Disruption
Posted: September 6, 2015 Filed under: Anna Brown Massey, Paper & Pen Leave a comment »Instruction: play a “paper & pen” game, and change one rule
Partner Jonathan and I chose tic-tac-toe.
Reading from left to write, we played “normally”, with J. initiating with an “x” in the center square. The game was a draw, so we experimented with our first rule:
[As seen on the lefthand notebook page in the photo]
- When a game is a draw, players may together add a new row and new column, rendering the board a 16 square-space. (As I write I am aware there is likely unique nomenclature for “board” or “paper” games, e.g. a word for “board” that is more inclusive.) As part of this rule, a win is still gained by achieving 3 contiguous squares–not four.
–> Jonathan immediately won. We tried again,
… and got into an immediate discussion about the place of human behavior and computer-logic. As we build a new version of a game, are we building it so that there are multiple possible outcomes even for a computer, or are we depending on the human flaw of making error in not choosing the best square as a foundation of our new evolution? This came to light as we realized we needed to attempt multiple iterations of this new rule, with someone starting in the middle each time to determine whether Player 1 would “always” win (if both players are playing at their logical best) in this new rule. If that were the case, we were ready to throw out this rule and start anew. We were pressed for time, and decided to experiment with a replacement rule.
[As seen in the lower center & right two grid figures on the righthand page of the notebook in photo above]
2. A player may replace the other player’s mark on the grid by drawing their own mark over the other’s and forfeit any other move on that turn.
–> The player who first replaced one mark with another immediately won. So we threw out that rule.
3. (Must be played with pencils that have erasures) A player may erase another player’s mark, forfeiting their own turn. A player may replace an erased square (now newly “blank) with their own mark on their turn.
[As seen in the upper left and center grids on the righthand page of the notebook in photo above]
As we analyzed our own game and each other’s, we kept turning to the same question of the import of creating a game that would result in alternating wins by the most “rational” players, i.e. computers.
We shared with our colleagues. In examining S. & L.’s “Hangman” rules in which selected letters allow for a limb being erased, we discussed both implicit strategy–which may apply to the way rules contain many mini-rules, e.g. they allowed for more letters to be available in longer words. And, no doubt, that out of further rules, complexity may emerge. Jonathan and I discovered that rules can also pull in the opposite direction: some rules can engender a situation in which players automatically will win–if acting rationally–according to the order of turns.
Pressure Project I – Anna
Posted: September 5, 2015 Filed under: Anna Brown Massey, Pressure Project I 2 Comments »Showing up at a music venue on a holiday weekend with a clipboard and pen is a strong indication that you’re not only a graduate student, but you’re also a certified dweeb.
Putting that clipboard down, transfixed by Counterfeit Madison and her ability to set your feet deeply into the earth while landing you on the moon, is a strong indication that to be both wholly human and to devise experiential media systems (DEMS) you’ve got to fall headlong into the user-experience.
Devising EMSs requires analyzing existing media systems, which means approaching a local music show with an eye/ear/body-cognition towards scrutiny and (hypothetical) disruption. As a theater-maker, this is a familiar brain setting, but that night I practiced with some newly-attractive terms, like “present technology,” “user,” and “product.”
Public Place
2100 hours Friday 4th September
Ace of Cups, Femmefest
Columbus, Ohio
Users
Users: I am the user/audience member along with fellow ~200 payers-of-the-$7-cover.
Non-users / Purveyors of Product, in order of appearance:
- Bouncer
- Cashier
- Musicians
- Bartenders
- Barbacks
- Sound technician
- Merch seller
Products
Music and booze (also: social interaction, public space to smoke)
Existent Technology
- Electric Marquis
- Swinging Door
- Flashlight
- Drawer
- Overhead lights
- Standing lamps
- Wall lamps
- Fan overhead
- Air Conditioning (likely though undetected)
- Selected sound amplification: mics, speakers, control board
- Sound instruments: guitars, drumset, keyboard
Description of locomotive and stance choices by users:
ABM: As I enter the space, to my right forward diagonal stands a person who cups their hand in the Western shape for “ID requested.” I provide it: flashlight used. “You can pay the $7 cover there.” I turn towards their gesture and exchange money for a stamp on my hand.
I pause. There is a wide swath of space between me and the other users, all turned not quite in my direction but slightly to their own left, away from my right shoulder. I square my shoulders and curve leftward around the ragged edges of the crowd in the light, looking into the room for people whom I know. I feel dozens of eyeballs peering blankly back. I walk quickly towards the bar, a place of physical refuge. It’s a wall I can lean against. I feel awkward. And I have a clipboard.
I think immediately in the same tone that Seinfeld used when exclaiming “Newman!”: lighting. This lighting is making me uncomfortable. It’s both too bright and, I discover, inconsistent, as I sashay up to a far stage left corner and feel spotlighted. I am also under an overhead fan, always an enemy for the cold-blooded, blowing a winter wind through me. There’s a strange cluster of high bar tables with empty chairs at house left with no one in them.
The decibel level sounds perfect. The music is loud enough to drop in and engage, and quiet enough for me to chat over the less-engaging songs (of a rather fantastic high school) opening band with friends.
But that light. I keep looking back at the bar, in front of which there is a single piercing light that creates a buffer zone–or is it just a natural shaping of people between bar and standing-as-audience-space? But the light, I’m having trouble determining–does it draw people to the bar or repel people from it? The light-level has two purposes here:
1. To light workers at a level at which they can execute their job.
2. To get users to buy the product.
These goals lend themselves to the reminder of the hierarchy of economic gain. Small music venues (let’s go with 250<) make the bulk of their income from the drinks slung. Cover cash goes to the musicians. Last night would have been within that system but for the nature of fundraiser: the musicians were working for free.
Interventions
If our goal is to increase the monetary income of Ace of Cups:
Intervention: Alteration of lighting to draw users from the music and towards the bar.
Some facts:
Theaters are dark in order to provide an immersive experience. (Can we say that’s fact? Let’s just say that’s fact.)
Bars often have red lights because Western people think people look sexier under a red light. (Can we say that’s fact? Let’s just say that’s fact.)
Small music venues want to maximize the number of drinks sold by:
- Getting as many users in the door as possible to maximize possible users.
- Keeping those users in the venue so they buy drinks
- Making the bar/product attractive so they buy the drinks
I would apply a red “gel” to the lights at the bar and redirect this light not only onto the users, but also the non-users. Pupils dilate, people feel good about themselves at the bar, and hence, they’re drawn to the bar to buy product. I would not lower the lights in the rest of the venue; doing so would lend more other-product (live music) pleasure to the users, but fewer users would turn to the bar as refuge. Sound quality should remain at current levels – music is listen-able but talkable. The venue has is economic incentive for the sound quality to not just be good for the pleasure of listening–and the safety of ears–but for the sound/lights/space contours/temperature to steer customers to the bar.
If our goal is to increase the pleasure in the music product by users at Ace of Cups:
Intervention: a computer-responsive lighting system that darkens parts of the room to gather users closer to the stage. Computer-controlled sensors will pick up the presence of objects in space from a top-view, and the algorithm would darken areas according to a quantified distance of space between users, and raising lights in peripheral spaces to shift users towards each other. People feel more comfortable being closer to each other and closer to the stage when they’re in the dark, and have more pleasure in the music product. (Can we say that’s fact? Let’s just say that’s fact.) This system can also be controlled by a trained worker who has an elevated view of the crowd.
First Assets for Isadora
Posted: September 4, 2015 Filed under: Alex Oliszewski, Announcements, Assignments Leave a comment »Here you can find some videos that will be using in our first moments with Isadora.
Please download these to your local computer so we can use them in class.
Pressure Project 1 – Due Wednesday Sept 9th.
Posted: September 4, 2015 Filed under: Alex Oliszewski Leave a comment »Pressure Project #1: A Utopian/Dystopian EMS
Due Tuesday September
- The Intervention
Time limit: 24-36 hours (From beginning to end –no more than 4-5 hrs of actual work.)
Specific resources needed for this project: Pen and paper; or equivalent.
Required Achievements:
Get Started: Go to a public place of your own choice during a period of high traffic. Choose and area of where you observe congestion. Evaluate both the nature of the congestion and how the physical environment/architecture exists in context to the congestion.
Note: Make note of all key findings and observations concerning the nature and being of your chosen area and the interactions that occur there. Note any existing technology that already exists in the area.
Map: Create a top down diagram of your chosen space. Notate the traffic patterns and congestions that occur during times of high traffic. Diagram any already existing technology in the space.
Devise: Based on your observations devise an interventaionary EMS. Your intervention may be benevolent or malevolent. Diagram your design as completely as possible.
Remember, a pressure project should take no longer than a few hours to complete nor do you need any preparation. It is a project designed to allow maximum creativity without the expectation of investing in a polished product. That being said, laziness is not rewarded.
Deliver: Please create a Post that is your name: (http://recluse.accad.ohio-state.edu/ems/wp-admin/edit-tags.php?taxonomy=category)
Create a new post that has been categorized under your name.
Share your final materials (media and text) explaining and presenting your response to this project.
This pressure project is: Pass / Fail
Sometimes, science can be mean…
Posted: September 4, 2015 Filed under: Alex Oliszewski, Extras Leave a comment »The Readings For Next week (Dupe of Sept 1 post.)
Posted: September 4, 2015 Filed under: Alex Oliszewski Leave a comment »Please read these!
Interactive Dramaturges Chapter 3
Preview of “Baudrillard Short Introduction”
Isadora Tutorials
Posted: September 4, 2015 Filed under: Alex Oliszewski, Assignments Leave a comment »This is the first of 10 or so tutorial videos introducing you to Isadora and its creator Mark.
You can find the rest here: https://www.youtube.com/watch?v=VqNw_4AWvvA