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Flash Workshop on 12.11.2011 and 13.11.2011 at BGM

Tomorrow, I will be giving an introductory workshop at BGM under AMBER. I will go over the Flash IDE and the native tools in Flash. After that we will be playing around with code, learning about the display list in Flash and Event system. After that we will be creating a simple application.

The workshop at 13th will be more focused on code. It will be solely on the Drawing API in Flash and we will be learning all the basics to create generative visual applications.

Unfortunately, due to time constraints I will be coding on the IDE and will not go the OOP route this time. Maybe for another workshop...

All files and notes will be shared here, including the Processing workshop I gave on the 4th.

Posted in Workshops.

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The Uncanny Valley and Casual Script Typefaces

During the VA301 course in Sabanci University, Elif Ayiter pointed out the repetition of script typefaces and ow that repetition defeats the purpose of the whole handwriting imitation of such fonts. This got me thinking:

As script typefaces are becoming less and less commonly used and certain script typefaces become avoided completely, I try and explain why this might be happening by using Mashahiro Mori's The Uncanny Valley hyphothesis about human-like robots as a framework for discussion.

The Uncanny Valley

The Uncanny Valley (1970) hypothesis of Mashahiro Mori takes Freud's theory of the Uncanny as a basis. Freud's 1919 essay The Uncanny focuses on the qualities that make some subjects in literature appear as unheimlich (un-homely), uncanny. Mori builds on the essay of Freud and argues that robots acting and appearing as humans breed the feeling of eerieness in humans and draws up a “valley”, describing when and in what levels the uncanny qualities of human-like robots emerge.

Charles Darwin, in his book commonly known as Voyage of the Beagle, describes the uncanny quality of a snake and explains the hideousness in terms of snake's face's proportions being in relation to a human's face.

The expression of this [Trigonocephalus] snake’s face was hideous and fierce; the pupil consisted of a vertical slit in a mottled and coppery iris; the jaws were broad at the base, and the nose terminated in a triangular projection. I do not think I ever saw anything more ugly, excepting, perhaps, some of the vampire bats. I imagine this repulsive aspect originates from the features being placed in positions, with respect to each other, somewhat proportional to the human face; and thus we obtain a scale of hideousness.
Charles Darwin, The Voyage of the Beagle[34]

Script Typefaces and Repetition of Organic Forms

The first script typeface cut in 1557 by Robert Granjon in France and was named lettre françoise d’art de main but was widely known as Civilité because of it's use in a popular children's etiquette book La Civité puerile.(Tova Robinowitz – Exploring Type, p147).

Casual script typefaces such as Comic Sans, Brush Script and Chalkboard mimmick casual human handwriting. Because of the nature of rendering of the glyphs as single units, in long bodies of texts, the pattern is instantly noticable in repeating glyphs which defeats the whole purpose of mimmicking organic flow. Instead of looking organic, they now look as if they were robots, acting too hard to move like humans do.


Even in short texts, the repetition becomes clear quickly

Loren Ipsum in Comic Sans

It is clear that because of the mechanic rendering of such typefaces, the resulting text does not appear as human as it was intented to be. I argue that there is an uncanny quality to the downfall of such typefaces basing my argument on Mori's The Uncanny Valley hypothesis. To remedy such eerie results, such fonts can be scripted to have alternative glyphs that are randomly picked by the software while typing to replace the choosen glyph with a similar copy in real-time. This would aid in blurring the clear repetition of glyphs. Furthermore, some glyphs can have stroke errors or overtraced qualities to simulate human error if they aim to mimmick human handwriting.

Posted in Graphic Design, Typography.

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Believability, Adaptivity and Performativity: Three Lenses for the Analysis of Interactive Storytelling

I recently found online, the MA thesis of Joshua Tanenbaum which analysis Elder Scrolls IV:Oblivion through three lenses - belivability, adaptivity and performativity. He uses close-reading as methodology to analyse digital media. I recommend reading the whole of it for anyone interested in interactive storytelling, virtual sandbox environments, believability of NPC interactions and adaptive systems. He provides very clear explanations of everything he talks about with no filler content which makes it a great read.

Abstract

"In this thesis I present a methodology for performing analyses of Interactive Narrative experiences, and use this technique both to explicate a particular game—The Elder Scrolls IV: Oblivion—and to demonstrate the utility of approaching the game via three different analytical perspectives. This methodology is a form of close reading, a technique which was developed in literary theory for the explication of narrative experiences, with roots in earlier epistemological practices such as theological exegesis and hermeneutics. I have focused this thesis on examining and clarifying a technique for reading and explicating these experiences. Interactive Narratives are problematic due to their indeterminate nature and often unwieldy scope; in this thesis I propose a solution to these two problems. My solution takes the form of a series of constrained readings, which I argue allows me to productively explicate specific aspects of my play experiences. By using the notion of analytical lenses to filter my playings, I hope to simultaneously overcome issues of indeterminacy by narrowing the focus of my playing to observations of specific phenomena within the game, and also address issues of scope by reducing the undifferentiated experience of the game to a series of more readily assimilated sub‐experiences. I believe that the method demonstrated within this thesis has utility for theorists of Interactive Narrative and Games, and I contend that the lenses presented herein provide three good examples of possible “constrained close readings”."

Posted in Academic, awesome, Game Design.

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Jeweler’s Loupe + Camera

Thought of attaching the 60x-100x Jeweler's Loupe on the lens of a digital camera. It somewhat works and makes me wish for a usb microscope :(

Posted in awesome.

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