JoAnn Kuchera-Morin’s CREATive Vision

March 31st, 2010

eDream sponsored a visit (March 15-16) from JoAnn Kuchera-Morin, Director of the AlloSphere Research Facility and the Center for Research in Electronic Art Technology (CREAT) at the University of California at Santa-Barbara, where she has served as faculty for the past 25 years.

JoAnn began her creative life in higher education as a composer, an innovative and successful one.  She has grown her creative vision across traditional disciplinary boundaries to embrace complex systems at the far reaches of human understanding.  It is in part to explore such systems that she built the AlloSphere, a "30-foot diameter sphere built inside a 3-story near-to-anechoic (echo free) cube," one of the "largest immersive scientific instruments in the world" that enables "true 3D, 360-degree projection of visual and aural data" as well as "sensing and camera tracking for interactivity" for up to 20-30 collaborators at a time.  The AlloSphere, however, not only enables new means of scientific discovery, but it also provides "an instrument for the creation and performance of avant-garde new works and the development of entirely new modes and genres of expression and forms of immersion-based entertainment."  JoAnn's personal research currently involves sonifying the Schrodinger Equation with nobel-prize winning physicists.

In her IACAT Director's Seminar talk, "Using the Creative Process as a Computational Framework for Unfolding Complex Systems," JoAnn spoke passionately and convincingly about the new scientific thinking, and a return to the experiential and experimental methods of discovery, that the AlloSphere enables.  NCSA recorded the talk, which can be viewed below.  (JoAnn has also spoken at the International TED Conference.  That talk can be viewed here.)

What is the importance of the AlloSphere and projects of this kind?

I'm reminded of Roger F. Malina's recent editorial column in Leonardo, in which he makes the case for the "open observatory" movement (his manifesto for the moment can be accessed here).  Open observatories, he writes, are about disseminating "methods and knowledge for micro science, intimate science, people's science and crowd sourcing."  They  "allow small communities to develop locally generated knowledge and to evolve rapidly to confront" real problems facing our societies.  They are not a space for scientists alone, but for "artists collecting data for cultural and artistic purposes, as well as community leaders and researchers seeking ways to mediate personally meaningful access to scientific knowledge."

The open observatory enables the  shared creation of knowledge using play as a method and, in this case, synthetic materiality as a vehicle.  Its remit is to make science "intimate, sensual, intuitive," to enable us to "manipulate concepts not grounded in" our experience as children (42.3, June 2009).   For Malina, and perhaps for JoAnn Kuchera-Morin as well, this is one means of connecting modern science and public understanding and ultimately for transforming the world.

– Kelly Searsmith


eDream’s Introduction to Leonardo Readers

March 31st, 2010

As a gold-level affiliate of Leonardo–The International Society for Arts, Sciences and Technology–eDream was invited to contribute a back cover to the journal. Here it is, from the February 2010 edition (43.1), as designed by the talented Madelin Woods.

– Kelly Searsmith


Student Achievement at Engineering Open House 2010

March 29th, 2010

Guy Garnett’s undergraduate students from CS 498 (Special Topics) have been honored with a 2nd place award for class projects at this year’s highly attended Engineering Open House.  Students showed off games in progress, from 2D to 3D and from first-person shooters to grid-movement strategy.  In CS 498 Game Design: Creating Virtual Worlds, students work throughout the semester to design and create their own digital games.

Professor Garnett has designed the course to teach “principles of game design, game theory and current video game technologies related to multiplayer games and virtual worlds. Topics…include theory of games, story crafting, game engines, graphics, physics simulations, AI simulation, world design, play testing, multi-player interaction models, user interface design.”  The course is cross-listed with Informatics 490 GG and Music 404 C.

– Kelly Searsmith


Celebrating Our Partner: The Advanced Visualization Lab @ NCSA

March 23rd, 2010

eDream is in celebration mode this Spring, and with good cause.  Our technical-creative partner, the Advanced Visualization Lab, has two major outreach productions debuting: a permanent digital media exhibit at the Chicago Museum of Science and Industry and an IMAX science documentary in international release (from IMAX Space Productions, Warner Brothers, and NASA).

On March 18th, eDreamers and AVL team members alike attended the unveiling of the Chicago Museum of Science and Industry’s grand new exhibit series, Science Storms.  Its 26,000 square feet of hands-on digital media and mechanical exhibits that will electrify audiences young and old (literally — there’s a live Tesla coil suspended from the ceiling).  AVL’s tornado science kiosk features Director Donna Cox explaining atmospheric computational simulation and visualization while the lab’s famous glyph tornado turns in the background, with key elements slowly coming off and on (from color to grayscale and back) to show relationships with other elements (thanks to the wizardry of AVL multimedia specialist Jeff Carpenter).  The kiosk (with interface design by Cortina Productions) also allows visitors to create interactively the right conditions for a tornado and see just how big of a vortex they’ve produced.  University of Illinois atmospheric scientists Bob Wilhelmson, Brian Jewett, and Glen Romine were integral to the science-based design process.  On-screen material from the kiosk is also displayed on a large vertical projection screen just across from the kiosk.   An artist’s pre-visualization of Science Storms, below, looked like the real thing — we were amazed how spot-on it truly was!

The unveiling reception for exhibit creators included firedancers from Pyrotechniq and a short film that pumped up the crowd with images of scientists exploring the natural world in all its vastness, complexity, and glory.  Two hours later, we were still going through all of the amazing exhibits.  The MSI project leaders and educators have hit this one out of the park.

But there’s more!  Coming up on April 15th, eDream will host a gathering of University of Illinois VIPs, families, friends, supporters, and alumni for the Chicago premier of Hubble 3D IMAX, a science documentary that tells the story of the Space Shuttle Atlantis crews repair and upgrade of the Hubble Telescope in Spring 2009, just in time for its 20th anniversary (this follows the earlier March 18th international premier, which AVL creators attended at the Smithsonian National Air and Space Museum).  The film features live action shots of the five spacewalks the crew completed and filmed with a special IMAX camera.  Their co-star is space itself, featured in two long, continuous shots produced in collaboration with the IMAX Space Productions creative team, the Space Telescope Science Center (especially Frank Summers), and Spitzer Science Center.   Together, these luminous, detail-rich, stellar sequences–from the Milky Way to the Cosmic Web and from Orion the Hunter to the Orion Nebula–make up over 20% of the film.   Although Hubble 3D IMAX will show at Navy Pier for seven months, it will continue to tour and be shown for at least a decade more.

Congratulations to AVL on these accomplishments!  They will be with us for years to come.

– Kelly Searsmith


Gaming: Preserving its Popular Roots

March 1st, 2010

Time was, gaming was mainly a commercial venture aimed at males between the ages of tween and twenties. That generation aged, and so the demographic skewed up, as well as down, as games for younger markets developed. Educational and adult recreational games gained traction, as did girl games, with less combative and more social elements. But video games had yet, and by most accounts still have yet, to have moved beyond their popular roots to something cultural theorists and social reform advocates can take seriously or artistically as a force for individual or collective good.

But the medium need not be assigned to the dungeon of cultural despair, any more than film deserved to have been. As gaming is becoming a ubiquitous form of interactive entertainment, now with social connectivity as often as not (even on those mobile gaming systems), we have a significant opportunity to grow what gaming is and is capable of, that is to take gaming into serious and artistic territories that are, as yet, largely unexplored. The impulse in doing so may be to reject gaming’s popular past, to attempt to do things with a wholly different approach. Much of the best gaming theory is striving, however, to understand what about gaming as it has developed commercially has made it so popular an activity–and rightfully so. If those elements can be preserved in serious and art games of the future, we may well have achieved a formula that engages the masses in richer and more reflective modes of experience than are commonly found in pop culture. Moreover, there is much we can learn from the study of popular leisure activities for their own sake, for they have captured the mass imagination and express something of a culture or subculture’s ideology.

It is this understanding of the preservation and study of popular, commercial gaming that makes the University of Illinois’s Undergraduate Library’s investment in its Gaming Initiative, including its “Preserving Digital America: Preserving Virtual Worlds” program, such a valuable one. The program was started with a $590,000 grant from the Library of Congress‘s $2.15 million dollar program to preserve video games and set standards for their conservation. In the original press release announcing the Library of Congress Preserving Creative America gaming initiative, Librarian of Congress James H. Billington said, “America’s creativity is unrivaled in the world, and it is among our most important exports.  The Library is pleased to be able to bring together creators of such diverse content for the sake of saving our nation’s heritage, which is increasingly being created only in digital formats.”  The University of Illinois was one of only eight organizations to receive an award from the program (others included ARTstor, the University Press Syndicate, the UCLA Film & Television Archive, and the Academy of Motion Picture Arts and Sciences).

The University of Illinois’s award was specifically meant to accomplish the following:  “Interactive media are highly complex and at high risk for loss as technologies rapidly become obsolete. The Preserving Virtual Worlds project will explore methods for preserving digital games and interactive fiction. Major activities will include developing basic standards for metadata and content representation and conducting a series of archiving case studies for early video games, electronic literature and Second Life, an interactive multiplayer game. Second Life content participants include Life to the Second Power, Democracy Island and the International Spaceflight Museum. Partners: University of Maryland, Stanford University, Rochester Institute of Technology and Linden Lab.”

Indeed, the obsolescence of media, a pervasive concern in the field of digital arts media in general, makes this preservation task a particularly tricky problem. When game platforms become outdated, they are often bricked in favor of new appliances. Typically, games in older formats are preserved only for one iteration of gaming platform upgrades, as a means of bridging old consumers to the new platform during a transitional period. So how are antique games to be preserved? Can the code simply be stripped and played on new hardware? Doesn’t this fundamentally change the original gaming experience?

David Ward, the associate professor and assistant undergraduate librarian for reference services who oversees the program, acknowledged in a recent Daily Illini interview (3/1/10) that “One of the fundamental tenants of digital preservation is if you really want to preserve digital material in the long term, you can’t just preserve the work itself…You’re going to need to preserve some additional information that allows you to decode the work and make sense of it in the future.” Some of that additional information at the University of Illinois Undergraduate Library comes in the form of historic gaming consoles, such as the Atari 2600 or the Sega Genesis.

We are fortunate at the University of Illinois to have a library system that supports the study of popular, commercial gaming–with all the difficulties in digital media preservation that entails. So, bravo! As we explore new forms of literacy in this digital age, and seek to enrich and extend them, we need such supports to our theory and our practice.

– Kelly Searsmith