Monday, October 1, 2007

Real time manifesto (after the Tales of Tales)_part3

Embed the user in the environment.
The user is not disembodied in virtual space but takes the body into the experience.
The avatar is not a neutral vessel but allows the user to navigate not only through the virtual
space but also through the narrative content.
Interaction is the link between the user and the piece.
Provide for references
(both conceptual and sensorial)
to connect the user to the environment.
Reject abstraction.
Make the user feel at home.
(and then play with his
or her
expectations-just don’t start with alienation,
the real world is alienation enough as it is)
Reject the body-mind duality.
The user is the center of the experience.
Think “architecture”, not “film”.
Interaction is pivot alto “put the user in the environment”.
The user is not disembodied but is provided with a device
(similar to a diving suit or astronaut’s outfit)
which allows him
or her
to visit a place that would otherwise not be accessible.
You bring your body with you to this place,
or at least your memories of it.
Strictly speaking, our output media only allow for the reproduction of visuals and sound.
But real-time interaction and processing can help us to achieve simulation of touch, smell and
taste as well, through visuals and sound.
In fact, force feedback already provides for a way to communicate with touch.
And the activity of fingers on the mouse or hands holding a joystick allows for physical communication.
Don’t underestimate this connection.
From the USB port to the joystick. Through the hand to the nervous system.
One network.
Soon as smell and taste can be reproduced, those media can quickly be incorporated into our
technology.
The virtual place is not necessarily alien.On the contrary:It can deal with any subject.
References to the real world
(of nature as well as culture)
(both conceptual and sensorial)
create links between the environment and the user.
Since interaction is pivotal, these links are crucial.
Make it feel real, not necessarily look real.
Develop a unique language for the realtime 3D medium and do not fall in McLuhan's trap
(don’t allow any old medium to become the content of the new)
Imitate life and not photography, or drawings, or comic strips or even old-school games.
Realism does not equal photo -realism!
In a multisensory medium, realism is a multisensory experience:
It has to feel real.

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