a journey of a thousand miles begins with the first step

chinese/japanese proverb

applications & tools


...



perspectives -- multimedia applications


...



the artwork

  1. walking figure -- sculpture by Alberto Giacometti,  [Giacometti].
  2. signs -- meteorological symbols,  [Signs], p. 214, 215.
  3. photographs -- Jaap Stahlie, commissioned work, using traditional non-digital techniques.

8

virtual environments

augmented virtuality acts as an intelligent looking glass

virtual environments

learning objectives

After reading this chapter you should be able to characterize the notion of virtual context, discuss the issue of information retrieval in virtual environments, explain what is meant about intelligent multimedia and discuss the potential role of intelligent agents in multimedia applications.

From a user perspective, virtual environments offer the most advanced interface to multimedia information systems. Virtual environments involve the use of (high resolution) 3D graphics, intuitive interaction facilities and possibly support for multiple users.

In this chapter, we will explore the use of (desktop) virtual environments as an interface to (multimedia) information systems. We will discuss a number of prototype implementations illustrating, respectively, how paintings can be related to their context, how navigation may be seen as a suitable answer to a query, and how we can define intelligent agents that can interact with the information space. Take good notice, the use of virtual environments as an interface to information systems represents a major challenge for future research!

...



Dam Square, Amsterdam


how can we give access to the 'Dam square' information space

...



virtual context


augmented virtual reality


problems


VRML


...



virtual archeology


RIF


Retrieval of Information in Virtual Worlds using Feature Detectors

...



On the left is the 2D map of the third floor of CWI, on the right the model generated from it.

the map CWI

the model

...



the query
C O F F E E

navigation
explore discover

explore and discover

...



what are we searching for?

what are we searching for?

types of information

availability

scanning the scenegraph

choose a metaphor

choose a metaphor

get a viewpoint

  • viewpoints
  • areas of interest
  • objects and persons

answer the query

  • route planning
  • viewpoint transformation

walking

walking

assumptions

requirements

the system

relaxing the assumptions

...

  • navigation by query is feasible and may help users to find locations and objects
  • determining suitable navigation routes without an explicitly defined map is hard

future work

Web Agent Support Program


www.cs.vu.nl/~eliens/research

DEMO

no database, no walking

3D GUI


Wishful thinking about the widespread adoption of three-dimensional interfaces has not helped spawn winning applications. Success stories with three-dimensional games do not translate into broad acceptance of head-tracking immersive virtual reality. To accelerate adoption of advanced interfaces, designers must understand their appeal and performance benefits as well as honestly identify their deficits. We need to separate out the features that make 3D useful and understand how they help overcome the challenges of dis-orientation during navigation and distraction from occlusion.

Ben Shneiderman

Does spatial memory improve with 3D layouts? Is it true that 3D is more natural and easier to learn? Careful empirical studies clarify why modest aspects of 3D, such as shading for buttons and overlapping of windows are helpful, but 3D bar charts and directory structures are not. 3D sometimes pays off for medical imagery, chemical molecules, and architecture, but has yet to prove beneficial for performance measures in shopping or operating systems.

Ben Shneiderman

...



WASP


Web Agent Support Program

DLP


Distributed Logic Programming

RIF + WASP


...



multi-user soccer game


control points


agents in virtual environments


Living Worlds


Shared Object


programming platform


...



taxonomy of agents


PAMELA


Personal Assistent for Multimedia Electronic Archives

H-Anim


presentation agent


Given any collection of results, PAMELA could design some spatial layout and select suitableobject types, including for example color-based relevance cues, to present the results in a scene. PAMELA could then navigate you through the scene, indicating the possible relevance of particular results.

persuasion games


PAMELA


Persuasive Agent with Multimedia Enlightened Arguments

...



A variety of applications may benefit from deploying embodied conversational agents, either in the form of animated humanoid avatars or, more simply, as a 'talking head'. An interesting example is provided by Signing Avatar, a system that allows for translating arbitrary text in both spoken language and sign language for the deaf, presented by animated humanoid avatars.

Here the use of animated avatars is essential to communicate with a particular group of users, using the sign language for the deaf.

STEP


DLP+X3D


The DLP+X3D platform provides together with the STEP scripting language the computational facilities for defining semantically meaningful behaviors and allows for a rich presentational environment, in particular 3D virtual environments that may include streaming video, text and speech.

evaluation criteria

conversational agents in VR


applications


system perspective


user perspective


initial target(s)


...


(a) outside view(b) inside view

The history of Second Life is extensively descibed in the official Second Life guide,  [SecondLife]. Beginning 2004, almost out of the blue, Second Life appeared with a high adoption and low churn rate, now counting, March 2007, over 4 million inhabitants. Considering the cost of ownership of land, which easily amounts to 200 euro per month rent after an initial investment of 1500 euro for a single piece of land measuring 65,536 square meters, the adoption of Second Life by individuals as well as companies such as ABN-AMRO, Philips and institutions such as Harvard is surprising.

What is the secret of the success of Second Life?, we asked in  [VUSL], and we immediately confessed: We don't know! But in comparison to other platforms for immersive worlds, including MMORPGs such as World of Warcraft and Everquest, Second Life seems to offer an optimal combination of avatar modification options, gesture animations, in-game construction tools, and facilities for communication and social networking, such as chatting and instant messaging. Incorporating elements of community formation, commonly denoted as Web 2.0, and exemplified in MySpace, YouTube and Flickr, the immersive appearance, perhaps also the built-in physics and the inclusion of elementary economic principles, seem to be the prime distinguishing factors responsible for the success of Second Life. In addition, the possibility of recording collaborative enacted stories,  [Stories], using built-in machinima certainly also contributes to its appeal.

What has been characterized as a shift of culture, from a media consumer culture to a participatory culture,  [Participatory], where users also actively contribute content, (was) for our institution one of the decisive reasons to create a presence in Second Life, to build a virtual platform that may embody our so-called community of learners, where both staff and students cooperate in contributing content, content related to our sciences, that is.

The first idea that comes to mind, naturally, is to use Second Life to offer courses online. But, although we did have plans to give lectures (college) on law, probably including the enactment of a particular case, we did consider this approach as rather naive, and frankly I see no reason to include what may be considered an outdated paradigm of learning in our virtual campus, where there might be more appealing alternatives. Similarly, using the virtual laboratory for experiments might not be the best way to offer courses, although, again, we do intend to provide a model of a living cell, allowing students to study the structure, functionality and behavior of organic cells in virtual space.

active learning


...



8. virtual environments

concepts


technology


projects & further reading

As a project, I suggest the implementation of storytelling in virtual environments, with (possibly) an embodied agent as the narrator.

You may further explore or evaluate the role of agents in multimedia applications and virtual environments.

For further reading in (real) VR, I advice  [VR], and for gaining an understanding in story telling and applications you may try to get hold of the proceedins, of TIDSE 2003, and TIDSE 2004.

the artwork

  1. another series of dutch light.
  2. virtual context -- Dam Square, Amsterdam, see 8.1.
  3. VU Campus in VRML -- student project.
  4. CWI 3th floor, floormap and model, see 8.2..
  5. query -- on 3th floor of CWI.
  6. navigation -- on 3th floor of CWI.
  7. soccer game -- image from WASP project, see section 8.3.
  8. digital beauties -- taken from  [Beauties].
  9. digital beauties -- taken from  [Beauties].
  10. VU @ Second Life -- screenshots.
  11. signs -- sports,  [Signs], p. 276, 277.

9

digital content creation

post-modern design allows for sampling

digital convergence

learning objectives

After reading this chapter you should be able to mention some basic rules of digital content creation, discuss what criteria your portfolio should meet, describe how you would approach the design of a logo, explain the notion of user-centered design, and characterize the issues that play a role in dveloping multimedia for theatre.

Whether your ambition is to become a professional designer or not, also for students of information science and computer science, a course in visual design is a must, I think.

In this chapter, we will treat various aspects of digital content creation. The first section discusses how to approach visual design and gives a number of basic design assignments, that can be used to get experience with visual design. Section 2 discusses the issue of workflow and tools, and investigates how design fits in with the process of developing multimedia applications. In the final section, I will elaborate on a theatre project I was involved in, for which I had to develop an augmented reality application.

The overall goal of the visual design course is to establish some basic aesthetic awareness, by providing suitable exercises and assignments. In addition, the student is supposed to become familiar with the craft of design, which necessarily, but not exclusively, involves the use of tools and techniques.

track(s) -- perspective


  • styling -- concept and presentation
  • digital content -- material, animation
  • tech track -- special effects

www.178aardigeontwerpers.nl


  • e-motionist -- make emotion, rhythm and movement flow together
  • chaoticus -- who sees chaos within order
  • formologist -- who approaches the fabrication of forms as an art
  • infonaut -- who moves in the twilight zone of information and meaning
  • transformator -- who transforms images and concepts into new matter

products


  • web site -- e.g. conference, campaign (browse)
  • 2D/3D animation -- promotion/ad (temporal sequence)
  • virtual space -- game/infotainment (navigate)
  • ebook -- story (sequential experience)

portfolio -- design as a product


  • concept(s)
  • sketches & explorations
  • finalized products
  • evaluation & reflection

www.jaapstahlie.com



  In my perception a portfolio is about the
  past and I feel much more related to the
  present especially in my work as a
  photographer. To me the relation with
  the present and the subject/assignment directs
  my creativity, the experiences over the 
  past draw my skills. My challenge is to be
  truly inspirred, to be present in the present.
  

There are basic exercises, obligatory for all students, and a final assignment, where you have a choice between three productions, each with a different supervisor. In addition, as explained in the guidelines, all students must write an essay, and give a presentation in class. For deadlines, see the schedule. There will be periodic checks on the status of your work. Each year there will be recommended themes.

basic exercises


  1. develop a logo
  2. create a sign
  3. design a collage
  4. write a story

rules


  • be present -- 2 omissions max.
  • be in time -- hard deadlines
  • be online -- have your portfolio available
  • be creative -- don't steal without a reason/mentioning
  • be smart -- there is no 2nd chance

multimedia's promise is terribly generalized,

it simply lets you do anything.

shovelware -- multimediocrity


... far from making a killing, it looked as if the big boys ... had killed the industry by glutting the market with inferior products.

if multimedia is comparable to print then yes, we'd be crazy to expect it to mature in a mere ten years.

"Learning how to not fool ourselves is, I'm sorry to say, something that we haven't specifically included in any particular course that I know of. We just hope you've caught it by osmosis."

Richard Feynman


the media equation


We regularly exploit the media equation for enjoyment by the willing suspension of our critical faculties. Theatre is the projection of a story through the window of a stage, and typically the audience gets immersed in the story as if it was real.

engineering


"engineering is the art of moulding materials we do not wholly understand ... in such a way that the community at large has no reason to suspect the extent of our ignorance."

A. R. Dykes.


The best thing is to empower yourself. But before you can do that, you need to understand what you are doing -- which is a surprisingly novel thing to do.

there is no theory of creativity

steps

browse, explore; chew it over; incubation, let it rest; illumination (YES); verification,does it work?

general rules

  • if you aim to please everybody, you will please nobody
  • constraints come with the territory, you must learn to love them
  • emotional charge is the key to success

make your virtual hands dirty.

postmodern design


... postmodern design is of a highly reflective nature ... appropriating design of the past ... in other words, sampling is allowed but no plagianarism

game design


  • style -- develop concept, plot and visual assets for a game of choice
  • content -- develop environments, models and animations for a game of choice
  • effects -- develop models, textures and special effects (shaders) for a game of choice

did you ever wonder why cheap wine tastes better in fancy glasses?

seduction


  • physio-pleasure -- of the body
  • socio-pleasure -- by interaction with others
  • psycho-pleasure -- due to use of the product
  • ideo-pleasure -- reflecting on the experience

genre(s)


Abstract, Adaptation, Adventure, Artificial Life, Board Games, Capturing, Card Games, Catching, Chase, Collecting, Combat, Demo, Diagnostic, Dodging, Driving, Educational, Escape, Fighting, Flying, Gambling, Interactive Movie, Management Simulation, Maze, Obstacle Course, Pencil-and-Paper Games, Pinball, Platform, Programming Games, Puzzle, Quiz, Racing, Role-Playing, Rhythm and Dance, Shoot Em Up, Simulation, Sports, Strategy, Table-Top Games, Target, Text Adventure, Training Simulation, and Utility.

levels of design


  • visceral -- what appeals to our intuition (affordance)
  • behavioral -- is all about use (performance)
  • reflective -- its all about message, culture and meaning

ICT Games Project


The goal of the ICT games project is to develop immersive, interactive, real time training simulations to help the Army create a new generation of decision-making and leadership-development tools.

  • Mission Rehearsal Exercise -- to solve a potential conflict after a car accident
  • Language Training Simulation -- to learn how to contact local leaders in arabic

Virtual Humans Workshop


  • Is it more appropriate to construct a frame of analysis that encompasses both user and ECA in a single interaction graph?
  • Is it fitting to think in terms of a fixed graph that the user comes to recognize, or is the graph itself a dynamic structure?
  • Is it even appropriate to focus on "affordances to act," or is it more fitting to consider cues that influence the mental interpretations that lead to action (e.g., affordances of control, affordances of valence of potential outcomes, etc.)? How does this relate to intrinsic motivation?

usability (ISO DIS 9241-11)


... the effectiveness, efficiency and satisfaction with which specified users can achieve particular goals in particular environments ...

emotional involvement


  • entices by diverting attention -- unlike the common
  • delivers surprising novelty -- not identifiable to its function
  • goes beyond obvious needs and expectations -- it becomes something else
  • creates an instinctive response -- curiosity and confusion

form and content


Very often people assume that "form" as a concept is the opposite of something called "content". This assumption implies that a poem or a musical piece or a film is like a jug. An external shape, the jug, contains something that could just as easily be held in a cup or pail. Under this assumption, form becomes less important than whatever it is presumed to contain.

We do not accept this assumption. If form is the total system, which the viewer attributes to the film, there is no inside or outside. Every component functions as part of the overall pattern that is perceived. Thus we shall treat as formal elements many things that some people consider content. From our standpoint, subject matter and abstract ideas all enter into the total system of the artwork ( .... )

experimental validation


  • a theory -- in our case: PEFiC
  • a test scenario -- for example, memory tasks in a digital dossier
  • the technology -- to realize applications

validation scenario(s)


  • navigation -- pure interactivity
  • guided tours -- using some narrative structure
  • agent-mediated -- navigation and guided tours

Stone and Feather


  • feather: 70 cm, from ostrich, curved
  • stone: 13.5 cm, white marble
  • position: alignment with pedestal, no glue
  • environment: 50 lux of light max.

Computational Art


The author conducts a simple thought experiment investigating the existence and scope of 'computational art': the utilization of the computer in the visual arts and music. In the experiment he sets the task of constructing an artifact that is capable of producing works of art. Since it appears that the artifact needs at least the capability of imagination, he queries the nature of images and imagery and argues that imagination is strongly intentional. Next he introduces the concept of notational systems, since they seem to govern the artistic activity of (not exclusively) machines. Confronted with the question of whether we are able to develop a computational analogue for taste, he finds that notational systems prove to be necessary for mediating the method of production of an artwork and the appraisal of its artistic value. Furthermore, the author shows that there are certain epistemological limits to the creativity of an imaginative device. Although the outcome of this hypothetical construction task clearly denies the possibility of an autonomously creative artifact, there seems to be no reason to worry about the opportunities for computational art: the computer appears to be a unique tool in exploring the possibilities of artistic production, guided by artists.

google(s)



  <form action="http://www.google.com/search?" method="GET">
  <input name="q" value="+site:www.cs.vu.nl/~eliens/media ">
  <input type="text" name="q" size=40>
  <input type="submit" value=" "> 
  </form>
  

phases of awareness


  • initiation -- appeal to curiosity
  • promotion -- raising interest
  • progression -- prolonged involvement

projects & further reading

As a project, you may develop a dialog engine for non-linear interactive story telling or a collage generator, that produces artworks from a collection of images.

You may further explore the various presentation platforms, and assess the tradeoffs with respect to the support they offer for authoring.

For further reading, I suggest to study interaction design patterns. It is also worthwhile to get some books on modern art, to gain some knowledge about art and design.

the artwork

  1. street logos -- images from  [Street].
  2. photograph of oilpaint box.
  3. Mark Veldhuijzen van Zanten -- the six roles in their agency.
  4. Mark Veldhuijzen van Zanten -- to design for the salon, periodic lounge evenings in musea and art institutes.
  5. Geert Mul -- interactive multimedia installation.
  6. Geert Mul -- multimedia installation in dutch consulate in India.
  7. website of Institute of Creative Technologies, showing scenes from Mission rehearsal Exercise (MRE).
  8. street logos -- more images from  [Street].
  9. website for Visual Sensations, a yearly VJ contest in the Netherlands, developed by the agency of mark Veldhuijzen van Zanten.
  10. Geert Mul -- Harbour Sound & Vision, 1999
  11. screenshots from virtual atelier of Marinus Boezem.
  12. left: don't spit, a chines poster against spitting during the SARS period, taken from dutch newspaper; right: filmteckarna,  [Animovie].
  13. sketches -- from filmteckarna,  [Animovie].
  14. sketches -- from filmteckarna,  [Animovie].
  15. sketches -- from filmteckarna,  [Animovie].
  16. game -- pizza boy, developed by Headland, see 9.3.
  17. signs -- health and safety,  [Signs], p. 258, 259

learn the craft, break through the magic of engineering

digital convergence

learning objectives

After reading this chapter you should be able to discuss the multimedia development process, to indicate the need for information system support in the cultural heritage domain, to characterize the notion of digital dossier, to provide solutions for navigating complex information spaces, and to discuss the data representation issues involved.

As you gather from reading this book, the field of multimedia is widely divergent. However, when you develop a multimedia application, you will find that all topics treated so far will become relevant. There will be a need to mix multiple media formats. You will have to find suitable codecs for your video. You will be asked whether search is possible. And, not the least important, you will have to balance navigation and presentation.

This chapter is based on the work we, that is my students, have been doing in the domain of cultural heritage. In the first section, we will introduce the notion of digital dossier and outline our general approach. We will then in section 2 look at some examples, and describe how we deploy concept graphs as a universal navigation tool for complex information spaces. Finally, in section 3, we will explore the options for presenting multimedia material and discuss the design issues as well as the technical issues that have arisen in the course of our work.

multimedia casus

The assignment in the multimedia casus is to develop a virtual environment for some cultural or governemental institute or company.

The practicum takes the form a stage, in which external supervision plays an important role.

In the multimedia casus, techniques learned in previous courses (see the afterthoughts) will be applied to create the application.

At the start of the course the actual assignment will be determined.

Examples of possible assignments are: the development of a virtual exposition hall for the Dutch Royal Museum of the Arts, a virtual city square, which gives information about both the present and the past, a virtual shop, with online buying facilities, or an online broker, which offers facilities for inspecting houses.

Given an information space, create a VR that resolves the duality between information and presentation, using intelligent multimedia technology. The VR must offer access to all relevant information entities, organized in a suitable spatial layout, and must allow for presentations from a variety of perspectives, making full use of graphical and rich media facilities.

INCCA


In 1999, a group of eleven international modern art museums and related institutions applied to the European Commission (Raphael Programme) under the umbrella International Network for the Conservation of Contemporary Art (INCCA). The INCCA project was accepted and work started in January 2000 led by the organiser, the ICN (Netherlands Institute for Cultural Heritage) and the co-organiser, Tate, London.

objectives


INCCA's most important set of objectives, which are closely interlinked, focuses on the building of a website with underlying databases that will facilitate the exchange of professional knowledge and information. Furthermore, INCCA partners are involved in a collective effort to gather information directly from artists.

mission


INCCA's guiding mission is to collect, share and preserve knowledge needed for the conservation of modern and contemporary art.

checklist


  • roles -- create a team
  • project goal -- develop a vision
  • production -- construct the assets
  • quality assesment -- test and control
  • delivery -- present and archive
  • manage -- all along
  • document -- track project's history

judgement


  • group -- (2) effort, 5 (product), 3 (documentation)
  • individual -- (4) responsibility, (3) productivity, (3) quality

deliverables


  • group -- project plan, design, project report, product
  • individual -- detailed weekly account of activities

schedule

  1. project organisation
  2. project definition
  3. planning and design
  4. construction and development
  5. integration and delivery
  6. presentation and archiving
application areametaphorfamiliar knowledge
operating environmentdesktopoffice tasks
spreadsheetsledger sheetcolumnar table
object-oriented environmentphysical worldreal world
hypertextnotecardsorganization of text
learning environmenttraveltours, guides, movement
file storagepilescategorizing
multimedia environmentsroomsspatial structures
cooperative workmulti-agentstravel agents, servants

interaction styles


  • command entry
  • menus and navigation
  • forms fills and spreadsheets
  • natural language dialog
  • direct manipulation

digital dossier

Create a VR that realizes a digital dossier for a work of a particular artist. A digital dossier represents the information that is available for a particular work of art, or a collection of works, of a particular artist. The digital dossier should be multimedia-enhanced, that is include photographs, audio and other multimedia material in a compelling manner.

Webster New World Dictionary


  • dossier (dos-si-er) [ Fr < dos (back); so named because labeled on the back ] a collection of documents concerning a particular person or matter
  • archive -- 1) a place where public records are kept ... 2) the records, material itself ...

everything must be highly intertwinkled

style issues


  • what icons should be used to identify the elements of the concept graph?
  • what categories and relationships are most appropriate?
  • how should the information be displayed, simultaneously or more focussed?
  • how do we allow the user to choose between multiple information items?
  • how do we avoid visually disturbing elements?

user-centered design methods


field studies, user requirement analysis, iterative design, usability evaluation, task analysis, focus groups, formal/heuristic analysis, user interviews, prototype (without user testing), surveys, informal expert review, card sorting, participatory design

usability evaluation


  • learnability -- time and effort to reach level of performance
  • throughput -- the amount of work done
  • flexibility -- accomodating changes in the task
  • attitude -- of users to the system

task world ontology


  • task -- activity performed by an agent to reach a certain goal
  • goal -- a desired state in the task world or system
  • role -- a meaningful collection of tasks
  • object -- refers to a physical or non-physical entity
  • agent -- an entity that is considered active
  • event -- a change in the state of the task world

next generation dossier(s)


  1. adaptation of representation to Dublin Core (+ annotation needed for presentation)
  2. XML-based content management, with php forms (extending what we have now)
  3. there should also be a possibility to present the information and material in a 'plain' web format
  4. as well as in (a new version of) 3D dossiers
  5. we should think about the proper presentation parameters.

structures


  • Video -- to display video fragment, including interviews
  • Picture -- to present pictures of the artwork
  • Artwork -- contains all information connected to a work of art
  • TextItem -- to present text, from the interview or any other source
  • MaterialItem -- to present information about material(s) used
  • GroupNode -- to combine nodes in the concpet graph
  • Information -- acts as the outer container for all nodes

concept graph



  Information {
   informationNodes [
    GroupNode {
  	ID "MAIN"
  	shortName "Main"
  	longName "Main"
  	urlModel "models/conceptGraph/main/modelMain.wrl"
  	description [ "Central information node" ]
  	connectedNodesIDs [ "ARTWORKS", "KEYWORDS", 
  	                         "INTERVIEWS", "REPORT" ]
  	}
    GroupNode {
  	shortName "Artworks"
  	longName "Artworks"
  	description [ "Node that connects to all the artworks" ]
  	ID "ARTWORKS"
  	connectedNodesIDs [ "MAIN", "TRANSITORY", 
  	              "ULAY", "VIDEOINSTALLATION", "ABRAMOVIC" ]
  	urlModel "models/conceptGraph/artworks/artworksGroup.wrl"
  	}
  	## ...
   ]
  }
  


  Artwork {
    shortName "Terra degla Dea Madre"
    longName "Terra degla Dea Madre"
    description ["15:40 min, colour, sound."]
    ID "AV24"
    connectedNodesIDs ["VIDEOINSTALLATION", "DTV24", 
               "TTV24", "PV24", "CV24", "VV24", "G0"]
    urlPreviewImage "images/previewImages/AV24.jpg"
    widthPreviewImage 479
    heightPreviewImage 349
  }
  


  Video {
    ID "CV24"
    shortName "Interview clip Terra degla Dea Madre"
    longName "Interview clip showing Terra degla Dea Madre"
    url "interviewclips/interview_terra_degla.avi"
    width 320
    height 360
    urlPreviewImage "images/previewImages/interview_terra_degla.jpg"
    widthPreviewImage 320
    heightPreviewImage 240
    description [""]
    connectedNodesIDs ["CLIP", "AV24"]
  }
  


  TextItem {
    shortName "Instruction"
    longName "Green Dragon Lying instructions for the public."
    description ["Text explaining the way the public has to interact with the artwork."]
    ID "ITO05"
    connectedNodesIDs ["AO05", "INTERACTION"]
    url "text/AO05_instruction.txt"
  }
  

Dublin Core


  • title -- name given to the resource
  • creator -- entity primarily responsible for making the content of the resource
  • subject -- topic of the content of the resource
  • description -- an account of the content of the resource
  • publisher -- entity responsible for making the resource available
  • contributor -- entity responsible for making contributions to the content of the resource
  • date -- date of an event in the lifecycle of the resource
  • type -- nature or genre of the content of the resource
  • format -- physical or digital manifestation of the resource
  • identifier -- unambiguous reference to the resource within a given context
  • source -- reference to a resource from which the present resource is derived
  • language -- language of the intellectual content of the resource
  • relation -- reference to a related resource
  • coverage -- extent or scope of the content of the resource
  • rights -- information about rights held in and over the resource

I-GUARD


Contemporary art is an intrinsic part of our cultural heritage. Installations, performances, video and other forms of media art, as for example web art, have the interest of a small group of adherents, but are in comparison with more traditional art forms, far more difficult to present to a general audience. Another problem presents itself, due to the type of materials used and the context-specific aspects of these art forms, in the conservation of the works.

In our research we address the issue of providing access to these contemporary art forms from a wide variety of perspectives, ranging from the interested layman to the expert that has to deal with archiving, conserving and the possible re-installation of the art works.

intelligent guidance


  • filtering the information space according to the user's perspective, and
  • intelligent agents, that (pro) actively aid the user in searching the information space.

digital dossier(s)


  • representation of information of one or multiple works of art,
  • presentation of that information in a rich media presentation environment,
  • intelligent navigation and interaction, and
  • support for interaction with loosely-structured natural language.

(new) media art


  • audio art -- no definition available
  • computer art -- any art in which computers played a role in production or display of the artwork.
  • digital art -- art created on a computer in digital (that is, binary) form.
  • electronic art -- entry to game producer, should be Leonardo.
  • generative art -- art or design generated, composed, or constructed through computer software algorithms, or similar mathematical or mechanical autonomous processes
  • hacktivism -- the writing of code, or otherwise manipulating bits, to promote political ideology
  • interactive art -- a piece of art that involves the spectator in some way.
  • internet art -- art or, more precisely, cultural production which uses the Internet as its primary medium and, more importantly, its subject.
  • performance art -- art where the actions of an individual or a group at a particular place and in a particular time, constitute the work.
  • robotic art -- page does not exist
  • software art -- is an intersection of two almost non-overlapping realms: software and art.
  • video art -- is a subset of artistic works which relies on "moving pictures" and is comprised of video and/or audio data.
  • video game art -- involves the use of a computer game for the creation of a digital artwork.

frame(s) of reference


It is one of the most important formal qualities of film that every object that is reproduced appears simultaneously in two entirely different frames of reference, namely the two-dimensional and the three-dimensional, and that as one identical object it fulfills two different functions in the two contexts.

rules vs fiction


Game fiction is ambiguous, optional and imagined by the player in uncontrollable and unpredictable ways, but the emphasis on fictional worlds may be the strongest innovation of the video game.

projects & further reading

As a project, develop a data format for text, images and video in XML, and implement stylesheets in XSLT to convert the format for display, for example in HTML frames or using SMIL.

You may further explore the formulation of criteria for selecting software and tool support for developing multimedia applications.

For further reading I suggest, apart from the manuals and learning materials that come with your tools, to study example projects and in particular the workflow, that is the dependencies between stages in the production, as for example explained in  [Effects].

the artwork

  1. website of Montevideo Collection Catalogue. To avoid being parochial here, I should also mention similar institutes abroad, such as Electronic Arts Intermix from New York, USA, and LUX, from London, UK.
  2. website of INCCA.
  3. tangible virtual museum -- from  [Tangible], see section 10.1.
  4. digital dossier -- concept graph for abramovic dossier, see section 10.2.
  5. digital dossier -- presentation gadget in abramovic dossier, with video of Relation in Time, with Ulay.
  6. digital dossier -- installation Terra dea degli madre, as 3D model.
  7. conservator's studio -- Self-Portrait with Braid, see section 10.2
  8. diagram -- task world ontology,  [Euterpe].
  9. tower of babel -- location where the event took place, see below.
  10. tower of babel -- projection of tower of babel project, see section 10.3, submitted by Katelijne Arts. The project is a concept of Katelijne Arts, Tineke Goemans, Franka van de Goor, Leidi Haaijer en Bert Vogels.
  11. tower of babel -- a view from the inside of the building.
  12. PANORAMA architecture -- from  [PanoramaWeb].
  13. signs -- sports,  [Signs], p. 278, 279.