“Sexualized Avatars Affect the Real World, Stanford Researchers Find” [#geekgirl]
"A Stanford study shows that after women wear sexualized avatars in a virtual reality world, they feel objectified and are more likely to accept rape myths in the real world. The research could have implications for the role of female characters in video games."
#PRISOM: A Synthetic Reality Game Exhibited at ISMAR2013 [#geekgirl]
[From the 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) Website] “In recent years, mixed and augmented reality has been expanding from an exciting research field into a commercially viable technology. The field is highly interdisciplinary, combining work in diverse disciplines, ranging from human centered research into user interfaces, interaction techniques, education, design, human factors, wearable computing and mobile computing, through more technology oriented research including computer graphics, display technology, computer vision, sensors, signal processing and computer networking. The growing interest in mixed and augmented reality applications is creating new challenges for research in all of these areas. The conference tracks are: The Science & Technology (S&T) program The Arts, Media and Humanities (AMH) program…”
["#PRISOM is a Synthetic Reality Game where a player is set loose in a Glass City under infinite surveillance. Will you be brave enough to enter?"]
[From the MARart4 Exhibition/Transreal Topologies Exhibition Website] “Transreal Topologies Exhibition October 1st-5th 2013, The Royal Institute Australia and Centenary Building @ UniSA. Official Opening With Artist Talks @ RIAus from 6pm on October 1st. Transreal Topologies will be held in conjunction with The International Symposium on Mixed and Augmented Reality. The exhibition explores the field of mixed and augmented reality art (MARart), presenting a range of transdisciplinary artworks that are contributing to the development of a unique language for MARart, as both a medium and an area of inquiry. The exhibition focuses on modes of representation that deal with the augmentation of data, beyond traditional surfaces, in order to merge notions virtual and real in regards to objects, data and identity…
These works have been endorsed by an international selection panel, under the curation of Julian Stadon. This is the inaugural exhibition organised by the Mixed and Augmented Reality Art Research Organisation (MARart.org)
Artists: Tracey Benson, Mez Breeze/Andy Campbell, Andrew Burrell, Mar Canet/Varvara Guljajeva, Joshua Hagler, Damian Hills, Troy Innocent, Pierre Proske, Jorge Ramirez, Paul Thomas/Kevin Raxworthy. Curated/Organised by Julian Stadon.”
#Antimedia by Florian Cramer [#geekgirl]
“The Cover of Florian Cramer’s new book is, in short, beautiful (and us posting this here has *absolutely nothing* to do with the fact he devotes an entire section of the book to discussing a work by our Creative Director…*cough*…).”
Decko: A “Real-World Operating System” [#geekgirl]
‘Sitting on a train, wearing Google Glass, afraid to say, “ok glass”‘ [#geekgirl]
Omni + #Rift = True VR (#TeamFortress2) [#geekgirl]
New York, Threading the Needle, The Future of Fashion Design Conference
NFashion Research Institute invites you to attend Threading the Needle: The Future of Fashion Design, the first virtual world-based fashion design conference in history.
Fashion design is changing rapidly in response to many factors. The recent economic collapse, coupled with a coming petroleum crisis and a wave of new technologies with a global emphasis have sent ripples through the industry. Young designers and design students are faced with an array of choices for their careers, many of which weren’t even an option a few years ago.
Threading the Needle gathers eight fashion industry thought leaders to present their views on a range of topics designed to help a global audience of new designers and fashion designers ‘thread their needle’ and launch their careers. And as anyone who has ever had hand sewn a hem knows, there is a trick to threading a needle.
Join in on Thursday, December 3rd from 8 am – 5 pm EDT at this free conference for fashion design students and new designers.
Details, etc: at Shengri La Fashion Institute Blog
AFTRS in conjunction with the IGDA Sydney are running GameJam 09
Intense show’n’tells, pitches, discussions and lots of interaction!
An interactive event by gamers for gamers – a day of playing, learning about and making games. Come be a spectator, play to win, or get involved in the creative jam session. This free one day event features gaming competitions, seminars, networking and creative activities. The JAM starts with a gaming forum where anyone can register to be a presenter – share YOUR latest discoveries, opinions & ideas for games and virtual worlds. The JAM ends with a workshop & competition – where creative teams engage in a battle of ideas & rapid game-design, with prizes for best pitch!
Register to come along and/or participate – online at: http://www.gamejam.org.au
Show everyone YOUR latest ideas for games and virtual worlds
If you want to present for around 10-15 mins please book yourself a talk slot by checking out the GameJam wiki site
LOCATION: AFTRS building at the Entertainment Quarter, 130 Bent St. Moore Park (next door to Fox Studios) Syd, AUS
WHEN: Saturday 10th October 2009
WHO: YOU’RE the stars, but we will have some cool folk like Dan Graf (Dr D Studios) & Ian Brown (Unity & CG creator)
OPEN TALKS & SCHEDULE
The talks will be about anything to do with
1 developing for or playing with console, pc games, alternate reality games, augmented reality, smart mobiles, serious games
2 offline, online games or creating and using virtual worlds
3 games, film cross-over, machinima, writing, artificial intelligence, social games
5 educational, fun or just plain ‘wtf’!.
6 The user or creator angle is fine (in otherwords talk us through one of your must play games!) – just make sure it is not too geeky or too fanzy!
Demos around the areas: big screen displays, play new games and demos.
Second skin doco about virtual worlds
Second Skin, is a documentary about virtual worlds (WoW, Second Life, Everquest 2) and the lives they enhance and destroy.
Second Skin takes an intimate look at three sets of computer gamers whose lives have been transformed by online virtual worlds. An emerging genre of computer software called Massively Multiplayer Online games, or MMOs, allows millions of users to interact simultaneously in virtual spaces. Of the 50 million players worldwide, 50 percent consider themselves addicted. From individuals struggling with addiction to couples who have fallen in love without meeting; from disabled players whose lives have been given new purpose to gold farmers, entrepreneurs and widows, Second Skin opens viewers’ eyes to a phenomenon that may permanently change the way human beings interact.
Second Skin, opens in the US this August.
Info at: http://www.secondskinfilm.com
This August, Second Skin will become the first widely released movie about virtual worlds- a movie for the 50 million gamers who spend most of their time in virtual worlds, and all those curious to understand this phenomenon.
WoW: Emergent Media Phenomenon
June 14 – October 4, 2009
“Games are the most elevated form of investigation.” -Albert Einstein
“WoW is the most sophisticated happiness engine that exists now.” -Dr. Jane McGonigal
“Games may provide new ways for museums to have a profound impact on society if they are designed, as alternate-reality games are, to change people’s real-world behavior.” -Dr. Jane McGonigal
WoW: Emergent Media Phenomenon explores various forms of cultural production based on World of Warcraft in particular and on gaming in general. While surveying Warcraft’s Fifteen-year history, the exhibition looks at artistic practices that have been influenced by game culture. The actual works by the producer of World of Warcraft, Blizzard Entertainment (headquartered in Irvine, California), provide a starting point and reference.
Fourteen international artists were selected to consider this movement with the following themes in mind: elements of desire, the collapse of fantasy, medievalism, creative critiques, and public intervention. Artists in this exhibition take on the visual marker of World of Warcraft to consider, implications of gaming, and their greater impact on our culture. In addition to the works of these artists, fan art and the growing culture of machinima (computer animation that uses the graphic engines from video games) will be explored in this exhibition.
More information on WoW: Emergent Media Phenomenon
Also check out the /hug machinima world at http://thirdfaction.org/blog/