(conectado)
–Bueno.
–S
Archive for February, 2004
Di
Thursday, February 12th, 2004On Cyberdrama
Tuesday, February 10th, 2004Murray’s Hamlet followed Brenda Laurel’s Computers as Theatre, which had, six years earlier, made dramatic experience a central topic of discussion in the new media community. Laurel’s book was itself picking up themes from her 1986 Ph.D. thesis, which focused on forms of interactive, first person, computer-enabled storytelling. In both works Laurel offered Aristotelian dramatic experience as the model toward which designers of interactive computer experiences should aspire.
It is generally agreed that cyberdrama must give human participants an experience of agency. Usually this has meant that the participant’s actions have an appropriate and understandable impact on the world the computer presents to them (though the term is given a somewhat different spin by Ken Perlin in his essay included here). Other goals defined by Murray include immersion and transformation. To achieve these goals through a combination of experience design, computer graphics, and artificial intelligence — especially in a form reminiscent of interactive Shakespearian tragedy — has become a sort of “holy grail” for cyberdrama.
There are profound difficulties in achieving these goals, but the three authors presented here continue to work actively on the design and development of cyberdramatic experiences. They persevere, perhaps, because they and many others believe that a large number of new media’s most successful creations (Zork, Myst, Everquest, The Sims) incline toward cyberdrama. Perhaps also because cyberdrama exists as a powerful force of imagination (on- or off-board the (Enterprise) even if it has not yet been fully realized.
The essayists in this section are theorist-practitioners of cyberdrama, and each addresses a major question for cyberdramatists (also a primary theme of this volume): Is there a game-story? Many in the new media field see cyberdrama as an attempt to marry the structures of games and stories — and many of cyberdrama’s harshest critiques come from those who believe this to be impossible. The first essay here is from Murray herself, who postulates that the “game-story” question is fundamentally misformulated. Ken Perlin follows, who finds engaging characters to be the element missing from even the most successful game-story examples to date. Finally, Michael Mateas offers what may be the “unified field theory” of Laurel’s and Murray’s work; giving a definition of neo-Aristotelian interactive drama, as well as describing the project he and Andrew Stern are creating through its guidance — a project that may allow them finally to take hold of cyberdrama’s grail.
Cita sacada de la Eletronic Book Review, “Cyberdrama: Introduction”. Ahora, despu
Forget your virtual reality googles
Monday, February 2nd, 2004
If you want to be in real reality, the nanobots sit there [in the brain] and do nothing, but if you want to go into virtual reality, the nanobots shut down the signals coming from my real senses, replace them with the signals I would be receiving if I were in the virtual environment, and then my brain feels as if it’s in the virtual environment.
Ray Kurzweil anticipando algo parecido a lo que anticipaba Neal Stephenson en The Diamond Age, esa oda a la nanotecnolog