MSc Creative Games, Research Projects

This is a selection of work in progress carried through by researchers teaching on the course.

 

Current Projects

 

Research Topics include
- Ludic Interfaces

- Ecolocatedness

- Cyberprovincialism

- ...

   

photo: Legshocker Interface by ///////fur///

Ludic Interfaces (Mathias Fuchs)

 

Years before the Wii console made a gaming audience refocus from content to interface, artists explored new forms of man – machine, machine – machine, and machine – woman interface configurations. Pieces like Jeffrey Shaw’s “The Legible City” (1988), Mary Flanagans “Giant Joystick” (2004), or Leif Rumbke’s “Wargame” (2005), are art games with an interface concept based on playfulness as the main design objective. We will call these interfaces “Ludic Interfaces” to distinguish them from technically engineered interfaces like the keyboard or the mouse. ...

 

Presentation given at
A MAZE festival, Berlin

download .ppt (22 MB) >>

   

Cyberprovincialism (Mathias Fuchs)

 

SecondLife is a conglomerate of cyberprovincialism rather than an international community. I would like to suggest that there is a counter-trend to expanding locality in Virtual Worlds, a user-generated trend of imploding locality. Locality collapses into a digital Mega-suburb of gym-trained, cyber-solarium tanned bores who have set their daylight zone to eternal noon. ...

 

Presentation given at
Coded Cultures Festival, Vienna

download .ppt (4.9 MB) >>

   
 

Ecolocatedness (Tapio Mäkelä)

 

Media artists and designers have skills in constructing participatory processes, interfaces, and tangibility to information. I am arguing for art+sci collaboration methods beyond (yet perhaps including) visualization, having to do with how knowledge is constructed in relation to environment, and how it is offered for public engagement.

 

Presentation given at
Paralelo, Sao Paulo

March 2009

   
 

itineraria picta - itineraria scripta (Mathias Fuchs)

 

In ancient Roman cartography spaces, places, and itineries from one place to the other where sometimes described in textual, and sometimes in graphical form. In 21st century computer games “itineraria” can be implemented as text, image, or spoken word. The introduction of maps shown in HUDS (as with Unreal3) introduces pictorial geographic information, whereas directions given as text (Treasure Hunt, Manic Mansion, ZORK) continue a project once know as intinerarium scriptum.

 

Paper presented at the Ludotopia Workshop at ITU Copenhagen

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