sixth sense devices at MIT Medialab or Microsoft's Project Natal, and our general mission statement about creating a physical experience that addresses the accessability of the archive, I developed a vision on how to browse the archive in an immersive, intuitive way. I want to enhance accessing, using and searching the archive and make it more interesting and attractive to use. The working title is (AR) CAVE: Collaborative AudioVisual Experience (with, of course, a wink to the original VR CAVE).


These pictures indicate a general idea of what the CAVE could look like

Basically, it all comes down to a space, the size of a squash court, where several people can simultaneously interact with the archive. The navigation is based on intuitive gestures and body movements, just like the way people normally interact with physical objects. The archive (a selection) will be visualized in 3D in the middle of the space. The archive will be browable/searchable with different variables, such as keywords, picture recognition, speech recognition and video concept recognition. The participants will be able to physically grab a fragment out of the archive and store it somewhere in the space (floating digital material) or on one of the walls (more screen-like). The user can create connections between the fragments, but should also be able to see previously made connections (suggestions) by archivists or other users. Users should be able to make an overview (visualized network) of their research history or results, so that, instead of having 27 tabs with 16 pdf documents and 6 youtube movies opened in firefox, there is an immediate overview of the connections/relations between the found items. One of the walls can be used as a video/audio editor to remix the found material. While researching the users in the CAVE can work together (in different roles or by doing the same thing) and discuss their findings and search methods face to face.

Some examples of using the CAVE in a collaborative way are
- Group research or education (networked overview and discussions about the content and its connections)
- Teambuilding activities: e.g. create a 3 minute news report within 20 minutes (you have to work together, probably in different roles to make it)
- Games: race against time with cryptic description to find a certain archive file, archive karaoke/roulette where you have to explain the fragments and relate them somehow.
- Political discussion using news archives
- Commercial use: inspiration for new advertisements by browsing the archive
- Archivist training: user perspective, filtering newly made connections, archivist education