Arquivo da Categoria ‘hyperenvironment’

MASH 2013: Witchcraft Tales

sexta-feira, 5 de julho de 2013

Witchcraft Tales [http://historias.interativas.nom.br/witchcrafttales/]

Is a scenario based on 19th-century Brazil, inspired by the fictional characters of the Brazillian writer Machado de Assis, his historical and literary contemporaries and elements of the Victorian age. It is a world permeated by Brazillian fantastic realism with secret societies, sorcery cabals, supernatural creatures and legends, all side by side with a fascination for Science and progress. In this reality, based on the historical Brazillian monarchy, the narrative elements and characters of Machado de Assis’ works encounter figures such as Aleister Crowley, Tolstói, Masters Mason, João do Rio, Lawrence of Arabia, Annie Besant, Rui Barbosa and many other personalities that compose this eccentric universe.
This setting was developed by the Cia Imperial Ludica, founded in 1808 and re-founded in 2012. Its mission is to create, experiment and research games, disseminate ludic ideas and distract he court and its subjects to free them from the yokes of boredom and sadness.

The setting and the Incorporeal Fast System were presented in a workshop at MASH 2013 [http://mash2013.wordpress.com/]

 

MASH 2013: Incorporeal Hyperenvironmet Workshop

quarta-feira, 17 de abril de 2013

This workshop intends to explore the potential of cooperative storytelling to stimulate a creative production. TIN (Techniques for Interactive Narratives) and Poetic Design combine to achieve this purpose.
The workshop demands that each participant present a critical and creative production based on her/his experiences during it. This production will be added to the supports of the Incorporeal Project: the printed hyperbooks, websites and the hyperenvironment itself.
Each participant will receive: an “Incorporeal Kit” with a printed book, a CD with ready-to-print files and the login to the moodle and the blog that give online support to the project.
The participants will be organized in two categories: players and “consciences”. The players will receive ready-to-play character sheets and the “consciences” will receive sketchbooks and writing tools. Each player will be assigned one “conscience” and they will work in partnership.
During the first hour, the group of players will experience an interactive story in format of table top RPG (role-playing game) with their ready-to-play characters. Each player will be assisted by one “conscience” who will take detailed notes about all the player’s character actions, dialogues and interactions in the sketchbook. During the RPG session, the “conscience” can give advice to the player once, the player may also once ask for advice and also once ask the “conscience” to reroll the dice for him/her.
In the second hour, each player will join his/her “conscience” to transform the character and the sketchbook into any sort of artistic work using the drawing and collage material available. The purpose is to produce something creative based on what they´ve experienced in the RPG session, again working in pardnership.
The participants will then insert their production into the installation, a hyperobject that will be built collectively turning the gaming area into a hyperenvironment. Hence the “hyper” of the environment: a space that becomes immersive and hypertextual, mainly through the desire to organize each inserted material as a link that can open to something beyond, expanding that space.
At the end of the event the participants will be asked to post on the blog an evaluation considering:
==> If the experience of articulating different types of knowledge by participating in an interactive story in an immersive environment stimulated critical, creative and interdisciplinary thinking;
==> If they can replicate this experiment with students and trainees in more traditional academic and training environments.
We will also ask them to sign an authorization to have their works photographed and published on the project’s supports.
The project follows our research lines of TIN (Techniques for Interactive Narratives) to use interactive stories for educational purposes and of Poetic Design in which the configuration of artifacts leads to a reconfiguration of the subject, in accordance with the principles of flexible learning, the pedagogy of autonomy by Paulo Freire, the mimetic process postulated by Paul Ricoeur and Roland Barthes semiology.
The capacity to articulate different types of information in critical and creative ways to build significant knowledge is a fundamental one to face the challenges of our world nowadays. To achieve this, one must acquire the competence of working with analogical and digital thinking to be able to have an ample and systemic view of reality, facilitating cooperative work and more effective decisons. The traditional school environment has been having difficulties to generate such competence in its students and needs to be rethought in its physical, social and cultural aspects.

The workshop will be presented at  Making and Sharing – MASH – Conference on Audience Creativity. July 4-5, 2013, Maastricht: http://mash2013.wordpress.com/

Hyperenvironment

segunda-feira, 14 de maio de 2012

The hyperenvironment is a research project in progress at the Arts & Design Institute of the Federal University of Juiz de Fora, which proposes a hypertextual way of using any physical space in order to simultaneously promote fun, creativity and learning. It’s poetically designed to be one of the hypersupports of the Incorporeal Project. The research also intendeds to establish methodological premisses for educational applications in workshops and disciplines.
The occupation of this space – which can be a classroom, an exhibition room, a laboratory, a library and so on – begins with an installation, initiated by the facilitators, that presents the theme of the narrative. Each participant receives an Incorporeal Kit with a printed book, a DVD with digital files and the login to the moodle website which gives online support to the activity. Then they experience an interactive story in table top RPG format (role-playing game). During the activity and in-between sessions, the participants must present a creative production based on what they have experienced in the story. This production is not to be only about what they´ve experienced, but a creation from what they experienced! It must go beyond merely illustrating it and it can be presented in any language (verbal, visual, musical etc) and material (printed, online, solid etc).
The participants will insert their production in the installation, in the format of a collective and narrative Merzbau (a cumulative installation of everyday objects, by Kurt Schwitters: http://www.youtube.com/watch?v=4cF2Qb4bNm0&feature=player_embedded). Hence the “hyper” of the environment: a space that becomes immersive and hypertextual, mainly through the act of organizing each inserted material as a link that can open to something beyond, expanding that space. The project then follows our research lines of TIN (Techniques for Interactive Narratives) to use interactive stories for learning purposes and of Poetic Design in which the configuration of artifacts leads to a reconfiguration of the subject. In accordance with the principles of flexible learning, the pedagogy of autonomy by Paulo Freire, the mimetic process postulated by Paul Ricoeur and Roland Barthes semiology.
Being flexible and interchangeable, the hyperenvironment becomes impermanent, although its virtual permanence persists since it becomes part of the Incorporeal Kit. The same material is also inserted in the hyperbooks and the digital supports of the kit, becoming part of it. Therefore, the kits that the next participants will receive will not be the same as the original ones, since they will have incorporated the production of the previous participants. This state of open work in constant evolution of the Incorporeal Project can be followed by all participants in the moodle website, the virtual environment created for this purpose.
We believe that the capacity to articulate different information in critical and creative ways to build significant knowledge is a fundamental one to face the challenges of our world nowadays. To achieve this, one must acquire the competence of working with analogical and digital thinking to be able to have an ample and systemic view of reality, facilitating cooperative work and more effective measures. The traditional school environment has been finding it difficult to generate such competence in its students and needs to be rethought in its physical, social and cultural aspects.
The first experiment focus was on Muiraquitã: the Survival of the Legends setting and it aimed to develop an hyperenvironment for it during a concept art workshop with the undergraduate students. At the same time, we tested the TIN and Poetic Design steps of this workshop to achieve the most productive sequence for didatic purposes.