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Methodological reflections on Avatars and the Research Laboratory, May 18, 2011

May 18 Sisse Siggaard Jensen and Dixi Louise Strand will visit Mediaology at Aalborg University, Copenhagen to give a talk on Experience Lab, avatars, and experimental research methods. See more about the event here and read our abstract below.

Abstract
Researchers from three distinct disciplines at Roskilde University, Computer Science, Communication and Business, have recently joined forces to found an interdisciplinary centre studying new forms of communication and experience enabled by new technologies. The Experience Lab is thus a new setting both for researching the latest technology for creating experiences, including such topics as augmented reality, multi-sensory reconstructions, gestural and affective interfaces, and also the communicative, social and business dimension of these technologies, in collaboration with users. The talk will introduce the Lab and an experimental pilot project on the “Interactive Experience Cylinder”. Thereafter an ongoing study of Avatars in Flux will be presented. There is an almost unquestioned consensus in the virtual worlds’ research communities that an avatar is the representation of a user and player in front of the screen and that the relationship between the two predominantly is about identity and self-construal. The talk questions the consensus and conception to suggest that we nuance and broaden our understanding of the relationships of avatars with their owners. The talk suggests that an understanding of avatars as mediators in relations of companionship will help us interpret and understand avatars as a performative phenomenon in flux and with blurred boundaries. The talk will conclude with methodological reflections regarding future studies of the relationships of actors and avatars when studied within the experience cylinder space and in a lab-based setting.

Posted in Presentation, Teaching.

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MetaMeets: Amsterdam, June 17-19, 2011

MetaMeets is the 3rd annual hybrid conference on designing virtual worlds and 3D platforms. This year the 3 day event will include workshops on 3D Creation, online Music Performances, Machinima and Co-creation. The conference will be held at the Netherlands Institute of Media Art in central Amsterdam.

Posted in Blog, Conferences.

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Autodesk Gallery: User-Created Landmarks of 3D Modeling

Last Wednesday, Odul and I visited the Autodesk Gallery on One Market St., San Francisco. Autodesk is one of the leading platform developers in 2D and 3D digital visualization technologies, including AutoCAD, 3D Studio MAX, Maya and Revit in their acclaimed portfolio. Each of these software are widely used by architects, industrial designers and all sorts of creatives around the world. What’s more, Autodesk is rapidly developing its Web-based services, too. As two new media researchers with industrial design backgrounds, it was inevitable for us to find ourselves in this user-generated wonderland of 3D models and prototypes while we’re in the Bay Area.

In their own words, The Autodesk Gallery “illustrates the role technology plays in great design and engineering” by presenting “more than 20 different exhibits regularly on display that showcase the innovative work of Autodesk customers”. Indeed, innovative contributions of Autodesk users vary through a range of industries, practices and cultures; including the design of California Academy of Sciences building (the so-called ‘greenest building’ in CA), LEGO’s impressive giant dinosaur model and “Digital Designer” software, or Sony’s animations for their animated movie “Cloudy with a Chance of Meatballs”. What hooked us on to media companies’ works with Autodesk was the term they use to define their practice, “Virtual Cinematography” as they put it.

Some other exhibits that are worth mentioning here were the innovative architectural experiments of Gage/Clemencau Architects who used automobile modeling tools for designing buildings and resulted in brilliant flowing shapes and structures in architectural forms, Shanghai Tower and how it was designed to include the performance aspect in built spaces, and the “Szechuan Disaster Reconstruction Project” that aims designing affordable and easy-to-build houses for earthquake sufferers by using their existing skills and resources in China.

Another impressive model was actually presented as an interactive simulation, where visitors can drive around in a virtual reconstruction of San Francisco’s proposed Presidio Parkway, and have a first-hand experience after which they can share their comments on the proposed design. In fact, it was a real pleasure to cruise in the San Francisco of the future while seated in an old plaza in the historic Bay Bridge district of the city.

Courtesy of our tour guide, Edward De Guzman, an Autodesk user-experience researcher, we also had the chance to learn about Autodesk’s vision on transferring more of their services online, which sounds very promising for the future of collaborative design on the Web and other online environments. Hopefully, I will be visiting AutoDesk again, where I will try to learn more about these initiatives and visions.

Until then, The Autodesk Gallery at One Market is open to the public every Wednesday from 12-5 p.m., with a guided tour at 12:30 p.m. I highly recommend everyone who visits SF to stop by and experience this user-created heaven of creative ideas, experiments and designs that are in the making.

Posted in Blog, Workshops and Seminars.

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DOX:BIO mixed reality event – My Avatar and Me


May 18th, the film My Avatar and Me will be shown at a “DOX:BIO EXTRA” event at Grand Theatre in Copenhagen and a few other selected theatres in Denmark. The film will be followed by Q&A with special guests. Also the film will have a simultaneous showing inside Second Life. The Q&A after the film will have links both ways.

See DOXBIO for details and download the full Danish invitation.

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WebGL Developers Meetup (and Future of Web3D)

Last week, I attended the very inspiring WebGL Developers Inaugural Meetup, organized by Damon Hernandez and Tony Parisi, two brilliant Silicon Valley innovators working on the development of Web3D technologies. The event took place at COLLAB, a collaborative workspace for architects, entrepreneurs and social innovators, where I also had the chance to visit the exciting group of socially-responsible architects called Architecture for Humanity. The event included presentations from Neil Trevett (Khronos Group), Henrik Bennetsen (Katalabs/OurBricks) and Kenneth Russell (software engineer in the San Francisco Bay Area).

For those who are not familiar with WebGL, it is a royalty-free hardware-accelerated 3D format that is built into the Web browser through HTML5 canvas and programmed in JavaScript. In everyday terms, it is interactive 3D content in your Web browser working natively (without need for downloading a plug-in or viewer).

WebGL Developers Group is a growing community of Web3D platform & content developers, as well as professionals working on open 3D format standards to comply with most online devices. Neil Trevett from Khronos Group, main sponsor of the event, presented the latest developments in WebGL technology and their other interconnected file standards such as OpenGL and OpenGL ES (3D visualization for mobile devices) and COLLADA (3D content transfer/storage protocol), which was developed by Remi Arnaud, another participant of the Meetup. Development of WebGL 1.0 was finalized in March 2011. It is compatible with desktop browsers Firefox 4.0 beta and Chrome 9, Mac OS nightly builds, Opera preview, and mobile browsers Firefox 4.0 Beta and Chrome OS.

So, why is WebGL important?

WebGL and other open standards for online 3D visualization are important for a number of reasons. As Neil Trevett explained very clearly in his presentation, the growing variety and performance of personal communication devices, increasing potential of ICTs for global collaboration among many professionals, and the need for better and more resourceful co-presence experiences shape the dream of Web3D. With the availability of OpenGL & OpenGL ES in more devices, increasing Java Script Performances, and development of HTML5 Canvas tech that supports 3D visualization, WebGL became a leading standard for artists, designers, architects and other content developers who want to share their 3D works online.

After Trevett, Henrik Bennetsen from OurBricks took the stage. Bennetsen was formerly a Stanford University researcher, working on development of the open-source VW platform Sirikata. Bennetsen’s Silicon Valley initiative Katalabs is known for its multiuser online space project called KataSpace, which uses WebGL technology to create a browser-based MUVE. KataSpace allows importing objects from OurBricks and working collaboratively on them. Bennetsen made a live demonstration of how 3D objects can be archived, visualized and embedded in browser-based virtual spaces using OurBricks and KataSpace, also how the Dutch game-designer community www.igad.nl integrated their online forum with their OurBricks collections.

One existing limitation of community-authored 3D VW platforms such as Second Life was the need to go through many tasks (download, register, create the avatar, learn the interface, etc.) before actually being able to manipulate 3D inworld objects. With WebGL-based virtual spaces, such as KataSpace and libraries like OurBricks, it is now possible to share 3D creations online via its URL, integrate them with social media or embed seamlessly to a web-site, or place them into a CVE, or a game that you want to design. Since WebGL is based on HTML, 3D content is not trapped in a rectangular window as a static visual component, so it is possible to create not just 3D content but also 3D interfaces. One great example is the Google Body Browser, which affords multiple layers of metadata attached to various 3D objects that surrounds the virtual body.

A remarkable event took place during the presentation of Kenneth Russell, who presented various inspirational experiments with WebGL and Google Chrome. Aleksandar Rodic, designer of the stunning WebGL application Chrysaora happened to be at the audience while Russell was introducing the project, which gave way to an interesting scene where Rodic joined him, introduced his design to the participants. This was one of those moments which made me glad to be in a rather casual Meetup with these Bay Area creatives, instead of just a highly-classified business meeting. With presentations and active discussions, the WebGL Developers Inaugural Meetup was an amazing evening, full of inspiration and enthusiasm; and a great deal of fresh collaborative vision in one room.

After last night’s visit to COLLAB, I was truly impressed and motivated by seeing what collaborative creativity of platform developers, designers and other multi-disciplinary actors can achieve with these new technologies. Right now, we are able to play the good old Quake in our browsers, or wonder around in KataSpace online. Tomorrow, maybe we’ll be wondering in a 3D version of social network sites, passing each other morph-shaped Tweets filled with audio-visuals through our mobile devices, or dancing with our Kinect friends at an online music-sim.

Here in Silicon Valley, technology is so charming that one could quite probably feel like everything is possible.

Posted in Blog, Reviews, Workshops and Seminars.

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Analysing the tensions in collaborative research

This film presents an example of the empirical analysis: the tensions between the top-down management of knowledge production processes and the  bottom-up opening up for participants’  diverse knowledge forms.

Posted in Blog, Video and Sound.

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