XML
Links for XML and databases:
www.3schools.com
www.oreilly.com
www.macromedia.com: Look at Flash/Data Intergration: Bike Trips Sample is a good one!
XML: Displaying XML Data in Web pages.
An online journal for my M.A course in Interactive Media. A way to keep my messy mind in order and slightly structured. Its this or post it notes scattered about my bedroom.
Links for XML and databases:
www.3schools.com
www.oreilly.com
www.macromedia.com: Look at Flash/Data Intergration: Bike Trips Sample is a good one!
XML: Displaying XML Data in Web pages.
Posted by
Chloë
at
3:39 PM
0
comments
I am trying to be really good and write/link all the websites that I have been looking at for this project. However I keep forgetting, and then I lose that post it note that was stuck on the back of the toilet door (For some unknown reason) and then its lost forever.... Never destined to be used in the bibliography. So here is some more (There all very obvious links but you have to start somewhere):
Posted by
Chloë
at
3:06 PM
0
comments
Some reference points:Things that I have been looking at in the past few days, as well I sites that I have remembered about! Some very useful, some not so useful but interesting never the less. Again I find myself amazed at how quickly works of digital/virtual art can become dated and past it. However saying that it has become apprent that people are not quick to learn ideas from other people and expand on them. People are making the same mistakes again and again, not learning from past experiments. Is this simply ignorance? Is this type of artform just too hard to distrabute? Or have designers simply not caught up with the technology? Lots of questions no real anwsers!
Posted by
Chloë
at
4:38 PM
0
comments
here is a really good link for textures ( So I don't forget it)
Posted by
Chloë
at
2:23 PM
0
comments
After a couple of chats with various people, my problem has become clear. Basile was Italien, throughout history people have transcribed his texts into English and depending on the time in which they were transctribed certain elements were changed with changing attitudes of the time. Like Grimm etc stories were changed to fit with ideals of the time, and very irratating so did transcribers. That is why I have now found three versions of Basile's Sleeping beauty and I'm sure I will find more. From re-reading sections of "From from the Beast to the Blonde" It would appear that Warner took the second translation as her port of call, and her basis for writing about it ( I think this was due to it being a lot more interesting then the first version) What to do? Do I use all the versions or pick one?
Posted by
Chloë
at
10:49 AM
0
comments
Have loved Brian Froud's work for some time now, well no one could say since I first saw the laberinth aged about 7 and is still to this day my favorite film (which gets a few raised eyebrows) I could babble on about it for ages but I'll spare you. His work helped in my idea/creation/interest for this project. The drawn sketch below was included in the back of Marvel's Official Dark Crystal Comics I remember as a child having his fairy books as well as the squished fairy books, which for some reason have completely disappeared from my book shelves............
Posted by
Chloë
at
3:57 PM
0
comments
Have spent the last few days continuing with researching fairy tales. Just found this
which has proven most usefull. Have come up against a few more problems though. There are different versions written by all of the various writers. They too changed and subverted their own texts and therefore I have found two versions of Sun, Moon and Talia both written by Basile that are very different, not slightly but completly. People keep suggesting more and more writers and I am trying to explore as many as I can find, although I worry that I am getting to absorbed in the stories to be thinking about the structure. I have come up with some ideas for the structure as I mentioned previously and I will post the diagrams soon. Whether they could or would work I am not sure yet.
A few more links that have been of use
The Endicott Studio
Once upon a time
Posted by
Chloë
at
3:33 PM
0
comments
Have just spent all afternoon trying to find a tie between one fairy tale to another. Decided on Sleeping Beauty for today. After an entire afternoon trying to find a link between Perrault, Glambattista and Grimm versions (And succeeding I discover it has already been done and written down so there was a wasted afternoon)
My idea is to create an interactive narrative, that uses all of the versions:
Sleeping Beauty and the enchanted wood
Sun, Moon and Thlia
The Glass Coffin
The Ninth Captains Tale
Little Briar Rose
My particular interest goes into the Perrault, Grimm and Glambattista versions, Sleeping Beauty etc, Little Briar Rose and Sun, Moon and Thlia. Glambattista (really not sure if I'm spelling this right....) being my main interest.
As things stand my idea is to create a multiple version, combining all the differences that these authors used. Thus the interaction will come about by leading you off into various versions and making you combine the versions to create your finished narrative. Also thinking of including hidden meanings and sub-texts ie Sleeping Beauty was supposable raped, the list of these things are endless.
Not sure if I'll use Sleeping Beauty for my final piece but needed to start looking into the how's and whys of making a fairy tale interactive.
Posted by
Chloë
at
6:50 PM
0
comments
Paula Rego has been one of my favorite artists since I visited an exhibition of hers in 1998. Her paintings always carry an narrative with them, which is what led me to revisit her for this project. I have been thinking of illustration style for this project and I already know that I do not wish to carry with the fairy tale illustration conventions. For starters I have not attempted an etching for years and am not sure if I can remember how to do it, however more importantly I want to show a different side to fairy tales the darker, underbelly side of them.
"Her work often uses imagery from fairy tales with a sinister edge in which there
is a malicious domination, a subverting of natural order or exposes social
realities that are unpolite or polemic like abortion."
"Swallows the Poisoned Apple"
In Swallows The Poison Apple, Paula Rego revises the tale of Snow White to expose the fallible value of youth. Dressed in traditional Disney garb, this Snow White isnÂt a beautiful princess, but a middle-aged woman. And put so much better then I could:
"Pictured moments after eating the poison apple, she lays sprawled amidst
overturned furniture, suggesting painful and violent demise. Clutching her
skirts, she alludes to her sexual nature, as if clinging to something slipping
away. Her body lies between a blanket adorned with spring blossoms, and a
sinister backdrop of red and black. Rego illustrates the conflict of reality
encroaching on the socially imposed myths of female worth, construing aging as
both a physical and psychological violation""Snow White Playing with her Father's Trophies"
Posted by
Chloë
at
4:48 PM
0
comments
Developing Practice:- Project Proposal 1.
Learning Outcomes:
During this module you will apply your knowledge of research and pre-production developed in your previous modules to develop and realise a completed short project or prototype for an interactive artefact based on a negotiated topic, issue or text.
My initial idea for this project is also what I plan to do for my final practical MA project. My interest lies in interactive narrative or modular narrative, the techniques needed to create an interactive story or novel. My first thoughts on this has of yet not been fully realised, and I am struggerling to come up with the right kind of narrative that would work on this genre. Comics, hypertext novels all try to achieve this, and personally I do not feel that any research I have done has satisfied me on how narrative can be broken up and retold successful in an interactive capacity. Comics obviously have been experimented with for a number of years; however I still feel that they have yet to be implemented on the web in such a way that you are not left feeling like you could have experienced that in book form, whilst lying on the sofa with a cup of tea- instead of been perched on an office chair bolt upright, blinking against the computer screen, and getting an increasingly bad headache. As of yet I don’t feel that interactive narrative on the web is successful and until someone figures out the correct formula for this type of story telling ( which I am in no way qualified to do) I think audiences will continue to be disappointed and left feeling like they don’t know what is going on and did they miss something important on that one hyperlink they failed to link to.
My first thoughts, combined with my research module, “To look at the effect of new media of the transmission of fairy tales.” Is something which has interested me for some time; however I am not sure that there is enough scope or really any point in creating an interactive fairytale? You could look at is there any point in creating anything interactive should I be thinking along those lines. However I feel that fairytales have been retold and retold, and although I would go back to the original source of fairytales, creating an interactive fairy tale might go against the premise and the point of them. That is the moral implications and the lessons that you are supposed to learn. Now that I am writing this down this might be perfect? Could the reader only get to the end of the fairy tale if they take on board the moral lessons that are supposed to be learned? This creates the problem of these tales been so well known that reader will know what they are supposed to be thinking and thus would navigate themselves through the piece with this in mind. One way to get around this would be to write a fairytale that follows the conventions and rules so to speak and not actually call it a fairytale. Thus the reader might get a feeling of the background to the text but would not know for sure.
Within this project I would like to combine narrative and illustration and perhaps a bit of animation to create a kind of hypertext novel/comic/romance. Romance being the 16th century preferred form of reading in which the novel was broken up into segments, in which the reader could choose which parts they read and which they missed. They were broken up in such a way that the reader could finish at any point and still feel a sense of closure, they were not copyrighted so should I go down this route the only problem is getting hold of a copy. Due to there excessive length apparently no body has ever finished reading one! This makes me think that these texts would be perfect for the internet. I do think studying the techniques used in this type of narrative would be a good starting point, whether I decide to look at fairy tales or some other form of narrative.
Here I’ve enclosed an extract from an essay completed for my BA in which I looked at the works of Madeleine De Scuderie:-
“Romance novels were very long made in volumes and could often extend to 10-12 volumes at a time. You could read them separately and still have a sense of closure at the end of each volume, this obviously was due to the modular structure, and relating back to today’s ‘Interactive narratives’ the use of a modular structure is needed so that you can end the experience at any time without missing the feeling of completing something. However if you read more than one, you realised that they did link together. They could be read in any order apart from the last one, which had to be at the end, which would conclude all the past volumes. As they were so long people didn’t finish them very often, they might read four of the volumes and then the concluding part, one such Romance by Madeleine De Scuderie, ‘The Map of the Kingdom of Tenderness’ is an allegory which distinguishes the different kinds of tenderness, which are reduced to esteem, gratitude and inclination. The map represents three rivers, which have these three names, and on which are situated three towns called Tenderness; Tenderness on Inclination; Tenderness on Gratitude, they are situated at Pleasing Attentions, or Petit Soins.
‘La Carte De Tendre’ or ‘The Kindom of Tenderness’ made its first debut in the first volume of ‘Clelie’, 1654. However it started its life off as a ‘Salon Game’ that was fast becoming all the rage in the 17th century, Parisian salon society. And is in my opinion the predecessor of many board games, and foreshadows certain contemporary computer games, and interactive narratives. The idea was that a group of people met and held these imaginary games. There was always a person in charge who read the narrative, and who usually had written the narrative. Romance novels were perfect for this as they didn’t have to be read in order, so one volume would be read, and on the instruction of the person playing the game would lead to another volume. ‘La Carte De Tendre’ was no exception to this. Each Pretendent, Male or Female began the journey to ‘Tendre’ at ‘New Friendship’, located at the Southern mid- point of the map and then follow one of three routes first travelling north towards ‘Tendre’. One might follow the route of ‘Inclination’, and arrive in ‘Tendre- Sur- Estime’ or the route of ‘Recognition’, and arrive at ‘Tendre-Sur-Reconnaissance’. A person might choose the wrong route, for example, and wonder into the lake of indifference, or into forgetfulness. On the opposite side of the map one might choose more wisely and wander through Submission, Obedience, Sensibility, or Constant friendship and might find oneself arriving in ‘Tendre’ more rapidly then expected. The author was always the one in charge of the narrative, the authorial voice, describing the route that had been followed, and making sure that the path they had chosen would lead to the correct part of the narrative.
Although they neither could change, nor interfere in the main narrative, participants would choose their fate and where they would lead. Participants were encouraged to enter into the realm, to explore the countryside, to dream the authors dreams with them, but the author never let them enter into her dreams. As you can see, the resemblance to interactive narrative is there for all to see. A narrative made to be broken up, yet leading to different points or different endings, memory required to remember the places you have been and the consequences of your actions. All this seems to have the same rules and strategies of interactive narratives. When Scuderie first brought out the book ‘The Kingdom of Tenderness’, there was much debate on the structure of these narratives. Critics disliked this new novel, and like we are doing today discussed whether this was narrative, however they proved to be bestsellers. One does wonder at why they stopped, or that until quite recently this style has only just been adopted again. One suggestion is that people found them exciting and new, but fundamentally a bit of a gimmick, they soon bored of them.
In De Saudrys case, they allowed her to describe her feelings about fellow players without insulting them. Rather then saying that they simply bored her, she could say that they had fallen into the lake of indifference or forgetfulness. This seems to suggest that she did move around narrative to suit her own prerogatives. She was the game master and ultimately the goal was her “friendship”, I put this in inverted commas, however this was actually the prize. Many of her friends were ‘test driven’ through the salon games, if they completed in a way in which Madeline De Saudry thought honourable she made them a personal friend. The game was there to give a lesson of how to treat women, and how to give tenderness without physical interaction. This seems to give the impression that these salon games’ narrative was more interactive than ‘interactive narratives’ are now. She could change the plot when she wanted, to lead her participants where she wanted them to go, she taught them a lesson and if they did not take the hint they were led away from Tendre. Like interactive narratives today you are given a kind of route, your helped along in the direction that would be best, if you wander off this then you come into trouble, or discovered red herrings, or find the really interesting stuff! Like ‘Interactive narratives’ someone was, and is in control however much the word interactive tries to persuade us other wise. There is a structure and if there is a structure then there must be a narrative.”
My thoughts for the next few weeks is to get to grips with the type of narrative I am going to use, and the best way in which to make it interactive. As this project is a lead up to our final project, the mistakes I make and the lessons to be learned will be implemented on the final project when hopefully I will have a better understanding of what makes narrative successful on the web and interactive. My choice of program will probably be Flash using HTML for a database.
Posted by
Chloë
at
4:36 PM
0
comments
Posted by
Chloë
at
8:27 PM
0
comments
Notes on the article "Beyond the valley of the geeks", and the website "Women Gamers".
Gender and gaming:
Its a stereotype, but its based on truth: Despite increasing numbers of female players and women working in game development, electronic games are still largely made for men, by men. Of the 145 million people that play video games, 43 percent are female. When it comes to console games, which dominate industry sales, only a quarter of the players are women. Women do however, make up 60 percent of the 6.3 million purchasers of games played on mobile phones.
US gaming companies are reluctant to disclose their percentage of female employees. But we do know that merely 10-15 percent of members of the international Game development Association are women. In the UK, just 17 percent of electronic gaming workers are female, and only 23 percent of those women have jobs that include designing or having creative input.
The reason this interests me from a designing point of view is that as we are designing an educational tool, it cannot be gender specific. One of the main aims is to create a game which not only educates, but also enjoyed from a purely non-educational way. I've realised that this might be hard. Girls in this case, might not be as interested to play as the boys. Research has shown that girls tend to choose games with short play and quick rewards, rather then Byzantine universes that require months to learn to navigate. One game to look at though which has been successful with women is The Sims created by a 60 percent female team and played by an audience that is 50 percent female. This seems to suggest that as women we are simple creatures purely wanting quick gratification and a pat on the back every five minutes.....
I think the way forward will be in the characters and also what platform the game should be played on. Could have a sims type character (obviously not to be made by me..) and a reward scheme. On her blog, Frag Doll team member (Female game team) Jinx writes:
"Within certain boundaries of reason, I think no one can argue that attractive game characters are awesome. Outside those bounds, well I often find myself cocking my head and wondering how physics engines can support the paradoxes of some female models... Usually there's an inverse relationship between the size of a character's breasts and her character development.... Developers, I'm trying to help you. If you're going to put a female character in the game, put her in for a reason... Being buxom is not a reason, it is an excuse."
As the characters in my game will be the character in the film that they are looking at I do not feel that it is important to look to closely at character assassination! However, the importance of female characters' physical appearance to female gamers is not well understood by male game developers. Perhaps this has something to do with the fact that identifying with game characters is less important to many male gamers? Male gamers see that most male characters are portrayed as unrealistic, muscle-bound Rambo-types, but they simply are not that affected by this. Many female gamers, on the other hand, are irritated when they can not identify with their female character. Additionally, males seem to miss the significance of the fact that female characters are not simply portrayed in a physically unrealistic manner, but are overly sexualised as well. As Sheri Graner Ray of Sirenia Software pointed out, male characters' sexual organs are not exaggerated in the same way as female characters' sexual characteristics are exaggerated-we do not see male game characters with huge penises, for example.
This next part is not really in contrast to my own problem or concerns as far as "Mr Benn for a modern world" goes but is rather interesting! In "Strong=Sexy," an essay published by WomenGamers.com, game critic Damon Brown muses on what male gamers get out of manipulating virtual vixens. His argument seems to vaguely state that this sexing up of women is about power differentials and has something to do with men's "phobias, desires and repression". He then goes on to say that male lead characters- Rambo, Bond, etc,- offer the player the chance to experience power by killing. Then he tries to establish a parallel by attempting to figure out what kind of power female leads proffer to male game players.......: "Man will never be able to stop his fascination of the womb, the place from where he came.... Women have this power. He does not." By this power I presume he means the ability to give birth. He reasons that male characters allow players to have power over others by killing them, and female characters allow players to have power over others by..... having babies??? He does slightly redeam himself by going down the path of : There's a difference between what male and female characters, as currently constructed, offer players, and it does have to do with power. What these female characters offer to the largest market share of game players- heterosexual men- is the chance to be aroused while going about the business of destroying bad guys or stealing cars. What more could a man want.....?
It has been suggested and I'm not utterly convinced, however that it is the "male geeks" who create them, that makes the medium prone to characterising women as sexual objects. " Many of the heterosexual geek boys in this industry have a deep resentment of women because they haven't had as much access to women as they would like." Therefore they can skip asking a women to go on a date and just create a character instead.... I dread to think what these people have created in their bedrooms....
Posted by
Chloë
at
3:38 PM
0
comments
Objects??????
Am having problems with the objects. You reach an object and at the moment to indicate that the object is active it spins. I can make the object then follow the character however I am unable for the character to then let go of an object should the user change their mind. One possable way out of this is when the character reaches an object the description comes up and you then have the choice of sending the object to the mirror. Should the viewer send more then one object to the mirror they then have the choice of which object to pick up and walk through with. Could have a shelf with them all lined up on. But how do you take one with you????
As the whole point of this game is that your choice of object indicates where you go in the next level, so to speak then this is really quite important.......
Posted by
Chloë
at
5:31 PM
0
comments
Well, I somehow need to make my room have some resembulance to this----->
Now there are loads of free 3D models out there you can get anything..... even down to a used condom. But blood soaked medical instruments, torturous looking devices, and severed limbs isn't so easy. And the electrical thingy which made the monster come to life is proving most difficult. Thats what today is for to finish the room, and try and figure out how to make the viewer be able to pick up objects.
Posted by
Chloë
at
12:52 PM
0
comments