<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-32772758</id><updated>2011-07-08T07:47:17.570+08:00</updated><title type='text'>Please Look At Yourself</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>19</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-32772758.post-2894627974079772076</id><published>2006-11-24T14:42:00.000+08:00</published><updated>2006-11-24T14:45:10.509+08:00</updated><title type='text'>Wk 10: Grand Finale - Dramaturgs in Pervasive Play</title><content type='html'>&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;In order to create the sense of performance, one needs to create the thrill of being watched. Without an audience, the interaction between the player and the viewer is lost. In IMS, platforms where audience can watch others ‘perform’ include MMORPG &amp; simulations like Second Life. Another characteristic of pervasive games is the strong sense of community identity. Users of these IMS platforms are also characterized by a great sense of community (i.e. players who ‘mourn’ for death of a World of Warcraft player by gathering at his favourite haunt) thus making it a good match.&lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;o:p&gt;&lt;/o:p&gt;The advantage of IMS is the greater manipulability than real-life environments which provide authors with greater room for imagination and creation. This is effective for enhancing the narrative because it allows the author to make use of the space to tell the story. Injecting a strong narrative into the game can also increase the sense of immersion of the gamer. &lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;o:p&gt;&lt;/o:p&gt;However, the narrative in this case would have to be realistic and tangible, meaning that grand quests to save their beloved princesses are a no-no. Something that players can relate to reality i.e. alien watching, matrix explorations would be more tangible. In other words, the narrative has to connect to reality and this can be enahnced by out-of-game-world applications like blogs, emails and even internet telephony.&lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;The narrative should also not be too prescriptive and left slightly ambiguous to allow for interpretation bythe player. This is easily achievable and perhaps possible to make more interesting in IMS where clues can be given in ways otherwise restricted in a realistic environment. &lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;'Dramaturgs' should constantly monitor the feedback from the participants such that the design of the game is within the zone of proximal expectation. Players like a sense of unexpectability but if it were too unexpectable, players might not feel the sense of self-efficacy as when it were just one or two notches above their expectations. By keeping it so, players will be able to feel that their expectations (in the form of the guesses) are within the ballpark but there is still a sense of unexpectability that will keep them motivated to think of more possibilities and thus forward the game. This principle can also be integrated with the crafting of the narrative. &lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;Also, it is important to ensure that whatever players do in the games, it has to be convention-breaking, which is the thrill that players seek. In a game like World of Warcraft this could take the form of a demonstration to protect the monsters and prevent their mindless slaying. This will create the same kind of desire to be surprised that gets players involved in real-life pervasive games experience.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-2894627974079772076?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/2894627974079772076/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=2894627974079772076' title='40 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/2894627974079772076'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/2894627974079772076'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/11/wk-10-grand-finale-dramaturgs-in.html' title='Wk 10: Grand Finale - Dramaturgs in Pervasive Play'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>40</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-116333721069923759</id><published>2006-11-12T21:12:00.000+08:00</published><updated>2006-11-12T21:13:30.713+08:00</updated><title type='text'>Q9: Who is right? Eskelinen or Jenkins?</title><content type='html'>&lt;p style="font-family: trebuchet ms;"&gt;Personally, I feel that Eskelinen may have interpreted Jenkins’ intentions inaccurately because it is clear that he downplays neither the importance of sjuzet and fabula nor that of the distinction between games and narratives. In fact, his description of embedded narratives, Jenkins describes how the use of the game-specific element of freedom of exploration within a defined space can be employed towards the discovery of the sjuzet leading to the construction of the fabula.&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;"&gt;Eskelinen, however, has a valid point in suggesting that ludology should not be centred entirely around narratives because gameplayers do not play games solely for the sake of narratives. Personally, I prefer racing games for the bite-sized pieces of action that give me that bit of an emotional ‘high’ within a short period of time so that my life does not get too disrupted by the game that I have little time for anything else (like writing this blog entry).&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;"&gt;Perhaps, this also explains the proliferation of flash game websites featuring short games with relatively simple gameplay. The emphasis of these games is in the attraction offered by the process of the gameplay and in no way would be able to sustain the attention of gamers for more than a short while, which might just suit the interests of the players of these games (think office workers).&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;"&gt;Despite these claims, it is still hard to disregard the importance of narratives in games because if we look merely at game types, there aren’t exactly too many genres that we can choose from. What drives gamers to purchase Half-life and Counter-strike and even though they already own half a dozen FPS games is more than just the slight variations in the gameplay itself. What attracts them to the new games is the different narrative that provides the framework for the new game. When the same type of gameplay is framed by different narratives, they take on different meanings and it is this new type of meaning that some gamers seek. In a way, it is much like Commedia Dell’arte players who are highly familiar with the gameplay but continue to play for the sake of seeking different narratives.&lt;/p&gt;  &lt;span style="font-size: 12pt; font-family: trebuchet ms;"&gt;To sum it all up, it may not be too bad a thing that ludology is taking leaves out of narrative theory books at this early stage of its development. &lt;span style=""&gt; &lt;/span&gt;Just as game designers who make use of cut-scenes to tell their story have not fully realized the full potential of spatial exploration in story-telling, ludologists may not have sufficiently developed their ideas and concepts to make a complete break from the established theories of the narrative scholars. Narrative theories would thus provide a good basis from which ludology can grow and progress.&lt;/span&gt;&lt;span style="font-family: trebuchet ms;"&gt; &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-116333721069923759?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/116333721069923759/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=116333721069923759' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116333721069923759'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116333721069923759'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/11/q9-who-is-right-eskelinen-or-jenkins.html' title='Q9: Who is right? Eskelinen or Jenkins?'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-116243569194603147</id><published>2006-11-02T10:12:00.000+08:00</published><updated>2006-11-05T12:55:15.376+08:00</updated><title type='text'>Q8: Are games of progression purely computer-based?</title><content type='html'>&lt;p face="trebuchet ms" class="MsoNormal"&gt;In my opinion, narratives and games of progression are a match made in heaven, considering the fact that narratives achieve the best effects when revealed in the manner intended by the author, which goes down very well with the stage by stage revelation in games of progression. To turn such a combination into a non-computer game would also not be much difficulty since non-computer games offer greater flexibility in terms of stimulus and response. As an example, just think of project 1 by Achu &amp; co. except that it’s modified such that each piece of evidence is revealed in a stage-by-stage manner upon completion of a certain challenge i.e. solving an anagram, piecing torn pieces of paper to form a letter etc. by the player at each stage.&lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;The reason why it is hard to name a non computer-based version of such a game is that games of such kinds can be informal in nature and may take many forms such that there is no standardised way of playing or a standard narrative used to give the game the form of prominence that can earn it a name or even a genre that it can call its own. There are others, however, that have managed to circumvent these limitations, which we shall find out below.&lt;br /&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;Interactive fiction of the Choose Your Own Adventure kind is a good example of such a combination. These textual adventures have a strong sense of structure, such that they would pass the ‘walkthrough’ test with flying colours. Structurally, they resemble text adventures of the likes of Zork &amp; Hitchhiker’s Guide to the Galaxy, although books do not allow for a word-parsing component. &lt;span style=""&gt; &lt;/span&gt;The challenge in such adventures is to select the right options that will lead to a progression towards the desired ending. Choosing a wrong option will lead to less desirable endings, which can be constituted as a ‘lose’ state in terms of quantifiable outcomes. &lt;span style=""&gt; &lt;/span&gt;With much of the control maintained by the author, the adventures maintain a well-formed narrative arch regardless of its endings. Recently, DVD editions of the series have also been released, thus providing another example of a non-computer game of progression.&lt;/p&gt;    &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;o:p&gt;&lt;/o:p&gt;Despite the rigidity and specificity of the rules in such progression games, there seems to exist, possibilities still, for the development of emergent behaviours. Readers can choose to ignore the rules and read through the entire narrative thus moving in a direction not prescribed by the author.&lt;span style=""&gt;  &lt;/span&gt;In this sense, the rules do not have full regulation on the player and points out the fact that emergence is an aspect that is hard to avoid in games because there are always game players who seek a varied experience. That probably explains why cheat codes, trainers and walkthroughs (sometimes provided by game developers themselves) exist as forms of meta-emergence even for the purest examples of computer-based games of progression.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-116243569194603147?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/116243569194603147/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=116243569194603147' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116243569194603147'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116243569194603147'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/11/q8-are-games-of-progression-purely.html' title='Q8: Are games of progression purely computer-based?'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-116183594696088841</id><published>2006-10-26T12:07:00.000+08:00</published><updated>2006-10-26T12:12:26.973+08:00</updated><title type='text'>Q7: Are agency and narative structure mutually exclusive?</title><content type='html'>&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;If we look beyond computer games, there are definitely examples of games that manage to integrate agency and narrative structure seamlessly. My example would be theatrical improvisational games where actors are given a specific situations to improvise dramatic plots.&lt;/p&gt;      &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;In improvisational games, the plot unfolds according to the input of the players, giving them both local (reaction from other players is immediate) and global agency (players determine how the plot progresses and concludes). In improvisational games, the interaction between players often results in strong cause and effect relationships and plots that are complex beyond the imagination of the directors, both of which are characteristic of narratives.&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;Moving back to CGs, I guess, the issue of whether they will be able to integrate narrative structure and agency is really a technological one. Why I say this is because in order to simulate the seamless integration of narrative structure and agency in improvisational games, computers need to be able to simulate human-like thinking and responding (much like that in improvisational games) such that the games will be able to interact with the user’s inputs to create a narrative. To do so would require immense processing power from the computers.&lt;/p&gt;      &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;In fact, CGs like Façades and &lt;a href="http://en.wikipedia.org/wiki/The_Last_Express"&gt;Last Express&lt;/a&gt; have already made such attempts at integrating agency and narrative in gameplay. Façades emulates a soap opera with characters which respond to player inputs whilst maintaining a well-formed dramatic arch to provide both formal and material affordances to the player. The Last Express is a detective adventure set on the Orient Express and provides up to 30 endings in response to the player’s actions in the game.&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;However, due to the nature of their design, both games are relatively memory intensive – &lt;span style=""&gt; &lt;/span&gt;The Last Express takes up 1.8GB (which, in 1997, was quite a huge file size) to provide 39 minutes of gameplay whilst Façades takes up to 1 minute (or even longer, as we experienced in class) to load up before the game can be run. &lt;/p&gt;      &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;Façades, in particular, parallels the work of cognitive scientists who simulate the workings of the brain in neural network models such that computers can behave in a human-like fashion. This points to the possibility that one day, computers will be able to simulate the dynamic workings of the human brain and generate responses similar to that in theatrical improvisational games.&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;Therefore, it seems possible to integrate narrative structure with agency in computer games, although it might take some time and lots of processing power for computers to truly ‘think’ like humans.&lt;span style="font-family: trebuchet ms;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-116183594696088841?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/116183594696088841/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=116183594696088841' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116183594696088841'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116183594696088841'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/10/q7-are-agency-and-narative-structure.html' title='Q7: Are agency and narative structure mutually exclusive?'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-116125039292818026</id><published>2006-10-19T17:31:00.000+08:00</published><updated>2006-10-19T17:33:12.940+08:00</updated><title type='text'>Wk 8 Q1: What is Interactive Entertainment (IE)?</title><content type='html'>&lt;span style="font-family:verdana;"&gt;Costikyan basically shoots himself in the foot by making such a sweeping statement, especially when he provides the very examples that refute his statement in the same chapter itself. The examples of MUDs, RPGs and simulations like SimCity have been described as lacking in terms of explicit goals inherent in the design itself and so despite his use of the term ‘games’ to describe them, these applications do not qualify as games per se. However, that does not stop us from classifying these applications as being an IE, from which entertainment is derived from the act of interaction in these applications itself.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;A very good example of another form of an IE that would not qualify as a game would be that off the simulation Sims 2, which is interaction personified. Sims 2 can be seen as a multi-function entertainment suite which allows players to play the role of plastic surgeon, costume designer, architect, town planner and most importantly, live the lives of their character in whatever way they choose to. Like SimCity, the simulation features no explicit goals and thus no victory condition, and cannot be considered a game under Costikyan’s definition, but it would be hard to question the entertainment value of the game. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;Costikyan claims that it is not possible for IEs to eschew the sense of struggle characteristic of games,  but if one were to look at the performance genre of improvisational comedy (think Whose Line is it Anyway?), it might not necessary be the case. It is definitely no struggle for the audience members to come up with keywords (for use by the performers in their improvisation) in the process of being entertained. The struggling is left entirely to the performers while the audience members sit back and enjoy how the performers struggle to include their input in the performance. Costikyan specified that the struggling has to be on the part of the user’s experience which clearly is not the case in this example, thus allowing us to qualify it as a piece of non-game interactive entertainment.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;From what has been suggested thus far, the definition of IE definitely extends beyond the games genre and where Costikyan has failed is to provide a definition of entertainment to provide a frame for his definition of IE. This allows for the expansion of the scope to include any form of interaction that provides a generally enjoyable experience to the interacting agent, thus refuting his claims.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-116125039292818026?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/116125039292818026/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=116125039292818026' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116125039292818026'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/116125039292818026'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/10/wk-8-q1-what-is-interactive.html' title='Wk 8 Q1: What is Interactive Entertainment (IE)?'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115881719999193998</id><published>2006-09-21T13:36:00.000+08:00</published><updated>2006-09-21T13:40:00.010+08:00</updated><title type='text'>Wk 5, Q1. Difference between hypertext and interactive fiction</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;Q1. Difference between hypertext and interactive fiction&lt;br/&gt;&lt;br/&gt;The opportunity for readers to contribute text to the narrative in interactive fiction might be seen as a somewhat superficial distinction from hypertext because most times, these contributions do not really affect the revelation of the narrative although it does provide the possibility for a differentiated user experience. When one contributes a command that cannot be processed within the limits of the system, the system restricts the progression of the reader until a recognizable input is entered. Thus, the interactive fiction would probably qualify as a more complex version of the hypertext in terms of the possible options that it provides. If one were to think of both forms as a network consisting of nodes which represent the opportunities to make a choice, nodes in the interactive fiction would appear as having more possible options as compared to the hypertext. In that sense, the author of an interactive fiction might thus have to generate more possible narratives to provide the user with this sense of control over the unfolding of the narrative. Basically, I would see both forms as similar forms of narratives revealed in a non-linear fashion which differ in terms of perception of control on the part of the reader and complexity structure. In saying so, I am not suggesting that one form is greater than the other in the two aspects because these variables can be adjusted according to the intentions of the author and hypertexts may be designed to present greater control to the reader and complexity of structure in the narrative than a piece of interactive fiction. &lt;br/&gt;&lt;br/&gt;Q2. Is "Carl" a cybertext?&lt;br/&gt;&lt;br/&gt;What I interpret of Arrseth’s interpretation of a ‘non-trivial effort to traverse the text’ would be that of a risk-taking endeavour on the part of the reader. This effort would entail taking risks on the part of the reader that he or she might be rejected in the process of imposing their own interpretation on the text. In McCloud’s ‘Carl’ comic strip, the possibilities are planned out in advance by the author and in traversing this multicursal labyrinth, there is no risk involved in the part of the reader because every path that the reader chooses to take is straightforward and coherent and the reader should expect no obstruction except when they come to the end of the narrative. In fact, the metaphor of a labyrinth might not be that fitting a description for the structure of the ‘Carl’ comics because it entails unexpected twists and turns shrouded in an air of enigma while the arms of each variation of the comic seem more linear in nature. Perhaps a more fitting metaphor would be that of a map of a mass transit system.&lt;br/&gt;&lt;br/&gt;Q3. Is 'The Tree Theatre' interactive media?&lt;br/&gt;&lt;br/&gt;By Crawford’s strict definition, “The Tree Theatre” cannot be considered as a form of interactive media because at the point of interaction, there could be no thought process going on in the minds of the audience as they view the presentation. At the point where the audience makes a choice, one might just act according to one’s whims and fancies and not consider the plot that has unfolded thus far since both possibilities are equally plausible. Also, on the part of the performers, the thought process that they go through might simply be that of recalling the actual sequence of events. I personally feel that a thought process should not merely be a memory process but more of a reflection on the input from the audience and then giving it a good think through before coming up with an appropriate response to the input (but one can generally argue that the actors, based on the selection by the audience, might be able to gauge the preferences of the audience and modify their execution of the scenes such that it panders to their liking). &lt;br/&gt;&lt;br/&gt;In short, “The Tree Theatre” might simply be a slightly more complex form of Crawford’s fridge, but then, one should always question if there is a need to employ such a strict definition in deciding what constitutes interactive media. Personally, I feel that “The Tree Theatre” can be considered a form of interactive media because it surpasses the level of interactivity that can be expected of conventional theatrical forms which do not involve audiences as much in their performances.&lt;/span&gt;&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115881719999193998?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115881719999193998/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115881719999193998' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115881719999193998'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115881719999193998'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/09/wk-5-q1-difference-between-hypertext.html' title='Wk 5, Q1. Difference between hypertext and interactive fiction'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115815594333960221</id><published>2006-09-13T21:22:00.000+08:00</published><updated>2006-09-13T21:59:03.430+08:00</updated><title type='text'>Wk 4, Q1: Impact of hypertext on the world</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;Reporting live from Changi Airport Terminal 2 Arrival Hall, in the thick of the action at the IMF-World Bank Boards of Governors Meeting, we reflect on the impact that hypertexts have had on the world.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Briefly speaking, there's probably more of a penchant towards instant gratification probably due to the fact that at the click of a mouse we are brought to a whole new chunk of text. Gone are the days when one takes joy in spending time in the library looking through the catalogue to locate books that would interest one and then proceed to the storage location to be greeted with the satisfaction of finding the book of one's desire. Nowadays, I find myself researching solely based on the internet and oftentimes when I can't find a reference in an electronic format, I would probably ignore it unless it is entirely essential to my research. This might also have had an effect on the times people choose to work in a way that since the information is available online 24 hours a day, people might tend to gravitate towards working later into the nights, but this would probably be seen as more of an impact of the internet than the hypertext.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;In another sense, people are probably less focused in their thought processes since they impulsively jump from one section to another as and when they see a link that interests them. It might also have an impact on the writer's part in organizing their thoughts since hypertext allows for greater segregation amongst the individual components of the text. They might thus spend less time trying to write in a continuous, coherent sense. This might be reflected in a greater focus on individuality in the society since hypertext places such a great emphasis on personal choice and how the use of hypertexts emphasise the importance of individual elements rather than the composition of the whole.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;This loss of emphasis in organization can be seen in the concept of searching for your mail espoused by Gmail whereby people are no longer encouraged to organize their mail in folders according to the origins of the mail. In a way, the search bar in Gmail might be seen as one master hypertext which will link one to any mails which contain the keywords that the user types in.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115815594333960221?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115815594333960221/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115815594333960221' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115815594333960221'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115815594333960221'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/09/wk-4-q1-impact-of-hypertext-on-world.html' title='Wk 4, Q1: Impact of hypertext on the world'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115759372880724556</id><published>2006-09-07T09:26:00.000+08:00</published><updated>2006-09-07T10:18:42.106+08:00</updated><title type='text'>Wk 3, Q2: Pictures in Sequence</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;I tried to look links in random images by typing "one" in Google's image search and this is what I got:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/3174/3587/1600/one.jpg"&gt;&lt;img style="WIDTH: 313px; CURSOR: hand; HEIGHT: 298px" height="301" alt="" src="http://photos1.blogger.com/blogger/3174/3587/320/one.jpg" width="316" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/3174/3587/1600/two.jpg"&gt;&lt;img style="CURSOR: hand" height="209" alt="" src="http://photos1.blogger.com/blogger/3174/3587/320/two.jpg" width="314" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/3174/3587/1600/three.jpg"&gt;&lt;img style="CURSOR: hand" height="239" alt="" src="http://photos1.blogger.com/blogger/3174/3587/320/three.jpg" width="315" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/3174/3587/1600/four.jpg"&gt;&lt;img style="WIDTH: 316px; CURSOR: hand; HEIGHT: 338px" height="340" alt="" src="http://photos1.blogger.com/blogger/3174/3587/320/four.jpg" width="318" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/3174/3587/1600/five.gif"&gt;&lt;img style="WIDTH: 316px; CURSOR: hand; HEIGHT: 257px" height="257" alt="" src="http://photos1.blogger.com/blogger/3174/3587/320/five.png" width="303" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://photos1.blogger.com/blogger/3174/3587/1600/six.jpg"&gt;&lt;img style="WIDTH: 316px; CURSOR: hand; HEIGHT: 367px" height="250" alt="" src="http://photos1.blogger.com/blogger/3174/3587/320/six.jpg" width="316" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;Was hoping I'd get to ten but six was the furthest I could get, so there! &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115759372880724556?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115759372880724556/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115759372880724556' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115759372880724556'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115759372880724556'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/09/wk-3-q2-pictures-in-sequence.html' title='Wk 3, Q2: Pictures in Sequence'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115756265572704075</id><published>2006-09-07T01:02:00.000+08:00</published><updated>2006-09-07T01:10:55.730+08:00</updated><title type='text'>Wk 3, Q3: Writing about what we chose</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;I have not personally viewed the chosen narrative (The Others) but the idea is that the viewers are presented with 2 perspectives of the same story (one from the ghosts and the other from the characters living in the house) but they do not know that this is the case and imagine it to be 2 separate situations. It is only at the end of the show during a particular scene (a ‘Super Kernel’) that the 2 different perspectives start to make sense. This provides potential for 2 tracks along which the interactive medium can progress and has great potential for a non-linear approach towards the revelation of the story.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;The idea for the interactive narrative will be a mixture of still pictures, video clips worked in with sounds and music from the original movie weaved into a narrative framework that attempts to depict the 2 varying perspectives but with intermittent kernels that will provide a sense that there is the possibility of the existence of an alternative perspective. This will be done in hope that the viewer will be able to find coherence in the journey that they will take. Visually, it will take the metaphor of a frame leading to another frame whereby to move on to another sequence, the viewer will have to click on a frame i.e. they eyes of a character, a frame in a picture, door frame etc. This metaphor will hopefully re-create the sense of complexity of plot in the original movie and make it a more interesting journey for the viewer.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115756265572704075?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115756265572704075/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115756265572704075' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115756265572704075'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115756265572704075'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/09/wk-3-q3-writing-about-what-we-chose.html' title='Wk 3, Q3: Writing about what we chose'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115756187660760112</id><published>2006-09-07T00:56:00.000+08:00</published><updated>2006-09-07T00:57:56.616+08:00</updated><title type='text'>Wk 3, Q1: Reader/Author gets new role</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;The reader of now has to play a more active role and takes on some of the responsibilities of the author. There is also greater room for customizing of the experience and so it might provide for a greater variability of experience. It might also encourage the reader to do more than one exploration of the same narrative to go through different versions of the experience. This is in contrast to the traditional role of a passive viewer that takes in only one perspective of the author and where everyone more or less goes through experience.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;The role of the author changes from one where the aim is to present a single perspective to that of one where the author needs to think of multiple possibilities and at the same time linking them together such that there is coherence and the reader will find that it is a well-formed narrative. This would mean that the author has to be able to design the structure of the interaction in such a way that constraints will ensure that the reader will only go through the media in a way that is meaningful to the reader. Instead of being an architect of a single road, the author will have to assume the role of an architect for a whole network of roads, ensuring that traffic flows in a smooth fashion.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115756187660760112?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115756187660760112/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115756187660760112' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115756187660760112'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115756187660760112'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/09/wk-3-q1-readerauthor-gets-new-role.html' title='Wk 3, Q1: Reader/Author gets new role'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115695921089369910</id><published>2006-08-31T01:31:00.000+08:00</published><updated>2006-08-31T01:33:30.893+08:00</updated><title type='text'>Response to comment on Wk 1, Q2</title><content type='html'>Actually, in response to the comment, I am thinking that state of arousal would be a good indicator of interactivity and by that I mean the feeling of engagement (the 'wow, this is so cool' feeling) by whatever media one is dealing with. This, I feel, is mediated by the expectation that one holds with regards to the media that he or she is interacting with. For example, when you are viewing a web page for example, and the avatar starts responding to your mouse clicks, you would find it very interactive because you would not expect it to react at all since most things on the internet do not respond in that fashion.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115695921089369910?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115695921089369910/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115695921089369910' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115695921089369910'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115695921089369910'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/response-to-comment-on-wk-1-q2.html' title='Response to comment on Wk 1, Q2'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115695867559652393</id><published>2006-08-31T01:20:00.000+08:00</published><updated>2006-08-31T01:24:35.596+08:00</updated><title type='text'>Wk 2, Q1: The effects of transposition on narrative...</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;One example I can think of is that of Super Mario Bros which started out as a video console game and was later made into a movie. All I can remember about the transposition from game to movie was that the story was changed quite drastically where the game was brought into a city context and the characters were given personalities and the plot became much more complex than the jumping over the little old men or spike-shelled turtle-ducks who would come towards Mario in a very predictable fashion. I guess this goes on to show how the notion of interactivity alone is sufficient to sustain attention over what seemed like a somewhat simple story (the aim in the game is, after all, just to kill enemies and jump over gaps to get to the last stage to fight the ‘king’ and save the princess). In a broad sense, the story in the movie follows that of the game, where the ultimate essential event (can we call that a kernel), is to save the princess in distress. However, in the movie itself, many more intermediate events are included in order to sustain audience interest throughout the movie. What this goes to show is how interactivity can actually allow one to focus less on the story of the narrative but still manage to sustain the attention of the ‘reader’ through the narrative.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115695867559652393?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115695867559652393/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115695867559652393' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115695867559652393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115695867559652393'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/wk-2-q1-effects-of-transposition-on.html' title='Wk 2, Q1: The effects of transposition on narrative...'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115680831465932238</id><published>2006-08-29T07:37:00.000+08:00</published><updated>2006-08-29T07:39:13.826+08:00</updated><title type='text'>Wk2, Q3: The peculiar nature of interactive media</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;I feel the unique aspect of interactive media when used in a narrative is the possibility of establishing a multitude of relationships. Take, for example, in the game Command &amp;amp; Conquer Generals, different units in the various armies have different characteristics i.e. tank hunters are good against tanks, but their long range capacities make them effective against GLA foot soldiers as well. In different situations, different combinations of fighting units will allow for more effective completion of the mission, thus forwarding the narrative.&lt;br /&gt;&lt;br /&gt;In non-interactive media, the relationships presented are never as dynamic in nature as interactive media because it neither allows for the presenting of multiple relationships (i.e. ‘When A brings flowers for B, it only makes her happy. Conversely, when A brings a diamond ring for B, he succeeds in winning her hand. Alternatively, when A brings B flowers and goes on his knees in front of the whole stadium, it also wins him her hand, although at a much lower cost) or the option to explore multiple options (in non-interactive mediums, there is no option). The provision of immediate feedback within interactive mediums encourages ‘readers’ to continuously explore different options within certain boundaries (in other words, play) and arrive at different solutions for the same problems.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115680831465932238?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115680831465932238/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115680831465932238' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115680831465932238'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115680831465932238'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/wk2-q3-peculiar-nature-of-interactive.html' title='Wk2, Q3: The peculiar nature of interactive media'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115680824029568667</id><published>2006-08-29T07:35:00.000+08:00</published><updated>2006-08-29T07:38:55.536+08:00</updated><title type='text'>Wk2, Q2: The implications of control on self-regulation</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;The author can take his or her time in providing links between existents in non-interactive media (think a detective thriller where the author begins by describing a character that’s totally irrelevant to the plot, only to reveal that the character is actually the real murderer). However, in interactive media, the control that ‘readers’ have over the sequence in viewing the existents might result in them overlooking the crucial moment when existents are linked together and thus causing them to term the existents as being ill-formed.&lt;br /&gt;&lt;br /&gt;In terms of designing interactive media, it is thus important to ensure that ‘readers’ all have to go through the various ‘checkpoints’ in order to ensure the all critical existents are linked together. That’s why when we play games transposed from books or movies, there are always the bits of video sequences where you do not get any control over except for tapping on the ‘esc’ key (which would be your own fault if you do not find that the existents linked together).&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115680824029568667?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115680824029568667/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115680824029568667' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115680824029568667'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115680824029568667'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/wk2-q2-implications-of-control-on-self.html' title='Wk2, Q2: The implications of control on self-regulation'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115620374881183798</id><published>2006-08-22T07:41:00.000+08:00</published><updated>2006-08-22T07:42:28.820+08:00</updated><title type='text'>Wk 1 Q2: Some interaction is more interactive than others</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;Basically, I feel the 2 of them are a bit extreme in their definitions, although I do find Crawford’s definitions easier to use because it is very clear in what it is looking out for. I feel that a better definition of interactivity should be something in between the 2 such that there is greater room for flexibility yet it is clear enough what is interactivity. For one, I feel that although interaction is a 2-way process, there might not be a need for a thinking process in one of the agents in the interaction. For example, if we go to the fountain at Bugis Junction and played with the fountain, we get lots of fun from the interaction with the pre-programmed arrangement of the jets of water and might even think of that as an interaction because the jets of water might appear to be responsive to our actions. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115620374881183798?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115620374881183798/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115620374881183798' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115620374881183798'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115620374881183798'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/wk-1-q2-some-interaction-is-more.html' title='Wk 1 Q2: Some interaction is more interactive than others'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115619338816521847</id><published>2006-08-22T04:47:00.000+08:00</published><updated>2006-08-22T04:49:48.173+08:00</updated><title type='text'>Wk 1 Q3: Narrative, Play and Interaction in Run Lola Run (RLR)</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;Like a computer game, RLR constraints the range of our responses in its attempt to establish interactivity by pretending to listen, think and speak. Because of the pointedness of the plot, it makes it hard for us to think in other ways and inevitably, after seeing the first version, we would feel sad for the couple and wish that the ending had been slightly different. Then the movie pretentiously “listens” to our desires, “thinks” of a new plot and “speaks” to us through the second version of the plot. It is only after the third version where there is a happy ending, the movie “senses” a catharsis within us and decides that it is the best state to leave us in and concludes the story.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;What I feel is that in this case, there is a great play on the narrative since the producers toyed with the discourse of Lola’s story within the limits of audience understanding through its very unique concept of mimicking a video game.&lt;br /&gt;&lt;br /&gt;w.r.t. the concept of transcoding, RLR is a perfect example coz the structure of the movie (cultural layer) has been influenced by structure computer games (computer layer). Instead of the normal head to tail format of a movie, RLR presents us with 3 possibilities of the same situation, with only one having a happy ending. Just like in computer games (where we don’t stop playing until we get to a desired ending), the movie seems to attempt to achieve a perfect ending, which it eventually gets after failing twice.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115619338816521847?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115619338816521847/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115619338816521847' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115619338816521847'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115619338816521847'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/wk-1-q3-narrative-play-and-interaction.html' title='Wk 1 Q3: Narrative, Play and Interaction in Run Lola Run (RLR)'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115618647267674348</id><published>2006-08-22T02:36:00.000+08:00</published><updated>2006-08-31T01:20:41.193+08:00</updated><title type='text'>Wk 1 Q1: What is New Media</title><content type='html'>&lt;span style="font-family:Trebuchet MS;"&gt;I’m running a great risk in not choosing any of the traditional forms of new media (how can something new be traditional?) in my response to the question but I figured that with 36 of us in class, chances of an overlap are pretty high.&lt;br /&gt;&lt;br /&gt;So I decided that I would talk a little more about search engines (more specifically, Google) as a form of new media. And here’s a breakdown of Google’s vital stats according to Manovich’s principles:&lt;br /&gt;&lt;/span&gt;&lt;strong&gt;&lt;br /&gt;&lt;span style="font-family:Trebuchet MS;"&gt;numerical representation:&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family:Trebuchet MS;"&gt; well, I’m not much of a programmer myself, but I guess being able to be published on the internet, Google has to be represented numerically in some way.&lt;br /&gt;&lt;/span&gt;&lt;strong&gt;&lt;br /&gt;&lt;span style="font-family:Trebuchet MS;"&gt;modularity:&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family:Trebuchet MS;"&gt; if you look at the structure of the search frame, you will see different modules assembled to form Google’s interface. There is, of course, the multi-coloured logo, the search entry box and various hyperlinks to other members of the Google empire like Google Video, Froogle, as well as the buttons that let you choose whether you want to do a Google Search or to proclaim I’m Feeling Lucky (just a thought here: maybe they should just randomly generate a 4D number when you next click on that button. That’d probably help Google break into the uncles and aunties market in Singapore and get them instantly interested in the Internet à translates into more computer sales too à that means more jobs à maybe it can become a new growth point for $ingapore). Google has since gone on to create personalized home pages for individuals by allowing you to select content that you want to view (my favourites are Bushisms and Sudoku). These are highly flexible modules that you can add and remove on demand and it even allows you to arrange these modules in any way that you like!&lt;br /&gt;&lt;/span&gt;&lt;strong&gt;&lt;br /&gt;&lt;span style="font-family:Trebuchet MS;"&gt;automation:&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family:Trebuchet MS;"&gt; ok, this example is quite similar to the one in Manovich’s book but then again, noboday said nothing about copying his examples. Well, Google is automated in that it can generate a web page displaying the links to your hits in a hierarchical order that is ranked according to the closeness of the hit to your search item. Furthermore, Google can also check the seplling of your search items and goes on to suggest a corrected version of your search&lt;br /&gt;&lt;/span&gt;&lt;strong&gt;&lt;br /&gt;&lt;span style="font-family:Trebuchet MS;"&gt;variability:&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-family:Trebuchet MS;"&gt; now, variability is really one thing that Google is big about. Firstly, when you receive your list of hits, you can choose to view it in its original form, or you can view it in its cached form (where your search keywords are highlighted on the webpage itself). And apart from searching web pages, Google also searches for pdfs, ppts, docs and even image files for you, moving one step away from traditional search engines. The best thing is that with the pdfs, ppts, docs, you can have the choice of viewing them in html formatif you don’t feel like downloading the files (who knows if they are infected by deadly viruses that’s gonna cause your computer to spontaneously combust? Wait, only batteries are capable of that right? Oh well, whatever, just be carefulw aht you do with your computer, it’s not as safe as it seems). Just let me add one more point about Google’s variability can? Can someonehow tell me how many ways a Google search bar be accessed on your comp? Well, Mozilla has an in-built Google toolbar, you can also download the Google Desktop, or you can go to nus.edu.sg and click on the toolbar on top, or you can just type google.com on your browser, or you can access within Gmail. Well, that’s at least 5 ways. Talk about variability. I’m tempted to talk about the thousand and one other G-applications that Google has so graciously provided (I think they are trying to take over the world, so buyer beware!!) but think I’ll leave that for a next posting.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:Trebuchet MS;"&gt;&lt;p&gt;&lt;img style="DISPLAY: block; WIDTH: 303px; CURSOR: hand; HEIGHT: 155px; TEXT-ALIGN: center" height="133" alt="" src="http://photos1.blogger.com/blogger/3174/3587/400/G-calaulate.0.jpg" width="273" border="0" /&gt;&lt;br /&gt;&lt;strong&gt;transcoding:&lt;/strong&gt; now, this is the principle that I had a hard time understanding. Even googling it didn’t help much. On one level, I feel very tempted to say that the fact that a name for a web page managed to find its way into being an adjective that we have come to accept as appropriate in everyday language i.e. “Cannot find is it? Go google it lah” would be the epitome of transcoding but I’m afraid that the definition does not hold water. So I will supplement it by pointing to the fact that when you “what is 42km in inches?” in the search bar and Google can tell you that “42 kilometers = 1 653 543.31 inches”, it shows how our human form of communications has been seamlessly integrated with the computational prowess of the digital machine. (back to the point about variability: Google is not just a search engine, it is a calculator and a dictionary too!!!)&lt;br /&gt;One thing about search engines though, is that there is no underlying message or propagation of ideas common of other forms of new media like blogs, podcasts, vodcasts (what exactly is the difference between a podcast and a vodcast anyway?) IM-ing. So does new media have to communicate certain ideas to the people that view it? Or is being solely a service provider enough to suffice? Well, according to Manovich’s framework, it seems suitably qualified, but who’s there to say that Manovich is right anyway?&lt;br /&gt;&lt;br /&gt;In a tribute to how Google has revolutionarized the way we use the Internet, I have also created a little digital art that in itself, also epitomizes Manovich’s principles of new media. In my bid to make this blog interactive, I will leave it to you, my good reader to figure out how to apply the principles ;)&lt;br /&gt;&lt;br /&gt;To view the graphic, &lt;a href="http://spencer.hsu.googlepages.com/home"&gt;please click here.&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Still image to help.&lt;br /&gt;&lt;img style="DISPLAY: block; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://photos1.blogger.com/blogger/3174/3587/400/Google.jpg" border="0" /&gt;&lt;br /&gt;w.r.t. how it relates to narrative and play in interactive media, these principles will probably act as guidelines and points to consider when designing interactive media. Of course, this is made under the assumption that the interactive media that we are talking about is equated with new media (b/c there can be other forms of interactive media that do not fall into the category of new media).&lt;/span&gt;&lt;/p&gt;&lt;a href="http://picasa.google.com/blogger/" target="ext"&gt;&lt;img style="BORDER-RIGHT: 0px; PADDING-RIGHT: 0px; BORDER-TOP: 0px; PADDING-LEFT: 0px; BACKGROUND: 0% 50%; PADDING-BOTTOM: 0px; BORDER-LEFT: 0px; PADDING-TOP: 0px; BORDER-BOTTOM: 0px; moz-background-clip: initial; moz-background-origin: initial; moz-background-inline-policy: initial" alt="Posted by Picasa" src="http://photos1.blogger.com/pbp.gif" align="middle" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115618647267674348?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115618647267674348/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115618647267674348' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115618647267674348'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115618647267674348'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/wk-1-q1-what-is-new-media.html' title='Wk 1 Q1: What is New Media'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115583552684895653</id><published>2006-08-18T01:16:00.000+08:00</published><updated>2006-08-18T01:28:11.290+08:00</updated><title type='text'>The picture that never ends...</title><content type='html'>&lt;a href="http://jancology.com/blog/archives/zoom-quilt.jpg"&gt;&lt;img style="FLOAT: right; MARGIN: 0px 0px 10px 10px; WIDTH: 320px; CURSOR: hand" alt="" src="http://jancology.com/blog/archives/zoom-quilt.jpg" border="0" /&gt;&lt;/a&gt; &lt;span style="font-family:trebuchet ms;"&gt;Guys, check this application out! Was reminded of this by the movie we watched today when they zoomed in on the people at the beginning of the movie.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://zoomquilt.nikkki.net/"&gt;&lt;span style="font-family:trebuchet ms;"&gt;http://zoomquilt.nikkki.net/&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;&lt;br /&gt;Think it epitomizes our module because it is a narrative in that it takes you from one state to another (and back again). In terms of perception, it is playing with rules of our perception, providing perceptual cues which convey a sense of motion to us. Plus it's also interactive in that you get to control how fast you want to cycle through the world.&lt;br /&gt;&lt;br /&gt;It somehow relates to the quotation shown at the beginning that goes something like "The game before the game is the game" (someone please provide me with the right one)&lt;br /&gt;&lt;br /&gt;Will post more when I think of more stuff to say about it!&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115583552684895653?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115583552684895653/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115583552684895653' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115583552684895653'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115583552684895653'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/picture-that-never-ends.html' title='The picture that never ends...'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32772758.post-115565942820692008</id><published>2006-08-15T23:15:00.000+08:00</published><updated>2006-08-16T00:52:44.583+08:00</updated><title type='text'>Why the name?</title><content type='html'>&lt;span style="font-family:trebuchet ms;"&gt;&lt;br /&gt;Because if you take the first letter each word and form an acronym with it, it reads P.L.A.Y.&lt;br /&gt;&lt;br /&gt;And it goes beyond the description of only the description of the 'play' element in this module.&lt;br /&gt;&lt;br /&gt;The phrase itself might evoke a response in some of you in that you might be wondering why in the world would I want you to look at yourself (thus inspiring you to read on further to find out). In a way (however limited it is), this phrase is interactive in nature and thus tackles the 'interactive' element of our course.&lt;/span&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="font-family:trebuchet ms;"&gt;'Narrative' entails going through a process of transition from 1 state to another, which is what you have just experienced starting from not knowing why the name of the blog was chosen to realizing how hard I try to make the blog name seem relevant to the module (whilst enroute reading my little explanation for why I chose the name).&lt;/p&gt;&lt;/span&gt;&lt;span style="font-family:trebuchet ms;"&gt;Hope this little explanation holds water sufficiently for you.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://photos1.blogger.com/blogger/3174/3587/400/opening_ceremony_ribbon%28edit%29.jpg" border="0" /&gt;&lt;br /&gt;And by the way, welcome to my blog.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32772758-115565942820692008?l=pleaselookatyourself.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://pleaselookatyourself.blogspot.com/feeds/115565942820692008/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=32772758&amp;postID=115565942820692008' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115565942820692008'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32772758/posts/default/115565942820692008'/><link rel='alternate' type='text/html' href='http://pleaselookatyourself.blogspot.com/2006/08/why-name.html' title='Why the name?'/><author><name>MacroMidget</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
