JANE VEEDER
once we have interactive television, you have titles which don't have beginnings, middles and ends, but evolve in a way similar to muds currently, which are multiple user dungeons, where there is kind of an ongoing narrative. There are characters. People can join. Choose their characters.
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(excerpts)Designing everything 3-D and designing it in VR is going to be immensely useful.
And then there is the issue of control.
So here we've got non-fiction realm of real-time data- driven interactive 3-D. This is the fiction realm, fake visuals. And it's passive or only communally interactive.
The perceptualization of science is kind of a big buzz phrase right now.
And Marsha Kinder in her book, points out that the reason that movies really work is because you don't have control of them. Why they scare you, why they move you, is because you don't have control of them.
Children prefer the segmented discourse instead of the whole discourse of films. They prefer the segmented discourse of television or video games, because they have control over it. They don't get overwhelmed.
And so on the one hand, you've got the beast operating with the cooperating brain. On the other, you've got the brain with the cooperating beast. Interestingly enough, there's kind of a cross fade between the science and the fine arts here.
The sciences, which were long cognitive, have been going perceptual.
And in a large part, this has to do with it going interactive.
And the fine arts, for a lot of practical reasons, but also non-practical reasons, are going cognitive.
And the discourse around that is just barely beginning. 3-D computer graphics is basically very complicated. There are -- we are just now beginning to develop sophisticated means of interacting with it.
(snip)
One of the -- one thing that's important to understand -- anybody that's done 3-D computer animation given you know, our current mode of looking at it in 2-D knows that you spend about 60% of your time trying to figure out what's going on.
The real time 3-D interactive worlds that we have to buy and play lots of video games to finance are -- that whole area is going to be generating applications where the design space will be in a 3-D space in real-time immersive. Or at least partially immersive.
Robert Tow , one of the technical people on the place holder project said something like we suffered immensely from not being able to design from within the environment. So that's kind of the next big phase of all this stuff.
And then beyond that --
Do things.
Participate in the narrative.
Check out.
Check back in and the whole thing evolves.
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