The Media Technology MSc program encourages students to develop creative approaches to science through translating personal interests into unconventional research projects. The program is open to unusual questions, research methods, and outputs beyond traditional theses. Students create actual products to gain new scientific insights by doing and creating. The document then provides examples of old new media technologies and icons that pioneered hardware, interfaces, immersive experiences, and narrative forms, laying the groundwork for modern media.
2. NMNT 2012
The Media Technology MSc program is a place where
students are encouraged to develop a creative approach
to science. The students are educated to translate their
personal interest and inspiration into research projects.
The program is open to unusual questions,
unconventional research methods and forms of output
that exceed the traditional thesis format. To answer
these questions, students create actual products,
because we are convinced that by doing and creating,
new scientific insights into the underlying question are
encountered.
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Contents
⢠All Media Was Once New
⢠Hardware, Interfaces, Humans
⢠Narrative and Hypermedia
⢠Next editions: Space, Social etc.
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All Media was Once New
⢠The Concept of Media
â Storing, delivering, exchanging data?
â Materials used by an artist to create work?
â Interface between humans and the physical world? Human âextensionsâ?
â Other mediators?
â The medium and the message?
⢠Old New Media â and the impact
â Fire
â Cave Drawings
â Writing
â Book Press
â Phonograph
â Telegraph
â Telephone
â Movies
â âŚ
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3D TV anyone?
⢠Stereoscopic
Emporium, 1860
⢠Wiggle Steroscopy
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All Media Was Once New
⢠Zograscopes & Societal
Impact of VR
⢠Physiognotrace and Politics
⢠Optical Telegraphs and
Education
⢠The Telephone and the
Amish
⢠The Telegraph and Online
Cruising
⢠Scrapbook making as non
linear story telling
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Movie Example (Manovich, 2001)
⢠What New Media
is not
â Digital and
discrete
â Single player for
all digital media
â Random access
â Information loss
â Endless copying
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New Media
⢠Integration
⢠Interactivity
⢠Immersion
⢠Hypermedia
⢠Narrative
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Timelines
Hardware, Interfaces, Humans
⢠Vannevar Bush (1945) â Memex
⢠Norbert Wiener â Cybernetics
⢠J. Licklider â Man-Computer Symbiosys
⢠Douglas Engelbart (1962) â Augmenting
Human Intellect
⢠Sutherland (1963)
⢠Alan Kay â Dynabook / Xerox Parc (1968-77)
⢠Arduino, Processing, OpenFrameworks
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Timelines
Arts
⢠Richard Wagner (1849) â Gesamtkunstwerk
⢠Låszló Moholy-Nagy (1924) - Theatre of Totality
⢠Dada
⢠John Cage, Merce Cunningham, Jasper Johns
⢠Allan Kaprow â Happenings
⢠Fluxus
⢠Billy Kluver (1970) â Experiments in Art and
Technology / Pepsi Pavillion
⢠Nam June Paik â Cybernated Art
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Timeline
Space and Other Realities
⢠Morton Heilig (1962) â Sensorama
⢠Ivan Sutherland (1965) â The Ultimate Display
⢠Myron Krueger (1970s) â Videoplace, Responsive
Environments
⢠Richard Bolt (1980) â Put That There
⢠Ben Shneiderman (1983) â Direct Manipulation
⢠Scott Fisher (1980s) â VIEW
⢠William Gibson (1984) â Neuromancer
⢠Daniel Sandin (1990s) - CAVE
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Timeline
Narrative
⢠Jorge Luis Borges (1941) â The Garden of Forking Paths
⢠Vannevar Bush (1945) â Memex
⢠Douglas Engelbart (1965) â oNLine System
⢠Ted Nelson â Xanadu, Hyperlink, Hypertext, Computer
Lib / Dream Machines
⢠William Burroughs (1964) â The Future of the Novel /
Cut Up and Fold In
⢠Lynn Hershman (80s, 90s) - Deep Contact, Fantasy
Beyond Control
⢠Tim Berners Lee (1989) â The Web
⢠Roy Ascott - Dataspace
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Man Machine Symbiosis
(Licklider 1962)
⢠Trained in engineering and behavioral science
⢠Led ARPA from 1962
⢠Promoted computer science, networked systems, interactive systems
⢠Man Computer Symbiosis (1962)â in between Mechanically Extended Man
and Artificial Intelligence. Outlines a roadmap of needs.
⢠Computers should
â Help formulate thinking, not just aid formulated problem solving
â Cooperate with man without reliance on inflexible programs
⢠Division of roles
â Man sets goals, formulates hypotheses, determine criteria, perfrorm
evaluations
â Computer will perform the routinizable work to prepare the way for technical
and scientific thinking. But help with formulating, real time thinking. Help to
get ready to think, support incremental problem solving
⢠Requirements
â Real time processing, connected users, improved memory, goal driven
languages and conversation rather than procedural languages, new input
outpout devices, a display that directly combines text and drawing
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Augmenting Human Intellect
(Engelbart 1962, 1968)
⢠Augmentation Research Center at
Stanford
⢠Starting point is a conceptual framework
for augmenting human intellect: H-LAM/T
(Engelbart 1962)
â How can people work together to solve
complex problems
â Human, Language, Artefacts,
Methodology, Training
â Thought experiment and paper based
simulation
⢠Introduced many concepts and tools that
are common today (Engelbart 1968)
â Invented a knowledge worker workstation
that could be used to create structured
and hyperlinked documents mixing images
and text
â Networked collaboration was a key aspect
⢠Precursor to Xerox PARC
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Experimenting with various pointing devices
light pen, joystick, track ball, graphicon, noise pointers, knee brace, âŚ
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Sketchpad
(Sutherland, 1963)
⢠Helps user solve a complex
visual problem
⢠Conversation as direct
manipulation
⢠Computer understands the
structure, drawings and
images consist of objects
⢠Optimization is used to solve
problems and assist the user in
what he is trying to achieve
⢠Foundation for GUIs, CAD, OO
etc.
⢠Reuse of drawing by copying or
linking
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Dynabook & Personal Dynamic Media
(Kay and Goldberg, 1968 - 1977)
⢠The Dynabook, the first Notebook, developed
at the Learning Research Group @Xerox PARC
⢠Desktop Metaphor
⢠Overlapping Windows
GUI, WYSIWYG
⢠Rich Multimedia
⢠Smalltalk OO language
⢠Tested on kids &
musicians
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Put That There (Bolt, 1980)
⢠Immersive environment controlled by speech
and gesture
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New Media Narrative
⢠Non linear
⢠Collaborative
⢠Hyperlinked
⢠Associative
⢠Multimedial
⢠Interactive
⢠âŚ.
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Examples of Traditional Media
with Similar Characteristics
⢠Luis Borges â the Garden of the Forking Paths
(1941)
⢠William Burroughs â The Cut Up Method by
Brian Gyson (1961)
⢠Cinema started with non-linearity
⢠Many examples today in different âtraditionalâ
media
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The Memex (Vannevar Bush, 1945)
⢠Thought experiment
⢠Defining a new
peacetime
challenge for
researchers
⢠Analogue hypertext
system
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Ted Nelson
⢠Introduces the term hypertext and hypermedia in
Nelson (1965)
â Specifically also targets personal and creative uses in
addition to business and scientific use
â Beyond mere linking â encode relationships between
chunks of text
â Support iterative nature of creative and critical writing
processes â help to get from draft to final
â Evolutionary File System â entries, lists, links,
sequences
â Different from the hierarchical nature of Engelbartâs
system
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Ted Nelson
⢠Computer Lib / Dream Machines (1974)
â Xanadu: a radically open network for creating
media
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Lynn Hershman
⢠Preceded by Roberta â an alternative
identity
⢠Lorna Interactive Video (1979-1983)
â Agorophobic girl in small apartment,
controlled by media
â Evoke manipulation by viewer
â Make decisions
â Select artefacts to see history and future
â 36 chapters, 3 endings
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Tim Berners Lee (1989)
⢠Scientist at CERN
⢠âInformation Management â a Proposalâ often
quoted as the launching paper for the web
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Narrative in Games
⢠Example: Pavel Curtis, Mudding: Social
Phenomena in Text Based Virtual Realities
⢠Author reports on social mechanisms on
LambdaMoo MUD
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Narrative in Games - MUDs
⢠Players make their own âstoryâ; interesting to see what behavior evolves as it is purely text based
⢠Typical MUD Characteristics
â Not goal oriented
â Multi player
â Extensible
⢠Interesting Observations
â Selected gender
â Protective anonymity and abuse (toading punishment)
â MUD conversation
â Social gravity
â Non verbal communication
â Parallel conversations. Multitopic
â Ambiguity