MachineMachine /stream - tagged with interactivity https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Rats Play 'DOOM' Using VR-Like System - VRScout]]> https://vrscout.com/news/rats-play-doom-using-vr-like-system/

We’ve seen our fair share of bizarre VR experiments over the years, but this one might just take the cake.

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Thu, 25 Nov 2021 01:51:33 -0800 https://vrscout.com/news/rats-play-doom-using-vr-like-system/
<![CDATA[What is a game? | GamesIndustry.biz]]> https://www.gamesindustry.biz/articles/2021-05-14-what-is-a-game

What is a game? It's a debate that rears its bemusing head every now and then as developers push the boundaries of the medium, and this month it has been brought back to the fore by a group arguably less qualified to give a concrete definition: lawyers.

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Mon, 17 May 2021 23:55:14 -0700 https://www.gamesindustry.biz/articles/2021-05-14-what-is-a-game
<![CDATA[Not So Super, Mario.. I was 10 when Super Mario Galaxy came… | by Bobby | Sep, 2020 | Medium]]> https://medium.com/@bobby19/not-so-super-mario-c6fcc495b4ab

I was 10 when Super Mario Galaxy came out, and I’m 22 now on its rerelease. There was all sorts of confusion before it came out, about what really was the situation surrounding motion controls, which were described as both mandatory and optional by various outlets.

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Fri, 09 Oct 2020 00:13:52 -0700 https://medium.com/@bobby19/not-so-super-mario-c6fcc495b4ab
<![CDATA[Understanding Interactive Media: Critical Questions & Concepts]]> https://docs.google.com/document/d/1FnsSHCJjW0vLCqpyEjNUVJ_f9haSS_tFxMroFbpxwwA/edit?usp=drivesdk&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook

This seminar course is an introduction to the concepts, questions, and components that encompass interactive media as it relates to creative expression and critical engagement. Students will learn to analyze interactive media’s constituent parts, engage in readings that critically examine both the impact that interactive media and technology have on culture and societies as well as the ways in which social contexts shape the development and application of these technologies, and apply these concepts in a series of creative exercises. The contexts become apparent by examining interactive media and interactivity through the lenses of relevant critical perspectives including politics, economics, ethics, race, gender, psychology, and the environment. Throughout the semester students will learn and apply critical texts to analyze interactive media and build a vocabulary for making sense of our increasingly mediated world. The course thus serves to introduce a conceptual foundation for students to inform and direct their own creative practice by establishing a lexicon of basic operating definitions and reinforcing a culture of makers capable of critical reflection and awareness. Readings, discussions, research, creative exercises and writing constitute the body of this course.

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Tue, 25 Aug 2020 22:59:19 -0700 https://docs.google.com/document/d/1FnsSHCJjW0vLCqpyEjNUVJ_f9haSS_tFxMroFbpxwwA/edit?usp=drivesdk&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook&usp=embed_facebook
<![CDATA[Video Games Are Better Without Stories - The Atlantic]]> https://www.theatlantic.com/technology/archive/2017/04/video-games-stories/524148/

Film, television, and literature all tell them better. So why are games still obsessed with narrative? A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck.

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Tue, 25 Apr 2017 08:01:28 -0700 https://www.theatlantic.com/technology/archive/2017/04/video-games-stories/524148/
<![CDATA[Move over, chatbots: meet the artbots | Technology | The Guardian]]> https://www.theguardian.com/technology/2016/apr/15/move-over-chatbots-meet-the-artbots

At Facebook’s F8 conference in Silicon Valley, David Marcus, the company’s head of messaging, proudly demonstrated its new suite of chatbots. Users can now get in a conversation with the likes of CNN, H&M, and HP, and ask for help shopping, or the latest headlines.

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Sun, 17 Apr 2016 06:02:37 -0700 https://www.theguardian.com/technology/2016/apr/15/move-over-chatbots-meet-the-artbots
<![CDATA[Choose Your Own Formalism]]> http://www.thewhitereview.org/features/choose-your-own-formalism/

In 2007 game designer and Second Life CEO Rod Humble wrote a video game called The Marriage[1]. The player’s goal in The Marriage is to prevent two squares from shrinking or fading out while circles drift around them

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Sat, 12 Jul 2014 02:38:22 -0700 http://www.thewhitereview.org/features/choose-your-own-formalism/
<![CDATA[Chessmate]]> http://latitude.blogs.nytimes.com/2012/06/05/the-case-for-computers-at-top-chess-tournaments/?_php=true&_type=blogs&_php=true&_type=blogs&_r=1&

LONDON — It was Game 8 of the World Chess Championship, and the four-time winner and defending champion, 42-year-old Viswanathan Anand of India, playing white, was a game down to the Israeli Boris Gelfand, 43. Gelfand, perhaps buoyed by his success in Game 7, had chosen an unexpectedly sharp line against Anand, who is renowned for his ability to calculate quickly on the board.

The screen of Deep Junior, the computer that the chess champion Gary Kasparov faced in 2003. Chip East/Reuters The screen of Deep Junior, the computer that the chess champion Gary Kasparov faced in 2003. Commenting live, the Hungarian grandmaster Peter Leko, a challenger for the world title in 2005, preferred Gelfand’s position. But just as he was expressing surprise at Anand’s strategy, Anand’s 17th move brought the game to a sudden close. Anand had deceived both his challenger and one of the strongest players in the world.

But many lesser players watching the game live with specialized computer chess engines weren’t flummoxed by Anand’s play; programs like Houdini had flagged Anand’s trap a few moves earlier. Computers have so flattened the game of chess that even novices like me can make some sense of the moves being played at the highest level.

Grandmasters of comparable skill now come to championship games with computer-generated analysis of their opponents’ opening lines and likely moves. Home preparation has always been important, but computers have made it much more so and have thereby changed the nature of the game. Now risky plays are almost inevitably punished because they’ve been anticipated, making Anand’s play in Game 8 of the recent championship a rare exception.

Computers don’t play chess perfectly — the game is far too complicated for that — but they play in a way that’s more exciting and more decisive. They also play better than humans. Which is why since chess is no longer about just two humans facing each other anyway — thanks to pre-game computer-assisted preparation — it makes sense to allow the use of computers during competitive games. (Of course, for the sake of fairness, the two players would have equal access to the same computer engine.) This idea, known as “advanced chess,” has been endorsed by the former chess champion Gary Kasparov.

So far, experiments with advanced chess suggest that the powers of man and machine combined don’t just make for a stronger game than a man’s alone; they also seem to make for a stronger game than a machine’s alone. Allowing chess players the assistance of the best computer chess engine available during top tournaments would ensure that the contests really do showcase the very best chess being played on earth.

It would also teach us important things about the world.

Take, for example, a game that’s winding down with this particular configuration: rook and a bishop versus two knights. This situation came up in a world championship qualifying game in 2007, and the match concluded in a draw. But computer analysis showed that the game was really a forced win for black in 208 moves. This revealed not just a strategic truth about chess, but also a phenomenological truth, a truth about reality, that would otherwise have remained inaccessible.

Computers have made possible a famous proof in mathematics — the four-color theorem — but most mathematicians continue to hope the proof can be found without the assistance of computers. With chess, though, some truths are simply unknowable without a computer. As computers get better at chess, letting the best chess players work with them more would give us a better understanding of the game, our own limits and the world.

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Thu, 01 May 2014 13:40:48 -0700 http://latitude.blogs.nytimes.com/2012/06/05/the-case-for-computers-at-top-chess-tournaments/?_php=true&_type=blogs&_php=true&_type=blogs&_r=1&
<![CDATA[The Villains Official Trailer]]> http://vimeo.com/92858222

Combining French New Wave and social media, 'The Villains' - a pseudo-remake of Jean-Luc Godard's "La Chinoise" (itself a pseudo-remake of Fyodor Dostoyevsky's The Possessed). In this case, the film takes the group of young revolutionaries as a jumping off point but changes Mao with Marshall McLuhan, and when watched online, is collaged with other algorithmically-selected videos. View the full film for free at thevillains.org Read about it at ANIMAL New York here: animalnewyork.com/2014/artists-notebook-rhett-jones/Cast: rhett jonesTags: The Villains, Trailer, net art, experimental film, Godard, La Chinoise, data moshing, Marshall McLuhan (Author), digressionism, Appropriation (Exhibition Subjec, mashup, fair use, post internet, Remix, independent film, DIY, Do It Yourself, pixel shifting, Pixel Art and Glitch Art

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Wed, 30 Apr 2014 00:39:12 -0700 http://vimeo.com/92858222
<![CDATA[Manifesto for a Post-Digital Interface Criticism | The New Everyday]]> http://mediacommons.futureofthebook.org/tne/pieces/manifesto-post-digital-interface-criticism

We are living in an interface culture: wherever we are, we find touch screens, microphones, sensors, cameras; and we are constantly reminded of interfaces through their sounds.

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Tue, 18 Mar 2014 12:44:52 -0700 http://mediacommons.futureofthebook.org/tne/pieces/manifesto-post-digital-interface-criticism
<![CDATA[The Case for Computers at Top Chess Tournaments]]> http://latitude.blogs.nytimes.com/2012/06/05/the-case-for-computers-at-top-chess-tournaments/

Grandmasters of comparable skill now come to championship games with computer-generated analysis of their opponents’ opening lines and likely moves. Home preparation has always been important, but computers have made it much more so and have thereby changed the nature of the game. Now risky plays are almost inevitably punished because they’ve been anticipated, making Anand’s play in Game 8 of the recent championship a rare exception.

Computers don’t play chess perfectly — the game is far too complicated for that — but they play in a way that’s more exciting and more decisive. They also play better than humans. Which is why since chess is no longer about just two humans facing each other anyway — thanks to pre-game computer-assisted preparation — it makes sense to allow the use of computers during competitive games. (Of course, for the sake of fairness, the two players would have equal access to the same computer engine.)

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Wed, 06 Jun 2012 02:53:38 -0700 http://latitude.blogs.nytimes.com/2012/06/05/the-case-for-computers-at-top-chess-tournaments/
<![CDATA[DISSIMULATIONS by Andy Cameron]]> http://www.imaginaryfutures.net/2007/04/16/dissimulations-by-andy-cameron/

The form of the story permeates every aspect of our cultural life. History, politics, memories, even subjectivity, our sense of identity, are all representations in narrative form, signifiers chained together in temporal, spatial, and causal sequence. Narrative is a component of those deep structures with which we construct ourselves and our universe; true stories through which, in the manner of certain Aboriginal legends, the world is dreamed into existence. Narrative appears to be as universal and as old as language itself, and enjoys with language the status of a defining characteristic of humanity and its culture. A people without stories seems as absurd an idea as a people without language, (a people with language but no stories even stranger, for what is language for if not to tell stories?)

Over the past few years there has been a tremendous investment in the idea of digital media, the use of computers as the site of culture rather than just tools for business or science. This

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Sat, 02 Jun 2012 09:51:42 -0700 http://www.imaginaryfutures.net/2007/04/16/dissimulations-by-andy-cameron/
<![CDATA[Kinect sound-sculpture]]> http://vimeo.com/38840688

Project by Daniel Franke & Cedric Kiefer produced by: onformative.com chopchop.cc Documentation: vimeo.com/38505448 Music: Machinefabriek "Kreukeltape" machinefabriek.nu/ The basic idea of the project is built upon the consideration of creating a moving sculpture from the recorded motion data of a real person. For our work we asked a dancer to visualize a musical piece (Kreukeltape by Machinenfabriek) as closely as possible by movements of her body. She was recorded by three depth cameras (Kinect), in which the intersection of the images was later put together to a three-dimensional volume (3d point cloud), so we were able to use the collected data throughout the further process. The three-dimensional image allowed us a completely free handling of the digital camera, without limitations of the perspective. The camera also reacts to the sound and supports the physical imitation of the musical piece by the performer. She moves to a noise field, where a simple modification of the random seed can consistently create new versions of the video, each offering a different composition of the recorded performance. The multi-dimensionality of the sound sculpture is already contained in every movement of the dancer, as the camera footage allows any imaginable perspective. The body – constant and indefinite at the same time – “bursts” the space already with its mere physicality, creating a first distinction between the self and its environment. Only the body movements create a reference to the otherwise invisible space, much like the dots bounce on the ground to give it a physical dimension. Thus, the sound-dance constellation in the video does not only simulate a purely virtual space. The complex dynamics of the body movements is also strongly self-referential. With the complex quasi-static, inconsistent forms the body is “painting”, a new reality space emerges whose simulated aesthetics goes far beyond numerical codes. Similar to painting, a single point appears to be still very abstract, but the more points are connected to each other, the more complex and concrete the image seems. The more perfect and complex the “alternative worlds” we project (Vilém Flusser) and the closer together their point elements, the more tangible they become. A digital body, consisting of 22 000 points, thus seems so real that it comes to life again. text: Sandra Moskova nominated for the for the MuVi Award: kurzfilmtage.de/en/competitions/muvi-award/selection.html see video in full quallity: daniel-franke.com/unnamed_soundsculpture.mov HQ Stills flickr.com/photos/37752604@N05/sets/72157629203600952/Cast: Daniel Franke, onformative and Laura KeilTags: cedric kiefer, daniel franke, onformative, wearechopchop, chopchop, sculpture, soundsculpture, laura keil, unnamed soundsculpture, unnamed and machinefabriek

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Sun, 01 Apr 2012 15:22:30 -0700 http://vimeo.com/38840688
<![CDATA["How to Do Things with Videogames" by Ian Bogost]]> http://www.creativeapplications.net/games/how-to-do-things-with-videogames-by-ian-bogost-books-review-games/

From Roger Ebert’s pedantic proclamation that “video games can never be art” to the clichéd fawning over the truckloads of revenue generated by each new release in the Modern Warfare series, gaming consistently inspires overarching conversations about media and culture. At this point, these ‘big conversations’ should surprise no one, as with each passing year gaming becomes less esoteric and permeates more and more demographic groups (e.g. the popularity of social games on Facebook, senior citizens embracing the Wii as an exercise platform, etc.). So while gaming may be everywhere, it is strange that it is often difficult to locate conversations about it that speak to how we actually integrate play and simulation into our everyday experience. What can games tell us about relaxation, work and routine? What do they have to say about movement and the body? How might we subvert gaming conventions through pranks and humour? Ian Bogost’s recent book How To Do Things With Videogames thoughtfully considers questions like these while endeavouring to re-frame the medium through a series of focused, topical texts that draw on familiar and engaging points of reference.

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Fri, 13 Jan 2012 02:50:57 -0800 http://www.creativeapplications.net/games/how-to-do-things-with-videogames-by-ian-bogost-books-review-games/
<![CDATA[The 20 Best Videogames of 2011]]> http://www.wired.com/gamelife/2011/12/best-games-2011/

2011 was a tremendous year for the videogame.

A pile of big-budget, years-in-the-making blockbusters delivered on all of their promises and then some. Clever independent games pushed at the edges of the form. People are still hopelessly lost in Skyrim, their former meatspace lives abandoned without a thought for the promise of infinite adventure.

Wired magazine, Wired.com and Ars Technica editors teamed up this year to hash out a list of the most exquisite gaming pleasures of 2011. Some of our personal favorites didn’t make the cut; such was the extent of the competition this year.

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Tue, 20 Dec 2011 14:35:20 -0800 http://www.wired.com/gamelife/2011/12/best-games-2011/
<![CDATA[VideoGames can't tell stories]]> http://www.next-gen.biz/opinion/opinion-games-cant-tell-stories

Games don’t do storytelling well because they can’t deliver the four key components of story. There is no hero. Time is in the control of the player, not the creator. There is no inevitability or sense of being powerless. And the story cannot have the player’s full attention. So a videogame Hamlet is just a guy running around a castle flipping switches and collecting items to kill his uncle, the big boss at the end. All those speeches just get in the way.

The player is not treading the boards at the Old Vic. He’s solving problems, taking action, creating and winning. Sometimes designers think this is just a matter of technique or technology. But it’s not, it’s a fundamental constraint borne of the psychology of play. It will always be so, and is why in 40 years there have never been any good game stories.

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Thu, 24 Nov 2011 02:53:57 -0800 http://www.next-gen.biz/opinion/opinion-games-cant-tell-stories
<![CDATA[The Artist is Present (a video game about waiting in line at a museum)]]> http://www.joystiq.com/2011/09/18/the-artist-is-present-is-a-game-about-waiting-in-line-at-a-museu/

Writing articles about video games is so much fun that we often have to stop, wipe the manic grins off our faces and find something really boring to do. Sometimes we stare at a blank white wall and recite the Declaration of Independence under our breath, other times we watch Lost in Translation. Now we have a new option: We can play The Artist is Present, a game about waiting in line at New York's Museum of Modern Art created by Pippin Barr.

Unfortunately for us, the game's backstory is pretty entertaining. Contemporary artist Marina Abramović held an exhibit in 2010 that had people waiting hours in line for a chance to look into her eyes for as long as they wanted, and Barr used that idea to make a hilariously serious game about the contemporary art experience. In the game, you enter MoMA, buy a ticket and -- surprise -- wait in line to stare into Abramović's eyes.

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Mon, 19 Sep 2011 01:39:30 -0700 http://www.joystiq.com/2011/09/18/the-artist-is-present-is-a-game-about-waiting-in-line-at-a-museu/
<![CDATA[Spy Party : Turing, eat your heart out]]> http://t.co/rEL3V1Z

These days, multiplayer games are all about letting the player play the way that they want to. Shooters let you customize your loadouts, racers give you a selecton of cars. If it's online, it's all about standing back and letting players determine their experience. And Spy Party creator Chris Hecker couldn't care less.

Spy Party, his multiplayer espionage game, demands that you play by its rules. It doesn't bend the rules, even in the slightest. Either you learn its complexities, or you lose. Every time. Guaranteed.

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Sat, 03 Sep 2011 04:30:17 -0700 http://t.co/rEL3V1Z
<![CDATA[Chain World Videogame Was Supposed to be a Religion]]> http://www.wired.com/magazine/2011/07/mf_chainworld/all/1

How do you make a videogame that, in some sense, is a religion, especially if you’re an atheist? Rohrer began by defining the sort of spiritual practice that interested him, which had to do with the physical mysteries of everyday human experience. Rohrer spoke about his late grandfather, a colorful man who served as mayor of a small town in Ohio and left behind a legacy that soon turned into legends—the house he had built and the interstate whose path he had altered, forcing it to swerve around his town. (“It’s like my grandfather’s dogleg,” Rohrer said, putting up a slide of a bend in I-77.) In Rohrer’s family, these physical places had been turned into shrines of a sort. “We become like gods to those who come after us,” Rohrer told the crowd.

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Sun, 24 Jul 2011 04:03:46 -0700 http://www.wired.com/magazine/2011/07/mf_chainworld/all/1
<![CDATA[Pitchfork Interviews: Björk]]> http://pitchfork.com/features/interviews/7996-bjork/

Björk's forthcoming Biophilia is an album. It's also an iPad app suite featuring interactive programs for each of its 10 songs... and a treatise on the natural world that involves everything from immense planets to tiny atoms... and a traveling exhibition that showcases one-of-a-kind instruments including a 10-foot bass-playing pendulum... and it's also an educational tool that aims to offer a modern take on music education, replacing notation and by-the-book theory with instinct and creativity. Biophilia-- due out later this year on One Little Indian/Nonesuch-- is many things.

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Mon, 04 Jul 2011 12:02:18 -0700 http://pitchfork.com/features/interviews/7996-bjork/