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PowerPoint Presentation Lecture

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warren sack / film & digital media department / university of ... in film theory by Laura Mulvey, Kaja Silverman, Christian Metz, Stephen Heath, and others ... – PowerPoint PPT presentation

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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
2
last 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

3
outline
  • 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

4
story generation a non-ai view
5
johnstones 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)

6
johnstones 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.

7
ethnomethodology 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)

8
ethnomethodology
  • 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

9
ethnomethodology
  • 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.

10
questioning the document
  • stories from Garfinkels students

11
ethnomethodology practitioners
  • Is Lucy Suchman and ethnomethodologist?
  • Is Bruno Latour an ethnomethodologist?

12
latour 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.

13
latour 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...

14
bobrows story about eliza
15
software 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.

16
video games as ...
  • video games as metaphysical machines
  • ...as perfect mirrors
  • ...as drugs
  • ...as contests
  • from Sherry Turkle, Video Games and Computer
    Holding Power

17
more 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

18
identification
  • 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

19
evocative 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

20
video 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)

21
how did we get from here...
22
...to here?
23
hot 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

24
hot or cool?
  • so, are video games hot or cool media?

25
next time
  • medium as prosthesis
  • marshall mcluhan
  • norbert wiener
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