Guess Who Research

Definitions of Play
Research and thoughts by: Monica Zolnierczyk

 

Thoughts on Play:
Play is essential to the evolution of mankind, learning to co-operate, building team working skills, leadership and acceptance of failure. It can be seen in everyday events and is used to pass the time. Not only does play build “gaming skills”, it develops skills used in tasks such as taking public transit, working on a project, or even cooking and cleaning. It also amplified skills such as patients, acceptance, being respectful of others, and even agility and physical shape. These are all things that we can gain from play as a child, a growing young adult and even adults. Play is all around us in the world, and even when it’s not there people look for ways to entertain themselves. Involving play in art is a very common practice because people like be reminded of their childhood and games they used to play. Play in technology can make even the simplest of games interesting and exciting in surprising ways.

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Guess Who Proposal

In this interactive performance installation, our goal is to create a piece of work that networks multiple computer interfaces in order to generate a playful and thought-provoking experience. We have decided to focus on the theme of nostalgia and play. Utilizing the classic two player board game Guess Who, we have chosen to remix the tactics into a digitalized hybrid form. Essentially keeping the main goal of two participants trying to guess the opposite person’s selected character, we have furthermore altered the interface by replacing the traditional board into a series of laptops. Each individual laptop displays video call in which the player can see a real life and in real time characters. Continue reading

Why Things Matter Write-up

Julian Bleeker’s paper on Why Things Matter is “a manifesto for networked objects {due to a] cohabiting with pigeons, Arphids and Aibos in the Internet of things” (Bleeker 1). The thesis of the paper is that non-humans interact and communicate as well as humans do on the Internet. He calls this “Blogjet” which basically means, “objects that blog” (Bleeker 2). His uses examples of things around today to prove that he “[could] go into his laboratory and begin to experiment with what a world might be like in which [he co-occupies] space with objects and [blogs]” (Bleeker 3). He states the three characteristics of Blogjets which include: “[tracking and tracing] where they are and where they’ve [been,]… have…histories of their encounters and [experiences, and]…have some form of agency – they can foment action and participate; they have an assertive voice within the social web” (Bleeker 6). Continue reading

Talk to Me

About the Piece

Growing Tree is an art installation that draw from the interest of communicating with living creatures. The effects humans have on nature are only told to us through scientists who measure nutrient concentration in the soil and gas concentrations in the air. Those of us outside the realm of science must rely on their messages because there is no way for the trees to tell us. Our project plays with the idea of being able to communicate with nature without scientist intervention. The piece is suppose to help situate humans within the ecosystem of living things by getting real-time feedback of a living being that we normal can not communicate with. It uses computer programming and user auditory engagement to make a  tree animation come to life. The piece is a visualization of the old wives tale that says music help plants grow. Continue reading