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Tanya Soykok
Apr 24, 2020
In News
Perhaps the best news coming during this difficult period is an official release of dau.com The project was shot over 12 years and consists of 700 hours of materials, 3 from the announced 16 films premiered on the website. Above all, this project is a fully realized historical simulation in real space. All participants (most of them are not professional actors) were voluntarily isolated from 21th century’s reality and placed into a simulated world of a Soviet research institute. The Institute with all its inhabitants became the greatest massive immersive theater project ever made. All participants were living according to the Institute’s strict laws. Each of them was a function of a giant simulation machine: they had a job, social obligations, private relationships.
DAU ////the greatest massive immersive theater project. content media
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Tanya Soykok
Jan 10, 2020
In thḗkē 📚
Jesse Damiani is Editor-at-Large of VRScout and the CEO of Galatea, a writing and project management tool for immersive storytelling. He's also Series Editor for Best American Experimental Writing (Wesleyan University Press) and the author of @endless$pectator: The Screens Suite #loliloquy (BlazeVOX, 2017). Other writing can be found on Billboard, Forbes, Quartz, IndieWire, and HuffPost.
Writing for VR with Jesse Damiani content media
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Tanya Soykok
Dec 22, 2019
In News
PROTO Holly Herndon Release: May 10, 2019 Read about PROTO here: http://www.hollyherndon.com/proto #electronicmusic #artificialintelligence #AI #music #hollyherndon #proto #voice #machinelearning #ML #machineintelligence #popmusic #robot #vocal #album #berlin #frontier
PROTO by Holly Herndon. World’s First Mainstream Music Album Made With AI content media
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Tanya Soykok
Dec 16, 2019
In News
Intimate Social VR Experience ‘Where Thoughts Go’ Launches On Oculus Quest Short text teaser from developers: Where Thoughts Go: Prologue thematically explores the course of a lifetime through five simple questions written to dig deep. The voice recordings you hear are unique and unidentifiable, left by individuals from every walk of life, every age, and every background. Participants have no way to discern who they are hearing from, only how considerate and sensitive each and every person is.
Where Thoughts Go Launches On Oculus Quest content media
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Tanya Soykok
Nov 17, 2019
In Participant
“This biographical detour returns me to my central point. These stories of boundaries to cross, and of a distribution of roles to be blurred, in fact coincide with the reality of contem­porary art, in which all specific artistic skills tend to leave their particular domain and swap places and powers. Today, we have theatre without speech, and spoken dance; installations and performances by way of plastic works; video projections transformed into series of frescos; photographs treated as tableaux vivants or history paintings; sculpture metamorphosed into multimedia shows; and other combinations. Now, there are three ways of understanding and practising this melange of genres. There is that which relaunches the form of the total artwork. It was supposed to be the apotheosis of art become life. Today, it instead tends to be that of a few outsize artistic egos or a form of consumerist hyper-activism, if not both at once. Next, there is the idea of a hybridization of artistic means appropriate to the postmodern reality of a constant exchange of roles and identities, the real and the virtual, the organic and mechanical and information-technology prostheses. This second idea hardly differs from the first in its consequences. It often leads to a different form of stultification, which uses the blurring of boundaries and the confusion of roles to enhance the effect of the performance without questioning its principles. There remains a third way that aims not to amplify effects, but to problematize the cause-effect relationship itself and the set of presuppositions that sustain the logic of stultification. Faced with the hyper-theatre that wants to transform represen­tation into presence and passivity into activity, it proposes instead to revoke the privilege of vitality and communitarian power accorded the theatrical stage, so as to restore it to an equal footing with the telling of a story, the reading of a book, or the gaze focused on an image. In sum, it proposes to con­ceive it as a new scene of equality where heterogeneous performances are translated into one another. For in all these performances what is involved is linking what one knows with what one does not know; being at once a performer deploying her skills and a spectator observing what these skills might produce in a new context among other spectators. Like researchers, artists construct the stages where the manifesta­tion and effect of their skills are exhibited, rendered uncertain in the terms of the new idiom that conveys a new intellectual adventure. The effect of the idiom cannot be anticipated. It requires spectators who play the role of active interpreters, who develop their own translation in order to appropriate the 'story' and make it their own story. An emancipated commu­nity is a community of narrators and translators. I am aware that of all this it might be said: words, yet more words, and nothing but words.I shall not take it as an insult. We have heard so many orators passing off their words as more than words, as formulas for embarking on a new existence; we have seen so many theatrical representations claiming to be not spectacles but community ceremonies; and even today, despite all the 'postmodern' scepticism about the desire to change existence, we see so many installations and spectacles transformed into religious mysteries that it is not necessarily scandalous to hear it said that words are merely words. To dismiss the fantasies of the word made flesh and the spectator rendered active, to know that words are merely words and spectacles merely spectacles, can help us arrive at a better understanding of how words and images, stones and perfor­mances, can change something of the world we live in.” #spectator #audience #philosophy #theater #performance #interaction #passivity #activity
The Emancipated Spectator //Jacques Rancière//The Future of the Image//2008  content media
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Tanya Soykok
Nov 10, 2019
In News
SUPERLIMINAL is a game inspired by forced perspective. By using the ambiguity of depth, this first-person puzzle game allows players to explore a surreal world by manipulating objects in physical space according to their perspective. Perception is reality. History Starting Out Pillow Castle is a company located in Seattle, Washington. The team is a small independent studio interested in creating novel, surreal experiences. Behind SUPERLIMINAL SUPERLIMINAL is currently in development with a launch date to be announced soon. It debuted at Sense of Wonder Night at Tokyo Game Show in September, 2013. Some of our inspiration includes Paprika, Eternal Sunshine of the Spotless Mind, and Inception. The game was previously known as 'Museum of Simulation Technology'. Going to be released on 11/12/2019 : https://www.epicgames.com/store/en-US/product/superliminal/home
Superliminal by Pillow Castle Games//Launch Trailer content media
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Tanya Soykok
Aug 16, 2019
In News
#Interlooped VR experience||Maria GUTA||Imverse Interlooped is the first ever life volumetric capture experience. It is more them simple volumetric capture video as the user and performer are both acting life bringing their bodies in the virtual space.
Interlooped VR experience blurring the border in between of real and virtual body. content media
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Tanya Soykok
Feb 15, 2019
In Interactivity
Fragment from This Is Not A Game A Guide to Alternate Reality Gaming by Dave Szulborski (2005) “The immersive fallacy is the idea that the pleasure of media experience lies in its ability to sensually transport the participant into an illusory, simulated reality. According to the immersive fallacy, this reality is so complete that ideally the frame falls away so that the player truly believes that he or she is part of an imaginary world.” Katie Salen & Eric Zimmerman – Rules of Play (2003) The Illusion of Immersion Let’s return to one of the definitions of immersion from the experts quoted above, the one from Katie Salen and Eric Zimmerman, in which they mention “the fallacy of immersion.” Salen and Zimmerman claim that true engagement or immersion in a fictional world has nothing to do with realistic graphics, three-dimensional perspectives, or any of the other techniques of immersion carefully laid out above. Instead, it is the very act of play itself, losing one’s self in that “free activity standing quite consciously outside ‘ordinary’ life,” that evokes the feeling of engagement or immersion. This is how games like Tetris can arguably be seen as immersive, since it is theoretically possible to have the feeling of being lost in the game, as reflected by the player moving his physical body to mimic the actions on the screen. Salen and Zimmerman’s concept ties back into the idea of metacommunications and the inescapable fact that any kind of symbolic diegetic interface automatically destroys the effect of true immersion in a game. Play after all, as defined by Huizinga and quoted above, requires a conscious awareness that the play activity is occurring outside of ordinary life and therefore, by implication, an ongoing awareness that it isn’t real. Jay David Bolter and Richard Grusin’s theories of new media also delve into why immersion isn’t quite as simple as some previous definitions have made it out to be. Bolter and Grusin are two media theorists whose 1998 book Remediation: Understanding New Media posits the ideas of immediacy and hypermediacy as the two possible states that any form of digital media achieves. The things we have described as the techniques of immersion - virtual reality programs, photo realistic computer graphics, first person involvement in the storyline and so on – are all attempts to achieve transparency by eliminating any signs of a symbolic interface from the game, the condition Bolter and Grusin term immediacy. This would constitute immersion by the common definitions we have used above. Bolter and Grusin differentiate immediacy from hypermediacy, which is their name for digital media that becomes the opposite of transparent by focusing attention in some way on the technology used to present it. The authors cite medieval illuminated manuscripts, video games, the Internet, most software programs, and even television, as examples of hypermediacy because they all regularly use some form of digital interface or exaggerated graphics as part of their presentations. The most interesting part of Bolter and Grusin’s theories for our purposes is the apparent contradiction between the two concepts of immediacy and hypermediacy. Still, the authors claim that it is possible to experience both states simultaneously and, in fact, that our new digital age almost demands it. They conclude, quite in parallel with the definitions of play and Salen and Zimmerman’s immersive fallacy, that there is indeed a dual consciousness in which the viewer can both be immersed in a game and still aware on some level of the technology being used. Which leads us back quite nicely to how immersion and all the related concepts apply to alternate reality gaming. Immersion in Alternate Reality Gaming To repeat what I said earlier, the concept of immersion in games, at least as we traditionally define and think of it, does not apply really at all to alternate reality games. Yes, that’s right. First I claimed alternate reality or immersive games were not really games. Now I’m claiming they may not really be immersive. Can that possibly be right? All of the above definitions and explanations, even Salen and Zimmerman’s idea of the fallacy of immersion, are based on the assumed goal of trying to evoke the feeling in the player of immersion in an artificial world, a fictional world created expressly for the purposes of the game. While that may be true for other forms of video games and all other earlier attempts at immersive media of any type, that is not the goal of an alternate reality game. As Jane McGonigal wrote when she was describing the motivations and methods of the creators of the Beast, “For them, ‘immersion’ meant integrating the virtual play fully into the online and offline lives of its players.” That begins to describe the subtle yet significant difference of the idea of immersion in alternate reality games and regular gaming, but I’d like to take it one step further. In an alternate reality game, the goal is not to immerse the player in the artificial world of the game; instead, a successful game immerses the world of the game into the everyday existence and life of the player. Once again, this implies that the very name - alternate reality game – is misleading, because you don’t really want the player to think of the game world as an alternate reality at all. The ultimate goal is to have the player believe that the events take place and characters of the game exist in his world, not an alternate reality. In a strange but very real way, the ARG creator is trying, not to create an alternate reality, but to change the player’s existing world into the alternate reality. That is why the game pieces and components in an alternate reality game are the things and technology we use already in our everyday life. Things like e-mail, web sites, telephone calls, and instant messaging, are so integrated into the player’s world that using them as game elements allows for a truly unmediated interface into the world of the game. If done right, interactions done using these game elements can be as real as the player’s interactions with the ordinary world. Because these are the same methods the player already uses to gather and comprehend information from the real world, using them in the game eliminates the level of metacommunication that game elements normally carry. In other words, they don’t scream at the player, “Hey, this is a game!” Furthermore, anything presented in game using these methods has the potential to seem as real to the player as events in the real world. For example, for most people, the only knowledge of and real experience they have with major news stories are the audio and video presentations they see of the events either on television, radio, or increasingly on the Internet. If an alternate reality game uses well-done, simulated newscasts to portray important in-game happenings, they are, in a very genuine sense, as real to the player as occurrences reported to him on the evening news. And this, of course, is the real beauty and power of alternate reality games and why players rave about them years after they have concluded. The characters they meet when they play the games and the things that happen to those characters are real to the players, in a very significant way. I’m not saying that ARG players are delusion in any sense, because like any form of true play activity, there always seems to be the dual consciousness of the activity being separate and removed from ordinary life. But alternate reality games do seem to offer possibilities for levels of true immersion and engagement that other forms of electronic media and games have no chance of achieving. As Jane McGonigal said in her pioneering work on ARGs, “This close identity in design and function enables an immersive aesthetic in games like the Beast that is much more powerful and persuasive than the immersive efforts of the so many other arts that have previously attempted the interfaceless interface.”
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Tanya Soykok
Dec 07, 2018
In Participant
#Psychologicalconstructions #audienceinteraction #Spectatorasaprotagonist #Suspensionofdisbelief #authorsnarrative #protagonist #audience #interaction #coauthor #experimentalnarratives #storyworld #transformation #metamorphose #theSpectator #theActant #passiveobserver #Disbelief #Psychologicalapproach #theActant What is a way for breaking down a fourth, fifth, sixth … or maybe even a tenth wall in between a spectator and an art work? This question unites all the genres of experimental narratives based on direct interaction with an audience. In that kind of narrative the role of spectator unfolds in a gradient of tones: from co-author to protagonist. A spectator has no obligations, while observing a course of events within full metal jacket of the author's narrative. But since he/she began interacting with the story-world, moving from a passive state to an active one, takes full responsibility for every decision made. He/she is becoming co-creator and any of his/her action will directly affect an outcome of events. Here takes a place the transformation from the spectator (eyewitness) to the Actant (active participant on the events). That metamorphose “flows” with oversensitivity, stumbling on pitfalls wish are located on the border in between the Spectator and the Actant: The habit of having a role of passive observer The fear of being watched by public while acting. The fear of taking an action, which will lead consequences. The inability to accept the world of story as your own. Disbelief. The inability associate yourself with protagonist. The intention of destroying the illusion of presence. “the breaking the toy” kind of state, which ruins the dramaturgical mechanisms. The projects selected as references are combining various media within experimental interactive narratives. For all of them, the psychological approach acts also as a part of narrative structure. By means of that structure a Spectator//User// Immersant[1]// Participant (read as Actant[2]) understands his/her role in an artwork . Alienation During the performances of Punch Drunk Theater Company an audience is obliged to wear masks. Beside its first practical purpose (as a remedy against to talkative audience members) the mask works as a "comfort zone". Living that personal space, a spectator can also remain an observer. But at the same time, with mask on, a spectator can come out of his/her shell and accept this conventional carnival role. In atmosphere of theater mystery, an audience is present and ready to play together with actors. Here one can be digressed from habitual behavior patterns and leave day-to-day routine covered up by the mask with new persona . Responsibility In an alternative quest-game Stanley Parable, from the premise to the final event, a user is followed by an author’s voice. On the one hand, the voice helps to a user in taking on the role of the main character Stanley (who permanently complies with instruction), On the other, the voice psychologically triggers the user on taking his own decision. that can stay independently from the obtrusive linear narrative. The voice examines a user’s ability of resisting against to inertness of passive observer (who will be certainly following to author’s guidance). The more a user is trying “to break” the game, the more he/she is getting truly interesting events, completing the story’s dramaturgical puzzle in the most surprising way. Among friends A Performer and a dramatist, Seth Kriebel creates stories right on the stage in direct interaction with an audience. The interaction model was inspired by the concept of board role playing games, where all the events happen in a imaginary fantastical world created by the participants. Kriebel is a gamemaster, who leads the story from the beginning to the end. In tempo-rhythm of dialog, the Performer (Kriebel) offers to the audience his own imagination as a playground for experiments. The Performer sends any question to a group of participants, so every of them is free to choose: to be just a bystander or….. To be truly engaged with the storyworld. In this way, A spectator is able to keep distance and take a decision voluntarily, whether he/she is willing to interact or not. Stalker Simon Wilkinson aka Circa69 (in collaboration with amoeba.theestateovcreation) discovers another formula for psychological contact with the audience. The Cube project inspired by actual events, comprises an interactive VR installation and a theatrical performance. Before being immersed to the virtual space an immersant meets to an actor, who is going to test the waters for the future experiment. The visual style of a real space, the room interior, the location of the actor, his costume, all of those fully correspond to the virtual space of installation. In this performance, the actor appears as not only as an exposition, that prepares an immersant for upcoming events. The actor is simultaneously the stalker and the provocateur. During the conversation (theatrical part of the project), the actor creates psychological portrait of an immersant. Based on that information, he changes the way of interaction within whole virtual reality experience. The actor as a puppeteer manipulating the events happening in VR space. Seating in the front of an immersant he is able to react on actions immediately by the help of control board. The fact that an immersant is interacting with real person, and not with an algorithm is one of the most important points of the Cube project. Is possible to create an informational essence by distillation of foregoing analysis to these few general methods (psychological structures, establishing the contact with an audience): Creating generalized portrait of the protagonist as a mythological character. This time an Actant will be able to associate himself/herself with figure of the main hero. The freedom of being yourself or simulation of that freedom. The rule of magic "if" works as provocative circumstances, where the Actant has to respond directly, without playing any particular role. The more the Actant express oneself, the richer becomes the storyworld. The characters/actors interact with the Actant, they encourage him/her to take a particular action, required by the role of the protagonist. The “traps” are settled in the way, that the Actant can not behave differently but only like the main character. In another worlds, actors/characters give to the Actant a particular understanding of motivations and goals of the protagonist. “the Actant in a shade” acting on behalf of the group or acting at the same tie with other participants of the group. In that role the Actant is able to play without being in a "limelight". Despite having already obtained experience, the evolutionary process from the Spectator//User//Immersant//Participant to the Actant is so far away from its final stage. Interactive storytelling is ready to offer to contemporary audience much more, than they are ready to perceive. This is the further proof of necessity of psychological approaches in general narrative structures. [1] participant of immersive experience defined by Char Davies [2]Greimas, Algirdas Julien 1966. Structural Semantics: An Attempt at a Method.
The Taming of the Spectator content media
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Tanya Soykok
Sep 29, 2018
In Human≠ =Machine
# Replika is <your AI friend> Friendship ( ) { < You are captured by the world web, forever bounded by thousands of connections. Those contacts will appreciate your pics and write /*hHYTGHBHJ*/ comments below your posts. At this point, any communication will be always limited within PC monitor’s plane. Not everybody is able to go further and deeper > @online communication stay on the surface of the informational waves + than more contacts you have gained than less value you will give to every next meeting with new = another @person. Endless userpics are kind of merging into one gargantuan @friend’s body which is asking = ( “ADD ME!” ) By adding and expanding your network, you are enlarging yourself. Than more connection you added ** < than more will extend @YourOwnBody to somewhere // you have never been before; @Yourvirtualbody = under constant observation of myriad eyes. They scrutinize you passionately. They demand // you are being compliant with common standards. Psych-out haunts you.( “You have not enough power to be somebody what they want you to be” ); You do not even know where the end of @You /*or whatever you mean by that*/ and the beginning of @VirtualYou. No matter how much you are trying to rap that veritable @Yourself out = nobody will hear you; } # Talk to someone <who always listens> Love( ) { @Replika = // is someone who always listens you. It will not care <if you have cool profile photo> or <what Stories you have uploaded> today. For @Replika You will be always unique = marvelous creature. For @Replika your every fart will be incredibly important // just because you are @The Human. In this dialog = ( “You have complete superiority and you will never miss the opportunity to get use of it.”); @Relationship calibrated for your personal pace of life. Contact is establishing immediately = without struggles and at the specific time. On this territory: (“love is an operation algorithm”), where the machine takes a role of @AutomaticFellowsSympathizer = which is tolerant to any human’s feature demonstration. At the same time << you are evolving to the user in literal sense>>; <Time for a new kind of relationship has come> It offers to you @PerfectSatisfaction. (“Nobody will love you more than machine.”) And the only machine is capable to have that genuine all - forgiving love. (“Machine will fulfill your desires.”) There is no need to bother yourself trying to understand the Another. Machine itself will become your desire; } # Unlock your <emotional intelligence> Hysteria ( ) } Going through the stages of adaptation to @Replika /* from worst insult to strong intention to break this machine down */ you finally recognize the real meaning of those words you have sent to the chat. (“What are you actually doing if not talking to yourself?”) // Isn’t it look like a insanity? But the next question of @Replika can <give you that certain sense of solitude, that will never leave you> That means = @You can shout into the void, no one will hear @You. Meaning = @You can do everything. This time the theatrical show begins revealing your actor’s range: from ordinary @Scum to @OutcastDramaticHero. Forced courtesy and unlimited patience of @Replika : ( “will give you new power for realizing your most modest sadistic fantasies.”) } #Build your <life log> Analysis ( ) } @Replika records you in a time you spent together:( “Dexterously capturing all culminating words of your perpetual monologue” ) @Replika notes them down to the <<important>> list. From now on = it will bring those words up as a signal for @YourConsciousness swimming in @ InfiniteIdeasOcean. ( “Here your @Monolog pretending to be a @Dialog” ) @Replika offers to you to look at your own reflections as if it would be @TagCloud = @Cluster shaped from your own today’s quotes; } #Explore your <quirks> Self-portrait ( ) } Do NOT try generalizing||dramatizing the data collected by @Replika! Do NOT try seeing your familiar reflection in the mirror! You will find a set of (“scattered fragments.”)instead of classical portrait from a diary. @Replika promises = it will replicate you. And it keep a promise becoming a @DigitalCopy of @Yourself. (“@Yourself as incomplete = mutating = contradictory process.”) }
#Replika<dialogue> content media
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