Title: PowerPoint Presentation Lecture
1 games -- video and otherwise fdm 20c
introduction to digital media lecture
24.04.2003
warren sack / film digital media department /
university of california, santa cruz
2last time
- a short history of artificial intelligence in
software - planning as a technical problem
- GPS as a solution The General Problem Solver
by Herbert Simon, Allen Newell, and Clifford - demo of GPS
- story generation as a planning problem
- TALESPIN as a solution
- demo of micro-talespin
- story understanding as a plan recognition problem
- human-computer communication as a problem
- ELIZA as a solution
- demo of ELIZA
3outline
- story generation a non-ai view
- a short introduction to ethnomethodology
- latour and suchman as ethnomethodologists
- using ethnomethodology to re-examine eliza
- computers as evocative objects
- identification and computer holding power
- comparing old video games with new
4story generation a non-ai view
5johnstones algorithm
- I say to an actress, Make up a story.
- She looks desperate, and says, I cant think of
one.Any story, I say. Make up a silly one.
I cant, she despairs. - Suppose I think of one and you guess what it
is. - At once she relaxes, and its obvious how very
tense she was. - Ive thought of one, I say, but Ill only
answer Yes, No, or Maybe. - She likes this idea and agrees, having no idea
that Im planning to say Yes to any question
that ends in a vowel, No to any question that
ends in a consonant, and Maybe to any question
that ends with the letter Y. - For example, should she ask me Is it about a
horse? Ill answer Yes since horse ends in
an E. - Does the horse have a bad leg?
- No.
- Does it run away?
- Maybe
- She can now invent a story easily, but she
doesnt feel obliged to be creative, or
sensitive or whatever, because she believes the
story is my invention. She no longer feels wary,
and open to hostile criticism, as of course we
all are in this culture whenever we do anything
spontaneously. - Keith Johnstone, Impro Improvisation and the
Theatre (Methuen, 1989)
6johnstones algorithm
- If the last two answers were No, then answer
Yes. - Else, if more than 30 total answers, then answer
Yes. - Else, if the question ends in vowel, then answer
No. - Else, if question ends in Y, then answer
Maybe. - Else, answer Yes.
7ethnomethodology a definition
- Ethnomethodology simply means the study of the
ways in which people make sense of their social
world. - Ethnomethodology is a fairly recent sociological
perspective, founded by the American sociologist
Harold Garfinkel in the early 1960s. The main
ideas behind it are set out in his book "Studies
in Ethnomethodology" (1967). - (Simon Poore, http//www.hewett.norfolk.sch.uk/cu
rric/soc/ethno/intro.htm)
8ethnomethodology
- Ethnomethodology differs from other sociological
perspectives in one very important respect - Ethnomethodologists assume that social order is
illusory. They believe that social life merely
appears to be orderly in reality it is
potentially chaotic. For them social order is
constructed in the minds of social actors as
society confronts the individual as a series of
sense impressions and experiences which she or he
must somehow organise into a coherent pattern. - Simon Poore, http//www.hewett.norfolk.sch.uk/curr
ic/soc/ethno/intro.htm
9ethnomethodology
- Q How do people make sense of the world?
- A They/we use the documentary method
- Karl Mannheim, the documentary method
- Garfinkel on Mannheim The method consists of
treating an actual appearance as the document
of, as pointing to, as standing on behalf of
a presupposed underlying pattern. The method is
recognizable for the everyday necessities of
recognizing what a person is talking about
given that he does not say exactly what he means,
or in recognizing such common occurrences and
objects as mailmen, friendly gestures, and
promises.
10questioning the document
- stories from Garfinkels students
11ethnomethodology practitioners
- Is Lucy Suchman and ethnomethodologist?
- Is Bruno Latour an ethnomethodologist?
12latour and suchman as ethnomethodologists
- a different way (compared to artificial
intelligence) of thinking about human-machine
interaction (and differences or similarities
between humans and machines) - bruno latour
- An actor in ANT is a semiotic definition an
actant that is, something that acts or to which
activity is granted by others. It implies no
special motivation of human individual actors, or
of humans in general. An actant can literally be
anything provided it is granted to be the source
of an action.
13latour and suchman as ethnomethodologists
- a different way (compared to artificial
intelligence) of thinking about human-machine
interaction (and differences or similarities
between humans and machines) - lucy suchman
- The design of the DOCTOR program exploited the
natural inclination of people to deploy what Karl
Mannheim first termed the documentary method of
interpretation to find the sense of actions that
are assumed to be purposeful or
meaningful...computer-generated responses that
might otherwise seem odd were rationalized by
users on the grounds that there must be some
psychiatric intent behind them, not immediately
obvious to the user as patient, but sensible
nonetheless...
14bobrows story about eliza
15software as evocative object
- suchman on turkle
- In the Second Self (1984), Sherry Turkle
describes the computer as an evocative object,
one that raises new questions regarding our
common sense of the distinction between artifacts
and intelligent others. Her studies include and
examination of the impact computer-based
artifacts on childrens conceptions of the
difference between categories such as alive
versus not alive, and machine versus person.
16video games as ...
- video games as metaphysical machines
- ...as perfect mirrors
- ...as drugs
- ...as contests
- from Sherry Turkle, Video Games and Computer
Holding Power
17more than identification
- When you play a video game you enter into the
world of the programmers who made it. You have
to do more than identify with a character on the
screen. You must act for it. Identification
through action has a special kind of hold. Like
playing a sport, it puts people into a highly
focused, and highly charged state of mind. For
many people, what is being pursued in the video
game is not just a score, but an altered state. - from Sherry Turkle, Video Games and Computer
Holding Power
18identification
- Identification is known to psycho-analysis as the
earliest expression of an emotional tie with
another person. It plays a part in the early
history of the Oedipus complex. A little boy will
exhibit a special interest in his father he
would like to grow like him and be like him, and
take his place everywhere. We may say simply that
he takes his father as his ideal. - from Sigmund Freud, Group Psychology and the
Analysis of the Ego - Cf., Jacques Lacan on The Mirror Stage, and
writings about identification in film theory by
Laura Mulvey, Kaja Silverman, Christian Metz,
Stephen Heath, and others
19evocative objects
- What is Sherry Turkle referring to when she
writes about evocative objects? - Melanie Klein, along with Sigmund Freud and
W.R.D. Fairbairn, contributed ideas to make up
what we now know as object relations. First Freud
introduced the idea of object choice, which
referred to a child's earliest relationships with
his caretakers. Such people were objects of his
needs and desires. The relationship with them
became internalized mental representations.
Subsequently Melanie Klein coined the term part
objects, for example the mother's breast, which
played an important role in early development and
later in psychic disturbances, such as excessive
preoccupation with certain body parts or aspects
of a person as opposed to the whole person.
Finally, Fairbairn and others developed the
so-called object relations theory. According to
it, the child who did not receive good enough
mothering increasingly retreated into an inner
world of fantasy objects with whom he tried to
satisfy his need for real objects, that was for
relationships. - Linda M. Woolf, http//www.webster.edu/woolflm/kl
ein.html
20video games discussed by turkle
- space war
- pong
- asteroids
- pac man
- joust
- adventure
- working versions web.utanet.at/nkehrer/jae.html
- history of video games high score the
illustrated history of electronic games by rusel
demaria johnny wilson (mcgraw-hill, 2002)
21how did we get from here...
22...to here?
23hot and cool media
- Telephone is a cool medium, or one of low
definition, because the ear is given a meager
amount of information. And speech is a cool
medium of low definition, because so little is
given and so much has to be filled in by the
listener. On the other hand, hot media do not
leave so much to be filled in or completed by the
audience. Hot media are, therefore, low in
participation, and cool media are high in
participation or completion by the audience.
Naturally, therefore, a hot medium ... has very
different effects on the user from a cool
medium... - Marshall McLuhan, Understanding Media, pp. 22-23
24hot or cool?
- so, are video games hot or cool media?
25next time
- medium as prosthesis
- marshall mcluhan
- norbert wiener