overview
This session will introduce the themes, tools and structure of the class. The lecture will initiate discussions about the role of fiction, imagination and society, and will include a first in-class exercise about fiction and reality.
- class overview
- example projects
- first exercise: real world fiction
summary
- intro
- intro
- examples
- examples
- invisible cities
- invisible cities
- real world fiction
- real world fiction
- outro
- outro
intro
virtual worlds
welcome!
plan for the day
- introductions
- examples in fictional reality
- discussions of the prelude
- unity
- homework overview
pierre
teaching media arts / digital humanities
writing a phd
writing software
one of my favorite stories is parasite
I teach in different universities, and across disciplines. At NYU, I've taught at the NYU Game Center (classes in game development and game programming); in Abu Dhabi and in Berlin, I teach in the IMA bachelor program, particularly a class called Augmenting the Gallery.
I also teach courses in the master program Creative Technologies at the Filmuniversität Babelsberg Konrad-Wolf, on advanced programming and project development; in France, I teach a class on digital culture at the Middle-East campus of Sciences Po.
My academic background is in Political Studies and Game Design, and my professional background includes digital media work for cultural institutions (mostly museums).
Finally, I'm writing a PhD thesis on the aesthetics of source code, at Paris-3 Sorbonne Nouvelle, with a co-direction at MIT Comparative Studies.
brian
questions about the class/unity
dark
you
name / where are you from/are?
what do you expect from the class? experience with unity?
a story you really like? why?
- yueqing / shanghai / game designer / learn narrative part, showing emotions / experience with unity / undertale
- yunshan / shanghai / web developer, game programming / experience with unity / go deeper into rendering, visual storytelling / cabaret
- wentao / beijing / education industry / no experience in unity / design a game / changing the past to change the future -> consequences of the action
- daisy / beijing - nyc / no experience with unity, learn about game design storytelling / joker
- siri / guangzhou / food science / some experience with unity / going inside the virtual world building, deeper in unity / avatar 2 -> the natives vs. humans, topics of immigration
- ada / animation / dilili a paris
- suri / south korea / learning another language / background in hospitality / avatar -> visually impressive / nfts in virtual worlds?
the class
what is this class? -> building stories in an interactive space?
why? -> learning unity! relationship between the world and its fictions
and how? game design, narrative theory, space design (architecture, scenography, level design)
final project
the explorable representation of a possible future
- explorable: non-linear, interactive storytelling
- representation: multimedia, digital native
- possible: starting from the present, into 100, 300, 500 years later.
class repo - https://github.com/periode/virtual-worlds
find all the necessary class information on the wiki section
The class is about imagining possible worlds, and about how to represent and communicate those worlds through 3-dimensional, interactive digital media. The main assumption here is that imagining and building new worlds allows us to have a critical and holistic approach to the worlds that we currently live in. We deconstruct what is around us in order to propose what could be. It isn't so much about proposing a new world, but rather about showing how it actually took place.
We will do so by introducing tools for imagination through daily exercises, and by introducing tools for digital design and development (with the Unity game engine) in order to present in a convincing way the worlds we have dreamed up (and researched).
All of this information (and any additional info) can be found on the class website.
macro
prelude
- before class
homework
- after class
- via: youtube/vimeo/peertube/uploads/...
There will be three kinds of exercises and homework that you will do during this term.
The preludes are short, conceptual exercises which will get you to think about the topics we'll discuss in the upcoming session. They focus on thinking and ideation, and will live on the discourse. For each day, a separate discourse topic will be created, and you will post your answers there.
The homework will be more technical, and will center around features of Unity, slowly building up in such a way that you will have all the necessary practical tools for your final project. Due to the large size of a Unity project, you will be asked to show your projects through screen recordings (you can use Quicktime on OSX, or FRAPS on Windows), and post them on the discussions section of the class GitHub.
Finally, all of these will contribute to a final project. This project will take the form of a virtual museum, telling the story of the virtual world you've chosen. The final versions (and prototype versions as well) will be exported to WebGL and uploaded to itch.io
to easily share it with others.
micro
step by step read-through of the schedule.
Note that the syllabus, and the schedule as part of it, is a living document, and might evolve over time. Always refer to it for any last updates, or reach out to James or me for clarifications.
examples
some references
explorable space
ambiguous fiction
- This is Ours
- The Museum of Innocence
- Excellences and Perfections
- The Right to Read
- Everyone reads books
- Everything will be fine
- After Progress
archival items
digital interfaces
city tours! -> showing and telling
- The Missing Datasets project is a good example of how items, or even lack thereof, can hint at bigger societal problems. Categories themselves are meaningful, and presenting these categories one way or another can impact our worldview.
- New York Apartment is a project which aggregates information about the NYC housing market, using an accumulative approach to highlights the (dys)functioning of this current world, and at the same time projecting possibilities towards new forms of housing.
- Gone Home is an exploration game in which all the information is lying around a house, and in which the story is pieced together by the architectural organization.
- This is Ours is a demonstration of a media product which acts as a proof of a possible world, a webshop in a world in which far-right nationalism conflates with environmentalism.
- Actual Reality OS is an artwork flipping around the concept of augmented reality to look at the actual reality: through sci-fi art direction, it highlights crises in environments, in housing and in human rights.
- It is as if you were doing work is a great example of computer interfaces as theater stages: its aesthetics project us in the world of work, exclusively work, with its icons, sounds and processes.
takeaways
terrains
objects
directions
moods
The terrains are the broad topics and domains, (security/education/food/technology); the objects are the actual artefacts, or proofs of change (bullet-proof backpacks/google tablets/soylent/airpods); the directions are the dynamic lines (is it expanding, growing, stabilizing, decreasing); the moods are the emotions (hope, doubt, fear, anger, etc.);
These 4 steps (ideation, research, implementation and communication) are the steps that we will go through during this semester, in order to build a consistent and coherent world.
Ideation means coming up with a satisfying, convincing and strong idea. Such a qualitative criteria comes through a quantitative approach.
Research means grounding some aspects of the imagined world into things that already exist, grounding your approach into what already exists.
Implementation means developing it in practice, choosing which material aspects best represent and communicate your world.
Communication concerns all the peripheral media which surround your main project: texts, images, posters, websites, as they set up expectations before your audience comes into contact with the piece itself.
invisible cities
visiting concepts
how did you find invisible cities's storytelling?
to what extent was it realistic or fictional?
imagining one city
the books is about describing all the different (spatial and temporal) facets of one city—venice.
it uses set-up, details and drama to highlight one particular conceptual aspect of the same place. each city is like a theater play.
analyzing the past to make us dream about the future.
real world fiction
story vs. reality
what's the relationship between reality and fiction?
they mutually feed on each other
stories shape the world, and the world shapes stories.
exercise
prompt:
imagine a situation (at home, at work, with friends, etc.)
pick two or three objects involved in this situation which might have seemed like science fiction a couple of years/decades ago?
is there an overarching terrain or mood linking those elements? what does that say about us as individuals, as a group?
how would you imagine those evolving in 100 years?
take 5 min and come back
results
what kind of fiction?
- terrain: go to school / study
- objects: interactive whiteboard / zoom / apple ipad
- mood: concrete, active
- holographic teachers / mind control / basic knowledge directly into our brains
- consequence: humans would be divided?
- terrain: ordering food
- object: cellphone, internet, app
- mood: lazy, convenient
- future: more fancy menu, smell the food, teleportation machine
- consequence: we just sync the hunger
- terrain: entertainment
- objects: console, controllers
- mood: chill, fun, relax, social
- future: helmet, brain computer-interface, new intimacies, very personal
- consequence: seeing the brain as muscle?
- terrain: art
- objects: the frame, the screen, the museum/gallery
- mood: sad but hopeful, happy
- future: subscription for art, membership for personal use
- consequence: social art
- terrain: entertainment, films
- objects: computer screen, speaker, internet
- mood: comfy, relaxed
- future: comfort from the smart home perspective (wall is the screen, sound comes from everywhere), immersive theater
aspects of fiction
fiction as a puzzle
happens through details and background stories
interaction as a new form of reading
Additional aspects are:
- complete lack of connection with reality ("we never thought this would happen!")
- highly dramatized relationships and characters
- emotional language
- self-reference and connection to a foundational myth
outro
homework
the point of the homework is to walk and look around in unity.
between 1st person and 3rd person: which point of view will you choose?
As you develop it, think of the point of view that you choose: is it first-person or third-person? what difference does it make practically? and conceptually?
resources
On the Technical Resources
page, your will find:
- videos recorded for the class (each video corresponds to a day)
- links to unity learn tutorials
If you have questions, the flow is as follows:
- post your question on discord for all to see and answer
- ask Pierre or Brian for help on discord
- send us an email!
For specific office hours, there are calendars on the main wiki page.