Archive for October, 2009

Three Square Meals – Extended

Wednesday, October 21st, 2009

The response to my audio project was way, way more positive than I had expected it to be. I’m not sure why, either. The project was definitely fun to do, but it didn’t (and still doesn’t) strike me as particularly compelling or mind-blowing. But apparently people enjoyed it. Maybe it’s just the rambly way I talk about food, or that my brain works in some weird way that’s interesting to see revealed. I don’t know for sure. But with that response I felt like it was worth expanding to see how it would work as a much longer sort of piece. So I endeavored to record more meals. I was going to do each and every one of them, but getting into the before-and-after recording habit (mostly the before) is difficult so I only managed to get 11 over the past week or so that I’ve been focused on it. Still, that’s not bad, and some of them turned out pretty interesting. I don’t have a lot of thoughts on the project, or rather I do, but I don’t feel ready to expand on them here. Basically there was a lot about the way the stories we tell (and want to tell) about ourselves shape our decisions. This is by no means new, but it remains really interesting to me. I would like to return to the topic at some point.

Anyway, without further ado, and in chronological order…

01 – Breakfast:

02 – Lunch:

03 – Dinner:

04 – Dinner:

05 – Breakfast:

06 – Dinner:

07 – Lunch:

08 – Dinner:

09 – Lunch:

10 – Dinner:

11 – Breakfast:

Live Web Mid-term, a choice

Sunday, October 18th, 2009

With mid-terms coming up in Live Web I need to pick a project. The problem is that I have two of them I might work on. The first is the project I know will end up being my final in the course, the project I came into the course planning to improve: Watch With Me. The other option is to build a flash-based version of the game telephone.

Watch With Me, at this point, needs mostly grunt work retooling. As a concept I’ve already proved it works, so any work for class wouldn’t really be about improving the concept at this stage. Still, it is work that needs doing and the project is really cool and worth executing.

Telephone, however, would be a relatively new thing for me. A project started from scratch and thus one where a lot of the design and conceptual work still needs to be done. It’s also a much smaller project, the sort of thing that can be done to my satisfaction (and not need any more work) by the time mid-terms are due. Basically it would use webcams and built in mics on laptops to create a chain of video chat users. You’re only connected to the person in front of you and behind you in the chain, so that you have to pass any messages from one person to the other. It might just be simply fun to play with too.

Which is why I’m leaning in the direction of the Telephone project. While Watch With Me is, in the long term, far more compelling, in the short term Telephone could be more fun and represents more of a conceptual stretch for me. Especially since I’m intending to use Watch With Me as my final project for the class.

Thomas

Why does “live” matter so much?

Thursday, October 8th, 2009

For a long time we turned to live media because it’s “immediacy” (more on the scare quotes in a second) was unsurpassed. You got literally current news from live updates. Of course “live” generally had a built-in delay. Not a huge one, but an appreciable (seconds to minutes) one. Still, this was pretty darn close to immediate, and we came to associate the concept of live media with the idea that “media doesn’t go any faster”.

Except that it does. Because, traditionally, “live” media has been filtered through the same publishing apparatus as other heavily produced media, and that has built-in delays. Modern communications technology, however, has given us access to unfiltered live media production (Twitter, FaceBook, and more media-rich applications such as live streaming from a cell phone camera). And it turns out that for raw information, text is faster, more compact, and generally more useful than the forms of media we’ve traditionally considered “live”.

With news-delivery seemingly eliminated as an interesting application for live rich media, we’re left with only one obvious significant use: simulating real-world space. This is the realm of live performance (in both the entertainment and the educational sense of the word). Lectures, plays, improv, music, etc. These are things that we understand work best in live contexts where there is potential for feedback and interaction, and feedback and interaction of the sort which impacts the performance directly requires real-time speed.

One thing worth noting here is that while a screen tends to be a great way to receive a live stream of audio and visual data, they make terribly restrictive systems for creation of that data. That is to say: most live streams are one-way. It is hard to perform while watching a screen because it restricts your movements and involves multi-modal interaction with mismatched turn-taking. (That is: most feedback systems have data incoming at the same time that a performer has data outgoing. This is in contrast to performances in live space where the tendency is to coordinate turn-taking so that data is only going in one direction at a time.)

One of the reasons this problem arises is that we still haven’t solved the turn-taking problem for online discussion. In face-to-face interaction we’ve come to intuitively handle multi-modal communication in ways that allow us to pass turn-taking information on a separate channel from the one we pass actual data-content stuff. Usually turn-taking is a body-language (visual) thing while data-content is vocal (aural). Most online interaction, however, is handled purely through visual data. Or, in the case of live voice chat, there is no good way to pass visual turn-taking data.

Which, at this stage, leaves me rather disinterested in live streaming of rich media. The point of going live should, I think, be that it enables interaction, but it’s not at all clear that interaction is enabled with current communication tools. I think it is well within our ability to create new tools which support interaction at this level, but at the moment I’m far more interested in interaction by audiences around media than in the way audiences impact performance. Consider, for instance, that watching a live stream of a concert is very different from going to that concert in person, even if you have the same audio/visual setup. The difference is that you aren’t sharing interaction space with the audience. It’s audience interaction that really drives a lot of the power of live performance, and I find that extremely compelling. But the weird thing to note is that audience interaction happens even with pre-recorded media (cinema, for instance), so there’s nothing particularly compelling about the live component there.

I realize that all of this is in extremely sloppy form, but that’s about how my thoughts run on the subject at the moment.