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INFORMATION Part I:
Researching, designing and building a 2D interface and database for the
online symposium Ghent, Belgium Session
1: October 24 - October 30, 2005 Session 2: November 14 - 20,
2005 [Register now
to participate!] Over the course of two, one-week sessions,
selected participants will meet face-to-face to research, conceptualize,
design, and implement a 2D interface and multimedia database for the
March 2006 online symposium. Participants will devise strategies for
building links between a computer interface, public discourse and
immersive technologies. Because symposium participants will
engage questions and themes through multiple formats, uploading their
own machinima, real-time video capture of virtual walkthroughs, movies,
streaming media, and other data, Part I will consider how these various
media might be organized in ways that contribute to a more complex
understanding of the symposium's issues. Upon the conclusion
of the session, participants will devise a technical solution for how
the database will give shape to a user-activated 3D world. We
will accept participants who have skills in website design, movie
editing, database programming, system administration, server setup. A
basic knowledge of Quake 3 or other multiplayer game is preferred.
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Part II:
Conceptualizing and creating a networked 3D virtual world
Ghent, Belgium Session 1: November 14 - November 20,
2005 Session 2: December 12 - December 18, 2005
[Register now to
participate!] Using the modified Quake3 game engine and
GTK-Radiant map development tools, this group will conceptualize and
build a networked 3D virtual world connected to the symposium's
multimedia database structure realized in part I. What form will this
environment take, and how will we structure users' experiences so that
they encounter, confront, re-think, or build upon the symposium's themes
and debates in new ways? Participants will consider the role of chance,
non-linearity, play, structured interactivity, and electronic embodiment
as necessary elements for a rich user experience. Finally, how will we
link participants from disparate cities through this 3D networked
environment, and continue discussions from within the virtual world?
This environment will not only be a repository of symposium
participants' contributions, but a new poetic space fraught with its own
questions about the interweaving of online and off-line reality, and the
possibilities for virtual worlds to function as public space along side
material worlds. We will accept participants who have skills in
Quake3 programming and modification, GTK-Radiant, character animation
(maya, 3D max), video streaming, digital movie editing and (interactive)
electronic music composition. Part
III: Participating in the online symposium (Participants
from Part I and Part II are not required to join the symposium.)
Symposium sessions: March 15 - March 26, 2006
[Register
till March 5th for the online symposium!] The symposium's
themes of Hybridity, Overclocking the City and The Virtual as
Interface to Self and Society are available now. The information on the themes are available through the menu above.
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