The problem:
Technologies exist to enable artists and media producers to create and develop new media forms which remediate and draw upon existing forms such as video, photography, text and sound, creating works based on real time user interactivity and global networking.
Why the problem is a problem:
Video is generally thought of as linear and time dependent and so tends to have generic methodologies that mitigate against interactivity.
As the role of the viewer or consumer of shifts to that of the user or player the methodologies of the director or producer of new media must also shift.
My approach to the solution:
By studying the history of interactive video
Why my solution to the problem may work:
The uses, affordances, and history of real time interactive video
The changes associated with the shift to ‘new media’
* linear vs non-linear or multilinear structures
* real time vs non real time video
* ’soft’ media vs ‘hard’
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* The use of cinematic language and theory to analyse and critique new media
* technical realities and notes
* alternate and mixed realities
* user performance, theatre in virtual spaces and role play
* Human Computer Interaction, ‘Information Architects’, ‘Interaction design’ and such
* The database as an alternative to narrative structure
* What can we learn from video games and the concept of play and what are the differences
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* Deleuze and Guattari
* The ‘Action-Research process’
* Narrative, closure and the refusal of closure in interactive media
* Maps and the topographical features of hypertext
* unfinish as an aesthetic of new media
* Interactivity as totalitarian vs the utopian view
* ergodic vs traditional narrative
* ‘texts’ vs ‘Cybertexts’
* the history of hype and ‘vapourware’ associated with new media